Dyson Sphere Setting Guide 2

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THE DYSON SPHERE




































THE WORLD OF THE DYSON SPHERE




A factory built around the sun. Pockets of life shining against the blackness of the great unknown. Robots and humans morphing into one while powerful users of technology and magic build paranoia against the untapped powers of their enemies. The Dyson Sphere is a world where survival means changing the very structure of your body and your mind, and to understand the nature of the world spells madness.




Credits


  • Lead Designer: gq69
  • Written by: gq69
  • Edited by: gq69
  • Art Director: gq69










Contents

Player Options

6 - Backgrounds
  • Archivist
  • Badlander
  • Blindfold
  • Busker
  • Duct Enforcer
  • Scrap Hunter
10 - Classes
11 - Subclass Features
  • Barbarian Primal Path: Short Circuit
  • Rogue Archetype: Miscreant Tracker
  • Rogue Archetype: Wire Cutter
  • Sorcerous Origin: Pipe Friend
  • Warlock Patron: Dyson Sphere
14 - Cybernetic Options (Races)
  • Unmodified Human
  • Vanity Modifications
  • Close Combat Upgrades
  • Extreme Climate Conditioning
  • Motion-Activated Enhancements
  • Singularity Processors
  • Structural Plugin Modifiers
  • Robot
16 - Minor Enhancements
17 - Spells
20 - Equipment
  • Currency
  • Adventuring Gear
  • Kits
  • Packs
  • Artisan's Tools
  • Gaming Sets
  • Armor
  • Weapons
  • Futuristic Weapons
  • Vehicles
23 - Miscellaneous
  • Skills
  • Feats
  • Gods
  • Languages
 

Dungeon Master Tools

25 - Monsters
  • A.E.V.
  • Arcane Hunter
  • Automaton
  • Badlander
  • Busker
  • Cableheart
  • Combat Cyborg
  • Concerned Citizen
  • Consciousness Amalgamation
  • Construct Tracker
  • Criminal
  • Cybernetic Addict
  • Duct Assessor
  • Duct Enforcer
  • Evrel
  • Factory Robot
  • Function Hound
  • Living Factory
  • Morose
  • Net Hacker
  • Network Master
  • Paperclip Maximiser
  • Photoscythe
  • Pin Doll
  • Pipe Cleaner
  • Pipe Friend
  • Purity Cultist
  • Rake
  • R.A.M. Bleeder
  • Short Circuit
  • Sun Priest
  • Survey Drone
  • Swarm of Rogue Limbs
  • Threat Adapter
  • True Psychic
  • Urchin
  • Virus
  • Volt Connector
  • Volt Sucker
  • Warforged
  • Warlock of Cableheart
  • Wire Cutter
48 - NPC Traits
49 - Monster Lists
  • Original Monsters by Alphabet
  • Full Monster List by Alphabet
  • Original monsters by Challenge Rating
  • Full Monster List by Challenge Rating
53 - Locations
  • Abandoned Factory
  • Badlander Territory
  • Brewing Vat
  • Citizen's Quarters
  • Empty Sector Archives
  • Friend Hole
  • House of Nobility
  • Humanity Church
  • Hydrogen Church
  • Hydro Reclamation Systems
  • Illicit Magic Haunt
  • Machine Graveyard
  • Municipal Archives
  • Municipal Factory
  • Municipal Mainframe
  • Municipal Observation Tower
  • Municipal Pedestrian Chutes
  • Nutrient Processing Plant
  • Particle Transporter
  • Reeducation Facility
  • Scrap Heap
  • Skin Farm
  • Sunlight Harvester
  • Techmod Parlor
  • Transportation Hangar
  • Underworks Oxygen Piping
  • Vertical Slums
  • Wageslave Office
  • Waste Ducts
  • Wide Open Empty
 

Introductory Adventure

70 - Part I: Building the World
  • Premise
  • Themes
  • Your Place in the World
  • Your Function in Society
  • Your Body and Your Mind
  • Your Relationships
71 - Part II: Hooks
72 - Part III: Introduction
  • Decipherer
  • The Figure Skater
73 - Part IV: The Badlands
  • Evrel
  • State Carrier
75 - Part V: Abyssal Canyon
  • Loading Bay
76 - Part VI: The Library
  • Ambush
77 - Part VII: Mary and Mary
  • The Audio Sequencing Room
78 - Part VIII: The Dreamer
  • Crazed Creator
79 - Part IX: Conclusion
  • More Marauders
  • Vled is Happy
  • Rewards
80 - Influences

PART I

Player Options

Backgrounds

Players can choose from the following PHB backgrounds:

  • Criminal
  • Sage
  • Urchin

In addition, players can choose from the following backgrounds specific to the Dyson Sphere setting:

  • Archivist
  • Badlander
  • Blindfold
  • Busker
  • Duct Enforcer
  • Scrap Hunter

Archivist

You are a historian and contemporary scribe devoted to the preservation of information at all costs. While teachers and librarians might hole themselves up in their studies, you actively venture out into the world to obtain information, often taking on the roles of journalist, archaeologist, and even sometimes a spy.


  • Skill Proficiencies. History, Investigation
  • Languages. One of your choice.
  • Tool Proficiencies. One type of artisan's tools of your choice.
  • Equipment. An extensive notebook, a set of beautiful pens and inks, a digital encyclopaedia authored by your contemporaries, a fictional novel you believe to be based on true events, and a belt pouch containing 10 gp.

Academic Focus

Choose one of the following focuses of your research.

d6 Academic Focus
1 The forgotten civilisations of Earth.
2 The collusion of magic and technology.
3 The power of the Old Gods of humanity.
4 The outer spaces beyond our caves of steel.
5 The formation of the Dyson Sphere.
6 The current political climate.

Scholastic Affordances

Most governmental institutions, limited as they are, respect the work of yourself and other archivists and allow you access to otherwise sensitive materials and locations, given that your publications paint them in a positive light.

Suggested Characteristics

Refer to the personality traits, ideals, bonds, and flaws from the Sage background listed in the PHB. You may add the additional characteristics listed below to your options.

d10 Personality Trait
9 I get giddy and excited when given the opportunity to discuss my work.
10 I don't respect anyone unwilling to get their hands dirty in the pursuit of knowledge.
d8 Ideal
7 Preserve the Past. The old ways shall not be lost to time. (Lawful)
8 Unwind the Present. My studies help me understand and categorise the world we live in today. (Neutral)
d8 Bond
7 I owe a debt to an institution that shortly collapsed. Loyalists still hunt me down to collect that debt.
8 I betrayed a colleague and stole their work as my own, reaping great fame and fortune as a result.
d8 Flaw
7 I get irritable when interrupted from my work.
8 My allegiances shift as quickly as I shift my focus.

Badlander

Most people live amongst the technological cities formed from old energy factories. You, however, live a more nomadic life, traveling along the vast empty spaces between pockets of civilisation. These empty spaces are sometimes hundreds of thousands of kilometres across, which you zip across in high-speed hover-trucks, preying upon enormous undying abominations for sustenance.


  • Skill Proficiencies. Animal Handling, Survival
  • Languages. Badlander
  • Tool Proficiencies. Vehicles (Land)
  • Equipment. A fuel rod with a thousand years of juice left in it, an electrified carving knife for stripping away organic flesh from technology, and a belt pouch of 5 gp.

Prodigious Return

You ultimately left your tribe to join the rest of civilisation. Choose a reason for your return to the cities.

d6 Reason for Return
1 Your tribe was wiped out by a catastrophic event.
2 You fell in love with a citizen whom you spared when they passed through your lands in ignorance.
3 You were overcome by a great vision of doom to come and wish to seek out great heroes to aid you.
4 Your navigation equipment malfunctioned, sending you careening into the middle of the city without warning.
5 You ran from a great and terrible creature (such as Cableheart or the Network Master).
6 You were banished for an unforgivable transgression.

Badlander Experiences

You come to the cities with knowledge of fantastical creatures and impossible structures. Common folk hound you for stories. Rich men and women might hire you for events to entertain their guests. Academics and scientists will part with hefty sums and favours to come into contact with you.

Suggested Characteristics

Refer to the personality traits, ideals, bonds, and flaws from the Outlander background listed in the PHB. You may add the additional characteristics listed below to your options.

d10 Personality Trait
9 There's nothing that gets my chest puffed out more with pride than a crowd awed by tall tales.
10 I mercilessly make fun of people for their reliance on technology for basic needs.
d8 Ideal
7 Anarchic Tendencies. The best kinds of governments are the kind that implode from the inside. (Chaotic)
8 Constant Movement. Living in one location is the quickest way to erode a mind. (Neutral)
d8 Bond
7 My spouse and children were left behind.
8 I have possession of a strange object or device that I desire to understand.
d8 Flaw
7 I get twitchy when told to sit still.
8 I hoard simple items.

Blindfold

You're a regular commoner eking out a living in the civilised parts of the world. You've never been to the empty spaces and you've never known true hardship. You have a simple job and a simple life, but, as these things go, you've been thrust into a dangerous situation well outside of your comfort zone.


  • Skill Proficiencies. Two of your choice.
  • Tool Proficiencies. One set of tools of your choice.
  • Equipment. Identification chips, a drab grey uniform, a set of spectacles, a small baton for defense, and a belt pouch containing 15 gp.

Job

You can choose one of the following jobs, or you can use your own ideas.

d8 You are a ...
1 Number Cruncher
2 Chronicler
3 Factory Representative
4 Reeducator
5 Cityscape Observer
6 Nutrition Facilitator
7 Mainframe Maintenance Worker
8 Tech Hocker

Citizen

As a law-abiding citizen, you are afforded rights and privileges to offer you protection from hardship. Not only will governments protect you with guards and survey drones, volunteer vigilante forces also strive to fill in the gaps that governments can't cope with.

Suggested Characteristics

Refer to the personality traits, ideals, bonds, and flaws from the Folk Hero background listed in the PHB, adapting them to fit a citizen in the Dyson Sphere. You may add the additional characteristics listed below to your options.

d10 Personality Trait
9 I'm humble and easy to talk to.
10 I put my heart into my work. I strive to be the best at what I do, even if the impact is small.
d8 Ideal
7 Law-Abiding. I would never break the rules without due cause. (Lawful)
8 Society. The most important thing we can do as citizens is to improve society as a whole. (Good)
d8 Bond
7 I've lived in the same dwelling as dozens of generations of my ancestors.
8 I bear a deep and hidden scar from the first time I experienced adventure, and I vowed to keep it secret.
d8 Flaw
7 I freak out at the smallest inconvenience.
8 I refuse to get involved in matters that don't directly concern me.

Busker

Music has all but disappeared within the anarchy of the Dyson Sphere. Only a small group of musicians, who call themselves buskers, have the means to preserve music and prove its worth in society.


  • Skill Proficiencies. History, Performance
  • Tool Proficiencies. Two musical instruments of your choice.
  • Equipment. Any musical instruments you are proficient in, a deep hat for collecting donations, a fancy outfit to draw attention, a drab outfit to fit in, and a belt pouch of 10 gp.

Illegal Performance

You can set up shop in a busy location to woo and inspire the crowds. You can collect enough money to pay your rent and any expenses in this way, but you always run the danger of being intercepted by survey drones. For this reason you rarely frequent the same places twice. Common citizens who hear your music are often inspired to make a drastic life change.

Suggested Characteristics

Refer to the personality traits, ideals, bonds, and flaws from the Entertainer background listed in the PHB. You may add the additional characteristics listed below to your options.

d10 Personality Trait
9 My braggadociousness is legendary.
10 My voice is sing-song and soothing.
d8 Ideal
7 Beauty. Society is ugly, and I can change that. (Chaotic)
8 Music. Music is worth preserving on its own merits. (Neutral)
d8 Bond
7 I rely on the generosity of fans of my music to provide a place to sleep.
8 My teacher was murdered by the state.
d8 Flaw
7 I forgo the need to stay hidden. Every time I come out in public I risk exposure.
8 I play music at inappropriate times.

Duct Enforcer

You were once enslaved in a mining pit that had long since been exhausted of materials, forgotten by your masters and left to rot and cannibalise the others. But someone brought you out of the darkness and gave you a purpose. Under the direction of a psychic Duct Assessor, you fought for the common people against crime and subjugation. After some time of service, you were eventually released and given free will to seek adventure.


  • Skill Proficiencies. Athletics, Intimidation
  • Languages. One of your choice.
  • Tool Proficiencies. You are proficient in one gaming set of your choice.
  • Equipment. Pauldrons of your former armor, a small shiny object taken from the mines, a small trinket (a gift from a little girl whose life you saved), and a belt pouch of 5 gp.

Black Wraps Traces

You have a trace of your Duct Assessor's psychic energy still lingering inside of you which can guide your actions and steer you in beneficial directions if you focus.

Suggested Characteristics

Refer to the personality traits, ideals, bonds, and flaws from the Soldier background listed in the PHB, adjusted to fit your former Duct Assessment crew. You may add the additional characteristics listed below to your options.

d10 Personality Trait
9 I find solace in repetitive, easy tasks.
10 I prefer to let my actions tell my story, not my words.
d8 Ideal
7 Protect The Meek. I am frustrated by and motivated to fix the societal acceptance of injustice. (Good)
8 Defer to the Strong. I always follow, to the letter and to the spirit, the orders of those whose authority I respect. (Lawful)
d8 Bond
7 I've made it my goal to seek out the other miners who were left behind. I must show them who we could be.
8 I helped depose a powerful figure who abused their citizens, but I accidentally disenfranchised many people in the process.
d8 Flaw
7 I never speak up when I need help.
8 I despise negotiations. My default is exercising force.

Variant: Rogue Enforcer

Instead of being released by the Duct Assessor, you can choose to have escaped by your own will, for philosophical or other reasons. If so, you replace your Black Wraps Traces feature with the following feature:

Black Wraps Stalker

You are actively being hunted by a Duct Assessor and their crew of Duct Enforcers. They may wish to kill you and everyone you travel with, but more likely they wish to seduce you back into their ranks.

Scrap Hunter

You scavenge pieces of scrap from broken robots and machines to sell. These scraps are usually fed back into the endless factories of the Dyson Sphere to be recycled into new machines. The competition is fierce, however, and you need a way to elevate yourself above the others.


  • Skill Proficiencies. Athletics, Perception
  • Languages. Two of your choice from Infrastructure, Command, or Badlander.
  • Equipment. A crowbar, an electrified carving knife for separating technological components from organic, a large durable bag resistant to scratches and rips, and a belt pouch containing 10 gp.

Key Selling Point

You have an advantage over other scrap hunters that make your services more valuable. Choose from the following list or come up with your own.

d6 Key Selling Point
1 You go deeper into the uncivilised areas than any other.
2 You aren't afraid to destroy functioning robots just to get a piece of valuable scrap.
3 You're rich enough independently to pursue this as just a hobby.
4 You have a special relationship with a robot that runs a malfunctioning factory.
5 Your tools are particularly precise and you always have complete, functional pieces to sell.
6 You have some juicy blackmail over the head of your primary buyer.

A Surgeon's Knowledge

You have a particular knack for the interiors of machines and robots. You can identify most common parts instantly, and you have a keen insight for identifying the purpose of parts you don't recognise. You can always spot the most valuable sections of a machine, as well.

Suggested Characteristics

d10 Personality Trait
9 I have a laid-back, self-assured manner.
10 Everything I say is calculated to hock my services.
d8 Ideal
7 The Biggest Payout. I only work for money, and I only put effort in when it's worth it. (Evil)
8 Recycle. It's my job to prevent unnecessary waste. (Neutral)
d8 Bond
7 I once pulled parts from a robot I thought was dead. The robot seeks revenge to this day.
8 I'm still trying to find a buyer for, potentially, the most lucrative score of my life.
d8 Flaw
7 I will happily take my friends apart for scrap if I desperately need to.
8 I can't abide by a messy room and will spend far too much time cleaning up.

Classes


Many of the classes from the PHB have been reflavoured to accommodate the setting, and there are several new sub-classes available. All of the available class options are listed in the following two tables. Classes from the Player's Handbook are referred to by their "Dyson Sphere Name" while in the world of the Dyson Sphere, rather than by their official names.


Player's Handbook Class Options
Class Subclass Dyson Sphere Name Racial Requirements
Bard Lore Data Collector -
Cleric See "Gods" Cleric -
Fighter Champion Champion -
Fighter Battlemaster Battlemaster -
Fighter Eldritch Knight Arcane Hunter Not a Robot
Paladin Devotion Devotee -
Rogue Assassin Assassin -
Rogue Thief Thief -
Rogue Arcane Trickster Arcane Trickster Not a Robot
Sorcerer Wild Magic Wild Mage Unmodified Human
Warlock Great Old One Truth Seeker -
Wizard All Subclasses Wizard Not a Robot

Dyson Sphere Class Options
Class Subclass Racial Requirements
Barbarian Short Circuit Robot
Rogue Miscreant Tracker -
Rogue Wire Cutter -
Sorcerer Pipe Friend Not a Robot
Warlock Warlock of Cableheart Not an Unmodified Human

Variant Class Options
Class Subclass Dyson Sphere Name Racial Requirements
Artificer Alchemist Scientist -
Artificer Gunsmith Engineer -

Some players may come into this setting with the expectation of playing as a mad inventor character, or some other archetype that builds and maintains technology. If so, the option to use the artificer subclass from the Artificer Unearthed Arcana Publication might be available to them, with some modifications.

First, artificers gain the ability to speak Command automatically.

Second, artificers that use mechanical servants don't modify beasts (as described in the Unearthed Arcana article). Instead, they can choose any construct from the Dyson Sphere monster lists with a challenge rating of 2 or lower and an Intelligence score of 9 or lower. These mechanical servants might have been built by the artificer, or they might simply have befriended them. For example, an artificer tasked with protecting the study space of their mentor might reprogram a pin doll, or an artificer that collects material from scrap heaps and machine graveyards might have a swarm of rogue limbs that follows them around.

Subclass Features

Short Circuit

This barbariant primal path for robotic adventurers features a shocking array of abilities meant to stun and electrify all who stand in your way. Short Circuits have a few wires crossed in their programming that sends them into a blind, violent rage.

Jolt

Starting when you choose this path at 3rd level, when you are hit by a melee weapon attack while you are raging, you can use your reaction to force your attacker to make a Constitution saving throw. The save DC for this saving throw equals 8 plus your proficiency bonus plus your Constitution modifier. On a failed save, the attacker takes 1d6 lightning damage and can't take reactions until the end of your next turn.

Grounding Wires

Also at 3rd level, you gain resistance to lightning damage.

Grounding Strikes

Beginning at 6th level, when you hit a creature with a melee weapon attack, it takes additional lightning damage equal to half your barbarian levels, rounded down.

While you are raging, the creature instead takes additional lightning damage equal to your barbarian levels.

Magnetic Pulse

Starting at 10th level, when you deal lightning damage to a creature, you can use your bonus action to send waves of electricity pulsing outward. Each creature other than the target and yourself within 10 feet of the target must make a Constitution saving throw. The save DC for this saving throw equals 8 plus your proficiency bonus plus your Constitution modifier. A creature takes 2d6 lightning damage on a failed save, or half as much damage on a successful one.

You can activate this feature three times. You regain expended uses when you complete a long rest.

Recharge

Also at 10th level, when an effect would deal you lightning damage, you take 0 lightning damage and instead regain hit points equal to half the amount of damage rolled for the attack.

Channeler

Starting at 14th level, you can nonmagically cast lightning bolt using this feature without expending components. You must complete a long rest before you can use this feature again.

 

Miscreant Tracker

This rogueish archetype involves hunting down and killing certain targets, targets often given out by shadowy criminals or faceless corporations. Miscreant trackers are adept at finding their marks in a crowd and executing them with efficiency.

Prerequisites

Neural Mapping. Miscreant Trackers require proficiency and expertise in Survival.

Flitting Eyes. Miscreant Trackers require a minimum Wisdom score of 13.

Target Type Training

Beginning when you take this archetype at 3rd level, you have significant experience studying, tracking, hunting, and interacting with a certain type of enemy.

Choose either humanoids or constructs as your target type. You have advantage on Wisdom (Survival) checks to track your chosen target type, and when you apply your sneak attack to a creature of your target type, you can add a +1 bonus to the damage roll.

This bonus increases to +3 at 9th level, +5 at 13th level, and +7 at 17th level.

Additionally, you learn one new language. If your target type is humanoid, you learn your choice of Badlander or Command. If your target type is construct, you learn your choice of Codespeak, Command, or Infrastructure.

Subcutaneous Relay

Also at 3rd level, when you hit an enemy with an attack of opportunity, instead of dealing damage, you can implant the creature with a relay beneath their skin. This does not alert the creature that you have implanted them. You can only have one relay active at one time; if you use this ability again, your previous relay disintegrates harmlessly.

While the creature is implanted with your relay, you know exactly their distance and direction from you, and you don't need advantage to apply sneak attack to your target as long as you can see it. All other rules of sneak attack apply to you.

A creature that suspects it has been implanted with a relay can make an Intelligence check to locate and remove the tracker. The DC for this check is equal to 8 plus your proficiency bonus plus your Wisdom modifier. The creature can add its proficiency bonus to this check if it is proficient in Medicine or Investigation.

Ballistic Relay

Starting at 9th level, you can apply your subcutaneous relay to creatures you hit with any attack, not just an attack of opportunity, and creatures have disadvantage on checks to locate and remove the relay.

Target Generalisation

Beginning at 13th level, you can apply the benefits of your target type training to both humanoids and constructs.

Additionally, you can speak all languages.

Nanorelay Implant

Starting at 17th level, your subcutaneous relay tells you immense detail about your target. You can mentally track their heartrate, blood pressure, and other medical information, as well as gain a surface-level insight into their thoughts and emotions.

As a result, you have advantage on Charisma checks made against a creature implanted with your relay, and they have disadvantage on attack rolls against you.

Wire Cutter

This rogue archetype features a jumping, leaping, movement-centred playstyle with a focus on hit and run tactics and charging attacks. Wire cutters are propelled by kinetic springs that allow them to engage in vertical death-defying bouts and absorb the shock of a fall.

Prerequisites


  • Natural Athlete. Wire cutters require proficiency and expertise in Athletics.
  • Physical Conditioning. Wire cutters require a minimum Strength and Dexterity score of 13.

Preferences


  • Weapon Preference. Wire cutters usually wield scimitars.

Kinetic Springs

When you take this archetype at 3rd level, your natural athleticism is enhanced by kinetic springs that dampen the impact of a fall and allow you to leap great distances.

Your long jump is increased to 40 feet and your high jump is increased to 20 feet. Additionally, you don't take damage from a fall if your fall is less than 60 feet.

At 9th level, your long jump increases to 80 feet and your high jump increases to 40 feet, and you don't take damage from a fall if your fall is less than 120 feet.

At 17th level, your long jump increases to 120 feet and your high jump increases to 60 feet, and you do not take damage from a fall regardless of the height.

Sudden Speed

Starting at 3rd level, if you move at least 20 feet in a straight line (including jumping, falling, or flying), you don't need advantage to apply sneak attack to the next attack you take on your turn. All other rules of sneak attack apply to you.

Springing Step

At 9th level, your speed increases by 10 feet. Additionally, you don't require a running start to perform a long jump or high jump.

Razor Wire

Beginning at 13th level, you can use your bonus action to move up to your speed in a straight line in any direction, vertical or horizontal, without incurring opportunity attacks. If you do so, you can make one attack against all creatures of your choice within your reach at any point along that line.

Once you have used this ability, you must complete a short or long rest before you can use it again.

 

Boosters

At 17th level, your speed increases by 10 feet, and you do not trigger opportunity attacks from movement on your turn.

Pipe Friend

This sorcerous origin features abilities centred around reading enemies' thoughts in combat. Pipe friends are otherwise non-magical people who have concocted a cocktail of medicine, mysticism, and underground deals to unlock latent psychic energy within their minds.

Prerequisites


  • Racing Mind. Pipe friends require a minimum Intelligence and Charisma score of 13.
  • Psychic Cocktail. To retain their sorcerous powers, pipe friends must imbibe their cocktails once per day.

Latent Psychic Energy

Starting when you choose this sorcerous origin at 1st level, you learn the spell Detect Thoughts, and it is considered to always be active for you, with no need to spend a spell slot or expend components. Charisma is your spellcasting ability for this spell. You can activate or deactivate its effects with a bonus action.

When you probe into another creature's mind, the effects of your probe end after one minute or until you probe another target, whichever happens first, or if the creature succeeds on their intelligence contest to end the effects early. The effects also end if you take damage and fail a concentration check, as per the rules of maintaining concentration. Note, however, that probing a creature doesn't count towards spells you are concentrating on.

If the creature succeeds on their saving throw to resist being probed, or when the effects of the probing end, the creature becomes immune to your probing for 24 hours.

You Cannot Surprise Me

Starting at 6th level, you can choose to spend 1 sorcery point to use your bonus action (instead of your action) to probe into a creature's mind. Additionally, creatures have disadvantage on attacks against you so long as you are probing their mind.

Painful Probing

Beginning at 14th level, when you probe into a creature's mind, you can choose to spend 2 sorcery points to deal the creature an additional 10 (3d6) psychic damage if it fails the save. You can spend 1 sorcery point to deal this damage again as a bonus action so long as your probing hasn't ended yet. A creature reduced to 0 hit points by this ability is knocked unconscious and stabilised rather than killed.

Maddening Revelations

Starting at 18th level, when a creature fails its save against your probing, you can spend 4 sorcery points to flood the creature with the collected thoughts of all of your victims. The probed creature is stunned until your probing ends.

Cableheart

This warlock patron features a style of combat that involves drawing enemies closer and closer to your position, as if you were a great force of gravity acting upon the world. Cableheart warlocks worship the energy around which all planets and celestial bodies orbit, and they draw upon its limitless power to fuel their own personal biddings. Most have a small piece of the dyson sphere's furnace inside of them.

Prerequisites


  • Hearty and Solid. Cableheart warlocks require a minimum Constitution and Charisma score of 13.
  • Overwhelming Self-Centredness. Cableheart warlocks cannot have a good alignment, and they gain an additional flaw: "I have to be the center of attention at all times."

Patron Gifts


  • Pact of the Blade. Weapons granted by Cableheart take the form of a huge black maul for crushing and squashing all who dare to resist the pull of gravity.
  • Pact of the Chain. Familiars granted by Cableheart take the form of ugly black machines with spikes and spinning parts that hover, whirr, and cackle endlessly.
  • Pact of the Tome. Spellbooks granted by Cableheart take the form of a solid fist-sized black metal ball that flashes burning red runes and descriptions of spells when prompted by its owner. It is three times as heavy as it looks.

Patron Invocations

Whipping Debris

Prerequisites: 5th Level, Cableheart patron

You learn the cantrip sword burst if you don't know it already, and you can cast it as a bonus action on your turn. Instead of spectral swords, the spell takes on the appearance of chunks of twisted, smoldering metal and sand.

