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Aetherdark Quickstart

The document provides detailed statistics and rules for various ship classes, modifications, crew management, and naval combat in the Aetherdark game setting. It includes information on ship attributes like speed, size, attack, and crew requirements, as well as options for upgrades, armor, and weaponry. Additionally, it outlines crew morale, actions, advancements, and events that can occur during gameplay, emphasizing the importance of crew dynamics in ship operations.

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jbwilcox2
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© All Rights Reserved
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0% found this document useful (0 votes)
106 views64 pages

Aetherdark Quickstart

The document provides detailed statistics and rules for various ship classes, modifications, crew management, and naval combat in the Aetherdark game setting. It includes information on ship attributes like speed, size, attack, and crew requirements, as well as options for upgrades, armor, and weaponry. Additionally, it outlines crew morale, actions, advancements, and events that can occur during gameplay, emphasizing the importance of crew dynamics in ship operations.

Uploaded by

jbwilcox2
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Ship Class Hull Spd Mvr Size ATK Crew

Dinghy 5 -4 -2 1 (0) — 1/6


Pinnace 8 +2 +2 1 — 2/8
Striker 1 (0) 1 4/8
Sloop 15 +2 +1 3 — 3 / 15
Corvette 3 (2) 1 5 / 15
Barque 35 +0 +0 5 — 6 / 30
Frigate 5 (3) 2 10 / 30
Galleon 80 -2 -1 8 — 10 / 50
Armed galleon 8 (7) 1 13 / 50
Battleship 8 (5) 4 18 / 50
Greatship 250 -2 -5 16 — 30 / 180
Armed greatship 16 (14) 2 (×2) 40 / 180
Dreadnought 16 (10) 6 (×2) 60 / 180

Ship Modifications Penalty Cost


Add ballistae, hurlers, or bombards see ship class 2,000 × size
Change ship's landing method — 500 × size
Deck Fortifications -3 cargo × size 500 × size
Hull Reinforcements (up to 3 times) -1 cargo × size 1000 × size
Streamlined Hull -2 cargo × size 1500 × size
Tight Steering Yoke +2 PRV rating 1500 × size

Deck Upgrades Cost Deck Upgrades Cost


Barracks 200 × size Livestock pens 250 × size
Cabins 300 × size Luxury cabins 1,000 × size
Cargo bay 100 × size Magazine 400 × size
Custom cargo bay 100 × size Smuggler's hold 400 × size
Entertainment area 1,000 × size Workshop 400 × size
Ship Armor AC Spd Mvr Cost
Unarmored 8 AC + MVR — — —
Stone hulled 14 AC -2 -2 —
Inscribed bronze 12 AC + MVR -1 — 500 × size
Lacquered wood 10 AC + MVR — — 500 × size
Runic copper plates 13 AC + MVR -1 — 1,500 × size
Steel plating 15 AC -2 -1 1,000 × size

Rams Siege Casualties Cost


No ram size · d3 — —
Blade ram size · d20 size · d2 1,500 × size
Hammer ram size · d12 size · d3 1,000 × size

Ballista Ammo Damage Effects Cost


Ballista bolts d4 — 1
Flame-lances d10 fire 50
Heavy steel bolts d8 — 10

Bottled Ammo Damage Effects Cost


Arcane ampules d12 — 15
Dust storm canisters — stinging sands 50
Firepots d10 collateral, fires 100
Lightning bottles d20 conductivity 100

Hurler Ammo Damage Effects Cost


Barnacles — barnacle 100
Caustic globules d4 acid 50
Frost nets — slow 35
Grapeshot d4 collateral 10
Incendiary spheres d4 fires 25
Large rocks d8 — 5
What is �etherdark?
Sail between the stars and visit New Rules
strange worlds. Be an explorer, a
Aetherdark adds three major
pirate, a bounty-hunter. Survive
elements to your game:
the Aetherdark.
The Crew. It takes a crew to
Shadowdark manage a ship.
The Aetherdark is a rules
Aetherdark adds rules to level
expansion to add fast-playing
that group up alongside the
naval exploration and combat to
player-characters and rules to
Shadowdark.
manage mass-combat between
crews.
The Setting
Aetherdark can be played in The Ship. The ship is an
many settings, but supposes a upgradeable, mobile base for
particular way the universe players to operate from.
makes sailing a ship between
Aetherdark adds rules for buying
stars a sensible endeavor.
and upgrading ships, as well as
If you have a different concept of maneuvering in naval combat
how wooden ships sail between and sailing across vast distances.
worlds, these rules will still work,
Siege Weapons. A fireball might
but the random tables for the
be effective against a warship,
aether will make less sense.
but most other attacks won't be.
If you want more of the setting,
Aetherdark includes rules for
you can find fiction and
firing siege weaponry, whether
rulebooks about an aether-
at other ships or at groups of
faring civilization The Ring, as
helpless fools far below.
well as some more distant
worlds, at [Link].

2
�rew & Ships
�rew Stats
No one runs a ship alone. You �rew Morale
need a crew of loyal sailors to
The crew always fails morale
cross the starry sea. They are
checks. After their morale
your friends and allies, and if you
breaks, the crew cannot act and
aren't careful, they could
may panic or flee, depending on
become your enemies.
the circumstance.

�rew Stats You can restore your crew's


When the crew as a whole takes morale with a DC 15 CHA check.
an action without a player
Common morale checks include:
character, crew stats are used.
half of the crew is eliminated, the
If an individual member of the ship is reduced to half hull, or a
crew is needed, they use that dragon breathes fire.
same stat block.
�rew Re�overy
�RW and �asualties While the ship stops in a safe
The CRW stat is equal to the place, casualties due to injury
total number of people in the recover over 2d6 days or one
crew, not counting PCs. It downtime period.
functions much like HP for the
crew as a whole. �rew Repla�ement
Depending on the setting and
Current CRW is the count of
location, there may be
active crewmembers, not
volunteers eager for adventure
counting any casualties.
that can be recruited freely. PCs
can try to recruit crewmembers
Casualties are crewmembers
with specific skills as a
who are injured, killed, or
downtime action.
otherwise incapacitated.

4
�rew A�tions �ommanding
Each round, the crew can either the �rew
assist player characters or take a The crew does as you direct. If
single crew action. you can't give orders, the GM
may decide what the crew does.
Assisted Actions. The crew can
assist as many actions as there
�asualties
are characters to lead, if the
Many attacks deal casualties,
number of people needed
meaning that each point of
doesn't exceed the CRW.
damage injures or kills one
For assisted actions, you roll crewmember.
using your stats, not the crew's,
Which casualties result in death
but can attempt tasks that need
is at the GM's discretion.
extra hands. An assisted action is
still your only action for the
When a siege attack strikes a
round.
crew not protected by a ship, it
deals casualties (34).
Crew Actions. If there are
sufficient crewmembers left
Ramming attacks deal
after assisting PC actions, the
casualties in addition to
crew can take a single action on
damaging the ship (35).
its own.
If a regular attack hits the crew
Crew actions always come last in
as a whole, it causes 1 casualty
the initiative and cannot be
for each full multiple of the
critical successes.
crew's HP stat that the attack
does.
Mass Combat. In close combat,
your crew attacks the rival crew
once, dealing its damage as Gear
casualties (36). You can outfit your crew by
buying enough gear for every
At 60 members, the crew gains a crewmember, gaining all the
second attack. At 200, a third. usual effects of that gear.

5
�rew Advan�ement
As they sail the aether together, �rew Stat Advan�ement
a group becomes a crew. Key
Your crew starts with 7 in every
tasks are mastered, fresh faces
stat. At every level, randomly
become veterans, and new
select a stat to increase by 1 (do
members are met with training
this 18 times at first level). Reroll
and confidence.
if a stat would exceed 16.

�rew Experien�e Spe�ialists


Your crew gains XP whenever
Functioning identically to talents
you gain XP.
during character advancement,
specialists grant various benefits
New �hara�ters to the crew as a whole. When
�ome from the �rew the crew suffers losses, specialist
When your character stops roles are refilled.
adventuring, whether due to
death or retirement, you can Reputations
immediately start playing as a
Some crew abilities come from
character from the crew.
the reputation your crew has.
Whenever you gain a new
Depending on your crew's level,
reputation, you can select any
this may allow you to start play
reputation you do not already
at level 2, 3 or 4.
have.

HP
Past Level 10
The crewmembers have HP
After level 10, every time the
equal to the crew's level + 2 +
crew gains another 50 XP, you
CON modifier, up to 12 HP at
may replace 1 randomly gained
level 10.
stat point or specialist with a re-
roll, or change 1 reputation.

6
Level Crew Improvements by Level
1 +1 to random stats eighteen times, +1 specialist, 3 base HP
2 +1 to a random stat, select 1st reputation, 4 base HP
3 +1 to a random stat, +1 specialist, 5 base HP
4 +1 to a random stat, PCs start at level 2, 6 base HP
5 +1 to a random stat, +1 specialist, 7 base HP
6 +1 to a random stat, select 2nd reputation, 8 base HP
7 +1 to a random stat, +1 specialist, 9 base HP
8 +1 to a random stat, PCs start at level 3, 10 base HP
9 +1 to a random stat, +1 specialist, 11 base HP
+1 to a random stat, select 3rd reputation,
10
PCs start at level 4, 12 base HP
Re-roll 1 random stat point, re-roll 1 specialist,
+50 XP
or change 1 reputation

2d6 Specialist
Quartermaster. Your ship can fit additional crew on-
2
board equal to size × 3
3-4 Bosun. Once per day, re-roll a MVR check
Carpenter. When performing repairs, each set of supplies
5-6
used repairs 1 additional hull
Chef. Your provisions usage (32) is treated as though your
7-8
crew was 1 tier smaller (min of 1 per 10 days)
9-11 Engineer. Once per day, re-roll a SPD check
Chirurgeon. After any event that caused casualties, heal
12
1d3 fresh casualties.

