Quote:
Originally Posted by Skarg
A successful Knock may never trigger traps, but then a smart mechanician doesn't rig the traps to go off when the lock is unlocked. The traps are set to go off when the door opens, or someone steps into the room beyond, etc, unless some other non-lock mechanism is used to disarm the traps. Or maybe, since some of the traps are alarms, the alarm can just be the usual "open for business" bell, which is understood as an alarm if it's not at the start of a banking day, and so there is no way to deactivate it.
|
The bold is what I've chosen to do, using some suggestions from the thread.
Quote:
|
Or, as we discussed in the other thread, your engineers take Open Tunnel into account in wall & castle design.
|
Yes, I stumbled across that thread today.
Quote:
Seems like an opportunity to make the situation more interesting to me.
Yes, what are they doing with the tailings? Could be quite amusing, interesting, provide logical clues, make the game feel much more real, get players to pay more attention in general to things going on in the game world, etc.
|
Really wish you wouldn't make me think so hard. Hauling the tailings out of a small town puts a crimp in things. I'm tempted to put a useful bottomless pit nearby, but that's pretty damned cheap.
A gate to the edge of the Grand Canyon would work, obviously, but just as obviously, it ain't right to think these bandits could build one.
Yeah, okay, Skarg, I'll think a bit about it, but you know what will happen? The party will stumble into the tunnels and discover the plot, thwart it (or join in) and move on with their lives and not once will anyone pause to wonder where all the dirt and rocks went. My oh-so-clever plans will be for naught, I tell you.