Alien Technology
When adventurers find a piece of technology that isn’t from their world or time period, the players might understand what the object is, but the characters rarely will. To simulate a character’s ignorance about the technology, have the character make a series of Intelligence checks to figure it out.
To determine how the technology works, a character must succeed on a number of Intelligence checks based on the complexity of the item: two successes for a simple item (such as a cigarette lighter, calculator, or revolver) and four successes for a complex item (such as a computer, chainsaw, or hovercraft). Then consult the Figuring Out Alien Technology table. Consider making the item break if a character fails four or more times before taking a long rest.
A character who has seen an item used or has operated a similar item has advantage on Intelligence checks made to figure out its use.
Figuring Out Alien Technology
Int. Check Total | Result
9 or lower | 1 failure; 1 charge or use is wasted, if applicable; character has disadvantage on next check
10–14 | 1 Failure
15–19 | 1 Success
20 or higher | 1 success; character has advantage on next check
Plot Points
Plot points allow players to change the course of the campaign, introduce plot complications, alter the world, and even assume the role of the DM. If your first reaction to reading this optional rule is to worry that your players might abuse it, it’s probably not for you.
Using Plot Points
Each player starts with 1 plot point. During a session, a player can spend that point for one effect. The effect depends on your group’s approach to this optional rule. Three options are presented below.
A player can spend no more than 1 plot point per session. You can increase this limit if you like, especially if you want the players to drive more of the story. Once every player at the table has spent a plot point, they each gain 1 plot point.
Option 1: What a Twist!
A player who spends a plot point gets to add some element to the setting or situation that the group (including you) must accept as true. For example, a player can spend a plot point and state that his or her character has found a secret door, an NPC appears, or a monster turns out to be a long-lost ally polymorphed into a horrid beast.
A player who wants to spend a plot point in this way should take a minute to discuss his or her idea with everyone else at the table and get feedback before settling on a plot development.
Option 2: The Plot Thickens
Whenever a player spends a plot point, the player to his or her right must add a complication to the scene. For example, if the player who spends the plot point decides that her character has found a secret door, the player to the right might state that opening the door triggers a magical trap that teleports the party to another part of the dungeon.
Option 3: The Gods Must Be Crazy
With this approach, there is no permanent DM. Everyone makes a character, and one person starts as the DM and runs the game as normal. That person’s character becomes an NPC who can tag along with the group or remain on the sidelines, as the group wishes.
At any time, a player can spend a plot point to become the DM. That player’s character becomes an NPC, and play continues. It’s probably not a good idea to swap roles in the middle of combat, but it can happen if your group allows time for the new DM to settle into his or her role and pick up where the previous DM left off.
Using plot points in this way can make for an exciting campaign as each new DM steers the game in unexpected directions. This approach is also a great way for would-be DMs to try running a game in small, controlled doses.
In a campaign that uses plot points this way, everyone should come to the table with a bit of material prepared or specific encounters in mind. A player who isn’t prepared or who doesn’t feel like DMing can choose to not spend a plot point that session.
For this approach to work, it’s a good idea to establish some shared assumptions about the campaign so that DMs aren’t duplicating efforts or trampling on each other’s plans.
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Firearms
In a campaign where a spaceship has crashed or elements of modern-day Earth are present, Futuristic or Modern Firearms might appear. The Firearms Table provides examples of Firearms , the modern and futuristic items are priceless.
Proficiency
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
Properties
Firearms use special ammunition, and some of them have the burst fire or reload property.
Ammunition. The Ammunition of a Firearm is destroyed upon use. Modern Firearms use bullets. Futuristic Firearms are powered by a special type of Ammunition called Energy Cells. An Energy Cell contains enough power for all the shots its firearm can make.
Burst Fire. A weapon that has the burst fire property can make a normal single-target attack, or it can spray a 10-foot-cube area within normal range with shots. Each creature in the area must succeed on a DC 15 Dexterity saving throw or take the weapon’s normal damage. This action uses 10 pieces of ammunition.
Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character’s choice).
Needler Pistol
This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an energy cell stored at the base of the flask. Placing a full energy cell in the pistol gives the pistol 10 charges. As an Action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 Piercing Damage on a failed save or half as much damage on a successful one. Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an Action or a Bonus Action.
Paralysis Pistol
This curious-looking pistol is shaped like a large, glass bulb with a handle on the bottom and brass prongs protruding from its front. The weapon is powered by an energy cell stored in its grip. Placing a full energy cell in the pistol gives the pistol 6 charges. As an Action while holding this pistol, you can expend 1 of its charges to fire a ray of crackling energy at a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the paralyzed condition for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can’t be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an Action or a Bonus Action.
Ray Glove (Oard)
This is a small gun incorporated into a glove. It can fire 3 laser blasts per round, each being the equivalent of a Magic Missile Spell(range - 150', damage - 1d6+1 etc.). Unlike Magic Missiles, the laser blasts don't hit automatically. The Oard must roll to hit as is using a normal missile weapon (range 50/100/150) but all targets are treated as armor class 11 ( Subtract{-} any Dexterity Bonuses Add{+} magical armor). The pistol can be used in melee (treat as short-range missile fire)
Blaster Tube (Oard)
A tubular device which can fire 2 blasts of Force Damage per round. Each blast covers an area 10 feet wide & 120 feet long. Any creature within the area will receive a forceful blow equivalent to a 20 foot fall onto a hard surface (2-12 points of Force or Bludgeoning Damage). The Force Damage is halved by a successful saving throw vs. Dragon Breath.
FIREARMS TABLE
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Modern Item | Cost | Damage | Weight | Properties
Martial Ranged Weapons
Pistol, Automatic | — | 2d6 piercing | 3 lb. |
Ammunition (range 50/150), reload (15 shots)
Revolver | — | 2d8 piercing | 3 lb. |
Ammunition (range 40/120), reload (6 shots)
Rifle, Hunting | — | 2d10 piercing | 8 lb. |
Ammunition (range 80/240), reload (5 shots), 2-handed
Rifle, Automatic | — | 2d8 piercing | 8 lb. |
Ammunition (range 80/240), burst fire, reload (30 shots), 2-handed
Shotgun | — | 2d8 piercing | 7 lb. |
Ammunition (range 30/90), reload (2 shots), 2-handed
Ammunition
Bullets (10) | — | — | 1 lb. | —
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Futuristic Item | Cost | Damage | Weight | Properties
Martial Ranged Weapons
Laser Pistol | — | 3d6 radiant | 2 lb. | Ammunition (range 40/120), reload (50 shots)
Antimatter Rifle | — 6d8 necrotic | 10 lb. | Ammunition (range 120/360), reload (2 shots), 2-handed
Laser Rifle | — | 3d8 radiant | 7 lb. | Ammunition (range 100/300), reload (30 shots), 2-handed
Needler Pistol | — | 8d4 piercing | — | Ammunition (range 15ft. cone; energy cell), reload (10 charges), special
Paralysis Pistol | — | — | — | Ammunition (range 60; energy cell), reload (6 charges), special
Ray Glove (Oard) | 600 gp | 1d6+1 radiant | 1 lb. | Ammunition (range 50-100/150, energy cell), reload (50 shots), light, fires 3 attacks per Attack Action
Blaster Tube (Oard) | 500 gp | 2d6 force | 8 lb. | Ammunition (range 60/120, energy cell), reload (10 shots), 2-handed. Fires a 10-foot-wide, 120-foot-long line; creatures in the area make a Dexterity save for half damage.
Ammunition
Energy Cell | — | — | 5 oz. | —
Fireball Gem (1-3) | 400 gp | 6d8 fire | — | Consumable, range 240 ft., explodes in 40-ft diameter sphere
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Explosives
A campaign might include explosives from the Modern World, as presented in the Explosives Table.