7
�rew Reputations
Artillerists Pilots
Whether it's a barrage of In the heat of combat, a steady
ballista bolts or rapid salvos of eye and deft hand at the wheel
caustic globules, the assault of can be more valuable than a
skilled artillerists is devastating. dozen ballistae.

Fire in the Hole! One round per Ride the Wind. For one round
day, roll your siege attack per day, add your MVR to your
damage at advantage. ship's AC an additional time.

Explorers Pirates
Explorers constantly seek the Fearsome raiders, navies of
undiscovered, some to pillage or freed men, or rebels against the
rule, others to uplift and aid, but ruling power, those who sail for
most simply to see new worlds. plunder are rightly feared.

First Impressions. When arriving Inspire Fear. When enemies


on a world you haven't visited attempt to rally their crew
before, your first reaction check during ship-to-ship combat, they
is rolled at advantage. do so at disadvantage.

Marauders Swashbu�klers
Not simply a well-run ship, but a Surprising their prey in stunning
vessel laden with warriors, ready leaps through open aether.
to battle on-deck or planetside.
Swing Into Action. When
Hot-Bunking. Your ship can fit performing a boarding action
additional crew equal to size × 3. from near, automatically
succeed the check to swim the
aether.

8
�rew Events
When? How Many Events?
Run one or more crew events During a normal adventure, a
while the PCs are returning from single event is appropriate, but if
an adventure or other excursion the players are gone for longer,
(finishing the event before they or if they leave the ship in a
return), or if they linger a long dangerous area, consider rolling
time in one place. multiple events.

For multiple events, it is general


What Event?
best to treat all of the events as
Use the table below in port, a one overlapping event, either
table from Shadowdark (SD 142- happening at once or in swift
185) in the wilderness, or a enough succession that the
specific event from the current crew cannot rest and recover.
adventure if one is available.

d12 Crew Events at Port


1 Stowaways are found in the hold
2 Locals went missing and suspicion falls on the crew
3 Tavern brawl got out of hand and three crew were jailed
4 Some crew took gold from the general fund for carousing
5 Love triangle in the crew is causing strife
6 Harbormaster's daughter wants to run away with the crew
7 Fire starts on the pier while half the crew is on-shore
8 Merchanter loses control and is drifting towards the ship
9 Local leader riled up a mob, claiming the crew are cultists
10 Group of thieves sneak aboard, trying to steal the ship
11 Wealthy merchant is trying to hire away the crew
12 City seals its gates due to rumors of treason

9
Ship Stats
Sailing on her every day, the Hull
ship becomes a friend, the creak
A ship’s hull points are similar to
of her boards comforting and
a creature's hit points.
familiar, the gashes on her hull
as painful as your own wounds. Siege damage. Siege damage is
dealt normally to to the hull.
A� Regular attacks deal 1 hull
Base AC is 8 + MVR. Functions damage for each 10 damage
the same as a creature's AC. dealt, rounded down.

Damaged ships. If a ship is


Spd & Spd Stat reduced to 0 hull, it is badly
A modifier to the check when damaged. SPD, MVR, and siege-
trying to move more quickly, attack checks are made at
paired with the stat used when disadvantage. Siege is dealt to
you make that check (30). the crew as casualties, and
decks are damaged by
Mvr & Mvr Stat additional hits.

A modifier to the check when


Repair. Hull points are repaired,
trying to maneuver, paired with
not healed. One week of work
the stat used when you attempt
and one cargo of supplies repairs
to maneuver the ship (30).
5 hull points. Up to size supplies
can be used to repair a ship each
Atta�ks (ATK) week.
Armed ships have a set number
of attacks, the damage of which Morale and hull points. If a ship
is determined by the is reduced to half hull, or as the
ammunition used. A single PC GM deems necessary, the crew's
can direct 1 attack each round morale fails until you rally them
(34). (33).

10
Size Provisions Rating (PRV)
A ship's size affects how many Based on the type of propulsion,
provisions the ship needs and this represents the fuel and
how many upgrades it can have. supplies needed to keep a ship
running, increasing the
A ship's upgrades and empty provisions requirement of the
decks determine how much ship.
capacity the ship has for cargo
and crew. PRV × size is added to CRW
when determining provisions
If a ship is armed, the number of used (32).
upgrades it can have is reduced.

�argo Slots
Required �rew Without upgrades, a ship can fit
The number of people a ship cargo equal to 5 × size.
needs to operate normally,
including player characters. Trade goods, provisions, supplies,
and ammunition are measured
When operating normally, a ship in cargo-slots. One cargo usually
can perform any amount of fills a large handcart. Split up
distinct actions, provided it has and carried, a cargo slot of goods
the other necessary resources. fills at least 30 gear slots.

At less than the required crew, Gear not designed to be packed


a ship cannot move or make as cargo, such as loot from a
attacks. dungeon, is less dense. One
cargo slot can fit 20 gear slots of
Max �rew regular items.
The number of people that a
ship can fit without additional Landing Methods
upgrades. Standard ships will slowly sink in
water. Seaworthy ships require a
check to land on solid ground
(38).

11
De�k Spa�e
Basi� De�k Spa�e Upgrade Slots
Regardless of what upgrades are A ship can have 1 deck upgrade
added, every ship has: per size (less if armed).

• Steering. Where MVR checks The size of each upgrade is the


are made. Wheels, levers, and same as the ship's size. A cargo
various other controls, usually deck on a galleon is larger than a
on a raised platform with cargo deck on a sloop.
good visibility.
• Propulsion. Where SPD Other Improvements
checks are made. The system In addition to deck upgrades,
that pushes against aether to ships can add one type of armor,
allow flight, along with a single ram, and any amount of
controls, often in a small room modifications and rare
with an arcanist or engineer. improvements.
• Crew Space. All ship classes
have a max-crew stat that, Misusing Spa�e
before upgrades, is how many
Any upgrade slot can be used to
personnel can be aboard. This
fit size × 2 people or size × 2
is usually hammocks that
cargo, but doing so disables the
stow overhead for the crew,
upgrade.
occasionally with cabins for
key personnel.
Ship's Boats
• Cargo Space. All ships have
Ships can carry other ships, if
5 × size cargo slots available
they have enough cargo space,
(before modifications). These
but the carried ship's cargo and
are usually crates and barrels
crew space is unusable while
crammed into corners or
stowed. A dinghy fills 2 cargo
lashed to the open deck.
slots and a pinnace fills 6.

12
Ship Types & A�tivities
Type Des�riptions Provisions suggests some of the
unique needs that are counted
For each type of ship a few key
in the ship's provisions rating.
differences are described. These
do not affect gameplay, but can
Shipboard A�tivities
help the world feel real.
For a random activities on a ship,
Maneuver describes how that you can roll a d12, combining the
type of ship is steered. below table for results 5-10 with
results 1-4 from each specific
Speed explains how that ship. For an unarmed ship, only
propulsion method sends a ship roll a d10, as results 10-12 only
through the aether. apply to armed ships.

d12 Arcane Jet Shipboard Activities


Swab the deck. Sweep, mop, and possibly even chisel away
5
blood, muck, and aetherdust accretions.
Keep watch. Look fore and aft, port and starboard, above
6
and below, vigilant for the many threats of the astral sea.
Prepare a meal. Chopping veggies, kneading dough,
7
tending the fire, stirring the pot, a meal takes many hands.
Take some rack time. Everyone needs to sleep, or at least
8
take a break, usually for a full watch each day.
Mending. Hammocks tear, ropes fray, clothes wear through,
9
tools break, the hull gets nicked. It all needs to be repaired.
Check and rotate the stores. Cargo left to sit too long risks
10
rot and infestation.
Disassemble, clean, grease, and reassemble siege
11
weaponry.
Drill! Go through the motions of battle, so that you're ready
12
when it's not just a drill.
13
Ar�ane Jet
Spd Stat: INT, Mvr Stat: DEX, Maneuver
Provisions Rating: 4 × size
A collection of levers alter the
angle of various rune groups.
Juicing A Jet. Cast an arcane
Steering requires swiftly
spell as normal. Instead of the
manipulating the levers. No one
spell's effect, grant +2 SPD for 1
lever is a simple directional
round per tier of the spell.
control as the position of each
Overload. DC 15 INT, jets explode rune affects every other rune.
after size rounds for size · d20
siege and size · d3 casualties DC Provisions
18 INT to disable early. Arcane jets need lots of grease
or oil to keep the aether running
Speed smoothly to the runes, as well as
An arcanist adjusts the runic sheet metal for patching conduit
flows, opening up as much and shimming mis-alignments.
throughput as possible without
overloading the runic array.

d12 Arcane Jet Shipboard Activities


Check the feeds. Inlets along the hull draw aether into the
1
jet. Check that they're clear, chiseling away crystals.
Adjust runes. Switch which runes are enabled, so that they
2
don't wear out from the constant flow of power.
Patch conduit. The aether is not gentle. Conduit running
3
along the hull can be easily patched, if its caught early.
Drain arcane effluvia. Runoff pools in the bilge, congealed
4
arcane toxicity. Glove up, hold your breath, and pump hard.

