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Astral Adventurer's Guide

Additional Spelljammer Tables

Shipboard Tasks

During the uneventful part of a voyage, the captain of a spelljamming ship can put crew members to work in several ways. If a character is looking for a job to do, or if a captain wants to keep a character busy, roll on the Shipboard Tasks table to determine what needs to be done. The time it takes to complete a task is at least 1 hour, and certain tasks might take longer at your discretion.

Shipboard Tasks
d12Task
1Scrape barnacles off the hull.
2Scrub pots and dishes in the galley.
3Chop vegetables in the galley.
4Swab the deck or sweep the cargo hold.
5Update the ship's navigational charts, which requires cartographer's tools.
6Repair the captain's favorite pair of boots, which requires cobbler's tools. (A mending spell also does the trick.)
7Repair superficial damage to the ship, which requires carpenter's tools or woodcarver's tools. (A mending spell also does the trick.)
8Compose a new chantey, which requires a musical instrument.
9Entertain the crew with tall tales or gossip.
10Fix the captain's broken spyglass, which requires jeweler's tools or tinker's tools. (A mending spell also does the trick.)
11Teach the captain the basics of a language they don't already know.
12Prepare a tasty dinner for the captain's table, which requires cook's utensils.

Ship Quirks

Roll on the Ship Quirks table if you want to add a bit of "personality" to a ship.

Ship Quirks
d10Quirk
1A chatty but harmless spirit haunts the cargo hold.
2The excessive creaking of the hull echoes throughout the ship.
3Any creature that removes itself from the ship's spelljamming helm receives a startling but harmless magical shock.
4The ship's companionways are smaller than those found in most other similar vessels.
5The ship makes a groaning sound in what seems like defiance whenever it comes to a stop.
6The floor of the main deck is adorned with a stylized rendering of a mysterious star chart that pulsates occasionally with scintillating colors.
7The ship's air envelope has a salty, briny smell.
8Bulkheads throughout the ship have lines of poetry scrawled on them.
9Unattended tools often go missing, only to reappear 1d4 hours later in another part of the ship.
10A creature seated in the ship's spelljamming helm hears faint spacefaring chanteys in its mind except when the ship is under attack.

Ship Cargo

To randomly determine what's in the cargo hold of a spelljamming ship, roll 1d6 times on the Cheap Cargo table and 1d4–1 times on the Expensive Cargo table. A duplicate result indicates that the ship has more of the same cargo.

If a cargo container is locked, at least one crew member (typically the captain) has the key to it. A character can try to unlock a container using thieves' tools, doing so with a successful DC 20 Dexterity check.

Cheap Cargo
d12Cargo
1Trunk containing ten outfits of traveler's clothes (2 gp each)
2Crate containing one hundred bars of soap (2 cp each)
3Twenty ballista bolts (5 gp each)
4Coop containing fifty live chickens (2 cp each)
5Crate containing twenty wheels of cheese (5 sp each)
6Locked cage containing one friendly Beast of your choice
7Ten 40-gallon barrels of fresh water
8Ten crates, each containing fifty days of rations (25 gp per crate)
9Locked cage containing one hostile Beast of your choice
10Chest containing fifty vials of perfume (2 gp each)
11Crate containing fifty loaves of bread (2 cp each)
12Ten 40-gallon barrels of ale (4 gp each)
Expensive Cargo
d12Cargo
1Crate containing fifty blank spellbooks (50 gp each)
2Crate containing one hundred 1-ounce bottles of ink (10 gp each) and one thousand sheets of parchment (1 sp each)
3Crate containing twenty potions of healing, flasks of alchemist's fire, or vials of antitoxin (50 gp each)
4Crate containing one hundred bottles of exquisite wine (25 gp each)
5Set of exquisitely crafted furniture (2,500 gp)
6Locked trunk containing five unloaded pistols (250 gp each) and a box of 100 bullets
7Locked case containing an exquisite Dragonchess set made of crystal or ivory (2,500 gp)
8Locked trunk containing ten bombs (150 gp each; see "9" in the Dungeon Master's Guide)
9Crate containing one hundred fireworks (25 gp each)
10Crate containing five unloaded muskets (500 gp each) and a box of 100 bullets
11Locked case containing five spyglasses (1,000 gp each)
12Ten 20-pound kegs of gunpowder (250 gp each; see "9" in the Dungeon Master's Guide)