Star Heist

image taken from space-facts.com [1]

**Star Heist** is a sci-fi themed DnD 5e campaign DM'd by Tulip (and an AU of of Star Story, the perpetual-WIP story about her OCs). It stars criminals Radbryn, Xinx, Ledo, Dr. Tippet Bulmini, and Albert Star doing the bidding of the witch Hecate as she attempts to dismantle the space government.

Since the campaign could take its players to many different planets, Tulip created a "**Gravity Stat**" that will effect different players differently. Both locations and characters have a gravity stat on a scale of 1 to 20 (10 being Earth's gravity). A characters' gravity stat indicates the level of gravity they are most accustomed to.

Each planet (or other location with different gravity) has one stat that it increases and one that it decreases; by how much is determined by a character's gravity stat. For example: If their g is 10, and they are on a planet with g15, stat X will increase by 5 and stat Y will decrease by 5.

## **Star Heist notes**

**Session 1**

* All of the PCs were riding on a space train, which veered off course, crashing into a satellite orbiting the planet **Scides (10g +Charisma -Strength)**, and plummeting into one of the planet's vast deserts.
* Thanks to the train's safety mechanisms, nobody died in the crash. The passengers formed groups to search for resources (food, water, etc.), the PCs were tasked with searching for any nearby civilization to ask for help.
* the only sign resembling civilization for miles is a small, old, crumbling castle on the edge of a cliff.
* Inside the castle's dungeon, they found an imprisoned man named Carlton. He explained that he works for a zoo, and that about a week ago a witch broke in an kidnapped one of the animals. She also kidnapped him, so he could explain how to care for it.
* In the castle's throne room, Hecate was waiting for them. She explained that she had summoned them there, using the power of her new familiar Bastet.
	+ Bastet was the animal Hecate stole from the zoo. It can (supposedly) bring good luck, if it eats bricks (which was why Hecate brought it to this old castle).
	+ The result of her good luck was five delinquent showing up at her door, willing to do work for her
* She explained that she needed them to track down a power source for her magic (which was "stolen from her"), so she could take the next step towards taking down the government, and correcting its injustices.
	+ They didn't really have another option. Because if they didn't accept her job, they would be stranded in the desert.
* The PCs accepted, stepped onto the magic circles she'd drawn on the ground, and were teleported to their next destination (and they would be automatically teleported back after two hours had passed).

**End of session 1**

**Session 2**

* They found themselves in the **Lunar Hive Mall (8g +Persuasion -Arcana)**, which was the orbiting object the train had crashed into.
* Specifically, they appeared in the back room of a "Your Very Own Spaceship, Interstellar Travel Company" outlet store, much to the confusion of one of the employees, Duck Danjust.
* The part knocked out Danjust and exited the back room, discovering that YVOS,ITC was hit the hardest by the impact. Sales floor spaceships were floating out into open space, and a fore field had been deployed to keep the oxygen inside.
	+ Another forcefield had been deployed inside the mall, limiting the party's exploration to one hall
* The party encountered Dajusts's brother, Duck Danlee (a mall cop), who is in the midst of taking a missing person's report from Elise Jane and Malary. Though he seemed like he didn't really care about it.
* they split up and began to ask around if anyone knew about the location of a power source. They also did some shopping at the available stores.
* Danjust woke up and ran to report the crime to his brother. Danlee was intrigued when he heard that there was a huge power source to be found because he thought it could be his way out of this dead-end job. The Ducks were now helping the party.
	+ Elise and Malary were following them because they were annoyed that hey weren't taking their issue seriously
* Danjust remembered overhearing a backroom deal about "the ticket" that was supposed to be happening that day, but he didn't know any more about it than that.
* The party noticed that there a lot of robots in the clothing store, which was weird because none of them were wearing clothes.
* After doing some interrogation, they learned that "the ticket" deal was happening currently in the unopened candy store next door.
* "The ticket" was a big glowing metal box, appearing to be the power source Hecate wanted. It was being illegally taken by Medli and her crew of robot pirates.
* Ledo used his newly purchased Plane Compass to teleport everyone in the fight 410 feet to the west, which would have stranded everyone in outer space if it weren't for one of the dislocated spaceships that happened to be in the right place.
* The fighting continued, although it was made more difficult by the fact that several of the combatants had teleported inside a wall (Everyone got unstuck eventually. During the process the back half of Elise's clothes got singed off).
* When the commotion died down and the robots were defeated, Dr. Tippet Bulmini got Elise's phone number.
* One of the party members were touching the box when the two hour time limit ended, so it teleported with them back to the castle.
* Hecate thanked them for their work, as this power source would greatly improve her magic strength. They watched she opened the box, revealing that a young human-looking girl was inside.
	+ (this was Geoluhread, the missing girl Elise and Malary had been looking for)

**End of session 2**

**Session 2: The available stores and items**

**Spiritbit (HALLOWEEN STORE)**

1. Unicorn Onesie: This unicorn onesie allows you to cast polymorph on to yourself, however you can only transform into a Horse (see horse stats) with a poorly placed horn on it (roll a d20). Unfortunately the transformation looks more like a goofy cartoonish unicorn than a majestic realistic unicorn.
It can be taken on or off at will. The health on the horse sheet (13?) is the health of the onesie and if it reaches zero it is destroyed. It can never be healed or repaired.
2. Invisible Clown Costume: A costume that makes its wearer invisible, and is itself invisible. If it could be seen, it would look like a conventional non-creepy clown costume. One size fits all.

