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A trap on a book

Dandu

First Post
Not trying to kill the intruders does carry with it several advantages, so a savvy wizard may opt to dispenses the true book only to the heir, and fake to others.

The fake book can still have real spells in it, but nothing compared to the genuine article.

This means that intruders are likely to assume they've beaten the system and leave, without destroying anything by trying to survive traps or out of spite.
 

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"Three books? Wait a minute ... Hold it ... Nobody said anything about three books!"

Unlocking the incorrect book lets loose the book which proceeds to attack the party. The only way to "defeat" the book is to get it back onto the pedestal and chain it back up. Meanwhile the book is flying around biting at your players.

Put some magical traps on the book. Sepia Snake Sigil is appropriate. Or perhaps reading the wrong book pulls you into the book and you have to escape. It could be as simple "make a grapple check to pull yourself out" or as complex as the players have to take the parts of story book characters and complete the story to escape.

Finally, make sure you say the words before you remove the book. Every single tiny little syllable. ;)
 

Dandu

First Post
Or perhaps reading the wrong book pulls you into the book and you have to escape. It could be as simple "make a grapple check to pull yourself out" or as complex as the players have to take the parts of story book characters and complete the story to escape.

I am NOT a Merry Man!
 

Gilladian

Adventurer
Or perhaps reading the wrong book pulls you into the book and you have to escape. It could be as simple "make a grapple check to pull yourself out" or as complex as the players have to take the parts of story book characters and complete the story to escape.

I suspect one of my players would LOVE this, one would threaten to quit the game and divorce me, and the others would play gamely along, wondering what the heck was going on...
 

Greenfield

Adventurer
Okay, the obvious trap set would be Explosive Runes, meant to be detected and dealt with. Inside is a Symbol of Chaos, permanent, which will affect all around. (i.e. the party).

And of course, the final chamber itself is not unique. There are five chambers with five books. Finding the right one is fun. And if the trap is set off, the books shuffle so they need to start their search all over. Prepare five different clues, and have the clue change when the rooms do.

One simple way to know if the Heir is the one present: They would know to come alone. Pick a detection spell and use that as a way for the trap to know if anyone else is present.

A fun variation would be pressure plates in the floor. The Rogue can spot them, if he/she looks, but they don't seem to do anything, as if the trap had been triggered long ago and was no longer functioning. In fact, they prime the trap if more than one is depressed. Or if none are, in case somebody decides to get cute with Fly or Levitate.

So the party has to do the hardest thing in the world for PCS: Stand outside where they can't see the action, and wait while one (and only one) member has all the fun.

Alternately, consider a teamwork challenge: The pedestal with the book on it is slightly out of phase, and appears to shimmer with many colors. As a person approaches, it drifts away, somewhat like a rainbow does when you walk towards the end. Spells like Dimensional Lock might secure it in place, but also have a chance of locking it out of this dimension for the duration.

To reach it you need a partner, or you need to know the way to it so well you can walk it with your eyes closed. The partner method involves one person standing in the doorway, watching the book from a fixed point. The other person walks, either blindfolded or backwards, guided by the spotter's advice. Until the seeker actually lays hands on the book, it will retreat whenever the see it close up.
 

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