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One Shot - Abducted!

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50% found this document useful (2 votes)
314 views11 pages

One Shot - Abducted!

Uploaded by

Kevin Cole
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Summary

The following is an adventure intended for 1st level players,


however, it is generally recommended for somewhat Int
experienced or experimental players, as it breaks, tweaks, or The s
utterly ignores how most classes would typically play due to trans
the very strange situation it places the players in. adven
What is the situation? The players are abducted by a horse
spaceship and find themselves bereft of gear and hopeless Th
out matched by their foes wielding sci-fi level gear - their only
hope is to seize their foes weapons and shoot their way free light
with laser guns! Wisd
they a
Overview Th
The following is the rough intended outline of adventure. No situat
outline survives contact with a part of adventurers. On
Char
Players are abducted by a spaceship via transporter beam. of ligh
Wake up unarmed and weaponless with the ship in the inten
midst of a boarding action and mutiny. their
Arm themselves with weapons from the fallen, and space from
suits that give them temporary air (to bypass the poison If a
gas). autom
Kill everything that wants to shoot them. occur
Decodes the door locks from the clues in the Medbay and An
Crew Quarters.
Restarts the power to the ship.
Negotiates with the AI on the bridge to send them home. G
(Optional Objectives: Save the elf child, deal with the T
pirates, loot the captain's chamber, find a way to kill the n
Mind Flayer. o
T
Overall, while it has many paths, it's a small fairly linear t
area.

1
A Kibbles' Adventure (In Space)
1. Specimen Storage The o
confu
Dull red light illuminates a strange metallic cave. A deep knock
rumbling noise breaks the silence. This chamber has eight
DC 1
check
strange reclined beds made from metal and glass that are
knock
exceedingly uncomfortable. Each is covered with a strange he is
curved glass window. The floors and walls seem entirely made On
from a worked metal substance, with a door to the east and the co
west. Each door has a strange number pad, buttons and Stran
flashing light to the right of it. You see a humanoid corpse
revea
and a
against the western door.
will r
In the fourth bed, you see an orc stirring awake. playe
or dis
and m
This is where the adventure properly begins. These contain
the players and one orc from the previous encounter. They
have lost all of their gear and find themselves with only
strange blue smocks. The orc will immediately attack in
confusion, and can be a challenging foe for a party with no
weapons.
2
A Kibbles' Adventure (In Space)
2. Med-bay If the players immediately shut the door again, no further
checks are required, but as long as the door remains open
requires additional checks, with the DC rising by 1 each time.
Illuminated by the same dull red light, this room contains what
On a DC 10 Perception check or if the players enter the
appears to be large storage racks along the northern wall, two room, read the following description of it.
marginally more comfortable looking beds surrounded by
strange arcane ritual equipment along the western wall, with a This chamber is dominated by three massive glass container-
desk and smaller door on the southern wall, with a large door like beds - similar to those you found yourself in earlier, but far
and a small door along the eastern wall. Both of the smaller larger. The floor is covered in broken glass, and the source is
doors have a flashing red light beneath their keypad above the clearly the container to the north which seems smashed open,
buttons. a large ogre corpse spilling out of it. Two additional containers

