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Lethal Company RPG/D&D5E, v6

Intended for PCs at least lvl3


In Wotzi We Trust
• The Party begins in their ship in orbit with an information console, an energy charger port, a
bunk bed, an empty clothing rack and a metal shelf for loot. Each PC is equipped with small
bracelet that lets them perform a 30ft cone blindsight scan for loot, creatures, and some traps
• Start=75gp;
• The party may land onto one planet/moon per day; Even if the party spends 1 action landed it
counts as an entire day; the exception is Nahbro Prime
• Each day is split into 96 ten minute actions. During each action the DM will roll for encounters if
necessary and then allow the PCs to act.
• 1 hour= 6 actions
• 4 hours= 24 actions
• 16 hours=96 actions
• 8am-Midnight; four sets of 24 actions
• Time Keeping is very important as the ship lands on the selected planet at 8am and the ship will
leave automatically when it reaches 12am(midnight) sixteen hours later.
• Outdoor players can ask the DM for the time. Indoor players must count on their own
• Quota=100X+1d100X; X=Quata number; Due every third day on Nahbro Prime
• Milestone= Party Level up on reaching Quota
• If the party fails to meet quota the ship ejects them in orbit at the end of the 4th day;
▪ Restart to Lvl3 or continue on at the DM’s discretion
• For the sake of keeping rolls simple and time moving don’t roll initiative. All creatures do their
actions during the same time frame. To determine who would go first in any given situation use
Dexterity Modifiers from high too low to determine action order.
• In combat PCs and creatures take 2 full rounds for 1 action due to adrenaline.
• 1 action= movement and use object such as scan, open doors, turn a tool on or off, etc.; dashing;
2 rounds of combat; use ship console; launch the ship
• Free actions= Picking up or dropping items within 5ft, exchanging items between PCs within 5ft;
• In orbit the party has no time limit and may shop, recharge items, etc. Dead PCs are revived and
HP and Spell Slots are restored when the PCs enter orbit.
• Autogenerated maps are suggested set to a theme or that the DM make it up as the PC’s go
along; each time the party goes into a planet it should be similar with a different layout
• The outside distance between the Ship and the Entrance(s) is up to the DM
• The area around the ship is illuminated by lights out to 10ft from its surface;
• Carry capacity is 4 items plus Strength Modifier; ammo, grenades, and potions do not take space
• Half capacity= -5 movement
• Full capacity= -15 movement
• Corpses returned are worth 5gp; 20% total income lost per corpse abandoned; corpse(3 items)
• Casters only require an arcane/divine focus to use their spells; ignore components;
• When a PC uses a nonmagical form of teleportation they drop all non-equipped items
• Ignore standard attunement rules; a strong PC is good because death is always an option.
• Don’t be afraid to kill your PCs but don’t be a jerk about it. The game is for everyone
• Planets/Moons
• Name- Planet Level; location type; max number of items per trip
• Nahbro Prime; Company HQ/Shop
• A small moon in orbit of Blueph covered in never ending windy rainstorms and turbulent
black seas. The only source of communication or travel outside the Nahbro Solar System
• It does not count as a day of travel when returning to Nahbro Prime
• Blueph- 1; Forest River Mill; 2d6+4 items
• A large planet covered in shallow seas, sharp mountains, open plains, and pockets of
forests. Not many big predators are known to reside on Blueph.
