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Post by Spwack on Mar 29, 2021 4:49:18 GMT
The beam fires out from your ray, hitting the pillar in the middle. It lights up, and your eyes go funny watching it. There's a horrific screeching and cracking sound as the pillar starts to grow. However, your shrink ray starts vibrating in your grip, heating up and releasing puffs of ominous smoke. You can push on and maybe damage your shrink ray, or perhaps it needs a bigger power source?
((I'm pretty sure this is the biggest and sturdiest thing you've tried to use the ray on))
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Post by wingilbear on Mar 29, 2021 15:00:02 GMT
Maybe I could pulse it a little. It just needs to be big for one swipe.
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Post by Spwack on Mar 30, 2021 6:34:12 GMT
The pillar glows brighter as you toggle the switch back and forth, vibrating mightily in mind-bending directions. There's a loud bzzt-shhhhh from your shrink ray and a flash of octarine sparks, and a much louder CRASH-SKKKKRCH as two axes collide mid-swing. The near-silent metallic ballet of spinning blades has been thrown right out of whack. Every few seconds there's a shriek of metal on metal, or a bang as two components collide.
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Post by wingilbear on Mar 30, 2021 11:33:37 GMT
Let’s stop for now, see what has become of the axe room
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Post by Spwack on Mar 31, 2021 10:16:33 GMT
Your shrink ray is looking a bit worse for wear, but not as bad as the chamber before you. There are axes bent or broken off, gouges taken out of the walls and floor, and the pillar you've been messing with looks... volatile.
It's still spinning merrily, but you think if you timed it for when this blade and that axe collided, you'd have a moment where you could jump through the gap and be on your way. However, it's hard to see how much more of the room you'd have left to cover after you get through that spot. You could be on the home stretch, or there might be even more pillars and traps to traverse.
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Post by wingilbear on Mar 31, 2021 22:26:08 GMT
There is enough of a gap now with bent and broken blades that I may go through this stage?
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Post by Spwack on Apr 2, 2021 7:22:39 GMT
If you hurry and scurry, maybe. You'd still have to run the gauntlet, but this particular section has been made a lot easier.
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Post by wingilbear on Apr 2, 2021 13:24:39 GMT
Let’s do it. Scurry and hurry.
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Post by wingilbear on Apr 2, 2021 13:25:04 GMT
Quite the plan to keep stuff out I wonder what they are protecting.
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Post by Spwack on Apr 4, 2021 6:36:21 GMT
DEX check and CHA check! You also take d4 damage just from being near the swinging blades and all the close calls.
Which direction are you scurrying? You are currently in the south-west corner.
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Post by wingilbear on Apr 5, 2021 2:37:03 GMT
Heading to the east wall exit. [roll=“1d20+6”]
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Post by wingilbear on Apr 5, 2021 2:41:46 GMT
[ r o l l = "1d20" ]
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Post by Spwack on Apr 6, 2021 4:54:50 GMT
((I think that is mobile " marks not being picked up correctly))
DEX: BdBLkXAX1d20+6 CHA: 1d20+1 Damage: 1d4
((Wow. I feel incredibly bad rolling for you...))
Your first leap over the spinning blade goes just fine. You immediately duck, then awkwardly shimmy to the side, thrown off your stride a little. Then you realise something horrible - the middle of the room, the most obvious and direct route, puts you directly beneath a hail of silent falling spears!
((Take the XP for that crit fail))
What do you do?1d20+6·1d20+1·1d4
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Post by wingilbear on Apr 7, 2021 2:32:05 GMT
Since I am small does it look like I can be to one side, let the spears come down, then wriggle through them?
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Post by Spwack on Apr 7, 2021 4:22:25 GMT
You'll take d6 damage from it, but you could definitely do that. Which direction are you wriggling, still towards the east exit?
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Post by wingilbear on Apr 8, 2021 8:28:06 GMT
Yeah for sure. Roll it. I have 2 hp left.
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Post by Spwack on Apr 10, 2021 2:55:54 GMT
Damage: qZfXI|SO1d6
The spears slam into the floor into a SPRANG, punching through concealed holes to stand upright.
