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<blockquote data-quote="Evilhalfling" data-source="post: 5492872" data-attributes="member: 16991"><p><strong>Door marked "Treasury"</strong></p><p></p><p>The chief mechanics key opens the first door (the one with the complex mechanical lock, leading down a short hallway with a second door, also with a massive lock. </p><p>The key will not open the second lock, but trying it will close the outer door and start a wall crushing trap. </p><p>each door opens to a short wide hallway and another door.</p><p> </p><p>Treasury 1750 XP </p><p>Level 8 </p><p>Complexity 5 (requires 12 successes or giving up) </p><p><u>Primary Skills </u></p><p>Acrobatics (DC 17): Spiked Pit & spinning Blades </p><p>Athletics (DC 18): Spiked Pit, Falling ceiling </p><p>Dungeoneering (DC 16): Crushing Walls, Spiked Pit </p><p>Endurance (DC 18): Poison Gas, Falling Ceiling. Crushing Walls </p><p>Strength (DC 20): Forcing Doors </p><p>Thievery (DC 18): can be used on any room. </p><p>successful Perception and then Thievery dc 24 will not inflict damage on a success. </p><p><u>Other Skills </u></p><p>Perception (DC 24): +2 to everyone else check, allows bypass with teleport magic, logic or thievery. </p><p></p><p>Each rooms needs 3 success to pass. </p><p>Victory costs 1 healing surge for each roll.</p><p>Defeat Defeat costs 2 healing surges per failure. </p><p>People aiding on a failure also lose 1 surge. </p><p>PCs can quit after each room. </p><p></p><p>room 1 -Wall Crushing </p><p>room 2 -Poison Gas </p><p>room 3 -Falling ceiling </p><p>room 4 -Spiked Pit and spinning blades. </p><p></p><p>In the final chamber is a book, open but on a lectern facing away from the door. The open page reads: </p><p>"Not actually a treasury and my brother knows explosive runes." (30 damage to reader, 15 to others in the room)</p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 5492872, member: 16991"] [b]Door marked "Treasury"[/b] The chief mechanics key opens the first door (the one with the complex mechanical lock, leading down a short hallway with a second door, also with a massive lock. The key will not open the second lock, but trying it will close the outer door and start a wall crushing trap. each door opens to a short wide hallway and another door. Treasury 1750 XP Level 8 Complexity 5 (requires 12 successes or giving up) [U]Primary Skills [/U] Acrobatics (DC 17): Spiked Pit & spinning Blades Athletics (DC 18): Spiked Pit, Falling ceiling Dungeoneering (DC 16): Crushing Walls, Spiked Pit Endurance (DC 18): Poison Gas, Falling Ceiling. Crushing Walls Strength (DC 20): Forcing Doors Thievery (DC 18): can be used on any room. successful Perception and then Thievery dc 24 will not inflict damage on a success. [U]Other Skills [/U] Perception (DC 24): +2 to everyone else check, allows bypass with teleport magic, logic or thievery. Each rooms needs 3 success to pass. Victory costs 1 healing surge for each roll. Defeat Defeat costs 2 healing surges per failure. People aiding on a failure also lose 1 surge. PCs can quit after each room. room 1 -Wall Crushing room 2 -Poison Gas room 3 -Falling ceiling room 4 -Spiked Pit and spinning blades. In the final chamber is a book, open but on a lectern facing away from the door. The open page reads: "Not actually a treasury and my brother knows explosive runes." (30 damage to reader, 15 to others in the room) [/QUOTE]
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