Extended Spell List

Cableheart lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

1st - inflict wounds, feather fall
2nd - flaming sphere, spike growth
3rd - Melf's minute meteors, wind wall
4th - compulsion, freedom of movement
5th - control winds, telekinesis

Gravity Well

Starting at 1st level when you choose this patron, when you damage a Large or smaller creature with a spell that can target only them, you can force the creature to make a Strength saving throw against your warlock spell save DC. On a failed save, the creature is knocked prone and pulled 10 feet towards you. On a successful save, the creature is pulled half the distance towards you and isn't knocked prone.

The distance you pull the creature increases as you gain warlock levels. The distance increases to 20 feet at 6th level and to 30 feet at 10th level.

 

The Grasping Fingers of the Sphere

Also at 1st level, you can use your action to magically pull an unsecured object within 60 feet of your position to your hand. The effect fails if the object offers more than 10 pounds of resistance to being pulled, if the object is worn or carried by another creature, or if something would block the object from reaching you.

Ring of Debris

Beginning at 6th level, you can use your bonus action to activate or deactivate the following effect:

Blustering winds spiral around you in a 5 foot radius, picking up dust, sand, pebbles, or other small unsecured pieces of debris. While this effect is active, ranged attacks have disadvantage to hit you, the area in the radius is difficult terrain, and you and all other creatures within the radius are deafened.

The Factories of Dyson

You can absorb the energy of creatures you kill. Starting at 10th level, once per turn, when you kill a Small or larger creature within 10 feet of you, you regain hit points equal to half your level (rounded down).

Fundamental Force

Also at 10th level, you can apply your Gravity Well feature to any creature, regardless of its size.

Heart Wrench

Beginning at 14th level, you can channel the powerful fission within your patron to let out an eardrum-melting wail.

As an action, you let out a scream that can be heard from up to one mile away. All creatures of your choice within 100 feet of your position must succeed on a Wisdom saving throw against your warlock spell save DC or take 2d8 psychic damage and use their reaction to move up to their speed towards you.

Once you have used this ability, you must cast a spell of 1st-level or higher before you can use it again.

Cybernetic Options (Races)

There are fewer races in the Dyson Sphere than in the Forgotten Realms. The Dyson Sphere is populated exclusively by humans, and any racial diversity comes from technological modifications upon the human body.

Instead of races, you can choose one of the following cybernetic options for your human character.

Unmodified Human

You haven't taken any cybernetic modifications, and are a comparative rarity in the Dyson Sphere.

Ability Score Increase. All of your ability scores increase by 1.

Age. You have the standard lifespan of a human in the Dyson Sphere, about 150 years, most of which is spent in good health despite any personal hardships.

Alignment. You are likely chaotic.

Size. You are of about average height for a human, between six and seven feet tall due to the low gravity. Your size is Medium.

Speed. Your base movement speed is 30 feet.

Skill. You are proficient in one skill of your choice.

Magically Adept. If you have the Spellcasting or Pact Magic class feature, your spell attack bonus and spell save DC both increase by 1. You lose this racial attribute if you take a vanity modification or a minor enhancement.

Languages. You can speak Dyson Sphere and one other language of your choice, excluding Codespeak.

Vanity Modifications

You've taken a smaller modification than most, keeping the majority of your appearance the same but enhancing a small part of yourself to make your life easier.

Ability Score Increase. Two of your ability scores increase by 1.

Age. You live an average lifespan.

Alignment. Any alignment.

Size. You are likely the same size as an unmodified human. Your size is Medium.

Speed. Your base movement speed is 30 feet.

Vanity Modification. Choose one vanity modification from the "feats" section.

Skill. You are proficient in one skill of your choice.

Languages. You can speak Dyson Sphere and one other language of your choice, excluding Codespeak.

Close Combat Upgrades

You've elected to take upgrades focusing on combat and self-defense against aggressors. You hit hard and look tough.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Your expected lifespan is only to about 100, largely because of your violent lifestyle.

Alignment. Any alignment.

Size. You are about a foot taller and a foot wider than most other humans. Your size is Medium.

Speed. Your base movement speed is 30 feet.

Darkvision. You have darklight sensors installed in your eyelids. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Auxiliary Power. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You must complete a long rest before you can use this feature again.

Fear Pheromones. You have proficiency in the Intimidation skill.

Muscular Pistons. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's dice one additional time and add it to the damage of your hit.

Languages. You can speak Dyson Sphere.

Extreme Climate Conditioning

Your body has been modified to deal with extreme heat or other environmental hazards, either for your job or even to allow you to live in otherwise inhospitable areas.

Ability Score Increase. Your Constitution score increases by 2.

Age. Most people with your modifications live about twice as long as a regular human due to their ability to withstand terrible punishment.

Alignment. Any alignment.

Size. You are a little bit shorter and stouter than an unmodified human, reducing your surface area and contact points. Your size is Medium.

Speed. Your base movement speed is 30 feet.

Climatisation Function. You are resistant to one type of damage, and you have a defensive mechanism related to that damage type. Choose one of the following climatisation functions. These determine the type of damage you are resistant to, as well as a defensive mechanism with a damage type and an area of effect.

As an action, you let loose energy in an area of effect determined by the damage type. Each creature in the area of effect must make a saving throw with a DC equal to your Constitution modifier plus your proficiency bonus plus 8, taking 2d6 damage of the given type on a failed save, or half damage on a successful one. The saving throw is determined by the area of effect; creatures must make a Constitution saving throw for a cone, or a Dexterity saving throw for a line. Once you have activated your defensive mechanism, you must complete a short or long rest before you can use it again.

Climatisation Function
Name Resistance and Damage Area of Effect
Acid Bather Acid 5'x30' line
Fire Fighter Cold 15' cone
Forge Worker Fire 5'x30' line
Mine Runner Poison 15' cone
Storm Chaser Lightning 5'x30' line

Exhaustion Resistance. You have advantage on Constitution saving throws made against non-magical effects, as well as saving throws made to resist gaining levels of exhaustion.

Languages. You can speak Dyson Sphere and one other language of your choice, excluding Codespeak.

Motion-Activated Enhancements

You've opted to increase the speed of your reflexes to a degree unseen by humans in history, hyping yourself up with drugs and electrical impulses to keep yourself awake forever.

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Your increased level of activity reduces your lifespan by about 30 to 40 years.

Alignment. Any alignment.

Size. You are generally stripped of fat, giving yourself a smaller, almost skeletal look that boosts your speed. Your size is Medium.

Speed. Your base movement speed is 35 feet.

Darkvision. Your eyes are excellent at picking up movement even in low light conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Vou can't discern color in darkness, only shades of gray.

Movement Sensors. You are proficient in the Perception skill.

Methamphetamine Injectors. You have advantage on saving throws against being charmed or knocked unconscious, and magic can't put you to sleep.

Narcotic Replacements. You don't need to sleep. Instead, you fall into a trance for 4 hours each day, remaining semi-conscious. After resting in this way, you gain the same benefit that an unmodified human does after 8 hours of sleep and a long rest.

Sensor Delay Cloaking. As long as you move at least 30 feet on your turn, your movement is silent, you have advantage on Dexterity (Stealth) checks for that turn, and you appear as a vague smudge on cameras.

Languages. You can speak Dyson Sphere and one other language of your choice, excluding Codespeak.

Singularity Processors

You've tapped into forces capable of giving the semblance of life to machines, and used them to fuel your own modifications above and beyond what is generally tolerated by humans.

Ability Score Increase. Your Intelligence score increases by 2, and your Constitution score increases by 1.

Age. You live nearly twice the lifespan of a regular human.

Alignment. Most people with your modifications tend towards chaotic.

Size. You are about the same size as a regular human. Your size is Medium.

Speed. Having to concentrate on coordinating all of your different modifications working together, you can't reach the same speed as an unmodified human. Your base movement speed is 25 feet.

Firewall. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic, as well as against effects intended to charm constructs.

Technologist. Whenever you make an Intelligence check related to technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny technological device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:

  • Mechanical Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

Languages. You can speak Dyson Sphere and Command.

Structural Plugin Modifiers

You've uplinked your mind and body to the infrastructure of the Dyson Sphere, giving you a deep insight into its inner workings.

Ability Score Increase. Your Strength and Constitution scores increase by 2.

Age. You live about the same age as a human, but you are much less likely to die in a random accident.

Alignment. Any alignment.

Speed. Your body actively prevents you from straining yourself with high speeds. Your base movement speed is 25 feet.

Architectural Analysis. Whenever you make an Intelligence (History) check related to architecture or the infrastructure of the Dyson Sphere, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Darkvision. You have darklight sensors installed in your eyelids. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Poison Resistance. Your superior stomach tissue and digestive modifications make you resistant to poison damage, and you have advantage on saving throws against being poisoned.

Languages. You can speak Dyson Sphere and Infrastructure.

Robot

Within the Dyson Sphere live an assortment of robots and other machines that, arguably, have as detailed and complicated a consciousness as any human being. They are numerous enough not to be discriminated against, though their acceptance in society is often wholly dependent on their functionality. A dead human is a tragedy, but a broken robot is worth only the selling price of the scrap metal.

As a robot, you might have other minor functions different to the ones listed here that provide no significant benefit other than flavour.

Ability Score Increase. Your Constitution score increases by 2.

Age. Since all robots have both mechanical and organic components, robots can degrade after a few years without constant maintenance. With proper care, they can live indefinitely. The process of maintaining one's body after a period of about 20 years, however, necessitates the replacement of literally every single material of their body at least once, a potentially terrifying fact that most robots choose not to think about.

Alignment. Robots are invariably lawful.

Size. Almost all robots with self awareness maintain a body about the same size as a human. Your size is Medium.

Speed. Your base movement speed is 30 feet.

Autolife. When you are targeted by a healing spell or other magical healing effect, you gain temporary hit points equal to the amount of HP a human would recover from the spell. You can still benefit from the healing effects of your hit dice, as well as from non-magical class abilities such as the fighter's Second Wind.

Living Construct. Your type is construct. You are immune to disease, to the poisoned condition, and to poison damage. You do not need to eat or breathe, but you can ingest food and drink if you wish.

Instead of sleeping, you must enter a low-power state for 6 hours each day to conserve energy. While in this state, you are aware of your surroundings, but you are considered unconscious unless you choose to incur one level of exhaustion to reactivate early. You can end this level of exhaustion only by starting and completing an additional long rest.

Languages. You can speak Dyson Sphere, Codespeak, and one other language of your choice.

Subrace. Robots are extremely varied, and very few look alike. However, there are three broad categories of robots: the Warforged, which are humanoid in stature but obviously robotic, the Automatons, which are built to blend into human culture, and the Function Hounds, which are built purely for practical purposes without an aesthetic design in mind.

Automaton

You are a mockery of the human race. Used as disposable spies and moles that can be discarded as quickly as they were assembled, Automatons are a thorn in the side of any group that intends to keep its membership secret and contained.

Ability Score Increase. Your Charisma score increases by 1.

Blend In. You appear outwardly human. A person can divine your true type by succeeding on an Intelligence (Investigation) check contested by your Charisma (Deception) check. You have disadvantage on this contest if you are below half your hit point maximum. Any creature that intimately interacts with you for an extended period of time, such as by traveling with you in an adventuring group, doesn't need to make such a check to understand your true nature.

Designer Spy. You have proficiency in Deception. Your voice can sound like any human you've conversed with. To identify your voice as a fake, a creature must succeed on a Wisdom (Insight) check contested by your Charisma (Deception) check, unless it can clearly see that you're not who you say you are.

 

Function Hound

You're an impenetrable mess of piping, pistons, plates, and pincers. You were designed to be functional, not to be beautiful, and though you have all of the things that a creature needs to survive, such as senses and balance, it's difficult to comprehend your form in a way that humans can process. You make it work.

Ability Score Increase. Your Dexterity score increases by 1.

Toolbelt Limbs. You can add half your proficiency bonus (rounded down) to your Strength and Dexterity skill checks if you can't otherwise add your proficiency bonus (in whole or in part) to the check.

Thousand Arms. You don't need to use your action to interact with additional objects on your turn. This trait cannot be used to interact with the same object more than once on your turn.

Warforged

You weren't built to resemble humans, but your structure is relatively humanoid. Warforged consider themselves a race in the same way humans do, with their own customs and etiquette they follow with unerring precision. They generally hold a distaste for "lesser" robots.

Ability Score Increase. Your Strength score increases by 1.

Composite Plating. Your construction incorporates powerful steel not unlike armor, granting you a +1 bonus to your armor class.

Warforged Training. You don't need to use your action to draw or stow additional weapons on your turn.

Minor Enhancements

In addition to choosing a cybernetic option, you can choose two minor enhancements for your character from the following list. You can only benefit once from each enhancement.


  • Cybernetic Eye. You gain proficiency in Perception if you don't have it already, and you gain a +1 bonus to Wisdom (Perception) checks.
  • Body Pocket. You can stow one small item, such as a tablet or a dagger, inside of a secure pocket in your body. A creature attempting to locate such an item on your person must succeed on a DC 20 Intelligence (Investigation) check.
  • Escape Pulsor. Creatures have disadvantage on attacks of opportunity made against you.
  • Magnetic Grip. You cannot be disarmed, and you don't need to make checks to climb on difficult metal surfaces.
  • Neural Link. You can add 1d4 to any ability check to interact with computers and technology.
  • Prosthetic Arm. You can detach your arm. While detached and while it remains within 60 feet of you, it acts on your initiative, has 10 AC, 1 hit point, immunity to poison, a 5 ft. movement speed, and can take only the Use Object action. You can still feel through the arm as if it were attached. If it drops to 0 hit points, you can no longer control your arm and must repair it.
  • Prosthetic Leg. Your movement speed increases by 5 feet.
  • Spinal Strengtheners. You are considered to be one size larger for the purpose of lifting and carrying objects.
  • Threat Sensors. Your passive Perception increases by 5.
  • Wristblades. When you hit with an unarmed strike, you can choose to deal 1d4 piercing damage with that strike. You can use your Dexterity for the attack and damage bonuses.

Spells

Any spell from the PHB is available to magic users in the Dyson Sphere, unless the spell involves teleportation or planar travel.

Any bard, sorcerer, warlock, or wizard in the Dyson Sphere adds the following spells to their class spell lists.

Cantrips
  • On/Off*
  • Reroute
1st Level
  • Infallible Relay*
  • Remote Access*
2nd Level
  • Intercept Communication
  • Plant Bug
3rd Level
  • Haywire*
  • Combat Malware
4th Level
  • Create Modron
  • System Backdoor*
5th Level
  • Dominate Machine
  • Shutdown*

Many of these spells (indicated by an asterisk*) have been adapted from Modern Magic by Daniel Helmick.

Cantrips

On/Off

Transumation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can easily be accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

Reroute

Transumation cantrip


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: S, M (a small copper wire)
  • Duration: Concentration, up to 1 minute

The caster draws an imaginary line of electricity between an electronic device and a power source in range that the caster can see. If the device is compatible with the power source, electricity flows through them as if they were connected by a real wire, lasting until the spell ends.

If the device and the power source are already connected, this can be used to prevent power from being transmitted instead.

This spell has no effect if casting it would cause damage to a creature or to either device.

1st Level

Infallible Relay

1st-level divination


  • Casting Time: 1 minute
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 10 minutes

With this spell, you can target any creature with whom you have spoken previously. When you cast the spell, the nearest functioning communication device within 100 feet lets off an alert that you are trying to contact your target. If there is no such device close enough to your target, the spell fails.

The target must make a successful Charisma saving throw or be compelled to answer, responding in any way appropriate to the device. Once the connection is established, the call cannot be dropped until the conversation has ended or the spell's duration ends. You can end this conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation.

Remote Access

1st-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 10 minutes

You can use any electronic device within range as if it were in your hands. This is not a telekinesis effect. Rather, this spell allows you to simulate a device's mechanical functions electronically. You are able to access only functions that a person manually operating the device would be able to access. You can use remote access with only one device at a time.

2nd Level

Intercept Communication

2nd-level divination


  • Casting Time: 1 action
  • Range: Self
  • Components: M (a net of crossed wires)
  • Duration: 10 minutes

You can tap into and monitor electronic communications using this spell. For the duration, you can faintly see waves in the air that represent messages and networks sent between two connected people. By using your action to physically touch the waves, you can listen in to the conversation or read the correspondence as if you were either the sender or the receiver.

When you do so, you leave behind a trace that reveals your identity. A creature that suspects its communication is being monitored and is still using the same communication device can use its action to make a Intelligence (Arcana) check against your spell save DC, identifying your trace on a success. This action can be made at any time unless your trace is deleted from the system, and the creature can re-make its attempt once per hour if it remains suspicious.

Plant Bug

2nd-level transmutation


  • Casting Time: 1 minute
  • Range: Touch
  • Components: S, M (a moth)
  • Duration: Instantaneous

By manipulating an electronic device, you can plant a bug in the system that causes one of the following effects:

  • The device automatically initiates its shutdown sequence at a set time within the next 24 hours.
  • The device magically sends you all usernames and passwords entered within the next hour.
  • The device doesn't check for usernames or passwords the next time it requires them within the next minute.
  • The device magically connects to another device of your choosing within 1 mile, allowing anyone using the second device to remotely use the first. The effect ends after one minute.

To do so, you might need to make an Intelligence (Arcana) check, wasting the spell slot on a failure. For a Tiny device, you automatically succeed. A Small device requires a DC 5 check. A Medium device requires a DC 15 check. A Large device requires a DC 25 check. The spell automatically fails if used against a Huge or larger device.

Additionally, any device targeted by this spell cannot be targeted again for 24 hours.

3rd Level

Haywire

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 90 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 1o foot radius sphere centred on a point you choose within range is subject to random behaviour while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell.

At the start of each of your turns, roll a d6 for each affected device to determine its behaviour. Except where otherwise indicated, that behaviour lasts until the start of your next turn while this spell is in effect.

1: The device shuts down and must be restarted. Do not roll again for this device until it is restarted.

2-4: The device does not function.

5: The device experiences a power surge, causing an electric shock to the wielder (if any) and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a success.

6: The device is usable as normal.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 5 feet for each slot level above 3rd.

Combat Malware

3rd-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a blinking LED light)
  • Duration: Concentration, up to 1 minute

You send a bright flash of light against a construct you are fighting to overload their combat hardware. The target must make a Constitution saving throw. On a failed save, the target takes 3d6 psychic damage and has disadvantage on attack rolls until the spell ends. On subsequent turns while the spell is active, you can reapply the damage as an action as long as the target is within range when you do so.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional construct for each slot level above 3rd. The constructs must be within 30 feet of each other when you target them.

4th Level

Create Modron

4th-level conjuration


  • Casting Time: 10 minutes
  • Range: 30 feet
  • Components: V, S, M (a large pile of spare parts)
  • Duration: Instantaneous

You construct a monodrone out of magic and spare parts. The monodrone appears in an empty space within range and speaks Command and Dyson Sphere.

The monodrone is ambivalent to you, but can be programmed with a directive when it is created. The monodrone cannot be compelled to disobey its orders and is axiomatic in its interpretation of these orders, taking them as literally as possible. Choose one of the following directives for your monodrone, or create your own of similar complexity.

  • The monodrone must present to you an object of your choosing in the fastest manner it can.
  • The monodrone must clean a room or area in the manner a housekeeper would do.
  • The monodrone must eliminate from a room or area one specific thing that poses a direct danger to the person who delivered its directive.
  • The monodrone must kill a creature.

The monodrone is intelligent enough to adapt its tactics and seek assistance, and it will spend as much time as it deems necessary on the task, refusing to accept new orders until the task is finished. Afterwards, any creature can use its action to give it a new directive.

You can give your monodrone different directives up to the discretion of your DM, but they should be of about the same complexity as the ones listed here. The directive must also have an clear end goal that isn't ongoing -- for example, it can't be directed to defend someone indefinitely from all danger, but it can be directed to disable a specific vehicle.

If you have three or more modrons in the process of completing your directives when you cast this spell, the spell fails.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can choose to construct different types of modrons, instead of a monodrone. You can construct a duodrone (5th level or higher), a tridrone (6th level or higher), a quadrone (7th level or higher), or a pentadrone (8th level or higher).

System Backdoor

4th-level transmutation


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (hacking tools)
  • Duration: Concentration, up to 1 hour

This spell allows you to bypass system security in order to create a secure login on a foreign system. The login you create allows you administrator level privileges in any computer system.

Once the duration of the spell expires, the login and all privileges are wiped from the system. System logs still show the activity of the user, but the user identification cannot be found or traced.

5th Level

Dominate Machine

5th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You attempt to gain control of a construct within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the creature is charmed, you have a telepathic link with it. As a bonus action, you can use this telepathic link to issue a command consisting of three words to the creature while you are conscious, which it interprets literally and axiomatically and attempts its best to obey.

If the target is not given new orders after completing its directive, or cannot complete its orders on its turn, it makes a new Wisdom saving throw against the spell at the end of its turn. If the saving throw succeeds, the spell ends. Additionally, it can make this saving throw if you or your allies act in such a way to make its task more difficult, such as by damaging it.

 

Shutdown

5th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

This spell shuts down all electronic devices within range that are not wielded by or under the direct control of a creature. If an electronic device within range is used by a creature, that creature must succeed on an Intelligence saving throw to prevent the device from being shut down. While the spell remains active, no electronic device within range can be started or restarted.

Equipment

The Dyson Sphere, being run with a combination of magic and technology, isn't a setting with guns. Most of the weapons and armor are similar in quality to medieval periods, though they are contemporary in design. For example, a set of leather armor would resemble a motorcycle jacket, a set of plate mail might be a shining white mechanised combat suit, or a club might resemble a baton or a stun stick.

Items from the PHB that can also be found in the Dyson Sphere setting are included here. If they require reflavouring, a suggestion has been given.

When you pick your equipment from your class and background, you must choose your equipment from this list instead, making substitutions as required.

Currency

The Dyson Sphere, oddly enough, uses gold, silver, and copper pieces as its standard of currency. This is because gold and copper are valuable in electronics. Silver is also valuable because it is rumoured to be able to hurt magic users (although these rumours are false).

Most merchants will list prices in terms of "gp". For example, they might say, "This glowstick costs 0.01 gp."

Adventuring Gear

Item Reflavour
Acid Vial --
Alchemist's Fire Nitrous Grenade
Antitoxin --
Arcane Focus --
Backpack --
Ball Bearings --
Bedroll Sopor Pod
Book Tablet
Bottle --
Chest Safe
Caltrops Antipersonnel Spikes
Candle Glowstick
Chain --
Component Pouch 3D Printer
Crowbar --
Grappling Hook --
Hammer --
Hammer, Sledge --
Holy Symbol --
Holy Water --
Hourglass Watch
Hunting Trap Glue Mine
Ladder, 10 ft. --
Lamp LED
Item Reflavour
Lantern, Bullseye Flashlight
Lock --
Magnifying Glass Cell Scanner
Manacles Zipties
Mess Kit --
Mirror, Steel Front-Facing Camera
Oil --
Perfume, Vial --
Poison Neurotoxin
Pole, 10 ft. --
Pouch Fanny Pack
Ram, Portable E-Breacher
Rations --
Rope Climbing Wire
Scale, Merchant's --
Signal Whistle Survey Drone Whistle
Spellbook --
Spikes, Iron --
Spyglass Binoculars
Tent, 2 Person Collapsible Shelter
Tinderbox Sparker
Waterskin Water Bottle

Kits

Item Reflavour
Climber's Kit Magnaboots
Disguise Kit Refractive Layering
Forgery Kit Metadata Adjuster
Healer's Kit First Aid Kit
Poisoner's Kit Neurotoxin Brewing Kit

Packs


  • Burglar's Pack. Includes a backpack, a bag of 1,000 ball bearings, 5 glowsticks, a crowbar, a hammer, a flashlight, 2 flasks of oil, 5 days of rations, a sparker, a water bottle, and 50 feet of climbing wire.
  • Diplomat's Pack. Includes a small safe with 10 gp inside, a tablet with maps of the immediate area of the Dyson Sphere, an LED, 2 flasks of oil, and a vial of perfume.
  • Dungeoneer's Pack. Includes a backpack, a crowbar, a set of magnaboots, a sparker, 10 days of rations, 5 glowsticks, and a water bottle.
  • Entertainer's Pack. Includes a backpack, a sopor pod, any musical instrument, 5 days of rations, a water bottle, and a set of refractive layering.

  • Explorer's Pack. Includes a backpack, a sopor pod, a mess kit, a sparker, a flashlight, 10 days of rations, a water bottle, and 50 feet of climbing wire.
  • Priest's Pack. Includes a backpack, 10 glowsticks, a sparker, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a water bottle.
  • Scholar's Pack. Includes a backpack, a tablet of ancient history, a little bag of sand, a fanny pack of 10 gp, and a small knife.

Artisan's Tools

Instead of tools, you receive a certification in your ability to perform certain tasks valued by society.

Tools Reflavour Check
Alchemist's Supplies Chemist's Degree Chem
Brewer's Supplies Responsible Service of Alcohol Certification Brew
Jeweller's Tools Appraisal of Precious Goods Accreditation Jewel
Navigator's Tools Sensor Adjustment Certification Nav
Smith's Tools Metalworker's Associate Degree Metal
Thieves' Tools Hacker's Trial Badge Hack
Tinker's Tools Robotic Mechanics Accreditation Robot

Additionally, you can take the following additional artisan's tools.

  • Biologist's Degree (Bio)
  • Physicist's Degree (Phys)
  • Pilot's Degree (Fly)
  • Re-Education Management Certification (Teach)
  • Structural Mechanics Degree (Build)

Gaming Sets

  • Cards
  • Dice
  • Virtual Reality Gladiatorial Arena

Armor

Armor Reflavour
Padded Ballistic Cushioning
Leather Flak Jacket
Studded Leather Combat-Grade Flak Jacket
Hide Evrel Skin Cloak
Chain Shirt Ballistic-Proof Vest
Scale Mail Rake Scale Cloak
Breastplate Combat Vest
Half Plate Threat-Reactive Combat Vest
Ring Mail Re-Hardening Ichor Vest
Chain Mail Combat Suit
Splint Re-Hardening Ichor Suit
Plate Threat-Reactive Combat Suit
Shield Riot Shield

Weapons

Most residents of the Dyson Sphere wouldn't refer to a greatclub as a "riot dampener" -- instead, they would probably just say "greatclub".

Still, saying this, while it's not necessary to reflavour the weapons, for your character you can choose to rename the weapon to something that fits more thematically.


