Voidrunner Vehicle Properties
Voidrunner Vehicle Properties
Vehicles in a science fiction setting have the ability to go many more places and do many more things than those in a typical medieval setting do, including incorporating massive tools, mobile working environments, and protections from hostile environments.
All-Terrain. All-terrain vehicles have heavy-duty suspensions and tracks or special tires. They ignore difficult terrain.
Amphibious. Vehicles with this feature count as both land and water vehicles.
Armed. Armed vehicles have one or more weapons in place on board. A creature can use an action to fire a weapon or reload it.
Armor. The vehicle is covered in some sort of armor plating. Like personal armor, multiple levels of vehicle armor exist. Each level of armor reduces the damage dealt by an attack by a number listed in the Damage Reduction column of Table: Armored Vehicles and grants the cover listed to its occupants.
| ARMOR GRADE | COVER | DAMAGE REDUCTION | SPECIAL | 
|---|---|---|---|
| Light | Half Cover | 2 | — | 
| Medium | Three-Quarters Cover | 4 | — | 
| Heavy | Full Cover | 6 | Immune to the Breaker Weapon Property | 
| Ultra-Heavy | Full Cover | 8 | Immune to the Breaker Weapon Property | 
Drop. This vehicle descends from the upper atmosphere at terminal velocity. Landing thrusters engage at about 500 feet above the ground. The given Speed applies to the vehicle once the landing thrusters have fired.
Heavy Equipment. The vehicle contains a digger, wrecking ball, roller, massive saw, or other heavy tool. Attacks made with this tool suffer disadvantage and deal bludgeoning, piercing, or slashing damage as appropriate. 
The tool deals damage according to the vehicle’s size: Large—4d6 damage, Huge—8d6 damage, Gargantuan—12d6 damage, or Titanic—16d6 damage.
Hover. A high-tech development, this vehicle hovers above the surface of solid ground or liquids. It is a land vehicle, but can traverse any surface features by hovering up to 10 feet above the ground without being slowed by difficult terrain or sinking into liquid.
Integrated Equipment. The vehicle includes one or more pieces of integrated equipment. 
This equipment can be activated or deactivated as a bonus action.
Plow: The plow provides an additional +1 to AC against attacks from the front and pushes loose, solid obstacles such as unpacked dirt or snow out of the vehicle’s way as it travels. A vehicle can only travel at half its Speed with a plow deployed.
Crane: The vehicle includes a crane arm for reaching high locations. The vehicle must be stopped to use the crane arm. A crane arm may have a tool attached, but typically has either a passenger basket or a winch. A Large vehicle can reach up to 40 feet with a crane boom and a Huge one can reach up to 150 feet. The winch on a Huge crane can lift up to 80 tons, but the vehicle must be stopped and anchored (a process which takes 10 minutes) before it can start moving cargo.
Fire Suppression System: This vehicle has high-pressure hoses that can spray water or fire suppressing foam up to 120 feet. 
This equipment can also be used as a water cannon.
Floodlight: The vehicle has one or more floodlights.
Construction Foam Dispenser: The vehicle includes a heavy construction foam tank and dispenser system. The tank can carry up to 350 cubic feet of construction foam.
Winch: The vehicle has a sturdy winch and cable. To use a winch, the vehicle must be stopped on a solid surface. A large vehicle can move up to 10 tons, a huge one can move up to 80 tons, and gargantuan winches that can move even heavier weights exist, but are primarily found at ports rather than out on vehicles.
Legged. The vehicle has mechanical legs. It gains the benefits of the all-terrain feature and can also clamber over obstacles of up to the vehicle’s own size (moving at a maximum of half the vehicle’s Speed when doing so), but the vehicle can be knocked over, suffering from the prone condition. Just like a creature, a prone vehicle must spend half its movement to stand up from prone and cannot move until it does.
