"HANDS OFF MY STUFF!" Fighting the Adventurer Menace

Trapdoor
[X] Sketch up some plan for traps.
-[X] A pit trap with a trapdoor.
[X] Write-in: Move Reason and Incentive's resting area to the second floor.

"Well, maybe it really was nothing" You say. You realize that this was usually when someone was either stabbed, shot with an arrow, or snuck by, but from what you can tell, there really wasn't anything around. Maybe it really was a passing traveler or a wild animal.

After leading your dogs upstairs, you sit down at your workbench and start drawing.

You spend some time sketching up some possible designs for your trap door. You have two goals in mind.

1. Maintain the integrity of the house.

2. Make damn sure that it only activates when you want it to.

You eventually design a trapdoor that activates when weight is applied to it. You'll need to use Safe Steps to walk over it later. At least, that's why you hope.

After several redesigns, you've finally finished your blueprints and are ready to build.


Trapdoor(V1): A weight sensitive trap door. (16 Parts)

Trap Unlocked: Trapdoor

Home

[] Sketch up plans to expand your home. You've always wanted to build a bigger place.
[] Start setting up Traps (Write in)
[] Sketch up some plan for traps.
- [] Write in where you want which traps.
[] Ask your neighbors for help.
- [] Ask your last neighbor.
[] Read through your spellbooks.
[] Write in (Needs QM approval)

City

[] Silver Shark Weapons Shop: Most of the weapons were sold to the store by adventurers, and most of them are bought by adventurers as well. Has a large, constantly changing stock.
[] Go to the Margery's General Store. It has little bit of everything. Some of it possibly stolen.
[] Go to the Howes Hardware: Store. It has all the parts you need to make some traps.
[] Go to the Sparking Mountain Magic Shop: From spellbooks, runes, to magical devices that anyone can use, this shop has it all.
[] The Hammer and Ales Tavern: You never know what, or who you'll find there. Also a good place to get wasted. Sometimes also has jobs from locals.
- [] Drink.
- [] Look for work.
- [] Listen to local news. See if anyone has taken your job.
[] Exotic Imports: A place that sells exotic animals. Officially, they are meant to just be used as pets but some of them can be... aggressive.
[] Saint de la Salle Learning Center: A place for people to teach and learn. Can be used to train skills. Or to teach if you need some extra money.
[] The White Lily: A place where the rich and connected in society associate with each other. Could be a great place to make friends. Provided you can get in.
[] Find the Workshop. Maybe you could find some work. Or some tips.

[] Write in (Needs QM approval)

Current Time 3/5
 
Right, time to upgrade or traps. Giz a tick so's I can come up with a plan for where to put the traps 'n shite.

Any input is appreciated.

@MData, the new pit traps can be affected by on/off switches, right?

That being the point of the exercise and all.
 
Guys, we need to keep in mind we should probably go to the Tavern today. Other than that... not sure what to do...
 
First, bystander protection:
[] Place a pressure plate on the outside of the gate, linked by an on/off switch to both the front door and the pressure plate in the gate. It is activated at the same time as the traps at the gate, and if stepped on while active, it will deactivate the gate traps. (use a style of pressure plate that does not reset itself.) (16 parts)
[] Place a sign saying "Warning: Premises are trapped. Entering after a burglary may be dangerous," (?? parts)

Then, some extra runner protection:
[]Place a trapdoor pit trap directly on the house side of the gate, connected by an on/off switch to the door traps. Normally deactivated, but becomes armed when the door traps are triggered. (24 parts)

Now, let's see about making the house more deadly:
[] Place a trapdoor pit trap at the base of the stairs, with an o/o linked to the spike trap in the middle of the stairs. When that trap is triggered, it will become active. (24 parts)
[] Add a spike and chain trap to the traps on the door at the top of the stairs. (15 parts)

This will hopefully mean that either anyone who gets to the top of the stairs will be hit by some traps, hurt and immobilised, and sent tumblling backwards down the stairs into the pit trap, or that their allies will be pitted when trying to save them.
[] Actually put a decoy chest trap on our chest. (8 parts)
[] Partially construct a wooden panel in front of the chest, to make it look like we were in the middle of trying to hide it. (?? parts)
Finally, some stash protection:
[] Put all of our stashed stuff in sturdy containers.
[] Install two blade launcher traps to the same trigger as the scythe trap in your stash (10 parts)
[] Set a cave-in mechanism with an on-off switch to go off if there is any movement in the stash after the other traps have gone off. (20 parts)