A corpse lies in the southeast corner against the small door are in the room, one open and the other closed.
to the east, leaving a large pool of blood. A desk is against the north wall with an odd spear in a rack
next to it. A large door is to the south, a small green light
flashing on its control panel.
Likely the first room the players will explore after their
starting location, there's a lot of useful things for them to find
here. First of all, the med-bay beds are advanced healing A closer inspection of the closed pod reveals that it contains
stations, though likely beyond the players ken to use. If a their player's horse from part on.
creature is placed in the bed, another creature can activate The poison is flooding into the chamber from vents along
the healing properties of the bed with a DC 20 Intelligence the ceiling, and can pose a great danger if not deactivated or
check. If a creature fails by 5 or more, the creature in the bed contained. A creature can deactivate the poison from any of
takes 1d4 slashing damage. If they succeed, they can restore the pod consoles with a DC 5 Intelligence check. If the panel
1 hit to the creature in the bed, bringing an unconscious next to the horse's container is used, failing this check
creature to wakefulness. A creature with an Intelligence accidentally releases a confused horse into the poisoned
ability score of 10 or high instinctive realizes that challenge room. The horse can be released intentionally without a
and risk of using this gear. check, but figuring it out takes 1 minute.
An investigation of the equipment wields that little of it can The desk contains nothing useful, but the spear is a
be understood, but a DC 10 Investigation reveals a Force Lightning Zap Spear.
Scalpel that they can take and make use of. The door to the south is unlocked and leads to the main
The players can find a limited selection of their former halls, and the players roll initiative as soon as it opens.
belongings in the storage racks, including any holy symbols,
arcane focuses, and other small items. None of their weapons
or armor is present though. They do however find a Strange
Armor and a Strange Plate Armor on the storage racks, each
of them have a Strange Wand holstered at the side.
The desk to the south holds papers the players cannot
understand. Using comprehend languages will reveal little as
most of them are in medical jargon, but will reveal notes
about "Neogi" and "Illithid" and their dietary and medical
requirements. Additionally, it holds two doses of Healing
Serum (which are effectively greater health potions).
The corpse in the south eastern corner wields a damaged
Strange Armor. It has only half the temporary hit points
remaining. The corpse is additional carrying another Strange
Wand. A DC 5 investigation check reveals that he appears to
have died while trying to open the door to the east, a result of
10 or more will reveal notice that the blood smears on the
keypad come from his hand and are on the numbers "7" and
"9".
3. Large Specimen Storage
Immediately upon opening this door, have each player that is
not wearing a Strange Armor with their helm sealed make a
Constitution saving throw as poison gas begins to fill the
room. Each player takes 1d4 poison damage, and as a result
of a 5 or less collapses to the ground, unable to act.

3
A Kibbles' Adventure (In Space)
4. Main Halls 5. Mess Hall
The main hall connects the mess hall, crew chambers,
captains room, fitness center, hibernation pod, teleporter pad, This room is instantly recognizable as the common room of an
and bridge. Entering this room from the fitness center or inn, its arrangement is strange with tables arrayed facing the
large specimen storage rooms presents the players an walls. A large table stands in the middle of the room, a bar in
immediate challenge though. A Strange Sailor is around the the back, and a strange mechanical bar along the eastern wall.
corner toward the bridge, and two Neogi are around the
corner toward the captain's chamber. Distractingly a large ogre stands in the middle of the room
A DC 10 Wisdom (Perception) check will reveal that the carrying a blood splattered metal chair, a smashed corpse
Strange Sailor seems as wary of the door directly across sprawled over the table being the obvious source.
from him (the door into 12. Cargo Bay) as he is of the Neogi
or players. That door is currently locked.
Both factions are hostile to each other and the party, and As soon as this door is opened, have the players roll initiative
communication is all but impossible. The Strange Sailor will if they are not already in initiative. The ogre is in a smashing
hold his position and fire at the closest threat. The Neogi will mood and there's little the players can do to convince it to do
rush into the Large Specimen Room as soon as the door is otherwise. The ogre is remarkably proficient in using the
opened, dashing if necessary. They will prioritize deactivating metal chair as a club, but deals only 11 (2d6 + 4
the poison, closing the doors, and then killing the players. bludgeoning damage), and corpse on the table got a solid
The Neogi's Enslave ability does not recharge in this module, shot in before being clubbed to death, leaving the ogre with
and only one of them has a use of Enslave remaining. If they 47 hit points.
become bloodied, they will recognize the players as a threat Once the ogre is dealt with, the players are free to explore
and attempt to use Enslave on the strongest looking one. the room.
The two Neogi have nothing of value to players, but the The kitchen is mostly incomprehensible to the players
Strange Sailor has a Strange Wand and a Strange Armor regardless of a check, but they can determine the heating unit
but his armor is likely to be destroyed in the process of and cold food storage. All the food the players could want is
fighting him. He speaks no languages the players do, and here, though it will largely be strange and unrecognizable to
cannot be easily convinced to stand down, as he's functionally them as to what it actually is, it tastes quite good. The strange
backed into a corner as the players will learn should they machine along the eastern wall dispenses various beverages
reach the Bridge. from coffee to soda, and can be figured out without a check
(though if a player wants a custom latte, a more complicated
Event: Strange Pirates! check might be appropriate!)
Each time the players subsequently enter the main halls after The dead Strange Sailor's armor is once more totally
a minute has passed since all creatures within them have destroyed, but from his body another Strange Wand can be
been slain, make an event roll with a d20 (or as the players salvaged.
do). On a 5 or lower, the Pirates in the cargo bay have They will find the only other door is to the small room to
managed to hack their door, unlocking it, and have entered the back in the southwest corner of the room. It is also
the Main Halls (both Strange Pirates and the Strange locked, but even a cursory examination shows that this door
Pirate Wizard). Unlike the other factions in the ship, they seems more decorative than effective. Players can either
will avoid combat with the players if possible, shouting at open it with the lock code if they've discovered it or simple
them and pointing weapons, but not attacking unless smash it down with a DC 10 Strength (Athletics) check.
attacked (they are shouting for the players to drop their The room beyond seems to be a fancier dining room,
weapons). They have no interest in fighting the players. requisite with silverware. A DC 10 Intelligence
(Investigation) check reveals the silverware is just valueless
shiny metal rather than silver. A DC 10 Wisdom
(Perception) check or a search of the room reveals there is a
Small Elf Child in hiding in the room.
Small Elf Child (Yin'lore'id)
If the room becomes flooded with poison or has its
atmosphere vented, the child is unfortunately dead.
Otherwise, the child is scared of the players but generally
harmless. She will be far less apprehensive of an elf
character (particularly a high elf) than others. She does not
share any languages with the players and her language is
incomprehensible and sibilant.

