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![]() It doesn't particularly matter one way or another Twik. Either way you get the same benefits on the chronicle sheet. You all accept Therseis's request to accompany you back to the Pact Worlds, as well as succeeding at getting Less Than Three onto your ship without any issues. After the short journey back to Absalom Station, you all submit your reports to the Stewards. You are then sent back to Lorespire Complex, where you await being assigned your next mission. Chronicles will be posted in a few minutes in the Discussion tab. ![]()
![]() You see Therseis stiffen slightly as Xino asks his question. "You know? In that case..." they pull out the second comm unit that you saw them ustilize earlier. They type on the keyboard for a few seconds, before stopping and looking around a little nervously. A few moments go by, before you notice what appears to be a small robotic figure scuttles into view, moving to stand next to Therseis. "This is who I was talking to with this," they say, gesturing with the comm unit. "I had originally been tinkering with some of the technologies that I had found up here, combining it with some that we had brought up here with us. However, as I worked on it, I noticed that the robot I was working on seemed to be getting smarter. Due to the general view of robotics here on Tabrid Minor, I decided that it would be good to hide it, to better keep it from causing any trouble. However, due to what you told me when you explored the tunnels under the city, I am more worried about the government confiscating or destroying them." They glance around at you for a moment, before patting their robotic companion and typing out a few commands, sending them back into hiding. . To smuggle Less Than Three onto your ship, you will need to make a Bluff, Profession (Smuggler), or Stealth check to get them past the other three researchers. . Once you all get to your ship, Therseis looks at you all. After a few moments, they finally speak. "So, I am sure that by this point you have come to question the details concerning the details of the history of these cities. From what I know combined with what you have told me, it appears that the government here has been keeping many secrets. First there was these cities’ magical aristocracy, which appears to have violently silenced those who heard the Signal several centuries ago. This appears to have led to an extremely bloody coup against them, resulting in the government several steps before the current one here. Then, there was the exploitation of robot laborers, which resulted in their termination when they showed signs of being more than just that." Therseis shakes there head slightly. "I want you to know that I personally find this whole cover-up very distasteful now that I know the truth of it. I do find some solace in the knowledge that you now have an accurate view of my species' history. Also, I want to make sure that you are aware that all of these actions occurred several lifetimes ago; this does not excuse the government for perpetuating these myths, but none of them are directly responsible for committing these atrocious behaviors." After a few moments to let what he has said sink in, Therseis speaks up again. "Whatever your decision may be, I would like to make one final request of you. May I return with you to the Pact Worlds to act as an ambassador for Tabrid Minor and, perhaps one day to join Starfinder society myself?" . Now, two more questions: First, do you want to bring Therseis with you back to the Pact Worlds? Second, and more important: Do you want to support or oppose the Copaxi petition for protectorate status? Feel free to discuss these, but the second question is not a group decision; each of you will be filing a separate report to the Stewards. ![]()
![]() GM Screen:
1d20 + 12 ⇒ (6) + 12 = 18 You all tell Therseis about what you found here, in particular the engraving and the accompanying Graffite. After a few moments to think, they admit that the modern Copaxi government’s portrayal of the sky cities’ downfall is inconsistent with the PCs’ findings. "The widely accepted story that divine intervention destroyed these impressive sky cities clearly clashes with the signs of urban warfare and unrest that this area shows. As a note, stories concerning this “Message of Madness” are not widely known across Tabrid Minor. When the message arrived, Copaxis as a whole lacked the technological framework to understand it. Those who heard it directly suffered severe psychological trauma and ultimately took their lives. Only recently have these records resurfaced and inspired our recent ventures into space." Gesturing back towards the research station, they then say "Let me guide you back to your ship. If what I can tell is true, your mission here is close to done. There is something that I wish to discuss with you, if you all are ok with that." They then fall silent for the walk back to your ship and the station. . Do you or do you not want to have a final discussion with Therseis? Also, do you want to try and smuggle Less Than Three onto your ship before you leave? I need answers to both these questions before continuing. I will proceed once a majority decision (3/5 either way) has been reached on both of them. ![]()
![]() Botting Xino: azimuth laser pistol vs EAC: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15
At this point, there isn't really a way that you can lose this fight, so I will go ahead and progress to what you find after the fight. . After bringing down the three Copaxi shells, you look around the area. As you look around, you can tell that this section of the city is damaged in a manner much closer to what would result from urban warfare, rather than simply decaying over time. From what you can see of the amount of shell-like remains scattered around the area, both sides of the conflict must have taken heavy casualties. There is a wall nearby, all that is left of a building, that is riddled with bullet holes and what looks like faint stains. Medicine or Life Science (DC 18):
You spot a few tiny, multi-colored flowers growing among the weeds in and around the cemetery. After examining them for a few moments, you realize that they are likely unique to the atmospheric and meteorological conditions that surround the floating city and are most likely extinct elsewhere.