**The Prism (MAGIC ITEM SHOP)**

1. All Knowing Orb: In the hands of a skilled user, this artifact could be use to gain infinite knowledge. You are not skilled users. Using the Orb will instantly impart upon you all of the knowledge from a randomly generated wikipedia page. The player may argue why this knowledge could grant them certain feats, and the DM may use her discretion to choose whether or not to grant them. It can be used once per person per week.
2. Unidentifiable Un-flying Un-object: An un-sword that, when correctly wielded, can un-wound a target, restoring health and bodily integrity – although no conventional character class is proficient in the un-sword, and so most attempts to make use of it fail. It can also be difficult to locate if misplaced, being an object that can only be described in terms of what it isn’t.

**Blood Vault & Stone (SPORTING GOODS STORE)**

1. Snake Rope: A handheld wheel-roll of rope that can extend infinitely, but it disappears permanently if it touches itself.
2. Plane Compass: A compass that, when dropped, thrown, or tossed, teleports everyone in a 10ft radius a random distance away in a random cardinal direction.
Roll 1d4 to determine the cardinal direction. 1=North 2=East 3=West 4=South
Roll 1d100 to determine the distance. The number rolled is how many tiles you move in the given direction (1 tile is 5 feet, according to Roll20).
If there is a physical obstacle at the destination you would reach, flip a coin (or roll 1d2). Heads (or 1) means you will be unaffected, tails (or 2) means you will still be affected. *(bought by Ledo)*

**Arts of Wolves-Gangs (WEAPONS STORE)**

1. Gun of holding: A pocket dimension in a gun that can hold any number of inanimate objects, but they can only be retrieved by being fired with the force of a bullet. To insert an object, touch the barrel to it and pull the trigger. To expel an object, pull the trigger while the barrel is not touching anything (or is touching something living) and think of an object currently contained within the GoH. The Gun of Holding cannot intake large objects comprised of many smaller objects, such as a brick building. You would have to go brick-by-brick. On a hit, roll damage as if the target had been hit with a bullet. Regardless of hit, roll damage to see if the item survives. *(bought by Xinx)*
2. Cybernetically-Enhanced Boomerang: A futuristic combat boomerang that cannot be sold, only rented. It’s size and weight make it difficult to aim. If it misses its target, it will return to its wielder without fail. If it hits its target, it will immediately deal damage equal to half of the target’s total HP, then return to its place of sale(/rent). It does this the long way, flying into space if necessary. It cannot be stopped (but it might be able to be utilized).

**Enigma (5 BELOW)**

1. People Die: A d20 that, when rolled on a flat surface, tells you how many living people are in the room (as long as that number does not exceed 20). *(bought by Xinx)*
2. Family Safety Glasses: Sunglasses that censor nudity. It has three settings: “Mild,” “Medium,” and “Advanced.” On the Mild setting, it only provides the illusion of underwear and other superfluous clothes like shoes and hats, and completely ignores animals. On the Medium setting, it provides the illusion that all creatures (sapient and non-sapient) are wearing an average amount of clothing, i.e. shirts and pants, or maybe a dress or skirt, and maybe a sweater or jacket overtop of it. Superfluous clothes like shoes and hats are applied randomly. On the Advanced Setting, all living creatures regardless of sapience will appear to be 100% clothed, with absolutely none of their natural skin (or equivalent) showing. The player should decide the specifics of what the clothes they’re seeing look like. *(bought by Xinx)* *(bought by Ledo)*
3. Unlucky Gum: A pack of 15 sticks of gum. After each stick you chew, your next die roll will automatically be a crit fail. *(bought by Radbryn)*

**The Solar Range (ART SUPPLY STORE)**

1. Memory Marker: A marker that can be used once to draw something with perfect recall and accuracy. But after its been used once it can only be used to draw that one thing, no matter who is using it.
2. Stickers of courage: A pack of 5 stickers that look like weapons (a battleaxe, a sword, a ball-and-chain mace, a trebuchet, and a crossed torch & pitchfork). While stuck to you or something on your person, it can read your bravery and reward it. Once a day, you can roll 1d8+charisma to cleanse any fear effect plaguing you. Like any stickers, their stickiness wears over time. Every day after one has been stuck to something or someone, roll a d20 to see if it has fallen off. Each day the chances of it falling off increase by 50% (so on the second day rolling a 10 or below means it will fall off, and the third day rolling a 15 or below means it will fall off, on the fourth day 18 or below, the fifth day 19 or below, and on the sixth day it will always fall off). If it is removed before it falls off, its chances of sticking to another surface decrease at exactly the same rate (starting from when it was first stuck). *(bought by Albert)*