4
A Kibbles' Adventure (In Space)
She has the commoner stats, but with a Strength of 4 and an The Captain's ID card is the only item that can get the A.I. 7-9
Intelligence of 14, a size of small and does not speak to allow them control ship operations.
common, but speaks a unique dialect of her people, as well as The c
the languages spoken by the pirates and sailors. She is green
proficient in Technology. The only way to directly read
communicate with her is the A.I. in the bridge, but she can
communicate in basic gestures to an extent. If the players The
come up with reasonable gestures, simple let them work, and
otherwise communicating simple concepts requires a DC 10
Charisma (Performance) check to communicate, and a DC beds
10 Wisdom (Insight) check to understand her response; glas
complicated concepts are much harder to communicate, but
clever players may come up with some ideas.
She is, like the players, collected as a specimen, and is a Roo
moon elf (as in elf from the moon... which moon is not clear), A DC
and generally finds the situation scary. She is happy to follow playe
around the players, and has no objective besides surviving, of Cr
getting off the ship, and preferably being returned home. As Autom
she can read the language of the Sailors, she can potentially woun
provide some clues if the players are otherwise stuck.
Roo
A DC
Playing Yin'lore'id paper
The small elf child is scared of dying and will stay numb
away from anything that looks dangerous, but highe
unlike the players understands that she's on a With
spaceship, and how most of the things on it work revea
(as well as child would). If t
the ro
paper
6. Captain's Room
Roo
The first challenge of the captain's room is that it is locked, A DC
and it has a unique keycode to it. The keycode to the Intric
Captain's room is 1234, but the only person on the ship that Potio
knows that is the A.I. on the bridge. It is not impossible a
player would guess the code, and if they do, let it work. 10.
Otherwise, you can let them make a DC 20 Wisdom
(Insight) check to guess it. The adventure can be completed All do
without entering this chamber. The Captain was at some acces
point tossed out an airlock during the fighting prior to the soon
player's arrival. The w
Should the players successfully open the door, they are to get
confronted by one of the more dangerous enemies of the roll. U
adventure, XF-344, the captain's guard droid. You can use an Autom
Iron Golem with the following changes: its size is medium, it rifle o
lacks the Sword and Poison Breath actions, and it has only Du
60 hit points. the b
It will not attack unless they enter the room, and DC 5 despi
Wisdom (Insight) check reveals that information. Even with dange
their gear, it is a difficult opponent to fight, and it cannot be shots
easily convinced to stand down. If engaged, it will use its Fortu
superiority at melee combat to its advantage and close the point
door, forcing the players to come to it. It can exit the room if armo
the players attempt to siege it, but will not pursue them if they On
flee. holog
Should the players successfully defeat or bypass the guard, tread
they can search the room finding three Greater Healing vitam
Potions, a Charged Sunblade, a +1 Strange Wand, an thoug
intact Strange Armor, a repair kit, a diamond worth 300 gp, them
and the Captain's ID Card.