Mass Transit. A mass transit vehicle is a specialized version of the transport type, and only needs a crew of up to 4 people to operate, regardless of size, though often additional crew members will provide security, customer service, and similar functions. The remaining capacity can be occupied by passengers.
Miniature. A miniature vehicle is designed to be operated by an operator one size larger than the vehicle itself without penalties.
Mobile Facilities. The vehicle incorporates the features of a starship deck. A vehicle must be at least Huge size to accommodate a single mobile facility or Gargantuan to have up to 4. Available options are leisure deck, medical bay, operations center, and science bay (see Capital Ship Decks in Star Captain’s Manual). 
Additionally, mobile facilities can have the following additional options:
Workshop: Provides the benefits of any four types of vehicle repair tools as well as weapons and armor maintenance tools.
Kitchen: The vehicle has compact but versatile food storage and preparation equipment such as freezer, ovens, providing cook’s tools that can be simultaneously used at advantage by a number of creatures equal to half its crew size.
Residence: The vehicle provides sleeping quarters, shower and toilet systems, and a set of cook’s tools.
Store: The vehicle has a cramped, but browsable, selection of retail shelving.
Holding Cell: The vehicle has a passenger compartment that can be secured from the outside for prisoner transport. DC 20 Strength check to escape.
Open-Frame. Open-frame vehicles do not have enclosing body panels. They provide excellent visibility (and fields of fire) for their occupants, but provide no cover against incoming shots. Regardless of how armored a vehicle with open-frame is, the armor only protects the vehicle itself, not the occupants.
Personal. Personal vehicles are designed for a single occupant and usually have far less space. Vehicles with this property can only ever carry a maximum of one person, and have one-quarter the carrying capacity of a normal vehicle of the same size.
Pressurized. A pressurized vehicle must also be sealed. It has internal pressure systems that maintain a livable pressure for the occupants, allowing them to survive in hard vacuum, at high altitudes, or deep underwater without the need for additional protective gear.
Railway. A railway vehicle travels along a permanent route of some sort, such as train tracks, a maglev system, or the tether of a space elevator.
Ridden. A ridden vehicle relies on the muscle power of its rider to propel it, and its speed is determined by the speed of the creature riding it. Multiply the speed of the creature by the indicated value to get the speed of the vehicle, rounding the result down to the nearest 10 feet. For example, a ridden (×3) vehicle ridden by a creature with a speed of 35 feet has a speed of 100 feet or 10 miles per hour. Furthermore, because ridden vehicles rely on the muscles of their riders to move, their carrying capacity is limited to double that of their rider unless otherwise stated.
Sensor Array. The vehicle provides the crew with the benefits of a set of multi-spectrum goggles while crewing the vehicle. An occupant can use a bonus action to do an active scan, giving them an expertise die on Perception checks.
Sensor Array, Long Range. The vehicle has a sensor package including technologies such as radar, sonar, or satellite imaging data that allows a creature to make Perception checks to locate vehicles or structures of at least Large size within a range of 10 miles. Each such attempt requires an action.
Sealed. A sealed vehicle is airtight, keeping the interior atmosphere in and whatever is outside out. This is more for comfort than protection, however, keeping out sand or high and low temperatures. Extreme environments, such as those in a vacuum, high-altitude, and underwater, require the additional protection of the pressurized feature.
Sprayer. The vehicle has either a spraying nozzle to distribute liquids across an area behind it or a rotating spreader that performs the same function for solid particulate substances, such as sand, salt, or even seeds. In either case, the effect is the same: a path behind the sprayer the same width as the vehicle and a length equal to the distance the vehicle traveled that round is covered in whatever is loaded into the sprayer. Some common loads are listed below. Unless otherwise noted these loads refer to land vehicles. Typically a liquid sprayer can be used for 20 turns. Solid sprayers are normally incorporated into large, heavy vehicles that can cover miles and miles before needing to be refilled.
Adhesive: A gluey substance coats the area. Vehicles that enter this area make a DC 17 Constitution save, involuntarily taking the Braking action until stopped on a failed save. It cannot move again until repairs are made. Creatures also make the Constitution save, becoming restrained on a failure.
