Starshard Sphere
Wondrous Item, Legendary (requires attunement)
Description
The Starshard Sphere is a golden orb about the size of an apple, adorned with intricate rings and celestial engravings on its surface. A small, crystalline lens allows one to peer inside, revealing a mesmerizing, swirling nebula of stardust and cosmic energy.
Properties
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Teleportation to a Demiplane: Once per day, as an action, the attuned user can activate the Starshard Sphere. The user and up to 9 willing creatures within 10 feet are transported to a demiplane that manifests as a grand, floating fortress of marble and gold, suspended in a vast nebula.
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Nebula Fortress: This fortress resembles an opulent mansion with various rooms and amenities. The interior is illuminated by a soft, ethereal light. Amorphous servants made of stardust, called Wisps, attend to the needs of the residents. These wisps are non-combative, cannot be harmed or destroyed, and are bound to the fortress. They can perform simple tasks such as cleaning, cooking, and guiding visitors. Most of them can understand common, but only the chief wisp can speak it.
Special Rooms and Features
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Observatory:
- This room is a vast, domed chamber with a circular glass ceiling offering a breathtaking view of the nebula outside.
- In the center, a large, arcane telescope allows the user to see through the Starshard Sphere’s lens remotely, controlling its movement and hearing the sounds around the sphere’s physical location.
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Portal Doors:
- Several doors within the fortress lead to different parts of the structure.
- A unique feature of these doors is that stepping through any of them can instantly transport the user back to an unoccupied space within 30 feet of where the Starshard Sphere is currently located in the Material Plane.
- Dead Magic Zone Limitation: If the Starshard Sphere is placed within an area where magic does not function (e.g., an antimagic field or a dead magic zone), the portal doors cease to function, and no spells can be cast within the fortress. Despite this, the fortress can still be moved along with the group inside, reappearing in the new location of the sphere when they exit.
Activation and Usage
- Attunement: To attune to the Starshard Sphere, the user must spend a short rest meditating on the sphere while peering into its nebula.
- Return: The user can use an action to end the effect and return all creatures back to the point in the Material Plane from where they were originally transported. If the Starshard Sphere is moved while the party is within the fortress, they reappear within 30 feet of its new location.
Lore
The Starshard Sphere is said to be a gift from a cosmic entity, designed to offer sanctuary and a vantage point from which to observe the cosmos. Its creation is shrouded in mystery, with whispers of ancient starforged magics and primordial nebulae.
GM Notes
- Customizable Fortress: The fortress can be tailored to fit the needs and style of your campaign, adding rooms, challenges, or treasures as desired.
- Limited Use: Consider imposing a limit on the duration of each visit to the demiplane, such as a maximum of 24 hours, to prevent abuse and maintain balance.
Rooms
Essential Rooms in the Nebula Fortress
There are rooms that will be present in the Nebula Fortress by default. These rooms are essential for the inhabitants to live comfortably and carry out their activities. The following are examples of such rooms:
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Great Hall
- Description: A vast and majestic chamber with high ceilings, adorned with golden chandeliers and celestial tapestries depicting scenes of cosmic grandeur. The walls are lined with pillars of marble, and the floor is inlaid with intricate patterns of stardust.
- Purpose and Uses: The Great Hall serves as the central gathering place for meetings, celebrations, and grand events. It provides a spacious area for the group to congregate, plan their adventures, or host guests.
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Observatory
- Description: This room is a vast, domed chamber with a circular glass ceiling offering a breathtaking view of the nebula outside. In the center, an arcane telescope stands ready for use.
- Purpose and Uses: The Observatory is designed for stargazing and astronomical studies. It allows the user to see through the Starshard Sphere’s lens remotely, controlling its movement and hearing the sounds around the sphere’s physical location. It’s a perfect place for reflection, observation, and gaining cosmic insights.
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Garden
- Description: A serene, enclosed garden filled with ethereal plants and flowers that emit a soft glow. Marble pathways wind through beds of stardust-infused flora, and a tranquil pond rests at its center.
