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<blockquote data-quote="Sorrowdusk" data-source="post: 5458257" data-attributes="member: 96342"><p><span style="font-size: 10px">I own a small mansion (as a multiclass CE Warlock/Cleric/Disciple who casts as a 13th lvl cleric) and am trying to secure the place and the secret lair there within. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> (containing an unholy shrine and some storage of swag)</span></p><p> </p><p><span style="font-size: 10px">The lair is accessible through a secret door in the pantry disguised as a false wall. (Spot Check DC 35) Trying to open it triggers a Blindness Spell Glyph which hopefully renders the intruder blind. They will likely grope around or the less accute members of their band will point out an obvious chest/strong box in the "secret closet" with a DC 40 lock. The idea is that they will see the "treasure" and make off with the spoils, taking it back to their hideaway where I hope they die a horribly painful death. (Inside the box is pile of 100gp in cheap gems, coated in Black Lotus Extract. Fort DC 20; 3d6Con/3d6Con). </span></p><p> </p><p><span style="font-size: 10px">Of course, if they do make another DC 35 spot they will realize the back of the "closet" is another secret door which opens up to descending stairs that end with a simple door at the bottom, that opens into a hall with 2 locked rooms at the end. The walls and the like are lead lined to prevent any scrying from going through them. Now, clerics are suprisingly good at warding things, what with Glyph and Symbol spells and some other stuff. I put a Skull Watch (spell compendium) at the end of the hall that should go off upon entering the hall, alerting me as long as I am on the same plane and everyone else in a quarter mile radius. I figure I can set up a few more Spell Glyphs (with say up to Summon Undead/Monster V; Summon Babau Demon) and a Symbol of Fear too, and place a Forbiddance in all or part of the rooms.</span></p><p> </p><p><span style="font-size: 10px">But there's just <strong>ONE</strong> thing that bugs me. <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></span></p><p> </p><p><span style="font-size: 10px">That hidden door has a spot DC 35 so.... 10+4Wis+21ranks. That means on average an 18th lvl character could notice it, no problem and an 8th lvl one could do it 5% of the time if he was lucky. And yet...whats THIS? With <a href="http://www.d20srd.org/srd/spells/detectsecretdoors.htm" target="_blank">Detect Secret Doors </a>a 2nd lvl wizard could find it like it was nothing? Even that 18th lvl rogue, one of the greatest thieves that ever lived might fail to notice it if he was just barely below average. (Albeit, even he could have a wand of DSS). </span></p><p> </p><p><span style="font-size: 10px">Would DSS still work if the door itself were made of lead? What if it had something else made of lead in front of it, like a metal shelf of lead cabinetry? I know it works even if a Secret Door is beyond your line of sight.</span></p><p> </p><p><span style="font-size: 10px">And then there's the locks too, not just on the box but also on the two rooms at the halls end. DC 40 locks.... 10+4+26...a 23rd lvl rogue could open those locks on a completely average try or so could a 13th lvl rogue 5% of the time (or a 11th lvl one accounting for Masterwork Thieves tools). And yet...with a simple <a href="http://www.d20srd.org/srd/spells/knock.htm" target="_blank">Knock </a>spell a 3rd lvl wizard could bypass these easily with no effort. <em>At. All</em>. </span></p><p> </p><p><span style="font-size: 10px">Now, I know in Neverwinter Nights, DDO, and I have heard some Modules some doors are explicitly unknockable. Is there any way to render a door such other than spell research to make a superior Arcane Lock? In DDO (the only place I had ever actually used before) Knock rolls a check based on your caster lvl and some DCs are high enough that you cant open them except on a natural 20 in comparison to a rogue of your lvl whom could do it easier. The only idea I have at the moment (since they arent that expensive for me) is to just put DC 40 locks on everything that can be locked in the hopes that if a Knocking Tommy comes along he will burn up spells (although he could still have a wand.)</span></p><p> </p><p><span style="font-size: 10px">Aside from the possibility of waaaaay too much damage or too high save DCs on the magical traps or monsters, I feel like if my Beguiler/Alt were to hit 4th lvl he could <em>try</em> to break into this place. <img src="http://www.enworld.org/forum/images/smilies/ponder.png" class="smilie" loading="lazy" alt=":hmm:" title="Hmmm :hmm:" data-shortname=":hmm:" /></span></p><p> </p><p><span style="font-size: 10px">Although I could always follow the advice of the Evil Overlord List and keep anything of value/signifcance to me in my safety deposit box...leaving the traps and what have for the sake of their own existance and the chance to cause suffering to those who would think to oppose me (like the Decoy Strongbox...except the <em>whole</em> place) so that should they survive they would find nothing but <em>pain</em> (and XP <img src="http://www.enworld.org/forum/images/smilies/rant.png" class="smilie" loading="lazy" alt=":rant:" title="Rant :rant:" data-shortname=":rant:" />).</span></p><p> </p><p><span style="font-size: 10px">Of course I do also have a succubus and my half/alu-fiend child with them moving in tentatively, so I guess it would be prudent to make the whole place safer. I dont have any hired guards yet (namely because hireling warriors AFAIK are just red-shirts) although I did put up a few more Skull Watches. I have Animate Dead as a spell-like ability and Corpse Crafter Feat (+4 Str and +2hp/hd for undead I create) although I am still looking for opportunities to create beefier monstrous skellies or something interesting. (Plague Walker? Necrosis Carnex?) The place is in a nice part of town so you still have some city watch about.</span></p><p> </p><p>Lastly-what have you guys done about securing your own lairs, strongholds, or the like?</p></blockquote><p></p>
