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Night Out Activities

Night Out Activities

Night out activities function similarly to downtime or journey activities, but take place over the course of only a couple hours, usually (but not necessarily) over the course of an evening. While these activities are commonly undertaken in taverns, they can also take place in casinos, coffee houses, and similar establishments. Each activity can be performed by any number of adventurers at the same time, though each makes their own roll.

Unless otherwise stated, an adventurer can only perform one such activity each day. This doesn’t mean they can only do one thing for that period, but the choice represents what they invest the most time in and the only one that provides a mechanical effect. When making an ability check for a night out activity, an adventurer may achieve a success or a failure, or a critical success or a critical failure, each with a different outcome. At the Narrator’s discretion, certain negative outcomes can be removed with spells such as lesser restoration or items such as antitoxin, but otherwise resolve within 24 hours or after a successful saving throw.

Before starting a Night Out, the Narrator and the players should decide whether the goal is for it to be a brief interlude or the set up for a lengthy roleplaying session. Players should never be pushed into to taking part in a Night Out, and it is important for the Narrator to clarify in which way they will be used in case a player intends to sit out. Obviously such things occasionally go awry, and a single roll or witty comment could transmute what was intended to be a brief interlude turn into an entire raucous session. In such cases it’s suggested that the Narrator offer any adventurers who would otherwise have chosen a quiet night in another chance to join in the evening’s hijinks.

Additionally, this system is intended to be a fun break from the main plot. While of course Narrators may choose to allow adventurers to discover plot-relevant information during this time or potentially meet a particular NPC, it’s best to avoid any “load-bearing” scenes or interactions without informing the players. That said, night out activities do not happen in a vacuum—poor behavior, being caught thieving, or using lethal force will likely have consequences in the settlement, whether social or legal.

Available Activities. A Night Out can only occur in an occupied area. This is most often a Country Shire, Open Roads, or Urban Township, but army encampments, druid groves, and mysteriously isolated taverns in dark woods may also allow for certain night out activities. The Narrator determines which night out activities can be performed, based on location, settlement size, and the tone and themes of the game.

Difficulty Class. Like journey activities, the DC of a night out activity is based on the region’s tier: tier 0 — DC 10, tier 1 — DC 12, tier 2 — DC 14, tier 3 — DC 16, tier 4 — DC 18. The Narrator may also rule that a region may grant advantage or disadvantage to certain activities.

Modifying DC. The Narrator can raise the DC on a night out activity based on extenuating circumstances. Here are some suggestions for modifying a night out activity’s difficulty class:

Dangerous Times (+2) may have the whole population on edge, making them scarce and generally less friendly.
• Multitasking (+3) such as attempting a night out activity while trying not to be identified, may make it harder to attempt the check.
Bad Reputation (+2–4) may make it difficult to interact with the locals, impeding a check made to Perform, Look for Romance, or Rumormonger.

In Breach of Contract

In Breach of Contract

Adventurers may choose to simply not pay certain fees, tolls or other costs, but this in itself comes at a price. Within 1d4 days, a squad of devils will be dispatched to extract payment—with compounding interest, of course—or retribution. The composition of this group varies with the party’s level, but should be at least a hard matchup, or even a deadly one. If the adventurers attempt to escape their debts by fleeing the Lower Planes, the squad will almost certainly follow—Hell does not look kindly on failure.

Ka-Teni Equipment

Ka-Teni Equipment

The Ka-Teni have a number of useful devices and discoveries that allow them to survive in their mountain home.

Table: Ka-Teni Equipment

Item

Cost

Weight

Fortifying tea

10 gp 1/2 lb
Portable altimeter 5 gp

3 lbs

Skis 10 gp (per pair)

20 lbs

Snow goggles 5 sp

-

Snow shoes 1 gp (per pair)

3 lbs

 

Fortifying Tea. Made from tea trees high in the mountains of the Ka-Teni, this hot drink allows humanoid creatures that consume it to ignore one level of fatigue for up to four hours. Making the tea also consumes 1 Supply, but will results in 8 doses of tea and may be stored to drink cold for up to a week.

Portable Altimeter. This device has a number of air bladders inside it, allowing it to measure relative altitude. The pressure-sensitive device can also detect when bad weather is coming, giving advance warning of snow and other storms. You can accurately read the device with a DC 10 Engineering or Survival. A successful read grants you an expertise die on checks and saving throws to navigate snow storms or similar conditions. However, if you take thunder damage, the device is damaged. It can be repaired with a DC 10 jeweler’s tools check.

