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<blockquote data-quote="kronos182" data-source="post: 9810232" data-attributes="member: 6668634"><p><span style="font-family: 'Calibri'"><span style="font-size: 26px"><strong>FIELD STUDY: PLANET NIMBUS-9</strong></span></span></p><p><span style="font-family: 'Calibri'"><em><strong>A d20 Modern/Future Scientific Expedition Mini-Adventure</strong></em></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Note planet and creatures can be swapped to fit other location, thus no stats provided.</span></p><p><span style="font-family: 'Calibri'"><strong>ADVENTURE OVERVIEW</strong></span></p><p><span style="font-family: 'Calibri'">A biomedical megacorp (or government research agency) hires the PCs to travel to <strong>Nimbus-9</strong>, a remote world undergoing constant <strong>ion storms</strong> in the upper atmosphere. These storms:</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Disable <strong>transporters/quantum relays</strong></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Interfere with <strong>guided landing systems</strong></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Scramble <strong>electronics</strong> unless shielded</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Generate dangerous electromagnetic arcs at ground level</span></li> </ul><p><span style="font-family: 'Calibri'">The mission is to <strong>collect biological samples</strong>—flora and fauna—containing a unique compound called <strong>Heliostrain</strong>, which early research suggests may revolutionize <strong>regenerative medicine</strong>.</span></p><p><span style="font-family: 'Calibri'">This is a mostly-exploration adventure with environmental danger, xenowildlife encounters, skill-based obstacles, and an optional moral dilemma involving a rival corporate poaching team.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>MISSION BRIEFING</strong></span></p><p><span style="font-family: 'Calibri'"><strong>Objective:</strong></span></p><ol> <li data-xf-list-type="ol"><span style="font-family: 'Calibri'">Safely land on Nimbus-9.</span></li> <li data-xf-list-type="ol"><span style="font-family: 'Calibri'">Collect <strong>three categories of biological samples</strong>:<ul> <li data-xf-list-type="ul"><strong>Luminescent Cloud-Ferns (flora)</strong></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"> <strong>Ion-Blood Skitters (small fauna)</strong></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"> <strong>Stormcallers (large fauna tissue or shed horn)</strong></span></li> </ul></li> <li data-xf-list-type="ol"><span style="font-family: 'Calibri'">Return samples for processing.</span></li> <li data-xf-list-type="ol"><span style="font-family: 'Calibri'"><strong>Payment:</strong> Market rate for hazard duty + scientific grant bonus.</span></li> </ol><p><strong>Recommended Party Level:</strong> 4–8.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>ARRIVAL & LANDING CHALLENGE</strong></span></p><p><span style="font-family: 'Calibri'">Nimbus-9’s atmosphere is a constant storm of <strong>micronized plasma dust</strong> and <strong>ion shearing belts</strong>.</span></p><p><span style="font-family: 'Calibri'"><strong>Skill Challenge: Hazardous Entry</strong></span></p><p><span style="font-family: 'Calibri'">Success = the ship lands intact</span></p><p><span style="font-family: 'Calibri'">Failure = damaged systems, forced hard landing, extra encounters</span></p><p><span style="font-family: 'Calibri'"><strong>Piloting Check (DC 15):</strong> Keeping the craft stable in ion shear</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'">Failure by 5+ → PCs take 2d6 non-lethal from turbulence unless strapped into seats.</span></span></li> </ul><p><span style="font-family: 'Calibri'"><strong>Computer Use Check (DC 18):</strong> Rerouting power to emergency shielding. If ship does not have shielding, increase DC by +2 to route power safely to prevent overloading and dissipate the energy from damaging the ship.</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'">Success grants +2 to Piloting</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'">Failure causes a minor systems short: ship takes 1d6 electrical damage </span></span></li> </ul><p><span style="font-family: 'Calibri'"><strong>Navigate Check (DC 15):</strong> Determining a safe landing vector</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'">Failure triggers landing d100 table (see table below)</span></span></li> </ul><p><span style="font-family: 'Calibri'">The ship touches down in <strong>Stormbelt Basin</strong>, a valley where ion discharge “rains” like glowing mist.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>PLANET ENVIRONMENTAL RULES</strong></span></p><p><span style="font-family: 'Calibri'"><strong>Ionized Atmosphere Hazards</strong></span></p><p><span style="font-family: 'Calibri'">While outside the ship, PCs are exposed to:</span></p><p><span style="font-family: 'Calibri'"><strong>Static Surge:</strong></span></p><p><span style="font-family: 'Calibri'">Every 10 minutes of travel, roll a <strong>Reflex save DC 14</strong>.</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'">Fail: 1d6 electricity damage.</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'">Fail by 5+: 1d6 electricity + momentary system glitch: –2 to Electronics/Computer Use for 1 minute.