20060422 Golem05

<H1> Golem Armor: Conclusion </H1>
<H2> Role Call </H2>
<TABLE>
<TR>
 <TD> Mirto </TD>
 <TD> 15th Human Wizard </TD>
 <TD> Mark Whisler </TD>
</TR>
<TR>
 <TD> Estus </TD>
 <TD> 19th/1st Human Cleric/Parthenian Friar </TD>
 <TD> Ray Chiang </TD>
</TR>
<TR>
 <TD> Thorfinn the Lucky </TD>
 <TD> 13th Human Bard </TD>
 <TD> Jim Yonemura </TD>
</TR>
<TR>
 <TD> Ladron </TD>
 <TD> 9th Human Thief </TD>
 <TD> Robert Giedt </TD>
</TR>
<TR>
 <TD> Mercator Julius </TD>
 <TD> 8th Human? ? </TD>
 <TD> John Speck </TD>
</TR>
<TR>
 <TD> Kha'Narek </TD>
 <TD> 11th Githzerai (CL13) Monk </TD>
 <TD> Matt Miller </TD>
</TR>
<TR>
 <TD> Olaf Olafson </TD>
 <TD> 11th Human Cleric </TD>
 <TD> Keith Farrar </TD>
</TR>
<TR>
 <TD> Foradun </TD>
 <TD> 6th/5th Githzerai Psychic Warrior/Soul Knife (13th ECL) </TD>
 <TD> Rick DiRicco (Full Risk, Full Reward) </TD>
</TR>
</TABLE>
<H2> Session Summary </H2>
<H2> Myrmidon Redux </H2>
According to the GM's notes, the party has defeated or captured the following:
<UL>
<LI> Mog unconscious
<LI> Dracotoid unconscious
<LI> Troll unconscious
<LI> Minotaur ensorcelled
<LI> Minotaur unconscious
<LI> Ogre ensorcelled
</UL>
As the dragonkin leave, they ask of Estus: "Our master insists that you give us your promise to make sure that he cannot return." He agrees.
Meanwhile, from the keep, the governor's military forces emerge. As the party is taking care of the prisoners, they arrive.
<BLOCKQUOTE>
<B>Commander:</B> If you ambushed closer to the keep, we could have helped.
<B>Estus:</B> I believe the governor wanted to avoid the appearance of colluding with me.
<B>Commander:</B> Well, it appears as though you did well enough.
<B>Estus:</B> Well, mostly (glancing at Thorfinn's body).
<B>Commander:</B> Well, it appears as though you did well enough.
</BLOCKQUOTE>
The party is taken to a dining chamber with light snacks and chairs.
<BLOCKQUOTE>
<B>Darius:</B> That was well played
<B>Estus:</B> Thank you. Unfortunately, we did take some casualties.
<B>Darius:</B> One?
<B>Darius:</B> We probably have about 240 armed men to deal with.
<B>Estus:</B> Did you want to go now?
<B>Darius:</B> Let's talk strategy about it. They lost about 90 in the mine. 30 crippled. The other 240, I'm not sure where they'll get backpay. I'm within my rights to ask them to leave. I suspect that once they find out their master is gone, they will have little stomach for staying.
<B>Darius:</B> I'll have a proclamation made that they are not welcome and must leave immediately.
</BLOCKQUOTE>
During this discussion, Estus receives a sending from Rageflame: "He lives. Find him."
Estus casts Discern Location on the Myrmidon. He is on this plane. He is in the Burning City, a city in the Occident. Estus knows of it as a place ruled by half fiend wizard of House Marvad. The Myrmidon is in the Temple of Hades there.
While the party discusses what to do, Mirto teleports to Home with Thorfinn's body and the magic items captured from the Myrmidon's party. Mirto finds George with Marden. Marden doesn't look very cheery.
<BLOCKQUOTE>
<B>Marden:</B> You've killed people?
<B>Mirto:</B> Yes
<B>Marden:</B> How many?
<B>Mirto:</B> I think I've even 
<B>Marden:</B> Those souls are being tortured by demons right now.
<B>Mirto:</B> Couldn't happen to a nicer bunch. 
