Hearing Delgar 's warning, and seeing how the oil was doing more harm than good, Davik looks around to see if there are any traps in the room.
Round 7:
The cat, realizing that the end is close, continues to attack Ardo with fury. Scratching and biting, the cat is able to get its claws on Ardo (4hp damage). As Davik disengages from combat, Drethen pours his next vial of Holy Water on the cat. The flurry of action from the cat continues to allow it to evade a direct hit from Drethen but, again, the water splashing off of the cold stone floor still gets on the cat causing it pain.
Hunter swings his sword at the cat hoping to finally end it. But, he finds himself in the same situation as Drethen in that the cat is too squirrely to land a solid blow. Ardo, having had about enough of this cat’s scratches, is able to land a lucky swing with his mace that sends the cat flying across the room. It hits the wall with a dull thud and slowly slides down the wall until it comes to a lifeless rest on the floor. The corpse continues to smolder, although it’s hard to tell if it’s from the Holy Water, oil, or general destruction that the combat has caused.
As Davik searches around the room, he’s unable to find any evidence of traps.
As Ardo goes about evaluating the damage the cat caused, the scratches and the one bite, he realizes that the bite seems to be more inflamed and just a little nastier looking than the scratches.
Ardo mutters "Just got an infection from that cat damn. Well search the room for anything of value and lets get out of here in a hurry back to town for a deserved break for a day or so." Ardo quickly casts a cure light wounds to heal up the damage he has received. Once done he helps the group start to gather anything of value in the room and gets ready to leave.
Hunter stabs the corpse just to be sure and then searches the necromancer to see what goodies he might have on him and then the room.
"Just becareful before we just start grabbing stuff like I said there could be magical traps and such on his belongings. Try not to read anything or if something glows try not to touch it my friends I suggest we just start loading up the stone horse with whatever we can find. " Delgar starts looking for the necromancers spell book and poking through the books and scrolls around the room looking for anything of interest or value gathering up as many books as possible to put on the horse to bring back to the keep with him.
"I didn't find any traps in this room at all," says Davik "I think it's pretty safe to say there aren't any, but I have some trouble with magical traps. Do you have a means to check for magic in the room?"
Out of Character: Do you have Detect Magic? Also, I'm not sure how the thief's Find/Remove Traps works on non - mundane traps. Does it work the same?