</span></span></li> </ul><p><span style="font-family: 'Calibri'"><strong>Magnetic Pulse Pockets:</strong></span></p><p><span style="font-family: 'Calibri'">Spot or Survival DC 18 to detect.</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'">Trigger: All digital gear must save (Fortitude DC 12) or temporarily shut down for 1d4 rounds.</span></span></li> </ul><p><span style="font-family: 'Calibri'"><strong>Navigation Interference:</strong></span></p><p><span style="font-family: 'Calibri'">All attempts to communicate beyond line of sight fail without special boosters.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">A shielded building that is grounded can be used to protect the players while away from the ship, PDC 10, about the size of a large tent, allowing 4 to 8 people to stand and walk about with space to sleep, set up table. Takes 1 minute to set up or collapse, weighing 20 lbs in collapsed form.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>OBJECTIVE 1: COLLECT LUMINESCENT CLOUD-FERNS (FLORA)</strong></span></p><p><span style="font-family: 'Calibri'">Found growing on <strong>ion cliffs</strong> like floating, glowing sheets.</span></p><p><span style="font-family: 'Calibri'"><strong>Skill Encounter</strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><strong>Climb or Jump DC 15:</strong> Reach the ledges</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><strong>Survival DC 14:</strong> Identify healthy samples</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><strong>Knowledge (Earth & Life Sciences) DC 15:</strong> Properly extract them without degrading Heliostrain content</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"></span></li> </ul><p><span style="font-family: 'Calibri'">Failure = damaged samples; PCs must gather more.</span></p><p><span style="font-family: 'Calibri'"><strong>Complication: Cliff Stalkers</strong></span></p><p><span style="font-family: 'Calibri'">A small pack of <strong>electro-predator reptiloids</strong> hunts these cliffs.</span></p><p><span style="font-family: 'Calibri'">Use a creature of <strong>CR 2–3</strong> with the addition:</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"> </span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><strong>Ion Bite:</strong> 1d6+1 physical + 1d4 electricity</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"> </span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'">Immune to electrical damage.</span></span></li> </ul><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>OBJECTIVE 2: CAPTURE ION-BLOOD SKITTERS (SMALL FAUNA)</strong></span></p><p><span style="font-family: 'Calibri'">Tiny crustacean-like creatures that scuttle in storms, crackling with charge.</span></p><p><span style="font-family: 'Calibri'"><strong>Encounter Zone: Glass Plains</strong></span></p><p><span style="font-family: 'Calibri'">A flat region where lightning fuses the sand into mirror-like terrain.</span></p><p><span style="font-family: 'Calibri'"><strong>Skill Challenge: Collecting Live Specimens</strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><strong>Handle Animal DC 15</strong> (or Treat Injury DC 13 with sedative tools): Calm a skitter</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><strong>Reflex Save DC 13:</strong> Avoid their defensive shock arcs</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'"><strong>Net or Trap Attack (+4 circumstance)</strong>: Capture without killing</span></span></li> </ul><p><span style="font-family: 'Calibri'">Failure = 1d4 electrical damage; skitter escapes.</span></p><p><span style="font-family: 'Calibri'"><strong>Optional Combat Hazard</strong></span></p><p><span style="font-family: 'Calibri'">When two skitters panic, they create a <strong>plasma resonance flash</strong>:</span></p><p><span style="font-family: 'Calibri'">Reflex DC 15 or:</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'">2d6 fire/electric hybrid damage</span></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><span style="font-family: 'Calibri'">Dazzled 1d4 rounds</span></span></li> </ul><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>OBJECTIVE 3: OBTAIN STORMCALLER TISSUE (LARGE FAUNA)</strong></span></p><p><span style="font-family: 'Calibri'">Stormcallers are elephant-sized herbivores with a naturally charged horn and bio-conductive skin. Highly territorial but not predatory.</span></p><p><span style="font-family: 'Calibri'">PCs don’t need to kill one; a <strong>shed horn</strong>, <strong>sloughed skin fragment</strong>, or <strong>blood from tranquilization</strong> works.</span></p><p><span style="font-family: 'Calibri'"><strong>Encounter Options</strong></span></p><p><span style="font-family: 'Calibri'">Pick one:</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>A. Non-Violent Retrieval (Skill-Based)</strong></span></p><p><span style="font-family: 'Calibri'"><strong>Survival DC 16:</strong> Locate a shed horn</span></p><p><span style="font-family: 'Calibri'"><strong>Knowledge (Life Sciences) DC 15:</strong> Verify it contains intact Heliostrain</span></p><p><span style="font-family: 'Calibri'"><strong>Move Silently DC 14:</strong> Avoid disturbing the herd</span></p><p><span style="font-family: 'Calibri'">Failure = herd agitation → skill or combat encounter.