Continuing in their investigation, the group comes upon a new chamber.
As the passage runs east, it widens to thirty feet for the next ninety feet. At the far end of the area, the chamber narrows to ten feet again, with an ornate double door sealing it off.
Trap A – With a successful DC 12 Wisdom (Perception) check, the group notices that the floor in this area shows signs of charring that obscures faint runes. Having successfully detected this first trap, the begin jumping across the affected area of the floor.
However when Gaarz makes his leap he ends up landing on Trap B – This pit trap triggers when weight is put on it. When the pit opens, the triggering creature drops into a 10-foot-deep pit and takes bludgeoning damage. The lid remains open, and the pit begins filling with water flowing up from grates in the floor — along with small, glowing blue fish. These are harmless glowing cave fish, and Gaarz makes a successful DC 12 Wisdom (Survival) check to recognize that. The fish immediately start to bite any exposed skin of a creature in the water, but the result is only healthful exfoliation.
Leroy triggers than triggers Trap C – runes conjure up a swirling cloud of green dye that covers each creature in the area that fails a DC 15 Dexterity saving throw. The magical dye is nontoxic, cruelty free, pet safe, and hypoallergenic. It vanishes if an affected creature is targeted by dispel magic. Otherwise, it takes 1d4 months to fade, even with constant scrubbing. Additionally, any savvy thief operating in the civilized settlements of the Sword Coast recognizes that a character covered in this dye fell victim to a trap. Those thieves might target such characters as easy marks in future adventures. (NOTE: Because no one in this group actually knows the Dispel Magic spell, I’m not going to make Leroy stay green for the 1 month I rolled on my D4. 😉
Katie rolls a 24 on her Investigation check (a 20 was required) and the group is able to avoid the final trap. The group is then able to smash through the doors at the end of the chamber and see:
Slabs set along the walls of this stone chamber hold human-sized bodies wrapped from head to toe in strips of off-white cloth. Even as the doors open, these wrapped bodies begin to rise.
The group is attacked by a group of 4 mummies rising from the slabs. Had they failed that last check and fallen into trap D they would have been transported into this room, paralyzed, and wrapped up as a mummy themselves. 😉
They make quick work of the 4 zombie/mummies and after searching the bodies and slabs find: Each of the zombies wears a silver necklace worth 10 gp. Resting on one of the slabs is a potion of healing and a spell scroll of bless.
Continuing on into the tunnels, the group was able to make a successful Survival check to continue on the trail of the guards. They discover a cave in and pass the skill check as a group to successfully clear away and shore up the debris so they can continue on.
Finally, they come across a circular passage that is overgrown with vines emerging from the walls, floor, and ceiling. They succeed on a DC 15 Intelligence (Nature) or Wisdom (Survival) check and recognize the vines as blood weeds — a carnivorous plant that feeds on creatures by draining blood with its thorns. To pass through the area, each character must succeed on a DC 10 Strength (Athletics), Dexterity (Acrobatics), or Wisdom (Survival) check to avoid the vines. Too many vines choke the passage for the characters to attack them effectively with weapons.
The group survives the vines and I make a roll for whether they can take a long rest uninterrupted or not. The odds were in their favor and they took a long rest protected by the vines.
To be continued…