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Blackout

Blackout

Blackout (2 Dice)

Action, Save (Camera Systems, Construct creatures)

Crashing a visual feed is one of the oldest tricks in a hacker’s book.

 

The device makes a Wisdom saving throw or is blinded and cannot transmit visual information so long as you are hacking the device. 

Wild Brewing Tables

Wild Brewing Tables

Select one of the primary ingredients from the table below and roll a die determined by the brew’s base—1d4 for water-based potions, 1d6 for acid-based potions, and 1d10 for unstable arcanum-based potions—then consult the corresponding brewing table.


Optional Rule: Rolling Blind

For a wilder experience, Narrators can call for the brewer to roll on the brewing table but keep the results a secret. A brewer automatically identifies a failed brew or a brew with no magical properties, but must make a knowledge check (usually Arcana, though Nature and Survival may also apply in some cases) to properly identify each result, using the DCs on the Brewing Difficulty table.

Narrators may also call for the brewer to identify the end result once they have finished the brew, though this DC is 1 lower than when identifying a substance mid-brew. At the discretion of the Narrator, a brewer that fails this check either has no idea what the substance does or misidentifies it as a different result from the same table.

Spells such as identify work on substances made while wild brewing, but the Narrator can rule that results with negative effects act as cursed items (see Curses in Chapter 8: Enchanted Gear in Trials & Treasures) and so are magically identified as beneficial brews from the same table.


Table: Primary Ingredients     

Ingredient

Cost

Essence

Diamond dust

25 gp  

Healing and vitality

Dreaming flower

60 gp  

Nature and the fey

Shade

60 gp  

Death and shadow

Vial of giant's blood

50 gp  

Strength and size

Vial of mimic essence   

40 gp     

Oils and coatings


Table: Refining Ingredients

Ingredient

Cost

Essence

Adderwort Roots

10 gp  

Subtract 2d4

Dried Yewclaw Bark

5 gp  

Subtract 1

Fairy Cap

5 gp  

Add 1d4

Ironwood Acorn

5 gp

Subtract 1d4

Pressed Spiderbuld

10 gp     

Add 1

Sycamore Petal Poultice

10 gp     

Add 2d4


Table: Diamond Dust Brewing

Roll

Result

1

The brew currently has no magical properties.

2

Failed brew. Dilute immediately or the brew yields only useless sludge.

3

The brew currently has no magical properties.

4-5

A potion of healing .

6

Unintended but positive energy reaction that grants the drinker 2d4 temporary hit points.

7

  Failed brew. Dilute immediately or the brew yields only useless sludge.

8

The brew currently has no magical properties.

9

A deadly brew that inflicts 4d4 + 4 necrotic damage.

10-11

A potion of greater healing .

12

Failed brew. Dilute immediately or the brew yields only useless sludge.

13-14

An unintended but powerful positive energy reaction. The potion glistens with positive energy and grants the drinker 6d4 temporary hit points.

15

The brew currently has no magical properties.

16

A debilitating brew that reduces the drinker’s Constitution score by 1d4 + 1.

17-18

  Failed brew. Dilute immediately or the brew yields only useless sludge.

19-20

A potion of superior healing .


Table: Dreaming Flower

Roll

Result

1

The brew currently has no magical properties.

2

A fragrant reaction which if drunk causes the drinker to emit a pleasant floral scent for the next 24 hours. For this duration the drinker gains an expertise die on Persuasion checks.

3

Failed brew. Dilute immediately or the brew yields only useless sludge.

4

A vial of beauty .

5

Failed brew. Dilute immediately or the brew yields only useless sludge.

6

A fragrant reaction which if drunk causes the drinker to emit a pleasant floral scent for the next 24 hours. For this duration the drinker gains a 1d6 bonus on Persuasion checks.

7

The brew currently has no magical properties.

8

A pheremonic reaction which if drunk causes the drinker to emit scents that alarm and enrage beasts for the next 24 hours. For the duration all beast type creatures that enter a 60 foot radius of the drinker immediately become hostile to the drinker.

9

Failed brew. Dilute immediately or the brew yields only useless sludge.

10-11

A potion of animal friendship .

12

A concoction that causes the drinker to emit scents that alarm and enrage beasts for the next 24 hours. For the duration all beast type creatures that enter a 60 foot radius of the drinker immediately become hostile towards it.

13

Failed brew. Dilute immediately or the brew yields only useless sludge.

14

An insidiously alluring fragrance wafts from the cauldron. The brewer can immediately abandon this brew. If they don’t, they become charmed by the brew and must drink it immediately once they finish it, even if it has failed. In this case, the drinker must make a DC13 Constitution saving throw or become poisoned for 1d6 hours (starting at the end of the long rest). Drinking this result causes the brewer to become fascinated with one randomly determined ally (or the next creature they see if alone) for 1d6 hours.

15

A potion of diminution .

16

Failed brew. Dilute immediately or the brew yields only useless sludge.

17-18

An insidiously alluring fragrance wafts from the cauldron and over the brewer. The brewer can immediately abandon this brew. If they don’t, they become charmed by the brew and must drink the brew immediately once they finish it.