**Passapeace (BAKERY)**

1. Shocolate: A bar of “shockingly good” chocolate (with a bit of a kick). Adds electricity to 1 attack after consumption.
2. Healthy Sweets: Sugary baked goods that are always just as fresh as if they’d been baked that very day. When consumed they heal 2d4+4 hit points. Unfortunately, their supernaturally delicious aroma cannot be blocked by any barrier, serving as a constant torment to any party that carries them.

**Nessus (TECHNO STORE) (Centaur mascot/logo)**

1. Moonbase Phone: A landline-esque phone that resembles a moon (think like a Garfield phone but instead of Garfield it looks like half of the moon). This phone is a direct line to a military moon base on the nearest moon to you. When called they will fire their prototype laser cannon in your direction because they really want to test the weapon. They will try to avoid directly hitting the caller and rather aim for anyone surrounding them, but they don’t always succeed (roll a d20). It has 3 charges, if you expend a charge you can cast the spell moonbeam with the DC of 14. You can recharge all your charges whenever you take a long rest on a moon.
2. AutoMed 2.0: An automaton that can repair any injury, but must remove the affected limb (or equivalent) – or what remains of it – for cleaning and servicing, a process that takes 1d6 hours. The patient is magically sustained throughout and suffers no ill effects other than being deprived of the use of the limb. Asking it to repair a head or torso wound is not recommended. *(bought by Tippet)*

**Fix Up Look Sharp (CLOTHING STORE)**

1. Uplifters Tie: As long as a creature wears this tie their intelligence becomes 17 and they can learn any one language they don’t currently understand. *(bought by Ledo)* *(bought by Albert)*
2. Red Goblin Hat: A hat the color of blood depicting the mischievous face of a goblin. Has the brand name “Hemogoblinopathy” printed on this inside back. Whenever the wearer bleeds for any reason, the blood that leaves the body will begin to animate and pool into one spot, taking the form of a tiny goblinoid creature (the exact size depending on the amount of blood lost, with total exsanguination possibly leading to a full-sized goblinoid). The creature is inherently hostile to the wearer and will attempt to inflict more bleeding on them. Each individual cut will produce a separate goblinoid figure. Though potentially very dangerous if left unchecked, the blood will stop animating after being hit with a single attack. *(bought by Xinx)*

**Queenn’s Grotto (FURNITURE/HOME GOODS)**

1. Standing Mirror ~~(Sword of Wobbuffet)~~: A standing mirror which emanates psychic energy. As a main action using this mirror the user may choose to ready a reflect reaction. Successful reflections bounce the original damage of the attack back twice as much, but all secondary effects such as force or movement are not applied. As a minor action the wielder of this mirror may choose to turn the switch on the back from all magic, spiritual, and religious attacks to all physical attacks, or vice versa. If used like a normal mirror to view yourself, you face will look like Wobbuffet’s face.
2. Frottoman: An ottoman with “9 out of 10 doctors recommend!” embroidered on it in huge, impossible-to-miss cursive text. If someone afflicted with a curse or disease sits on it, their affliction will be manifested in the form of an unusually large frog, which must be fought and killed in order to effect the cure. The common cold produces an angry toad about the size of a sofa cushion; the death-curse of an ancient lich would yield a very big frog indeed. To be clear, the frog is merely a spiritual manifestation of the targeted affliction. The affliction is not drawn out to become the frog, and the victim remains afflicted until such time as the frog has been dealt with. If you want the cure, you have to fight the frog. (With some means of speaking with animals and a decent bribe, you might talk the frog into bedeviling someone else, though, thereby transferring the affliction rather than curing it. This won’t necessarily be any easier than beating the frog in a fight – powerful curse-frogs are stubborn! – but it offers an alternative way of dealing with it.)

**Footless (SHOE STORE)**

1. Hermes Sandals: Sandals with wings on them. As the name of the store suggests, one does not need feet in order to wear these. While wearing them, the wearer’s movement speed remains the same but is exclusively vertical. Horizontal movement is impossible while wearing these sandals. *(bought by Xinx)*
2. Heelys Against Evil: A pair of shoes with wheels in the heels. As the name of the store suggests, one does not need feet in order to wear these. They were worn by great hero who has beaten up many bad guys. They grant the wearer advantage when used to attack evil-aligned creatures. *(bought by Xinx)*

**Bamjow (Experimental Candy Store, under renovations)**

* at the moment, nothing.

**(End of stores and items)**

## Trivia

* Some of the items are slightly edited versions of the ones from posts like this one.

## Gallery

Star Heist worldEmoji: Sun (Microsoft) [2]