
![]() |

Yes, maybe he will talk now?
Warpac attempts to secure the prisoner and wake him up - after heal sticks are used. Was it all lethal damage he took? I don't know if I need to CLW him. He takes his time so that the other have a chance to look things over first and so and he can make nice tight knots before waking him.
Anyone have manacles handy?"
When everyone is ready, he will ask,
"Care to tell us how to fix this thing? We are not engineers as you first thought, or followers of the Emissary as you later thought. We are just trying to clean up the mess your coming has caused. Now, did this Emissary person come with you or is it supposed to arrive on a different ship? His acolytes sure seemed to think he wasn't here yet."

GM Bret |

Timtenzekil orders Penny to guard the captain and then goes to look at the orrery. Tycho and Theodric join him.
Warpac starts to tie up the prisoner. As he does so, he can see where the acid continues to burn him.
Round 3 acid damage: 2d4 ⇒ (2, 3) = 5
Now at 113 damage plus 16 non lethal
Talking about it, Timtenzekil and Theodric agree that this device does match the spheres you have found with each sphere representing a different planet in the solar system. There is even a sphere for the Sun.
Going from the Sun in the center, you agree that Aballon should be closest, Golarian should be the third one out, Triaxus should be the 7th, and Aucturn should be the furthest one out,
Of the other seven spheres, they remember that Verces should be the fifth and Apostae the tenth. So far, no one has recalled the names for the other planets.
1d7 ⇒ 5 Apostae
1d6 ⇒ 3 Verces
You also see more of those crystals scattered about here.

Theodric Milan |

I think with CL 9 we'll get 1 more round of acid, for a total of 4, so if Warpac doesn't want him to burn out, he might want to give him a bit of love.

![]() |

Seeing that the acid is going to kill the fellow, Warpac uses a couple of fervor and channels energy giving EVERYONE healing.
Naturally he will make sure everyone is in the radius.
channel: 3d6 ⇒ (5, 6, 1) = 12

GM Bret |

The captain suddenly wakes up and starts struggling within the bonds. He really has no idea how to escape.
Escape Artist: 1d20 + 1 ⇒ (1) + 1 = 2
Acid Damage: 2d4 ⇒ (3, 1) = 4
Current status after the channel and the Acid Arrow:
Captain Zorriah 105 damage 4 NL conscious, bound
Penny 0 damage
Warpac 0 damage
Timtenzekil 0 damage
Tycho
Melody
Theodric
Mongo 7 damage cursed (1 Wisdom drain, fatigued)
Corrections on above welcome.

![]() |

"Pipe down, you." Mongo thumps the man with the flat of his sword to shut him up.
+1 adamantine longsword, fatigued, nonlethal: 1d20 + 15 - 1 - 4 ⇒ (6) + 15 - 1 - 4 = 16
Nonlethal damage: 1d8 + 7 ⇒ (5) + 7 = 12

![]() |
1 person marked this as a favorite. |

"Oh, for crying out loud, Mongo! I just woke him up and wanted to talk to him."

GM Bret |

Mongo hits the captain, trying to silence him.
The captain let’s out a steam of expletives in elvish, Aklo and Osiriani. Some of them are quite imaginative.
105 damage, 14 non lethal
If you want to Identify the Orrery, it is once for the main part and once for each sphere including the Sun. You’ve identified the other spheres, so you should know how tough it will be,
For reference, there are 12 spheres and you have identified 4 of them.

