Abstract
At any place, the Set of the Pacific Ocean and Wild Space Recreation Back Drop from the preacher civilizations and the dragon campaign.
The Space Space space to save allies or thwart conspiracies faces mental fellers, future weapons and cosmic threats.
Join the treasure hunting, stop the pirates, and stop enemy planes in the airplane’s adventures in the Wild Space.
Beyond this, adventures in the realm of sea flow, wild space, and other extra planners can be some of the most entertaining places so that they can set adventure in shrubs and dragons. Explosions, exciting ability to contest, and unique places, outdoor space adventures are extremely unique and can encourage players to make some interesting roles.

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But, should you start a campaign or even the same adventures? If you are not sure where to start, it can be difficult to get adventure from earth (so talking). Here are some adventure hooks to use for outer space.
10
The weird portal
Does that thing shine?
One night, when the party is stunned and withdraws from long adventures, a mysterious portal appears or kept in the middle of their stronghold. The portal shines a sick green, and players can hear the riot on the other side.
If they choose to investigate and travel from the other side via the portal, the party will magically transfer to a strange and foreign planet located in the middle of the sea. Once they do this, the portal closes behind them, and leaves them only with which they come through the portal. In order to get home, players will have to navigate the Indian Ocean.
9
Mysterious ship
DND in UFOS
At night, when the party travels in a vast countryside, someone in the party looks like a shooting star. But, it is surprising, it seems that this shooting star is flying very little on the ground. In a few minutes, the party will soon know that it is not a shooting star.
A strange alien -like ship grows on the party’s head, near the trillion. If the party is investigated, they may come around the ships full of gaithani, gifts, or other species that are known to travel to the Indian Ocean.
8
Abduction
Now not just for the cows
Crossing a disgusting basement, the party feels a strange turmoil under the toe. Or, is the turmoil coming from above? After completing his journey through the Bollywood, the structure has been removed from above them, which revealed the sail and wings flying.

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Using the telecommunic or passeic powers, the ship takes the party into its grip and deep into the flow of the sea. The players will have to command the ship and if they ever want to go back to the material plane they will have to force them to turn back. Or, they can start a new life in the Indian Ocean. This is their choice.
7
Treasure planet
Like the film, of type
In a stimulating city of material aircraft, which is known for its ability to travel in space using stampic -like aircraft, the word treasures, magical items and gold beyond gold, have spread like a wide planet’s forest fire. If the players want to take part in the search for this treasure, they will have to move forward.
Renting, purchasing, or stealing airplanes will be their first task, then will need to find a way to the mysterious planet full of treasures. If the party proves successful, they will return to a more material plane that they have ever dreamed, and they will potentially be able to abandon the adventures if they wish.
6
The message of another world
Take us to your leader
During several nights, different members of the party awaken in the last day of the night with a strange voice that calls them. Although it is not physically manifest, the message of a far -reaching message in the sea of ​​another planet calls players, and pleads with them.
Players can be surprised whether this sound is really welfare, and if they should respond to the call for help. Or, if the sound is actually a smart humiliation, designed to trap the party in a planet trap that he has never heard. Whatever their process, you can either travel players to the Easter Sea or bring these creatures to the players.
5
Flair attacks of the mind
Now the classic does not get
Mental flames are famous for their famous brain flair ships, famously known as astronauts. Because of this, using brainfellers as an anti -space -bound campaign is a classic move for any basement and dragon campaign. Mind of this adventure hook, take a group of brains out of your ship and keep players dear.

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During the siege of this place, they occupy an ally of the party, and take them into space for some unknown purposes. The players will have to board a brain flair before it leaves, and take the creature into space so that they have any hope to save their ally.
4
An unknown weapon
Drink, drink, drink!
This adventure hook begins with a material plane, but can soon unveil the conspiracy of the cosmic ratio. When the party is pursuing an adventure thread, leave in detail that some of the enemies they are fighting contain strange, future -seeing weapons that are similar to laser blasts. From there, fight the party as much as possible unless they cross the path directly one day.
Pursuing or following these creatures, the party reveals a hidden space port below the surface of a settlement, from which the creature is coming and going. If the party is going to thwart these creatures ever, they will have to use the space port in the Indian Ocean and try to understand the source of these creatures.
3
Tourists’ net
The moon has become so tourist
The party has heard about a trip to the Indian Ocean for the Indian Ocean on its private plane. Naturally, the party is curious, but also deeply suspicious. If they choose to pursue this thread, you can either buy the party on the aircraft or serve through Nobel to serve as armed guards during the journey.
However, once the ship is taken off, it will soon board the space pirate! The party will need to take the pirates out, or they will need to talk to them to ensure that they will safely return to the material plane, with all Nobel guests.
2
Solar flare up
Don’t look directly towards her
A town that is left at the top of the mountain reaches the party for assistance. Surprisingly, there are strange, but powerful energy flames on this town, which seems to be coming from the sun, or from any other reach of the place. The party will need to be further investigated.

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Once in the city, they can soon find that flames are actually a weapons fire from remote ships that are moving towards material plane. The party will have to make a list of the aircraft captain’s help, flying into space to stop the enemy’s ship. This can prove to be a great opportunity to use a fighter on the plane on the plane in your campaign.
1
Wadage
Head up!
One night, when the party is on the open road, the medium -sized Alka grows on their heads, which rises 20 feet away. If the party is investigated, they may find that this is not an alka, but in fact, a small ship that is disguised to look like Alka. The alien creature asks the party to help its homeland.
If the party agrees, the Allen can move the party to its homeland, and gives them time to investigate a mysterious plague, which is devastating to the stranger’s homeland. However, the party will soon know that, if they fail their mission, if the creatures who bring them here first, they will not be able to send them back, which will keep them trapped in the sea.

Basement and dragon
- The original release date
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1974
- Designer
-
E gerry gigaks, dave arnson
- Player counting
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2+