<B>George:</B> He, as you may have heard, underwent quite an ordeal. He's a different fellow.
<B>Mirto:</B> 
<B>George:</B> Recover? I don't think any of us ever goes back... This may be how he is for now. He may soften up eventually, but he will never be the same. What is all this from?
<B>Mirto:</B> How much do you know about our mission?
<B>George:</B> Quite a bit
<B>Mirto:</B> The golem armor is secure, . He was revived remotely. Thorfinn fell during the combat. They're making plans for continuing the campaign back.
<B>George:</B> If you need any assistance, and you can endure Marden's attitude, he is quite knowledgeable.
<B>Mirto:</B> He seems fairly constrained.
<B>George:</B> He seems to specialize in the darker tales when he tells stories.
<B>Mirto:</B> George tells me that you've got quite an eye.
<B>Marden:</B> I've seen a lot.
<B>Marden:</B> Fire blood. It was pretty violent. Wasn't it?
<B>Marden:</B> Well, that looks like it was made by the dwarves forges of Rivergold. Wouldn't imagine that they're better than the second order of power. Those axes are from the north. Definitely northern origins. Looks like they've got mithril edging on them. Steel. The forge mark is Cherek make. Might be of fairly decent quality then. I'd guess they're both probably around the second order. 
<B>Mirto:</B> They came off a dracotaur.
<B>Marden:</B> They're in your hands now. 
<B>Mirto:</B> What's in the crate is very interesting. We think it's a very dangerous piece of equipment.
<B>Marden:</B> From your description, that could be more trouble than the Golem Armor. If this came from the man seeking the golem armor. No matter which hands held them, the two hands together would end up in destruction. Possibly plane shattering destruction. The mutiverse was forged out of the void forged by Lawful and Chaos. Well, there are still fragments of the orignal void around. There has one that has been encapsulated as the sphere. This sounds like the shard.
<B>Mirto:</B> What happens if the two were to meet?
<B>Marden:</B> It is possible they would achieve gravity. As they gain, they gain in mass. Currently, their mass is negligible. The tales tell of fragments of the void that became massive and have been consigned to different points of the multiverse. Once enough mass has been annihilated, these fragments may become sufficient to continue to draw in matter. At least according to the tales...
<B>Marden:</B> The void has a will of its own and wishes to return. That said, it's involved in a lot of. It is said that the world serpent was once a two-headed serpent. Yes, the tales say that Oroborous bites his own tail in frustration at no longer being able to talk to himself anymore.
<B>Mirto:</B> What about the rest of this stuff?
<B>Marden:</B> That greatsword with the jagged edge comes from the southlands. It appears to be one of the bloodswords. They are legendary blades whose wounds never close.
<B>Marden:</B> The greatclub is fairly standard construction. A few mithril studs here and there. Steelwood, but pretty .
<B>Marden:</B> That minotaur is wearing an intersting girdle however. The leathers composing that belt come from a vareity of creatures. The belt of ten skins allows one to assume different sizes. Each of the skins comes from a being exemplary of its size. By exerting one's will, one can change one's size while wearing it.
<B>Marden:</B> Those two short swords are. Oh, you've killed the Myrmidon. Those are his. He won them in the championship. They are mithril and adamant, and are of the fourth order of power as long as they are within five feet of each other. But they're very distinctive. Anyone who knows about the Imperial pits will recognize them as belonging to the Myrmidon.
<B>Marden:</B> That ring there. Looks to be of a vareity of rings distributed by the dwarves during their war against the giants. They are designed to even the odds a bit by making the wearer stronger.
<B>Marden:</B> Ah, you have a circlet there. That's not from this plane. I've only seen this twice before. If it is as those other two, it is an enhancement for anyone who works sorcery. It is created by the half dragon sorcerers of the demiplane of magma. If this circlet is as the one as I once possessed, it should allow up to six ranks of additional power.
<B>Marden:</B> I've seen that trinket before. BUt they're typically locked with complex keywords. I don't know that it's possessor had unlocked it. When activated, it can protect its owner in a cube of force of variable strength.
