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Embers Adrift

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Adventure elements: Environmental hazards, Traps, Lockpicking and Barrels/Boxes


Environmental Hazards
Things like walking in swamp water too long can get you poisoned.

Spikes rising from the ground. Traps that are triggered from opening chests. Traps should be disarmed by a specific class that has that skill.

Either specific class or profession that can unlock locked chests or doors. Might become needed in your party when going adventuring. The lower your lockpicking the less good the item you find in the chest, the better the lockpicking the better the loot.

Things you can break to find things inside. Some have traps in them.