Spelljammer - The Homebrewery
Spelljammer - The Homebrewery
Spelljammer - The Homebrewery
Ive moved all of my homebrew from homebrery to gmbinder. Ive also condensed all of my
work into two links:
c0re handbook: https://www.gmbinder.com/share/-L4gNPnpEQ4Y6z7dAC5B
c0rebrew archetypes/classes: https://www.gmbinder.com/share/-L4gWhADWxZx9yt4mx5D
Add me on Discord: c0re#0999
Introduction
I
magine a universe where square worlds spin around All wildspace is bounded by crystal shells or crystal spheres.
gemstone suns. Where planets lie cradled in the Inside the crystal sphere is the vacuum of wildspace, the
roots of an oak tree so vast its leaves twirl around planets, and stars. Outside the crystal sphere is the rainbow
brightly burning suns. Where ships of wood sail the ocean of phlogiston and more crystal spheres. The size of a
void between worlds, and battle each other with crystal sphere is determined by the size of the planetary
catapult and ballista, spell and sword. Where an system inside. Usually a sphere has a radius at least twice as
asteroid may be a safe harbor, a slaver's den, or a big as the orbital radius of the outermost celestial body in the
hungry creature eager to devour any that pass by. Where system (i.e., the distance from the shell to the outermost body
daring swashbucklers and scoundrels race for fantastic of the system is the same as the distance from that outermost
treasures and literally touch the stars. Where terrifying body to the center point of the system).
beasts with the power to destroy whole worlds roam. Because of their great size, the outside of a crystal sphere
Welcome . . . to the universe of Spelljammer! appears perfectly flat. The curvature is so gradual that it is.
In the Spelljammer campaign, the fantastic is possible and completely undetectable to anyone who is close enough to
one is limited only by the depths of their imagination. Sailing see the crystal sphere through the obscuring phlogiston. The
ships, enwrapped in bubbles of air, travel empty Wildspace, spheres consist of an unbreakable, dark, ceramic material of
moved by the power of their mystic helms. Gravity is a matter unknown origin. Some legends state (and various
of convenience, where a captain can tour the bottom of his theologians agree) that the smooth-surfaced shells were
ship, and worlds come in all shapes and sizes. Whole solar created and positioned by the gods themselves to protect
systems are surrounded by colossal spheres made of an their worlds from the ravages of the phlogiston, which is held
unbreakable, crystal-like substance to protect them from an to be the prime matter of the universe. Less charitable
ocean of swirling light and color, the flammable Phlogiston, philosophers maintain that such shells were placed by an
which divides the void between stars. even higher authority to keep gods and men in and confine
their activities.
Wildspace Whatever their origin, the crystal shells are uniform
throughout space. All appear as great, dark, featureless
Wildspace is what comes to mind when we talk of "space." It spheres of unidentifiable matter. The crystal spheres are
is the vast emptiness that lies between the planets and the definitely solid. They have no gravity along either their
stars. All the celestial bodies within a crystal shell float in the interior or exterior sides (an exception to the rule that all
airless void called wildspace. Conventional (meaning "those large objects have gravity). No magic has been found that can
that take place on the prime material plane") interplanetary damage or alter the surface of a shell, except for those spells
journeys around a solar system take place within wildspace. which cause portals to open. Even this, however, is believed
It is mostly vacuum. (More correctly, most regions of to be nothing more than an artificial triggering of a natural
wildspace are vacuum. But the cosmos is a big place and phenomenon, since portals also occur naturally and
there are exceptions to almost every rule, as shall be shown seemingly at random. They are apparently immune to the
later.) Wildspace is not truly a void, however, even though it is effects of wishes and even the wills of the outer planar
often referred to that way. The simple fact that there is powers (though this does not rule out the possibility that the
"space" rules out its being a true void. outer planar powers created them, perhaps they were wise
enough to prevent even their own tampering).
