Last we were together, you all infiltrated a musical production written by your target, Damon Phoenix. Thalar disguised as Henry Silver, a man from Elarichs past. You all went to the musical, Eric replaced one of the performers. He was able to kill Damon without drawing attention, through use of a gun with a fake orange cap. After fleeing the scene, you all returned to the Caruso Family Compound. You had the explosives extracted from your neck. You all then skipped rocks and drank with Malry into the night.
It is morning now, and I need all of you to roll a DC 13 con save for me.
Have the Don give them press passes from a newspaper called Blue Moon News.
Have them travel, they can stop by somewhere for food.
As you keep driving, snow begins to fall. Eventually the roadside is covered in the stuff. Over the horizon, a mountain emerges from the snow. As you get closer, you realize just how massive this mountain is. You arrive in the parking lot for the Cable Cars, cast in shadow by the mountain. A black booth with windows sits at the far end of the lot.
You approach the booth, inside sits a humanoid shape. As you approach, the figure sits up, revealing an automaton, with rubbery skin and sunken lit up yellow eyes "Welcome, guests, may I see your passes?"
A window slides open, and it holds out its hand for you to hand over your passes.
Once you hand them over, it takes the passes in its hand. its eyes glow a deep blue, and you hear a ding sound. "Welcome, Blue Moon News. Make your way to the cable car, the trip will be an hour. It smiles at you, the corners of the mouth peeling slightly.
Elarich: Skinny tall brown hair, newsy cap. Vest, slacks.
Thalar: Same suit as Elarcih
Eric: Sperrys,
When they are in the cable car, have a sense something and see the opposing track cable car going down with two figures staring at them.
Describe the bustling clean city, and how everyone is jovial. Have Tamara run into Eric in the city. Have her ask if he wants in on her plan, or have her be secretive. Have a pair of cobblers named Gene and Jean applebottom. They have Applebottom Jean’s boots with fur. These boots allow for one to walk or fall through a wall or floor, Once per day, due to the rarity of the fur, which has magic properties, only one pair has been made.
Describe a bunch of different invention booths.
A lanky elven man with olive skin and a tux walks out onto the stage.
Following him is a group of people, dressed nice, escorting a group of Generation 1 automatons onto the stage. The people then stand opposed the automatons.
The lanky man steps up to the podium.
“Ladies and gentlemen, distinguished guests, and esteemed colleagues, “
Welcome to the Starling Technology Expo, where the future is not just envisioned, but brought to life. Today, we stand on the cusp of a new era, a revolution that will change the way we live, work, and protect our world. Allow me to introduce to you the pinnacle of our technological advancement, presented by Aizawa industries!
As you all are aware, our first generation automatons have already changed our way of life. They clean our streets, defend the innocent, and uphold our laws. They’ve done a great job, but we knew there was potential for so much more.
Today, I am proud to unveil the second generation of our automatons, designed with new groundbreaking advancements that surpass what we had previously thought was possible.
If I told you that they were among you now, in the audience, would you believe me?
The audience is quiet, and he asks again.
The audience answered no.
“Would you show these wonderful people where you are?
Multiple people in the audience stand at attention, plates on their chests slide apart, revealing pulsating blue cores in each of them. The audience gasps, then erupts in applause. The automatons begin to walk up to the stage, careful to avoid the people.
“As you can see, these new models are nearly indistinguishable from their living organic counterparts. Their synthetic skin mimics the texture and the warmth of real flesh, and their movements have made painstakingly accurate and realistic. They’ve also all been programmed with a slew of algorithms, from behavioral, social, and ethical algorithms that will allow them to interact as though they are truly alive.
But their hyper realistic nature is just the beginning. Soon, they will be dispatched for a wide variety of tasks. On the battlefield, they will be unyielding soldiers who will sacrifice everything, able to use their very bodies as a sword against our enemies, and a shield for our people. In hospitals, they will be able to perform extremely precise surgeries without error, and care for the sick and dying when a real person can’t. They can be companions for the lonely, and for those who suffer from debilitating conditions.