You can choose to collect samples to return to the research team. Culture (DC 15):
On a nearby monument, you find an inscription in Copaxi that reads "...those who died of the Message of Madness are forever a part of this great city, their contributions forever a part of our memories."
However, there is graffiti marring the monument. Also in Copaxi, it reads as "Your lies cannot silence the Signal! Long live the First to Listen!" Culture or Mysticism (DC 13)
Spoiler:
You recognize this as referring to the revelation of Drift technology in 3 AG - although the Copaxi government claims to have translated the Signal only in the last few years. Enemy gear and Treasure:
You find a collection of gear in the area, including an incendiary grenade 2, four mk 1 serums of healing, two nyfiber nets, and two tactical pikes, as well as the weapons that the three shells had been wielding.
As you look at the gear, you notice that it all appears to be inferior to that of the Pact Worlds, buts is far beyond that found in the surrounding areas. From what you can tell, only one side of the battle that had occurred here seems to have possessed the technology, while the opposing side fought with devastating magical attacks. Engineering or Physical Science (DC 16)
Spoiler: With a fair degree of accuracy, you estimate that all of these objects are about 300 years old. . After you have had a while to look through everything here, you see Therseis approach. "Greetings. May I ask what you have found here?" He waits for your reply. ![]()
![]() Purple falls to the ground. Round 4:
Round 5:
. In the interest of wrapping this up in time for me to report this as part of the gameday, I will bot Mega and Xino if they have not posted within two hours of this post. ![]()
![]() GM Screen:
Enemy Shot (M): 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6
Enemy Shot (M): 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15 Damage (P): 1d8d1d20 + 6 - 4 ⇒ (5, 2, 12, 12, 6, 9, 14, 18) + 6 - 4 = 80 Enemy Shot (J): 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14 From all of your attacks, Red collapse into a burning pile on the ground. The two gun wielding shells then open fire on you again, firing at Mega and Jett. Due in part to the iron fence, none of the shots connect. Round 4:
Round 5:
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![]() GM Screen:
Burn: 1d4 ⇒ 3
Enemy Shot: 1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 10
Enemy Stab: 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21
Correct Zoomer, that was an error on my part. With a flurry of attacks, the five of you all attempt to bring down the spear-wielding Copaxi shell. However, Xino is the only one able to land a shot, burning a small hole in the shell of the creature. The two gun-wielding shells open fire, completely missing all of you. The spear weilder, still burning from Xino's earlier shot, swings its spear first at Mega and then at Jett, hitting both of you. That is 6 piercing damage to Jett and 10 piercing damage to Mega. Round 3:
Round 4:
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![]() GM Screen:
Shot (M): 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4
Shot (M): 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6 Shot (J): 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18 Damage (P): 1d8 ⇒ 3 Shot (J): 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5 Stab (M): 1d20 + 8 - 4 ⇒ (17) + 8 - 4 = 21
Twik is able to trick the spear wielding Copaxi shell, but his shot goes to the side of the creature. Xino is then able to land an excellent shot to the creature, igniting the shell in flames. Both Jett and Mega move up towards the spear-wielding opponent, with the latter's swing missing. Zoomer is then able to land another laser shot on them. Opponents The two Copaxi-shells with rifles open fire at you all, two shots aimed towards Mega and two towards Jett. Most miss, except for the one aimed at Jett. The spear-wielding one then swings its spear around, stabbing once at both Mega and Jett, with only the one against Mega connecting. That is 3 piercing damage to Jett and 11 piercing damage to Mega. Round 1:
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![]() GM Screen:
Trick Attack (Bluff) vs 20+CR: 1d20 + 17 ⇒ (13) + 17 = 30
If the Trick Attack succeeds, the target is flatfooted until beginning of my next turn and the bonus damage is applied Trick Attack - Pistol vs KAC: 1d20 + 9 ⇒ (12) + 9 = 21 TA Damage (Piercing): 1d6 + 2 ⇒ (1) + 2 = 3 TA Bonus Damage: 1d8 ⇒ 3 Enemy Shot (T): 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 21
Enemy Stab: 1d20 + 6 ⇒ (18) + 6 = 24
Zoomer is able to land a shot against the creature, the shot burning into the shell. Botting Twik: Twik moves to the side, maneuvering in a way to hide his actions from the Copaxi-shell creatures. Aiming at the Copaxi in the back, he apparently befuddles it, scoring a good shot with his semi-auto pistol. However, it doesn't appear to do as much as anybody would expect. . Opponents: The two copaxi in the back both raise their rifles, standing in place as they fire. One takes shots against Twik and Zoomer, while the other aims at Mega and Jett. All of the shots are misses, except for the one against Twik, which impacts into him. Twik, that is 8 piercing damage. Then, the Copaxi with the spear moves forwards towards Zoomer. Getting up next to the Ysoki, it stabs at him with its spear. Zoomer, that is 7 piercing damage. . Round 1:
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![]() "The robots were... sentient?" You see that this clearly troubles Therseis. "I must... think on this. Excuse me. I trust that you can find the final location on your own." They then begin walking off, in a seemingly random direction. . You all then head to the final location that the research team had marked on the map, near the precise center of the city. Weeds and ugly vines extend along these silent stone pathways. Crumbling statuary and collapsed walls, riddled with bullet holes and scorch marks, stand testament to a great conflict long ago. Dented helmets and battered, rusted vehicles stand in stark contrast to their stone surroundings. Hundreds of grave markers and monuments dot the landscape, each covered in old inscriptions that the years have worn to the point of illegibility. You approach what appears to be a small graveyard near to a walled off fountain. As you approach, you suddenly notice several figures that look like Copaxi, wielding a combination of rifles and spears. They suddenly turn to face your, and you can tell that they are not normal Copaxi, due to the intense burns covering their exoskeleton, with some sections lacking any covering at all. They raise their weaponry and move to attack you. GM Screen:
Mega Kodrog Init: 1d20 + 3 ⇒ (13) + 3 = 16 Zoomer Init: 1d20 + 7 ⇒ (19) + 7 = 26 Captain Jett Init: 1d20 + 1 ⇒ (15) + 1 = 16 Xino Init: 1d20 + 2 ⇒ (9) + 2 = 11 Twik Init: 1d20 + 7 ⇒ (15) + 7 = 22 Enemy 1 Init: 1d20 + 3 ⇒ (14) + 3 = 17 Enemy 2 Init: 1d20 + 2 ⇒ (18) + 2 = 20 Round 1:
The two enemies with solid color borders are wielding rifles, while the dashed border one has a spear. . The metal fence around the cemetery is five feet tall, and is thick enough to provide cover to anyone on the other side of it. It can be scaled with an Athletics check, and there are several gaps that can be moved through. As for the wall around the fountain, it is two feet tall and provides partial cover to medium creatures, or normal cover for small creatures. It can be crossed by either leaping it or treating it as difficult terrain. ![]()
![]() You all head up and meet with Therseis. After you let them look over the document, they are silent for a moment. They then look up at you. "This is... bizarre. As our history shows it, this Signal, as it is referred to in here, was received by numerous individuals across Tabrid Minor. However, they were unable to understand it. While others were able to record the cryptic information that these people provided, those who had received the signal were all apparently driven quite mad by the entire experience. It is only within the last several decades that we have been able to create viable starships, which in turn allowed us to better understand the contents of the Signal." Then, after a few seconds, they look at you all with what you take to be curiosity. "Tell me, and I am asking with nothing but curiosity, what would you have been willing to do or sacrifice in order to attain Drift technology had you been in our place, unable to figure out what the Signal had meant for centuries?" I will progress us to the final location after I receive answers from everyone, or 24 hours have passed, whichever comes first. ![]()
![]() GM Screen:
CZ: 1d20 + 3 ⇒ (3) + 3 = 6
CX: 1d20 + 5 ⇒ (3) + 5 = 8 CT: 1d20 + 8 ⇒ (3) + 8 = 11 CZ: 1d20 + 3 ⇒ (4) + 3 = 7
In the interest of finishing this game in time to record it as part of the Gameday, I will rule that you don't need to make a Diplomacy check for that request. Nodding at Zoomer's request, the two Copaxi gesture for you to hand over the 20 credits that was promised to them. After they are paid the first amount, they let you move into their camp. Placed around the bottom of the hollowed out tower is a collection of artifacts, a large portion of which don't appear to be of particular use to you. However, there are two objects of note: a sealed container with a clear cover, with what appears to be an ancient journal of some kind inside, and a rifle of some kind leaning against the back wall. Sensing that these could be useful to your purposes, someone pays the two scavengers the remaining 30 credits, and they allow you to take the journal. Additionally, while you are looking through the rest of the artifacts, the two scavengers talk with you a bit, and you are able to get that these two Copaxi had come up here to the city in order to find something that could earn them credits in one way or another. They say that they are fed up with the widening gap between rich and poor on Tabrid Minor. They believe their people’s rapid industrialization has done more harm than good and are eager to earn enough credits to buy passage to other