19-20

A brew of heavy sleep. The drinker makes a DC 16 Constitution saving throw . On a failure, it falls unconscious for 1d4 hours, until it takes damage, or until someone uses an action to shake or slap the creature awake.


Table: Giant's Blood Brewing

Roll

Result

1

The brew currently has no magical properties.

2-3

A potion of climbing .

4-5

An unexpected essence reversal results in a weakening potion. If this potion is drunk the drinker makes all Strength checks and saving throws at disadvantage for the next 24 hours.

6

Failed brew. Dilute immediately or the brew yields only useless sludge.

7-8

A potion of giant strength (hill) .

9

An unexpected essence reversal results in a fragility potion. If this potion is drunk the drinker’s bones become fragile and any weapon attacks that target them are critical hits on results of 18–20 for the next 24 hours.

10

A potion of growth .

11-12

The brew currently has no magical properties.

13-14

A potion of giant strength (frost) .

15

An unexpected essence reversal results in a heaviness potion. If this potion is drunk the drinker’s weight is doubled and their movement speed is for the next 24 hours.

16

Failed brew. Dilute immediately or the brew yields only useless sludge.

17

The brew currently has no magical properties.

18

Failed brew. Dilute immediately or the brew yields only useless sludge.

19

An unexpected essence reversal results in a wasting potion. The drinker’s maximum hit points are reduced by an amount of hit points equal to twice their total hit dice for the next 24 hours.

20

A potion of giant strength (fire) .


Table: Mimic Essence Brewing

Roll

Result

1-2

A vial of oil of cosmetic enhancement .

3

Failed brew. Dilute immediately or the brew yields only useless sludge.

4-5

The brew currently has no magical properties.

6

A surprisingly slick reaction. The potion can be thrown up to 20 feet as an action where it shatters on impact. If thrown in this way, the concoction coats a 10-foot radius as per the grease spell with a DC of 14. This effect remains for 1 minute before dissolving away.

7-8

A vial of oil of slipperiness .

9-10

The brew gains consciousness and immediately leaves your cauldron ending the brew. The brew has transformed into an unstable gray ooze that is indifferent to the brewer and will dissolve away in 24 hours.

11-12

Failed brew. Dilute immediately or the brew yields only useless sludge.

13-14

The brew has dissolved into an incredibly potent acid. If thrown as an improvised weapon it deals 8d6 acid damage to the target and 8 acid damage to any creatures adjacent to the target.

15-16

A vial of oil of etherealness .

17

Failed brew. Dilute immediately or the brew yields only useless sludge.

18-19

The result gains consciousness and immediately leaves your cauldron, ending the brew. It adopts your form and functions as per the spell simulacrum, except your duplicate does not obey your commands and is controlled by the Narrator. Your duplicate dissolves away after 24 hours.

20

The brew currently has no magical properties.


Table: Shade's Essence Brewing

Roll

Result

1

The brew currently has no magical properties.

2

A disquieting reaction that if drunk causes the drinker to be sick to their stomach and poisoned for 1 hour.

3-4

A potion of poison .

5-6

Failed brew. Dilute immediately or the brew yields only useless sludge.

7-8

A shadowy reaction that causes the drinker to practically negate the light. When drunk, the drinker’s skin blends into the shadows for the next 24 hours and they gain an expertise die on Stealth checks while in dim light or darkness.

9

Failed brew. Dilute immediately or the brew yields only useless sludge.

10

A vial of shadow poison .

11

A vial of skull liqueur .

12

A gaseous choking ichor seeps from the cauldron. The brewer can immediately abandon this brew. If they don’t, they choke down the vapors and continue but gain no benefits from the rest this brew is a part of.

13-14

Failed brew. Dilute immediately or the brew yields only useless sludge.

15

The brew currently has no magical properties.

16

Failed brew. Dilute immediately or the brew yields only useless sludge.

17-18

A gaseous, choking ichor seeps from the cauldron. The brewer can immediately abandon this brew. If they don’t, they choke down the vapors and continue but are poisoned for the next 24 hours and they gain no benefits from the rest this brew is a part of.

19

A potion of faux undeath that causes the drinker’s skin to grow sallow and necrotic energy to course through their flesh. The drinker gains resistance to necrotic damage and detects as an undead for the next 24 hours.

20

A vial of vampiric elixir. The drinker gains the effects of the spider climb spell and resistance to necrotic damage and damage from non-magical nonsilvered weapons for the next 24 hours.

Hacking Maneuvers

Hacking Maneuvers

Access to a device is only half the battle—after getting into a system a hacker must figure out how exactly to play with their new toys. Hacking maneuvers are feats of technical prowess, clever tricks and methods for accessing information thought to be safe from systems said to be impenetrable. 