Putting it all together:
[X] Conjure up as large a workforce as you can without compromising your own ability to work, and work on the following, in order:
-[X] Trap the outside:
--[X] Place a pressure plate on the outside of the gate, linked by an on/off switch to both the front door and the pressure plate in the gate. It is activated at the same time as the traps at the gate, and if stepped on while active, it will deactivate the gate traps. (use a style of pressure plate that does not reset itself.) (16 parts)
--[X] Place a sign saying "Warning: Premises are trapped. Entering after a burglary may be dangerous," (?? parts)
--[X]Place a trapdoor pit trap directly on the house side of the gate, connected by an on/off switch to the door traps. Normally deactivated, but becomes armed when the door traps are triggered. (24 parts)
-[X] Trap the inside
--[X] Place a trapdoor pit trap at the base of the stairs, with an o/o linked to the spike trap in the middle of the stairs. When that trap is triggered, it will become active. (24 parts)
--[X] Add a spike and chain trap to the traps on the door at the top of the stairs. (15 parts)
--[X] Actually put a decoy chest trap on our chest. (8 parts)
--[X] Partially construct a wooden panel in front of the chest, to make it look like we were in the middle of trying to hide it. (?? parts)
-[X] Trap the tunnel
--[X] Put all of our stashed stuff in sturdy containers.
--[X] Install two blade launcher traps to the same trigger as the scythe trap in your stash (10 parts)
--[X] Set a cave-in mechanism with an on-off switch to go off if there is any movement in the stash after the other traps have gone off. (20 parts)

Thoughts?


 
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Guys, we need to keep in mind we should probably go to the Tavern today. Other than that... not sure what to do...
Supposedly the Tavern is at the last or second-to-last time segment, when there will be lots of people there to talk to and Lorena will have recovered enough we might actually get a chance to meet her in person. Other than that, we're trying to get our house ready for the Huge Heat we have right now; adventurers know how much money we have, how hard our traps are, and some even know where our money is. I wouldn't be surprised if all the Stairway Traps turn out useless because someone just brings a big axe and hacks through our wall to get straight to the tunnel. Also, if someone Roguish pokes around enough, they'll find the other entrance to the tunnel and skip almost all of our traps.

T.L.D.R.: Yes Tavern today at 4/5 or 5/5, but we aren't as well defended as we look on paper and need to fix that first.

Despite your nice pictures, your explanations of anything involving switches are really hard to read; like you're trying to explain it in two pieces each time instead of one clearer piece. Now that I understand the lawn set though, I wonder why you'd need that instead of just the sign (oh, and the trapdoor at the front will be noticed when they walk over the first time; hollow wood going 'clunk clunk').
Also, like I mention to Pyro, you've focused a lot on the stairs when people already know where our tunnel is; they will at least knock on the wall, and that's enough to know they might want to go through it (then they meet the stair door traps and "nope, definitely using the wall"). Same sort of thing with the chest; last adventurers went "don't bother, it's just a trap". Might be a better idea to focus on our nice long tunnel with lots of room for new traps.
(Not that the vote doesn't have good ideas, but the only thing with stopping power against an adventuring party armed with current information is the cave-in trap, and, well...)
Finally, where is the cave-in exactly, how easy is it to disarm for someone who's gotten past the other traps, and should we really make it before we know how efficient our summoned workers are? Even if the trap is very effective, we don't want to lose an extra time segment after every incursion to digging out our stuff.

