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
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.
|
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
Ignanfeast
Ignanfeast
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
Charm Crowd
Charm Crowd
You only require line of sight to a target (not line of effect) and it has advantage on its saving throw if you or your companions are fighting it. Until the spell ends, each target is charmed by you and friendly towards you. You can choose to instead designate another creature within range that the crowd is friendly towards. Anything harmful done to a target by you or an ally ends the effect on that creature. A target knows it was charmed by you when it is no longer affected by the spell.
Deadly Beckoning
Deadly Beckoning
Until the spell ends, the target is charmed by you and friendly towards you. The spell ends if you or your companions do anything harmful towards the target. While charmed in this way, the target must move in as direct of a path as it can toward you on its turn. Once it is within reach, you can touch the target on your turn, dealing 6d10 psychic damage to it and ending the spell.
Inflict Paranoia
Inflict Paranoia
You magically shatter your enemies’ comradery. Each target that fails has disadvantage on saving throws against being frightened and will not directly support an ally. For example, they will continue to fight, but not cast enhancement or healing spells on their allies, share resources with them, provide cover, or use the Help action. If a creature is already supporting an ally in this way, such as concentrating on a spell, it will immediately stop. A creature can repeat the saving throw at the end of each of its turns, ending the spell’s effects on it on a successful save.
Compulsive Urge
Compulsive Urge
Choose a behavior and a condition that triggers it. The behavior can’t include an Attack action, must be simple enough to describe in a single sentence, and can be performed in 1 minute, and the trigger must be something the target can see or hear. For example, you may choose a behavior where the target must buy every faberge egg it sees. When your trigger condition is met, the target must make a saving throw or act out the behavior. If it succeeds on the save, the creature is immune to the effects of the spell for 1 hour.
