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Published by connorviray, 2022-02-09 14:07:26

02_DnDestiny_ArchitectsGuide_v1.0

02_DnDestiny_ArchitectsGuide_v1.0

Ahamkara’s Ribcage AN INSURMOUNTABLE SKULLFORT

bound to its fieldweave panels. Superior Common armor (helmet), requires
Ribcage. When you attune to and wear this attunement by a Striker

armor piece for the first time, your AC increases by “I got tired of people telling me to watch
1. You also begin to suffer constant auditory my head. Now I tell them to watch my
hallucinations that result in a permanent head.” —Titan pugilist
disadvantage on initiative rolls. This effect persists
even if you remove this armor or your attunement A sleek, almost featureless helmet with a dull
to it. metallic surface. A matrix of blinking lights plays
upon its smooth faceplate.
ALCHEMIST'S RAIMENT
Transfusion Matrix. If you kill a hostile creature
Mundane Uncommon armor (chest), requires with the damage of your Storm Fist, you can regain
attunement by a Warlock class one melee ability charge and 2d6 hit points.

There’s no greater lie than the fallacy of ANTAEUS WARDS
fixity. Matter transmutes just as easily as
you reshuffle your thoughts. Exquisite Common armor (boots), requires
attunement by a Titan class
Flowing Warlock robes cut from fine metamaterial
fabric. Its chest and back are emblazoned with a No one has yet been able to determine how
geometric crest of triangles, broken circles, and the Antaeus Wards work.
radial lines. The crest shimmers in purples and blues.
Heavy, armored Titan legs whose plates look almost
Iron to Gold. Roll a d8 when you decode an as if they were hewn from living rock. They are
engram. On a roll of 7-8, you recover an amount of irregularly studded with several round modules,
glimmer from the decryption process based on the which may be field emitters.
grade of the engram.
• Mundane: 100 glimmer Reflective Vents. If you are targeted by a ranged
• Fine: 500 glimmer attack that requires an attack roll or requires you to
• Superior: 1,000 glimmer make a payload saving throw, you can use your
• Exquisite: 5,000 glimmer reaction to roll a d6. On a roll of 1-5, the attack does
nothing: it causes no damage to yourself or any
creatures within the radius, and causes no effects.
On a roll of 6 you are unaffected by the attack or
payload effect, and you reflect it back at the attacker
as though the it originated from you, turning the
attacker into the target using the same attack roll/
payload DC and damage as the attacker would have
used against you.

APOTHEOSIS VEIL

Fine Uncommon armor (helmet), requires
attunement by a Warlock class

To say the void is empty is to overlook the
profound abundance it offers to those who
will reach into nothingness, perhaps to
draw forth something more than
themselves.

Warlock headgear with a blank, glassy faceplate that
shimmers like an uncanny ocean. Its edges are
decorated with arcs of coiled golden wire.

Private Reserves. When you cast your super
ability, you can make a shield recharge roll. The
amount rolled can be applied as health first, with
any leftover going to your energy shields.

Architect’s Guide v0.9 101

ARCANA EDICT the Void to your acquired Marks, without it counting
toward the total Marks you have. The distance you
Fine Rare armor (bond), requires attunement by a can teleport with Blink increases to 30 feet.
Warlock class
BONES OF EAO
No one knows everything—but well-
prepared Warlocks have ways of always Mundane Very Rare armor (boots), requires
knowing what they need. attunement by a Hunter class

An unassuming Warlock bond with a delicately The slaying of Eao is one of the most
filigreed surface. Some kind of retractible interface famous tales of the Great Ahamkara Hunt,
cable can connect it to a standard headgear but less remembered is how his fragmentary
dataport. bones were obtained and traded by a
Warlock.
Shifting Secrets. Choose up to three skills to
become proficient with. You can alter your choice Typical utilitarian fieldweave legs and boots with an
when you complete a long rest. assortment of bone shards bound over the seams
and some of the reinforced pads.
ARMAMENTARIUM
Not Bound by Law. You can make one additional
Superior Uncommon armor (chest), requires airborne jump before needing to ground yourself to
attunement by a Titan class make any more. Additionally, you will occasionally
feel compelled to perform a seemingly random task.
“It’s good to carry some extra ordnance. You can ignore this compulsion with a successful
Even my punching arm gets tired Wisdom saving throw (DC 29).
sometimes.” —Titan pugilist
BOXING GLOVES
A sturdy Titan cuirass with racks for extra
ammunition and grenades attached to the plasteel Mundane Uncommon armor (gauntlets), requires
chestplate. attunement by a Titan class

And Another Thing. You have two grenade ability Dressed for debate.
charges, instead of only one. You cannot have more
than two grenade ability charges. The recharge An old pair of heavily padded gloves meant for
value for your Light grenades are always the max for sparring sports. They are not very dexterous.
their die size.
Fists of Fury. You are convinced these gloves
ASTROCYTE VERSE increase your effectiveness with unarmed strikes.

Fine Rare armor (helmet), requires attunement by a
Voidwalker

Some people think Guardians capable of
blink-jumping very briefly cease to exist.
Wear this, and you’ll see it’s the only
moment you truly exist.

A helmet with a very minimal, low-set frame
supporting a flawless glassy enclosure curving from
the rear cranium to the chin. It looks translucent,
but appears filled with a glittering starry void.

Move to Survive. You can add the Blink Mark of

Boxing Gloves
102 Architect’s Guide v0.9

CELESTIAL NIGHTHAWK CITAN'S RAMPARTS

Exquisite Uncommon armor (helmet), requires Fine Common armor (gauntlets), requires
attunement by a Gunslinger (Sharpshooter) attunement by a Titan class

Believed to incorporate the targeting matrix This armor's mechanism is said to have
of a Golden Age starfighter pilot’s helmet, been designed and used by Citan, a cruel
this rare headgear is prized by Hunters who warlord who reigned a hard-bitten swath of
feel the need to get a single point across Old Russia during the Dark Age.
with undeniable clarity.
Sharp flanges of metal splay out from the sturdy
An elegant helmet with a distinctly avian character. fieldweave foundation of these Titan sleeves. The
Its faceplate curves downward to a point, like the prominent rectangular shoulder plates are bound
beak of a raptor. with wires that hum threateningly.

Big Game. When you cast your Golden Gun, it Assault Barricade. Towering Barricades you
only has one shot in it, and you can only make one construct have their hit points halved, but both
attack with the Attack action while concentrating on yourself and creatures of your choice can make
your Golden Gun, regardless of the amount of ranged weapon attacks, including shots with
attacks you can normally take. The damage of the firearms, through the barricade as if it were not full
one shot in your Golden Gun is increased by 20d8 cover.
instead of the normal damage increase your Golden
Gun provides, and if the damage from the shot CLAWS OF AHAMKARA
reduces your target to 0 hit points, any leftover
damage can apply to the next target in the line of Superior Very Rare armor (gauntlets), requires
fire behind it, assuming your attack roll beats the AC attunement by a Warlock class
of the target. You can keep damaging targets in this
way until either you have no remaining damage to "All who live grasp for wishes and dreams.
apply, until your shot cannot hit a target, or until it is Let us make your grip more sure, O
blocked by 1 foot of metal, 3 feet of stone, or 6 feet dreamer ours."
of wood or dirt. Finally, if the shot from your Golden
Gun reduces a creature to 0 hit points it explodes, Large, vicious claws are mounted over the fingers of
damaging all other targets within 5 feet of it for 3d6 these gauntlets, and their forearms are layered with
solar. pinions of gilded armor plate.

CHROMATIC FIRE The Whispers. You have a second melee ability
charge. You cannot have more than two melee
Fine Rare armor (chest), requires attunement by a ability charges.
Warlock class
CREST OF ALPHA LUPI
“No such thing as magical crystals, but that
doesn’t mean Warlocks can’t pull off some Superior Uncommon armor (chest), requires
impressive tricks.” —Seamus-5, skeptical attunement by a Risen class
Hunter
Every tale of the wolf remembers that the
Curious robes with a belted satchel and extensive pack means survival. No one lives outside
cabling slung about the waist. These cables are the law of the jungle.
rigged to dozens of slender crystal tines arranged in
a sort of broad lapel and collar. The chestplate of this cuirass is adorned with an
ornate sculpted wolf’s head flanked by a pair of
Crystalline Transistor. If you take a shot with a raised wings. The background is decorated with
firearm while Aiming, and you kill a hostile creature floral scrollwork.
with that shot, the creature explodes. All other
creatures within 5 feet take an amount of explosive Survival. You can take the Revive action as a
damage (damage type equal to your Light affinity bonus action on your turn, and other Risen
type) determined by the classification of the killed creatures can take the Revive action as a bonus
creature. action on their turn if they are using the Revive
• Minion: 1d4 explosive damage action on your Ghost.
• Soldier: 2d4 explosive damage
• Elite: 3d4 explosive damage DON'T TOUCH ME
• Major or Ultra: 4d4 explosive damage
Fine Uncommon armor (gauntlets), requires
attunement by a Hunter class

Aside from the bit of unidentifiable

Architect’s Guide v0.9 103

insectile carapace on the shoulder, these appears to be filled with roiling smoke.
lightly reinforced fieldweave sleeves are Cerebral Uplink. This helmet's HUD highlights all
perfectly normal.
creatures within 60 feet of you that have half or less
Typical lightweight Hunter armor with a strange hit points remaining, including creatures Invisible
chitinous appendage fixed to one of the shoulders. It due to active camouflage. If it does, you do not have
hooks upward viciously, reminiscent of a fighting disadvantage on your attacks against the highlighted
beetle’s horn. creature. While a creature is highlighted, you have
advantage on melee, grenade, and superclass ability
Defensive Reflex. If a creature hostile to you recharge rolls you make.
damages you with a melee weapon attack, you can
invoke this perk to grant yourself active camouflage FELWINTER'S HELM
that lasts until the start of your next turn. You
cannot invoke this perk again until you complete a Superior Legendary armor (helmet), requires
brief rest. In addition, one of the following random attunement by a Warlock class
effects is immediately applied (roll a d8):
• 1–2: You take 4 arc damage. The grim-looking helmet of Felwinter,
• 3–4: You teleport to a random unoccupied space known as the Dark Horse of the Iron
Lords. It was believed lost in the Ironsbane.
within 5 feet.
• 5–6: You fall Prone. A strange Warlock helm with a heavy, peaked brow
• 7–8: For the next minute, you have advantage on and backswept horns. An integrated mount on the
back of the cranium holds what appears to be the
all attack rolls you make against the creature that quivering core of a captured Ghost.
damaged you, and disadvantage on attack rolls
you make against any other target. Warlord's End. Upon killing a hostile creature
with the damage from your melee Light ability, all
DUNEMARCHERS nearby creatures of your choice take an amount of
damage and must make a Constitution saving throw
Superior Common armor (boots), requires against your Light save DC, becoming Weakened for
attunement by a Striker the next minute on a failed save. A Weakened
creature can, at the end of each of their turns, make
“They say the Sand Eaters keep up a good a Constitution saving throw against your Light save
pace, no matter the terrain. Let’s do ‘em one DC, ending the effect on itself on a success.
better, shall we?” —Titan daredevil Creatures who succeed on their saving throw, or for
whom the effect ends, become immune to the effect
Heavily plated leg armor whose bulk belies its of this perk for 24 hours.
nimble, actuator-assisted speed. One of the thigh
plates bears a Cabal insignia. The radius of this perk's effect, and the amount
of damage it deals, is determined by the
Speed Demon. If you take the Dash action on classification of the creature that was killed. The
your turn, and you also physically move at least 20 type of damage is the same as your Light affinity
feet in a straight line without teleporting, you may type.
use your bonus action to cast Storm Fist. On a hit • Minion: 5 ft. radius sphere, 1d4 damage
the target takes an additional 2d6 arc damage and • Soldier: 10 ft. radius sphere, 2d4 damage
up to 3 creatures of your choice within 10 feet of the • Elite or Major: 10 ft. radius sphere, 3d4 damage
target must make a Constitution saving throw, taking • Ultra: 15 ft. radius sphere, 4d4 damage
4d6 arc damage on a failed save, or half as much on
a success. Finally, the recharge value of your Storm FIRESPRITE'S HEART
Fist is always the maximum for its recharge die.
Exquisite Rare armor (chest), requires attunement by
EYE OF ANOTHER WORLD a Sunbreaker

Fine Rare armor (helmet), requires attunement by a Said to be a repurposed Golden Age engine,
Warlock class this armor's core almost seems to trill to
you of its hunger for a blazing world.
To look through the eyes of another world
is to risk glimpsing one’s own fate from afar. A custom-rigged Titan cuirass, heavily plated in
singed plasteel. A compact, reinforced enclosure is
The round, translucent enclosure of this mounted on the chest. Something within glows
sophisticated helmet is nestled in a sleek cranial warmly.
frame whose arms reach around the jawline and
almost meet in front. Twelve sensor nodules sit on Family Matters. Once on your turn, if you kill a
the smooth, vitreous surface of the enclosure, hostile creature with the damage from your super
arrayed behind the temples. The interior within ability, you and all Risen creatures of your choice
within 30 feet of you can make a shield recharge roll.

104 Architect’s Guide v0.9

The amount rolled can be applied to health first, GEOMAG STABILIZERS
with any leftover going to energy shields.
Superior Uncommon armor (boots), requires
FOETRACER attunement by a Stormcaller

Fine Common armor (helmet), requires attunement “It’s a gross oversimplification, but surely
by a Hunter class you can understand one must be well
grounded to safely channel a
“I see you, and my pack does too.” thunderstorm.” —Warlock skeptic

Lightweight headgear with narrow, vertical Warlock leggings with heavy reinforced boots. Their
rebreather vents and a slitted optical plate sheltered thick plating on the soles houses a high-powered
by a short visor. magnetic stabilizer array.

Relentless Tracker. This helmet's HUD highlights Close Enough. If you made a super ability
all creatures within 60 feet of you that have half or recharge roll at the start of your turn, and you were
less hit points remaining, including creatures no more than three points short of hitting your
Invisible due to active camouflage. If it does, you do recharge value, physically moving at least half your
not have disadvantage on your attacks against the base walking speed, without breaking up the
highlighted creature. Additionally, when you make a movement and without teleporting, allows you to
success weapon attack roll against a highlighted regain your super ability charge at the end of your
creature, the weapon's damage is increased by 1d6. movement.

FR0ST-EE5 GHOST GHOST

Fine Common armor (boots), requires attunement by Mundane Common armor (Ghost shell), requires
a Hunter class attunement by a Ghost

"Have you tried thicker socks?" The Festival of the Lost blends many old
Earth traditions to celebrate the memory of
Casually fitted pants and boots made of a thick yet the Last City’s dead—but some of its
flexible material. Several insulated tubes wind in and accoutrements have unexpected tactical
out around the thighs, giving off a perceptible chill. applications.

Rapid Cooldown. If you take the Dash action on This ghost costume for a Ghost is just a scrap of
your turn, you can make one grenade ability white fabric with a hole cut out to see through. It is
recharge roll and one melee ability recharge roll for not very impressive.
every 20 feet you move. Your legs and feet become
cold when you do this. Nocturne. Your Ghost is perfectly silent when it
moves and cannot be detected by noise.
GEMINI JESTER
GRAVITON FORFEIT
Superior Uncommon armor (boots), requires
attunement by a Hunter class Superior Rare armor (helmet), requires attunement
by a Nightstalker
“Yeah, not everyone thinks it’s so funny.
Fortunately they’re great for running away.” Exploring and mastering the powers of the
—Hunter troubleshooter void is thought to entail risk of exposure to
the Darkness. Who can say for sure?
Slouchy, loose-fitting pants with nimble integrated
footwear. An extra layer of material sits over the The plain, dark plates of this strange helmet frame
thighs, with a cut reminiscent of shorts. the faceplate in a way that resembles a serpent's
maw, with two pointed protrusions above and
Misdirection. When you spend a superclass below. The faceplate itself appears only as a window
ability charge on Hunter's Dodge, all creatures of into a seething purple vortex of void energy.
your choice within 10 feet of you must make a
Constitution saving throw against your Light save Elusive Shadow. When you are subjected to a
DC. On a failed save, they become Blinded until the Dexterity saving throw to take only half damage, you
end of their next turn. Creatures who succeed on can use your reaction to take no damage on a
their saving throw are immune to being Blinded by success, and only half damage if you fail. Either way,
this perk for 24 hours. you also grant yourself active camouflage until the
start of your next turn.

Architect’s Guide v0.9 105

GWISIN VEST HELM OF SAINT-14

Exquisite Uncommon armor (chest), requires Exquisite Legendary armor (helmet), requires
attunement by a Nightstalker (Wraith) attunement by a Defender

Some Guardians believe the Traveler Saint-14, the first Titan Vanguard, the Last City’s
brought them back to resolve the greatest scourge of the Fallen, wore this helm. It
unfinished business of their previous lives. is heavy with his deeds—and the memory of his
preoccupation with humanity’s future.
A cuirass constructed in an archaic style harkening
back to the old Earth culture of Korea. With a sash A sturdy, well-worn Titan casque with a proud
and braided red and blue tasseled cords, it is belted fringed crest mounted on the rear of the cranium.
over one shoulder and under the arm. These straps The scarred surface of its reinforced faceplate is
secure a large tricolor taegeuk crest over the chest. vertically bisected by a line of brilliant purple light
from its optical sensor.
Roving Assassin. You cannot lose concentration
on Spectral Blades as a result of taking damage. Starless Night. When you cast your super ability,
Additionally, if you reduce a hostile creature to 0 hit all creatures of your choice within 60 feet of you
points with the damage of your Spectral Blades, you must make a Constitution saving throw against your
have advantage on super recharge rolls you make for Light save DC. They become Blinded for 1 minute on
the next minute. The effect of this perk ends early if a failed save. Creatures can repeat their saving
you recover a super ability charge. throw at the end of their turn, ending the effect on
itself early on a success. Creatures who succeed on
HALLOWFIRE HEART their saving throw, or for whom the effect ends,
become immune to being Blinded by this perk for 24
Fine Uncommon armor (chest), requires attunement hours.
by a Titan class
ILLUMINATING CROWN
The Order of the Sunbreakers have kept
their sacred Forge, and its secrets, for Mundane Uncommon armor (helmet), requires
centuries. Titans who bear the Order’s crest attunement by a Warlock class
have passed initiation into those secrets.
Some Warlocks will sacrifice anything for
A finely crafted heavy cuirass made of shining grey the power of knowledge—even their own
plates, with a flexible abdominal panel that dignity.
perpetually flickers with the image of fire. On the
chest is fixed a roundel of bright copper, bearing the A bulbous, round helmet with a narrow neck. Its
ornamental crest of the Order of Sunbreakers, with whole surface is brightly reflective.
its two crossed hammers.
Bright Idea. You are convinced that wearing this
Sunfire Furnace. While you have a super ability helmet increases your intellect.
charge, you have advantage on all melee, grenade,
and superclass recharge rolls you make at the start KHEPRI'S HORN
of your turn.
Superior Common armor (helmet), requires
HEART OF INMOST LIGHT attunement by a Sunbreaker

Superior Common armor (chest), requires "Beetles hit hard. Nothing wrong with
attunement by a Titan class lookin' like one." —Titan pugilist

To the thoughtless it appears damaged, but This once normal helmet has been grafted with a
the wise see how strength shines through it. horned, organic mass of unknown origin. It
somewhat resembles the head of a giant insect.
A typical plated Titan cuirass with a cracked
breastplate. Light gleams through the cracks and Solar Rampart. If you kill a hostile creature with
scores. the damage from your melee, grenade, or super
ability, you can regain one superclass charge.
Overflowing Light. Casting either your melee, Additionally, casting Barricade causes an eruption of
grenade, or superclass ability enhances the other solar Light. All creatures within 5 feet of you must
two until the end of your next turn. An enhanced make a Constitution saving throw against your Light
Light ability has the damage it deals increased by save DC, taking 4d6 solar damage on a failed save, or
two damage dice, and you have advantage on half as much on a success.
recharge rolls you make for an enhanced Light
ability.

