Surviving Mechanus

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Calmar's picture
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Surviving Mechanus

My cutters are going to go to the Clockwork Nirvana, heading for the Fortress of Disciplined Order in order to get some special information.
Their way will offer lots of opportunity to Climb, Jump and Balance to get from gear to gear, they will come along a city of petitioners (or who else is supposed to live on an outer plane) on a fortified cog that is besieged by expanding formians ('north-eastern' part on the map...) and maybe explore an abandoned monastary until they reach the Fortress.

My questions:
Am I missing some 'must-sees' of Mechanus? Smiling

Strongly Lawful aligned. That means someone not of the plane's alignment gets the penalties described in the DMG: -2 if one part of the alignment is differing (like NG) and -4 if both are (like CE).
Do N cutters get -2 or -4? (Please correct me, when I am wrong)

How do petitioners work? Just adding the petitioner template (http://www.systemreferencedocuments.org/35/sovelior_sage/divineMinions.html) to normal NPCs?

Are there really hostile creatures on Mechanus? Folks like Inevitables, Zenythri (SP?) or Modrons don't seem very dangerous, as they probably won't start hostilities with adventurers themselves. Formians (at least in the situation my players will meet them) seem to be the only exception; the monsters in the Planar Handbook and the DMG I either don't have, or the are from the upper or lower planes... So what wandering monsters has a basher to expect? Smiling

What about landscape? The cogs & gears of mechanus are of metals and different kinds of stone. Some of the larger ones have 'normal' landscapes by Material terms with hills & water, plants & animals, and also house the settlements. Or am I wrong?

Edit: Fixed the planar alignment mistake

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Surviving Mechanus

It's Neutral aligned on the Good/Evil Axis, but Mechanus is DEFINITELY Strong Law aligned. That means cutters who are neutral on the Law/Chaos axis will receive a -2 on all CHA-based checks, and Chaotic ones will receive a -2 to all INT, WIS, and CHA checks. Good and Evil types won't necessarily be affected, as the effects are only based on their ethical alignment.

This will hamper a wide variety of casters, as well as some rogue-types.

Creatures one might meet are Axiomatic versions of creatures found elsewhere, as well as the aforementioned modrons, formians, inevitables, and zenythri. Also common are Parai, which are LN exemplars from Mechanus, but tend to take what they want forcefully, and they like beautiful things, as they see beauty as being a form of perfection. (Honestly, Parai, which are known by another name in 2nd ed. AD&D, are a good foil for the Modrons and Formians)

Modrons may not seem like they are likely to be particularly hostile, but they are exemplars, and exemplars of Law, which means they're gonna act in ways that may seem bizarre to the irrational cutters from elsewhere. Appearances can be deceiving; while their appearance may make them seem harmless, they are not, and they can be as likely to take offense as any. The problem is that when you've made one mad, (unless that one happens to be rogue) you've quite possibly earned yourself the enmity of an entire race. Same with the formians and inevitables. Chaotic cutters won't be doing well in Mechanus, and it's entirely possible that modrons won't take well to the presence of chaotic cutters... (if your PCs are all LX, or NX that's less of a problem, though)

Inevitables are more easily dealt with; their main concerns are pretty easy to figure out. In order to avoid the wrath of inevitables which deal with people who break contracts, don't break contracts. The same follows for each of the other classes of inevitable. HOWEVER, if the PCs have done something stupid, then all inevitables of that type will hunt them down mercilessly. Such is the way of the multiverse. In short, they're RELATIVELY harmless, but only when cutters are smart and can manage to stay out of potentially dangerous situations.

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Surviving Mechanus

Also, Mechanus is pretty bureaucratic. Do the PCs have proper travel permits for this region? Do those permits allow for the carrying of weapons? Are they camping in approved campsites for mortal visitors?

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Surviving Mechanus

(Moved to RPG Discussion where it should get some more viewers.)

Calmar's picture
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Surviving Mechanus

Althought I would be *really* happy If some of you knowledgeable greybeards could answer my previous question, this new problem makes Mechanus a great deal more dangerous:

A few hours ago my bashers set their feet on the Clockwork Nirvana for the first time - just to see one of these poor sods being crushed between two of the unforgivingly turning cogs.
20d6 damage is hard stuff, but acceptable, if it does not threaten them too often. So, how often do you require the PCs making checks to get from cog to cog?

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Surviving Mechanus

I don't. My personal rule of thumb is, if it doesn't contribute to the overall enjoyment of my players then I don't do it at the table...

In your case, you've established the risk - and they should (promptly) come up with a way to avoid it - fly spells, waiting before crossing or some other tactic comes to mind - and that's that. The tone and atmosphere of the plane has been set quite handily and you don't have to arbitrarily gank a character (I assume their low enough level that 20d6 is *bad*). Play it up everyonce in awhile in the description just so none of them forget the risk - and you should be good to go.

If you want to play it up again, play it where it'll be relevant to the plot or what they're doing... it'll fit better, feel less arbitrary for them, and overall flow into your story a lot more smoothly. For example - have them get into a random encounter *right* at the edge - where they have to make sure they don't end up falling while they're fighting. Eye-wink Or have someplace they're getting to only be accessible between the gear cogs. Or even more evil... the portal out only activates two seconds before full crush - and they have to hope they're in the right spot when it does... Eye-wink

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Surviving Mechanus

'Calmar' wrote:
Are there really hostile creatures on Mechanus? Folks like Inevitables, Zenythri (SP?) or Modrons don't seem very dangerous, as they probably won't start hostilities with adventurers themselves.

