Theft Deterrents

There are four main deterrents that protect treasures: Locks, Toxins, Traps and Curses.

LOCKS

The difficulty of a Lock ranges from a simple level 1 lock to a complex level 10 lock. Locks may be opened via the Pick Locks Skill or the Unlock spell. The spell is capped at unlocking level 7 Locks. Any class can earn up to 7 skill points of Pick Locks, but only Rogues can gain 8 to 10 skill points of this skill.

 

TRAPS

All adventurers worth their salt have to deal with traps sooner or later. Every trap has a physical trigger like: moving an object, stepping on a spot, or opening a door or box. Traps vary in potency from level 1 to level 10:

Level 1: do 0-10 points of damage.
Level 2: do 0-20 points of damage.
Level 3: do 0-30 points of damage.
Level 4: do 0-40 points of damage.
Level 5: do 0-50 points of damage.
Level 6: do 0-60 points of damage.
Level 7: do 0-70 points of damage.
Level 8: do 0-80 points of damage.
Level 9: do 0-90 points of damage.
Level 10: do 0-100 points of damage.

The Trap Use skill or Create Magic Trap spell allow for contingency spells to be placed into a trap. If 1 spell is placed into it the trap is effectively reduced by one level of potency. If 2 spells are placed in it the trap is effectively reduced by two levels of potency. The level of a spell that the trap can hold is equal to the original level (i.e. before the levels of potency are reduced) of the trap that is created. For example, a 3rd level trap created by spell or skill can hold up to third level spells.
No beneficial spells can be placed into a trap; only offensive spells used to inhibit and/or harm another being (e.g. ones that would heal the trap's creator or cast a divination for him/her). If the spell is an Area Affect (e.g. a gas attack that effects all players in a single room) the trap is reduced by two levels of potency. If the trap affects multiple targets but the damage is divided equally between players then the trap is reduced by one level of potency. If the trap only works in specific situations (e.g. only versus undead, or not versus Diviners) the trap is increased by one to two levels of potency, depending of the degree of the disadvantage.

Trap Use Skill- this skill allows a player to Detect, Disarm/Destroy and Create traps. In creating traps, the player needs to define their physical trigger with an AM. The trap's level is equal to the number of Trap Use Skill Points the PC has. Like the spell Create Magic Trap, the Trap Use skill allows PC's to place offensive spells only into the trap. The PC's must actually place their own personal spells or purchased spells into the trap. The number of traps that a PC can create per adventure is equal to the number of points that they possess (e.g. if the PC has 5 skill points they can create 5 traps per adventure). PC's CAN NOT trigger their own traps. Rogue classes can earn/purchase up to 10 points of Trap Use. All other classes can earn/buy up to 7 points of trap use.

 

CURSES

Every adventurer at some point in their career will have to contend with avoiding or removing a magical curse. Curses are the home security systems of the Shadowlands. They don't necessarily prevent items from being taken but they do make sure that the thieves pay the price for their trespasses. Some curses are dispelled simply by casting Remove Curse while others have a set of circumstances which if met will reduce potency of the curse making it easier and cheaper to remove or in some cases negate it entirely. Below are examples of curses to illustrate the extent of power and some potential consequences of each level of a curse.

1st level- ( mostly temporary curses) Armor or Weapon -2 for one spell period or combat, loss of money up to 5 CP, loss of a first level scroll or an alchemical item.

2nd level- temporary loss of a sense up to one day, inability to cast a specific first level spell (ex. Know Rune) until curse is removed, loss of money up to 1 SP, Armor or Weapon up to -3 for one spell period or combat (or -1 for a day), loss of a 2nd level scroll or an alchemical item.

3rd level- loss of a sense until curse removed, inability to cast a specific 2nd level spell (ex. Cure Light Wounds) until curse is removed, loss of money up to 5 SP, Armor or Weapon up to -4 for one spell period or combat (or -2 for a day), loss of a 3rd level scroll or an alchemical item.

4th level- permanent curse-loss of 1 pt. of Armor or Weapon, inability to cast a specific 3rd level spell (ex. Cure Med. Wounds) until curse is removed, loss of money up to 1 GP, Armor or Weapon up to -5 for one spell period or combat (or -3 for a day), loss of a 4th level scroll or an alchemical item.

5th level- permanent curse-loss of 2 pts. of Armor or Weapon, inability to cast a specific 4th level spell (ex. Raise Dead) until curse is removed, loss of money up to 2 GP, Armor or Weapon up to -6 for one spell period or combat (or -4 for a day), loss of a 5th level scroll or an alchemical item.

TOXINS

Toxins (both pathogens and poisons) are often found working in conjunction with traps, hidden in drinkable liquids, or as a powdery contact poison. Fortunately, there are magical means to combat these lethal substances: Know Toxin detects the presence of toxins, and there are spells that will cure them as well. For the diseases caused by pathogens there are potions or spells of Cure Disease and Cure Magical Diseases (the Potion of Cure Magical Diseases must be expressly made to ameliorate that specific ailment and the use of the spell requires knowledge of the specific magical disease as well as possible medicinal components). To aid against poisons there are three spells Slow Poison, Neutralize Poison, and Cure Poison.
Most poisons have three forms: Concentrated) a quick acting single dose that does all its damage is one shot, Attenuated) a slower acting poison that delivers its damage every ½ hour, and Diluted) the slowest acting venom that effects has an hourly effect on the poisoned player. The Concentrated venom (C.) dispenses the least amount of damage but delivers it all at once, giving the players little time to compensate. The Attenuated venom (A.) dispenses 1½ x the amount of harm but its damage is divided over 5 half hour periods, giving the players time to negate the poisons effects. The Diluted venom (D.) dispenses 2 x the amount of harm but its damage is divided over 5 hour periods, giving the players the most time to nullify the toxins effects. The degrees of lethalness in poison vary:

Level 1 - C. 10pts | A. 3pts / ½ hour - 15pts Total | D. 4pts / hour - 20pts Total
Level 2 - C. 20pts | A. 6pts / ½ hour - 30pts Total | D. 8pts / hour - 40pts Total
Level 3 - C. 40pts | A. 12pts / ½ hour - 60pts Total | D. 16pts / hour - 80pts Total
Level 4 - C. 80pts | A. 24pts / ½ hour - 120pts Total | D. 32pts /hour - 160pts Total
Level 5 - C. 160pts| A. 48pts / ½ hour - 240pts Total | D. 64pts /hour - 320pts Total

The names and types of diseases vary greatly. Some ill effects of mundane diseases that might impact adventurers are diseases that cause: blindness, coma, lameness, feeble-mindedness, amnesia, uncontrollable rages, sleeping sickness, deafness, arthritic hands, muteness, delusions, or a general sense of weakness. Magical diseases may have more bizarre effects like: a poison touch, transforming into another species like a goblin or satyr, loss of certain magics, lycanthropy, appearing to become an undead, or myriad other uncanny side-effects.