* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Creating a Protected Room (2e) Started at 07-09-04 02:28 PM by TheEnder Visit at http://forums.gleemax.com/showthread.php?t=273040 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : TheEnder Date : 07-09-04 02:28 PM Thread Title : Creating a Protected Room (2e) In the game, I want to build a room would be safe from scrying, etherealness, teleportation, etc. I want it to be heavily guarded so you can place objects/artifacts there of extreme rarity in safety. Even building a pocket pocket dimension is an option, but I'm not sure how this would be done. Optimally, Only I (and whoever else may I decide) can enter, and you would need various passwords, etc. This goes beyond simple Glyphs, which can pretty easily be dismantled, though any advice on how to prevent such tampering would be appreciated. What's would be your "ultimate" secure room? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : Algolei Date : 07-13-04 04:01 PM Lead walls. That's all I can remember about making a safe room in AD&D. It's been a long time since I've had to think about it. As a DM, I just basically said, "This is a secure room, huzzah!" and it was done. I know that ain't much help, though, sorry. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : vader42xx Date : 07-13-04 05:10 PM You can use things like lead walls, gorgon's blood, etc. But if the room creator has access to magic your best bet is an anti-magic shell variant. That takes care of just about any magical way of getting into a room. Other than that the normal things like iron gates, thick walls, etc will do the job. :) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : Kheldren Date : 07-14-04 03:01 AM If I remember my 2ndE Manual of the Planes properly a good start is lead walls - but then cover the whole room in something alive - like ivy - one of the planar travelling methods is blocked by life force not lead. Probably your best bet will be to find a small extra-dimensional hole - but try to avoid one with any other planar connections - especially Astral or Ethereal. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : vader42xx Date : 07-14-04 03:52 AM Remember that the anti-magic shell mentioned above whould take care of all that planar travel and teleporting, etc. It hedges out all magic affects which would include all of those mentioned. Best way to go in my book. :) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 6] Author : Algolei Date : 07-14-04 05:15 AM Originally posted by Kheldren If I remember my 2ndE Manual of the Planes properly a good start is lead walls - but then cover the whole room in something alive - like ivy - one of the planar travelling methods is blocked by life force not lead. Hey, that sounds just like the Shadowrun Grimoire. Kinda cool. The bonus to having your safe room covered in ivy (or other non-magical things like that) would be their undispellable* nature. Someone might be able to bring down your anti-magic spell with some counterspell (of whatever type is needed to do the job--I forget, how do you bring down an anti-magic barrier?). *Not a real word. I think. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 7] Author : vader42xx Date : 07-14-04 05:17 AM You don't. lol I don't think anything but a disjuntion brings down an anti-magic shell and I'm not even sure that's 100%. The bad side to an anti-magic shell is that you can't cast spells out of it either so it basically gives the wizard 100% protection from any type of magic, breath weapon, summoned creature, etc but at the cost of his only real ability. :) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 8] Author : Kheldren Date : 07-15-04 03:47 AM OK - one that requires some DM approval, and some detailed rule checking... 1) Permanency a prismatic sphere. 2) Go around the outside of the sphere casting anti-magic shell so that the entire surface of the sphere is inside the anti-magic shell. If I remember correctly the prismatic sphere will stop the anti-magic shell at it's surface - all spells blocked. 3) Permanancy the anti magic shells. (This is the dodgy bit - I don't think it's legal.) 4) Re-decorate the inside of the sphere - so no one can target it with teleport, scrying or anything similar, even though the PS should block these. 5) Pray that no-one disjoins your anti-magi shells. Or better - look for a way to make them automatically reset after a few rounds - if you can get the PS to reset too then no-one will have time to take it down - until they timestop. Best defence is not to have it found. While the anti-magic lasts the prismatic sphere is un-breachable - it stops other anti-magic effects, but is not subject to the usual spell sequence because it is surrounded in anti-magic. If the DM will allow you to teleport in and out (going through anti-magic is the dodgy bit) bury this under mud or something equally uninteresting so that it won't be found. (Oh yes - use a permanent Mind Blank so that people can't get the details out of your mind.) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 9] Author : Nifftin Date : 07-26-04 10:39 AM That sounds a bit expensive if you can pull that off. How's your Money Supply? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:19 AM.