They can also assist our teachers, by providing personalized support to each student. They can protect our students, ensuring their safety in and out of the classroom. And they can even raise our children, able to be a role model for those who may have lost their own.
And for those worried about safety, or control, rest assured. Each automaton is programmed with the most advanced safety protocols and ethical programming. This ensures that they are unable to operate in a way that will cause harm to any sentient being.
With this new generation, we can usher in an era of peace, an era of prosperity, an era of freedom! So join me, in welcoming these public servants to the fold. Let’s build a better tomorrow, Tod—
The microphone goes out, and Sabaru taps on it, “hello? “ he looks around, confused. He shouts,
“Hey, I don’t know what’s going on with the audio, but we’ll get rig-“
A loud boom sound echoes through the expo.
(In a low voice) "Greetings citizens of Starling, members of the press, and you white collar bastards. My name is Eric Sparrowick the 2nd. You may have heard of my family in the news, or on the radio. I see your attempt to challenge my power, and I am disgusted. Instead of growing a pair and fighting me yourselves, you'd rather raise an army of metal men to fight for you. I am appalled at the lack of respect for not just me, but for yourselves. You may think yourselves untouchable up there atop the peak of the mountain, but I am the earthquake, I am the landslide that will bring your city to ruin. But first, I'll show you true power."
Suddenly, all of the Gen 2 automatons start beeping. They begin to charge at people in the expo.
Everybody roll perception.
You hear beeping grow louder behind you, and as you all turn around, you see an automaton with its plates open baring down on you.
Session six:
Last we were together, you all headed to Starling. On the way there, you encountered a man, claiming to be Malifax, the god of war. He commanded you to disable the Astron arsenal of the Sparrowicks. You then infiltrated Starling, posing as newsies for Blue Moon News. At the expo, a new generation of automatons, metal people, nearly indistinguishable from organic beings, were unveiled. They made a violent turn, charging at civilians and exploding, killing hundreds in the span of three minutes. You all chased down Sabaru Aizawa, the leader of Starling, putting him to sleep, and throwing him in the back of a flying car that you stole.
You hear two thumps on the roof of the car. Draco and Tamara are standing on top. "Thanks for catching him for us little bro. Now, if you'd hand him over, we'll take him to pops, let him know you did this. Or, you could come with us, see him yourself."
"Alternatively," green magic swirls around Tamara's hand. "We could kill ya."
If they say yes, then have them escort the party to the cable cars, past the dead coven members.
If they say no:
Draco looks up to the sky. "I should've known. After all this time, you're still the same soft little bitch. Ever since we were kids, you could never do a single thing right. When Dad made us fence, you always lost. When he'd make execute a prisoner of war, you didn't have the stomach. And recently, you went out on your own, trying to be like him, and you got put in prison. You say you want the throne, but I say you don't have the balls to take it.
Have them fight, towards the end reveal that they're either both automatons, or whatever.
They blow the cable cars.
Whichever sibling dies, have the other vow to exact revenge, and flee. Also have them bomb the cable cars.
The city gets shut down, a plane being the only way out. (maybe, or save this for later.)
After this, have Tamara steal the plane from the roof, with a group of automatons.
Down the line have someone replaced as an automaton
Abandoned Research Lab
Main Mechanic: The mechanic of this dungeon revolves around absoring Astron energy from various constructs and power boxes, then releasing them to open doors. Have a stacking debuff when they absorb the energy. One stack will half your movement speed, two stacks gives you disadvantage on attacks, three stacks downs you instantly. Once you’ve released your charge, you cannot gain another until another player has gained and released a charge. Halfway through the first
1. Entrance: Have them see a tiny robot absorb energy from a box, then use it to open a small door.
2. There is a stone brick hallway. There are pressure plates at the entrance, DC 12 Perception. DC 14 Dex save. Small nozzles protrude from the walls, spewing fire. On a fail, take 2d12 fire damage, on a success take half as much
3. In this room, there is a conduit on the nearest wall, similar to the one you saw in the first room,
4. This room seems to be a research lab, with various blueprints and machine parts scattered around the room. This room will talk about the realm device recovered from an Illithid ship.
