
GM Hmm |

Although Kneepuncher's first attack misses, his second attack on Red hits! He does 18 acid damage to Red!
★ --- ★ --- ★ --- ★
Daata
Kneepuncher
Maxamas
Ice Friends
Blue
Red
Yellow
White (DEAD)
Zargothrax
Teka
Srudrez
Bold is up!

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"Time for the ol' grandpappy's famous battlecry..." Zargothrax moves up and roars as he charges up his fist with energy and punches the icy creature in the center of mass. "E-I-E-I-O!"
Jolting Surge vs EAC: 1d20 + 9 ⇒ (7) + 9 = 16
Damage (E): 4d6 ⇒ (1, 5, 2, 5) = 13

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"Oh dear, it always feels like the guardians get larger and more daunting. However, we have more than a little experience with that. Let's set them to rest and find what secrets these lovely ruins are holding."
Double Tap Attack targeting Blue
Inspiring Merciful Laser Pistol Attack vs EAC: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17
Fire Damage: 2d4 + 7 ⇒ (3, 2) + 7 = 12
Move (drawing laser), double tap targeting blue.

GM Hmm |

The lizard wizard attacks Blue with a mighty battle cry, but his punch slides off the creature's icy surface. Teka however manages to double-tap the same large elemental.
★ --- ★ --- ★ --- ★
Daata
Kneepuncher
Maxamas
Ice Friends
Blue
Red
Yellow
White (DEAD)
Zargothrax
Teka
Srudrez
Bold is up!

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He forced into melee, draw ultrathin sword while dropping gun weapon.
strike at creature Stealth trick attack is 30 taking 10, making him Flat footed.
swordcane ultrathin vs KAC: 1d20 + 11 ⇒ (7) + 11 = 18 dmg: 2d4 + 5 ⇒ (1, 1) + 5 = 7
trick attack dmg: 4d8 ⇒ (1, 3, 3, 2) = 9
I'd also like to identify one of these things, as it might help if I can find out their alignment to use this ability.
DIVINE JUDGMENT (SU) 4th Level (replaces 4 level class stuff)
Choose chaos, evil, good, or law; your choice must correspond to a portion of your or your deity’s alignment (or both, if possible). If both you and your deity are neutral, you can choose any one of the four. Deity Desna
As a move action, you can spend 1 Resolve Point to pronounce a creature you can see an enemy of your faith. Until the target is dead or the next time you take a full 8-hour rest, all your weapon attacks bypass that target’s DR and ignore its energy resistances as though your weapons had the fusion corresponding to your chosen alignment (even if the target isn’t a dragon or outsider): anarchic (chaos), axiomatic (law), holy (good), or unholy (evil). Of course I don't have any energy weapons, so I don't think this ability applies to physical weapons.

GM Hmm |

It would be Mysticism to identify these creatures. Maxamas's sword still has the issue that not all the damage goes through.
Also I failed to mention it earlier, but Teka's fire was particularly effective.
★ --- ★ --- ★ --- ★
Daata
Kneepuncher
Maxamas
Ice Friends
Blue (-30)
Red (-18)
Yellow
White (DEAD)
Zargothrax
Teka
Srudrez
Bold is up!

Bot Buddy 2000 |

Click. Whirr.
Botting Srurdez and Daata.
Srurdez calls Get' Em on Blue, while Daata and his drone attack.
Attack vs KAC: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
Damage (S): 1d6 + 10 ⇒ (6) + 10 = 16
Attack vs EAC: 1d20 + 10 ⇒ (4) + 10 = 14
Damage (E): 1d6 + 3 ⇒ (5) + 3 = 8
Sintered Greataxe with Get 'Em: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
Slashing: 3d6 + 12 ⇒ (6, 1, 6) + 12 = 25
Expertise Damage: 1d6 + 1 ⇒ (6) + 1 = 7