Skis. Finely polished planks strapped to the boots of the wearer,skis allow for swift crosscountry and down-hill travel in snow. It takes 5 minutes to don or doff skis (though the ties can be cut as an action, the skis are then considered broken). In difficult terrain caused by heavy snow, you can take the Dash action as a bonus action across level ground or the Sprint action as a bonus action if going downhill. While wearing skis you have disadvantage on Dexterity saving throws unless you choose to throw yourself prone.

Snow Goggles. Sunlight on snow can cause a blinding glare, resulting in severe pain and disorientation for many creatures. Snow goggles, made from wood or bone, have a small eye slit carved into them in order to cut this glare.This allows the wearer to operate normally when otherwise they would suffer disadvantage to Survival checks and ranged attacks. While wearing the goggles, you suffer disadvantage on Perception checks related to sight.

Snow Shoes. Large wicker constructions with a broad sole, these prevent the wearer from sinking into snow. Donning these shoes takes two minutes and allows the wearer to only decrease their movement speed by 5 feet instead of halving it when on difficult terrain caused by snow. Shoes must be worn on all feet to gain the benefits. They cause disadvantage on Dexterity saving throws, but grant an expertise die (+3) to the DC for resisting knockdown attempts.

Ka-Teni

Ka-Teni

The Ka-Teni are a seasonally migrating people that spend eight months of the year in their fortified mountain homes, and the rest making the most of a short growing season in the thawed valleys below with their herds of long-haired cattle. They value community and the passing on of knowledge above all else, as they would otherwise not survive their harsh lifestyle, but also laud the storytellers and artisans that make the dreary winters bearable. Many of the Ka-Teni are the specially adapted Snow-Spotted pantherans, but dwarves, birdfolk, and garoul are well-represented among them, along with a smattering of other heritages.


Apprenticeship. As a child you were taught the basics of a trade, though your profession may have later deviated from it. If you are already proficient with a skill or piece of equipment granted by this culture, you instead gain an expertise die. Choose one of the following:

Crafter: You are proficient with woodcarver’s tools, jeweler’s tools, and tinker’s tools.
Farmer: You are proficient in Athletics and with leatherworker’s tools.
Healer: You are proficient in Medicine and with the herbalism kit.
Herder: You are proficient in Animal Handling and with land vehicles.
Storyteller: You are proficient in Performance and with either the disguise kit or an instrument of your choice.

Beacon Finder. To help guide hunters and travelers to safety, Ka-Teni settlements install beacon stones, which are made uniformly enough to be located with the locate object spell. You can cast locate object once per long rest. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest).

Catnap. When you take a short rest, instead of spending hit dice to recover hit points, you can recover a number of hit dice equal to half your proficiency bonus by spending the time taking a nap instead.

Skilled Brewer. You are well-versed in brewing soothing tisanes. Once per long rest, you may spend ten minutes and a use of a healer’s satchel to make one dose of a hot drink. A creature that consumes it reduces its strife by one level, but it can only benefit in this way once per week. In addition, if you brew fortifying tea (see Table: Ka-Teni Equipment), it allows creatures to ignore 2 levels of fatigue instead of one.

Languages. You can speak, read, write, and sign in Common, Dwarvish, and two others.

The Rhode Wardens

The Rhode Wardens

The ways across nations are long and dark, and as the light of civilization fades into the distance it is only the Rhode Wardens that provide a glimmer of hope in the wild lands that lie between. The Rhode Wardens are guards and hunters, carrying the torch of civilization down the darkest roads and hunting down whatever stalks weary travelers.

Rhode Wardens


Beholden to no government but hired by many, the Rhode Wardens establish stations along the long roads and winding paths and patrol the routes in between. With a bit of coin, nobles and settlement leaders can ensure their routes are secure, without committing forces beyond their walls. Though they are few in number, a single warden can cover great tracts of land, providing valuable intelligence and advance warning.

Structure: Council of lodge leaders, led by an elected head council member.

Symbol: The silhouette of a diving hawk.

Base of Operations: Decentralized. Reedside Station (Grade 5 training hall) serves as a center of operations, while most stations are Grade 2 or 3 encampments or training halls.

Beliefs: The cities and the wilds both deserve respect; the hunt should be undertaken quickly and honorably, regardless of the quarry.

Goals: Protect travelers and settlements; protect both nature and civilization from each other.

