
Network |

The trap has become unstable. It is not activated, but component parts are breaking down into the atmosphere. This has increased the DC for disabling the trap.
La Siréene levitates dangerously close above the clock hand. So far, she seems unaffected by its sickening glow.

Ianez Gastnicht |
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Sorry, I've been working as the safety person for the Nuclear Engineering Division at Argonne National Lab since late 2009, and for three years before that I dealt with maintaining regulatory compliance for the Nuclear Operations Division at Argonne. (Before that I did friction and wear research, but had to get out of that side of things after my division went away. Long story.) So this is a topic I have had to know a fair bit about over the past several years.

Ianez Gastnicht |

Hey, how about this? Whoever made the hands wanted them to light up without magic, so the hands are made out of something like radium and the phosphor mixture is painted onto the surface. If the builder(s) were outsiders or undead, they might not have been susceptible to radiation damage, so they didn't realize how dangerous it was to organic life.

Network |


Network |

Sandru raps the floor and pries up tiles, trying to locate where circuitry runs under the floor to safely disable the trap. The connection is faulty and starts angrily zapping and sparking!
The front entrance to the police headquarters locks. The walls in the entryway slide together and push the members of your party that were standing there out into the main room. Other walls come together and seal off all of the other three wings. You are temporarily safe from the massing undead.
But at what cost?
The pedestal separates like a peeled piece of fruit. First, the clock hand falls and hangs horizontally, waist-high and parallel to the floor. Large falchion blades also drop and hang waist-high, parallel to the floor. The light glints off of them. They are razor keen and run the whole length of the room. This blossom of knives...a mockery of the clock face...prepares to rotate.
Unfortunately, Sandru's attempt has triggered the trap. It's on a slight delay. Each round, you can make further Disable Device checks to continue trying to shut down the trap.
@Sandru - Also reminder please make a Fortitude save.
It is Caromarc's turn.

Gaston Blackacre |

Blackacre makes sure to recover his pistol, looks around for any other triggers he might have missed, perception: 1d20 + 13 ⇒ (18) + 13 = 31 and if it seems safe, he lowers himself below waist level.

Network |

As the trap revs up to start spinning, the blades stagger in height. One drops down to knee level, almost to the floor. The hydraulics lower, and the edge of a falchion nicks Blackacre's stubbled cheek, settling to rest on his jaw.

Network |

(re Perception:) Your search for clues turns up nothing.
(re Perception:) The battle overwhelms Elspeth's senses. Everything is a blur!
(re Perception:) Acrietia clutches a trigger device. When she died, she purposefully sparked a fuse in her sleeve, which short-circuited and sabotaged it. The controls are melted-down in her hand.
The trap has become unstable. It is activated, and component parts are depleting into the atmosphere. This has increased the DC for disabling the trap.
The walls of the room stretch and fall away from Earl Caromarc, as if he was suddenly drunk. Meanwhile, Elspeth tries not to vomit.
Three of the archons swell up and swagger with sudden feelings of aggressiveness. The fourth one lays calm and tries to wait the ill-feeling out.
Caromarc can act normally this round on his turn, but next round he, Elspeth, and Archons #2, #3, and #4 gain the sickened condition. (MM is immune).

Mechanical Manservant |

Would Mending cast upon the controls potentially bring them back to functioning?
Potentially MM could aid another on Sandru, and pull out the tools?
I believe Ianez aided Sandru, but he didn't include the bonus.
Archon blasts ignore DR. Does that mean they could be good for cutting through the blades? What does it look like the blades are made of?

Network |

MM can use aid another to help Sandru on his skill check for the next round (Round 3).
I went ahead and factored in +2 for Ianez's aid another, but this did not exceed the check.
The Archon blasts (break DC 10 for steel) seem like they would work mechanically.

Mechanical Manservant |

Suddenly all business, the manservant turns to Sandru, his hands sprouting tools.
"Let me help, Sandru"
disable device aid another: 1d20 + 7 ⇒ (11) + 7 = 18
"Perhaps the others might like to cut these blades down?"
No point in worrying them about the long term repercussions if they don't survive this.

Earl J V Caromarc |

Caromarc orders the archons, then flings darts of force at the remaining wraith Magic Missile. damage: 4d4 + 4 ⇒ (3, 2, 1, 3) + 4 = 13 and takes a step backwards..
Meanwhile the lantern archons shuffle together and open up on the nearest blade, aiming for the furthest point in they can reach
okay - 8 blasts. Ranged weapons do half damage against objects, so I've gone from d6 to d3. Hope this is what you wanted.
touch attack 1: 1d20 + 3 ⇒ (3) + 3 = 6damage: 1d3 ⇒ 2
touch attack 2: 1d20 + 3 ⇒ (2) + 3 = 5damage: 1d3 ⇒ 2
touch attack 3: 1d20 + 3 ⇒ (17) + 3 = 20damage: 1d3 ⇒ 3
touch attack 4: 1d20 + 3 ⇒ (8) + 3 = 11damage: 1d3 ⇒ 1
touch attack 5: 1d20 + 3 ⇒ (20) + 3 = 23damage: 1d3 ⇒ 2
touch attack 6: 1d20 + 3 ⇒ (8) + 3 = 11damage: 1d3 ⇒ 1
touch attack 7: 1d20 + 3 ⇒ (10) + 3 = 13damage: 1d3 ⇒ 3
touch attack 8: 1d20 + 3 ⇒ (10) + 3 = 13damage: 1d3 ⇒ 2

Network |

Round 3:
The last wight senses the living nearby and remembers its mistress' command...attack the living! It flies into the air, around the pedestal, and races towards La Siréene. The wight seizes her wrist and slams her with its arm, but she leans into the blow and is safe and protected by her buckler. The two combatants hover near the ceiling, circling in their macabre battle.
It is Blackacre's turn.