5. There is a pit trap in this hallway.
6. As they navigate this room, have the automatons inside take the appearance of the party. Have one of them break Thalars amulet. Afterwards, they have to investigate the room. Don't give away the answer, let them find it. There is a button inside the empty corkhole of a barrel. When pressed, the wall nearby retracts, revealing spiral stairs heading down.
7. You step off the stars into a stone room with a large door at the opposite end. There are three keyholes at various places around the room.
Hidden speakers come to life, with a deep, menacing voice. "Whomever you are, turn around now. We have many dangerous weapons at our disposal in this facility, and we will not heistate to use them against trespassers." Thalar, a deep chill passes through your body. You recognize this voice, but you can't remember where you know it from. "As I said, if you do not leave, we will be forced to bl- oh... how interesting. Ecu North. It's been some time, hasn't it? I don't see him though. Did something happen to your dear brother? Did you realize the world was not much kinder than I? What a shame... I guess it just goes to show, that scum like you belong in a cage. Feel free to continue through the facility. I'll be watching."
8. You open the door to a large open room. Several platforms stand above a metal gridlike floor. Scattered beneath these pillars are various seemingly dormant automatons. There will be some flying enemies that attempt to knock the players off of these pillars.
Landing on the floor requires a 13 con save, otherwise you take 3d6 lightning damage
9. This room has a pod that teleports them to another point in the facility. They have to destroy enough enemies to charge up the teleport pod. They have to defeat 3 automatons and deposit each charge in the lever
10. A room full of potions, there are potion related traps around each corner. Have them learn how to make potions to destroy the substance on the door at the end of the room. Or they can make a potion to let them go through walls.
Ingredients:
Amanita
Gorgon Eye
random shit
11. A key, and some loot.
12. Forge: "As you step into the large circular room, the heat of a forge washes over you. Grooves in the floor carry molten metal to various moulds, illuminating the room with a fiery glow. Scattered around are metal parts and tools, with various constructs moving about. In the center of the room stands a massive pedestal with a hammer suspended above it.
Have the molten material continue to fill the room as they activate boxes, get them to keep moving upwards.
There will be enemies that push.
Once they forge the key, the room will drain.
13. A room that slowly fills with a gelataneous mass from a drain.
14. This room has various devices scattered around. These seem to be handheld devices, with a similar energy signature to the teleporter.
15. This room is full of cages with various magical beings inside. There is a young pale woman with Jet black hair pulled back into a ponytail. A lab coat adorns her
16.
Here they have to try and disable the bomb or the realm device.
Stealth check: DC 17
Fail: The metal door clangs against the wall as you step into a large circular room.
Pass: The metal door slowly opens, making nearly no sound.
The room is full of various automatons, working diligently on tasks. In the center of this room is a massive metal device upon a table, which appears to be releasing small bursts of energy. Reality seems to be somewhat in flux around the device, the table it sits upon continuously seems to alter its shape. Surrounding the device are what appear to be portals, each with a different location on the other end. You don't recognize any of these locations, until you spot a small portal towards the back of the room. On the other side of this portal is the Caruso Family compound.
Roll perception, You can trace a On one of the walls is a massive screen, with a monochrome feed of a male drow. "Hurry up tin men, time is of the essence, the intruders will be here any second."
"Yes Dr. Mindartis,"
One of the automatons notices you, its sunken eyes flaring with sudden awareness. It raises a pointed metal finger at you and screams, the sound echoing through the chamber.