Caltrops: Vehicles and creatures that enter this area or begin their turn in it make a DC 15 Dexterity save, taking 1d6 piercing damage for every 10 feet of distance they move. The driver of a vehicle with tires makes a DC 15 Dexterity saving throw and safely stops the vehicle on a success. On a failure the vehicle either takes the Brake action and stops or rolls over and crashes at the Narrator’s discretion.
Grit: Vehicles and creatures in the affected area ignore difficult terrain caused by ice and/or snow.
Lubricant: A slippery trail is left behind. Vehicles and creatures that enter this area for the first time on a turn or begin their turn in the area make a DC 15 Dexterity save. On a failed save, the vehicle spins, moving half its movement speed in a randomly determined direction. Creatures that fail the save become prone.
Stealth. The vehicle has advanced detection countermeasures. Attempts to locate it with sensors or target it with guided weapons are at disadvantage.
Submersible. Submersible vehicles are able to travel safely below the surface of the water. They function as having the three-dimensional property with respect to traveling in water and can move up or down below the surface of the water as well as traveling along the surface of it. Submersible vehicles must also have the pressurized feature.
Three-Dimensional. A three-dimensional vehicle may also turn up or down when making turns. Flying vehicles nearly always have the three-dimensional property. Land or water vehicles need the tunneling or submersible property, respectively, to have this property and, if they are on the surface, can only turn down unless they also have a fly speed.
Transforming. The vehicle has two separate forms. This is often a legged form and a more typical vehicular form, but many variations exist. Both forms must be of the same size category.
Transport. Transport vehicles are designed for cargo and crew, and have twice the carrying capacity and maximum number of passengers as normal for a vehicle of the same size.
Tunneling. The vehicle is equipped with a heavy drill, grinder, or other tunneling apparatus at the front, granting it a burrow speed equal to its movement speed as well as the three-dimensional feature (down only). Vehicles always leave a tunnel equal to their size when burrowing.
VTOL. A vertical take-off and landing (VTOL) vehicle must have a fly speed. It can hover in place. This is typically either due to rotary wings (like a helicopter) or an anti-grav system.
Windowless. The vehicle grants full cover to its occupants regardless of its armor level. However, occupants must rely on sensors or cameras to perceive their surroundings.
Imprisoned Fiend
Imprisoned Fiend
Imprisoned Celestial
Imprisoned Celestial
Resolution
Resolution
Maybe a mix of good ideas and good dice makes them look slick and cool, or maybe they run into some trouble and come out a bit worse for wear, but either way the adventure continues. Unless the party made a real mess of it and failed, the Narrator should reward them with experience. For every two obstacles of the challenge, give one-quarter the normal experience for an encounter with CR that matches their tier. If one of the consequences was a fight, don’t give separate experience for that fight.
Example 4: Complex Timing and Flashbacks
If a Narrator is comfortable with flexible use of narrative time, they don’t have to come up with all the obstacles in a challenge at once, nor to run the Assess the Challenge stage first. They can simply present the first obstacle, then let an adventurer try to overcome it, and if their roll isn’t good enough, the player can retroactively describe how they would have prepared for that. In this style, the presentation of obstacles, efforts, and flashbacks to preparations can continue until the party overcomes enough obstacles (one per adventurer) to earn them a win on the overall challenge.
Consider a possible perilous challenge for a 17th level party. One of the players, Ford, had his rogue petrified last session by a bounty hunter and her pet basilisk . His petrified form has been taken as a trophy for Filpot, a crime boss who hated him. The party wants to rescue their companion, but George the Narrator would rather avoid running a multi-session rescue mission while Ford twiddles his thumbs.
