Grax's Club 3
Grax's Club 3
1
The Even Most Dangerous-er Game
AN ADVENTURE THROUGH THE DEEP JUNGLE
FOR 5TH-LEVEL CHARACTERS
The Even Most Dangerous-er Game Advance all characters to 5th level 7
Jimball’s Office Grax’s Office
Next to Grax’s office is that of Jimball Hundwig, the When the players are ready to begin the adventure,
accountant. If the characters wish to visit Jimball, they’re summoned to Grax’s office. Read or
read or paraphrase the following: paraphrase the following:
For all that has been made of a halfling’s The odor in Grax’s office is always a fine
signature merryment and good cheer, artisan blend of cigars and the aroma of
you’ve never seen one so stressed out as his self-branded cologne, which, for lack of
Grax’s accountant, Jimball Hundwig. The a better word, smells of green. The burly,
stammering halfling, coated in perpetual smiling orc waves you in and pushes aside a
flop sweat, is almost always in their pile of papers to make room on his desk for
comically small office, fretting over papers. a couple of drinks. By the time you sit in the
Today is no different. comfortable armchair across from him, he’s
clattered two tumbler glasses down on the
Before any job for Grax, the party can visit Jimball to desk and filled them to the brim with a milky
receive an operating budget of 100 credits each. This white liquid, pungent with alcohol.
is ostensibly to be used for equipment and provisions,
but just as many of Grax’s Guys and Gals spend it “I’ve gotta job for ya!” Grax chortles, “Yer
frivolously or gamble it over dart matches. It’s one gonna love it.”
of the perks of working for someone with such poor
oversight. The details of the job will be delivered via flashback
In the corner of Jimball’s office is January, the in Part One: Taisong. Once the party receives this job,
super-intelligent thwirrel. All thwirrels are psionic, skip ahead to their arrival on Gaozu in Part One.
but January is, for reasons that are completely
unknown, also telepathic and smarter than most
AIs. She’s picky who she talks to, however, so only
creatures with an Intelligence of 14 or higher have
realized January is anything more than a pet. Jimball
is still in the dark on this. If a character wishes to chat
with January, it’s best to feign a conversation with
Jimball, who is only half-listening anyway.
The Even Most Dangerous-er Game Part Three: Big Hob’s Burrow 25
or Inspiration to any character which uses a clever If the group ability check is a failure, the
approach to navigating obstacles. character with the lowest personal result has
disadvantage on the next initiative check they make,
Stage One: Garrote Root as they are the last to plod their way up the hill.
Purple roots surge up out of the ground and attempt
to ensnare everyone participating in the chase. Each After the Chase
character contributes to the group ability check by Regardless of how poorly the characters performed
making a DC 13 Dexterity (Acrobatics) or (Sleight in the race, the Scale Crew performed worse. By the
of Hand) check to slip the roots’ grasp or a DC 15 time the characters reach the mouth of Big Hob’s
Strength (Athletics) check to tear through the roots burrow, the members of the Scale Crew are entangled
and continue running. Any character that chooses to in vines, sinking in quicksand, struggling through
burn the roots by dealing any amount of fire damage thorny plants, or sliding miserably to the bottom
automatically succeeds this check. of the hill. Ivana screams at them furiously. For all
If the group ability check is a failure, the their Scale and Fang training, a poorly-planned dash
character with the lowest personal result instead through the most dangerous part of the jungle is
takes 2d6 bludgeoning damage, as they are strangled better left to Grax’s Guys.
by the roots. They have disadvantage on the next However, if the characters failed three or
ability check. more of the group checks, Ivana Zarkoff and Drak
Garfreckt each reach the mouth of the burrow at the
Stage Two: Quicksand same time as the party, and attack. Neither character
The muddy jungle floor up ahead is quicksand! Each will lethally attack, and both will flee if either is
character contributes to the group ability check reduced below 10 hit points. If the pair manage to
by making a DC 13 Wisdom (Survival) check to defeat the party, they decide, injured and exhausted,
identify and avoid the quicksand pits, or a DC 15 that it’s best to try Big Hob another time. Proceed
Dexterity (Acrobatics) check to swing from low- to Big Hob Escapes. Otherwise, proceed to Into the
hanging branches to avoid the quicksand. Burrow.
If the group ability check is a failure, the
character with the lowest personal result is removed
from the next stage of the chase.
