With the last trap disabled, the group loots the body of the dead adventurer.
Whatever it was, it was carrying:
A talisman that, when touched, causes a suit of hide armor to suddenly appear on the skeleton's body:
Summoned Hide Armor +2(level 6)
Devinihm
An amulet of amber with a spark flickering constantly in its heart:
Amulet of Life +1(level 5)
Illarion
The last way is a large room with stone pillars rising from 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.
GM: | Going for the last trap is up to you. It's that or head out of the temple at this point. | |
[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),
Amulet of Life +1(level 5)
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]