"HANDS OFF MY STUFF!" Fighting the Adventurer Menace

Okay, first, I was way overboard with the basement traps.

He's paying 500 for it out of a 3500 gold job, and with a 100 part budget, that means we want to devote (500/3500)*100 ~=14 parts to it.

Maybe a bit more, seeing as a switch and compartment are 10 parts alone.

Front door
[X] Set a hammer trap (8 parts) to go off when the front doors are picked or forced.
-[X] Set a blade trap to go off at the same time, shooting at the outside of the doors, to get anyone standing too near the one who breaks in. (5 parts, 13 parts used on front doors)

Back Doors
[X] Set scythe traps (7 parts each) to go off when the back doors are picked or forced.
-[X] Set blade traps to go off at the same time, shooting at the outside of the door, to get anyone standing too near the one who breaks in. (5 parts each, 24 parts used on doors)

Windows
[X] On each of the three walls with windows, remove a few boards on one of the windows to make it the easiest-seeming window to get in, and install a spike board trap on each, setting it to go off when any weight is put on the windowsill of the tempting window. (18 parts)
-[X] Install blade traps to fire parallel and close to each of the walls with windows on them, and set them to go off when anyone steps on the floor near any of the windows on that wall. (15 parts, 33 parts used on windows.)

Internal Doors
[X] Install a spike trap on each of the internal doors, to fire towards them from the back of the back rooms when the doors are forced or picked. (10 parts used on internal doors)

Basement
[X] Build a concealed alcove (2 parts), with an on/off switch (8 parts).
-[X] Tie the on/off switch to a pressure plate in the basement hallway, just before the first storage room, which triggers a blade trap to fire from either end of the hallway. (10 parts, 20 parts used on basement.)

copy-friendly version said:
[X] Set a hammer trap (8 parts) to go off when the front doors are picked or forced.
-[X] Set a blade trap to go off at the same time, shooting at the outside of the doors, to get anyone standing too near the one who breaks in. (5 parts, 13 parts used on front doors)

[X] Set scythe traps (7 parts each) to go off when the back doors are picked or forced.
-[X] Set blade traps to go off at the same time, shooting at the outside of the door, to get anyone standing too near the one who breaks in. (5 parts each, 24 parts used on doors)

[X] On each of the three walls with windows, remove a few boards on one of the windows to make it the easiest-seeming window to get in, and install a spike board trap on each, setting it to go off when any weight is put on the windowsill of the tempting window. (18 parts)
-[X] Install blade traps to fire parallel and close to each of the walls with windows on them, and set them to go off when anyone steps on the floor near any of the windows on that wall. (15 parts, 33 parts used on windows.)

[X] Install a spike trap on each of the internal doors, to fire towards them from the back of the back rooms when the doors are forced or picked. (10 parts used on internal doors)

[X] Build a concealed alcove (2 parts), with an on/off switch (8 parts).
-[X] Tie the on/off switch to a pressure plate in the basement hallway, just before the first storage room, which triggers a blade trap to fire from either end of the hallway. (10 parts, 20 parts used on basement.)

@MData,
1) it isn't exactly clear how damaging any of our new traps are, could you please add that to the traps page sometime?

2) What is the cover of our spiked pit trap like? I was imagining a trapdoor, but that doesn't sound like it is the case.

We should probably design a trapdoor pit trap at some point, allowing us to safely traverse them when not armed.
 
Front door
[X] Set a hammer trap (8 parts) to go off when the front doors are picked or forced.
-[X] Set a blade trap to go off at the same time, shooting at the outside of the doors, to get anyone standing too near the one who breaks in. (5 parts, 13 parts used on front doors)

Back Doors
[X] Set scythe traps (7 parts each) to go off when the back doors are picked or forced.
-[X] Set blade traps to go off at the same time, shooting at the outside of the door, to get anyone standing too near the one who breaks in. (5 parts each, 24 parts used on doors)

Windows
[X] On each of the three walls with windows, remove a few boards on one of the windows to make it the easiest-seeming window to get in, and install a spike board trap on each, setting it to go off when any weight is put on the windowsill of the tempting window. (18 parts)
-[X] Install blade traps to fire parallel and close to each of the walls with windows on them, and set them to go off when anyone steps on the floor near any of the windows on that wall. (15 parts, 33 parts used on windows.)