Void Creature |

The Void Creature chews ponderously, as its next course first falls into its mismatched gap all on its own, and its little master then drops desert in right in front of it.
Not one to get caught up in metaphysical conundrums, it decides that 1: This is an alive thing. 2: This alive thing is in front of me. 3 I will eat this alive thing.
It moves forth to 18,19-O,P and attempts to rip off the torso of the remaining Wight.
Attack Roll: 1d20 + 11 ⇒ (9) + 11 = 20
Damage Roll: 2d6 + 13 ⇒ (3, 5) + 13 = 21

La Siréene |

As La Siréene lowers her shield, having fended of the Wight with movement both uncontrolled and balletic, she observes her surroundings, this dethtrap, feel the strange vibrations from the surfaces. Smiling, she walks through the air, closing in on the pedestal, lowering herself some 5 feet and taking a better look at this deathtrap, looking for a weak point or similar.
Perception, Trap: 1d20 + 21 ⇒ (14) + 21 = 35

Network |

CRUNCH! CRUNCH! The wight disappears down the beast's gullet.
Wight #1 is dead.
Since all the monsters are dead, combat is technically over (at least until all those other wights come busting out through the walls at you). We can relax using official turn order. If La Siréene, Quinn, or Ianez have any last minute things they want to do, that is fine and they can post out of turn order. Otherwise, we're ready for Sandru to make another disable device check (with several aid another bonuses).

Network |

Sandru works silently, intensely, quickly...a savant...tapping the floor, ripping up tiles. The temperature in the room shoots up, becomes uncomfortably hot. Or is it panic? Sandru's forehead breaks out with beads of sweat. They drip, hitting his forearms, plinking to the dirty floor next to garbage, splintered wood, dead flies lying on their backs...
The dim light, the close, stuffy air...it feels like you're all trapped together in one of the jail cells. In this moment, Sandru's nature is a mystery. Maybe he doesn't even know himself. Nym's experimental son is a super-enhanced technician, his blood buzzing and mirroring the fried circuitry of the trap. On the other hand, his fingers tangle together all too humanly.
There is a click, then a sound like a hydraulic powering-down. Everyone tenses...breathless. Sandru has done it! One intricately-etched blade comes loose, detaches, and clangs to the floor. But it is a complicated device. Whatever he disconnected was just the first part of the machine. The powering-down tone dips, revs, and climbs back up. You all listen with a feeling of dread.
The intact falchion blade is still a danger.
Your efforts halved the damage of the trap.
@Sandru - make another Disable Device check.

Network |

The hydraulic sound powers down again. The other falchion falls off. The rotor settles crookedly on its base. Two coils jump from the casing. SPROING! SPROING!!
You've deactivated the trap!
The minute-hand to the tower breaks off and falls to the floor. The falchions appear to be masterwork quality. On Acrietia, you find a bag of gold.

Kwanjan Quinn |

Quinn stays back by the enterance with Pheobe. He is on guard, bow and arrows at the ready, ready to unleash his barrage.
"Great work 'Sand-man'. Someone grab that minute hand."
Perception: 1d20 + 17 ⇒ (3) + 17 = 20

Gaston Blackacre |

Blackacre stares wide-eyed at the falchion nicking his cheek, frozen in place as the device hums around the party.
As the machine begins to wind down and the falchion at this face falls to the floor, the inspector regains his composure.
Excellent work, Sandru, he says wiping a drop of blood from his jawline. He eyes the falchion for a brief moment as though it were a dog that had just bit him, then retrieves both it and Acretia's bag of gold, for our continuing efforts.
He advances slowly toward the minute hand.
Perception (our man is always on edge, particularly when an edge has recently been on him): 1d20 + 13 ⇒ (3) + 13 = 16

Sandru |

Seeing Blackacre's caution, I give pause even as I reach for the thing. I see it plainly, in excruciating detail.
The goggles calling my vision to every inch of the minute-hand's edge, tracing around the thing, as if it were closer. As it it were magnified.
Perception, minute hand, more traps: 1d20 + 24 ⇒ (19) + 24 = 43

Kwanjan Quinn |

Quinn begins to show some signs of fatique after fighting Acrietia. The monk steals some time to relax and recover his breath especially when he notices that no one is watching him.
He leans his back against the northern wall by the enterance. He begins to rub some of the wound sites inflicted by Acrietia while saying to Pheobe "Normally I can take a hit...even the best of them I can take. Her last bunch of attacks left me slightly weaken."
Quinn takes the opportunity to use Wholeness of Body, healing 7 hp.

Network |

The walls are weakening. You see a shaking fist, a pair of glowing red eyes here and there... The wights are busting through - SLAM! SLAM! rattle SLAM! SLAM! rattle SLAM! SLAM! SLAM! SLAM!
A large chunk of the wall crumbles away in a cloud of dust, revealing one of the dread wight seargeants. He breaks some stonework and throws it aside. More are sure to follow soon. GNNNTHRRAAAWRG!
The trap is destroyed, but the room is permeated by the sickening glow. The effects of it feel stronger now.
The entrance to the police station is no longer blocked.
Map is updated. While in the police station, you are subject to radiation poisoning. All PCs make a Fortitude save.

Ianez Gastnicht |

Ianez looks like he's hanging onto his last meal by a thread, and the thread is fraying. "The hand is lethal if you stay too close to it! It's highly ra--the light it's shining with is poisonous! Get a rope onto it and drag it behind us!"

Gaston Blackacre |

fortitude: 1d20 + 8 ⇒ (8) + 8 = 16
Blackacre moves to help tie a rope to the minute hand.