# Encounters in Space
To determine a space encounter, first, determine if the ship is currently within the Phlogiston flow (IE, outside of the spheres, in the crystal sea), or if the ship is within a crystal sphere. Roll of table 1a or 1b accordingly. 
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> ##### Phlogiston "Flow" Encounters (1a)
| Roll  | Encounter         |
|:-----:|:------------------|
| 01-35	| Space Phenomena   |
| 36-46	| Planetoids        |
| 47-60	| Space Beasts      |
| 61-90	| Space Debris      |
| 91-99	| Ships             |
|  00	| The *Spelljammer* |

___

> ##### Wildspace Encounters (1b)
| Roll  | Encounter         |
|:-----:|:------------------|
| 01-25	| Space Phenomena   |
| 26-46	| Planetoids        |
| 47-70	| Space Beasts      |
| 71-90	| Space Debris      |
| 91-00	| Ships             |

Once you have determined the general type of encounter, roll on the tables and sub-tables below  to obtain a clearer picture of what the ship encounters.
___

> ##### Space Phenomena (2)
| Roll  | Encounter         |
|:-----:|:------------------|
| 01-30	| Flame Rings       |
| 31-50	| Floating Island   |
| 51-80	| Sargassos         |
| 81-00 | Space Storms      |

___

> ##### Flame Rings (2a)
| Roll  | Encounter          |
|:-----:|:-------------------|
| 01-05	| Duhr Island        |
| 06-20	| Flamegrave Island  |
| 21-70	| Flame Garden       |
| 71-00	| Mystic Flame Rings |

___

> ##### Floating Island (2b)
| Roll  | Encounter          |
|:-----:|:-------------------|
| 01-30	| Empty Rock         |
| 31-60	| Rock Garden        |
| 61-80	| Shipwreck          |
| 81-85	| Solitary Duhr      |
| 86-00 | Wizards Circle     |

___

> ##### Sargassos (2c)
| Roll  | Encounter            |
|:-----:|:---------------------|
| 01-10 | Crystal Sargassos    |
| 11-50	| Deadwood Sargassos   |
| 51-75	| Magic Dead Sargassos |
| 76-99	| Shipsgrave           |
| 00	| *Spelljammer* Husk   |

___

> ##### Space Storms (2d)
| Roll  | Encounter          |
|:-----:|:-------------------|
| 01-30	| Dust Clouds        |
| 31-60	| Gas Clouds         |
| 61-80	| Spore Fields       |
| 81-85	| Debris Fields      |
| 86-00 | Dead Davey         |
| 86-00 | Davey              |
| 86-00 | Ice Fists          |


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## Flame Rings
Flame rings are a flow phenomena where something, usually an asteroid, produces oxygen, and in which that oxygen has been somehow set ablaze, and continues to burn, forming orbital rings. There are many types of Flame rings, and a few examples are included below.

### Duhr Island
A Duhr Island shares all of the same traits as the below *Flamegrave Island*, but does not possess the shimmering object at its center, rather, the asteroid is home to a small mound of growing photosynthetic plants which produce oxygen to fuel the flame rings, as well as what appears to be a large boulder often in the center of the island.

#### Inhabited
Upon reaching the island to investigate, you may discover that the large boulder is in fact a Galeb Duhr. 

##### Galeb Duhr Reaction
| Roll       | | | Reaction |
|:-----------|-|-|:-------------|
| 01-20      | | | The Duhr was stranded or imprisoned in this place, and will seek aid to escape. |
| 21-50      | | | The Duhr is here for solitude, and will be angry at the crews intrusion |
| 51-00      | | | The Duhr is here to meditate on the nature of existance, and will speak to the adventrers and possibly even offer advice.  |

### Flamegrave island
As the ship coasts along the flow, you look off towards the port side and see off in the distance a brilliant red glow, bright as fire, shimmering in the distance.

***(navigation)*** You will have to leave the flow in order to investigate, and it could add a couple days to your journey

***(perception)*** Straining your eyes to see, you believe that what you are seeing is likely a fire ring, one of the many natural wonders of the crystal sea.

#### A closer look 
As you move nearer you see that there seem to be rings of flame orbiting a small asteroid, possibly no more than 10-30 feet across. The flame rings extend outward 40-60 feet in all directions. Something catches your attention on the asteroid.

***(perception)*** The object in the center of the asteroid seems to shimmer, and seems to be coming from some kind of glass or crystal object.

#### Reaching the island
Reaching the island can be done in a number of ways, but some dangers must be considered. 

- Moving the ships air bubble within range of the fire rings will cause the rings to flare, burning off oxygen at a greatly increased rate. The ship will lose 1 days oxygen for every minute spent within the flames, in addition to taking fire damage.
- It may be possible to position the ship above the island, lowering a rope downwards. There is however a 50% chance per minute that the flame rings will catch the rope, setting fire to it.
- Passing through the rings causes 1d10 fire damage per round, and the rings are approximately 40-50 feet deep.

#### The Shimmering Object
Upon reaching the island, you step forward and can see the object which was the source of the shimmer you saw before. At the very center of the island, surrounded by a small garden of pyrosynthetic plants, you find a glass cloch, and under it, a single, obviously magically glowing rose, formed of crystal. A plaque at the base of the cloch reads *"Never forgotten"*.

<div class='descriptive'>
##### The Eternal Rose
The Eternal Rose is a Wonderous Item which sheds light in a 15 foot radius and produces oxygen equal to the amount that a medium creature consumes in 1 day. This means a ship carrying the Eternal Rose can count thier crew as having 1 less medium member for the purpose of oxygen consumption. 