14
�rystal Sails
Crystal sails are woven from the Maneuver
shards of novae or the remnants
A wheel with a second axis
of broken worlds. Their
adjusts a pair of rudders, their
sensitivity to aether makes them
relative tilt controlling the ship's
swift in the astral sea.
rise and fall. The system is easy
to understand, but difficult to
Spd Stat: INT, Mvr Stat: STR,
move against a strong current.
Provisions Rating: 1 × size

Catching the Aether. Gain ADV Provisions


on SPD checks in the astral sea, There are a vast amount of ropes
but suffer DISADV on SPD checks used to keep the sails working,
inside a normal world. but little else is needed, the sails
themselves being as sturdy as
Speed most things made from stars.
The many ropes attached to the
masts, spars, and sails must be
adjusted, angling the sails to
better catch aether-currents.

d12 Crystal Sails Shipboard Activities


Adjust the rigging. A single sail requires as many as a
1
dozen lines to control its position, each adjusted regularly.
Treat and coil ropes. The hundreds of feet of rope must be
2
treated to prevent aether crystals cutting the fibers.
Scour the masts. Cleaning aetherdust from upright masts
3
is more involved than just swabbing the deck.
Clean the sails. Crystal sails may bend like fabric, but they
4
are hard surfaces that accumulate aetherdust like any other.

15
In�antation
Spd Stat: CHA, Mvr Stat: STR, Speed
Provisions Rating: None
To get proper speed, the entire
crew must maintain the
Hard work. After 3 consecutive
incantations in perfect time,
SPD checks, SPD checks are at
requiring a skilled leader to keep
DISADV for the day. Critical
them focused.
failures on SPD checks cause
size · d3 casualties from
exhaustion. Maneuver
If crewmembers work multiple Twin bronze tillers, heavy and
shifts in a day, the crew must difficult to adjust, control the
make a DC 9 CON check or ship.
suffer size casualties.
Provisions
Extra space. Has space for size ×
The primary resource for
3 additional crew.
incantation is people. There is a
little paint and lacquer to fix
More voices. For each multiple
runes, but not enough to take
of the required crew chanting,
much space in a cargo hold.
gain +1 SPD (+8 max).

d12 Incantation Shipboard Activities


Trace the runes. Runes where incanters stand get scuffed
1
and need to be carefully repainted.
Laundry. With people directly channeling the aether, it
2
infiltrates clothing, the sharp crystals a pernicious threat.
Carry the tune. The vast majority of the work on an
incantation-powered ship is simply maintaining the
3-4
incantations that power the vessel. If too few sing, the ship
will drift, aimless.

16
Ar�ane Battleship
This is the real deal. A full Size: 8 (arcane jet battleship)
broadside of bottles, ready to Hull: 104 Cost: 151,200 gp
fire; hardened magazines to Spd: INT ‐ 4 Mvr: DEX ‐ 2
keep the bottles intact; a solid Min Crew: 18 Max Crew: 50
runic plate at the back that Prv: 32 Cargo: 16 slots
pours rich, emerald flame into AC: 15 (steel)
the aether. It's the standard in Attacks: 4 (bombard)
every navy that can afford it. Bombard Magazine: 48 slots
Of course, you'll also need a Modifications. Hull
good source for spell-bottles, so reinforcements × 3
not always the best if you're Decks. Bombard battery × 3,
leaving civilization for long. magazine × 2, empty deck × 3

17
�argo Skiff
Whatever else you're getting, Size: 1 (incantation pinnace)
you'll want a good skiff to fly into Hull: 8 Cost: 3,200 gp
port, especially as you get to Spd: CHA + 2 Mvr: STR + 2
smaller places. It's a Min Crew: 2 Max Crew: 11
simple design, but Prv: 0 Cargo: 9 slots
it'll get where you AC: 8 + MVR (unarmored)
need it to go. Modifications. Lands anywhere
Decks. Cargo bay

�rystal-Rigged Frigate
I hear explorers like that these Size: 5 (crystal sails frigate)
can pose as old-fashioned Hull: 35 Cost: 92,500 gp
water-ships, but they're also Spd: INT ‐ 1 Mvr: STR + 0
better on distance, if you need Min Crew: 10 Max Crew: 30
that. Prv: 5 Cargo: 25 slots
AC: 12 + MVR (inscribed bronze)
Attacks: 2 (ballista)
Decks. Ballista battery × 2,
empty deck × 3

18
Explorer's Kakam Longship
The kakam layout is popular for Careful with these, people will
small crews, as the sails need assume you're a raider. Of
less ropes, and the bulkhead course, if you are, little beats a
through the lower deck means longship. You've got space for a
an accident is less likely to ruin decent crew, and if you fill the
all your provisions. seats you can outpace a courier
This one's basically a shell, for a minute or two.
everything stripped but the sails, Now, keeping that crew sailing
ready for you to improve on. will mean lots of provisions, but
if you pack it properly, quite a bit
Size: 3 (crystal sails sloop) fits under and around the seats.
Hull: 15 Cost: 40,000 gp
Spd: INT + 2 Mvr: STR + 1 Size: 3 (incantation sloop)
Min Crew: 3 Max Crew: 15 Hull: 15 Cost: 21,000 gp
Prv: 3 Cargo: 15 slots Spd: CHA + 4 Mvr: STR + 3
AC: 8 + MVR (unarmored) Min Crew: 3 Max Crew: 24
Modifications. Seaworthy Prv: 6 Cargo: 6 slots
AC: 8 + MVR (unarmored)
Decks. Empty deck × 3
Ram: 3d20 / 3d2 (blade)
Modifications. Streamlined hull,
tight steering yoke, seaworthy
Decks. Empty deck × 3

19
Ship Sizes
Dinghy Barque
Hull 5, Spd ‐4, Mvr ‐2, Size 1, Hull 35, Spd +0, Mvr +0, Size 5,
Required / Max Crew 1 / 6, Required / Max Crew 6 / 30
Upgrades 0 Frigate. ATK 2, Required
Tiny. Although the dinghy is size Crew 10, Upgrades 3
1, it has no space for deck
upgrades and only 2 cargo slots. The barque is the mainstay of
It can be fit into 2 cargo slots on the starry sea. They are large
another ship. enough to make major cargo
runs but small enough to not
overwhelm investors.
Pinna�e
Hull 8, Spd +2, Mvr +2, Size 1,
Required / Max Crew 2/8,
Galleon
Upgrades 1 Hull 80, Spd ‐2, Mvr ‐1, Size 8,
Required / Max Crew 10 / 50
Striker. ATK 1, Required Crew 4,
Upgrades 0 Armed galleon. ATK 1, Required
Crew 13, Upgrades 7
Small. A pinnace can be fit into 6
cargo slots on another ship Battleship. ATK 4, Required
Crew 18, Upgrades 5

Sloop The galleon is the primary


Hull 15, Spd +2, Mvr +1, Size 3, merchant ship in modern
Required / Max Crew 3 / 15 regions of the astral sea, and is
Corvette. ATK 1, Required Crew the mainstay of most navies. Too
5, Upgrades 2 slow to escape pirates, these are
less popular away from
A sloop is designed for speed, regularly-patrolled trade routes.
rather than capacity or durability.

20
De�k Upgrades
Whatever You Want Entertainment Area
This is in no way an exclusive list. Size × 1,000+ gp. Suitable for
Anything could be added, just putting on a show.
ask your GM if you have an idea.
Livesto�k Pens
Barra�ks Size × 250+ gp. Provides space
Size × 200 gp. Living space for for size × 4 cargo of live animals.
size × 4 people.
Luxury �abins
�abins Size × 1,000+ gp. Exceptional
Size × 300 gp. Comfortable living living spaces for size × 1 people
space for size × 2 people. with no upper limit on price.

�argo Bay Magazine


Size × 100 gp. Dedicated storage Size × 400 gp. Safely store size ×
space for size × 4 cargo. Includes 3 cargo of spell-bottles. Direct
a crane or a side-door for loading hits won't shatter any of the
and unloading. delicate ampules kept inside.

�ustom �argo Bay Smuggler's Hold


Size × 100 gp. Storage space for Size × 400 gp. Provides size × 3
size × 6 cargo that is only usable cargo and size × 1 cargo which
for one specific type of raw cannot be found without a
material, such as wheat or iron. thorough search.

Empty De�k Workshop


Unimproved space, suitable for Size × 400+ gp. Price varies with
size × 3 cargo or people. workshop type.

