Earth sits silently surveying the carnage briefly, then without a word, walks back towards the ship.
The group finds a lucky break, on one of the hallways the group has already come through is a dead adventurer with:
*920gp
*A huge pearl worth 300gp
*A +2 distance dagger
Mab
Scouting around, there seem to be three hallways with dead explorers in them - with loot that's surely safe to take.
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.
Another way has several short pits that have already been sprung, an area with faintly glimmering magical wards, and a section open to the sky with dangling vines hanging down. At the far side is a small room carved with sigils of snakes and littered with relics is a pile of leather, metal, and bone at the end the remains of what was probably a small group of explorers.
The final 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.
GM: | The silver demon's body is still there, the all three of the voidwalkers' are just empty cloth and metal.
@Neurotic , just noticed that you never applied your shimmering cloth armor to Illarion. He should have +1 AC(15) and not take OAs for ranged and area attacks.
Earth has left the adventure. | |
[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 Thievery checks: DC 20
Success: 4 successes before 3 failures.
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.
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
Required Rolls: 1 Perception, 1 Athletics, 1 Nature, 1 Arcana, 2 Thievery checks: DC 20
Success: 6 successes before 3 failures.
Failure: Each failure sets off a trap that only affects the individual rolling(and any players aiding that person): +9 vs Fortitude, 1d8+7 damage.
Total Failure: If 3 failures, everyone participating is caught in a trap: +9 vs Fortitude, 4d8+3 poison damage, 1/2 damage on a miss.
Reward: 1d6 Level 4 loot parcels.
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]