Bomb
As an action, a character can light this bomb and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must succeed on a DC 12 Dexterity saving throw or take 3d6 Fire Damage.
Gunpowder
Gunpowder is chiefly used to propel a bullet out of the barrel of a Pistol or Rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water-resistant powder horns.
Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to 1 ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Dynamite
As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or ½ as much damage on a successful 1.
A character can bind sticks of dynamite together so they explode at the same time. Each additional stick increases the damage by 1d6 (to a maximum of 10d6) and the burst radius by 5 feet (to a maximum of 20 feet).
Dynamite can be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll Initiative for the dynamite. After the set number of rounds goes by, the dynamite explodes on that Initiative.
Grenades
As an Action, a character can throw a grenade at a point up to 60 feet away. With a grenade launcher, the character can propel the grenade up to 120 feet away.
Each creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 Piercing Damage on a failed save, or ½ as much damage on a successful 1.
1 round after a smoke grenade lands, it emits a cloud of smoke that creates a heavily obscured area in a 20-foot radius.
A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds;
A strong wind (20 or more miles per hour) disperses it in 1 round.
Concussion Grenade. This grenade explodes in a concussive blast that fills a 20-foot-radius sphere. Each creature in that area must make a DC 15 Dexterity saving throw, taking 6d6 Force Damage on a failed save or ½ as much damage on a successful 1. Sleep Grenade. This grenade releases a cloud of soporific mist that fills a 20-foot-radius sphere, then dissipates. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the unconscious condition for 1 hour. The condition ends on a creature early if the creature takes damage or if another creature uses an Action to shake it awake. Fireball Gem (Oard). A tiny, self-propelled bomb which is the equivalent of a Fireball (range - 240' , area of effect - 40' diameter sphere ) , inflicting 6d8 points of damage.
EXPLOSIVES TABLE
Modern Item | Cost | Weight
Dynamite (Stick) | — | 1 lb.
Grenade, Fragmentation | — | 1 lb.
Grenade, Smoke | — | 2 lb.
Grenade Launcher | — | 7 lb.
Futuristic Item | Cost | Weight
Grenade, Concussion | — | 1 lb.
Grenade, Sleep | — | 1 lb.
Fireball Gem (Oard) | — | 1 lb.
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Powered Armor
This suit of technologically advanced plate armor includes an under-suit that can fully seal, a helmet with a full face mask and crystal lenses in the eyeholes, and a set of gauntlets. The armor is powered by an Energy Cell stored in a compartment on the thigh plate. Placing a full Energy Cell in the armor gives the armor 24 charges. A suit of Powered Armor functions as a suit of normal plate armor, even when it has 0 charges remaining. Activating the Armor. As an Action, you can expend any number of the armor’s charges to activate it; the armor remains active for 1 hour per charge expended. You can use a Bonus Action to deactivate the armor early, but doing so doesn’t recover any expended charges. While the armor is active, you gain the following benefits: Augmented Physicality. You have Advantage on Strength checks, and your carrying capacity is doubled. Environmental Adaptation. The armor seals airtight and provides its own atmosphere. You can breathe normally in any environment and withstand extreme temperatures, and you’re unaffected by harmful gases, as well as contact and inhaled poisons. Force Field. When you would take damage, you can use your reaction to expend 1 of the armor’s charges to deploy a defensive force field. Roll 3d10 and reduce the damage taken by the total rolled. Propulsion. As a Bonus Action, you can expend 1 of the armor’s charges to gain a flying speed equal to your walking speed for 1 minute. If you’re airborne when this duration ends, you fall. Replacing the Energy Cell. While the armor has charges remaining, its energy cell can’t be removed. Once the armor has 0 charges, you can replace the energy cell with a new cell by using an Action or a Bonus Action.
Antigravity Belt
Metal tubes ring the lower edge of this wide belt. It is powered by an energy cell stored in a metal case near the buckle. Placing a full energy cell in the belt gives the belt 10 charges.