• Colonization has occurred in the stable land regions of Blueph on and off for centuries
• Moons: Chestre, Nahbro Prime, Needus
• Needus-1; Desert Dig Site; 2d6+4 items
• A medium sized moon in orbit of Blueph
• Its rocky deserts and miasma covered mountains are home to little life
• Sacx- 1; Wasteland Oil Refinery; 2d6+4 items
• A medium sized moon in orbit of Jordies. Though in the past it was once fertile those
days are gone. What remains are deep pockets of fossil fuels from some past extinction
• What little life exists on the moon is known to be especially hardy and mean
• Yiv- 1; Arctic Iron Mine; 2d6+4 items
• A small moon in orbit of Jordies. Few life forms persist here due to its snow storms
• Chestre-2; 400gp; Abandoned Desert Depot; 3d6+7 items
• A large cratered and rocky moon in orbit of Blueph
• Once used as a refueling station for ships in this system it has long been abandoned
• Deway- 2; 400gp; Tropical Island Prison; 3d6+7 items
• A medium sized moon in orbit of Jarjar. Its surface is almost entirely covered in dense
low mountains topped with misty rainforests
• Jordies- 2; 400gp; Canyon Copper Mine; 3d6+7 items
• A dusty small planet covered in crags and canyons. Caution with the local stalking fauna
• Moons: Deez, Saxc
• Vega- 2; 400gp; Arctic Mountain Fortress; 3d6+7 items
• A small moon in orbit of Tumvuz covered in tall snow peaked mountains
• Outside the walls of Vega Fortress what little noise that is made comes from the packs of
howling beasts that hide in the deep snows
• Bling Bling- 3; 800gp; Ruined Lakeside Manor; 4d6+10 items
• A small Elysium like moon in orbit of Jarjar rich in resources
• Though infrequent its storms are known for being strong causing the creatures that live
here to either be burrowers or grow large enough to withstand the gales
• Blue- 3; 800gp; Dune Covered Ruins; 4d6+10 items
• A medium planet covered in deep flowing sandy dunes
• Moons: Mount Piipii, Booboo Island,
• Booboo Island- 3; 800gp; Abandoned Metal Refinery; 4d6+10 items
• A very small moon in orbit of Blue. The moon has only one large rocky and mountainous
island that has risen from its deep oceans.
• Jarjar- 3; 800gp; Evergreen Forest Temple; 4d6+10 items
• A medium sized planet covered in dense dark swamps and misty forests. Mind the flora
• Giant worms are known to spawn outside after 1600hrs; Purple Worm(MM255)
• Moons: Bling Bling, Deway, Mostraya
• Deez- 4; 1,200gp; Tropical Rainforest Temple; 5d6+15 items
• A medium sized moon covered in dense rainforest in orbit around Tumvuz
• Documents from Tumvuz shown the location of a large temple structure that is mostly
underground and surrounded by dense foliage and stalking predators
• Mount Piipii- 4; 1,200gp; Volcanic Mining Caverns; 5d6+15 items
• A small moon in orbit of Blue covered in oceans of lava and volcanic belching mountains.
• Several attempts at mining ores have been made with little to no success. What little has
been found though is almost all valuable
• Tumvuz- 4; 1,200gp; Ruined Advanced City; 5d6+15 items
• A large planet covered in dense toxic clouds, large craters, and a soft ashy surface
• Scans have shown evidence of past civilization now mostly buried and filled with many
hostile creatures
• Moons: Yiv, Vega, Uruk
• Mostraya- 5; 1,800gp; Abandoned Radio Depot; 6d6+24
• Jarjar’s largest moon. It has immense deposits of valuable ores covered in blistering hot
deserts. The moon is shrouded in rumors and only high ranking members are allowed to
search it.
• It’s said the company originated on Mostraya and what few ruins remain are hunted in
by creatures left their for the sole purpose of making it uninhabitable. Sometimes
though things must be recovered…
• Uruk- 5; 2,000gp; Frozen Underground Complex; 6d6+24 items
• A small frozen moon tidally locked into Tumvuz’s shadow. It is wracked with earthquakes
and volcanic activity that have brought rare minerals to its surface.
• Uruk is always considered eclipsed with a treasure bonus of +200%

• Planet/Moon Difficulty
• X=Planet Level;
• 1-40 Standard 1x+2
• Clear skies and fair winds
• 41-60 Raining 1x+3; +10% treasure price
• Weather should be raining, advantage on stealth to be quiet; Be liberal with quicksand
• 61-70 Foggy 2x+2; +25% treasure price
• All Outside areas are considered heavily obscured visually and all within are effectively
blinded; This condition ends while on the ship or within 20ft of an exit
• 71 -80 Flooded 2x+3; +50% treasure price
• Each 9 actions(1 hour 30 minutes) add 1ft of water to the outside regions;
▪ 2ft water= Movement -5
▪ 4ft water= Movement -10
▪ 6ft+ water= Swim only; Swim= Half/Walk Speed without innate swim speed
• 81-90 Stormy 3x+2; +75% treasure price
• Every 3 actions(30 minutes) that a PC is holding something made of metal of any sort
and are outside away from the ship roll 1D6. On a roll of 1 the PC may make a DC18
Dexterity Saving throw taking 10d10 lightning damage or half damage. PCs that have
their HP reduced to zero due to this damage are disintegrated dropping all their items.