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>B. Tranquilization Hunt</strong></span></p><p><span style="font-family: 'Calibri'">If PCs try to tag a Stormcaller:</span></p><p><span style="font-family: 'Calibri'"><strong>Sequence:</strong></span></p><p><strong><span style="font-family: 'Calibri'"> <ol> <li data-xf-list-type="ol"><span style="font-family: 'Calibri'">Spot DC 12 to locate</span></li> <li data-xf-list-type="ol"><span style="font-family: 'Calibri'">Move Silent/Hide DC 16 to get within dart range</span></li> <li data-xf-list-type="ol"><span style="font-family: 'Calibri'">Ranged Attack with tranquilizer</span></li> <li data-xf-list-type="ol"><span style="font-family: 'Calibri'">Stormcaller makes a <strong>Fortitude save DC 15</strong><ul> <li data-xf-list-type="ul">Fail = subdued</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Success = enraged → charge</span></li> </ul></li> </ol><p></strong><span style="font-family: 'Calibri'">Stormcaller Slam attack: big damage, +1d6 electrical discharge.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>C. Defensive Battle</strong></span></p><p><span style="font-family: 'Calibri'">A territorial male charges the PCs near a canyon.</span></p><p><span style="font-family: 'Calibri'">Battlefield hazards:</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Ion geysers (Reflex DC 14 or 1d6 electricity)</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Metallic stones that act as lightning rods (Exploit with clever tactics)</span> </li> </ul><p><span style="font-family: 'Calibri'"><strong>RIVAL FACTION (OPTIONAL)</strong></span></p><p><span style="font-family: 'Calibri'">A corporate poaching team has arrived to seize the most valuable fauna for <strong>military bioweaponization</strong>.</span></p><p><span style="font-family: 'Calibri'"><strong>Encounter Possibilities</strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><strong>Shadowing PCs</strong> to steal samples</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><strong>Sabotaging the PC’s ship</strong></span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><strong>Attempting to capture a Stormcaller alive</strong> (dangerous to everyone)</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><strong>Confrontation</strong>: negotiations or combat </span></li> </ul><p><span style="font-family: 'Calibri'">NPC operatives: 3–6 humans or similar, PL 5–7 gear.</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>FINAL CHALLENGE: ESCAPE THE ION STORMS</strong></span></p><p><span style="font-family: 'Calibri'">Once samples are secured, an intensifying ion cyclone moves in. The party must:</span></p><p><span style="font-family: 'Calibri'"><strong>Skill Run</strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><strong>Navigate DC 16:</strong> Plot a path back to the ship before storm intensifies</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><strong>Endurance (Con check) DC 13:</strong> Resist static overload sickness</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><strong>Piloting DC 18:</strong> Lift off through rising turbulence </span></li> </ul><p><span style="font-family: 'Calibri'">Failure = you must ride out the storm for 1–6 hours (extra encounters, damage).</span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>REWARDS</strong></span></p><p><span style="font-family: 'Calibri'"><strong>Scientific Grant Compensation</strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Cloud-Ferns: 1,500–2,500 credits (PDC 19 -21 equivalent)</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Skitters (live): 800 credits each (PDC 16 equivalent)</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Stormcaller material: 3,000–5,000 credits (PDC 21 - 23 equivalent) </span></li> </ul><p><span style="font-family: 'Calibri'"><strong>Non-Monetary Rewards</strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Favors from medical research groups</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Access to advanced med-tech prototypes</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Possible side mission to deliver samples to special research stations</span></li> </ul><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>HOOKS FOR FUTURE ADVENTURES</strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Samples mutate in transit—Heliostrain reacts to artificial environments</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Rival corporation files a legal claim on Nimbus-9’s biome</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Stormcallers show unexpected intelligence—ethical research dilemma</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">A poaching team survivor vows revenge</span></li> </ul><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>Nimbus-9 Hazardous Landing Table (d100)</strong></span></p><p><span style="font-family: 'Calibri'"><em>Roll when the ship’s approach vector destabilizes during atmospheric entry.