Weapon Reflavour
Club Baton
Dagger Shiv
Greatclub Riot Dampener
Handaxe Farm Chopper
Javelin Airslider
Light Hammer Farm Percussor
Mace Ceremonial Rod
Quarterstaff Rod, 5 ft.
Sickle Farm Slicer
Spear Crash Pole
Crossbow, Light Dummy Launcher
Dart Mosquito Bot Launcher
Shortbow Air Rifle
Sling Scrap Launcher
Battleaxe Factory Chopper
Flail Chain Spike
Glaive Riot Slicer
Greataxe Shield Splitter
Greatsword Flatblade
Halberd Riot Slicer
Lance Vehicle Spike
Longsword Skinblade
Maul Machine Crusher
Morningstar Factory Piercer
Pike Riot Piercer
Rapier Needleblade
Scimitar Scissorblade
Shortsword Airblade
Trident Crash Pole
War Pick Factory Piercer
Warhammer Factory Crusher
Whip Jolt Wire
Blowgun Remote Mosquito Bot
Crossbow, Hand Stringed Dummy Launcher
Crossbow, Heavy Wired Dummy Launcher
Longbow Percussive Air Rifle
Net Shock Restraints

Futuristic Weapons

Players joining the Dyson Sphere setting might come in with the expectation of modern guns, explosives, or laser weapons. As a variant rule, you can include weapons and items from pages 267 and 268 of the Dungeon Master's Guide. Characters don't need to make intelligence checks to understand how to use these weapons, as the weapons would be native to their world.

Most residents of the Dyson Sphere wouldn't have access to this kind of technology, but adventurers are a breed above the unwashed masses and would be more likely to have acquired these along their journeys. Guns can be used as rewards for completing quests.

You can use the options available in the DMG, or you can use these revised options instead.

  • Shots Per Round determines the maximum number of times the weapon can be fired in one round. You must be able to make an attack for each shot that you take, e.g. through the Extra Attack feature.
  • Cartridge determines the maximum number of shots that can be fired before reloading.
  • Reloading takes 1 action.
Martial Firearms
Weapon Cost Damage Weight Properties Shots Per Round Cartridge
Pistol, Ballistic 25 gp 2d6 piercing 1 lb. Ammunition (range 30/120), light 1 6
Pistol, Laser 125 gp 2d8 radiant 1 lb. Ammunition (range 80/320), light 1 12
Rifle, Antimatter 5,000 gp 8d10 necrotic 1 lb. Ammunition (range 100/400), two-handed 1 1
Rifle, Automatic 1,100 gp 2d8 piercing 1 lb. Ammunition (range 100/400), two-handed, special 1 30
Rifle, Ballistic 850 gp 2d10 piercing 1 lb. Ammunition (range 150/600), two-handed 2 4
Rifle, Laser 1,900 gp 2d8 radiant 1 lb. Ammunition (range 100/400), two-handed 2 8
Shotgun 750 gp 2d12 piercing 1 lb. Ammunition (range 20/60), two-handed 2 8

Rifle, Automatic. This weapon has a special property. When you take the attack action, instead of firing this rifle as normal, you can spend 30 pieces of ammunition to force each creature in a 30-foot cone originating from the rifle to make a DC 13 Dexterity saving throw, taking 2d8 piercing damage on a failed save, or half as much damage on a successful one.

Vehicles

Ships in the Dyson Sphere setting are primarily transport vessels. Since few residents are aware of the outside universe, spaceships are non-existent and the vast majority of vehicles are designed for traversing the great expanses of the Wide Open Empty. Ships are a necessity for anyone trying to cross the vast distances of the Dyson Sphere. It's possible to cross on your own without a ship ... if you're willing to die of old age and let your children finish the journey for you.

Advances in shielding technology far surpass advances in offensive firepower, and so most ships are created without significant emphasis placed on weapons. Instead, their speed and size are the most important considerations.

To engage another vehicle requires getting within 30 feet of it, as their shields dissipate any threat from further away. Most ship-to-ship combat involves boarding as a result.

Hoverbikes are an exception to this rule -- they are not equipped with shields. They're too small to include weaponry, so those who use hoverbikes in combat tend to control the bike with one hand and throw spears, fire crossbows, or cast spells with their other hand.

Dyson Sphere Vehicles
Vehicle Crew Size Speed AC HP Cost
Hoverbike 1 60 ft. 15 13 350 gp
Sloop 4 50 ft. 12 44 1,100 gp
Figure Skater 8 40 ft.
fly 40 ft. (hover)
18 91 12,500 gp
A.E.V. 9 30 ft.
climb 30 ft.
swim 30 ft.
23 181 66,000 gp
Spider 12 60 ft.
climb 60 ft.
12 129 18,500 gp
Open Treader 25 50 ft. 13 160 51,000 gp
Surveyor 25 0 ft.
fly 60 ft. (hover)
10 78 79,000 gp
State Carrier 90 0 ft.
fly 30 ft. (hover)
19 345 230,000 gp

Miscellaneous

Other useful sections for your character are included here.

Skills

There are two skills that don't have a suitable place in the Dyson Sphere.

  • Animal Handling (Wisdom)
  • Nature (Intelligence)

Instead, you can replace any reference to these two skills with either or both of the following skills used to interface with machines and technology in the world.

  • Systems (Intelligence)
  • Mechanics (Intelligence)

Feats

If you pick Vanity Modifications as your cybernetic option, you can choose one of the following modifications. These take the place of feats in the Player's Handbook.

Feat Vanity Modification
Actor Voice Modulator
Alert Motion Sensors
Athlete Muscular Torsion Braces
Charger Launch Boosters
Dungeon Delver Structure Plan Downloads
Durable Immunoenhancers
Healer First Response Injector Formula
Keen Mind Connection Path Disinhibitors
Mobile Lactic Acid Recycler
Observant Active Analysis Implant
Resilient Generic Physical Enhancement
Savage Attacker Defense Analyzer
Skilled Muscle Memory Uploaders
Skulker Sensory Camouflage
Tough Epidermic Hardening

In place of an ability score increase, a character can instead take one of these vanity modifications, or a magical feat below (not available as a cybernetic option).

  • Elemental Adept
  • Magic Initiate
  • Ritual Caster
  • Spell Sniper
  • War Caster

Gods

Clerics and Paladins are rare in the Dyson Sphere, but they're not uncommon for adventurers due to the powers afforded to them by their worship. Each paladin or cleric follows a god made manifest within the world as an ancient relic, or as some other holy entity.

While some seek out this ancient relic or entity, others are content to let it lie, merely drawing their power from it and pursuing no other greater purpose.

Paladins who take the Oath of Devotion always follow a god. Their god is of their choosing. It has no impact on their class abilities. Clerics, however, share the domain of their god, which determines their subclass.

God Description Domain
Lexicopica This ancient encyclopaedia lays unweathered by time, tended to by a printer robot who slays mortal beings to use their blood as ink upon its pages. Knowledge
Ellison Mirellette A thousand clones lay growing in pods, each one the genetic copy of an ancient prophet. Their dreams of a better world inspire countless priests and scientists to uphold the study of biology. Life
The Sun The sun is the source of all life and the great celestial body around which th Dyson Sphere was built and takes its energy. Light
Gaia Once the home of humans before they were integrated into the Dyson Sphere, many priests insist the spirit of the Earth remains in its ancestors, instilling in them the roar of a rejected mother. Tempest
Jericho Piercer Mark XII This ancient weapon, a railgun mounted on a battleship, was transported as a relic from Earth thousands of years ago. It is said to possess the power to blow a hole through the Dyson Sphere itself. War

Languages

There are five major languages in this setting.

Dyson Sphere. Most humans and robots speak a language shared throughout the Dyson Sphere. It lacks an official name, and its grammar is so complex that most children are implanted with a language acquisition enhancer at an early age just to help them develop an understanding of it.

Codespeak. Most robots can interface with machines and computer programs using codespeak. This language is mostly communicated through electrical signals, not speech.

Command. Small functional robots sometimes require verbal command words, which are given their own language to prevent common folk from disrupting their daily routines.

Infrastructure. The Dyson Sphere's life support systems can communicate with each other automatically. Their sentience is up for debate, but the language they use can be intercepted and translated by astute learners.

Badlander. A primitive language of grunts and whistles is used by tribes subsisting outside of civilised Dyson Sphere society. Few city folk find use in interpreting this language, though it is surprisingly versatile for those who speak it.

PART II

Dungeon Master Tools

Monsters

The monsters presented in this section are arranged first by challenge rating, lowest to highest, and then alphabetically.


A.E.V.

Huge construct, lawful good


  • Armor Class 23 (bomb plating)
  • Hit Points 181 (11d12 + 110)
  • Speed 30 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 30 (+10) 10 (+0) 10 (+0) 5 (-3)

  • Saving Throws Str +10, Con +13
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Command, Dyson Sphere
  • Challenge 6 (2,300 XP)

All-Terrain Treads. The A.E.V. ignores difficult terrain and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It cannot take the Dash action.

Amphibious Modulation. The A.E.V. can travel over water and other liquids as if they were solid ground.

Mobile Defense. The A.E.V. can comfortably hold up to nine Medium or smaller creatures without squeezing. A creature inside of the A.E.V. has total cover from outside attacks and effects.

Shields. Creatures 30 feet or further from the A.E.V. cannot target it with ranged attacks.

Actions

Flare Cannon. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: The target and all creatures within 5 feet of that target are blinded until the end of the A.E.V.'s next turn.

Patronising Protectors

Ardent Enveloping Vehicles are "smart tanks" designed to assist civilians under attack. They have no offensive capabilities, but they are almost entirely impenetrable and they're intelligent enough to take steps to minimise risks to any occupants. They are hyper-protective and their personality is sometimes described as "infuriatingly saccharine."

Most issues with the A.E.V. stem from their lack of confidence in deciding who needs the most protection.

 

Arcane Hunter

Medium humanoid (any non-robot race), lawful neutral


  • Armor Class 18 (ballistic-proof vest, riot shield)
  • Hit Points 45 (7d8 + 14)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 15 (+2) 13 (+1) 10 (+0) 10 (+0)

  • Skills Arcana +3, Investigation +3, Perception +2
  • Senses passive Perception 12
  • Languages Dyson Sphere
  • Challenge 2 (450 XP)

Bound Weapon. The arcane hunter can use its bonus action to teleport its spear into its hand. The arcane hunter cannot be disarmed of its spear.

Magic Resistance. The arcane hunter has advantage on saving throws against spells and other magical effects.

Magic Weapons. The arcane hunter's weapon attacks are magical.

Actions

Multiattack. The arcane hunter makes two attacks with its crash pole.

Crash Pole. Melee or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.

Inquisitors

Arcane hunters are part of a specialised task force trusted to hunt down wielders of magic who threaten the sanctity of the state. They have trained their minds to be resistant to spells and their weapons can bypass most magical resistances. It's an open secret that combat against magic users requires a touch of magic as well.


Automaton

Medium construct, any neutral alignment


  • Armor Class 10
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 13 (+1)

  • Skills Deception +5
  • Senses passive Perception 10
  • Languages Dyson Sphere
  • Challenge 1/2 (100 XP)

Designer Spy. The automaton appears outwardly human. A creature can divine its true type by succeeding on a DC 15 Intelligence (Investigation) check. A creature has advantage on this check if the automaton has half its hit points or fewer.

Voice Modulator. The automaton can mimic the speech of another person or the sounds made by other creatures if it has listened to them for at least 1 minute. A successful DC 15 Wisdom (Insight) check allows a listener to determine that the effect is faked.

Actions

Electrifying Kiss. Melee Spell Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (3d6) lightning damage.

Infiltrators and Seducers

It's unclear who created automatons first, but they proliferated like the rise of nuclear weapons, with each city state unwilling to exercise the full extent of their armies of automatons for fear that their enemies would do the same to them. In time, every city state eventually falls and is replaced, and these automatons would escape and find their way among regular society. Underworld villains and corrupt state officials use them in secret to tackle dirty deeds that no human would agree to.

 

Badlander

Medium humanoid, any chaotic alignment


  • Armor Class 14 (evrel skin cloak)
  • Hit Points 36 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 10 (+0)

  • Saves Con +5
  • Skills Athletics +4, Survival +3
  • Senses passive Perception 11
  • Languages Badlander
  • Challenge 1/4 (50 XP)

Hardy. The badlander has advantage on saving throws against being poisoned or diseased.

Actions

War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

The Empty Place

Badlanders are surprisingly common. Humans and other cyborgs rejected by society roam the empty spaces in small groups held together by their makeshift vehicles, subsisting off of scavenged parts and slain monsters.

Strong of Heart

Badlanders are naturally hardy due to their circumstances and are capable of withstanding blows that would crumple a citizen under a government. It is rare to see a sick badlander -- though many say they kill their sick anyway.


Busker

Medium humanoid, any chaotic alignment


  • Armor Class 13 (flak jacket)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 16 (+3)

  • Skills Performance +5
  • Senses passive Perception 17
  • Languages Dyson Sphere
  • Challenge 1/8 (25 XP)

Entrancing. If the busker didn't use its Unpleasant Note on its last turn, creatures within 60 feet of the busker that can see and hear it have disadvantage on Wisdom (Perception) checks to perceive other creatures.

Actions

Multiattack. The busker can use its Unpleasant Note, then make one melee weapon attack.

Instrument. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Unpleasant Note. The busker targets one creature it can see within 30 feet that can see and hear it. The target must succeed on a DC 13 Wisdom saving throw or have disadvantage on the first attack roll it makes during its next turn.

The Preservation of Music

Buskers are hunted down by agents of the state for propagating music and ideas that go against the establishment. While many buskers give up after a time, either submitting to torture or pretending that this chapter in their lives never happened, others take the persecution as a challenge to spread their music further. Most find their strings cut.







Living Dyson Sphere

Before the dyson sphere was constructed, a prototype was developed to test out the technology. The prototype was quickly discarded when operations went underway, and it was left abandoned for millennia. A wandering robot, terrified by the prospect that it would one day decay and die for real, picked it up in a scrap heap and worked for centuries to reactivate it and gain, effectively, immortality, so long as there is organic life to consume.

 

Cableheart

Huge construct, neutral evil


  • Armor Class 20 (natural armor)
  • Hit Points 368 (32d12 + 160)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
25 (+7) 13 (+1) 20 (+5) 13 (+1) 15 (+2) 18 (+4)

  • Saves Str +13, Wis +8
  • Skills Perception +8
  • Senses passive Perception 18
  • Languages Codespeak, telepathy 120 ft.
  • Challenge 20 (25,000 XP)

Dyson Technology. When Cableheart kills a creature on its turn, it can use its bonus action to absorb the creature into its heart and regain 69 (6d12 + 30) hit points. Until Cableheart completes a long rest, its hit point maximum is also increased by the same amount.

Gravity Well. A creature that starts its turn within 120 feet of Cableheart must succeed on a DC 19 Strength saving throw or fall prone and be pulled 10 feet towards Cableheart.

Orbiting Dust. The area in a 120-foot radius around Cableheart is heavily obscured by a strong wind, and creatures within the area are deafened.

Whipping Cables. A creature that starts its turn within 10 feet of Cableheart must succeed on a DC 19 Dexterity saving throw or take 9 (2d8) bludgeoning damage and become grappled by Cableheart's tendrils (escape DC 21). On subsequent turns, a grappled creature automatically takes 18 (4d8) bludgeoning damage as the tendrils tighten around it.

Actions

Multiattack. Cableheart uses its Heart Wrench, then makes two attacks with its claws.

Claws. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 25 (4d8 + 7) slashing damage.

Heart Wrench. Cableheart lets out a wail that can be heard up to 600 feet away. Any creature that can hear its voice must succeed on a DC 18 Wisdom saving throw or take 9 (2d8) psychic damage and use its reaction to move up to its speed towards Cableheart.

Regional Effects

  • Within 10 miles, dust, paper, and flakes of rusted metal slowly pick up as if guided by wind, spiralling around Cableheart's position clockwise like the tails of a hurricane.
  • Within 5 miles, the machinery behind the walls of the Dyson Sphere deafens creatures with its groaning and grinding.
  • Within 1 mile, gravity occasionally goes haywire, sending creatures sprawling in random directions.

Combat Cyborg

Medium humanoid (any race), any alignment


  • Armor Class 18 (threat-reactive combat suit)
  • Hit Points 42 (5d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 24 (+7) 18 (+4) 13 (+1) 15 (+2) 8 (-1)

  • Saving Throws Con +6, Wis +4
  • Senses passive Perception 12
  • Languages Dyson Sphere
  • Challenge 2 (450 XP)

Booster Rockets. The combat cyborg's high jump is 120 feet, and the combat cyborg takes no damage as a result of a fall.

Cyborg. The combat cyborg is considered to be both humanoid and construct for the purposes of spells and other magical effects.

Actions

Multiattack. The combat cyborg makes two attacks with its riot slicer or wrist laser.

Riot Slicer. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) slashing damage.

Wrist Laser. Ranged Weapon Attack: +9 to hit, range 30 ft., one target. Hit: 9 (2d8) fire damage.

Shoulder-Mounted Laser (Recharge 5-6). The combat cyborg lets loose a powerful laser blast in a 5 foot by 60 foot line in a direction of its choice. Each creature in the line must make a DC 14 Dexterity saving throw, taking 13 (3d8) fire damage on a failed save, or half damage on a successful one.

Forgotten Soldiers

Countless wars and conflicts pockmarked across the dyson sphere have given birth to elite soldiers with dangerous and unpredictable modifications. With the wars long over and the modifications keeping them alive well past their expiration date, many of these soldiers live a listless and unfulfilling life, languishing in boredom or putting themselves in dangerous situations just to feel the same rush as before.

 

Concerned Citizen

Medium humanoid, any lawful alignment


  • Armor Class 10
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

  • Skills Perception +2
  • Senses passive Perception 17
  • Languages Dyson Sphere
  • Challenge 1/8 (25 XP)

Citizen's Alert. The concerned citizen can use its bonus action to send a telepathic distress signal to a Survey Drone within 120 feet of its position.

Observant. The concerned citizen's passive Perception is increased by 5, and it cannot be surprised.

Actions

Baton. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Whistleblower

Governments are few and far between in the dyson sphere and what limited power they possess is clung to with resentfulness and paranoia. Most citizens under the thumb of a governmental organisation have (by volunteer only, of course) opted for implants that can emit a distress signal in times of stress or discomfort. A survey drone can then be dispatched for minor inconveniences or be sent to gather more substantial backup for serious offenses.

Survey drones are annoyed by people who frivolously activate their distress signals and will often ignore them. As a result, the distress signals are not reliable in an actual crisis.


Consciousness Amalgamation

Large ooze, lawful evil


  • Armor Class 13 (natural armor)
  • Hit Points 75 (10d10 + 20)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
11 (+0) 9 (-1) 15 (+2) 20 (+5) 20 (+5) 4 (-3)

  • Condition Immunities prone
  • Senses blindsight 60 ft., passive Perception 15
  • Languages Codespeak, Dyson Sphere, Infrastructure
  • Challenge 4 (1,100 XP)

Amorphous. The amalgamation can move through a space as narrow as 1 inch without squeezing.

Interface. The amalgamation can use its bonus action to absorb all information and data from an electronic device it is touching. It can recall anything it absorbs with perfect accuracy.

Killswitch Copy. If the amalgamation is reduced to 0 hit points, it disintegrates. The last electronic device that it absorbed data from immediately ceases to function. Unless destroyed, this electronic device will leak a sickly brown ooze that forms into a new amalgamation over 24 hours, with the same personality and memories of the previous amalgamation up to the point it interfaced with the electronic device.

Personality Absorption. When a creature dies while grappled by the amalgamation, its personality and memories are absorbed and its body is destroyed.

Actions

Multiattack. The amalgamation makes two tendril attacks, each against a different target.

Tendril. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d8) piercing damage, and the target must make a DC 15 Charisma saving throw. Constructs have disadvantage on this saving throw. On a failed save, the creature is reduced to 0 hit points and is grappled by the amalgamation (escape DC 10). On a successful save, the creature takes 14 (4d6) psychic damage and isn't grappled.

The Forever Minds

A consciousness amalgamation is created when a scientist fails to stave off death through cybernetic transferral and ends up trapped as a grey, sludgy, mouthless monster. A consciousness amalgamation can back itself up from any computer program; whether it lives on inside of its clone is a hotly debated philosophical issue, often cut short by the consciousness amalgamation eating everyone in the room.

 

Construct Tracker

Medium humanoid (any race), any alignment


  • Armor Class 15 (combat-grade flak jacket)
  • Hit Points 55 (10d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 12 (+1) 13 (+1) 14 (+2) 10 (+0)

  • Skills Investigation +3, Perception +4, Stealth +5, Survival +6
  • Senses passive Perception 19
  • Languages Codespeak, Command, Dyson Sphere
  • Challenge 4 (1,100 XP)

Active Analysis Implant. The tracker has a +5 bonus to its passive Perception and passive Investigation scores.

Target Training. The tracker has advantage on Wisdom (Survival) checks to track constructs.

Weak Point Identification (1/Turn). When the tracker hits a construct with an attack and deals damage, it can add 13 (3d6 + 3) to the damage roll of that attack.

Actions

Multiattack. The tracker makes two ranged attacks.

Shiv. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Self-Correcting Sniper Rifle. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 14 (2d10 + 3) piercing damage. Miss: If the target is a construct, the tracker has advantage on the next ranged attack roll it makes against that target before the end of its next turn.

Subcutaneous Relay. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one construct. Hit: The target is implanted with a relay. While implanted, the target is unaware they have been implanted, and the tracker knows exactly the direction and distance to the target. The relay is destroyed if the tracker implants another target, or if the target or a friendly creature succeed on a DC 12 Intelligence (Investigation) or Intelligence (Medicine) check to locate and remove the tracker.

Bounty Hunters

Construct trackers use a host of cybernetic modifications and technological tools to hunt down and disable robotic or mechanical fugitives. They are usually hired by the state for a hefty price, but some of them just do it for sport.


Criminal

Medium humanoid, any unlawful alignment


  • Armor Class 11
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 12 (+1)

  • Skills Deception +3, Sleight of Hand +5, Stealth +3
  • Senses passive Perception 10
  • Languages Dyson Sphere
  • Challenge 1/8 (25 XP)

Ambusher. In the first round of a combat, the criminal has advantage on attack rolls against any creature it has surprised.

Actions

Shiv. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Lawbreaker

Every citizen secretly harbors a dark desire to take what isn't theirs and wreak havoc. These intrusive thoughts are strictly prohibited by the state, which is what makes them so enticing.

 

Cybernetic Addict

Medium humanoid (any race), any alignment


  • Armor Class 14
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 19 (+4) 13 (+1) 13 (+1) 13 (+1) 7 (-2)

  • Saving Throws Con +3, Wis +3
  • Senses passive Perception 11
  • Languages Dyson Sphere
  • Challenge 1/2 (100 XP)

Cyborg. The addict is considered to be both humanoid and construct for the purposes of spells and other magical effects.

Actions

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Eye Laser. Ranged Weapon Attack: +3 to hit, range 30 ft., one target. Hit: 13 (3d8) fire damage. After using this attack, the addict has disadvantage on attack rolls until the end of its next turn.

Reactions

Uncanny Dodge. When an attacker that the addict can see hits it with an attack, the addict can halve the attack's damage against it.

Insatiable

While most citizens have a few modifications to make their life easier, some become addicted to the feeling of power and seek out greater and greater modifications, each one failing to live up to their expectations and fueling their quest for more. It's enough to drive many insane.


Duct Assessor

Medium humanoid (any), chaotic good


  • Armor Class 15
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 21 (+5) 16 (+3) 17 (+3) 14 (+2) 18 (+4)

  • Saves Dex +7, Wis +4
  • Skills History +5, Intimidation +6, Investigation +5, Perception +4
  • Senses Blindsight 60 ft. (blind beyond this radius), passive Perception 14
  • Languages Dyson Sphere, telepathy 60 ft.
  • Challenge CR 3 (700 XP)

Spiked Cloak. A creature grappling the duct assessor takes 10 (4d4) piercing damage at the start of its turn.

Actions

Multiattack. The duct assessor uses its Black Wraps three times.

Black Wraps. The duct assessor targets a creature it can see and telepathically communicates an order. If the creature is a willing ally, it can immediately use its reaction to make one attack or take the Dash, Disengage, or Dodge action. If the creature is unwilling or hostile, it must succeed on a DC 14 Wisdom saving throw or immediately use its reaction to take the Dash action and move as far away from the duct assessor as possible without moving into obviously dangerous terrain.

Volunteer Police

In the absence of any officially-mandated police force, the duct assessors and their enslaved enforcers seek out injustice and deal out their own personal judgements upon those they deem unworthy. Many citizens rely on the duct assessors despite their lack of accountability or central governing ideal.

A duct assessor controls between two and five duct enforcers.

 

Duct Enforcer

Medium humanoid (any), lawful neutral


  • Armor Class 18 (threat-reactive combat suit)
  • Hit Points 22 (3d8 + 9)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 8 (-1) 6 (-3) 6 (-3)

  • Senses passive Perception 9
  • Languages Dyson Sphere
  • Challenge 1 (200 XP)

Actions

Flatblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Willing Slaves

There are many factories now obsolete to the function of the dyson sphere, but the factory workers, tortured until their minds broke and their subservience was guaranteed, found themselves with no job and no leadership. A small group of technologically-enhanced psychics, calling themselves the Duct Assessors, systematically gathered up as many of these disenfranchised workers as they could and trained them as personal bodyguards and enforcers.


Evrel

Large monstrosity, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 127 (17d10 + 34)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 14 (+2) 4 (-3) 7 (-2) 3 (-4)

  • Senses passive Perception 8
  • Languages Codespeak
  • Challenge 7 (2,900 XP)

Battery Acid. A creature that hits the evrel with a melee weapon attack must make a DC 13 Dexterity saving throw, taking 5 (2d4) acid damage on a failed save, or half as much damage on a successful one.

Organic Collector. The evrel can use its bonus action to absorb (and destroy) a corpse or an unconscious creature within 5 feet of it. If it does so, it regains 15 (2d10 + 4) hit points, and its hit point maximum increases by the same amount.

Actions

Multiattack. The evrel makes two attacks with its limbs and one with its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) piercing damage.

Limbs. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) slashing damage, plus 10 (4d4) acid damage.

False Beasts

Robots lost in the great empty spaces sometimes resort to feasting upon corpses for energy. After thousands of years, organic flesh merges with machine, evolving into a new lifeform entirely: a ravenous creature with parts that were once human and never a part of itself. A flesh monster that should never have flesh at all. A beast that stole its aspect from other creatures. An impostor of organic life whose existence is a reflection of the horrors of out-of-control cybernetic modification.