• Ammo and grenades are considered Storm Safe
• 91-100 Eclipse 3x+3; +100% treasure price
• Roll for an encounter on landing; roll for an encounter every 3 actions the whole day
• When rolling for encounters 1 is now a monster
• All outside areas are considered lightly obscured and vision is halved; darkvision negates

• Scrap and Treasures; D100% Roll


• 5gp- 1; Unknown corpse; if not returned once found counts as an abandoned crewmate;
• 5gp- 2; Broken Hand Rail, 1d4/6 bludgeoning, versatile
• 5gp- 3; Stone Hard Bread
• 5gp- 4; Box of Tax Records (2 items)
• 10gp- 5-6; Sheet Metal
• 10gp- 7-8; Box Fan
• 10gp- 9-10; Small Crystal, arcane focus
• 10gp- 11-12; Shovel, 1d6/8 bludgeoning, versatile
• 15gp- 13-14; 5lb Steel Bolt
• 15gp- 15-16; Rusty Harmonica, bardic focus
• 15gp- 17-18; Brass Door Knob
• 15gp- 19-20; Lead Bar(3 items), Storm safe
• 20gp- 21-22; Whoopie Cushion
• 20gp- 23-24; Steel pot
• 20gp- 25-26; Silver shot glass
• 25gp- 27-28; Copper Ingot(2 items)
• 25gp- 29-30; Steel Spike, 1d6 piercing damage, light
• 25gp- 31-32; Tricorne Hat
• 30gp; 33-34 Minotaur Horn
• 30gp; 35-36; Hand mirror
• 30gp- 37-38; Drake tail, two-handed(2 items)
• 35gp- 39-40; Hourglass
• 35gp- 41-43; Pointy witch hat
• 35gp- 44-47; Steel Axle(2 items)
• 40gp- 48-50; Porcelain Mask, Tragedy Face; Cursed
• A PC that puts it on must succeed on DC12 Wisdom Save every action it is worn or die
and have their body become possessed by a feral spirit
• 40gp- 51-53; Giant Nail Clippers,1d10 slashing damage, two handed
• 40gp- 54-57; Clockwork Engine, two-handed(2 items)
• 45gp- 58-60; Silver Platter
• 50gp- 61-62; Steel Sign, 1d10 bludgeoning, two-handed
• 50gp- 63-64; Chocolate Bar
• 50gp- 65-66; Crate of ball bearings, two-handed(2 items)
• 60gp- 67-68; Gallon of Pegasus Milk
• 60gp- 69-70; Honking Hand Horn
• 60gp- 71-72; Large Steel Gear(2 items)
• 65gp- 73-74; Silver Wedding Band
• 65gp- 75-76; Crate of Bottles, two-handed (2 items)
• 70gp- 77-78; Giant Lollipop
• 70gp- 79-80; Magnifying glass
• 75gp- 81-82; Handcask of Ale
• 75gp- 83-84; Bronze Crown
• 80gp- 85-86; Pearl Necklace
• 80gp- 87-89; Large Steel Axle, two-handed(3 items)
• 90gp- 90; Piece of Fiberoptic Cable
• 90gp- 91; Box TV, two-handed(2 items)
• 100gp- 92; Giant Crystal Eye, fist sized
• 100gp- 93; Box of Obsidian, two-handed(2 items)
• 150gp- 94; Cash Register(2 items)
• 150gp- 95; Three Headed Flail; 3d4 Bludgeoning, two-handed(2 items)
• 96-100; Rare Loot; Roll an additional 1d20; On 100 roll with advantage
• 300gp- 1; Stone Gargoyle, two-handed (4 items)
• 300gp- 2; Set of Star Charts
• 300gp- 3; Spaceship in a Bottle; Storm safe
• 400gp- 4; Small Dragon Horn
• 400gp- 5; Exquisite Violin, bardic focus
• 400gp- 6; Large clockwork servo, two-handed(2 items)
• 500gp- 7; Mithril Monocle ; Storm safe
• 500gp- 8; Porcelain Mask, Comedy Face; Cursed
• A PC that puts it on must succeed on DC20 Wisdom Save every action it is worn or die
and have their body become possessed by a feral spirit
• 500gp- 9; Superb Painting, two-handed (2 items)
• 600gp- 10: Sapphire and Silver Ring
• 600gp- 11; Tentacle Faced Statuette
• 600gp- 12; Steel Humanoid Statue Head(2 items)
• 800gp- 13; Unicorn Horn
• 800gp- 14; Silver Bar(2 items)
• 1,000gp- 15; Diamond Ring
• 1,000gp- 16; Gold Harp, two-handed(3 items)
• 1,200gp- 17; Disintegration Pistol; 6d6+4force, 40/120, 10 shots/cell
• 1,200gp-18; Crate of Dragon Bones, two-handed(2 items)
• 1,800gp- 19; Golden Toilet, two handed(2 items)
• 2,000gp-20; Diamond Egg, melon sized
• Console Commands
A PC that on the ship may access the console as an action unless noted
• Access the Store- Order items from the store rocket. Lands in 1D6 actions
• Bestiary- Review the creatures that have been scanned. May include strengths, weaknesses,
average HP, and a description
• Manage Monitors- PCs may watch the monitor and switch the screens between PCs as a free
action. On each screen is a 60ft radius around the selected PC that can see items, traps,
creatures, and vault doors.
