TEVs: Day-By-Day Travelling Checks

Each day travelling, you must complete a series of tasks to ensure your course is correct and to minimise mishaps.   There are four key roles that should be filled every day, these are linked to Officers: Pilot, Navigator, Engineer, Captain. If a TEV is outfitted with a Ship AI, they can fufill any role.  

Plot Course

The Navigator must plot a course for the journey, making a Wisdom (navigator's tools) check. If the Pilot is unhappy with the result, they can make a Wisdom (space vehicle's) check at disadvantage - and they must take the new roll. When you have an encounter this resets the plotted course, and a new course must be plotted.  
Check TotalOutcome
Crit Fail/=<1 The route gets confused, and you end up losing a days travel and suffer a hazard. Roll 1d4, on a 1-2 it is onboard, on a 3-4 it is offboard.
2-14 You have an encounter just after beginning the journey.
15-19 You travel 1 day before an encounter.
20-24 You travel 2 days before an encounter.
25-29 You travel 3 days before an encounter.
30+ Your route finds a shortcut or wormhole, you gain a days travel.

Assign Roles

Pilots must be assigned in 8 hour shifts to ensure constant movement, or the Vessel must be halted while no one is piloting it. Engineers are not always needed to be at their post, but not having one can mean an onboard hazard is more likely. Captains are not always needed to be at their post, but not having one can mean an offboard hazard is more likely.    

Check for onboard Hazards

Unless one has already appeared, roll 1d100. On a roll of 10 or lower, roll on the following table: If no Engineer is active while the ship is travelling during the 24 hours, the Hazard occurs on a roll of 20 or lower. Before resolving this Hazard, also check for any offboard Hazards, if both occur, they happen nearly simultaneously, with the onboard hazard occurring 1d6 rounds into the offboard threat. If a repeated hazard has occurred recently, consider rerolling it.  
d4Event
1 Conflict. Life aboard a TEV is a mixture of monotony, hard work, and sudden moments of terror. The stress can wear on the stoutest sailor. Sometimes, that stress turns into conflict among the crew. If dissension spreads in the ranks, the first mate’s activity that day must be spent making a DC 15 Charisma (Intimidation) check to control the crew. On a failed check, the crew’s quality score decreases by 1d4.
2 Fire. A fire can render a TEV unable to function. Pick a random component. It takes 4d10 fire damage unless the Engineer succeeds on a DC 15 Strength (carpenter’s/smith's tools) check.
3 Plague. An illness sweeps through the ranks, perhaps caused by rats or insects that made their way aboard. The medic must make a DC 15 Wisdom (Medicine) check. On a failed check, the crew’s quality score decreases by 5 for 1d6 days.
4 Infestation. Beetles, rats, or other pests infest the TEV, threatening its food stores. The cook must make a DC 15 Constitution (brewer’s/cook's supplies) check to save what food they can. On a failed check, the crew has disadvantage on any checks involving its quality score until the TEV has a chance to restock supplies.

Check for offboard Hazards

Unless one has already appeared, roll 1d100. On a roll of 10 or lower, roll on the following table: If no Captain is active while the ship is travelling during the 24 hours, the Hazard occurs on a roll of 20 or lower. If a repeated hazard has occurred recently, consider rerolling it.  
d10Event
1 Double Event. Roll 2d10, and both occur at the same time (reroll future 1s)
2 Meteor Strike. A meteor threatens to strike the ship, the crew must work together to avoid it with a skill challenge. DC15, 3 successes needed before 3 failures.
3 Astral Storm. The Storm batters the TEV for the following 1d3 days, meaning the crew must subtract 1d4 from all attacks, saving throws and ability checks made while in the storm.
4 Asteroid Belt. The TEV must navigate through an asteroid belt, if doing so at normal speed the Pilot must make a DC 15 Dexterity (space vehicles) check. On a failed check, the TEV’s hull takes 8d10 bludgeoning damage from the collision. On a successful check, the captain’s quick direction keeps the TEV out of harm.
5 Creature Attack. A creature or group of creatures of Medium difficulty attacks the ship.
6 Creature Attack. A creature or group of creatures of Hard difficulty attacks the ship.
7 Creature Attack. A creature or group of creatures of Deadly difficulty attacks the ship.
8 Ship Inspection. A military vessel calls the TEV for routine inspection, if they find nothing illicit, the crew are free to go, otherwise arrests will be made or combat breaks out.
9 Ship Attack. A hostile TEV attacks, pirates or of a warring nation
10 Rogue Aberration. An Aberration that broke through the Infernal Legions lines collides with the ship, attacking immediately until destroyed.