GM Hmm |

Daata and his drone both miss, while Srurdez's sintered axe strikes true against Blue.
Blue slams Srurdez and Zargotrax each once.
Slam: 1d20 + 15 - 2 ⇒ (6) + 15 - 2 = 19
Bludgeoning: 1d6 + 10 ⇒ (2) + 10 = 12
Slam: 1d20 + 15 - 2 ⇒ (14) + 15 - 2 = 27
Bludgeoning: 1d6 + 10 ⇒ (6) + 10 = 16
The Lizard Wizard gets hit!
Red saves all of its loving for Kneepuncher, but has no luck.
Slam: 1d20 + 15 - 2 ⇒ (6) + 15 - 2 = 19
Bludgeoning: 1d6 + 10 ⇒ (2) + 10 = 12
Slam: 1d20 + 15 - 2 ⇒ (12) + 15 - 2 = 25
Bludgeoning: 1d6 + 10 ⇒ (2) + 10 = 12
Yellow, still stuck in the back, jumps up and down in frustration, shouting in Aquan, "Why did we pick such a small room for our ambush? This SUCKS."
★ --- ★ --- ★ --- ★
Daata
Kneepuncher
Maxamas
Ice Friends
Blue (-57, Get 'Em)
Red (-18)
Yellow
White (DEAD)
Zargothrax
Teka
Srudrez
Bold is up!

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Seeing the line of allies and enemies in the room Teka line up her shot as she draws another weapon to hand. "This room has plenty of room to share, but as soon as rough-housing starts, things always start feeling a bit more cramped."
Double Tap Targeting Blue.
Inspiring Merciful Laser Pistol Attack vs EAC, Get 'Em: 1d20 + 12 + 1 + 2 ⇒ (3) + 12 + 1 + 2 = 18
Fire Damage: 2d4 + 7 ⇒ (1, 3) + 7 = 11
Draw sonic pistol and use double tap laser on blue.

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Are you saying you didn't order a cage match?
Blue until it's down, then Red
Entropic Strike: 1d20 + 12 - 2 + 1 ⇒ (13) + 12 - 2 + 1 = 24 vs. EAC
Acid Damage: 2d6 + 13 ⇒ (2, 6) + 13 = 21 (force, magic, operative; critical knockdown)
Entropic Strike: 1d20 + 12 - 2 + 1 ⇒ (19) + 12 - 2 + 1 = 30 vs. EAC
Acid Damage: 2d6 + 13 ⇒ (5, 4) + 13 = 22 (force, magic, operative; critical knockdown)

GM Hmm |

Teka double-taps Bue, and then Kneepuncher lands a massive punch that causes Blue to crumple into pieces!
Then he punches Red!
★ --- ★ --- ★ --- ★
Daata
Kneepuncher
Maxamas
Ice Friends
Blue (DEAD)
Red (-40)
Yellow
White (DEAD)
Zargothrax
Teka
Srudrez
Bold is up!

Bot Buddy 2000 |

Click. Whirr.
Botting Srurdez and Daata.
Srurdez calls Get' Em on Red, while Daata and his drone attack.
Attack vs KAC: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
Damage (S): 1d6 + 10 ⇒ (2) + 10 = 12
Attack vs EAC: 1d20 + 10 ⇒ (19) + 10 = 29
Damage (E): 1d6 + 3 ⇒ (5) + 3 = 8
Sintered Greataxe with Get 'Em: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32
Slashing: 3d6 + 12 ⇒ (2, 6, 3) + 12 = 23
Expertise Damage: 1d6 + 1 ⇒ (5) + 1 = 6

GM Hmm |

Red cracks down the middle, crumpling into a bunch of chunks of ice!
★ --- ★ --- ★ --- ★
Daata
Kneepuncher
Maxamas
Ice Friends
Blue (DEAD)
Red (DEAD)
Yellow
White (DEAD)
Zargothrax
Teka
Srudrez
Bold is up!

