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The creature tells you that their name is Uloa. As their mind recovers over the course of several minutes, they recount to you much of what you read on the wall. Uloa also adds that when they activated the World Mirror, the combined anxiety and fear felt by their whole group caused a reaction that altered how the Mirror was supposed to work. Uloa also expresses immense gratitude and, if you are willing to stay as they recover, they would like to put together a celebration for you tomorrow.
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The shots from the Starfinders collide with the manifestation as it lunges at Risiria again, causing it to begin to dissipate. The swirling vortex lingers even as the strange creature crumbles and fades away. Its howling grows louder until, with a rush, it flies out through the mouth of the cavern in a roaring stream. Fragments arc from it like solar flares, each diving straight for one of the fluffy native creatures staring up in awe. The energy slams into the creatures’ bodies and knocks them to the floor. It’s all over in a second. The creatures pick themselves up and peer around, their eyes focusing with a new awareness. They look confused at first. Then, they begin to weep, cheer, laugh, dance, rush into each other’s arms, and babble in what is unmistakably a language.
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Zan looses two firey blast from their solar flare. Solar Flare shot: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Solar Flare: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
After taking the shots, Zan crouches down, attempting to ◆Take Cover. The manifestation lunges at Risiria, its claw and mouth appearing to swap places.
It tries to latch on to Risiria, unsuccessfully.
COMBAT!!
TURN ORDER
Zan, Power, Risiria, AX, Khass
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1) This is a unique creature that seems to be a psychic manifestation of fear.
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The Starfinder begin firing shots at the shadowy monstrocity. AX-10's is the only shot that sinks into the shadowy body. The shadowy creature charges toward Risiria and AX-10 and screams.
COMBAT!!
TURN ORDER
Zan, Power, Risiria, AX, Khass
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A dark gash cuts its way up the center of the slab. It opens slowly, until massive black claws emerge from the beyond, seizing the portal’s edges and ripping it open. The gash fills the mirror’s frame, releasing swirling green energy that surges upward, instantly flooding the cavern roof. The writhing energy screams and wails a collective howl of confusion and fear as a shadowy creature, the echo of an ancient predator molded from space itself, emerges from the depths of the mirror and roars. At the same time, the ground shakes and small pieces of rock and crystal levitate. Khass, AX-10, and Zan feel the pressure on gravity lessen. Also, a swirling green energy emerges from the slab, roiling through the air with a wail of confusion and fear. Within the yellow circle, it is low gravity. Within the purple circle a will save vs fear Init:
AX-10: 1d20 + 3 ⇒ (10) + 3 = 13
Khass: 1d20 + 4 ⇒ (7) + 4 = 11 Power-3: 1d20 + 4 ⇒ (15) + 4 = 19 Risiria: 1d20 + 7 ⇒ (7) + 7 = 14 Zan: 1d20 + 7 ⇒ (20) + 7 = 27 It: 1d20 + 4 ⇒ (5) + 4 = 9 COMBAT!!
TURN ORDER
Zan, Power, Risiria, AX, Khass
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Khass: Upon wearing the band you feel a presence, though cannot seem to locate our contact it. Also, you now understand the text on the wall.
The text tells of the people of this moon, a species called lu venons, named their home Luvoth. Over 300 years ago, shortly after the Gap, the people of Luvoth learned for the first time that they weren’t alone in the Universe. This knowledge both intrigued and frightened them. As they believed true space travel would be far too dangerous, lu-venon artificers created a magical device called a World Mirror to enable psychic space travel. The intent was to channel the species’ natural psychic abilities and project their minds across space in an instant, remotely traveling to distant worlds and viewing stellar wonders without the threat of physical harm. To activate the World Mirror one must either wear a telebond band or place a hand on this glowing wall, then will the device to begin, turn on, start—the sentiment matters, not the wording, making it easy to do by accident. Activating this mechanism causes the sigil on the platform to light up. It deactivates in 10 seconds if the other steps in the reactivation process are not completed. Psychic energy will run through the platform and will need an individual on the platform to focus it. The controls to activate are over where Power-3 is investigating.
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The glowing crystals along this balcony’s western edge look natural at first. Upon closer examination, however, you discover that the crystals are an artificial control panel; you clock that it’s sized for Small creatures. The crystals are movable, turning and pressing in and out of the rock.
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The wall of glowing runes and shifting magical script stands before you, lighting the nearby area almost like a light that shines through water. At the foot of the wall is a small platform, about a square foot, with two objects that are loops of some silvery material around four inches in diameter. Identify DC 20: This subtle silvery band allows for long distance telepathic communication and was popular on worlds before the widespread adoption of mobile telecommunication technology. The wearer of a telebond band can telepathically communicate with any other creatures wearing a paired telebond band within a planetary range, even if the creatures do not share a language. This doesn’t let two characters understand codes, language couched in metaphor, and the like (subject to GM discretion). Pairing or unpairing two or more telebond bands requires looping the two telebond bands together for 1 minute. Up to six telebond bands can be in a paired group with one another; attempting to pair a seventh telebond band fails.