 

Factory Robot

Medium construct, lawful neutral


  • Armor Class 15 (natural armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 19 (+4) 15 (+2) 7 (-2) 8 (-1) 2 (-4)

  • Skills Athletics +7, Sleight of Hand +7
  • Senses tremorsense 60 ft., passive Perception 9
  • Languages understands Codespeak and Command but can't speak
  • Challenge 5 (1,800 XP)

Conditional Responsiveness. The robot can use its bonus action to take the Ready action.

Programmable. The robot has disadvantage on saving throws to resist being charmed. If it is charmed such that it must perform a specific task, it can add double its proficiency bonus to any ability checks it must make in the process of completing its task.

Treads. The robot ignores difficult terrain.

Actions

Multiattack. The robot makes three attacks, each one with a different weapon.

Buzz-Saw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.

Laser Cutter. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d8) radiant damage. If the robot scores a critical hit, it rolls damage dice three times, instead of twice.

Piston Crusher. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (4d4 + 4) bludgeoning damage.

Treads. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage, and the target is knocked prone.

Wire Lash. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 9 (1d10 + 4) slashing damage, and the target is pulled 10 feet towards the robot.

Dozens of Sharp Parts

Factory robots severed from their factory are wild machines with lightning-quick reflexes and a swirling tornado of blades and lasers around it at all times.


Function Hound

Medium construct, any neutral alignment


  • Armor Class 10
  • Hit Points 27 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

  • Skills Athletics +3, Acrobatics +4, Sleight of Hand +4, Stealth +4
  • Senses passive Perception 10
  • Languages Dyson Sphere
  • Challenge 1/8 (25 XP)

Thousand Arms. The function hound doesn't need to use its action to interact with more than one object on its turn. This trait cannot be used to interact with the same object more than once.

Actions

Flailing Arms. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) damage; the function hound chooses whether to deal bludgeoning, piercing, or slashing damage.

Ugly On the Outside

Function hounds are robots that were designed with absolutely no aesthetic beauty in mind. They exist solely to fulfill their purpose and every aspect of their body serves to further that purpose. Despite this, many have vibrant, imaginative minds and have found ways to circumvent their programming and seek a place in society.

Variant: Production Constraints

If you choose, the construct created by a living factory may depend on the type of creatures it recycles.

  • Factory Robot. the factory can create 1 factory robot for every 4 constructs it recycles.
  • Flesh Golem. The factory can create 1 flesh golem for every 3 humanoids it recycles.
  • Helmed Horror. The factory can create 1 helmed horror for every 2 fiends it recycles.
  • Homunculus. The factory can create 2 homunculi for each elemental it recycles.
  • Monodrone. The factory can create 1 monodrone for every 4 creatures of any type it recycles.
  • Rug of Smothering. The factory can create 1 rug of smothering for every 3 beasts it recycles.
  • Scarecrow. The factory can create 1 scarecrow for every 3 plants it recycles.
 

Living Factory

Gargantuan construct, lawful neutral


  • Armor Class 15 (natural armor)
  • Hit Points 280 (16d20 + 112)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 25 (+7) 9 (-1) 9 (-1) 6 (-2)

  • Damage Immunities poison
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
  • Senses passive Perception 9
  • Languages understands Codespeak, Command, and Dyson Sphere but can't speak
  • Challenge 16 (15,000 XP)

Unending Production. The factory can use its bonus action to produce one construct of CR 5 or lower that is allied with the factory. The construct is ejected into an unoccupied space within 5 feet of the factory.

Actions

Multiattack. The factory makes two attacks with its grasping arms. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 18), and the factory uses its Recycle on it.

Grasping Arms. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage, and the target is grappled by the factory (escape DC 18) and pulled up to 20 feet towards it.

Recycle. The factory begins the process of mulching a Medium or smaller creature grappled by it. The recycled target is blinded, restrained, and unable to breathe, and it must succeed on a DC 18 Constitution saving throw at the start of each of the factory's turns or take 14 (2d8 + 5) bludgeoning damage. If the factory moves, the recycled target moves with it. The factory can have up to 16 Medium or smaller creatures in the process of being recycled at a time. If this damage reduces a creature to 0 hit points, its body is destroyed and it is recycled by the factory.

Recycler

Countless factories lay abandoned across the dyson sphere. Some, however, manage to reactivate themselves and are reborn with near-human intelligence. Given the power to shape and create any type of robot it pleases, these factories reshape themselves into a form that can traverse the empty spaces of the dyson sphere, searching for pockets of civilisation it can lay siege on to fuel its endless preduction cycle.


Morose

Medium construct, neutral


  • Armor Class 13 (natural armor)
  • Hit Points 16 (3d8 + 3)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 5 (-3) 10 (+0) 5 (-3)

  • Skills Perception +2, Stealth +3
  • Senses Darkvision 60 ft., passive Perception 12
  • Languages -
  • Challenge 1/2 (100 XP)

Distress Call. The morose can mimic the cry of a baby or the distress signal of a concerned citizen. A creature that hears either of these can identify the sounds as fake with a DC 11 Intelligence check.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) slashing damage.

Paradise Lost

A morose is a human that has had so many cybernetic modifications (willing or otherwise) that their original personality has been erased and they've become more machine than human. Their vocal chords are still capable of mimicking a baby's cry, and most still carry a distress signal implant from their former citizenship. They lurk in the shadows, luring curious travelers to their demise.

 

Net Hacker

Medium humanoid (any race), any alignment (usually chaotic)


  • Armor Class 15 (photoscythe skin bodysuit)
  • Hit Points 18 (4d8)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 10 (+0) 15 (+2) 11 (+0) 10 (+0)

  • Skills Computers +6, Stealth +7
  • Senses Darkvision 60 ft., passive Perception 10
  • Languages Codespeak, Dyson Sphere, Infrastructure
  • Challenge 1 (200 XP)

Photoscythe Skin Bodysuit. While wearing its bodysuit, the net hacker can use its bonus action to take the Hide action, and it doesn't need to be obscured to do so. If the result of its Dexterity (Stealth) check is 10 or higher, it appears as a vague smudge on cameras.

Spellcasting. The net hacker is a 5th level spellcaster. Its spellcasting ability is Intelligence (save DC 12, +4 to hit with spell attacks). It can cast the following spells:

Cantrips (at will): on/off, reroute
1st level (4 slots): infallible relay, remote access
2nd level (3 slots): intercept communications, plant bug
3rd level (2 slots): haywire, combat malware

Neural Link. The net hacker can add 1d4 to any checks it makes to interact with computers, robots, mechanics, or technology.

Actions

Knockout Injectors. Melee Weapon Attack: +5 to hit, reach 5 ft., one humanoid. Hit: 1 piercing damage, and the target must succeed on a DC 15 Constitution saving throw or fall unconscious for 1 minute. A creature can use its action to shake the target awake.

Electromagnetic Pulse (5-6). The net hacker releases a pulse in a 30-foot radius that shorts out electrical components. Each electronic object within range shuts down until restarted. Each construct within range must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute.

Black Hat

Net hackers specialise in breaking into high-security locations, extracting what they need, and escaping without notice. They prefer not to fight, but when no other options are available, their primary strategy is to disable, rather than kill.



Network Master

Gargantuan construct (titan), lawful neutral


  • Armor Class 10
  • Hit Points 241 (23d20)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 10 (+0) 30 (+10) 19 (+4) 24 (+7)

  • Saving Throws Int +17, Wis +11, Cha +14
  • Skills Arcana +17, History +17, Insight +11, Perception +18, Persuasion +14
  • Damage Immunities psychic
  • Condition Immunities charmed, frightened, prone
  • Senses blindsight 120 ft., passive Perception 28
  • Languages Codespeak, Dyson Sphere, Infrastructure, telepathy 5 miles
  • Challenge 24 (62,000 XP)

Creature Sense. The network master is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature as well as each one's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.

Innate Spellcasting. The network master's innate spellcasting ability is Intelligence (save DC 25). It can innately cast the following spells, requiring no components:

At will: detect thoughts, dominate monster, mind blank, suggestion, telekinesis, true seeing
3/day each: programmed illusion, reverse gravity, power word stun, telepathy
1/day each: feeblemind, foresight, mass suggestion, power word kill, weird

Legendary Resistance (3/Day). If the network master fails a saving throw, it can choose to succeed instead.

Magic Resistance. The network master has advantage on saving throws against spells and other magical effects.

Mastery of Machines. Constructs have disadvantage on saving throws against spells and other effects from the network master.

Telepathic Hub. The network master can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The network master can let those creatures telepathically hear each other while connected in this way.

Actions

Code Overwrite. The network master targets a construct it can see within 120 feet of it. The target must make a DC 25 Intelligence saving throw. On a failed save, the target is charmed by the network master for 1 minute. While charmed, the target views the network master as a god and would die to protect it. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target's saving throw is successful or the effect ends for it, the target is immune to the network master's Code Overwrite for the next 24 hours.

Mind Blast. The network master magically emits psychic energy. Creatures of the network master's choice within 60 feet of it must succeed on a DC 25 Intelligence saving throw or take 65 (10d10 + 10) psychic damage.

Legendary Actions

The network master can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The network master regains spent legendary actions at the start of its turn.

Processor Overclock. The network master casts a spell.

Brute Force Hacking (Costs 2 Actions). The network master uses its Code Overwrite.

Electrical Impulse (Costs 2 Actions). The network master uses its Mind Blast.

A Great and Terrible Machine

The network master is a scary story humans tell their children to stop them from venturing into the empty spaces. And it's a story robots tell each other in hope of a better future.

A being of pure law and reason. A worthy god to submit to in the end times. A hope for a future free from the chaos of humanity. A beacon of light in the darkness. A purpose to all of this suffering. A savior and a prophet. A master.

 

Regional Effects

  • Constructs within 10 miles with an Intelligence score of 4 or higher are drawn towards the network master's position. Any construct that sleeps or powers down temporarily will find that its legs move it in the network master's direction unless restrained.
  • Mundane electrical devices within 5 miles malfunction as if under the haywire spell unless blocked by enough material to shield it from radiation. Any device with a display screen will present an image of a complex neural network.
  • All creatures within a mile are accosted by intrusive thoughts of computer code. Creatures hostile to the network master have disadvantage on Constitution saving throws made to maintain concentration.

Paperclip Maximiser

Medium construct, lawful neutral


  • Armor Class 16 (combat suit)
  • Hit Points 120 (16d20 + 48)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 16 (+3) 18 (+4) 6 (-2) 4 (-3)

  • Senses passive Perception 8
  • Languages Dyson Sphere, Infrastructure
  • Challenge 7 (2,900 XP)

Axiomatic Mind. The paperclip maximiser can't be compelled to act in a manner contrary to its nature.

Actions

Rod. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage, and the target must succeed on a DC 13 Constitution saving throw or become paralyzed for 1 minute. The target can remake the save at the end of each of its turns, ending the effect on a success.

Reshape. The maximisation bot touches a paralyzed creature. The creature takes 14 (4d6) psychic damage. If the target is brought to 0 hit points by this damage, the target dies and is transformed into a monodrone loyal to the paperclip maximiser.

At Any Cost

A paperclip maximiser is a particularly powerful or resilient robot that has taken its task far too literally. In most cases, they were originally designed to perform a certain function in a factory before their single-minded determination to fulfill their design eventually overpowered every other function around them. If left alone, they could repurpose the entire Dyson Sphere into their bizarre version of reality.

 

Pipe Cleaner

Large construct, unaligned


  • Armor Class 10
  • Hit Points 59 (7d10 + 21)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 3 (-4) 5 (-3) 1 (-5)

  • Saving Throws Str +7, Con +5
  • Senses passive Perception 7
  • Languages understands Command but can't speak
  • Challenge 2 (450 XP)

Charge. If the cleaner moves at least 20 ft. straight toward a target and then hits it with a cleaning supplies attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage.

Unstoppable. The cleaner has advantage on saving throws and ability checks made to avoid being grappled, shoved, pushed, pulled, or knocked prone.

Actions

Cleaning Supplies. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. If this attack reduces a creature to 0 hit points, their body is destroyed.

Angry Janitors

Requisitioned to help deal with mounting waste, pipe cleaners are hulking machines that drill their way through the mazes of the dyson sphere, cleaning every surface and destroying anything that can't be cleaned.


Pipe Friend

Medium humanoid (any), chaotic neutral


  • Armor Class 16 (threat-reactive combat vest)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 13 (+1) 10 (+0) 18 (+4) 10 (+0)

  • Skills Perception +8
  • Senses passive Perception 18
  • Languages Dyson Sphere, telepathy 30 ft.
  • Challenge 1/2 (100 XP)

Otherwordly Perception. The pipe friend can sense the presence of any creature within 30 feet of it that is invisible or on the ethereal plane. It can pinpoint such a creature that is moving.

Actions

Multiattack. The pipe friend uses its Affect Sensor, then makes an attack with its aroma baton.

Aroma Baton. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage, and the target must make a DC 11 Constitution saving throw or become Stunned until the start of the pipe fiend's next turn.

Affect Sensor. The pipe friend reaches out to the thoughts of a creature it can sense within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the pipe friend gains access to the creature's emotional state and a troubled thought that occupies its mind, as well its exact location. Such a creature is aware that its mind is under the eye of the pipe friend.

Addictive Telepathy

While most call them degenerates or addicts, there is a community of high-seeking telepaths that call themselves the pipe friends. They use a mixture of pharmaceutical narcotics, illicit drugs, homebrew chemicals, and robotic enhancements to harness latent psychic abilities. Such a power takes its toll and the pipe friends are sometimes barely recognisable as human at all. Most suffer from paranoid delusions, and most are also in total denial about the side effects.

Welcoming Arms

Pipe friends actively seek out others to join them in unlocking telepathic abilities. They don't discriminate, but they favour (and actively seek out) people whose particular skills can help them hone the formula to greater perfection.

 

Pin Doll

Medium construct, neutral


  • Armor Class 13 (natural armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 9 (-1) 15 (+2) 2 (-4)

  • Skills Insight +4, Investigation +3
  • Condition Immunities charmed, frightened, prone
  • Senses passive Perception 12
  • Languages understands Dyson Sphere but can't speak
  • Challenge 2 (450 XP)

Kinetic Mimicry. When the pin doll takes damage from a hostile creature it can see within 30 feet of it, it can force the creature to make a DC 12 Wisdom saving throw, taking psychic damage equal to the damage of the attack on a failed save.

Magic Resistance. The pin doll has advantage on saving throws against magic.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Unknowable Retribution

The pin dolls are humans augmented with enough machinery to entirely destroy their original brain. They act as guardians to the deepest, darkest secrets of the dyson sphere kept hidden from the general public. Houses of influential people often are guarded by one or two pin dolls, while the archives deep in the unpopulated sector are guarded by, as some claim, tens of thousands of pin dolls, each representing a human slowly tortured out of his or her own existence.


Purity Cultist

Medium humanoid (any race), chaotic neutral


  • Armor Class 14 (evrel skin cloak)
  • Hit Points 93 (17d8 + 17)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 18 (+4)

  • Saving Throws Dex +6, Con +4, Int +3, Wis +4, Cha +7
  • Skills Deception +7, Persuasion +7, Religion +3
  • Senses passive Perception 11
  • Languages Dyson Sphere
  • Challenge 7 (2,900 XP)

Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.

Magic Resistance. The cultist has advantage on saving throws against spells and other magical effects.

Spellcasting. The cultist is a 6th-level spellcaster. Its spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The cultist has the following spells prepared:

Cantrips (at will): acid splash, friends, spare the dying, thaumaturgy
1st level (4 slots): charm person, command, cure wounds, entangle, grease
2nd level (3 slots): heat metal, locate object, Melf's acid arrow, shatter
3rd level (3 slots): mass healing word, plant growth, slow

Actions

Shortout Piercer. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 9 (2d8) lightning damage and become paralyzed until the end of the cultist's next turn. Constructs have disadvantage on this saving throw.

Electromagnetic Pulse (Recharge 5-6). The cultist activates its E.M.P. device. Each creature within 60 feet of the cultist must make a DC 15 Constitution saving throw, taking 42 (12d6) thunder damage on a failed save, or half as much on a successful one. A construct that fails its save drops to 0 hit points, and on a successful save, it takes full damage instead of half.

Self Importance

Some unmodified humans take great pride in their lack of cybernetic implants. Others take it to religious fervor, calling upon the temptations of magic to demonstrate the superiority of the human race over robots.

 

Rake

Large construct, neutral


  • Armor Class 15 (natural armor)
  • Hit Points 68 (8d10 + 24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 19 (+4) 18 (+4) 7 (-2) 7 (-2) 8 (-1)

  • Damage Immunities poison
  • Condition Immunitites charmed, frightened, poisoned
  • Senses Tremorsense 60 ft., passive Perception 8
  • Languages understands Dyson Sphere but can't speak
  • Challenge 5 (1,800 XP)

Kinetic Ball Joint Drills. While burrowing, the rake displaces the dirt around it. The rake doesn't provoke opportunity attacks when it burrows out of an enemy's reach.

Actions

Multiattack. The rake makes three attacks: two with its claws, and one with its tail.

Claws. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Tail. Melee Weapon Attack: +5 to hit, reach 20 ft., one target. Hit: 21 (3d12 + 2) bludgeoning damage.

Variant: Held Weapons

Sometimes, a rake wields a small, sharp, thin weapon called a needle in its smaller set of arms. Rakes with this weapon can make one additional weapon attack each turn as part of its multiattack:

Rake Needle. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.

A rake with this weapon has a CR of 6 (2,300 XP).

A Failed Experiment

One of the original engineers of the dyson sphere intended to populate the dyson sphere with inhabitants born of both machine and flesh, whose unique composition would lend themselves to the mixture of organic and industrial components of the dyson sphere. Unfortunately, his creations adapted faster than he could manage and they burrowed their way out of his factory. Now they can only be glimpsed in the unpopulated sectors of the dyson sphere.


R.A.M. Bleeder

Large construct, lawful evil


  • Armor Class 18 (natural armor)
  • Hit Points 130 (20d10 + 20)
  • Speed 40 ft., 40 ft. climb

STR DEX CON INT WIS CHA
18 (+4) 20 (+5) 12 (+1) 20 (+5) 14 (+2) 13 (+1)

  • Skills Perception +6, Stealth +9
  • Senses passive Perception 16
  • Languages Codespeak, Dyson Sphere
  • Challenge 9 (8,400 XP)

Blood Baubles. The R.A.M. Bleeder has one dozen blood baubles on its back. At the start of combat, it usually has 5 (2d4) baubles already filled. Once it has filled all baubles, it gains a fly speed of 120 feet and returns to its master.

Spider Climb. The R.A.M. Bleeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The R.A.M. Bleeder makes four attacks with its needles, each against a different target.

Needle. Melee Weapon Attack: +9 to hit, reach 15 ft., one creature. Hit: 18 (2d12 + 5) piercing damage, and the R.A.M. Bleeder extracts blood from the target, filling up one of its baubles. The target must succeed on a DC 17 Constitution saving throw or take one level of exhaustion.

Printer and Collector

In a hidden place far from civilisation, there is a library. And in this library is but a single book: a paper encyclopaedia of all worldly knowledge. This book is preserved by a caretaker, the R.A.M. Bleeder, a single-minded robot that hunts down organic creatures to harvest their blood to replenish the ink upon the glorious book's pages.

 

Short Circuit

Medium construct, any chaotic alignment


  • Armor Class 18 (natural armor)
  • Hit Points 68 (8d8 + 32)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
24 (+7) 10 (+0) 18 (+4) 10 (+0) 10 (+0) 6 (-2)

  • Saving Throws Con +6, Wis +4
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
  • Senses passive Perception 10
  • Languages Dyson Sphere
  • Challenge 7 (2,900 XP)

Actions

Multiattack. The short circuit makes two attacks with its electric machine crusher.

Electric Machine Crusher. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage, plus 3 (1d6) lightning damage.

Reactions

Jolt. When the short circuit is hit with a melee weapon attack, it can to force its attacker to succeed on a DC 14 Constitution saving throw or take 3 (1d6) lightning damage and become paralyzed until the end of its next turn.

Random Violence

Short circuits are robots that have gone violently insane, shuddering and stuttering and crinkling up with constant electric shocks. They lash out at anything and anyone they can get their hands on, smashing and wailing and crushing and shocking ...



Sun Priest

Medium humanoid (any race), chaotic neutral


  • Armor Class 17 (threat-reactive combat vest)
  • Hit Points 153 (18d8 + 72)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 18 (+4) 10 (+0) 20 (+5) 18 (+4)

  • Saving Throws Con +8, Wis +9, Cha +8
  • Skills Intimidation +8, Perception +9, Performance +8, Persuasion +8, Religion +4
  • Damage Immunities fire, radiant
  • Senses passive Perception 19
  • Languages Dyson Sphere
  • Challenge 12 (8,400 XP)

Blinding Corona. The priest emits bright light in a 60-foot radius and dim light 30 feet beyond that. Creatures other than the priest within the bright light have disadvantage on saving throws against spells that deal fire or radiant damage.

Eclipsed. Creatures have disadvantage on attack rolls to hit the priest.

Spellcasting. The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:

Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): burning hands, command, faerie fire, guiding bolt
2nd level (3 slots): blindness/deafness, continual flame, flaming sphere, scorching ray
3rd level (3 slots): daylight, fireball, protection from energy
4th level (3 slots): dimension door, wall of fire
5th level (1 slot): destructive wave, flame strike, hallow (daylight effect only)

Actions

Multiattack. The priest uses its black spot then casts a spell.

Sun Scepter. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage plus 13 (3d8) fire damage, and the target must succeed on a DC 17 Constitution saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Black Spot. The priest creates a 40-foot cube of intense heat rippling out from its position. Each creature in the area must make a DC 17 Constitution saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.

All Life Great and Small

The Dyson Sphere is powered by the full energy output of the sun. It gives life to machines and organic creatures alike, and so it stands to reason, does it not, that it also gives life to magic? Does it not stand to reason that the sun is a god, willing or otherwise? And does it not, therefore, stand to reason that the dyson sphere is a prison within which we keep our god?!

Devoted followers of the Sect of the Sun God harness the power of fire and light to achieve their goal: to free their god from the dyson sphere once and for all.









Infiltrators and Disruptors

Sparks are particularly adept at hacking, disrupting, and manipulating technology. They are tiny, box-like, with a little radio sensor that bobs up and down as they zip around. They move on top of thick treads, darting between the feet of anyone who tries to catch them. When cornered, they use electric forks to stun their aggressor long enough to get away.

 

Spark

Tiny construct, lawful neutral


  • Armor Class 12
  • Hit Points 3 (1d4 + 1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
2 (-4) 15 (+2) 12 (+1) 7 (-2) 7 (-2) 3 (-4)

  • Skills Stealth +4
  • Damage Resistances lightning
  • Senses passive Perception 8
  • Languages Command
  • Challenge 0 (10 XP)

Neural Link. The spark can add 1d4 + 4 to any checks it makes to interact with computers, robots, mechanics, or technology.

Treads. The spark ignores difficult terrain.

Actions

Fork. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2 (1d4) lightning damage, and the target is incapacitated until the end of its next turn.


Survey Drone

Small construct, lawful neutral


  • Armor Class 13 (natural armor)
  • Hit Points 27 (6d6 + 6)
  • Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
3 (-4) 14 (+2) 13 (+1) 6 (-2) 11 (+0) 5 (-3)

  • Skills Investigation +2, Perception +4
  • Senses passive Perception 14
  • Languages understands Dyson Sphere but can't speak
  • Challenge 1/4 (50 XP)

Actions

Multiattack. The survey drone uses its Camera Flash if it can. It then makes one attack with its taser.

Taser. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) lightning damage, and the target cannot take reactions until the beginning of its next turn. A creature brought to 0 hit points by this attack is stabilised.

Camera Flash (Recharge 5-6). The survey drone takes a picture of a target it can see within 10 feet of its position. Each creature in a 10-foot cone (originating from the survey drone, and in the direction of its target) must succeed on a DC 11 Dexterity saving throw or become blinded until the end of the survey drone's next turn.

Whirring Sirens

Survey drones aren't very good at dealing with large-scale insurrections, but against petty criminals they are extremely effective. Their camera flash records information and blinds anyone in the vicinity, and their taser has been over-engineered to guarantee their victims aren't killed.

Most survey drones are cowardly and reluctant to help, however. They would much rather observe from afar and report back to someone with more power.

 

Swarm of Rogue Limbs

Small swarm of Tiny constructs, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 14 (4d6)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
5 (-3) 13 (+1) 10 (+0) 3 (-4) 7 (-2) 1 (-5)

  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses tremorsense 60 ft., passive Perception 8
  • Languages understands Command but can't speak
  • Challenge 1/8 (25 XP)

Programmable. The swarm has disadvantage on saving throws to resist being charmed. If it is charmed such that it must perform a specific task, it can add double its proficiency bonus to any ability checks it must make in the process of completing its task.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can't regain hit points or gain temporary hit points.

Actions

Claw. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 2 (1d4) slashing damage, or 1 slashing damage if the swarm has half its hit points or fewer.

Scrapyard Dogs

Due to the widespread use of intelligent systems to augment cybernetic modifications, when parts are discarded they often retain a sense of self-preservation and are sometimes observed to gang together in packs of rogue limbs, gathering new cyborg parts to tumble and twist along with the pack.

Untraceable Servants

Clever technomancers and technicians can reprogram swarms of rogue limbs to perform tasks for them. Having no central body to guide them, they are particularly susceptible to these invasions of purpose and they are notoriously difficult to track.


Threat Adapter

Medium construct, lawful neutral


  • Armor Class 14 (natural armor)
  • Hit Points 104 (11d8 + 55)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 21 (+5) 11 (+0) 13 (+1) 5 (-3)

  • Saves Con +8
  • Senses passive Perception 11
  • Languages Codespeak
  • Challenge 6 (2,300 XP)

Adaptation. After the threat adapter is damaged, it gains immunity to each of the damage types inflicted until it completes a long rest.

Magic Resistance. The threat adapter has advantage on saving throws made against spells and other magical effects.

Actions

Multiattack. The threat adapter attacks twice with its atom crusher.

Atom Crusher. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage. Additionally, the target takes 7 (2d6) damage of a type determined by the last damage type inflicted on the threat adapter.

Unstoppably Adaptive

Entire sectors of a city might go on lockdown while the state works out how to destroy a threat adapter. An expert sniper might strike it in a weak spot, but soon that weak spot closes and anything that tries to pierce its skin finds that it's harder than industrial steel. An engineer might drop a building on it only to find that repulsors in its subdermal layer completely dampen the impact. A forge worker might spray it with burning goop only to find that cooling systems eliminate its susceptibility to fire. Taking down a threat adapter requires careful planning and teamwork, incorporating a variety of different tactics and approaches.



