Teldurn wrote:Malcadon wrote:cynthialee wrote:I love slide traps, my players ... not so much. Every time I spring this type of trap on them I get go to hell looks from them.
Yeah, but I would just replay with this:
Zargrinch! hahaha
Here's an idea to add to the list:
Alchemist's Trap: a trap that instantly turns a piece of equipment a hero is using into gold, worth 100 gold coins. It can work on non-metal items too. Typically, the buy-back value of the better items is more that 100 gold coins, and this would handicap the hero during the Quest. Losing a weapon or armor, but gaining 100 gold coins is a softer blow, but achieves the same means as my original idea:
I've been trying to think of a good rust trap for my random encounter card deck, something to destroy equipment and encourage balance--it would work by Zargon placing a treasure chest in a newly revealed room. The chest is empty, but trapped with a rust spell that affects the searcher. I thought this was a decent idea, until I realized my players would be fooled once, then remove all armor and metal weapons the next time they even think about opening any chest.
Not sure how the results will vary with the Alchemist's trap in place of the rust spell trap, perhaps it would by default affect the most expensive piece of equipment. The trapped chest is still empty, however the "treasure" is the now-golden piece of equipment!
Basically, I'm trying to integrate an equipment-destroying trap/event that doesn't rely on complicated damage mechanics, or the inclusion of a chaos sorcerer character with a genuine rust spell. The danger of a destroyed/rusted weapon should always be in the back of the Hero's minds--not so common, but not so rare an event that it's no longer a concern. Thoughts?