21
Armor Plating
Ins�ribed Bronze Steel Plating
More durable than copper but Although it offers excellent
easier to imbue than steel, protection against physical
bronze plating is common attacks, steel plating lacks the
aethership armor. runic wards of copper and
bronze. With far more metal
Cost. Size × 500 gp required, steel plating slows the
AC. 12 + MVR ship with its weight.
Spd. ‐1
Cost. Size × 1,000 gp
AC. 15
La�quered Wood
Spd. ‐2
Basically just a coating on the
exterior of the hull, but it does Mvr. ‐1
offer some protection.
Stone Hulled
Cost. Size × 500 gp
Divine towers, from some
AC. 10 + MVR religions, are built entirely from
stone. Although this is durable,
Runi� �opper Plates the need to keep weight down
One of the easiest materials to mean's its not so thick and solid
imbue, mildly-enchanted as a planetside castle.
copper sheets are popular
AC. 14
armor for ships, although
copper is always in short supply. Spd. ‐2
Mvr. ‐2
Cost. Size × 1,500 gp
AC. 13 + MVR Unarmored
Spd. ‐1 AC. 8 + MVR

22
Rams
Sure, launching a barrage of Hammer Ram
lightning bolts is effective, but
A heavy, reinforced nose
have you tried just crashing into
designed to shatter a ship's hull.
something? (Ramming is not
recommended for ships that are Cost. Size × 1,000 gp
not designed for it.)
Damage. Deals size · d12 siege
and size · d3 casualties.
Limited Spa�e
Only one ram can be mounted No Ram
on a ship. Mounting a ram fills
A regular ship, not designed for
size cargo slots.
it, can still crash into something.

Blade Ram Damage. Deals size · d3 siege.


A massive blade affixed to the Not reinforced. Suffer the same
prow of a ship, ready to split its siege you dealt.
foes apart.

Cost. Size × 1,500 gp


Damage. Deals size · d20 siege
and size · d2 casualties.
Blade dulling. 1:6 chance when
when ramming to damage the
edge, reducing ram damage to
size · d8 siege and size · d2
casualties until repaired for half
the original cost.

23
Modifi�ations
Ar�hai� Design Hull Reinfor�ements
A relic from when ships were Additional beams and braces
first being designed. greatly strengthen the ship at
the cost of some cargo space.
Spd. ‐3
Mvr. ‐3 Cost. Size × 1,000 gp
Hull. +1 × size
�hange Landing Method Cargo. ‐1 × size
Cost. Size × 500 gp Repeatable. Upgrade can be
Available Methods. Standard, applied up to 3 times.
seaworthy, aetherport only, or
lands anywhere. Streamlined Hull
Storage Concerns. Aetherport- Designed to cut through the
only grants +1 cargo × size. Lands aether, not to transport cargo.
anywhere applies ‐1 cargo × size.
Cost. Size × 1,500 gp

De�k Fortifi�ations Spd. +2

Mantlets along railings and Cargo. ‐2 × size


closed roofs overhead help repel
boarders and shield the crew. Tight Steering Yoke
Low-tolerance connections and
Cost. Size × 500 gp
high-tension cables make the
Protection. Casualties from controls responsive, but require
ranged attacks are rolled at far more maintenance.
DISADV. Attempts to board from
near are made at DISADV. Cost. Size × 1,500 gp
Cargo. ‐3 × size Mvr. +1
Provisions Rating. +2 × size

24
Siege Batteries
An armed ship has siege Bombard Battery
batteries equal to its number of
Large metal cauldrons hold
attacks.
ampules of 3 to 5 feet long. A
striker breaks the ampule's
Each siege battery has multiple
head, releasing the contained
weapons, but is fired as a single
energies towards the enemy.
action.
Ammunition varies from glass
Size × 2,000 gp to arm a ship. ampules to clay pots to tin
canisters, but all are designed to
Ballista Battery hold magical energies ready
until the container is broken.
Large crossbows that fire spear-
like objects are common. They're
Ammunition. Suitable for arcane
easy to make, easy to aim, and
ampules, dust storm canisters,
easy to get ammunition for.
firepots, and lightning bottles.

Ammunition. Fires ballista bolts,


Magazine Needed. If a deck
flame-lances, and heavy steel
(other than a magazine) storing
bolts.
spell-bottles is struck,
ammunition on the deck is lost
Hurler Battery and the ship suffers damage as
Trebuchets, catapults, or similar though one round of its attacks
devices that fling large, had struck it.
generally round objects.
Advanced Manufacturing.
Ammunition. Launches Unlike other ammunition, spell-
barnacles, caustic globules, frost bottles are only available on
nets, grapeshot, incendiary advanced, aetherfaring worlds.
spheres, and large rocks.

25
Ammunition
Tra�king Ammunition Barna�le
Ammunition costs are for firing An angry, live dire-barnacle.
multiple siege weapons in a
single attack. Launched by a hurler. Range of
far. 100 gp.
For bombards and hurlers, one Living ammunition. An enraged
cargo is sufficient for 4 ship barnacle latches on (...).
attacks and a single round of
ammunition fills 4 gear slots.
�austi� Globule
For ballistae, one cargo provides Bladder of pulsing green acid.
8 ship attacks and a single round
of ammunition fills 1 gear slot. Launched by a hurler. Range of
far. 50 gp.

Ar�ane Ampule Acid. The struck deck is coated


with acid for 5 rounds or until
Distillate of arcane effluvia,
cleaned up, dealing 1d4 siege
enchanted and compressed into
each round, including on impact.
a seal glass tube.
DC 15 CON or WIS to clean up.
Fired by a bombard. Range of
far. d12 siege. 15 gp. Dust Storm �anister
Vibrating tin of angry winds.
Ballista Bolt
Fired by a bombard. Range of
Wooden shafts with steel heads
far. 50 gp.
work in the aether much as they
do elsewhere. Stinging sands. DC 15 WIS or
CON, or act at DISADV next
Launched by a ballista. Range of round.
far. d4 siege. 1 gp.

26
Firepot Heavy Steel Bolt
Fired by a bombard. Range of Heavy steel, to pierce armor.
near. d10 casualties. 100 gp.
Launched by a ballista. Range of
Collateral. Against groups in the
far. d8 siege. 10 gp.
open, roll twice for casualties, or
three times on a critical success.
In�endiary Sphere
Fires. Ignites a deck, causing 1
siege per round until put out. Wicker and pitch, set alight.

Launched by a hurler. Range of


Flame-Lan�e far. d4 siege. 25 gp.
Launched by a ballista. Range of Fires. Ignites a deck, causing 1
far. d10 siege. 50 gp. siege per round until put out.
Fires. Ignites a deck, causing 1
siege per round until put out. Large Ro�k
It's a big rock. It tends to
Frost Net damage things it hits.
Launched by a hurler. Range of
far. 35 gp. Launched by a hurler. Range of
far. d8 siege. 5 gp.
Frozen engines. Applies ‐3 SPD
and ‐3 MVR for 1d3 rounds.
Against creatures. Reduces MV
Lightning Bottle
from near to close, or by near if A roiling thunderstorm, trapped.
MV is double-near or higher, for
Fired from a bombard. Range of
1d3 rounds.
far. d20 siege. 100 gp.
Conductivity. When attacking
Grapeshot
ships with metal armor plating,
Launched by a hurler. Range of
attack rolls are made at ADV.
near. d4 casualties. 10 gp.
Attacking past large objects or
Collateral. Against groups in the creatures is done at DISADV.
open, roll twice for casualties, or
three times on a critical success.

27
Gameplay
Distan�e in �ombat
the Aether Rounds
Distan�e �rew A�tions and Ship
Close. 5 feet. Movement Happen Last
Near. Up to 30 feet. The sequence of events each
Far. Within range of some round is:
weapons and spells.
Sight. Beyond the range of any 1. Regular actions
weapon, but still within sight. 2. Crew actions
3. SPD checks
Relative Distan�e 4. MVR checks
In naval combat, track distance,
not exact locations. Actions to steer and move a ship
are taken during the round (at
At near or far, ships maneuver to most once per ship), but the
affect the odds of hitting and results of the action take effect
being hit. at the end of that round.

At close, maneuver for position.


In-Ship Movement
Leaving sight ends the encounter. While still at a distance, before
any boarding action starts,
Range Applies to the characters are assumed to be
Whole Ship able to move to any point on
their ship to perform an action
Outside of close, a ship is entirely
unless there is a specific reason,
inside the same range, even
such as a raging fire in the way,
though it might be too large to
preventing them from doing so.
fit into that distance category.

In close, only one side of each


ship is in close. The rest of the
ship in near or far.

29
Naval Movement
SPD �he�ks �ustom Maneuver
Attempt to move more quickly. Taking advantage of the terrain
Check Spd Stat + Ship SPD. The or otherwise improvising is
stat used depends on propulsion. usually the best maneuver.

Pursuit. Opposed check. Winner


Maneuver for Advantage
decides if distance increases,
decreases, or stays the same. At near or far, two ships make
opposed MVR checks (a result of
Regular Movement. Roll against less than 9 always fails.)
a set DC.
GM decides on a result or winner
Uncontrolled Flight. 50/50 odds chooses from:
to veer on unsteered SPD check.
• Neutral. Attacks are normal.

MVR �he�ks • Chase. All attacks at DISADV.

Explain the maneuver, then • Broadside. All attacks at ADV.


check Mvr Stat + Ship MVR (stat
In close, typical options are:
used determined by propulsion).
• Close. Both ships are in close.
Maneuver �omes Last • Flyby. In close. Next round,
SPD is rolled first, so players gain advantage if trying to
already know how close they will move further away.
end up before they maneuver.
• Lock. Ships are locked side-
by-side. Both suffer size-of-
Severely Damaged the-smaller damage.
A ship at 0 hull can still move, • Ram. Deal ramming damage
but SPD, MVR, and attack checks (35). Ships are locked.
are made at disadvantage.