• Mechanical Override- On the screen above certain traps and vault doors is a 2-digit code.
Entering the code as a free action either turns the trap on/off or open/closes the vault door.
• Recharge Tools/Equipment- All PCs while in the ship may recharge 1 item/action
• Scan Planet- Reveals total number of items on planet outside the ship, doesn’t count traps
• Use Ship Door- Open/Close the ship door for up to 4 actions. Recharges each action not it use

• Store Items
• Items bought arrive in 1D6 actions after ordering or landing on planet; Items land within
30ft of the ship; the transport leaves after 1D6 actions or when all items are picked up
• All weapons/tools with magazines or energy cells are fully loaded upon purchase
• If a player asks if something is on sale roll D100; Round up to the 1GP
▪ 1-60; No
▪ 61-75; 33% Off
▪ 76-90; 50% Off
▪ 91-100; 75% Off
• Armor; Light armor does not take up an inventory slot
• 10gp- Leather Armor; Light 11+Dex; Storm safe
• 15gp- Buckler; +1 AC, 1d4 bludgeon, parry- +1 AC with light weapon; Storm safe
• 15gp- Hide Armor; 12+ Dex(Max2)
• 30gp- Kite Shield,+2 AC; 1d6 bludgeoning
• 30gp- Ring Mail; Heavy, 14(2 items)
• 40gp- Studded Leather armor; Light, 12+Dex; Storm safe
• 50gp- Chain Mail; Heavy, 16(2 items)
• 75gp- Chain shirt; Medium, 13+Dex(max2)
• 100gp- Engrave armor with Arcane/Divine/Occult Symbols; Takes place of magic focus
• 200gp- Spiked Shield; +2 AC; 2d6 piercing damage
• 200gp- Splint armor; Heavy, 17(2 items)
• 400gp- Breastplate; Medium, 14+Dex(max2)
• 500gp- Brigandine; Light, 13+Dex; Storm safe
• 600gp- Tower Shield; +3 AC; 2d8 bludgeoning, heavy, (2 items)
• 750gp- Half-Plate; Medium, 15+Dex(Max2)
• 750 gp- Tempered Rubber Suit; Gives immunity to lightning/acid damage; No AC bonus
• 800gp- Add +1 AC to an armor
• 1,000gp- Full-Plate; Heavy, 18(2 items)
• 1,600gp- Upgrade a +1 AC armor to a +2 AC armor
• Clothes; Does not take up inventory slots; follow standard equipment rules
• 50gp- Velcro Patch; Walkie Talkies are patched to the chest and longer takes up item slot
• 80gp- Moccasins; Your steps make no sound; Advantage on Walking Sound Based Stealth Checks
• 80gp- Wristwatch; Tells the time, anytime, and all the time; Storm Safe
• 150gp- Night Vision Goggles; Increases darkvision range by 60ft when worn; Storm Safe
• 150gp- Ring of Protection +1; Adds +1 to AC; Storm Safe
• 200gp- Helmet Light; Provides a cone of light, 30ft bright, 15ft dim; Lasts 96 Action(1 Day)
• 300gp- Amulet of Toxicity; Wearer gains advantage against poison damage and saves; Storm Safe
• 400gp- Wrap of Enlightenment; Wearer wraps this enchanted cloth around their eyes replacing
their vision with 30ft of blindsight that cannot see through doors but can see around corners
• 500gp- Necklace of Insulation; Wearer gains advantage against fire damage
• 600gp- 1,000 Thread Count Fursuit PJs; Worn over the PC’s suit or armor
• Comes in Bat, Dragon, Fox, Horse, Lion, Kangaroo, Koala, Panda, Rabbit, Tiger, and Wolf
• 600gp- Gillie Suit; Wearer gains advantage on sight based stealth rolls outside in forests
• 750gp- Ring of Inner Warmth; Wearer gains advantage against cold damage; Storm Safe
• 800gp- Ring of Protection +2; Adds +2 to AC; Storm Safe
• 1,000gp- Third Eye Diadem; Wearer gains 10ft of blind sight
• 1,200gp- Focus Sash; Wearer gains advantage on death saving throws
• 1,500gp- Adamantine Helmet; Causes critical hits against the wearer to count as a normal hit
• Ship Upgrades
• 100gp- Intercom; Allows a PC at the ship console to communicate with walkie talkies
• Can be set to transmit at all times or push to talk
• 150gp- Ship Horn; Emits a noise that can be heard anywhere on the map inside or outside
• Usable from the ship console as a free action
• 200gp- Door Motion Sensor; Whenever a creature enters/exits the ship a quiet tone is made
• Can be turned on/off via the console as a free action
• 300gp- Door Hydraulics Boost; Upgrades the ship’s door.