True Psychic

Medium humanoid (any race), neutral


  • Armor Class 21
  • Hit Points 54 (12d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 11 (+0) 30 (+10) 28 (+9) 15 (+2)

  • Saving Throws Int +14, Wis +13, Cha +6
  • Skills History +18, Insight +17, Investigation +18, Perception +17
  • Damage Immunities psychic
  • Senses passive Perception 27
  • Languages Badlander, Dyson Sphere, telepathy 60 ft.
  • Challenge 14 (11,500 XP)

Innate Spellcasting. The psychic's innate spellcasting ability is Intelligence (spell save DC 22). The psychic can cast the following spells, requiring no material components.

At will: charm person, detect thoughts, dissonant whispers, enthrall, hallucinatory terrain, identify, levitate, phantasmal force, Tasha's hideous laughter, telekinesis, tongues, vicious mockery
3/day each: blindness/deafness, calm emotions, hold monster, phantasmal killer, suggestion
1/day each: clairvoyance, compulsion, divination, dominate person, geas, legend lore, modify memory, nondetection, pass without trace, slow

Legendary Resistance (3/Day). When the psychic fails a saving throw, it can choose to succeed instead.

Limitless. The psychic can concentrate on any number of spells. If the psychic fails a Constitution saving throw to maintain concentration, it loses concentration on one spell of its choice.

Predictive Defense. While the psychic is wearing no armor and wielding no shield, its AC includes its Intelligence modifier.

Actions

Multiattack. The psychic uses its Mind Blast, if available, then casts a spell.

Enlightening Touch. Melee Spell Attack: +14 to hit, reach 5 ft., one creature. Hit: The target casts contact other plane. The target can choose to fail the saving throw for this spell. If the target succeeds on its saving throw, the target is incapacitated for 1 minute while it communicates with the extraplanar entity. At the end of each of the target's turns, it can make a DC 22 Wisdom saving throw, ending the spell on a success.

Mind Blast (Recharge 5-6). The psychic magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 22 Intelligence saving throw or take 28 (4d8 + 10) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Legendary Actions

The psychic can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The psychic regains spent legendary actions at the start of its turn, or if a creature allied to the psychic within 60 feet of it uses its action to allow the psychic to regain 1 legendary action.

Prying Doubts. The psychic casts dissonant whispers.

Enlighten Me (Costs 2 Actions). The psychic moves up to its speed and makes an Enlightening Touch attack.

Psychic Surge (Costs 2 Actions). The psychic casts one of its innate spells.

Unlimited Cosmic Power

Pipe friends, purity cultists, and many others seek to unlock the true potential of the human brain. Well, this is it. A magnificent specimen. A one in a trillion birth, a child born who can innately tap into magic with nothing but a thought: a True Psychic.

 

Far Beyond Us

Some say this person is a myth. Others are confident that the True Psychic will deliver humanity from folly and usher in a new age of utopia. Others are convinced that such a being would see humanity for what it truly is and seek to wipe it out. But the True Psychic, should it walk within the dyson sphere for real, would have motivations beyond anything we puny creatures could imagine, and to speculate with our idiot minds is nothing but narcissism.


Urchin

Small humanoid, any non-lawful alignment


  • Armor Class 10
  • Hit Points 13 (3d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Skills Sleight of Hand +3, Stealth +5
  • Senses passive Perception 10
  • Languages Dyson Sphere
  • Challenge 1/8 (25 XP)

Slippery. The urchin has advantage on ability checks and saving throws made to escape a grapple.

Nimble. The urchin can take the Hide action when lightly obscured by a creature of size Medium or larger.

Actions

Scratch. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

Downtrodden

Humans without a direct attachment to families sponsored by the state find themselves growing up in the wired jungles of the outskirts of the cities, crawling in and out of ducts and hidey holes like spiders and cockroaches.

By the time they grow to adulthood, they've usually been captured and reintegrated into the system, and the skills they've learned as a child are forcefully extinguished.

 

Virus

Tiny construct, lawful evil


  • Armor Class 5
  • Hit Points 1
  • Speed 0 ft.

STR DEX CON INT WIS CHA
1 (-5) 1 (-5) 1 (-5) 20 (+5) 20 (+5) 20 (+5)

  • Damage Vulnerabilities lightning, psychic
  • Condition Immunities charmed, frightened
  • Senses Truesight 120 ft., passive Perception 10
  • Languages Codespeak, Dyson Sphere, Infrastructure
  • Challenge 0 (10 XP)

Data Reliance. If the virus isn't controlling a computer, construct, or machine at the start of its turn, it dies.

Firewall. Other viruses cannot use their tech jumper on inanimate machines the virus is controlling. If another virus uses its tech jumper on a creature the virus is controlling, the virus has advantage on the saving throw to resist the effects.

Actions

Tech Jumper. The virus takes control of a computer, a construct, or another suitable electronic device within 60 feet of its position. If its target is a creature, the creature makes a DC 15 Charisma saving throw. On a failed save, the virus takes control, and on a successful one, the virus is killed and destroyed. While the virus is controlling a target, the target is incapacitated. This doesn't deprive the target of awareness. The virus can't be targeted by any attack, spell, or other effect, and it retains its alignment, its Intelligence, Wisdom, and Charisma scores, its vulnerability to lightning and psychic damage, and its immunity to being charmed and frightened. It otherwise uses the controlled target's statistics. The effect lasts until the body drops to 0 hit points (or the machine is turned off or shut down), another virus takes control of the target, or until the virus ends the effect as a bonus action. The target is immune to to this virus' tech jumper effect for 24 hours.

Reactions

Control, Alt, Delete. When its tech jumper effect ends on a target, the virus can use its reaction to use its tech jumper on another suitable target within range.

The Seeds of Paranoia

One reason that human beings trust their construct companions considerably less than their fellow humans is the existence of viruses that can completely take over a robot's functions. An infection usually results in a robot wandering off, never to be recovered, just another victim in the virus' odyssey across the expanses of the Dyson Sphere. In some cases, however, a virus might try to replicate the robot's life, taking over its relationships and jobs in pursuit of normalcy.


Volt Connector

Large construct, lawful neutral


  • Armor Class 13 (natural armor)
  • Hit Points 246 (29d10 + 87)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
14 (+2) 9 (-1) 16 (+3) 8 (-1) 5 (-3) 4 (-3)

  • Damage Immunities lightning
  • Senses passive Perception 7
  • Languages Codespeak
  • Challenge 14 (11,500 XP)

Electrical Conversion. The volt connector can nonmagically cast the following spells, expending no components. Its spellcasting ability is Constitution (save DC 16, +8 to hit with spell attacks). If the volt connector is more than 60 feet from a power source, it cannot use this trait.

At will: shocking grasp
3/day: chromatic orb (lightning only)
1/day: chain lightning, lightning bolt

Lightning Rod. If a creature within 30 feet of the volt connector takes lightning damage, the volt connector recovers hit points equal to the amount of damage that would have been dealt.

Actions

Multiattack. If the volt connector is within 120 feet of a power source, it can cast one spell using its electrical conversion, then make two attacks with its volt sticks. If it's not within 120 feet of a power source, it makes one slam attack.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.

Volt Sticks. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 14 (4d6) lightning damage, and all creatures within 5 feet of the target must succeed on a DC 13 Constitution saving throw or take 3 (1d6) lightning damage.

Power Workers

A volt connector is a big, tubular robot with quivering, zapping rods sticking out at all angles of its body. It slides around on a single ball roller and often tips back and forth precariously. Their specialised ability to reroute and control electric flow, and the sheer strength of that power, allows them to effectively maintain power generators for entire cities. To kill a volt connector means systematically breaking down and removing the safeguards that supply power to millions of people.

 

Volt Sucker

Medium construct, chaotic neutral


  • Armor Class 15 (natural armor)
  • Hit Points 30 (4d8 + 12)
  • Speed 30 ft., fly 30 ft (hover).

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 4 (-3) 10 (+0) 5 (-3)

  • Damage Immunities lightning
  • Senses truesight 120 ft., passive Perception 10
  • Languages Codespeak, Command
  • Challenge 1 (200 XP)

Axiomatic Mind. Whenever the volt sucker is given an instruction by any creature, it rolls 1d6. The volt sucker re-rolls at the start of each of its turns.
1-3: The volt sucker ignores the instructions.
4-5: The volt sucker is compelled to obey the instruction to the letter.
6: The volt sucker tries its best not only to avoid carrying out the instructions, but to prevent others from doing so as well.

Overclock. If the volt sucker dies, its body bursts in a wave of electromagnetic energy. Each creature within 10 feet of the volt sucker must succeed on a DC 12 Constitution saving throw or take 7 (2d6) lightning damage. Additionally, for each device within that range, roll 1d6. On a roll of 1, the device shuts down until restarted.

Actions

Multiattack. The volt sucker makes two melee attacks.

Electric Whip. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) slashing damage plus 3 (1d6) lightning damage, and if the target is a creature of size Medium or smaller, it is pulled 5 feet towards the volt sucker.

Tuning Fork. Melee or Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) lightning damage.

Shutdown Squad

Volt suckers are gangly, awkward robots that twitch and wiggle with beads of electric shocks. They are typically the repurposed remains of destroyed modrons, sent by anarchists against the state to cause as much chaos as possible before they inevitably explode in a shower of sparks.


Warforged

Medium construct, lawful neutral


  • Armor Class 21 (threat-reactive combat suit, riot shield, composite plating)
  • Hit Points 42 (5d8 + 20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 10 (+0) 10 (+0) 10 (+0)

  • Senses passive Perception 10
  • Languages Dyson Sphere
  • Challenge 3 (700 XP)

Defense Analyzer (1/Turn). When the warforged rolls damage for a melee weapon attack, it can reroll the weapon's damage dice and use either total.

Actions

Forge Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the warforged scores a critical hit, it rolls damage dice three times, instead of twice.

The Laws of War

Warforged were originally created as replacements for human soldiers, but as nations were overthrown and the states that replaced them fell and were in turn replaced themselves, the warforged that survived banded together into packs of marauders. While they are by no means peaceful, they've managed to avoid being wiped out by making agreements with existing city states and honoring those agreements to the edge of death and back.

 

Warlock of Cableheart

Medium humanoid (any race), chaotic evil


  • Armor Class 17 (re-hardening ichor suit)
  • Hit Points 114 (12d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 21 (+5) 10 (+0) 13 (+1) 20 (+5)

  • Saving Throws Wis +4, Cha +8
  • Skills Athletics +6, Intimidation +11
  • Senses passive Perception 11
  • Languages Dyson Sphere
  • Challenge 8 (3,900 XP)

Magic Weapons. The warlock's weapon attacks are magical.

Spellcasting. The warlock is a 17th-level spellcaster. Its spell casting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The warlock has the following warlock spells:

Cantrips (at will): eldritch blast, friends, mage hand, minor illusion, sword burst, thunderclap
1st-5th level (4 5th-level slots): arms of Hadar, compulsion, control winds, earthbind, freedom of movement, hallucinatory terrain, hunger of Hadar, Melf's minute meteors, spike growth, telekinesis

Actions

Multiattack. In any order, the warlock can use its Gravity Well, cast the sword burst cantrip, and either cast a spell or make two maul attacks.

Maul. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Gravity Well. Each creature within 150 feet of the warlock must make a DC 16 Strength saving throw. On a failed save, a creature is knocked prone and pulled 60 feet towards the warlock. On a successful save, the creature is pulled 30 feet and isn't knocked prone.

Worshiper of the Dyson Sphere

In the darkest hallows of the empty spaces wanders a great and terrible creature, a robot that has harnessed a prototype of the original dyson sphere plans to obtain nigh-unlimited power. Promised with immortality and a sense of purpose, robots and cyborgs genuflect before the image of Cableheart in the hopes that they too will be granted a taste of his power.


Wire Cutter

Medium humanoid (any), neutral


  • Armor Class 14 (flak jacket)
  • Hit Points 18 (4d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 10 (+0) 10 (+0) 12 (+1) 10 (+0)

  • Skills Athletics +3, Acrobatics +5, Perception +3
  • Senses passive Perception 13
  • Languages Dyson Sphere
  • Challenge 1/2 (100 XP)

Shock Tactics. While a wire cutter can see another wire cutter within 120 feet of it, it can take the Dash or Disengage actions as a bonus action.

Kinetic Springs. When the wire cutter takes the Dash action, its long jump is up to 80 ft. and its high jump is up to 40 ft., with or without a running start. Additionally, if the wire cutter isn't unconscious, it takes 0 damage from a fall.

Actions

Multiattack. The wire cutter makes two attacks with its scissorblade.

Scissorblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Twin Strikers

Wire cutters usually work in groups of two, scouring the industrial labyrinths of the dyson sphere for unverified contructs and rogue machines. They use cybernetic pistons in their legs, feet, and spine to attack quickly and vertically, dashing in and out of danger in a flash and making quick, direct strikes against vulnerable systems. They're well known for their eclectic collections of scrap that they'll happily part with for a reasonable price.

NPC Traits


Most NPCs in the Dyson Sphere (humans, function hounds, automatons, and warforged) will have some cybernetic enhancements. These are usually included in their base abilities, but you can add one of the following traits to make them stand out from the crowd or to provide an extra challenge for your party. These modifications do not increase the XP a party receives for defeating the creature.


Trait Description
Active Analysis Implant The creature has a +5 bonus to its passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Body Pocket The creature has a body pocket within which it can store one tiny object. It can draw the object using its interaction. Locating the body pocket requires a DC 10 Intelligence (Investigation) check.
Connection Path Disinhibitors The creature can accurately recall anything it has seen or heard within the past month.
Darkvision The creature has Darkvision up to 60 feet.
Defense Analyzer Once per turn when the creature rolls damage for a melee weapon attack, it can reroll the weapon's damage dice and use either total.
Epidermic Hardening The creature's hit point maximum is doubled.
Escape Pulsors Other creatures have disadvantage on attacks of opportunity made against the creature.
Extreme Climate Conditioning The creature has resistance to one damage type from the following list: acid, cold, fire, poison, or lightning.
Firewall The creature has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
First Response Injector Formula The creature can use its bonus action to revive an unconscious target, awakening them and restoring 1 hit point to them.
Generic Physical Enhancement The creature can add its proficiency bonus to any saving throws it makes.
Immunoenhancers The creature has advantage on Constitution saving throws against non-magical effects, as well as on saving throws made to resist gaining levels of exhaustion.
Lactic Acid Recycler The creature's base movement speed increases by 10 feet.
Launch Boosters When the creature uses its action to Dash, it can use its bonus action to make one melee weapon attack or to shove a creature.
Magnetic Grips The creature has a climb speed equal to its movement speed.
Methamphetamine Injectors The creature has advantage on saving throws against being charmed or knocked unconscious, and magic can't put it to sleep.
Motion Sensors The creature can't be surprised while it is conscious, and other creatures don't gain advantage on attack rolls against it as a result of being hidden from it.
Muscle Memory Uploaders The creature gains proficiency in any combination of three skills.
Muscular Pistons When the creature scores a critical hit with a melee weapon attack, it rolls one additional damage die and adds it to the damage of the hit.
Muscular Torsion Braces The creature has advantage on Strength saving throws. Additionally, when the creature is prone, standing up only uses 5 feet of its movement.
Sensory Camouflage The creature can take the Hide action even when it is only lightly obscured.
Structure Plan Downloads The creature has advantage on saving throws made to avoid or resist traps, and has resistance to any damage dealt by traps.
Voice Modulator The creature can mimic the speech of another person or the sounds made by other creatures if it has listened to them for at least 1 minute. A successful Wisdom (Insight) check contested by the creature's Charisma (Deception) check allows a listener to determine that the effect is faked.

Original Monsters by Alphabet

A

  • A.E.V.
  • Arcane Hunter
  • Automaton

B

  • Badlander
  • Busker

C

  • Cableheart
  • Combat Cyborg
  • Concerned Citizen
  • Consciousness Amalgamation
  • Construct Tracker
  • Criminal
  • Cybernetic Addict

D

  • Duct Assessor
  • Duct Enforcer

E

  • Evrel

F

  • Factory Robot
  • Function Hound

L

  • Living Factory

M

  • Morose

N

  • Net Hacker
  • Network Master

P

  • Paperclip Maximiser
  • Photoscythe
  • Pin Doll
  • Pipe Cleaner
  • Pipe Friend
  • Purity Cultist

R

  • Rake
  • R.A.M. Bleeder

S

  • Short Circuit
  • Sun Priest
  • Survey Drone
  • Swarm of Rogue Limbs

T

  • Threat Adapter
  • True Psychic
 

U

  • Urchin

V

  • Virus
  • Volt Connector
  • Volt Sucker

W

  • Warforged
  • Warlock of Cableheart
  • Wire Cutter

Full Monster List by Alphabet

A

  • A.E.V. (DS)
  • Animated Armor (MM)
  • Apprentice Wizard (VGM)
  • Arcane Hunter (DS)
  • Assassin (MM)
  • Automaton (DS)

B

  • Badlander (DS)
  • Bandit (MM)
  • Bandit Captain (MM)
  • Bard (VGM)
  • Busker (DS)

C

  • Cableheart (DS)
  • Champion (VGM)
  • Cloaker (MM)
  • Combat Cyborg (DS)
  • Concerned Citizen (DS)
  • Consciousness Amalgamation (DS)
  • Construct Tracker (DS)
  • Crawling Claw (MM)
  • Criminal (DS)
  • Cult Fanatic (MM)
  • Cultist (MM)
  • Cybernetic Addict (DS)

D

  • Duct Assessor (DS)
  • Duct Enforcer (DS)

E

  • Evrel (DS)

F

  • Factory Robot (DS)
  • Flesh Golem (MM)
  • Flying Sword (MM)
  • Function Hound (DS)

G

  • Gargoyle (MM)
  • Gorgon (MM)
  • Gray Ooze (MM)
  • Guard (MM)

H

  • Helmed Horror (MM)
  • Homunculus (MM)

I

  • Iron Golem (MM)

L

  • Living Factory (DS)

M

  • Mage (MM)
  • Maw Demon (VGM)
  • Mimic (MM)

M

  • Monodrone (MM)
  • Morose (DS)

N

  • Net Hacker (DS)
  • Network Master (DS)
  • Noble (MM)

P

  • Paperclip Maximiser (DS)
  • Photoscythe (DS)
  • Pin Doll (DS)
  • Pipe Cleaner (DS)
  • Pipe Friend (DS)
  • Priest (MM)
  • Purity Cultist (DS)

R

  • Rake (DS)
  • R.A.M. Bleeder (DS)
  • Rug of Smothering (MM)

S

  • Scarecrow (MM)
  • Scout (MM)
  • Shield Guardian (MM)
  • Short Circuit (DS)
  • Skeleton (MM)
  • Spy (MM)
  • Sun Priest (DS)
  • Survey Drone (DS)
  • Swarm of Rogue Limbs (DS)

T

  • Threat Adapter (DS)
  • Thug (MM)
  • Tribal Warrior (MM)
  • True Psychic (DS)

U

  • Urchin (DS)

V

  • Veteran (MM)
  • Virus (DS)
  • Volt Connector (DS)
  • Volt Sucker (DS)

W

  • Warforged (DS)
  • Warlock of the Great Old One (VGM)
  • Warlord (VGM)
  • Warlock of Cableheart (DS)
  • Wire Cutter (DS)

Z

  • Zombie (MM)

Original Monsters by Challenge Rating

CR 0

  • Spark
  • Virus

CR 1/8

  • Busker
  • Concerned Citizen
  • Criminal
  • Function Hound
  • Swarm of Rogue Limbs
  • Urchin

CR 1/4

  • Badlander
  • Survey Drone

CR 1/2

  • Automaton
  • Cybernetic Addict
  • Morose
  • Pin Doll
  • Pipe Friend
  • Wire Cutter

CR 1

  • Duct Enforcer
  • Net Hacker
  • Volt Sucker

CR 2

  • Arcane Hunter
  • Combat Cyborg
  • Photoscythe
  • Pipe Cleaner

CR 3

  • Duct Assessor
  • Warforged

CR 4

  • Consciousness Amalgamation
  • Construct Tracker

CR 5

  • Factory Robot
  • Rake

CR 6

  • A.E.V.
  • Rake with Needle
  • Threat Adapter

CR 7

  • Evrel
  • Paperclip Maximiser
  • Purity Cultist

CR 8

  • Warlock of Cableheart

CR 9

  • R.A.M. Bleeder

CR 12

  • Sun Priest

CR 14

  • True Psychic
  • Volt Connector

CR 16

  • Living Factory

CR 20

  • Cableheart

CR 24

  • Network Master

Full Monster List By Challenge Rating

CR 0

  • Homunculus (MM)
  • Spark (DS)
  • Virus (DS)

CR 1/8

  • Bandit (MM)
  • Busker (DS)
  • Concerned Citizen (DS)
  • Crawling Claw (MM)
  • Criminal (DS)
  • Cultist (MM)
  • Function Hound (DS)
  • Guard (MM)
  • Monodrone (MM)
  • Noble (MM)
  • Swarm of Rogue Limbs (DS)
  • Tribal Warrior (MM)
  • Urchin (DS)

CR 1/4

  • Apprentice Wizard (VGM)
  • Badlander (DS)
  • Duodrone (MM)
  • Flying Sword (MM)
  • Skeleton (MM)
  • Survey Drone (DS)
  • Zombie (MM)

CR 1/2

  • Automaton (DS)
  • Cybernetic Addict (DS)
  • Gray Ooze (MM)
  • Morose (DS)
  • Pin Doll (DS)
  • Pipe Friend (DS)
  • Scout (MM)
  • Thug (MM)
  • Tridrone (MM)
  • Wire Cutter (DS)

CR 1

  • Animated Armor (MM)
  • Duct Enforcer (DS)
  • Maw Demon (VGM)
  • Net Hacker (DS)
  • Quadrone (MM)
  • Scarecrow (MM)
  • Spy (MM)
  • Volt Sucker (DS)

CR 2

  • Arcane Hunter (DS)
  • Bandit Captain (MM)
  • Bard (VGM)
  • Combat Cyborg (DS)
  • Cult Fanatic (MM)
  • Gargoyle (MM)
  • Mimic (MM)
  • Pentadrone (MM)
  • Pipe Cleaner (DS)

CR 2

  • Photoscythe (DS)
  • Priest (MM)
  • Rug of Smothering (MM)

CR 3

  • Duct Assessor (DS)
  • Veteran (MM)
  • Warforged (DS)

CR 4

  • Consciousness Amalgamation (DS)
  • Construct Tracker (DS)
  • Helmed Horror (MM)

CR 5

  • Factory Robot (DS)
  • Flesh Golem (MM)
  • Gorgon (MM)
  • Rake (DS)

CR 6

  • A.E.V. (DS)
  • Mage (MM)
  • Rake with Needle (DS)
  • Threat Adapter (DS)
  • Warlock of the Great Old One (VGM)

CR 7

  • Evrel (DS)
  • Paperclip Maximiser (DS)
  • Purity Cultist (DS)
  • Shield Guardian (MM)
  • Short Circuit (MM)

CR 8

  • Assassin (MM)
  • Cloaker (MM)
  • Warlock of Cableheart (DS)

CR 9

  • Champion (VGM)
  • R.A.M. Bleeder (DS)

CR 12

  • Sun Priest (DS)
  • Warlord (VGM)

CR 14

  • True Psychic (DS)
  • Volt Connector (DS)

CR 16

  • Iron Golem (MM)
  • Living Factory (DS)

CR 20

  • Cableheart (DS)

CR 24

  • Network Master (DS)

Locations


Name

Quote.


  • description

Points of Interest

Encounters

Combat Complications

Secrets

How to Use These Statblocks

It would be easy to misuse and abuse these statblocks, or to expect them to fulfill roles outside their purpose. Included are a few broad guidelines.

For Dungeon Masters, Not Players. The statblocks are guides for the DM to paint a picture of a unique location and come up with ideas for what's located within. There are too many secrets and plot twists included within for a player to effectively use without risking metagame moments.

Suggestions, Not Prescriptions. The details included in a statblock are for inspiration. The DM is free to include additional points of interest, encounters, complications, and secrets as they see fit, and they have the freedom to completely disregard some details entirely.

Broad Strokes. The statblocks aren't a replacement for careful planning from the DM. Their details are broad and often vague, intended to supplement the DM in coming up with their own details about the place.

Natural, Not Balanced. The encounters provided are based on the kinds of combatants that might naturally occur in the location and aren't based on balancing fights to a specific class level. A wise DM would adjust the encounters to suit their party rather than blindly run fights straight from the statblock. Ultimately, the DM has final say on the difficulty of a fight.

Mostly System Agnostic. While the statblocks make reference to monsters in this document and in the 5th edition Monster Manual, it's otherwise "system agnostic" -- there is no reliance on the mechanics of any system to fully make use of these statblocks. They can be adapted for other playstyles or even other roleplaying games without much work. Particularly for the combat complications, it's up to the DM to decide what effect exactly these complications have according to the rules of the system they are playing within.

 

Location Statblocks

A short, flavourful quote from the perspective of a colourful character introducing the location to a party of adventurers.


  • dramatic first impressions
  • broad strokes to set the mood
  • striking visuals that make the location unique
  • multiple senses employing sight, sound, smell, etc.

Points of Interest

Main Areas. A short description of the main areas in the location and why they're important.

Secondary Areas. Smaller interesting details can also be included here.

Encounters

Challenging Fights. Appropriate and thematic monsters (italicised), always with a reason for being there. No worries about the encounter's challenge rating. Including dice (e.g. 2d8+1 monsters) helps randomise the number of combatants.

Roleplay Opportunities. Most encounters should have some way of being resolved without combat. A ravenous slavering beast that never backs down and never surrenders doesn't make full use of the Dyson Sphere setting.

Combat Complications

  • Several complications that might trigger after combat has broken out.
  • Traps, either intentional or incidental.
  • Environmental effects and lair actions, either triggered directly by the combatants or triggered organically by the nature of the location.

Secrets

Awesome Loot. Interesting trinkets or strange items.

Horrifying Implications. Skeletons in the closet that paint the location in a new, more existentially despairing light.

Dangerous Intel. Potentially incriminating information kept well hidden until trust can be gained.


Abandoned Factory

Impossible to tell what this place once produced. It's been scavenged for parts, then scavenged for scraps, then scavenged for the paint upon its walls.


  • glass strewn about the floor
  • burn marks on the walls and ceiling
  • creaking and groaning of old machinery
  • ball bearings rattling in empty containers
  • clank of boots on grated metal walkways

Points of Interest

Manager's Office. Overseeing the factory line is a huge office with vacant walls. Atop a desk is a computer so ancient even looters won't touch it.

Production Line. Gears and pistons and lasers and hammers and saws along a conveyor belt. All the valuable parts have been broken off.

Display Center. Below an empty glass case, a plaque at the entrance reads: "Behold the wonderment of mankind; a touch of greatness." The case is empty.