Internal Doors
[X] Install a spike trap on each of the internal doors, to fire towards them from the back of the back rooms when the doors are forced or picked. (10 parts used on internal doors)

Basement
[X] Build a concealed alcove (2 parts), with an on/off switch (8 parts).
-[X] Tie the on/off switch to a pressure plate in the basement hallway, just before the first storage room, which triggers a blade trap to fire from either end of the hallway. (10 parts, 20 parts used on basement.)

Ctrl c ctrl v.
 
1) it isn't exactly clear how damaging any of our new traps are, could you please add that to the traps page sometime?

I might work out a specific damage system though for now, there is a rough system. Take how much damage would X do to someone if it hit them in Y (location) and they were wearing Z type of armor.
2) What is the cover of our spiked pit trap like? I was imagining a trapdoor, but that doesn't sound like it is the case.
For the indoor spike pit traps, the floor is sanded down to such a dine level that any weight would cause it to collapse. Of course, you'd need a spell to repair the floor if you wanted to use it again.

When not in use, there is in fact section of floor to be put in place that covers the sanded, and a part of the normal floor.
..................................Cover
------------------ |-----------------------|
----------------------____________---------------------- Floor
.....................................Pit
 
For the indoor spike pit traps, the floor is sanded down to such a dine level that any weight would cause it to collapse. Of course, you'd need a spell to repair the floor if you wanted to use it again.
You know, just out of curiosity, why not use a hidden trapdoor style hatch with a pressure plate on top, so that when someone has put enough weight (say 100lbs) on it, it releases and drops the victim into the spike pit?

That seems a lot easier for the end user to disable [Secondary lock system to hold the hatch in place] or reset [Lift the hatch back up, could possibly be automated via springs] than a system based on paper-thin floor panels.
 
ight work out a specific damage system though for now, there is a rough system. Take how much damage would X do to someone if it hit them in Y (location) and they were wearing Z type of armor
For now a rough indication is fine.

I have no real idea how killy a spike trap or spike board trap is relative to a scythe trap or blade trap, for instance.

Sonething like: "Hammer trap: ... High damage, single target, good against armour." Would be really useful, even if you don't flesh out a full mechanics system for the traps.

You know, just out of curiosity, why not use a hidden trapdoor style hatch with a pressure plate on top, so that when someone has put enough weight (say 100lbs) on it, it releases and drops the victim into the spike pit?

That seems a lot easier for the end user to disable [Secondary lock system to hold the hatch in place] or reset [Lift the hatch back up, could possibly be automated via springs] than a system based on paper-thin floor panels.
We should draw up plans for a trapdoor pit trap some time, I guess.
 
Vote tally:
##### 3.21
[X] Set a hammer trap (8 parts) to go off when the front doors are picked or forced.
-[X] Set a blade trap to go off at the same time, shooting at the outside of the doors, to get anyone standing too near the one who breaks in. (5 parts, 13 parts used on front doors)

[X] Set scythe traps (7 parts each) to go off when the back doors are picked or forced.
-[X] Set blade traps to go off at the same time, shooting at the outside of the door, to get anyone standing too near the one who breaks in. (5 parts each, 24 parts used on doors)

[X] On each of the three walls with windows, remove a few boards on one of the windows to make it the easiest-seeming window to get in, and install a spike board trap on each, setting it to go off when any weight is put on the windowsill of the tempting window. (18 parts)
-[X] Install blade traps to fire parallel and close to each of the walls with windows on them, and set them to go off when anyone steps on the floor near any of the windows on that wall. (15 parts, 33 parts used on windows.)