</em></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"><strong>01–10 — Unstable Ground / Soft Terrain</strong></span></p><p><span style="font-family: 'Calibri'"><strong>01–05:</strong> Land in semi-liquid <strong>marsh basin</strong>; ship partially sinks</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Ship takes <strong>1d6 damage </strong>bypasses hardness</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">PCs must succeed a <strong>Strength DC 15</strong> to open jammed hatch </span></li> </ul><p><span style="font-family: 'Calibri'"><strong>06–10:</strong> Land on <strong>silica mud flats</strong>; landing gear sinks</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><strong>Repair DC 15</strong> to free ship</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">1d4 <strong>Ion-Blood Skitters</strong> attracted to movement </span></li> </ul><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>11–20 — Rough / Hazardous Terrain</strong></span></p><p><span style="font-family: 'Calibri'"><strong>11–13:</strong> Land on jagged <strong>obsidian shards</strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Ship takes <strong>2d6 damage</strong> bypassing hardness</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Movement around ship causes Reflex DC 12 or 1d6 slashing damage </span></li> </ul><p><span style="font-family: 'Calibri'"><strong>14–16:</strong> Ship slides into a <strong>shallow ravine</strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">PCs must climb out (Climb DC 10)</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Ship stuck until <strong>Repair DC 18</strong> frees it </span></li> </ul><p><span style="font-family: 'Calibri'"><strong>17–20:</strong> Land in <strong>rocky dunes</strong> full of iron-rich fragments</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">1-in-3 chance the dunes arc with electricity → 1d6 electric damage when stepped on </span></li> </ul><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>21–30 — Ion Storm Active Zone</strong></span></p><p><span style="font-family: 'Calibri'"><strong>21–24:</strong> Ship struck by <strong>plasma bolt</strong> on descent</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">A system randomly shorts (GM pick: sensors, comms, weapons)</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><strong>Computer Use DC 16</strong> to restore power </span></li> </ul><p><span style="font-family: 'Calibri'"><strong>25–27:</strong> Land during micro-storm</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">All PCs take 1d4 electricity damage on exit</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Visibility reduced to 5 ft for 1d4×10 minutes </span></li> </ul><p><span style="font-family: 'Calibri'"><strong>28–30:</strong> Storm eddies toss the ship sideways</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Reflex DC 15 to stay upright inside</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">1d3 crew automatically take 1d6 non-lethal from tossing </span></li> </ul><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>31–40 — Predatory Wildlife Territory</strong></span></p><p><span style="font-family: 'Calibri'"><strong>31–33:</strong> Land within a <strong>Cliff Stalker</strong> hunting zone</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">1d3 stalkers investigate within 10 minutes </span></li> </ul><p><span style="font-family: 'Calibri'"><strong>34–36:</strong> Nesting area of <strong>Storm Raptors</strong> (flying electro-avians)</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">PCs must move quietly (Move Silently DC 14) or face a hostile dive attack </span></li> </ul><p><span style="font-family: 'Calibri'"><strong>37–40:</strong> Land near a <strong>territorial Stormcaller</strong> bull</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Bull charges the ship once before wandering off</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">2d6 hull damage unless PCs deter it </span></li> </ul><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>41–50 — Dangerous Environmental Features</strong></span></p><p><span style="font-family: 'Calibri'"><strong>41–43:</strong> Touch down beside an <strong>ion geyser field</strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Geyser erupts every 1d4 rounds; Reflex DC 14 or 1d6 electrical/fire damage </span></li> </ul><p><span style="font-family: 'Calibri'"><strong>44–46:</strong> Ship lands on naturally <strong>magnetized basalt</strong>, disabling electronics</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Comms and sensors fail until <strong>Computer Use DC 18</strong> reboots hard-shielding </span></li> </ul><p><span style="font-family: 'Calibri'"><strong>47–50:</strong> Land near <strong>glass plains</strong> with slick fused surfaces</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Movement near the ship requires Balance DC 12</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Failed check = fall prone, 1d3 damage </span></li> </ul><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>51–60 — Biodiversity Hotspot (High Activity)</strong></span></p><p><span style="font-family: 'Calibri'"><strong>51–54:</strong> Land by <strong>ion lily pools</strong> rich in amphibious life</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Great for collecting samples but thick with toxins</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Survival DC 14 to avoid skin irritation (1 Dex damage on fail, Treat Injury DC 14 to heal) </span></li> </ul><p><span style="font-family: 'Calibri'"><strong>55–57:</strong> Area swarming with <strong>skitter colonies</strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">2d6 skitters approach within 5 minutes (not necessarily hostile) </span></li> </ul><p><span style="font-family: 