5
A Kibbles' Adventure (In Space)
11. Engine Room The ship cannot be moved and the warp pad cannot be
used unless the ship is fully powered. The A.I. can tell the
As soon as one of the doors opens, have the players roll players how to operate this console, as can the pirates or
initiative. Yim'lore'id (as though she has no idea how it works, she can
read what the buttons say, which makes it obvious) if either
By far the strangest room yet, this large room is filled with a can be communicated with to understand what they players
dull roar and more brightly lit than the other rooms, with the
want and convinced it will help them. As the sequence is
red lights warring with a bright blue glow from the various
simple, the players can quite likely figure it out themselves.
strange massive arcane structures in this room. 12. Cargo Bay
Giant tanks cover the south wall, a massive work table sits The Cargo Bay is locked, but may be unlocked by either the
near the door, and unimaginably complex large devices players or eventually by the Pirates within it (as per the
dominate the room. An armor figure grabs a heavy looking
Strange Pirates! event). If this is the first time encountering
wand off the workbench and points it at you, flames leaping
the occupants within, read the following:
from its tip.
This room is filled by strange large metal crates. The northern
wall seems to be rent open, but resealed by a strange metal
Inside is a Strange Armored Sailor, this is a Strange Sailor, tube. Crouching amid the large metal crates you see three
but wearing a Strange Armored Suit giving him an AC of 16 figures in strange armor, but different armor than you have
and 45 temporary hit points (instead of 30). He is armed with seen before. Both more ragged, but more heavy and effective
the Heavy Fire Wand (a flamethrower) and will use it to hit looking. One of them is wearing a strange glowing device
as many players as he can each turn. around his wrist and blue coat over his armor, and all three
Once this threat is dealt with, his weapon can be taken and
the room can be explored. Much of the room is taken up by seem armed with strange wands.
strange "arcane" machinery, but no arcana check can reveal They do no open fire but yell at you in their strange
more info about it. There is a workbench with the Lightning
Fire Wand on it (an arc welder). This is one way to open language gesturing with their wands at you.
locked doors if the players cannot figure out the codes, and
can open a door in a bout minute, destroying it in the process. Inside is two Strange Pirates and a Strange Pirate Wizard.
With a DC 10 Intelligence (any related tool) check, a The Strange Pirate Wizard is just a Strange Pirate that gains
player can cobble together a set of that tool here, be that the ability to cast the following spells once each: shield,
Smith's Tools, Tinker's Tools, or Glassblower's Tools. burning hands, scorching ray, and fireball, with a DC of 14.
Engine Console These are a hard fight, but will prefer to avoid a fight. They
The console is the engine console. It is very simple to use, have no interest in the players, and just want to loot the ship,
but the players have no way of knowing that. It has three but will be content with the primary prize they already have
buttons, though they are labeled, the players cannot read the in the cargo bay if they cannot get more without fighting.
labels. The players can establish a working relationship with the
pirates, as the pirates don't care if the players escape or take
Prime Engine: The far button left button primes the the ship, but will fight if the players try to take cargo or pirate
engine. If the engine is off, it causes the screen to have a ship. Working with the pirates is hard due to the language
green diagram on it, and the room begins to hum. If the barrier, and the easiest approach is to just leave them alone,
engine is already primed or running when the button is but they present many potential outcomes to the adventure
pressed, it causes flashing red lights and then shuts down should the players engage with them. It is not impossible that
the engine. the pirates would recruit the players as a potential ending to
Start Engine: The middle button starts the engine. If the the one shot.
engine is primed, it causes the screen to have a blue chart The pirates have a hacking device that unlock the doors,
on it, and the ship powers up, normal lights being and the Pirate Wizard is a 5th level caster (through his
restored. techno-caster tool), unfortunately he does not have
Stop Engine: The right button shuts down and flushes the comprehend languages on it, though he can prepare it during
engine, setting it to fully off. If the engine is off, this does a long rest if the party is somehow on the ship for that long
nothing. If the engine is primed or on, it flushes the engine (though that will only allow him to understand the party, not
and shuts it off, causing a red light to and the ship to run speak to them).
on emergency power (as it has been).
The engine starts in the primed state, so just pressing the
middle Start Engine button will start the engine, but pressing
other buttons will shut it down, requiring pressing Prime
before Start again.