A hacking maneuver usually requires a hacking tools check against the target device’s hacking DC, or it allows the target device to make a Wisdom saving throw. For many targets, such as starships, the hacking DC and Wisdom saving throw bonus are already provided. For constructs such as androids or drones, the hacking DC is calculated as follows:

Hacking DC =
10 + Proficiency Bonus + Wisdom modifier

 

A hacking maneuver sometimes forces a target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:

Hacking Maneuver DC =
8 + your Proficiency Bonus + your Intelligence modifier

 

Most hacking maneuvers also have a die cost representing the risks taken to achieve them. Whenever you perform a hacking maneuver during a contested hack, you must remove a number of countdown dice from the hacking countdown pool equal to the hacking maneuver’s dice cost. If the hacking countdown does not have enough remaining hacking dice in its dice pool to pay this cost, you cannot perform the hacking maneuver. All hacking maneuvers may be performed by any hacker, but most can only be performed on the appropriate devices. The general types of devices appropriate for a hacking maneuver are listed in the hacking maneuver.

Hacking maneuvers are nonmagical and nonpsionic.

The target system’s saving throw bonus is noted in Table: Contested Hacks. If the target of a device is held by another creature or operated by another creature (such as a pilot or helmsman), that creature makes any saving throws made to resist hacking maneuvers for the device.

Table: Hacking Maneuvers

Maneuver

Cost

Blackout 2 Dice
Bug The Line 1 Die
Copy Database 3 Dice
Delete Data 1 Die
Digital Pickpocket 2 Dice
Digital Filter 4 Dice
Disable Deck 3 Dice
Drop Shields 3 Dice
Evade Security
Freeze Engines 4 Dice
Implant Data 3 Dice
Jam Comms 2 Dice
New Target 1 Die
Open/Close 1 Die
Overclock 3 Dice
Overheat 3 Dice
Remote Control 4 Dice
Scramble Sensors 2 Dice
Search Files 1 Die
Self-Destruct 5 Dice
Spam 1 Die
Spoof Readings 2 Dice
Weapon Jam 2 Dice

 


Encrypted Data
While some maneuvers provide access to data, if it is encrypted it will need to be decrypted. Decrypting data, like deciphering codes or translating languages, is not a function of hacking. Once the encrypted information is extracted, an Investigation check is required, with the deciphering specialty being particularly relevant. The DC of that check will usually be the same as the hacking DC of the device, unless the Narrator rules otherwise.

 

Who Can Wild Brew and How?

Who Can Wild Brew and How?

During a long rest, an adventurer can choose to concoct a magical potion at the Narrator’s discretion. To do so, they must meet the following requirements:

  • Possess and be proficient with alchemist’s supplies, brewer’s supplies, or cook’s utensils.
  • Possess at least one primary ingredient (see below).
  • Have either the Spellcasting or Pact Magic feature.
  • Those who have similar features from archetypes, such as Avantist Magic from “Exemplars of the Academy” in Gate Pass Gazette Issue #12 or Tertiary Spellcasting from “Tertiary Casters” in Gate Pass Gazette Issue #13 or may be able to use these mechanics at the Narrator’s discretion.
  • Have at least 3 levels in a qualifying class to brew using acid, and at least 5 such levels to brew using unstable arcanum. Potions crafted using wild brewing techniques are inherently unstable and ferment into useless sludge if not consumed within 24 hours.

Starting the Brew

A the beginning of a long rest , the brewer must start by selecting the potion’s base: a Supply’s worth of water, 25 gold worth of acid, or 120 gold worth of unstable arcanum. A potion’s base determines its upper limits.

  •  A Supply-based potion starts with a 1d4 roll with a maximum final result of 8.
  • An acid-based potion starts with a 1d6 roll with a maximum final result of 12.
  • An unstable arcanum-based potion starts with a 1d10 roll with a maximum final result of 20.

To brew with acid or arcanum, the spellcaster must meet the level requirements (see above). Barring unexpected results, a brewer still benefits from the long rest, though they can’t use any other features that take place over the course of a long rest. The level restrictions, ability score limitations, and consequences here only apply to a single 5 brewer who is designated when the brewing begins. While other adventurers can physically add ingredients, this provides no bonus.

The potion’s primary ingredient determines which table the brewer rolls on. Such ingredients and their costs are listed on the Primary Ingredients table below. This ingredient is consumed in the brew.


Refining the Brew

Once the brewer has rolled on their ingredient’s brew table, they can attempt to refine the potion by mixing in herbal ingredients to change the current result as per the Refining Ingredients Table below. A potion can be refined up to a number of times equal to the brewer’s spellcasting ability modifier. Any ingredients added are consumed by the brewing process. If the adventurer can no longer refine their brew, but the result currently has no magical properties, they can store it for later brewing using a jug or similar container. However, it no longer has the effect of the base ingredient. For example, an acidbased result could still be used for an acid-based brew, but could not be used to inflict damage.

If refining a brew would yield a result higher or lower than the base’s maximum, it yields that maximum instead. For example, an water-based potion has a maximum result of 8, so a die roll or refinement effect that would result in a number higher than that counts as 8 instead.

Diluting the Brew

Many brew results are failed brews that will result in useless sludge if steps are not taken. If a brewer rolls one of these results they can salvage it by quickly diluting it with more of the potion’s base. Doing so requires another potion’s worth of the base. When a potion is diluted, the current result is immediately halved (rounded down), rather than the current result. A potion can only be diluted once and any attempts to dilute it further yield a useless failed brew.