  • Dig a branch to our tunnel with a cave-in-room at the end, and conceal the real tunnel. (Or vice versa; turn our current treasure room into a kill room and make another hidden/trapped treasure room.)
  • Place lots of thin alcoves throughout the tunnel; most of them wont have traps, but that's just to lower guards for the ones that do. Later, some of these will be full of bright lights angled to blind intruders but not illuminate the tunnel.
  • Can we cover trapdoors in dirt/fake-stone-covering for using them outside or in the tunnel? Is this effective for concealing them even when walked on?
  • Peep-holes built into floors and walls so Def can actually use summoning effectively we she needs to or wants to. Later, periscope-like set-ups if she can summon using the image in a mirror.
  • If people will be going through our wall into the tunnel anyway, we might want to turn it into a trapped door and switch to a new escape route.
 
Despite your nice pictures, your explanations of anything involving switches are really hard to read; like you're trying to explain it in two pieces each time instead of one clearer piece.
I'll see what I can do.
Now that I understand the lawn set though, I wonder why you'd need that instead of just the sign
Hm. Yeah, actually, I think it may be extraneous, on second thoughts.

(oh, and the trapdoor at the front will be noticed when they walk over the first time; hollow wood going 'clunk clunk').
Given that the trap would have to be hidden under a decent layer of dirt to not be visually obvious, I don't think that would be the case.

I'll specify burying it a little deeper to deaden the noise, though.

Also, like I mention to Pyro, you've focused a lot on the stairs when people already know where our tunnel is; they will at least knock on the wall, and that's enough to know they might want to go through it (then they meet the stair door traps and "nope, definitely using the wall"). Same sort of thing with the chest; last adventurers went "don't bother, it's just a trap". Might be a better idea to focus on our nice long tunnel with lots of room for new traps.
Good point. I'll focus more on things that will help against someone who has heard what the merchant discovered. Hopefully he didn't spread too many details, but we can't assume he didn't.
(Not that the vote doesn't have good ideas, but the only thing with stopping power against an adventuring party armed with current information is the cave-in trap, and, well...)
Finally, where is the cave-in exactly, how easy is it to disarm for someone who's gotten past the other traps, and should we really make it before we know how efficient our summoned workers are? Even if the trap is very effective, we don't want to lose an extra time segment after every incursion to digging out our stuff.
I figure that the risk of wasting too much time after the first time we use the cave-in trap (if ever it comes to that) is relatively low in significance. If it turns out to be too labour-intensive, we can replace it with something else when resetting the traps, to no harm done.

As to how easy it is to disarm, I have no idea. Probably not very.
  1. Dig a branch to our tunnel with a cave-in-room at the end, and conceal the real tunnel. (Or vice versa; turn our current treasure room into a kill room and make another hidden/trapped treasure room.)
  2. Place lots of thin alcoves throughout the tunnel; most of them wont have traps, but that's just to lower guards for the ones that do. Later, some of these will be full of bright lights angled to blind intruders but not illuminate the tunnel.
  3. Can we cover trapdoors in dirt/fake-stone-covering for using them outside or in the tunnel? Is this effective for concealing them even when walked on?
  4. Peep-holes built into floors and walls so Def can actually use summoning effectively we she needs to or wants to. Later, periscope-like set-ups if she can summon using the image in a mirror.
  5. If people will be going through our wall into the tunnel anyway, we might want to turn it into a trapped door and switch to a new escape route.
1) Not saying it's impossible, but earth is probably the hardest thing to hide our sorts of secret doors in. That would probably best wait until we reinforce the tunnel.
2) I'm not quite sure what the alcoves are meant to do, to be honest. If the first few turn out to be empty, and/or trapped, they are likely to just keep walking instead of investigating them. Blinding traps would be a good angle if we can figure them out, as they would make other traps and minions more dangerous.
3) I see no reason why we couldn't cover them with dirt, but stone may pose greater challenges, so I'd direct that one at @MData. With a decent covering, they shouldn't sound different.
4) I am 100% behind that. We should design a periscope sometime. As a related idea, we will probably want some lever-activated traps as well, to give us a little control.
5) Hopefully next time we go to learn magic and/or go to the magic shop, we can actually convince the Silent Majority to ask about escape spells. Until then, maybe making a second-floor window we can easily jump out of as a quick and dirty secondary exit would work.[/quote]