6
A Kibbles' Adventure (In Space)
13. Teleporter Pad Should it be awakened, it will use it's Mind Blast to knock
out the players, and then act from there the best way based
on the state of the ship. The Neogi serves it. The Pirates will
A giant window along the southern wall shows a wide dirt road
not fight it and will flee back to their ship and fly away if they
through a grassy plane that looks a lot like where you last become aware of its presence.
remember being before being abducted.
15. Bridge
Strange glowing screens cover the eastern wall, and the
small console of some kind is in the north eastern corridor.
The door to this room is locked. If the players open it, read
the following.
The window on the southern wall is simply a screen showing Large windows out into the night sky cover the eastern wall.
where the teleporter is calibrated for. If the players activate it Below them, dozens of flashing lights and strange pieces of
and go through it, they will be returned to where they started, arcane technology cover the lower part of the wall. Five large
but is not currently active. If the ship has not been powered chairs face the windows.
on yet, a blinking red lock icon shows over the screens.
This is how the players got on the ship, and represents one In the largest and closest of these chairs is perched on of
of the potential ends of the one shot should they figure out the large bugs. Two other chairs are occupied by the strange
how to use it to get back to their planet. It cannot be used sailors. As the door opens, the bug's neck twists to face you,
unless the ship is powered on, and requires a DC 20 screeching incomprehensibly.
Intelligence to determine the usage of it. The A.I. on the
bridge can operate it, and is the most likely person to do so, The two sailors stand up as once spinning to face you,
though the Pirates could also operate it without a check. grabbing their strange wands.
Yim'lore'id can operate it if the Ship Manual from the bridge
is retrieved, but it requires her several hours to figure out, You notice a large ghost like figure floating over a strange
and requires a DC 10 Intelligence check to avoid table to the south. It is the upper body of a large humanoid
complications.
Returning Yim'lore'id to where she came from is extremely figure, that looks
challenging (see Bridge A.I. section for more details). She'd
rather go with the players to their world than stay here Have the players roll initiative. The bug is a Neogi Master
though. and the two humans are Strange Sailors the Neogi have
14. Hibernation Pod mentally enslaved. A DC 10 Wisdom (Perception) check
reveals their movements to be strange and clunky. They are
The door to this room is locked, though if the players manage armed with Strange Wands, but move to block access to the
to open it, read the following. Neogi before prioritizing their own cover.
The Neogi will attempt to find cover from the players as
This room is far stranger than any you have seen before, with quickly as possible, and use it's innate spell casting to defeat
strange purple crystals growing from the walls and a hot them. It cannot use Enslave as it has already enslaved the
humid environment. The floor seems to be some strange
sailors (and for the purposes of this adventure, Neogi Enslave
spongy material.
does not recharge).
All three will fight to the death.
At the far side of the room against the eastern wall is a glass
Ship Controls
tank-like bed similar to what you woke up in, but larger and
The ship controls are incomprehensible regardless of any
more complicated. Inside is a strange purple humanoid with
checks. They are too complicated and foreign to be used.
tentacles descending from their jawline. Only the Pirates or A.I. can control the ship effectively from
these.
The creature in this pod is a Mind Flayer, and DC 10
Intelligence (History) reveals that. The Mind Flayer will not
wake up unless their pod is opened or it is attacked, which is
good, as if the Mind Flayer is awakened, a TPK is likely. With
enough preparation, the players may be able to kill the Mind
Flayer before it acts, but to do so would be dangerous. The
pod prevents any melee attacks from reaching it without it
being broken or opened, and absorbs the first 20 points of
damage if the creature attempts to attack through it. The
mind flayer wakes as soon as the pod is damaged.
You can warn your players that they feel a sense of unease
and danger from this creature, as waking it will likely lead to
a total party kill.

