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Month Index: November, 2007
From: Ben Wafer <bwafer@????.ca> Date: Sat, 3 Nov 2007 11:51:10 -0800 Subject: Re: Navigational Hazard: The Scavver Sargasso
So I'm just getting back into Spelljammer after a hiatus of a couple of years, and when going through my old files, I came across something that I had almost finished: the writeup for the Scavver Sargasso. I had been planning to do a whole series of Navigational Hazards articles, each of which was going to detail a different encounter area that could be thrown into a campaign either as a break from the main thrust of the campaign, or as the new focus of that campaign. In the writeup for the Scavver Sargasso, I placed it in a sphere called Frontierspace, but that was just my way of saying that it can be placed in any sphere with some spelljamming traffic, but which is still a bit of a wild/frontier region. Anyway, since the first one was almost finished, I've completed it and decided to send it to the list in the hopes that it can be of use to some of you. Depending on the reception, and my inspiration (or lack thereof), I might write up a few more Navigational Hazards articles and send them to the list. Let me know what you think! The Scavver Sargasso This small but deadly sargasso is found in the outer reaches of Frontierspace and is a hazard to any ships which venture too near. Ships newly arriving in Frontierspace often come out of the flow fairly close to the sargasso, depending on what phlogiston river they followed to reach the sphere. The sargasso is roughly horseshoe-shaped, and is filled with debris. >From a distance the debris makes the sargasso appear to be a small, green gaseous cloud, but upon approaching closer, it becomes evident that the ‘cloud’ is in fact a fairly dense debris field. Even if the magic-dead environment of the sargasso did not exist, any ship traveling through the area would still be forced to drop to tactical speeds due to the many large chunks of flotsam in the area. Traveling at these speeds, it would take about two weeks to traverse the sargasso. Some brave captains in the area have been known to plot their courses through the centre of the Scavver Sargasso’s “horseshoe,” but for reasons noted below, this has become increasingly dangerous. The Scavver Sargasso is notable for the fact that the small chunks of debris within it are uniformly covered with plant life. Because of this, stranded ships generally have no problem with air and food considerations (although the edible plant life can hardly be called tasty). In fact, an entire ecosystem has evolved in this area of space. The plants found in the sargasso are generally mundane in nature, although dangerous plant life likely exists in the area as well. Any dangerous plant life would tend to be overshadowed in importance by the sargasso’s other residents. The Scavver Sargasso is primarily populated by gullions, spaceworms, krajen (generally immature; mature krajen are very rare since the abundance of other life frequently feeds upon the krajen before they reach adulthood), zards, and, most importantly, scavvers. All varieties of scavver may be found in this sargasso, and they can definitely be considered the dominant life form in the area. The scavvers tend to hunt in nearby space as well as within the sargasso itself, but they usually stay relatively close to the excellent food source provided by the sargasso. In general, the gullions, spaceworms, immature krajen, zards, and smaller (ie. gray and brown) scavvers feed primarily on plants, while the larger scavvers (ie. night and void), and the rare mature krajen feed on the smaller animals. It should be noted, however, that none of the animal life that is found in the Scavver Sargasso will pass up an easy meal of meat if one should present itself. Most ship captains who have made more than a few trips to Frontierspace are savvy enough to avoid the area around the sargasso, due not only to the danger of the sargasso itself, but also due to the high incidence of scavver attacks near the area. Unfortunately many ships don't know about these dangers, and pass nearby. A few unscrupulous vessels (whose captains have confidence in their crew's abilities to fight off scavvers) lurk near the sargasso, waiting to pounce on ships whose crews have been weakened, or even wiped out, by scavver attacks. The most notorious of these pirates is the Bloody Tusk, a much-patched ogre mammoth operated by a band of orc reavers. These orcs, under the command of a massive specimen known only as Bloodbringer, are deserters from a scro fleet that was active in a nearby sphere in the early stages of the second unhuman war. The crew of the Bloody Tusk learned much from their scro masters, and as a result are somewhat more disciplined than most orcs (although they do not approach the levels of the scro). The Bloody Tusk orcs have fared well against the local scavvers primarily because their ship is so enclosed, leaving little exposed deck space where scavvers can attack crew. In fact, only the weapons stations are exposed, and the crew leaves these stations unmanned except when conducting a raid. It is believed that the Bloody Tusk spends a great deal of time lying low in the centre of the Scavver Sargasso’s “horseshoe,” where it would be difficult and dangerous for pirate-hunters to find them. Some even speculate that the ship sometimes hides within the sargasso itself, although the lack of magical propulsion within the sargasso makes this unlikely. Of those ships which have become stranded within the sargasso in recent years, several have eventually escaped, but most seem to have succumbed to scavvers and other dangerous life within the sargasso. Very recently it has been discovered that most of the debris within the sargasso seems to consist of overgrown and decayed remnants of ancient ships. It is unknown how old these ships are, who crewed them, or even what their original design was. Various theories attribute the ships to the thri-kreen, hurwaeti, illithids, gith, or even an ancient human culture, but it should be noted that these theories are based on wild speculation rather than on any facts. The age of the ship fragments is unknown, but seems to be extreme, and estimates make them anything from two thousand to fifty thousand years old. While the age of the ship fragments is a matter of speculation, it is known that the debris field within the Scavver Sargasso was recorded by the first scouting mission made to the sphere by the Imperial Elven Navy over eighteen hundred years ago. At the time of this scouting, two powered flitters