'Pinball' |
"Good plan. Between that and Blanmieux's pouch we should be able to carry everything and let the Society sort it out later. And yes, let's hurry to the interrogation chamber-- Theleb is right, time is of the essence. Once we find Zefiro, I can make him invisible for three minutes, at least."
Pinball moves with the others towards said chamber!
Our Mysterious Benefactor |
Acting official, you head into the prison area, where the guards nod at you and a bit more friendly nod to Krima. Using the office key, you unlock the inner doors to reveal a strange room, indeed.
Barbed chains hang like streamers from the pyramidal ceiling of this large chamber. Several chains wind around the room’s grooved, bloodstained central column. Each corner of the room bears an iron statue of a regal, four-horned devil standing over a network of winches wound with the wicked chains. Light pours in from a dirty pentagram-shaped skylight set in the roof’s highest point, casting a shadow of Asmodeus’s unholy symbol crisscrossed with chains over the stone floor.
Zefiro and three others are stuffed into the cardinal points around the central column, gagged and secured by the barbed chains. Each looks beaten and scared as barbed chains pierce their flesh and is clearly in no condition to fight or flee quickly.
Please note on the map that two of the magical prisms are unlit.
Garret |
"Any idea how we can get them out without making them suffer even more?"
Heal ? assist: 1d20 + 2 ⇒ (14) + 2 = 16
'Pinball' |
"Hmmm. Let's see if we can figure out what the nature of these chains are..."
Detect magic, then if relevant:
Kn Arcana: 1d20 + 5 ⇒ (3) + 5 = 8
Spellcraft, charge of identify wand: 1d20 + 5 + 10 ⇒ (10) + 5 + 10 = 25
Pinball also draws a wand of grease, but doesn't use it just yet.
Are the other captives halflings?
Our Mysterious Benefactor |
Pinball detects no magic, but the chains seem to be linked to the statues. This looks like a mechanical trap!
'Pinball' |
"Hmmn. Not picking up any magic here. It looks like just gears and winches, really. Blanmieux's scythe should be able to make short work of those, but I agree, we should silence the area first."
Pinball gives a little wave to Zefiro, and the others by extension really. "We should have you out soon!" she calls softly.
Silence doohickey, then adamantine scythe goes to town?
Garret |
That's a plan!
Garret watches carefully and concentrates for a few seconds, causing his skin to take on a wooden hue.
Barkskin
Manius Pindeloric |
"Did anyone look for traps in here? This does not seem like a save place if you ask me.Maybe there's an off-switch or some lever or something like that?"
Manius takes a look around
Assist on Perception: 1d20 + 0 ⇒ (7) + 0 = 7
"Maybe I'm wrong..it doesn't look that dangerous to me after all"
'Pinball' |
I don't think anyone among us has Disable Device, unfortunately. So our only method of breaking the trap may be to... break the trap. Though it's a good suggestion to hunt for some other method of shutting it off; hopefully someone with better perceptions than either of us. ;) )
Perception for a switch?: 1d20 + 1 ⇒ (5) + 1 = 6
Theleb Ka'arna |
Perception (Aid): 1d20 + 5 ⇒ (12) + 5 = 17
"There must be some way around this ..."
Our Mysterious Benefactor |
Okay, so you're in a trapped room. The silence magic switches are not fully on. If you move anywhere into the room, I need an Escape Artist check to avoid touching a chain. If you want to attack a statue, roll damage. I think that about covers it.
Manius Pindeloric |
And about half the players are away from internet for 1 or more weeks.
So who do we think has the best chance of doing anything here? Send in Blanieux with his adamantine weapon and hope for the best? Also..if we have to make checks to avoid touching chains...what
's preventing us from chopping through the chains instead of attacking the statues directly? Blanieux can chop through one and then someone can try to catch it before it hits the floor.
Also Garret has a +12 op perception, he might have a decent chance to spot something
Perception Garret since he said limited access: 1d20 + 12 ⇒ (9) + 12 = 21
Theleb Ka'arna |
Theleb hasn't got a prayer of avoiding the chains (so that is probably out), nor does he have anything special as far as weapons go. He could try to use Produce Flame against either the statues or chains ... might take awhile, but that would be about 1d6+3 damage per round for 3 mins.
I think as long as we have the silence going, Blan starts chopping and Theleb starts burning?
Our Mysterious Benefactor |
You know what is blocking the sound: the prisms outside. But two of them are off. You know how to turn them back on.
'Pinball' |
As I understand it, I think we want the silence ON to cover the noise of an adamantine scythe hacking through a chain, or screams from the captives if that still hurts them. There's no guards present right now directly watching us (I don't think), so I don't think we need a diversion so much as a damage roll, once we have the silence fully activated.
Energy damage is probably only going to be 50% effective, so Pinball can't contribute much damage here, sorry.
Without moving from her spot, Pinball actives her wand of grease to get the chains surrounding the prisoners greased so that they hopefully slide off without unnecessary pain.
(I'd do it as much as possible to try and get all four prisoners, GM; so that would be 4 charges? And sorry to keep asking basic questions but it seems we as a party are still slightly confused: is the silence effect currently on, or off, as relates to covering the noises we'd make? If it's off, we need to make escape artist checks to reach the prisms to turn it on? If the latter is the case:)
Pinball throws another casting of grease on herself using her wand, then tries to reach the prisms to activate full silence.
Escape Artist: 1d20 + 3 ⇒ (4) + 3 = 7 + any bonus grease might theoretically give
Our Mysterious Benefactor |
Two charges should cover the prisoners, as they're close. You haven't moved into the room yet, so no escape artist to turn on the prisms.
