Chapter 5: Automata
·
Notes about Automata
o
Automata is mostly populated by modrons.
o
Ruled by the Council of Order
§
Aristimus, captain of the town guard.
§
Juliett-314, auditor.
§
Serafil, priest who represents local temples.
o
Beneath Automata is the Inverse, ruled by
modrons called the Council of Anarchy.
o
The Concord Terminus is an interplanar train
station. I don’t really like this train station as it could create problems in
the adventure and feels a little world breaking for Planescape.
o
Everything clicks in time with the gate.
o
Everything is perfectly symmetrical.
o
Divine Machine is a popular tavern run by a halfling
named Belda Beanfoot with a modron operated coffee shop.
o
The Hall or Order is the central government
building with forms aplenty to complete.
o
Lots of members of the Fraternity of Order in
Automata.
o
I like the idea of each street name being written
in binary. First Street is “0001 street”, Second Street is “0010 street” and so
on. The cross cutting streets could be Modron Way, Duodrone Way, Tridone Way,
and so on.
·
Approaching the gate
o
Read the box text for approaching Automata.
o
Read the box text describing the line waiting to
get to the gate.
o
Characters interact with Modron guards and learn
they need approval from the Gate Travel Administration to approach the gate.
o
If the characters go to the Administration, they
are faced with a mountain of paperwork. Eventually, Aristimus, a githzerai,
notices that they want to access the gate for a reason beyond travel and takes
an interest in them.
o
Aristimus asks for their business. He offers to
let them skip the line to the gate if they can address a problem for him. Read
his box text.
o
Aristimus wants the characters to track down Beltha,
a githzerai outlaw who stole logbooks for the Concordant Express (or those who
used the gate if you exclude the train from your adventure).
o
Returning the logbook and Beltha alive is worth
2,000 gp to Aristimus, or half as much for Beltha’s dead body.
o
Beltha has a distinctive tattoo around her left
idea of a shattered gear.
o
Beltha is hiding in the Inverse, a chaotic underground
reflection of Automata.
o
Beltha has been seen around the Divine Machine
tavern.
·
Finding Beltha
o
Stake out the Divine Machine: The characters
eventually see a dwarf with the same tattoo on his arm. The characters can talk
him into telling then Beltha’s location with a DC 16 Charisma (Intimidation or
Persuasion) check or by just paying him 200 gp. Or they can trail him with a
successful group DC 14 Dexterity (Stealth) check.
o
Explore the Inverse: 2d4 hours and a DC 20
Wisdom (Survival) check to find Beltha’s lair. Failure means a hostile
encounter in the Inverse – I’d use 1d3 Blue Slaads.
o
There are incidents in the adventure you can use
to add flavor to the search through the inverse.
·
Hideout
o
Box text. Beltha gives characters 1 round to
leave then attacks.
o
Beltha will negotiate if a character uses its
action to make a DC 14 Charisma (Persuasion check).
o
Beltha will sell the characters the logbook for
1500 gp, or 1000 gp with a DC 20 Charisma (Intimidation or Persuasion) check.
If the characters insist on bringing her in, she fights to the death.
o
Treasure: 200 gp in knick knacks, and DC 16
Intelligence (Investigation) check to find precision lens worth 750 gp hidden
in the couch.
·
Conclusion
o
Aristimus rewards the characters based on
outcome:
§
500 gp watch (1000 gp in Automate or other lawful
burgs).
§
2000 gp for Beltha alive, 1000 gp dead.
§
The characters get fast tracked to receiving the
permits they need and access to the portal.
§
Don’t forget to have characters record their
memory at the gate.
No comments:
Post a Comment