• Door can be closed for 12 actions(2 hours) Recharges 3 actions for each 1 it is open
• 300gp- Who Dat Fog Ship Lights; Upgrades the ship’s outdoor light system
• The light from the ship is extended to 30ft of bright light and 30ft of dim light. Negates
the foggy condition outside in the bright light
• 400gp- Enhanced Monitors; Allows viewing of up to two PCs at a time via the console
• 500gp- Teleporter, Brings PCs and bodies back to ship via the console; 1 Action Recharge
• 600gp- Priority Shipping Subscription; Requires a teleporter; Lasts 3 quotas
• Items purchased are teleported directly into the ship onto the pad
• 750gp- Inverse Teleporter, Used to warp PCs from the ship directly inside the current moon
• Used via Ship Console; 1 action recharge; location the PC arrives in decided by DM
• Tools/Potions
• 5gp- I <3 The Company Sticker Pack(12 stickers)
• 5gp- Tinderbox; 5 matches; Storm Safe
• 15gp- Hunting Trap; DC14 Dex Save vs 2d6pierce and restrained; can be escaped as an action
• 15gp- Shake Battery Flashlight(20ft cone); Lasts 12 Actions(2hours); 2 action shake recharge
• 15gp- Walkie Talkie; Allows communication as a free action when on; Lasts 72 Actions(12 hours)
• 15gp- Wood Pole, 10ft
• 20gp- Foldable Ladder(20ft); (2 items)
• 25gp- Rope(15ft) and Metal Hook; Gives Advantage on Athletic Checks to Jump and Climb
• 40gp- Antivenom; Gives advantage on saving throws vs poison for 12 actions(2 hours)
• 40gp- Crowbar; 1d6 bludgeoning; Gives advantage on checks to force open locked doors
• 50gp- Can of Color Spray Paint; Used to mark walls, floors, etc.; 10 uses/can
• 50gp- Haste Brand Energy Drink; Grants 2x Movement for 6 actions(1 hour)
• 50gp- Minor Heal Potion; Heals 2d4+2 HP
• 50gp- Thieves Multitool; A shoddy set of metal bits
• Allows a PC to open a number of doors equal to their proficiency modifier/day
• 60gp- Collapsible Metal Pole, 15ft; Storm safe
• 60go- Pro Flashlight; Provides a cone of light, 20ft bright, 10ft dim; Lasts 48 Actions(8hours)
• 80gp- Instant Self Cook Noodle Cup; Heals 2d6+4 temporary HP; 1 Action to consume
• 100gp- Energy cell(1); used for energy weapons and tools; cannot be recharged; counts as ammo
• 100gp- Expandable Box Ladder(30ft); Storm Safe
• 150gp- Boombox; Creates a constant audible noise in a 60ft radius
• 150gp- Radar Booster; Increases Scan size from 30ft Cone to 60ft Radius(2 items)
• 200gp- Potion of Minor Giant Strength; Sets Strength to 20 for 12 actions(2 hours)
• 200gp- Self Inflating Raft; Raft capable of carry 2 medium/3 small creatures at 20ft swim
• Inflates/deflates in 2 actions; Has 2 connected paddles
• 250gp- Rage in a Can; Grants advantage on melee attack rolls for 2 full actions
• 300gp- Greater Healing Potion; Heals 4d4+4 HP
• 400gp- Master Thieves Multitool; Storm Safe
• Allows a PC to open a number of doors equal to double their proficiency modifier/day
• 500gp- Spell Scroll; DM’s Choice of Spell Level 1D6-1; Creative utility spells fit well here
• 600gp- Potion of Giant Strength; Sets Strength to 24 for 12 actions(2 hours)
• A PC may also carry a two-handed item in each hand
• 600gp- Superior Healing Potion; Heal 8d4+8 HP
• 800gp- Potion of Invisibility; Grants invisibility for 6 actions(1 hour) or attacks
• 1,000gp- Easy Out Remote; Returns PC to the ship after 1 Action; Uses 1 Energy Cell; Storm Safe
• 1,000gp- Potion of True Giant Strength; Sets Strength to 28 for 12 actions(2 hours)
• A PC may also carry a two-handed item in each hand
• 1,200gp- Supreme Healing Potion; 10d4+20 HP
• 1,800gp- Totem of Dying is Dum; Storm safe; Does not take up carry capacity; Magical
