| Post/Author/DateTime | Post |
|---|---|
| #1amulanDec 16, 2009 0:16:01 | I can't find any rituals or powers that would provide a mechanic for creating an anti-magic field. I would have thought House Kundarak would need such rituals to truly ward rooms from intrusion. Am I just missing something? Also, I have low-level characters that I want to place in prison, but what is to stop spell casters from casting, even while restrained? Anti-magic hand-cuffs or a collar might do the trick, but it's not available in 4e or even Eberron...or is it? A little help? |
| #2SarlaxDec 16, 2009 0:56:16 | Anti-magic Field was simply a way to deal with the extraordinary number of magical "adventure breaking" spells that existed in 3E. It used to be possible for casters to teleport anywhere, walk through walls, change objects to anything they wanted, etc. In 4E, many fewer options are available. Kundarak doesn't need a "kill all magic" field because magic is no longer capable of absolutely everything. In short, no, there isn't an anti-magic spell, but security doesn't require one. |
| #3soyimDec 16, 2009 1:23:21 | *Points above* |
| #4amulanDec 16, 2009 9:47:35 | In short, no, there isn't an anti-magic spell, but security doesn't require one. I'm particularly considering a scenario where the PC's have been thrown in jail, but I guess the PC's are the exceptions to the rule of the more common prisoners. I just don't want to make it too easy for them to escape and most teleporters make that difficult. The skill challenge article posted today (The Colossus of Laarn) simply eliminates this issue by saying "the magic of the shrine prevents all teleportation." That's the kind of thing I'm talking about, but there's no rituals that replicate this power. Also, enveloping an entire prison in such magic seems a bit extreeme, so I was thinking more along the lines of magic collars that prevent at least teleportation. Once removed, they no longer work (preventing giving the PC's magic items of unknown/unspecified level). The other issue is that many PC's don't need implements or weapons to unleash serious damge to guards in the prison (even with their hands bound), but I guess the guards generally out number such PC's and learn from experience how to handle such prisoners. Today's skill challenge article reassures me on at least one point, I can add uber-magic without having to explain it in detail to the PC's (based on existing/available rituals/magic). |
| #5Axiomatic_BadgerDec 16, 2009 11:55:02 | I only have a minute, so forgive me if I seem abrupt. If the issue is specifically teleportation, then there's two things you should be aware off. Firstly, iirc there's a magic "mortar" in the vault2 that makes walls un-teleport-through-able. Secondly, teleportation requires line of sight (except for a single high-level warlock daily), so all you need to do to keep teleporters in thier cell is to make the door solid, blindfold them, or make them wear some form of vision-obscuring mask. |
| #6amulanDec 16, 2009 12:32:17 | I only have a minute, so forgive me if I seem abrupt. I was aware of the line-of-sight thing, but I was thinking prison cells without any visual openings would be pretty rare. However, on further reflection, I guess PC's are pretty rare as well. I love the AV2 mortar, I'll have to check that out. It's not just the teleportation, I am designing an adventure and am trying to anticipate what future PC's might pull. The problem is more difficult without a specific set of PC's I can design around. This campaign is not set to start until early next year. I was just thinking that in Eberron, particularly with the recent war and all, they should have more general ways of controlling magic-wielding prisoners. |
| #7GiloDec 16, 2009 15:52:36 | I've used this prison design, the cages are lowered into pits in the ground and the pit's roof-hatch is locked (so there is no light and no line of sight):![]() You can also turn prisoners into stone (like that ward in Dreadhold prison) or build the prison on a Daanvi manifestation zone. |
| #8amulanDec 16, 2009 16:32:09 | That is sweet! The other part I never mentioned is that my "prison" is a make-shift prison in a former House Cannith marble quarry, located on the border between Darguun and Cyre. Goblins have converted the facility into a prison and have been capturing war refugees in the region to perform experiments on them. This is all happening in the days leading up to the Mourning. In fact, as far as the PC's are concerned, the events involving this prison will unfold on the Day of Mourning. The prison is not high tech, but the Goblins are being well funded to run this operation (indirect ties go as far as The Chamber -- this all works into a campaign arc). So, the pits are perfect for some of the caves in the quarry. Cages are not much of a barrier to teleporters, but I'm still considering the magic collars I mentioned in an earlier response. So I'm definitely using that prison pit/cell/lift design...thank you very kindly! ![]() |
| #9superdeadsmurfDec 16, 2009 20:04:16 | Another option I thought of for a mechanic for an anti-magic field that doesn't completely screw over non-martial characters is they can attempt to use powers in the area of the field, but they fail (and are expended) unless you make an arcana (religion maybe for divine characters) check with a DC that's the level of power + hard check DC for the character's level.... most characters should be able to hit their DCs easily for level 1 powers like at-wills, but higher powered magics are hard to squeeze through. And you NEVER need a ritual or power or item to explain why the bad guys can do something that the PCs can't. That's the whole point of Eldritch Machines, and the monster design of 4E - if you want them to be able to do something, they can. |