106 Architect’s Guide v0.9

KHEPRI'S STING you have two grenade ability charges, instead of
only one. You cannot have more than two grenade
Fine Uncommon armor (gauntlets), requires ability charges. Furthermore, the recharge value of
attunement by a Hunter class your Arcbolt grenades is always the maximum for its
recharge die, and you can choose to select a number
The beetle-faced god Khepri represented of targets equal to your Light ability modifier,
creation, and the warmth of the rising sun. instead of only 3.
Yet he was not without capacity for wrath.
MASK OF THE THIRD MAN
Standard fieldweave sleeves bound with pieces of
insectile carapace shimmering in iridescent yellow Exquisite Uncommon armor (helmet), requires
and red. A whole giant beetle is fixed on the attunement by a Bladedancer
forearm. It is not clear whether the beetle is still
alive, but its large pronged mandibles look You can always try to tell them it wasn’t
dangerously sharp. your fault. You can tell them about the
Third Man.
Touch of Venom. If you hit a creature with a
melee attack, that creature must make a An ordinary Hunter helmet with the preserved hide
Constitution saving throw against your Light save of a Hive acolyte stretched over its faceplate and
DC, becoming Poisoned for the next minute on a cranium. Searing lights glare from the three empty
failed save. Creatures who are Poisoned in this way eye sockets.
take 2d6 poison damage at the start of each of their
turns, and they can repeat the saving throw at the Unstable Current. For the duration of your super
end of each of their turns, ending the effect on itself ability, you have advantage on all Light attack rolls
early on a success. A creature who succeeds on their you make, and all damage caused by your super
saving throw, or for whom the effect ends, becomes ability's action option(s) is increased by 3d6.
immune to being Poisoned in this way for 24 hours.
This power comes at a cost. When you cast your
LUCKY PANTS super ability, you go berserk. While berserk, you
must use your action each round to attack the
Fine Uncommon armor (boots), requires attunement nearest creature. If you can make multiple attacks as
by a Hunter class part of the attack action, you must make those extra
attacks, moving to attack the next nearest creature
Fortuitous fashion for the fast-moving, after you defeat your current target. If you have
fabulous gunslinger on the fly. multiple possible targets, you attack one at random.
You are berserk until you start your turn with no
Simple, rugged fieldweave trousers and lightly creatures within 60 feet of you that you can see or
reinforced boots with an ammunition belt rakishly hear, or your super ability ends.
slung around the hips. A suspicious-looking pistol
holster is strapped to the thigh. MECHANEER'S TRICKSLEEVES

Illegally Modded Holster. It is an action to store Superior Uncommon armor (gauntlets), requires
a hand cannon in the holster on these pants. You attunement by a Hunter class
can store up to two hand cannons, and a holstered
hand cannon cannot be forcibly removed from your One of “Lady” Olu Alderdice’s many
person. As a bonus action on your turn you can draw inventive pieces of fashion-forward field
one hand cannon. You have advantage on shots you gear with a twist.
take with that hand cannon until the end of your
turn. Unassuming, svelte sleeves of stitched leather over
lightweight fieldweave, with stylishly quilted
LUCKY RASPBERRY shoulders. Nothing about them seems out of the
ordinary.
Superior Common armor (chest), requires
attunement by a Bladedancer Spring-Loaded Mounting. If you have 0 energy
shield points when you take a shot with a sidearm or
What do you call a bit of Golden Age submachine gun, the damage of that weapon
circuitry from a crashed satellite wired into increases by 2d6.
an old combat vest? A lucky charm, that’s
what.

A typical lightweight Hunter cuirass with a thick
padded panel attached to the breastplate. The panel
is covered in rows of round studs reminiscent of a
berry’s drupelets.

Probability. While attuned to Arcbolt grenades,

Architect’s Guide v0.9 107

MEDITATIVE ENCLOSURE Mind Flayer’s Treasure

Superior Uncommon armor (helmet), requires armor plates floating over their surface.
attunement by a Nightstalker Force Multiplier. You have a second melee ability

"I AM THE SEEING UNSEEN" charge. You cannot have more than two melee
—Inscription on faceplate interior ability charges. In addition, you can make melee
ability recharge rolls while your Disintegrate’s
A plain, smooth-paneled casque with a solid, blank overshield is active.
faceplate. There doesn't appear to be any way to see
out of it. NOTHING MANACLES

Hyperfixation. The maximum amount of focus Superior Rare armor (gauntlets), requires
you have increases by 4, to a maximum of 20. If you attunement by a Voidwalker
start your turn with 0 focus, you immediately regain
4 focus instead of only 1. In the cold equations of paracausal combat,
sometimes when nothing is given,
MIND FLAYER'S TREASURE something is gained.

Superior Very Rare armor (Ghost shell), requires Wrapped bracers with studded belts around the
attunement by a Ghost upper forearm. The body of each bracer seems to be
composed of a constrained torrent of high-energy
For Ghosts who like a little flare. particles.

This Ghost shell is built from the repurposed Scatter Charge. While attuned to Scatter
headgear of a psion flayer. The former helmet’s two grenades, you have two grenade ability charges,
horns arch upward, almost meeting above the instead of only one. You cannot have more than two
crested cranium, while two remnants of the flayer’s grenade ability charges. Furthermore, the recharge
holo-projected mantle hang down like luminous value of your Scatter grenades is always the
tassels. maximum for its recharge die, and you can choose
to add up to two additional damage dice to Scatter
Supplemental Systems. Your Ghost can use a grenades that you cast.
reaction from within its pocket backpack to grant
you advantage on an attack roll with a firearm. Your OATHKEEPER
Ghost must complete a brief rest before it can do
this again. Fine Very Rare armor (gauntlets), requires
attunement by a Hunter class
MK-44 STAND-ASIDES

Fine Uncommon armor (boots), requires attunement
by a Titan class

“Punching is about more than your fists.
When you throw your whole self as the
punch, put your entire body into it, you are
the fist.” —Titan pugilist

Plated leg armor in an archaic style of construction
and decoration. Its plates are chased with patterns
of swirls and curls, and show an odd, iridescent
patina.

Seriously, Watch Out. When you take the Dash
action, you gain an overshield that lasts until the
start of your next turn.

NO BACKUP PLANS

Superior Uncommon armor (gauntlets), requires
attunement by a Defender

“No ammo? My fist is the ammo!” —Titan
pugilist

Titan armored sleeves, ordinary except for the
shimmering holo-projected panels of additional

108 Architect’s Guide v0.9

“None had arms so fine, nor grip so sure as OPHIDIA SPATHE
she.” —From a paean to Sjur Eido
Superior Uncommon armor (chest), requires
An exquisitely crafted, finely graven set of attunement by a Gunslinger
vambraces and pauldrons, obviously made by the
Reefborn Awoken. “Snakes? Don’t worry about the snakes. It’s
just decoration. Probably. You should be
Adamantine Brace. Taking a shot with a combat thinking about the knives.” —Hunter
bow while airborne does not cause disadvantage on troubleshooter
your attack roll. When you Ready An Action to make
an attack with a combat bow, and you have Extra A flexible Hunter cuirass finished in scaled materials
Attack, you can attack twice with your readied resembling serpent leathers. Its polished plasteel
action instead of only once. Finally, the critical hit breastplate bears a sculpted design of two snakes
range for combat bows you make attacks with is coiling around a pair of daggers.
increased by one.
Scissor Fingers. You have a second melee ability
ONE-EYED MASK charge. You cannot have more than two melee
ability charges. Whenever you would normally only
Fine Rare armor (helmet), requires attunement by a recover one melee ability charge, you can choose to
Titan class recover two melee ability charges instead.

Vengeance is nothing new. Vengeance is old OPHIDIAN ASPECT
as dirt. Vengeance will be yours.
Fine Uncommon armor (gauntlets), requires
A field-rigged helmet with an unsettling visage. Its attunement by a Warlock class
faceplate features socketed eyes, one of which is
empty. “With sparkling eye / Striketh the serpent; /
And thou, poor fool, / Never shalt know
Vengeance. If a hostile creature damages you, why.”
you can use your reaction to mentally mark that
creature for you for up to 1 minute. During that The grips and forearms of these Warlock bracers are
time, you have advantage on attack rolls you make wrapped with some kind of coiled cordage, with
against that creature, and disadvantage on attack flared ends at the elbow twisted into a kind of
rolls you make against any other target. You deal an cowter. Their appearance is decidedly serpentine.
extra 1d6 damage to the creature whenever you hit
it with a weapon attack, and you have advantage on Cobra Totemic. When you cast your melee ability,
any Wisdom (Perception) or Wisdom (Survival) you can choose to cast it in a 15-foot cone
checks you make to find it. Finally, if you reduce the originating from you.
marked creature to 0 hit points, you can make a
shield recharge roll. You must complete a long rest
before you can invoke this perk again.

Ophidian Aspect

Architect’s Guide v0.9 109

ORPHEUS RIG PEREGRINE GREAVES

Exquisite Uncommon armor (boots), requires Exquisite Uncommon armor (boots), requires
attunement by a Nightstalker (Trapper) or attunement by a Striker
Nightstalker (Pathfinder)
"Sometimes a kick is as good as a punch.
Maybe it would’ve been better if you hadn’t Sometimes." —Titan pugilist
looked behind you, but don’t kid yourself:
not looking was never really an option you Heavy Titan leg armor with three brightly glowing
could entertain. discs on each leg. Situated on the lower thigh,
kneecap, and lower outside shin, they seem placed
Sturdy fieldweave strides with snug lacing and to absorb the impact of blows delivered by the legs.
reinforced knees and shinguards. An integrated
quiver mounted on the thigh somehow holds Peregrine Strike. If you are airborne and not
stowed Shadowshot arrows of scintillating void Prone, you can use your action to launch yourself
Light. forward 5 feet and strike a target with your knee.
The target must make a Dexterity saving throw
Uncanny Arrows. You receive one of the against your Light save DC, taking twice the damage
following benefits, determine by the super ability of your Storm Fist on a failed save, or the normal
that you cast: damage of your Storm Fist on a success. You must
• Shadowshot: You can make one super ability spend a melee ability charge in order to use this
action, and you must end your turn grounded before
recharge roll for each unique hostile creature you you can use this action again.
choose to become Tethered by your Shadowshot.
You make these recharge rolls immediately Overgrown Shell
regardless of the duration of your super ability.
• Moebius Quiver: The arrows from your Moebius
Quiver deal an additional 3d8 void damage on a
hit.

OVERGROWN SHELL

Exquisite Rare armor (Ghost shell), requires
attunement by a Ghost

For Ghosts who value time.

This Ghost shell bears a vague resemblance to a Vex
hydra, with a triangular body below extended lateral
arms, and a large ring suspended over the
incorporated Ghost core. Colonies of tenacious
hanging moss have taken root on its surfaces, as if it
has spent an eon of silent stillness in a place where
such things grow.

Vex Synchronizer. Your Ghost's movement speed
is halved. If a Vex creature uses its reaction to Blink,
your Ghost can use its own reaction, even from
within the pocket backpack, to attempt to interrupt
the Blink. The target Vex must make an Intelligence
saving throw (DC = 8 + your Ghost's proficiency
modifier + your Ghost's Intelligence modifier). On a
failed save the target Vex does not Blink and also
becomes Paralyzed for the next minute. The Vex can
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. A Vex
that succeeds on its saving throw, or for whom the
effect ends, becomes immune to being Paralyzed in
this way for 24 hours. Once your Ghost has
successfully interrupted a Blink in this way, it must
complete a short or long rest in order to invoke this
perk again.

110 Architect’s Guide v0.9

PHOENIX CRADLE PRIDE CHALLENGER

Superior Rare armor (boots), requires attunement by Exquisite Common armor (gauntlets), requires
a Sunbreaker attunement by a Warlock class

A relic of the Sunbreaker Order, returned to Omolon is proud to present the gift every
the battlefield after many years of idleness Warlock wants this Dawning holiday
while the Sunbreakers' ranks dwindled and season—and every time they step into
their mysteries awaited rekindling. battle.

Finely worked armored Titan legs, their coppery Asymmetrical Warlock gauntlets constructed of
plating elegantly chased in patterns of grooves. finely molded plasteel panels with interwoven Light
Reinforcing plates on the skirt, thighs, knees, and circuits criss-crossing their surfaces. The smaller
ankles look almost like they were hewn from gauntlet bears the Omolon logo, while the larger
meteoritic iron. one is decorated with a stylized roaring lioness'
head.
Beacons of Empowerment. While concentrating
on your super ability, Risen creatures of your choice Fury Unending. If you do not have a super ability
(other than yourself) within 15 feet of you have charge when you roll initiative, you can choose to
advantage on all core Light ability recharge rolls they regain a super ability charge. Once you benefit from
make. this perk, you must complete a short or long rest
before you can benefit from it again.
PHOENIX PROTOCOL
PURIFIER ROBES
Exquisite Uncommon armor (chest), requires
attunement by a Sunsinger (Ballad of Grace) Exquisite Uncommon armor (chest), requires
attunement by a Sunsinger (Ballad of Dawn) or
"Accusations that Warlocks have somehow Sunsinger (Ballad of Flame)
stolen techniques from the Titans are
ridiculous. Their envy is clearly a matter of “Study as we might, some problems
some other feeling of inadequacy." ultimately remain susceptible to but one
—Warlock skeptic solution: burn it with fire.”

Fine, armored Warlock robes. The tabard is Understated Warlock robes with a stiff high collar
decorated with a repeating pattern of golden and broad, segmented belt. The reinforced
triangles. breastplate is sculpted in the form of descending
feathered wings.
Battle-Hearth. At the start of your turn after your
Well of Radiance ends, you can make a super ability Burn Brighter. When you cast your super ability,
recharge roll once for each hostile creature you or all creatures of your choice within 60 feet of you
an ally of yours killed while within your Well of must make a Constitution saving throw against your
Radiance. The normal rules for recharge rolls still Light save DC. They become Blinded for 1 minute on
apply. a failed save. Creatures can repeat their saving
throw at the end of their turn, ending the effect on
PREPAREDNESS RIGGING itself early on a success. Creatures who succeed on
their saving throw, or for whom the effect ends,
Superior Common armor (chest), requires become immune to being Blinded by this perk for 24
attunement by a Stormcaller hours.

"Which cable did you say you needed RADIANT DANCE MACHINES
again? I'm sure I've got it here somewhere."
Mundane Common armor (boots), requires
This plain, sturdy Warlock robe includes a backpack attunement by a Hunter class
battery enclosure festooned with cables of every
conceivable gauge and plug type. Gathered into a “Well, they will help you dance better, but
heavy coil, they can be slung over the shoulder like a if you’re anxious about dancing to begin
bandolier or around the neck like a scarf. with… these can’t do anything about that.”
—Hunter troubleshooter
Battery Pack. The item has five uses. As a bonus
action on your turn, you can expend a use to regain Standard lightweight fieldweave trousers with bright
a number of arc charges equal to 1 + your Wisdom green holo-projected reinforcing plates on the
modifier (minimum 1). You recover all uses when boots.
you complete a long rest.
The Dance. You are convinced these boots
improve your ability to dance.

Architect’s Guide v0.9 111

RAIJU'S HARNESS SERVITOR SHELL

Superior Uncommon armor (chest), requires Fine Common armor (Ghost shell), requires
attunement by a Bladedancer attunement by a Ghost

Allegedly based upon the armor of Tohr, a For Ghosts who prefer subtlety.
renowned Arcstrider who died meditating
in a perpetual arc storm. A round Ghost shell constructed in the form of a
miniature Eliksni servitor. It smells a little of ether.
A sleek, fitted Hunter cuirass with angular paneling.
Its seams glow bright blue with arc energy. Scanner Suppression. Your Ghost does not
appear as a living creature on scanners. Electronic
Mobius Conduit. You cannot lose concentration devices within 10 feet of your Ghost are not subject
on your super ability as a result of taking damage. to the effects of any creature's Power Sap feature,
unless that creature is an Ultra creature.
RUIN WINGS
SHARDS OF GALANOR
Fine Rare armor (gauntlets), requires attunement by
a Titan class Exquisite Rare armor (gauntlets), requires
attunement by a Gunslinger (Showman)
“Fly on these silver wings / And bring ruin
to tyrant kings.” —Old Titan rhyme The debate rages endlessly over whether
Galanor was a mythical sword or a cutting-
Plated vambraces and pauldrons in an archaic style edge solar probe, but no matter what it was,
of construction and decoration. Their surfaces are Hunters covet fragments of the remarkably
chased with patterns of swirls and curls, and show a engineered material it was made of.
lustrous, silvery patina.
Rough-looking sleeves with vambraces made of
Seeds of Ruin. Rocket launchers that you take a pointy fragments of twisted, rusted metal welded
shot with have their impact radius increased by 5 together around the forearms. The upper arm is
feet for that shot. When you roll damage for a rocket decorated with a beaded fringe.
launcher's shot, add an additional damage die to the
roll and drop the lowest from your total. Sharp Edges. For a minute after casting Blade
Barrage, you make super ability recharge rolls with
Servitor Shell advantage. This effect ends if you regain a super
ability charge. You can also immediately make a
super recharge roll after casting Blade Barrage.

SKYBURNER'S ANNEX

Superior Uncommon armor (helmet), requires
attunement by a Hunter class

“Oh, it’s quite safe—but we take no
responsibility for any unforeseen adverse
effects you may or may not experience as a
result of wearing or otherwise being in
contact with this helmet. Just sayin’.”
—Hunter troubleshooter

The helmet of a Taken Cabal legionary, recovered
from a defeated enemy and reconfigured for
Guardian use. It feels solid enough, but its surface
crawls with the otherworldly glow of the Taken.

Versatile Shooter. Once on your turn, if you
reduce a hostile creature to 0 hit points with
damage from a martial melee weapon or martial
firearm, you can make a super ability recharge roll.

112 Architect’s Guide v0.9

STRONGHOLD Finally, if you reduce a hostile creature to 0 hit
points with the damage of your solar grenade, you
Superior Common armor (gauntlets), requires regain one grenade ability charge.
attunement by a Defender
SUNFLINGER 3.0.6
"I can see the logic of going lighter if it
means you can punch faster. It makes its Fine Uncommon armor (gauntlets), requires
own kind of sense." —Titan pugilist attunement by a Risen class

Unusually lightweight Titan arms made mostly of Sunbreakers are regarded as conservative
sturdy fieldweave, with the addition of armored traditionalists when it comes to fighting
plates for the elbows and pauldrons. techniques, but some are amenable to the
enhancements offered by technological
Clenched Fist. You gain an additional reaction. ingenuity.
You regain the use of both reactions at the start of
your turn. This additional reaction is subject to the Heavily reinforced Titan arms with stout hydraulic
following conditions: pistons built onto the inside elbow joints. Their large
• It can only be used to invoke your Selfless actuators emit tiny spurts of hot gas when the joints
move.
feature, and only if you used your first reaction to
also invoke Selfless. Piston Action. The range of melee weapons you
• You must take the damage of the attack. throw increases by half their maximum values
• The attack automatically hits. In the case of (round down to the nearest multiple of 5 when you
Payload attacks, you automatically fail the saving do this). If you make a thrown attack roll with a
throw. melee weapon and miss, the target must make a
Dexterity saving throw against your weapon save
SUN-CHAMPION'S SHIELD DC, taking half the damage from the melee weapon
on a failed save.
Exquisite Very Rare armor (chest), requires
attunement by a Titan class SYNTHOCEPS

This finely decorated armor is thought to Superior Uncommon armor (gauntlets), requires
be a prize for an old contest of strength— attunement by a Titan class
but the Sunbreaker Order does not tell
outsiders much about their ways. “So in a way, whatever the organism is
wants to be my friend? Well, if it helps me
A heavily plated, gleaming Titan cuirass lavishly punch better, it damn well is my friend!”
decorated in an archaic style. Its shield-shaped —Titan pugilist
breastplate bears the device of a radiant sun.
Armored Titan sleeves with masses of unidentified
Reinvigorated. Whenever you make a shield biomatter bound in fieldweave skin and
recharge roll, you can roll 3 extra shield dice and add incorporated into the plating on the shoulders and
it to your total. forearms. The organism’s veins bulge, showing
through the armor’s surface. They sometimes glow.
SUNBRACERS
Biotic Enhancements. Your base walking speed
Superior Common armor (gauntlets), requires increases by 10 feet. If you start your turn with two
attunement by a Sunsinger or more hostile creatures within 10 feet of you, your
melee Light ability has its damage increased by two
Wrap your grip with the very fire of the damage dice until the start of your next turn.
sun. Take its heat into your hands. Let your
enemies feel it. THE BOMBARDIERS

An ultra-miniaturized helium fusion reaction is Exquisite Uncommon armor (boots), requires
carefully maintained on the open surface of these attunement by a Gunslinger (Outlaw)
gauntlets under tight restraint of exactingly
stabilized particle fields. The result looks like According to legend, Tallulah Fairwind
vambraces made of a star’s skin. played drums in a little-known band to
relieve the stresses of her duties as Hunter
Helium Spirals. Solar grenades that you cast only Vanguard.
last until the start of your next turn instead of for 1
minute, but their damage is increased by 2d4. In Rakish, loose-fitted pants with greaves to reinforce
addition, while attuned to solar grenades, you have the shins. A pair of small drums is slung on a belt
two grenade ability charges instead of only one. You around the waist, and cording wrapped around one
cannot have more than two grenade ability charges.