Crystal Shells
The Phlogiston The amount of air a spelljamming ship carries with it is
based on its size. The larger the vessel, the more air is
The phlogiston is a turbulent, unstable, multicolored, dragged into its pocket. The amount of air is equal to its keel
fluorescent gas (or gaslike medium) which fills the regions length x beam length /2 + its HP (KxB/2+HP). For example, a
between the crystal spheres. Very little is known for certain man-o-war has a keel of 200ft, a beam of 20ft, and its HP is
about the phlogiston or this region. Every planetary system 550. 200x20/2+550 is 2550, which means its minimum crew
known is encased within a crystal sphere. Essentially, the size of 10 people can survive 255 days. When a vessel
crystal sphere keeps the wildspace in and the phlogiston out reaches its air limit the air becomes fouled; it smells bad and
(this, of course, is a tremendous simplification, but it is easy is stale and humid. All attacks and proficiency checks in a
to grasp). Like the phlogiston, crystal spheres are a great fouled atmosphere are at disadvantage. Air remains fouled
mystery; their origins and substance are unknown. Within for the same amount of time it remained fresh, once that time
wildspace are the celestial bodies: planets, suns, moons, wears out it becomes deadly; each turn everyone aboard
asteroids, and a host of other items collectively lumped must save versus poison or pass out. If unconcious each turn
together under the heading "planetoids." Most celestial they must save versus poison or die.
bodies have an atmosphere of some sort although it is While important, air is relatively easy to replenish.
dangerous to assume that this is an inviolable rule. Entering a larger air envelope like that of a planet or astroid
is one of the most popular and cheapest methods. Green
Gravity plants will refresh air, some vessels make great use of these
The reason everything drags its own atmosphere around for just this purpose. Many astroid colonies keep at least half
through space is gravity. This is also the reason why people their surface area reserved for plants for this reason as well.
can stand on a spacesailing ship without falling off its deck
and can stand on a spherical planet without falling off the Factions
bottom side. Every body in space has its own gravity. Gravity Most spacefaring character races are similar to their more
is an accommodating force in that its direction seems to be familiar, terrestrial counterparts as far as abilities and
"that which is most convenient." In an object the size of a capabilities are concerned. A void elf may have a different
planet, gravity is directed toward a point at the center of the societal background than a valley elf from Oerth, a moon elf
planet so that people can stand anywhere on the surface and from ToriI, or one of the Qualinesti from Krynn, but they all
dropped objects fall perpendicular to the surface. In smaller still think they are better than you. Some races are wildly
objects, like space craft, gravity is not a central point but different than their terrestrial counterparts however, so make
rather a plane which cuts horizontally through the object. sure to check their disposition before making any
Significantly, this gravity plane is two-directional; it attracts assumptions.
from both top and bottom. A sailor can actually stand on the The Imperial Elven Navy is elven superiority, look down
bottom of the ship's hull and move around as easily as if he on non-elves and even non-starborn elves. They allow such
was walking on deck. In this case, "down" is actually "up," beings into their fleet as mercs or foreign-legion style crew
back toward the plane of gravity that cuts through the ship. but don't treat them with a whole lot of respect overall. Any
One of the stranger side effects of all this is that an object individual captain or commander/admiral might be less rude
falling off the side of a spelljammer can oscillate back and about it, but the fleet as a whole is arrogant.
forth across the plane of gravity, falling first in one direction The Green Concern is made of an alliance between orcs
until it crosses the plane, then reversing direction and falling and goblinoids, out to defend themselves from genocide by
back across the plane again, and so on until something the Elven fleets (so they say), but in practice it's a way for
causes it to stop. To a person standing on the deck, the object them to unite for larger raids on outlying Crystal Spheres or
appears to fall down, then up, then down, then up. This trick loose planets/planetoids. They allow non-goblinoids/orcs in,
is commonly used to amuse passengers new to space travel. as long as they prove strong and willing to obey the orders of
More than one groundling has gotten in trouble for standing their commanders, no matter how treacherous or violent the
at the ship's rail and tossing an endless stream of apples order might be.
overboard just to watch them bob. The Arcane Consortium is a trade alliance between
various Arcane (blue giants with an affinity for magic, trade,
Air and the construction of spelljamming components), they
All objects drag air with them whenever they leave an air supply ships and refittings to anyone with the money for it.
envelope. A typical human, for example, will drag enough They are always looking to make a deal, or open new trade
fresh air with him/her to breathe for 2-20 minutes. After that networks. They defend what's theirs with as much devotion
time runs out the air will turn foul for a like period of time as they put towards trying to sell what's theirs to you.
and then become deadly and unbreathable. The Fleshdealers are a large splinter group of Beholders,
Illithid, and Neogi who, unlike much of their bretheren, would
rather BUY slaves than take them violently. As such, they
make a better impression on those they meet, and have actual
diplomats and embassies in various territories, as well as
markets for their goods and services. They prefer to trade for
slaves, but gold will do in places where that is illegal!