Without explicitly telling them that he’s running a perilous challenge, George asks how they’re going to get to Ford’s character without making the crime boss panic and destroy the petrified rogue. Billy asks what his savant knows about Filpot and George has him make a DC 18 Investigation check, which counts as his effort for the Assess the Challenge stage. He succeeds, so George quickly invents some broad strokes about defenses and Filpot’s penchant for wild parties and cruel executions.
Carrie’s marshal poses as a bounty hunter to try to sneak in with a scroll of stone to flesh. She makes a Deception check and fails. She asks if she could have retroactively purchased a necklace of fireballs to threaten to detonate, to get an expertise die , and George allows it. However, even with the bonus from the die, the result is still a failure. To represent the imperiled nature of the operation, George says Filpot lets her into his lair, but he still has his suspicions. She decides to still try to unpetrify Ford, this time with a Stealth check to sneak around after dark. However, she fails the second roll and is discovered. George says she did manage to get in and unpetrify Ford’s rogue, but they’re spotted. The rogue is thrown in a cell, and Carrie’s marshal is disarmed and forced to attend Filpot as a servant.
Peter suggests his berserker could be there too, having gone in as the bounty Carrie brought in. He makes an Athletics check to secretly break his bonds, so he’ll be ready to fight at full strength when the time comes. Meanwhile, Mark wants his herald to walk in and threaten Filpot to release everyone. George advises that this is a bad plan, since the guards at the gate will ensure he’s unarmed and the DC will be higher because of it. Mark is overconfident, and he rolls an Intimidation check against DC 20 and fails. Imperiled and facing DC of 25, he decides to attempt a Sleight of Hand check to steal a weapon from a guard, but fails again. George says a trap door dumps him into a dungeon where he has to fight a hill giant. The herald survives the encounter, but is taken prisoner.
Billy has only used his Assess the Challenge effort, so as his Face the Challenge effort he says that this whole time he’s been posing as one of Filpot’s guards, which has let him seed the whole organization with his allies. He wants to spring everyone now, but he fails his initial DC 18 Stealth check. George says that the escape will have to wait until all adventurers are gathered together for a public execution: being fed to a Gargantuan sand worm.
Since success hinges on Billy beating a DC 23 check, Mark says that in preparation before the mission, he could have sent a follower ahead undercover with his weapon, so he can be armed for the escape attempt. Peter suggests that he was put into a cell with Ford as a fellow prisoner and can make a Medicine check to get his friend strong enough to fight. The two expertise dice together give Billy enough of a bonus to succeed his second check.
George then details the resolution: the herald’s ally tosses him his magic sword, the berserker hurls a few guards in the monster’s mouth, the martial strangles Filpot, Ford’s rogue takes out the bounty hunter who initially captured him, and Billy’s savant pilots them all to safety on Filpot’s dirigible. The team is together again and ready to go save the world, all within a single session!
Face the Challenge
Face the Challenge
The Narrator and players collaboratively narrate how they approach the obstacles. For each obstacle, one character takes the lead in overcoming it. They describe what they’re doing, and if necessary they’ll roll a check. The party might each go after different obstacles, or one might handle multiple, such as if a single character goes in alone.
If the character fails their check, the situation becomes perilous! The Narrator should describe how danger is looming. The adventurer can then try again, or have another party member make an attempt, but either way the DC is increased by 5 unless they come up with a new approach that is well-suited for the moment. If they fail on their second check against a given obstacle, they suffer a consequence.
Example 3: Chase, Continued
At each location a player describes an effort of how they’ll try to outpace the gnolls at each location, then they roll. In the plains, one adventurer might use Survival to use the herd as cover to make it harder for the gnolls to track. At the bridge, another might use Engineering to sabotage it. In the woods, a Nature check might recall the right offering to appease the fey, and then an Athletics check could get the party up the cliffs to reach the fortress to warn them of the approaching army.
