
GM Bret |

Checking, the Aucturn pillar will not move at all. The other pillars can be moved, many of them easily others requiring quite a bit of work.
Looking at the groves, you think you can use the straight paths that radiate out from the center to change which circular track a pillar is in. It would basically allow you to make the pillar ‘switch orbit’.
The wind is coming from about 42 degrees off the northern track. North is top of slide.

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"Windward to leeward won't work if we cannot move the Aucturn pillar." Alistair nods to Patrick, "Let's move the pillars to their correct orbits, then arrange them in a line orthogonal to the wind."

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*nods* That would be interesting ... then the wind will hit all the pillars with equal force. Speaking of force, any attempt to push a pillar should be applied near the base - less chance of it falling.
And well done deciphering the symbols. I was on a similar path but you beat me to it. Would you be so kind as to direct the team where to put them please - We may as well start with Aballon and work outwards.

GM Bret |

I assume you are arranging the pillars along the green line someone drew in the order given at the side of the slide.
I will need the checks to move the pillars and the checks for listening as you move them.
It will take four successful checks to move everything. You do have time to rest if needed.
The Iovo/Damiar pillars move together.

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Mel trundles back over having realized her lack of language knowledge has made it impossible to identify the pillars on their own. "All right then, sounds like you two have about worked this out. I've readjusted the actuators on this armor. So this time it should work right... Most likely. Where should I go?"
Athletics: 1d20 + 15 ⇒ (6) + 15 = 21
Athletics: 1d20 + 15 ⇒ (7) + 15 = 22
Athletics: 1d20 + 15 ⇒ (4) + 15 = 19
Athletics: 1d20 + 15 ⇒ (13) + 15 = 28
Athletics: 1d20 + 15 ⇒ (8) + 15 = 23
Athletics: 1d20 + 15 ⇒ (12) + 15 = 27
I don't have much in the way of Perception so others may want to do those listening checks as we go. And if enough of those fail I may need to rest somewhere in there as I don't have infinite hit points. But even if we go one by one, I hope that helps with saving time to be able to carry those forward.