Finishing the Brew

Once the brewer is happy with the result of their brew or can’t refine it further, they must finish it by bringing their concoction to a boil and making a tool check using their spellcasting ability modifier and the tool they brewed with. The brewer makes this check at disadvantage if they diluted their brew. The DC for this check is determined by the rarity of the potion brewed, as listed on the table below.

On a failed check, the potion is highly unstable and must be consumed within 1 hour (starting at the end of the long rest it was created during) to gain its benefits. On a success, the potion is created, and if the result exceeds the DC by 5 or more the brew yields 2 uses instead of 1. These resulting brews degrade to sludge after 24 hours. Potions and poisons created via this process can be found in chapters 8 and 6 in Trials & Treasures, respectively. Otherwise, a brew’s effects are listed on the tables below. As this is a prolonged process, a brewer can’t benefit from shorter duration spells guidance or the Help action.

RESULT

RARITY

DC

1-8

Common

13

9-12

Uncommon

15

13-20

Rare

17

Hacking

Hacking

Using Hacking Tools

If you are proficient with and have hacking tools you can use an action to begin a hack, making a hacking tools check against a DC determined by the security of the device you are hacking. On a success you begin hacking that device. While hacking a device you cannot attempt to hack another device until the previous hack attempt ends.

 


Uncontested Hacks

Most minor devices have little security to speak of and once in its system a hacker has full control over a device once a hack has begun. 
A hacker can continue hacking an uncontested hack indefinitely, and can perform any hacking maneuvers appropriate to that device without spending hacking countdown dice (see below).

Locked Out. On a failed hacking tools check for an uncontested hack, or when the hacker chooses to end the hack, the hacker is locked out of the device.

Table: Uncontested Hacks

Device

Hacking DC

Beverage Vending Machine DC 5
Automatic Doors DC 10
Communication Device DC 10
Computing Device DC 12
Private Apartment DC 15
Warehouse Door DC 15
Camera System DC 20
Private Encrypted Datapad DC 25

 


Contested Hacks

More advanced devices are integrated with anti–hacking defenses or intelligent enough to actively resist intrusion. Once a device begins defending itself, it is only a matter of boldness and time before intruders are rooted out. 

Hacking Countdown. After successfully making the initial hacking tools check to begin a contested hack, you create a countdown pool with a number of six-sided dice equal to the result of your hacking tools check divided by 5 (round down), added to your Intelligence modifier. For example, a check of 15 by a hacker with a +2 Intelligence modifier results in a countdown pool of 5 dice.

Hacking Countdown Pool =
Intelligence modifier + (your hacking tools check / 5)

 

The dice within the dice pool are called hacking countdown dice. At the end of each of your turns that you spend hacking, roll these dice and remove any with a result of 6. Until a hacking countdown ends, the hacker can perform any hacking maneuvers appropriate to the hacked device.

Locked Out. On a failed hacking tools check, when there are no more hacking countdown dice, or when the hacker chooses to end the hack, the hacker is locked out of the device.

Table: Contested Hacks

Device

Hacking DC

Saving Throw

Communication Device DC 10 +0
Civilian Vehicle DC 12 +1
Computing Device DC 12 +1
Automated Turret DC 15 +2
Military Vehicle DC 18 +3
Hackable Armor DC 20 +4
Shielding Device DC 25 +6

 

 Hacking Lockouts

When a hacker is locked out of a device its internal security has identified them as an intruder, expelled the threat, and has gone on high alert. 
A hacker that has been locked out of a device cannot attempt to hack that same device using the same hacking tools or method while it remains on high alert. In addition, a device that is on high alert gains an expertise die on saving throws made against hacking maneuvers.

The duration of a high alert varies between devices depending on their security sensitivity. The High Alert Duration table provides some examples but exactly how long a high alert lasts on any given device is up to the Narrator’s discretion. 

Table: High Alert Duration

Device

High Alert Duration

Private Datapad 1d10 rounds
Commercial Hovercar 1d10 minutes
Security Cameras 1d10 hours
Capital Ship Deck 24 hours
Secure military Installation 1d10 days

 Networks and Terminal Access

Trying to penetrate security through a network can be infinitely more difficult than directly accessing a closed system through a terminal. By using hacking tools a hacker can attempt a hack on any device currently connected on the same network. Some networks are small and more closed off, consisting of only a single capital ship’s systems or the systems of a single military installation, but others are vast interconnected webs covering whole worlds or even solar systems.

Network Access. Checks made to initially access a device remotely using only a network are made with disadvantage. Once initial access is acquired, further checks are made normally.

Terminal Access. Checks made to initially access a device using a physical access point or directly connected terminal are made normally.

It is up to the Narrator how closed-off or easy to access a network is, but generally if a device is broadcasting or connected to any sort of internet or web it is accessible to anyone who can pick up a wireless signal (including anyone with hacking tools). Most ships have countless computer terminals and access points, while robots and other large machines typically only have a single access point. Often such access points are intentionally difficult to get to, either hidden behind panels or blocked by security measures. Most vehicles, starfighters, and constructs have their access points blocked in this way, and a thieves’ tools check with a DC equal to their hacking DC is required before the device can be hacked directly.