Into the Burrow
At long last, the party descends into the lair of Big
Stage Three: Spiked Ferns Hob, a muddy tunnel which gradually widens, as the
A wall of leafy vegetation stands in the way: little air becomes ever more pungent. The tunnel is clearly
do the characters know that much of it is made of burrowed out by the colossal rodent, and clumps of
spiked ferns bearing needle-like protrusions on every its hair can be found along the ceiling and floor. Read
leaf. Each character contributes to the group ability or paraphrase the following:
check by making a DC 14 Intelligence (Nature)
check to identify and avoid the spiked ferns, or a The tunnel leads you into a dark, spacious
DC 10 Constitution check to endure the dozens of den, filled with hundreds of glittering
pinpricks. objects. It would seem Big Hob has a
If the group ability check is a failure, the two penchant for collecting anything interesting
characters with the lowest personal result each take it finds, ferreting away its treasures here. In
1d10 piercing damage from the plants. the back of the room, a hulking mass of grey
and black fur curls on itself, heaving slightly
Stage Four: The Hill with the calm rhythm of slumber.
The last obstacle remaining is a simple, muddy hill,
Big Hob’s den is a roughly 30-foot diameter space,
steeper and more slippery than anticipated. Each
with a 20-foot ceiling. The area of the outermost
character contributes to the group ability check
5 feet of the den is difficult terrain, as Big Hob has
by making a DC 13 Strength (Athletics) check to
collected metal plates, bits of fencing, and other
power up the hill, or a DC 14 Wisdom (Perception)
animal curiosities at the periphery.
check to find the sturdiest footholds for the running
climb.
26 Grax’s Club Dark Matter | Mage Hand Press
Big Hob sleeps soundly, curled around a • If a character reduces Big Hob to 0 hit points,
metallic sphere that hums gently. Any creature which proceed to Big Hob Captured.
makes a DC 12 Intelligence (Technology) check • If the party is defeated or a character deals more
realizes this is a Dark Matter core taken from the than 20 damage to the Dark Matter core, proceed
Vorpal, an object that will explode in a huge radius to Defeat.
if damaged. It’s a miracle the ferret brought it here in • If the party convinced Budd Felmer to spare Big
one piece! Hob, proceed to Big Hob Escapes.
With a DC 13 Intelligence (Perception)
check, a character can identify one additional Big Hob Captured
creature near Big Hob: a smaller, but still Large-sized Budd Felmer sprints into the fray with a large
giant space ferret with albino cream-colored fur, electromagnetic trap, which he slaps on the giant
which Budd Felmer promptly dubs “Little Jill”. For space ferret’s paw, locking the beast to the ground
some players, this might change the situation entirely. with a magnetic pull. Read or paraphrase the
If the characters can make a DC 15 group Charisma following:
(Persuasion) check, they can convince Budd Felmer
to abandon the hunt, and leave the space ferrets in Budd Felmer triumphantly stands over the
peace. defeated space ferret, which towers over
Each creature that moves within the den must him, even while laying flat. With a flourish,
make a DC 10 Dexterity (Stealth) check or wake Big Budd produces a trio of holo-spheres to
Hob. The moment Big Hob awakens, roll initiative. commemorate his victory. The party with
Little Jill burrows into a small hole until the combat him strikes two serious poses in front of the
is over. This encounter can resolve in one of the ferret, then a silly pose for the third.
following ways:
As you walk into the crew quarters, a There are three crew members to eliminate at the
flurry of orange foam flies past you! The shooting range: two practicing their shots, who are
uncomfortable bunk beds have been unaware of anyone entering the room, and Gracks
inched to one side of the room, from which (no relation to Grax), who has a fortified position in
someone has arranged an ambush! the armory. Unlike other crew members, Gracks has
an AC of 14 and a +4 to hit.
There’s no fewer than four Grax’s crew members
holed up in the crew quarters, where they plan to The Armory
pick off their competition one-by-one until only the Gracks maintains the Grax HQ armory, where
four remain. The first character to enter the crew characters can purchase weapons, armor, and gear, as
quarters without being cautious is targeted by 4 dart per the tables in the Dark Matter Equipment chapter.