![]() |

Melody examines the orrery first, then all the planets.
Knowledge (Arcana): 1d20 + 11 ⇒ (7) + 11 = 18
Knowledge (Arcana): 1d20 + 11 ⇒ (11) + 11 = 22
Knowledge (Arcana): 1d20 + 11 ⇒ (4) + 11 = 15
Knowledge (Arcana): 1d20 + 11 ⇒ (11) + 11 = 22
Knowledge (Arcana): 1d20 + 11 ⇒ (2) + 11 = 13
Knowledge (Arcana): 1d20 + 11 ⇒ (20) + 11 = 31
Knowledge (Arcana): 1d20 + 11 ⇒ (11) + 11 = 22
Knowledge (Arcana): 1d20 + 11 ⇒ (11) + 11 = 22
Knowledge (Arcana): 1d20 + 11 ⇒ (4) + 11 = 15
I think it was Arcana, but if not, her bonus is the same for all knowledges.

![]() |

Tycho has a wand of heightened awareness they can lend out, too!

![]() |

Tycho is also happy to lend the ID wand, as stated before. I don't really care about blowing a ton of charges on it! They will wait for Melody/Theodric's attempts since those two PCs are better at spellcraft. Also, guidances if applicable too.
Please, use the tools at hand, Navigators! I insist you use this wand.

![]() |

Admiral Drace turnes to the dwarf. No need to interrogate the rascal, Warpac. The tribunal in Lirgen will sort out his testimony. However, we should collect clues for the prosecution.
They begin riffling through the erstwhile captain's pockets for treasure.
perception: 1d20 + 8 ⇒ (16) + 8 = 24

GM Bret |

Loot on the captain:
wand of vampiric touch (8 charges)
mwk dagger,
cloak of resistance +2,
headband of vast intelligence +2 w/Fly skill in it
ring that is an Arcane Bond with minor fire resistance (only works for the captain)
ring of protection +2,
spell component pouch,
a pair of canine statues worth 50 gp,
an empty pouch that has traces of diamond dust
Loot laying around:
15 corrupted dream crystals, worth 100 gp each

![]() |

Melody uses 9 charges off her own identify wand, making her spellcraft +15.
I mean, I don’t want to keep those rolls, but that seems the most honest!

GM Bret |

Orrery: 7 + 15 + 1 = 23 Failure
Sun: 11 + 15 + 1 = 27 Success, Searing Light, 4 of 4 charges
Aballon you already know.
Second planet: 4 + 15 + 1 = 20 Failure
Golarian you already know,
Fourth planet: 11 + 15 + 1 = 27 Success, Rage, 4 of 4 charges
Verces: 2 + 15 + 1 = 18 Failure
Sixth planet: 20 + 15 + 1 = 36 Success, Death Ward, 2 of 2 charges
Triaxus you already know.
Eighth planet: 11 + 15 + 1 = 27 Success, Dream, 1 of 1 charges
Ninth planet: 11 + 15 + 1 = 27 Success, Restoration, 2 of 2 charges
Apostae: 4 + 15 + 1 = 20 Failure.
Aucturn you already know.
All the spheres are at Caster Level 11 and have some way to recharge them.

![]() |

"Oh, for crying out loud, Mongo! I just woke him up and wanted to talk to him."
"Oh. Sorry, thought you were just tryin' to keep him alive."

![]() |

Drace drinks their potion of heroism. Standard issue… for the brass, you see…
The Admiral uses their wand of identify, and Guidance, on the last 4 pieces.
Orrery, Heroism, Guidance, Identify, Spellcraft: 1d20 + 4 + 2 + 1 + 10 ⇒ (16) + 4 + 2 + 1 + 10 = 33
Second planet, Heroism, Guidance, Identify, Spellcraft: 1d20 + 4 + 2 + 1 + 10 ⇒ (4) + 4 + 2 + 1 + 10 = 21
Verces, Heroism, Guidance, Identify, Spellcraft: 1d20 + 4 + 2 + 1 + 10 ⇒ (16) + 4 + 2 + 1 + 10 = 33
Apostae, Heroism, Guidance, Identify, Spellcraft: 1d20 + 4 + 2 + 1 + 10 ⇒ (9) + 4 + 2 + 1 + 10 = 26