<B>Mirto:</B>
<B>Marden:</B> They're fairly tricky to operate, but there are several various force effects. BUt unlike others, their effects can travel with the posessor. Wall of force that prevents missiles, etc.
<B>Marden:</B> Greater cloak of displacement
<B>Marden:</B> The gladiator armor is equivalent of breastplate and of the third order.
</BLOCKQUOTE>
<UL>
<LI> Force Trinket (62500)
<LI> Circlet of Sorcery (20000)
<LI> Great Axe +2 (8000)
<LI> Battle Axe +2 (8000)
<LI> Hand Axe +2 (8000)
<LI> Greatclub +2 (8000)
<LI> Greatsword +2 (8000)
<LI> Greatsword of Wounding +1 (18000)
<LI> Ring of Bull's Strength (24000)
<LI> Belt of Ten Skins (Standard Action per size. Change size category up
 to 3 steps.) (Purchasing agent at Imperial Bazzar. Offers up to 80000gp of magical equipment)
<LI> Short sword +4 (2)
<LI> Breastplate +3
<LI> Greater Cloak of Displacement
</UL> 
<BLOCKQUOTE>
<B>Father Cullaim:</B> If the sacrifice is accepted, I have no doubt that it far exceeds the value of the weapon. The sacrifice is accepted. To all those who participated in bringing this, Diancecht has granted a boon. You and those who have delivered a shard here. Whatever you request and it is in the power of his earthly reach, it will be granted.
</BLOCKQUOTE>
Estus' sending to Myrmidon: "Welcome back. Unless you give up on your quest, you will run into more trouble than you saw today. Willing to meet to discuss future."
Sending back from someone named Hu-she-luk: "He would speak with you at the third hour. Scry upon Radir Sogoros. We will scry upon you as well." Estus replies: "Agreed."
A scry point appears. The Myrmidon is sitting the room empty. He is sitting with a mug. He has some writing implements and parchment.
<BLOCKQUOTE>
<B>Estus:</B> (Nods) Radir Sorgos
<B>Myrmidon:</B> Well fought. So, I assume that you've taken possession of our stuff.
<B>Estus:</B> For the moment, yes.
<B>Myrmidon:</B> Anything that I can buy back.
<B>Estus:</B> Perhaps. Much will depend on the outcome of this conversation.
<B>Myrmidon:</B> (Muses out loud) Servants. It's rare for someone have them as allies.
<B>Estus:</B> I've been around the Westmarch a bit.
<B>Myrmidon:</B> And I suppose you no nothing about their master?
<B>Estus:</B> I've done a few favors in the past.
<B>Myrmidon:</B> Dragons are good allies.
<B>Estus:</B> Is this how you start all your negotiations?
<B>Myrmidon:</B> Let me lay a couple of my cards on the table. Be careful with the black sword. I've had my troubles with it--I'm not sure I'd want it back.
<B>Estus:</B> I can believe that.
<B>Myrmidon:</B> Another thing about the situation. The people who paid me are charging me for this resurrection. Right now, there isn't much profit in this job already. You're not telling me anything new.<BR />That mayor, he's a joke. The traps in that mine, a joke. And down there in that mine, there's nothing to be afraid of.
<B>Estus:</B> What are you willing to say about your current status?
<B>Myrmidon:</B> What kind of resources do you have at your disposal? There are some forces arrayed against here that you may know of. I may not be able to go against the Imperium here. You're boss the Consul--he represents one school of thought. Those that employ me represent another school of thought.
<B>Estus:</B> I'll bet that I can talk to my boss about new employment.
<B>Myrmidon:</B> By the terms of my contract, I am bound to pursue the armor. By killing me, those enchantments are gone. Those fellows in are in my employ. It is in your best interest that I am dead.
<B>Estus:</B> Understandable.
<B>Myrmidon:</B> The short version is that it was a good fight and it's a good reason to work with you rather than against you. I'm all for it. That same time, you want to be difficult, I'll take it personal.
<B>Estus:</B> I have nothing personal against you.
<B>Myrmidon:</B> Here's the deal. I have to at least give the appearance of those who hired me. And just so you know, they were stipulated to in the contract.
