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Part V · Conversion Packs

Chapter XX

D&D Fifth Edition Conversion Pack

Skills, DCs, and Ear rules for 5e.

Levels, hazards, influence, adversaries, and milestone progression.

Campaign Range

For characters continuing from the San Telmo Incident, begin at 3rd level and finish at 8th level. For standalone play, begin the Aurora Ventus prologue at 2nd level and advance to 3rd on arrival. The campaign is not balanced around defeating every named NPC. Several opponents are political, military, or environmental forces that should be evaded, divided, or outmaneuvered.

MILESTONELEVEL
Arrival / end of alternate prologue3
Break the first negotiation deadlock4
Expose or break the trafficking route5
Survive the Wolf in the Clouds battle6
Earn Clann access to the Source7
Survive the Breathing Source8
Arrival / end of alternate prologue
LEVEL
3
Break the first negotiation deadlock
LEVEL
4
Expose or break the trafficking route
LEVEL
5
Survive the Wolf in the Clouds battle
LEVEL
6
Earn Clann access to the Source
LEVEL
7
Survive the Breathing Source
LEVEL
8

Difficulty and Consequences

PRESSUREDCTYPICAL USE
Routine10Read a familiar flag, inspect a common seal, repair calm machinery.
Pressured13Act under observation, weather, pursuit, or social rank.
Dangerous15Failure creates harm, exposure, or faction movement.
Severe18Ship, Source, life, or legal status is at risk.
Catastrophic21+Rupture, war pretext, major scandal, or impossible extraction.
Routine
DC
10
TYPICAL USE
Read a familiar flag, inspect a common seal, repair calm machinery.
Pressured
DC
13
TYPICAL USE
Act under observation, weather, pursuit, or social rank.
Dangerous
DC
15
TYPICAL USE
Failure creates harm, exposure, or faction movement.
Severe
DC
18
TYPICAL USE
Ship, Source, life, or legal status is at risk.
Catastrophic
DC
21+
TYPICAL USE
Rupture, war pretext, major scandal, or impossible extraction.

5E FAILURE On a failed check, choose one: advance a relevant clock, impose harm or a condition, reveal the character’s position, remove access, endanger a witness, or worsen a ship / Source state. Do not simply declare that nothing happens.

Negotiation Position in Fifth Edition

Use Position as a shared pool from 0 to 6. Characters earn Position through completed objectives and credible proof, not by repeating Charisma checks. During a negotiation scene, one character leads with Persuasion, Deception, Intimidation, Insight, History, Investigation, or a relevant tool proficiency. A successful check preserves or improves the impact of the proposed move. Failure adds a complication but does not erase earned Position.

Éterlumin Resonance Hazard

HAZARD STATETRIGGEREFFECT
Listening (Source; gas or machinery may separately be singing)A loud pulse, open flame, violent spell, or damaged valve.Characters notice the pattern. A DC 13 Intelligence (Arcana/Investigation) or Wisdom (Perception) check identifies one safe response.
AnsweringThe pattern repeats or the group ignores a warning.Creatures in the zone make a DC 15 save chosen by the fiction. On a failure, take 2d6 force or fire damage, become deafened or frightened until the end of the next turn, or have speed reduced by 10 feet until the end of the next turn.
ContradictingTwo incompatible commands or magical effects interact.Start a 6-segment clock. Each violent action fills one segment; careful technical or social coordination may remove one.
RupturingThe clock fills.Deal 4d6 to 8d6 damage by tier, damage a subsystem or location, and create a persistent Source consequence.
Listening (Source; gas or machinery may separately be singing)
TRIGGER
A loud pulse, open flame, violent spell, or damaged valve.
EFFECT
Characters notice the pattern. A DC 13 Intelligence (Arcana/Investigation) or Wisdom (Perception) check identifies one safe response.
Answering
TRIGGER
The pattern repeats or the group ignores a warning.
EFFECT
Creatures in the zone make a DC 15 save chosen by the fiction. On a failure, take 2d6 force or fire damage, become deafened or frightened until the end of the next turn, or have speed reduced by 10 feet until the end of the next turn.
Contradicting
TRIGGER
Two incompatible commands or magical effects interact.
EFFECT
Start a 6-segment clock. Each violent action fills one segment; careful technical or social coordination may remove one.
Rupturing
TRIGGER
The clock fills.
EFFECT
Deal 4d6 to 8d6 damage by tier, damage a subsystem or location, and create a persistent Source consequence.