In an instant, scattered pieces of metal plating and endoskeleton on the floor glow with an eerie blue light. They levitate, and begin to assemble rapidly. The room vibrates with the hum of arcane energy and the clanging of metal against metal as the pieces take shape. First, a torso forms, dark armor plates etched with glowing runes snapping into place with precision. The mechanical form gains heavily armored limbs and a spiky helmet that exudes an aura of menace. The runes across its armor pulse with a sinister light, and the massive armored boots clank loudly as they smash against the floor. Metal arms form, the fingers clench and unclench with a metal screech. In the middle of its torso, a blue ball of energy rapidly flickers.
The shield guardian, now fully formed, stands tall and imposing. Its eyes, two burning orbs of cold fire, lock onto you with a relentless gaze. The air around it thrums with raw energy, and the room is filled with an intense, palpable tension. The constructs around the dome seemingly conclude their work, looking up at the group with glowing red eyes sunken in their rusted metal shells.
Just as the last piece falls into place, a loud, authoritative voice booms over the speakers: "T-minus 30 seconds til warhead detonation.."
Last we were together, you all continued through the dungeon, coming across friends and foes alike. You met the man behind the voice that had been taunting you throughout the facility, Dr. Nailo Mindartis. You all cleared the many traps and pitfalls of the dungeon, collecting enough stone keys to unlock a massive door. Behind the door you discovered an Astron warhead upon a table, surrounded by various portals to highly populated and important cities and kingdoms. From the ground, a collosal metallic being formed, as a 30 second countdown to detonation began.
If a player tries to pick up the bomb and place it through one of the portals, they must make a DC 19 Strength check to pick it up. They must then make a DC 23 CON save, on a failure taking 5d10 necrotic damage, and half as much on a success.
Bomb Deactivation Sequence
Step 1: A DC 17 Investigation/Arcana check to understand the bomb itself.
Success: The character gains a detailed understanding of the bomb's mechanism, allowing them to proceed to the next step, with advantage.
Failure: The character misinterprets the mechanism, triggering an internal timer that adds pressure. If the timer reaches 0, the bomb will explode. The timer starts at 5 rounds and decreases by 1 for each failed check.
Step 2: A DC 19 Arcana check to find the first wire to cut.
Success: The character identifies the first wire and safely cuts it, disabling one layer of the bomb's defense.
Failure: The wrong wire is cut, triggering an electrical surge. The character takes 2d6 lightning damage and the internal timer decreases by 1 round.
Step 3: A DC 20 Sleight of Hand check with Thieves' Tools to carefully disable the bomb's tamper-proof mechanism.
Success: The tamper-proof mechanism is disabled, allowing safe access to the next part of the bomb.
Failure: The mechanism triggers a small explosion, dealing 3d6 fire damage to the character and reducing the internal timer by 1 round.
Step 4: A DC 21 Wisdom (Perception) check to locate the secondary power source.
Success: The character locates and safely deactivates the secondary power source, reducing the bomb's overall power.
Failure: The character misses the secondary power source, which activates a defensive protocol. The character takes 2d10 force damage and the internal timer decreases by 1 round.
Step 5: A DC 22 Intelligence (Arcana) check to safely disarm the bomb's core.
Success: The character successfully disarms the bomb's core, rendering the bomb inert and preventing an explosion.
Failure: The character misjudges the core's mechanism, causing the bomb to enter a critical state. The internal timer is reduced to 1 round.
They can deactivate the realm device with ease, requiring them to kill four automatons, and press the buttons around the room.