- Purpose and Uses: The Garden provides a peaceful retreat for relaxation and contemplation. It is also a source of rare and magical herbs that can be used for alchemy and spell components. The garden serves as a reminder of nature’s beauty within the celestial fortress.
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Rooms
- Description: Comfortable and elegantly furnished bedrooms with beds of soft stardust-infused linens, celestial-themed decor, and large windows offering views of the nebula.
- Purpose and Uses: These rooms serve as private quarters for rest and recuperation. Each room provides a tranquil environment for the inhabitants to sleep, meditate, and recharge their energy.
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Kitchen
- Description: A well-equipped kitchen with marble countertops, golden utensils, and enchanted stoves that can prepare meals with minimal effort. The shelves are stocked with ingredients from across the cosmos.
- Purpose and Uses: The Kitchen is where meals are prepared, providing sustenance for the group. It’s equipped to handle the creation of both mundane and magical dishes, ensuring that the inhabitants are well-nourished.
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Dining Hall
- Description: A grand dining area with a long, ornate table made of marble and gold, surrounded by plush chairs. The walls are adorned with celestial motifs, and the room is illuminated by a chandelier of starlight.
- Purpose and Uses: The Dining Hall is where the group gathers to share meals and stories. It serves as a communal space for dining and socializing, fostering camaraderie and discussion.
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Bathrooms
- Description: Luxurious bathrooms with large, marble bathtubs, golden fixtures, and enchanted mirrors that show reflections of distant stars. The air is filled with the scent of exotic, celestial flowers.
- Purpose and Uses: The Bathrooms provide facilities for bathing and hygiene, offering a place to refresh and rejuvenate. The luxurious setting ensures that the inhabitants can relax and maintain their well-being.
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Balconies
- Description: Expansive balconies that overlook the nebula, with ornate railings and comfortable seating. The atmosphere is serene, with the nebula’s light casting a gentle glow.
- Purpose and Uses: The Balconies offer a space for relaxation and reflection, allowing the inhabitants to enjoy the view of the nebula and the tranquility it brings. It’s an ideal spot for private conversations or solitary contemplation.
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Small Studies with Empty Bookshelves
- Description: Cozy study rooms with large desks, comfortable chairs, and walls lined with empty bookshelves waiting to be filled with knowledge. Each study has a window with a view of the nebula.
- Purpose and Uses: These Studies provide a quiet environment for reading, writing, and research. The empty bookshelves invite the inhabitants to fill them with their own discoveries and writings, making it a personal space for intellectual pursuits.
Additional Rooms in the Nebula Fortress
Players can roll 1d4 times when they first encounter the Starshard Sphere, and once more each time the attuned user levels up to determine additional rooms in the fortress. Roll a 1d20 on the following table:
Roll | Room | Description | Purpose and Uses |
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1 | Library | A vast room filled with shelves of ancient tomes and scrolls. | The Library provides a wealth of knowledge and is perfect for research, learning new spells, and uncovering ancient lore. |
2 | Cartography Room | A chamber with large tables, maps, and navigation tools. | The Cartography Room is used for charting courses, studying maps, and planning expeditions. |
3 | Alchemy Laboratory | A laboratory equipped with alchemical tools and ingredients. | The Alchemy Laboratory is used for creating potions, elixirs, and other alchemical items. |
4 | Training Room | A spacious area with magical training dummies, weapons racks, and sparring mats. | The Training Room provides a place for physical training, practicing combat techniques, and improving martial skills. |
5 | Shrines | Small alcoves dedicated to various deities or cosmic entities. | The Shrines offer a space for prayer, meditation, and seeking divine guidance or blessings. |
6 | Armory | A secure room with weapon racks, armor stands, and storage for gear. | The Armory is used for storing and maintaining weapons, armor, and other combat equipment. |
7 | Art Gallery | A hall filled with cosmic-themed artwork and sculptures. | The Art Gallery provides a place for relaxation and inspiration, showcasing the beauty of the cosmos. |
