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Endur's Return to TOEE part 2
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<blockquote data-quote="Endur" data-source="post: 2658291" data-attributes="member: 3346"><p>The party takes turns running past the predictable slow moving stone statue. Everyone makes it through.</p><p></p><p>The door across from the room with the chain hanging from the ceiling is locked. Kerwyn searches for traps and finds none. Kerwyn picks the lock on the door.</p><p></p><p>Six short but well-made beds, a few stone bookcases, a long low table made of glass, and two large chests occupy this room. The bookcases are mostly empty, but a few tomes written in dwarven and discussing the worship of Moradin are on the shelves. A bronze ewer (worth 20 gp) sits atop the glass table.</p><p></p><p>The two chests are well-locked and do not appear to be trapped. Kerwyn manages to pick the locks. Inside the first chest are six green and gray clerical vestments sized for dwarves as well as a golden incense burner (worth 175 gp). Inside the second chest are six masterwork heavy maces, six sets of clothing for dwarves, and a small pouch with three thunderstones.</p><p></p><p>Further down the hallway on the way to the feast hall is a set of double doors. The doubledoors are made of iron. In the center of each door is a large keyhole shaped like a dwarf's face with an open mouth. </p><p></p><p>Kerwyn discovers what appears to be a hidden trap. Belaver casts Guidance on Kerwyn (+1 to skill checks). Kerwyn disables the trap while the rest of the party stands back away from Kerwyn and the double doors. (18+13 +1=32, DC 32, success). Kerwyn unlocks the doors (DC 32, took 20 on open locks check) and opens the 5 inch thick iron doors. Looking up at the ceiling from the inside, Kerwyn realizes that everyone in the corridor would have been crushed by falling stone if he had failed to disarm the deadly trap.</p><p></p><p>Inside the double-doors, the party sees a square dais in the center of the room, carved in stone and bearing the symbol of Moradin on all sides. Various objects, most sparkling with gold, sit atop the dais. Three heavy iron-bound trunks line the back wall. </p><p></p><p>Kerwyn unlocks the trunks, finding 3000 gold pieces in each trunk. The dais holds a box with inlaid gold bearing images of dwarves at the forge (worth 250 gp), 10 200 gp amethysts, a gold urn (worth 300 gp), a small gold statue of Moradin (worth 1000 gp), a non-magical holy book bound in silve riwth inlaid gems (worth 400 gp).</p><p></p><p>In the Feasthall of Moradin, a vaulted ceiling with stone supports covered in dwaven relief crowns this vast hall. Long stone tables run the length of this chamber, each with an iron chandelier hanging over it by a heavy chain. A silver platter and service (worth 200 gp) sit atop one table and a bronze harp (worth 75 gp) sits atop the other.</p><p></p><p>Six doors lead from the feasthall into small rooms. The two closest to the entrance are small private dining rooms, each with a round table, six chairs, and tattered tapestries devoted to Moradin and the forge. The second pair leads to kitchens with ovens, stale food, and wash basins. The third set of doors lead to latrines. </p><p></p><p>The party discovers a secret door, that leads from the feasthall into a large cave.</p><p></p><p>To the north of the large cave, Lenya sees a large seven headed reptile guarding a passage that continues north.</p><p></p><p>To the south of the large cave, the cave continues beyond your sight without guards.</p></blockquote><p></p>
[QUOTE="Endur, post: 2658291, member: 3346"] The party takes turns running past the predictable slow moving stone statue. Everyone makes it through. The door across from the room with the chain hanging from the ceiling is locked. Kerwyn searches for traps and finds none. Kerwyn picks the lock on the door. Six short but well-made beds, a few stone bookcases, a long low table made of glass, and two large chests occupy this room. The bookcases are mostly empty, but a few tomes written in dwarven and discussing the worship of Moradin are on the shelves. A bronze ewer (worth 20 gp) sits atop the glass table. The two chests are well-locked and do not appear to be trapped. Kerwyn manages to pick the locks. Inside the first chest are six green and gray clerical vestments sized for dwarves as well as a golden incense burner (worth 175 gp). Inside the second chest are six masterwork heavy maces, six sets of clothing for dwarves, and a small pouch with three thunderstones. Further down the hallway on the way to the feast hall is a set of double doors. The doubledoors are made of iron. In the center of each door is a large keyhole shaped like a dwarf's face with an open mouth. Kerwyn discovers what appears to be a hidden trap. Belaver casts Guidance on Kerwyn (+1 to skill checks). Kerwyn disables the trap while the rest of the party stands back away from Kerwyn and the double doors. (18+13 +1=32, DC 32, success). Kerwyn unlocks the doors (DC 32, took 20 on open locks check) and opens the 5 inch thick iron doors. Looking up at the ceiling from the inside, Kerwyn realizes that everyone in the corridor would have been crushed by falling stone if he had failed to disarm the deadly trap. Inside the double-doors, the party sees a square dais in the center of the room, carved in stone and bearing the symbol of Moradin on all sides. Various objects, most sparkling with gold, sit atop the dais. Three heavy iron-bound trunks line the back wall. Kerwyn unlocks the trunks, finding 3000 gold pieces in each trunk. The dais holds a box with inlaid gold bearing images of dwarves at the forge (worth 250 gp), 10 200 gp amethysts, a gold urn (worth 300 gp), a small gold statue of Moradin (worth 1000 gp), a non-magical holy book bound in silve riwth inlaid gems (worth 400 gp). In the Feasthall of Moradin, a vaulted ceiling with stone supports covered in dwaven relief crowns this vast hall. Long stone tables run the length of this chamber, each with an iron chandelier hanging over it by a heavy chain. A silver platter and service (worth 200 gp) sit atop one table and a bronze harp (worth 75 gp) sits atop the other. Six doors lead from the feasthall into small rooms. The two closest to the entrance are small private dining rooms, each with a round table, six chairs, and tattered tapestries devoted to Moradin and the forge. The second pair leads to kitchens with ovens, stale food, and wash basins. The third set of doors lead to latrines. The party discovers a secret door, that leads from the feasthall into a large cave. To the north of the large cave, Lenya sees a large seven headed reptile guarding a passage that continues north. To the south of the large cave, the cave continues beyond your sight without guards. [/QUOTE]
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