 

Hacking Capital Ships

Capital ships are great technological marvels containing numerous interconnected systems. For the purposes of hacking, each deck is considered to be a separate device. The hacking DC and saving throw bonus of a capital ship is shown in the ship’s statistics.

 

Counter Hacking

The same techniques used for hacking into a device can be used to lock someone out of it. You can attempt to counter hacking as an action if: 

  • You are operating a device that is being hacked.
  • You are operating in the same network as a device that is being hacked.
  • You are the device being hacked.

When you attempt counter hacking, you make a computers check against the hacker’s hacking maneuver DC. On a success you remove one of the countdown dice from that hack’s dice pool. If you critically succeed, you remove 2 dice instead.

Power Down. You can also force a hack to end early by completely unpowering the hacked device. Devices must be completely severed from their power source to end a hack in this way as hackers can still access devices that are switched off but are still receiving power. Most small or handheld devices can be completely unpowered as an action, by pulling power cords or removing batteries. Larger devices such as starfighters, vehicles, and starship decks may be unpowered as an action but doing so requires access to the appropriate control panels and a successful DC 15 Engineering check. Construct creatures can voluntarily choose to unpower themselves as an action; if they do they are stunned until their power is restored. Devices can have their power restored as an action. A device is unusable while unpowered.

Tracing. Alternatively, you can attempt to trace the hacker rather than simply remove them from the system. On a successful check when counter hacking, you may choose to trace the hack instead of removing a countdown die. A critical success counts as 2 successful hacking traces instead of 1. If you successfully trace the hack 3 times during the same hack, you learn the exact location of the hacker and what device they’re using.

 


Hacking Maneuvers

Example Arena

Example Arena

In the following example, we’ll combine creatures, elements, props, and terrain to make up the zones of a combat arena. The arena’s total challenge rating is a combination of each zone’s CR, which is itself the total CR of its assets, including creatures.

Note that generic assets, those marked with G, have no additional mechanics. They are still affected by movement types, such as a burrow speed for dirt floors, or spells that affect the material they are made of, such as flaming sphere igniting flammable objects. Any other assets that are mentioned in this arena can be found in this article.


Burning Barn Rescue

Total Challenge 14 (3,720 XP)

Fire-worshiping cultists have attacked a nearby farm, setting a barn alight with innocents trapped inside. One of the farmhands managed to escape and is desperately searching for help. Will the adventures be able to save the day?

Zone 1: Outside the Barn

The cultists will only warn trespassers once before attacking, unless they are visibly armed, in which case they attack immediately. If the cult fanatic dies, the remaining cultists will flee. The cultists and cult fanatic are all immune to the extreme heat element.

Challenge 4 (850 XP)

Size Large (60 feet)

Direction West of zone 2 and 3

Elements Extreme heat, heavy rain, spacious

Terrain  GrassG, wooden wallG, door (between zone 1 and 2)

Props Bucket, hay mound, well (20 feet deep)

Creatures 4 cultists, 1 cult fanatic

Zone 2: Aisle and Stalls

The rampaging elemental soon attacks any non-cultist who enters the barn. An adventurer that notices the weak wooden ceiling knows that destroying it will disperse the dense smoke element and introduce heavy rain. The ladder that connects zone 2 and 3 is broken, leaving only an opening in the floor.

Challenge 9 (2,650 XP)

Size Large (60 feet)

Direction East of zone 1, below zone 3

Elements Dense smoke, extreme heat, inferno

Terrain Dirt floorG, weak wooden ceiling, 4 wooden wallsG

Props  Barrel (empty) ×2

Creatures  Fire elemental

Zone 3: The Loft

Two farmhands cower in the corner. They will cooperate with rescuers, but quickly panic if put in more danger. The loft door leads to zone 1, but is a 20 foot drop.

Challenge 1 (220 XP)

Size Medium (30 feet)

Direction East of zone 1, above zone 1 and 2

Elements  Extreme heat

Terrain Door (between zone 3 to 1), wooden ceilingG, wooden floorG, 4 wooden wallsG

Creatures 2 commoners

Props

Props

The most interactive part of a combat arena, props are items that creatures can utilize to varying effect.


Barrel

Medium prop (storage)

Hit Points 5

A rotund container where almost anything could be stored.

  • One Medium or smaller creature can take position inside the barrel if it is empty. If the barrel is full, a creature can spend an action to remove some of its contents and take position.
  • Creatures that take position in the barrel are heavily obscured and have three-quarters cover , and are restrained if the barrel has other contents.
  • As an action, a creature can make an improvised thrown weapon attack with the barrel, targeting a creature within 30 feet.

On a hit, the target takes 1d6 bludgeoning damage, an additional 1d6 if the barrel had contents, and an additional 2d6 if the target was downhill (maximum of 4d6).

Variant: Alcohol

A barrel filled with strong spirits.

  • If the barrel is destroyed or a creature uses its action to dump the contents, the alcohol covers a 10-foot square in the zone.
  • The contents can be ignited with an open flame. Once lit, it burns for 1 minute. A creature that enters or ends its turn in the burning alcohol take 1d6 ongoing fire damage for up to three rounds or until it uses an action to douse the flames.

