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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 28 Mar 2012 :  22:43:43  Show Profile Send Nicolai Withander a Private Message  Reply with Quote  Delete Topic
Hi...

Im preparing to run my players through this, and as im reading through it I find that entrance to area 4 is basicly impossible. The door is sealed with an arcane lock spell. How is my level 2 players gonna get through that???

Lord Karsus
Great Reader

USA
3746 Posts

Posted - 28 Mar 2012 :  23:03:37  Show Profile Send Lord Karsus a Private Message  Reply with Quote
-Break the door down.

quote:
An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. (A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.)

(A Tri-Partite Arcanist Who Has Forgotten More Than Most Will Ever Know)

Elves of Faerūn
Vol I- The Elves of Faerūn
Vol. III- Spells of the Elves
Vol. VI- Mechanical Compendium

Edited by - Lord Karsus on 28 Mar 2012 23:03:46
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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 28 Mar 2012 :  23:10:08  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
well it says that it ads 10 to the break DC that would be a total break DC: 38. 28 for door + 10 for the Arcane lock spell.

How the dwarf cleric with a strength of 18 is gonna get to 38 im not sure. 1d20 + 4(str) + 2(spell)+ 4(aid another) = 30.
Something is not right about this adventure.


Edited by - Nicolai Withander on 28 Mar 2012 23:11:31
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Wooly Rupert
Master of Mischief
Moderator

USA
36880 Posts

Posted - 28 Mar 2012 :  23:20:55  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
So either remove the arcane lock, weaken the door, or drop a scroll/limited use magic item somewhere that will allow them to unlock it. You could also make the arcane lock a really nifty mechanical lock, or leave it arcane and make it so that some sort of riddle is required to open it...

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Ayrik
Great Reader

Canada
7989 Posts

Posted - 29 Mar 2012 :  00:14:05  Show Profile Send Ayrik a Private Message  Reply with Quote
A rusty old key or battleaxe could be hanging from a wall sconce several hallways back, suitable (with a little application of muscle) for opening the door one way or another, yet so badly corroded that it would surely break after the deed was done.

Alternately, just replace the impossible lock with a stubbornly tough one suitably challenging for your players. Add a nonlethal trap, just for a little fun.

Or you could simply leave it as it is written. It's the players' job to figure out how to pass the obstacle, not the DM's. Maybe they'll improvise a lockpick of some sort, improvise a crowbar for leverage, smash the door down with hammers and stones, try burning or steaming the wood apart, oil the hinges, hammer wedges in to break the hinges, or just methodically erode tiny chunks of door away with a chisel until it falls open. Make 'em think and sweat it out, but be kind when they desperately attempt to force it open with a party-powered battering log.

I've been surprised by player ingenuity in the past. One used a monster summoning spell to conjure up a bunch of orcs on the other side of a one-way door, giving them orders to open it.

[/Ayrik]

Edited by - Ayrik on 29 Mar 2012 00:28:04
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Diffan
Great Reader

USA
4460 Posts

Posted - 29 Mar 2012 :  01:11:45  Show Profile Send Diffan a Private Message  Reply with Quote
Rust Monster wand (Complete Scoundrel) to rust the hinges and handle. Apply pressure where needed. Next!

Diffan's NPG Generator: FR NPC Generator
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Lord Karsus
Great Reader

USA
3746 Posts

Posted - 29 Mar 2012 :  01:49:40  Show Profile Send Lord Karsus a Private Message  Reply with Quote
quote:
Originally posted by Nicolai Withander

How the dwarf cleric with a strength of 18 is gonna get to 38 im not sure. 1d20 + 4(str) + 2(spell)+ 4(aid another) = 30.

-With fire.

(A Tri-Partite Arcanist Who Has Forgotten More Than Most Will Ever Know)

Elves of Faerūn
Vol I- The Elves of Faerūn
Vol. III- Spells of the Elves
Vol. VI- Mechanical Compendium
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Nicolai Withander
Master of Realmslore

Denmark
1093 Posts

Posted - 29 Mar 2012 :  09:02:40  Show Profile Send Nicolai Withander a Private Message  Reply with Quote
Thanks for the good ideas!

I think I will leave the door as it is. And simple wait for the players to find a way... and maybe the natural 20!

Thx!
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