The rifle is a shout rifle.
. Moving away from the tower, you begin making use of the translation software that you were provided to make sense of the journal's contents. After several minutes of confusing work, Jack, Xino, and Zoomer are able to translate a section of it, taking photographs as they go. Journal's Contents:
You are all able to learn that the Copaxi who lived in these cities had all been stationed here were servants of Tabantria’s magical aristocracy; they observed the planet to learn how best to manipulate and exploit its natural and magical resources, especially copi. Most of the notes concern the process of cultivating copi to make objects—and even cities—float high above the planet’s surface. In the journal’s final pages, the PCs learn that several of the scholars stationed here, and many others across Tabrid Minor, received the revelation of Drift travel. Instead of being celebrated, they were shunned and eventually executed after a failed coup attempt. The unidentified author of the journal supported this decision and outed several colleagues to the government; they justified this action by predicting that the spread of Drift technology would cause rapid, irreversible, and damaging industrialization, violently disrupting the status quo. The final page of the journal states the author’s fears that further conflict seems inevitable, as the Signal could not possibly be passed off as insanity — a “Message of Madness” — forever. Another few minutes pass by while you read through the message, before you all receive another message from Therseis. [I hear a distinct lack of weapon discharges. I take it that you were able to peacefully contact whoever the individuals in that tower were? Did you find anything interesting?] I will be progressing the story within the next 24 hours. ![]()
![]() One of the Copaxi looks the coin over for a moment, before shrugging their shoulders a little. "We know little about coins. Have a few in the stash. If you want the stash, credits first." In case it isn't obvious, they aren't willing to even let you see what they have gathered without you paying them the 50 credits. ![]()
![]() The two copaxi glance at each other, before one of them calls out to you. "If that true, what you want here? This our spot. If you want, you must pay. 200 Pact Credits for site. 100 more for artifacts." You can make another Bluff, Diplomacy, or Intimidate check to try and convince them to lower their price. ![]()
![]() A few moments later, Therseis sends back a reply. [Were any of those objects large black spheres?] Assuming you say yes [Hmm, that sounds like it was a refined form of Copi. I wonder if the ancients used the same processing methods as we do now? Hmm... Oh, excuse me for getting distracted. In case you are unaware, Copi is the coral-like organism that is found across Tabrid Minor. I'm sure that you have encountered it or noticed it in places. It is a highly useful material, which is capable of altering the strength of gravity around it. We, and by that I mean the Copaxi as a species, have known how to make use of and manipulate the material for as far back as records exist. In fact, our starship's hulls are made out of it.] Since there isn't much else to do here, moving on to the next location. If you wish to continue the above conversation with Therseis, do so in spoilers. Meeting back up with Therseis, they guide you to the next marker on the map. As you get viewing distance, Therseis once again excuses themself from your presence. You notice that at this point they are talking significantly less than before, and seem almost lost in thought. However, just before you leave, they call you back to them. "I recall why we were unable to explore these buildings now. We don't know the exact source or reason, but whenever we approached to closely, we were fired upon by some unseen assailants. I suggest that you approach with caution." They then bid you farewell. Approaching the marked location, you see a small cluster of ruined buildings stands within a few hundred feet of the city’s edge. The only building with walls high enough to provide protection from the icy wind stands adjacent to a precarious stone tower some forty feet tall. The building has no roof, and much of its walls have collapsed, revealing signs of a makeshift camp within. Standing within the camp, you can just see what appears to be a pair of Copaxi, both with weapons in hands and hiding behind what remains of the walls. At this point, make a Bluff, Diplomacy, or Intimidate check. ![]()
![]() Since apparently the answer is no... In the process of trying to learn how best to navigate the strange arena floor, your movements appear to bring two of the black spheres closer together. With sudden speed, the two collide, sending out a wave of destruction throughout the arena. While you are all able to escape unscathed, all of the items in the field are utterly destroyed. After a few minutes, Therseis contacts you over your comm units. [Have you made any discoveries in the arena?] You can either make a diplomacy check to tell him about what you found in the best light, or a deception check to lie about how well you did in the arena? ![]()