• One use; When a PC reaches 0hp they revive in 1 action with full HP at the ship
• Weapons/Ammo; Light weapons do not take up an inventory slot
• 5gp- Arrows/Bolts(20)
• 10gp- Club 1d4 bludgeoning, light; Storm safe
• 10gp- Crystal Orb, Arcane Focus;
• 10gp- Hand Drum; Bardic Focus;
• 10gp- Sickle; 1d4 slashing, light
• 10gp- Wood Symbol, Divine/Druidic Focus
• 20gp- Handaxe; 1d6 slashing, light, throw 20/60
• 20gp- Shortsword; 1d6 piercing, finesse, light
• 20gp- Quarterstaff; 1d6/8 bludgeoning, versatile; Storm Safe
• 20gp- Whip; 1d4 bludgeoning, light, reach; Storm Safe
• 25gp- Crossbow, light; 1d8 pierce, 80/320, two-handed, 1 bolt/reload
• 25gp- Harpoon(1); 1d6 pierce, thrown 20/60, retrievable
• 25gp- Shortbow; 1d6, 80/320, two-handed; Storm safe
• 25gp- Trident; 1d6/8 pierce, versatile, thrown 20/60
• 30gp- Longsword; 1d8/10 slashing, versatile
• 30gp- Pistol 10MM Magazine(8 bullets)
• 30gp- Warhammer; 1d8/10 bludgeoning, versatile
• 40gp- Parry Dagger; +1 AC, 1d4 piercing, light;
• As a reaction of being attacked by something the PC can see they may add +1 AC
• 50gp- Revolver Ammo(6 bullets)
• 60gp- Greataxe; 1d12 slashing, two-handed
• 60gp- Maul; 2d6, bludgeoning, two-handed
• 75gp- Grenade(1); 30/60, 20ft DC15 Dex save vs 5d6pierce or half damage
• 75gp- Rifle Ammo(5 bullets)
• 80gp- Crossbow, heavy; 1d10 pierce, 100/400, heavy, two-handed, 1 bolt/reload (2items)
• 80gp- Longbow; 1d8 pierce, 150/600, two-handed; Storm Safe
• 80gp- Taser; 2d6 lightning; 4 charges; Rechargeable at console
• Target must succeed on a DC12 Constitution save or be paralyzed for 1d4 actions
• 150gp- Hand Crossbow; 1d6 pierce, 30/120, light,1 bolt/reload
• 200gp- 10MM Pistol, 1d10pierce, 30/90, 8 shot magazine
• 200gp- Add Silver to one weapon; Storm safe
• 200gp- EMP Grenade(1); 30/60, Disables all electronic tools and traps in 30ft radius for 6 actions
• 250gp- Harpoon Gun; 3d6 pierce, 80/240, 1 harpoon/reload, two-handed
• 300gp- Revolver, 2d6 pierce, 50/150, 6 chambers
• 300gp- Vicious Sickle; 3d4 slashing, light
• 400gp- Cryogrenade(1); 30/60, 20ft DC16 Con save vs 8d6cold or half damage
• 400gp- Ultraluxe Stone Greatsword; 2D12 bludgeoning, heavy, Storm Safe, two-handed(2 items)
• 500gp- Hunting Rifle, 2d10+2, 80/240, 1 shot reload, two-handed
• 600gp- Enhanced Drawstring; Raises the number of damage die done by a bow or crossbow by 1
• 700gp- Grenade Launcher; 60/240, launches 1 grenade, 3 grenades/reload, two-handed
• 700gp- Stun Baton; 1d8 bludgeon plus 2d8 lightning damage, Storm Safe
• Target must succeed on a DC15 Constitution save or be paralyzed for 1d4+1 actions
• 750gp- Laser pistol; 3d6force, 40/120, 20shots/cell
• 800gp- Add +1 to weapon
• 1,000gp- Laser rifle; 3d8force, 100/300, 10 shots/cell, two-handed
• 1,200gp- Drake Tail Glaive; 3D6+2 Slashing, heavy, two-handed, Storm Safe(2 items)
• 1,400gp- Zap Gun; 8d8lightning, 60/180, 3 shots/cell, two-handed, Storm Safe
• Target must succeed on a DC18 Constitution save or be paralyzed for 1d4+3 actions
• 1,600gp- Upgrade a +1 weapon to +2
• 1,800gp- Add Adamantine to weapon; Double damage vs Structures, objects, and constructs
• Traps/Environment Dangers
The DM should set traps at their discretion. Creativity in death is memorable; All damage and
saves should be level appropriate. Some possible ideas:
• Acid Pools; Primarily found outside on tropical or desert moons; Can be of any size or shape
• DC 10-16 Constitution saving throws against 14(4d6) acid damage when a creature
enters or begins its action within it.