30
Pursuit
If the pursuer does not follow As ships speed through the
the same route as the prey, they aether, pursuing each other
lose one distance category. through the endless void, they
swiftly cover vast stretches of
A ship in an astral phenomenon unreality.
that decides to leave before
making it all the way through
Pursuit Events
loses one distance category.
If one ship is trying to flee while
A ship suffers the effects of an being pursued, use the following
astral phenomenon on any procedure:
round that it starts inside that
phenomenon. 1. At the start of a pursuit round,
if no astral phenomena is in
sight, select one from the
Time map or randomly generate
Ships in a chase are going as fast one based on the terrain type.
as they possibly can and rarely
2. Perform a round of actions.
having a chance at a good shot
at each other. Each pursuit 3. During ship movement, the
round represents a long period lead ship acts first and either
of time. goes towards or away from
the astral phenomena.
It can take hours, perhaps even 4. Seeing what the lead ship is
crossing several local hexes, just doing, the chasing ship
to go from far to near, but that decides to follow or turn
still only allows one attack away.
during that period.

31
Visibility in Provisions
the Aether
De�k Lighting Crew members (CRW) and
necessities for the ship (PRV) are
Provisions include the cost of oil
counted together for provisions.
to keep the ship lit, allowing
regular activity.
One cargo of provisions supports
25 CRW + PRV for 1 day.
Dim Starlight
Aboard an unlit deck, or in other Provisions Needed should be
dimly-lit spaces, the layout of an tracked on the ship sheet, but
area and the locations of objects should only be updated during
and creatures can be seen, but downtime or occasionally after
actions are still at DISADV as major events, but not during
they would be in total darkness. regular play. Too much precision
will just slow the game down.

Obvious Ships CRW + PRV Provisions


Ships glow as cross the void, the Less Than Needed
aether reacting as the ship 5 1 per 5 days
pushes ahead. keeping lit lamps 12 1 per 2 days
does not make a ship more visible.
25 1 per day
A ship that is stationary with its 35 3 per 2 days
deck dark is practically invisible 50 2 per day
and will be noticed one range 75 3 per day
category closer than normal. 100 4 per day
Encounter Distance 125 5 per day
d6 Clear Aether Nebula 150 6 per day
1 Near Close +25 +1 per day
2-3 Far Near
4-6 Sight Far

32
Shipboard A�tions
Regular A�tions Study The Enemy
All of the standard Shadowdark Spend a round getting a count
rules apply. Improvising an of the enemy crew, their siege
action is often the best course. weapons, the exact actions
they're taking, or whatever
Rally the �rew you're looking for. Automatically
succeeds on a ship in near or
If your crew had their morale
close, DC 12 in far, DC 18 if just in
break, or just needs to get
sight.
psyched up for an important
crew action, a DC 15 CHA check Without study, if the ship is
can recover their morale. within far you know the enemy
ship's type without a check. In
If they recover their morale, they
sight, a DC 12 check gives this
can act in that same round.
information.

Dire�t The �rew


Swim
Many ship-board actions require
Adrift in the aether, there's
many hands (such as firing a
nothing to push against.
siege-battery).
Fortunately, the unformed
If there are sufficient crew, a PC reality of aether tends to serve
can manage a task, in which real things that exist, and you
case the player rolls using their are such a thing.
PC’s stats, not the crew’s stats.
Take a swim action to roll a DC 15
If enough of the crew did not aid CON check to move near
any player actions, they can take through the aether.
an action at the end of the
round with their own stats, but
cannot score a critical success.

33
Siege Atta�ks
Siege-Battery Atta�ks Atta�king Groups
One ship attack involves firing all Against groups of creatures not
the weapons in a siege battery. on ships, make a DC 12 DEX or
INT check to deal casualties to
A PC can use their action to the crew, or to minor creatures
direct one attack. Even while in a non-crew group.
assisting other actions, the crew
can fire the other siege batteries. If no crew or minor creatures
remain, instead deal regular
On a critical failure, the siege- damage in a near-sized cube.
battery is fouled until repairs are
done. On a critical hit, roll additional
damage dice as in a critical hit
Atta�king Ships & with a normal weapon.
Leviathans
Against ships and structures, Slow-Loading
roll an attack (INT or DEX) With a full crew on a ship, siege
against the target's AC and deal weapons can be both loaded
siege to the hull. and fired each round.

Against leviathans, roll an attack For a single character, loading a


(INT or DEX) against the target's single siege weapon requires
AC and deal casualties to its their movement and action.
crew-equivalent, or damage to
its HP if that is eliminated. Ranged �rew Atta�ks
On a critical hit or against a Instead of assisting any actions,
ship at 0 hull, deal siege to the a crew with ranged weapons can
ship and casualties to the crew attack as they would while
and damage a random deck. boarding (36). Must hit the higher
of the ship's and crew's AC.

34
Ramming
Hulls grind together, armor Lo�ked
screeching, wood splintering,
Locked ships of equal size
crew gripping tight as the deck
cannot move. If locked with a
bucks.
smaller ship, make SPD and
MVR checks at DISADV. How you
Ramming break a lock varies by situation.
When one ship rams another, it
deals its ram’s damage and Bra�ing to Ram
suffers siege equal to the size of
Anyone surprised, or that moved
the smaller of the two ships.
during the round, isn't braced.
Most rams cause siege and
When ships lock, after ramming
casualties at once.
damage, unbraced characters
suffer 1d3 damage. Unbraced
Ramming leaves ships locked
crews suffer size · d2 casualties.
together.

35
Boarding A�tions
Getting Aboard The �rew-Fight
If two ships are in close, no Each crew acts at the end of the
check is needed to cross the round, before ship movement.
gap.
Custom orders. If a PC gives
If two ships are near, it's possible their crew orders, those are
to try swimming the gap (...). followed instead of attacking,
using standard action rules.
Split �ombat
Player-crew attacks. Roll to
During a boarding action, the attack against the rival-crew's
PCs fight against a few key AC. A hit deals crew's damage
enemies while the player-crew die in casualties to the rival-crew.
fights against the rival-crew.
These are referred to as the key- Rival-crew attacks. The rival-
fight and the crew-fight. crew rolls its attacks against the
player-crew's AC. If it succeeds, it
The Key-Fight deals casualties to the player-crew.
This is a completely normal
Without a crew. If one side has
combat, except that part of the
no crew remaining, the other
environment is an ongoing
crew will either: (a) join the key-
battle between crews.
fight if there are less CRW
The players fight a subset of the remaining than members of the
crew, noted as the "Key CRW" in key-fight, or (b) automatically hit
ship stat blocks. with its attacks, dealing one
damage roll to each enemy in
Interfering. PCs can attack the the key-fight.
enemy crew. How effectively is up
to the GM. Morale. If a crew's morale fails,
they don't act until rallied (...).

36
Bonus �rew Atta�ks Targeted Atta�ks into
If the player-crew has over 60 Mass-�ombat
members, it gains a second Attacks that hit specific targets
attack. Over 200, it gains a third. are rolled against the rival-crew's
AC. If you hit, roll damage as
Enemies list their number of normal, causing casualties to the
attacks in their CRW stat block. enemy crew equal to how many
full multiples of their HP stat
Event Tables were dealt.
Each round, a random event
occurs. Each rival crew has its Area Atta�ks into Mass-
own random event table, �ombat
generally similar to this: Effects that cause damage in an
area risk casualties to both allies
d4 Boarding Events
and enemies.
1 Nothing happens
Shifting decks. DC 15 Depending on the situation, the
2
DEX or PCs fall over GM improvises exactly what
Stray siege shot causes happens. The following is only a
3 1d8 damage in close of a loose guide:
target in the key-fight
If an effect hits a near-sized
4 One crew joins key-fight
cube, roll damage as normal,
counting the lower half of the
Ending the Fight dice as casualties to your crew
When the fight ends is up to the and the higher as casualties to
GM, but generally a fight ends the rival crew.
when either side of the key-fight
is eliminated. If an effect hits a smaller area,
such as a close-radius or a
Crews as a whole are quick to straight-line effect, only count
surrender, as massacring the single lowest die as
enemies is rare. casualties to your crew.

37
Planetside Flight
Generally, the ground is easy to Mixed �ombat
avoid, but an awareness of such
Sometimes, ships will be
a dangerous object should be
maneuvering over other
maintained while planetside.
creatures, making the purely-
relative measurements of naval
�rash Landing combat insufficient.
If a ship flies into the ground, it
suffers damage based on the Regular movement. Without a
speed it was going and the check, or in the case of a failed
quality of the terrain. check, a ship continues to move
near in whatever direction it was
A ship free-falling from near is at already headed. If gaining
low speed. Falling from higher elevation, still move near, but
grants high speed. only gain close elevation.

Crash Type Siege / Rushing. Roll a DC 15 SPD check


Speed Terrain Casualties (depending on circumstance) to
Open size · d3 / 1 move triple-near. If gaining
Low elevation, only 1 near movement
Rough size · d6 / d3
can gain elevation.
Open size · d6 / d3
High Rough size · d12 / d4 Critical success. Move
Water size · d2 / d2 quadruple-near.

Critical failure. Move double-


Naval �ombat
near towards the ground,
When purely chasing other
possibly crashing.
ships or large beasts, continue to
use the rules for naval flight on
30.