<B>Estus:</B> So far, I see no potential problems.
<B>Myrmidon:</B> Here's the term of my contract: I'm supposed to pursue and deliver the armor. XXX 2 years.<BR />In addition, by the terms of the contract, accept a Geas and a Quest as part of the contract. They relied a bit for the Geas and a Quest. The terms of the contract do not say that there is no penalty for the terms of the contract. 
<B>Estus:</B> Clever.
<B>Myrmidon:</B> At this point, this is looking like a pain in the ass. So, I'm just as happy to give up the conclusion bonus and walk away. Legally speaking, I'm free to walk away from this contract right now.
<B>Estus:</B> Sounds like we have room to negotiate. How would you like to proceed?
<B>Myrmidon:</B> Send a message to Colonel rank or above in that unit. Tell them that my orders are to withdraw and wait further orders. Withdraw peacefully recovering as much of your men and equipment and to withdrawal from that county. They'll want to know the verification code: (Word)
<B>Estus:</B> (Reaches Colonel after several tries)
</BLOCKQUOTE>
Estus considers two potential suitors for the Myrmidon's services: Prince Donner or House Julius. He decides to consult with Consul Domos about these options. Estus teleports the party to Kennetar.
<BLOCKQUOTE>
<B>Consul:</B> Good to see you again. How are you doing?
<B>Estus:</B> Quite well actually. 
<B>Consul:</B> 
<B>Estus:</B> 
<B>Consul:</B> Battle has a tendency to be fatal.
<B>Estus:</B> Father Helioni sends his regards. He seemed quite 
<B>Consul:</B> Unfortunately, as I understand, that was quite a bit of an expensive stretch. 
<B>Estus:</B> Given that they are (land ,
<B>Consul:</B> Give the best is to negotiate with House Julius. 
<B>Estus:</B> 
<P>
<B>Consul:</B> Should House Julius hire him, that at least takes him from a pawn on the other side. Our goals are similar, a peaceful annexation of the Westmarch versus a violent one. Putting the Myrmidon on the side of House Julius helps that cause.<BR />The other possibility is that you could present him as a potential hire to the Kingdom of the West. I'll tell you that the myrmidon has tremendous skill at recruiting. He is very good. I admire his diplomatic skills in that department.<BR /> The tales tell of how he hired troops. He was separated from his troops entirely. When he came, he assembled 3 battalions from that entirely. So, in addition to his own individual fighting prowess, he is very very valuable to have on one's side. He is able to produce effective armies from nothing.<BR /> Those closest to him are those recruited from his adventure. Typically after each adventure, he acquires 2 or 3 elite guardsmen. It is said of him that he considers the most valuable plunder the opposing troops.
<B>Estus:</B> There is certainly wisdom in that statement.
<B>Consul:</B> It takes great to achieve. And it would be a great willing achievement from Donner.
<B>Consul:</B> Either approach would be useful to our further aims.
</BLOCKQUOTE>
Sending to Donner: Found Myrmidon. Defeated him, but he lives. He's willing to find a new contract. Do you wish to negotiate to hire him? (Reply) Absolutely as long as he's comfortable with our moral character.
Celedon teleports with a delegation to arrange to meet with the Myrmidon. The Myrmidon teleports with his party. Estus recognizes the people who got away, plus a few others. The negotiations go quite well. He has a gigantic moral and ethical cause, with Donner's approval. Celedon offers him a choice of XXX.
The goal is the recognize the Kingdom of the West as a valid political entity, under the rulership of Donner or his proper successor. The terms of the contract guarantees return from death for the Myrmidon. Also permits him to hire or recruit any entity he likes as long as he is responsible of the behavior of the entity. The Myrmidon agrees to cease pursing the Golem Armor and (none of those who participated in his killing will raise a hand against him for this contract). The payment that is worked out includes, he is allowed to keep command of anyone he recruits. He is permitted to keep any plunder that he encounters. And that he is under the protection of the Kingdom of the West, should be pursued the Kingdom's enemies. The final payment currently unoccupied Plateau land along the river.
