CyberSushi
2010-01-01, 09:40 AM
While it is true that I'm entirely new to this forum, I have come here to read many of the ideas (or thought experiments) for 3.5. I thought I'd toss another in to the mix as my "virginal entry" to this forum: A deathtrap with the details of its creation being included so that even a player could attempt to make it -- or a DM justify its existence. I'd like your thoughts and ideas on its revision, if any.
Happy Coffin of Euphoric Pleasure
1) Anonymously contact Duergar blacksmiths capable of forging with adamantine and creating complex locks. Request discretion as follows:
A) The Forging area must be fully supplied with everything needed for the task prior to beginning the task. Nobody leaves the forging area until the task is complete and the agreement has been met in full.
B) The Forging area must be lead-lined and painted with Gorgon's blood so as to prevent all scrying attempts and hedge out incorporeal/ethereal/astral snoops.
C) A Non-Disclosure "Stygian Water" agreement: Upon completion of the task all witnesses aside from the customer(s) must drink sufficient stygian water so as to induce memory loss of the entire incident. The following options help prevent the possibility of additional interrogation-related problems:
a) Paranoid Option A: Poison the water with a powerful constitution-damaging toxin. Immediately kill and disintegrate everyone else. example toxin) [Swarming Spiderbite (1800gp per .1 lbs): Ingested magic-infused poison, Fort DC 22, 1D6 Con/2D6 Con, from Drow of the Underdark]
b) Paranoid Option B: Poison the water as above. Kill each Duergar with Thinaun weapons (see Complete Warrior: traps the soul of those slain by it, preventing resurrection, etc., until the soul has been freed). Disintegrate the bodies.
2) The Duergar are to forge an adamantine coffin that is watertight, with 12 adamantine latches and 12 complex adamantine locks. Four latches will be forged to the sides and two latches will be forged to both the head and foot of the coffin. The complex locks will have deadly traps. The coffin material will be forged in three layers: A thick inner-layer of adamantine, a 2-inch thick middle-layer of lead, and a thick outer layer of adamantine, and then painted with Gorgon's blood. The lid and floor of the coffin is to be outfitted with multiple magic knife blades which will be triggered to spring forth when a living person is inside the coffin. These removable magic knife blades will be constructed from Thinaun, so as to take the soul of the person who dies on them (only one will hold the soul, randomly chosen upon death by the blades; magic to bypass many forms of damage reduction). The foot of the coffin will include a small aperture which can be opened just enough to feed in a small tube (1/4 inch diameter) for the purposes of pumping liquid or gas into or out of the coffin. Dimensional Shackles (see DMG, cost 28,000, functions as the spell as long as worn) will be built into the coffin and are enchanted to close and "entangle" around any person's ankles, wrists, and neck, thus preventing escape. The schackles may only be opened at the touch of the owner (or DC 30 to break). The Coffin itself is given the additional enchantment of "Proof against Transmutation" (see Magic of Faerun), making the coffin immune to any form of transmutation (including disintegrate) (cost of 36,000).
2a) The magic Thinaun blades twist and grind, doing damage over time (see Fleshgrinder from the Book of Vile Darkness).
When the weapon damages a living target, it can be commanded to “grind” as a Free Action, followed by the wielder releasing it. At that point, the weapon animates for up to 5 rounds, doing normal weapon damage to the target once each round. The original wielder can grab the weapon automatically as a Standard Action. All others must succeed on a Strength check vs. DC 20. Once pulled-out, the weapon obeys its new wielder.
2b) Common liquids/gases which should be used to fill the coffin (to deal with casters), noting that the coffin's air is pumped out (near vacuum) prior to liquid/gas being pumped in:
-Horror Weed Extract .1 lbs. (600gp, Contact poison, Fort DC 20, 1 Wis/2D4 Wis from the Arms and Equipment Guide)
-Illithid Mind Scorch .1 lbs. (1000gp, Inhaled poison, Fort DC 22, 1D6 Int/1D6 Int from Drow of the Underdark)
-Burnt Angel Wings .1 lbs. (2800gp, Inhaled poison, Fort DC 18, 1D6 Cha/2D6 Cha from the Book of Vile Darkness)
-Stygian Water (water from the river Styx, from the Abyss): Causes Amnesia. Even slight exposure causes the last 8 hours of memory to be lost, at least. Would the victim forget where he/she was?
3) The Coffin must be teleported to an undisclosed, lead-lined room painted in Gorgon's blood. This room should have been prepared by the caster while under the effects of a complete nondetection spell or item and should be unknown to any but the caster. Likewise, the room should have no other entry option other than teleportation, as it exists in a pocket of space deep underground. Furthermore, there is no available air in the room so the caster must have no need to breathe.
4) The Coffin will be placed on a raised Dais in the middle of the room.
