This is a quick post tonight. I think there is a good framework for this setting now. There are kobolds near the outer entrance, fighters and cultists near the stairs up to the fortress and the prison cells, sorcerers in the cluster of rooms near the cells, and cobwebs between them and the kobolds. There are also natural predators in the natural caves and tunnels.
But I think the defenses of the complex are supplemented with a few traps, and some other tricks. I just thought of the cells housing prisoners. Not everyone would be full, but they have the cells, so I think they would be using them. These could be kobolds, acolytes or cultists locked up for disciplinary measures, or someone they've grabbed to torture for information. They may be rival dragon cultists grabbed to locate another magic item or shrine location.
In any event, it would be devious to have the locks to the cells guarded with poisoned needles to prevent escape. The poison could vary from debilitating to deadly. I think there could also be some pit traps/ceiling collapse type traps in the connecting corridors between the sorcerers and kobolds. They would know how to disable the triggers. The natural tunnels are more likely to be guarded by natural threats, such as oozes or fungal spores.
I think there could be one or two major traps. For instance, there are two rooms off by themselves near the natural caves that could simply be rigged to collapse completely when someone hits the middle of the room. It would be nice for the connecting room between the old and new sections of the complex to have a major trap effect that would encompass the entire room if not disabled - a sinking floor, sand pouring in, etc. The catch is that while it would be nice to have it affect the entire room, it would be necessary to have it be something easily reset. That gets tricky.
I always liked arrows firing from within the walls, too. That could be attached to any passage. I had some other ideas up my sleeve involving Alarm and Glyphs of Warding, but neither are sorcerer spells. Now if there were another kind of spellcaster...
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