Architect’s Guide v0.9 113

greave secures a pair of stout drumsticks. damage from a melee Light ability, you may make a
Parting Gift. When you cast Hunter's Dodge, you shield recharge roll. When you make this shield
recharge roll, you can choose to have the amount
can choose to invoke the effect of these exotic rolled applied as health first, with any leftover going
boots, causing a concentrated explosion of your to your energy shields.
Light. All creatures within 5 feet of you must make a
Dexterity saving throw against your Light save DC. THE STAG
On a failed save they take 4d6 explosive solar
damage and begin Burning for the next minute; on a Superior Uncommon armor (helmet), requires
successful save, they take half as much and do not attunement by a Warlock class
begin Burning. Creatures Burning in this way take
1d6 solar damage at the start of each of their turns. “The hunted rises again; / Against its wrath,
A Burning creature can repeat the saving throw at Sky forfend.”
the end of each of its turns, ending the effect on
itself on a success. Creatures that succeed on their A Warlock helm with a faceplate fashioned in the
saving throw, or for whom the effect ends, become form of a deer’s skull. Its six-pointed antlers tower
immune to Burning from this perk for 24 hours. overhead.

THE IMPOSSIBLE MACHINES Deerly Departed. Risen creatures standing in
your Rift of Light gain resistances to bludgeoning,
Exquisite Uncommon armor (gauntlets), requires kinetic, piercing, and slashing damage, but only
attunement by a Stormcaller while standing in your Rift. If you are reduced to 0
shield points, you can regain one superclass ability
“At first I doubted the whole notion of charge. Finally, if you are reduced to 0 health points,
weaponizing a thunderstorm as well, but— this armor will spill a portion of your Light into the
well, just watch.” —Warlock skeptic area around you, creating a Healing Rift of Light as if
you had cast Rift of Light. You do not spend a
Warlock gloves wrapped about the forearm with a superclass ability charge when this happens.
coil of heavy wires that connect to nodes on the Creatures that benefit from this Healing Rift of Light
back of the hand and first two knuckles, then run automatically receive the maximum for your Healing
down the fingers. The coil crackles with arc energy. Rift of Light's roll.

Lightning Rod. You receive one of the following TWINKLETOES TYPE VI
benefits, determine by the super ability that you
cast: Exquisite Rare armor (boots), requires attunement
• Chaos Reach: For each hostile creature you by a Hunter class

reduce to 0 hit points with the damage of Chaos A prototype rig to augment invisibility
Reach, you can regain 4 arc charges. effects. Highly sought by Hunters, even
• Landfall: The radius of your Landfall super ability though the test subjects wearing the earlier
is increased by 5 feet, and the damage increases types never reappeared.
by three damage dice.
• Stormtrance: Once on your turn, when you Low-profile, reinforced Hunter leg armor with
damage a hostile creature with Channel the aggressively angular plating that seems almost to
Storm, Channel the Storm gains an additional blur at the edges.
damage die. This effect can stack up to five times
and is lost when your concentration on Specter's Tread. Making an attack roll or causing
Stormtrance ends. a creature to make a saving throw does not end the
duration of active camouflage early for you. Once
THE RAM you benefit from this perk you must complete a
brief rest before you can benefit from it again.
Exquisite Uncommon armor (helmet), requires
attunement by a Warlock class VESPER OF RADIUS

The might to bound up mountainsides, the Fine Common armor (chest), requires attunement by
courage to charge your foe. a Warlock class

A Warlock helm with a faceplate fashioned in the “Ikora’s work on the subject is certainly
form of a blackened ram’s skull. Its coiling horns are foundational and not to be overlooked, but
brilliantly gilded. in my own studies I’ve found the best
applications of the circle are decidedly
Strength of the Ram. Your AC increases by 1. less… esoteric.” —Untenured Warlock
When you cast your melee ability, you can choose to
cause the target to make a Charisma saving throw, Sharply cut Warlock robes with rounded pauldrons
instead of Dexterity saving throw. Finally, if you
reduce a hostile creature's hit points to 0 with the

114 Architect’s Guide v0.9

and a circular plate on the chest. Their brassy Unremarkable fieldweave Warlock gloves bound in
surfaces are graven with geometric patterns that cord, with a carved metal plate strapped to one as a
seem to describe unseen lines of force. sort of vambrace. It is cut like a mask with a snarling
mouth of pointed teeth and a crown of five flying
Physics of Circles. When you cast Rift of Light, all bullets.
creatures of your choice in the area must make a
Constitution saving throw, taking 2d6 damage on a Warlord's Sigil. The recharge value of your melee
failed save or half as much on a success (damage ability is reduced by 1. If you kill a hostile creature
type same as your Light affinity). Whenever you with your melee ability, you can choose to have your
make a superclass recharge roll while two or more melee ability's damage increased by two damage
hostile creatures are within 10 feet of you, you have dice for the next minute. You must complete a short
advantage on that superclass recharge roll. or long rest to invoke this perk again.

VOIDFANG VESTMENTS YOUNG AHAMKARA'S SPINE

Superior Uncommon armor (chest), requires Superior Very Rare armor (gauntlets), requires
attunement by a Voidwalker attunement by a Gunslinger

The void is hungry. The void can bite. Can you ever be certain you have enough
Make its teeth your own. teeth? Can you ever know beforehand if
you'll be able to bite hard enough to get
Warlock robes with a sturdy integrated breastplate, through?
gorget, shoulders, and back panel with segmented
spinal plating. The robes’ skirts are embroidered Fieldweave arms mounted with an ahamkara skull
with a rondel design like a compass rose. for one pauldron and a series of vertebrae along one
forearm.
Hungering Void. You have two grenade ability
charges, instead of only one. You cannot have more Wish-Dragon Teeth. While attuned to Tripmine
than two charges. In addition, the damage of your grenades, you have two grenade ability charges,
Axion Bolt grenade is halved, but when you cast instead of only one. You cannot have more than two
Axion Bolt grenade you can choose to spawns two grenade ability charges. Furthermore, the recharge
seekers instead of only one. You can choose to direct value of your Tripmine grenades is always the
these seekers independently of each other, or you maximum for its recharge die, and targets that failed
can have them track the same target. The target is their saving throw also begin Burning for 1 minute.
subjected to the effect of your Axion Bolt grenade An Burning creature can repeat the saving throw at
once for each seeker. the end of each of their turns, ending the effect on
itself on a success. Creatures that succeed on their
WINKING STARS saving throw, or for whom the effect ends, become
immune to Burning in this way.
Fine Rare armor (bond), requires attunement by a
Voidwalker (Harbinger of Chaos)

"Anything you can see can see you too."
—Warlock saying

A simple plasteel band that projects an image of a
cosmic starfield. Sometimes you swear you see a
great white-blue eye looking back at you, but when
you check for it, no matter how hard you look, you
only find the stars.

It Stares Back. You can choose to roll on the
Chaos table. Once you choose to do so, you must
complete a long rest before you can invoke this perk
again.

WINTER'S GUILE

Superior Legendary armor (gauntlets), requires
attunement by a Warlock class

This talisman was once worn by Lord
Felwinter, the renowned Exo Warlock for
whom Felwinter Peak, home of the Iron
Lords, is named.

Architect’s Guide v0.9 115

EXOTIC ARTIFACTS & DEVICES stored in a living machine's black box, should it have
one. Once used, the device is destroyed.
Items are listed in alphabetical order. Some items
come with a Cursed Option. Whenever you would CLAW OF COMMAND
normally award the exotic item, you may choose to
replace the perk of the exotic with the details listed Fine Uncommon Artifact, requires attunement
for the cursed option. An item with a cursed option
perk instead of its normal perk may be blighted by Every cryptarch you ask can’t—or won’t—
Darkness, tampered with, broken, or a phony knock- say what kind of creature this claw came
off. from.

ANKH OF SAI MOTA A grotesque base of ossified flesh from which
protrude several curved, black claws. This clawed
Superior Legendary Artifact, requires attunement by mass grips a hunk of bright red crystal.
a Risen class
Divine Right. You have advantage on Charisma
A grim relic carved from the bones of Hive (Deception) and Charisma (Intimidation) checks.
acolytes, bearing the memory of a brave
Guardian lost deep in the catacombs of CORRUPTED GHOST MEMORY BANK
Luna.
Fine Rare Device, requires attunement by a Ghost
This artifact is a hunk of Hive bones fitted together
into a symmetrical cruciform pattern. Its edges are Golden Age computer relics are always
grimly blackened, but its inner surfaces are a enticing, but interfacing with one is never
gruesome red. without a measure of risk.

Desperate Grasp. Your Dexterity score is 19. It A rugged, compact slab of Golden Age data-storage
has no effect on you if your Dexterity is 19 or higher media. Though weathered and worn, it does not
without it. appear to have sustained any critical damage, and it
is still working.
Cursed Option. Your Dexterity score is 10. It has
no effect on you if your Dexterity is 10 or lower Fragmented Memory. This memory bank
without it. functions identically to an expanded memory bank,
except that Ghosts who attune themselves to this
BRETOMART'S PLEDGE device will randomly lose one item from their
memory when they complete a long rest. A Ghost
Fine Legendary Artifact, requires attunement by a can become aware that this is happening if they
Risen class have a passive Perception of 18 or higher, or if they
try to access an item that is gone. Once aware that
The cracked and charred helm of an Iron this is happening, Ghosts can attempt to prevent the
Lord, said to have belonged to Lady loss of an item at the end of a long rest by making a
Bretomart. DC 16 Intelligence saving throw. On a success, the
item remains safe.
A Titan’s helmet, damaged beyond repair. Its gilded
faceplate was decorated with the Iron Tree motif. Items that are lost from the effect of this device
are gone forever, their data destroyed.
Iron Strength. Your melee recharge value is
decreased by 1. If a Ghost tries to remove an item from their
memory, they need to make a DC 16 Intelligence
BUTTERFLY CODE saving throw. On a failed save, they delete the item
instead, and become aware of the effects of this
Mundane Uncommon Device device if they were not already.

“Sure, it might be a Vex artifact—but just COYOTE'S LUCK
wait and see what it can do!” —Hunter
troubleshooter Fine Common Artifact, requires attunement by a
Risen class
A strange artifact made of two diamond-shaped
panes joined at the intersection of their slightly The Six Coyotes were the City’s first
overlapping corners. Within its translucent panels Hunter scouts to explore the Cosmodrome.
lies a white substrate etched with intricate circuitry. This was one of their charms.
A symmetrical inky spatter-pattern on its surface
somewhat resembles a butterfly. A taxidermied coyote’s paw. The base is wrapped in
red ribbon.
Butterfly Effect. As a bonus action, a Ghost can
use this device to extract information that may be Scout’s Honor. If you fail a saving throw, you can
choose to succeed again. You cannot invoke this

116 Architect’s Guide v0.9

perk again until you complete a long rest. ELEMENTAL TELEMETRY

CYCLOPEAN ENIGMA Mundane Common Device

Mundane Common Device “OK, OK, if you really need the output
frequency to match… Look, there’s a trick,
You can’t tell what this fragile, convoluted alright, but it’s something special. I don’t
device is made of, but if it does what your give these out to just anybody.” —Hunter
Ghost says it will, it makes for one hell of a troubleshooter
trick up your sleeve.
A compact ballistics module, fitted for easy
A mystifying lump of unidentifiable stone, worked mounting on any firearm casing.
into a rough, almost geometric tangle. Its many
edges glint with unearthly fire. Elementary Fix. As an action you can affix this
telemetry to one non-exotic firearm of your
More Eyes, More Problems. As an action you can choosing, granting the firearm the effect of the
activate this device, rendering all scanners within 60 Elemental property. You cannot do this if the
feet of it completely useless for 10 minutes. This weapon already has the Elemental property,
includes any scanners you or your Ghost have. This Elemental perk, or another elemental telemetry
device burns out and is destroyed at the end of the affixed to it. Once this item has been applied to a
10 minutes. weapon, it cannot be removed, as it fundamentally
alters the structure of the weapon.
ECHO OF HONOR
ENERGY SHIELD SURGE
Superior Rare Artifact, requires attunement by a
Risen class Common Device, requires attunement by a Ghost,
grade varies
“Word of advice, though: when we get to
the City, keep that Osirian bauble out of “Let your Ghost hang onto this in case you
sight.” get into a pinch. It’ll pick ya right up.”
—Titan daredevil
A fine, smoky, oblong gem mounted in an ornate
golden setting, surrounded by several lesser pieces A nondescript flat battery module about the size of a
of the same dark stone. The gleaming metal is playing card. A warning label is printed above the
extensively engraved with a pattern of arching connection port, but has mostly worn away. It feels
wings. slightly warm.

Mind of Osiris. Your Intelligence score is 19. It Backup Battery. As an action you can affix one of
has no effect on you if your Intelligence is 19 or these devices to your chest armor. After you do so,
higher without it. your Ghost can then attune to it.

Cursed Option. Your Intelligence score is 10. It If your energy shields fall to 0 points, your Ghost
has no effect on you if your Intelligence is 10 or can use its reaction even if it is within its pocket
lower without it. backpack to activate this item, cutting off any
damage that would have applied to your health
EFRIDEET'S EYE points for that instance of damage and allowing you
to recover an amount of shield points based on the
Superior Common Artifact, requires attunement by a grade. This item is consumed on use. Only one
Risen class energy shield surge device can be affixed to armor at
a time.
Lady Efrideet was famed as the surest shot • Mundane: 2d6+2
among the Iron Lords. Charms like this are • Fine: 4d6+4
a favorite of snipers. • Superior: 6d6+6
• Exquisite: 8d6+8
A stone marble with a roughly carved pupil and iris,
and set with a copper frame stylized in the shape of ENGRAM
an eye.
Common Device, grade varies
Iron Acuity. Your Wisdom score is 19. It has no
effect on you if your Wisdom is 19 or higher without Most anthropologists contend that what
it. truly defined the Golden Age was the
advent of encrypted matter: the technology
Cursed Option. Your Wisdom score is 10. It has of encoding objects as data in a matrix of
no effect on you if your Wisdom is 10 or lower programmable material.
without it.

Architect’s Guide v0.9 117

A pentagonal dodecahedron of encoded matter. Its This looks like a pentagonal dodecahedron of
interior structure emits an intriguing radiance. encoded matter. Its interior structure emits an
alluring radiance.
Surprise Mechanics. This device is both
encrypted and protected by a firewall. In order to Bang For Your Buck. While it may appear as a
decrypt it, a creature needs to make an Intelligence normal engram, when a creature touches this device
(Technology) check, with the DC determined by the it begins a countdown and detonates after 30
grade of the engram (Mundane: 15; Fine: 17; seconds if it is not diffused in time. If it detonates,
Superior: 19; Exquisite: 21). Failure to decrypt an all creatures within 5 feet of it must make a
engram results in it crumbling to 1d4 x 100 glimmer. Dexterity saving throw, taking explosive kinetic
damage on a failed save, or half as much on a
Some engrams only decrypt to a specific, success. The DC and damage is determined by the
predetermined item, while other engrams can be item's grade.
manipulated to decrypt into one of a series of • Mundane: DC 15 Intelligence (Technology) check
random items, depending on how the engram was
encrypted. to diffuse, 3d6 explosive kinetic damage
• Fine: DC 17 Intelligence (Technology) check to
If an engram is subject to an EMP effect, roll a
d20. On a roll of 9 or lower, the engram becomes diffuse, 6d6 explosive kinetic damage
corrupted and falls apart into 1d4 x 100 bits of • Superior: DC 19 Intelligence (Technology) check
glimmer.
to diffuse, 12d6 explosive kinetic damage
ENGRAM DECRYPTER • Exquisite: DC 21 Intelligence (Technology) check

Uncommon Device, grade varies to diffuse, 24d6 explosive kinetic damage

“You don’t like Cryptarchs, I don’t like It is a DC 16 Intelligence (Technology) check to
Cryptarchs, nobody likes Cryptarchs. And determine that the item is actually a bomb. If a
such a bother to visit them, hauling all your Ghost adds this item to their memory before the
loot, waiting for them to do their thing and countdown begins, this device begins its countdown
cough up what’s yours. That’s why I always when the Ghost next removes it from their memory.
carry one of these little buddies…” If an engram decrypter is used on this device, it
detonates immediately. Finally, this item cannot be
A single-use matter decoding contraption that folds turned into an engram.
into a flat square for easy carrying. It opens into a
concave lattice to fit the base of an engram. FILAMENT HEX

Single-Use Decryption. As an action, you can use Mundane Uncommon Artifact
this device to automatically decrypt one engram of
its grade or lower. This device is consumed on use. “You wanna carry Hive trinkets around,
that’s your business. Just don’t expect ‘em to
ENGRAM ENCODER bring you any kind of good luck.”

Uncommon Device, grade varies A strange charm in the shape of two intersecting
diamond-shaped frames. It is made of tightly wound
"C'mon, who would put something like, I strands of unidentifiable material, which emits thin
don't know, a wooden spoon inside a wisps of smoky blackness.
legendary engram?"
Grim Disguise. You appear as a friendly Hive
A single-use matter encoding contraption that folds creature to shriekers. The illusion is broken if you
into a flat square for easy carrying. It opens into a attack another Hive creature or construct.
concave lattice that can be made almost flat,
doubling its original size. FIVE OF SWORDS

Single-Use Encoding. As an action, you can use Fine Common Artifact
this device to turn an item that is made of pure
glimmer into an engram of this device's grade or They say this card means winning no
lower. This device is consumed on use. matter the cost.

EXPLOSIVE ENGRAM This tarot card shows an image of five swords
pointed at a crown in the center. It seems to vibrate
Rare Device, grade varies with both Light and Darkness.

“Come on, nobody would do that.” —An Challenge Mode. During an encounter in which
ill-fated treasure-seeker you have rolled initiative, and there is at least one
creature hostile to you, as an action you use your
Light to destroy this card. Doing so causes a modifier
to be applied to the area around you in a 3-mile
radius. Roll once on the modifier table to determine

118 Architect’s Guide v0.9

what it is. This modifier lasts for 1 minute. You A small, flat hub with six articulated arms, about the
cannot choose to use this artifact if there is already right size to latch around a Ghost's shell.
an active modifier in the area.
Silent Night. This is a Tiny device large enough to
FLAMEL CREST fit a single Ghost. It has a hybrid mechanical-digital
lock which can be opened or closed when both a
Fine Uncommon Artifact physical key and a digital key code is inserted (digital
key code hack DC: 19). While a Ghost is locked
“The Warlocks say it’s bogus old nonsense, inside, it is considered Incapacitated, Restrained,
but I think there’s something to these old and Unconscious.
alchemical puzzles.” —An ill-fated treasure-
seeker GHOST MEMORY BANK

A decorative roundel with ten spiked spokes, cast of Fine Uncommon Device, requires attunement by a
some leaden metal. The design graven in its center Ghost
almost looks like a stylized atomic diagram.
Why travel light when your Ghost can
Not Today. This artifact has 10 uses. If you are in carry it all for you?
an area that is afflicted by a modifier, as an action,
you can pluck one of the spikes on this artifact to A flat, one-inch square panel with a no-hassle
activate it. Doing so removes the modifier from the contact seal. It effortlessly attaches to any flat area
area. This artifact crumbles to dust when all uses are of a Ghost’s shell.
spent.
Expanded Storage. Your Ghost’s total memory
FORTUNA PENDANT slot count is increased by 100. A Ghost can only be
attuned to one expanded memory bank at a time. If
Mundane Very Rare Artifact, requires attunement an expanded memory bank is removed from a
Ghost, the items in the expanded memory bank are
Medicine among the Reefborn Awoken is safe, but they cannot be accessed until a Ghost
sufficiently advanced as to appear almost attunes to the memory bank again. This item cannot
magical. be stored in a Ghost’s memory.