'Calibri'"><strong>58–60:</strong> Land in zone with <strong>intense flora</strong>: Cloud-Ferns everywhere</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Easy to collect samples</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">But Cloud-Ferns discharge static → Reflex DC 13 or 1d4 electricity </span></li> </ul><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>61–70 — Ship Damage & Mechanical Issues</strong></span></p><p><span style="font-family: 'Calibri'"><strong>61–63:</strong> Retro thrusters clog with ion dust</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Ship cannot take off until <strong>Repair DC 15</strong>, 30 minutes </span></li> </ul><p><span style="font-family: 'Calibri'"><strong>64–66:</strong> Landing gear partially collapses</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Ship lists; halved movement inside</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Repair DC 18 required </span></li> </ul><p><span style="font-family: 'Calibri'"><strong>67–70:</strong> Sensors overloaded during descent</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">–4 to sensor checks until repaired</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'"><strong>Computer Use DC 16</strong> to fix </span></li> </ul><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>71–80 — Visibility & Navigation Hazards</strong></span></p><p><span style="font-family: 'Calibri'"><strong>71–73:</strong> Land inside thick <strong>ion fog</strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Visibility 10 ft</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">–2 to ranged attacks within fog </span></li> </ul><p><span style="font-family: 'Calibri'"><strong>74–76:</strong> Land among massive <strong>electromagnetic crystals</strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Any digital tool use requires Fortitude DC 13 or shuts down 1d4 rounds </span></li> </ul><p><span style="font-family: 'Calibri'"><strong>77–80:</strong> Vehicle slides while touching down</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Any unsecured object inside deals 1d4 non-lethal</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Hatch jammed (Strength DC 17 to open) </span></li> </ul><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>81–90 — Exotic or Strange Hazards</strong></span></p><p><span style="font-family: 'Calibri'"><strong>81–83:</strong> Land over <strong>pocket of liquid magnetite</strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Metal gear slowly tugged down</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Escape requires Strength DC 14 per round for heavy objects </span></li> </ul><p><span style="font-family: 'Calibri'"><strong>84–86:</strong> Area rich in <strong>plasma motes</strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Torches/weapons flicker</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Every 10 minutes: Fort DC 12 or dazed 1 round </span></li> </ul><p><span style="font-family: 'Calibri'"><strong>87–90:</strong> Land atop dormant <strong>ion beast burrow</strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Burrow collapses, ship dips</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Burrowed creature emerges in 1d4 hours (CR 4–7, GM choice) </span></li> </ul><p><span style="font-family: 'Calibri'"> </span></p><p><span style="font-family: 'Calibri'"><strong>91–100 — Catastrophic / Major Mishaps</strong></span></p><p><span style="font-family: 'Calibri'"><strong>91–93:</strong> Severe crosswind smashes ship into ground</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Ship takes <strong>3d6 damage</strong> bypasses hardness</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">1 random system disabled </span></li> </ul><p><span style="font-family: 'Calibri'"><strong>94–96:</strong> Ship lands in <strong>unstable mini-canyon</strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Canyon collapses after 1d4 minutes</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">PCs must evacuate immediately </span></li> </ul><p><span style="font-family: 'Calibri'"><strong>97–98:</strong> Landing shock throws off ship’s internal alignment</span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Artificial gravity glitches</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Repair DC 17 + 30 minutes to recalibrate for takeoff </span></li> </ul><p><span style="font-family: 'Calibri'"><strong>99–100: Crash Landing</strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Ship takes <strong>4d6 damage</strong> bypasses hardness</span></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">All PCs make Reflex DC 15</span><ul> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">Success: 1d6 non-lethal</span></li> <li data-xf-list-type="ul"> <span style="font-family: 'Calibri'">Fail: 1d6 lethal + prone </span></li> </ul></li> <li data-xf-list-type="ul"><span style="font-family: 'Calibri'">A major rival faction or predator detects the crash and arrives in 1d6×10 minutes </span></li> </ul></blockquote><p></p>