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Zargothrax lumbers forward to the last remaining ice monster. "SUPER MAGIC WIZARD PUNCH!"
Jolting Surge vs EAC: 1d20 + 9 ⇒ (5) + 9 = 14
Damage (E): 4d6 ⇒ (1, 5, 1, 1) = 8
"What'r these dudes anyways..."
Mysticism: 1d20 + 12 ⇒ (11) + 12 = 23

GM Hmm |

Zargothrax misses against the yellow elemental, maybe because he knows that you don't wish to touch the yellow snow. He recognizes these creatures as ice elementals, creatures with DR, and a weakness to fire. Like all elementals, they are neutral creatures that would not be affected by alignment damage.
Yellow slams Zargotrax twice. "Finally, I get to show my icy glory!"
Slam: 1d20 + 15 - 2 ⇒ (16) + 15 - 2 = 29
Bludgeoning: 1d6 + 10 ⇒ (2) + 10 = 12
Slam: 1d20 + 15 - 2 ⇒ (14) + 15 - 2 = 27
Bludgeoning: 1d6 + 10 ⇒ (3) + 10 = 13
He hits the lizard wizard twice!
★ --- ★ --- ★ --- ★
Daata
Kneepuncher
Maxamas
Ice Friends
Blue (DEAD)
Red (DEAD)
Yellow
White (DEAD)
Zargothrax
Teka
Srudrez
Bold is up!

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"YOWCH! Well... yer gonna play that way..."
He reaches back, coating his fist with fire. "SHORYUKEN!"
Energy substitution E->F
JoltingFlaming Surge vs EAC: 1d20 + 9 ⇒ (3) + 9 = 12
Fire Dmg: 4d6 ⇒ (4, 4, 6, 6) = 20
He does a perfect flaming uppercut... right next to the elemental.

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"You're not coming over here to play?" asks Kneepuncher as he moves into position to slug the last elemental.
Entropic Strike: 1d20 + 12 ⇒ (16) + 12 = 28 vs. EAC
Acid Damage: 2d6 + 13 ⇒ (6, 1) + 13 = 20 (force, magic, operative; critical knockdown)

GM Hmm |

The lizard wizard does awesome fire damage that utterly misses his opponent. Kneepuncher comes in with a great big slug!
★ --- ★ --- ★ --- ★
Daata
Kneepuncher
Maxamas
Ice Friends
Blue (DEAD)
Red (DEAD)
Yellow (-20)
White (DEAD)
Zargothrax
Teka
Srudrez
Bold is up!

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Maxamas doesn't feel like picking up his gun he dropped so, so he will Move up to yellow while trick attacking (if it has reach, it might have an aoo, it looks large sized to me.)
trick attack: 10 + 20 = 30 take 10, I will make it flat footed extra trick damage: 4d8 ⇒ (3, 7, 6, 7) = 23
swordcane ultrathin vs KAC: 1d20 + 11 ⇒ (12) + 11 = 23 dmg: 2d4 + 5 ⇒ (2, 2) + 5 = 9

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Srurdez guffaws at the progress of the battle. "Let's finish 'em folks. This was a nice warmup!" He stands back to perform an overhand throw with his axe.
Move Action to Get'Em, Standard Action Expertise Attack.
Combat Expertise Intimidate vs (15+CR*1.5): 1d20 + 21 ⇒ (4) + 21 = 25
Sintered Greataxe /w Get'Em: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
Slashing: 3d6 + 12 ⇒ (4, 1, 1) + 12 = 18
Expertise Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Crit damage: 3d6 + 12 ⇒ (5, 3, 3) + 12 = 23
Expertise Crit: 1d6 + 1 ⇒ (5) + 1 = 6

GM Hmm |

Maxamas sticks the icicle with his sword cane, and then Srurdez does massive damage with his overhand throw of the axe. The Yellow icicle shatters, in puff of icy mist!
★ --- ★ --- ★ --- ★
You investigate the room further and discover a passageway beneath the altar of the shrine, which contains a set of stairs leading down.
MISSION 1 SUCCESS!

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Charli checks in with you after your mission, and says, "Fitch wants to see you next, once you've taken your ten minute rest. Good work team!"