A somber grey stone, perhaps an asteroid fragment, HEZEN TOTEM
set in a lavish golden frame with a rich plaited cord.
Fine Common Artifact
Fortuna’s Favor. You are immune to contracting
any disease while you wear this pendant. If you are A Vex object of uncertain significance. You
already diseased, the effects of the disease are feel assured there is no harm in carrying it.
suppressed for you while you wear this pendant.
A tall rectangular prism of greyish Vex metal with a
FOSSILIZED HERMAION BLOSSOM small foot on one end. Two parallel linear grooves
run around its surface, one just above the base, and
Superior Very Rare Artifact another halfway up its length.

When the Traveler transformed Mercury, it Hezen Protection. As an action, you can use this
created the Hermaion trees: a previously totem to reverse the damage done to a creature
nonexistent species with breathtaking from radiolaria poisoning, destroying this item in the
blossoms. Now Mercury is a desert world process. This can only be used on a creature if they
again, and the Traveler’s trees exist only in were afflicted by radiolaria poisoning within the last
fossils—and the memories of the Vex. hour.

The delicate mineralized flowers of an ancient HORN OF SIX WARS
Mercurian tree. Something about the structure is
both utterly alien and heart-wrenchingly beautiful. Fine Uncommon Artifact, requires attunement by a
Risen class
Bloom Again. If you fail a concentration check,
you can choose to succeed instead. This item is The stentorian note of this battle-horn tells
consumed when you do so, dissolving into dust. the history of the Dark Age, and how
humanity emerged from it to build the Last
GHOST CAGE City.

Exquisite Legendary Device A ridged ram’s horn with a mouthpiece at the point.
Its curved length is fitted with six golden bands.
In the Dark Age, they just killed the Ghost.
An Age of War. Your superclass recharge value is
decreased by 1.

Architect’s Guide v0.9 119

HOURLESS GLASS INTACT WARMIND CORE

Fine Rare Artifact, requires attunement by a Risen Superior Very Rare Device
class
This piece of Golden Age technology can
“Whatever it’s for, it doesn’t tell time.” provide all sorts of useful information, but
—Warlock skeptic you can’t help wondering what you’re giving
away to whatever seems to be studying you
An archaic hourglass in a golden mounting with through it.
bands of hieroglyphs. The yellow sand within
remains perfectly unmoving, regardless of the glass’ A hermetically sealed cube of impenetrable metal.
orientation. Its mostly featureless surface is marked with the
warmind emblem and a serial number.
Still Sands. Your AC increases by 2, but all of your
speeds are halved. Consultation. As an action, you can use this core
to analyze a creature you can see within 120 feet.
HUNTER OF THE HEART You can do this via video as long as the video is live,
and the creature is within 120 feet of the capture
Exquisite Common Artifact device. When you do so, roll a d20 to determine
what information you learn:
Many copies of this somewhat infamous • 1–3: The creature’s total hit points.
book exist, but this one is signed by the • 4–5: The creature’s highest ability score.
author, and seems to have been blessed with • 6–7: The creature’s lowest ability score.
the Traveler's Light somehow. • 8–9: The creature’s AC.
• 10–13: The creature’s classification.
A dog-eared novel bound in red faux leather with • 14–15: The creature’s senses.
two riveted clasp straps and gilded title lettering. It • 16–17: The conditions the creature is immune to
seems to be the story of a Hunter scout preoccupied
with romantic interests. (if any).
• 18: One of the creature’s damage vulnerabilities
Compelling Prose. While many copies of this
book exist, this particular copy seems to be infused (if any).
with Light, perhaps from a frequent reader. If you • 19: The creature’s damage resistances (if any).
spend 48 hours over a period of 6 days or fewer • 20: The creature’s damage immunities (if any).
studying the book's contents and taking the
message to heart, your Dexterity score increases by This core can be used 4 times, and regains 1d4-1
2, as does your maximum for that score. However, uses if it spends 24 hours without being used.
you must also choose to have either your
Intelligence, Wisdom, or Charisma score to decrease JASPER CARCANET
by 1, as well as the maximum for that score. The
manual then loses its paracausal properties and Superior Rare Artifact, requires attunement by a
becomes a mundane book. Risen class

IGLATHO-CYU This necklace commemorates Midha,
Consort of Stars, but no one you ask knows
Fine Uncommon Artifact to whom that name belonged.

“They say drinking from it can have A grim-looking necklace composed of three clusters
miraculous effects. Who’s thirsty?” —An ill- of roughly carved jasper set in fine jeweled mounts
fated treasure-seeker and strung on a plaited golden chain.

A crude, cracked goblet formed of a single piece of Charmed Memory. Your Charisma score is 19. It
bone. It looks less like it was carved than somehow has no effect on you if your Charisma is 19 or higher
grown. without it.

If You Dare. When you complete a long rest, you Cursed Option. Your Charisma score is 10. It has
can choose to drink once from this cup. Doing so no effect on you if your Charisma is 10 or lower
increases your Constitution score to 19 for the next without it.
24 hours. It has no effect on you if your Constitution
score is already 19 or higher.

Each time you drink from this cup, you must
make a DC 16 Light ability saving throw. On a failed
save you gain no benefit to your Constitution score
and become poisoned for 24 hours instead. Once
poisoned from this cup, you can no longer drink
from it again.

120 Architect’s Guide v0.9

KABR'S POCKET WATCH hostile creatures who have half their hit points or
less remaining. If a highlighted creature is Invisible,
Exquisite Rare Artifact, requires attunement by a you do not have disadvantage on your attack rolls
Risen class against it due to being Invisible. Finally, whenever
you deal damage to a highlighted creature with a
Said to have belonged to an ill-fated weapon attack on your turn, the amount of damage
Guardian lost to the Vex—but bazaar you deal increases by 1d6.
vendors in the Last City hawk hundreds
just like it. Memory of Radegast (Superior). If you are
targeted by an attack roll or Payload saving throw
An archaic timepiece set in a heavy brass case while holding a two-handed melee weapon, you can
reminiscent of a toothed gear. Its crystal is cracked, use your reaction to roll a d6 (must choose to do this
but it still ticks. before the result of the attack roll, or before you
make your Payload saving throw). On a roll of 5-6
Forgotten Light. Your super recharge value is the attack is reflected back at the attacker as though
decreased by 2. the attack originated from you, turning the attacker
into the target using the same attack roll/Payload DC
LEAF OF THE BLEEDING TREE and damage that the attacker would have used
against you.
Fine Rare Artifact, requires attunement by a Risen
class Memory of Silimar (Fine). If a condition is
causing you to take damage at the start or end of
“What soil it grew from / I do not know, your turn, you can choose to take no damage and
and / I dare not taste of / That fruit it then the condition ends for you. You must complete
bears.” —Unknown a long rest before you can invoke the effect of this
perk again.
A mottled, ashen leaf shot through with bright red
veins. Memory of Skorri (Superior). Risen creatures of
your choice, other than yourself, who make super
More Blood. Your grenade recharge value is ability recharge rolls while standing within 20 feet of
decreased by 1. you do so with advantage.

MEMORIES OF THE IRON LORDS Memory of Timur (Fine). Once on your turn,
when you hit a Minion, Soldier, or Elite with a
Rare Artifact, requires attunement by a Risen class, weapon attack, you can increase the damage of your
grade varies attack by 1d6.

During the SIVA Crisis, eight medallions NEURAL BEZOAR
were crafted by Tyra Karn, cryptarch of the
Iron Temple, in memory of the original Exquisite Rare Artifact, requires attunement
Iron Lords. These medals are given to
Guardians who have proven themselves You don’t want to know how this was
champions of the Light, and each grants its formed… or extracted.
own unique benefit.
An amorphous, lumpy mass, ghastly, whitish, and
Each of these round medals is embossed with the waxy-looking, floating in sickly green fluid inside a
personal device of a fallen Iron Lord. strange, barred canister.

Memory of Felwinter (Fine). You lose your super Psycho-Activate. As an action, you can ingest this
ability charge, and you cannot gain a super ability item. If you attune to it before ingesting it, it will
charge or make a super ability recharge roll. In remain in your stomach and, after 24 hours, your
exchange you gain a second melee ability charge and proficiency bonus is increased by one. If you are
a second grenade ability charge. You cannot have unattuned to it when you ingest it, or if you attempt
more than two melee ability charges, nor can you to attune to another artifact or device while attuned
have more than two grenade ability charges. to the neural bezoar, the neural bezoar dissolves and
is destroyed.
Memory of Gheleon (Fine). You have advantage
on Wisdom (Perception) checks, and while Aiming, NUMINOUS WEB
you cannot have disadvantage on a shot you take
with a firearm when taking that shot against a target Uncommon Artifact, grade varies
up to the weapon's extended range.
The Light of fallen Guardians has somehow
Memory of Jolder (Mundane). Your base walking coalesced and frozen into this web. It holds
speed increases by 10 feet. a precious drop of Light, useful if you know
how to access it.
Memory of Perun (Superior). Guardians within
60 feet of you who have a super ability charge are Filaments of congealed Light, spun into an ultrafine
highlighted on your helmet's HUD, as well as all web. It glitters and scatters a glow in colors you

Architect’s Guide v0.9 121

never knew existed. RESTORATIVE LIGHT
Droplet of Light. If you make a recharge roll, you
Common Artifact, grade varies
may consume the Light held within to automatically
succeed on the recharge roll, destroying the web. "It's not going to leave a stain, is it?"
Each web holds the Light for a specific ability, and —Ghost skeptic
can only be used on a recharge roll for that ability.
The grade of this item depends on the ability it A small mote of the Traveler's Light just big enough
allows you to recharge. to fit in the palm of your hand. It chimes faintly
• Mundane: Melee when jostled.
• Fine: Grenade
• Superior: Superclass Refresh. As its action, your Ghost can absorb this
• Exquisite: Super mote of restorative Light, allowing it to recover an
amount of health points as determined by the item's
PARASITIC ORB grade. This healing can restore hit points lost due to
darkness damage. This item can be stored in a glass
Fine Uncommon Device, requires attunement vial, but not within a Ghost's memory.
• Mundane: 2d4+2
“Where it came from? Nope. How it works? • Fine: 4d4+4
Nuh-uh. Worried? Nah, not really.” • Superior: 8d4+8
—Hunter troubleshooter • Exquisite: 10d4+10

A strange orb studded with bolts that appears to SAINT-14'S RING
contain compound bioelectric circuitry. It emits a
gentle pink glow. Several external attachments Exquisite Legendary Artifact, requires attunement by
would allow it to connect to any kind of firearm you a Risen class
have ever seen.
Every trinket vendor in the bazaar claims to
It Just Works. As a bonus action, you can attach have a ring that belonged to Saint-14, first
this optic system to a firearm. Once per short rest, if Titan Vanguard and legendary hero of the
you are attuned to this item and it is attached to a City’s early days. Could this be the real
firearm, you can allow it to connect to your mind. thing?
You gain proficiency with the attached firearm, but
have disadvantage on all Wisdom and Intelligence A sturdy finger ring somewhat crudely crafted from
ability checks for the next 10 minutes. At the end of two curved fragments of coarse, silvery metal fixed
these 10 minutes, the optic detaches itself from the to an inner ring. The silvery fragments are covered in
firearm, and it cannot be attached to a firearm again small, evenly spaced studs and marked by two
for 24 hours. fading stripes of light purple.

PRISMATIC HEART Traveler’s Beloved. Your Light level increases by
1.
Superior Common Artifact, requires attunement by a
Risen class SCROLL OF EIMIN-TIN

“Looks like just another useless bauble, but Exquisite Legendary Artifact
if it makes you feel better, maybe you’ll
benefit from the placebo effect.” —Warlock “The Eimin-Tin? Mere rumors, fables.
skeptic Conveniently extinct, gone without a
trace.” —Warlock skeptic
A glittering, intricately faceted purple gem, full of
red and blue fire. It is mounted with magnetic A fragile scroll of some sort of parchment paper,
stabilization in the center of a trimetallic partial ring. held together by a gilded band and a waxy red seal.
The iconography is utterly unfamiliar.
Hues of the Heart. Your Constitution score is 19.
It has no effect on you if your Constitution is 19 or Lost Secrets. This scroll is the last of its kind, and
higher without it. has been infused with paracausal energy from the
civilization that penned it. If you spend 48 hours
Cursed Option. Your Constitution score is 10. It over a period of 6 days or fewer studying the scroll’s
has no effect on you if your Constitution is 10 or contents and practicing its guidelines, your
lower without it. Intelligence score increases by 2, as does your
maximum for that score. However, you must also
choose either your Strength, Dexterity, or
Constitution score to decrease by 1, as does the
maximum for that score. The scroll then loses its

122 Architect’s Guide v0.9

paracausal properties and becomes a mundane SKELETON KEY
scroll in a language that only you can read.
Mundane Common Device
SILENT ORACLE
“This’ll get it open.”
Fine Uncommon Artifact, requires attunement
A simple, brassy key with a plain two-lobed bow and
“Maybe we can use this to find the way.” a straight, cylindrical stem with no teeth or bits. A
—An ill-fated treasure-seeker few bands of glowing green around the stem hint at
its programmable capabilities.
An unformed chunk of glossy black stone.
Sometimes it pulses with faint inner light. Blank Slate. This key programs itself to fit
whatever mechanical lock it is inserted into. Once
Inaudible Whispers. You have advantage on programmed, it cannot be used on any other lock.
concentration checks and disadvantage on any
Wisdom (Perception) check that relies on hearing. SKYBURNER'S OBOL

SILKEN CODEX Mundane Common Device

Exquisite Rare Artifact “Oh, this? Found it in a Cabal stash with a
dead centurion. They’d done a nice burial
The Hive record their scriptures and secrets and everything. Guess this makes me a
in books of silk gathered from their worms. grave-robber, huh?”
No one has ever seen the weavers.
A curious metal disc with a hinged cover over a
A runic Hive tome, written on pages of whispering central button.
wormsilk and bound between chitin covers.
Flint ‘n’ Steel. This coin can act as an instant
Hive Logic. Though most Hive tomes are laced firestarter by pressing down on the center. It deals
with their magic, this one seems to have absorbed 1d4 fire damage and ignites inflammable objects
some of the Traveler's Light. If you spend 48 hours within 1 foot of it that are not being worn or carried.
over a period of 6 days or fewer studying the runes
and logic, your Strength score increases by 2, as SOOTPEARL
does your maximum for that score. However, you
must also choose either your Intelligence, Wisdom, Mundane Common Artifact
or Charisma score to decrease by 1, as does the
maximum for that score. The codex then loses its The strange beauty of these smooth, coal-
paracausal properties and becomes a mundane black marbles belies their origin in
tome. putrescent Hive middens. They are known
to sometimes burst into flame.
SISYPHUS PROJECT
A perfectly spherical marble of something rich and
Fine Rare Artifact, requires attunement by an Exo black, with a silky surface. It feels oddly warm.

Clovis Bray knew exactly what they were Bitter Medicine. You can swallow this pearl to
doing. This proves it. end the Poisoned condition on yourself and become
cured of any disease.
A strange module with five fine micro-antenna
arrays and a round lens, with a circular mounting SPECIMEN TWELVE
evidently meant to be worn as a finger ring.
Mundane Very Rare Artifact, requires attunement by
Simulation Training. If you complete a long rest a Ghost
while wearing this ring, you may choose one of the
following effects to gain until you complete your “They said it was found on Venus, in the
next long rest: Ishtar Sink. No record of the model, but it’s
• Agility: Your speed increases by 10 ft, and you definitely not Vex. Figured I can use it to
calculate our trajectory.” —An ill-fated
have advantage on Dexterity (Acrobatics) checks. treasure-seeker
• Survival: You have advantage on Constitution
A Golden Age computational module in a cylindrical
saving throws. black housing. It thrums slightly and feels warm to
• Safeguard: Your AC increases by 1, and you have the touch.

advantage on Strength (Athletics) checks. Predictive Simulation. This device has 12 uses. If
you fail an Intelligence ability check or saving throw,
you can expend a use of this device to re-roll once.

Architect’s Guide v0.9 123

When all uses are gone, this device’s CPU melts from THANATONAUT'S LULLABY
overheating.
Superior Uncommon Artifact
SPECTRAL DUST
Death is traumatic even when you know
Fine Uncommon Artifact you will return from it. Sometimes simple
forms of reassurance can ease the dysphoria.
“Ever wonder why we can’t see what’s going
on in the Reef from outside? Here’s why.” An old book with a worn cover of brown leather
embossed with gilded patterns of triangles and a
A translucent sample canister containing a design of concentric circles and radial lines that
suspended swirl of sparkling purplish dust. suggests a burst of light.

Reef’s Shroud. This vial contains 1d4+1 uses. As Rhyme of Return. This book has 1d4+2 uses.
an action, you can expend a use of this dust to cover When you are resurrected by your Ghost, you can
an area of up to 3 square feet with it. The dust spend a use to make a shield recharge roll at the
lingers in the area covered for 1d4 hours and impairs same time. Doing so also grants both you and your
the ability of electronic devices to scan beyond the Ghost a level of exhaustion. The book recovers 1 use
covered area if they are not programmed to every 24 hours.
compensate for the particular mix of wave energy
the dust emits. THE DAMNED LUTE

STONEBORN RELIC Mundane Common Device

Exquisite Uncommon Artifact “I’ve heard of a lot of nasty things out there:
cursed armor, the Weapons of Sorrow,
The Titan Order of the Stoneborn is corrupted flesh-eating glimmer, rampant
synonymous with the walls of the Last City. nanomachines. This, though—this might
It is said they never fail. be the worst thing I’ve ever heard of.”

A rough, chipped brick of alloyed concrete cut from A pretty twelve-stringed lute made of rich, fine-
the old first wall of the Last City, and carved with a grained wood and embellished with gilded detailing.
pattern of latticed squares—the sigil of the
Stoneborn Order. Play That Song. This instrument is a
malfunctioning mechanical theatre prop that plays
Will of the City. This brick from the Last City's itself. It comes pre-programmed with one song that,
wall is infused with the Light of its founders. If you when this item is used, will play a random 10
spend 48 hours over a period of 6 days or fewer seconds of that song on repeat. The song can be
contemplating the past of the City, your Constitution heard clearly up to 120 feet away.
score increases by 2, as does your maximum for that
score. However, you must also choose either your However, once this item is turned on, it cannot
Intelligence, Wisdom, or Charisma score to decrease be turned off unless it is destroyed (AC 15, 25 hit
by 1, as does the maximum for that score. The brick points, resistant to bludgeoning, explosive, piercing,
then loses its paracausal properties and becomes a and slashing damage). This device is immune to EMP
mundane stone. effects, and continues to play even if the battery is
removed. Any creature that can hear the song has
SUNSCORCHED LENS disadvantage on Constitution saving throws to
maintain concentration.
Fine Uncommon Artifact, requires attunement by a
Risen class THE MARIAD

Just because you don’t know where it came Exquisite Rare Artifact
from doesn’t mean you can’t put it to good
use. A chronicle of the deeds of the Awoken
Queen—or at least one of its several
A cylindrical module housing an amber-hued lens. volumes.
Its metallic casing suggests a possible Vex origin.
A heavy book bound in rich chocolate leather,
Architect of Light. You gain the effect of the ornately embellished with gilded floral metalwork
Warlock's Prowess superclass feature. If you already and corners reinforced by finely cut crystalline
have that feature, the number of creatures you can plates. The cover is stamped with geometric design
make immune to your Light abilities is doubled. whose significance you do not recognize.

Royal History. While few copies of this book
exist, most of which never make it outside the Reef,
this particular copy seems to be infused with an odd

124 Architect’s Guide v0.9

mixture of Light and Darkness. If you spend 48 hours Light ability saving throw. On a failed save, they gain
over a period of 6 days or fewer studying the book's one failed death saving throw that cannot be
contents and practicing its guidelines, your Wisdom removed until they complete a long rest in a Light
score increases by 2, as does your maximum for that zone, and they also have to make a DC 15 Wisdom
score. However, you must also choose either your saving throw. On a failed Wisdom saving throw, they
Strength, Dexterity, or Constitution score to are compelled to continue unwrapping the object. If
decrease by 1, as does the maximum for that score. they unwrap all three layers, the silk immediately
The book then loses its paracausal properties and decomposes and they reveal the object underneath.
becomes a mundane book. The grade of this artifact is equal to the grade of the
item it is wrapped around, the wrapping itself is
THE PAHANIN ERRATA rare.

