Delta
26th May 2008, 12:30 PM
Had an idea for some traps in the temple... Granted, it may be a little sick/twisted, but the temple already involves children being horribly murdered so this shouldn't be much of a stretch.
Instead of damaging the players and their (probably very limited) resources directly, the trap, when not taken care of properly, kills one of the children. These traps should be devised to buy the enemies some time to respond to the PCs' intrusion while they stand around thinking of ways to help the kid.
So the purpose is to incapacitate one or more of the PCs.
Few ideas:
- Something like a pressure plate that releases a guillotine or something, but only when the pressure is taken off, not when it is first applied. This way at least PC would have to remain still while the rest finds a way to disarm the trap or free the child. Meanwhile, goblins or other nasties have a chance to take pot shots at a character that can't move to cover, probably can't use Dodge, might even be flatfooted until he/she decides to move from the plate (and kill the child).
- The victim is in a cage, being killed or tortured by something nasty. Could be poison, could be some kind of pet (think piranha pit), but getting the child out of the cage should keep it alive and safe. The key or the antidote is carried by a minor boss level guard creature of some kind, who proceeds to swallow the key or break the vial if he feels threatened. Persuasion should prove useful here, if only to distract the guard while the rogue sneaks up for a backstab. An intelligent guard may even be convinced to just let the kid go in exchange for money or his life. There should be a set amount of rounds before the party is too late to save the child.
I'm not sure how many spare children there are in the temple, but there could be some kind of xp bonus for not getting any of them killed beyond the ones that are 'scripted' like the one in room 14.
Too many of these traps would diminish the horror effect, so there should only be one or two.
Maybe during the final encounter there can be a timed event along the lines of X rounds till the children die/Raask arrives/the temple collapses/Gotham City blows up...
It should at least give a break from the 'yay another dungeon with goblins, when do we get to level 2'-feel that some players might experience.
I can see how people can think this crosses a line, but with the room 14 description I think we've crossed it a while back.
A side effect of these traps is that the party will end up escorting a few children through a dangerous dungeon with enemies out to recapture them.
Anyway, I can work these encounters/traps out in further detail if needed. If not, well I have a sick mind. Sorry :P
Instead of damaging the players and their (probably very limited) resources directly, the trap, when not taken care of properly, kills one of the children. These traps should be devised to buy the enemies some time to respond to the PCs' intrusion while they stand around thinking of ways to help the kid.
So the purpose is to incapacitate one or more of the PCs.
Few ideas:
- Something like a pressure plate that releases a guillotine or something, but only when the pressure is taken off, not when it is first applied. This way at least PC would have to remain still while the rest finds a way to disarm the trap or free the child. Meanwhile, goblins or other nasties have a chance to take pot shots at a character that can't move to cover, probably can't use Dodge, might even be flatfooted until he/she decides to move from the plate (and kill the child).
- The victim is in a cage, being killed or tortured by something nasty. Could be poison, could be some kind of pet (think piranha pit), but getting the child out of the cage should keep it alive and safe. The key or the antidote is carried by a minor boss level guard creature of some kind, who proceeds to swallow the key or break the vial if he feels threatened. Persuasion should prove useful here, if only to distract the guard while the rogue sneaks up for a backstab. An intelligent guard may even be convinced to just let the kid go in exchange for money or his life. There should be a set amount of rounds before the party is too late to save the child.
I'm not sure how many spare children there are in the temple, but there could be some kind of xp bonus for not getting any of them killed beyond the ones that are 'scripted' like the one in room 14.
Too many of these traps would diminish the horror effect, so there should only be one or two.
Maybe during the final encounter there can be a timed event along the lines of X rounds till the children die/Raask arrives/the temple collapses/Gotham City blows up...
It should at least give a break from the 'yay another dungeon with goblins, when do we get to level 2'-feel that some players might experience.
I can see how people can think this crosses a line, but with the room 14 description I think we've crossed it a while back.
A side effect of these traps is that the party will end up escorting a few children through a dangerous dungeon with enemies out to recapture them.
Anyway, I can work these encounters/traps out in further detail if needed. If not, well I have a sick mind. Sorry :P