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Attacking a hideout
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<blockquote data-quote="Unwise" data-source="post: 6847438" data-attributes="member: 98008"><p>My players are terrified of entering dwarven or duergar places uninvited. They tend to make great traps. At its most basic, they make very good front doors. PCs walk up to "kick in the door" and find they simply can't open it. Not all doors have locks to be picked. Not all doors can be kicked in. If they make enough noise, the murderholes drop stuff on them, a flame cannon pops out and roasts them and maybe some infernal beasts are released. All without getting inside the place.</p><p></p><p>If they talk their way in, they soon find themselves standing on a pit-trap like Jabba's palace. The duergar don't trust them either, and they have all sorts of defenses set up for untrusted guests. At the very least hidden crossbowmen in the secret gantries around the hall and a pit-trap under the rug in the audience chamber.</p><p></p><p>My PCs stole from some duergar, they began running away with a wagon, only to find the way out blocked by a string of captives chained across the road. They could mow them down and sever their arms, or have to stop and free them before getting anywhere.</p></blockquote><p></p>
[QUOTE="Unwise, post: 6847438, member: 98008"] My players are terrified of entering dwarven or duergar places uninvited. They tend to make great traps. At its most basic, they make very good front doors. PCs walk up to "kick in the door" and find they simply can't open it. Not all doors have locks to be picked. Not all doors can be kicked in. If they make enough noise, the murderholes drop stuff on them, a flame cannon pops out and roasts them and maybe some infernal beasts are released. All without getting inside the place. If they talk their way in, they soon find themselves standing on a pit-trap like Jabba's palace. The duergar don't trust them either, and they have all sorts of defenses set up for untrusted guests. At the very least hidden crossbowmen in the secret gantries around the hall and a pit-trap under the rug in the audience chamber. My PCs stole from some duergar, they began running away with a wagon, only to find the way out blocked by a string of captives chained across the road. They could mow them down and sever their arms, or have to stop and free them before getting anywhere. [/QUOTE]
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