Parai. Parai are *scary*. And powerful enough that you won't want to toss more than one at them - but it's a great encounter for talking them up. The parai believe that law is best exemplified by perfection. They look for beings who are perfect in any one aspect - and them absorb them (and their perfection) into themselves.... woe be to the bard who sings a song that causes tears to rise for a parai, or the wizard who casts spells as easily as breathing air, or so on and so forth...

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Surviving Mechanus

'Calmar' wrote:
How do petitioners work? Just adding the petitioner template (http://www.systemreferencedocuments.org/35/sovelior_sage/divineMinions.html) to normal NPCs?
What do you mean 'work'? Like how do you best use them in your story? Or just the raw mechanics of their stats?

Calmar's picture
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Surviving Mechanus

Both. How do I change a normal creature in a petitioner and what do they do? I have heard some dark about petitioners even visiting other planes, so I wonder what their function exactly is. And what happens I you put one of them the second time in the Deadbook? Smiling

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Jack of tears's picture
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>>what happens I you put one of them the second time in the Deadbook?<<

From what I understand, so long as you kill the Petitioner on its plane of rest, it simply reconstitutes after a short time. Should a petitioner leave its plane and be slain, however, it is utterly destroyed and doesn't even get to experience its final reward. This is why one will almost never see a petitioner outside of its philosophical plane - who wants to take that chance?

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Surviving Mechanus

I've also seen it interpreted as: the petitioner - on second death - is absorbed into the plane itself never to be seen again (or until reborn if you believe in that sorta screed).

Off plane - utterly destroyed. Petitioners are comfortable on their home plane too, they really don't feel any restlessness or ambition to move elsewhere (no left over memories, just what the plane itself provided) - so yet more reason not to move on to other places. It's their *afterlife* - they're not going anywhere. They're the extras on the set for most games.

In any case, a petitioner has - at best - vague snippets of his previous life, so applying a template is as simple as take the base critter and add the template. Slam, bam, done. More 'personable' petitioners tend to be those special servitors that a god chose from their followers to keep around for duties post-death. They don't tend to be random encounters, and also tend to be flush with the power of their god so... not a standard stat block anyway.

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>>I've also seen it interpreted as: the petitioner - on second death - is absorbed into the plane itself never to be seen again (or until reborn if you believe in that sorta screed). <<

Though, in references to Valhalla (I believe) the material states that the plane can be very dangerous to visitors because the inhabitants are constantly warring, dieing and reviving again to continue with their fun; with little thought to the safety of outsiders. Thus it is made clear that some planes follow the death - reconstitution phenomena.

However, it might also be a function of the plane. Petitioners who die in Mechanus might be absorbed by the plane - becoming so much oil to lubricate the gears.

Petitioners in Carceri are certainly not being let off with being mercifully absorbed by the plane.

So one could argue either side for each plane. It likely has a great deal to do with which religions you served and the mechanics set in motion by the patron dieties of said religions.

Calmar's picture
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Surviving Mechanus

Since there was not much playing the last weeks, my bashers still struggle their way around the clock.
Althought I was going to let them visit a zenythri monastary and the formian-besieged city of Tirus, for some reason I do not feel erm... inspirated at all to prepare that. :cry: I don't really know why, but following my new preparation policy, I skip parts I do not really want to do rather than forcing myself to craft stuff with any devotion that then mayhap turns out boring in the end.
Therefore my cutters probably will reach the Fortress of Disziplined Enlightenment in the next session, to get information about an artifact they carry many sessions with them. This leads to some important questions:

- How do you get access to the Fraternity of Order's libraries? Somewhere I read, that the not-so-special knowledge is open for visitors. What about an artifact that could alter the structure of an entire plane*?

- How would the Guvners probably react, If they got to know what the bashers are carrying? The artifact is really dangerous in the wrong hands (of which many exist and dare to get it), so its destruction is probably the best for the multiverse; the Guvners probably can't use it, too.
But, since my players seem to think of everybody is 'good', as long as she/he is not recognized as villain by them, I have to assume that they are going to be quite a bit talkative with the guvners...

[* Just like Greater Deities in their realms, but only in the Hands of something with an extremely high Int or Wis score (namely an Elder Brain, or Vlaakith Eye-wink ); for my players it has significantly lesser, but still potent abilities. -They wanna go epic - I give 'em epic. Cool ]

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"La la la, I'm a girl, I'm a pretty little girl!"

--Bel the Pit Fiend, Lord of the First (in a quiet hour of privacy)

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Surviving Mechanus

To answer your questions:

1) They get to see what they want when they've filled in lots and lots and LOTS of paperwork!

The Guvnors may also believe that the PCs need to earn their access by proving they can work within the rules of the library and the greater universe by following Guvnor beliefs through a series of 'tests' - including figuring out how to use the damn archives! Remember the first time you tried to use the dewey-decimal system in a library? Guvnor archives are a thousand (1,268 to be precise) times worse.

2) This is an artifact. They'll want to study it, experiement with it, and trial it. I can see the Guvnors being very keen and helpful to the players, offering all kinds of services and help... its just that once they have the item in their hands, the PCs will have a devil of a time getting it back again - lots of legalistic arguements (can you prove its yours? Do you have a receipt? Did you acquire it legally in the first place?) and other tricks.

And of course, if your PCs are so empty-headed that they blab about an artefact to everyone, then screw 'em! Nothing's more epic than a desperate chase across the planes after a villain whose stolen your artefact because he thinks he can use it to bring order to Limbo!

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