• Alarms; via tripwire, pressure plate, etc. a sound alarm that echoes for 1d6 actions.
• Each action the alarm is on roll for an additional encounter ignoring treasures
• Can be disabled from the ship console
• Bee Nests; Scannable; Nests found outside that release lightning powered insect swarms
• When a creature comes within 15ft or tries to pick a Bee Nest the swarm will attack
twice every action with a burst of static electricity; +7 to hit, 14(4d6) lightning damage
• Sold for 110gp;
• Cuckoo Clock*; A large clock that tells the current time accurately. Covered in carvings of evil
• When a PC comes within sight of a Cuckoo Clock it will begin to tick 2D6 actions after
which it will chime. All PCs that are inside are able to hear the chime and must make a
DC18 Wisdom Save vs 65(10D10) psychic damage or half on a success.
• Dart Traps; Activated with trip wires, pressure plates, doorways, etc.;
• Dex save vs low leveled piercing damage; possibly poisoned, DM’s choice
• Death Roomba; Same as Mine but is mobile; Has a speed of 20ft and climb speed of 5ft
• Electrical Generator; Scannable; The source of power on the current moon. When removed all
internal light sources turn off. Shines with 15ft of light when carried
• When removed roll for an addition encounter every 3 actions ignoring treasure
• Sold for 110gp
• Flame Jets; a 10ft wide and 15ft long cone of flame coming from a pipe. All creatures that enter
the flame or start their action in the flame must succeed on a DC14 Constitution save taking
14(4d6) fire damage or half on a success.
• A nearby valve attached to the pipes can be used to stop the flames
• Grenade Bouquet; Activated with trips wires and doorways; usually hidden around corners or
behind a closed door hung from the ceiling;
• When set off all creatures within a 45ft radius must make a DC18 Dex save vs 9d6
piercing damage
• Icicles; Hangs from rafters of buildings on cold moons; DC 10-20 to detect;
• DC10-20 Dexterity Saving Throw vs 9(2d8) piercing plus 4(1d8) cold damage
• Mines; Scannable; DC 12-20 to detect; Set off by being stepped on
• Dex save vs high leveled force damage in a 10ft radius
• Higher level: Use EMP Mines that temporarily turn off electronics for 1d4 actions
• Can be disabled for 1D6+2 actions from the ship console
• Pathway Gaps/Pitfalls; Set a low athletic DC for jumps(<6), make it higher with carry capacity,
• Make the failure death unless they fall into another lower chamber
• Quicksand; Primarily found outside; DC 8-14 to detect;
• If stepped in Dex save vs Death
• Steamy Areas; Some areas are heavily obscured with steam; find a nearby valve to clear the
area; should be within the steam area on a wall;
• DC12-20 Perception Check with disadvantage due to obscurement
• Toxic Fumes; Found primarily outside; A visible cloud of gas that is either colored or shimmers;
• Those that enter or start their action in toxic fumes make a DC8-16 Constitution saving
throw taking 13(3d8) poison damage on a failure or half on a success.
