Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
CD3: -=- THULLGRIM -=- please read last page
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Trainz" data-source="post: 1423587" data-attributes="member: 2122"><p>You are right, these aren't monolifhts, they're just place holders to show where the illusion of a wall is. Here's the description:</p><p> </p><p> </p><p style="text-align: center"><strong><span style="font-family: 'Verdana'">Trapped hallway</span></strong></p> <p style="text-align: center"></p> <p style="text-align: center"><strong><u><span style="font-family: 'Verdana'">Rm. 2 contributed by Lucas “Matafuego” Martin</span></u></strong></p> <p style="text-align: center"></p><p></p><p></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Door</strong>: Heavy Iron - <em>Heightened Major Image</em> DC 17 will save to disbelief if interacted with. See below for details.</span></p><p> <span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><em><span style="font-family: 'Verdana'">The sewage in this area is thicker with sludge floating on top. There are some torches hanging on the walls but they are not lit. There's also a small inscription carved on the wall, it says in common tongue "Only one school will let you in". There are also two humanoid skulls in opposite recesses in the walls. They are facing each other. At the end of the Hall beside an iron door with no handles or key holes. There are several pushbuttons with drawings on them. Sewage still flows through a visible grate below the door.</span></em></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Traps</strong>:</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">The torches start 20 feet from the door with one every 10 feet on each side.</span></p><p></p><p></p><p><em><span style="font-family: 'Verdana'">Oil Rain Trap</span></em><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">If any person entering this room lifts, moves or lights a torch a small rain begins to pour in the area. It's not sewage that's falling from the ceiling, it's a very flammable oil. Followed by a Tindertwig mechanism that lights it the following round. Treat as a non-magical <em>Fireball</em> Trap. (5d6 fire, DC 14 Reflex save for half damage. No reset but after the initial blast the oil drips for two rounds coating the characters in flammable oil doing continuous damage (1d6) and likely to burst into flame unless cleaned off. To remove the oil requires an alcohol of some type or the removal of the outer layer of clothing. ); </span><span style="font-family: 'Verdana'">Search</span><span style="font-family: 'Verdana'">DC</span><span style="font-family: 'Verdana'"> 21; Disable Device 21 (If disabled it allows someone to lift, light and/or move a torch). Unlike a regular fireball there is a risk of catching Fire (DC 15 Reflex save every round or 1d6 fire / round). CR 5.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">The thicker sewage is caused by oil residue. The filth covers the oil’s particular smell unless the person in the room has the Scent feat it won’t be recognized by smell alone. If anyone gets a fire near the sewage, the whole room catches on fire and anyone standing in the sewage (within 40 feet of the door) must make a Reflex saving Throw (DC 15) to avoid catching on fire as well. If anyone tries to put out the flames from the <em>Oil Rain trap</em> by using the "oiled sewage" they suffer an additional 1d6 fire damage and fails at thier attempt to put out the fire.</span></p><p></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">When passing by the skulls a silver coin must be put into their mouth (or anything that weighs as much), otherwise a <em>Burnt Othur Vapor</em> Trap activates itself as soon as the first person crosses the gazes of the skulls. (CR 7; all targets in a 10 ft radius of each skull; poison: Fortitude DC 18; onset delay: 3 rounds; 1 Con (perm)/ 3d6 Con; Search DC 21; Disable Device 21) After a round the skull will tilt the coin back in its mouth to a holding area. This area can be found on a Search DC 20, and opened with a Disable Device DC 18. There are 12 silver coins at present in the cavity.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p></p><p><span style="font-family: 'Verdana'">Each drawing on the faces of the buttons represents a </span><span style="font-family: 'Verdana'">School</span><span style="font-family: 'Verdana'"> of </span><span style="font-family: 'Verdana'">Magic</span><span style="font-family: 'Verdana'"> (Knowledge (Arcana) DC 10).</span></p><p><span style="font-family: 'Verdana'">Finally the answer to the carved riddle is "The School of Illusion" however the plates must not be pressed, the door itself is an illusion. If anyone presses a button a <em>Shocking Grasp</em> deals 2d6 electricity damage to him, no saving throw allowed. (CR 2; magic; touch trigger; <em>Shocking grasp</em> Caster level 2nd; Search DC 26; Disable Device 26)</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"><strong>Notes</strong>: Anyone who belongs to the Guild is familiar with all the traps and how to bypass them. Whenever anyone is "invited into the headquarters" they are blindfolded and guided.</span></p></blockquote><p></p>