GM Bret |

Orrery of Distant Worlds
This portable orrery models Golarion's solar system, and is collapsible down to a 1-foot-diameter globe—expanding it out to its full size (about 4 feet across) or collapsing it takes 2d6 minutes.
When expanded, the orrery of distant worlds becomes affixed to whatever surface it sits upon, functioning as if anchored to that surface via an immovable rod. If consulted, it grants a +10 bonus on all Knowledge (geography) checks made to navigate or to answer questions about outer space. Once per month, it may be used to contact alien minds on far-flung worlds—this works identically to the spell contact other plane (use the demigod line to determine the effects of the spell or to determine ability score decreases).
The 11 planetary spheres and the sun sphere can be detached and carried separately. As long as even one of these spheres is missing, the orrery cannot be collapsed or moved, nor can it be used to contact alien minds.
A sphere can be recharged by replacing it on the orrery, at which point it may be recharged by an arcane spellcaster in the same method by which a staff is recharged.
Since it currently does not have all the spheres in it, the Orrery can neither be collapsed nor moved.
——
Second planet: Failure.
Verces: Success, 4 of 4 charges of Align Weapon.
Apostae: Success, 2 of 2 charges of Fly.

![]() |

A veritable arcane munitions dump! Well… one planet to go, and then I suppose we should put this heap back together.
They lend Theodric their wand of Identify. already marked off a charge
Can we tell if the contact other plane ability is charged, or not?

![]() |

The admiral looks at the orrery. Would moving it do us any good? Maybe we should take these magical munitions with us…
Did we determine how activating these items worked? Does the user need to make a UMD check or can they just activate it?

![]() |

So if we attached the ones we carry, it would function normally? To use the ability to contact an alien mind, would you need to know what mind you are contacting or could you do it randomly? In other words could one consume the once per month charge without aiming it at any particular mind?
Mongo could get his wisdom drain cured using the ninth planet!
"How did you come to be stranded here, captain, and where is your crew?"

GM Bret |

When everyone is ready, he will ask,
"Care to tell us how to fix this thing? We are not engineers as you first thought, or followers of the Emissary as you later thought. We are just trying to clean up the mess your coming has caused. Now, did this Emissary person come with you or is it supposed to arrive on a different ship? His acolytes sure seemed to think he wasn't here yet."
“Liars, every one of you! Just as I said, you are stealing the controls to my ship!”
"How did you come to be stranded here, captain, and where is your crew?"
“You’ve probably killed them all!”
He is not in a friendly, helpful mood right now.
The item doesn’t say if it is command word activated or some other method. I am going with Command Word activated,
CRB, pg. 458 “The spells detect magic, identify, and analyze dweomer all reveal command words if the properties of the item are successfully identified.”

![]() |

Admiral Drace paces back and forth. He flicks an imaginary crumb of intergalactic dust from a golden lapel before pausing before the deposed captain.
Zorriah. Look. He gestures to the orrery. All is well. The navigators have done their duty. The forgetful mechanic has repaired the engines, though she was concussed by an exploding piston and may not live to tell the tale.
I understand this… "emissary"… has baffled your mind. It is no easy thing being in command — believe me, I know. I have sent many helmetless engineers to their doom in my own day. Under the duress of command, a leader's mind may be more susceptible to the machinations of THE ENEMY.
He waves away the bad memories. To the matter at hand! You sir, have gone berserk. It's a disgrace. Luckily I, Admiral Drace, have taken command of this vessel. Do you remember me, or have you forgotten even the Admiralty?
We are on the way to Lirgen, where your Tribunal will take place. Your own testimony will lend invaluable context to your punishment. Perhaps it will even shorten your time in the brig by a few hundred years, or help you avoid a court-martial.
So, Sir. I ask you again, as one gentleman to another, for your report! It will go easy for you if you can tell me what happened.
diplomacy: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23
bluff: 1d20 + 21 + 2 ⇒ (19) + 21 + 2 = 42

![]() |

Of course not, neither admirals nor captains are mechanics — this is why leaders delegate!
bluff: 1d20 + 21 + 2 ⇒ (1) + 21 + 2 = 24
Not using Eternal hope; I suspect Tycho boffed this one beyond repair already…

![]() |

Seems like a great opportunity for a Charm Person spell. Anyone got one of those?