7
A Kibbles' Adventure (In Space)
A.I. "R.I.V.A 51" Retu
The ship's A.I. is the only entity that can communicate with If Yin
the players. It does not know what language they speak, but know
will cycle through them until it finds one they speak. It will abdu
first inquire if they are sentient life forms. It can speak all Pad n
languages the players might know. comp
Once it concludes they are sentient, it will converse with destr
them. It refers to them as "Specimens" and is not particularly worse
hostile, but will threaten to self-destruct the ship if they attack Th
its console. If power has been restored to the ship, it is not ship b
bluffing, as it has anti-tamper software installed. If power has one-s
not been restored to the ship, it cannot do so. Th
Consequently it will try to get the players to restore power and f
to the ship as early as possible if it has not already been. "mag
The A.I. cares little for anything besides not being blamed wants
for the disaster, and will insist it warned the crew that alive)
working with Neogi and Illithid was an insurance nightmare
waiting to happen. From talking to the A.I. the players can 16.
determine that the ship was crewed by the humans at the If the
behest of the Neogi and Illithid, but after the specimens were ship.
collected, a series of problems occurred. with a
The Neogi attempted to seize control of the ship, capta
enslaving half the crew. It i
The Pirates attacked the ship, damaging its engines and Flyin
boarding it to loot the cargo. A.I. o
convi
There are quite a few potential outcomes in talking to the shoul
A.I. get ri
The simple and intended outcome of the adventure is that Sh
the ship will return the players to where they were likely
abducted from. It will do this if they restore power to the open
ship, and (a) give it a voice recording to the A.I. clearing it shoul
of any wrongdoing (for insurance purposes) or (b) use the
Captain's ID Card to force it return them, or (c) use the Th
Captains ID card to give it control of the ship. This
The A.I. can control the ship once power is restored, but time
will not do so at behest of the players unless they give it a outco
good reason or use the Captain's ID Card to compel it do abdu
so. The A.I. will be able to return the ship to its owners their
once it divests itself of the players, so that's its preferred easily
outcome. migh
leavin
Playing RIVA51
RIVA51 is an AI. She can transmit herself off the
Awa
ship if it is destroyed, so she is primarily concerned Unfor
with liability and being decommissioned for the gives
failures of this mission. Returning with the ship the p
intact would make her less likely to get amon
decommissioned, so that's her primary objective.
She does not seriously consider the Players as new
crew material (and they are not), so would be
extremely difficult to convince to allow that.
She views the players as barely sentient and
largely ignorant, but is more patronizing that rude.
She is perfectly happy to return them to the world
if she can get what she wants, and bares them no
ill-will for killing the crew. She dislikes the Pirates,
but will work with them to accomplish her goals.

