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Environments and Encounter Elements

Environments and Encounter Elements

The world can be a dangerous place and the environment might pose a deadly threat all by itself. In addition to their inherent danger, encounter elements offer ways to enhance the perils of exploration challenges or combat to make both more satisfying. A duel atop a bridge or traversing a narrow crossing is all the more exciting when deadly lava runs below rather than rushing water, and a hallway fight or dungeon trap with a plethora of green slime is a different kind of challenge altogether!


Challenge Rating Increase

The challenge rating of a combat encounter or exploration challenge can be increased when an encounter element is included so long as it poses an active threat—a cage match near a volcanic pit is more dramatic, but no more dangerous than usual.


Bombarded (+2)

An area which is under constant bombardment from artillery or starship fire can be very hazardous.

Loud Noise. Creatures within the area participants can only hear sounds within 15 feet of them (except for loud, explosive noises).

World Actions

Artillery. Each creature in the area makes a DC 10 Dexterity saving throw or they take 4d6 bludgeoning damage.


Irradiated (+2)

Deadly radiation fills the air, threatening the lives of all who brave exposure.

Every five minutes a creature spends in an irradiated area it must make a DC 15 Constitution saving throw . On a failure, the creature contracts radiation sickness (see Maladies on page 281).

Creatures immune to poison damage, or who are wearing radiation shielded clothing, are not affected by irradiated areas.


Irradiated, Severe (+4)

Nuclear meltdowns, quasars, and breached antimatter engines create even more intense radiation.

Creatures immune to poison damage, or who are wearing radiation shielded clothing, treat severely irradiated areas as irradiated areas.

World Actions

Radiation Poisoning. A creature which begins its turn in a severely irradiated area must make a DC 15 Constitution saving throw . On a failure, the creature takes 28 (8d8) poison damage and is poisoned until medically treated using an anti-rad drug or similar effect. Additionally, the creature contracts radiation sickness .


High Gravity (+2)

The ranges of ranged weapons are halved, as are all jump distances. When a creature makes its first attack in a round using a weapon that does not have the dual-wielding property, it makes a DC 12 Athletics check or subtracts 1d4 from its attack rolls for 1 round. Falling damage is treated as twice the distance in the area and there is no maximum amount of damage that can be taken from a fall. For every hour spent in the area, a creature not acclimated to it makes a Constitution saving throw (DC 8 + the number of hours spent in the area) or gain a level of fatigue (maximum 4 levels of fatigue).


Low Gravity (-1)

The ranges of ranged weapons are doubled, as are all jump distances. Falling damage is treated as half the distance in the area. In addition, damage from bludgeoning weapons is reduced by half.


Zero Gravity (+1)

While artificial gravity is a staple of most sci-fi settings, many settings stick to a more realistic depiction of weightless movement, using the environment around them as useful handholds and points to kick off from.

Creatures treat zero-G environments as difficult terrain so long as they are adjacent to a solid surface. Creatures may move into areas without an adjacent surface in this way, but if they end their turn with no adjacent surface they begin drifting and their movement speed is reduced to 0. Drifting creatures can throw any item on their person that weighs at least 5 pounds or use any propellant item (such as a cytospray, construction foam, spray adhesive, spray paint, or zero-friction lubricant) to move up to 10 feet as a bonus action.

Spacesuits. Creatures with the spacefaring feature or creatures wearing armor with the spacefaring feature ignore the difficult terrain caused by zero-G environments and are immune to drifting. Creatures with a natural climb speed also ignore the difficult terrain caused by zero-G environments, but are not immune to drifting.


Thick/Thin Atmosphere (+1)

While both thick and thin atmospheres are very dissimilar, their effects on creatures are not so different. Creatures can breathe in these atmospheres, but it is harder. Every hour, a creature in a thick or thin atmosphere must make a DC 12 Constitution saving throw or gain one level of fatigue .


Vacuum (+2)

An area of vacuum has no air, so creatures that need to breathe must use another source of air or begin to suffocate once they cannot hold their breath. In addition, the area carries no sound, so hearing-based checks made to perceive automatically fail.

Spacesuits. Armor with the spacefaring classification protects its wearer from hard vacuum, but even the smallest puncture in a suit can be deadly. As such, most spacefaring suits are equipped with self-sealing technology to protect against small punctures, tears, and fractures, but a critical hit renders a spacefaring suit damaged. When a creature’s spacefaring suit is damaged, roll 1d6 at the start of each of the creature’s turns. On a roll of 6 the suit is no longer able to provide protection from hard vacuum. A second critical hit before the damage is patched or repaired completely breaks the suit, rendering it broken and ineffective.


Vacuum Breach (+3)

When there is a pressure differential between two areas, such as a hull breach or an open door leading to the surface of an airless rock, the atmosphere rushes out in an attempt to level out the differential. This takes the form of a rushing wind.

Ranged weapon attacks and Perception checks that rely on hearing have disadvantage in high winds. In addition, the rushing air extinguishes any open flames, disperses fogs and smoke, and forces any flying creature to land before the end of its turn or fall.

World Actions

Rushing Winds. Each creature in the area must make a DC 14 Strength saving throw or be pulled 20 feet in the direction of the winds. A creature with one or more spare limbs (at the Narrator’s discretion) may use a bonus action to grab on or anchor itself, which allows it to make the saving throw with advantage .


Hard Vacuum & Lingering Injuries

The vacuum of space is also utterly chilling or scorching hot, depending on whether a creature is in sunlight or shadow. The vacuum deals 11 (3d6) cold or fire damage to a creature at the start of each of its turns in the area. If cold damage (but not fire damage) from a vacuum drops a creature to 0 hit points or happens after they are already at 0 hit points, they suffer a lingering injury. The Narrator can dictate an injury and its effects or determine it by rolling a d4: 1—blindness, 2—burns, 3—loss of taste, 4—frostbite (see Table: Frostbite).