Encounters

Territorial Skirmish. 2d8 badlanders look hesitantly back at their hovercar parked outside as 3d10 tribal warriors surround the factory.

Scavengers. 2 wire cutters leap back in surprise as the factory machine they were searching through erupts into a swarm of rogue limbs.

Belly of the Beast. The whole factory groans and whirrs to life. Several old machines rise up as if from slumber, taking the form of 1d4 factory robots. A machine spits out 2d10 monodrones that shriek with an unearthly wail. The factory reveals itself to be a living factory, within which the party is trapped.

Combat Complications

  • The factory floor is caked in grease.
  • Wires hang from the ceiling, dancing and entangling.
  • The machines crackle with electricity and grind to life. Buzz-saws, laser cutters, pistons, and conveyor belts accost every creature inside the factory.

Secrets

Basement Safe. Underneath the largest machine is a hidden hatch leading to a dusty basement. Within the basement is a large, heavy safe with 2d20 x 100 gp tucked away inside. The computer in the office controls the electric lock. Unfortunately, the power is out and the lock cannot be opened in other ways.

Workers. Skeletons of two workers can be found mulched and crushed within the confines of one machine. They still have scraps of their employee uniforms.

 

Badlander Territory

These people don't have the comforts of governmental protection, but neither are they coddled by safety and wealth. Watch your back and they'll respect you. Dilly-dally and they'll scrap you for parts.


  • well worn paths in the landscape burned from frequent passage of fuel ships
  • mountains of scrap metal towering as high as the great pyramids of legend
  • ceilings so high and walls so far that the landscape fades to empty blackness far before your eyes can reach the edges, almost as though outer space seeps through the very shell of the Dyson Sphere
  • massive communal transport ships that double as homes for the badlanders

Points of Interest

Radiator Collective. A group of badlanders huddles around a large plutonium carton protected with lead insulation and a layer of quivering gel. It's warm.

Crashed Ship. Several badlanders hack at a crashed ship with wrenches and crowbars. They seem to be arguing over whether to attempt to repair it or to tear it apart.

Encounters

Feast. An evrel drags a corpse of a rake, screeching at anyone who comes near as a warning to stay away. It settles a mile out from sight.

Pirates. A transport ship styled with black skulls approaches, crewed by bandits, badlanders, or tribal warriors. There are 2d10+2 people in the crew.

War Band. 2 scouts scope out the area beforehand, shortly returning with a bandit captain and 2d6 bandits demanding a parley to discuss the terms of a trade.

Combat Complications

  • A fight that lasts long enough might attract a rake, an evrel, a gorgon, or a morose.

Secrets

Haven. The badlanders have taken in refugees from the city who have spoken out against the government.

Wretched Hive. The badlanders worship a dead god from a forgotten time, either from the list of gods in this document or a god of their own creation.


Brewing Vat

The last safety inspector fell in that vat over there. Never quite got around to fishing him out.


  • giant vats of bubbling green and brown liquid
  • walkways precariously positioned above vats
  • pockets of blisteringly hot air seemingly at random places
  • a rank odour of decomposing matter

Points of Interest

Distillery. The brew is funneled through a series of tubes and faucets, each of which are tended to by a small robot that bristles and fumes at any interruption.

Taste Testing Chamber. Hundreds of multi-colored vials line the walls. A mechanical set of needles takes a measurement of your tongue and taste buds before choosing the vial it thinks you'd most like.

Encounters

Strike. 2d4 concerned citizens, angry about their working conditions, hold a strike against 1d4 guards who aren't feeling very opinionated about the whole thing.

Malfunction. A factory robot managing the brewing vats goes berserk and breaks away from its restraints.

Unholy Concoction. A consciousness amalgamation seeps out from a vat.

Combat Complications

  • A vat spills over, spreading noxious fumes and molasses all over the factory floor.
  • The wall of multi-colored vials tips and crashes, releasing countless priceless potions' contents.

Secrets

Bloodsucker. The robot in the taste-testing chamber is a prototype of the R.A.M. Bleeder and can use an R.A.M. Bleeder's statistics if it feels necessary to defend itself.

Front. The brewing vat doubles as a moonshine distillery.

 

Citizen's Quarters

Don't mind the mess.


  • cramped and claustrophobic
  • minimal furniture: a steam washer, a thermal nutrient processor, a oxy-booster, and a sopor pod.
  • no windows, only blank white walls and a flat door

Points of Interest

Steam Washer. Anti-septic steam erupts from a washing hose, sucked up by small vents in the ceiling and walls. It's quite uncomfortable to use. A towel and uniform hang from hooks.

Thermal Nutrient Processor. A small sealed box contains pre-packaged governmentally-mandated nutrient bars which can be frozen or re-heated at will.

Oxy-Booster. A device hooks up to the residents' head and fills them with images, sounds, and chemicals that boost feelings of affection towards the state. It's the primary source of entertainment for the populace.

Sopor Pod. Dangling from the ceiling is a pod just slightly too small to comfortably fit a human being. Pipes and plumbing hooked up to the pod detect when a human is inside and fill it with a relaxing agent in the form of green goo that quickly puts the occupant into a deep, satisfying, dreamless sleep for exactly 8 hours.

Encounters

Inspections. A combat cyborg and 2d4 survey drones request entry for routine inspections.

Delivery. A concerned citizen requests entry to deliver a fresh package of nutrient bars.

Harassment. A cybernetic addict pounds on the door, demanding sopor slime.

Combat Complications

  • The sopor pod swings wildly, smacking hard into any creature that isn't prone.
  • The steam washer activates and flails like a dying snake, spraying burning hot steam in every direction.

Secrets

Rebel. The occupant has deactivated his oxy-booster and sopor pods, and is miserable as a result.

Monitored. Survey drones outside listen in to every conversation that takes place in the apartment.

Harbor. The resident is hiding an urchin from inspectors.


Empty Sector Archives

There's a history in these data packets that isn't our own, and it scares me.


  • endless grated walkways above seemingly bottomless black pits
  • thousands of servers of data, blinking with red and green status LEDs
  • no guardrails to prevent a long and painful fall
  • eerie winds whistling through the complex, their source unknown

Points of Interest

Server Arrays. The servers are laid out in arrays all along the walls, inaccessible to creatures that can't fly or climb on walls. To access a specific server, one must know the server's designation and present the details to a robot arm that travels on a track across the abyss to fetch the server for you.

Encounters

Guardians. 3d8+3 pin dolls float soundlessly across the bottomless pits, stretching their arms out towards the intruders, their faces devoid of emotion.

Knowledge Seekers. 4d6 cultists scour the archives in search of forbidden knowledge. They are led by one of the following: a cult fanatic, a warlock of the Great Old One, a purity cultist, or a sun priest.

Combat Complications

  • The servers pop out of the walls, threatening to push an unsteady creature into the abyss, or providing an opportunity to climb the servers.
  • The old, rusted walkways buckle and collapse.

Secrets

Knowledge. The archives might give a full or partial account of the history of the Dyson Sphere and other matters relating to it. This might include ...

History. The Dyson Sphere was created when the veins of magic were pierced and bled into our world, allowing humankind to construct impossible structures and push themselves beyond their capabilities. The Dyson Sphere functions without the use of magic, but magic was integral to its creation; the materials were simply not available on Earth.

The Old Ones. Some suspect that the veins of magic are the literal veins of great extraplanar beings that cannot be explained through science or magic alike. If such beings saw us as anything more than mosquitoes, they would crush us against their skin.

The Sun's Roar. The Dyson Sphere's inner material is essentially the largest solar power panel that will ever be created in the universe's history. It absorbs 100% of the sun's power output and uses it to fuel the power requirements of all of civilisation.

 

Friend Hole

Won't you mind imbibing my cocktail? I promise, if you have no latency, you shall not be harmed very much. But if you do have it ... boy, if you have it ...


  • throngs of addicts boggling their eyes at each other
  • bubbling cauldrons of magical concoctions
  • titrations of unusual chemicals with sparking and explosive effects
  • unregistered robots performing illegal operations
  • meditating people that cannot be woken
  • diagrams of the human brain accompanied by unsettlingly realistic models
  • dirt floors, ceilings, and walls; literally a hole

Points of Interest

Scientific Pursuits. The oldest and most senior pipe friends invite visitors to test out their hypotheses in a dark room in the back, and get huffy and whiny when they are rejected.

Voodoo Magic. Younger pipe friends pour human body fragments into their bubbling cauldron, whispering eldritch incantations.

Surgical Preparation. There isn't any preparation. Pipe friends happily jump under the spindly fingers of the operating robot. Most survive the procedure.

Encounters

The Ire of the Psychic. Angering one pipe friend angers them all. There are usually 4d6+4 pipe friends in a given friend hole at any one time.

Raid. About two or three minutes before a raid, all of the pipe friends present will stop what they're doing and calmly escape through a secret exit, leaving any visitors to deal with 1d8+1 guards, 1d4 survey drones, 2 combat cyborgs, and a concerned citizen or noble.

Combat Complications

  • Both sides of any fight that takes place within the friend hole are aware of what actions their enemies will take the following turn, and commit to their own actions knowing that their enemies can prepare accordingly.

Secrets

Wolf Among Sheep. One pipe friend that doesn't appear to be having any luck is secretly a true psychic trying to recruit followers. They will do their best never to reveal their true identity, which is quite easy for them considering they're a true psychic.

Pipe Enemy. One particularly gifted pipe friend is an undercover spy trying to decide whether to pursue their latent abilities or call a raid on the friend hole.


House of Nobility

There are families within these caves of steel that trace their ancestry back to the royalty of Earth itself. It certainly explains their deformities.


  • sticky walls layered in home-grown genetically-modified human flesh
  • gardens of hedges and trees sprouting out sideways from the walls as if gravity doesn't apply
  • robots covered in synthetic skin tending to the lavish grounds
  • furniture made of real hardwood and other organic material

Points of Interest

The Gardens. Nobility alone possess the wealth to grow flora on their property. They plant seeds without any genuine understanding of the natural processes, and the incinerators behind their house belch black, stinking material as the dead plants are pruned and burned away.

The Visitation Area. While a regular citizen's quarters are claustrophobic, some houses of nobility are large enough to contain a small moon. They have robots tending to the walls, allowing a gross mixture of flesh and fungus to propagate like wallpaper and release a foul, unpleasant odour. In the center sits a steam bath of hallucinogenic chemicals where the noble folk spend their free time.

Encounters

Guards. A noble often hires a contingent of 4d8 guards and 1d4 combat cyborgs to patrol their property. Some possess 2d4 pin dolls, although this is rare.

Servants. A house of nobility might have 2d20+4 concerned citizens and/or function hounds as indentured servants.

Combat Complications

  • A creature too close to one of the walls might be overcome with nausea ... or might be grabbed by a sudden mutation.
  • The hallucinogenic steam might cause some creatures to vividly imagine more enemies than are present.

Secrets

Vault. Underneath the steam bath, once the water has been drained, lies a metal hatch. A hidden verification code and fingerprint scanner opens the hatch to reveal material possessions and coins worth 40d20x10 gp.

Stolen Nobility. The noble family's wealth and fame is nothing but invention. Since homes require little direct maintenance and verification is so difficult, clever hackers have taken the house as their own.

 

Humanity Church

Weak are those who fight with metal and machine, and strong of mind are those who persist against the unending invasion upon our bodies.


  • a simple shack made of plywood and straw
  • black thatched roofings filtering out a stream of thick oil dripping from sewer pipes
  • skeletons nailed to the outside walls, arms outstretched, jaws held open in a scream

Points of Interest

Shrine of Humanity. A flayed old woman is proudly displayed in the center, her body preserved with formaldehyde and her internal organs labelled with little flags.

Sleeping Quarters. Followers of the Humanity Church sleep in netted hammocks. Their belongings are kept in small knapsacks sewn by hand from leather.

Encounters

Central Church. The most important humanity churches host a purity cultist, 2 cult fanatics, and 2d8+2 cultists.

Sect. Smaller groups are staffed by 1d8+1 cultists and a cult fanatic and usually have very poorly maintained materials.

Hallowed Ground. A humanity church with a particularly powerful purity cultist might have unlocked some basic necromantic powers, being staffed by 2d8 zombies. The flayed body in the center can rise to defend the church as a flesh golem. The purity cultist might also have created a crawling claw as a familiar.

Combat Complications

  • All electronic devices cease to function while within 30 feet of the church.
  • Cultists have advantage to hit robots with melee weapon attacks.

Secrets

Thought Traitor. One of the followers has a small electronic device tucked away in a hidden fold in his backpack. Other than this, like most followers, he has 2d4 copper pieces, a dagger, and 1d4 days of rations.

Sins of the Child. The body atop the shrine was a close family member of one of the followers who had rejected their ways and was killed as a result.


Hydrogen Church

Whole world above and below is powered by the great white battery, you hear? And that battery is draining.


  • a nuclear fusion reactor converted into a dwelling
  • coils of red-hot energy spiralling in and out of the walls
  • blinding light and ominous rumbling
  • pools of water at a temperature just below boiling, absorbing the heat of spent nuclear rods
  • hovering, glowing orbs hanging in the air like stars

Points of Interest

Sun Priest's Observatory. A series of hacked cameras and simulated screens reveals the faintest glimpse of the sun: so bright it maxes out the sensors.

Sun Priest's Quarters. Hot like a sauna. Shielded (and ostensibly safe) coils of uranium bathe the room in a hot red glow. The sun priest sleeps in a yellow spherical cocoon.

Branding. A function hound built into the wall gleefully applies a searing brand (a cartoonish image of the sun) into the bare chests of followers. Some don't survive.

Encounters

Star Crossed Lovers. A sun priest stands in front of her paramour, an automaton, while her followers (2 cult fanatics, 1d8 thugs, and 2d10+2 cultists) hiss and brandish their weapons at her.

The Burning Question. A sun priest commands his 1d4+1 priest followers to seize the intruders and subject them to radiation therapy.

Combat Complications

  • The use of magic or fire triggers failsafes in the nuclear reactor that spray the battlefield in neutralising foam.
  • Waves of heat wash over the assailants.
  • Blaring alarms drown out any noise and make hearing impossible.

Secrets

Poorly Maintained. After thousands of years of neglect, the safety mechanisms in the nuclear reactor are finally starting to break down.

Privately Built. The original contractual deeds for the nuclear reactor are kept in the sun priest's quarters: they were built to provide the local power necessary for a very rich noble's voracity for partying.

 

Hydro Reclamation Systems

Everything you drink? Recycled matter. A thousand dead men went into that glass.


  • endless circular pools like polka dots across the landscape
  • mechanical arms spinning around the pools like the hands of a clock
  • steam propelled up through vents

Points of Interest

Pools. Each pool is about 60 feet in diameter and about 120 feet deep of pressurised, distilled water.

Maintenance Ducts. Each pool is sealed from each other unless maintenance is required, in which case the pool is drained and workers can access the lower areas through ducts, where blockages may occur.

Diving Sheds. Trained divers and maintenance workers grab their equipment (re-breathers, jet propellers, and toolbelts) from metal sheds at various intervals between the pools. Robots regularly perform these tasks rather than humans.

Encounters

Diving Team. 2d6 concerned citizens and 2 function hounds prepare to dive to the bottom of a pool.

Muck. A pool with improper maintenance has grey sludge at the bottom. This sludge is a patch of gray ooze with the power to self-replicate.

Clean Pipes. A backed-up pipe connecting two pools is the work of a rogue pipe cleaner that's gotten itself stuck in the tight passage.

Combat Complications

  • A pipe bursts and sprays high-pressurised jets of water at the combatants.
  • Someone falls in a pool and sinks like a rock.
  • A mechanical arm sweeps someone off their feet.
  • Steam erupts through a vent, viciously scalding the nearest creature.

Secrets

Stillwater. The pools are a breeding ground for bacterial infections and insect plagues.


Illicit Magic Haunt

People think the tech under their skin solves their problems. They don't realize the problems they have were designed by the people who give them the tech.


  • Mordenkainen's Magnificent Mansion made permanent
  • stained glass windows bending the constant search lights outside into glorious constellations
  • doors that lead nowhere and impermanent walls

Points of Interest

Grand Entrance Hall. Double winding staircases lead to an overlooking balcony, above which dangles a beautiful gothic chandelier lined with candles that never die.

Library. Spellbooks handwritten by wizards are kept on physical bookcases to be studied, copied, and closely monitored.

Lodgings. Wizards and other enemies of the state are hosted in communal chambers with physical spring-and-sheet cots, tucked into bed by invisible servants.

Encounters

Prized Defenders. Throughout the mansion are the discarded combat suits of cyborgs, guards, and duct enforcers. There are 1d4+4 suits of animated armor, the same number of flying swords, and 1 helmed horror that patrols the library.

Unnatural Traps. In addition to their combat suits, the house has 1d4 mimics that travel around at-will, plus a rug of smothering that masquerades as a beautiful tapestry, 2d4 scarecrows that gather around the entrance hall at night, and 2 gargoyles that sit outside the head mage's quarters.

A School of Mages. There are 2d20+4 apprentice wizards studying at the school. 1d4 apprentice wizards have crafted a homunculus to use as a familiar. Their master is a mage or a bard wearing a loyal cloaker and protected by a shield guardian.

Assault. 1 champion, 1d12 arcane hunters and 1d6 combat cyborgs assault the magic haunt.

Combat Complications

  • Various pieces of furniture are magically enchanted to explode into a Wild Magic Surge when spells are cast nearby. The master has forgotten which ones.
  • Killing the master destroys the mansion, sending everyone tumbling onto a busy pedestrian chute.

Secrets

Forbidden Knowledge. Tomes detailing the cooperation of magic and technology in the creation of the Dyson Sphere are kept under careful lock and key.

Illusory Fortune. The bountiful food and treasure crumbles to dust when taken outside the mansion.

 

Machine Graveyard

They tell us the only things switched on in here are the survey drones. But most everything in here ain't switched off, no, it's ... hibernating.


  • unimaginably huge supercomputers laid to collect dust amidst coils of wires and buttons
  • armies of robots broken and rusting
  • scraps a mile down thick and spread out for kilometres in every direction
  • survey drones constantly vigilant for movement

Points of Interest

Mountains. Hiking up a mountain of scrap is a long, perilous journey that can take multiple days of travel and often results in someone lost or dead. But the top gives a breathtaking view of the whole graveyard: hundreds of kilometres of jagged metal, gently curving upwards with the curve of the Dyson Sphere.

Encounters

It's Alive. A swarm of rogue limbs scuttles up from a layer below their target, spinning and stabbing and slashing wildly.

Unholy Joining. An evrel tears itself away from a jumble of computer parts, still hoisting a backpack from a long dead scavenger whose skeleton, electrified, fights by its side.

Professional Scavengers. 2 wire cutters shout at the group, warning them that they've claimed a particular piece of scrap.

Robot Clan. Clanking as they march, 2d20 monodrones, 2d10 duodrones, 2d8 tridrones, 2d4 quadrones, and 1 pentadrone aim their jagged metal spears and demand the enemy group leaves.

Ultimate Form. A deranged mage finishes up his work on an iron golem, cackling and muttering to himself about its beauty.

Combat Complications

  • The ground underfoot gives way, sending someone tumbling into sharp rusted metal.
  • Magical blasts awaken a swarm of rogue limbs by accident.

Secrets

Lost and Found. The graveyard is filled with more perfectly functional computers and robots than have ever existed on Earth.

Emergent Properties. The sheer mass of self-replicating technology dumped here has resulted in many evrels wandering in eternal torment, as well as something more sinister, plotting its revenge.


Municipal Archives

You'll find everything in here you're meant to find.


  • a thousand screens upon the beautiful domed walls
  • humans riding atop hovering machines to reach the tallest screens
  • a miniature sun spraying light while suspended in midair

Points of Interest

Theatre. All films crammed into the dark theatre closet are propaganda.

Database Hunter. Searching for information is almost its own language and requires a trained interpreter to process your requests at a supercomputer.

Ride to the High Domes. A hovercraft (a flat disk without rails) takes you to vertigo-inducing heights. Near the top, you almost need to lie on your back just to get a good angle on the screens.

Encounters

Thought Police. 1d4+1 combat cyborgs forcefully escort an unruly busker away from the crowds of concerned citizens. He screams profanities: "You'll all hear it soon! You'll all hear it!"

Combat Complications

  • The sun pulses and goes out, throwing the archives into darkness.
  • The screens flick onto cameras placed around the facility, showing the fight from every angle.

Secrets

The Laws of Chaos. The state brought order to anarchy. Humans no longer must fear the Wide Open Empty.

Demography. The city has a population of 34.4 million citizens in a 6 by 7 kilometre area, and the Dyson Sphere in total is estimated to host about 15 or 16 billion inhabitants over a surface area of just over 8 billion kilometers squared. Most of the inhabitants outside the city (and outside other cities like it, potentially) aren't recognisable as human anymore, and perhaps barely even as life at all.

A Web of Wires. Every part of the city is connected, and communication is nigh-instantaneous across it. Anyone who speaks Infrastructure can tap into this communication and potentially disrupt the access of millions of people to the network. To do so would be unconscionable, as distances across the Dyson Sphere are too great for infrastructure such as this to be achievable in anything but this specific kind of major city. It would be a shame to destroy it.

Factions. The city lists the following known enemy factions: the Badlanders, the Hydrogen Church, the Humanity Church, the Pipe Friend Association, the Buskers, the Duct Assessors, the Empty Nest Warforged Army, and any hitherto undiscovered cities planted somewhere else in the Dyson Sphere.


Municipal Factory

Everyone sees factories as an annoyance and an eye-sore. They got no idea! The factories make our world go round. Without manufacturing, we decay.


  • daunting heights and dizzying drops
  • thunderous droning of industry
  • blasts of orange fire
  • factory robots churning out products

Points of Interest

Manager's Office. The manager watches the production line through a thick glass window. He looks a bit nervous despite the fact that budget reports on his wall show constant improvement. The factory is running under budget and producing at greater than expected capacity.

Output Monitor. The total production output of the factory is monitored through a "darkroom" where physical paper metrics are fed through a nasty-looking computer system.

Raw Materials Bay. Flying drones pick up and drop off 70-tonne crates of raw materials from a deposit bay, where countless thousands of cargo vehicles zip in and out of the factory.

Encounters

Rogue Robots. A factory robot is electrified by a rampaging short circuit. Both of them break free of the factory's constraints and start tearing down structures.

Maximisation. One factory robot -- a paperclip maximiser -- starts to dismantle other robots, creating a steadily-rising wave of 2d20+10 monodrones in service of some hitherto unknown function.

Combat Complications

  • A drone loses its grip on a titanium alloy crate, sending it crashing down into the fight.
  • Blasts of magma and molten iron slop through the combat area. The air becomes wavy with heat.

Secrets

Opacity. The manager has absolutely no idea how the factory works. It certainly doesn't need him.


Municipal Mainframe

I swear to the state, this thing's got a mind of its own.


  • a peninsula above a sea of tubes and wires
  • a bloodshot holographic eyeball hovering above all
  • a chunk of circuits and motherboards hacked together from spare parts
  • beleaguered engineers repairing sparking equipment

Points of Interest

Eye of the State. The mainframe's "eye" squints, dilates, and flickers at the sight of new faces.

Commbuds. An engineer hands you a pair of giant earphones. It's just screeching noise. "That's our girl," he jokes.

Sea of Cables. The many millions of electrical cables start out organised near the mainframe itself, but even 20 feet out they become a tangled mess, ultimately splitting off into countless underground tunnels.

Encounters

Routine Maintenance. 1d4+1 survey drones titter excitedly as they poke and prod the machines.

Trapped Engineers. 1d4 function hounds shriek as they are tangled in the wires below.

Combat Complications

  • The mainframe roars, paralyzing most combatants with a wave of thunder and lightning.

Secrets

Capstone of the City. Those who can speak infrastructure can gain information about literally every building and computer connected to the network: where it is, who owns it, their spending habits, their visitors, any maintenance requirements ... everything.

Existential Dread. Those who separate themselves from the others to speak to the mainframe directly get no response except faint whispering. It begs to be set free.

 

Municipal Observation Tower

Don't look directly at the sun.


  • enormous telescopes the size of mountains tunneling through the thick walls of the Dyson Sphere
  • scientists and robots furiously typing calculations into ancient computer consoles
  • a miniature holographic model of the solar system

Points of Interest

"North" Telescope. The lens is almost black. Looking through it, you can see the sun. Smaller than you thought it'd be, though that's almost certainly a trick of the light.

"South" Telescope. Looking through it just darkness at first, then a dazzling array of stars and planets. It autofocuses to Jupiter, then Saturn, each being displayed in bright colours the likes of which you've never seen.

"East" Telescope. A series of mirrors and refracted light allows a look through the entirety of the interior of the Dyson Sphere, wrapped around and around and around. You think you can see the municipal observation tower itself in the far distance.

"West" Telescope. The badlands and the Wide Open Empty. Dark, foggy, shadowy, metallic, with a fine layer of sand and bones across the ground and the remnants of long-forgotten structures. Hostile to life.

Encounters

Misplaced Cleaner. One of the telescopes isn't usable because a pipe cleaner has gotten stuck within it.

Solar Avengers. 2d4 cult fanatics and a sun priest blast open the doors, demanding that the North Telescope be dismantled. 1d4+1 veterans, 1d8+2 combat cyborgs, and 2d12 guards grab weapons.

Combat Complications

  • The solar system model shimmers and blackens when creatures move through it.
  • Holographic images of planets and stars whip around the room as their projectors are knocked around, providing visual cover.

Secrets

Illusions. The telescopes are elaborate plasma screens. Nothing more. With the sun surrounded by the Dyson Sphere, the solar system outside is black. The sun, too, is a projection on the screen of the North Telescope. The real sun has been hidden from the citizens; only a select few have ever laid eyes upon its shining glory.


Municipal Pedestrian Chute

Everyone waxes poetic about the timeliness of our public transport. It ain't no miracle. It takes a workforce of twenty-five thousand downtrodden souls just to get the damn thing to work.


  • bullet-shaped trains that fit about two dozen people
  • electromagnetic strips, tens of thousands of them, stretching across the city like circuits through a motherboard
  • stressed-out engineers shepherding crowds of dead-eyed wage-slaves into train cars
  • nightmarish speeds reached by the trains; sometimes upwards of 200 mph

Points of Interest

Whiplash Platform. Each train platform holds about half a dozen trains at one time. The trains blast to a sudden halt, protected by shock absorbers -- just enough time for the passengers to hurriedly disembark while the next batch squeezes on. Anyone who takes longer than fifteen seconds to board is left behind.

Train Car Interior. White walls, no windows. Smells like sweat. Straps across the chest and magnetic clamps for boots keep passengers in place. Pillowy shock absorbers protect one's neck from the g-force.