attacks, each with a +2 bonus. However, a character If the characters wish to find more traditional,
that is suspicious of the area can hunker behind a exotic, or illegal gear, there’s a rat-person out by the
low bookshelf in order to converse with the crew dumpsters behind the headquarters named Charles
34 Grax’s Club Dark Matter | Mage Hand Press
Rattington Jr. who will sell any equipment from the
SRD, and additional gear at the GM’s discretion. Storage
A great deal of Grax HQ is used for storage. This is,
Practicing at the Shooting Range by far, the best place to find peace and quiet in Grax’s
If a character spends an hour practicing with a HQ, but it’s also a place where characters might find
weapon at the firing range, they gain a practice die, some truly strange stuff. To introduce this location,
a d6, which they can add to an attack roll using that read or paraphrase the following:
weapon sometime in the next 10 days. A character
can only have one practice die at a time. If the rest of Grax’s HQ is a converted
warehouse, this is the section that’s an
Teaching Gimby to Shoot unconverted warehouse. Countless
The once-cocky Gimby “Lucky Shot” Matchfoot unlabeled crates are stacked haphazardly
seems rather meek at your approach. If questioned, in this room, creating a combination of
he admits that, while he’s a prodigy at throwing a fire hazard and an avalanche risk. Most
darts, he’s a terrible shot with a repeater, and has crates seem to be filled with Grax-branded
been soundly demolished in the ongoing game of merchandise nobody wants to buy. That
Dart Gun Assassin. He’s worried that Grax will fire being said, if someone wants a Grax mug,
him if he doesn’t improve. With no small amount this is the motherlode.
of embarrassment, Gimby will ask for some help.
Nearby, the half-orc in charge of the armory, Gracks, If a character wants to go digging through the
hurls an insult at Gimby and shoots a dart at him, storage, roll on the following table to determine what
hitting him squarely in the head. they find:
If pressed, Gimby might offer an ultra-rare d8 Item
can of discontinued Hyper-Krash to someone who
1 A discarded and half-eaten t-bone steak
offers to help him practice at the firing range. For
that has been here for far too long
every hour the character spends helping Gimby train
with a weapon at the firing range, they must make a 2 A dusty tome bound in blood stained
successful DC 15 Dexterity check with disadvantage human leather that has had all of its
due to Gimby’s ineptitude and Grack’s constant pages removed and replaced with
taunts whenever the halfling misses a shot. If more crayon drawings of Grax
than one character works with Gimby, this is a group 3 A plastic throwing disc with the
Dexterity check instead. A character can convince branding XXX ULTIMATE printed on it
Gracks to stop insulting Gimby by making a DC 14 that turns invisible whenever you throw
Charisma (Persuasion, Deception, or Intimidation) it and only becomes visible again when
check. On a success, Gracks leaves Gimby alone and it is successfully caught
any checks made to train Gimby are no longer made 4 A documentary holo-video directed by
with disadvantage. and starring Grax about his many exes
If a character can succeed on three training and how they did him wrong
checks with Gimby, his aim begins to measurably 5 A wrapped present with a card that
improve. He thanks the character profusely and reads “Definitely not from Garfreckt”
seems genuinely excited to continue training in the that contains a broken and empty
future so that his friends stop making fun at him for poison gas canister
his poor aim. As a gift, Gimby gives the characters
6 A boxed board game titled Hungry
2 cans of Hyper-Krash and tells them they are the
Hungry Thwirrels that is missing several
last two cans at headquarters. He stays behind at the
of its thwirrel miniatures and all of its
range to practice more, beaming with a big, doofy
electrical wires
smile due to his newfound confidence.
• Increase the starting Threat Level by 1 Gravity returns to the airlock with a sudden
for every 2 characters in the party. jolt. Then, the sound of hydraulic hissing
• Increase the starting Threat Level by cuts through the quiet and three metallic
2 for each level above 6 the group’s doors open, revealing two unlit corridors on
character levels are at the start of this the left and right walls, and a short hallway
adventure. directly ahead lit by warm yellow lights.
The crimson warning lights in the airlock
Threat Level may not be reduced continue to steadily pulse.
below 0. Threat Level changes based on
characters’ actions as noted throughout The short lit corridor directly ahead of the airlock’s
the adventure, but the GM may increase docking bay opens into A3. Mess Hall.
or reduce the Threat Level based on The dark, unlit hallway on the right leads
unaccounted for factors as well. first to a broken, heavy hydraulic door, which can be
forced open by making a successful DC 13 Strength
Any time the characters take a short rest (Athletics) check to allow entry to A2. Medical Bay.
during this chapter, describe rattling sounds Continuing along the same corridor eventually leads
in the vents, a maniacal laugh from a nearby to A6. Lower Engineering.
corridor, and other eerie indicators that they The unlit corridor to the left leads to a locked
are in danger as long as they stay on the door blocking the way to A5. Sleeping Quarters. The
ship. If they attempt to take a long rest, their door is inscribed with an expensive antimagic seal
rest is interrupted when they are attacked that prevents passage through it by way of magic.
by 1d4 − 2 (minimum of 1) stage one space A hand scanner next to the door, requiring use of a
vampires. The characters should not be crew member’s hand, can unlock the room beyond.
able to finish a long rest until they escape The lock can be bypassed via hacking the hand
the Astromo. scanner. To do so, a character must make a successful
DC 20 Intelligence (Data) check. On a failed
attempt, a warning siren begins to ring out in the
THE EVOLVING SHIP area; no further attempts to hack the scanner may be
When the characters begin Part Two: It attempted and the GM increases the Threat Level by
Had to Be Space Vampires, the Astromo 2.
becomes far more hostile to their presence.