1d4 Frostbite
1 Finger: –2 Penalty to Sleight of Hand checks.
2 Nose: –2 Penalty to Perception checks that rely on scent.
3 Ear: –2 Penalty to Perception checks that rely on hearing.
4 Toe: Base walking speed is reduced by 5 feet.


After a day of rest, the affected creature may make a DC15 Constitution saving throw , made with advantage if it has received medical attention since the exposure. On a success, the creature heals; on a failure, the affliction persists. The creature may make further Constitution saving throws after each subsequent day, but the DC increases by 1. If the creature fails three of these saves, the injury becomes permanent.


Zirkon Crystals (+2)

Zirkon is a rare natural crystal which dampens psionic energy. The cost to manifest psionic powers in an area containing zirkon crystals is doubled. Additionally, psionic powers of level III or less cannot penetrate solid zirkon barriers (see Objects).
 

Maladies

Maladies

While medical advances make many common health hazards inconsequential, some maladies still present a threat to voidrunners who are unlucky enough to suffer them.


Treating a diseased creature over the course of a short rest with a successful Medicine check (tier 1: DC 10, tier 2: DC 14, tier 3: DC 18, tier 4: DC 22) grants advantage on its next saving throw against the disease.

Severe diseases. The diseases below are presented in their most common form. Sometimes a more severe version of a disease is encountered. These diseases are considered one tier higher, and all saving throws made against the disease are made at disadvantage .

Mental stress effects. Some maladies inflict a short or long-term mental stress effect (see Appendix A of the Adventurer’s Guide). The duration of these effects is noted in the malady’s description.

Fatigue and strife. Some maladies either inflict levels of fatigue or strife , or they prevent the victim from recovering levels of fatigue or strife, even if they are able to rest at a haven.

Recovery. Each malady describes the ways in which a victim might recover. Typically this requires three successful consecutive saving throws.


Apoplectic Psychosis (Tier 2)

This disorder affects the emotional regulation of the brain, resulting in extreme anger and aggression. Victims are provoked to outburst of rage by insignificant triggers, often resulting in violence.

A creature which contracts apoplectic psychosis gains the enraged condition. Additionally, they suffer from the enraged mental stress effect.

Recovery. The victim makes a DC 15 Wisdom saving throw after each long rest. After three consecutive successful saving throws, the victim recovers.

Brainpox (Tier 3)

This virus affects the brain and nerve centers of its victim. It is often caught via physical contact, especially via the eyes or nose. The victim begins to lose their senses of sight and hearing, with paralysis being the end result.

At the end of each week, the victim must make a DC 15 Constitution saving throw . After the first failure, the victim gains the blinded condition. After the second failure, they gain the deafened condition. After the third failure, the victim gains the paralyzed condition and stops making weekly saving throws.

Recovery. On a successful weekly saving throw, the victim loses the most recent of those three conditions which it gained via this malady. Once they have made a successful saving throw while not suffering from one of the conditions, they recover.

Victims which have reached the paralysis stage of this malady do not recover naturally. However, a DC 21 Medicine check performed by a practitioner who keeps the victim under their care for a full week removes the paralyzed condition and allows the victim to resume making weekly saving throws.

Cellular Shingles (Tier 2)

This painful viral infection, affects the victim at a cellular level. While it is not life-threatening, it is intensely painful. The victim develops rashes and blisters all over their body, and becomes very sensitive to bright lights.

A creature which has contracted cellular shingles gains the agonized condition.

Recovery. The victim makes a DC 15 Constitution saving throw after each long rest. After three consecutive successful Constitution saving throws, the victim recovers.

Orman’s Syndrome (Tier 2)

This illness attacks the neural structures of the brain, gradually causing memory loss. By the time it reaches its conclusion, the victim loses all sense of identity and all long-term memories. The victim will not recognize close friends or family members, or recall their own name, career, or skills.

At the end of each long rest, the victim must make a DC 15 Wisdom saving throw . On a failure, their Wisdom score is reduced by 1 point and they spend that day suffering from the amnesiac condition.

A creature whose Wisdom is reduced to zero suffers complete, permanent amnesia.

Recovery. After three consecutive successful Wisdom saving throws, the victim recovers and their Wisdom score returns to its normal value.

Macrovirus (Tier 1)

This airborne illness is particularly dangerous because it reduces the victim’s desire to actually do anything about it. The illness causes extreme lethargy, worsening to the point where the victim will not eat, and simply wastes away.

A creature which has contracted macrovirus cannot recover fatigue during a long rest, even if they are in a haven.

Recovery. Creatures with macrovirus do not recover on their own. However, it can be treated with daily DC 12 Medicine checks, with the victim recovering after three consecutive successful checks.

Psionic Evervation Syndrome (Tier 2)

This malady only affects creatures with psionic ability. After every long rest, the creature makes a DC 15 saving throw using its psionic ability score. On a failed saving throw, the creature’s maximum psionic points are reduced by 1 point.

Recovery. After three consecutive successful saving throws, the victim recovers. Their psionic pool recovers by 1 point per long rest until it has been restored to its normal value.

Psychic Melancholia (Tier 2)

This malady plunges the victim into a rapid, increasing spiral of depression. After each long rest, the victim must make a DC 12 Wisdom saving throw . On a failed save, the victim gains one level of strife .

A creature which has contracted psychic melancholia cannot recover strife during a long rest, even if they are in a haven.

Recovery. After three consecutive successful Wisdom saving throws, the victim recovers.

Radiation Sickness (Tier 2)

Radiation is deadly, and those exposed to it risk contracting radiation sickness. Symptoms include vomiting, intestinal pain, bleeding, hair loss, and fever.

A creature with radiation sickness is poisoned . Additionally, at the end of each long rest, the creature must make a DC 15 Constitution saving throw or their hit die maximum is reduced by 1 die. A creature whose hit die maximum is reduced to zero hit dice dies.