Variant: Apple

A barrel filled with apples or other hand fruits. If the barrel is destroyed or a creature uses its action to dump the contents, the apples cover a 10-foot square in the zone. A creature that moves through this area makes a DC 12 Dexterity saving throw , falling prone on a failure.


Bucket

Small prop (storage)

An open container for carrying liquids.

As an action, a creature can attempt to shove the bucket on a Large or smaller creature’s head. The target must make a Dexterity saving throw or be blinded . A creature can remove the bucket by spending an action to make a DC 10 Strength check.


Campfire

Medium prop (equipment)

A small roaring fire. If lit, sheds dim light in the zone. A creature that enter or ends its turn in a lit campfire takes 1d6 ongoing fire damage for up to three rounds or until it uses an action to douse the flames.


Chandelier

Medium prop (fixture)

Hit Points 5

A hanging ornate knot of gilded branches and candles.

  • Sheds bright light in the zone when lit.
  • One creature with a free hand or other means to hang on the chandelier can take position on it. While in position, the creature cannot be targeted by melee attacks with a reach of 5 feet or less.
  • If destroyed, the chandelier falls onto one creature in the zone. The target makes a DC 12 Dexterity saving throw or takes 2d6 bludgeoning damage and is knocked prone . Any creature hanging from the chandelier also makes the save.

Hay Mound

Large prop (resource)

A large pile of straw. A creature that falls into this zone can use its reaction to land in the hay, receiving 1 less point of damage from the fall per die rolled. If the fall was 30 feet or less, it instead takes no damage.


Rug

Large prop (furniture)

A fabric or animal skin floor covering. Once per encounter a creature can, as an action, pull the rug. Up to two Large or smaller creatures make a Dexterity saving throw or be knocked prone . The pulled rug can also be used as an improvised net. The rug will rip beyond use if either of these actions is attempted again.


Tent

Medium, large, or huge prop (equipment)

Hit Points 5 (immunity: bludgeoning)

A portable shelter from the elements made from cloth, rope, and poles.

  • One creature can take position inside if the tent is Medium, two creatures if it’s Large, or six if it’s Huge.
  • Creatures that take position inside the tent are heavily obscured from those outside it.
  • If destroyed, creatures inside the tent are restrained . A creature can free itself or another creature within reach by spending an action to make a DC 10 Strength saving throw .

Well

Medium prop (fixture)

Hit Points 5

Challenge 1 per 30 feet (maximum 4)

An open shaft leading to a reservoir of water.

  • A creature forcefully moved into the well can use its reaction to make a Strength or Dexterity saving throw to grab onto the edge. The creature must have at least one hand free to do so, but can drop an item it’s holding as part of this reaction. On a failure, it falls to the bottom of the well and can’t reduce the damage by diving.
  • A creature at the bottom of the well can’t make or be targeted by melee attacks involving creatures outside the well. Thrown weapon attacks targeting it from outside the well have advantage .
  • A creature at the bottom of the well must make a DC 12 Athletics check to tread water each round. On a failure, it must hold its breath or begin suffocating and suffers a level of fatigue . To surface, it must repeat the check. Each time the creature fails to surface, the DC for the next check increases by 1. The DC resets when the creature surfaces. Creatures wearing medium or heavy armor or do not have both hands free make these checks at disadvantage .
  • A creature at the bottom of the well can climb out of it by spending an action and its movement to make a DC 12 Acrobatics or Athletics check. It gains an expertise die to this check if a rope is lowered.

Terrain

Terrain

Terrain refers to the entrances, exits, and boundaries of a zone, including walls, floors, bottomless pits, and windows.


Door

Wall terrain (entrance)

Hit Points 10

A hinged entrance between two adjacent zones.

  • Can be either open or closed. While open, provides line of sight between the two zones. The opposite is true while closed.
  • As an action, creatures can brace themselves or a suitable object against the door. A creature that braces itself also takes position at the door. Removing a braced object takes an action.
  • Creatures can force the barricaded door open by making a Strength check (DC 8 + 2 per creature or object braced against it). If the door is barred, the check is made with disadvantage
  • If barged through or destroyed, One creature in the other zone makes a Strength saving throw or takes 1d6 bludgeoning damage and is knocked 10 feet away. Alternatively, all creatures braced against the door make the save.

Ledge

Floor terrain (constructed, natural)

Challenge 1 per 30 feet (maximum 4)

A lack of a wall, followed by a lack of a floor. A creature forcefully moved over the ledge can use its reaction to make a Strength or Dexterity saving throw to grab onto it. The creature must have at least one hand free to do so, but can drop an item it’s holding as part of this reaction. On a failure, it falls to the bottom of the ledge.


Mosaic Tiles

Floor or wall terrain (constructed)

Hit Points 10

Beautiful tiles that turn deadly when shattered. When the tiles’ hit points are reduced to zero, they shatter. A creature forcefully moved into the shattered tiles takes 1d4 slashing damage. As an action or as part of the Attack action, a creature can pull a shard from the shattered tiles. The shard can be used as an improvised weapon or as sling ammunition, dealing 1d4 slashing damage on a hit.