Adversary Roles

ROLESUGGESTED CRCORE TRAITS
Custodian’s Spy1/2AC 13-14, 18-27 hp, Stealth and Deception, light crossbow or pistol, Cunning Escape.
Albion Cut-Off Operative2AC 15, 36-45 hp, coordinated carbine fire, Second Wind, disciplined retreat.
Albion Sergeant4AC 16, 65-75 hp, Extra Attack, command dice or maneuvers, reaction to reposition an ally.
Shadowed Tide Infiltrator3 ally or rivalHigh Stealth and Investigation, nonlethal poison or disabling shot, escape route feature.
Moon-Affected Raider3AC 14-15, 55-65 hp, keen senses, powerful melee. If resistance is used, Source-tuned, resonance-calibrated, or legacy-linked attacks bypass it. Ordinary silver has no special effect.
Lucian Vega7AC 16, 110-130 hp, multiattack, legendary resistance 1/day, command reaction, moon transformation, pistol and blade.
Source Echo2Incorporeal movement, memory strike, drops a creature unconscious or imposes a vision rather than killing.
Manifested Correction5 / 8 / 11Choose weak, standard, or major form. Use lair-like Source actions and objectives other than reducing hit points.
MOON-AFFECTED CANONDo not use standard lycanthropy immunity, curse transmission, or silver vulnerability unless a specific table deliberately chooses that variant. Their condition is Source- and moon-linked, and its weaknesses come from resonance, loyalty, and discovered campaign facts.
Custodian’s Spy
SUGGESTED CR
1/2
CORE TRAITS
AC 13-14, 18-27 hp, Stealth and Deception, light crossbow or pistol, Cunning Escape.
Albion Cut-Off Operative
SUGGESTED CR
2
CORE TRAITS
AC 15, 36-45 hp, coordinated carbine fire, Second Wind, disciplined retreat.
Albion Sergeant
SUGGESTED CR
4
CORE TRAITS
AC 16, 65-75 hp, Extra Attack, command dice or maneuvers, reaction to reposition an ally.
Shadowed Tide Infiltrator
SUGGESTED CR
3 ally or rival
CORE TRAITS
High Stealth and Investigation, nonlethal poison or disabling shot, escape route feature.
Moon-Affected Raider
SUGGESTED CR
3
CORE TRAITS
AC 14-15, 55-65 hp, keen senses, powerful melee. If resistance is used, Source-tuned, resonance-calibrated, or legacy-linked attacks bypass it. Ordinary silver has no special effect.
Lucian Vega
SUGGESTED CR
7
CORE TRAITS
AC 16, 110-130 hp, multiattack, legendary resistance 1/day, command reaction, moon transformation, pistol and blade.
Source Echo
SUGGESTED CR
2
CORE TRAITS
Incorporeal movement, memory strike, drops a creature unconscious or imposes a vision rather than killing.
Manifested Correction
SUGGESTED CR
5 / 8 / 11
CORE TRAITS
Choose weak, standard, or major form. Use lair-like Source actions and objectives other than reducing hit points.
MOON-AFFECTED CANON
SUGGESTED CR
CORE TRAITS
Do not use standard lycanthropy immunity, curse transmission, or silver vulnerability unless a specific table deliberately chooses that variant. Their condition is Source- and moon-linked, and its weaknesses come from resonance, loyalty, and discovered campaign facts.

Lucian Vega: Campaign Features

  • Moonbound Shape: Vega changes under the active lunar condition. The transformation is robust and predatory but should not read as a standard wolf-man.
  • Loyalty Before Tactics: Once per round, Vega may move or strike in response to Melenko or the Legacy Anchor, or a crew member, being threatened.
  • Commanding Shot: A pistol hit may also move an allied crew member or suppress an enemy position.
  • Desperation Clock: At three or more segments, Vega gains damage and loses restraint. Clearing a segment requires a meaningful act of loyalty, not healing magic.
  • Running the Source

    Use a complex skill challenge rather than a single spell solution. Require six successes before three failures across distinct approaches. Suitable skills include Arcana, History, Investigation, Medicine, Nature, Perception, Performance, Religion, Survival, relevant tools, or a character-specific legacy. Repeating the same skill increases its DC by 2. Each failure advances Source Disequilibrium or creates harm, separation, lost memory, or a physical manifestation.

    Magic

    Detect Magic is overwhelmed but reveals direction and rhythm. Dispel Magic suppresses one local response and advances contradiction unless the group has identified what replaces it. Protection effects provide advantage against echoes but do not make the chamber inert.

    Airship Battle

    Track Frame, Lift, Sail, Command, Guns, and Crew at 3 condition each. A significant hit removes one condition from a targeted subsystem. At 0, that subsystem fails and changes the scene. Characters use actions to repair, command, signal, fire, board, or change position. Each round must alter one subsystem, spatial fact, or command fact.

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