[QUOTE="Sorrowdusk, post: 5458257, member: 96342"] [SIZE=2]I own a small mansion (as a multiclass CE Warlock/Cleric/Disciple who casts as a 13th lvl cleric) and am trying to secure the place and the secret lair there within. :] (containing an unholy shrine and some storage of swag)[/SIZE] [SIZE=2]The lair is accessible through a secret door in the pantry disguised as a false wall. (Spot Check DC 35) Trying to open it triggers a Blindness Spell Glyph which hopefully renders the intruder blind. They will likely grope around or the less accute members of their band will point out an obvious chest/strong box in the "secret closet" with a DC 40 lock. The idea is that they will see the "treasure" and make off with the spoils, taking it back to their hideaway where I hope they die a horribly painful death. (Inside the box is pile of 100gp in cheap gems, coated in Black Lotus Extract. Fort DC 20; 3d6Con/3d6Con). [/SIZE] [SIZE=2]Of course, if they do make another DC 35 spot they will realize the back of the "closet" is another secret door which opens up to descending stairs that end with a simple door at the bottom, that opens into a hall with 2 locked rooms at the end. The walls and the like are lead lined to prevent any scrying from going through them. Now, clerics are suprisingly good at warding things, what with Glyph and Symbol spells and some other stuff. I put a Skull Watch (spell compendium) at the end of the hall that should go off upon entering the hall, alerting me as long as I am on the same plane and everyone else in a quarter mile radius. I figure I can set up a few more Spell Glyphs (with say up to Summon Undead/Monster V; Summon Babau Demon) and a Symbol of Fear too, and place a Forbiddance in all or part of the rooms.[/SIZE] [SIZE=2]But there's just [B]ONE[/B] thing that bugs me. :erm:[/SIZE] [SIZE=2]That hidden door has a spot DC 35 so.... 10+4Wis+21ranks. That means on average an 18th lvl character could notice it, no problem and an 8th lvl one could do it 5% of the time if he was lucky. And yet...whats THIS? With [URL="http://www.d20srd.org/srd/spells/detectsecretdoors.htm"]Detect Secret Doors [/URL]a 2nd lvl wizard could find it like it was nothing? Even that 18th lvl rogue, one of the greatest thieves that ever lived might fail to notice it if he was just barely below average. (Albeit, even he could have a wand of DSS). [/SIZE] [SIZE=2]Would DSS still work if the door itself were made of lead? What if it had something else made of lead in front of it, like a metal shelf of lead cabinetry? I know it works even if a Secret Door is beyond your line of sight.[/SIZE] [SIZE=2]And then there's the locks too, not just on the box but also on the two rooms at the halls end. DC 40 locks.... 10+4+26...a 23rd lvl rogue could open those locks on a completely average try or so could a 13th lvl rogue 5% of the time (or a 11th lvl one accounting for Masterwork Thieves tools). And yet...with a simple [URL="http://www.d20srd.org/srd/spells/knock.htm"]Knock [/URL]spell a 3rd lvl wizard could bypass these easily with no effort. [I]At. All[/I]. [/SIZE] [SIZE=2]Now, I know in Neverwinter Nights, DDO, and I have heard some Modules some doors are explicitly unknockable. Is there any way to render a door such other than spell research to make a superior Arcane Lock? In DDO (the only place I had ever actually used before) Knock rolls a check based on your caster lvl and some DCs are high enough that you cant open them except on a natural 20 in comparison to a rogue of your lvl whom could do it easier. The only idea I have at the moment (since they arent that expensive for me) is to just put DC 40 locks on everything that can be locked in the hopes that if a Knocking Tommy comes along he will burn up spells (although he could still have a wand.)[/SIZE] [SIZE=2]Aside from the possibility of waaaaay too much damage or too high save DCs on the magical traps or monsters, I feel like if my Beguiler/Alt were to hit 4th lvl he could [I]try[/I] to break into this place. :hmm:[/SIZE] [SIZE=2]Although I could always follow the advice of the Evil Overlord List and keep anything of value/signifcance to me in my safety deposit box...leaving the traps and what have for the sake of their own existance and the chance to cause suffering to those who would think to oppose me (like the Decoy Strongbox...except the [I]whole[/I] place) so that should they survive they would find nothing but [I]pain[/I] (and XP :rant:).[/SIZE] [SIZE=2]Of course I do also have a succubus and my half/alu-fiend child with them moving in tentatively, so I guess it would be prudent to make the whole place safer. I dont have any hired guards yet (namely because hireling warriors AFAIK are just red-shirts) although I did put up a few more Skull Watches. I have Animate Dead as a spell-like ability and Corpse Crafter Feat (+4 Str and +2hp/hd for undead I create) although I am still looking for opportunities to create beefier monstrous skellies or something interesting. (Plague Walker? Necrosis Carnex?) The place is in a nice part of town so you still have some city watch about.[/SIZE] Lastly-what have you guys done about securing your own lairs, strongholds, or the like? [/QUOTE]
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