Recovery. Left alone, radiation sickness will result in death. However, it can be treated with daily DC 15 Medicine checks, with the victim recovering after three consecutive successful checks. The checks are made at advantage if anti-rad drugs are available (see Chapter 3: Equipment).

RAR-1 (Tier 3)

This frightening malady, Rapid Aging Retrovirus, causes its victims to age rapidly. It is believed that this malady is an artificially created bioweapon, but its specific origins are unknown.

A creature which has contracted RAR-1 ages one year during each long rest. For every 5 years in which the creature ages in this manner, its Strength, Dexterity, and Constitution ability scores are reduced by 1 point. When any of these scores reaches zero, the victim dies of old age.

Recovery. Creatures with RAR-1 do not recover on their own. However, it can be treated with weekly DC 21 Medicine checks, curing the victim after three successful checks. However, the victim does not recover the lost years, and remains at the biological age it reaches before it was cured. The victim recovers half (round up) of any lost ability score points.

Anti-agiatic Drugs

Those who have suffered the ravages of RAR-1 often turn to anti-agiatic drugs to reverse the damage. These drugs are rare, and expensive. A dose of an anti-agiatic drug reduces the creature’s effective age by one year (and restores ability score loss after each 5 year reduction), although the drugs cannot reduce the creature’s age below its actual natural age. One dose of anti-agiatic drugs costs 500cr, and weighs ¼ lb.

 

Rigellian Fever (Tier 1)

This powerful virus causes extreme fever, sweating, and nausea, eventually resulting in the victim’s death. At the end of each long rest, the victim must make a DC 12 Constitution saving throw or suffer a level of fatigue .

Recovery. After three consecutive successful Constitution saving throws, the victim recovers.

Salt Plague (Tier 1)

This unpleasant disease feeds on the victim’s salt levels. The victim eventually loses their humanity as their salt cravings become so intense that they become violent, seeking the salty blood of other victims. This malady has many things in common with legends of vampirism.

A creature which has contracted salt plague suffers intense fatigue if it does not consume sufficient salt. It can draw salt from the blood of other living creatures, making an unarmed attack roll, and dealing 1d4 piercing damage on a hit. Each day, the creature must successfully drain salt three times from one or more living creatures or gain one level of fatigue .

Normal salt deposits, or even table salt, can help to alleviate the cravings. A creature with salt plague which consumes regular salt can make a DC 10 Wisdom saving throw. On a success that dose of salt counts as one of their three required doses per day. On a failure, the salt has no effect. A creature can only attempt to alleviate cravings in this way three times per day.

Recovery. The only cure for salt plague is isolation. After 7 days with no intake of salt, the victim is cured of the malady–if they survive the process.

Space Dementia (Tier 1)

Space dementia affects a small number of space travelers when they first encounter FTL speeds. It can be treated, but left alone it will result in hallucinations, and madness.

After each long rest , the victim must make a DC 12 Wisdom saving throw . On a failed saving throw, the victim suffers a randomly determined short-term mental stress effect (see Trials & Treasures) until their next long rest.

Recovery. Space dementia is usually temporary. The victim recovers after a single successful Wisdom saving throw.

Space Ennui (Tier 1)

The void affects different people in different ways. Space ennui degrades the victim’s emotional centers, causing depression, weariness, and apathy. The victim simply stops caring about things, including their own interests, hobbies, friends, family, and even food.

At the end of each long rest , the victim must make a DC 12 Wisdom saving throw . On a failure, they spend that day suffering from the placid condition. Medical treatment cannot assist with these saving throws, and the victim does not make the saving throws at advantage as normal when under medical care.

A creature which has contracted space ennui cannot recover strife during a long rest, even if they are in a haven.

Recovery. After three consecutive successful Wisdom saving throws, the victim recovers.

Voidrunner's Codex Social Encounters

Voidrunner's Codex Social Encounters

Social encounters are a possible outcome on exploration tables, along with monster encounters, exploration challenges, and scenery. Individual names and heritages for people met during interstellar or planetary exploration can be chosen or rolled randomly. The Narrator should feel free to change or embellish the encounters as necessary (especially to make a result more clearly take place on a planet or in space), and to reject any that are not suitable for the current location or situation.

For social encounters from Trials & Treasures:
Try the Social Encounter Tool! 


Random NPC Heritage (1d20)

1-2 Android

3-4 Axon

5-6 Grey

7-8 Houseki

9-11 Human

12-13 Hurroc

14-15 Keridani

16-17 Naato

18-19 Sipher

20 Mixed heritage


Random NPC Names (1d20)

1 Talli

2 W’Krena

3 Kreloc

4 Stokarn

5 Chulu

6 Annik

7 Asiyani

8 Taki

9 Jue

10 Hoa

11 Nobu

12 Aros

13 Niss

14 La’synda

15 Zhar’torthal

16 Iri

17 Tersis

18 Lobacc

19 Seska

20 Nasian


Random Social Encounters (1d100)