Manius Pindeloric |
Manius nods to Balnieux
"Your weapon will be off much greater use here then mine, but I've got you covered in case something isn't what it seems and we attact unwanted attention"
Our Mysterious Benefactor |
Who is in the room when Blan attacks? I need to know where everyone is, it's kind of important.
Garret |
Garret will move towards Zefiro once the prisms are on and before Blanmieux will start cutting the chains.
GM, please put me in an appropriate spot, not sure where Zefiro is located. The idea is that Garret will be able to help him as soon as possible when the chains have been removed
Take 10 escape artist for 23
Blanmieux |
I may have not understanding what going on. I was just thinking that the chain was only on the prisonner not everywhere not that our monk have pass can he activate them?
Anyway Blanmieux would have waited that all try before using his scythe. As for the escape artist.
1d20 ⇒ 18
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'Pinball' |
I'm not entirely sure where Zefiro and the other prisoners are on the map, but I'd suggest that we get Theleb within 30', if possible, with clean line of effect to them-- that way he can channel to heal if they get badly hurt in the process. I can only heal from adjacent, alas. Without knowing exactly where Zefiro/etc are, I'm good with my current position on the map, which is at the door of the room. The prisoners have been greased with two wand charges from me.
Our Mysterious Benefactor |
Hello! For the next week I will be at Gen-Con and/or decompressing after Gen-Con. If you're there, I'll be around the Sagamore Ballroom running PFS all through the Con. Feel free to look me up! However I will probably not be accessing the boards much so feel free to NPC me if needed! Thanks! James
Our Mysterious Benefactor |
Blan Escape Artist: 1d20 ⇒ 1 Blan raises his scythe, but he accidentally nudges a chain overhead. Suddenly the room is alive with whipping chains that bite and cut! Blan manages to destroy this statue, but not before the chains get a chance to attack! Attack vs Blan: 1d20 + 9 ⇒ (15) + 9 = 24 They slice into him for 2d4 + 5 ⇒ (4, 2) + 5 = 11 damage!
In addition, they constrict into the prisoners, dealing 2d4 + 5 ⇒ (4, 3) + 5 = 12 damage! Plus with only a single statue destroyed, the chains still seem determined to attack!
Blan, what are you doing?
Our Mysterious Benefactor |
Two down! Six to go! Let's do this quickly.
1. Attack: 1d20 + 9 ⇒ (2) + 9 = 11 dealing 2d4 + 5 ⇒ (2, 1) + 5 = 8 damage!
2. Attack: 1d20 + 9 ⇒ (16) + 9 = 25 dealing 2d4 + 5 ⇒ (2, 1) + 5 = 8 damage!
3. Attack: 1d20 + 9 ⇒ (8) + 9 = 17 dealing 2d4 + 5 ⇒ (2, 1) + 5 = 8 damage!
4. Attack: 1d20 + 9 ⇒ (14) + 9 = 23 dealing 2d4 + 5 ⇒ (3, 1) + 5 = 9 damage!
5. Attack: 1d20 + 9 ⇒ (1) + 9 = 10 dealing 2d4 + 5 ⇒ (1, 3) + 5 = 9 damage!
Blan moves throughout the room, smashing statues and getting sliced by chains in return. Still, in a few moments the room is silent and the chains go limp. However the prisoners look bloodied and hang limply in their bindings.
Our Mysterious Benefactor |
Honestly, without a rogue to disable this trap, you're pretty much limited to doing what you did.
Zefiro moans a little and shifts. The other prisoners look worse off.
'Pinball' |
"Hang on!" Pinball cries, and rushes in once the chains stop their whirling.
More effective if Theleb channels, getting all of the prisoners, so I'll give him a chance to post, but failing that, Pinball is more than willing to use her wand to start healing, starting with Zefiro.
Garret |
Garret tries to stem Zafiro's wounds while he looks for anyone that can use a wand...
Heal: 1d20 + 2 ⇒ (17) + 2 = 19
Our Mysterious Benefactor |
Zefiro sags as you work on his wounds. His eyes flutter, but he doesn't seem able to focus. "Never... talk... won't... talk." he mutters.
Blanmieux |
"Great. Our shaman is paralysed when he see a lot of blood." sighs the librarian.
With a swift of his left hand, he draws a pink wooden object at the form of a pen with flower drawings on it.
"Hey Pin, when you are gonna use your arcade magic to heal me, use my wand."
It a wand of clw but Blanmieux as a affinity to positive energy so add an another +1 to the roll.
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Our Mysterious Benefactor |
NPCingTheleb blanches when he sees the blood, then channels! Healing: 2d6 ⇒ (1, 3) = 4
Zefiro murmurs a bit and opens his eyes. "Bless me. I never thought I'd see friendly faces again. I never thought I'd see anywhere but here. What are you doing here?"
Blanmieux |
"We wanted to be tortured like you duh! It look so much fun. " says Blanmieux with a serious tone.
"We were just walking in the street and we saw this prison and we said "Hum, could he be there? Why not? After it is just the 66th prison we broke into."
Oh and we have all defect to the aspis.
Blanmieux looks at the scholar a few moment.
"You know why we are here Arodenite. "
He throws a clean shirt at him.
"Change your cloth, you are ugly.
I declare by the power I give myself that you are now redeem of the Sin of Faith. Even Hell can't change that. It's time to go to the land he rised from the sea."
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