Exquisite Common Artifact TINCTURE OF QUEENSFOIL

“Everything I needed to know, I learned Superior Rare Artifact
from this book.” —Hunter troubleshooter
The Reefborn Awoken brew this potion
A heavily worn book bound in coarse leather, held from the dried leaves of the poisonous
shut with two clasp straps. Its cover is stamped with queensfoil plant. Properly prepared, it
the Hunter class emblem. bestows ascendant vision upon those with
sufficient strength to see.
A Hunter’s Good Advice. While many copies of
this book exist, this particular copy seems to be An elegant little bottle with a narrow neck. The
infused with Light, perhaps from Pahanin himself. If thick, dark liquid it contains seems to move on its
you spend 48 hours over a period of 6 days or fewer own.
studying the book's contents and practicing its
guidelines, your Charisma score increases by 2, as Beyond the Veil. As an action you can consume
does your maximum for that score. However, you this mixture, becoming Ascendant for the next
must also choose either your Strength, Dexterity, or minute. An Ascandent creature can see into the
Constitution score to decrease by 1, as does the Ascendent realm and move through Ascendent
maximum for that score. The book then loses its portals unhindered.
Light and becomes a mundane book.
TWO-SIDED COIN
THE TRAITOR'S DIE
Fine Common Artifact, requires attunement
Superior Uncommon Artifact
The perception of Hunters as wily cheaters
Hive gods do play dice with the universe. at games of chance is an ill-founded
stereotype… most of the time.
A carved talisman in the shape of a small avian skull.
The fiery orange stone glints enticingly. A heavy coin with a golden snake design on both
faces.
Rigged Game. As an action you can crush this
item in your hand, causing one random ability score Nothing Left to Chance. This coin has 2 uses.
to increase by 2, to a max of 20 (roll a d6, 1: When you roll a 1 on the d20 for an attack roll,
Strength; 2: Dexterity; 3: Constitution; 4: ability check, or saving throw, you can expend a use
Intelligence; 5: Wisdom; 6: Charisma). You can never of this coin to treat the result as a 15. When all of
benefit from this item again. this coin’s uses are gone, or if you remove your
attunement to this coin, this becomes a normal,
Cursed Option. One random ability score is mundane two-sided coin, and you can never attune
decreased by 1 instead, to a minimum of 8. to another two-sided coin again.

THRICE-WRAPPED THING UNERRING COMPASS

Rare Artifact, grade varies Mundane Uncommon Device

You can’t tell what this is, but even though “It’s dangerous to go alone, but if you must,
it was wrapped up by the Hive and sealed at least take this.”
with malignancy, you feel the itch of an
urge to open it. A finely crafted, elaborate compass with a body of
two perpendicularly joined rings and a delicate
An indistinct bundle, wrapped in tattered Hive silk openwork face. It unfailingly points toward the
and bound with cords. Traveler.

Sealed with a Curse. The item in this bundle is The Way Home. This compass always points
wrapped in three layers of Hive silk. For every layer a
creature unwraps, the creature must make a DC 15

Architect’s Guide v0.9 125

towards the Traveler. If you attune yourself to this
compass, you can feel the pull of the Traveler’s Light,
and always know the shortest path to the closest
Light zone.

WAX-SEALED CASE

Mundane Rare Artifact

“We can ask the Cryptarchy about the
provenance of the seal later. May as well
open it now.” —An ill-fated treasure-seeker

A small casket of shiny black plasteel with floral
scrollwork in relief on the front. Its clasp is sealed
with a red wax stamp.

What’s in the Box. This box appears as a creature
on scanners, as well as to creatures that have
blindsight or truesight as a means of perception.
However, the box cannot be opened, truesight
cannot penetrate it, and it is immune to divination.

WEI NING'S CONG

Superior Legendary Artifact, requires attunement by
a Risen class

Wei Ning was lost in the first fight against
the Hive, and her cong was taken as spoils
of war. Yet the Light infused into the jade
never dimmed, despite the Hive’s darkness.

An ancient Chinese ritual jade object of the type
called cong. It is a cylindrical tube of lustrous green
nephrite with a rectangular exterior. Grooves in its
outer sides divide each of the rectangular faces into
six square segments.

Only a Mountain. Your Strength score is 19. It
has no effect on you if your Strength is 19 or higher
without it.

Cursed Option. Your Strength score is 10. It has
no effect on you if your Strength is 10 or lower
without it.

126 Architect’s Guide v0.9

CHAPTER 5: CAMPAIGN MATERIAL

M aking and running a campaign requires LOST SECTORS
more than a few ideas and/or a plot. This
chapter aims to provide a number of tools, The worlds of Destiny are full of undiscovered
resources, and pre-generated content for your secrets—and secret spaces. Certain hidden,
campaigns. The content here is aimed more at filling forgotten, or abandoned places scattered
in the gaps and covering the most common aspects throughout the system are considered lost sectors,
of a D&Destiny campaign. so called because they are typically missing from
scouts’ maps: the map sectors where they would be
FIRETEAM NAME GENERATOR recorded are ‘lost.’ A lost sector could be anything
from a naturally formed cave to a Golden Age
If your players can’t pick a name, they can let the bunker to the interior of an alien shipwreck. Because
dice decide the fireteam’s name for them. Roll a d6. they offer secluded shelter and sometimes contain
desirable relics, lost sectors very often become
Rolling 1–2. Rolling a 1 or a 2 means the fireteam monster lairs well before Guardians ever find them.
name should read as “Part 1–Part 2.” For example, As such, each lost sector is like a miniature dungeon,
“Dust Fall” or “Shadow Chamber.” and you can add them to your campaigns for all
sorts of reasons. Whether you want a hidden
Rolling 3–4. On a roll of 3 or 4, the fireteam location to serve as a major plot point, or just need
name should read as “Part 3–Part 2.” For example, to cook up an extra encounter for your players, lost
“Indomitable Fall” or “Xylophone Chamber.” sectors are flexible and intriguing.

Rolling 5–6. If the d6 rolls as 5 or 6, the fireteam This section offers step-by-step guidance for
name should just be Part 3.

Random Fireteam Name

d100 Part 1 Part 2 Part 3 d100 Part 1 Part 2 Part 3
Indomitable 51–52 Velvet Wire Vigour
1–2 Dust Fall Xylophone 53–54 Solar Bro Stalwart
Tenacity 55–56 City Gremlin Valiant
3–4 Shadow Chamber Dauntless 57–58 Forest Hawk Insight
Judicious 59–60 Arc Grip Gallant
5–6 Lime Rain Ukulele 61–62 Rainbow Rock Surreptitious
Tranquility 63–64 Silver Slug Guitar
7–8 War Strike Audacity 65–66 Super Burst Altruism
Resistance 67–68 Nova Chain Lyre
9–10 Baby Cat Determination 69–70 Anti Wolves Discipline
Marimba 71–72 Blue Thorn Solitude
11–12 Red Bomb Enterprise 73–74 Light Mage Intuition
Alacrity 75–76 Glory Shroud Intrepid
13–14 White Eyes Banjo 77–78 Iron Spectre Courage
Rebellion 79–80 Bright Switch Hurdy-gurdy
15–16 Sun Hammer Calliope 81–82 Hot Guard Saxophone
Preservation 83–84 Fluffy Viper Ocarina
17–18 Big Wind Mandolin 85–86 Dirty Seekers Acuity
Viola 87–88 Jaeger Song Trombone
19–20 Gold Dog Endeavor 89–90 Star Hug Bassoon
Glockenspiel 91–92 Black Horn Benevolence
21–22 Sea Shade Expeditious 93–94 Sweet Jangles Lionheart
Piccolo 95–96 Green Storm Guile
23–24 Frost Fang Accordion 97–98 Lamp Warriors Resolve
Sanguine 99–100 Ice Tango Bagpipes
25–26 Death Slime

27–28 River Spin

29–30 Sand Blade

31–32 Sky Moon

33–34 Air Dove

35–36 Void Dragon

37–38 Helium Wings

39–40 Hell Balloon

41–42 Night Rose

43–44 Bo Shard

45–46 Fire Tower

47–48 Moon Bunny

49–50 Silk Venom

Architect’s Guide v0.9 127

building a lost sector. You do not need to follow it Lost Sector Name Pool A
exactly; every Architect’s process is different, and
this is just one of many ways to go about building a d20 First Part d20 Second Part
lost sector. Bones
1 Endless 1 Refuge
If you’re unsure how to proceed, or simply wish Fall
to generate a lost sector randomly, you may roll dice 2 Ancient’s 2 Conduit
to select options from the tables presented. Walk
However, you can also use this section just for 3 Scavenger’s 3 Shaft
reference or basic ideas while you design your own Peril
lost sector by hand. 4 Rusted 4 Grove
Conflux
NAME 5 Sunken 5 Dock
Cavern
Hunters are a dramatic lot, and if a Hunter was the 6 The Empty 6 Chasm
original scout of the Lost Sector, it probably has an Orrery
appropriately dramatic name. Flip a coin, or roll a 7 Hallowed 7 Quarry
d4. On heads (or even numbers), roll on Lost Sector Weep
Name Pool A. On tails (or odds), roll on Lost Sector 8 Midnight 8 Cove
Name Pool B. Crash
9 The Luminous 9 Rest
LOCATION Pit
10 Pathfinder’s 10 Haunt
Determining where your lost sector is located
naturally creates a group of possibilities for the 11 King’s 11
content of the lost sector. For example, the Ocean of
Storms on Luna is home to ancient Golden Age 12 The Yawning 12
facilities, Hive ritual sites, and the hidden camps of
exiled Fallen—any one of which would make a good 13 Whispering 13
basis for a lost sector.
14 Crystal 14
Consider how the lost sector’s entrance is
situated in the surrounding environment. What 15 Terminus 15
makes it a hidden or lost area of the map? This can
determine how challenging it is for the fireteam to 16 The Iron 16
find the lost sector, but that step isn't always
necessary. After all, a Hunter NPC could have found 17 Queen’s 17
the location and passed the information on to the
Vanguard, who in turn tasked a fireteam to explore 18 The Burning 18
it. There are as many ways to introduce a lost sector
as there are places to put them. 19 Perilous 19

ORIGIN 20 Joker’s 20

Next come a few creative decisions about the lost Lost Sector Name Pool B
sector’s physical characteristics. What kind of space
is the lost sector? How did it come to be where it is, d20 First Part d20 Second Part
and was it found or made? What was the lost sector Souls
before it became a lost sector? For instance, is it a 1 Echo of 1 Devils
naturally formed cave? The interior of a ruined Whispers
building or crashed ship? A hidden bunker? A 2 Sanctum of 2 Betrayal
derelict space habitat? Silence
3 Grove of 3 Exploding Stuff
The choices you make here set the scene for your Starlight
players’ discovery and exploration of the lost sector. 4 Bay of 4 Tears
If you’re making a lost sector for a side quest or an Darkness
extra encounter, you don’t need to come up with 5 Library of 5 Sin
anything elaborate. Knowing the general concept of Wishes
the lost sector’s origin will be enough to inform 6 Colosseum of 6 Shadows
decisions such as its layout, what sort of rooms may Bones
exist, and what sort of inhabitants the lost sector 7 Memory of 7 Blood
may contain. However, lost sectors can afford you The Fallen
good opportunities to deepen and expand your 8 Glade of 8 Fire
storytelling, so don’t be shy if you want to use one Wolves
as a significant element of your campaign’s setting. 9 Chamber of 9 the Condemned
Nightmares
10 Fortress of 10 Light

11 River of 11

12 Cavern of 12

13 Forest of 13

14 Lake of 14

15 Den of 15

16 Well of 16

17 Sanctuary of 17

18 Graveyard of 18

19 Tower of 19

20 Repository of 20

128 Architect’s Guide v0.9

Travel Distance to Lost Sector Occupying Faction

d6 Distance d8 Faction
1 Close by (less than 10 minutes on foot) 1 Eliksni assassins
2 Moderately close (up to an hour on foot) 2 Remnants of a collapsed Fallen house
3 Moderately distant (multiple hours on foot, 3 Cabal defectors
4 Cabal scout team
vehicular travel preferable) 5 Vex extraction unit
4 Distant (vehicular travel necessary) 6 Hive thrall-breeders
5 Very distant (different region or continent) 7 Hive ritualists
6 On another planet 8 Human pirates or smugglers

Entrance Description Purpose of Lost Sector

d12 Situation d10 Purpose
1 Cave mouth 1 Contains vital Golden Age tech
2 Ruined building 2 Occupants have chosen the location to research a
3 Utility hatch Hive artifact
4 Opening in wreckage 3 Base of operations for hunting a Guardian
5 Pit 4 Home of a lone Ghost
6 Side door 5 Stashing or retrieving stolen goods
7 Abandoned mine or dig 6 Hideaway spot to avoid a bigger threat
8 Narrow passageway 7 Place to store supplies or amass munitions for an
9 Shipwreck attack elsewhere
10 Crevasse 8 Built or claimed to protect a wounded leader
11 Pipe 9 Natural shelter; provides excellent protection
12 Behind a waterfall from the elements
10 A trap to ambush the fireteam
Lost Sector Origin
Lost Sector Size
d20 Origin
1 Ascendant realm d8 Number of Explorable Areas
2 Clovis Bray facility 1–2 Single area immediately after the entrance, no

3–4 Crashed colony ship other joining areas or rooms; roll a d6
5–6 Defunct imperial land tank • 1–2: large, cavernous area
• 3–4: moderately sized area big enough to hold
7 Fallen ketch
8–10 Golden Age transit system the occupants or support the purpose of the
11–13 Hive warren lost sector, but not much more
14–16 Human city ruins • 5–6: tiny area, everyone and everything
17–19 Natural cave system crammed together to fit

20 Vex spire 3–5 Small (1d4+1) amount of explorable areas
6–7 Large (2d4+4) amount of explorable areas

8 Extensive amount (3d4+10) amount of explorable
areas

Architect’s Guide v0.9 129

Strength of Occupying Faction

d10 Strength
1 Feeble: significantly depleted resources, personnel, or both. Consider why the occupants' strength is so low and

what their plan of survival or escape is, if any.
2–4 Dwindling: currently losing personnel or supplies vital to maintain their position in the lost sector. Consider how

strong the occupants were before they started losing resources, and what their plan is, if any, to deal with the
loss.
5–6 Mediocre: not struggling in any way, but not excelling either. Consider what the occupants would need in order
to strengthen their position, or what sort of loss would cause the occupants to struggle.
7–9 Bolstered: have had time/resources to significantly fortify themselves and their position in the lost sector.
Consider what the security of the lost sector is and what sort of equipment or personnel have been brought in
to make the occupants' grip on the lost sector so strong.
10 Ensconced: it would take significant effort, coordination, and/or firepower to be able to dislodge the occupants
from this lost sector. Consider what the true extent of their security is, if there are any remaining weak points,
how well-trained the personnel are, and how prepared they are for a siege situation.

OCCUPANTS Answering these questions will give you a pool of
content and concepts to work with when it comes
Once you have a solid idea what your lost sector is, time to actually build the lost sector’s space and
it’s time to determine who or what lurks within. encounter list.
What kinds of monsters and other hazards are inside
the lost sector? Why are they there? If the lost BRINGING IT ALL TOGETHER
sector has a boss, who is it, and why have they
occupied this lost sector as their lair? There are three main steps to building any type of
dungeon, including the humblest lost sector. First,
You can place any kind of occupants you wish in using the pieces and information assembled from
the lost sector, hostile or otherwise, and make their the previous steps, you define the straight path.
reasons for being there as simple or complex as you Next, you incorporate any choices you want to
like. present to the player characters, and any branching
paths that may occur due to those choices. Finally,
PURPOSE you incorporate any skips into the content.

If you want your lost sector to be more than the THE STRAIGHT PATH
stage for a brief encounter, you can make additional
creative decisions about its origins and background Regardless of the number of choices or skips you
prior to your players’ characters interacting with it. intend the final version of your lost sector to
Does the lost sector have any historical or other contain, when starting out you need to make sure
significance that informs what the space is like and the characters will be able to make it from start to
what the player characters may find inside (including finish at all, for whatever definition of ‘finish’ applies
what monsters occupy it)? For instance, is it simply a to your lost sector. This means the very first thing to
cave that has become a hostile den? A staging area build is the surefire path through the content—the
for a faction preparing a raid on Vanguard assets? Or straight path through it all.
is it part of a lost Golden Age laboratory which
contains an artifact needed to complete a powerful A straight path through a lost sector does not
weapon? When making these decisions, consider necessarily need to follow a literally straight course.
how the lost sector’s past influences what It is perfectly possible for a lost sector to have a
characters will find there in the present. straight path that requires doubling back to the
entrance multiple times, or a path that makes many
Keep in mind that a lost sector’s origin does not twists and turns in the physical environment. The
need to coincide with its current purpose. A term ‘straight path’ simply refers to the series of
temporary weapons production facility may have events or encounters the characters go through, one
been built inside a natural cave, or a Clovis Bray lab leading directly into the other, in order to go from
might have become the site of a Hive ritual. start to finish.

LAYOUT While you may have plenty of ideas for choices
and skips during this phase, it’s important to focus
Finally, in light of your creative decisions about the first on completing the straight path. By building the
lost sector, decide how its spaces are shaped. What straight path first, you ensure the lost sector can be
are the lost sector’s major areas, and how are they run and completed even if you don’t have the time
arranged? What is the physical environment like? or opportunity to add choices/skips to it.
Have the occupants altered the lost sector in any
way, such as by building structures inside it or
bringing in their own supplies or equipment?

130 Architect’s Guide v0.9

CHOICES who is able to deduce the missing glyphs in a Hive
ritual might be able fill them in immediately, instead
Once you’ve built the straight path, it’s time to of having to search the rest of the lost sector for
decide what sort of choices, if any, you want to clues. A skip could even be something like an NPC
present to the player characters. Choices can come who, after being treated kindly by the player
in many different ways and can be presented in characters, decides to pass along vital information or
many different styles. A choice could be something reveal a secret that allows the fireteam to bypass or
as simple as an optional puzzle that leads to defuse a deadly encounter.
additional loot, or it can impact the future of the
campaign in a drastic way. Skips are also vital tools for Architects who want
to make sure the players get through a certain
By adding even a single choice to your lost sector, amount of content in a session. Whether you only
you are giving players the opportunity to express have a certain number of sessions left before the
and develop their characters’ individual campaign has to end, or if you really just want to
personalities, wants, and needs. Consider carefully make sure the fireteam finishes the lost sector in
what sort of choices would have the most one session, having a skip or two at the ready will be
meaningful impact on the characters at your table. a huge help in case things start to take longer than
It’s one thing to choose between taking the left or expected. Of course, you are not obligated to use or
right path when there’s a fork in the road, but quite reveal a skip just because you made one.
another to have to make a choice such as whether
to save the loot or save an ally. LOST SECTOR ROOMS

SKIPS The following tables can be used to randomly
determine what sort of rooms, chambers, or
Skips are exactly what they sound like: ways to skip compartments are accessible in your lost sector. The
past sections of content. Skips award clever, encounter type table can be used to determine what
observant, or involved characters. For example, a sort of obstacle, if any, is present in each individual
hidden pathway may be revealed to a character with room.
a high enough passive Perception; or a character

Ascendant Realm Clovis Bray Facility

d20 Area Contents d20 Area Contents
1 Series of invisible platforms 1 Small chemical lab that seems particularly well-
2 Massive Hive pendulum at rest equipped for suppressing fires
3 Large flat rock that slowly rotates 2 Infirmary
4 Suspended Hive tomb ship 3 Data storage/server room for managing
5 Series of descending rocks unclassified files or projects
6 Series of swinging Hive pendulums 4 Medical lab
7 Medium rotating rock 5 Employee lounge or break room with a handful of
8 Grand hallway frozen snacks remaining
9 Steep cliffside with a very narrow switchback path 6 Hazardous materials containment
10 Winding stairway 7 Supply closet with the words “Stanley Was Here”
11 Narrow defile carved into the wall
12 Claustrophobic compartment 8 Manufacturing/prototyping lab
13 Sandy basin 9 Decontamination chamber
14 Large floating platform 10 AI core, still functional but dormant
15 Small floating rocks that fly by at great speed 11 Open-plan office space
16 Medium floating platform 12 Test chamber
17 Several occasionally teleporting rocks 13 Administrator’s office
18 Series of small floating platforms 14 Observation chamber
19 Craggy hill 15 Restroom
20 Colossal Hive statue 16 Reception area
17 Utility control room
18 Cold storage
19 Armory
20 Security center, could be repaired to be functional