[QUOTE="kronos182, post: 9810232, member: 6668634"] [FONT=Calibri][SIZE=7][B]FIELD STUDY: PLANET NIMBUS-9[/B][/SIZE] [I][B]A d20 Modern/Future Scientific Expedition Mini-Adventure[/B][/I] Note planet and creatures can be swapped to fit other location, thus no stats provided. [B]ADVENTURE OVERVIEW[/B] A biomedical megacorp (or government research agency) hires the PCs to travel to [B]Nimbus-9[/B], a remote world undergoing constant [B]ion storms[/B] in the upper atmosphere. These storms:[/FONT] [LIST] [*][FONT=Calibri]Disable [B]transporters/quantum relays[/B][/FONT] [*][FONT=Calibri]Interfere with [B]guided landing systems[/B][/FONT] [*][FONT=Calibri]Scramble [B]electronics[/B] unless shielded[/FONT] [*][FONT=Calibri]Generate dangerous electromagnetic arcs at ground level[/FONT] [/LIST] [FONT=Calibri]The mission is to [B]collect biological samples[/B]—flora and fauna—containing a unique compound called [B]Heliostrain[/B], which early research suggests may revolutionize [B]regenerative medicine[/B]. This is a mostly-exploration adventure with environmental danger, xenowildlife encounters, skill-based obstacles, and an optional moral dilemma involving a rival corporate poaching team. [B]MISSION BRIEFING Objective:[/B] [LIST=1] [*]Safely land on Nimbus-9. [*]Collect [B]three categories of biological samples[/B]: [LIST] [*][B]Luminescent Cloud-Ferns (flora)[/B] [*] [B]Ion-Blood Skitters (small fauna)[/B] [*] [B]Stormcallers (large fauna tissue or shed horn)[/B] [/LIST] [*]Return samples for processing. [*][B]Payment:[/B] Market rate for hazard duty + scientific grant bonus. [/LIST] [B]Recommended Party Level:[/B] 4–8. [B]ARRIVAL & LANDING CHALLENGE[/B] Nimbus-9’s atmosphere is a constant storm of [B]micronized plasma dust[/B] and [B]ion shearing belts[/B]. [B]Skill Challenge: Hazardous Entry[/B] Success = the ship lands intact Failure = damaged systems, forced hard landing, extra encounters [B]Piloting Check (DC 15):[/B] Keeping the craft stable in ion shear[/FONT] [LIST] [*][FONT=Calibri]Failure by 5+ → PCs take 2d6 non-lethal from turbulence unless strapped into seats.[/FONT] [/LIST] [FONT=Calibri][B]Computer Use Check (DC 18):[/B] Rerouting power to emergency shielding. If ship does not have shielding, increase DC by +2 to route power safely to prevent overloading and dissipate the energy from damaging the ship.[/FONT] [LIST] [*][FONT=Calibri]Success grants +2 to Piloting[/FONT] [*][FONT=Calibri]Failure causes a minor systems short: ship takes 1d6 electrical damage [/FONT] [/LIST] [FONT=Calibri][B]Navigate Check (DC 15):[/B] Determining a safe landing vector[/FONT] [LIST] [*][FONT=Calibri]Failure triggers landing d100 table (see table below)[/FONT] [/LIST] [FONT=Calibri]The ship touches down in [B]Stormbelt Basin[/B], a valley where ion discharge “rains” like glowing mist. [B]PLANET ENVIRONMENTAL RULES Ionized Atmosphere Hazards[/B] While outside the ship, PCs are exposed to: [B]Static Surge:[/B] Every 10 minutes of travel, roll a [B]Reflex save DC 14[/B].[/FONT] [LIST] [*][FONT=Calibri]Fail: 1d6 electricity damage.[/FONT] [*][FONT=Calibri]Fail by 5+: 1d6 electricity + momentary system glitch: –2 to Electronics/Computer Use for 1 minute.[/FONT] [/LIST] [FONT=Calibri][B]Magnetic Pulse Pockets:[/B] Spot or Survival DC 18 to detect.[/FONT] [LIST] [*][FONT=Calibri]Trigger: All digital gear must save (Fortitude DC 12) or temporarily shut down for 1d4 rounds.[/FONT] [/LIST] [FONT=Calibri][B]Navigation Interference:[/B] All attempts to communicate beyond line of sight fail without special boosters. A shielded building that is grounded can be used to protect the players while away from the ship, PDC 10, about the size of a large tent, allowing 4 to 8 people to stand and walk about with space to sleep, set up table. Takes 1 minute to set up or collapse, weighing 20 lbs in collapsed form. [B]OBJECTIVE 1: COLLECT LUMINESCENT CLOUD-FERNS (FLORA)[/B] Found growing on [B]ion cliffs[/B] like floating, glowing sheets. [B]Skill Encounter[/B][/FONT] [LIST] [*][FONT=Calibri][B]Climb or Jump DC 15:[/B] Reach the ledges[/FONT] [*][FONT=Calibri][B]Survival DC 14:[/B] Identify healthy samples[/FONT] [*][FONT=Calibri][B]Knowledge (Earth & Life Sciences) DC 15:[/B] Properly extract them without degrading Heliostrain content[/FONT] [*] [/LIST] [FONT=Calibri]Failure = damaged samples; PCs must gather more. [B]Complication: Cliff Stalkers[/B] A small pack of [B]electro-predator reptiloids[/B] hunts these cliffs. Use a creature of [B]CR 2–3[/B] with the addition:[/FONT] [LIST] [*] [*][FONT=Calibri][B]Ion Bite:[/B] 1d6+1 physical + 1d4 electricity[/FONT] [*] [*][FONT=Calibri]Immune to electrical damage.[/FONT] [/LIST] [FONT=Calibri] [B]OBJECTIVE 2: CAPTURE ION-BLOOD SKITTERS (SMALL FAUNA)[/B] Tiny crustacean-like creatures that scuttle in storms, crackling with charge. [B]Encounter Zone: Glass Plains[/B] A flat region where lightning fuses the sand into mirror-like terrain. [B]Skill Challenge: Collecting Live Specimens[/B][/FONT] [LIST] [*][FONT=Calibri][B]Handle Animal DC 15[/B] (or Treat Injury DC 13 with sedative tools): Calm a skitter[/FONT] [*][FONT=Calibri][B]Reflex Save DC 13:[/B] Avoid their defensive shock arcs[/FONT] [*][FONT=Calibri][B]Net or Trap Attack (+4 circumstance)[/B]: Capture without killing[/FONT] [/LIST] [FONT=Calibri]Failure = 1d4 electrical damage; skitter escapes. [B]Optional Combat Hazard[/B] When two skitters panic, they create a [B]plasma resonance flash[/B]: Reflex DC 15 or:[/FONT] [LIST] [*][FONT=Calibri]2d6 fire/electric hybrid damage[/FONT] [*][FONT=Calibri]Dazzled 1d4 rounds[/FONT] [/LIST] [FONT=Calibri] [B]OBJECTIVE 3: OBTAIN STORMCALLER TISSUE (LARGE FAUNA)[/B] Stormcallers are elephant-sized