GM Hmm |

EXPLORATION MISSION 2: THE SINGING PILLARS
Fitch motions for her team to follow her into a tent with the Wayfinders' symbol painted onto its sides. As the Starfinders assemble, she takes a few paces around the room, brow furrowing thoughtfully. “All right,” she says, once everyone is settled. “I've got something interesting for you, though whether it'll be useful is up to you to figure out. Our surveys found an odd set of stone pillars at the northeastern end of the ruins. They seem to be arranged on a set of grooves in the ground, suggesting that maybe they can be moved along them, all surrounding a disc in the ground at the center. Our analysis indicates there's a hollow space under the floor.”
She grins. “Now, I don't know about you, but to me that sounds like a puzzle we can unlock to get into the ruins. Go see about finagling the pillars around—but be careful. We don't know what might happen if you get it wrong, after all. Could be that the mechanism doesn't even work anymore, but it's worth a shot!”
Though Fitch is unsure of the proper method to activate the pillars, she tells you of some rumors other Starfinders learned in their earlier investigations. Locals living in the settlements nearby believe the pillars are arrayed in a particular pattern, and legend says they're haunted by the “singing spirits” of the people who built them for mystical rituals millennia ago. Fitch encourages you to make sure you're well-equipped before the mission, including making any last-minute purchases from the commissary. Then she winks at Maxamas. "The new armor looks good!"
★ --- ★ --- ★ --- ★
Standing tall atop a glacial formation are twelve stone pillars arrayed on a series of concentric circles, as well as a thirteenth pillar that sits on an oval stretching from northwest to southeast. The lines radiate outward from a central metal disc, gleaming gold in the sun. Carved designs on the pillars' sides may have once been brightly painted, but their colorful hues have long since faded to more muted shades. Whenever the wind blows across the icy terrain, the pillars each hum discordantly as the chill air whistles through them.
★ --- ★ --- ★ --- ★
MORE INFORMATION
Doing a quick investigation, you find that some pillars move freely, while others are stuck. Each pillar is marked with its own symbol. You also find an inscription in a strange language at the central metal disc.
See slide 10 for Handout #4 illustrating the location.
These skills can be used to gain information:
* Mysticism
* Culture or Physical Science
Those who know either Akitonian or Aklo may attempt a Culture check to decipher the inscription. Comprehend Languages or similar magic automatically deciphers the inscription.
You can also attempt to move the pillars. It would help to know where you want it moved to before attempting to move it. The pillars are twenty feet tall.
Athletics or Engineering to move a stuck pillar. People can Aid Another either of these checks with a successful Athletics, Engineering, or Physical Science checks. In this case, the skill used to Aid does not have to match the skill used to move the pillar.
Any time a pillar is moved, please give a Profession (musician) or Perception check.

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"I do agree, you are looking exceptional Maxamas. And credit to everyone else as well. Kneepuncher, I'm especially impressed by your attire."
Teka moves about the pillars and does her best to learn from them as she studies the area without any knowledge of the writing.
Culture: 1d20 + 13 ⇒ (17) + 13 = 30
Seeing the writing Teka withdraws a gemstone from her bag and hands it to Zargothrax. "I don't recognize this writing, and it very is likely one of our intelligent group is already acquainted with it. However, in the case I'm wrong, this spell gem of comprehend language hopefully will give you some insight."
Giving a spell gem of comprehend language to Zargothrax.

