Page 1 of 1

Traps in Mithril Hall

Posted: Sun Jun 16, 2013 10:40 pm
by Nylo
I'd like to suggest that the traps in the mining tunnels in Mithril Hall be removed, or at least reduced. I'm all for traps in dungeons, encouraging grouping and bringing along rogues. But Mithril Hall is not a dungeon, most dwarves are going to be exploring solo, and you can't exactly bring along a rogue either. I know it has a kismet cost, and it's supposed to be difficult, but if you're a young dwarf and fall victim to one of these, it would be extremely hard to retrieve your body yourself. And since the traps are strong enough to kill a level 50 fighter in one hit, it's going to be difficult to get help. I would think it'd be ICly improbable that a trap would last very long before a dwarf patrol came across it and cleared it out, as well. Thoughts?

Re: Traps in Mithril Hall

Posted: Mon Jun 17, 2013 12:05 am
by Rhangalas
Yes. I would agree they should be reduced in the upper levels of Mithral Hall, but the deeper you go, the more there are and the more difficult it should be.

As a side note, it would be cool if the traps reflected things that creatures of the underdark would make, like cave fisher filaments that web you, crude goblinoid contraptions, or for the deeper levels, advanced things that duergar or drow would be able to build - a magical bent for the Drow, more engineering and mechanics for the Duergar.

Re: Traps in Mithril Hall

Posted: Mon Jun 17, 2013 2:04 am
by Nylo
Agreed. Cave fishers and such would be entirely appropriate, much more so than running into a generic electrical trap in a random deep mine tunnel.