8 | Meditation Chamber | A tranquil room with soft lighting and cushions. | The Meditation Chamber offers a quiet space for reflection, meditation, and mental rejuvenation. |
9 | Prison Cells | Secure cells with reinforced bars and magical restraints. | The Prison Cells are used for detaining captives, holding dangerous creatures, or confining malevolent entities. |
10 | Greenhouse | An indoor garden with exotic, magical plants. | The Greenhouse is used for growing rare herbs and plants, which can be used in potions and magical rituals. |
11 | Workshop | A workshop with tools and materials for crafting and repairing items. | The Workshop is used for creating and repairing weapons, armor, and other equipment. |
12 | War Room | A strategic planning room with a large table and map projections. | The War Room is used for planning battles, discussing strategies, and coordinating large-scale operations. |
13 | Healing Ward | A room equipped with beds and medical supplies. | The Healing Ward is used for treating injuries, recovering from battles, and providing medical care. |
14 | Enchanting Room | A chamber with runes and arcane symbols etched into the walls. | The Enchanting Room is used for imbuing items with magical properties, performing rituals, and studying enchantments. |
15 | Forge | A room with a large forge, anvils, and blacksmithing tools. | The Forge is used for smithing weapons and armor, crafting metal items, and repairing damaged gear. |
16 | Pool room | A chamber with a large set of pools of different sizes and shapes. | The Pool Room is used for relaxation, swimming, and hydrotherapy, providing a soothing environment for the inhabitants, some pools can have magical properties or be used for scrying. |
17 | Trophies Room | A hall displaying trophies, relics, and memorabilia from past adventures. | The Trophies Room serves as a place to commemorate achievements, display treasures, and reflect on past exploits. |
18 | Vault | A secure, locked room with reinforced walls and magical protections. | The Vault is used for storing valuable items, treasures, and important documents, keeping them safe from theft and harm. |
19 | Fireplace Room | A cozy room with a large fireplace, plush armchairs, and bookshelves. | The Fireplace Room is used for relaxation, reading, and socializing, providing a warm and inviting atmosphere for the inhabitants. |
20 | Council Chamber | A formal meeting room with a large round table and high-backed chairs. | The Council Chamber is used for important meetings, decision-making, and discussing matters of great significance with the group or other allies. |
Extra room Benefits
Some room in the Nebula Fortress provides a bonus of 1d4 to specific skill checks or activities made within it and with it’s tools. Additionally, after spending at least 1 hour working on a room during a long rest, the player creates an item or gains a temporary benefit that lasts for the next 24 hours, if an item is created the user may need to roll a check to determine the quality or success of the item. A character cannot benefit from more than one room per long rest, and the benefits do not stack if the same room is used multiple times.
- Library
- Skill Check: Intelligence (Investigation) and (Arcana) to search for specific information in the tomes and scrolls or decipher ancient.
- Long Rest Benefit: Gain advantage on Intelligence-based skill checks for the next 24 hours.
- Cartography Room
- Skill Check: Intelligence (Cartography Tools) to create detailed maps or plan routes.
- Long Rest Benefit: Gain advantage on Wisdom (Survival) checks for navigation for the next 24 hours.
- Alchemy Laboratory
- Skill Check: Intelligence (Alchemy Tools) and (Arcana) to brew potions or identify unknown substances.
- Long Rest Benefit: Brew a potion of the player’s choice, provided they have the necessary ingredients and proficiency.
- Training Room
- Skill Check: None
- Long Rest Benefit: Pick either Strength, Dexterity, or Constitution. Gain advantage on ability checks and saving throws related to the chosen ability score for the next 24 hours, you can instead pick to gain a bonus to your initiative and AC equal to half your proficiency bonus for the next 24 hours.
- Shrines
- Skill Check: Wisdom (Religion) or Charisma (Persuasion) for divine guidance or blessings.
- Long Rest Benefit: Create a paper talisman of your deity or cosmic entity, you can use it before making a saving throw or skill check to gain advantage on it. The talisman burns after use.
- Armory
- Skill Check: Intelligence (Investigation) or Wisdom (Perception) to identify or repair damaged equipment.
- Long Rest Benefit: Sharpen or repair a weapon or piece of armor, granting a +1 bonus to attack and damage rolls or AC for the next 24 hours.