[X] Conjure up as large a workforce as you can without compromising your own ability to work, and work on the following, in order:
-[X] Trap the outside:
--[X] Place a sign saying "Warning: Premises are trapped. Entering after a burglary may be dangerous," (?? parts)
--[X]Place a trapdoor pit trap directly on the house side of the gate, that only becomes armed once the door has been interfered with. (Trapdoor, O/O switch: 24 parts)
---[X] Cover it with a deep enough layer of dirt to veil it from sight and sound.
-[X] Trap the tunnel
--[X] Put all of our stashed stuff in sturdy containers.
--[X] Install two blade launcher traps to the same trigger as the scythe trap in your stash (10 parts)
--[X] Set a cave-in mechanism to go off if there is any movement after the other traps have been triggered. (Cave-in, O/O switch: 20 parts)
---[X] The cave-in should block both the treasure and the escape tunnel.
--[X] Install a pit and spike trap at the very end of the escape tunnel. (10 parts)
--[X] Install a scythe trap in the entrance to the escape tunnel.
-[X] Trap the inside:
--[X] Install two blade launcher traps on either side of the room, to fire along the back wall if the walls are damaged. (20 parts)
--[X] Add a spike and chain trap to the traps on the door at the top of the stairs. (15 parts)
 
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I'm not quite sure what the alcoves are meant to do, to be honest. If the first few turn out to be empty, and/or trapped, they are likely to just keep walking instead of investigating them.
Exactly; if the first ones turn out to be empty, they wont investigate later ones for scythe or blade traps. It's basically a little trick to give us more places to conceal the workings for traps, because I fully expect someone with a really good perception score will come through sometime, and the way you handle those is ensuring they don't bother looking in the first place (then in our case the remaining hurdle will be making sure the lightly buried pressure plate looks sufficiently stepped on to not draw attention).

Until then, maybe making a second-floor window we can easily jump out of as a quick and dirty secondary exit would work.
Just need to remember to buy some rope, and after we use it have a summon or mechanism drop it down after us so adventurers can't easily follow.

--[X] Put all of our stashed stuff in sturdy containers.
If this takes parts, how many do we have to spare for it? (Also, not sure money cares if it gets crushed.)

--[X] Install a pit and spike trap at the very end of the escape tunnel. (10 parts)
My memory on this isn't clear; is this like a dirt-covered blanket over the hole or is it the wood-sanded-thin thing? If it's the first, do we know if our trap immunity spell will allow us to pass it?

--[X] Add a spike and chain trap to the traps on the door at the top of the stairs. (15 parts)
I kept imagining this as a chain that forcefully trips someone back down the stairs, but the description in the first post makes it sound more like it just momentarily entangles. We might need to design a new trap for it. :[

As to how easy it is to disarm, I have no idea. Probably not very.
[...]
--[X] Set a cave-in mechanism to go off if there is any movement after the other traps have been triggered. (Cave-in, O/O switch: 20 parts)
The "after the other traps have been triggered" makes it so that if someone who has wised up from all the previous traps carefully does not trigger the minor traps, or disarms them, the cave-in won't go off. I think we need a more reliable trigger for the cave-in, and the vote will be done. (Perhaps an unavoidable pressure-plate that arms other unavoidable pressure-plates? The minor traps can act as misdirection from the true threat.)

[This space temporarily left voteless.]
[X]Skewfiend
 
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If this takes parts, how many do we have to spare for it? (Also, not sure money cares if it gets crushed.)
We have more than double the parts we need for this plan.

And money cares if it gets mixed up with debris and shite. (Or rather, having to comb the wreckage to avoid losing money would cost us a lot of time.)

My memory on this isn't clear; is this like a dirt-covered blanket over the hole or is it the wood-sanded-thin thing? If it's the first, do we know if our trap immunity spell will allow us to pass it?
The former, and yes we know. The sanded one was the indoor pit trap.

I kept imagining this as a chain that forcefully trips someone back down the stairs, but the description in the first post makes it sound more like it just momentarily entangles. We might need to design a new trap for it. :[
It throws a spiky chain at its victim, and wraps around them. It lasts until the victim frees themselves.

Not only is the sheer force of a heavy metal chain likely to push them back down the stairs, the pain and entanglement-induced panic will make it likely that they overbalance and fall back.