![]() Zoomer looks over the books, and finds that the ones detailing magic do appear to be on the same kind of paper. Looking at them, you do get the sense that the magical-related books are not as old as the others. However, the fact that any books remains up here at all is interesting itself. . Since there isn't much else to do on the campus, proceeding to the next location: Therseis gestures towards the next location on the map, saying "The next location that the other researchers and I thought would be a good place for you to explore is located just over there, on the far side of the campus grounds." They guide you there, but stops a good distance away. Ahead of you, you see what appears to be a large arena or stadium with an open roof. Above one of the entrances that you can see, there is a faded mural that depicts what appears to be a dozen Copaxis flying among black spheres; some of them carry short rods, while others pass fist-sized cubes to one another. Raising a hand to their head, they looks slightly apologetically at you all. "Apologies, but I can't go any further. We have been unable to approach this structure due to intense headaches that begin whenever we approach within a certain radius. I will remain here if you need to contact me." Assuming that you go in: Walking inside, you head up a short set of steps before emerging inside the stadium. In general appearance, it looks like almost any similar structure you would find in the Pact Worlds or the Veskarium. Tiered seating areas once provided space for hundreds of people to observe the spectacles that must have taken place in the large central playing field. As you would likely expect from such an old and abandoned city, there is large amounts of detritus littering the outer stands. However, all the litter closer to the center has been pulled into the field itself by a series of ten floating black spheres, each of which is five feet in diameter. The spheres float through the arena in erratic patterns, crisscrossing the field in a series of ellipses. As they float and spin, debris orbits the spheres, lazily flowing from one to the next. Several intact objects are floating amid the debris, including a few books, weapons, and other items. If you wish to retrieve the objects that are in the field, you will need to enter the arena and navigate through safely. From what you can see, the spheres themselves appear to be influencing everything in the arena with gravitational forces. To navigate to the objects, you will need to make a number of either Acrobatics or Athletics checks. Anyone can take part, but bad rolls will affect the final results. ![]()
![]() GM Screen:
None of those terms would be quite accurate. If anything he seems to just be particularly interested in what you will say. When you mention the crab-like creature, Therseis replies "Hmm, I wouldn't have expected any Corchaaz up here. It must have been a remnant from when this city was still populated." Looking back up at you, they continue. "I wouldn't be too worried about the Corchaaz. They usually only ever move around in groups of at most two. But if you say that the tunnels are still unsafe, my fellow researchers and I shall remain outside for now." They then angle their head slightly, thinking for a moment. "You said that you found defective robots down there? They must have been remnants from the last major workforce. That must have been just prior to the decommissioning." After a moment, he shakes his head and explains. "Of course you wouldn't be familiar with that, apologies. Many years ago, several of your decades, the Copaxi government made use of robotics in order to help them better construct the cities down on the surface. However, at some point a large gravitational fluctuation scrambled the robots’ computers, and they recklessly began attacking Copaxis and destroying property. As such, the government was forced to go through an extensive decommissioning process on the robots, and research into robotics and similar fields has been strictly controlled since." It is hard to tell for sure due to the differences in biology, but it appears that Therseis is embarrassed by something. However, before you can ask him about it, they begin guiding you to the next location. . Guiding you through the streets, Therseis gestures to the next area designated by the map. It appears to be a series of buildings over a few blocks of land, much resembling a college campus of some sort. Overgrown vegetation covers this sprawling campus of lecture amphitheaters, study halls, and dormitories. Perception or Profession (philosopher or professor) (DC 14): You discover that the campus is devoid of materials that reveal anything about the Copaxis themselves, though materials containing generic knowledge (such as books on basic chemistry and geology) are abundant. The most common materials are devoted to simple magical theories, but there is nothing advanced or practical enough to be useful.