Tireless Hunters. The Rhode Wardens work to keep beasts and monsters that endanger remote settlements and the roads that connect them in check. Whole monster populations often decline sharply before the rest learn not to threaten well-traveled paths. Whether on principle or as a paid job, wardens often find humanoids in their sights as well—bandits rarely prosper on their roads, and when caught are treated as less than beasts, left to bleed out unceremoniously in the dirt. For those with a price on their heads, escaping the reach of the town guards often means running right into the waiting arms of the Wardens. Few bounty hunters or thief catchers chase their prey past national borders, but these hunters know no such limitations once they have chosen their quarry.

Old Hunters’ Holds. According to their own lore, the Rhode Warden stations started as simple hunting lodges along the roads— places where a tired trapper or a wounded hunter could rest and recuperate before making the long trek home with their catches. The tricks of the old hunters were passed to the new, and with many watchful eyes and full quivers their humble hunting trails became safer than well-traveled roads. The modern warden stations still reflect their humble origins, and the innocuous thatch longhouses mask the lethal accuracy waiting within.

Eyes of the Hawk. Young hunters must prove their worth by bringing in the fresh head and pelt of some monster that haunts the local area. If successful, the head is stuffed and mounted on the wall beside each other wardens’ prize, and the pelt is ceremoniously cut into their coat. With training in the ways of the Unerring Hawk, these young hunters are molded into proper Rhode Wardens. No hunters can hope to rival their aim, and no creature walks their path unnoticed.

Voidrunner Psionic Foci

Voidrunner Psionic Foci

Whether they are synthetic gems, symbols imbued with psionic power, or carefully knotted cords that encourage mindful concentration, psionic foci are items that allow creatures with psionic abilities to concentrate on two powers. Their rarity and cost can vary greatly from planet to planet. Cyberware that serves as a psionic focus can be found under Enhancement Implants.

A psionic focus allows a creature to concentrate on more than one psionic power simultaneously as long as the sum of the powers’ levels is less than or equal to their power rating. If the manifester’s concentration is disrupted, such as if they are pushed or take damage, they roll for both powers individually. Both powers’ effects still end early if the manifester is killed or incapacitated.

Table: Psionic Foci

ITEM

COST

WEIGHT

Knotted Focus 150 cr
Synthetic Crystal 200 cr 3 lbs.
Imbued Emblem 225 cr

 


Psychic Crystals

Crystals, gems, and precious stones have long been used as shiny adornments, for healing rituals, and as valued treasures. But there are some naturally occurring crystals that resonate at a frequency with which psionic minds can interact, allowing them to work as psionic foci. The Narrator determines the rarity and availability of such crystals within your campaign setting, but they are likely coveted treasures.


 

Voidrunner Musical Instruments

Voidrunner Musical Instruments

The musical arts grow and innovate as artists gain access to new technologies and new potential sounds. Musical instruments are a type of tool, and the following instruments have been added to the list of instruments found in Adventurer’s Guide.

Table: Musical Instruments

ITEM

COST

WEIGHT

Acoustic Guitar 30 cr 7 lbs.
Electric Guitar 50 cr 8 lbs.
Harmonica 2 cr
Keytar 50 cr 12 lbs.
Saxophone 40 cr 4 lbs.
Theremin 20 cr 2 lbs.

 

Voidrunner Toolkits

Voidrunner Toolkits

In addition to the less-technological tools in Adventurer’s Guide, these toolkits allow you to perform specialized tasks such as repairs on the specific type of equipment or vehicle or the collection and interpretation of detailed scientific data. If you lack the proper toolkit, tasks that would use it may be impossible, or at best, all checks will be made with disadvantage. You must be proficient with specialist’s tools to use them.

Table: Specialist Tools

ITEM

COST

WEIGHT

Computer Technician Kit 200 cr 5 lbs.
Cybernetics Kit 350 cr 8 lbs.
Engineer's Toolbox 600 cr 20 lbs.
Field Laboratory 2,000 cr 100 lbs.
Hacking Tools 500 cr
Medical Pouch (Crash Kit) 250 cr 5 lbs.
Multi-Scanner A 500 cr 1 lb.
Thieves' Tools 25 cr 1 lb.

A This is an advanced item.

