Episode 7: Iron Door, revisited

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Zorroroaster
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Re: Episode 7: Iron Door, revisited

#81 Post by Zorroroaster »

"Does anyone have the ability to detect magic at the moment?" He looks pointedly at Zim and Galan.

He will enlist Randolpho's help and start searching.

Let's have a guard at the door, and others can start sifting through treasure in the areas we've checked for traps. If there is a Detect Magic spell available, that might help us zero in on something particularly good.
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
[]-<[RIP]>Eduard d'Arnise, Elven Fighter/Mage-[] The Lone City in the Wildlands (OSRIC)

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Re: Episode 7: Iron Door, revisited

#82 Post by barkman »

Randolpho is quite happy to search for traps. Can we close the door and set up a security perimeter? Does the door lock behind us?

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drpete
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Re: Episode 7: Iron Door, revisited

#83 Post by drpete »

Galen nods. "Yes, I can call on Tyche to reveal the magic here in the room."

The vault door seems to be set up so that is can be locked or unlocked by metal bars that slide into the walls. The mechanism for that is visible from the inside, and it looks like it can be locked/unlocked from inside, but it would be hard to lock it and leave it from the outside without the key.

Do you want to all come in and lock the door while you search?
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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Zorroroaster
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Re: Episode 7: Iron Door, revisited

#84 Post by Zorroroaster »

As long as we are pretty certain we can unlock it from the inside, I think closing it while we search and sift would be a good idea. Once we've done a search, Galan can cast Detect Magic in case any of this jewelry is extra special.
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
[]-<[RIP]>Eduard d'Arnise, Elven Fighter/Mage-[] The Lone City in the Wildlands (OSRIC)

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Re: Episode 7: Iron Door, revisited

#85 Post by drpete »

Date: Euryale 23, 11:50 am
Season: Mid Fall
Moon phase: First Quarter
Light Sources: Randolpho (Lantern, 2 hrs, 50 minutes remaining), Galen (Lantern, 2 hrs, 50 minutes remaining)
Time since rest: 10 minutes (1 turns)
Location: Vault of Spoils

Torgyr and Randolpho set out to search the vault for traps. It is a slow and laborious process, and once they are finished searching, they need a short rest.

The treasure is, as mentioned earlier, large piles of trinkets and jewelry. There are about 40 stone of treasure. Each stone's worth has an approximate value of 200 gp.

Galen casts Detect Magic on the pile. This causes a few objects to glow:

A gently curved, single-bladed sword of made of Adamantine Steel. This sword has a distinctly foreign feel, like a weapon from a foreign land.
scimitar.jpg
scimitar.jpg (7.98 KiB) Viewed 759 times
A colorful, golden eagle-shaped pin, or brooch, for fastening clothing.
9ab404d1-9c87-4d9f-811a-9d1d58cd3cd9.jpg
9ab404d1-9c87-4d9f-811a-9d1d58cd3cd9.jpg (125.26 KiB) Viewed 759 times
A blackened bone wand with a golden tip.
540x360.jpg
540x360.jpg (15.67 KiB) Viewed 759 times
In addition, you find a decorated scroll tube with a parchment inside.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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Re: Episode 7: Iron Door, revisited

#86 Post by Zorroroaster »

There are 10 of us, that's 4 stone each. Torgyr still moves at 60' with that extra weight. What do you think, can we clean the place out? It's 8000gp, that's a big boost to both our finances as well as the XP value. Not to mention the other goodies. We could make our way to the entrance in stages... Send an advance team up one room at a time, the others hauling loot. Once we are outside, we just trudge our way down. We'd be slow, but not impossibly weighed down.

Of course, now is the time for us to get shanked by that wyvern hanging around outside. :lol:
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
[]-<[RIP]>Eduard d'Arnise, Elven Fighter/Mage-[] The Lone City in the Wildlands (OSRIC)

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drpete
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Re: Episode 7: Iron Door, revisited

#87 Post by drpete »

This is fine, but you can't carry 4 stones of jewelry trinkets in your "hands"... you need something to put it in, like bags or backpacks. I see a large sack and a small sack in people's inventory, so that's 6+2 stone, plus what space people can find in their backpacks... Emm, Audi and U Tar have pretty empty packs (nothing irreplaceable) so that is about 20 stone between those. Can you find 20 more between the various sheets on the character sheet page?
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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Re: Episode 7: Iron Door, revisited

#88 Post by Zorroroaster »

What, we can't just wear it all? :lol:

Yeah, so Torgyr has a large sack plus his backpack. He could definitely jettison some things from the pack to make room and lighten his load as well, lots of the basic gear could easily be repurchased or reclaimed. I'll look through the sheets and see what we've got.
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
[]-<[RIP]>Eduard d'Arnise, Elven Fighter/Mage-[] The Lone City in the Wildlands (OSRIC)

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Re: Episode 7: Iron Door, revisited

#89 Post by Stirling »

Quinn

No sack but a sleeping bag, must be just a good a swag bag. Quinn will lighten is load to make some room, getting rid of the orcish spear, camping poncho gear. He already got rid of stuff to keep at pace so I think he can do at least 4 stone and go at half speed. We could get the berserkers to carry our supplies stuff and maybe do a run to the mercs' camp. Extra hands for a few gp extra and we should go straight to Muntberg or Adamas.