Activating the Belt. As a Bonus Action, you can expend any number of the belt’s charges to activate it; the belt remains active for 1 minute per charge expended. You can use a Bonus Action to deactivate the belt early, but doing so doesn’t recover any expended charges. When you activate the belt, and as a Bonus Action while it remains active, you can rise or descend vertically up to 20 feet. You remain floating in place while the property is active, and you can move yourself horizontally by being pushed or towed or by scooting yourself along a surface, such as a wall or ceiling, at ½ your walking speed. If you are still levitating when the belt deactivates, you fall. Replacing the Energy Cell. While the belt has charges remaining, its energy cell can’t be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an Action or a Bonus Action.
Oard Technology
Some of the many Oard weapons & devices are described below. Although these pieces of equipment are technological, their properties can be described in terms of similar magical effects. The powers and effects of Oard technology should be treated in the same way as the corresponding spells, except as specified in individual cases. Oard devices are controlled and powered by means of wires which plug into the Oards' bodies, and are tuned to their individual users. No magic, nor any other means will give characters full use of these devices, although a Wish Spell might (DM's discretion) allow 1-4 uses. Since they are not magical, Oard devices won't be shown up by Detect Magic Spells. Unlike the casting of a spell, an Oard's use of a technological power isn't ruined by being disturbed.
Image Amulet
This device creates a permanent, holographic image around the Oard which allows the Oard to make itself look like any humanoid up to 10 feet tall. The screen also changes appearance of the Oard's clothes (ex. to look like furs) & equipment. There is no saving throw for those seeing this technological illusion, but a Truesight Spell, for example, would enable the caster to see through it. The screen stops working at once if the Oard is killed, revealing the creature in its true form.
Protection Belt
This device surrounds the Oard with a permanent, protective force field. The field is similar to the barrier created by a shield spell except that the Oard gains an armor class of 20 against all attacks. In addition, the barrier gives protection equivalent to permanent protection spells from - normal missile - resist cold - resist fire Finally, the field has a limited anti-gravity power which allows the Oard to levitate at will for a total of up to 6 turns per day.
Speech Bracelet
This is a 2-way communication device with a range of 50 miles.
Time Travel Mirror
This enables the Oards to travel from their Oard Empire in the far future back through time into the history of Aelos. The cost in energy is enormous, however, and so only a few Oard agents can be sent. Furthermore, the devices allow only 1-way travel, which means that the Oards cannot return to their own time through the devices. These devices have their own holographic screens which may be used to disguise them as something else. A time travel device's screen ceases to function if all the Oards who passed through it are dead.
Value & Appearance of Oard Devices
Oards do not have treasures as such, but their devices and equipment are exquisitely made from plastics, metals, and crystals. In the adventurers' own world, these objects would be regarded as very fine, unusual jewelry or adornment, and so have corresponding values: - An Image Amulet looks like a gem-encrusted, gold filigree amulet on a silver chain ( value - 800 GP ) - A Ray Glove looks like a gauntlet of incredibly fine chainmail, decorated with gold filigree and a large, elongated gem on the index finger ( value - 600 GP ) - A Blaster Tube is an ornately inlaid, transparent cylinder (about 3 inches wide and 18 inches long) open only at 1 end. If it could be used, for example, as a case for storing scrolls ( value - 500 GP ) - A Fireball Gem has the appearance of a short, hollow gold wand with large gem mounted at the end ( value - 400 GP ) - A Protection Belt looks like a beautifully decorated girdle ( value - 600 GP ) - A Speech Bracelet looks like a delicately wrought bracelet ( value - 400 GP ) - A Time Travel Mirror looks like a perfect, full-length mirror set in a gold frame ( value - 6000 GP ) - A set of Oard Clothes appear to be made of exceedingly fine but hard-wearing silk, embroidered with minutely detailed patterns in precious metals ( value - 200 GP per suit )