The Treasure Fleet is a number of Kara-turan (and gaijin)
ships and sailors travelling the spheres, making trade
connections and gathering information to take back home.
They hold no ports out of Realmspace, but their influence is
felt in many ports despite that, with large Tura-towns
springing up from members of the fleet deciding they like a
new port instead of home. To make up for shedding the
occasional cluster of crew, a not insignifigant portion of their
fleet are made of those they've hired on along the way.
The Beholder Sovereignty are vicious slaving monsters,
using their superior selves to power superior ships, which
strike to capture as many slaves as possible before fleeing.
The Illithid Union are, while not quite as unreasonable as
planet-bound Illithid, still not likely to see you as anything but
food or a slave. They do, however, respect diplomatic
alliances, and generally obey the common Wildspace law.
That does not mean you should trust a Union ship met alone
in wildspace, merely that they MIGHT not attack first if you
are flying a flag they have a treaty with.
The Githyanki hold a few territories, but make few friends
for their utter unwillingness to negotiate with the Illithid at
any point, and frequent slaving raids. They prefer the Astral
plane, and as such generally just appear for such raids, or to
butcher Illithid.
The Gith Pirates are made up of outcasts from both
factions of Gith, feared by all for their extreme violence and
rumors of cannibalism. They can be anywhere. Within a
Sphere they can appear out of the Astral plane, or perhaps
appear from an asteroid fortress. The only thing you can
count on them doing is being extremely violent.
The Helm
Ships travel through wildspace by means of the helm-a
magical device which converts mystical energy into motive
force, the push that moves the spelljammer. This allows rapid
movement from planet to planet. Some of the specifics vary
from race to race. In general, however, most ships are
equipped with a magical device known as a spelljamming
helm.
A mage or priest sits at the helm and acts as a living
engine, providing the magical power to move the ship
through wildspace and to perform some basic maneuvering
as well. Any magic can move a ship through wildspace. The
more powerful the magic, the faster and further the ship can
move. Helms come in a variety of power levels that can also
influence how far the same level of magic can get you.
In order to move about in a Tactical combat, you spend SR Cre
Your Spelljammer Ship and (Ship Rating). Moving 1 hex costs 1 SR, as does turning 1 numb
hex face. The amount you can rotate in any given hex is maxim
You! defined under the Maneuverability Class of your ship, in the Ma
A Spelljamming ship is outstandingly fast, even a mountain table above. Your Ship Rating, however, is determined by who accel
with a spelljamming helm will travel at around 100,000,000 is at the Spelljammer Helm. There are two sorts of basic Arm
miles per day in the Phlogeston. However, within Wildspace, Spelljammer Helms: Minor and Major helms. Both use the const
they are slowed down to a mere 400 miles per day per ship's power of a spellcaster with the Spelljamming proficiency. Hit
rating point. That is still outstanding, however! While attuned to the Helm, you are unable to cast more than Point
In atmosphere the speed is lowered to 60ft per ship rating a cantrip, and are unable to get up from the throne. After amou
(per round), and has the ability to hover. It retains the same getting off the throne, you are still unable to cast spells for Da
Maneuverability Class it has when in Wildspace, though class 1d4 rounds, as you un-attune. There are other sorts of Helms, DT fo
5 becomes class 4 (as class 5 generally started life as such as Lifejammers or Pooljammers, but they are beyond thres
seafaring ships, and are not quite as clumsy in atmosphere as the scope of what a player will be able to control. The than
they are in Wildspace). Helmsman has control of the ship's movement, and requires Point
all his attention at this task, preventing them from being able by 5 f
Maneuverability Classes to defend themselves or participate in combat unless they 500. A
Class Effect wish the ship to become a sitting duck. Rare Helms allow for 5 for
0 Can change facing at will, in any direction. Does not
multiple Helmsmen to contribute to the overall SR, but they maxim
expend SR when changing facing are either the Sequence Helms of the Illithid that rely on Ke
Psionics, or are otherwise extremely rare, and extremely (that’s
1 Can change facing up to 2 hex sides on a single hex powerful. There are even Ki-helms in the Treasure Fleet of becom
per 1 SR, up to a max of 2 per hex. Kara-Tur, allowing their sailor population to take the Helm pocke
2 Can change facing up to 2 hex sides on a single hex should it become necessary. Guiding the ship through Be
at 1 SR each, up to a max of 2 per hex. Wildspace makes the position of Helmsman the most of the
3 Can change facing up to 1 hex side per hex. Can important on the ship, and certainly the most dangerous. meas
change facing 1 for each hex moved.