The "after the other traps have been triggered" makes it so that if someone who has wised up from all the previous traps carefully does not trigger the minor traps, or disarms them, the cave-in won't go off. I think we need a more reliable trigger for the cave-in, and the vote will be done. (Perhaps an unavoidable pressure-plate that arms other unavoidable pressure-plates? The minor traps can act as misdirection from the true threat.)
Good point, Why don't I just put the pressure plage that collapses the thing deeper in?
related idea, we will probably want some lever-activated traps as well, to give us a little control.
5) Hopefully next time we go to learn magic and/or go to the magic shop, we can actually convince the Silent Majority to ask about escape spells. Until then, maybe making a second-floor window we can easily jump out of as a quick and dirty secondary exit would work.[/spoiler][/quote]
[X] Conjure up as large a workforce as you can without compromising your own ability to work, and work on the following, in order:
-[X] Trap the outside:
--[X] Place a sign saying "Warning: Premises are trapped. Entering after a burglary may be dangerous," (?? parts)
--[X]Place a trapdoor pit trap directly on the house side of the gate, that only becomes armed once the door has been interfered with. (Trapdoor, O/O switch: 24 parts)
---[X] Cover it with a deep enough layer of dirt to veil it from sight and sound.
-[X] Trap the tunnel
--[X] Put all of our stashed stuff in sturdy containers.
--[X] Install two blade launcher traps to the same trigger as the scythe trap in your stash (10 parts)
--[X] Set a cave-in mechanism, triggered by a pressure plate deeper into the stash than the scythe and blades trap. ( 12 parts)
---[X] The cave-in should block both the treasure and the escape tunnel.
--[X] Install a pit and spike trap at the very end of the escape tunnel. (10 parts)
--[X] Install a scythe trap in the entrance to the escape tunnel.
-[X] Trap the inside:
--[X] Install two blade launcher traps on either side of the room, to fire along the back wall if the walls are damaged. (20 parts)
--[X] Add a spike and chain trap to the traps on the door at the top of the stairs. (15 parts)
 
Shouldn't we rather use hammer traps rather than scythe traps? We have seen that armored adventurers have withstood the latter rather effortlessly for most part.

Also, we might want to look into making hidden alcoves to hide nasty beasts, hired helpers or our summoned creatures in. Generally enchanting the house's structure would also be good, considering people can still smash it up so easily. Extra rooms should likely start to also be built soon.
 
Could I get a citatio on that?

I can't recall any such examples.
In "Home Invasion", a scythe trap barely scratched the warrior's chestplate. That was the only time we have seen one HIT an armored adventurer admittedly, but the group of three that broke into our house only to be killed by mana soldiers also showed that armor was quite capable of stopping our blade-dependent traps.
 
In "Home Invasion", a scythe trap barely scratched the warrior's chestplate. That was the only time we have seen one HIT an armored adventurer admittedly, but the group of three that broke into our house only to be killed by mana soldiers also showed that armor was quite capable of stopping our blade-dependent traps.
So it did. I eon't have tine until tjis evening to fo it myself, but I'd support a variation of the vote to throw some hammer traps up.alongside the scythes.
 
A Safe Return
[X] Conjure up as large a workforce as you can without compromising your own ability to work, and work on the following, in order:

Check List:
-[X] Trap the outside:
--[X] Place a sign saying "Warning: Premises are trapped. Entering after a burglary may be dangerous," (?? parts)
--[X]Place a trapdoor pit trap directly on the house side of the gate, that only becomes armed once the door has been interfered with. (Trapdoor, O/O switch: 24 parts)
---[X] Cover it with a deep enough layer of dirt to veil it from sight and sound.

-[X] Trap the tunnel
--[X] Put all of our stashed stuff in sturdy containers.
--[X] Install two blade launcher traps to the same trigger as the scythe trap in your stash (10 parts)
--[X] Set a cave-in mechanism, triggered by a pressure plate deeper into the stash than the scythe and blades trap. ( 12 parts)
---[X] The cave-in should block both the treasure and the escape tunnel.

