Session 141 Prep
The Setting and Scene
Title:
Robot Interception and Egon's Ordeal
Location:
Level I: Officer and Crew Quarters (Android Chamber/Intersection)
Recapping the Tale
Previous Session
Session 140 Axe, Syringe, and Sonic Blast: The Price of the Peak
Scene Overview
The party begins the session immediately in combat, facing two powerful **Phasnosh Police Robots** approaching from the North and East. The key to the next level—the access card—is still on the inert **Robo Dame** (the Berserk Android), who may be starting to reboot. The party must defend the chamber, loot the Android under fire, and deal with the severely injured **Poision Egon** and the lesser injured **Nail**.
Setting Details
The corridors remain metallic and sterile, littered with debris and the remnants of the fungal fight. The air is tense; the continuous *whirring* and *clicking* of the two active Police Robots signals their aggressive, operational status. The inert Android lies in the center of the chamber.
Notable Personages
Key NPCs
Durmen Tredan (Status: Fully Recovered/Optimized from the mysterious injection.) Poision Egon (Status: Severe Injury. Arms Grappled/Crushed. Cannot use Somatic spell components.) Nail (Status: Moderate Injury. Hit by Aldran's fumble.) Robo Dame (The Berserk Android. Currently rebooting after Mend spell. Holds the key to progress.)
The Player's Path
Player Goals
Clear the immediate threat posed by the Police Robots. Loot the inert **Robo Dame** to find the access key. Stabilize and protect the severely injured Egon.
The Adventure Unfolds
Adventure Hooks
- The Ticking Clock:** Robo Dame is subtly rebooting; the longer the party takes to loot the card, the greater the chance she reactivates as a third combatant. **Egon's Dilemma:** Egon needs immediate protection and healing, forcing the party to adjust their defensive posture and rely on non-Somatic spells/abilities.
Key Events
- Looting during Combat:** A player must risk a turn to successfully retrieve the key from the inert Android. **System Override:** Finding a terminal to disable a robot (DC 20+ Hack/Disable check).
Planned Events
The party must use their remaining resources to handle this fresh threat quickly, as the robots have high defenses and Egon is incapacitated. The robots' presence should confirm that the ship's security systems are fully aware of the party's location.
Perils and Rewards
Challenges
- High AC and Immunities:** The robots require magic or high attack rolls to damage and are immune to the conditions used against the Vegepygmies. **Tactical Flank:** The robots approach from North and East, threatening to pin the party against the South entry/main door.
Clues and Info
The key to the next level is on Robo Dame. The Police Robots may contain a damaged Red Access Card (for restricted areas) that requires repair.
Treasure and Rewards
The **Access Card** (required for progress). A damaged Red Access Card (Repair/Intelligence DC 18 required) from a defeated Police Robot.
Interludes and Shadows
Interludes
A tactical retreat into one of the side corridors to isolate the powerful robots.
Potential Conflicts
A second wave of Vegepygmies, attracted by the gunfire and energy weapons of the Police Robots, returns from the West.
DM's Guidance
Notes and Reminders
Durmen's unique recovery status should be mentioned to reinforce his survival advantage. Focus on Force/Lightning/Thunder/Psychic damage spells against the robots.
The Larger World
Story Arcs and Themes
Man vs. Machine; Necessity of Scavenging under fire; The cost of mistakes (Aldran's fumble).
Mythic Elements
The massive, dark vertical descent shaft, revealed once the card is used, suggests the deeper levels of the ship hold far greater, perhaps Lovecraftian, threats.
The Next Chapter
Cliffhanger
The party uses the Access Card to open the final door and begins their descent, possibly while the second Police Robot is still active or Robo Dame fully reactivates.