Congratulations on finishing Chamber 3!
XP and Treasure
You each gain 125 xp. That should bring your accumulated total to 445 xp.
You found 2 pp; let's auto-convert that to 200 / 6 = 34 gp for each of you.
The cold-iron dagger is worth 100 gp, but I will assume you do not sell it unless I hear otherwise.
The gem holding the spirit is also worth a whopping 900 gp, but I'll assume you do not sell it yet.
Extended Resting
Extended rests are available for 5 points. A short rest is free.
Scoring Breakdown
Primary Objective:
- Fit the skull into the brass door (5 points)
Secondary Objective:
- Slay the ogre (3 points)
Minor Objectives (1 point each): - Find and take the scrap of preserved human flesh
- Break open the chest without triggering the trap
- Have no dungeoneer take damage from the steam vent trap
- Having no dungeoneers fall unconscious (2 out of 2 points)
Total points accumulated = 16+13=29
Where to go next? Allow me to describe briefly the three areas you can head into:
Chamber 9: Beyond the door, with its odd skull key, is a short cooridor that opens into a gruesome chamber, whose floor is covered in thick, flowing blood.
or perhaps you'd prefer...
Chamber 4: When you return to the first chamber, you see a secret door has opened. Beyond is a narrow passageway, choked with dust and cobwebs.
or maybe...
Chamber 5: When you were last in this area, it was simply a treasure cache. It has changed. Now you see a hall; a series of vestibules connected by slightly raised platforms. Strange translucent curtains separate the vestibules.
OOC: Don't read anything into the change from closet to chamber. It was simply a design conversion difference between Bulmahn's original and Sersa V's fourthcore version.
Choose and Perish!