The Myrmidon also offers to buy back all the items from Estus at market prices for those in his employ that are still alive. Also, he wants his personal items returned (which Estus does).
<UL>
<LI> Great Axe +2 (8000)
<LI> Battle Axe +2 (8000)
<LI> Hand Axe +2 (8000)
<LI> Greatclub +2 (8000)
<LI> Greatsword +2 (8000)
<LI> Greatsword of Wounding +1 (18000)
<LI> Ring of Bull's Strength (24000) - Held by Kha'Narek
<LI> Belt of Ten Skins (Standard Action per size. Change size category up
 to 3 steps.) - Held by Ladron. (Introduction to purchasing agent at
 Imperial Bazaar. Offers up to 80000 GP of magical equipment.)
<LI> Myrmidon's Items:
 <UL>
 <LI> Short sword +4 (2)
 <LI> Breastplate +3
 <LI> Greater Cloak of Displacement
 </UL>
</UL> 
Estus casts Sending for the items held by other characters. Ladron and Kha'Narek agree to selling their items 
Estus teleports the party to see the Myrmidon's purchasing agent in Roma. The party goes to visit Fineious Agastar. He explains that he only works by referral. He also explains that while he can find most items, it can take a bit of time and that he charges a 10% fee. (In game terms: magic items can be found at market price + 10%. Items take 1 week per 10,000 GP of market value to arrive). Kha'Narek places an order for Gauntlets of Dexterity +6. Estus says that he will take a few more days to consider what items to order.
<H2> Jadoran's Vault </H2>
Estus casts another Commune.
<OL>
<LI> Is Hadros alive? Yes
<LI> Is Hadros a mortal creature? Yes
<LI> Is Hadros on the Prime Material Plane? No
<LI> Is Hadros in the Outer Planes? Yes
<LI> Is Hadros native to the Prime Material Plane? No
<LI> Is Hadros a fiend? Yes
<LI> Will Darius Julius be killed if we take him to Jadoran and Caleata? Yes
<LI> Is there an alternate way to put Jadoran and Caleata to rest, without meeting their demands? Unlikely
<LI> If we take any of the gold (not on their corpses) out of the vault, will Jadoran or Caleata's spirit pursue us? Yes
<LI> Should Darius be killed by Jadoran or Caleata, and their spirits are put to rest, will I allowed to raise him? (No answer)
<LI> If we take any of the gems (not on their bodies) out of the vault, will Jadoran or Caleata's spirit pursue us? Yes
<LI> Is there more than 50,000 GP worth of coins and gems in Jadoran's Vault? Yes
<LI> Is there more than 100,000 GP worth of magic items in Jadoran's Vault? Yes
<LI> If we take any of the magic items (not on their bodies) out of the vault, will Jadoran or Caleata's spirit pursue us? Yes
<LI> Will the armored figures in the room above Jadoran's spirit attack us if we are in physical form? No
<LI> Are there any other creatures dangerous besides Jadoran and Caleata's spirits to this party? No
<LI> Is there a way to take Darius Julius to Jadoran and Caleata and return with Darius alive? Yes
<LI> Will this party need to leave the Prime Material Plane to acquire the corpse of Hadros? Yes
<LI> Is it within the capabilities of this party to face Hadros and defeat him? Yes
</OL>
Discern Location on Hadros. 222nd layer of the Abyss. In a portion of the Slime pits, associated with the demon lord Jubilex. Estus knows that the particular region of the Abyss is home to Jubliex--the essence of Chaos. The place is crawling of all manner of shapeless horrors. The fiends from that region are also generally shapeless. If this is where Hadros is from, he may have no true shape.
Estus decides that while it may be a good thing to pursue Hadros, the immediacy of other tasks takes priority. He decides to spend a few days with the party to get as much of Jadoran's treasure as possible and then return to Home.
The next morning, Estus prepares the party, casts Etherealness, and then uses Greater Teleport to about sixty feet away from the coffers of Jadoran and Caleata. When they arrive, they cannot see anything (presumably they're in stone). The group moves forward. At 20 feet, shapes become distinctive. The air in the room appears to be difficult to see, as if filled with smoke or water. The party and the ghost and banshee see each other.