38
Landing & Takeoff Taking off from water or an
aetherport takes 1d6 rounds.
The most dangerous times for a
ship are take-off and landing.
From land, launching in 1d6
rounds requires a DC 12
Water landings. You can land in
maneuver check. On a failure,
open water without looking for a
suffer size · d3 siege, but still
good spot or making a check.
launch successfully. To launch
Ground landings. Make a DC 12 without a check, spend 3d6
maneuver check to land in a rounds
single round on safe ground. No
Take-off is risky. Launching
check is required to land over
from a standstill is dangerous if
2d6 rounds.
there are threats about. Once a
On rough terrain, DC 9 to land ship begins lift-off, it must finish
over 2d6 rounds, or DC 15 to land launching. If everyone is not on-
in 1 round. board, the ship may have to
circle back and land again.
Safe landing spots. Over solid
ground, make a WIS check to Ship Landing Types
spot safe ground with a single
Standard. Sinks over a span of
action against a DC determined
size × 10 minutes in water.
by the terrain.
Seaworthy. Land on safe ground
If the players have the time to
as rough terrain. Landing on
simply fly around and look, a
rough terrain and launching in
failed check means they spend
only 1d6 rounds have +3 DC.
1d3 hours searching before they
find a good spot. Lands Anywhere. Can land on
Finding a Landing Spot DC solid ground normally and floats
in water.
Open, flat ground 9
Hills or sparse forests 12 Aetherport Only. Penalties of
Jungle or mountains 15 both standard and seaworthy.
Buildings or inside a cave 18

39
Travel
The basic hexcrawl rules (SD 90) Shifts
can be used with the following
A ship doesn’t get tired from
tweaks.
work. As such, by working in
shifts, a crew can keep flying
En�ounters endlessly.
In a worldspace-void or in the
astral sea, encounters are rolled How long the crew can work to
as normal. keep the ship moving is
measured in 8-hour shifts.
Planetside, encounters that
happen on the ground will not A ship's required-crew is enough
affect a flying ship and, to work one shift in a day. They
depending on the terrain and can be convinced to work an
how carefully the PCs keep additional shift with a DC 9 CHA
watch, may not even be noticed. check. Each extra shift worked
between ports increases the
CHA check DC by +1.
Navigation
Planetside and in most Incantation ships risk injuries
worldspace voids, the view from from exhaustion (16).
an aethership makes navigation
trivial and no navigation checks Stopping
are needed.
Planetside, a ship that stops
In the astral sea, the only guides must land. Because it is so
are constellations from varying visible while flying, roll an
angles, requiring navigation additional chance at a random
checks as normal. encounter when a ship lands.

Creatures in the encounter have


seen and prepared for the ship.

40
�rew Size Noting Planetside Events
For each multiple of the required Flying at speed above a planet,
crew, a ship can work one it’s not easy to notice events and
additional shift without a CHA terrain far below.
check.
In general, if nobody is tasked
with keeping watch below,
Speed
planetside events are missed.
A ship travels at regular speed, or
at full speed with a DC 12 SPD The DC to notice an event will
check. depend on the circumstance
and GM discretion.
If the ship has less than the
required crew, or if it splits the
crew to work multiple shifts, it
Provisions
travels at a lazy speed. In the astral sea, players cannot
forage, they only have what they
brought, and they have much
Weather
less leeway with provisions,
In general, aetherships fly above risking float-madness each day
inclement weather. If they have they are without provisions (48).
to pass through a terrestrial
storm, the effects should
resemble those of passing
Interesting Finds
through a nebula (46). In open aether, there are 1d3
finds in each hex of a region, or
2d4 in a nebula. A find could be
a world, a leviathan, an anomaly,
or anything else.

6 mile (10 km)


Speed Hexes per hour mph kph
Lazy ½ 3 5
Regular 1 6 10
Full 2 12 20

41
Aethereal Me�hani�s
Most of us are familiar with life in �rystalline Stars
a world. We know which
Massive silver-white crystals,
direction down is, that fire burns
stars are chunks of crystallized
and that water quenches. Reality
aether.
exists. The gap between worlds,
the endless aether, is not so Stars are generally thought of as
reliable. immovable and indestructible,
but modern arcanistry has
Aether disproven both claims.
Reality is built from aether, but
Stars drift, but too slowly to be
raw aether is just disorganized
easily noticed, steadily leaking
potential. It clings like dust to
aether into the astral sea.
bits of reality, taking on aspects
Occasionally, they shed off nova
of reality for a time, then
pulses, sending forth a layer of
returning to dust.
crystal and aether.
Aether is generally thought of as
Stars rarely appear or disappear,
silver or white, and that is the
but they still do so often enough
dominant shade, but it can
to make old maps unreliable.
acquire any hue. Some claim it
all has rich undertones, but most
only see colorful aether in Nebulae
nebulae. Dense clouds of aether, nebulae
have begun to acquire magical
People think of aether being in and physical hints of proto-
the astral sea, but it’s actually reality. From a distance, they are
everywhere. Even in the densest rich jewel-tones, although from
world, there’s a hint of loose, within they are more like a hazy
potential reality always adrift, mist, tinting everything with
hidden by the reality all about. their dominant color.

42
Worlds Worlds Vary
In the astral sea, the endless Slightly over half of all worlds
aether is deep, a bottomless have planets. Others may be flat
expanse of unreality. Reality worlds, strangely sculpted earth,
flattens that out, potential depth or even wandering world-beasts.
becoming a vast expanse. The ways reality can form are
endless.
Looking like a star from a
distance, as a ship closes in, a
Dim Starlight
world begins to fuzz at the
edges, rather than sharpening Stars provide the only light in
into the hard planes of a star. the astral sea, giving everything
the dim glow of a moonless
Once you are within a dozen or night.
so miles, the world grows,
becoming a vast expanse of Aether tends to have a faint
aethereal mist, hundreds of glow, enough that its obvious in
miles across. As you slide the void, but the light only
through this veil, you enter a vast reaches about a millimeter away.
world, though it looked the size
of a star in the void. There is No �ertain
Truth
In this stretched reality, the Nobody actually knows how
distant stars seem impossibly far aether works. Modern arcanistry
apart, when in truth they’re has many theories, but these are
quite close to one another. This regularly disproven as more
shifting continues on a smaller strange elements of the astral
scale within the world. On arrival, sea are discovered.
planets seem like large orbs, all
close to one another, but as you These descriptions of what
approach the atmosphere they aether seems like are an
grow, and the view back seems approximation at best.
impossibly distant.

43
�lear Aether Terrain
Terrain "Rules" 4. Silvery Wave of
The rules given here are solely aether, rolling out from
meant to inspire gameplay. a distant nova.
Specific DCs are not included, to The slow-moving shockwave of
allow these phenomena to be a nova pushes a sphere of
used at multiple intensities and brilliant silver aether-dust.
with more diverse level ranges, Within, the pulsing waves of
and elements such as damage aether roll one after another,
are at best a suggestion. tossing vessels about.

1-3. Naught but empty Effect. Constant waves of force


aether rock the ship and impose
DISADV on all SPD, MVR, and
A vast expanse of clearly visible
DEX checks.
stars stretching out to eternity. A
few stars closer, ahead and
behind. Beyond about ten miles,
all stars look alike, just points of
light in the endless black.

No effect.

44
5. �lustered stars, so 7. �loud of thi�k,
dense they jostle �lumping dust
together Like a silvery mud-puddle,
A bright spot, stars so close you aether clumps together, for
can’t properly count them. some reason not crystallizing.
In close, stars grind together, Sailing through the muck,
shedding blinding crystal aether clings to everything, but
sparks. Other stars drift closer, it's not too bad as long as the
risking further collisions. dense pockets are avoided.

Effect. SPD checks require MVR Effect. MVR check or be


or suffer size · d6 siege, but dragged to a stop until 5 × size
moving slowly is safe. points of damage are dealt to
the aether-gunk hardened onto
6. Starlets and �rystals the ship.
drifting as an old nova
fades 8. Wall of dark-aether,
A scattering of fractured starlets hiding even the stars
and lumps of crystallized aether Like a gap in reality, the vast
are spread across a vast dead-spot hides all.
expanse.
Entering the dark, all light fails,
Sailing through, starlets five or whether from stars without or
six feet across drift, fractures magic within.
clear where they broke from a
star, their once-sharp edges dull. Effect. No light can be
generated by any means.
Effect. MVR or hit a starlet and
A failed MVR check steers
have it shatter into starshards
towards the center, leaving the
across the deck, dealing 1d6
ship 1 round further from getting
casualties.
out and putting its eventual exit
in a random direction.

45
Nebula Terrain
Deadly �louds 2. I�e-white �louds, thi�k
The dark forests of the astral sea, with i�ebergs
nebulae are infinitely diverse but A thick mist of dense white
always dangerous. The dense looms ahead, vast shadows
clouds reduce sight to far. moving within.
Within, a soupy-white fog paints
1. Phlogiston, burning in the deck with frost, the chill
twisting �rimson ar�s causing shivers. The shadows
Pale pink clouds drift, fiery arcs are massive, but hard to see. The
forming where they collide. first shadow as a glacier nears
gives only moments of warning.
Up close, fat clouds of pink dust
drift like rose petals, following Effect. MVR check or strike a
complex currents. Where they glacier when making a SPD
tangle, the dense phlogiston check, suffering size · d3
sends waves of fire rolling forth. damage and losing a range
category if in a pursuit.
Effect. MVR check or suffer size ·
d6 siege and size casualties. Fire
spells and effects ignite the
phlogiston, causing d3 siege for
each die of fire damage.

46
3. Blue-green �loud of 5. �louds Burbling with
toxi� gas pre-lingual �hatter
Slow-shifting blue clouds have a Silvery clouds writhe ahead,
sickly green tinge. pulsing and flickering. A faint
Within, the ugly mist tinges echo can be heard.
everything aquamarine. Aether Within the cloud, voices give a
clings to the skin, itching suggestion of words, something
horribly. that teases at understanding.

