The simple way is just a short hallway with a skeleton impaled on spikes at the end. There are some ancient, rusted away spears jutting from the wall and scorch marks here and there and there are probably more traps that weren't set off.
The other way is a large room with pillars over a spiked pit, tripwires, a section that seems to be only reached by climbing, and finally, a pedestal with dozens of relics on it and a mass of skeletons still locked in the positions where they died, apparently all killing each other.
Illarion and Mab clear the traps in the first half of the hallway, the others carefully following their footsteps.
Earth moves up and silently points at some of the traps ahead.
Raijin moves up beside him, trying to spot the traps and sets off a tripwire, a huge scything blade swinging from the wall and gashing his side...
[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
Required Rolls:
1 Perception, 1 Arcana,
2 1 Thievery check: DC 20
Success: 4 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): +8 vs Reflex, 1d10+5 damage.
1 failure.
Total Failure: If 3 failures, everyone participating is caught in a trap: +8 vs Reflex, 3d10+4 damage, 1/2 damage on a miss.
Reward: 1d3 Level 4 loot parcels.
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.
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.
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]
GM: | If anyone is going to aid, aid rolls MUST be rolled before the primary check since there's a penalty for failing the primary. Each player participating in disarming the traps (you can opt out of helping, though if you help on one check you're in for the whole challenge) must make one check each round, even if its aiding for the next round. If you are aiding, you must aid with the same skill you are attempting to aid (roll Thievery to aid Thievery, Arcana for Arcana, etc).
Trap status:
Current Round: 2
Succeeded Checks: Thievery x 1, Perception x 1
Failed Checks: Arcana(Raijin). Raijin takes an attack: 24 Reflex, hit, 7 damage.
Overall Status: 2 successes, 1 failure.
Remaining Checks: Arcana x 1, Thievery x 1. | |