<B>Round 1:</B> The minotaur aims hand at Kha'Narek and attempts to TK him closer, but he makes his save. He then gazes at the party, but everyone makes their save. The banshee moves up to Thorfinn and touches him. Mercator delays. Mirto casts Chain Lightning on the Banshee and the Minotaur, but the Jadoran dodges. Olaf casts Flame Strike on the Banshee, but she appears unaffected. Estus casts Mass Heal on the entire party, plus the undead. Mercator opens his eyes and charges the banshee, hitting her for 18 points. Kha'Narek attacks the banshee 5 times, hitting for 80 points, killing it.
<B>Round 2:</B> The minotaur's gaze affects Mercator again. The minotaur attacks Kha'Narek 4 times, hitting twice for 46 points. Mirto casts Empowered Scorching Ray, hitting 3 times for (18, 24, 27). Estus casts Mass Heal, destroying the minotaur.
The party inspects the room they're currently in. It looks like the lower room is a roughly circular chamber, 30' in radius, 12' high. The shaft comes in the center. In that room, there appear to be two large rectangular shapes, one about 8'x3' and one about 12'x5'. They appear to be dense solid objects. Going up the shaft and into the room above, there are no other corridors or rooms. The stone beneath and to one side of the room is not as dense. Some cracks and fissures. They reach into the room.
Five different triggers before the four figures. In the room with the four figures. Estus presses a sequence and the fingers of the statures move. One rotates to reveal the passageway down.
Ladron does a first-pass search of the room (makes 10 rolls: 24, 27, 25, 21, 35, 35, 35, 24, 25, 32). On three of the statues, Ladron finds traps involving the expulsion of small objects or liquids or gas. He also finds a secret compartment in the base of two of the statues. One compartment is trapped. The other is uncertain. He also finds a hidden compartment in the other wall the room (uncertain if trapped).
He begins investigating the compartment on the wall. Ladron searches and it's definitely trapped. The opening for the compartment is about 8"x8". The ones on the statues are on the 1'x2'. Ladron attempts Disable Device (gets 50). This was a two-part trap. Part one is a multiple scything blade on a delay at the mouth. The second part is a vial of some kind of liquid on a spring loaded launcher (1 cup of liquid or so). Ladron is fairly certain the compartment is safe. There is a small box inside. He pulls out the box and it appears not to be trapped for moving. He also grabs the vial of liquid, he slowly scrapes it and it cracks barely. Estus casts Mending. Ladron decides to leave the vial behind (laying it on a piece of cloth).
On the first trapped compartment, Ladron does Disable Device (for 46). He disables another chemical trap. It was some sort of liquid spray out from all directions of the statue. He finds the cistern and there's about 3 gallons of the liquid. The cistern appears to be pressurized (guessing about 10 feet). Ladron finds another box (the size of a large shoebox), larger than the last one. He examines the box and it's appears that he can remove the box safely.
Ladron moves to the next compartment (the one he found, but he is unsure is trapped). He doesn't find it on the first attempt. Estus casts Guidance on Ladron. His second attempts finds a trap. Ladron attempts to Disable Device (32), disabling it. This trap appears to be linked to several distant traps. Inside this compartment is a box which appears to be similar in size to the last box. Ladron searches (19, 22) but does not find a trap. He finally (33) finds a trap on the box and on the lock. He springs the trap on the box and his hands are pierced by six needles (14 points) and a huge puff green gas spews out. Nothing affects him, but in his professional assessment there was a lot of poison (6 points removing them). Olaf identifies the (CON based) poison. He has successfully removed the box.
He looks after one of the statues (24, xx, 38). Ladron searches the last statue (21, 37). 