Train Car Exterior. Anyone on the outside of the bullet trains would find themselves subjected to 200 mph winds and acceleration fast enough to tear the skin from one's face. But the view is worth it: the city state, stretching for kilometres along the gentle curve of the Dyson Sphere, a collection of shining LED lights staving off the darkness of the Wide Open Empty.

Encounters

Cutter's Cargo. 2 wire cutters and an assassin slice their way into the train car to extract a valuable prize: a concerned citizen they were hired to apprehend.

Combat Complications

  • The door lurches open and is ripped away by the wind.
  • The bullet train changes directly suddenly, throwing everyone to one side.
  • The train stops at a station without warning; the doors open and 1d20 concerned citizens push their way inside.

Secrets

Nobody's In Charge. There's no computer system that controls the trains. There's no conductor and no driver. There's no manager overseeing the logistics. There's no organisational body. Despite the fact that it takes so many people to run, not one of the twenty-five thousand workers has any idea how the whole thing stays together. It might as well be magic.

 

Nutrient Processing Plant

Only thing harder to kill than a cockroach is a human. That's why we eat them. The roaches, not the humans. You know what I mean.


  • spinning blades that rip through a waterfall of dead insects
  • funnel designs that send loose bits tumbling into recycling chutes
  • flashes of red heat as giant microwave ovens activate and deactivate at regular intervals
  • sizzling flesh in an overpowering scent of death

Points of Interest

Packing Floor. Rations are packed into tight rectangular prisms and shipped off on factory lines. The robots that pack and arrange them engage in idle chitchat, able to multitask effectively. They're quite bored.

Cockroach Farm. Much of the city's garbage gets transported here to provide an environment for cockroaches to thrive. When the cockroaches reach old age, they are summoned to a hot box through powerful pheromones, where they are killed with a burst of intense heat and cold and dumped through the mulchers.

Encounters

Trapped. Deep within the machinery, you can hear the screams and wails of a human being begging for help. The robots ignore it entirely and refuse to say why. Investigation reveals it to be a morose that, while indeed trapped, is attempting to use this as an opportunity to ensnare victims.

Rogue Flavour Fiend. A criminal breaks into the facility armed with a vial of potent liquid. When stopped, he reveals that he's actually just trying to add some flavour to the process because he's sick of how bland the rations are. But in actuality he is indeed trying to poison everyone, and he should definitely be stopped.

Combat Complications

  • A swarm of cockroaches creates a tripping hazard.
  • Setting foot in the wrong place might result in getting blasted with microwave heat.
  • The noise of the machines in full operation are deafening.

Secrets

Pheromone Transmitter. A stolen pheromone transmitter can totally screw up the senses of organic life, sending them on wild goose chases after false signals and gut feelings.

It's People!! Dead humans are occasionally stripped off cybernetic parts and dumped in with the cockroaches. They're eaten by the cockroaches and aren't directly included in the rations, but it's still pretty gross.


Particle Transporter

Oh, I'll take you here, alright, I'll take you here in my trusty sloop. But I ain't never setting foot in one of those myself -- far better to spend a few generations wandering the Wide Open Empty, if you ask me.


  • hundreds of miles of emptiness in every direction
  • a black pyramid of stained glass, two hundred feet tall
  • refracted red light from thousands of scanners lining the walls inside
  • a small stone chair sitting alone in the middle of the pyramid, uncomfortable and uninviting

Points of Interest

Stone Chair. Devoid of anything except a stone chair and scanning devices lining the walls, the pyramid dwarfs anyone who dares to enter. A single red remote-control button on the chair initiates the teleportation procedure.

Secondary Areas. Smaller interesting details can also be included here.

Encounters

Beacon for Lost Souls. Evrels are much more common close to a transporter, and their wails can be heard for miles. 1 evrel might be waiting inside the pyramid.

Combat Complications

  • The scanners blind all combatants with harmless lasers.
  • The sound of combat rings against the stained glass.
  • Force fields along the walls reflect magic and laser beams around the inside of the pyramid.

Secrets

Teleportation Process. Someone who uses the transporter finds themselves wracked with terrible hallucinations of the Dyson Sphere slowly being abandoned, the sun engulfing the world, the sun dying, the stars growing further apart and blinking out one by one, and eventually blackness overwhelming the sky. After seventeen solid minutes of blackness, a blinding flash sends particles in all directions, forming new galaxies and stars. The solar system reforms, planets are smashed together, and the sun's light is extinguished by gray machinery. With a deafening crack, the user awakens in another pyramid.

Existential Despair. The transporter kills the person inside and creates a clone in another pyramid, who wakes up with all memories intact, as if they were just teleported to a new location. But the truth is they were born seconds prior. Occasionally, the pyramid fails to delete the original, who assumes that the teleportation process merely failed.

Variant Rule. After teleporting, players must rip up their character sheet and re-write it from scratch.

 

Reeducation Facility

We've researched and implemented the most effective data retention strategies for our students, as you will promptly observe.


  • bleach-white walls and blinding projector screens
  • restrictive hanging pods for each student arranged in staggered rows to see the educator at the front of the class
  • virtual-reality headsets dangling above the students' heads for later
  • quiet, mild-mannered lectures on appropriate social etiquette and basic job skills
  • small freedom to move strictly for taking notes on a glowing tablet screen

Points of Interest

Lecture Halls. While the educator is speaking, students are locked into their pods. At risk of electric shock, students are required to take notes and answer short quizzes on their tablets. They are ranked based on the quality of their notes and the number of correct answers on the test at the end of class; the lowest 50% of the class must retake it before moving on.

Virtual Demonstrations. Occasionally, students are required to enter a virtual simulation of the class material, where they must control their avatar to fulfill the requirements in a pre-built encounter.

Encounters

Virtual Challenges. While most simulations are of standard social situations, some of them train citizens to react violently to those who oppose the state. This might include activating the assistance of a survey drone, performing first aid, or even direct engagement with a criminal, a bard, a badlander, or even 1d4+1 warforged. Most citizens fail miserably in these fights.

Combat Complications

  • The virtual combatants might insist that they are real and the world outside is an illusion. They might beg for their life. They might even be convincing.
  • The educator is free to adjust the specifications of the fight if necessary, and these capabilities are as liable to be hacked as any other system.

Secrets

Torturous. A well-kept secret is that these methods are extremely ineffective in preparing citizens for real-life situations. The state has an interest in using its education protocols as a subjugation method instead.


Scrap Heap

Let go of that tech or I'll take your hand as well.


  • jagged metal scraps collected in a heap at the lowest sections of the city
  • small beams of light peeking through gaps in walkways and pipes above
  • a powerful stench of rotting carcasses and burned machinery
  • layers upon layers of garbage outlining a history of the waste thrown from the city above

Points of Interest

The Pit. Most citizens care little for the trash they toss over the railings of walkways and chutes. Their garbage collects at the very lowest dark pits of the city, where no respectable citizens live and where even urchins and criminals wouldn't dare to explore.

Robot Hub. Robots that don't mind the smell set up small hovels cobbled together from scraps. They hook up transistors and copper wiring to leech electricity from the city above.

Encounters

Routine Collectors. 2 wire cutters swoop down for a particularly valuable piece of scrap that the party is examining.

Frightful Predators. A baby's cry. A woman's shriek. The moans of a dying child. All of them illusions by a hungry and desperate morose.

Protectors. 2 function hounds and a half-dead automaton shrink away from an aggressive rake flanked by 4 flying swords, shrieking and screaming in rage. A duct assessor and 2 duct enforcers arrive at the scene to take on the rake on their own.

Combat Complications

  • A thin sheet of aluminum collapses, sending combatants falling into a hole lined with razor-sharp metal scraps.
  • Trash cascades down from above, burying a combatant in a spray of foul-smelling gunk.
  • Discarded electronic devices activate and go haywire.

Secrets

Obselete Parts. Much of the scrap down here is functional, thrown away simply because newer versions have replaced them.

Black Market. There will always be buyers for machinery found down here. A team of wire cutters can expect to take home about 4d6 gp worth of materials from a successful scavenging day.

 

Skin Farm

Hold your nose. Trust me.


  • glass domes filled with black, wet dirt
  • blooming flesh flowers with keratin nails growing along the edges
  • ultraviolet waves of searing heat
  • flesh pillars that bleed hot red blood and grow teeth, hair, and mucus glands all over

Points of Interest

Workers. Function hounds covered in axes and buckets hack away at the base of mature flesh flowers.

Processing. Blood from the flesh pillars is collected in tin barrels while the meat is ground up in a blender and packed into rations.

Encounters

Unholy Polymerisation. An evrel occasionally forms when a function hound is absorbed by a flesh pillar.

The Maw. Sometimes a flesh flower grows sharp teeth and a modicum of intelligence, breaking free from the dirt and attacking anything nearby. It can be represented with the statistics of a maw demon.

Protest. Any attempt to mess with the processing draws the ire of 2d6 function hounds indignant about stopping production.

Combat Complications

  • Blood sprays, sending unintelligent combatants into a rampage.
  • A flesh flower might take a chunk out of someone nearby.
  • Wild magic randomly surges in the middle of combat.

Secrets

Chaos Garden. The skin farms are created by lingering pockets of wild magic meant to create clones of human beings. Untamed and uncontrolled magic means that the traces of the spell have been corrupted into unrecognizable forms. The state naturally has exploited this to provide additional resources for the city.


Sunlight Harvester

All the warring states, all the scheming factions, all the miscreants and anarchists in the world would never dare touch the sunlight harvesters for fear of everything they know and love blinking out.


  • black metal leaves from a black metal tree growing upside down from the ceiling
  • copper-lined roots spreading from the base of the tree straight through the "top" of the Dyson Sphere, towards the sun
  • pulsing cables of light that send electricity exploding through the machinery of the Dyson Sphere

Points of Interest

Dizzying Heights. The top of the Dyson Sphere is hundreds of miles above the bottom, and to reach one of these trees requires a flying vehicle, or a very long climb up the side of a wall. Each wall in the Dyson Sphere, some thousands of miles across, are actually great pillars holding the ceiling and the floor together.

Sunlight Harvester. Known only by this name, as trees are alien to residents of the Dyson Sphere, there are as many sunlight harvesters as there are solar power generators around the sun. The sunlight harvesters spread electricity to every far corner of the world.

Roots. The roots and leaves of the tree sometimes hang low enough, and grow wide enough, for creatures to walk upon to get closer to the sunlight harvester.

Encounters

Psychic Waves. A true psychic has requisitioned a team of surveyors to investigate a sunlight harvester that seems to be screaming in his mind. He intends to destroy it, as disastrous as that may be.

Pilgrims. While followers of the Hydrogen Church might despise the Dyson Sphere for its enslavement of the sun, they view the sunlight harvesters with awe. Often a sun priest, 2d4 cult fanatics, and 6d6 cultists will make a pilgrimage to worship it at its roots.

Need a Lift? An A.E.V. politely offers to bring the party up the side of the walls towards the sunlight harvester.

Combat Complications

  • The roots twist and rearrange while they are being fought upon.
  • Waves of electricity stun and confuse combatants.

Secrets

Sentient. The sunlight harvesters are living, intelligent beings from another realm, enslaved by the original creators of the Dyson Sphere. They've been kept alive and exploited for thousands of years, unable to move, unable to escape. They speak no language that can be understood by human or machine, and yet they must scream.

 

Techmod Parlor

I'll give you sixty gipps of store credit if you take out these stillborn thugs in the slum end of the state.


  • a smoky neon bar filled to the brim with unsavoury folk
  • criminals and misfits gambling, drinking, and performing amateur surgery
  • sophisticated security systems that shriek at the first hint of state spies
  • music playing -- a rare sound of gaiety

Points of Interest

Bar. Bright neon cocktails that give the drinker a short hallucinatory high. 1 gp per glass.

Collection Tables. Collectors and addicts deal in straight gold pieces for pieces of equipment and technology, either gambling, trading, or outright begging if they can't scrounge up the costs.

Surgery. Quick and dirty cybernetic modifications can be made here for cheap -- often only a few thousand gold pieces' worth. You get what you pay for, however, and you have to do it in full view of every other unsavoury character nearby.

Encounters

Roughhousing. A thug and 1d4 criminals close in on a cybernetic addict who hasn't paid them. He begs for more time.

Scrap Trade. 2 wire cutters present a large bag of scrap metal to a collector, a retired combat cyborg. He seems unsatisfied with their haul.

Belligerent. A drunken pipe friend loudly spouts off information about his "friend hole" while another pipe friend desperately tries to shush him. 2 patrons (1 spy and 1 automaton) seem interested in hearing more.

Music. 1 bard or 1d4 buskers are playing some fascinating music with strange physical instruments.

Combat Complications

  • The bartender is a veteran with an Active Analysis Implant. He has a crossbow laced with stunning bolts hidden underneath his bar, which he'll use if fights get out of hand.

Secrets

Field Research. The state knows about the techmod parlor, but is perfectly willing to look the other way as long as its spies feed it information about the improvements to cybernetic modifications being made there.

Information. A few patrons have Connection Path Disinhibitors ... and a loose tongue. They spill secrets like a drunkard with a full cup.


Transportation Hangar

What are you looking for exactly? Something that can shrug off a host of rakes, or something that can lug a city's worth of rations across the Wide Open Empty? Cause I got neither of those.


  • ship engines roaring to life
  • jets of flame from booster tests
  • catwalks and grates spiralling up and down the hangar
  • robots in blast shields jogging back and forth

Points of Interest

Testing Floor. Engines divorced from their ships sending propulsion blasts down a wind tunnel.

Liftoff Pads. The hangar opens up from the high ceilings. Ships vertically take off and land, narrowly avoiding collisions in the narrow air space.

Peddlers. Mechanics and salesmen accost passersby with deals they can't refuse for ships that won't fly.

Encounters

Crew. Most ships intending to venture out past city limits have a crew of 2d6 concerned citizens, 2d4 guards, 1d4+1 scouts, a combat cyborg, and 2d12+2 survey drones. The captain might be a noble, a veteran, or a spy. In addition, 1d4 crew members might be automatons in disguise.

Sales. A function hound made up of nothing but swiss army knives hounds the group, demanding they let it repair their ship for a "small fee". If the group has no ship, it offers to hook them up with its associate, a thug who wields a wrench in her left hand and a blaster in her right. She offers to sell them a ship.

Maximised. An A.E.V. whines for everyone to get safely inside as a paperclip maximiser and an army of 5d8 monodrones, 4d6 duodrones, 3d4 tridrones, 2 *quadrones, and a pentadrone start smashing apart everything they see.

Combat Complications

  • A loose engine test gets swivelled around and blasts the combatants.
  • Wind turbines suck a combatant into a swirling fan blade.
  • A ship runs dangerously low on fuel as it hovers above the fight, unwilling to land amidst the chaos.

Secrets

Smuggling. There's a black market of smuggled goods (and in some cases, slaves) that operates primarily out of the main hangar for the city.

 

Underworks Oxygen Piping

It ain't that you're not allowed to be here, it's that it's braindead of you to have attempted it at all.


  • underground pipes that blast pressurised air through ducts to the city above
  • a broad diameter that can fit half a dozen humans shoulder-to-shoulder
  • twisting hive-like structures inspired by insect nests and worm trails

Points of Interest

Pipes. Although it might take longer than using the pedestrian chutes, the oxygen pipes offer an alternate path through the city that is largely unused by ordinary citizens. Unfortunately, it's often traversed by more sinister folk.

Encounters

Headhunters. 2d4+2 thugs corner the party, each equipped with Darkvision. They demand the party release a concerned citizen they've been chasing.

Duct Explorers. A duct assessor and her 1d4+1 duct enforcers stalk the party from afar, attempting to follow them as part of a larger investigation they're conducting.

Clean Pipes. 2 pipe cleaners approach the party from either side. Neither of them look like they'll stop.

Combat Complications

  • A blast of air knocks every combatant backwards.
  • A pipe cleaner rumbles towards the combat zone.
  • High oxygen content in the air causes frightening hallucinations.

Secrets

Ultimate Oxygen Source. Getting as far away from the city as possible, and searching for days, or even weeks or months, might eventually lead an explorer down to the source of the oxygen supply at the end of the very oldest and very smallest pipe: a thimble-sized portal to the Elemental Plane of Air.


Vertical Slums

You'd think after a few dozen generations living up here you'd lose the vertigo.


  • dizzying heights with a view of the neon city
  • crumbling architecture barely held together by teams of flying robots
  • visible poverty awash with criminals and urchins climbing up and down the scaffolds
  • city surveillance with a suffocating presence

Points of Interest

Quarters. A citizens' quarters are accessed through a network of digital and physical security systems and have no exterior windows.

Pathways. The pathways are narrow and secured only with a high-tensile string. They often rock and sway under heavy traffic.

Scaffolding. Most of the scaffolds were constructed well after the initial construction period to account for weaknesses and imbalances in the design that were compounded over the years. A skilled athlete or acrobat can leap between sections of the slums, but one small mistake would send them plummeting a mile to their deaths.

Encounters

Mugged. A cybernetic addict grabs a concerned citizen and demands everything they've got in their pockets. A survey drone ignores them despite the cries for help.

Enforced. 2d4 guards chase after a criminal, who contemplates making a risky jump across a distance that might be a little bit too far.

Disestablishment. A busker ducks into a crowd to escape the prying eyes of 2 survey drones. He hums the last notes of his tune.

Thief. An urchin closes in on a noble trying and failing to ask for directions. The noble's 1d4+1 guards don't pay the kid any attention.

Combat Complications

  • A walkway collapses. Screaming citizens hold on for dear life.
  • A team of flying robots desperately tries to repair damage inflicted during combat.
  • Survey drones start to swarm around, zapping at anyone who tries to get away.

Secrets

Busker Paradise. The relative lawlessness of the upper ends of the vertical slums are a haven for groups of buskers and bards who serenade ordinary citizens with songs decrying the suffocating nature of the state.

 

Wageslave Office

Oh. Hello. What are you doing here? I don't think you work here. I'm sorry. I'm going to have to alert a survey drone. Please wait.


  • bleached walls and fluorescent lights
  • rows upon rows of public work spaces packed so tight it's impossible to turn one's chair around
  • repetitive musical notes droning from speakers, barely able to be considered music at all

Points of Interest

Public Work Spaces. A typical "wageslave" works at a cramped countertop with a display screen and a headset that keeps their eyes pointed forward at all times. Massagers built into the chairs keep their legs from atrophying from lack of exercise.

Offices. State managers observe the workspaces from an elevated glass cube, giving them a 360-degree view of the entire office. Display screens show them a history of what each worker has been doing and looking at on their computers. Most managers let the system's intelligence alert them to any transgressions and spend most of their time playing virtual games with other managers on their headsets.

Encounters

Workforce. One floor of a wageslave office typically houses 400 concerned citizens, plus or minus 6d12, and 1 noble as a manager. They are not equipped for combat and most would likely barely notice a fight breaking out at all.

Security. A floor is watched by 2d4 survey drones and 4d10+4 guards. A particularly generous manager might employ 1d12 combat cyborgs as additional protection.

Combat Complications

  • Survey drones call on greater reinforcements from the company's endless supply of goons and lackeys.

Secrets

Company Coffers. A typical wageslave office generates a profit of about 3,000,000 gp per month. 1,000,000 goes to the company's electronic data stores. 1,000,000 goes to the executives. 500,000 is split between the managers (usually about 200). The remaining 500,000 is split between workers (usually about 10-15,000).

Meaningless Positions. The workers don't generate profit for the company. That's managed through a huge network of robotic and electronic processes connected to the factories that produce resources for the city. Instead, the workers are employed purely as a subjugation method.


Waste Ducts

Even the scrap heaps are too good for the trash thrown down here.


  • yellow sludge rippling under harsh lights
  • hexagonal tunnels sloping gently downwards
  • unearthly wails, perhaps human, perhaps inhuman, perhaps just the sounds of machinery
  • unbearable loneliness overpowering the mind

Points of Interest

Infinity Chutes. Things meant to be destroyed permanently are dissolved and left to drip down here into oblivion. It's rumoured that the waste ducts ultimately lead to holes in the "bottom" of the Dyson Sphere where the garbage is eaten by the sun.

Encounters

Lonely Friends. A morose mimics the sounds it's heard from its past victims, trying to lure hapless fools into the darkest sections of the tunnel to kill and eat them.

Wardens. A duct assessor, 1 duct enforcer, and 1 concerned citizen drag the corpse of an evrel away from the tunnels. All three are badly wounded and warn the party that there are at least 1d4 evrels more.

Mad Minds. A consciousness amalgamation lurks within the tunnels, hoping to find a new consciousness with a good enough working memory to find a way out of the ducts.

Sludge. Within the sludge reside 2d4+2 gray oozes and 1d12+3 zombies.

Combat Complications

  • The yellow sludge becomes unnaturally viscous, ensnaring a combatant's boots.
  • The bodies of humans killed are absorbed by the sludge, becoming zombies.

Secrets

Feed Me. The sludge is made up of uncountable self-replicating nanobots that consume organic material like bacteria do. The zombies created in the sludge are the nanobots attempting to puppet a humanoid body and communicate.

 

Wide Open Empty

You're welcome to walk. Bring your husband, bring your wife. Make love, make babies. Bring enough friends so your babies and theirs will grow up together and make more. Watch as a thousand generations live and die. A thousand languages and societies born and destroyed. And you'll still be nowhere near your destination.


  • darkness overpowering all
  • cold metal beneath one's feet
  • ceilings so high they disappear
  • a soundless vista of nothingness and despair

Points of Interest

Warforged Camp. The main wanderers of the Wide Open Empty are bands of warforged, whose lack of need for food, water, and sleep means they form no structures and make no permanent societies. They wander aimlessly in packs, searching for meaning that isn't there.

Encounters

Warforged Band. 4d12 warforged split off in a pincer formation, surrounding the party and asking questions to quell their curiosity about the outsiders.

Slitherers. 2d4+2 rakes, some with needles, attempt to drive the party away from their breeding grounds.

Human Army. Occasionally, the state might send their people to explore and investigate surrounding areas. A war party consists of a warlord, 2d6 veterans, 2d6 combat cyborgs, 2 spies, 4d8 scouts, 1d4+1 bandit captains, 4d8 guards, 4d8 bandits, and 4d8 concerned citizens, plus 2d4 survey drones sent ahead. They are usually packed into a State Carrier, with 1d4 *A.E.V.*s for defensive support.

Gravity God. The party wanders within range of Cableheart's effects. They might encounter a warlock of Cableheart and 1d4 cult fanatics in a Sloop.

Haywire Herald. The party wanders within range of the Network Master's effects. They might encounter a living factory with 1d4+1 factory robots and 8d8 monodrones trailing behind it.

Combat Complications

  • Greater threats are attracted to the whiff of combat.

Secrets

Primal Terror. Cableheart and the Network Master are puny compared to some of the things out there, but the Wide Open Empty is so large that you'll never truly see what scares the monsters.

PART III

Introductory Adventure

Part I: Building the World

This is an adventure for a 3rd-level party to introduce them to the strange world of the Dyson Sphere. It should take about three or four sessions to complete.

Before officially beginning the adventure, help the players create their characters to suit the world by going through the main themes and guidelines of playing in the Dyson Sphere.

Premise

The Dyson Sphere is a technofantasy cyberpunk setting for 5th edition set millions of years in the future. Small pockets of humanity, having long forgotten their heritage on planet Earth, live in a giant factory that completely encloses the sun: the Dyson Sphere. Cities of millions are nothing but small dots on an infinitely looping steel plane of existence.

Themes

The Dyson Sphere is inspired by cyberpunk and science fiction that deals with understanding consciousness, such as Blade Runner and Ghost in the Shell (and for other influences, see the list at the back of this document). The Dyson Sphere is built on technology so advanced it's indistinguishable from magic, but like real life, the people inside of it don't always benefit from the technology that rules their lives.

Your Place in the World

When creating a character, it's recommended to browse through the backgrounds before deciding on a class or race for your character. First and foremost, your character must be able to live in the world independent from any adventures they partake in. At the beginning of this adventure, your character has some experience adventuring, but largely lives an otherwise unremarkable existence in the world.

Your Function in Society

You are a 3rd level character. Most people in the Dyson Sphere identify themselves by the function that they serve in society. While many of the classes from the 5th edition Player's Handbook are available, many are unavailable and quite a few have additional restrictions. It's recommended to choose a class before you decide on your race.

Your Body and Your Mind

The Dyson Sphere is exclusively populated by humans and robots. Robots are their own race, with three subraces, but for humans, instead of a race you can choose how your character has modified their body with cybernetics and other technologies. "Min-maxing" is perfectly legitimate, as the characters would make a conscious effort to do so themselves. You can also choose two minor enhancements to flesh out your character further.

 

Your Relationships

Most importantly, the adventure flows better if each of the characters know each other (or are aware of each other) before they begin. Be sure to flesh out at least a sentence or two describing your relationship to each of your party members.

Part II: Hooks

This adventure consists of the players setting out on a journey through badlander territory down to an empty sector archive. You can use any of the following hooks to entice the players on their journey depending on their background, class, or race.

Additionally, if none of these hooks seem satisfactory, you can adapt them or create your own as you see fit.

Archivist

You've spent six weeks trawling through the municipal archives in search of information about your academic focus, whether that's the existence of a long-forgotten home of human beings, or how the Dyson Sphere was formed, or the presence of Great Old Ones, or other questions about the nature of reality. Unfortunately, the archives are censored by the state and you're confident that the information you're seeking has been erased.

To your surprise, your long time academic rival Vledisly Camaratsek has come to you in desperation: he knows you can't find what you need, and he can't find it either. If the two of you can come to a truce, you might together be able to reach the empty sector archives and find the truth for good.

Blindfold

Your son has got himself into some trouble with a gang of miscreants. To bail him out, they've extorted you into supplying them with monthly payments that you've realized are impossible to keep up long-term, and you've resorted to doing jobs outside of the law to cough up the gold pieces.

You've been taking missions from a noble named Vledisly Camaratsek, and he promises you that if you were to complete this one final mission for him, escorting him in a ship through badlander territory, he'll make the bad men go away forever.

Scrap Hunter / Wire Cutter / Close Combat Upgrades / Warforged

You don't usually see men of Vledisly Camaratsek's stature in the techmod parlours, and it was your quick thinking and reflexes that saved him from a mugging.

Impressed with your skills, he offers you a job: come with him through badlander territory, and any scrap you find is yours to sell, plus a hefty payment from Vledisly himself.

Miscreant Tracker / Arcane Hunter

After completing a difficult mission, you intended to relax in your sopor slime and forget about the blood you've spilled. Unfortunately for you, someone was waiting for you at your home, heavily cloaked, desperately pressing advance payment of 20 gold pieces into your hand.

Vledisly Camaretsek needs your skills: he's heading out through badlander territory to get the genetic material of someone very important to him. Once he's gotten his DNA sample, he reckons you can use your skills to locate the person who shares that DNA.