1 A bounty hunter asking about their most recent quarry.

2 A distress call—something is strange about the signal.

3 A miner who insists the voidrunners are trespassing on their claim.

4 A group of children excited to share gossip.

5 A patrol of combat droids who warn of a nearby danger.

6 A column of refugees from a nearby conflict..

7 A group of local toughs throwing their weight around those they see as tourists.

8 A courier from a local elite

9 A karthog trader and their pets—two huge, wolfish creatures—ask to join the voidrunners for a meal.

10 An aspiring scientist asks the party if they would be willing to be subjects for an upcoming clinical test.

11 A psyknight is being escorted by a military patrol; their relationship is clearly hostile.

12 A religious devotee approaches one of the voidrunners, claiming to have seen their future.

13 A recruiting officer for the Fleet, aggressively handing out flyers.

14 A group of teenagers speeds recklessly by.

15 A small band has set up and is playing for tips.

16 A party barge, complete with flashing lights and music proclaiming someone’s birthday.

17 A psionic who claims to have been stripped of their powers by a strange force.

18 An old friend of one of the voidrunners who they haven’t seen in years.

19 A group of mob enforcers approaches the voidrunners, convinced one of them is behind on their protection payments.

20 An elderly person asks for protection on her way through a rough area.

21 A young officer of the Fleet loudly proclaims their innocence when approached by security.

22 A charming businessperson offers to let the voidrunners in on a deal that is too good to be true.

23 A badly injured soldier staggering away from the site of an ambush.

24 A troupe of psyknights escort a well-dressed person through the streets.

25 A musician approaches the party, asking about any regional songs they might record for an upcoming book.

26 A small child offers a voidrunner a strange object, saying they’ve been paid to deliver it.

27 A group of salvagers watch the party balefully from the remains of a crashed starship.

28 An excited fan mistakes (or recognizes) one of the voidrunners as a famous celebrity and asks for an autograph.

29 A child looking for their lost holo-pet.

30 A group of hopelessly lost travelers approach the party with only a local language guide book to aide them.

31 A member of a local cult attempts to woo one of the voidrunners into attending an upcoming meeting by being over-friendly and lavishly praising them.

32 A mechanic approaches one of the voidrunners, saying something has gotten into the ship’s vents.

33 A contract killer in disguise tries to gather information about a target from the voidrunners.

34 A smuggler subtly approaches the party, offering them quality wares at an even better price.

35 A young person fleeing local law enforcement via the rooftops.

36 A utility drone approaches the voidrunners, its screens proclaiming that it’s bringing a message.

37 An artist asks one or more of the voidrunners to pose for a new piece.

38 A karthog philosopher calmly debates morality with an increasingly irritable opponent on a stage.

39 An epidemiologist desperately searching for a rare plant, hoping to analyze its unique chemical makeup for a cure.

40 A traveling show setting up nearby, its signs advertising dangerous spectacles and rare creatures.

41 A writer hoping to interview the voidrunners as research. 41 A farmer moving a large herd of animals across the road.

42 A local hermit who has made a vow of silence attempts to warn the party of danger.

43 A podrace, featuring racers of all different heritages, and an excited crowd.

44 A researcher rushes from the forest, only able to mumble “hollows” over and over.

45 A big game hunter keen on getting trophies from the local wildlife.

46 A trader wanting to sell the party hibernating trubbies.

47 A grizzled veteran sharing stories of their encounter with a void leviathan and how it decimated the fleet sent against it.

48 A mysterious merchant is selling large eggs and is evasive on what they will hatch into.

49 Guests at a raucous party invite the voidrunners to come and join them for drinks or dancing.

50 An intelligence agent approaches the voidrunners dressed as a beggar.

51 A group of street children offer to be the voidrunners’ guides—for a price.

52 A parent and child being turned away from a grocery for lack of funds.

53 A stall advertizes protection charms meant to divert the eyes of deep space horrors.

54 A conservation specialist warns the party from a path, explaining that it leads to an endangered creature’s nesting grounds.

55 A politician gives a poorly-received speech to a group of space port workers.

56 A harried scientist who has managed to ‘lose’ a xenid strangler.

57 A group of ascetics trying to make their way to a holy site.

58 A friendly hailing signal comes from a planet that isn’t on any of the crew’s maps.

59 An unlicensed street doctor offering serums of dubious nature.

60 A snobbish celebrity and their entourage.

61 Delegates from a nearby colony argue about food prices with a city official.

62 A strangely colored small animal darts into the party’s path, clearly trying to lead them somewhere.

63 A luxurious vehicle drives slowly past.

64 A military parade of large mechs makes its way through town.

65 A wild-eyed man attempts to barter passage with the voidrunners and dodges any questions about why he wants to leave the planet so soon.

66 A famous celebrity, hiding their features with a hat and dark glasses.

67 A crew of seasoned voidrunners on their own job.

68 A jaunty energy anomaly hails the ship, claiming to come in peace.

69 A member of a void leviathan cult, drawing large symbols in an open area.

70 Professional trackers talking about the dangers of a gruhnka colony and their suspicions about one being nearby.

71 An old man asks the voidrunners to deliver a package to his child on a nearby mining asteroid.

72 A cadet frantically searches the streets for a lost piece of their uniform.

73 A scholar asks the voidrunners if they can escort her to a site of interest.

74 A self-aware utility drone is playing chess (or a similarly intellectual game) against itself.

75 A group of mercenaries looking for their next assignment.

76 The only survivor of a group of miners, their companions all slain by xenids.

77 A crying child frantically calling for a lost pet.

78 An untested voidrunner wants to sign on with the crew.

79 There has been a vehicular accident and both drivers are loudly accusing the other of being at fault.

80 A local firebrand speaks passionately of societal ills to a cheering crowd.

81 A bakery is offering treats to anyone who can speak a particular ancient language.

82 A stall is selling a variety of off-world creatures.

83 A group of salvagers has lined up to sell their finds to the same merchant.

84 A crowd of miners has formed a protest against dangerous working conditions.

85 A severe-looking older woman is leading a child by the ear.

86 A seemingly random passerby passes one of the party a note.

87 A fatally wounded scientist with a warning of what destroyed their expedition.

88 Someone is offering samples outside of a sweets store.

89 A trader offering their wares. Most of the goods are trash, but the voidrunners might be able to find something special.