Rocky Slope

Wall terrain (natural)

An incline with many loose handholds. A creature climbing up or down the slope gains an expertise die to ability checks made to do so. On a failure, it falls to the bottom of the slope and takes an additional 1d6 bludgeoning damage from falling rocks.


Short Wall

Wall terrain (constructed)

A waist high barrier.

  • Creatures that take position at the wall gain half cover .
  • Moving over the wall does not require additional movement.
  • A creature shoved into the wall has disadvantage on its saving throw . On a failure, the creature is also moved into the next zone (if applicable).

Tall Grass

Floor terrain (natural)

Overgrown ground cover that’s easy to hide in. Small or smaller creatures are lightly obscured, as are prone creatures. If a creature is wearing appropriate camouflage, it is instead heavily obscured.


Tall Fence

Wall terrain (constructed)

A wooden or wire barrier that prevents easy passage.

  • Does not obstruct line of sight.
  • Creatures can climb over the fence by spending half their movement to make a DC 10 Athletics check.

Weak Ceiling

Ceiling terrain (constructed)

Hit Points 10 hp

A ceiling that has recently taken damage or been poorly repaired. A DC 12 Engineering or Perception check identifies this structural instability.

Elements

Elements

In Gate Pass Gazette Issue #29 , we introduced Combat Arenas—a robust system for building and running rich and dynamic theater-of-themind combat encounters. In this issue, we will be supporting that system and your games with additional arena assets, as well as a more complicated example of a combat arena. While reading or using the following assets, it’s important to be familiar with the rules in “Enhance Your Battlefield: Combat Arenas”, as well as world actions found in World Bonuses, Penalties, and Cover in Chapter 8: Combat of Adventurer’s Guide.

Elements

In a combat arena, elements are aspects of the environment that affect the zone, such as light level, temperature, and weather.


Cramped

Element (environment)

Challenge 1/2

An area that’s cluttered, narrow, or otherwise restrictive for its size. The zone’s max occupants decreases by 1 if it’s Small, 2 if it’s Medium, or 3 if it’s Large.


Dense Smoke

Element (environment)

Challenge 1

Choking gas that burns the eyes and throat.

  • The zone is lightly obscured.
  • When a creature that need to breathe starts its turn in the smoke and is not holding its breath, it makes a DC 12 Constitution saving throw . On a failure, it is blinded and begins to suffocate . A creature can make this save again on subsequent rounds, continuing to suffocate on a failure.
  • A creature with resistance to fire damage or with appropriate precautions, such as a face covering, gain an expertise die on this save. Creatures with immunity to fire damage automatically succeed.

Extreme Heat

Element (weather)

Challenge 1

A sweltering area at or above 100° Fahrenheit (38° Celsius).

  • At the end of every hour a creature is exposed to this heat, it makes a DC 10 Constitution saving throw , suffering a level of fatigue on a failure.
  • Creatures with resistance or immunity to fire damage, keeping a light pack (less than half carrying capacity), or are native to an extremely hot environment automatically succeed on the saving throw. Creatures wearing medium armor, heavy armor, or heavy clothing have disadvantage .
  • Saving throws made against effects that deal fire damage in this zone suffer disadvantage.

Fog

Element (weather)

Challenge 1/4

Airborne vapor that makes it difficult to see. The zone is lightly obscured .

Variant: Thick Fog

Challenge 1/2

This fog is unusually dense. The zone is heavily obscured .


Heavy Rain

Element (weather)

Challenge 1/2

A torrential downpour.

  • Perception checks made to see or hear are made with disadvantage .
  • Small open flames are extinguished.
  • Any effect which causes fire damage inflicts 1 less point of damage per die rolled.

Inferno

Element (environment)

Challenge 2

An out-of-control fire that engulfs the area.

  • The zone is brightly lit and lightly obscured .
  • When a creature first touches a burning object or surface on its turn or is forcefully moved into one, it takes 1d6 fire damage. 

World Action (Recharge 5–6). A random creature makes a DC 12 Dexterity saving throw , taking 1d12 fire damage on a failure.


Spacious

Element (environment)

An area with ample open space for its size. The zones’ max occupants increases by 1 if it’s Small, 2 if it’s Medium, or 3 if it’s Large.

Voidrunner Vehicle Weapons

Voidrunner Vehicle Weapons

Vehicles are equipped with a wide variety of powerful weaponry. Most fall into one of the following broad categories: direct fire, indirect fire, guided fire, or area fire. Vehicular weapons can have the same breaker, burst fire, loading, long range, or reloading properties as personal weapons. Vehicle weapons can also be fitted with weapon augments (see Customized Weapons on page 368). All vehicle weapons are considered to be braced. 

Vehicle weapons of up to Large size can be purchased as a braced weapon or added to existing vehicles. Weapons with a size of Huge or larger or with a price of “integrated” are large, complex, or otherwise demanding in some way and can only be installed on a vehicle specifically designed to use it. Additionally, the Aquatic weapon trait applies to some vehicle weapons.

