"Uh, Cecellia, that sounds like a really bad idea," one of your cowardly teammates decides to speak cowardly, "we're almost done for the day..."
You ignore him, he's a dumb brute anyway. He's spent a good portion of your adventuring time with you being crude and rude and stealing your damage. That's the problem, it's not that you can't kill things, it's that they won't let you. Why would they let you beat a monster to death for a full minute, or stab it and wait for it to bleed out from the rusty wounds, when they can walk up and kill it in seconds.
The richer get richer is the way of the adventuring world, and you're getting really sick of them actively decreasing your gains with this whole 'trying to protect you' thing and the dumb 'Everyone is getting attacked, keep up' argument.
Okay so it's not completely unfair, but they are a big part of the problem. If the situation doesn't change in one way or another, you will be sitting around begging low levels for a team while they go off and recruit some half-ling to take your place.
Change requires risk. Change is not something that just appears out of thin air, or that you wait for and lazily flopping around happens to hit the right trap door. Maybe some people get lucky enough to be approached by opportunity, but you weren't, and you never have been. Every exp you've gained, every coin, every item you've ever collected has been because you worked for it.
You're not about to start lying back and taking it now.
That doesn't change that this is dangerous. You eye the holes, finding that the holes are actually rather round. Some look different, with little metal slits to hold something in place. You shrug at that, nothing you can do about it, whip out your trusty lockpick set and get to work. You're a level 5 locksmith, and funnily enough, you actually manage to catch a trap just in time to disarm it. The trap was simple, two pins needed to be held up simultaniously and didn't want to click otherwise, once the pin behind your picks closed you'd be unable to remove your pick and would have to either break the chest or abandon your loot along with your lockpick.
None of that matters, your reflexes caught it, your danger sense tingled a little, and with a Dexterity of 16 you found such a low level trap pretty easy to deal with.
Your group has been taking things a little easy because of you, they've wanted you to get opportunities to get damage off so they didn't have to abandon you outright. That means you're actually in a level 3 area, which is more than good enough to handle this.
Even if it does mean they do so much more damage you're actually getting rail roaded harder from more angles. Good intentions, terrible execution.
You'd give them crap about it but you don't really care. You only know they're doing that because they're holding it over your head, while stealing your kills, and guilting you about it. If you're going to use good will to guilt someone, it's not good will, you're just an asshole.
Inside the chest there's nothing special. Some kind of cylinder with metal slates hanging off of all three- right.
Inserting it directly into one of the wall slots with the correct looking pattern - a process that took a few minutes of looking as they all varied slightly - the door to leave slams shut with a stone slate.
It seems that either they'll wait for you to get out, or they'll abandon you.
They're the ones who chose not to follow you, so by guild rules they abandoned you, not the other way around, so you'll at least still get your pay for the day, they can't screw you out of that.
Then the wall in front of you opens up, the proceed mechanic from the chest sliding away into the air. You jump for it possessively, but you're just not that tall and it's moving pretty fast. You miss it, land, and take a breath as you find a secret path that leads you deep into the darkness.
"Oh well." You pull out your rusty daggers, and get going down the walkway into the deep dark depths.
No automatically lighting up torches, unlike the other room, and you would have to find your way if it wasn't straight.
It's not long before a spider lands in your hair, which you immediately crush with the back of your blade against your head. Then another, which you do the same. Your spine crawls a little, and you start to wonder if this is just a hella spider deathtrap.
That is until you see a big purple chest surrounded by hundreds of the buggers. It has a spider ornament on the front, and it does seem like their mother is here and not very happy.
Damn-it, if they'd came with you maybe!
You lunge.
It's not a very good fight. While you can definitely say you won; corpses everywhere, guts in your hair, splatter in every direction, you can't say it was fun. You're heavily injured, you're pretty sure the team is never gonna give you the end of this even if they abandon you, and to make matters worse your hands are so slimy and slippery that picking the chest is more an exercise in futility than any sort of cool sly masterwork.
Eventually you figure out you can wipe your hands on the hanging webs, and it's a lot easier, but you have to be careful because there's already a precedent for traps in the chests.
Like it or not though, the chest does do what you say, and what you say is to obey. It swings open with an angry kick, and inside you find a cloak.
It seems a little too big for you, but that's fine, rogues are supposed to have billowing capes anyway, it's thematic.
[Cloak of Spiderwalk] Obtained
A simple reading of its description gives you a very good idea of what it does.
The Cloak of Spiderwalk is an artifact that allows the user to walk on walls, ceilings, and other surfaces that are normally in an angle humans and the like cannot walk there. It also allows you to walk and traverse spider web like it's normal terrain.
However, if you are not traversing through spider web, the cloak is stiff and loud, making it impossible to sneak or move quickly.
That's...
It's not the worst thing you've ever picked up, but as cool as walking on ceilings sounds, you don't plan to hire a dryad to help you and sneak attack is one of your only four techs.
One of which is Cry, which isn't even a useful yell it's actually tearing up and looking cute and pathetic while doing it. Which isn't very useful, because this is SV so there's no graphically picking you up and - well, you know, that can be left to your imagination you filthy perverts.
So the question is, sell it or wear it?
[]Sell it
[]Wear it