MrRigger
2010-11-19, 12:55 PM
Anyone who is one of my players (you know who you are, I only have like one online name), please stay out for fear of spoilers. Don't think there'd be much in the way of ruining the game for you, but better safe than sorry, you know?
Like the title says, I'm looking for help on traps, and I want to avoid having it boil down to, "The trap you missed in your search goes off, take X amount of damage." I want something that will reward the players for getting around.
To set the scene a little better, the party has been granted a stronghold on the mountainous northern border of the country for services rendered (namely slaughtering a bunch of basilisks that were threatening the capital). Unfortunately, while the king expected castle to be slightly inhabited by evil creatures, he'd never actually visited the place, and so his information was somewhat off.
To make a long story slightly longer, the party is now sealed in their new home, with no foreseeable way out. In the first basement, which at one point was a set of holding cells, there's a tribe of kobolds. They moved in several months ago, and so have had time to trap the place fairly well. However, it still has to be livable, so I can't see having traps every three feet. I think the best way to do it might be to have traps triggered by the Kobolds as the party makes their way through the floor.
What I'm looking for is what might be the best things for the Kobolds to have trapped their home with. I'm already planning on having the Kobolds have at least one pit trap, triggered so the party falls in it and the Kobolds plunk them with crossbows or Alchemist's Fire.
I'm looking for other good options beyond this, but that won't disrupt the daily grind of tunneling about underneath a castle and fighting off periodic attacks by the deep gnomes. A statue that casts Fireball every time someone walks in front of the eyes is a nice trap, but probably would disrupt daily life if it was set up on the end of a hallway.
For a bit more relevant data, the party, when they get to this particular floor (if my planning is correct), they should be Level 7, and the Kobolds are going to be led by a Level 10 Sorcerer.
MrRigger
Like the title says, I'm looking for help on traps, and I want to avoid having it boil down to, "The trap you missed in your search goes off, take X amount of damage." I want something that will reward the players for getting around.
To set the scene a little better, the party has been granted a stronghold on the mountainous northern border of the country for services rendered (namely slaughtering a bunch of basilisks that were threatening the capital). Unfortunately, while the king expected castle to be slightly inhabited by evil creatures, he'd never actually visited the place, and so his information was somewhat off.
To make a long story slightly longer, the party is now sealed in their new home, with no foreseeable way out. In the first basement, which at one point was a set of holding cells, there's a tribe of kobolds. They moved in several months ago, and so have had time to trap the place fairly well. However, it still has to be livable, so I can't see having traps every three feet. I think the best way to do it might be to have traps triggered by the Kobolds as the party makes their way through the floor.
What I'm looking for is what might be the best things for the Kobolds to have trapped their home with. I'm already planning on having the Kobolds have at least one pit trap, triggered so the party falls in it and the Kobolds plunk them with crossbows or Alchemist's Fire.
I'm looking for other good options beyond this, but that won't disrupt the daily grind of tunneling about underneath a castle and fighting off periodic attacks by the deep gnomes. A statue that casts Fireball every time someone walks in front of the eyes is a nice trap, but probably would disrupt daily life if it was set up on the end of a hallway.
For a bit more relevant data, the party, when they get to this particular floor (if my planning is correct), they should be Level 7, and the Kobolds are going to be led by a Level 10 Sorcerer.
MrRigger