As such, each room aboard the ship
contains a sidebar detailing how they
change when encountered in Part Two.
This tiny well-lit kitchen is mostly clean and The Reanimated Body. Unless the
contains a single refrigeration unit in one dissected body in the kitchen was
corner. Various plates, pots, and pans are destroyed, it has risen again in pieces: its
dry in the sink and the stove is turned off head gnashes helplessly on the floor, its
properly. The kitchen even has a state-of- lower body walks around bumping into
the-art coffee machine. It would be a quaint the walls and appliances, its torso writhes
cooking space, were it not for the bloody helplessly on the ground, and its arms grip
mess on the wall opposite of the stove. a pair of bloody kitchen knives and slash
around ineffectively.
One of the Astromos players, wearing a
gore-spattered jersey that reads “Number Additional Threat. The GM may choose
4 — Farb” has been viciously dissected. to reduce the Threat Level by 1. If they
Farb’s head, torso, and each of his limbs do, weird necromantic magic allows the
have been violently ripped apart and pinned dissected body to begin to hover off of
to the wall, each piece of Farb impaled by a the ground, its various bits close to each
different kitchen knife. Below the mutilated other. It then turns on the nearest character
corpse, a large pool of blood has dried on and attacks. Treat it as a stage one space
the metallic floor. Scrawled sloppily in blood vampire with a flying (hovering) speed of
on the wall beside the body is a message: 40 feet. If the dissected space vampire
takes more than 4 damage from an attack,
they can dish it but they can’t take it it reduces the damage taken to 4, as its
reanimated body parts must be destroyed
A character who investigates the body can determine one at a time.
with a successful DC 14 Wisdom (Medicine) check,
that Farb struggled with something and managed
to write the message on the wall with his own
blood before he was torn limb from limb, and very A5. Sleeping Quarters
carefully pinned to the wall. A DC 14 Intelligence When the party first enters the sleeping quarters,
(Investigation) or Wisdom (Survival) check read or paraphrase the following:
determines that the trail of blood in the room leads
to a corner beneath a small two-foot wide air duct in The temperature of this sterile chamber
the ceiling that still drips with a bit of blood. Only a is adjusted to be slightly cool and
Small or smaller creature can enter the air duct, and comfortable. Dim daylight floor lamps
only one with a flight or climbing speed can scale its provide streaks of illumination that converge
sharp upward bend. This duct leads directly to B4. eerily at the center of the ceiling. The
Bridge. chamber walls are soundproofed by thick
The refrigeration unit contains twenty days foam padding and lined with twenty four
worth of frozen rations, five cans of krash, and a cake empty, powered down cryogenic pods. In
with frosty letters and balloons written on it: “Happy the center of the room, six more cryogenic
Retirement Coach!” A single slice of the cake is pods form a circle. These central pods are
missing. occupied and powered on, and each of
The only exit to this room, apart from the air them has a storage container attached to its
duct, is back through the swinging door to A3. Mess base.
Hall.
Introduction Background
Jimball Hundwig nervously lifted his arms, trying to Grax’s Guys for Cheap have always advertised
air out the sweat that seeped through his expensive themselves as reliable and affordable. Their
tuxedo. Not that it mattered much—the surrounding affordability comes in large part from the talents
socialites and celebrities were ignoring him with of their accountant, Jimball Hundwig, who is as
frigid politeness. The band played something classical inexpensive as he is reliable. Most Grax’s Guys
with droning violins and tittering flutes while Jimball don’t pay the nervous halfling a second thought,
took another sip of his drink. Fruitlessly, he tried to unless they’re getting their operating budget from
relax, to focus on the melodies, but a nervous jitter him before going on a job. Little do they know that
persisted in his hand. Jimball is actually highly educated, an alumni of the
All too soon, the decrescendo began. It prestigious Voxis University on planet Politania.
