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What Defenses Might Be Found in a Noble's Manor?
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<blockquote data-quote="Trickster Spirit" data-source="post: 6683525" data-attributes="member: 6701829"><p>Thanks everyone, I appreciate the suggestions - I'm digging guard peacocks ideas (they fit the "noble estate" vibe more than geese IMO), and I agree with the general consensus that traps would all be out of the way of the everyday inhabitants' motions. I'm thinking Glyphs of Warding loaded with defensive spells on the windows, the trigger being if they are opened from the outside and Magic Mouths in each room set to go off if someone climbs through a window. Not 100% what should be the trigger for the cellar door should be, as it would be an accessible entrance; if it's bashed in, perhaps?</p><p></p><p>There are guards on the grounds, but the manor is in an urban environment, so think more like a pre-electricity Wayne Manor or Downton Abbey, as opposed to a properly fortified castle. I like the idea of doors having multiple bars on them, but until the players set off an alarm of some sort, only the exterior doors and sensitive places (private studies for example) would be locked. </p><p></p><p>I'm thinking of chimney's as an additional access point, potentially fraught with danger - Small sized characters would be alright, but Medium characters doing their best Santa Claus imitation have pretty good odds of getting stuck. Whoever gets in that way might be on their own inside unless they can find a way to get the rest of the party in, plus they have little way of knowing whether the room below that they're sneaking into is occupied or not. Someone inside the manor could even light a fireplace while someone's inside the chimney!</p><p></p><p>I'm working on "wandering monster" tables for the manor itself - like has been suggested, nothing but guard patrols is boring so I'm trying to create a few personalities the party might bump into without detailing the entire staff of the manor. Someone on their way to the privy to empty a chamber pot, someone up for a midnight snack from the pantry, one of the maids sneaking into one of the guards' rooms for a little midnight rendezvous...</p><p></p><p>I feel like the grounds themselves are a little lacking, though. <em>Alarm</em> wards, guard patrols, the peacocks... it's a pretty straight shot from the perimeter to the building itself, assuming they don't blow any stealth checks. Any suggestions for additional obstacles / set-pieces / "traps" that aren't really traps? (I'd half kicked around a croquet set-up characters might accidentally trip over in the dark, potentially alerting the guards, but unfortunately all but one of the party has darkvision so I scrapped it.)</p></blockquote><p></p>
[QUOTE="Trickster Spirit, post: 6683525, member: 6701829"] Thanks everyone, I appreciate the suggestions - I'm digging guard peacocks ideas (they fit the "noble estate" vibe more than geese IMO), and I agree with the general consensus that traps would all be out of the way of the everyday inhabitants' motions. I'm thinking Glyphs of Warding loaded with defensive spells on the windows, the trigger being if they are opened from the outside and Magic Mouths in each room set to go off if someone climbs through a window. Not 100% what should be the trigger for the cellar door should be, as it would be an accessible entrance; if it's bashed in, perhaps? There are guards on the grounds, but the manor is in an urban environment, so think more like a pre-electricity Wayne Manor or Downton Abbey, as opposed to a properly fortified castle. I like the idea of doors having multiple bars on them, but until the players set off an alarm of some sort, only the exterior doors and sensitive places (private studies for example) would be locked. I'm thinking of chimney's as an additional access point, potentially fraught with danger - Small sized characters would be alright, but Medium characters doing their best Santa Claus imitation have pretty good odds of getting stuck. Whoever gets in that way might be on their own inside unless they can find a way to get the rest of the party in, plus they have little way of knowing whether the room below that they're sneaking into is occupied or not. Someone inside the manor could even light a fireplace while someone's inside the chimney! I'm working on "wandering monster" tables for the manor itself - like has been suggested, nothing but guard patrols is boring so I'm trying to create a few personalities the party might bump into without detailing the entire staff of the manor. Someone on their way to the privy to empty a chamber pot, someone up for a midnight snack from the pantry, one of the maids sneaking into one of the guards' rooms for a little midnight rendezvous... I feel like the grounds themselves are a little lacking, though. [I]Alarm[/I] wards, guard patrols, the peacocks... it's a pretty straight shot from the perimeter to the building itself, assuming they don't blow any stealth checks. Any suggestions for additional obstacles / set-pieces / "traps" that aren't really traps? (I'd half kicked around a croquet set-up characters might accidentally trip over in the dark, potentially alerting the guards, but unfortunately all but one of the party has darkvision so I scrapped it.) [/QUOTE]
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