| #10SarlaxDec 16, 2009 21:59:44 | And you NEVER need a ritual or power or item to explain why the bad guys can do something that the PCs can't. Sure, but like Pym Particles, that produces nonsense very fast. Eventually, a player will ask something like, "Hey, can I make an Arcana check to see how Kundarak blocks all teleportation to see if there's a way around it?" It's a logical question, but if you actually haven't thought of a reason for it beyond "plot device!" you're going to get some irritated, eye-rolling players. A simple idea is that while Kundarak might maintain dozens of prisons, the important ones like Dreadhold are built in manifest zones that change the way this works. If you make it a location-based answer, places like Dreadhold are, in effect, no different that Alcatrax, since it's geography that secures the prison, not method. If you simply say, "It's an eldritch machine," the question is begged, "If Kundarak can do it once, why can't they do it all the time? If they can ward an entire prison, why don't they ward castles? In fact, given that they've been around for centuries, why aren't they successfully blocking teleportation all over Khorvaire and grinding Orien into the ground?" *** In 4E, you don't really need to get into that. Teleportation isn't nearly so strong as it used to be. Nowadays, only a level 28 ritual can get you into a place without a circle - and if a prison is being targetted by a level 28 caster, Kundarak has other problems. The best way to secure a place against teleportation in 4E is darkness and depth. Teleporters generally can't teleport into places they can't see, so blindfolds/masks/blinding magic will come into place. The other option is simply to use two sets of doors between every chamber, operating like an airlock. If there are guards in every room and no line of sight between rooms, teleporters won't get far at all. |
| #11amulanDec 16, 2009 22:41:30 | A hood or blindfold is brilliantly low tech. First day in the prison, I could see a fellow prisoner telling them, "get caught teleporting in here and you can expect to live the rest of your days either with a sack over your head or with your eyes gauged out." |
| #12SpacyRicochetDec 17, 2009 4:55:30 | A hood or blindfold is brilliantly low tech. First day in the prison, I could see a fellow prisoner telling them, "get caught teleporting in here and you can expect to live the rest of your days either with a sack over your head or with your eyes gauged out." That would make a great line when the players are transported in and you get the traditional and thus obligatory prisoner crowd yelling at you. "Pansy Eladrin, mind your feet in here! Wouldn't want to lose those pretty eyes!" Besides that, just limiting teleportation is going to work in heroic probably. But in paragon, you can expect players to start bashing through walls through sheer force of head (not Will, that's for pansies). So always make sure to include uber-mortar as well as blocked line of sight. |
| #13Axiomatic_BadgerDec 17, 2009 9:20:08 | Ok, I was wrong about the mortar: It blocks Phasing creatures, not teleportation. However, the AV2 does contain the Dimensional Anchor, a level 16 statue which blocks all teleportation in a radius which is easily large enough to cover a cell block. One thing to keep in mind when designing prisons (and to a certain extent fortresses) is how many wards and limitations are actually necessary. Sure, you don't want phasing creatures wandering through your jail like they own the place, but you only really need to ward the outer walls and the cells to keep them pretty secure. Likewise with teleportation, it only needs to be suppressed around the cells, which is a much more reasonable proposition than warding an entire compound. |
| #14amulanDec 17, 2009 9:30:06 | Likewise with teleportation, it only needs to be suppressed around the cells, which is a much more reasonable proposition than warding an entire compound. But doesn't that assume the prisoners are never let out of their cells. A prison break could start from the bath area or a labor area. Don't get me wrong, I'm not planning on running a day-in-the-life-of cell block H campaign, but I'm just pointing out that high threat prisoners probably require extra measures beyond the area of their cells. |
| #15Axiomatic_BadgerDec 17, 2009 10:15:12 | You're assuming a more modern day jail, where the prisoners are reasonably cared for. Depending on what aesthetic the prison is supposed to evoke, a medieval dungeon cell where the prisoners are just thrown in and left to rot, with hygene consisting of a bucket and a magewright who casts presidigitation once a day (this is eberron after all) isn't that far fetched. Even if this isn't the status quo for most prisoners, it could be for the powerful ones. |
| #16amulanDec 17, 2009 10:23:22 | Very true. I was really thinking more about put to the prisoners to work, but that might be more trouble than it's worth. Especially for "high value" prisoners. |
| #17SpacyRicochetDec 17, 2009 14:21:33 | Could work though, even for high-value prisoners... Consider the extremely capable cat burglar being kept locked up like there's no tomorrow, but still he gets some higherups around his cell every now and then asking him for advice on security or an unsolved case. |