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Post by makofan on Mar 24, 2011 19:53:20 GMT -6
Okay, so the characters are at a locked, iron door. They do not have the key. Thieves don't exist. What are the options?
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Post by waysoftheearth on Mar 24, 2011 20:09:56 GMT -6
Knock on the door. Holler "Helloooooo!". Listen at it. Kick it down. Chop it down with an axe. Batter it down with a battering ram. Unscrew the hinges. pick the lock. Pour acid into the key hole and then pick the lock. Pour burning oil under it. Open it with a knock spell. Use a warpwood spell on it. Transmute the wood to sand/ice/water/dust. Disintegrate it. Teleport or dimension door to the other side. Assume gaseous form and seep under the door. Search for secret trapdoors, hatches, backpassages. Excavate a tunnel under or around it. Release a bottled colony of termites at the base of the door and come back in three years. Wait several eons for it to turn to dust (Elves only). Turn back and look elsewhere. Write "Free beer" on a piece of paper and push it under the door.
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Post by bluskreem on Mar 24, 2011 22:01:49 GMT -6
Wait several eons for it to turn to dust (Elves only). I'd hate to roll all those wandering monster checks.
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Post by tombowings on Mar 24, 2011 22:35:13 GMT -6
A few more:
Break/Mine in through the walls around it Look for a key Try guessing the secret password Starting pilling the torches on the walls Look for another way in Set an ambush for the next group who opens it
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Post by waysoftheearth on Mar 24, 2011 23:33:03 GMT -6
I just realised we are talking about an iron door, so I'd have to add...
Cast a wall of iron spell backward. Heat it sufficiently to melt the iron. Encourage a rust monster, green slime or grey ooze to eat through it. Pull an oxy torch from your deck of many things ;D
The ably equipped magic-user potentially has many other options available to him, with the right spell books (and subject to referee approval)...
Reduce (reverse of enlarge) the door. enlarge the door so that it bursts the doorway, and then wait for the duration to expire. Make the door invisible. Use a rope trick such that the extra dimensional space can be climbed into on one side of the door, then attempt to lower the rope out on the other side of the door. Use a strength spell to better the odds of knocking the door in. Use a blink spell, and hope to be randomly blinked through the door. Employ clairvoyance to determine whether there is anything worthwhile on the other side of the door. Use dig to excavate the door.
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Post by foxroe on Mar 25, 2011 21:14:57 GMT -6
If players can't come up with a way to get through the door (especially after reading waysoftheearth's posts), then they don't get through it. Seriously. Players don't need to make it through every door.
One more idea: go back to town and hire a thief/locksmith to help them through the door.
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Post by jcstephens on Mar 25, 2011 21:27:17 GMT -6
Pick it anyway. If someone's taken the trouble to acquire a set of lockpicks, I assume they know how to use them. And medieval locks weren't that complicated. Roll 1d6 for the number of turns it takes to pop the lock, and roll for wandering monsters accordingly.
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Post by makofan on Mar 25, 2011 21:44:11 GMT -6
This is great stuff. It is weird playing with no thieves. The simple answer is the stupid MU comes back the next day having memorized some KNOCK spells.
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Post by vito on Mar 29, 2011 6:26:11 GMT -6
An ancient proverb (probably dwarven): "A golden hammer breaks an iron door."
Alternatively: Heat the door sufficiently to make it expand, then cool if off really quickly. Punch a hole through the door with a war pick. Pry the hole wide enough that you can get a hobbit through to reach the latch. Inscribe explosive runes on the door, then have somebody read it.
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Post by xerxez on Mar 29, 2011 7:06:47 GMT -6
Paint the words "Danger--Keep Out" on the door.
Someone will eventually figure out how to get it open.
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Post by makofan on Mar 29, 2011 7:13:18 GMT -6
Paint the words "Danger--Keep Out" on the door. Someone will eventually figure out how to get it open. Oh how true that is
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