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Design example: Trap method
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<blockquote data-quote="Ry" data-source="post: 3685129" data-attributes="member: 8314"><p>I like Mojara as a rakshasa that is vulnerable enough and smart enough not to screw with the PCs.</p><p></p><p>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.</p><p></p><p>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."</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Ry, post: 3685129, member: 8314"] 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. [/QUOTE]
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