Computer Technician Kit. This kit includes specialized opening tools, a multimeter, spare parts, thermal compound, and an assortment of cables and adapters. It is used for setting up and performing basic repairs on computer systems or mechanical creatures from an ICD up to a battle droid. 
With 10 minutes work and a DC 10 computer technician kit check, you can repair a construct or synthetic lifeform (such as an android) or device. The creature or device regains 1d4 hit points, plus an additional 1d4 hit points if the check’s result is 15 or higher. The Narrator might set a higher DC for specialized repairs or decide that such repairs require more time or additional equipment. Fixing a sentinel droid’s malfunctioning gyroscopic systems, for example, might require a DC 20 check. 

Cybernetics Kit. Contains a mixture of spare parts, anti-rejection drugs, specialized instruments, and basic first aid supplies. This allows you to perform field maintenance and repairs on a creature’s cybernetic implants. It can also be used once as a first-aid kit, but then 2 credits must be spent to replenish the expended supplies before the kit is useful again.

Disguise Kit. This pouch of props, costuming, and cosmetics lets you change your physical appearance. A creature observing you after you make a disguise kit check must make a Perception check (DC equal to the result of your disguise kit check) in order to see through your disguise.

Engineer's Toolbox. This kit contains wrenches, bolt drivers, instruments, and so on to work on the drive, braking, navigation, and suspension systems. With 10 minutes work and a DC 10 tools check, you can repair a machine, vehicle, or starfighter. The machine, vehicle or starfighter regains 1d4 hit points, plus an additional 1d4 hit points if the check’s result is 15 or higher. The Narrator might set a higher DC for specialized repairs or decide that such repairs require more time or additional equipment. Fixing a wrecked starfighter engine for example, might require a DC 20 check.
The toolbox also contains a standard-issue military field maintenance kit for modifying and repairing high-tech weapons and armor. It includes the small drivers, hardening sprays, and cleaning supplies needed to keep a soldier’s combat gear working.

Field Laboratory.  A semi-portable lab with various scientific instruments, sample containers, and reagents allows a creature proficient with the Science skill to perform various types of testing such as identifying substances or organisms, measuring environmental effects such as barometric pressure and seismic activity, and other similar tasks. Some tasks may only be possible with a Field Laboratory, but ones that do not require it (Narrator’s discretion) are made with advantage instead.

Hacking Tools. Hacking tools resemble common datapads containing potent hacking programs, but they can also be more custom-rigged device amalgams that better reflect their less-than-legal purpose. If you are proficient with hacking tools, you can use an action to begin a hack by making a hacking tools check against a DC determined by the security of the device being hacked. If successful you begin hacking that device, while hacking a device your hacking tools cannot be used to hack another device until the previous hack attempt ends.

Medical Pouch (Crash Kit). Often referred to as ‘crash kit’, the professional version of a first-aid kit, crash kits are most useful to those with formal medical training. Any creature can expend one use to stabilize a dying creature without the need for a Medicine check, even if they are not proficient. 
However, creatures with proficiency in Medicine can spend a use of the kit to greater effect. When a creature proficient in Medicine makes a Medicine check with the kit to stabilize a creature, the creature recovers 1d6 hit points for every 5 points the DC of the check is exceeded by (1d6 on a result of 15, 2d6 on a result of 20, etc.) The kit can be used 5 times before being depleted. Replacement supplies cost 25 credits per use. 
A medical pouch can also be used to remove a condition from an adjacent creature, as long as the condition is a temporary condition and originally required a saving throw to avoid or resist and is on the following list: blinded, charmed, deafened, paralyzed, poisoned, slowed, stunned. Use an action to make a Medicine check with a DC equal to the saving throw DC originally required to resist or avoid the condition. On a success, the condition is removed. At the Narrator’s discretion, certain conditions may not be removable in this manner, and a creature can only benefit from this feature once per long rest.

Multi-Scanner. This handheld device can analyze the chemical makeup of a substance, diagnose illnesses or injuries, determine the levels of any known type of radiation, measure temperature, wind direction, and barometric pressure, carbon-date a sample of organic material, scan the genetics of a creature, detect life forms, and so on. Any sort of reading that could be supplied by a specific scientific or medical instrument can be quickly and accurately supplied by the multi-scanner. 
Getting a scan of a target within 10 feet requires one action, and uses either the Science or Medicine skill depending on the nature of the scan. Using a multi-scanner gives you advantage on Science and Medicine checks, and an expertise die on Engineering or Investigation checks where precise scientific data would be useful. This is an advanced item.

Thieves' Tools.  This set of technical instruments are used to open mechanical locks. You can use an action to open a lock by making a thieves’ tools check against a DC determined by the quality of the lock being picked.

Pagination