Spelljammer Ship Plans

    I bought the Spelljammer boxed set sometime in the early 1990's, most likely 1991 or 1992. Since then, I've been fascinated by Spelljammer, especially the various ships. For the deck plans I use, I got them from the Wizards of the Coast download site, and then inserted each individual deck plan into my CC2 work window. As a result, black and white print deck plans become full color interior maps of the ship that can be printed out either wholly as a DM map, or to 30mm scale (preferably on card stock and laminated) and used on the tabletop with miniatures.
    Some of these ships are going to be 3' or longer, and will require several sheets of card stock, taking up a whole gamer table in the process. In our campaigns, we used two tables. One for our adventures, including spelljammer ones in very small scale, and then another table nearby that had the adventurer's ship printed out in scale with their miniatures on it and a sheet showing their various position on board at various times (Useful when determining what time something happens, and who is where to see it).
    I began Spelljammer in a campaign that I had started on the ground in the World of Greyhawk setting, not too far from the Free City of Greyhawk. My group that I was refereeing ran into some Dwarven miners who they rescued when they were about 5th-7th level. The miners were peculiar, in that they were very white skinned, and after finding their strange ships, persuaded the spacefaring dwarves to take them someplace to buy a ship of their own. That place turned out to be the Rock of Bral, which I had located in the asteroid field in Greyspace, the "solar system" of the Greyhawk gaming genre.
    Suprisingly, you can still buy ESD downloads of most of the Spelljamming stuff for 2nd Edition. I also saw a Polyhedron section in the last year describing how Spelljammer can be updated for 3rd Edition D&D. Pooling their funds, the characters in this campaign; Darby, Brady, Jax, and Mandorallen bought a Wasp, a relatively inexpensive ship with a Furnace Helm, powered by Magic Items.

    By theory, spelljamming ships can go the same amount of speed in one day when in wildspace so long as they don't encounter any other ship, planet, or other anomaly. Of course, once the situation became tactical, the crew of the Wasp would be forced to travel at only 2 hexes a turn, horribly slow.
    At some point they began a short trade route to and from the Rock of Bral, staying mostly to the wild space safe lanes for travel. At some point in this adventure, they got sucked into one of the Spelljammer modules that featured a Hummingbird ship that took them to another Crystal Sphere across the "flow". At the end of that trip, they got the Hummingbird as their prize, complete with a minor helm, and intended to sail it back to Greyspace.

    They found that the return trip was a bit farther than the trip coming because of a one way flow on the way to the Crystal Sphere where they won the Hummingbird. On the way back, they were running low on food and water, so they planned a short stop back to Mystara Space, and made landfall just northeast of Kelvin in the Duchy of Karameikos.
    Of course, as you've probably guessed, this stopover had another reason for occuring as well. I had run a campaign before this one in the Duchy of Karameikos, and had left off with some 5th-7th level characters there. So, realizing that the trackless limits of space would create a need for a bigger crew, we "found" the other campaigns party members and "encouraged" them to come along, taking in the needed food and water as well.
    Joining Darby, Brady, Jax, and Mandorallen joined with Thalmin, Valerius, Arillion (since the player playing Jax didn't have another character, I brought in my own long playing character, at a reduced level), and a Giff (both Mandorallen and the Giff were named after the books where they are featured -some of my players don't have much imagination) joined the crew.
    Although the Hummingbird was a good ship for travel or luxurious cruising, it wasn't much for battle, having only the magic missile device that only did one point of hull damage per magic missile cast through it. They found this out en route to the Rock of Bral after entering Greyspace once again and tangling with two Wasps full of Lizard Men.
    After a long, hard won battle, both in space and in boarding parties, they won the day and managed to get two nearly broken Wasps into port along with their nearly destroyed Hummingbird. At the Rock of Bral, the group decided to transfer the minor helm to the Wasp they already owned, and sold the furnace helm, the two Wasp's, and the Hummingbird for an Eel ship, decked out with a major helm.

    Also with the Eel Ship, they got a darkened Hull, a Hold of Holding, extra Manuverability, and a Wreckboat which was permanently made invisable on the exterior. It's on the Eel, on the port side of the upper deck. You just can't see it.
    The group would have to feel around for it, and then open the top hatch to actuall see what they were doing. It came with a detachable light ballista and enough ammunition to fire a few shots. This ship proved to be excellent for the Mystara persons in the group to take into space, except when the entire party took the Eel into space for an adventure.
    About this time, they found a merchants overland trail guide of what to buy and take where. Of course, this was limited to the Flannaes of Greyhawk, but a Wasp with a Cargo Barge powered by two crewmen with wagons and horses could move faster than a caravan, and so they set about mercantiling.
    Since the campaign began with Turrosh Mak taking over part of the Gnarley Forest and driving Brady, Jax, and Darby out, they began to acquire gold pieces through their trading, and decided to put them to good use - during their merchant runs they'd land and stock up on stuff, takeoff and land wherever the merchandise would sell best, and then with an attached cargo pod they could then recruit mercenaries and bring them directly back either on the Wasp or the Cargo Barge.
    Of course, this scared the willies out of the mercenaries, and so walls and even a top had to be installed into the Cargo Barge to prevent this. Soon, Darby, Brady, Jax, and Mandorallen had a sizable army near the northern Gnarley Forest, and had bought land from the Free City of Greyhawk in exchange for doing a particularly difficult adventure.
    On this site they obtained permission for a castle, and built it, complete with an army town, preparing to invade the northern Gnarley just south of Greyhawk, with the help of some underground Gnarley Rangers (Of course, in the "standard" history, Turrosh Mak only takes a small sliver of the Gnarley, half of the Principality of Ulek, etc).
    Meanwhile, Thalmin, Valerius, the Giff and myself were also growing rich. Some of our funds went into the "war" effort, and some went into other "needs." Thalmin bought and then renovated a house in the River Quarter of the Free City of Greyhawk, about a block or so from my house. Valerius instead focused on a magnificent treehouse near the Gnarley, and the Giff settled for a modest cottage on the Rock of Bral.

    About this time, all of us undertook another Spelljammer adventure wherein we netted a Whale Ship as part of the booty of the adventure. Naturally, we decided to keep it, especially after we found out that the Eel would fit within the Cargo/Hangar deck, along with a few other Wreckboats, two invisabled and two not. The Whaleship was awesome, with 12 Ballistas on the top!

    Finally, we were down to our last invisable wreckboats. It's shown visable here for you. We needed to travel all the way home on this, and just as we were running out of air and saying our farewells to brave companions, we happened to light upon an Arkship, which gave us air and supplies, at a rather steep price. We were able to make it home with that!

I made a Dragonfly Spelljammer Ship, complete with Skirmish Figures which have their own layer. This ship is one of the ones small enough to print out to scale (1"=5')and would look good with or without the figs. Or, you could print it up to have as a plan.


Download the Dragonfly fcw file

This is the classic Hammerhead, complete with Skirmish Figures (I plan on adding them in all my new designs)in their own layer so you can turn them off or on. I made this Hammerhead shark-grey instead of the red on the picture. I believe this color would blend in better with the backdrop of wildspace.


Download the Hammership fcw file

This is a classic Viper Ship, in black to aid in concealment in wildspace. This ship comes complete with Skirmish figures in their own layer so you can turn them on or off.


Download the Viper Ship fcw file