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.
| MILESTONE | LEVEL |
|---|---|
| Arrival / end of alternate prologue | 3 |
| Break the first negotiation deadlock | 4 |
| Expose or break the trafficking route | 5 |
| Survive the Wolf in the Clouds battle | 6 |
| Earn Clann access to the Source | 7 |
| Survive the Breathing Source | 8 |
- LEVEL
- 3
- LEVEL
- 4
- LEVEL
- 5
- LEVEL
- 6
- LEVEL
- 7
- LEVEL
- 8
Difficulty and Consequences
| PRESSURE | DC | TYPICAL USE |
|---|---|---|
| Routine | 10 | Read a familiar flag, inspect a common seal, repair calm machinery. |
| Pressured | 13 | Act under observation, weather, pursuit, or social rank. |
| Dangerous | 15 | Failure creates harm, exposure, or faction movement. |
| Severe | 18 | Ship, Source, life, or legal status is at risk. |
| Catastrophic | 21+ | Rupture, war pretext, major scandal, or impossible extraction. |
- DC
- 10
- TYPICAL USE
- Read a familiar flag, inspect a common seal, repair calm machinery.
- DC
- 13
- TYPICAL USE
- Act under observation, weather, pursuit, or social rank.
- DC
- 15
- TYPICAL USE
- Failure creates harm, exposure, or faction movement.
- DC
- 18
- TYPICAL USE
- Ship, Source, life, or legal status is at risk.
- 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 STATE | TRIGGER | EFFECT |
|---|---|---|
| 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. |
| Answering | The 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. |
| Contradicting | Two 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. |
| Rupturing | The clock fills. | Deal 4d6 to 8d6 damage by tier, damage a subsystem or location, and create a persistent Source consequence. |
- 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.
- 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.
- 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.
- 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
| ROLE | SUGGESTED CR | CORE TRAITS |
|---|---|---|
| Custodian’s Spy | 1/2 | AC 13-14, 18-27 hp, Stealth and Deception, light crossbow or pistol, Cunning Escape. |
| Albion Cut-Off Operative | 2 | AC 15, 36-45 hp, coordinated carbine fire, Second Wind, disciplined retreat. |
| Albion Sergeant | 4 | AC 16, 65-75 hp, Extra Attack, command dice or maneuvers, reaction to reposition an ally. |
| Shadowed Tide Infiltrator | 3 ally or rival | High Stealth and Investigation, nonlethal poison or disabling shot, escape route feature. |
| Moon-Affected Raider | 3 | 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 | 7 | AC 16, 110-130 hp, multiattack, legendary resistance 1/day, command reaction, moon transformation, pistol and blade. |
| Source Echo | 2 | Incorporeal movement, memory strike, drops a creature unconscious or imposes a vision rather than killing. |
| Manifested Correction | 5 / 8 / 11 | Choose weak, standard, or major form. Use lair-like Source actions and objectives other than reducing hit points. |
| MOON-AFFECTED CANON | 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. |
- SUGGESTED CR
- 1/2
- CORE TRAITS
- AC 13-14, 18-27 hp, Stealth and Deception, light crossbow or pistol, Cunning Escape.
- SUGGESTED CR
- 2
- CORE TRAITS
- AC 15, 36-45 hp, coordinated carbine fire, Second Wind, disciplined retreat.
- SUGGESTED CR
- 4
- CORE TRAITS
- AC 16, 65-75 hp, Extra Attack, command dice or maneuvers, reaction to reposition an ally.
- SUGGESTED CR
- 3 ally or rival
- CORE TRAITS
- High Stealth and Investigation, nonlethal poison or disabling shot, escape route feature.
- 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.
- SUGGESTED CR
- 7
- CORE TRAITS
- AC 16, 110-130 hp, multiattack, legendary resistance 1/day, command reaction, moon transformation, pistol and blade.
- SUGGESTED CR
- 2
- CORE TRAITS
- Incorporeal movement, memory strike, drops a creature unconscious or imposes a vision rather than killing.
- 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.
- 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
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.