Perhaps while sabotaging the bridge, the adventurer fails their first check, imperiling them. The Narrator describes one of the lead gnolls coming into sight, rushing for the bridge. The adventurer could keep trying to drop the bridge, increasing the DC by 5, or might decide to use Deception to feign looking eager so the gnoll is tricked into thinking the bridge is already sabotaged and avoids it out of caution. Either way, if the second check is failed, the consequence could be a small fight with one over-eager gnoll.
Even reaching the fortress isn’t the end of the adventure. The party can take a short rest before the enemy army arrives, but don’t have enough time for a long rest. This way any consequences of failure along the way actually matter.
Assess the Challenge
Assess the Challenge
If the party knows about the challenge in advance, each adventurer can undertake one effort during this stage to either surveil or prepare. A failed check in this stage has no negative consequence; it just doesn’t grant any bonuses.
Surveil. Before preparations begin, an adventurer can seek for more information about the challenge as a whole. On a success, each other adventurer gets an expertise die on their checks they make to prepare during this stage. Depending on the approach and the result of the check, the Narrator can also choose to reveal one or more previously unknown obstacles.
Prepare. Once surveillance has concluded, an adventurer can devise a way to deal with a single known obstacle, usually by acquiring the right tools or setting up favorable conditions. On a successful check, their preparation provides an expertise die to whoever tries to overcome that obstacle during the Face the Challenge stage.
Example 2: Heist
Heists can certainly be complex enough to deserve one or more full sessions, but sometimes they’re just a stepping stone to the part of the story that’s more important. Does the party need a particular magic item for their main quest? Sure, the Narrator could just drop it as loot or sell it at a magic shop, but why not put it somewhere lightly defended and let the party steal it?
Say they need a few potions of water breathing , but the alchemist they want to buy from says his whole stock was stolen by the Last Ravens—a gang of wizard school dropouts who specialize in nicking magical items. The Narrator comes up with four obstacles, but the only one known to the party is that they first have to get into the gang’s lair.
They have time to prepare, so during the Assess the Challenge stage, one adventurer surveils, using a Persuasion check to befriend a member of the gang and get info. She succeeds and learns the nature of the four obstacles: the lair is accessed via a magic portal in a haunted forest, there are always a few wizards inside the lair, bound spirits of guard dogs watch the gang’s treasure room, and stealing from the treasure will trigger a curse.
Armed with this information, the remaining three party members detail their efforts and roll their checks with expertise: Religion to make charms to ward off forest ghosts, Investigation to get blackmail on a gang member so she’ll be easier to manipulate, and Animal Handling to train a cat to distract the spectral dogs.
Designing Obstacles
Designing Obstacles
The Narrator should come up with a number of obstacles—situations or creatures that stand between the party and their intended goal. In a given perilous challenge there should be at least two, but usually not more than the number of adventurers. Try to ensure each obstacle is best handled with a different skill, and ideally with a different ability score. For example, adventurers can’t sneak past the guards with a Stealth check and then sneakily steal a boat with another Stealth check, but they might make a water vehicle check to deftly maneuver the craft without being seen, or an Animal Handling check to spook the guards’ horses and distract them from the departing boat.
While no plan will cover every contingency, Narrators should decide ahead of time what happens if an adventurer fails a check. Advice on and examples of such consequences are detailed in Perils and Consequences below. After the Narrator has designed obstacles and consequences, they narrate what the adventurers know, which should include at least one obstacle, though others may be hidden for now.
Setting DC's
Use a baseline DC 10 + twice the party’s tier. So a 3rd level party (tier 1) would have a default DC of 12 on checks during perilous challenges. If the party’s approach is ill-suited to the obstacle, increase the DC by 2 or more, or even say the chosen method is impossible. If they’re being actively opposed by a specific foe, the DC might be 8 + that character’s skill bonus.
If the result of the first effort is a failure, increase the DC for the second check by 5. Especially for higher-level parties, don’t just increase numbers. Make sure to justify the higher DC with an appropriate narrative—a failed Deception check makes a mark suspicious, or a failed Engineering check damaged a piece of equipment. The math of perilous challenges is meant to see the party succeed while facing 1 or 2 complications. During the Face the Challenge stage, don’t require more than one success to overcome each obstacle.
