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Session 141 Prep: Difference between revisions

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Created page with "{{Session Prep/Display | campaign = Echos of Lhynn | session_title = Robot Interception and Egon's Ordeal | previous_session = Session 140 Axe, Syringe, and Sonic Blast: The Price of the Peak | location = Level I: Officer and Crew Quarters (Android Chamber/Intersection) | 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..."
 
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| session_title = Robot Interception and Egon's Ordeal
| session_title = Robot Interception and Egon's Ordeal
| previous_session = [[Session 140 Axe, Syringe, and Sonic Blast: The Price of the Peak]]
| previous_session = [[Session 140 Axe, Syringe, and Sonic Blast: The Price of the Peak]]
| location = Level I: Officer and Crew Quarters (Android Chamber/Intersection)
| location = Level I: Officer and Crew Quarters (Android Chamber/Intersection) and other areas of the Main Level.
| 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**.
| 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. They must deal with the severely injured **Poision Egon** (crushed arms) and the lesser injured **Nail** (critical fumble damage) while navigating the continuing threat.
| 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.
| setting_details = The corridors remain metallic and sterile, littered with debris and the remnants of the fungal fight. 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, representing a critical, unsearched objective.


| key_npcs =
| key_npcs =
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* **Focus:** Robots prioritize clearing the room of "contamination" (Vegepygmy residue) and anyone obstructing their path.
* **Focus:** Robots prioritize clearing the room of "contamination" (Vegepygmy residue) and anyone obstructing their 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.
| player_goals = Clear the immediate robot threat. Loot the inert **Robo Dame** for the access key. Stabilize and protect the severely injured Egon. **Explore other areas of the Main Level** (e.g., crew quarters, bridge access) before committing to a descent.
| 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.
| 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. **Tactical Window:** The robots' priority on the Vegepygmies creates a chance to gain distance and prepare.
| 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).
| key_events = **Looting during Combat:** A player must risk a turn to successfully retrieve the key from the inert Android. **Exploring Level I:** Discovering the entrance to the **Botanical Labs** or the sealed **Control Room** door (possible references to the original *Barrier Peaks* adventure).
| 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.
| planned_events = The party must use their remaining resources to handle this fresh threat quickly, as the robots have high defenses. The robots may be drawn West to pursue the fleeing Vegepygmies if the party breaks contact.
| 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.
| challenges = **High AC and Immunities:** The robots require magic or high attack rolls to damage. **The Main Level:** Other areas of Level I may be sealed by **Laser Barriers** or contain dangerous, alien flora/fauna (e.g., Yellow Musk Creeper remnants).
| clues_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.
| clues_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. Exploration of the main level could yield crew logs or equipment caches.
| treasure_rewards = The **Access Card** (required for progress). A damaged Red Access Card (Repair/Intelligence DC 18 required) from a defeated Police Robot.
| treasure_rewards = The **Access Card** (required for progress). A damaged Red Access Card from a defeated Police Robot. Salvaged Phasnosh equipment from the crew quarters.
| interludes = A tactical retreat into one of the side corridors to isolate the powerful robots.
| interludes = A tense tactical retreat into one of the side corridors to isolate the powerful robots. A brief moment to assess Egon's injuries.
| potential_conflicts = A second wave of Vegepygmies, attracted by the gunfire and energy weapons of the Police Robots, returns from the West.
| potential_conflicts = A second wave of Vegepygmies, attracted by the gunfire and energy weapons of the Police Robots, returns from the West. The robots may return from their patrol if the party makes too much noise.
| notes_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.
| notes_reminders = **Robots Prioritize Fungi:** If the party breaks contact, the Police Robots will prioritize pursuing the fleeing Vegepygmies West. Durmen is optimized, but Egon's crushed arms mean no Somatic components—emphasize this limitation!
| story_arcs_themes = Man vs. Machine; Necessity of Scavenging under fire; The cost of mistakes (Aldran's fumble).
| story_arcs_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.
| 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.
| 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.
| cliffhanger = The party finally locates the descent shaft/next entrance just as **Robo Dame fully reactivates** and targets the closest living organic.
}}
}}

Revision as of 22:13, 15 November 2025


The Setting and Scene

Title: Robot Interception and Egon's Ordeal
Location: Level I: Officer and Crew Quarters (Android Chamber/Intersection) and other areas of the Main Level.

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. They must deal with the severely injured **Poision Egon** (crushed arms) and the lesser injured **Nail** (critical fumble damage) while navigating the continuing threat.

Setting Details

The corridors remain metallic and sterile, littered with debris and the remnants of the fungal fight. 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, representing a critical, unsearched objective.

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 robot threat. Loot the inert **Robo Dame** for the access key. Stabilize and protect the severely injured Egon. **Explore other areas of the Main Level** (e.g., crew quarters, bridge access) before committing to a descent.

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. **Tactical Window:** The robots' priority on the Vegepygmies creates a chance to gain distance and prepare.

Key Events

    • Looting during Combat:** A player must risk a turn to successfully retrieve the key from the inert Android. **Exploring Level I:** Discovering the entrance to the **Botanical Labs** or the sealed **Control Room** door (possible references to the original *Barrier Peaks* adventure).

Planned Events

The party must use their remaining resources to handle this fresh threat quickly, as the robots have high defenses. The robots may be drawn West to pursue the fleeing Vegepygmies if the party breaks contact.

Perils and Rewards

Challenges

    • High AC and Immunities:** The robots require magic or high attack rolls to damage. **The Main Level:** Other areas of Level I may be sealed by **Laser Barriers** or contain dangerous, alien flora/fauna (e.g., Yellow Musk Creeper remnants).

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. Exploration of the main level could yield crew logs or equipment caches.

Treasure and Rewards

The **Access Card** (required for progress). A damaged Red Access Card from a defeated Police Robot. Salvaged Phasnosh equipment from the crew quarters.

Interludes and Shadows

Interludes

A tense tactical retreat into one of the side corridors to isolate the powerful robots. A brief moment to assess Egon's injuries.

Potential Conflicts

A second wave of Vegepygmies, attracted by the gunfire and energy weapons of the Police Robots, returns from the West. The robots may return from their patrol if the party makes too much noise.

DM's Guidance

Notes and Reminders

    • Robots Prioritize Fungi:** If the party breaks contact, the Police Robots will prioritize pursuing the fleeing Vegepygmies West. Durmen is optimized, but Egon's crushed arms mean no Somatic components—emphasize this limitation!


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 finally locates the descent shaft/next entrance just as **Robo Dame fully reactivates** and targets the closest living organic.