In the meantime, Estus flies down the tunnel to the room with the two coffers. The water appears to be some sort of opaque smoke or gas. Estus casts his last Augury to enter the mist (Weal and Woe). Mirto uses Knowledge (Dungeoneering) (30). He guesses it's a heavier than air gas. There is a rare mixture of gasses that is corrosive and flammable. Thorfinn has heard of it called Ghost's Smoke. Ladron searches the two slabs. The two slabs are sarcophogi. They are made of iron. Ladron searches the large sarcophogi (38) and finds the secret catch to open it, as well as the trap. He searches the smaller one (35) and finds the same arrangement. Ladron attempts Disable Device on the large sarcophogi (37). It is a multipart trap. Part of the trap involves two ignition traps. Another part of the trap appears to trigger a trap wire that goes off to another unknown place. The iron casket appears to be entirely filled with lead.
Mirto and Estus carry Ladron around to search the room (Rolls: 23, 31, 30, 19, 27, 36). He finds two traps. There is one that appears to be a pressure plate related one. His guess is that the entire room is balanced. The floor is a slab that is on a balance system. Covering the upper portion of the entire room is a fine crisscross pattern of cobwebs, but they actually appear to be microfine strings--like threads. They are so thin, but can be broke by brushing against them.
The party returns to Home with the treasure found. Estus consults with Cullaim to help prevent the return of the ghost of the Minotaur. After further divining, it would probably be safe to remove the caskets if the party can disable the floor trap.
Over the course of the next few days, the party spends their time to remove the treasure from the rest of the vault. Ladron works carefully with the party to handle the difficult traps in the bottom room 
<OL>
<LI> Disable Device for the tilt trigger: 45.
<LI> Disable Device for the thread web: 52.
<LI> Disable Device for the last casket: 44.
</OL>
Ladron eventually disables all three traps. The thread web was the trickiest and took about ten minutes.
Estus uses several castings of Fabricate to remove the lead in the coffers. Inside are bones of dead bodies. There are a variety of small containers that are made of iron and sealed. Ladron detects no movement traps on the jars. The party manages to take the rest of the items from both rooms, with the traps in various rooms the only remaining valuables.
<H2> Loot </H2>
<UL>
<LI> Myrmidon's Repurchases/Claimed Loot
 <UL>
 <LI> 82000 GP
 <LI> 80000 GP worth of magic items from purchasing agent at Imperial Bazaar
 <LI> Cube of Force (to Mirto)
 <LI> Circlet of Sorcery (6 levels of Arcane spells recalled per day) (to Thorfinn)
 </UL>
<LI> Jadoran's Vault
 <UL>
 <LI> Jeweled gold crown. 3200 GP
 <LI> Silver comb. 180 GP
 <LI> Solid gold idol. 700 GP
 <LI> Matching brass mugs. 500 GP ea
 <LI> Carved harp of exotic wood. 1000 GP
 <LI> Solid gold idol. 550 GP
 <LI> 4440 GP
 <LI> 6200 PP
 <LI> Ring of Protection +2 (to Foradun)
 <LI> Amulet of Natural Armor +3 (to Foradun)
 <LI> Crystal Ball (See Invisible) (to Ladron)
 <LI> Rod of Thunder and Lightning (to Olaf)
 <LI> Staff of Defense (19 charges) (to Olaf)
 <LI> Cloak of Charisma +6 (to Thorfinn)
 <LI> Set of 4 Immovable Rods (to Estus)
 <LI> 2 Potions (Neutralize Poison, Darkvision)
 <LI> Arcane Scroll: Improved Invsibility (7th)
 <LI> Arcane Scroll: Passwall (9th), GMW (9th), Bigby's Interposing Hand (9th)
 <LI> Arcane Scroll: Antimagic Field (11th), TK (11th), Cone of Cold (11th), Globe of Invulnerability (11th)
 <LI> Large Great Axe +3, Vorpal (Decision about disposal deferred)<BR />Thorfinn recognizes it as the legendary Skullreaver, which came to this world in the hands of an avatar of Baphomet. It was won in battle by the storm giant hero Fusdan Skyfallen at the siege of Minos. It was later recovered by King Minos IX, lord of the minotaurs and one of fourteen namesakes of his line. It is nothing less than a mark of nobility among minotaurs; whoever held it must have been someone important indeed.
 </UL>
</UL>
<H2> Foes Fought </H2>
<P>
Ghost of Jadoran<BR />Banshee of Caleata
</P>
<P>
<B>Base Experience:</B> 18435
</P>