Random Encounter Table

 
RollEncounter Description
1 A drifting arcane satellite sends out a distress signal. Upon investigation, it is a beacon from a lost civilization, containing cryptic messages.
2 A pirate raiding ship appears out of a nearby nebula, demanding cargo or gold. The pirates offer to duel the strongest party member for safe passage.
3 You discover a cluster of space debris from a recent battle. Amid the wreckage is a hidden stash of advanced energy weapons (DC 18 Investigation).
4 A Draconid warship is spotted in the distance. It doesn’t engage but follows your ship for several hours. It may be scouting your movements.
5 A strange void storm approaches, distorting time and space. The crew has visions of past lives and future events (DC 15 Wisdom saves or suffer psychic damage).
6 A trading convoy passes through with an offer to exchange unique goods from far-off systems—at a suspiciously low price.
7 You are hailed by a mysterious cloaked ship, asking for safe passage through your space in exchange for valuable cargo. They may be smugglers.
8 A bounty hunter scans your ship and recognizes one of your party members as a high-value target. They demand immediate surrender or payment to look the other way.
9 A meteor shower of glowing green meteors hits your path. The meteors contain rare and magical minerals but are extremely dangerous to harvest.
10 A telepathic being reaches out from the depths of space, attempting to communicate with the party through shared visions. Their intentions are unclear.
11 You encounter a metallic dragonborn diplomat whose ship has suffered an engine failure. They request assistance but seem reluctant to share their destination.
12 A Kobold salvaging crew asks for help recovering a derelict ship. They offer to share a portion of the spoils in exchange for protection.
13 The crew encounters a gravitational anomaly, temporarily shutting down the ship’s systems. During the drift, a strange energy being attempts to communicate.
14 You find a derelict prison ship drifting through space. Its cells are empty, but signs of recent escape hint at dangerous fugitives nearby.
15 A stellar dragon crosses your path, lazily swimming through the nebula. It briefly communicates, offering cryptic warnings of future danger.
16 An arcane probe attaches itself to your ship, secretly downloading data. Detecting and stopping the intrusion requires a successful DC 17 Investigation check.
17 You encounter a floating asteroid field, home to a colony of gnomes living in a hidden cloaking dome. They invite the crew to a festival, though their laws are odd.
18 A mercenary ship requests aid against a sudden Draconid raid. You may choose to intervene or leave them to their fate.
19 A mysterious energy field encases the ship, halting all movement. An ancient hologram of a dead race asks the crew to solve a puzzle before being released.
20 A crew member starts hearing a whispering voice in their head, warning of dangers to come. It’s unclear if this voice is a helpful ally or a malevolent force.
21 The ship’s sensors pick up a rogue planet drifting through space. Upon closer inspection, it contains ruins from a forgotten civilization and hidden traps.
22 A group of spacefaring Leonin challenge the party to a friendly duel of strength and strategy. They offer rare materials as a reward for a good fight.
23 A space anomaly causes the ship’s AI to glitch, giving sentience to a small part of the ship. It has questions about existence and may try to escape.
24 The crew intercepts a broadcast from an ancient warship still fighting a battle that ended centuries ago. Its AI refuses to acknowledge the war’s end.
25 A void serpent is sighted, a massive creature that feeds on arcane energy. It follows the ship for a time before slithering back into the ether.
26 The crew encounters a phantom fleet—ghostly ships locked in a spectral battle from long ago. The spirits may reach out to the living for help in finishing their war.
27 A space druid is spotted meditating on a moon, tending to a floating forest of crystal trees. They warn of a nearby celestial danger and offer guidance.
28 A merchant caravan is under attack by chromatic dragonborn raiders. They offer payment for your assistance in fending off the raiders.
29 The crew finds a cryopod drifting in space. Inside is a scientist with knowledge of a lost weapon, but they have been in stasis for thousands of years.
30 The ship’s systems suddenly go offline. A celestial being materializes on the deck, offering a riddle or task in exchange for restoring power.
31 An AI fragment from a long-lost Amalgamate warship attempts to integrate with your systems. Its motives are unknown, and it offers valuable historical knowledge.
32 A drifting station sends out a distress call. Onboard, the crew finds it abandoned except for strange shadow creatures moving in the corners of their vision.
33 A lizardfolk raider ship spots your vessel and demands tribute in exchange for safe passage. Negotiating with them may be tricky.
34 A solar flare causes temporal distortions, creating echoes of past and future versions of the ship and crew. These reflections might offer warnings or cryptic messages.
35 A chromatic dragon appears on the horizon, hunting for an ancient artifact lost in space. They demand your assistance in finding it or risk becoming their prey.