was time. He glugged the rest of the fancy cocktail, Politania is a far cry from the usual Grax’s
smoothed back what was left of his thinning hair, and Guys for Cheap stomping ground: it’s a staggeringly
turned to leave the room. Along the way, an errant wealthy elven world, filled with luxury boutiques,
walking stick caught his leg, and he stumbled into perfectly-groomed parks, and artwork of every
someone. A sugary-sweet drink splashed over his variety. Clientele from such affluent planets usually
face and down his tuxedo, while the drinks’ owner pass on Grax’s services for their more refined
unleashed a barrage of colorful curses and swatted competitors, most often Scale and Fang Inc., so
at his head with a heavy clutch purse. Neoma Menta, Jimball hasn’t revisited his old home for many years,
he noted as he fled, swears like a space pirate. The until now.
thought amused him, taking some of the edge off his
nerves as he made his way to the VIP room. Overview
Tall spires of elegantly wrought silver framed The Pink Star Scandal is a roleplay-centric adventure
the open door. Inside, the room was dark, filled with for 7th-level characters, and is the third in a series
lavish armchairs and luxurious statues illuminated by of adventures centered on Grax’s Guys for Cheap. In
vintage-style bulbs that cast the room in a languorous it, the characters help investigate and defend their
atmosphere. Jimball hesitated, looking around for the witless accountant, Jimball Hundwig, who has been
guards that must surely be posted nearby. He gulped, charged with gem theft. It is presented in four parts.
walked forward, silently practiced the conversation Prelude: The Call starts with the characters
topics he had prepared. One by one, he sized up in Grax’s HQ. Here the players have some downtime
lines of conversation then quickly discarded them in HQ on an otherwise uneventful day until they
as boring or foolish. He was so absorbed in thought discover January the thwirrel in distress. They learn
that he didn’t notice the alarms until the guards had from her that Jimball, the Grax’s Guy’s accountant, is
already surrounded him. in trouble, and Grax assigns the characters to retrieve
One of the guards stepped forward and him.
seized Jimball’s arm. He roughly patted him down, In Part One: Politana Justice Department, the
and before Jimball could protest, the guard reached characters arrive on the moon of Politana, where the
into the pocket of Jimball’s tuxedo and pulled out a penitentiary is located. Here they meet Detective
pristine, glittering pink diamond the size of Jimball’s Rosie Rumboot and can interview Jimball, who
eye. reveal the basic details of the case and provide leads
“Sir,” the guard said, placing handcuffs around on how to investigate further.
Jimball’s wrists, “you are under arrest for attempted
grand gem theft. Come with us.”
JAILBREAK!
If the characters consider taking a brute
force approach to freeing Jimball, by
staging an elaborate jailbreak or by
simply fighting their way out of the Justice
Department, they’ll be foiled by one of the
following defense mechanisms:
• The entire prison is contained in a
targeted antimagic field to prevent
escapes and other unlawful activity.
• Each prisoner wears a heavy steel anklet
which prevents teleportation and planar
travel. If they leave the prison grounds
while wearing the anklet, it electrically
shocks them and sends a signal to the
guards.
• The guards watch the prison with
physical guards and magical surveillance.
Lastly, if the players continue this line
of inquiry, simply remind them that the
adventure is more of a mystery and a
courtroom drama than it is a prison break
story.
Rebuttal
If the party’s cross-examination increased Jimball’s JANUARY’S INTUITION:
innocence score, the prosecution offers a rebuttal. SAVYN ARAVARS
Sierra O’Connell will argue that, since Jimball Savyn is most definitely at the heart of this,
was clearly using magic, he could have fooled the but January reminds the characters to stick
sensors, changed his suit, and stolen the diamond to contradicting his statements, starting
all in a matter of seconds. Even if Neoma can’t place with his relationship to Jimball. He’ll have to
Jimball at the scene of the crime, it clearly places modify his testimony if he’s caught in a lie,
him suspiciously nearby while spells were cast. This and that’s how the characters can pin him.
Drak interjects: “None of this changes “Do you understand who you’re accusing?
the fact that Jimball was caught with the I am Savyn Aravars, head of House Aravars.
diamond in his possession as he left the Jimball is nothing, a silly accountant! He
building!” With a flourish, he announces could have been anything but he chose this
“Exhibit A, your honor!” instead: a life of absolutely mediocrity.
A crowd of elven Politania police officers So what if I didn’t actually see him get
and a few members of the Politania arrested? What are you trying to say? That I
Historical Society come marching in with the set him up? Give me a break! He’s nobody
Pink Star diamond, gleaming as beautiful as and I have no reason to even waste my time
ever, in a high-security glass vault. with him. Show me some evidence. Come
on—hit me with your best shot!”
