I got to visit an old castle, that has been in use ~500+ years but inhabited by the current family for ~ 200. Their primary business is running a farm, land-holding as was the the case for such buidlings for much of the past. I was interested to see that what was all over the walls of this place was less swords, shields and momentos of conquest but religious iconography and things to do with farming. There was a fantastic set of a dozen cowbells in the ground floor hall, awards for finest cows and other markers of success in the primary occupation of the dwellers.
d12 hazards encountered trying to sneak through a great house
1. Squeaky floorboards (alarm)
2. Trick steps on the stairs (trip hazard)
3. Worn boards/stand-up nails (trip hazard)
4. Clutter in the corridors (trip hazard, alarm, concealment)
5. Noisy symbols of prosperity of the house hanging on the walls (alarm)
6. Servants storing or fetching seasonal things (focused on task, not alert)
7. Lost guests trying to find their quarters (may ask for help, will not recognise strangers on sight)
8. Children hiding from their chores (watchful)
9. Structurally un-sound parts of the building collapses (acts as small pit trap)
10. Haphazardly piled belongings (collapse when you tread near them, small valuables in the pile)
11. Wildlife who have gotten in from outside and startle noisily from their roosts
12. Door fastenings so old and idiosyncratic that attempts to open them are difficult
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