Author Topic: The [Name to be determined] Clan  (Read 576 times)

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Offline SchrodingersNinja

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Re: The [Name to be determined] Clan
« Reply #40 on: April 18, 2018, 07:31:49 PM »
Is it okay if Krinn has set alarm spells at, say:

1. where the portcullis is (mental alarm)
2. where the first crossbow trap is (audible alarm)
3. and one at the entrance to the shrine (audible alarm)

?
As rituals or using spell slots?
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Offline Brave Sir Robin

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Re: The [Name to be determined] Clan
« Reply #41 on: April 18, 2018, 08:45:37 PM »
Definitely as rituals. He only has 2 spell slots and he's saving those for the fight!

Offline SchrodingersNinja

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Re: The [Name to be determined] Clan
« Reply #42 on: April 18, 2018, 08:47:01 PM »
Sure. The duration is pretty long, right?
"True glory consists in doing what deserves to be written, in writing what deserves to be read."
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Offline Brave Sir Robin

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Re: The [Name to be determined] Clan
« Reply #43 on: April 18, 2018, 08:55:47 PM »
Yep, 8 hours:

Quote
Alarm
1st-level abjuration (ritual)

Casting Time: 1 minute

Range: 30 feet

Components: V, S, M (a tiny bell and a piece of fine silver wire)

Duration: 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Obviously all members of the clan will be exempt so that we don't set off the alarm.

Offline Acetwinelf

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Re: The [Name to be determined] Clan
« Reply #44 on: April 19, 2018, 08:16:28 AM »
I noticed we seem to have only 7 traps if im not wrong
1 scythe trap
1 pit trap
1 crossbow trap
1 fire trap
1 sleep trap
1 poison needle trap
1 falling portcullis trap
Here is an idea to think on guys. What if we put some more traps at the entrance to the shrine and build the secret tunnel from U-24 to A-16 so if the sleeping room falls we can escape back to the chamber while the adventurers must walk through the entrance.

Offline SchrodingersNinja

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Re: The [Name to be determined] Clan
« Reply #45 on: April 21, 2018, 09:38:49 PM »

Added tunnel and moved pit trap. I know @Acetwinelf Was suggesting some more traps, but since nobody replied to his idea lets just move forward (I have kind of stalled this game enough).
"True glory consists in doing what deserves to be written, in writing what deserves to be read."
- Pliny the Elder