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Zargothrax gives a salute to Fitch. "Onnit like a comet!"
~~~
He pokes at one of the pillars... then another... then another... "Hrm.... they look... old. Wonder what these thingies say?"
At Teka's suggestion he smacks himself in the head. "Thats a durn gud idea! Wha dinnit ah think 'o that! Ah know that spell mahself even. Hold onta the gem... we might need it later. I got dis."
Zargothrax waggles his fingers and bellows, "ABRA KADABRA ALAKA....ZAMAN! READ THIS THINGEY LIKE ITS IN COMMON!"
Comprehend languages
"Now now now... what've we got here..."
Mysticism: 1d20 + 12 ⇒ (7) + 12 = 19

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“...They seem to be arranged on a set of grooves in the ground, suggesting that maybe they can be moved along them, all surrounding a disc in the ground at the center...”
At last, all my years of video games will be worthwhile!
Kneepuncher asks his hireling to assist with figuring out where the pillars go and preps his suit for some pillar-moving activities.
Physical Science: 1d20 + 15 ⇒ (16) + 15 = 31

GM Hmm |

Although Zargothrax's Mysticism is - alas - not enough to fully clue him in here, the comprehend languages does help him interpret the phrase.
“Draw the line toward the Stranger to sing forth the way.” The Lizard Wizard does remember that the Stranger is the old pre-Gap name for Aucturn.
At this point, I will allow a second Mysticism check to interpret the symbols on the pillars.
Nearly everyone recalls an old children's rhyme that they were taught about the order of the planets.
A is for Aballon, where machines do roam
C is for Castrovel, the elvish & lashunta home
A again for Absalom Station, where the Society grew
And another A for Akiton -- which is red -- not blue
V is for Verces with its line of light and dark
I is for Idarii, and the Kasathas who missed the mark
D is for Diaspora, twins lost to the ages
E is for Eox, and its eerie Bone Sages
T is for Triaxus, furthest wanderer of the void
L is Liavara, with its shepherd worlds employed
B is for Bretheda, the cradle of many moons
Another A for Apostae, arms dealers and their goons
A final A for Aucturn and the Dominion of the Black
(Woe to all of us should they choose to attack.)
Meanwhile, Daata, Teka and Kinbara recall that pre-Gap, Golarian floated in place of Absalom Station.
So with all that information, what do you do?

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Any planets been demoted since we learned the rhyme?
"Looks like someone messed up their map of the system, and we need to fix it."
Kneepuncher waits to hear the opinions of the other Starfinders - and more interpretation of the symbols - before pushing any pillars. THough he does try to chip in what he learned in his primary school astronomy class.
Mysticism, Aid: 1d20 + 4 ⇒ (3) + 4 = 7
He mumbles something about missing pancakes.
Ab to innermost orbit: 1d20 + 12 ⇒ (17) + 12 = 29
C to 2nd orbit: 1d20 + 12 ⇒ (14) + 12 = 26
G to 3rd orbit: 1d20 + 12 ⇒ (10) + 12 = 22
Ab to 3rd orbit: 1d20 + 12 ⇒ (12) + 12 = 24
Ak to 4th orbit: 1d20 + 12 ⇒ (3) + 12 = 15
V to 5th orbit: 1d20 + 12 ⇒ (18) + 12 = 30
I to 6th orbit: 1d20 + 12 ⇒ (16) + 12 = 28
D to 7th orbit: 1d20 + 12 ⇒ (16) + 12 = 28
L to 8th orbit: 1d20 + 12 ⇒ (4) + 12 = 16
B to 9th orbit: 1d20 + 12 ⇒ (4) + 12 = 16
Ap to 10th orbit: 1d20 + 12 ⇒ (16) + 12 = 28
Au to outermost orbit: 1d20 + 12 ⇒ (17) + 12 = 29
T to irregular orbit: 1d20 + 12 ⇒ (17) + 12 = 29

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"This would be a good teaching tool I think, although a little large though." Teka looks at the various pillars and asks, "one bit that I'm not able to wrap my head around though, if all of these are planets, then there are twelve orbits for the thirteen pillars. I will admit that my eyes may be giving out though, especially since this entire apparatus is so daunting."
Thinking about the phrase Zargothrax read Teka suggests, "maybe this is easier than we might have thought. This reminds me of one of my evening puzzles. It didn't say to put all the planets in order, but to draw the line toward the Stranger."
"Maybe we need to find which of these matches Verces, since it is the line, and pull it toward Aucturn."
Engineering: 1d20 + 15 + 1d6 + 1 ⇒ (9) + 15 + (6) + 1 = 31
Engineering: 1d20 + 15 + 1d6 + 1 ⇒ (14) + 15 + (6) + 1 = 36
Engineering: 1d20 + 15 + 1d6 + 1 ⇒ (1) + 15 + (5) + 1 = 22
Engineering: 1d20 + 15 + 1d6 + 1 ⇒ (13) + 15 + (4) + 1 = 33
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Perception: 1d20 + 10 ⇒ (19) + 10 = 29

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Any planets been demoted since we learned the rhyme?
Golarion...
Mysticism: 1d20 + 12 ⇒ (14) + 12 = 26
"Good thing this isn't Veskarium worlds... then they'd all be V!"
