kingjawa:
I like quicksand. I think its very thematic.
Groovy, but we need a trigger-- it's not JUST quicksand-- it LOOKS fine, and then after something is DONE, the threat becomes apparent... So I'm thinking a concealed trap door that drops them into the quicksand if they don't notice it.
Sound good?
--YES! Nice one, GM! I will tell you to officially add that to The Sandstone in my next post!
--NO! I have another idea, and I will tell you what that idea is in my next post!
Presuming for the moment that the answer is Yes, let's move on:
You find a good room for a Trick!
Tricks
Tricks are subtler than traps - their purpose is to change the situation or force the
adventurers into taking certain actions. A trick allows you to control events during
base defense. They create advantageous situations for your base.
When a trick is triggered, a fortune roll is made using the trick's tier to see how effective it was against the invaders, using the result to narrate how it was triggered and how effective it was at its intent. The GM can step in to scale the effectiveness up or down to better match the result if needed.
When building tricks, each has an intent and a trigger. The intent is what you want
the trick to accomplish and the trigger is how you go about doing it. Tricks are judged
by how likely they are to work and the tier is decided by the player.
Example Tricks:
❖ A pool of water that fools adventurers into taking off their armor to get through.
❖ Pixies clanging together pots down a tunnel leading invaders toward them.
❖ A winding maze that splits up the invading group.
❖ A beautiful statue that captivates them and gives an opening for helpers to snatch their weapons.
❖ Moving lights from around a corner make the invaders snuff torches to avoid getting seen--thereby losing their own ability to see.
If a trick leads an adventurer into a situation that they can’t escape, it instead just frustrates them after some time has passed... if enough time passes, they could just get frustrated and give up on invading the base. These types of tricks buy you time or an
advantageous situation, but they’re temporary. Remember that mercenaries are incredibly crafty, and even if they’re stuck down a pit trap or chained to a wall, given a bit of time, they’re likely to find a way out. You can never trick an mercenary away from invading your base once they've started... but you can add to their frustration, and that can do the trick eventually... (They'll be back someday, of course, but...)
(I know that since there's no actual map, it's hard to see how Tricks help, but I'll make it worth your while, trust me.)