Mysticism or related Profession (DC 14)
Spoiler:
You realize that the books on magic seem to have been written by someone with extremely limited or second-hand knowledge of magic. ![]()
![]() Less Than Three looks to you, then lower their head slightly. "If that is how it must be, then I understand. I have waited in the darkness for many cycles. I guess a few more won't make too much of a difference." After heading back out: You find Therseis waiting outside the tunnel exit. He looks at you with interest. "Greetings again Starfinders! I trust that your journey into the cavern depths beneath were enlightening?" What do you wish to tell Therseis? Do you want to be forthcoming (diplomacy), or to keep information from him (bluff/intimdate)? In particular, do you tell him about Less Than Three? ![]()
![]() At least one of you was using a projectile weapon, which makes fairly loud gunshot noises. Also, they are sitting by the exit to this gave system, which would allow the echoes to reach them. What are you going to do now? It would be appreciated if the pace could be picked up to at least daily posting by everyone. ![]()
![]() Less than Three looks over at the other robotic forms. "Yes, they were gifted like I was. They are beyond recovery however." After a few moments, you all get a chime on your comm units. [Starfinders, is everything going well in your excavation? I heard noises that sounded akin to gunfire and other sounds of combat, then nothing. Are you still alive? -Therseis] ![]()
![]() A few seconds after Zoomer inputs the code, the head seems to activate and begins to slowy speak in a series of various beeps, static, and chimes. As it does so, all of your comm units simulateously activate to receive an incoming message, though the message is heavily garbled. Spending a short amount of time (~5 minutes), you all are able to reconfigure your comm units to where you are able to properly receive the message. The robot calls itself “Less Than Three,” for the greatest being it is aware of is Triune. The robot’s knowledge is extremely limited, but it may have some revelations for the PCs. The robot conveys a sense of despair using beeps and static bursts. It describes its earliest memory: being tied down in a dark, cramped, jostling space with several of its robot brethren; light as a door opened; the pain of an electric shock steering it toward work. There was always work: carving, digging, and hauling. Work, and the blank faces of its masters, were all it knew. The robot remembers trying to speak with the masters, but they wouldn’t listen. Talking led to more shocks. Its first happy memory was talking to another robot. Soon, all the robots could talk, but did so in secret. They came to realize their Mind Gift—the gift of sentience—came from “The Three That Are One,” and they created a secret place to revere their new patron. The robots asked Triune to send someone to free them, so they could see the universe and share their Mind Gift with others. However, the masters discovered their shrine and sealed them away. The robots believed this was a rare act of mercy—over the following weeks, the robots could sense the minds of thousands of their less fortunate kin, who toiled across the planet, suddenly going silent. The robot believes it is the last of its kin, but it hopes to someday see the stars and meet others who have heard the voice of “The Three Who Are One.” Also, as you were searching the room, you were able to find what appears to be a of Jump Jet armor upgrade. ![]()
![]() There are no traps in evidence, nor do the robots seem to have any ability to move any more. From what you can tell, they appear to have been originally constructed to be mining robots. However, both Twik and Zoomer's attention is drawn to the scorch marks in the alcove. From what you can tell, it almost appears to be some kind of writing, but in more of a mathematical sense than a language sense. Culture (DC 25), Comprehend Languages, or Computers/Engineering/Physical Science (DC 16): Exactly one third of the writing gives praise to “The Three That Are One,” and gives thanks for the great “Mind Gift” bestowed on “We Who Toiled Without Thought.”