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Since I've GM'd this I don't want to be too active in the solution, but...
Dr. Dov stands back and tries to get a view of the big picture, attempting to provide guidance and oversight. He doesn't get too loud though - he doesn't want to be overbearing.
Perception: 1d20 + 16 ⇒ (9) + 16 = 25
Perception: 1d20 + 16 ⇒ (8) + 16 = 24
Perception: 1d20 + 16 ⇒ (6) + 16 = 22
Perception: 1d20 + 16 ⇒ (1) + 16 = 17
Perception: 1d20 + 16 ⇒ (8) + 16 = 24
~~~
Aside, with Teddington, before arrival on this site: "Exceptional! Given we're on Akiton, which can get very cold, I believe I have something that can help you! Would you mind letting me tinker with your armor for a few minutes?"

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Teddington rumbles over to the Corporal Elf and also pushes the pillars
Athletics: 1d20 + 16 ⇒ (11) + 16 = 27
Athletics: 1d20 + 16 ⇒ (15) + 16 = 31
Athletics: 1d20 + 16 ⇒ (16) + 16 = 32
Athletics: 1d20 + 16 ⇒ (10) + 16 = 26
Athletics: 1d20 + 16 ⇒ (13) + 16 = 29
Athletics: 1d20 + 16 ⇒ (8) + 16 = 24
---
Teddington turns to Dr. Dov, "Something that help this cold? That would be furry nice! Sure, Tinker away, I don't bite (much)" he says, as he winks.

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perception: 1d20 + 9 ⇒ (3) + 9 = 12perception: 1d20 + 9 ⇒ (3) + 9 = 12perception: 1d20 + 9 ⇒ (14) + 9 = 23perception: 1d20 + 9 ⇒ (14) + 9 = 23perception: 1d20 + 9 ⇒ (17) + 9 = 26perception: 1d20 + 9 ⇒ (7) + 9 = 16

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(prior to departing our mustering area)
Dr. Dov will take a good 10 minutes to clean and prepare certain key joints and junctions of Teddington's armor, then will put on a jeweler's loupe and extract some blue crystalline Siccatite from a titanium box labeled "Starmetal Application" he keeps in a breast-pocket, infusing the crystals into the armor with care.
You now have Cold Resist 7 for the next 24 hours!
"There, that should do it!"

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Teddington feels the Chills of Power flow through him!
"Why thank you Dr, you're a wonderfur Doctor! Thank you"

GM Bret |

The combined might of Mel and Teddington is enough to get the pillars moving.
As they are moving things about, Dr. Dov and Patrick monitor the pillars. As they are moved, they notice a melodious humming coming from the pillars. Once a pillar has been moved to the northeast quadrant, it begins to glow and float off the ground, strange glyphs flickering across its surface.
When the Damiar and Iovo pillars are being moved, Dr. Dov and Patrick notice a discordant hum coming from them. They do not glow nor do the glyphs appear. The same is true of the Eox and Triaxus pillars.
Since the pillars are much easier to move once in the northeastern quadrant, Mel and Teddington continue moving them and allow the others to worry about why those three pillars aren’t responding like the others.
No more Athletics checks required, but some pillars aren’t like the others.

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"We're almost there. I expect the Wanderer may be to blame."
for any insight
Mysticism?: 1d20 + 9 + 1d6 ⇒ (18) + 9 + (6) = 33
To confirm, based on the image, this is our current order of planets
Aballon,
Castrovel,
Golarion,
Akiton,
Verces,
Triaxus*,
Damiar, Iovo,
Eox,
Liavara,
Bretheda,
Apostae,
Aucturn

GM Bret |

The order that Alistair gave above is different than I see on the slide.
Order that I used when describing the update was:
Aballon, Castrovel, Golarion, Akiton, Verces, Damiar, Iovo, Eox, Triaxus, Liavara, Bretheda, Apostae, and Aucturn
Bold are the ones that were discordant.
Alistair realizes that the pillars making the discordant hum must not be in the right place. He also discovers that the pillars aren’t in the order he expected.

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Yeah, the list was me copying the current order of planets into something we could see. When we arranged them along the green line, Triaxus would be before Damiar and Iovo.
"Get Triaxus in line with the other planets, please."

GM Bret |

Patrick: 1d20 + 9 ⇒ (8) + 9 = 17
Dr. Dov: 1d20 + 16 ⇒ (4) + 16 = 20
Mel: 1d20 + 0 ⇒ (18) + 0 = 18
Alistair: 1d20 + 6 ⇒ (8) + 6 = 14
Teddington: 1d20 + 0 ⇒ (13) + 0 = 13
Patrick: 1d20 + 9 ⇒ (17) + 9 = 26
Dr. Dov: 1d20 + 16 ⇒ (7) + 16 = 23
Mel: 1d20 + 0 ⇒ (17) + 0 = 17
Alistair: 1d20 + 6 ⇒ (10) + 6 = 16
Teddington: 1d20 + 0 ⇒ (5) + 0 = 5
Mel and Teddington move things around so that Triaxus is in the long curve. At first no one notices the hum changing but now they glow and have the strange symbols on them. Rechecking them, Dr. Dov and Patrick agree that the hum is melodious. The rest of you can’t tell the difference.
It seems the pillars need some minor adjustment.
Need one successful Profession (musician) check (to “conduct” the winds through the pillars) or harder Mysticism check.
Others can Aid this check with a Culture, Mysticism, or Profession (musician) check.

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Alistair closes his eyes and meditates. All things in the universe exert a gravitational pull on all other things, however small. He tries to connect the pillars before him to the celestial bodies they represent and feel the forces moving through them.
In a voice oddly resonant, he intones "Behold"
Purple swirls in the blue of his solar armor as Alistair channels cosmic gravity.
Mysticism: 1d20 + 9 + 1d6 ⇒ (16) + 9 + (6) = 31

GM Bret |

No need for any Aid Another with a roll like that. :)
The pillars move very slightly as Alistair concentrates, and then align. Now all of you can hear the melodious humming.