He looks at the odd path for Eox. "Ah wonder... can any o' these planet pillar thingies slide inta this one?"
Zargothrax gives a push to Triaxus to see if he can shift it easily into the Eoxian orbit.
Wondering if the pillars can be re-ordered using their intersection with Eox.

GM Hmm |

Zargothrax's successful Mysticism check tells him that the symbols on the pillars each correspond to the name of a planet.
Yes, as you guessed, each set of letters is a planetary abbreviation.
He also has a revelation about the Diaspora and the 'twins lost to the ages' from the rhyme. Weren't there two planets that were destroyed in a cataclysm that made the Diaspora? Weren't their names Damiar & Iovo?
★ --- ★ --- ★ --- ★
There have been three suggestions for action:
1) Put all the planets in their proper orbits. In this case, only Aucturn is in its proper orbit now.
2) Move Verces (the line) to Aucturn (the stranger).
3) Move all the planets to Eox's orbit.
Which of these three plans do you act upon first? I'll take the suggestion from the first person to post. You can also attempt to combine plan 1 & 2 by moving Verces to its orbit, but nearer Aucturn, I suppose.

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"Ahm a thinkin' the first step is ta get 'em all in order, then see if mebbe pullin Verces towards Aucturn is the last step."

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That was originally my suggestion, so of course I agree.
Kneepuncher moves the pillars with the previous checks, except with other people's fix to the order:
Inner to outer: Ab, C, G, Ak, V, {I + D}, E, L, B, Ap, Au
Irregular: T
Though my brain is hurting because the poem makes it seem like there should be 14 pillars, 12 regular orbits and a second I for the Disapora.

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Though my brain is hurting because the poem makes it seem like there should be 14 pillars, 12 regular orbits and a second I for the Disapora.
The Idarii is a newer addition to the system that happened post-Gap. I think we would need the only 1 'I' for Iovo.
I believe your order looks correct.

GM Hmm |

Kneepuncher with Teka's help moves the four innermost planets successfully to their orbits. Teka doesn't listen carefully enough the first time, but as the movement progresses, she hears a pleasant musical tone that rises in pitch as it gets to its own orbit, and then tapers off in questioning minor note once the pillar is just left there. Perhaps it needs to be adjusted further within its orbit?
♫ AaaaaaaaaaaaaaAAAAAAAaah? ♫
Of the Pillars, Akiton's music was the most confused, happy to reach orbit, seemingly unhappy about being pushed further South and West.
Then Kneepuncher and Teka attempt to move Verces, and Kneepuncher stumbles as he pushes the pillar, pulling it on top himself and Teka!
KA-BLOW!
Bludgeoning Damage (DC 18 Reflex Save for half): 10d10 + 5 ⇒ (6, 10, 10, 6, 9, 6, 6, 5, 10, 2) + 5 = 75
Owwww! :(
STATUS
Ab, C, G, Ak all moved to their correct orbits, but none of them satisfied about the exact location within those orbits. Since you have successfully moved these four already, I will let you move them again without further checks. Verces needs to be picked up again and moved.
At this point, I will pause here. I must note that multiple people can aid in the moving of these pillars to help keep them from toppling on someone again.

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"Ack! Y'alls ok? Sorry... was too busy readin' and thinkin' and not busy helpin push."
Once the pillar is no longer crushing his compatriots he adds, "Was thinkin.... in the song Triaxus is between Eox and Liavara... so we prolly want em all in a line where Triaxus can sit on it's orbit raght between 'em..."
He marks 4 possible spots for Triaxus, then adds, "Now... since Akiton ain't likin bein in that deerection at all ahm a guess mebbe line em up like this?"
Zargothrax has +16 Engineering, so he should probably take point on moving them.

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Teka focuses on the pillars with eyes closed for a moment. She takes in the musical tone as she says, "That is just a lovely note, although it doesn't seem just right just yet. I think-"
Reflex: 1d20 + 10 ⇒ (12) + 10 = 22
Teka is interrupted as Verces begins to come crashing down Teka's augmentations flare up and quickly she is sent into a disoriented roll and only takes a portion of the weight the pillar had brought down.
"Oh dear, I should have not gotten ahead of myself. I let me mind wander and I got a burn for my lesson. I have taken worse, although not by much. How are you feeling Kneepuncher dear?" Teka gets up and taps her augmentations as she checks to make sure they are all still working."[/b]
"In any case, it think we might need to listen to the pillars as we position them. They may tell us where they belong."
