Earth leaps ahead and reaches out to help stabilize and catch anyone who comes after him. Very carefully examining the area, Mab finds a small ledge jutting from the wall with sections of it rigged to collapse.
She manages to jam the mechanisms that would drop any who stepped on it into the spiked pit below, but as she turns to give the thumbs up, she triggers a second magical trap. A shrieking apparition launches itself out of a flaring glyph on the wall and tears at Mab, Illarion, and Raijin.
The sorcerers reflexively summon magic wards to repel the conjured phantom, but its misty claws leave black welts on Mab's arm.
GM: | Since the whole skill challenge is dealing with traps, the boon bonus applies to all of the checks in it. Aid another is based on your PC's level.
Glyph: 19 Will vs Mab, hit, 14 Will vs Illarion, miss, 13 Will vs Raijin, miss. Mab takes 9 damage. | |
[sblock=Traps]The group now has a chance to do some looting.
You may eventually try all of the areas below, but pick one at at time to work on.
You can aid another. Anyone who makes a roll in the challenge (normal or aid-another) will be at risk if the
total failure trap is set off.
On total failure, the trap is failed and must be retried.
Simple Complete
Reward:
Summoned Hide Armor +2(level 6)
Devinihm,
Amulet of Life +1(level 5)
Illarion
Moderate Complete
Reward: 460gp,
Bracers of Defense(Level 7)
Raijin
Complex
Required Rolls: 1 Perception,
2 Athletics, 1 Acrobatics, 2 Arcana,
2 Thievery checks: DC 20
Success: 8 successes before 3 failures.
2 successes.
Failure: Each failure sets off a trap that only affects the individual rolling(and any players aiding that person): +10 vs Will, 2d6+4 damage.
1 failure.
Total Failure: If 3 failures, everyone participating is caught in a trap: +10 vs Will, 5d6+5 psychic damage, 1/2 damage on a miss.
Reward: 2d6 Level 4 loot parcels.[/sblock]