Architect’s Guide v0.9 131

Crashed Colony Ship Defunct Imperial Land Tank

d20 Area Contents d20 Area Contents
1 Airlock and security check 1 Cargo bay with a functional crane
2 Main control deck 2 Goliath tank garage
3 Empty booster propellant tank 3 Hallway leading to a highly secure room
4 Crew quarters 4 Large connecting corridor
5 Connecting corridor 5 Troop quarters
6 Coolant control station 6 Armory full of functioning scorpius turrets
7 Maintenance shaft 7 Officers’ mess
8 Onboard lab for medical testing 8 Tank elevator room
9 Supply storage bay 9 Control deck
10 Colonist cryopod storage 10 Engine room, engine core still present and volatile
11 Cargo container 11 Armory with a large munitions locker
12 Armory 12 Brig with several dead non-Cabal bodies inside
13 Infirmary 13 Missile magazine
14 Engine room 14 Hydrostatic organogel storage tank
15 Docked shuttle interior 15 Storage room
16 Crew recreation room 16 Comms station
17 Engineering bay 17 Vehicle deployment bay
18 Crew gymnasium 18 Infirmary
19 Navigation control room 19 Engineering bay
20 Failsafe AI core 20 Treasury vault

Fallen Ketch Golden Age Transit System

d20 Area Contents d20 Area Contents
1 Airlock 1 Sewage conduit that’s been sealed tight
2 Connecting corridor (fore to aft) 2 Frame storage bay
3 Navigation room 3 Elevator shaft with jammed elevator cars
4 Connecting corridor (port to starboard) 4 Rail tunnel with subway cars
5 Main navigation, containing pilot servitor housing 5 Utility junction
6 Room with a hazardous hull breach 6 Rail car repair bay
7 Main engineering 7 Connecting corridor
8 Engineering bay with stored walkers 8 Control room
9 Engine room 9 Large bank of escalators
10 Splicer lab 10 Ventilation shaft
11 Crew quarters 11 Rail tunnel
12 Servitor storage 12 Janitorial storage
13 Main bridge/throne room 13 Passenger platform
14 Reactor core 14 Transmat room
15 Launch bay 15 Ticketing station
16 Transmat bay 16 Transit lounge
17 Armory 17 Entrance chamber with turnstiles
18 Galliot berth 18 Seating area
19 Cargo bay 19 Long hallway full of holographic displays
20 Commander’s cabin 20 Games arcade

132 Architect’s Guide v0.9

Hive Warren Human City Ruins

d20 Area Contents d20 Area Contents
1 Ogre spawning chamber 1 Sewer tunnel/storm drain
2 Sacrificial altar 2 Corner office
3 Thrall feeding pit 3 Half-destroyed residential apartment
4 Chamber draped with hooked chains 4 Hotel/lodging
5 Large chamber containing a single osmium crystal, 5 Residential kitchen
approx. 8 feet tall, thrumming with Hive magic 6 Public plaza
6 Room full of cursed thrall, apparently asleep 7 An eatery/restaurant
7 Large chamber containing an ascendant gateway 8 Stadium/arena bleachers
8 Chamber with a bottomless pit 9 Public transit center
9 Partially collapsed chamber containing a Hive 10 Theater
seeder 11 Small store
10 Chamber containing graven stone rune tablets 12 Library
11 Wizard’s experimental altar room 13 Large department store
12 Machine room with a slowly turning wheel 14 Utility plant
13 Room full of human bones 15 Office reception lobby
14 Large chamber containing a tribute shrine 16 Parking structure
15 Room full of giant moths 17 Office corridor
16 Pool of ichor, depth unknown 18 Commercial center
17 Room lined with spawning sacs 19 Open-plan office space
18 Room full of rendering vats 20 Art gallery
19 Statuary gallery
20 Small chamber with a crystal containing the soul of Natural Cave System
an ascendant Hive
d20 Area Contents
1 Large pool of crystal-clear water
2 Lava tube
3 Chamber with a partially collapsed ceiling
4 Geothermal vent that erupts semi-regularly
5 Low passageway (passable by crawling)
6 Bottomless pit
7 Narrow crevice
8 Chamber full of luminescent mushrooms
9 Crevasse with a narrow ledge
10 Waterfall (d6: 1–2 small; 3–4 medium; 5–6 large)
11 Connecting tunnel
12 Chamber with loudly dripping water
13 Chamber with a huge natural crystal
14 Chamber with unusual echoes
15 Chamber with stalactites and stalagmites
16 Chamber with whistling wind
17 Low-ceilinged chamber
18 Pitch-black chamber
19 Smooth tunnel formed by erosion
20 Chamber with petroglyphs

Architect’s Guide v0.9 133

Vex Spire Warmind Bunker

d20 Area Contents d20 Area Contents
1 Room containing numerous inert gates 1 Hallway with automated turrets
2 Chamber with a slowly rotating antenna 2 Elevator shaft
3 Large gravity lift to somewhere out of sight above 3 Server room
4 Chamber with metal walls 4 Rapid additive manufacturing chamber
5 Large multi-tiered chamber containing row upon 5 Storage lockers
row of stone goblins 6 Damaged power control junction with hazardous
6 Chamber full of headless goblins, apparently arc discharge
inactive 7 Power control junction
7 Radiolarian pond fed by a small waterfall 8 Office
8 Pit with an active gate at the bottom 9 Warsat tracking station
9 Stairway of intermittently vanishing platforms 10 Reactor chamber
10 Cylindrical chamber with sealed triangular door 11 Comms uplink terminal
11 Chamber containing an ominous floating cube that 12 Shielded computer core chamber
summons Vex if interacted with 13 Armory
12 Triangular passageway that looks much shorter 14 Central control room
than it actually is 15 Frame storage bay
13 Chamber containing an inscrutable orb 16 Utility crawlspace
14 Spherical chamber that distorts sounds 17 Launch bay
15 Chamber containing a conflux 18 Ventilation shaft
16 Chamber full of glowing beams of white (harmless) 19 Ground vehicle bay
or red (28d6 solar damage when touched) light 20 Local warmind AI core
17 Large chamber containing a single human skeleton
18 Chamber lined with Vex eyes
19 Chamber with a perfectly disassembled goblin laid
out on a stone altar
20 Small chamber with a gilded Vex cranium on a
pedestal

134 Architect’s Guide v0.9

ALIEN NAMES Eliksni Names (cont)

The tables in this section can be used to pick a d100 Name
random name for a creature of a given alien races. 37–38 Miiriks
Of course, names can come from many different 39–40 Miirviks
sources, so a creature doesn’t necessarily need to 41–42 Pakruul
have a name that originates from their race. For 43–44 Pikriis
example, a Cabal defector may have picked an 45–46 Peeviks
Eliksni name to operate under as a way to keep the 47–48 Pelviks
empire off their trail. 49–50 Paaniks
51–52 Vekiis
Cabal Names Cabal Names (cont) 53–54 Variis
55–56 Voriks
d100 Name d100 Name 57–58 Velnaaks
1–2 Krann 71–72 Bal’ruum 59–60 Vediirek
3–4 Kr’uul 73–74 Bol’lurn 61–62 Belriis
5–6 Kre’auc 75–76 Ble’augh 63–64 Bakruul
7–8 Krel 77–78 Blekh 65–66 Bentaks
9–10 K’neegh 79–80 Bem’aun 67–68 Begliis
11–12 Taalnar 81–82 Lurn 69–70 Bosliks
13–14 Tezun 83–84 Luh’lzah 71–72 Adraaks
15–16 Tau’ack 85–86 Lel’aurc 73–74 Apsiks
17–18 Tau’iln 87–88 Leth’tel 75–76 Akriis
19–20 Ta’luurn 89–90 Luurm 77–78 Akeriks
21–22 Ma’lurg 91–92 Ge’aurc 79–80 Aiilaaks
23–24 Maao’uph 93–94 Ga’gurk 81–82 Wektiks
25–26 Mekdet 95–96 Glurn 83–84 Wiiriis
27–28 Mek’lua 97–98 Gel’etl 85–86 Weekruul
29–30 Mow’etl 99–100 Geddan 87–88 Wikteks
31–32 Aru’nel 89–90 Waaliks
33–34 Atl’ek Eliksni Names 91–92 Gilaaks
35–36 Az’alrun 93–94 Gelniks
37–38 Aun’ek d100 Name 95–96 Giridiks
39–40 Aptotl 1–2 Tiiriks 97–98 Genraaks
41–42 Zehln 3–4 Taliks 99–100 Generik
43–44 Zet’aurc 5–6 Tebliis
45–46 Zotl 7–8 Tikiilok Krill Names
47–48 Zaw’doun 9–10 Telnik
49–50 Zeh’romus 11–12 Feliis d100 Name
51–52 Pelnius 13–14 Folkis 1–2 Xil
53–54 Plek’tael 15–16 Firniis 3–4 Xek
55–56 Plu’urg 17–18 Filaak 5–6 Xeri
57–58 Pel’aurc 19–20 Fiknaaks 7–8 Xif
59–60 Pet’uul 21–22 Sekriis 9–10 Xeb
61–62 Reb’lek 23–24 Selniks 11–12 Arot
63–64 Rao’un 25–26 Siiriks 13–14 Avath
65–66 Reliek 27–28 Seleks 15–16 Alru
67–68 Reb’laug 29–30 Solvaks
69–70 Ret’tweht 31–32 Misfiks
33–34 Miniks
35–36 Mekaaks

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Krill Names (cont) Psion Names (cont) Psion Names (cont)

d100 Name d100 Name d100 Name
17–18 Admo 1–2 Optip 87–88 Dabluc
19–20 Atma 3–4 Otwot 89–90 Dortioc
21–22 Hala-Bak 5–6 Obzik 91–92 Yirzot
23–24 Hab-Durak 7–8 Orphit 93–94 Yitotl
25–26 Hadeht 9–10 Oliot 95–96 Yidzot
27–28 Heruk 11–12 Iblit 97–98 Yictoc
29–30 Hetuul 13–14 Iphib 99–100 Yucyum
31–32 Dektur 15–16 Igliod
33–34 Dak-Moreth 17–18 Idmos Vex Names
35–36 Dir-Vasun 19–20 Ixilec
37–38 Dolor 21–22 Uphos d100 Name
39–40 Dûl Baran 23–24 Utlien 1–2 Hekios
41–42 Belek 25–26 Ubvot 3–4 Hektikon
43–44 Bal-Teth 27–28 Utnox 5–6 Helnion
45–46 Bektaal 29–30 Uadot 7–8 Halnikos
47–48 Bezu Rek 31–32 Tilxic 9–10 Holophix
49–50 Biliak 33–34 Tiruac 11–12 Keration
51–52 Ir Kazrum 35–36 Talauc 13–14 Kolberon
53–54 Ir Doram 37–38 Teblit 15–16 Kerothos
55–56 Ikorzul 39–40 Tzumba 17–18 Koronikos
57–58 Idvox 41–42 Elitic 19–20 Kolmaiad
59–60 Ir Yod 43–44 Estec 21–22 Therastophix
61–62 Maluk 45–46 Eatoc 23–24 Tektorax
63–64 Mal-Teth 47–48 Enuax 25–26 Teletakteron
65–66 Mak-Betzu 49–50 Emniot 27–28 Tornion
67–68 Mezurek 51–52 Fedlioc 29–30 Thesiax
69–70 Mak-Zikur 53–54 Foenor 31–32 Phyterax
71–72 Kebbel 55–56 Filniod 33–34 Petagrakus
73–74 Kozol-Dir 57–58 Fecnoc 35–36 Pednikon
75–76 Kir-Zaran 59–60 Fabnot 37–38 Peleon
77–78 Kol-Deleth 61–62 Goliot 39–40 Pordron
79–80 Kobbur 63–64 Gandoc 41–42 Zyphrax
81–82 Yarnath 65–66 Gildac 43–44 Zelenion
83–84 Yek-Tavoor 67–68 Gradlotl 45–46 Zektyrion
85–86 Yut Braak 69–70 Getloc 47–48 Zebriax
87–88 Yolra Zar 71–72 Petec 49–50 Zorphon
89–90 Yragur 73–74 Poriot 51–52 Braktorax
91–92 Gor-Morul 75–76 Palvec 53–54 Berophos
93–94 Gurdoor 77–78 Purzot 55–56 Beldion
95–96 Gol Aranath 79–80 Phentalc 57–58 Borkios
97–98 Gred-Reknir 81–82 Drixot 59–60 Bophorax
99–100 Giht-Gûd 83–84 Deloc 61–62 Strobax
85–86 Dizuut 63–64 Silenophon
136 65–66 Sapnion
Architect’s Guide v0.9

Vex Names (cont) TITLES

d100 Name Some creatures are famous (or infamous) enough to
67–68 Sophtokeres have a title to go with their name. You can choose a
69–70 Strigonax title or roll for a random title. Some titles have a tag
71–72 Cydorion inserted in brackets. You are meant to replace the
73–74 Calophix tag (including the brackets) with an appropriate
75–76 Cadron word.
77–78 Celdorax
79–80 Corphoron • The ‘[Battle]’ tag means the title refers to a
81–82 Mydoron battle the creature took part in. Examples of such
83–84 Maliax battles include Six Fronts and Twilight Gap, but
85–86 Megnion the battle referred to doesn’t need to be so well-
87–88 Mektalos known.
89–90 Mephriax
91–92 Gorpho • A ‘[Faction]’ tag means you indicate which
93–94 Golnax faction the creature belongs to.
95–96 Gelkios
97–98 Galphokos • The ‘[Leader]’ tag is meant to be replaced with
99–100 Genuion the name of someone who has a position of
authority over the creature that has the title.
General Titles
• The ‘[Unit Type]’ tag refers to the rank or type of
d100 Title creature it is. For example, in the title ‘Watchful
1–2 the Destroyer Harpy,’ harpy is the word that replaced ‘[Unit
3–4 the Unbent Blade Type].’
5–6 the Unbowed
7–8 the Sharp–Eyed • A title with the tag ‘[Location]’ means that the
9–10 Loyal to [Leader] title refers to a specific place. This place could be
11–12 Kell–Slayer the location the creature has been deployed to,
13–14 Guardiansbane or is in charge of surveying, or maybe it’s a place
15–16 Knife of [Faction] where the creature performed a significant feat.
17–18 Chosen by [Leader]
19–20 the Unstoppable Weight General Titles (cont) General Titles (cont)
21–22 the Booming Voice
23–24 the Warmonger d100 Title d100 Title
25–26 Siegebreaker 45–46 Phantom of [Location] 89–90 the Unstoppable
27–28 the Collector 47–48 the Gouger 91–92 Bite of [Faction]
29–30 Secretkeeper 49–50 Shamed [Unit Type] 93–94 the Rapacious
31–32 Herald of [Leader] 51–52 Punished [Unit Type] 95–96 Curseflinger
33–34 Champion of [Battle] 53–54 Vengeance of [Faction] 97–98 the Betrayer
35–36 Broken [Unit Type] 55–56 Soul-Eater 99–100 the Misunderstood
37–38 Enforcer of [Leader] 57–58 the Crusher
39–40 Blood–Drinker 59–60 the Thief Vex Titles
41–42 Fist of [Leader] 61–62 the Invisible
43–44 Nightmare of [Battle] 63–64 Tyrant of [Location] d100 Title
65–66 Spear of [Leader] 1–2 Prototype Mind
67–68 Bane of [Location] 3–4 Prohibitive Mind
69–70 Breaker of [Battle] 5–6 Archival Mind
71–72 Executioner of [Battle] 7–8 Branched Mind
73–74 Skullbreaker 9–10 Sacrificial Mind
75–76 the Unforgiven 11–12 Empathic Mind
77–78 the Despised 13–14 Exothermic Mind
79–80 the Detested 15–16 Deductive Mind
81–82 Armor-Breaker 17–18 Photometric Mind
83–84 the Whisperer 19–20 Convergent Mind
85–86 the Unrepentant 21–22 Fervent Mind
87–88 the Unyielding 23–24 Liquid Mind
25–26 Corrective Mind

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Vex Titles (cont) Taken Titles Taken Titles (cont)

d100 Title d100 Title d100 Title
27–28 Nucleative Mind 1–2 the Corrupted 87–88 the Disgraced
29–30 Recursive Mind 3–4 Envoy of [Leader] 89–90 the Joyous
31–32 Ruined Mind 5–6 Herald of [Leader] 91–92 the Unannounced
33–34 Integration Mind 7–8 the Waylaid 93–94 Blight of [Location]
35–36 Wayward Mind 9–10 the Watching 95–96 Echo of [Battle]
37–38 Conductive Mind 11–12 the Consumed 97–98 Perfected [Unit Type]
39–40 Spire Lord 13–14 the Rotted 99–100 the Insistent
41–42 Radian Clocker 15–16 the Ruptured
43–44 Redemptive Mind 17–18 the Trampler
45–46 Accumulative Mind 19–20 Blightcursed
47–48 Igneous Mind 21–22 the Chosen
49–50 Delusional Mind 23–24 Bound to [Leader]
51–52 Stranded Mind 25–26 Whisper of [Leader]
53–54 Shuttered Mind 27–28 the Deserter
55–56 Siege [Unit Type] 29–30 the Blighted
57–58 The Fragment 31–32 Lightkiller
59–60 Constructive Mind 33–34 Hand of [Leader]
61–62 Watchful [Unit Type] 35–36 Word of [Leader]
63–64 Cleansing Mind 37–38 Lore-Keeper
65–66 Inquisitor Mind 39–40 the Failed
67–68 Network Protector 41–42 Lost to [Leader]
69–70 Keeper of [Location] 43–44 Will of [Leader]
71–72 Eye of [Leader] 45–46 Pillar of Nothing
73–74 Networked [Unit Type] 47–48 the Abhorrent
75–76 Vex Warden 49–50 the Lost
77–78 Betrayed Mind 51–52 Altered [Unit Type]
79–80 Chord [Unit Type] 53–54 Venom of [Leader]
81–82 Proto-Sentinel 55–56 the Deceived
83–84 Gatekeeper 57–58 the Uprooter
85–86 Proxy of [Leader] 59–60 the Obedient
87–88 Processor Mind 61–62 Ascendant Sentinel
89–90 Proactive Mind 63–64 the Defiled
91–92 Watcher of [Leader] 65–66 the Betrayed
93–94 Gatekeeper 67–68 the Abandoned
95–96 Keymaster 69–70 the Unknowable
97–98 Expanding Mind 71–72 Soulkeeper
99–100 Galactic Mind 73–74 the Stalwart
75–76 Insight of [Leader]
138 77–78 Horror of [Leader]
79–80 Banner of [Leader]
81–82 the False Tongue
83–84 the Willing
85–86 the Suffering

Architect’s Guide v0.9

PUBLIC EVENTS equipment from being transmatted without proper
authorization codes.
Public events are special types of premade
encounters that can be run in a number of ways. The harvester node also has a secondary function
One could be a random encounter while exploring a as a short-range signal booster that allows
patrol zone, or completing one might be required for everything to be transmatted to and from the skiff
a fireteam to complete their mission. They even simultaneously. Because of this, Fallen extraction
make good ways to introduce fireteam members to crews usually carry several harvester nodes, though
each other for the first time, as when the Vanguard only one node will be deployed at a time. If the
becomes aware of these events happening, they deployed node is destroyed, equipment can still be
typically put out a call on public channels, transmatted simultaneously thanks to the spares on
requesting any nearby Guardians to come deal with the skiff.
the matter.
Not as precise as Ghost protocols, glimmer
Because of how varied fireteams can be and how harvested via this ‘drilling’ process isn’t compressed
open-ended public events are, there is no step-by- and stored as perfect cubes, resulting in a hoard that
step guide for running them. We provide the key often looks more impressive than it actually is.
information and mechanics, and it will be up to you
to go from there. Drilling rate—the speed at which glimmer is
harvested—is determined by the abundance of
GETTING OVERWHELMED glimmer in the environment, efficiency of drill
protocols, and the quality of the equipment itself.
Most public events call for a large number of
creatures to be present in initiative, with MINING CREWS
reinforcements arriving regularly if hostilities break
out. Feel free to reduce the number of creatures the Armed crews are deployed to protect the operation
encounter instructs you to use or to ignore and keep the equipment in good working order. A
reinforcements entirely until you get more captain is almost always present, though if the Fallen
comfortable with large initiative orders. You can also are expecting to harvest a bounty of glimmer from a
bring in NPC Guardians to handle reinforcements given area they may even go so far as to deploy a
‘off-screen,’ as it were, as reinforcements called in walker, a pair of jumpers, or to equip their infantry
by the Vanguard. with scorch cannons. For particularly high-stakes
extractions, a house’s kell may order one of their
IDEAL PARACAUSAL FORCE barons to personally see to the acquisition of the
glimmer.
Most public events, and their mechanics, assume
the local area is a Light Zone. It’s expected that Glimmer mining skiffs often don’t have weapons
members of the fireteam will die at least once, but fitted to them. Instead, the Fallen prefer to invest in
can be resurrected to keep going with the event. systems that keep the skiff undetectable from a long
range. This means that more often than not a
FALLEN MINING OPERATION glimmer mining operation needs to be spotted by
someone already in the area when the skiff arrives
Due to the abundance of the material in the Golden or while the drilling is underway.
Age, glimmer is now present throughout all
environments of most planetary bodies in the Sol RUNNING THE ENCOUNTER
system. The Fallen take full advantage of this and
frequently deploy glimmer mining drills to find and You can roll on an appropriate Eliksni encounter
harvest any glimmer they can in order to fund their table to determine an operation’s mining crew, but if
operations. the result doesn’t include a captain, consider adding
one. Use the skiff stat block as the glimmer skiff’s
This public event can be easily modified to suit stat block. You may choose to disregard the skiff’s
the level of the fireteam. weapons if you wish. For fireteams with an average
level of 6th or lower, it’s recommended you treat
MINING EQUIPMENT the skiff as unarmed.