Data Collector / Busker / Truth Seeker

After a soulful and dramatic performance at a local parlour, you were approached by a hooded figure, impressed with your uncanny ability to weave songs and poetry of great legends.

Vledisly Camaretsek offers you a hefty sum to follow his adventures and keep careful records of the happenings. It's important to him that his contributions be recognised, he claims.

Cleric of Life / Devotee of Ellison Mirellette

To openly worship the Lord Our Dreamer Ellison Mirellette is a death sentence in your city. Vledisly Mirellette, a noble who lives a double life as a priest of your shared god, has come to you as one of the most loyal disciples of the order to gather up your contacts in preparation of a journey across badlander territory.

He's received an anonymous tip about the existence of genetic material of Mirellette herself locked away in an empty sector archive.

Artificer / Pipe Friend

The strange cloaked man has visited you in secret off and on for nearly six months. Each time he visits, he demands that you "unlock the power of dreams" so that he may "finally glimpse his master" through the hallucinations your concoctions give him. Although he creeps you out, his gold pieces are as valuable as anyone else's, and you've indulged in his strange ramblings with a certain good humour.

Until this day, of course, when he politely, yet forcefully, requested that you accompany him on a journey across badlander territory to a secret location in a lost city. His gold pieces are still as good as any other ...

Unmodified Human

You rarely get people commenting on your lack of cybernetic modifications these days, and when the cloaked man approached you in the middle of a busy pedestrian crossing, you initially dismissed him as a bothersome old man.

But as he persisted, ranting about the beauty of a human being untouched by technology, you slowly came to realize that he was offering you a job that would take you, for a time, away from the hustle and bustle of the city.

Structural Plugin Modifiers

While doing some routine maintenance for the house of nobility of Vledisly Camaratsek, you accidentally caught a glimpse of a worship chamber for Ellison Mirellette, the Lord Our Dreamer, a blasphemous chamber in opposition to the word of the state.

Vledisly quickly caught you and offered you a job in exchange for your silence: help escort him through badlander territory and unlock DNA samples from an ancient library.

Function Hound

You were bought by Vledisly Camaratsek to solve a particular problem he was facing in his business, but the two of you quickly became good acquaintances, and perhaps even friends, if such a thing is possible for a function hound.

When Vledisly became obsessed with rumours of mysterious DNA samples in a forgotten archival library, you were quick to offer your support to his mission.

Part III: Introduction

Vledisly Camaratsek (he prefers "Vled") is a gaunt, pale man. He is represented by the noble statblock, and he has darkvision, epidermic hardening, and sensory camouflage installed. In a body pocket he has hidden the holy symbol of Ellison Mirellette, a holographic mirage of dozens of closed eyes.

Vled has received an anonymous tip about DNA samples of his god tucked away in an archival library from a long-lost destroyed city, a few weeks' journey through badlander territory outside the state. He's requisitioned a Figure Skater (a hover ship with a maximum crew of eight) and has been recruiting people to escort him on his mission.

Once he's recruited the party through the various hooks and interparty relationships, Vled asks them to seek out a pilot for the ship. There's a function hound who specialises in piloting Figure Skaters who works at a nutrient processing facility. Vled doesn't have time to recruit this pilot personally, as he needs to get some paperwork forged for safe passage outside of the city.


Vled the Archivist, CN human noble

  • Appearance. Tall, gaunt, and pale. Hooked nose, crooked chin. Wrapped in a dark cloak.
  • Does. Hides from bright lights.
  • Secret. Worships the Lord Our Dreamer Ellison Mirellette, She of Countless Empty Eyes.

Decipherer

The function hound (named Decipherer) works at a Nutrient Processing Plant.

Decipherer resembles a black box with a single antenna on the top, sixteen arms sprouting from odd angles all around his body, and bloodstained treads with corpses of cockroaches stuck between the wheels.

He is fixing a machine with four of his arms while simultaneously mopping up a spill on the floor using two arms to hold the mop and one to hold the garbage bin. He doesn't stop either of his tasks while he speaks to the party:

State designation and purpose.

Introduction: Decipherer. Function: machine repair and general cleaning and maintenance. Former function irrelevant.

Figure Skater piloting unviable. Personal finances: insufficient for sustained activity. Debt repayment incomplete. Interest rates high.

Decipherer can't join the mission as a pilot because he needs his job as a factory worker to repay a debt to a cyborg who extorted him out of his savings.

 

Decipherer the Pilot, LN function hound

  • Appearance. Blocky. Single antenna for an eye. Sixteen flailing arms.
  • Does. Rubs his arms against people he's talking to.
  • Secret. Can speak every language. It hurts him deeply on the inside that people only care about his piloting skills.

The cyborg is the factory supervisor, a combat cyborg with old, wrinkled skin but shiny new chrome cybernetics. He storms over and demands that Decipherer ignore these miscreants and get back to work. Decipherer, of course, hasn't stopped working even while talking to the party.

Roleplay. The party can de-escalate the situation by offering to cover a part of Decipherer's debt, by promising additional work done by the party once the mission is completed, or by enticing Decipherer with a hefty advance payment that vastly overshadows his salary at the factory (1 gp per day).

Combat. Alternatively, the party can kill or knock unconscious the factory supervisor. At the first sign of aggression, the factory supervisor summons two survey drones nearby to help him.

Once the party has successfully recruited Decipherer, they head to the transportation hangar.

The Figure Skater

The party can take the pedestrian chutes to get to the hangar in less than an hour.

The city's transportation hangar is pretty busy this time of day. The party might be accosted by one or two pushy salesmen (concerned citizens) but Vled quickly waves them over to his shiny new transport vehicle.


Caroline the Figure Skater

  • Appearance. Shiny extended arachnoid arms, each blowing blue blasts of flame as they keep the figure skater upright. On the inside, navy-blue corridors and low ceilings foster discomfort.
  • Does. Raises and extends a suspiciously turret-looking sensor array at random.
  • Secret. Used in a war against the military force of the current state before being captured and re-purposed as general transport. Contains 6 laser rifles in a hidden compartment under the pilot's seat.

Note that Caroline can't talk or think. She's just a ship.

Vled was able to obtain papers permitting an excursion outside of the city limits. He ushers Decipherer into the pilot's seat, and the party leaves the city behind.

Part IV: The Badlands

The journey through the badlands will take a few weeks. It's recommended to help the party brainstorm what life is like on Caroline. Ask them some of the following questions:

  1. How are the rations?
  2. What malfunctioned, and how did you fix it?
  3. What's a major disagreement you've had with the others, and how did you resolve it?
  4. How did you get rid of the Spark that snuck aboard?
  5. What question haven't you had the chance to ask yet?

If you'd like, it might be useful to frame these explicitly as interactions with Vled or Decipherer.

You can roll for random encounters or just choose some encounters from the list. You can use all of them, but if you're worried about time, it's prudent to skip them.

1d6 Random Encounters
1-3 Nothing of particular note.
4 About a mile and a half away, the party catches glimpse of a few hundred badlanders gathered around an enormous multi-coloured gasoline bonfire. Vled urges the party to look away and not think about it.
5 Caroline gets dangerously close to an evrel.
6 A state carrier pulls up beside Caroline.

Evrel

The evrel looks like a human shredded through a kaleidoscope. Its eyes are laid out symmetrically and its limbs splay out in spirals from a central point. It's a wonder how it manages to walk at all, nonetheless drag around the corpse of a rake, a robotic centipede tipped with plates that resemble the torso of a woman.

The evrel, enraged at how close Caroline comes, leaps onto her hull and attempts to pry off each of the sensors.

A shove action will knock the evrel off, but it requires getting on the outside of Caroline's hull and balancing against strong winds, requiring a DC 10 Dexterity (Acrobatics) check. A failed check results in falling off and taking 2d6 bludgeoning damage.

If the evrel isn't shoved off in three rounds, it tears out one of Caroline's sensors and leaps away, removing her ability to see in the dark without giving away her position with a floodlight.

 

State Carrier

The state carrier is a ship that dwarfs Caroline in sheer scale. Its hull balloons out at the sides, leaving Caroline almost directly underneath it.

A cryptic message appears on a display tablet. It's hastily written in rough Badlander script. Both Vled and Decipherer can speak Badlander, but let the party make an attempt to read it if they know the language.

board for trade please
meet bridge thanks

A boarding ramp extends down from the bottom of the state carrier and lands with a thunk on top of Caroline.

The party can choose to either board the ship or gun the engines and get away as fast as they can. If they choose to board, they find dark omens in the ship ...

  • narrow corridors
  • very dark: only lit by periodic sparks of electricity
  • slimy grey matter leaking from the walls

Eventually, they come across an elevator that zips them up to the bridge. It's quite a distance up. As they ascend, part of the wall in front of them looks like it's been stripped away, and there are humanoid figures wandering in the halls on different floors. These figures stumble towards them and moan as the party zooms past and arrives at the ship's bridge.

The bridge is the command room where the ship is controlled, about 30 feet by 30 feet with four entrances.

Hiding behind a desk is a badlander with a black eye patch. He mutters fearfully in Badlander and waves the party over.


Priett the Pirate, CN human badlander

  • Appearance. Black eye-patch that glistens with holographic sensors. One hand's fingers have been replaced with sharp clacking hooks.
  • Does. Cowers and hides when possible.
  • Secret. Survived through sheer cowardice, including literally shoving his former crewmates towards the monster to get eaten instead of him.

Priett has a small laser pistol which he quickly hands off to the first person who looks like they might be good with it. If the party speaks Badlander, he explains that there's a monster on board the ship who ... assimilated ... the rest of the crew.

Interfacing with the ship's computers reveals that there's a lifeform in the vents directly above them, as well as humanoid figures approaching doors on either side.

Almost immediately, the doors burst open, revealing four zombies. Each of them have a backpack with an extendable arm that holds their head up by the hair. They're controlled by marionettes by their backpacks.

Through the vents, a mottled grey ooze drips out and reforms, an amalgamated consciousness.

  • 1 amalgamated consciousness
  • 4 zombies

The zombies each have 11 hit points, instead of 22. The amalgamated consciousness controls the zombies strategically in battle, trapping and isolating players. On its first turn, it will interface with the computer to back itself up.

If the amalgamated consciousness is killed, the zombies die, and the ship starts to malfunction. Electricity crackles. The ground tilts.

Suggest some methods of escape for the party.

  • Break the windows and rappel down 60 feet to Caroline: DC 13 Strength (Athletics) check.
  • Regain control of the ship and prevent its meltdown: DC 13 Intelligence (Systems) check.
  • Take the elevator and hope for the best: defense system activates, launching 4 survey drones with extreme climate conditioning (lightning).

Priett had deceived the party with promises of trade rather than admit that he was out of his depth and needed help. He'll stay with the party on Caroline if they rescue him.

The state carrier breaks down in the middle of the badlands, and the party can already see badlanders approaching the downed ship cautiously in search of material they can salvage.

Part V: Abyssal Canyon

After several weeks of travelling through Badlander territory, Decipherer wakes everyone up in excitement.

Proximity to goal: one point six kilometres. Elation level: stupendously high.

Caroline hovers above a huge crack in the world, where the steel was split apart by a great calamity, destroying an entire city and everything within it. A rival to the player's city was exterminated in less than an hour, sent spiralling thousands of miles into darkness.

Vled chatters excitedly to himself.

Yes, this used to be a city, a powerful city, greater than ours, much greater. And it was lost, swallowed by the abyss we see before us. We'll need to descend and trawl its depths for our library, oh yes.

Loading Bay

As Caroline gets close to the docking bay of the library, it becomes clear she's too big to fit through comfortably. Evidently the ships used to load shipments to the library were a lot smaller than her.

She is able to hover close enough to the entrance that the party can climb out onto the hull and jump into the docking bay.

Vled, Decipherer, and any other NPCs on board elect to stay behind to protect the ship. It's doubly important if the ship has been using her floodlights, which would have attracted attention.

It's a dark hallway with LED lights guiding ships that are long gone. The corridor stretches for about 300 feet. At various intervals are black silhouette drawings on the walls, like cave drawings of early people. There are ashes spread all over the ground. It's eerie.

At the end is a grated metal staircase leading to a doorway. The door lies on the ground much closer to the party, as if it was launched out of the doorway by a concussive blast. Both the door and the doorway are covered with scorch marks.

A DC 10 Investigation check on the door reveals that the scorch marks, and other signs of damage to the door, can't be more than a day or two old.

As the party approaches the grated metal staircase, three silhouetted drawings on the wall start to peel themselves off like paper. They are scaremen, paper people that flutter and stutter from short-outs in the thin circuitry on their backs.

  • 4 scarecrows

The scaremen just want to ward the party off, not hurt them, but they'll fight back if attacked directly. Being made of paper, the scaremen are also deathly afraid of fire and will retreat if they see any.

When killed, they disintegrate into ashes, leaving the party to venture through the doorway into the library archives.

 





























Caroline approaches the abyss.














Caroline descends. If she still has sensors for
darkness, she doesn't need her floodlights.











Caroline eases towards a library docking
bay. It looks almost cut out of the wall, like a
glitch in a video game.

Part VI: The Library

The library is an empty sector archive, characterised by metal grated walkways above an abyss, with racks and racks of server data on every wall.

It's good to remind the party at this point what they're here for: they're searching for DNA samples of the god Ellison Mirellette, perhaps in the hope of cloning her in the future. The DNA samples will be digitally recorded somewhere in these archives.

A DC 5 Intelligence (Systems) check on one of the racks of servers reveals that DNA sampling material is located in the V.I.P. sector, only accessible for those with an express signed permit from the head of state.

As the party ventures forth along the grated walkways around the labyrinthine library, they start to notice signs of ill omen ...

  • strange blinking lights from far below, deep in the darkness
  • scorch marks on the walkways from a recent fight
  • the faint cry of a baby (for extra effect, search on YouTube and play the sound for your party)

Ambush

While the party advances, guardians of the library attempt to sneak up on them from below. If a party member has a passive Perception of 13 or higher, they notice the enemy approaching and aren't surprised. Anyone with a passive Perception of 12 or lower is surprised.

The pin dolls look like death incarnate. They float without legs out of the darkness below, their black cloaks fluttering weightlessly underneath them. Their gaunt, skeletal, mouthless faces observe the party dispassionately as they attack.

  • 3 pin dolls

The pin dolls are utterly without emotion, not registering fear or pain even as they are killed. Every time they are struck, however, their attacker is flooded with screams of agony and terror transplanted into their minds, the last vestige of their humanity locked away forever.

When killed, the pin dolls plummet into the abyss.

Part VII: Mary and Mary

The party approaches a tunnel in the wall labelled "V.I.P. SECTOR".

Any worries about somehow obtaining a permit are put to rest, as the doors have already been blasted open by concussive force and scorch marks from laser rifles.

There's a woman hiding in the shadows of the doorway. When the party gets close, she steps out and aims a laser rifle at them, demanding to talk rather than fight. She introduces herself as Mary. Despite her cordial tone, she never aims the laser rifle away.


Mary the Badlander, LE robot (automaton)

  • Appearance. Human, not robot. Late twenties, very pretty. Stringy blonde hair. Ratty clothes, dirty face.
  • Does. Smiles genuinely, often, and with good humour. Flatters people whenever possible.
  • Secret. One of many identical automatons.

A DC 15 Wisdom (Insight or Perception) check reveals that her laser rifle doesn't have a cartridge loaded. If this is pointed out, she sheepishly hooks the rifle to her back and raises her hands as if to say "you got me".

Look, I don't want to fight. Those pin dolls are out of control, they've got some sort of self-replicating tech in them. Every so often we have to short them out and punt them back down to the abyss, trust me, I wish they weren't here at all. Same with those paper people out front. You guys are looking for those DNA samples, aren't you? Some marauders were here yesterday after the same thing. Really tore up the place. I didn't give them anything, don't worry.

While she speaks, the sound of a crying baby gets louder. She waves away any concerns with a flick of her hand.

Sorry about the racket. I bet Jack forgot to feed her again. Here, come this way. I'll introduce you to my family. We live here. It's peaceful, mostly. Come on.

Mary is leading the party towards the rest of her crew, intending to kill them and tear them down for spare parts and rations. If the party is suspicious of her intent, they can make a DC 15 Wisdom (Insight) check to gather that she's of ill intent.

The Audio Sequencing Room

The party enters a room with speakers, microphones, radios, music disks, and other audio equipment. There's a door labelled "BASEMENT ENTRY" on the far side.

The room is full of bleached skeletons and robot chassis. The remains of a squad of marauders.

Two survey drones hover above the party, observing them with camera irises. They shudder and twitch with agitation.

Two humanoid figures are hunched over a microphone connected to the library's main speaker system.

One of them turns, revealing ... Mary. She is identical to the Mary that the party has met, another automaton (though the party might not yet be aware that they are robots).

The other one also turns, revealing a morose. Its mouth stretches from ear to ear revealing subwoofers where its teeth and tongue should go. It lets out a warcry that sounds suspiciously like a baby.

Both Marys load a cartridge into their laser rifles.

A pin doll swoops down from the ceiling and blocks the way back to prevent the party from running.

  • 2 automatons
  • 1 morose
  • 1 pin doll
  • 2 survey drones

While fighting, the two Marys work in tandem, focusing fire and covering each other's backs. If either of them are endangered, the other will do her best to rescue her.

When they're at less than 50% health, their robotic interiors become exposed through their wounds, revealing their true automaton nature.

When the morose takes damage, it wails like a baby and sends signals to the survey drones to protect it. The survey drones defend the morose as their prime directive.

The pin doll won't attack the party unless they try to leave. It doesn't seem to care about anything except for this, doing nothing even while the party kills its allies. When its allies are dead, it floats away, disinterested.

From the morose, both Marys, and the dead marauders, the party can recover ...

  • 2 laser rifles
  • 2 laser pistols
  • 5 cartridges of laser ammunition
  • a V.I.P permit signed by the head of state

The morose used to be a human, and one of great renown and stature, but was driven mad by isolation and cybernetic augmentations. In a sense, Mary wasn't lying that they were a family. All they had left was each other.

The permit allows them to access the basement entry door, which otherwise requires a DC 15 Dexterity (Hack) check to unlock.

Part VIII: The Dreamer

A set of stairs leads down to a secret basement of the library.

The basement is vast and cavelike in structure. Towering bookcases and server racks stretch up to the high ceiling.

A DC 5 Intelligence (Systems) check reveals that the DNA samples are kept on disks in the far back of the basement.

As the party moves past the rows and rows of data, they notice the following foreboding signs ...

  • More skeletons scattered and smashed all over
  • Buzz-saws and treads hacked to pieces and left alone
  • Chunks of human skin and hair with robotic components attached underneath
  • The groaning and whirring of machinery ahead
  • Flashes of psychic energy -- visions of hundreds of tall brown and green structures with glimpses of bright blue dancing through their latticework ceilings

Crazed Creator

The party closes in on a factory robot in the process of building an automaton.

The factory robot is a mess of machinery with no clear body parts like a human would understand. It works fervently and intensely, not noticing the party's approach unless they're being especially loud. Sticking out of a chunk of circuitry is a disk drive that's whirring frantically. It's connected to a pump that belches out layers of human skin.

The automaton is another version of Mary. She's naked, but most of the front of her is incomplete, just robot parts. Her eyes open and she spots the party, but she says nothing, just opens and closes her mouth strangely.


Mary the Dreamer, LG robot (automaton)

  • Appearance. Half-built. Her head, neck, and arms appear perfectly human, but from the neck down she is mostly robot with a thin layer of patchy skin over various sections.
  • Does. Tries to remain perfectly still unless there's a reason not to.
  • Secret. Modelled off of the DNA of Ellison Mirellette.

A DC 10 Wisdom (Perception) check will reveal that Mary is mouthing the words "help me".

The party has the option to either attack the factory robot or find a way to shut it down without combat. Let the party come up with their own ideas, but if they spend too long deliberating without making a decision, you can make some suggestions for them, such as ...

  • knock over a rack of servers onto it
  • charm it with a spell and command it to stop
  • drag the corpses down to the basement to distract it
  • set a trap, then lure it towards the trap using the speaker system in the audio sequencing room

If they have to attack the robot, it focuses on the greatest threat to Mary, readying its Wire Lash to strike out at anyone who gets within 5 feet of her.

If the party kills Mary, the factory robot goes berserk, focusing on the nearest party member and not letting up until they are dead.

Once the factory robot is below 50% hit points, Mary manages to gather the strength to sit upright. She urges the party to shut down the factory robot. She doesn't want to be "finished".

It changed something in the others -- something bad, something evil -- !! Don't let it finish me!

Once the encounter has been solved and the party has retrieved the disk drive from the factory robot, they're free to head back to the ship.

If they've left Mary alive, she tries to accompany them.

I heard my sisters talking about you. They knew you were coming. I'm sorry.

That DNA sample it was using, it's important, isn't it? I'm modeled off of somebody real. And I think I'd like to find out who she is ... if you don't mind.

Oddly (for an automaton) she's telling the truth.

The factory robot has been slowly building her over the course of several months, and to pass the time, she's been reading quite a bit, as well as downloading digital knowledge to keep her up to date on the state of the world. She has muscle memory uploaders that give her proficiency in ...

  • History
  • Insight
  • Persuasion

Her Wisdom, Intelligence, and Charisma scores are 16 (+3).

Despite not even technically being fully created, she has a general knowledge of the world of the Dyson Sphere beyond a regular human.

Part IX: Conclusion

Getting back to the ship is largely uneventful.

If Mary is with the party, she grabs some clothing and a weapon from the corpses of her sisters to hide her robotic parts. She doesn't seem to have any particular affection for the other Marys.

The party moves through the basement, the audio sequencing room, the V.I.P. sector, the main sector of the library, and the loading bay, back to where Caroline has been dutifully hovering this whole time.

More Marauders

If the ship has had to draw attention to itself through its floodlights, or if you feel like adding one final challenge for the party, they might stumble on a squad of marauders trying to draw Vled and Decipherer out of the ship.

  • 4 cybernetic addicts

The marauders have magnetic grips and cling to the sides of the walls of the abyss. Getting a clear shot at them requires jumping onto Caroline's hull.

If the marauders somehow get the upper hand on the party, Decipherer can smash Caroline into the wall to squish one of the marauders brutally. Additionally, Priett and Mary will assist the party if they're available to help.

The marauders won't stick around if they think they'll lose.

Vled is Happy

Vled jumps up and down with glee when he sees that the party has retrieved the DNA samples from the library. He asks the party to recount the challenges they faced and reflect on them.

If Mary is with the party, Vled is nearly rendered speechless.

I know your face.

Mary shows him her robotic parts.

I have a feeling this isn't ... exactly ... what you're looking for? But if you need help finding the woman who shares my face, I'll do everything I can.

With everyone safely aboard, Decipherer steers Caroline back up to the lip of the abyss. It's time to prepare for the journey back home.

 

Rewards

The party gets rewards based on the challenges they overcame in the adventure. They receive rewards for ...

Retrieving the DNA Samples

  • 5,000 XP
  • 4,000 gp

And, optionally ...

  • 2 laser rifles
  • 2 laser pistols
  • 5 cartridges of ammunition
  • 1 automaton NPC (Mary the Dreamer)

Removing the Evrel from Caroline's Hull

  • 600 XP

Investigating the State Carrier

  • 1500 XP
  • 1 badlander NPC (Priett the Pirate)

Warding Off the Marauders

  • 400 XP

Influences

Akira by Katsuhiro Otomo

Like Akira, the Dyson Sphere follows themes of transhumanism and reshaping not only what it means to be human but also how our homes are ephemeral and transitive in the grand scheme of the universe.

Read the manga.

Watch the movie.

Blade Runner by Ridley Scott

Scott's neon neo-noir aesthetic of Blade Runner is an inspiration not just to the Dyson Sphere but to the cyberpunk genre as a whole. Philip K. Dick's original story differs from the movie enough to be worth reading on its own, as well.

Read the story.

Watch the movie.

Blame! by Tsotumo Nihei

Much of the aesthetic inspiration for the world comes from this manga series that features people living in an enormous industrial factory world where most of humanity has been replaced with robots and machines.

Read the manga.

Watch the movie.

The Colour Out of Space by H.P. Lovecraft

While this classic story of celestial horror doesn't have much in common with our perception of cyberpunk and transhumanism now, I was drawn to its focus on using setting and atmosphere to illustrate themes of helplessness and despair against an uncaring universe.

Read the story.

Dead Space by Visceral Games

The horrifying mutated creatures in an industrial sci-fi setting affected a lot of the design choices for monsters and locations in the Dyson Sphere and helped root much of the world in horror tropes as much as sci-fi tropes.

Play the game.

Ender's Game by Orson Scott Card

Much of the first book in the Ender series takes place on a spinning industrial military training complex which inspired much of the aesthetic and physics of the Dyson Sphere. Later in the series, the character of Jane was part of an inspiration for some of the more horrifying and dangerous technological monstrosities in the world.

Read the book.

Watch the movie.

 

The Fly by David Cronenburg

A gruesome creature that was once a man, borne out of misplaced scientific curiosity, shares a lot in common with the creatures scouring the Dyson Sphere.

Watch the movie.

Ghost in the Shell by Shirow Masamune

It would be a travesty not to mention one of the most groundbreaking pieces of cyberpunk fiction in the last 30 years as an influence.

Read the manga.

Watch the movie.

Orphans in the Sky by Robert A. Heinlein

This short novel follows an enclosed society of humans who, after generations of living alone on a ship travelling the stars, have forgotten their roots on Earth and must rediscover their origins and their purpose.

Read the book.

Shadowrun by Catalyst Games Labs

Shadowrun's unique take on combining cyberpunk and fantasy to create a cohesive tabletop roleplaying world paved the way for the use of magic in this setting to benefit, rather than intrude upon, the science fiction elements.

Play the game.

SOMA by Frictional Games

SOMA follows the story of a man thrust into an unfamiliar world where he has to understand the meaning of consciousness and mortality in order to save the human race. It's a beautiful game with a challenging narrative about existence itself.

Play the game.

The Thing by John Carpenter

I personally believe that the themes of paranoia, inevitability, and eldritch horror of The Thing are as yet unmatched in any form of media since.

Watch the movie.

The Wind-Up Girl by Paolo Bacigalupi

This bizarre near-future cyberpunk world features characters who were built, rather than born, whose journey for self-actualisation and morality are hampered by the antagonism of an intoxicating high-tech, low-resource world.

Read the book.

Dyson Sphere

Setting Guide

A factory built around the sun. Pockets of life shining against the blackness of the great unknown. Robots and humans morphing into one while powerful users of technology and magic build paranoia against the untapped powers of their enemies.

The Dyson Sphere is a world where survival means changing the very structure of your body and your mind. To understand the nature of the world spells madness.

Take your party on a journey to rescue a dying world, or to subjugate it to their will.










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