"While the song is a lovely diddy Zargothrax, it was made to help young ones to learn the system as it is. I don't know where Triaxus might have been when this was built ages ago."

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There might be someone out there with a better bonus, but Teka's Engineering bonus is +16+d6. She is still willing to help move them and take point if others are helping.

GM Hmm |

As stated above, I am willing to let you move the four innermost planets without checks as you already did the Athletics to unstick them once. This way, you can test out a theory about where to move them in their orbits before committing to further pain.

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Reflex DC 18: 1d20 + 9 ⇒ (12) + 9 = 21
KP heaves the pillar off himself and Teka. He is happy to help with pushing, but is unlikely to help with figuring out exactly where they go.
Hireling can auto-aid Engineering checks.

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You can correct me if I'm wrong, but it sounds like we pushed the Akiton pillar southwest and now it is in the 4th orbit in the southwest quadrant.
"While I take a breath, we can certainly tend to one of these loosened pillars and see if they like being where you are suggesting."
With help Teka would like to move the Akiton pillar along the orbit into the northeast quadrant, trying to listen to it along the way to see if the note changes once it reaches that position.
Specfically moving it along the pillar east and then north along the orbit until reaching the point the line we drew on the handout going northeast intersects with Akiton's orbit.

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"It seems like the pillars will tell us if we misplace them. I can take a lot more punishment than this, if it comes to trial and error."

GM Hmm |

Through trial and error, following the music, you discover that the pillar wants to be in its orbit, but in line with Aucturn's pillar.
I have moved your line, and made it red on the map.
It sings, ♫ AaaaaaaaaaaaaaAAAAAAAAAAH! ♫

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Srurdez guffaws a littlebas Kneepuncher lifts off the pillar and hurries over to use his Vesk muscles to assist in moving the pillars properly.
"Just tell me where you need the muscle." Srurdez says wryly, lighting a cigarette before going to work.
Srurdez can auto-aid to help move the pillars but won't be much use otherwise.

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"That sounds much better. I'm thinking you are right, but we just need to line them toward the final pillar."
Teka will confirm this by placing the pillars belonging to the other inner planets in the orbits the Starfinders had placed them, but aligned with both Akiton and Aucturn's pillars.
If those pillars do sing the same way..
"I'll try to be keep my mind focused this time, but these wounds are nothing that should slow me down. We just need to jostle these other pillars and get them in this same line. I do think we'll need your help Srurdez, these pillars are as temperamental as a tower of scrap."
So following from us having Akiton (Ak) in place, I would follow from Kneepunchers's directions of having the next orbits contain in order: "V, {I + D}, E, L, B, Ap, Au" and then have T in the Irregular orbit where it intersects with the red line.
During this, I do want to check to see if Au can be moved or if it is locked into position.
Should I roll the checks or would it be proper to have Daata handle that?

GM Hmm |

If you wish to handle the rolls or bot Daata's I am fine with either one.
Teka discovers quickly that Aucturn has no way to move. It is solidly one with the floor. All the other inner planets sing as they are aligned with the line.
Just give me one more roll. If everyone is aiding Daata it is unlikely that we will see failure, and it looks like you have solved the puzzle.

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Teka will defer to Daata's exceptional ability here.
"Alright, everyone, lets try to get at this together. As long as we work together, we can overcome anything. Especially these stone pillars." Looking toward Kneepuncher she adds, "Although I'm a lot less hardy than you. I don't think I would be able to take another blow from the pillar."
Teka will aid with 1d20+16+d6 and I'm assuming others aid as well.
Daata bot

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Sorry again for the delay. It's been a long and expensive week.
Daata casts a long look on the pillars, then ponderously and deliberately begins working on the devices.
Engineering: 1d20 + 20 ⇒ (13) + 20 = 33 Before all assists.
A lot to catch up on, I'll RP a bit more when I'm not playing catch-up in the next mission.