[X] Install a spike trap on each of the internal doors, to fire towards them from the back of the back rooms when the doors are forced or picked. (10 parts used on internal doors)

[X] Build a concealed alcove (2 parts), with an on/off switch (8 parts).
-[X] Tie the on/off switch to a pressure plate in the basement hallway, just before the first storage room, which triggers a blade trap to fire from either end of the hallway. (10 parts, 20 parts used on basement.)
No. of votes: 4
Skewfiend, NotAnHiro, Kyrina, Night_stalker
 
Working Through the Day
You look at the plans that you've drawn up for defending this place. Looking over what you have, you honestly don't think you'll have much of anything to spare after this. Still, you aren't paying for any of this.

Grabbing a handful of supplies, you start on the front door with one thought in her mind.

"This is going to be a long day..." You mutter.
---------------------------------------------------------------------------------------------------------

"And... done."

You put the finishing touches on the blade trap that is protecting the last window. By the time you're done, the sun is high in the air. Showing you ho long you've been here. You've been working straight through the day, barring ten minutes to get some lunch.

You sit down in one of the chairs you found in a crate. It's a lot more comfortable than what you're used to. Instead of being made entirely of of wood, these chairs had padding on the seat and the back. You don't think you've even seen one of these before! At least, not one that didn't belong to a noble.

How much was Domonic spending on this place?

After a little while, you pick yourself up and drag yourself down to the basement.

Unlike yesterday, the basement is warm. You start sweating as soon as you get down there. The basement is still messy, even more than it was this morning. Wood, metal, tools, and trash is scattered throughout the rooms. Some of it of it was because of you moving stuff up and down for the past few hours. And a lot of it was probably here for years.

But the point was that if you were going to set up some traps, you were going to have to clear a lot of this stuff out.

You crack your fingers. The long you stand around, the longer you have to spend here.

You walk down the stairs, ready to get started.

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

You don't know how long you've been setting up the traps here. A few hours at the very least. Maybe more ever since you moved to the basement, time has been nothing but a vague concept. You knew that it was passing. You knew that a lot of it was passing. But beyond that, it barely registered to you.

After hours of setting up, testing, disassembling, resetting, and testing again, you're done.

You turn active the traps, confident that they can repel anyone that would try to break in.

You're finally done. You sit down on the basement floor, leaning against a wall. Mercifully, the basement has cooled down, probably because the sun has gone down. But you don't need to go anywhere tomorrow. So you take the time to rest and wonder if you're going to spend the gold immediately, or save it for expanding your home.

And then you see it.

You know you didn't see it before. Maybe it was because it was darker last time. Maybe it was being blocked by a piece of junk you cleared out. Maybe you just overlooked it last night.

But right there, barely visible behind an old empty bookcase, small doorway around three feet off of the ground. It actually looks like the entrance to your escape tunnel.

Why would an Apothecary need an escape tunnel? And where would it even lead?

[] Go in. Maybe you'll find something, maybe you won't. But at least you'll know.
[] Leave it alone. It's probably nothing there.
[] Barricade it. Nothing good can come from- wait, you don't have any more parts. Damn.
- [] Buy some parts to barricade it. (- 26 Gold)
 
@MData Is barricading it sealing it up permanently? Do we instead have a design to put a fake wall/one way door over it instead to allow it still to be used, but only for exiting?
 
What about trapping it as well? I mean, if Dominic doesn't know it's there, it'd probably be fairly wise to tell him about it.
 
I bet Dominic knows about it. I think that he's probably hiding something and wouldn't appreciate us snooping. Didn't he tell us something about that?

[X] Leave it alone, for now. Make a point to ask Dominic about it.
 
[X] Go in. Maybe you'll find something, maybe you won't. But at least you'll know

Curiosity dictate that I must know what's there.
 
Back
Top