![]() |

Sadly not I… Tyhcho depends on their natural charm and bluffing. I'm willing to move on and leave the captain here if need be.

![]() |

Warpac claims the ring of protection and dons it and will stuff whatever is not claimed into a bag of holding.
"Well, I suppose we could assemble the device and take it away. I had really expected to have to confront the emissary fellow here. I suggest we search the rest of this odd vessel."
"Other than that, Sonriser said that the eye/emissary visited the caves periodically and wanted these planets. I suspect if we went there with them, we could force a confrontation. Then again, that would probably be a really bad idea unless we had some idea of how to deal with it."

Theodric Milan |
1 person marked this as a favorite. |

Theodric ignores the conversation, almost disappointed the captain didn't die as he further examines the device, seeing if he can learn anything else about it.

![]() |

Warpac's bushy eyebrows raise when the captain decides to abandon all the threats and actually converse.
"Well, that would have been, what, two days ago now? She was a bit of a mess when we found her, mostly transformed into a beast and talking about some watchful eye that wants a new planet or something. Didn't seem too happy about it all but I expect she's beyond caring now. Any other questions now that you are in a more friendly mood?"
Warpac is standing there jauntily, his axe out and twirling, though not menacingly.

![]() |

"That is not happening, I'm afraid."
Melody jangles her tambourine in a menacing manner.

![]() |

"Tha mad frog don't seem much use. Mebbe if we can fix the mutation he'll regain some sense. " Timtenzekil muses, floating around the magical contraption. "What we need do now is figure out this emissary thing. And check the rest o' this ship."

GM Bret |

Theodric ignores the conversation, almost disappointed the captain didn't die as he further examines the device, seeing if he can learn anything else about it.
It is finely crafted with attention to fine details. Judging from the sphere for Golarian, it must have been crafted before Aroden’s disappearance. You can see small islands depicted where the Eye of Abendego is. No modern map has those details.
This means that the planets are most likely depicted as the craftsmen knew them.
Anyone interested in astronomy would be thrilled by this discovery even if it weren’t magical. You have never heard of anyone making a magical system like this.

![]() |
1 person marked this as a favorite. |

The owlbear looms over the captain, craning her neck, disturbingly, longly, far down towards the bulging frog face.
"Mmmmmmmmnarrrrrrrrrrrrrrrrr..." comes the long, drawn out croak, ending with a sharp clack of beak.

![]() |

Well put indeed, Penny!
The admiral takes the sun and the second planet. They hanging them like war medals from their lapel.
searing light and detect thoughts. Maybe someone can take the death ward and align weapon, with the aim of buffing the frontliners if needed (or, the frontliners can take them and buff themselves…).

![]() |

Warpac gives 'The admiral' an odd look.
Not sure he is the best person for the job, but..,
Approaching him, Warpac mentions, "Perhaps you could use that one that reads thoughts while you ask him questions?"

![]() |

Mongo prods the man with his boot. "Oi, that's enough sass outta you. Answer the questions, bub."

![]() |

"That's a funny thing to ask while you're tied up and bloody, but I'll bite. What is it you want?"

![]() |

Drace stomps their boots. We must not dilute out noble mission with the ravings of a mad fly-eater. Likely, his superficial thoughts are filled with dreams of insectile droning. Let us move on.

![]() |

"Well, maybe it will work for me."
Taking the globe for Castrovel in hand, Warpac attempts to activate it and tries to read the captains thoughts.
The spell is not on the Cleric list but perhaps it's not like a wand or scroll and more like a normal item and he can use it anyway.