Ship Rating
4 Can change facing up to 1 side per hex. Can change Level of Helmsman Major Helm Minor Helm
can change facing 1 for every hex moved. Cannot
change facing on the hex you start in. 1 1 1
5 Cannot change facing as the first action, they must 2 1 1
move into the hex they are facing at the start of the
turn before any turning is allowed, at 1 side every 3 1 1
other hex. 4 2 1
5 2 1
Movement and Facing 6 3 2
7 3 2
8 4 2
9 4 3
10 5 3
11 5 3
12 6 4
13 6 4
14 7 4
15 7 5
16 8 5
17 8 5
18 9 6
19 9 6
20 10 6
Terminology
Attributes of Ships Cost– This is the cost to purchase a ship
in gold pieces.
Standard Armaments- This is the amount and type of Grappling: First, the relative speed difference between Sh
weaponry that can installed on a ship. Ship weapons range vessels cannot be more then 1 SR when attempting to tied d
from medium weapons such as a light ballista to huge grapple (grappling rams exclude this). This is a contested roll, secur
weapons like a trebuchet. both ships being required to roll 1d20+MR+SR. Grappler has
Helm Type- The final ship attribute is helm type. This advantage if more than 50% greater size than the opponent,
indicates what type of Spelljammer Helm can be used to run whether as initiator or defender. Degrappling is automatic if
the ship. Most ships can be run off either a Major or Minor both vessels desire it, otherwise it's resolved just as a
Helm, but other require a Major Helm or a special type of standard grappling roll except the defender ("degrappler")
Helm. makes the rolls.
Critical Hits: Crewed weapons often have a chance of
inflicting a critical hit, this is listed in that weapon's statistics.
Combat rules Other events (ramming, some spells, turbulence, failing a
On the Tactical scale, specifically while on a ship, you roll save in high winds) can also cause critical hits. Finally, a
initiative for each ship rather than each crew member. The vessel reduced to 50% of its hull points takes a critical hit.
initiative is modified by the Maneuverability Class of the ship. Note, since some critical hits reduce the ship's hull points
This also includes movement rules. Your ship turn consists of there can be a short cascading of critical hits in this manner.
moving and turning as you wish, ending where you wish. A When a critical hit occurs the result is determined by the
combat round is 1 minute in Tactical mode. following chart:
Fire from personal missile weapons, spells, and siege
weapons can occur during any of the phases above, but must Crit Table
follow the initiative order within each phase. That is to say, d20 Roll Effect
you can fire off your turn as ships pass each other (or get 1 Loss of 5 Hull points
tangled together in grappling, ramming, or the like) 2 Deck crew casualty
Keep in mind that in space, each hex represents 500 yds
across. Most "personal" weapons can only be fired when 3 Interior crew casualty
vessels are within the same hex, a few (longbow, heavy 4 Ship Shaken
crossbow, for example) might have the range to shoot out of
the hex, barely. Spell ranges should be carefully considered 5 Large weapon damaged
as well. Generally, those with a range of at least 100 yards 6 Deck crew casualty
can be cast at targets within the same hex, those with less 7 Hull holed
then 100 yards range can only be cast at grappled or rammed
targets. Some spells only work when the air envelopes are 8 Maneuverability loss
mixed. 9 Loss of 10 Hull points
Ships move on a hex grid. Beside each vessel counter, the
ship will have a 3-d indicator showing the ship's height above 10 Ship Shaken
or below that combat's "0" level. Each vessel's bow will point 11 Fire!
to a hex side, not the joint between two hex sides. Movement 12 Loss of SR
is determined by SR, and how often the ship can turn is also
determined by SR but how far the ship can turn is 13 Deck crew casualty
determined by MC. 14 Large weapon damaged
Ship weapons: Weapon's have "ranges" which are really the
SR of their projectile. The range of a light catapult is 5, which 15 Ship Shaken
means its stone moves 2500 yards each round until it hits 16 Hull Holed
something or goes off into infinity. In planetary atmospheres
the range is reduced to normal earthbound ranges. 17 Maneuverability loss
Ramming: Ship's equipped with rams can inflict massive 18 Loss of 10 Hull points
amounts of damage. When ramming the To-Hit is that of the 19 Helm hit
helmsman, modified by their spellcasting stat. If a hit is
scored damage is equal to the damage of the ram. Ships 20 Spelljammer Shock!
which attempt to ram vessels more then three times their
size in tonnage, or vessels which ram without having a ram Deck crew casualty: One exposed crewmember is struck
'crash' instead. The crashing ship usually takes a great deal and suffers the same damage as the ship. Choose the target
damage, though it might inflict significant damage in return. randomly from exposed crew. All characters within 5 ft of
A 'crash' does damage as if you were rammed by the larger that individual must make a DC 10 Dex save or suffer the
ship. same damage.