The Eternal Rose carries a curse however, which will take effect 1 day after the Rose has been taken from its resting place. The Captain of any ship carrying the Eternal Rose will siffer disadvantage on all Wisdom checks or saves. After 60 days, the curse worsens, and no member of the crew will be able to gain advantage on any roll concerned with the operation or running of the ship.

**This curse can only be lifted by returning the Eternal Rose to its original resting place.**

</div>

### Flame Garden
A flame garden shares all of the same traits as the above *Flamegrave Island*, but does not possess the shimmering object at its center, rather, the asteroid is home to a small mound of growing photosynthetic plants which produce oxygen to fuel the flame rings.

### Mystic Flame Rings
A Mystic flame ring shares all of the same traits as the above *Flamegrave Island*, but does not possess the shimmering object at its center and it may or may not possess an asteroid. The flame rings are generated through some arcane means (either recent or archaic). Because of the arcane nature of these rings, the flames may sometimes appear in other colors. Mystic flame rings in purples or blues are not uncommon.

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## Floating Island
Floating islands are common within the flow. Some exist because of some previous catastrophe, or have formed  from the remains of shipwrecks, while others are fragments broken free from Dwarven citadels or the results of past magical experiments. 

Whatever the origin, these floating islands can be home to any manner of curiousity, or of course, home to nothing at all.

### Empty Rock
As the ship moves through the flow, you notice ahead and starboard that there is a large asteroid which has caught your attention.

***(navigation)*** You will have to leave the flow in order to investigate, and it could add a day or two to your journey

***(perception)*** Straining your eyes to see, you believe that what you are seeing is likely just an asteroid, there seems to be something to it.

#### The Barren issue
Moving the ship within the asteroids air bubble causes the ship and the rock to share air. This can have a few effects.

##### Air Effects
| Roll | Result |
|:----:|:-------------|
| 01-70 | The barren asteroid was devoid of air, and takes 1 weeks worth of the ships supply. |
| 71-90 | The asteroid possessed some air, but it was stale. The ship does not lose any oxygen, but the air will smell and taste unplesant for 1d4 weeks following |
| 91-98 | The asteroid possessed a small amount of air, enough so that it did not leech any from the ship |
| 99-00 | The seemingly barren asteroid in fact had a bounty of air, adding 1 weeks air to the ships supply. |


### Rock Garden
As the ship moves through the flow, you notice ahead and starboard that there is a large asteroid which has caught your attention.

***(perception)*** This asteroid appears to be home to a small mound of growing photosynthetic plants.


#### The Benefit of plants
Moving the ship within the asteroids air bubble allows the ship to benefit from the plants air production, adding 1 weeks air to the ships supply.

### Shipwreck
As the ship moves towards the asteroid, you begin to notice tell-tale signs that this was once a ship, or at the very least a part of one.

***(perception)*** Looking closer, you can begin to make out what type of ship the asteroid may have started out as. By making your way on board, you may even discover treasure.

***(Repair)*** Looking over the remains of the ship, you can work out a pretty good chance on whether the helm is included in the piece present.
- For Small spelljammers, the helm is always present (if the ship had one)
- For Medium spelljammers roll 1d100. On a 40-00 the helm is present (if the ship had one)
- For large spelljammers roll 1d100. On a 80-00 the helm is present (if the ship had one)

If a spelljamming helm is present, roll 1d100, then add 1 for each decade that the ship has been derelict. To determine how long the ship has been derelict for, roll (1d100)x100 On a result of...


#### Shipwrecks
| Roll       | | | Type |
|:-----------|-|-|:-------------|
| 01-20      | | | Small Spelljammer (up to 30 tons) |
| 21-70      | | | Most of a Medium Spelljammer (up to 60 tons) |
| 71-95      | | | A fragment of a Large Spelljammer (more than 60 tons) |
| 96-00      | | | A piece of debris from *The Spelljammer* |

#### Helm Condition
| Roll       | | | Type |
|:-----------|-|-|:-------------|
| 01-25 ||| The helm is in working order. |
| 26-45 ||| The helm can be repaired back to working order. |
| 46-60 ||| The helm can be scavenged for parts. |
| 61-00 ||| The helm is destroyed.|

### Solitary Duhr
Upon reaching the island to investigate, you may discover that the large boulder is in fact a Galeb Duhr. 

##### Galeb Duhr Reaction
| Roll       | | | Reaction |
|:-----------|-|-|:-------------|
| 01-10      | | | The Duhr was stranded or imprisoned in this place, and will seek aid to escape. |
| 11-40      | | | The Duhr is here for solitude, and will be angry at the crews intrusion |
| 41-90      | | | The Duhr is here to meditate on the nature of existance, and will speak to the adventrers and possibly even offer advice.  |
| 91-00      | | | The Duhr is here for solitude, and is not interested in interacting |

### Wizards Circle
Upon closer inspection, you discover that this asteroid is in fact cylindrical, and that a runic circle adorns a flat surface on one end of the cylinder. 

(arcana) This looks to be a binding circle or teleportation circle gone wrong. Instead of summoning a creature or teleporting those within the circle, it seems that the circle itself was banished or teleported far from its original destination. There is no way to tell if the magic is still active without closer inspection.

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## Sargassos
Sargassos are "dead spots" within the grand flow of the crystal sea. 

### Crystal Sargassos

### Deadwood Sargassos

### Magic Dead Sargassos

### Shipsgrave

### *Spelljammer* Husk

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## Space Storms

### Dust Clouds

### Gas Clouds

### Spore Fields

### Debris Fields

### Dead Davey

### Davey

### Ice Fists

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### Spelljammer Encounter Tables
http://www.spelljammer.org/monsters/misc/revised_enc_tables.html