Glimmer drills are deployed from skiffs using short- Reinforcements. If hostilities break out, the pilot
range transmat protocols. These drills consist of of the glimmer skiff will call for reinforcements,
three major components: one bank, a Large device which will arrive on the next initiative count 20,
that hovers at the center of three stabilizers, each of losing all ties. Roll on an appropriate Eliksni
which is a Medium device that sits on the ground. encounter table to determine the reinforcements. If
The third component is the harvester node, a Small the fireteam is particularly infamous with these
device that also sits on the ground. Fallen, you may elect to roll on one tier higher than
normal, or to roll twice and take both results as the
The bank scans the ground for glimmer, and the reinforcements. You can even introduce new NPCs
harvester node transmats the glimmer into the this way, such as a particular baron that is intent on
bank. The stabilizers keep the bank upright as hunting the fireteam down for being a frequent
glimmer fills its hopper and, while any of them are nuisance. Regardless, the reinforcements will arrive
active, the stabilizers prevent any of the drilling in their own skiff, which may or may not have
weapons of its own, just like the glimmer mining
skiff.

Architect’s Guide v0.9 139

Stealth. If one or more members of the fireteam M���� T���� B�����
want to try stealing the glimmer instead of fighting
the Fallen crew, you can use a seven-success skill Small artifact (Taken)
challenge to represent the attempt. The DC is equal
to the highest passive Perception among the Armor Class 13 (natural armor)
operation’s crew members, including the glimmer Health Points 33 (6d6+12)
skiff. Speed 0 ft. (mounted, can hover)

If a number of fireteam members offer to be a STR DEX CON INT WIS CHA
distraction, you may decide to grant the thieves 10 (+0) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
advantage on their ability checks in the skill
challenge. Damage Resistances arc, solar, void
Damage Immunities darkness
GLIMMER MINED Condition Immunities all
Senses —
One way or another, if the fireteam manages to get Challenge Individual CR 0 (0 or 10 XP), Classification CR 1
the glimmer in the bank’s hopper, the amount they
earn is entirely up to you. Maybe it was only a few Minion (0 or 10 XP)
bits, maybe it was a hoard the likes of which the
fireteam has never seen before. Or maybe the Proficiency Bonus Hack DC
glimmer drill wasn’t mining glimmer at all, but was +2 —
instead the Fallen’s attempt to hide other precious
items inside the bank, such as engrams, weapons, or Blighted Aura (10-foot radius). A creature that ends its
ether. turn within the area of the blight’s aura, or who enters
the area for the first time on a turn, takes 3 (1d6)
The standard reward is 5d12 x 1,000 glimmer. darkness damage.

TAKEN BLIGHT Blight Receding. A creature that takes damage from the
blight’s aura and then exits the area of the blight’s aura
Even if they didn’t have a leader to guide them, the on the same turn gains the Blight Receding condition,
Taken are drawn to infest Light-filled areas so as to which lasts until the start of their next turn.
turn them into Darkness or Oppressive Darkness
zones. They do this by attempting to fill the area C����������� T���� B�����
with blights, concentrations of pure Darkness which
sap Light. Huge artifact (Taken)

This public event’s difficult can be adjusted to Armor Class 16 (natural armor)
best suit the level of the fireteam, but it will always Health Points XX
be a difficult and deadly encounter at any level. Speed 0 ft. (mounted, can hover)

RUNNING THE ENCOUNTER STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 18 (+4) 10 (+0) 10 (+0) 10 (+0)
2 (1d4+1) minor blights should appear within 120
feet of each other, with one concentrated blight Damage Resistances arc, solar, void
roughly at the center of them. Roll once on an Damage Immunities darkness
appropriate Taken encounter table and add half the Condition Immunities all
resulting Taken to unoccupied spaces within 15 feet Senses —
of each minor blight. Challenge see features

If the concentrated blight is allowed to remain in Proficiency Bonus Hack DC
place for 24 hours, the local area (3-mile radius — —
centered on the concentrated blight) becomes a
Darkness zone, or an Oppressive Darkness zone if it Blighted Effect. The blight only takes damage if the
was a Darkness zone already. The blights do nothing source of the damage is a blighted weapon, or a creature
further if it was already an Oppressive Darkness under the effects of the Blight Receding condition.
zone.
Bring in the Big Guys. If the blight is reduced to 0 health
The fireteam’s only means of overcoming this points, another Taken creature is created in its place.
event will be to attack the blights, and particularly to Typically this is a Taken baron or Taken hallowed ogre, but
destroy the concentrated blight, which will create 2 any other creature is a viable option. The blight can even
(1d4+1) minor blights every 24 hours, unless the create a group of Taken creatures instead, if the group
area is an Oppressive Darkness Zone. Blights created exactly fills two slots of the same slot CR.
in this way appear within 300 feet of a concentrated
blight, and an amount of Taken appear with the The blight’s CR is equal to the CR of the creature it
minor blights, following the roll rules as before. creates in this way, or to the CR of the slots it fills.

ENCOUNTER REWARD

Glimmer can be rewarded to the fireteam (3d4 x
1,000 or an amount at your discretion), but consider

140 Architect’s Guide v0.9

granting unconventional rewards such as: reports to a higher officer, such as a centurion or
even a valus, if the information being gathered by
• The Vanguard has a vested interest in keeping the rig is especially important.
blight activity at bay, and could reward the
fireteam with an exotic or two for dealing with a Injection rigs are delivered to their installation
growing blight situation. locations via Cabal warship, which will hover high
overhead, sometimes up to a mile above the rig. The
• A local faction that stood to suffer from the warship typically remains overhead only if the rig is
blights could show their appreciation to the meant to operate for a short period. An hour or so is
fireteam by offering equipment or knowledge of enough time to get basic information on an area
the area, perhaps even the location of a cache with a 25-mile radius centered on the rig. Basic
used by enemies of the City. information includes weather and weather
predictions, the layout of the land, and the location
• If the fireteam’s current mission is to clear out a of Huge or larger creatures and machines. Large
lost sector, but they stopped along the way to groups of creatures, such as a dozen Eliksni gathered
deal with a blight infestation, you could allow the in a small area, will also be detected.
fireteam to discover an alternate path into the
lost sector, one that puts them at a greater The warship will typically not fire its weapons
advantage against whatever foes lurk inside. down toward the injection rig, because the Cabal
will want to avoid damaging the rig. However, in a
CABAL INJECTION RIG pinch, it might attempt a missile barrage.

Injection rigs are Gargantuan constructs which the Warship Missile Barrage. Six missiles are
Red Legion uses to scan large swaths of area with launched from the warship, each one impacting a
ground-penetrating signals. They’re used in lieu of hard surface of the warship’s choosing within 3
satellites, which are often easily hijacked or miles. A missile deals 21 (6d6) explosive solar
destroyed by the passing starcraft of other factions. damage to all targets within 5 feet of its point of
Injection rigs also have a number of onboard impact. The missiles all strike simultaneously, and
systems that reduce their detectability to long-range the warship can direct them to hit one target or
scanners and signals, making it difficult to discern several. If a target is being subjected to the damage
when one is even in operation—aside from visually of a missile, the target can use its reaction to
spotting one. Because of this, the Red Legion prefers attempt a DC 19 Dexterity saving throw, taking half
to deploy them in gulches or other natural the damage of any missiles it’s being subjected to on
formations that can hide their presence from view. a success. The warship’s weapons are considered
siege weapons.
This public event can be modified to fit fireteams
at a variety of levels, though fireteams with an RUNNING THE ENCOUNTER
average level of 8th or lower will likely need backup
to complete this encounter. This may come in the You can roll on an appropriate Cabal encounter table
form of a higher-level Guardian NPC or two. to determine the creatures in an injection crew, but
Alternatively, maybe the Vanguard issues the if the result doesn’t include an engineer, consider
fireteam a drake for their mission. adding at least one, plus three scorpius turrets for
the engineer to make use of.
RIG SIZE
Reinforcements. If a Cabal warship is present and
An injection rig stands on the ground on three feet, hostilities break out, the warship will send down
which are evenly spaced apart from each other in a reinforcements to support the crew and keep the
triangular formation much like a tripod. Each foot injection rig safe. Reinforcements arrive on every
occupies a line that’s 15 feet long and 5 feet wide. At other initiative count 20, losing all ties, and arrive
the center of them, approximately 10 feet away via Cabal drop pods. These pods impact a 15-foot
from each foot, is the main heatsink, which takes up diameter area and cause 225 (50d8) bludgeoning
a 5-foot diameter area. All together, the four parts of damage to any target in the way.
the rig’s base—the three feet and the main
heatsink—fit inside a 45-foot by 30-foot area. Roll on an appropriate Cabal encounter table to
determine each wave of reinforcements being
The rig’s body extends upward to a height of 50 added to the encounter. Because the Red Legion’s
feet. Three pylons stretch out from it in a triangular first priority will be to attempt to clear out hostile
formation offset from the formation of the feet. creatures and recover the injection rig, they should
Each arm is 30 feet long, angling upward. The tips of not aim for their drop pods to land too close to the
the arms are the highest points on the rig, 60 feet rig, for fear of accidentally destroying it.
off the ground.
The warship only has enough crew to send in two
INJECTION CREWS waves of reinforcements. If hostilities cannot be
quelled, the warship will signal to cancel the
The Red Legion typically deploys a number of operation, and retrieve the rig in XX rounds.
engineers to oversee the operation of an injection
rig. They will work in round-the-clock shifts, Damaging the Rig. Due to its heavy armor
ensuring at least one engineer is always keeping an plating and reduced interface capability (making
eye on the rig at all times. The engineer often hacking almost impossible), the only realistic way to
stop an injection rig at all is to damage the
ventilation systems that regulate the machine’s

Architect’s Guide v0.9 141

temperature. Without these, the rig will easily CLEAR AN AREA
overheat and fry itself from the inside out.
Someone has reported significant hostile buildup in
The rig has nine vents: three positioned around a particular area, and the fireteam is given the task
the top of the main body of the rig, three positioned of clearing them out.
just below each arm on the rig, and three more
around the main heatsink. Once an hour, the rig will 1. Give the fireteam the name of their destination
create a dome shield that completely encloses itself zone and the faction of creatures they’ll be
and ventilate heat into the shield. The shield isn’t tasked to deal with. For example, you might tell
there to completely trap heat but instead acts as a your fireteam that they’re being sent from Luna
dampener to prevent long-range detection of the to Nessus to break up a gathering of Vex, or that
rig, and to keep nearby crew from being fried to a they only need to head a few miles west from
crisp. their current location to reach a reported Cabal
outpost.
The ventilation process lasts for 1 minute. During
this time, any creature that starts its turn within the 2. Determine how long it’ll take to reach the
dome shield, or that enters the dome shield for the destination and if you want to run any random
first time on a turn, takes 36 (8d8) solar damage and encounters in between.
begins Burning for the next minute. A creature can
use its action to end the condition on itself or 3. Roll twice on an appropriate random encounter
another target within one size category of itself. table to determine the forces the fireteam is
being asked to clear out. Alternatively, roll once
Also during this time, the ventilation systems are on an appropriate random encounter table and
exposed and vulnerable. Each vent has an AC of 16 consider adding a secondary objective to the
and 21 health points, is considered mounted, and is fight, such as a bomb to be disarm, a captive to
immune to the damage and effects of sources that free, or a high-value target to capture alive.
cause a Constitution, Intelligence, Wisdom, or
Charisma saving throw. If any three vents are 4. Allow the fireteam to approach and handle the
reduced to 0, the injection rig will begin situation as they see fit. Maybe they want to
overheating, and will automatically initiate a self- simply shoot everything, maybe they want to
destruct process. Aborting this sequence requires trick the enemies into leaving, or maybe they
intervention with proper authorization codes. want to bargain or barter.

SELF-DESTRUCT KILL A TARGET

Once the rig is poised to self-destruct, it will notify A creature has been identified as a significant threat,
nearby crew members via a loud claxon that can be and the fireteam is given the task of quickly locating
clearly heard up to 300 feet away, and which is and eliminating it.
repeated once every 10 seconds for the next
minute. At the end of that time, the rig explodes 1. Tell the fireteam a bit about the target and why
with a controlled demolition that limits the they need to be dealt with. What did this
explosion’s range, but not so much its severity. creature do, or who did they hurt, to cause them
Targets within 30 feet must make a DC 21 Dexterity to be a threat? Keep in mind the information
saving throw, taking 135 (30d8) explosive solar you give doesn’t necessarily need to be accurate
damage on a failed save, or half as much on a to what truly happened. Maybe someone lied
success. on their report, or maybe the situation wasn’t
what it seemed.
PATROL REQUESTS
2. Tell the fireteam the last known location of the
The Vanguard always has jobs for Guardians to do, target, and they’ll have either 1 (very hard), 2
whether it’s gathering intel, clearing out hostile (hard), or 3 (medium) hours to locate the target
forces, or checking items off the City’s never-ending once they arrive at the last known location. If
list of critically low supplies. If you want an easy the fireteam doesn’t find the target in time, the
mission to occupy your fireteam for anywhere from target cannot be located, having successfully
1–4 hours, a patrol request may be just the thing. slipped away and hidden.

COMPLETING PATROLS 3. Have the fireteam complete a five-success skill
challenge, with the DC equal to 8 + the
The Vanguard issues standard glimmer rewards for proficiency bonus of the target creature. Unlike
the completion of various types of patrol missions, normal skill challenges, each time the fireteam
as seen in the Patrol Reward table. More glimmer fails a check in the challenge, time advances 1
may be awarded if the fireteam faced particularly hour forward. You can also decide to require the
deadly foes or a large number of them while fireteam to complete a random encounter for
completing the patrol. each failure.

4. If the challenge is completed, the fireteam finds
their target and should be allowed to approach
and handle the situation as they see fit. Though
the mission is called “Kill a Target,” death may
not be the best or only option for the situation.

142 Architect’s Guide v0.9

COLLECT RESOURCES stats as the Thorn listed under Exotic Weapons in
Chapter 5.
The fireteam is tasked with acquiring an amount of
resources, either for their mission, for the needs of The augmentations to prepare a hand cannon to
the City, or maybe for an NPC who won’t give up be made into a Thorn require quantities of hadronic
vital information until they get the stuff they want. essence, plasteel plating, and sapphire wire. The
These items may be local resources, stuff pilfered amount required of each is determined by the tier of
from other factions, or scavenged materials from the hand cannon when the process begins.
Golden Age ruins—whatever makes the most sense.
Once the materials are assembled, a creature can
1. Tell the fireteam what they’ll need to acquire, spend 4 hours performing the augmentation
and optionally how much will need to be process. Have them attempt a five-success skill
acquired. It’s also fine to approximate the total challenge, the DC for which is determined by the tier
amount, or to say that any amount will do, but of the hand cannon. On a success the hand cannon
the reward will be based on the amount is appropriately augmented. If the challenge is
acquired. failed, one third of the materials are lost.

2. Determine how the item(s) will be acquired, Augmenting a hand cannon simply prepares it for
either by finding (see step 3) or pilfering (see the next steps in the process and does not change
step 4). You can also have the fireteam do a mix its properties or perks in any way.
of both.
INFUSION
3. In order to find an item, the fireteam will need
to complete a skill challenge, with the number To become a Thorn, a hand cannon must have a
of successes needed determined by how strong infusion of paracausal power. This can be
difficult you want finding the item to be: easy (3 done in a multitude of ways. For any gunslinger,
successes), medium (5 successes), or hard (7 doing so is as simple as casting Golden Gun roughly
successes). The DC of the challenge should be 60 times with the hand cannon as their weapon of
13 for fireteams in the 1st–4th level range, 15 choice. For voidwalkers (Harbinger of Knowledge),
for fireteams in the 5th–10th level range, 17 for creating a voidbond with a hand cannon and not
fireteams in the 11th–16th level range, and 19 letting that bond break for at least 30 days would
for fireteams 17th level or higher. Every time a sufficiently infuse the weapon.
check is failed in the skill challenge, have the
fireteam run a random encounter. When the For other classes, their options are a bit less
challenge is completed, they have found their accessible. Finding a shard of the Traveler and
item(s). embedding the hand cannon within for at least 6
days is one such option. The paracausal power used
4. In order to pilfer items, the fireteam will need to doesn’t need to be of the Light, though, as letting
complete a skill challenge as described in step 3, the hand cannon soak in a pool of Taken energy for 6
except for each success in the challenge, the hours would work, too.
fireteam is faced with a random encounter. The
creatures in this encounter should have some THE HATED PATH
amount of the item(s) the fireteam is looking for.
Let the fireteam resolve the encounter as they “Bathe your Light in horrors. Feed your
see fit. If a check is failed in the challenge, weapon with death. Bind it with sickness.”
nothing happens, and if the challenge is failed,
the fireteam cannot find any more creatures to The Hated Path is the process of transforming a
pilfer their target item(s) from. properly augmented and infused hand cannon into a
Thorn. Its three loosely defined steps require
MAKING A THORN exposing oneself to the energies of Hive magics
(bathing your Light in horrors), killing with the proto-
The very first Thorn, a deadly and grotesque hand Thorn (feeding your weapon with death), and
cannon, was crafted in the early City age by the augmenting the proto-Thorn by integrating Hive
infamous Dredgen Yor. Since then, many Risen have relics (binding your weapon with sickness). These
attempted to recreate the weapon. Some do this for steps may be performed concurrently, and the
academic study, but others as a means to follow in specific actions taken matter less than the intensity
Yor’s footsteps. Regardless of the reason, the of devotion and power with which they are
information here can help guide you in determining performed. Elements of each step overlap with and
how one of your players may go about making their reinforce the other steps.
own Thorn.
For this, what matters most is what you want for
AUGMENTATION your campaign and what you have the time and
resources to prepare for. Each of these steps could
Creating a Thorn begins with a simple hand cannon. be its own session, or they could happen ‘off-screen’
The quality, or tier, of the hand cannon affects the from the rest of the fireteam. You should also talk to
extent and difficulty of the work of transforming it, the player who is making the Thorn and ask what
but not the final result: all Thorns share the same they’re comfortable with, both for themselves and
for their character’s development going forward.

Architect’s Guide v0.9 143

Augmentation Requirements

Handcannon Tier Hadronic Essence Plasteel Plating Sapphire Wire Weaponsmith DC
Required Required Required 19
15 18 17
Tier 1 30 15
8 6
Tier 2 26
3 4
Tier 3 18

BATHE YOUR LIGHT IN HORRORS WEAPON NAME GENERATOR

Simple proximity to Hive magics or places of power A weapon isn’t complete until it has a name. Some
suffices for this step. The greater the intensity of the creatures carefully pick names that are important or
sources, the more effective this part of the significant to them, and some creatures go with
transformation will be. whatever pops into their head first.