Custom Wild Magic Table:
d10 |
Effect |
1 |
Roll on this table at the start of each of your turns for the next minute. |
2 |
Roll a d10, on an even number, you get older by that many years. On an odd number, you get younger by that many years. |
3 |
For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns. |
4 |
For the next minute, you must shout when you speak. |
5 |
Each creature within 30 feet of you takes 2d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt. |
6 |
If a creature dies within 120 feet the next minute, you may have them immediately come back to life as if by the reincarnate spell. |
7 |
Your party (including you) all switch bodies for 1d4 minutes. |
8 |
For the next minute, whenever you cast a spell that effects a single target you cast it on everyone in a 20ft radius. |
9 |
Up to three creatures chosen at random within 30 feet of you take 3d10 lightning damage. |
10 |
You gain resistance to all damage for the next minute. |
1 |
Wild Magic Surge: Each player must roll a d10 and experience a random magical effect from the Custom Wild Magic Surge table. |
2 |
Reality Ripple: Reality itself becomes unstable. All players and creatures in the room must make a Charisma saving throw (DC 15). On a failure, they swap places with a random creature in the room. This includes any allies, enemies, or even inanimate objects. |
3 |
Temporal Acceleration: Everyone must make a Constitution saving throw (DC 10). On a failure, a creature will age rapidly, gaining disadvantage on strength and dexterity based attacks. Speed is also halved. |
4 |
Illusory Terrain: The room's appearance changes to a confusing illusion. Players must make an Intelligence saving throw (DC 13) or have disadvantage on attack rolls and ability checks due to disorientation. |
5 |
Energy Pulse: The core releases a pulse of energy. All players within 30 feet of the core must make a Constitution saving throw (DC 14) or take 2d6 radiant damage, half damage on a successful save. |
|
If the bomb is deactivated: They can simply go to the bottom of the mountain.
If it isn't: "Alarms blare throughout the facility as the warhead reaches critical mass, bright light flares and violent electricity crackles across the metallic surface. The thrumming of the core grows louder and louder, until every other sound is drowned out. The ground begins to shake, bits of the ceiling dislodge, crashing down around you. Purple light begins to shine brightly from within the warhead, and you see the Astron core for a brief moment."
Action: "A beam of lilac energy fires from the core, striking the four of you."
Constitution Save:
Narration: "Everyone roll a Constitution save."
Failed Save: You all feel lightheaded, as though you may pass out. The rumbling grows more powerful, now you yourselves are shaking. The energy builds and builds, and your vision begins to blur. The pressure in the room intensifies, and you can barely hear your own thoughts over the deafening hum of the bomb."
Successful Save:
Narration: "Even as the energy courses through you, you manage to stay conscious, feeling every tremor and hearing every sound more acutely. The world around you seems to distort, colors blending and shapes warping. The devices around your wrists begin to glow, energy from the core channeling directly into them."
The Astron core pulses violently, and with a final, deafening roar, the bomb detonates. A blinding flash of lilac light erupts from the warhead, as a kaleidescopic effect surrounds each of you. You feel your atoms burning, tearing apart, then feel yourself begin to move at blistering speeds as you all black out.
Describe the feywilds:
You begin to regain consciousness.
Have them keep walking, and come across a grove with an eerie vibe.
Eric watches his brother strike a younger version down with a rapier, then sees his father stand over him disappointed.
Thalar watches his brother explode.
Elarich sees his sister get shot.
Aizawa watches as an entire island is decimated.
If they fail, they can retry after going to the feywilds.
They'll ask you to bring Aizawa to the Don
You all push open the double doors to the Don's study. The Don is seated opposite a grey cloaked figure. "I think-" *Pause and look to the right of Elarich.* "You got him." The Don stands up, with some difficulty, and maneuvers over to Aizawa. "Everyone get out. I need to speak with him. Alone."
"We'll continue this conversation later, Shiyan."
The person he was speaking to turns around, and starts to make her way out of the room. She has dark skin, green eyes, long curly dark red hair. She is also sporting multiple deep cuts across her face. They seem somewhat fresh. She freezes when she sees Eric. "Eric?"
Don Caruso is meeting with Eric’s mother, who has come to gain help with the sparrowicks. The main branch of the Sparrowicks don't actually like Tieflings, it's simply a lie to lure in and kill them. Eric's mother, however, is a proponent of Tiefling rights.
Don Caruso will let Eric catch up.
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