And thus the only weakness of Takeshi’s castle is revealed: the little paper target on which its status hinges doesn’t have a lot of hitpoints.
Well, and the castle is a flimsy to begin with, as explained earlier. Two…the two only weaknesses of Takeshi’s castle are revealed: the little paper target on which its status hinges doesn’t have a lot of hitpoints, and the castle is a flimsy to begin with.
All aside from the fact that the castle’s master is a lazy incompetent who’s only good at blaming others for his own shortcomings…
The three only weaknesses of Takeshi’s castle are revealed: the little paper target on which its status hinges doesn’t have a lot of hitpoints, the castle is a flimsy to begin with, and the castle’s master is a lazy incompetent who’s only good at blaming others for his own shortcomings.
Of course, the castle’s guards are also…wait, I’m coming in again…
But, yeah. All of the shortcomings of Takeshi’s castle as a fortress are actual advantages, if seen from DM’s perspective. After all, he was looking for something to ease the party into the genre, and the castle fit that bill nicely. For evidence, just look at how Snuka manages to disarm and unlock that chest, compared to his earlier try. No longer relying on his thieving ability from an earlier life, he now uses a paladin’s innate ability to render withering judgement via a single, stern look.
And that success reveals a real bounty of experience points, enough to make every member of the party advance a level or three. Plus vast material riches! …well, perhaps not really ‘vast’ as such. More like a modest financial gratuity for every member of the team…in a currency that isn’t really worth anything in the world they’re currently inhabiting. But, hey! Lots of experience and all of the glory and prestige of their success. Not too shabby for a first dungeon.
More on Mon…uh, Thursday.