FEED YOUR WEAPON WITH DEATH TYPE 1

The proto-Thorn must be used to kill. Taking many Roll twice on the Weapon Names table, taking the
lives with it is one approach, but a smaller number result from the Part 1 column for the first d100, and
of more significant, more painful deaths may be just the result from either the Part 2 or Part 3 column for
as effective. Under the right conditions, a single the second d100. The name should read as “Part 1
terrible kill could be enough. Part 2/3,” such as “Big Shepard” or “Ineffable
Escape.”
BIND IT WITH SICKNESS
TYPE 2
Hive relics must be integrated into the frame of the
proto-Thorn. These may be as simple as shards of The first part of the weapon’s name should be the
Hive bone or chitin, or something more uncommon name of another person, written in the possessive.
and rarefied, like soul crystals or relics of ascendant An example would be “Meecham’s” or “Belinda’s.”
Hive. You can roll on any of our random alien name tables,
or choose a name yourself.

Next, choose to roll either once or twice on the
Weapon Names table. If you roll once, take the
result from either the Part 2 or Part 3 column. Your
weapon should read as “Name’s Part 2/3,” such as
“Meecham’s Escape” or “Belinda’s Shadow.”

If you roll twice, take the result from the Part 1
column for the first d100, and the result from either
the Part 2 or Part 3 column for the second d100. The
name should read as “Name’s Part 1 Part 2/3,” such
as “Patroclus’ Ineffable Demise” or “Margie’s
Exhaustive Sleep.”

RANDOM MODEL NUMBER

You can choose to roll on the Random Model
Number table for any type of weapon name. The
result can replace a part of a weapon’s name (such
as a name like “Broker’s BX-45”), or it could be
added to a name (such as “Big Shepard 5[5[10]].”

ADDING PREFIXES

Feel free to preface your weapon’s name, such as by
adding an article (“The” or “A/An”) or a partial
clause (“Into the” or “With a/an”).

144 Architect’s Guide v0.9

Weapon Names Weapon Names (cont)

Part 1 Part 2 Part 3 (Verbs) Part 1 Part 2 Part 3 (Verbs)
d100 (Adjectives) (Nouns) Escape d100 (Adjectives) (Nouns) Hurl
1–2 Big Shepard March Descend
3–4 Flavorful Demise Fall 51–52 Sly Hammer Tumble
5–6 Inexorable Brain Rise Halt
7–8 Ineffable Nutriment Move 53–54 Serpentine Chisel Leap
9–10 Terminal Velocity Drink Roll
11–12 Pyrrhic Shadow Sleep 55–56 Aquiline Drill Wrap
13–14 Exhaustive Zephyr Jump Cinch
15–16 Thunderous Cold Shot 57–58 Leonine Doubt Throw
17–18 Friendly Storm Punch Love
19–20 Cheerful Memory Scream 59–60 Forsworn Dream Clarify
21–22 Distant Giant Plan Muddle
23–24 Good Speech Breach 61–62 Cast-Off Tear Light
25–26 Old-Fashioned Mountain Bellow Snuff
27–28 Wooden Pilot Bang 63–64 Despised Call Hiss
29–30 Broken Charm Cheer Bark
31–32 Luckless Chain Weep 65–66 Weary Cry Laugh
33–34 Distant Choker Wail Harangue
35–36 Forlorn Wheel Twist 67–68 Ashen Shriek Scoop
37–38 Dolorous Whip Flip Bend
39–40 Insufferable Leaf Stomp 69–70 Nice Groan Burn
41–42 Tormented Bough Trip Bite
43–44 Destitute Root Stab 71–72 Misremembered Clarion Pounce
45–46 Wracked Claw Slice Sigh
47–48 Joyful Tooth Slap 73–74 Outraged Bugle Giggle
49–50 Gleaming Nail
75–76 Chronic Fiddle

77–78 Pale Poker

79–80 Sibilant Bellows

81–82 Abyssal Furnace

83–84 Nocturnal Lance

85–86 Fortuitous Mace

87–88 Ill-Suited Pocket-Knife

89–90 Tainted Star

91–92 Buried Torch

93–94 Bound Fishing Pole

95–96 Beaten Companion

97–98 Busted Guide

99–100 Fuzzy Snack

Architect’s Guide v0.9 145

Random Prefixes Random Model Number

d20 Prefix d100 Character
1 The
2 Of a/an 1–25 Roll a d6:
3 Because of a/an • 1: A
4 With a/an • 2: T
5 Into the • 3: E
6 Of the • 4: I
7 When the • 5: R
8 When a/an • 6: O
9 Formerly
10 Allegedly 26–40 Roll a d6:
11 With the • 1: N
12 A/An • 2: S
13 In Lieu of • 3: L
14 In Memory of • 4: C
15 A numerical value written out, such as • 5: D
“Twenty-One” or “Fifteen” • 6: U
16 The Missing/Missed
17 Tale of a 41–55 Roll a d6:
18 From the • 1: P
19 Toward a/an • 2: M
20 The Once and Future • 3: H
• 4: G
• 5: B
• 6: F

56–65 Roll a d8:
• 1: Y
• 2: W
• 3: K
• 4: V
• 5: X
• 6: Z
• 7: J
• 8: Q

66–80 Roll a d10:
• 1–3: – (hyphen)
• 4–6: . (period)
• 7–9: / (forward slash)
• 10: [ (and add a closing bracket at the end
of the model number, or as many closing
brackets as needed)

81–100 Roll a d10, the result being the number you
use. If you roll a 10, use 0.

146 Architect’s Guide v0.9

RANDOM ENCOUNTER TABLES Eliksni CR 11–16 Encounters

As the fireteam traverses a destination, they may d100 Encounter
come across a variety of encounters or scenarios 1–10 1 captain, 2 (1d4) farpiercers, 2 (1d4)
that are unplanned or unexpected. You can use the
tables in this section to help you generate such marauders, 2 (1d4) repeater shanks
content. Other portions of the Architect’s Guide 11–20 1 captain, 5 (2d4) dregs, 1 shank master, 2
reference these tables as well.
(1d4) tracer shanks, 2 (1d4) vandals
Eliksni CR 0–4 Encounters 21–30 1 captain, 2 farpiercers, 1 marauder, 1 servitor,

d100 Encounter 2 (1d4) vandals
1–10 5 (2d4) shanks 31–40 1 captain, 1 walker, 5 (2d4) vandals
11–20 5 (2d4) dregs 41–50 2 (1d4) farpiercers, 2 (1d4) heavy shanks, 1
21–30 2 (1d4) wretches
31–40 5 (2d4) dregs and 5 (2d4) shanks silent fang
41–50 1 swarm of shanks 51–60 1 (1d4-1) jumpers, 1 silent fang, 5 (2d4)
51–60 1 (1d4-1) repeater shanks
61–70 1 heavy shank, 2 (1d4) shanks vandals
71–80 5 (2d4) dregs, 2 (1d4) vandals 61–70 1 baron, 2 captains, 1 servitor, 2 heavy shanks,
81–90 3 (1d4+1) vandals
91–100 5 (2d4) dregs, 1 servitor 7 (3d4) vandals
71–80 1 baron, 2 captains, 5 (2d4) farpiercers, 1 silent
Eliksni CR 5–10 Encounters
fang
d100 Encounter 81–90 1 baron, 1 walker, 1 shank master, 2 (1d4)
1–10 5 (2d4) dregs, 1 tracer shank, 2 (1d4) vandals
11–20 2 (1d4) dregs, 1 farpiercer, 1 marauder, 2 (1d4) heavy shanks, 5 (2d4) vandals
91–100 1 baron, 2 (1d4) farpiercers, 1 walker, 2 (1d4)
shanks
21–30 2 (1d4) bomb shanks, 1 farpiercer, 2 (1d4) servitors

vandals Eliksni CR 17–20 Encounters
31–40 1 farpiercer, 1 marauder, 3 (1d4+1) vandals
41–50 1 (1d4-1) farpiercers, 1 heavy shank d100 Encounter
51–60 1 heavy shank, 1 shank master, 1 swarm of 1–10 1 baron, 5 (2d4) farpiercers, 2 (1d4) silent

shanks, 1 sentry shank fangs
61–70 1 captain, 1 servitor, 3 (1d4+1) vandals 11–20 1 baron, 1 captain, 2 (1d4) heavy shanks, 1
71–80 2 (1d4) dregs, 1 farpiercer, 1 silent fang, 2
shank master, 2 (1d4) swarms of bomb shanks
(1d4) vandals 21–30 1 baron, 2 (1d4) captains, 1 walker, 5 (2d4)
81–90 1 baron, 1 farpiercer, 1 marauder, 3 (1d4+1)
vandals
vandals 31–40 2 (1d4) farpiercers, 2 (1d4) jumpers, 1 silent
91–100 1 walker
fang
41–50 1 archon, 5 (2d4) farpiercers, 1 walker, 2 (1d4)

servitors
51–60 5 (2d4) farpiercers, 1 kell, 2 (1d4) silent fangs
61–70 1 archon, 2 (1d4) captains, 1 kell, 5 (2d4)

wretches
71–80 1 kell, 1 walker, 2 (1d4) servitors, 1 silent fang
81–90 1 archon, 2 (1d4) barons, 1 prime servitor, 5

(2d4) farpiercers
91–100 1 baron, 1 kell, 2 (1d4) captains, 1 walker, 5

(2d4) vandals

Architect’s Guide v0.9 147

Hive CR 0–4 Encounters Hive CR 17–20 Encounters

d100 Encounter d100 Encounter
1–10 1 larva worm 1–10 2 (1d4) acolytes, 2 (1d4) goreseekers, 3 wizards
11–20 1 (1d4-1) acolytes 11–20 5 (2d4) acolytes, 1 (1d4-1) knight, 1 wizard
21–30 1 adherent 21–30 5 (2d4) acolytes, 1 mourner, 1 ogre
31–40 2 (1d4) thrall 31–40 5 (2d4) acolutes, 1 knight, 1 ogre, 1 wizard
41–50 1 attendant 41–50 1 ogre, 2 (1d4) squire, 2 wizards
51–60 5 (2d4) thrall 51–60 2 (1d4) attendants, 2 (1d4) swarms of
61–70 1 swarm of thralls
71–80 1 (1d4-1) belching thrall hoarfrost thrall, 2 vanquishers
81–90 2 (1d4) cursed thrall 61–70 5 (2d4) acolytes, 1 darkblade, 2 (1d4) shriekers
91–100 1 shrieker 71–80 2 (1d4) shriekers, 2 (1d4) squires, 2

Hive CR 5–10 Encounters vanquishers, 2 wizards
81–90 2 (1d4) adherent, 2 (1d4) attendants, 1 ogre, 2
d100 Encounter
1–10 2 (1d4) acolytes, 5 (2d4) thrall vanquishers
11–20 5 (2d4) acolytes, 2 (1d4) hoarfrost thrall 91–100 1 darkblade, 2 (1d4) shriekers, 2 (1d4) wizards
21–30 2 (1d4) acolytes, 1 adherent, 2 (1d4) cursed
Vex CR 0–4 Encounters
thrall
31–40 1 spawn clutch, 1 wizard d100 Encounter
41–50 2 (1d4) acolytes, 2 shriekers, 2 (1d4) thrall 1–10 2 (1d4) rampant goblins
51–60 3 (1d4+1) goreseekers, 1 wizard 11–20 2 (1d4) goblins
61–70 1 (1d4-1) attendant, 1 knight 21–30 2 (1d4) fanatics
71–80 2 (1d4) cursed hoarfrost thrall, 1 vanquisher 31–40 1 (1d4-1) rampant hobgoblins
81–90 2 (1d4) acolytes, 1 mourner 41–50 1 (1d4-1) harpies
91–100 5 (2d4) acolytes, 1 ogre 51–60 1 rampant minotaur
61–70 1 hobgoblin
Hive CR 11–16 Encounters 71–80 1 stygian
81–90 1 supplicant
d100 Encounter 91–100 1 minotaur
1–10 5 (2d4) attendants, 1 knight
11–20 5 (2d4) acolytes, 1 ogre, 1 (1d4-1) swarms of Vex CR 5–10 Encounters

thrall d100 Encounter
21–30 2 (1d4) acolytes, 2 (1d4) hallowed thrall, 2 1–10 1 hobgoblin
11–20 2 (1d4) rampant gobins, 2 rampant minotaurs
vanquishers 21–30 6 (2d4+1) goblins
31–40 5 (2d4) acolytes, 1 knight, 1 wizard 31–40 4 (1d4+2) harpies
41–50 2 knights, 2 (1d4) shriekers 41–50 2 (1d4) fanatics
51–60 2 (1d4) goreseekers, 1 mourner, 1 wizard 51–60 5 (2d4) goblins, 1 hobgoblin
61–70 5 (2d4) acolytes, 1 attendant, 5 (2d4) cursed 61–70 2 (1d4) goblins, 1 minotaur
71–80 1 minotaur, 1 stygian
thrall, 1 vanquisher 81–90 1 cyclops
71–80 1 ogre, 2 (1d4) shriekers, 2 (1d4) swarms of 91–100 1 (1d4-1) supplicants

thrall
81–90 2 (1d4) attendant, 2 swarms of hoarfrost

thralls, 1 wizard
91–100 5 (2d4) acolytes, 2 knights, 1 ogre, 1 wizard

148 Architect’s Guide v0.9

Vex CR 11–16 Encounters Cabal CR 5–10

d100 Encounter d100 Encounter
1–10 5 (2d4) goblins, 2 (1d4) hobgoblins 1–10 4 (1d4+2) legionaries, 2 (1d4) scorpius turrets
11–20 5 (2d4) harpies, 1 minotaur 11–20 1 alpha war beast, 2 (1d4) legionaries, 5 (2d4)
21–30 1 cyclops, 5 (2d4) goblins, 2 (1d4) hobgoblins
31–40 2 (1d4) goblins, 2 (1d4) hobgoblins, 1 minotaur warbeasts
41–50 5 (2d4) goblins, 1 minotaur, 2 (1d4) stygian 21–30 5 (2d4) legionaries, 1 (1d4-1) phalanxes
51–60 1 (1d4-1) hobgoblins, 2 (1d4) supplicants 31–40 1 engineer, 2 (1d4) scorpius turrets
61–70 1 cyclops, 2 (1d4) fanatics, 5 (2d4) goblins 41–50 2 (1d4) legionaries, 1 hoplite, 5 (2d4)
71–80 5 (2d4) goblins, 1 (1d4–1) hobgoblins, 1 hydra
81–90 5 (2d4) harpies, 1 minotaur, 1 hydra warbeasts
91–100 2 (2d4) hobgoblins, 1 tyrant 51–60 2 (1d4) gladiators, 1 headhunter
61–70 1 centurion, 1 field scout, 5 (2d4) legionaries, 2
Vex CR 17–20 Encounters
(1d4) scorpius turrets
d100 Encounter 71–80 1 venatrix
1–10 1 (1d4-1) cyclopes, 5 (2d4) harpies 81–90 1 colossus, 2 (1d4) legionaries, 1 phalanx
11–20 5 (2d4) goblins, 2 (1d4) hobgoblins, 1 minotaur 91–100 1 combustor
21–30 4 (1d4+2) supplicants, 1 wyvern
31–40 5 (2d4) harpies, 1 stygian, 1 tyrant Cabal CR 11–16
41–50 5 (2d4) goblins, 2 hobgoblins, 1 hydra
51–60 5 (2d4) harpies, 1 hobgoblins, 2 wyverns d100 Encounter
61–70 2 (1d4) cyclopes, 2 (1d4) hobgoblins, 1 hydra 1–10 1 centurion, 5 (2d4) legionaries, 2 (1d4)
71–80 5 (2d4) harpies, 2 minotaurs, 1 hydra
81–90 2 (1d4) hobgoblins, 2 (1d4) minotaurs, 2 (1d4) volcanic scorpius turrets
11–20 1 centurion, 5 (2d4) legionaries, 1 field scout
stygians 21–30 1 incendior, 5 (2d4) legionaries, 1 (1d4-1)
91–100 2 (1d4) hobgoblins, 2 (1d4) supplicants, 1
phalanxes
tyrant 31–40 1 colossus, 2 (1d4) legionaries, 2 (1d4) psions
41–50 1 engineer, 2 (1d4) legionaries, 2 (1d4)
Cabal CR 1–4
phalanxes, 2 (1d4) scorpius turrets
d100 Encounter 51–60 2 centurions, 1 colossus, 2 (1d4) psions
1–10 5 (2d4) war beasts 61–70 2 (1d4) field scouts, 2 (1d4) hoplites
11–20 1 psion 71–80 1 colossus, 1 headhunter, 1 hoplite, 5 (2d4)
21–30 2 (1d4) scorpius turrets
31–40 1 or 2 volcanic scorpius turrets legionaries
41–50 10 (4d4) war beasts 81–90 2 centurions, 2 (1d4) inhibitors, 5 (2d4)
51–60 1 gladiator
61–70 5 (2d4) legionaries legionaries
71–80 1 field scout 91–100 1 colossus, 2 (1d4) gladiators, 2 (1d4)
81–90 2 (1d4) scorpius turrets, 2 (1d4) legionaries
91–100 1 centurion headhunters

Architect’s Guide v0.9 149

Cabal CR 17–20 Taken CR 11–16

d100 Encounter d100 Encounter
1–10 2 engineers, 1 (1d4) field scouts, 5 (2d4) 1–10 2 (1d4) taken cursed thrall, 2 (1d4) taken thrall
11–20 1 taken captain, 2 (1d4) taken vandals
scorpius turrets 21–30 5 (2d4) taken goblins, 1 taken hobgoblin
11–20 2 (1d4) headhunters, 5 (2d4) legionaries, 2 31–40 2 (1d4) taken goblins, 2 taken minotaurs
41–50 1 taken centurion, 2 (1d4) taken gladiator, 2
(1d4) phalanxes
21–30 1 combustor, 1 headhunter, 5 (2d4) psions (1d4) taken psions
31–40 2 colossi, 5 (2d4) volcanic scorpius turrets, 5 51–60 1 taken captain, 2 (1d4) taken dregs, 2 (1d4)

(2d4) psions taken vandals
41–50 2 (1d4) centurions, 2 (1d4) inhibitors, 5 (2d4) 61–70 1 taken baron
71–80 5 (2d4) shadow thrall, 1 taken wizard
legionaries 81–90 2 (1d4) taken acolytes, 1 taken knight
51–60 1 centurion, 5 (2d4) legionaries, 2 (1d4) 91–100 2 (1d4) taken goblins, 1 taken hydra

phalanxes, 1 valus Taken CR 17–20
61–70 2 (1d4) hoplites, 2 (1d4) incendiors, 5 (2d4)
d100 Encounter
legionaries 1–10 2 (1d4) taken goblins, 2 (1d4) taken hobgoblins
71–80 5 (2d4) legionaries, 1 mind flayer 11–20 1 taken baron, 2 (1d4) taken vandals
81–90 2 inhibitors, 5 (2d4) gladiators, 1 valus 21–30 5 (2d4) taken acolytes, 1 taken knight
91–100 2 (1d4) headhunters, 5 (2d4) legionaries, 2 31–40 2 (1d4) taken goblins, 1 taken hydra
41–50 2 (1d4) taken captains, 2 taken goblins, 5 (2d4)
(1d4), phalanxes, 1 valus
taken vandals
Taken CR 1–4 51–60 2 (1d4) taken gladiator, 1 taken wizard
61–70 1 taken hydra, 2 (1d4) taken vandals
d100 Encounter 71–80 1 taken knight, 2 (1d4) taken phalanxes
1–10 5 (2d4) shadow thrall 81–90 1 taken hallowed ogre
11–20 2 (1d4) shadow beast 91–100 1 (1d4-1) taken centurions, 2 (1d4) taken
21–30 1 (1d4-1) shadow dreg
31–40 1 taken dreg gladiators, 2 (1d4) taken phalanxes
41–50 2 (1d4) taken thrall
51–60 1 taken human
61–70 1 taken vandal
71–80 1 taken cursed thrall
81–90 1 taken phalanx
91–100 1 taken psion

Taken CR 5–10

d100 Encounter
1–10 1 (1d4-1) taken dregs, 1 taken vandal
11–20 5 (2d4) taken acolytes
21–30 5 (2d4) shadow thrall, 1 taken hobgoblin
31–40 5 (2d4) shadow beasts, 1 taken gladiator
41–50 3 (1d4+1) shadow dreg, 1 taken captain
51–60 5 (2d4) shadow beasts, 1 taken centurion
61–70 1 swarm of taken psions
71–80 1 (1d4-1) taken phalanxes, 2 (1d4) taken psions
81–90 3 (1d4+1) taken humans
91–100 1 (1d4-1) taken goblin, 1 taken minotaur

150 Architect’s Guide v0.9


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