90 A conservationist is in a heated argument with a miner over the habitat of local wildlife.

91 A survivor calls out from an overturned prison transport.

92 A local offers to show the party the best way through the area… but they have their own agenda!

93 An archeological camp is busily loading specimens into a transport.

94 An elderly fortune teller warns the party of a supposedly foreseen doom.

95 A member of the local police questions the voidrunners on their reason for being in town.

96 A local offers to show the party the best way through the area… for a fee.

97 A group of competitive gamers are training for an upcoming competition.

98 A storyteller is awing a group of children with a dramatic telling of a local legend.

99 A drunk is loudly bemoaning their troubles.

100 A street magician is looking for volunteers from the audience.

Voidrunner's Codex Travel Scenery

Voidrunner's Codex Travel Scenery

The universe is a wondrous place and across their journeys the voidrunners are bound to see some things that are interesting or extraordinary yet pose no threat or danger. Narrators can use this scenery to heighten the sense of adventure and mystery, introduce new quests, or tweak them to help guide a wayward party back to an important task they’ve left unfinished.

For travel scenery from Trials & Treasures:
Try the Travel Scenery Tool! 


Travel Scenery (d100)

1 An ancient monolith, smooth and black like marble. It seems impervious to all damage.

2 A copse of bioluminescent trees, whose colors change in response to sounds.

3 A swarm of luminescent insects which swirls in mesmerizing, colorful patterns.

4 A geothermal spring with water that changes color based on the temperature.

5 Melodic winds which whisper through the surrounding scenery, creating eerie but beautiful music.

6 A field being farmed by a group of autonomous farming robots.

7 A large digital billboard projecting advertisements and news. It informs the voidrunners of something of interest to them.

8 A column of automated taxis moving slowly along the road.

9 A holographic street performer, juggling fire.

10 A holo-pet–a dog, cat, or small alien.

11 An interactive wall mural featuring street art which changes constantly.

12 Unusual looking graffiti showing some kind of symbol.

13 A crashed starship. It looks like it’s been there for years, now overgrown with vegetation.

14 A crashed starship. There’s still smoke–it crashed recently.

15 An amphitheater carved into a mountainside, designed with perfect acoustics. When the wind blows through it, faint echoes of ancient performances can be heard.

16 A ruined observatory with a large, damaged telescope and star maps etched into the walls. It shows a sophisticated understanding of astronomy.

17 A circular arrangement of colossal stone pillars, each inscribed with unknown symbols and positioned to align with specific astronomical events.

18 Large earthen mounds containing tombs of ancient alien leaders, covered with hieroglyphics depicting their lives and achievements.

19 Large stones covered with glowing runes scattered across the landscape, possibly used as markers or for mystical purposes by the ancient civilization.

20 Stunning auroras caused by the planet’s strong magnetic field, with vibrant colors and dynamic shapes that dance across the sky, visible even during the day.

21 Fog that emits a soft, ambient glow, creating an otherworldly atmosphere. This phenomenon often occurs in areas with high concentrations of bioluminescent microorganisms.

22 Rain that crystallizes upon contact with the ground, forming beautiful, intricate patterns of crystalline structures that shimmer in the light.

23 A waterfall that is perpetually frozen in time, with ice that glows softly from within due to unique mineral properties.

24 Rocks that slowly move and grow over time, sometimes forming new shapes or merging with others, suggesting a form of geological life.

25 A large swathe of land blackened and charred from intense heat or energy weapons, with the remnants of structures and vehicles scattered throughout.

26 Wreckages of advanced starships and fighter craft littering the ground, some still smoldering or emitting faint signals, indicating recent aerial battles.

27 Extensive networks of trenches and fortifications, hastily dug and now deserted, filled with discarded equipment and supplies.

28 A small settlement reduced to ruins, with homes and buildings partially collapsed or burnt, showing signs of hasty evacuation and fierce fighting.

29 Open fields dotted with large craters from explosions, with debris and fragments of weapons or armor scattered around, testifying to intense bombardment.

30 An area where all electronic devices and vehicles are non-functional, affected by recent electromagnetic pulse attacks, leaving machinery and robots frozen in place.

31 Monuments and statues defaced or destroyed in a conflict, symbolizing both cultural loss and the rage of warfare.

32 Streets and paths blocked by hastily constructed barricades made from debris, vehicles, and whatever materials were available, indicating desperate defensive efforts.

33 Sculptures that seem to defy gravity, hovering in the air or balanced on impossibly small points of contact, creating a sense of wonder and disbelief.

34 A small urban oasis with plants genetically modified to thrive in the city environment, featuring unique colors and patterns that stand out amidst the concrete jungle.

35 The body of a giant, hundred-foot tall robot, overgrown with weeds.

36 A flock of alien-looking birds with bright colors wheeling in the air.

37 A tree decorated with the skulls of some kind of alien species.

38 Distant flashes and booms, the signs of a far-off conflict.

39 Flashes of light in the sky, the signs of an orbital conflict.

40 A seemingly bottomless pit.

41 A meticulously cultivated garden full of exotic alien plants.

42 A mysterious metal archway; it was clearly once a technological device but it no longer works.

43 A petrified forest, where all the trees are made of stone.

44 A distant spire stretching impossibly high into the sky.

45 Fragments of pottery, tools, or sculptures from a long-lost civilization.

46 Small chunks of rock from space, possibly containing rare minerals or elements. They have a charred exterior and a metallic sheen.

47 Small, cylindrical devices are scattered on the ground. They could contain maps, logs, or messages from the planet’s inhabitants or visitors.

48 The remains of alien mollusks or crustaceans, with shells that have intricate patterns and iridescent surfaces.

49 Large, flat leaves with glowing veins running through them. These leaves might have medicinal properties or be used in local cuisine or rituals.

