
SlimGauge |

It takes a week, but the Collar of the True Companion will keep any prisoner under control.
You're relying on the Feeblemind effect that this has when worn by a non-animal ? Do they still get a save against it ?

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StreamOfTheSky wrote:Don't manacles also require a lock to keep securely shut?
That's always been my impression based on the wording, and has made them, due to the high cost of locks, extremely unappealing to me since D&D 3.0.
They don't require it, but most have them.
Quote:Most manacles have locks; add the cost of the lock you want to the cost of the manaclesSo that adds 20 to 150gp to the cost.
I think traditionally, one would use a chain to run through the hasp of each manacle, and put a lock on the end of that, so when transporting a number of prisoners, they are both hobbled by hobbles and hobbled by their chain of compatriots.

Cogitator |

Vod Canockers wrote:
It takes a week, but the Collar of the True Companion will keep any prisoner under control.
I read the entry for Collar of True Companion and it really doesn't add to this discussion.
Firstly, it would be impractical to try and trap or capture someone with this collar when you have to wait a week for it to work. Also it would be completely useless against undead or many outsiders.