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Re: Episode 7: Iron Door, revisited

#90 Post by drpete »

Oops, forgot to mention...

As Torgyr and Randolpho were searching the room for traps, the remaining two berserkers grew transparent, then vanished, leaving behind small puffs of smoke, which smelled of incense.

Quinn can fill his sleeping bag with 6 stones worth of treasure, but it will take someone 2 hands to carry it.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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Re: Episode 7: Iron Door, revisited

#91 Post by Zorroroaster »

Ok:

Torgyr, large sack 6
Solaine small sack 2
Emm, Audi, UTar packs 12

That was the 20 you first mentioned.

That leaves us with:

Quinn bag 6
Zim backpack 4
Ranulf backpack
Randolpho's backpack
Galen's backpack
Solaine's backpack.

So what we need to do is get 2.5 stone in each of the last 4 packs and sort who's going to carry what of the last few specialty items.
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
[]-<[RIP]>Eduard d'Arnise, Elven Fighter/Mage-[] The Lone City in the Wildlands (OSRIC)

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kalstone
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Re: Episode 7: Iron Door, revisited

#92 Post by kalstone »

Solaine can dump her torches, food and water and have room in her backpack for 3-1/3 stone.

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Re: Episode 7: Iron Door, revisited

#93 Post by Stirling »

could we make a little sledge for Ajax to tow behind him?

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Re: Episode 7: Iron Door, revisited

#94 Post by drpete »

Stirling wrote:could we make a little sledge for Ajax to tow behind him?
Ajax is not amused. ;)

Yes, you could probably make something, but remember, there's a long stairway to traverse on the way out. It might be tough to make that work. I'll try to figure out how much he could pull...
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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Re: Episode 7: Iron Door, revisited

#95 Post by barkman »

Didn't Ajax at least have saddlebags? I thought I had a sack or two, I'll have to check later.

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Re: Episode 7: Iron Door, revisited

#96 Post by drpete »

Ajax is a wardog... he's geared up for fighting, with leather armor and a spiked collar, not saddlebags :) . He can have a bunch of weight packed on him. His normal load is 6 stone, so he could carry or pull something up to about 12 stone max (including armor, which is 2 stone, I think). But you would need some way to attach it or hitch it to him. He could pull more across smooth surfaces, or with a wheeled cart, but on rough ground, that's his limit. Thing is, you guys probably can drag stuff as well as he can.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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Re: Episode 7: Iron Door, revisited

#97 Post by barkman »

Might be better to leave him unencumbered and ready to fight, while the rest of us play mule. I wonder if we could take some items this trip without getting too loaded down, and then come back and do it again. Can we see how to open the vault now without the knocker?

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Re: Episode 7: Iron Door, revisited

#98 Post by drpete »

You can lock the door from the inside, but not from the outside. It basically has a big deadbolt... you can't lock or unlock it from the outside without the key.

You might be able to "store" some less valuable stuff and come back for it, if you think of a good plan for that.
GM: Dwimmermount (ACKS)

Zim: 7/7 | Torgyr: 14/14 | U Tar: 3/3 | Nazares: 6/6| Emm: 9/9 |Quinn: 13/13
Ranulf: 10/10 | Solaine: 12/12 | Liam: 4/4 | X | Randolpho: 10/10 | Audi: 8/8

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Re: Episode 7: Iron Door, revisited

#99 Post by Zorroroaster »

Yeah, we could stash a fair bit of adventuring gear here to lighten our load - items that are easily replaced in town. That should take us far enough that we aren't overly encumbered with the haul. And much of it is in the kind of container one can momentarily drop in case we run into trouble.
()==[:::::::::::::>
[]-Orrin Lighthammer, Dwarven Gymnast-[] The Arch-Duchy of Vaul: A West Marches Labyrinth Lord Sandbox
[]-Arnulf The Banal, Manchild SuperMage-[] The Lone City in the Wildlands (OSRIC)
[]-Nai Tnam, Dwarven Cleric-[] Lair of the Black Druid - OSRIC
[]-Bronn Arnulfsen, Half-Orc Fighter-[] Valnwall, The Barrowmaze (LL)
[]-<[RIP]>Eduard d'Arnise, Elven Fighter/Mage-[] The Lone City in the Wildlands (OSRIC)

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Re: Episode 7: Iron Door, revisited

#100 Post by Dogma »

Zorroroaster wrote:Yeah, we could stash a fair bit of adventuring gear here to lighten our load - items that are easily replaced in town. That should take us far enough that we aren't overly encumbered with the haul. And much of it is in the kind of container one can momentarily drop in case we run into trouble.
Just what I was thinking. Ranulf can drop his rations, water skin, and flint$ steel, which frees up 1 stone. If he leaves his shield, that's another 1 stone free. It empties out his pack pack and frees up enough encumbrance for him to carry 2.5 stones and still move at 60' (I think at least it does).

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