herbivores with a naturally charged horn and bio-conductive skin. Highly territorial but not predatory. PCs don’t need to kill one; a [B]shed horn[/B], [B]sloughed skin fragment[/B], or [B]blood from tranquilization[/B] works. [B]Encounter Options[/B] Pick one: [B]A. Non-Violent Retrieval (Skill-Based) Survival DC 16:[/B] Locate a shed horn [B]Knowledge (Life Sciences) DC 15:[/B] Verify it contains intact Heliostrain [B]Move Silently DC 14:[/B] Avoid disturbing the herd Failure = herd agitation → skill or combat encounter. [B]B. Tranquilization Hunt[/B] If PCs try to tag a Stormcaller: [B]Sequence:[/B][/FONT] [B][FONT=Calibri][LIST=1] [*]Spot DC 12 to locate [*]Move Silent/Hide DC 16 to get within dart range [*]Ranged Attack with tranquilizer [*]Stormcaller makes a [B]Fortitude save DC 15[/B] [LIST] [*]Fail = subdued [*]Success = enraged → charge [/LIST] [/LIST][/FONT][/B] [FONT=Calibri]Stormcaller Slam attack: big damage, +1d6 electrical discharge. [B]C. Defensive Battle[/B] A territorial male charges the PCs near a canyon. Battlefield hazards:[/FONT] [LIST] [*][FONT=Calibri]Ion geysers (Reflex DC 14 or 1d6 electricity)[/FONT] [*][FONT=Calibri]Metallic stones that act as lightning rods (Exploit with clever tactics)[/FONT] [/LIST] [FONT=Calibri][B]RIVAL FACTION (OPTIONAL)[/B] A corporate poaching team has arrived to seize the most valuable fauna for [B]military bioweaponization[/B]. [B]Encounter Possibilities[/B][/FONT] [LIST] [*][FONT=Calibri][B]Shadowing PCs[/B] to steal samples[/FONT] [*][FONT=Calibri][B]Sabotaging the PC’s ship[/B][/FONT] [*][FONT=Calibri][B]Attempting to capture a Stormcaller alive[/B] (dangerous to everyone)[/FONT] [*][FONT=Calibri][B]Confrontation[/B]: negotiations or combat [/FONT] [/LIST] [FONT=Calibri]NPC operatives: 3–6 humans or similar, PL 5–7 gear. [B]FINAL CHALLENGE: ESCAPE THE ION STORMS[/B] Once samples are secured, an intensifying ion cyclone moves in. The party must: [B]Skill Run[/B][/FONT] [LIST] [*][FONT=Calibri][B]Navigate DC 16:[/B] Plot a path back to the ship before storm intensifies[/FONT] [*][FONT=Calibri][B]Endurance (Con check) DC 13:[/B] Resist static overload sickness[/FONT] [*][FONT=Calibri][B]Piloting DC 18:[/B] Lift off through rising turbulence [/FONT] [/LIST] [FONT=Calibri]Failure = you must ride out the storm for 1–6 hours (extra encounters, damage). [B]REWARDS Scientific Grant Compensation[/B][/FONT] [LIST] [*][FONT=Calibri]Cloud-Ferns: 1,500–2,500 credits (PDC 19 -21 equivalent)[/FONT] [*][FONT=Calibri]Skitters (live): 800 credits each (PDC 16 equivalent)[/FONT] [*][FONT=Calibri]Stormcaller material: 3,000–5,000 credits (PDC 21 - 23 equivalent) [/FONT] [/LIST] [FONT=Calibri][B]Non-Monetary Rewards[/B][/FONT] [LIST] [*][FONT=Calibri]Favors from medical research groups[/FONT] [*][FONT=Calibri]Access to advanced med-tech prototypes[/FONT] [*][FONT=Calibri]Possible side mission to deliver samples to special research stations[/FONT] [/LIST] [FONT=Calibri] [B]HOOKS FOR FUTURE ADVENTURES[/B][/FONT] [LIST] [*][FONT=Calibri]Samples mutate in transit—Heliostrain reacts to artificial environments[/FONT] [*][FONT=Calibri]Rival corporation files a legal claim on Nimbus-9’s biome[/FONT] [*][FONT=Calibri]Stormcallers show unexpected intelligence—ethical research dilemma[/FONT] [*][FONT=Calibri]A poaching team survivor vows revenge[/FONT] [/LIST] [FONT=Calibri] [B]Nimbus-9 Hazardous Landing Table (d100)[/B] [I]Roll when the ship’s approach vector destabilizes during atmospheric entry.[/I] [B]01–10 — Unstable Ground / Soft Terrain 01–05:[/B] Land in semi-liquid [B]marsh basin[/B]; ship partially sinks[/FONT] [LIST] [*][FONT=Calibri]Ship takes [B]1d6 damage [/B]bypasses hardness[/FONT] [*][FONT=Calibri]PCs must succeed a [B]Strength DC 15[/B] to open jammed hatch [/FONT] [/LIST] [FONT=Calibri][B]06–10:[/B] Land on [B]silica mud flats[/B]; landing gear sinks[/FONT] [LIST] [*][FONT=Calibri][B]Repair DC 15[/B] to free ship[/FONT] [*][FONT=Calibri]1d4 [B]Ion-Blood Skitters[/B] attracted to movement [/FONT] [/LIST] [FONT=Calibri] [B]11–20 — Rough / Hazardous Terrain 11–13:[/B] Land on jagged [B]obsidian shards[/B][/FONT] [LIST] [*][FONT=Calibri]Ship takes [B]2d6 damage[/B] bypassing hardness[/FONT] [*][FONT=Calibri]Movement around ship causes Reflex DC 12 or 1d6 slashing damage [/FONT] [/LIST] [FONT=Calibri][B]14–16:[/B] Ship slides into a [B]shallow ravine[/B][/FONT] [LIST] [*][FONT=Calibri]PCs must climb out (Climb DC 10)[/FONT] [*][FONT=Calibri]Ship stuck until [B]Repair DC 18[/B] frees it [/FONT] [/LIST] [FONT=Calibri][B]17–20:[/B] Land in [B]rocky dunes[/B] full of iron-rich fragments[/FONT] [LIST] [*][FONT=Calibri]1-in-3 chance the dunes arc with electricity → 1d6 electric damage when stepped on [/FONT] [/LIST] [FONT=Calibri] [B]21–30 — Ion Storm Active Zone 21–24:[/B] Ship struck by [B]plasma bolt[/B] on descent[/FONT] [LIST] [*][FONT=Calibri]A system randomly shorts (GM pick: sensors, comms, weapons)[/FONT] [*][FONT=Calibri][B]Computer Use DC 16[/B] to restore power [/FONT] [/LIST] [FONT=Calibri][B]25–27:[/B] Land during micro-storm[/FONT] [LIST] [*][FONT=Calibri]All PCs take 1d4 electricity damage on exit[/FONT] [*][FONT=Calibri]Visibility reduced to 5 ft for 1d4×10 minutes [/FONT] [/LIST] [FONT=Calibri][B]28–30:[/B] Storm eddies toss the ship sideways[/FONT] [LIST] [*][FONT=Calibri]Reflex DC 15 to stay upright inside[/FONT] [*][FONT=Calibri]1d3 