[QUOTE="Trainz, post: 1423587, member: 2122"] You are right, these aren't monolifhts, they're just place holders to show where the illusion of a wall is. Here's the description: [center][b][font=Verdana]Trapped hallway[/font][/b] [/center] [center][b][u][font=Verdana]Rm. 2 contributed by Lucas “Matafuego” Martin[/font][/u][/b] [/center] [font=Verdana] [b]Door[/b]: Heavy Iron - [i]Heightened Major Image[/i] DC 17 will save to disbelief if interacted with. See below for details. [i][font=Verdana]The sewage in this area is thicker with sludge floating on top. There are some torches hanging on the walls but they are not lit. There's also a small inscription carved on the wall, it says in common tongue "Only one school will let you in". There are also two humanoid skulls in opposite recesses in the walls. They are facing each other. At the end of the Hall beside an iron door with no handles or key holes. There are several pushbuttons with drawings on them. Sewage still flows through a visible grate below the door.[/font][/i] [b]Traps[/b]: The torches start 20 feet from the door with one every 10 feet on each side.[/font] [i][font=Verdana]Oil Rain Trap[/font][/i][font=Verdana] If any person entering this room lifts, moves or lights a torch a small rain begins to pour in the area. It's not sewage that's falling from the ceiling, it's a very flammable oil. Followed by a Tindertwig mechanism that lights it the following round. Treat as a non-magical [i]Fireball[/i] Trap. (5d6 fire, DC 14 Reflex save for half damage. No reset but after the initial blast the oil drips for two rounds coating the characters in flammable oil doing continuous damage (1d6) and likely to burst into flame unless cleaned off. To remove the oil requires an alcohol of some type or the removal of the outer layer of clothing. ); [/font][font=Verdana]Search[/font][font=Verdana]DC[/font][font=Verdana] 21; Disable Device 21 (If disabled it allows someone to lift, light and/or move a torch). Unlike a regular fireball there is a risk of catching Fire (DC 15 Reflex save every round or 1d6 fire / round). CR 5. The thicker sewage is caused by oil residue. The filth covers the oil’s particular smell unless the person in the room has the Scent feat it won’t be recognized by smell alone. If anyone gets a fire near the sewage, the whole room catches on fire and anyone standing in the sewage (within 40 feet of the door) must make a Reflex saving Throw (DC 15) to avoid catching on fire as well. If anyone tries to put out the flames from the [i]Oil Rain trap[/i] by using the "oiled sewage" they suffer an additional 1d6 fire damage and fails at thier attempt to put out the fire.[/font] [font=Verdana] When passing by the skulls a silver coin must be put into their mouth (or anything that weighs as much), otherwise a [i]Burnt Othur Vapor[/i] Trap activates itself as soon as the first person crosses the gazes of the skulls. (CR 7; all targets in a 10 ft radius of each skull; poison: Fortitude DC 18; onset delay: 3 rounds; 1 Con (perm)/ 3d6 Con; Search DC 21; Disable Device 21) After a round the skull will tilt the coin back in its mouth to a holding area. This area can be found on a Search DC 20, and opened with a Disable Device DC 18. There are 12 silver coins at present in the cavity. [/font] [font=Verdana]Each drawing on the faces of the buttons represents a [/font][font=Verdana]School[/font][font=Verdana] of [/font][font=Verdana]Magic[/font][font=Verdana] (Knowledge (Arcana) DC 10). Finally the answer to the carved riddle is "The School of Illusion" however the plates must not be pressed, the door itself is an illusion. If anyone presses a button a [i]Shocking Grasp[/i] deals 2d6 electricity damage to him, no saving throw allowed. (CR 2; magic; touch trigger; [i]Shocking grasp[/i] Caster level 2nd; Search DC 26; Disable Device 26) [b]Notes[/b]: Anyone who belongs to the Guild is familiar with all the traps and how to bypass them. Whenever anyone is "invited into the headquarters" they are blindfolded and guided.[/font] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
CD3: -=- THULLGRIM -=- please read last page
Top