were dispatched to explore the debris field. The flitters first fell afoul of the anti-magic effects of the sargasso, and then quickly fell prey to the scavvers in the area. The logbooks of the man-o-war involved seem to indicate that the elves had no idea that the debris field was made up of ships and ship fragments. One brave explorer, upon noting the shear number of ship fragments, has speculated that they were either stranded there over an extremely long period of time (implying a spelljamming culture in the sphere which spanned many centuries), or virtually all must have been in the area when the sargasso was formed. This explorer (a young dwarf named Grugnor Ogrebane) favors the latter explanation, and believes that the ships belonged to opposing fleets engaged in a massive battle. He believes that during this battle, a magical attack of some sort went awry and caused the magic-dead area to come into being. Grugnor Ogrebane explored part of the sargasso using surprisingly reliable gnomish non-magical propulsion (a large hamster-powered propeller was affixed to the rear of his hammership, the Golden Venture) over a period of several harrowing months. During this time his hammership had an encounter with the Bloody Tusk that left both ships and crews licking their wounds. He returned from his explorations of the sargasso with a hold full of ancient artifacts, most of which were crumbling to dust, and with a crew that had lost over half of its number. The dwarven adventurer believes that great wealth can be found buried by plant life inside the Scavver Sargasso, and plans a second expedition. Very few people have actually seen what Ogrebane retrieved on his first expedition, and speculation is rampant as to the nature of the artifacts. While it is unknown if any of the items were magical in nature (or possibly psionic – see below for a potential illithid connection), one of the few facts that is known about the collection is that within hours of Ogrebane’s arrival in port, it had been purchased in its entirety by a representative of the arcane. The price paid to Ogrebane is unknown, but for the dwarf to have sold so quickly without entertaining other offers, it must have been high indeed. At any rate, Ogrebane and his surviving crew seem to be sworn to secrecy regarding the artifacts. Speculation about whether any of these artifacts might have been spelljamming helms runs rampant, but Ogrebane and his crew are simply not talking. It is believed that Grugnor Ogrebane is not the only explorer currently planning a dangerous expedition into the sargasso. Ogrebane himself is currently recruiting strong fighters for his trip, and there are unconfirmed rumors that a group of illithids are frantically doing the same. The rumors don't say why the mind flayers are so interested in the sargasso, but it seems that everyone has a theory, each more outlandish than the last. The most popular theory holds that the Scavver Sargasso was the site of a major battle between illithids and the followers of Gith during the slave rebellion that led to the existence of the various gith races, and that the illithids are searching for a weapon that could otherwise be used against them by their ancient enemies. Any ancient ships or ship fragments investigated by the PCs will have no intact sails or rigging, and very little surviving evidence of how the ship may once have been rigged. Every external surface on the ship will be overgrown with mosses, ferns, vines, and small shrub-like plants. If the ship or ship fragment has an intact below-decks area, it will be filled with fungi, and will almost certainly serve as a lair for scavvers. Walking around on an ancient ship is extremely dangerous, as any stairs or ladders are likely to give way, handrails will snap off if gripped firmly, and even the decks may break beneath the weight of heavy boarders. It is extremely unlikely that boarders will find the remains of any ancient crew, since scavenging animals would have made short work of the bodies long ago. Any artifacts found on one of these ships or fragments will be overgrown, and thus difficult to locate and identify. Random encounters near the sargasso should use the table below. It should be noted that this table makes an ancient ship a very rare encounter, but this is intended to represent how rare it would be to discover an intact ancient ship. Within the sargasso, a ship should be constantly surrounded by overgrown fragments of ancient ships, ranging in size from a few feet across to fifty or sixty feet long. What, if anything, is discovered on these fragments is entirely up to the DM. Checks for encounters should occur every hour for ships merely passing nearby, whilst a ship actually within the Scavver Sargasso, or probing around its edges, should check for random encounters every 10 minutes. d100 roll Encounter 01-60 scavvers (use sub-table) 01-65 gray scavvers (3d10) 66-80 brown scavvers (2d10) 81-95 night scavvers (1d10) 96-00 void scavver (1) 61-70 spaceworms (4d12) 71-80 immature krajen (10d10) 81-90 gullions (10d10) 91-95 zards (10d10) 96-98 spelljamming vessel (use sub-table – any ship found within the sargasso will be stranded unless it has non-magical propulsion – all explorer ships will have non-magical propulsion, while pirates have a 50% chance of having non-magical propulsion, and civilians have a 25% chance) Sub-Table 01-05 pirate wasp ship (human or lizardman crew) 06-10 pirate squid ship (human crew) 11-15 pirate hammership (human crew) 16-20 pirate tradesman (human crew) 21-25 pirate eel ship (human or goblinkin crew) 26-30 pirate porcupine ship (goblinkin crew) 31-45 trading ship (DM’s choice of ship type) 46-50 illithid nautiloid (illithid and slave crew – explorers) 51-55 human explorers (DM’s choice of ship type) 56-65 the Bloody Tusk (mammoth with orc crew – see above) 66-70 the Golden Venture (hammership with mixed demihuman crew – see above) 71-95 modern derelict vessel (roll again on this table for type of ship, re-rolling results of 56+, a derelict will have no surviving crew) 96-00 ancient derelict vessel (this ship will be badly overgrown with plants – the DM should decide the nature of the ship and who it was built by before placing it, or should make the ship completely alien so that its true nature cannot be ascertained) 99 mature krajen (1) 00 special (DM’s choice – possibly a zodar, or other mysterious and/or powerful creature) Internal Virus Database is out-of-date. Checked by AVG Free Edition. Version: 7.5.467 / Virus Database: 269.6.6/795 - Release Date: 09/05/2007 3:07 PM
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