How to model this 1st Edition Feature

Garnfellow

Explorer
While working on a 3e conversion of good old module D2, Shrine of the Kuo-Toa, I found this little bit in the original text:

D2 said:
If the chain of the 5th light globe is pulled, let loose, and then pulled down strongly, a secret compartment in the north central wall will open. Note that this small space cannot be detected by magical means other than true seeing, and it is lined with sheets of bronze and lead inside so as to prevent magical viewing or the radiation of magic from its contents.

So how to best model this in 3e? I originally was going to render it all as a straight up, very hard Search check -- say DC 30. But Search would really only help find the location of the secret compartment, right? Should another skill be required to figure out the complex opening mechanism?

And I'm pretty sure that 3e true seeing wouldn't help detect the compartment.
 

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I've always worked under the assumption that figuring out complex mechanisms falls under the Disable Device skill. I suppose you could also argue for Knowledge (architecture and engineering) if it's a larger part of the structure. But for what you're talking about, I'd definitely go for DD.
 

I would also model this as a hard Search check -- namely, discovering that there's something wierd about that chain that allows you to pull it down.

If you want to model figuring out the exact manipulation of the chain, then my reading is that that's a function of the Open Locks skill:

Open Lock: You can pick padlocks, finesse combination locks, and solve puzzle locks.

Perhaps this argues for two checks: one Search DC 25 to notice the chain, another Open Lock DC 25 to manipulate it? Or something?
 

Actually the secret compartment would technically be a secret door. Probably DC 30 for a well-hidden secret door. So your elves (and dwarves if it's stone) would get their free check. Detect Secret Doors would reveal it, but not True Seeing since it doesn't reveal anything that is concealed in a nonmagical manner. Rogues would probably find it while doing their standard Search. A successful Open Lock would solve the chain pulling combo. Otherwise leave the problem solving for those parties who aren't able to hit the Open Lock DC. This includes having Knock open the secret compartment if they found it's presence and simply carving it out with an adamantite blade.
 
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I'm not sure I ever really caught that "solve puzzle locks" piece in the Open Locks description -- this makes a pretty powerful case.
 


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