The Pink Star diamond is carried in a transparent,
nigh-impregnable case, which has been rendered Closing Statements
weightless with a gravity nullifier. Savyn is not Give the players one final chance to lay out their
asked to leave the witness stand, as this evidence is timeline, present any remaining relevant clues,
intended to bolster his testimony. and conjecture about how and why Savyn framed
The characters can now question the viability Jimball. Increase Jimball’s Innocence score by
of the diamond itself as evidence. If the characters 1 for each new point made in this section. When
don’t have the Clue: Pink Star Fake, they have the characters are finished, Judge Bot will tabulate
another chance to get it by cross-referencing the Jimball’s Innocence score. If it is 5 or higher, proceed
Clue: Pink Star Diamond Photo with the physical to Innocent! If it is 4 or lower, proceed to Guilty as
diamond. The real diamond has a small discoloration, Charged!
which this diamond lacks. Therefore, the diamond
recovered from Jimball is a fake! If the characters use Innocent!
an Objection with Clue: Pink Star Fake, increase The Judge Bot presents its final verdict:
Jimball’s Innocence score by 3.
The Judge Bot grinds and rattles like a
poorly maintained engine before concluding
with a ding. “Verdict: This court finds you,
Jimball Hundwig… INNOCENT of jewel
theft.”
JANUARY’S INTUITION: THE DIAMOND Jimball chokes out a quiet thanks, but
If the players haven’t figured out that the a disgruntled shout sounds from Savyn
diamond Jimball was caught with was a Aravars, who is standing at the prosecution
fake, January offers a hint to that effect. bench.
January reckons that whoever stole the
“He was supposed to be GUILTY!” Savyn
diamond could have easily made away
cries, pulling out a transmat deck from his
with it. Why hide a priceless treasure in
pocket. “The diamonds look IDENTICAL.
Jimball’s jacket just to frame him? How do
See?” A bright flash erupts from the real
we know that Jimball wasn’t planted with a
Pink Star diamond, and runs up Savyn’s arm.
fake diamond, while the real one was taken
elsewhere?
Savyn Escapes
Jimball has been declared innocent in the eyes of the
law, but the true jewel thief, elven aristocrat, Savyn
Aravars has escaped with the Pink Star diamond,
leaving the characters a bloody mess in the process.
Detective Rumboot ensures that proper doctors look
over the party, and that Jimball is kept safe until the
party can escort him back to Grax’s headquarters.
On the way back, Jimball is listless, concerned for his
friend and for his own safety.
Grax greets the party at the star port with a
case of beer and practically crushes Jimball in a hug.
Even though the party didn’t manage to recover the
diamond, House Aravars was issued a gigantic fine
by the elven government of Politana (interrupting a
courtroom by turning into a dragon being damnable
heresy for a race which prides itself on law and
order), and Grax’s Guys is being paid a sizable
quantity. As such, each character is paid 1,000 credits
for their work.
Jimball settles back down into his office, as
if none of this ever happened, and January does the
same, though her itty-bitty lawyer costume sits in the
corner of her cage as a memento of the case.
Actions
Multiattack. Big Hob uses his Constrict attack
or Weasel War Dance ability and attacks twice,
once with his bite and once with his claws.
Bite. Melee Weapon Attack: +8 to hit, reach
10 ft., one creature. Hit: 16 (2d10 + 5) piercing
damage.
Claw. Melee Weapon Attack: +8 to hit, reach
10 ft., one creature. Hit: 14 (2d8 + 5) slashing
damage.
Constrict. Melee Weapon Attack: +8 to hit,
reach 5 ft., one creature. Hit: 9 (1d8 + 5)
bludgeoning damage. The target is grappled
(escape DC 16) Until this grapple ends, the
creature is restrained, and Big Hob can’t
constrict another target.
Weasel War Dance. Big Hob hops from side to
side in his space. Until the end of his turn, Big
Hob has advantage on attack rolls.