Shearing: Ship's equipped with piercing rams or shearing Interior crew casualty: Same as a Deck casualty, but
blades may attempt to shear away the rigging of opposing everyone aboard is a potential target, including prisoners, the
vessels. This is treated as a ram attack, except no damage is captain, and the spelljamming Helmsman. This reflects not
done. Instead, for each successful shear attack the target's so much the missile itself, but shattered parts of the ship
MC is reduced 1 step until repaired (usually after the battle). bouncing around during combat.
Large Weapon Damaged: One large weapon (chosen Spelljammer Shock!: The spelljamming Helmsman must
randomly) is inoperable until repaired, it's crew is unharmed. make a DC 15 Int save or fall immediately into a coma which
Hull Holed: The attack punches a sizable hole in the ship, lasts 1d4 days. In the case of multiple Helmsmen, they all
the DM decides where. must make the save. In the case of foundries, artifurnaces, or
Fire!: A fire starts somewhere in the ship, determined by other drives not using a Helmsman, the drive itself is
the DM. If a fire is somehow unable to start (all lights on the rendered nonfunctional for 1d4 days. If no replacement is
ship are magical, there is nothing flammable onboard, the available, the ship immediately becomes SR 0 and can only
ship is made entirely of rock, ect) go to next entry. move in a straight line at it's present speed.
Loss of SR: The ship's SR drops by 1 point for the next
1d10 rounds while the Helmsman readjusts his mental Breaking Up
balance. Additional losses are cumulative. If a ship is reduced to 0 HP, it's internal structure is destroyed
Maneuverability Loss: The ship drops 1 MC for 1d10 turns. and it begins to fall apart. Some victors will sift through the
A ship with Class 5 maneuverability cannot drop any further, debris for prisoners, while others will abandon them. It's
so the next entry is taken instead.
possible for survivors to lash up some of the vessel to save
themselves with a temporary helm and air pocket.
Ship Weapons
HIT ATTACK IDEAL
NAME SIZE AC POINTS MODIFIER RANGE DAMAGE CREW COST NOTES
Light Medium 15 90 +5 2,500 22 (4d10) 3 1,000 Can't hit targets within
Catapult yds/2,286 bludgeoning gp 120 ft. (37 m) of it
m
Medium Large 15 120 +5 2,000 33 (6d10) 4 2,500 Can't hit targets within
Catapult yds/1,829 bludgeoning gp 90 ft. (27 m) of it
m
Trebuchet Huge 15 150 +5 1,500 44 (8d10) 5 5,000 Counts as two large
yds/1,372 bludgeoning gp weapon installations,
m can't hit targets within
60 ft. (18 m) of it
Light Medium 15 30 +6 3,000 5 (1d10) piercing 2 500 gp
Ballista yds/2,743
m
Medium Large 15 50 +6 2,000 16 (3d10) piercing 3 1,000
Ballista yds/1,829 gp
m
Heavy Huge 15 70 +6 1,000 27 (5d10) piercing 4 1,500 Counts as two large
Ballista yds/914 m gp weapon installations
Cannon Large 19 75 +6 1,000 44 (8d10) 3 20,000
yds/914 m bludgeoing gp
Light Medium 15 90 +5 1,500 yds/ 3 (1d6) bludgeoning 2 1,000
Jettison 1,372 m to all creatures in a 5 gp
ft. (1.5m) radius
Medium Large 15 120 +5 1,000 yds/ 7 (2d6) bludgeoning 3 2, 500
Jettison 914 m to all creatures in a gp
10ft (3 m) radius
Heavy Huge 15 150 +5 500 yds/ 10 (3d6) blugeoning 4 5, 000 Counts as two large
Jettison 457 m to all creatures in a gp weapon installations
15 ft (4.5 m) radius