The Narrator is encouraged to use critical failures and successes to add extra complications or lucky breaks to the challenge. See Ability Check Criticals in Chapter 6: Ability Scores of Adventurer’s Guide for examples.
Obstacles and Effort
Perilous challenges don’t use normal initiative or rounds. Instead, each adventurer can attempt to prepare for or overcome one of the obstacles set by the Narrator by undertaking an effort. An adventurer can undertake one effort each in the Assess the Challenge and Face the Challenge stages. To do so, the player states what they’re doing, then makes a single skill check. Depending on circumstances, the Narrator may rule that an adventurer can expend a limited resource like a spell slot to get an expertise die , advantage , or even an automatic success.
Since perilous challenges are somewhat abstract in timing, adventurers can’t use the Help action, the guidance cantrip, or similar atwill actions to affect an effort the way they could in a combat encounter. However, limited-use abilities like Bardic Inspiration can still provide bonuses.
The time spent on each effort is whatever makes sense for the game’s narrative. One effort might be a minute sabotaging a rope bridge to stop pursuing gnolls, followed by an Engineering check. Another could be an adventurer performing high society dances for an hour to ingratiate themselves with noble they intend to rob, making a Culture check using Dexterity. A third could be dealing with a locked vault by simply casting knock .
Peril and Consequences
Importantly, in a perilous challenge, if an adventurer fails a check to overcome an obstacle, that doesn’t mean they lost, just that the operation is imperiled. This might manifest as a delay, such as being unable to make another attempt to steal a guard’s key until later, a partial success, or a case of “failing forward” where they succeed at their goal but encounter additional difficulties. A player can choose to try the check again at a higher DC, but a second failed check provokes a consequence. However, consequences are not dead ends.
Designing Consequences
When done right, consequences don’t stop the party from finishing the challenge; they’re just a cost for poor performance. These might drain resources from the adventurer or even the whole party. Examples include an easy fight, suffering a level of fatigue or strife , losing a lot of Supply, or damage appropriate to an exploration challenge obstacle of their tier. Potential consequences by tier are listed below. Other sorts of consequences are narrative. Perhaps the character leaves a clue that can direct enemies or investigators toward the party. Perhaps their behavior earns them a bad reputation. They might succeed in looting a treasure vault, but discover the loot is doused in stinking oil, making it hard to sell.
Sometimes the nature of a consequence will need to change based on how the adventurer attempted (and failed) to overcome the challenge. Make sure any mechanical penalty is justified by the narrative and story, and that it actually will be consequential. This is easiest if there is no time to rest after the perilous challenge before the next part of the adventure.
Complications to Success
Perilous challenges are often complicated situations and, well, perilous. Even if an adventurer succeeds in overcoming an obstacle and accomplishes their goal, unforeseen narrative complications may arise, especially if you are working with the Complex Timing rules below. In this case, it is important to stress the adventurer’s success and that such complications are not punishments, but instead meant to keep the story moving along. For example, a successful Stealth check to free a companion should result in the companion being freed—but doesn’t mean that there wasn’t an alarm spell set on the cell door. Such complications should be used sparingly, to avoid taking agency from the players.
Multiple Consequences
Since each challenge has multiple obstacles, adventurers risk facing multiple consequences. Ideally these consequences will take different forms—some could be damage or a fight, but others can be lost resources or more narrative effects.
| TIER | DAMAGE | FIGHT CR | 
| 0 (Level 1-2) | 3 (1d6) | 1/4 | 
| 1 (Level 3-4) | 5 (1d10) | 1/2 | 
| 2 (Level 5-10) | 11 (2d10) | 1 | 
| 3 (Level 11-16) | 22 (4d10) | 3 | 
| 4 (Level 17-20) | 55 (10d10) | 5 | 
Example 1: Chase
One of the simplest sorts of perilous challenge is when party is chasing or being chased. Each obstacle is a different location along the route, wherein one member of the party must describe what they’re doing to go faster than the other side.