• Moves 5ft/action
• Turrets; Scannable; Can turn up to 180 degrees as movement; Can hang from ceilings
• When in sight Dex save vs high leveled piercing damage
• Can be disabled for 1D6+2 actions from the ship console
• Vault Door; A special sealed door made of a strange black metal
• Indestructible; Can be opened/closed from the ship
• Vents; Allows for medium and smaller monsters to travel freely between the walls
• Can be blocked from the outside but monsters can also unblock them from the outside
• Webbing: A dense sticky webbing left by several dangerous giant arachnids. Upon contacting
webbing a creature must make a DC12 Strength saving throw or be restrained.
• As an action, the restrained target can make a DC 12 Strength check, bursting the
webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5;
vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).

• Encounters/Monsters/ Loot
• MM= 5E Monster Manual by WoTC
• Encounters/Monsters are rolled for depending on the time; 24 actions/4hrs
• 0800-1200 Roll Once/6 actions (1hour)
• 1200-1600 Roll Once/4 actions (40 minutes)
• 1600-2000 Roll Once/3 actions (30 minutes)
• 2000-2400 Roll Once/2 actions (20 minutes)
• Roll 1d6; If a monster is rolled use the current planet level table
• 1-2 Nothing happens
• 3-4 Place 1D4+1 Scrap and 1 Key in a room nearby to a PC
• 4-6 Monster
• Monsters can be placed anywhere but should make and take actions across the map as the PCs
do IRL. Give context about when creatures may be nearby such as sounds, smells, or visual cues
• Whenever a PC comes across a door roll 1d10; Give the PCs at least one good door at the start
• 1; Door is vaulted
• 2-3; Door is locked
• 4+; Normal working door
• When a PC enters a room or a room becomes visible on the monitors roll 1d6; or add scrap and
treasure as desired
• 1-3; empty
• 4-5; 1d6-1 items
• 6; 1d4+1 items
• Monster Tables by Planet/Moon Total LvL
• Lvl3-6 Indoor 6. Vrock(MM64)
1. Carrion Crawler(MM37) • Lvl11-14 Indoor
2. Intellect Devourer(MM191) 1. Beholder(MM26)
3. Gargoyle(MM140) 2. Bone Devil(MM71)
4. Giant Spider(MM328) 3. Clay Golem(MM168)
5. Grell(MM172) 4. Deva(MM16)
6. Lizardfolk(MM204) 5. Glabrezu(MM58)
7. Mimic(MM220) 6. Green Slaad(MM277)
8. Ochre Jelly(MM243) 7. Oni(MM239)
9. Rust Monster(MM262) 8. Shield Guardian(MM271)
10. Zombie(MM316) 9. Spirit Naga(MM234)
• Lvl3-6 Outdoor 10. Yochlol(MM65)
1. Ankheg(MM21) • Lvl11-14 Outdoor
2. Displacer Beast(MM81) 1. Abominable Yeti(MM306)
3. Owlbear(MM249) 2. Cloud Giant(MM154)
4. Scarecrow(MM268) 3. Hydra(MM190)
5. Spined Devil(MM78) 4. Treant(MM289)
6. Yeti(MM305) 5. Tyrannosaurus Rex(MM80)
• Lvl7-10 Indoor 6. Wyvern(MM303)
1. Barbed Devil(MM70) • Lvl15-18 Indoors
2. Barlgura(MM56) 1. Behir(MM25)
3. Beholder Zombie(MM316) 2. Dao(MM143)
4. Chuul(MM40) 3. Erinyes(MM73)
5. Flesh Golem(MM169) 4. Death Tyrant(MM29)
6. Grick Alpha(MM173) 5. Guardian Naga(MM234)
7. Medusa(MM214) 6. Ice Devil(MM75)
8. Shadow Demon(MM64) 7. Nalfeshnee(MM62)
9. Umber Hulk(MM292) 8. Ultroloth(MM314)
10. Yuan-Ti Abomination(MM308) • Lvl15-18 Outdoors
• Lvl7-10 Outdoor 1. Behir(MM25)
1. Banshee(MM23) 2. Invisible Stalker(MM192)
2. Bulette(MM34) 3. Storm Giant(MM156)
3. Cyclops(MM45) 4. Purple Worm(MM255)
4. Triceratops(MM80)
5. Troll(MM291)
V1- Base Idea
V2- Item Optimization, Rules Refinement, Monster Lists, Traps List
V3- Items, Store, and Item Drops Updated
V4- Planet Information, Traps Update, Console Commands
V5- Trap Update 2, Monster List Optimization
V6- Lvl5 Moons, Mass Pricing and Store Update Formatting

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