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What Defenses Might Be Found in a Noble's Manor?
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<blockquote data-quote="DMCF" data-source="post: 6683501" data-attributes="member: 6790388"><p>Oops! I just realized you <em>weren't </em>looking for traps. I got it reversed lol. Oh well. Maybe someone can still use these:</p><p></p><p>I have two options which I think would be pretty powerful centerpiece security items for a wealthy noble or magic user of 6th level. Neither are lethal. </p><p></p><p><em>The first option is to ward against a thief who might scale up the wall to the third story of a manor independently.</em></p><p>A wall table with a small vase of flowers on top. Above the table is a mirror. If the player gets close enough to the mirror to smell the flower or attempt to smell/take the flowers they make a Con or Cha save (DC 10 completely solo, DC 15 if a party is waiting below). Upon failure they will be enchanted (charmed) by their own reflection for 1d4 hours which is plenty of time to be noticed and/or captured.</p><p></p><p><em> The second is a room that can capture a party or cause significant delay. It may belong to a professor of botany, a renowned hunter of big game & exotic species or a druid who tends the city park. </em></p><p><em></em></p><p>The players enter an atrium garden. The flora is magnificently illuminated by the full moon. White flowers in full bloom appear luminous in the pale light. Water trickles on either side of a stone path leading approximately 20 feet into the center of the room. an the center the path widens into a small island upon which sits a beautifully carved wooden dais. Atop the dais rests a square blue pillow with golden embroidery around the sides and from each corner hangs a golden tassel. Resting on the pillow is a small platinum tiara. Inlaid in the center of the tiara, pointing to the heavens is a drop cut opal as long as your thumb. It gleams brilliantly and you find it hard to resist looking at anything else.</p><p></p><p>Perception DC 15 to notice there are no bugs. If anyone touches the Tiara the plants grow and entangle anyone within the room. DC 10 Strength to escape, and immediately entangled in the next space until out of the room. The flowers emit a saccharine odor which deals 1d6 poison damage per round (con save 10) and poisons anyone who fails their save. If anyone reaches 0 hp from the poison they are knocked unconscious and paralyzed. It takes 1d4 hours to recover once in clear air. They will continue to be paralyzed if healed. Remove poison will revive them at 1 hp of if the player is conscious remove the paralysis.</p></blockquote><p></p>
[QUOTE="DMCF, post: 6683501, member: 6790388"] Oops! I just realized you [I]weren't [/I]looking for traps. I got it reversed lol. Oh well. Maybe someone can still use these: I have two options which I think would be pretty powerful centerpiece security items for a wealthy noble or magic user of 6th level. Neither are lethal. [I]The first option is to ward against a thief who might scale up the wall to the third story of a manor independently.[/I] A wall table with a small vase of flowers on top. Above the table is a mirror. If the player gets close enough to the mirror to smell the flower or attempt to smell/take the flowers they make a Con or Cha save (DC 10 completely solo, DC 15 if a party is waiting below). Upon failure they will be enchanted (charmed) by their own reflection for 1d4 hours which is plenty of time to be noticed and/or captured. [I] The second is a room that can capture a party or cause significant delay. It may belong to a professor of botany, a renowned hunter of big game & exotic species or a druid who tends the city park. [/I] The players enter an atrium garden. The flora is magnificently illuminated by the full moon. White flowers in full bloom appear luminous in the pale light. Water trickles on either side of a stone path leading approximately 20 feet into the center of the room. an the center the path widens into a small island upon which sits a beautifully carved wooden dais. Atop the dais rests a square blue pillow with golden embroidery around the sides and from each corner hangs a golden tassel. Resting on the pillow is a small platinum tiara. Inlaid in the center of the tiara, pointing to the heavens is a drop cut opal as long as your thumb. It gleams brilliantly and you find it hard to resist looking at anything else. Perception DC 15 to notice there are no bugs. If anyone touches the Tiara the plants grow and entangle anyone within the room. DC 10 Strength to escape, and immediately entangled in the next space until out of the room. The flowers emit a saccharine odor which deals 1d6 poison damage per round (con save 10) and poisons anyone who fails their save. If anyone reaches 0 hp from the poison they are knocked unconscious and paralyzed. It takes 1d4 hours to recover once in clear air. They will continue to be paralyzed if healed. Remove poison will revive them at 1 hp of if the player is conscious remove the paralysis. [/QUOTE]
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