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[IC]TotMG:DC Dead Cells: Prison Depths


StormLord

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  • 2 weeks later...

Satomi looked over her creations... they seemed to have perfectly worked out just as she'd desired them to. While that did mean that they did not excel, like she most definitely would have preferred them to, for her purposes (pragmatic ones, as all purposes had to be when one was dealing with Tainted creatures such as the undead), they were sufficient. "...right. This will help a lot when dealing with these skeletal abominations; better to try to break bone than pierce it. I believe that this should be sufficient for us to proceed -- come on, then!" And, with that, Satomi began to advance down the space behind the doors -- with the two monsters behind it dealt with, it was naturally much easier to advance. though Satomi did keep her shield raised and though she did try to remain relatively quiet, since the bats kind of were still there and all.

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  • 1 month later...

Moving into the next room the party finds a series of collapsed or dead-end paths, another cell pit, and finally a long hallway.  The first thing to notice about the hallway are two patches of the large floor tiles being filled with dozens of tiny holes, one of each end.  In roughly the middle of the hallway there is a small field of razor wire and spikes with a narrow platform nailed crudely above it into the left stone wall.  Lastly there are long slots in the ceiling over each patch of holes and the wall over the spikes that have ball-and-chains spinning on a central pivot, propelled by an unseen force.

 

It would take a feat of dexterity to make it through the traps unscathed, and judging by the large blood splatter on one of the spike balls and wall near it.  Someone clearly tried and failed recently.

 

(Feel free to try and craft your way through the traps, make the dex check, or simply try and find another path.)

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  • 2 weeks later...

"My blaster seemed to work pretty well, so I think I'm good there," Vitor says.  He considers the trap-filled hallway, and then creates a large 1 by 1 by 1 meter cube out of hard light, made to be very slippery, and slides it down the hallway to try to trigger the traps.

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Upon seeing the traps, Satomi didn't really entertain the idea of trying to make some dashingly agile and nimble path through them like a samurai of the Hiruma Scout school; the contribution of the Hiruma family to the Crab Clan was of course valuable, but Satomi was not a Hiruma -- she was a Kaiu. And she would deal with the traps in Kaiu fashion. "I would be careful about that. Judging by the red smear over there, someone has already tried this, and considering that the... inhabitants of this place appear to be mindless Tainted beasts and certainly incapable of maintenance, the traps probably reset themselves. Still, I may as well take a look at that." Satomi watched the process of Vitor triggering the traps... as best as was possible, given her eyesight. As she did, she pulled out her wakizashi and her grappling hook (using the former to make incisions and the latter to pry), and once everything had settled down, she got to work on taking them apart, pulling up stone and disassembling mechanisms.

 

Satomi uses Structural Disassembly on the traps, repeating as needed unless she just starts getting slaughtered by small damage rolls! (INT: 12, CON: 3)

Structural Disassembly (Trick): (INT+CON)d2 damage done to an inanimate structure. Can not be used in a hostile situation. Has a chance of either providing useful scrap or damaging the user for 1d2 damage or more, whose element depends on the target.

 

 

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Vitor's "ice" cube first slides over the tiles with hole, clicking down buttons that cause spikes to spring upward launching it a couple feet into the air.  From there the swinging ball above slams it forward, knocking it into the patch if long spikes where it sits for a moment before the horizontal ball hits it into the wall and eventually crushes it.
That would've been painful.

 

Satomi figures out how to jam and disable the spike tiles and thinks she could do the same for the other side too with general ease.  The vertical balls are easy enough to avoid with the spiked tiles gone. But the spinning ball-and-chains and static spikes in the middle are another story, without the ball they could climb up onto the platform and move over the spikes, or if they could remove the spikes somehow they could crawl under the ball.

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Satomi assessed the situation (squinting for a long, long moment as she made her best attempts to figure out the spatial exacts of everything), and then shook her head. "I don't think that a bridge is the best plan here -- maybe if we place it carefully we could put it out of the direct path of the balls, but depending on the momentum of those things --and they're not small, so that's probably a lot -- they may just wrap around and smash the bridge anyway. Instead, we may be best served by building something along the walls. As long as it's high enough, we can avoid the balls, and since it wouldn't be in the middle, we wouldn't see it get smashed as long as we placed the handholds correctly." That last phrase drew a sudden inspiration. "Oh, wait, if you can make the hard light sturdy enough, there's something else I can try!" Satomi then tried to put together a bent pole-like structure sturdy enough that it could cause the balls and chain to wrap around it and then get jammed, hopefully resulting in each ball and chain locked stationary by their collective pulling of the structure.

 

Satomi takes the materials and tries to make a small structure/tool to jam up the balls and chain so that they can't move anymore, being wrapped around the hardlight structure instead, with each chain pulling at cross-purposes. If that doesn't work, instead of a bridge, makes a path of handholds and small platforms to the other side, routing it high and low as needed to not get murdered by the balls-and chain.

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With a little effort and ingenuity Satomi and Vitor manage to get the horizontal ball and chain wrapped around a hardlight pole.  The flexes and strains enough that they probably don't want to stick around too long so haste is made to crawl over the shelf structure and jam the other spike tiles.

 

The next "room" is a bit of a T-junction between corridors, ahead you can see a splintered wooden door and movement beyond it, you catch a glimpse of black robes.  To the left is a ruined corridor piled with old furniture and such, on the ceiling you can see bloated little green creatures snoring away.

On the right wall of the intersection itself you see a series of stones carved with odd symbols and arranges in a large ring.  There are two steps leading up to the stone rings and two or three motes of yellow-orange light gathering around them at any given time.

 

Behind you you hear a loud *crack* as the hardlight shatters and the ball and chain return to swinging.

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