--[X] Install a pit and spike trap at the very end of the escape tunnel. (10 parts) (IN PROGRESS)
--[X] Install a scythe trap in the entrance to the escape tunnel.
-[X] Trap the inside:
--[X] Install two blade launcher traps on either side of the room, to fire along the back wall if the walls are damaged. (20 parts)
--[X] Add a spike and chain trap to the traps on the door at the top of the stairs. (15 parts)
"Alright, let's do this..." You say. You have plans. Big plans. If your were by yourself, this would take all day. Maybe all of several days. But with your mana workers, maybe

You conjuer a pair of mana workers and start to get to work.

You get to work on building the pit trap yourself. It's the most complex device you're building, so it's something you'd rather do yourself. Besides, it can get hot in that tunnel. You'd rather not spend all day down there.

You spend hours digging, installing your on-off devices, installing the trap door, and setting it up to only go off when the door is tampered with, digging again, repairing and re calibrating your devices when something breaks, when the trapdoor activates unexpectedly because of a slight breeze, and when they don't work at all when you're testing your trap door. And all the while, you need to check in on your workers to make sure that they're going their jobs well.

Your workers have been hard at work in the tunnels. After putting all of your knives, armor, and gold in sturdy containers from your barn. After that, you instructed them to set up traps.

----------------------------------------------------------------------

"So... this is where your sister lives?"

"Of course. Don't worry. Def's always been a woman of her word. She'll do right by you." Taylor says, smiling.

"Right..." Lorena said uncertainly. Taylor and Lorena were traveling down the road out of the city towards your home. Taylor was walking with a slight limp, earned from his time in captivity. Lorena still held her staff.

"Look, I've grown up with Def. She's a good person... mostly" Taylor says. "She's a woman of her word. You'll get your pay"

"Maybe... it's just... this isn't the first time someone tried to cheat me out of my pay" Lorena said. "Maybe I'm just nervous"

Before Taylor can respond, he sees you working on your trap, the gate swung open while you try to adjust a part of the device of the door. He beams when he sees you."Hey Def! Is that you?! Def! Def!"

----------------------------------------------------------------------
"Taylor?" You say. You're covered in sweat and dirt from a long day's work. You see him, just 100 feet away, being followed by a woman in a white and purple striped hooded robe. "Taylor! I can't believe that you're still alive!" You almost start crying as you rush towards him. You've heard about people who go missing. How most people wouldn't get found. But now, Taylor was here, and still walking.

"I can't believe it either!" He says as you hug him tightly.

"What happened?" You ask. "You..."

"Eh... I was an idiot..." Taylor said, losing his earlier cheer. "I was in town picking up some supplies, when I saw these three guys trying to rob this woman. So, I go in there and start beating one of the guys..."

"Yeah, that sounds like you" You say. "But how come?"

"Turns out it was a trap" Taylor says. "The woman knocked me out with a club. Next thing I know, I woke up, in a cage in the city. I can't believe I fell for it..." Taylor shakes his head. "Stupid. Stupid..."

You quickly change the subject. "Look, it's been a while since we've seen each other. Why don't we come inside and catch up? I just got a bottle of good Brandy and it would be depressing to have to drink it alone!" You say.

"Sounds great, Def" He says as he claps you on the back. "I just have to tell you abou-"

"Um..." Lorena says as she shifts her weight. "Well, it looks like you don't need me anymore. So, if you don't mind, I'll just take my leave. After we uh... settle accounts" She looks from you, to your house, to your yard, clutching her staff.

You have the money to pay this woman. Adventurer or not, she's saved your brother, and you intend to pay her for a job well done.

Though, you've been thinking about getting a bodyguard. She's resourceful at the very least. You have a good feeling about her. You could try to hire her full time.

Still, you don't really know anything about her. She might be loyal. Or she might sell you out for a thousand Gold.

[] "Sure. Here's your money. Thank you. Thank you." (Pay her the 500 Gold)
[] "Wait, before I pay you, how would you like a job as a bodyguard?"
[] "Hey, you don't have to go yet. Why don't you stay and talk?"
[] (Write in)
 
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[X] "Sure. Here's your money. Thank you. Thank you." (Pay her the 500 Gold)
-[X] "Hey, you don't have to go yet. Why don't you stay and talk?"

She earned the pay, after all. And we can see if she's looking for a career change.
 
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