Cloakwood Mine/Supplying iron to Baldur's Gate
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This discussion was created from comments split from: Did you know?.
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It's possible they intended to use bags of holding to do it (as they are mentioned in one of the letters as what they are using to bring iron into cloakwood), however, it's never really made clear what their plans are (especially since even the largest bags of holding can only hold 6x6x7 feet of material in 2E)
It was a pretty treacherous journey for you and your adventuring party. Hard to picture caravans traveling between the mines and the rest of the world on the regular.
Hematite (70% iron)
Magnetite (72.4% iron)
Limonite (59.8% iron)
Siderite (48.2% iron)
Ankerite (15% iron).
It's possible to go right past them without thinking about what they are, but yes, on the first level up from the bottom, there they are.
If I've got the math right (no guarantees on that heh) then the weighted average limit is 765 pounds.
Also one thing to remember as well is that this is a crisis that has affected not only the military but anything involving iron. It's also a regional crisis as well.
Also, the point of the scheme was to increase the Iron Throne's profitability through margins as well as through market share. So making enough iron to alleviate the local scarcity wouldn't really be in their best interests, even if they could do it.
I can't respond now but I'll make a post later about this.
Is he a relatively powerful mage who dedicates his arcane might to running a villainous courier service?
I mean, I guess when you've got powerful wizards with nothing better to do than carry stuff from point A to point B a lot becomes possible. Wonder what his backstory is? This can't have been what he imagined when he was going to wizard school.
Per PnP rules, he would be able to carry up to 500 pounds of gear with him per trip. Considering the above average os 756 pounds of iron per bad of holding we may conclude that smuggling it is quite easy.
On the other hand somebody able to cast teleport neatly solves all of those problems and in many cases turns them from "problems/bugs" to "design features".
I'd say it is just a consequence of the devs trying to fit too many areas into a small part of the world map and the actual locations of those areas don't really match where they are on the world map. Maybe you could try to rationalise it by saying that Tazok knew of other paths through the forest and eventually they were going to build a proper road once their plans had reached a point where there was no longer a need to keep the mines a secret.
The entrance facing the wrong way is neither here not there. If there was a path to the east, the extra distance to leave by the wrong side and have to walk around the outside of the fort isn't going to make any real difference to the journey.
Though I'm thinking about it more, and I'm not sure invisibility is the solution we think it is. Gameplay-wise invisibility is pretty foolproof, but lorewise he still makes sounds, emits odors, so on and so forth. He's not trained in stealth, and there are a lot of creatures of the woods that would probably notice an invisible wizard bumbling through their woods over the course of a 3 day trek.
Especially if he's making that trek twice a week for heaven knows how long.
It's probably economically a lot cheaper to just do it by road however.
A bit too much overthinking going on here lol!