Greek Fire Large 19 80 +6 500 yds/ 27 (5d10) fire 4 10,000 Starts fires
Projector 457 m gp
Ships
CREW DAMAGE KEEL BEAM STANDARD
SHIP TYPE COST MIN/MAX MR AC HP THRESHOLD LENGTH LENGTH ARMAMENT HELM TYPE
Flitter 10,000 gp 1/1 1 14 40 N/A 20 ft/ 6.1 5 ft/ 1.5 None Major or
m m Minor Helm
Mosquito 15,000 gp 1/6 2 17 75 10 100 ft/ 15 ft/ 4.6 None Major or
30.5 m m Minor Helm
Caravel 10,000 gp 8/10 5 13 75 10 70 ft/ 20 ft/ 6.1 1 large weapon Major or
21.3 m m Minor Helm
Dragonfly 40,000 gp 3/10 2 14 100 10 100 ft/ 20 ft/ 6.1 1 medium weapon Major or
30.5 m m Minor Helm
Damselfly 50,000 gp 2/10 3 18 100 10 100 ft/ 20 ft/ 6.1 1 huge weapon Major or
30.5 m m Minor Helm
Wasp 20,000 gp 8/18 3 16 150 15 80 ft/ 20 ft/ 6.1 1 huge weapon Major or
24.4 m m Minor Helm
Tyrant Ship 100,000 15/23 2 22 200 20 100 ft/ 100 ft/ Special Orbus
gp 30.5 m 30.5 m
Tradesman 15,000 gp 10/25 3 17 200 20 120 ft/ 30 ft/ 9.1 1 medium weapon Major or
36.6 m m and 1 large weapon Minor Helm
Gnomish 40,000 gp 20/30 4 15 250 20 120 ft/ 25 ft/ 7.6 None Gnomish
Sidewheeler 36.6 m m
Nautiloid 40,000 gp 10/35 3 18 300 20 180 ft/ 30 ft/ 9.1 5 large weapons Series Helm
54.9 m m or Pool Helm
Mindspider 60,000 gp 3/40 2 18 400 25 40 ft/ 15 ft/ 4.6 3 large weapons Lifejammer
12.2 m m
Galleon 50,000 gp 20/40 4 15 400 25 130 ft/ 30 ft/ 9.1 1 medium weapon Major or
39.6 m m and 2 large weapons Minor Helm
Squid Ship 45,000 gp 12/45 3 17 450 25 250 ft/ 25 ft/ 7.6 2 large weapons and Major or
76.2 m m 1 huge weapon Minor Helm
Dragonship 60,000 gp 20/45 3 17 450 25 150 ft/ 20 ft/ 6.1 2 large weapons Major or
45.7 m m Minor Helm
Hammership 50,000 gp 24/60 3 16 550 30 250 ft/ 25 ft/ 7.6 3 huge weapons Major or
76.2 m m Minor Helm
Man-o-War 100,000 10/60 2 15 550 30 200 ft/ 20 ft/ 6.1 4 large weapons Major or
gp 61 m m Minor Helm
Deathspider 100,000 30/100 4 17 1000 30 175 ft/ 50 ft/ 6 huge weapons Major Helm
gp 53.3 m 15.2 m
Armada 125,000 40/100 3 17 1000 30 300 ft/ 30 ft/ 9.1 14 huge weapons Major Helm
gp 91.4 m m
Citadel 1,000,000 100/300 4 22 2000 30 250 ft/ 200 ft/ 7 huge weapons, 8 Forge
gp 76.2 m 61 m large weapons and
12 medium
weapons
Bullywug Amphibious Allies
Froglike humanoids endemic to the swamplands of The Bullywugs speak a language that allows them to
Dying Sea, bullywugs come in a wide variety of colors and communicate over large areas by croaking like frogs. News of
sizes. A bullywug can secrete a slippery mucus to help them intruders or other events in the swamp spread within
escape from danger and their saliva and blood contain potent minutes across this crude communication system. Simple
toxins which they are capable of delivering with a lash of their concepts in the language are understandable to frogs and
tongue and which also render them highly resistant to toads. Bullywugs use this capability to form strong bonds
poisons. Formerly living in loose tribal groups throughout the with giant frogs, which they train as guardians and hunters.
swamp, the bullywugs joined the Elven Dominion of Shal Larger specimines are sometimes used as mounts as well.
Thalas in massive numbers after it conquered the Dying Sea, The frogs' ability to swallow creatures whole gives a bullywug
and are now the third most numerous member of Elven hunting band an easy means of carrying prey back to their
Dominion. villages.