crew automatically take 1d6 non-lethal from tossing [/FONT] [/LIST] [FONT=Calibri] [B]31–40 — Predatory Wildlife Territory 31–33:[/B] Land within a [B]Cliff Stalker[/B] hunting zone[/FONT] [LIST] [*][FONT=Calibri]1d3 stalkers investigate within 10 minutes [/FONT] [/LIST] [FONT=Calibri][B]34–36:[/B] Nesting area of [B]Storm Raptors[/B] (flying electro-avians)[/FONT] [LIST] [*][FONT=Calibri]PCs must move quietly (Move Silently DC 14) or face a hostile dive attack [/FONT] [/LIST] [FONT=Calibri][B]37–40:[/B] Land near a [B]territorial Stormcaller[/B] bull[/FONT] [LIST] [*][FONT=Calibri]Bull charges the ship once before wandering off[/FONT] [*][FONT=Calibri]2d6 hull damage unless PCs deter it [/FONT] [/LIST] [FONT=Calibri] [B]41–50 — Dangerous Environmental Features 41–43:[/B] Touch down beside an [B]ion geyser field[/B][/FONT] [LIST] [*][FONT=Calibri]Geyser erupts every 1d4 rounds; Reflex DC 14 or 1d6 electrical/fire damage [/FONT] [/LIST] [FONT=Calibri][B]44–46:[/B] Ship lands on naturally [B]magnetized basalt[/B], disabling electronics[/FONT] [LIST] [*][FONT=Calibri]Comms and sensors fail until [B]Computer Use DC 18[/B] reboots hard-shielding [/FONT] [/LIST] [FONT=Calibri][B]47–50:[/B] Land near [B]glass plains[/B] with slick fused surfaces[/FONT] [LIST] [*][FONT=Calibri]Movement near the ship requires Balance DC 12[/FONT] [*][FONT=Calibri]Failed check = fall prone, 1d3 damage [/FONT] [/LIST] [FONT=Calibri] [B]51–60 — Biodiversity Hotspot (High Activity) 51–54:[/B] Land by [B]ion lily pools[/B] rich in amphibious life[/FONT] [LIST] [*][FONT=Calibri]Great for collecting samples but thick with toxins[/FONT] [*][FONT=Calibri]Survival DC 14 to avoid skin irritation (1 Dex damage on fail, Treat Injury DC 14 to heal) [/FONT] [/LIST] [FONT=Calibri][B]55–57:[/B] Area swarming with [B]skitter colonies[/B][/FONT] [LIST] [*][FONT=Calibri]2d6 skitters approach within 5 minutes (not necessarily hostile) [/FONT] [/LIST] [FONT=Calibri][B]58–60:[/B] Land in zone with [B]intense flora[/B]: Cloud-Ferns everywhere[/FONT] [LIST] [*][FONT=Calibri]Easy to collect samples[/FONT] [*][FONT=Calibri]But Cloud-Ferns discharge static → Reflex DC 13 or 1d4 electricity [/FONT] [/LIST] [FONT=Calibri] [B]61–70 — Ship Damage & Mechanical Issues 61–63:[/B] Retro thrusters clog with ion dust[/FONT] [LIST] [*][FONT=Calibri]Ship cannot take off until [B]Repair DC 15[/B], 30 minutes [/FONT] [/LIST] [FONT=Calibri][B]64–66:[/B] Landing gear partially collapses[/FONT] [LIST] [*][FONT=Calibri]Ship lists; halved movement inside[/FONT] [*][FONT=Calibri]Repair DC 18 required [/FONT] [/LIST] [FONT=Calibri][B]67–70:[/B] Sensors overloaded during descent[/FONT] [LIST] [*][FONT=Calibri]–4 to sensor checks until repaired[/FONT] [*][FONT=Calibri][B]Computer Use DC 16[/B] to fix [/FONT] [/LIST] [FONT=Calibri] [B]71–80 — Visibility & Navigation Hazards 71–73:[/B] Land inside thick [B]ion fog[/B][/FONT] [LIST] [*][FONT=Calibri]Visibility 10 ft[/FONT] [*][FONT=Calibri]–2 to ranged attacks within fog [/FONT] [/LIST] [FONT=Calibri][B]74–76:[/B] Land among massive [B]electromagnetic crystals[/B][/FONT] [LIST] [*][FONT=Calibri]Any digital tool use requires Fortitude DC 13 or shuts down 1d4 rounds [/FONT] [/LIST] [FONT=Calibri][B]77–80:[/B] Vehicle slides while touching down[/FONT] [LIST] [*][FONT=Calibri]Any unsecured object inside deals 1d4 non-lethal[/FONT] [*][FONT=Calibri]Hatch jammed (Strength DC 17 to open) [/FONT] [/LIST] [FONT=Calibri] [B]81–90 — Exotic or Strange Hazards 81–83:[/B] Land over [B]pocket of liquid magnetite[/B][/FONT] [LIST] [*][FONT=Calibri]Metal gear slowly tugged down[/FONT] [*][FONT=Calibri]Escape requires Strength DC 14 per round for heavy objects [/FONT] [/LIST] [FONT=Calibri][B]84–86:[/B] Area rich in [B]plasma motes[/B][/FONT] [LIST] [*][FONT=Calibri]Torches/weapons flicker[/FONT] [*][FONT=Calibri]Every 10 minutes: Fort DC 12 or dazed 1 round [/FONT] [/LIST] [FONT=Calibri][B]87–90:[/B] Land atop dormant [B]ion beast burrow[/B][/FONT] [LIST] [*][FONT=Calibri]Burrow collapses, ship dips[/FONT] [*][FONT=Calibri]Burrowed creature emerges in 1d4 hours (CR 4–7, GM choice) [/FONT] [/LIST] [FONT=Calibri] [B]91–100 — Catastrophic / Major Mishaps 91–93:[/B] Severe crosswind smashes ship into ground[/FONT] [LIST] [*][FONT=Calibri]Ship takes [B]3d6 damage[/B] bypasses hardness[/FONT] [*][FONT=Calibri]1 random system disabled [/FONT] [/LIST] [FONT=Calibri][B]94–96:[/B] Ship lands in [B]unstable mini-canyon[/B][/FONT] [LIST] [*][FONT=Calibri]Canyon collapses after 1d4 minutes[/FONT] [*][FONT=Calibri]PCs must evacuate immediately [/FONT] [/LIST] [FONT=Calibri][B]97–98:[/B] Landing shock throws off ship’s internal alignment[/FONT] [LIST] [*][FONT=Calibri]Artificial gravity glitches[/FONT] [*][FONT=Calibri]Repair DC 17 + 30 minutes to recalibrate for takeoff [/FONT] [/LIST] [FONT=Calibri][B]99–100: Crash Landing[/B][/FONT] [LIST] [*][FONT=Calibri]Ship takes [B]4d6 damage[/B] bypasses hardness[/FONT] [*][FONT=Calibri]All PCs make Reflex DC 15[/FONT] [LIST] [*][FONT=Calibri]Success: 1d6 non-lethal[/FONT] [*] [FONT=Calibri]Fail: 1d6 lethal + prone [/FONT] [/LIST] [*][FONT=Calibri]A major rival faction or predator detects the crash and arrives in 1d6×10 minutes [/FONT] [/LIST] [/QUOTE]
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CORELINE (D20 Modern/D20 BESM Setting).
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