8
A Kibbles' Adventure (In Space)
This mysterious liquid causes you to instantly regain 4d4 + 4 My
Items hit points. doesn
passe
Strange Armor Automatic Armless Crossbow
Light Armor, AC 12 Two Handed, Heavy Crossbow?, Ranged Weapon
Strange armor made of remarkable tough cloth or hide of a When you make an attack, roll a 1d6. It makes that many
creature you don't recognize. attacks. Each subsequent attack has an additional -3 to hit (-0,
Donning this armor grants you 30 temporary hit points. -3, -6, -9, -12, -15). On a 5 or higher for the number of attacks,
These hit points are diminished when you take damage, and make DC 12 strength saving throws. On failure, you disarm
cannot be regained unless the suit is repaired. You see no yourself and the attacks are made against random targets as
obvious way to do that. the weapon flies from your grasp.
These temporary hit points are bypassed by psychic Deals 3d6 piercing damage on hit. Range 60/180
damage. If your intelligence score is 15 or higher you can select the
You can seal the helmet of this armor, making you immune number of shots you fire when using this weapon.
to inhaled poison or lack of oxygen. It has 1 minute of stored If your strength score is 15 or higher, the penalty to each
air without an attached tank. attack is -2 instead of -3.
After being fired 35 times, this weapon mysteriously stops
Dose of Haste working.
It appears to be a small potion of haste. Once you take it, you
are under the effect of the haste for the next three hours. Clip of Strange Crossbow Tips
When the effect ends, you become incapacitated for 6 Small metal objects arrayed into some form of tight fitting
hours while occasionally vomiting. container. No obvious use.
50 of them.
Lightning Zap Spear
Spear, 1d6, Versatile (1d8).
A strange spear that produces lightning. Ammo
Deals an additional 3d6 lightning damage on hit. On a These are obviously spare ammunition for the
critical hit, the target must make a DC 14 constitution saving Automatic Armless Crossbow, a DC 16 Intelligence
throw, or is stunned until the end of their next turn. check can reveal that, but it should be relatively
hard for PCs to deduce.
The strange metal magical cylinders run out and need to
be replaced after 20 hits.
Strange Magical Wand Strange Plate Armor
Ranged Weapon, Martial Weapon Heavy Armor, AC 16
A strange magical wand that is activated by pulling a lever. Strange armor made of remarkable tough cloth or hide of a
Make a ranged attack. Deals 3d6 lightning damage on hit. creature you don't recognize.
Range 40/120. Donning this armor grants you 45 temporary hit points.
After being fired 20 times, the magical metal cylinders that These hit points are diminished when you take damage, and
power it stop working. cannot be regained unless the suit is repaired. You see no
obvious way to do that.
Heavy Fire Wand These temporary hit points are bypassed by psychic
You can use this to cast 3rd level (5d6) burning hands at will, damage.
DC 14. While wearing this armor, your Strength is increased by 5
Once you cast burning hands with this 9 times, it and your Dexterity is increased by 3.
mysteriously stops working. After 2 days of use, the magical metal cylinders that charge
this armor die and must be replaced or recharged.
Patch Kit
Make an advanced fabrication check DC 14 (Intelligence Force Scalpel
modifier + smith or tinker's tools proficiency). On success, it Dagger, Simple, Thrown(20/60)
restores 5d6 temporary hit points to Strange Armor or A strange dagger that projects a force blade. Deals 3d4
Strange Plate Armor (up to its maximum starting health). If force damage.
they get a 10 or higher, they manage to restore 1d6 Mysteriously stops working after making 40 attacks.
temporary hit points. On a 9 or lower, the kit wasted.
Strange Magic Device
Intricate Gauntlet Magic Device
A very fancy metal gauntlet. Allows you to add your Has 20 charges.
Intelligence modifier to your Dexterity modifier. You can cast: chromatic orb (fire) using 1 charge.
After 3 days, it mysteriously stops working. You can cast: scorching ray using 3 charges.
Healing Potion?

9
A Kibbles' Adventure (In Space)
Small Mysterious Tank
Gives you a bad feeling. A sort of explosive bad feeling. Filled Strange Sailor S
with some form of liquid. Medium humanoid (human), neutral evil M

Charged Sunblade Armor Class 12 A


Melee Martial Weapon, Longsword, Versatile, Finesse, Hit Points 5 (1d4 + 1) H
Magical. Speed 30 Sp
This item appears to be a Longsword hilt. While grasping
the hilt, you can use a Bonus Action to cause a blade of pure STR DEX CON INT WIS CHA
radiance to spring into existence, or make the blade
disappear, by pressing a button on the hilt. While the blade 8 (-1) 14 (+2) 8 (-1) 15 (+2) 10 (+0) 8 (-1) 1
exists, this magic Longsword has the Finesse property. If you
are proficient with shortswords or longswords, you are Skills Perception +3, Technology +5 Sk
proficient with the sun blade. Senses Passive perception 13 Se
You gain a +2 bonus to Attack and Damage Rolls made Languages Space People La
with this weapon, and the weapon deals an additional die of Challenge 1* *(as long as you have laser guns) Ch
radiant damage (2d8, or 2d10 when wielded in two hands).
The sword's luminous blade emits bright light in a 15-foot Strange Armor: The Strange Sailor starts with 30 St
radius and dim light for an additional 15 feet. temporary hit points from his armor. te
Educated. This creature has an unusually high Ed
proficiency bonus. pr
Temporary Items?
Unlike the other items, this item doesn't quickly
run out of power. If it does or how long it takes is Actions A
up to the DM. You can easily make this just a 20- Strange Wand. Ranged Weapon Attack: +5 to hit, M
30 use item if you plan to continue the campaign Reach/Range, one target. Hit: 10 (3d6) Lightning at
and don't want it to disrupt the game long term. damage
St
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Monster Stat Blocks
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A Kibbles' Adventure (In Space)


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