Stage Three Space Vampire The blood of master space vampires is highly
Stage three space vampires, also known as master sought after on black markets around the ‘verse for its
space vampires, are the final evolution. Only the regenerative and performance-enhancing properties,
oldest space vampires evolve to their final form: a making space vampire hunting a very popular
one foot tall, adorable white bat-like creature with profession among the foolhardy.
expressive pink eyes, purple eyelashes, and long Space Vampire Thwirrel
floppy pink ears. This evolution allows the master Thwirrel space vampires are similar to other stage
vampire to be able to better control its thirst for brain one space vampires in most ways: they are sensitive
juice, avoid annoying others with awful puns, and to about their appearance, materialize an indestructible
better survive in a ‘verse that fears space vampires. cloak, require brain juice to survive, and are generally
The most fearsome of the master’s new abilities is a terrible annoyance to their foes. However, vampire
its eyes: it can drain a creature’s mind simply by thwirrels retain the unique ability to siphon energy
staring cutely at it. It’s for this reason, and the master from magical devices (though they can no longer
vampire’s ability to control weaker vampires over a use their camouflage abilities). They use the magic
large distance, that one should never underestimate siphoned this way to amplify their brain-drinking
these otherwise adorable creatures. powers, making them significantly more dangerous
than your average thwirrel.
Swarm of Rogue A.I. Wires STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 6 (−2) 16 (+3) 12 (+1) 4 (−3)
Rogue Artificial Intelligences are capable of infesting
wiring, bending them to their will. In combat, these Damage Immunities lightning, necrotic,
swarms of deadly, sparking wires move at the A.I.’s poisoned, psychic
will and with its general disregard for organic life. Condition Immunities blinded, charmed,
deafened, exhaustion, frightened, paralyzed,
petrified, poisoned
Senses passive Perception 11
Stirge Raptor Languages —
Medium monstrosity, unaligned Challenge 2 (450 XP)
Armor Class 13 (natural armor) Explode. When the swarm is reduced to 0 hit
Hit Points 33 (6d8 + 6) points, it explodes in a shower of sparks. Each
Speed 40 ft., fly 20 ft. creature within 5 feet must make a successful
DC 14 Dexterity saving throw or take 7 (2d6)
STR DEX CON INT WIS CHA lightning damage.
14 (+2) 14 (+2) 13 (+1) 4 (−3) 12 (+1) 6 (−2) False Appearance. While the swarm remains
motionless, it is indistinguishable from a normal
Senses passive Perception 11 tangle of wires.
Languages —
Pulse. A creature that is grappled by the swarm
Challenge 1 (200 XP) at the start of its turn takes 21 (6d6) lightning
Cannibalize. If the stirge raptor uses its damage, or 10 (3d6) lightning damage if the
proboscis on the corpse of a stirge raptor, it can swarm has half of its hit points or fewer. Until
add 1d6 to its attacks and damage rolls for 1 the end of its turn, it has disadvantage on attack
minute. rolls.
Pack Tactics. The stirge raptor has advantage Swarm. The swarm can occupy another
on an attack roll against a creature if at least one creature’s space and vice versa, and the swarm
of the stirge raptor’s allies is within 5 feet of the can move through any opening large enough
creature and the ally isn’t incapacitated. for a small construct. The swarm can’t regain hit
points or gain temporary hit points.
Vestigial Wings. The stirge raptor falls at the
end of a turn if it’s airborne and the only thing Actions
holding it aloft is its flying speed.
Charged Whip. Melee Weapon Attack:
Actions +6 to hit, reach 10 ft., one creature. Hit: 1
bludgeoning damage and 7 (2d6) lightning
Bite. Melee Weapon Attack: +4 to hit, reach damage, or 3 (1d6) lightning damage if the
5 ft., one creature. Hit: 6 (1d8 + 2) piercing swarm has half of its hit points or fewer. The
damage. target is grappled (escape DC 11).
Proboscis. Melee Weapon Attack: +4 to hit,
reach 10 ft., one creature. Hit: 5 (1d6 + 2)
piercing damage, and stirge raptor regains 3
(1d6) hit points.