Effect. Anyone taking an action Effect. Choose to listen to the


must pass a CON check or be at voices and gain advantage on a
DISADV for that action. SPD or MVR check, then make a
If inside the cloud for long- check to resist the float (48).
distance travel, crew makes a
CON check every hour or suffers 10. Vibrant purple dust,
size casualties. e�hoing with psy�hi�
babble
4. Roiling �loud of A rich purple expanse, speckles
buffeting winds of shining white scattered
Dense, silvery mists race in swift across it. Distant voices, or
currents. Traces of pale blue perhaps song, can be heard.
illuminate the flowing patterns. Sailing through, a rich purple
Within, there are moments of haze seems infinitely thick in the
perfect clarity, then walls of periphery of sight, something
driven dust race through, a alluring in that heavy glow.
bluish front on a wave of rich
Effect. CHA check or attempt to
silver that rocks the ship.
leap off of the ship (size
Effect. SPD checks, MVR checks, crewmembers on a crew failure).
and ranged attacks are at PCs can rally the crew (33) to
DISADV. Movement requires a stop them leaping off.
DEX check to not fall prone
halfway through.

47
The Float
In the corner of the tavern, a Float Rules
floater mumbles to himself,
Each day you are without
occasionally remembering that
provisions in the astral sea, make
the things before him are food.
a DC 6 CHA check or become
listless.
Aether Makes Your
Reality If the crew fails its save, size · d3
Aether doesn’t react to the mind go on the float, becoming
or the soul or the will, it reacts to incapacitated but not dying.
the body, because the body is a
With care and food, PCs make a
piece of reality.
DC 12 CHA recovery check each
When that body becomes week.
desperate, usually because of
For the crew, make a DC 9 CHA
starvation or dehydration, the
recovery check once only for
aether helps. It starts making a
each person on the float; the
bit of reality for the body,
failures never recover.
sustaining it where food and
water do not.
Optional: Starvation
"On the Float" If it fits your game better, ignore
float rules and use starvation
When a ship gets wrecked,
rules (SD 90) for characters.
people end up floating through
the astral sea, minds trapped in a
For the crew, instead of suffering
false world, bodies still healthy.
CON damage, size · d3 random
crew are affected. The first time
Ships who find floaters usually
a crewmember is rolled, they are
fish them out and try to help,
starving, the second they are
but many never recover.
incapacitated, the third they die.

48
Enemies
Ships & �rews
En�ounter Level Re�overed Ammunition
Ships are listed with Size at the A defeated ship has what
end of the block, instead of LV. remaining ammunition as feels
appropriate, or size · d6 attacks
Below the main ship stat block is remaining.
a CRW block. This lists an overall
CRW count, as well as the LVs of
Loot
the Key Crew that the PCs will
start out fighting. To randomize loot, starting at
the level of the highest-level
These three factors should be creature aboard, roll on the
considered together by the GM random loot table for that level
to rate the difficulty of an (SD 270-277). Keep rolling for the
encounter. next-lower level enemy until
you've rolled half size times.

�RW and Key �rew


The ship stat blocks in this �argo
section are followed by a crew Cargo is usually worth no XP, but
block which lists the members it earns a lot of gold. Cargo
of the crew. should make sense for the ship's
location, type, and size.
The CRW is the default group
fighting against the players' Purpose & Size Cargo
crew, and the Key Crew is what Supplies &
Colonization/War
the PCs end up fighting. Provisions
Piracy (1d3 ‐ 1) · size
In actual gameplay, this number
Trade Sloop (1d4 ‐ 1) · 3
should reflect the events as they
Trade Barque (1d6 ‐ 1) · 5
happen, rather than precisely
following the CRW section. Trade Galleon (1d10 ‐ 1) · 8

50
Pirates
What they lack in training,
Pirate �aptain
pirates make up for in terror and
fury. Knowing they'll be hanged Sufficiently fierce and clever to
for their crimes if they lose the keep a crew of pirates loyal.
day, but that they'll get a cut of AC 14 (chainmail), HP 23, ATK 3
the loot if they win, makes them saber +4 (1d8) or 3 crossbow +4
much fiercer than even the best- (1d6), MV near, S +3, D +1, C +1, I
trained military crew. +1, W +1, Ch +3, AL C, LV 5
Brutal Order. In place of one
Pirate attack, cause one casualty to the
Criminals living free in the wilds pirate captain's own crew to rally
of aetherspace, willing to use them.
violence to take what they want.
AC 12 (leather), HP 4, ATK 1 Seasoned Pirate
cutlass +1 (1d6) or 1 javelin (far) +1 Missing a limb, but with a lot of
(1d4), MV near, S +1, D +1, C +0, I experience in exchange.
+0, W +0, Ch +0, AL C, LV 1
AC 12 (leather), HP 9, ATK 2
d4 Pirate Boarding Events cutlass +2 (1d6) or 2 crossbow
Arguments and (far) +2 (1d6), MV near, S +2, D +1,
1 C +0, I +0, W +0, Ch +0, AL C, LV 2
infighting. Do nothing.
Terrifying assault. Peg Leg. Cannot use an action
2 Break the morale of the to increase movement past near.
rival crew.
Sheer chaos. Roll 2d6.
Deal the higher roll as
3
casualties and suffer the
lower roll as casualties.
4 One crew joins key-fight

51
Canny and cruel pirates.
False Mer�hant
CRW 18 pirates, AC 12, ATK 1
Towering sails billow before the cutlasses +1 (1d6), Key Crew 5
aether, pulling a ship that looks seasoned pirates, 1 pirate
peaceable, right up until its captain, LVs 15
ballistae let loose.
AC 10, Hull 35, Spd +2 (bosun), d12 False-Merchant Decks
Mvr +2 (captain), RAM none (5d3 1 Steering & rigging
siege), ATK 2 ballista bolt (far) +4 2 Capstan & cabin
(1d4 siege), Size 5 3 Main deck & dinghy
Catching the Aether. ADV on 4 Fore ballista battery
SPD checks in the astral sea; 5 Ammunition storage
DISADV on SPD checks inside a
6 Aft ballista battery
world.
7 Orlop cargo hold
False Paneling. DC 15 WIS check,
8 Main cargo hold
or DC 18 at far, to notice ballistae.
Boats. 1 dinghy.

52
Pirate Kakam Raiding Longship
Swift, well armed, and ready for Rows of warriors, chanting in
battle. time to speed their bladed prow.
AC 16 (bronze), Hull 15, Spd +4 AC 15 (bronze), Hull 15, Spd +8,
(bosun), Mvr +4 (captain), RAM Mvr +3 (captain), RAM blade
none (3d3 siege), ATK 1 (3d20 siege, 3d2 casualties),
incendiary sphere (far) +7 (1d4 Size 3
siege + fires), Size 3 Exhaustion. After 3 consecutive
Fires. Deals 1 siege per round SPD checks, SPD checks are at
until extinguished. DISADV for the day.

Aether-warped madmen. Greedy raiders, sprinting into


CRW 12 aethermutant pirates, battle.
AC 13, ATK 2 sabers +3 (1d8), Key CRW 50 pirates, AC 12, ATK 2
Crew 4 aethermutants (1 brute, 1 cutlasses +1 (1d6), Key Crew 6
devourer, 1 lasher, 1 captain), LVs seasoned pirates, 1 pirate
19 captain, LVs 17
Terrifying Assault. Break rival d6 Raiding Longship Decks
crew morale when boarding.
1 Supplies storage
d6 Pirate Kakam Decks 2 Fore incanting seats
1 Catapult battery 3 Mid incanting seats
2 Rack space 4 Aft incanting seats
3 Open cargo storage 5 Coordination drum
4 Tiller 6 Under-deck storage
5 Galley & magazine
6 Cabin & cargo hold

53
Canny criminals, willing to do
Repurposed Mer�hanter
whatever is necessary to win the
Sheets of metal are bolted day and evade the noose.
across the surface, a cheap CRW 80 pirates, AC 12, ATK 2
effort at armor that mostly cutlasses +1 (1d6), Key Crew 15
functions. pirates, 1 pirate captain, LVs 20
AC 14 (partial steel), Hull 80, Spd
‐3, Mvr ‐1 (captain), RAM none
(8d3 siege), ATK 4 ballista bolts
(far) +5 (1d4), Size 8
Acidic Fluids. When critically hit,
suffer 1d3 additional casualties.
Boats. 1 cargo skiff.

d12 Random Deck


1 Cabins & galley
2 Port watch deck
3 Control valves
4 Cargo skiff & watch deck
5 Port ballistae & cargo
6 Cargo lifts & provisions
7 Starbrd ballistae & cargo
8 Port ballistae & cargo
9 Starbrd ballistae & cargo
10 Starboard barracks
11 Port barracks
12* Barnacle agglomerations
* Roll again for leak location