The central metal disc slides open, revealing a spiral staircase leading down. A ghostly hologram of a four-armed figure with gray skin, pointed ears, and three eyes appears above the stairs and speaks in an unfamiliar language. Their gestures make it apparent that they are welcoming you to the chambers below.
Success.

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Patrick takes pictures of the glyphs that appear, also recording the sounds for later analysis.
He is also quite content with Alistair doing the directing.
culture: 1d20 + 14 ⇒ (19) + 14 = 33

GM Bret |

Memory of Water
Celita takes her team into a large tent emblazoned with the symbol of the Dataphiles. As the Starfinders follow her in, she takes a position next to a map of the ruins projected onto the wall. She surveys everyone for a moment before nodding in satisfaction.
“There's no point wasting time on preambles,” she says. “Our early surveys of these ruins identified an intact section of the structure at its eastern corner.” She taps a pointer to the map, where an area is highlighted in red. “Judging from pictures taken of its exterior, it appears it was once some sort of shrine. A structural analysis indicates there's likely a basement or passage below the main floor, but we need you all to verify that theory and to ensure it's safe to proceed.”
She pulls up an image on her datapad of a crumbling stone structure, displaying it in hologram form at the center of the tent. “This is the site. If you learn who or what this shrine was once dedicated to, let me know.”
She then provides you with directions to the shrine and warns you to be careful not to damage the site. She also reminds you to hit the commissary before heading out if you need equipment.
You may take a 10 minute rest before heading out.
Unless they rest, Mel and Teddington have taken 29 damage.

GM Bret |

The shrine is a crumbling complex of stone buildings connected by corridors; at its center is a large domed chamber. The stone walls have worn away in spots, though not enough to be passable from the outside, and ice coats the exterior. Ceilings in the complex are fifteen feet high unless otherwise noted.
A double door leads into this stone-walled chamber, one of the few portions of the complex that appears intact. Three pillars, carved with geometric designs and weathered with age, stand on either side of the room. Rubble that may have once been additional wall carvings lays scattered across the floor, and two windows look out onto the ice fields. A door across from the entrance leads further in.
The side chambers of the building contain only rubble from collapsed portions of the ceiling and appear impassable.

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Mel gives a firm salute to Celita before falling into line with the rest of the group.
"Well what do you all say? Should we start heading further in? I'm no historian but I'm all raring to keep those of you who are safe." As she says that her armor makes a loud buzzing noise as the three massive mounted guns power up, and she slides her Doshakari into her right hand. With her left hand, she attempts to open the door before them.
I'm gonna assume our trap spotter will do her trap spotting so until she says something I'm gonna go seeing if these doors will open or are locked or what have you.

GM Bret |

Alistair Calipse: 1d20 + 8 ⇒ (14) + 8 = 22
Corporal Melisende: 1d20 + 3 ⇒ (15) + 3 = 18
Dr. Dov Delano: 1d20 + 5 ⇒ (9) + 5 = 14
Patrick Messier: 1d20 + 2 ⇒ (14) + 2 = 16
Persephone Briarus: 1d20 + 8 ⇒ (6) + 8 = 14
Teddington: 1d20 + 6 ⇒ (14) + 6 = 20
Undetected trap: 1d20 + 15 ⇒ (13) + 15 = 28
As Mel is about to open the door in front of her, things suddenly get weird.
The weather-beaten walls flicker, reforming into elaborately carved stone arching up to the dome above. Outside the shrine's windows, the icy fields surrounding the building have been replaced by a sparkling lake, this building now sitting at the center of a small island. The lake's waves lap gently against the shore. Through the door walks a robed figure, its features covered. It passes through the chamber to the door across from the entrance.
Everyone gets to make a will save
Failure does not prevent you from taking actions.
As I understand it, you need to find the trap before you can disable it.
Round 1:
Undetected Trap
Alistair
Teddington
Mel
Patrick
Persephone
Dr. Dov

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Mel puts her hand on the door and stops, dead in her tracks. She turns to look back to the rest of the party. "What the-?"
Will save: 1d20 + 6 ⇒ (5) + 6 = 11
"Are...are you all seeing this?"

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Will: 1d20 + 5 ⇒ (10) + 5 = 15
Alistair marvels at the sudden transformation. "Yes. Yes, I'm seeing this, too." He moves to one of the big windows, searching for the source of this effect.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Mysticism: 1d20 + 9 + 1d6 ⇒ (10) + 9 + (6) = 25

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Teddington rests for 10 minutes, "Phew, those pillars take their toll!"
Uses 1 RP to heal his SP
"Wow, what happened here...I'm so lost..."
Will Save: 1d20 + 5 ⇒ (19) + 5 = 24
Also he's not good at it, but Teddington will look around.
Perception: 1d20 + 0 ⇒ (11) + 0 = 11

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Between missions, Dr. Dov will examine everyone, but remark that the medicines he carries only work on severe injuries rather than bruises or cracked armor plates (i.e. I can heal hp but not stamina, sorry)
---
GM: If this is a mind-affecting effect, and if you would allow me a reaction, I'd like to use Soothing Telepathy to grant all allies within range of telepathic communication (60ft) a +2 insight bonus vs. mind-affecting effects until end of my next turn.