Activate—Fact Check [reaction] (concentrate) Frequency once per day; Trigger You received information from a Recall Knowledge check; Effect With a thought, you instantly share the knowledge you learned with the required Recall Knowledge check (even if you learned false information) with any other creature wearing a telebond band that’s paired with yours, as long as they’re within planetary range. Each creature who has not used Fact Check today can use a reaction to Recall Knowledge and Fact Check.
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The small, unlit building here is filled with large green crystals that shimmer with magical light. Arcana or Occultism 19:
You recognize this as a magical server room that is still active. The platform is a raised, metallic platform. There are no clear markings or indication what the platform does. If you touch the platform:
You feel a faint shiver of energy pass through their body. From this vantage, you see a little more of the slab, but gain no more information about it. Across the way, you see a wall of glowing runes and shifting magical script. At the base of that wall, lying on the stone are two ring or band like objects. On the walkway near the entrance you can see a cluster of glowing crystals.
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Risiria: As you reach out with your telepathy, you feel it being strongly tugged toward the slab. It isn't fully pulled, but the tug is definitely noticeable. Despite that, when you engage with one or more of the creatures, you notice that these creatures seem to have a resonance to telepathy, in the same way that someone who can telepathy, like you or other Shirren, would. They do not respond, but give you a curious look. Your recollection and reasoning can't seem to get more.
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Area info: The ceiling of this natural chamber is 60 feet high and
As the Starfinders look around, they can see the obvious and unnerving slab. They can also see that there are constructed areas that sit at 30ft from ground level. What is up there cannot be seen from their current vantage points. Power-3: Power-3 takes a hard look at the slab and wracks their brain to figure out something about this slab. To them, it appears to be some sort of psychic and/or telepathic focal point. But it doesn't operate simply, it is likely part of some techno-magic system that can alter or direct psychic or telepathic input. And, given the size, quite probably direct it a great distance. But, something happened. It does appear to be 'on', as it were.
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Your lore check would be used for the check from identify magic. So, yeah..AX-10 doesn't recall anything. That said, there is some information you gain regardless. This is a copy/paste from the scenario. I thought about flowering it up for you all, but then thought it'd be fun for you all to dictate how your characters receive it. "Mystics, solarians, witchwarpers, and any other characters with a connection to magic or the cosmos, as well as those with telepathy, feel an ominous energy coming from the mirror, best described as “somewhere between a black hole and a gaping wound.” Even creatures without such sensitivities can tell there’s something wrong, and that leaving the mirror active isn’t safe for anyone."
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You finally arrive at the artificial structure from your briefing, a square tunnel of stone and metal that juts from the foot of a small mountain. The artificial foyer soon gives way to a frigid natural cavern even colder than the snowy forest outside. Softly glowing blue and green crystals light the way as the passage leads to a massive chamber with artificial structures of metal and masonry built into the natural stone. At the chamber’s heart stands a towering slab of polished stone, its surface swirling with magic that leaks faint green smoke into the surrounding air. The small creatures catch up to you and join you in the cavern. They wander around, but keep a distance from the slab.
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These creatures did not have multiple available reactions, just one. So, AX-10 was not shot with a quill. With a small flurry of cracks, bangs, and an explosion, the Starfinders take down the threats and the area becomes suddenly silent. The small creatures that were following do not seem to be anywhere in sight. Zan laying on the ground in snow mixed with pink-red blood.
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Green
◆ Grab
◆ Strike (#2)
Blue
◆ Grab
◆ Strike (#2) (@Khass)
The (green) beast cries out as Zan slashes it down the side with an added sizzle from heat. It then growls and bites at Zan, causing their second attack to miss and sinking its teeth into the kasathan's shoulder. Upon biting down, some of the fur along the creature's sides seem to harden into what look like quills. Once held it uses one of its fore limbs to claw the solarian across their chest. The other beast (blue), hops forward and bites at Zan as well, locking onto their thigh. It seems to produce the quills as well. It then sends one of its hind claws at Khass nearby. ROUND 2
green (-12 hp)
On the first attack against each of these creatures..: One of the quills shoot out at the attacker.
(Please remember that your character doesn't know that this could occur until it happens for the first time.) ↺
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Yes, Khass. Thank you The farthest beast's position on the ice makes it a clear target to the Starfinders as Khass and AX-10 take advantage with their shots. A faint, surprised yelp eaks out before it falls, sliding on the ice from the impacts. ROUND 2
Zan
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I'll give Power-3's spell the buff Reflex red: 1d20 + 10 ⇒ (13) + 10 = 23 success ◆◆ Long Jump
The last beast howls and heads toward the team. Just as it is about to jump the ice gap, Power-3's bolt strikes toward it. It dodges the bolt for the most part, but the dodge throws off its jump preparation and it lands heavily on the ice with a yelp and a slide. The creature, despite its surprising failed jump and tumble, sinks its claws into the ice and stands. COMBAT!!
Zan
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