5) Future enemies are to be immediately transported here as per greater teleport whenever possible.
6) Thinaun blades are collected and either sold or used for creating magic items (as per Book of Vile Darkness).
Thoughts? Comments?
Happy Coffin of Euphoric Pleasure
1) Anonymously contact Duergar blacksmiths capable of forging with adamantine and creating complex locks. Request discretion as follows:
A) The Forging area must be fully supplied with everything needed for the task prior to beginning the task. Nobody leaves the forging area until the task is complete and the agreement has been met in full.
B) The Forging area must be lead-lined and painted with Gorgon's blood so as to prevent all scrying attempts and hedge out incorporeal/ethereal/astral snoops.
C) A Non-Disclosure "Stygian Water" agreement: Upon completion of the task all witnesses aside from the customer(s) must drink sufficient stygian water so as to induce memory loss of the entire incident. The following options help prevent the possibility of additional interrogation-related problems:
a) Paranoid Option A: Poison the water with a powerful constitution-damaging toxin. Immediately kill and disintegrate everyone else. example toxin) [Swarming Spiderbite (1800gp per .1 lbs): Ingested magic-infused poison, Fort DC 22, 1D6 Con/2D6 Con, from Drow of the Underdark]
b) Paranoid Option B: Poison the water as above. Kill each Duergar with Thinaun weapons (see Complete Warrior: traps the soul of those slain by it, preventing resurrection, etc., until the soul has been freed). Disintegrate the bodies.
2) The Duergar are to forge an adamantine coffin that is watertight, with 12 adamantine latches and 12 complex adamantine locks. Four latches will be forged to the sides and two latches will be forged to both the head and foot of the coffin. The complex locks will have deadly traps. The coffin material will be forged in three layers: A thick inner-layer of adamantine, a 2-inch thick middle-layer of lead, and a thick outer layer of adamantine, and then painted with Gorgon's blood. The lid and floor of the coffin is to be outfitted with multiple magic knife blades which will be triggered to spring forth when a living person is inside the coffin. These removable magic knife blades will be constructed from Thinaun, so as to take the soul of the person who dies on them (only one will hold the soul, randomly chosen upon death by the blades; magic to bypass many forms of damage reduction). The foot of the coffin will include a small aperture which can be opened just enough to feed in a small tube (1/4 inch diameter) for the purposes of pumping liquid or gas into or out of the coffin. Dimensional Shackles (see DMG, cost 28,000, functions as the spell as long as worn) will be built into the coffin and are enchanted to close and "entangle" around any person's ankles, wrists, and neck, thus preventing escape. The schackles may only be opened at the touch of the owner (or DC 30 to break). The Coffin itself is given the additional enchantment of "Proof against Transmutation" (see Magic of Faerun), making the coffin immune to any form of transmutation (including disintegrate) (cost of 36,000).
2a) The magic Thinaun blades twist and grind, doing damage over time (see Fleshgrinder from the Book of Vile Darkness).
When the weapon damages a living target, it can be commanded to “grind” as a Free Action, followed by the wielder releasing it. At that point, the weapon animates for up to 5 rounds, doing normal weapon damage to the target once each round. The original wielder can grab the weapon automatically as a Standard Action. All others must succeed on a Strength check vs. DC 20. Once pulled-out, the weapon obeys its new wielder.
2b) Common liquids/gases which should be used to fill the coffin (to deal with casters), noting that the coffin's air is pumped out (near vacuum) prior to liquid/gas being pumped in:
-Horror Weed Extract .1 lbs. (600gp, Contact poison, Fort DC 20, 1 Wis/2D4 Wis from the Arms and Equipment Guide)
-Illithid Mind Scorch .1 lbs. (1000gp, Inhaled poison, Fort DC 22, 1D6 Int/1D6 Int from Drow of the Underdark)
-Burnt Angel Wings .1 lbs. (2800gp, Inhaled poison, Fort DC 18, 1D6 Cha/2D6 Cha from the Book of Vile Darkness)
-Stygian Water (water from the river Styx, from the Abyss): Causes Amnesia. Even slight exposure causes the last 8 hours of memory to be lost, at least. Would the victim forget where he/she was?
3) The Coffin must be teleported to an undisclosed, lead-lined room painted in Gorgon's blood. This room should have been prepared by the caster while under the effects of a complete nondetection spell or item and should be unknown to any but the caster. Likewise, the room should have no other entry option other than teleportation, as it exists in a pocket of space deep underground. Furthermore, there is no available air in the room so the caster must have no need to breathe.
4) The Coffin will be placed on a raised Dais in the middle of the room.
5) Future enemies are to be immediately transported here as per greater teleport whenever possible.
6) Thinaun blades are collected and either sold or used for creating magic items (as per Book of Vile Darkness).
Thoughts? Comments?