36 A space bard drifts by in a small vessel, offering songs, information, and rumors in exchange for supplies or passage. Their songs hold more power than they let on.
37 A corporate spy from NOVA INDUSTRIES attempts to bribe the crew into smuggling sensitive data between systems. Their true agenda is highly secretive.
38 A rogue AI requests sanctuary aboard your ship, claiming its creators wish to destroy it. In exchange for protection, it offers valuable hacking skills.
39 A black hole drifts close, warping time and space. The crew must navigate a treacherous path to escape its pull, potentially encountering lost ships from other eras.
40 You stumble upon an ancient space temple dedicated to a forgotten deity. It offers arcane secrets, but entering the temple requires solving its cosmic riddles.
41 A colossal space creature passes by, its immense size causing gravitational disturbances. Its presence attracts smaller predators and scavengers.
42 A solar eclipse in deep space causes an eerie darkness. Strange creatures and ships are spotted lurking in the shadows, observing your vessel.
43 You pass through the ruins of a destroyed space station. Among the wreckage, strange alien technology pulses with residual energy (DC 18 Arcana or Investigation).
44 An ancient oracle residing on a small planetoid offers to read the party’s future in exchange for a personal item or secret from each crew member.
45 A space anomaly causes crew members to swap bodies temporarily. Navigating the ship or battles may become chaotic until the effect wears off (1d4 hours).
46 A ghost ship drifts silently through space. Upon boarding, you find it crewed by the undead, bound by a powerful curse. They seek aid in breaking it.
47 A massive asteroid passes by, containing an ancient tomb sealed by magical wards. Breaking the seals could yield valuable artifacts—or unleash dangerous creatures.
48 You encounter a bizarre space carnival, floating between worlds. The performers offer entertainment, but there's something sinister lurking beneath the surface.
49 A cryoship from a lost colony drifts into view. The passengers have been in stasis for centuries, unaware of the fate of their world. Waking them has consequences.
50 A temporal rift opens ahead, revealing glimpses of alternate timelines. The crew may choose to explore, risking strange encounters or even meeting versions of themselves.
51 A friendly scavenger ship hails you, offering to trade information about nearby hazards or hidden treasures in exchange for resources or repairs.
52 A drifting relic of an ancient war, a massive weapon platform, comes online, mistaking your ship for an enemy. Defusing it requires a high DC Engineering check.
53 You encounter a merchant ship with a malfunctioning warp drive. They offer a reward if you can repair it, but their cargo holds a dangerous secret.
54 A space whale passes by, singing a beautiful but haunting song. The sound resonates deeply, affecting the emotions of all who hear it (DC 14 Wisdom save).
55 You discover a colony ship headed towards an uninhabitable world. The colonists are unaware of the danger ahead and have limited time to change course.
56 A nebula filled with volatile gas blocks your path. The gas clouds interfere with sensors, and hostile ships use the opportunity to set an ambush.
57 You find a rogue planet with no star, but it has a strange artificial light source. Further investigation reveals an abandoned but active alien outpost.
58 A sentient asteroid offers riddles and challenges, claiming to be the guardian of a vast treasure hidden within the stars. Solving its puzzles reveals the way forward.
59 A hostile alien race declares your ship a trespasser in their space and demands tribute or combat. Diplomacy might work if you can understand their unique language.
60 A derelict luxury cruiser drifts aimlessly. Inside, the halls are eerily silent, and the passengers are missing, leaving behind only strange messages and symbols.
61 A rival ship is spotted in the distance, crewed by mercenaries who recognize your vessel. They might offer a challenge, sabotage your mission, or offer an uneasy alliance.
62 A massive nebula blocks your path, filled with strange, colorful storms that cause wild magical effects. Passing through requires careful navigation and arcane defenses.
63 An energy field surrounds a small asteroid, upon which sits a mysterious obelisk. Anyone approaching it experiences strange visions of other worlds and realities.
64 A group of spacefaring elves request aid in finding a lost artifact that was stolen from their sacred temple. They offer magical items as a reward for your help.
65 An advanced AI-controlled ship challenges you to a duel of strategy, offering knowledge of long-forgotten star maps if you defeat it. If you lose, it demands tribute.
66 A cosmic rift opens, unleashing chaotic magical energies that disrupt all nearby technology and arcane abilities. Navigating through it will require both skill and luck.
67 You discover an abandoned mining colony on a distant moon. The miners have disappeared, and strange crystals with magical properties are scattered throughout the site.