50 A shimmering, multifaceted natural crystal structure.

51 Small, discarded playthings from an alien culture, possibly resembling animals, vehicles, or abstract shapes.

52 The discarded exoskeletons of giant alien insects, with intricate patterns and durable, chitinous structures.

53 An energy vortex swirling high in the atmosphere.

54 An abandoned alien market with stalls and remnants of various goods.

55 Strange metallic orbs that float a few inches above the ground and emit a faint hum.

56 An ancient sundial that aligns with multiple celestial bodies.

57 A small, portable shrine with offerings from an unknown religion.

58 A collection of bones from various alien species, arranged in a deliberate pattern.

59 Alien fruit that emits a sweet fragrance and glows faintly.

60 Fragments of an alien flag or banner, tattered and faded.

61 A grove of trees with bark that resembles polished metal.

62 A cluster of alien eggs, some of which are beginning to hatch.

63 An alien painting depicting a scene from the planet’s history.

64 An old, rusted machine partially buried in the ground.

65 Alien hieroglyphs etched into the rock face of a cliff.

66 Alien fossils embedded in a rock formation.

67 A stone well filled with a shimmering, unknown liquid.

68 An ancient alien tomb, half-buried and overgrown with vegetation.

69 A large metallic sphere, about 4 feet across, perfectly smooth. It’s function is unknown.

70 A patch of flowers that open and close in response to nearby movement.

71 An expensive, luxurious space yacht guarded by a sole robot.

72 A solar flare which causes wondrous aurora in the sky.

73 An intense plasma storm with lightning bolts which illuminate the sky.

74 Rain made of tiny crystalline particles which shimmer as they fall, refracting light into dazzling rainbows.

75 A temporal thunderstorm which disorients travelers with brief time skips and moments of slow-motion.

76 Electrically charged hailstones which spark and crackle as they fall.

77 A shooting star which grows quickly closer, crashing to the ground as a meteorite nearby.

78 A dense fog imbued with a bright, unusual color.

79 The burned-out remains of a robot, its circuits clearly fried, blaster fire scorching its body.

80 A smoking crater, hundreds of feet across. What could have crashed here?

81 An errant automated piece of farm machinery, wandering on its own down the road.

82 A malfunctioning combat drone hovering 5 feet in the air, sparks shooting from its damaged body.

83 An area of ground which has been superheated and now resembles glass.

84 A giant symbol scorched into the ground across the width of a large field.

85 A small, robotic chicken.

86 A holographic message on loop, repeating a warning over and over.

87 An empty escape pod.

88 An escape pod containing a small child, perhaps two years old.

89 A corpse with a visible blaster burn in its chest.

90 A half-dozen spotlights in the distance, probing the sky.

91 A crudely made sign with a helmet atop it, the words ‘Keep Away” spray painted on to it.

92 A herd of large alien bovines wandering across the landscape.

93 A bonfire upon which has been thrown the armor of a number of soldiers.

94 The skeleton of a void dragon, hundreds of feet long.

95 A graveyard, with 24 unnamed graves lined neatly in 4 rows of 6.

96 A 30-foot long tusk.

97 A probe. It has been blasted, and lies broken on the ground. Its origins are mysterious.

98 An ancient stone bridge, full of holes. The holes have been replaced by glowing forcefields.

99 A series of interconnected, shimmering pools that contain the collective memories of the planet’s inhabitants. When touched, the water reveals glimpses of the past.

100 A vast, bioluminescent botanical garden where every plant and tree glows with a different color, creating a breathtaking, everchanging landscape of light and shadow.

Repel

Repel

Creatures cannot willingly touch materials that repel them, nor even use tools to manipulate such items. They can, however, create circumstances to move the repellant item. For instance, a ghost might telekinetically shatter a window so a breeze from outside disperses salt.

If a material repels a creature, a line of that material prevents a creature from crossing. For the purpose of blocking flying creatures, the effect of a repulsive line extends as far vertically as the line is long, and if the material is in a ring, it functions as a dome of the ring’s radius.

A character can spend an action to brandish a repellant item, which prevents the repelled creature from approaching within five feet and from making melee attacks against it for one minute. When you use this action, you can make an opposed Charisma check against the creature, and if it fails it must move out of your path if you come within 10 feet of it.

A creature can attempt to overcome this repellent effect, such as by trying to cross a barrier or attack a creature brandishing the item. If it succeeds a DC 20 Wisdom saving throw , it can ignore the repulsion from that particular item – and anything similar within 30 feet – for one hour. If they fail, their turn ends and they cannot try again in that area for a day.

However, if a creature is attacked in any way by a creature protected by a repellant item, it can freely ignore the repellant effect as if it had succeeded its saving throw.

Sci-Fi Journey Encounters

Sci-Fi Journey Encounters

Sci-Fi Exploring: Tier 0 | Tier 1 | Tier 2 | Tier 3 | Tier 4

The following encounters are all suited to a science-fiction setting. For encounters including magical creatures and challenges, see Trials and Treasures . Creatures with no source noted can be found in Chapter 8: Alien Bestiary.


Sci-Fi Exploring Tier 0

1-3. 1 or 2 combat drones

4-6. 1 or 2 stunner drones

9-12. 1d4 + 1 gruknka tadpoles

13-15. 1d4+1 leech creepers

16-18. Swarm of leech creepers

19-21. 1 or 2 mindspore mushrooms

21-23. 2-3 ravix

24-26. Swarm of ravix pups

27-28. 1 or 2 telethars

29-30. 1 or 2 trubbies

31-32. 1 serviceskull

33-34. 1 imprinted host (smuggler)

35-36. 1 void wisp

37-38. 1 or 2 apes (Monstrous Menagerie)

38-39. 1 voidmaw

40-41. 1 kech (Monstrous Menagerie)

42-43. 1 xenid egg or larva

44-45. 1 raptor (Monstrous Menagerie)

46-48. 1 enforcer

49-51. 1d4+1 ruffians

52-54. 1 or 2 commandos

55-57. 1 or 2 dire wolves (Monstrous Menagerie)

58-60. Blinding blizzard (Trials & Treasures)

61-63. Falling net (Trials & Treasures)

64-66. Hail storm (Trials & Treasures)

67-69. Landslide (Trials & Treasures)

70-80. 1 gray ooze (Monstrous Menagerie)

81-90. Social encounter

91-00. Travel scenery

 