 

SPECIAL AMMUNITION


Indirect fire and guided weapons typically have a wider variety of ammunition types than direct fire weapons do. Basic weapon descriptions assume a general purpose warhead, but additional types exist. When using special ammunition, the number of dice remains the same as the base ammunition type, but the size of dice and type of damage can change and additional effects may be present. Ammunition with a “special” damage type does no damage on impact/detonation and instead produces some other effect.

Armor-Piercing. This ammunition deals piercing damage and ignores up to 5 points of damage reduction.

Anti-Personnel. This ammunition deals slashing damage, and its damage die is increased one step from its normal damage. The radius of this effect is determined by the weapon’s size:
Medium—15 feet, Large—30 feet, Huge—45 feet, and Gargantuan—60 feet.

Creatures in this area can make a DC 15 Dexterity save, taking half damage on a success.

High Explosive. This ammunition deals thunder damage to its target, as well as half damage to all targets within a certain radius. This distance is determined by the weapon’s size:
Medium—10 feet, Large—20 feet, Huge—30 feet, and Gargantuan—40 feet.

Incendiary. This ammunition deals fire damage to its target, as well as half damage to all targets within a certain radius. This distance is determined by the weapon’s size:
Medium—10 feet, Large—20 feet, Huge—30 feet, and Gargantuan—40 feet.

Flammable objects in area ignite for 2d6 fire damage per round until extinguished.

Singularity. This ammunition deals force damage. Additionally, nearby targets make a DC 20 Strength save. On a failure, it is pulled violently towards the center of the blast, taking bludgeoning damage equal to half the original blast and are knocked prone. The area of this secondary affect is based on the vehicle’s size:
Medium—20 feet, Large—40 feet, Huge—60 feet, and Gargantuan—90 feet.

EMP. This ammunition deals no damage, but acts as an EMP grenade, but with a radius determined by the weapon’s size:
Medium—30 feet, Large—60 feet, Huge—90 feet, and Gargantuan—120 feet.

Gas. This ammunition deals no damage, but acts as an gas grenade, but with a radius determined by the weapon’s size:
Medium—30 feet, Large—60 feet, Huge—90 feet, and Gargantuan—120 feet. 

Foam. This ammunition deals no damage, but acts as an foam grenade, but with a radius determined by the weapon’s size:
Medium—30 feet, Large—60 feet, Huge—90 feet, and Gargantuan—120 feet.


Table: Vehicle Weapons

WEAPON

COST

RANGE

TARGET

DAMAGE

PROPERTIES

MEDIUM VEHICLE WEAPONS
Flamethrower 400 cr 30 ft. 30-ft Cone 3d12 Fire, 3d6 ongoing Fire Area Fire
General-Purpose Machine-Gun (GPMG) 225 cr 150/600 ft. 1 2d8 Piercing Direct Fire, Burst Fire
Infantry Mech Missile 800 cr
(800 cr /4-Missile Pack)
1 mi. 1 5d10 Piercing Breaker, Guided, Reloading (4)
Light Blaster 300 cr 150/600 ft. 1 Creature 
or Vehicle
2d8 Force Direct Fire
Light Missile Launcher 500 cr
(175 cr /Missile)
1 mi. 1 5d10 Breaker, Guided, Loading
LARGE VEHICLE WEAPONS
Ground Attack Rocket 600 cr 400/1,600 ft. 1 4d8 Piercing Direct Fire, Burst Fire, often loaded with High-Explosive or Incendiary ordinance
Heavy Blaster 500 cr 200/800 ft. 1 4d8 Force Direct Fire
Heavy Flamethrower 650 cr 50 ft. 50-ft Cone 5d12 Fire, 5d6 ongoing Fire Area Fire
Heavy Machine Gun (HMG) 350 cr 200/800 ft. 1 4d8 Piercing Direct Fire, Burst Fire
Smart Torpedo Integrated
(1k cr /Torpedo)
10 mi. 1 9d10 Piercing Aquatic, Breaker, Guided, Loading
Water Cannon Integrated 60 ft. 80-ft Line 1d8 Bludgeoning, DC 15 STR save to avoid being knocked prone Area Fire
HUGE VEHICLE WEAPONS
Heavy Electrolaser Integrated 500/2,000 ft. 1 6d8 Lightning Direct Fire, Long Range
Heavy Missile Launcher Integrated
(1k cr /Missile)
100 mi. 1 13d10 Piercing Breaker, Guided, Loading, often fitted with Armor Piercing or High-Explosive warheads
Kinetic Cannon Integrated
(15 cr /Shell)
250/1,000 ft 1 6d8 Piercing Direct Fire, Loading
Plasma Cannon Integrated 250/1,000 ft. 1 6d8 Fire Direct Fire
Tank Cannon Integrated
(3.5k cr /Shell)
4 mi. 1 11d10 Piercing Breaker, Indirect Fire, Loading
GARGANTUAN VEHICLE WEAPONS
Cruise Missile Integrated
10k cr /Missile)
1,000 mi. 1 16d10 Piercing Breaker, Guided, Loading
Devastator Torpedo Integrated
(7.5k cr /Torpedo)
1,000 mi. 1 16d10 Piercing Aquatic, Breaker, Guided, Loading

 

Pagination