Design example: Trap method

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The goblins under Iova's Tryst:

Threat: The most dangerous thing about the goblisn below Iova's Tryst is their mixed unit tactics. The goblins break down into 4 castes; paradoxically, each caste squabbles incessantly within itself but members of different castes work together unusually well. The four castes of goblins are Rock (fighters, stone throwing, clubs, heavy armor, shields), Bow (bows, light armor, also trapmakers), Knife (rogues, focusing on mobility to flank foes) and Fire (sorcerers). The "leader" of the goblins is an animated Rakshasa's head that retains just enough of the powers it had in life to rule the goblins.

Reward: The Rakshasa head, despite cowing the goblins, is immobile, and can do very little to the PCs besides bargain. In life, the Rakshasa was called Mojara, and he has many memories of ages gone by.

Asset: One exit from the goblin cave follows a long, straight underground tunnel for about a mile out of town. The tunnel is shaped like a big pipe and was crafted from polished white stones. There are occasional caves that branch off of the pipe - many have collapsed. Water, about a foot deep, flows at the bottom of the tunnel, which reflects light back and forth off the polished white stones of the tunnel. A mile out of town, a cave leads upward to the surface. Local druids know of the location of the exit, although they don't know it leads under the town.

Problem: The goblins are an effective bulwark against the even more dangerous monsters of the underdark, and if they are noticeably weakened, a cult of driders may swarm up into Iova's Tryst.

PS: My player calls them PRATs now. :rollseyes:
 

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Here's 4 more for the lair itself

Threat: The goblins have a main "battle chamber" that they try to funnel attackers into. The PCs would enter into the narrow end of that chamber, where broken stones are piled high (leaving only a few feet between the rocks and the cave ceiling at the entrance) and require balance checks to cross. Thus, once a creature enters into the chamber they need to slowly move down to the floor of th battle chamber in order to be able to stand up and not balance. The other end of the cavern has some very large stone slabs that the goblins use for cover (Rock caste goblins hide behind these until the PCs approach unless ordered forward, which is unlikely as the Bow and Fire clan retreats). Knife clan tries to circle around through other tunnels to come up behind any intruder.

Reward: Upon seeing the heroes, the goblin in charge of the rat pen will immediately surrender, and say he can make it worth their while - he can; he's stashed six small rubies that he stole in the city and he's been saving them to bribe Mojara to let him be the next Castelord of the Bow caste.

Asset: A large pit in the main battle chamber has a floor that slopes towards it - at the bottom of the pit is an angry Ogre who has been trapped here for some time. The ogre could be bargained with, and will kill any goblins tossed into the pit.

Problem: There are many small, difficult to notice passages that connect different tunnels in the area. These require Escape Artist checks to pass through (DC 20), but the Knife caste is trained in doing these exact ones, giving them a +2 circumstance bonus in addition to their check.
 

Note that I haven't touched intra-tribe politics, who's jostling for Castelord status, and so forth for the goblins, except insofar as they relate to what the PCs are going to do when they show up. I'm pretty happy with these so far, actually. If someone wants to pick another element to TRAP, I'll keep it going...
 


I like Mojara as a rakshasa that is vulnerable enough and smart enough not to screw with the PCs.

Threat: Kuen, the sorcerer who was trying to get the Master to join him, seeks Mojara's head for the lore it holds. But if the players have come into possession of the head he will treat them very seriously. Kuen will attack with the support of whatever allies he can find; this might include the remnants of Mupp's gnoll pack, the goblins, a female manticore named Hratchlip, and a few of his lower-level wizards. Mojara has feat that allows his crow familiar to travel at long range, and reduces his dependance on it. The crow will keep tabs on the PCs, allowing Mojara to choose the best possible time to strike. Mojara focuses on enhcantments, so he does not have a big fireball-style effect to open combat; that's what Hratchlip is for.

Reward: Mojara will be deferential and polite to the PCs, and not do anything stupid like try to turn them into his pawns, at least for the first few years. Mojara knows he's vulnerable and that the PCs will be paranoid enough about a talking head. He also knows he needs to act fast - he will offer to lead the PCs to a stash of healing items (wands, scrolls, and potions), saying "I am bound to this form, but please, do not end me. There is so much more to learn."

Problem: One of Mojara's ancient brothers survives to this day, hidden among humans in the far-off city of Umatta. Once Mojara is above the surface, Majago (the brother) will learn of it via a strange shadow divination that links rakshasa of the same litter. Majago will eventually make his way to the lands near Casta and Iova's Tryst, insinuating himself into the social world of the nobility. The players will hear of a few murders of the lower-class citizens, mostly beggars and madmen, but these also reinvigorate Mojara. Mojara recommends returning his head to his brother so his brother leaves the area.

Asset: Mojara has been stuck in the underdark for some time, and if brought above ground he is greatly disoriented. He knows of a Rakshasa tomb that would be full of treasure, and it should be up in the mountains, but starts to lose energy after a short amount of looking around. Sacrificing living creatures to him can enhance his clarity of mind and reenergize him, which makes him able to show the way more quickly. If the PCs ask something like "How can we keep you going?" He will say "You will despise the truth." and act reluctant to tell the PCs. Thus, the PCs will have to choose whether to sacrifice animals (pouring the blood into Mojara's mouth) in exchange for treasure.
 

Oh, one more:

Reward: Kuen has Mojara's hand, and seeking Mojara's head was the real reason for coming to Iova's Tryst. The presence of the Master was just a lucky opportunity, which unfortunately did not pan out. Mojara cannot animate the hand until he has drank the blood of at least 60 hitpoints worth of creatures, and then only for a minute a day.
 

Threat: Majago has Mojara's tail, other claw, and several of Mojara's bones. With enough sacrifices Mojara will be able to animate himself and start thinking about taking others' flesh to finish the job. Just the presence of his tail would reinvigorate him enough to use all the normal powers of a rakshasa.
 


While I'm having quite a lot of fun here, I'm not certain precisely what is served by continuing -- you've already demonstrated the "wheels within wheels" nature of additional TRAPs, and the system seems solid (though some problems should have 2 assets, or none at all, etc, lest the PCs always look for the associated threat+asset when they see a reward).
 

I was hoping to show a little more breadth of what kinds of things TRAPs give you. For example, if you're trying to demonstrate a culture, and you want it to be something the PCs hook into, you've got to build TRAPs around that culture. For example

Threat: Although they use nonlethal methods, especially Strengh poisons, the Kovani attack intruders into their territory on sight, assuming them to be members or slaves of the Gua Minotaur tribe to the east.

Problem: You can't speak to the elder council if you haven't completed the rites of adulthood. If you accept the challenge, you must hunt another predator in the wild, and you are given no equipment to do so.

Asset: Each member of the tribe carries a string of beads woven into their hair or clothing; this string of beads tells a great deal about them, and if you spend time with the tribe you can learn to read these to understand why some are given more respect than others.

Reward: A Kovani woman presents you with a string of beads, and smiles. You realize that the string of beads tells your story as well as the tribe knows it. That night you are taught of the secret paths that Kovani use through their territory; walking the path tells other Kovani that you are a friend.
 

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