"HANDS OFF MY STUFF!" Fighting the Adventurer Menace

I think we should remove the trap by the front door to many people expected it and switching the traps could mean a nasty suppose for adventurers.


I've been thinking of swapping that out for a pit trap for a while, but I think Def needs more engineering skill to rig up a proper mechanism for it beyond just sanding the floor thin(ideally you also leave the other traps in and set the lot of them to a toggle, rotating it occasionally to throw invaders off). Could be recalling that incorrectly though.
 
If you're really determined to do that.

Though you still may gain around the same amount heat simply because they didn't come back.
Sure, but by that logic if you're gonna Heat spiral us anyway, it doesn't really matter what we do. Every one of these wankers brags about the place they're about to raid? Lose if we let them in, lose if we don't kill them all and they spread tales, lose if we kill them anyway. If that's what's in play, I'm legitimately starting to come around to the idea of setting up some quiet new residence elsewhere and moving to that and slowly lowering the traps/quality of this one and leaving bullshit throwaway loot here until Heat dies off.
 
Aw. And here I was hoping to see what our heat level got upgraded to when the mage said "fuck this" and bolted.

But he isn't alive to tell anyone about this.

Though if/when someone sees you dragging the bodies behind your house, your heat may go up.

I mean, yeah? That's why I was disappointed.

I know right? And here I was hoping that we could farm tons of gold by having adventurers get killed by our traps and/or minions and then looting their valuables off their fallen bodies.
 
Maybe hide the loot and ask the neighbors who already know about our traps for help cleaning up?
 
Sure, but by that logic if you're gonna Heat spiral us anyway, it doesn't really matter what we do. Every one of these wankers brags about the place they're about to raid? Lose if we let them in, lose if we don't kill them all and they spread tales, lose if we kill them anyway. If that's what's in play, I'm legitimately starting to come around to the idea of setting up some quiet new residence elsewhere and moving to that and slowly lowering the traps/quality of this one and leaving bullshit throwaway loot here until Heat dies off.

But isn't the point of the quest to fight off adventurers and then build a dungeon? I honestly like the way things are and would find it boring if we didn't have to worry about fighting off adventurers.
 
[X] Go to Howe's Hardware (Needs at least 20 Parts. Takes a Time Action)

And for fixing up our house, I'm thinking we should handle the area around the tunnel first, then maybe get some help getting the rest fixed up. Probably the fastest way to get it back together without revealing the tunnel.

We should probably check on our neighbors, too, at some point.
 
@MData, 1) how many parts would at take to reinforce the damaged sections as we repair them?

2) Have we already applied Safe stepps to our traps?

Some thoughts on what we should do soon.

1) Visit hardware, convert nearly all gold to parts.
2) While we wait for parts to arrive:
-Identify and sell loot. Maybe get some decent tucker, and maybe some useful knick-knacks.
-Design a trapdoor pit trap, giving us a pit that one can disarm and safely traverse, and if we have time, maybe a periscope.
-If time remains, study spellbooks.
3) Repair damage, turn house into absolute fucking deathtrap, including many anti-escape traps.
3+) Get together with Dinapoli, tell him the setup, and about the escape tunnel.
3+) Notify the mob hunting the bandits at our gramps' farm of their whereabouts. That'll learn 'em.
3+) Talk to our magc teacher about workaround options for summoning sight-unseen.
3++) Turn the Dinapoli Money into parts, then traps.
3++) Check on our neighbours.
3++) more self-development.

If mean, if we wanted to turn all our gold to traps, we should identify, then sell, then buy parts, but I can't be bothered fighting the bandwagon for it, and there are reasons not to anyway.

[X] Go to Howe's Hardware (Needs at least 20 Parts. Takes a Time Action)
 
But isn't the point of the quest to fight off adventurers and then build a dungeon? I honestly like the way things are and would find it boring if we didn't have to worry about fighting off adventurers.
No, it's the part where it threatens to spiral out of control due to a vicious cycle depending on how MData adjudicates things. Constantly scrambling to stay ahead forces us to focus really hard on just this instead of knowing when we're sufficiently ahead of the curve to be able to do other things if we wanted to.
 
[X] Go to Margery's General Store (Needs at least 20 Parts. Takes a Time Action)

We need to spend all this money on ways to kill thieves before the thieves hear we have it.
 
Sounds like our summoning work paid off. After we get the house repaired, we should practice some more of that. Some sort of summoned archer or crossbowman would be excellent backup for both the soldiers and ourselves.
 
Last edited:
[X] Go to Howe's Hardware (Needs at least 20 Parts. Takes a Time Action)

Going to want to change the door traps around, and add more traps during the reconstruction.
I'd still prefer to drag the corpses out from the secret tunnel though. Less clues regarding how they died.
 
[X] Go to Howe's Hardware (Needs at least 20 Parts. Takes a Time Action)

We need a LOT of parts for what we are going to do later on, on top of repairs. Best stockpile now before the prices spike.
 
[X] Go to Howe's Hardware (Needs at least 20 Parts. Takes a Time Action)

We also need to plan for a bigger house.
 
Sounds like our summoning work paid off. After we get the house repaired, we should practice some more of that. Some sort of summoned archer or crossbowman would be excellent backup for both the soldiers and ourselves.
Depends on whether they have precise shot or not.
 
We should build some traps to prevent adventures from escaping. Like those spikes in pay lots. You can enter easily, but to get back out, you need to turn it off.
 
Even if they were inaccurate, it'd still bother the adventurers and distract them. Not even them like getting shot at.
*sighs* Have to explain the joke again...
Precise shot is a D&D feat that allows you to aim a ranged attack into melee without the associated penalty. Ranged characters without it are generally considered more of a liability than a help, because they tend to hit their melee-focused allies as much as or more than the enemy.
 
Back
Top