Sci-Fi Exploring Tier 1

1-2. 3 or 4 combat drones

3-4. 1 or 2 flamethrower, mortar, or shield drones

5-6. 1 or 2 sentry droids

7-8. 1d2+1 raptors (Monstrous Menagerie)

9-10. 1 triceratops (Monstrous Menagerie)

11-12. 1 gruhnka hunter

13-15. 1 or 2 hollow folk

16-18. 1 karthog

19-21. 1 giant leech creeper

22-24. 3 or 4 mindspore mushrooms

25-27. 1 mnemon

28-30. 1 longtongue ravix with 4 ravix

31-32. 3 or 4 telethars

33-34. 1d2 + 1 void wisps

35-36. 1 giant scorpion (Monstrous Menagerie)

37-39. 1 void ghost

40-42. 2 voidmaws

43. 1 voidmaw alpha

44-45. 1d4+1 kech (Monstrous Menagerie)

46. 1 gibbering mouther (Monstrous Menagerie)

47. 1 or 2 xenid stranglers

48-49. 1 or 2 bounty hunters

50. 1 contract killer

51-52. 1 grick (Monstrous Menagerie)

53. 1 khalkos spawn (Monstrous Menagerie)

54-55. 1 warstorm

56-57. 1 agent

58-59. 1 mirage monster (Monstrous Menagerie)

60-61. 1 decoyskull or spyskull

62-63. Thunderstorm (Trials & Treasures)

64-66. 1 tentacle tree (Monstrous Menagerie)

67-69. 1 yeti (Monstrous Menagerie)

70-80. 1 black pudding (Monstrous Menagerie)

81-90. Social encounter

91-00. Travel scenery

 

Sci-Fi Exploring Tier 2

1-3. 1 processor drone with 1 or 2 flamethrower, mortar, or shield drones and 3 sentry droids

4-6. 1d4 + 1 gruhnka hunters, each with one psionic mutation

7-9. 3 hollow folk

10-11. 1 id puppeteer fleeing id puppet

12-13. 2 or 3 karthogs

14-15. 2 karthogs riding triceratops (Monstrous Menagerie)

16-17. 1 flesh guardian (Monstrous Menagerie)

17-18. 4 longtongue ravix

19-21. 1 wild taurax

22-23. 1d6 + 4 telethars

24. Plague of trubbies

25-26. 1d2+1 giant scorpions (Monstrous Menagerie)

27. 1d2 + 1 void ghosts

28-29. 1 giant grick  (Monstrous Menagerie)

30-32. 3 voidmaws and 1 voidmaw alpha

33-34. 1 tyrannosaurus rexes (Monstrous Menagerie)

35-36. 1 rock dragon (Monstrous Menagerie)

37. 2 or 3 xenid hunters

38-39. 3 bounty hunters

40-41. 1 underworld boss with 3 enforcers

42. 1 khalkos (Monstrous Menagerie)

43-44. 1 inquisitor captain

45. 1 or 2 elementals (Monstrous Menagerie)

46-47. 4 marines

48-49. 1 otyugh (Monstrous Menagerie)

49-50. 1 shambling mound (Monstrous Menagerie)

51-52. 1 or 2 battle psions

53-54. 1 psionic knight

55-56. 1d4+1 khalkos spawn (Monstrous Menagerie)

57-58. 1 murmuring worm (Monstrous Menagerie)

59-60. 1 sand ray (Monstrous Menagerie)

60-61. 1-2 thunderbirds (Monstrous Menagerie)

62-63. Caltrop mines

64-65. Marsh gas (Trials & Treasures)

66-67. Minefield

68-69. Radiation storm

70-71. 2 assaultskulls

72-74. Psychic storm

75-77. Sandstorm (Trials & Treasures)

78-80. Sinkhole (Trials & Treasures)

81-90. Social encounter

91-00. Travel scenery

 

Sci-Fi Exploring Tier 3

1-3. 1 giant ape (Monstrous Menagerie)

3-6. 1d6 + 3 gruhnka hunters, each with the “4” psionic mutation and two random

6-9. 1 id puppetmaster with id puppet

10-12. 1 praetor

13-15. 1 xenid queen

16-18. 1 bounty hunter with inquisitor captain

19-21. 1 battle psion with 3 marines

22-24. 1 psionic blackguard

25-27. 1 sand worm or ice worm (Monstrous Menagerie)

28-30. 2 psionic knights

31-33. 2 inquisitor captains

34-36. 2 captains riding war taurax

36-38. 1 supermutant rust monster (Monstrous Menagerie)

39-41. 4 yetis (Monstrous Menagerie)

42-44. 2 khalkoi (Monstrous Menagerie)

45-47. 2 sand rays (Monstrous Menagerie)

48-50. 3 wyverns (Monstrous Menagerie)

51-53. 1 iron guardian (Monstrous Menagerie)

54-56. 1 or 2 ur-otyughs (Monstrous Menagerie)

57-59. 1 or 2 giant elementals (Monstrous Menagerie)

60-62. 2 rock dragons (Monstrous Menagerie)

63-65. 2 cloakers (Monstrous Menagerie)

66-68. 1 elder black pudding (Monstrous Menagerie)

69-71. 1 invisible render (Monstrous Menagerie)

72-74. 1 gelatinous wall (Monstrous Menagerie)

75-77. Endless plummet (Trials & Treasures)

78-80. Choking smoke (Trials & Treasures)

81-90. Social encounter

91-00. Travel scenery

 

Sci-Fi Exploring Tier 4

1-4. 1 behemoth tyrant

5-8. 1 praetor (possessing underworld boss) with 4 enforcers and 4 ruffians

9-12. 4 or 5 wild tauraxes

13-16. 1 xenid queen with 3 xenid hunters

17-20. 2 psionic blackguards

21-24. 1 inquisitor captain with 3 warstorms

25-28. 2 praetors

29-32. 2 supermutant rust monsters (Dungeon Delver’s Guide)