68 A cosmic storm approaches, warping time and space in unpredictable ways. The crew experiences déjà vu, strange loops, or even flashes of alternate realities.
69 A group of spacefaring orcs offer a challenge of combat, asking to spar with your crew to test their strength. They promise to share their spoils if you impress them.
70 You discover a floating archive of alien knowledge, an ancient repository of forgotten history. Accessing its secrets may trigger dangerous traps or puzzles.
71 A strange space fungus has attached itself to your ship. It grows rapidly, threatening to overrun the ship’s systems unless it is removed or studied for a cure.
72 You pass through a field of space debris. Among the wreckage, you find the remains of a ship with an intact cargo hold filled with valuable but mysterious goods.
73 A group of spacefaring dwarves challenge the party to a series of tests involving engineering, crafting, and combat, offering rare materials as a reward for success.
74 A solar flare hits your ship, causing malfunctions in your systems. Repairs are difficult, and the crew must work quickly before the ship drifts into danger.
75 A mysterious merchant appears, offering rare items in exchange for something strange—such as memories, emotions, or years off your life.
76 A rogue AI-controlled ship attacks your vessel, mistaking you for an enemy faction. It will continue to attack unless you can hack its systems or disable it.
77 A small fleet of refugee ships hails you, requesting aid and safe passage through dangerous territory. They offer little in terms of resources but have valuable information.
78 A vast graveyard of ships drifts in space. The remnants of an ancient battle still hold salvageable parts, but scavengers may defend their claims.
79 An alien diplomat requests assistance in a delicate political matter. Helping them could earn you powerful allies—or dangerous enemies.
80 A nebula ahead is filled with strange, colorful lightning that charges your ship's energy reserves, but also risks overloading your systems. Balancing the intake is critical.
81 A black market ship offers illicit goods, rare artifacts, and forbidden technology, but dealing with them may attract unwanted attention from local authorities.
82 A crew member falls mysteriously ill, their body showing signs of rapid aging or mutation. The cause seems tied to a recent exposure to cosmic radiation or an alien virus.
83 You stumble upon a secret base hidden inside an asteroid. It belongs to a powerful crime syndicate, and they do not take kindly to intruders.
84 A beacon transmitting an ancient distress signal is discovered on a deserted moon. Following the signal leads to a forgotten treasure—or a dangerous trap.
85 An alien species you have never encountered before requests a peaceful meeting. Their customs are strange, and miscommunication could lead to unintended conflict.
86 A supernova in a distant system creates a wave of dangerous energy. The crew must make quick decisions on how to protect the ship from the incoming radiation.
87 A malfunction in your warp drive sends your ship to the edge of known space, far from any charted system. Strange creatures and phenomena lurk in the darkness.
88 A rogue planet with an atmosphere similar to your homeworld drifts by. It contains signs of ancient civilization, but the extreme weather makes exploration hazardous.
89 A time anomaly causes the ship’s systems to malfunction, replaying events from your journey in reverse. The crew must fix the timeline before they are erased.
90 A mysterious black cube floats in space, emitting strange signals. It defies all scans and attempts to communicate. Touching it triggers an unpredictable event.
91 A legendary pirate vessel is spotted in the distance, known for its vast wealth and dangerous crew. They may attack or attempt to negotiate a deal for safe passage.
92 A nearby star begins to collapse, threatening to turn into a black hole. The gravitational forces pull your ship in, and escaping requires quick thinking and engineering.
93 A derelict space station floats ahead, covered in strange growths. Inside, an alien species is using the station as a nest, and they are highly territorial.
94 A group of bounty hunters mistakes your ship for that of a notorious criminal. You must convince them of their error or face a deadly battle.
95 A passing comet causes strange magnetic fields to interfere with your ship’s systems, making navigation and communication difficult until you clear its path.
96 A sentient AI requests asylum aboard your ship, claiming its creators want to destroy it for gaining sentience. It offers valuable information in exchange for protection.
97 A powerful solar wind pushes your ship off course, toward an unexplored region of space. You must navigate carefully to avoid being stranded or destroyed.
98 An alien art gallery floats through space, displaying incredible works that defy the laws of physics. The curator offers to trade a piece of art for something priceless from your crew.
99 You receive a garbled message from a future version of your ship, warning of impending danger. Decoding the message reveals cryptic clues about a coming event.
100 A massive fleet from an unknown civilization appears on the horizon, their intentions unclear. Diplomacy, combat, or retreat may be your only options.