54
Stolen Warship d12 Random Deck
1 Cabins
Armor patched repeatedly with
2 Crashers
improvised repairs, a rough
imitation of what it once was. 3 Main deck & cargo lift
Accompanied by swift-sailing 4 Steering & watchtowers
incantation crashers. 5 Fore cargo hold & galley
AC 15 (steel), Hull 96, Spd ‐2 6 Additional bunk space
(arcanist), Mvr +0 (captain), RAM 7 Aft cargo hold
none (8d3 siege), ATK 4 arcane 8 Arcane jet
ampules (far) +3 (1d12 siege), Size 9 Fore bombard battery
8
10 Fore bottle magazine
Boats. 3 crashers. 11 Aft bottle magazine
12 Aft bombard battery
Skilled and fearless pirates,
proud of the ship they managed
to take and willing to fight for it.
CRW 70 pirates, AC 12, ATK 2
cutlasses +1 (1d6), Key Crew 10
seasoned pirates, 1 pirate
captain, LVs 25

55
E�hoes
Gaps in the hull shimmer silver,
Full E�ho
a shredded remnant of a ship
made whole by the aether. With some spark of remaining
Former sailors have aether intellect, its aethereal blade
bubbling in the gaps left by their swings with cruel intent.
wounds as they stumble AC 13, HP 15, ATK 2 aethereal
through a memory of life. saber +3 (1d8), MV near, S +3, D
+1, C +2, I +0, W +1, Ch +1, AL C, LV
Where chunks of reality drift, the
4
aether fills in the gaps to rebuild
them, creating revenant beasts Aethereal Echo. 50% chance to
out of slain crews and shattered reduce damage taken to 0.
ships. Aetherplague. Any person killed
becomes a shambling echo, or a
d4 Echo Boarding Events full echo if LV 3+.
Stare blankly, out of
phase. Does not attack Shambling E�ho
1
and reduces casualties
suffered this round to 0 Like a person living in a trance,
but for the silvery aether
Terrifying assault. Break
2 puddling where wounds surely
morale of the rival crew
slew the original.
Aethereal wave. 1d3
3 casualties, 1d3 damage AC 8, HP 11, ATK 1 slam +2 (1d6),
to all enemies in key fight MV near, S +2, D ‐2, C +2, I ‐2, W
‐2, Ch ‐3, AL C, LV 3
4 One echo joins key-fight
Aethereal Echo. 50% chance to
reduce damage taken to 0.
Aetherplague. Any person killed
becomes a shambling echo, or a
full echo if LV 3+.

56
Kakam E�ho Skiff E�ho
Holes gape wide across the Crammed tight, this was likely a
stern of the ship, and its lifeboat carrying the survivors of
mainsail is naught but aether. a far larger ship.
AC 15 (bronze), Hull 18, Spd +3, AC 12, Hull 8, Spd +4,
Mvr +3, RAM none (3d3 siege), Mvr +4, RAM none
ATK 1 aethereal blast (far) +6 (1d8 (1d3 siege), Size 1
siege), Size 3 Missing Pieces. Any attack
Missing Pieces. Any attack striking an echo has a 50%
striking an echo has a 50% chance to only hit aether and do
chance to only hit aether and do no damage.
no damage.
Shimmering, confused, corpses.
Remnants of people stumble CRW 9 shambling echoes, AC 8,
about the deck. ATK 1 slams +2 (1d6 +
CRW 10 shambling echoes, AC 8, aetherplague), Key Crew 3
ATK 1 slams +2 (1d6 + shambling echoes, LVs 9
aetherplague), Key Crew 3 Aetherplague. On a critical hit,
shambling echoes, 2 full echoes, casualties are fatal, and gain
LVs 17 CRW equal to casualties dealt.
Aetherplague. On a critical hit,
casualties are fatal, and gain
CRW equal to casualties dealt.

d6 Kakam Echo Decks


1 Pursuit catapult battery
2 Rack space
3 Tiller
4 Galley & magazine
5 Main cargo bay
6 Cabin & cargo storage

57
Leviathans
Primary Stats Subtle
The main stat block for For all their size, leviathans are
leviathans is the same as for any difficult to find. They do not
other monster, and is what the glow, so they are difficult to see
PCs will fight if they end up at a distance in the astral sea.
locked with the leviathan. PCs are unlikely to spot a
leviathan if it has not already
Ship Stats spotted them.

To facilitate pursuit, leviathans


have Spd, Mvr, and Ram rules in Ta�ti�s
a small stat block just beneath Most leviathans are instinctive
their primary stats. hunters and, as with most
predators, will not attack
�RW Stats something larger than them.

Although they do not have a They also will not always try to
"crew", leviathan's do have a eliminate everyone on a ship.
CRW stat. It functions as a These aren't beasts trying to
normal crew in combat. feed, they're just attacking
something threatening and may
leave once it seems to be dead.

58
Astral Kraken
d3 Kraken Boarding Events Adult Kraken
Tentacles fling the
1 crew. 1d6 crew hurled to AC 16 or 20 (shell), HP 62, ATK 1
1d3 near. bite +6 (2d8 + devour), MV
double near (fly), S +5, D +3, C +3,
Tentacles squeeze the
2 I +0, W +2, Ch +1, AL N, Size 6, LV
hull, dealing 2d6 siege.
13
Unseen tentacle
Spd +6, Mvr +3, RAM shell (6d12
snatches random target
3 siege, 2d6 casualties), ATK 4
the key-fight. DC 15 DEX
tentacles (far) +6 (1d2 siege +
or thrown to 1d3 near.
latch on)
Crush. Deal 2d6 siege each
Atta�hed Tenta�le round while locked.
AC 12, HP 6, ATK 1 tentacle (reach Latch On. If at least 3 tentacles
by kraken type) +2 (1d4 + grab or hit, the ship is locked and will be
hurl), MV —, S +2, D +1, C +1, I ‐1, dragged one range category
W +1, Ch +1, AL N, LV 1 closer each round.
Grab. Character is hit for 1d4 Shell. 20 AC while approaching.
each round until severed.
CRW 24 attached tentacles, 0
Hurl. Character is thrown to
severed tentacles, AC 13, ATK 2
double-near.
tentacles +3 (1d8), Key Crew
Severed tentacles. If reduced to adult kraken and 5 attached
0 HP, becomes severed tentacle. tentacles
Devour. DC 15 STR to escape on
Severed Tenta�le your turn or suffer 2d6 damage.

AC 12, HP 6, ATK 1 slap +2 (1d4), Reach. Tentacles can attack to


MV near (climb), S +2, D +1, C +1, I double-near.
‐1, W +1, Ch +1, AL N, LV 1

59
Astral Beasts

Buwakara Dire Barna�le


Puffy orbs, a bit like the tufts of A four-foot blob with skin that
seeding dandelions, buwakara feels like stone, stellar barnacles
schools drift through the aether. latch onto anything they bump
They seek dense nebulae, into, slowly digesting it.
feeding on aether until they've AC 15, HP 12, ATK 1 latch on +3,
grown enough to divide into MV close (drift), S +1, D ‐2, C +4, I
even more buwakara. Generally ‐2, W +0, Ch +0, AL N, LV 1
harmless, these only attack
Latch On. Attaches to the target.
when threatened.
STR 18 to remove. If enraged,
AC 12, HP 6, ATK 1 ram +1 (1d3 + deals 1 damage/siege per round
ploof), MV near, S ‐3, D +1, C +0, I (per week if calm).
‐3, W +2, Ch +1, AL N, LV 1
Acidic Blood. When damaged,
Ploof. The buwakara splurts deals 1d3 damage to the
spores on the target, causing a attacker or a random person or
severe reaction. DC 12 CON or object in close.
spend your next action
Drift. Unless within near of a
coughing and sneezing. (Max of
target, move towards largest
one check required per round.)
object in far.
Camouflage. Requires a check
to be noticed.

60
Rodentia Aetheri�a Star Mite
Generations of mutation have A pest to the krakens and
left these many-limbed beasties uyanleth they feed on, star mites
at home in the aether, surviving are dangerous beasts to
as a native in-world and out. anything as small as a person.
AC 12, HP 8, ATK 1 claw +3 (1d6 + Their star-crystal shell makes
warping), MV near (aether-swim, them difficult to kill, and being
climb), S +0, D +3, C ‐1, I +0, W +1, only 3 inches long, they tend to
Ch +0, AL N, LV 2 go unnoticed until they're
already biting you.
Warping. DC 12 CHA or 1d4 CHA
damage.

AC 22, HP 1, ATK 1 bite +5 (1d3),


MV close (hop), near (aether-
swim), S +0, D ‐1, C +4, I ‐2, W +0,
Stone�law, Medium Ch +0, AL N, LV 1
Magic resistant. 50% chance to
A huge claw and rickety body,
not suffer damage from a spell.
stitched together from wrecked
ships and ruined worlds, always Aether-Dependent. Dies 1d3
seeking more debris to build its rounds after entering a world.
body ever-larger.
AC 15, HP 25, ATK 1 claw +4 (3d6),
MV near (aether-swim), S +4, D ‐1,
C +3, I ‐2, W +1, Ch ‐2, AL N, LV 5
Consume. If dealing damage to
an inanimate object, regains HP
equal to the damage dealt.

61
Get the full rules and read thrilling tales of
sailing the astral sea at [Link]

Created by Micah Abresch Aetherdark Quickstart Rules is an


independent product published under the
Art Shadowdark RPG Third-Party License and
Jeri Honeywell: Cover, 60, 61 is not affiliated with The Arcane Library,
Brandish Gilhelm: 23 LLC.
Francois Licata: 35
NASA: Page headers, 3, 28, 49, header bars Shadowdark RPG © 2023 The Arcane
Bruno Romao: Fiction zine covers on rear Library, LLC.
cover

Aetherdark © 2025 AetherdarkRPG, LLC

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