33-36. 6 marines with 1 inquisitor captain

37-40. 3 khalkoi with 4 to 6 khalkos spawn (Monstrous Menagerie)

41. 1 tarrasque (Monstrous Menagerie)

42-45. 2 iron guardians (Monstrous Menagerie)

46. 1 dark lord

47-50. 1 draconic horror

51-54. 1 elysian

55-58. 1 master assassin * (Monstrous Menagerie)

59-62. 1 or 2 remorhaz (Monstrous Menagerie)

63-67. Forest fire (Trials & Treasures)

68-72. Sunspots ** (Trials & Treasures)

73-77. 4 rock dragons (Monstrous Menagerie)

78-80. 2 sand worms or ice worms (Monstrous
Menagerie)

81-90. Social encounter

91-00. Travel scenery

* The master assassin wields a laser rifle instead of a crossbow
** Instead of magic, the sunspots affect psionics

 

Voidrunner's Codex Journeys

Voidrunner's Codex Journeys

Land-based journeys happen in the future and on alien worlds just as much as they do back home. The regions in Trials and Treasures are applicable to strange planets, whether the voidrunners be crossing Lofty Mountains or wading through an Unrelenting Marsh. Similarly, the journey activities available to characters in Trials and Treasures are relevant anywhere.

For encounters suited to a science-fiction setting, see  Sci-Fi Journey Encounters.

Mounts. A mount can only travel at gallop speed for 1 hour each day. Otherwise it travels at the fast/mounted pace.

Vehicles. Pre-industrial vehicles are unable to go faster than a slow pace, but motorized vehicles and more advanced vehicles move at the Vehicle pace in Table: Travel Pace.

Aircraft. Aircraft and starfighters move at the Aircraft pace in Table: Travel Pace.

Water Vehicles. Water vehicles are restricted by the speed of the vehicle and gain no benefits from a slow pace, but have no penalties for moving at a fast pace. Depending on the vehicle and crew size, a ship can travel up to 24 hours a day.

Table: Travel Pace

Pace

Minute Hour Day Effect

Crawl

50 feet 1/2 mile 4 miles Advantage on Survival checks to cover tracks

Slow/wagon

200 feet 2 miles 16 miles -

Normal

300 feet 3 miles 24 miles Unable to use Stealth
Fast/mounted 400 feet 4 miles 32 miles

–5 penalty to passive Perception and disadvantage on Perception checks

Gallop

800 feet 8 miles* - Disadvantage on Survival checks to track
Vehicle 3,000 feet 40 miles 320 miles  
Aircraft 2 miles 125 miles 1,000 miles  

 

* A mount can only travel at gallop speed for 1 hour each day. Otherwise it travels at the fast/mounted pace.

Star Captain's Manual

Star Captain's Manual

Star Captain's Manual details starships, space travel and exploration, and starship combat--along with rules for building your own starships!

THIS RULEBOOK INCLUDES: 

  • Rules for space travel, with new regions, exploration challenges, journey activities, and encounters.
  • Ship decks like medical bays, hangars, and operations centers 
  • Starship Combat rules which allow you to pilot a nimble starfighter or crew a mighty warship! 
  • Dozens of starships and starfighters.
  • Example starship combat scenarios, along with battlemaps.
  • Rules to build your own starship from scratch. 

Coming Soon!


  • Sarships || Capital Ships | Officers | Starfighters
  • Space Exploration || Navigating Space | Space Journey Activities | Regions of Space | Social Encounters | Astronomical Scenery | Space Exploration Challenges | Boons and Discoveries
  • Starship Combat|| The Arena | Actions in Combat | Capital Ships | System Actions | Starfighters
  • Fleet Roster 
  • Starship Construction Manual || Ship Grade | Ship Type | Propulsion | Shields & Armor | Capital Ship Decks | Additional Capital Ship Systems | Starship Weapons | Miscellaneous Starship Weapons
  • Starship Combat Training Simulator || Space Station Ambush | Cloak Ray Infestation | Hollows in the Decks | Hold the Blockade

Igananfeast

Igananfeast

Ignanfeast is rooted in an ancient agreement struck with the spirit of Iganis, and is said to placate the fey fire spirits. It is most commonly celebrated among the farmers of lowland plains, where wildfires are a constant threat to their grainfields.

Held on the eve of the first moon of summer, each household or attendee is expected to provide an offering, or “taste” for the communal feast. These are traditionally either a small portion of the first of their crops, known as a “first taste”, or a sacrificial animal, called a “blood taste”, but have also come to include elaborate dishes or rare delicacies, known as a “rich taste.” The feast itself is seen as an excuse to let off steam, and is in most cases a raucous affair. In more rural communities the celebration may even attract satyr, dryads, and other fey revelers and last for days.

In certain cities, rumor suggests that a cult known as the Hand of Iganis watches carefully for signs of disrespect during the festival. An open complaint or failure to provide a taste may result in an individual drawing the attention of the cult. The eye of Iganis, a ring of fire on a pole, is often planted as a warning outside the homes of minor infractors, but a number of arson attacks are believed to have been the cult’s retribution for more determined detractors


Game Mechanics

Providing a generous taste for the feast (equating to around 50 gold pieces worth of offerings) leaves a mystic mark on the offerer. The mark resembles an eye made of flames and lasts for 1 month. Visible only to creatures with truesight or who are native to the Dreaming, the mark itself is harmless, but it is a signal to creatures who can see it that the bearer is under the protection of Iganis. 

On most occasions, lesser creatures of the Dreaming who sees the mark are not inclined to challenge the offerer, and it provides advantage on Persuasion, Deception, and Intimidation checks against such creatures. More powerful fey or those opposed to Iganis may see it as a challenge or threat, and the bearer and those with them suffer disadvantage on the above skill checks

Pagination