- Art Gallery
- Skill Check: Charisma (Performance) or Intelligence (Investigation) to study or interpret artworks.
- Long Rest Benefit: Gain 1d4 or advantage on Charisma-based skill checks for the next 24 hours.
- Meditation Chamber
- Skill Check: None
- Long Rest Benefit: Restore an additional hit die worth of hit points during a short rest after spending at least 1 hour meditating.
- Prison Cells
- Skill Check: Charisma (Intimidation) or Wisdom (Persuasion) to interrogate captives or negotiate with prisoners.
- Long Rest Benefit: Gain advantage on Charisma-based skill checks for intimidation or persuasion for the next 24 hours after a successful interrogation.
- Greenhouse
- Skill Check: Wisdom (Herbalism Kit) to cultivate or harvest rare plants.
- Long Rest Benefit: Harvest rare herbs or plants, gaining one potion ingredient or spell component of the player’s choice.
- Workshop
- Skill Check: Dexterity (Smith’s Tools) or Intelligence (Tinker’s tool) to create or repair items.
- Long Rest Benefit: Allies who spend at least 1 hour in the Workshop gain temporary hit points equal to their proficiency bonus for the next 24 hours, representing small adjustments or repairs made to their gear.
- War Room
- Skill Check: Intelligence (Investigation), Intelligence (Nature) or Wisdom (Survival) to devise battle strategies or predict an enemy’s movements.
- Long Rest Benefit: Allies who spend at least 1 hour in the War Room gain advantage on Wisdom (Perception) checks related to spotting enemy ambushes or detecting hidden threats and a bonus of +2 to their initiative rolls for the next 24 hours.
- Healing Ward
- Skill Check: Wisdom (Medicine) to provide medical care or treat injuries.
- Long Rest Benefit: Allies who spend at least 1 hour in the Healing Ward regain an additional hit die for the next 24 hours or can choose to end one condition affecting them.
- Enchanting Room
- Skill Check: Intelligence (Arcana) to study enchantments or perform rituals.
- Long Rest Benefit: Allies who spend at least 1 hour in the Enchanting Room can attempt create a minor magical item or gain advantage on Intelligence (Arcana) checks related to identifying magical items or deciphering arcane symbols for the next 24 hours.
- Forge
- Skill Check: Smith’s Tools checks to manipulate metals or shape weapons and armor.
- Long Rest Benefit: Allies who spend at least 1 hour in the Forge can repair or enhance a weapon or piece of armor, granting a +4 bonus to attack and damage rolls or AC for the next 24 hours. The user can also create a simple weapon or piece of armor with a successful check.
- Pool Room
- Skill Check: None
- Long Rest Benefit: Allies who spend at least 1 hour in the Pool Room gain advantage on Constitution saving throws for the next 24 hours.
- Trophies Room
- Skill Check: Wisdom (History) or Charisma (Persuasion) to reminisce about past adventures or inspire courage.
- Long Rest Benefit: Allies who spend at least 1 hour in the Trophies Room gain advantage on Wisdom (History) checks related to recalling past events or insights gained during adventures for the next 24 hours.
- Vault
- Skill Check: Dexterity (Thieves’ Tools) or Intelligence (Investigation) to access or safeguard valuable items.
- Long Rest Benefit: Allies who spend at least 1 hour studying the compartments in the Vault gain advantage on Wisdom (Perception) checks to detect hidden traps or secret compartments for the next 24 hours.
- Fireplace Room
- Skill Check: Charisma (Persuasion) to engage in meaningful conversations or storytelling.
- Long Rest Benefit: Allies who spend at least 1 hour in the Fireplace Room loose one level of exhaustion and gain temporary hit points equal to their proficiency bonus for the next 24 hours.
- Council Chamber
- Skill Check: Wisdom (Insight) to gauge the intentions or sincerity of allies or guests.
- Long Rest Benefit: Allies who spend at least 1 hour reading the documents in the Council Chamber gain advantage on Wisdom (Insight) checks for the next 24 hours, allowing them to better discern the truth or hidden motives during negotiations or discussions.