Ow! You've got a nasty scratch down your side. It'll heal, but you oughta be careful.
Forging ahead through the thicket of spear-hafts, you can see the exit ahead! One last hurdle lies in front of you - a blade sweeping at almost exactly your height. You can roll over it, taking just d4 damage, or try and hurdle it with a DEX check. What'll it be?1d6
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Post by wingilbear on Apr 10, 2021 12:05:06 GMT
Hurdle!
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Post by Spwack on Apr 12, 2021 2:46:13 GMT
Dex check: MTkbY_Bi1d20+6
Uh oh... you've leapt over the spinning blade, but your back end is trailing a little too low. You're about to take 1d8 damage, while at 0 HP, which has a chance of death. Is there anything you can do to help yourself?1d20+6
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Post by wingilbear on Apr 14, 2021 20:58:15 GMT
Terrance could alter my trajectory or the sprites or both
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Post by Spwack on Apr 16, 2021 11:24:40 GMT
The sprites couldn't lift you, but Terrance swoops up, then down, then grabs you then heaves with all the strength his tiny body/hand can muster. He takes d10 damage from the manoeuvre, recklessly trying to save his master from the oncoming blade: Jw31fAP71d10
You feel a slight jolt, then soar over the last blade, before collapsing on the other side in the exit. The blades behind you whir and clank, while Terrance flops down on the stone floor, spent.
What next?1d10
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Post by wingilbear on Apr 18, 2021 13:16:46 GMT
Probably wait here for a moment. Take a break try to analyze the mechanisms.
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Post by Spwack on Apr 19, 2021 13:22:58 GMT
Fair enough. You don't hear anything from down the corridor, and can take a breather to recover your HP if you wait a while (just roll an encounter check, but the chance of any encounter reaching you here is very unlikely).
Terrance flops down next to you, huffing and puffing. Or he would, if he had lungs. He just kind of twitches and crackles a little.
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Post by wingilbear on Apr 19, 2021 16:02:59 GMT
So do these contraptions appear mechanical, magical? What is powering them? Clockwork? What does the broken one look like? Do they have a cleaning or sharpening mechanism? Anything on the ceiling?
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Post by Spwack on Apr 21, 2021 13:57:03 GMT
Encounter check: zaovJSrq1d6
((Hm... that's traces, and I rolled a rather interesting encounter... if you stick around, mayhaps it can make it's way to you, or it might get stuck or lost...))
They appear fully mechanical, being powered by large crankshafts in either the roof or the ceiling. It is possible that they were made with magic, since the material is quite odd, and very well-preserved apart from your vandalism.
The innards of the broken one reveals simplistic clockwork, nothing so fancy as the insides of one of the robots. It's just very well made and designed, nothing supernatural at all.1d6
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Post by wingilbear on Apr 21, 2021 17:52:28 GMT
Can I tremorsense where the shafts powering the mechanisms go? And I think it is time to move on. Following this exit to wherever it leads.
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Post by Spwack on Apr 22, 2021 11:25:49 GMT
I think the hard marble stone and floor would transmit tremors very well, but in this case, that is actually a detriment with all of the noise and vibration coming from the various machines. It feels like there are mechanisms in both the floor and the ceiling, and no real way to access them either.
Terrance is still exhausted, and crawls over to ride on you rather than flying alongside like he normally does.
The hallway you are in is short. It leads out into a smaller square chamber, you can just barely so the corners in the light. It also reflects off something large and metallic in the middle of the room. There's a brief grinding of gears, and two glowing red eyes light up in the middle of the room, far above towards the ceiling.
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Post by wingilbear on Apr 22, 2021 15:07:03 GMT
“Hello?”
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Post by Spwack on Apr 24, 2021 4:10:50 GMT
There's no response, apart from some clanking. Your tremorsense feels a vibration at a weird pitch, like metal itself is being squeezed and stretched under immense tension.
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Post by wingilbear on Apr 24, 2021 8:53:15 GMT
I’m going to dart back. See if this thing is getting ready to pounce. If it did something unique to gain that tension it may injure itself without an outlet.
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