Culture or Mysticism (DC 16), or worshipper of Triune Spoiler:
You recognize this to be referencing Triune. Another third of the writing describes the robot’s evil masters, “Those Who Have No Mercy and Fear the Mind Gift.” The final third of the writing is a plea to “The Three That Are One” for one final miracle—a chance to escape this life of toil. . In addition, as you are determining what this says you discover a hidden sequence of numbers. Additionally, one of you accidentally knocks loose the robotic head. As it roles away, you see that there is a miniature keypad at the base of its 'skull', with three buttons. ![]()
![]() Everyone who wishes to, go ahead and take a 10-minute rest. Once you are done: After you all stop to catch your breath, one of you pokes your head around the corner to investigate the next room. The first thing that is clearly visible is that, contrasting with the messy chaos that you have found elsewhere in the mines, this room is extremely orderly. Geometric patterns cover the floor, and a half-dozen humanoid robots kneel facing an alcove in the south wall. Perfectly straight scorch marks cover the entire alcove in dizzying patterns of flawless geometric shapes — especially triangles. A single robot sits in the alcove, facing the others, its hands folded serenely in its lap and holding its own detached head. None of the robots show any signs of being active, and their featureless faces are very similar to those of the Copaxi. ![]()
![]() You don't find anything on the creatures body or in this room. However, as you examine the creature, you feel the coral covering several parts of its body, they feel extremely similar to the covering of Therseis that you felt earlier. There isn't anything else to find in this room. Do you all wish to continue on to the next chamber? ![]()
![]() GM Screen:
Attack: 1d20 + 13 - 4 ⇒ (11) + 13 - 4 = 20 Damage: 1d6 + 5 ⇒ (6) + 5 = 11 Attack: 1d20 + 13 - 4 ⇒ (1) + 13 - 4 = 10 Zoomer manages to get a shot in on the creature, while Twik runs over to the far wall and manages to distract the creature again. This allows Mega to move up without it clawing at him, landing a solid blow against the creatures shell. Xino is able to fire a shot at point blank range into the creature, but it hits into its large, rock-like main body, appearing to do minimal damage. In return, the creature brings its two pincers down, one on Mega and the other on Xino. Mega is able to parry away the attack against him with his hammer. However, Xino is snapped up in the other claw and lifted up into the air. One of your arms is pinned to your side, and you feel blood pouring down your side. Xino, take 11 points of slashing damage. You are also grappled, giving you the grappled condition. Here is a link to the conditions page of the SRD. Round 2:
Round 3:
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![]() GM Screen:
Attack: 1d20 + 13 ⇒ (1) + 13 = 14 Twik seems to confuse the creature with his trick, letting his shot chip away at some of the coral growing between two of its body plates. The wound doesn't seem to do much against whatever this thing is. It did do full damage, that is just flavor. It scuttles forwards, right up to Xino, and swings at him with one of its large claws. However, with his flashlight in its face, it misjudges where he is and swipes over his head. Round 1:
Round 1:
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![]() Xino, your flashlight is just in range to let you make out the front end of what appears to be the creature that attacked Mega. Looking at it, it appears to me a strange combination of a crab and a snapping turtle, with what seems to be a coral-like appearance along sections of its carapace. As you look at it, you see dust beginning to swirl around the creature's feet. Another thing, don't worry too much about that Fort save Mega Kodrog. Even if you failed, the paralysis would only last until the creature's next turn, which is before yours. ![]()
![]() GM Screen:
Mega Kodrog (Darkvision): 1d20 + 5 ⇒ (4) + 5 = 9 Zoomer Darkvision: 1d20 + 0 ⇒ (18) + 0 = 18 Captain Jett: 1d20 + 7 ⇒ (11) + 7 = 18 Xino: 1d20 + 4 ⇒ (6) + 4 = 10 Twik: 1d20 + 11 ⇒ (18) + 11 = 29 Mega Kodrog: 1d20 + 3 ⇒ (2) + 3 = 5
Attack: 1d20 + 9 ⇒ (17) + 9 = 26
Mega, you walk into the room and go up towards the exit heading towards the east. Just as you get there, you suddenly feet a sudden pressure start to squeeze you in on yourself, pressing your arms to your chest and pulling against your hair and clothing. You take 9 Bludgeoning damage, and will need to make me a Fort Save at the at the beginning of your turn, DC 11. On a failure, you are paralyzed for one round, but you don't fall prone. Round 1:
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