Actions
Concussion Rifle. Ranged Weapon Attack: +5
Chuck Hankerton
to hit, range 150/600 ft., one target. Hit: 9 (2d8) Chuck Hankerton was never much of a Starball
thunder damage plus 3 (1d6) thunder damage. player himself, but he is beloved and renowned for
Budd has disadvantage on attacks with this his skill as a Starball coach. Old, grumpy, addicted to
weapon if the target is within 20 feet. candy bars, and full of useless trivia knowledge, there
is absolutely no reason anyone should fear Chuck in
battle. However, his years as a coach and watching
action blockbuster holo-films has prepared him for
anything, and he still has a way of helping his team be
the best they can be.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 10 (+0) 8 (–1) 10 (+0) 10 (+0) 16 (+3) 11 (+0) 15 (+2) 16 (+3) 10 (+0)
Skills Athletics +4, Survival +1 Skills Nature +4, Perception +5, Survival +5
Senses darkvision 60 ft., passive Perception 12 Senses passive Perception 15
Languages Common, Dwarvish Languages Common
Challenge 1 (200 XP) Challenge 1 (200 XP)
Ivana Zarkoff
Greggy Ironsmelt The ruthless and professional Ivana Zarkoff
The very probably senile dwarf Greggy Ironsmelt has has one standard: the very best. Perhaps, it is
been living off the land on Gaozu for untold decades. this uncompromising nature that makes her so
Despite being a well-known figure around Taisong, impossible to escape in a hunt, or perhaps it is that
known to every traveller that passes through, none she surrounds herself with the very best help. Her
have been around long enough to know that Greggy high standards have caused countless firings for slight
predates the settlement itself: he crash landed on the mistakes and failures, but those who stick by her
dwarven ship, the Vorpal, and was its sole survivor. side, like the Scale and Fang mercenaries she takes to
It is perhaps because of all those who perished in the hiring, have proven they are good enough to do so.
landing that Greggy never left this jungle world, or
perhaps because he prefers the simpler life of hunting
and exploring.
Actions
Multiattack. Savyn makes two attacks, one
with his swarm pistol and one with his laser half
sword.
Laser Half Sword. Melee Weapon Attack: +5
to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4)
radiant damage.
Swarm Pistol. Ranged Weapon Attack: +5 to
hit, range 30/90 ft., one target. Hit: 5 (2d4) force
damage.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 17 (+3) 13 (+1) 15 (+2) 11 (+0) 9 (–1) 18 (+4) 13 (+1) 14 (+2) 12 (+1) 8 (–1)
Skills Athletics +6, Perception +4 Skills Arcana +4, Data +4, Sleight of Hand +6,
Damage Resistances fire Stealth +6, Technology +4
Senses blindsight 10 ft., darkvision 60 ft., Senses darkvision 60 ft., thermalsight 30 ft.,
passive Perception 14 passive Perception 11
Languages Common, Draconic Languages Common
Challenge 4 (1,100 XP) Challenge 3 (700 XP)
Brave. Drak has advantage on saving throws Construct Anatomy. Trace is immune to
against being frightened. nonmagical diseases, and they don’t need to
Special Equipment. Drak wears a ring of eat, drink, or breathe.
spacewalking and a personal shield emitter. Construct Grafts. Trace has the following grafts
He also stores the following items in a weapon installed: finger picks, infrasight eyes, and a
wheel: a magnus opum, a REC Gun, a Rocket thermoregulator.
Hammer, and a sorting beast. Inflexible Mind. Trace has advantage on saving
throws against being charmed.
Actions
Sneak Attack (1/Turn). Trace deals an extra
Multiattack. Drak makes two melee attacks or 7 (2d6) damage when they hit a target with a
three ranged attacks. weapon attack and have advantage on the attack
Fire Breath (Recharge 5–6). Drak exhales fire in roll, or when the target is within 5 ft. of one of
a 15-foot cone. Each creature in that area must Trace’s allies that isn’t incapacitated and Trace
make a DC 13 Dexterity saving throw, taking doesn’t have disadvantage on the attack roll.
24 (7d6) fire damage on a failed save, or half as
much damage on a successful one. Actions
Rocket Hammer. Melee Weapon Attack: +6 to Multiattack. Trace makes two melee weapon
hit, reach 5 ft., one creature. Hit: 12 (1d10 + 1d4 attacks.
+ 4) bludgeoning damage. Focused Concussion Rifle. Ranged Weapon
Magnus Opum. Ranged Weapon Attack: +4 Attack: +6 to hit, range 200/800 ft., one target.
to hit, range 70/280 ft., one target. Hit: 9 (2d8) Hit: 13 (3d8) thunder damage. Trace has
radiant damage. The weapon then overheats, disadvantage on attacks with this weapon if the
and can’t be used until the end of the Drak’s target is within 20 feet.
next turn. Antimatter Dagger. Melee Weapon Attack: +6
REC Gun. Ranged Weapon Attack: +4 to hit, to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4)
range 100/400 ft., one target. Hit: 9 (2d8) necrotic damage.
radiant damage. Omni-Grenade. Trace throws a grenade at a
point they can see within 30 feet. Each creature
Reactions within a 5-foot radius of that point must make a
Shield Overcharge (1/Day). Drak gains a +5 DC 12 Dexterity saving throw or take 18 (4d8)
bonus to his AC until the start of his next turn. fire damage, or half as much on a successful
save.