Perhaps a pack of gnolls are chasing four adventurers cross-country, trying to stop them from warning a fortress of an approaching army. The four obstacles are: the open plains during a massive buffalo migration, followed by a rope bridge across a turbulent river, then woods where faeries harass travelers, and finally the cliffs beneath a fortress where the party can rest in a haven.
Possible consequences on the plains would be damage from getting trampled. At the bridge, perhaps one of the lead gnolls catches up with the party, provoking a small fight. In the fey woods, maybe a party member suffers a small curse. And at the cliffs, the effects of the prolonged chase could inflict a level of fatigue on the whole party.
The Pace of Peril
The Pace of Peril
A perilous challenge has four stages. The first and fourth are taken care of by the Narrator, while the players can take their own precautions and actions in the second and third stages.
1. Designing Obstacles . The Narrator comes up with a variety of obstacles, usually one per adventurer, as well as consequences for failure.
2. Assess the Challenge . If the party has a chance to act in advance, each adventurer undertakes one effort to learn about or prepare for the obstacles. When they don’t have foreknowledge of the challenge, skip this stage.
3. Face the Challenge . The party chooses who will face each obstacle and that character undertakes an effort to overcome it. Sometimes it makes sense for each adventurer to handle a different obstacle, or a single character might handle each in sequence if alone.
4. Resolution . After the party faces each obstacle—either by overcoming it or dealing with a negative consequence—they finish the perilous challenge and the Narrator details the outcome.
Telling a Story
Like exploration challenges, perilous challenges are best when they fit seamlessly into an adventure. The first time, it can be helpful for the Narrator to explain the concepts of obstacles, effort, peril, and consequences. Even that format is just a guideline, however, and not something to be adhered to strictly. Below are various examples of perilous challenges and how to mix narrative with mechanics.
The Order of Binding and Summoning
The Order of Binding and Summoning
This unscrupulous order of mages seek to expand their mastery of summoning magic, as well as their own power and influence. Like the creatures they summon they are insidious and opportunistic, more than happy to make a deal that somehow always ends up favoring them.
The Order of Binding and Summoning
Structure: Mage Order, Hierarchic, Elected Grandmaster
Symbol: A fiendish skull fastened to a chain
Base of Operations: Tower of Summoning (Grade 5 Laboratory ), numerous outposts (Grade 3 Guildhouse )
Beliefs: Magic is the foremost avenue of power. Power belongs to those who can seize it.
Goals: Advance magical research in the fields of conjuration, summoning and the planes. Amass power and influence.
The Order of Binding and Summoning is one of many mage orders found across the lands established for the purpose of bringing together like-minded spellcasters to push the boundaries of magic forward. The order seeks to bring together skilled conjurers and summoners, to unite their efforts into probing the outer planes in search of knowledge and power.
Their guildhouses can be found in major settlements wherever they are tolerated by the local authorities. The Order’s services are always available for hire, whether they be summoning creatures to act as guards or servants, facilitating travel to other planes, or brokering deals with extraplanar entities. By offering their services to governments, organizations and wealthy individuals, the Order seeks to expand their influence, by making themselves a prominent or even indispensable pillar of the local community. There are even rumors of the Order aiding employers’ enemies or orchestrating crises to effect reliance on their services.
While the Order fosters cooperation between its members, its discoveries are jealously guarded against outsiders. Should these mages have their way, they’d hold complete monopoly on the craft of summoning and its practitioners. There are plenty of warlocks and wizards however, who hold the Order and its method in high disdain, and while the spells here collected form a core part of the curriculum for the Order’s initiates, they are by no means the gatekeepers of such spells that they’d dream to be.
Minor Fiendish Ally
Minor Fiendish Ally
You beseech the forces of hell or the abyss, and an imp or a quasit answers your call.