Will Save: 1d20 + 4 ⇒ (13) + 4 = 17 (+2 insight vs. mind-affecting)
Dov glances around, hoping his senses aren't hibernating...
Perception: 1d20 + 16 ⇒ (13) + 16 = 29
(Blindsense: Thought 60' - in case anyone except the party is lurking around)

GM Bret |

It is debatable if this qualifies as a mind-affecting trap, but given what it does I will allow it.
As the environment changes, you all feel a reassuring presence helping you keep oriented.
Even with that, Mel and Alistair feel disoriented. -1 to Will saves for 1 minute
None of you is able to find the source of the effect nor identify exactly what is happening. You do think it would be mysticism to disable it if you could find the source.
Dr. Dov does not sense anyone else in this room.
Round 1:
Undetected Trap
Alistair -1 Will saves
Teddington
Mel 29 damage -1 Will saves
Patrick
Persephone still need Will save, +2 insight from Dr. Dov
Dr. Dov

GM Bret |

No doubt the weirdness of the situation threw Persephone off.
The dome collapses and reforms a few times, like someone was randomly switching the play speed and direction of a vid stream. Walls crumbling upwards into good walls is disorienting.
Everyone gets to make another Will save and then act.
You should now have a good idea of how high the target number for Perception is.
Some might want to Aid Another with the Perception.
Round 2:
Still Undetected Trap
Alistair -1 Will saves
Teddington
Mel 29 damage -1 Will saves
Patrick
Persephone -1 Will saves
Dr. Dov

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Will save: 1d20 + 6 - 1 ⇒ (12) + 6 - 1 = 17
"What is causing this? Can't we stop this?" Mel runs about wildly trying to frantically search the walls.
Perception to aid: 1d20 + 0 ⇒ (8) + 0 = 8

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Will: 1d20 + 5 - 1 ⇒ (7) + 5 - 1 = 11
Alistair tries to help Persephone find the problem.
Perception (Aid): 1d20 + 6 ⇒ (6) + 6 = 12

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will: 1d20 + 8 ⇒ (6) + 8 = 14
perception: 1d20 + 9 ⇒ (15) + 9 = 24
Patrick is trying to look at this problem logically,
He casts Detect Magic and carefully scans the magic auras to see if there is a detectable source.
mysticism: 1d20 + 15 ⇒ (5) + 15 = 20

GM Bret |

Mel and Alistair start having bewildering visions where past, present and future get mixed together. Although both try to help search for the cause, only Alistair provides any useful help in searching.
Patrick suffers some disorientation. He does detect a magical aura covering the room.
Round 2:
Undetected Trap
Alistair -1 circumstance Will saves, –1 circumstance penalty to attack rolls and skill checks
Teddington
Mel 29 damage -1 circumstance Will saves, –1 circumstance penalty to attack rolls and skill checks
Patrick -1 Will saves
Persephone -1 Will saves +2 Aid to Perception
Dr. Dov

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Will Save: 1d20 + 5 ⇒ (12) + 5 = 17
"Seriously what is happening here, my fur is tingling"
Perception to Aid: 1d20 + 0 ⇒ (7) + 0 = 7
Teddington attempts to look around and help others

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Dr. Dov tries to bear down and focus...
Will Save: 1d20 + 4 ⇒ (14) + 4 = 18 (+2 insight vs. mind-affecting)
Perception: 1d20 + 16 ⇒ (7) + 16 = 23

GM Bret |

The continued exposure gets to Teddington, he is now feeling the disorientation that others have had.
Dr. Dov continues to fight off the effects of the room, but does not locate the source of it.
Round 2:
Undetected Trap
Alistair -1 circumstance Will saves, –1 circumstance penalty to attack rolls and skill checks
Teddington -1 circumstance Will saves
Mel 29 damage -1 circumstance Will saves, –1 circumstance penalty to attack rolls and skill checks
Patrick -1 Will saves
Persephone -1 Will saves +2 Aid to Perception
Dr. Dov
If someone who rolls well can Bot Persephone, that would be appreciated.

GM Bret |

Although Persephone is able to avoid becoming more disoriented, she is not able to locate the cause of the problem.
Round 3:
Undetected Trap
Alistair -1 circumstance Will saves, –1 circumstance penalty to attack rolls and skill checks
Teddington -1 circumstance Will saves
Mel 29 damage -1 circumstance Will saves, –1 circumstance penalty to attack rolls and skill checks
Patrick -1 Will saves
Persephone -1 Will saves
Dr. Dov

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"Is it still happening?" Alistair tries to sense where in the room the party should focus their investigations.
Perception(aid Dr. Dov): 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9

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Dr. Dov tries to grin and bear it?
Will Save: 1d20 + 4 ⇒ (15) + 4 = 19 (+2 insight vs. mind-affecting)
Perception: 1d20 + 16 ⇒ (11) + 16 = 27
*sigh*

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Will save: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18
"It still is! Why hasn't anyone stopped it yet?!" Mel's serious demeanor turns to a slight panic as she continues to frantically try to help the doctor by narrowing down where to look by eliminating spots she looked at before.
Perception to Aid: 1d20 + 0 ⇒ (19) + 0 = 19

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Pheobe tries again to figure out what is going on.
Perception: 1d20 + 15 ⇒ (4) + 15 = 19
T-shirt reroll
Perception: 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30
Will: 1d20 + 8 - 1 ⇒ (3) + 8 - 1 = 10

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Teddington is starting to get disorientated.
Will Save: 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21
Perception to Aid: 1d20 + 0 ⇒ (16) + 0 = 16