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ry's Threats, Rewards, Assets, and Problems (TRAPs)
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<blockquote data-quote="Cerulean_Wings" data-source="post: 3890212" data-attributes="member: 55060"><p>I got in love with the TRAP system, and here are my very first 2 attempts at using it for my E6 campaign <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p><strong>Spoiler warning:</strong> If you happen to be one of my players in my Rpol campaign, do not read this post, unless you wish to spoil yourself of what's going to happen.</p><p></p><p>TRAP #1</p><p></p><p>Problem - The Captain's son went missing, apparently taken captive by the Black Lead, a group of bandits. In truth, he willingly joined them, and is now using his knowledge of the city to make it easier for the bandits to sneak in and steal</p><p></p><p>Threat - The bandits are violent, and approaching them in a frontal-assault at their cave will end in a bloody mess</p><p></p><p>Asset - There's a knight who was buried in the cave, in a secret chamber, who could assist the PC's (as a skeletal knight), should they retrieve his family heirloom (taken by one of the bandits)</p><p></p><p>Reward - If the Black Lead is convinced to get away from the region (or slain), and the boy is returned to the Captain, they will have a quartet of horses given to them, along with free food for a week</p><p></p><p>TRAP #2</p><p></p><p>Problem - A group of assassins have planned to wreck a small city by asking the local alchemist to make loads of explosive materials as a "special order", and convinced the local hunter to kill as many animals in the region for their hides. The explosives will be used to literally blow things up in an "accident", and the hunter's actions will lead to a tribe of barbarians to get angry with the city - angry enough to attack it</p><p></p><p>Threat - The barbarians will attack soon enough, unless convinced, and the alchemist's explosives will wreck everything if the assailants are not stopped in time. </p><p></p><p>Asset - One of the pc's comes from a family of wood elfs that lives in the woods nearby, who could agree to help the pc's to stall the barbarians from attacking.</p><p></p><p>Asset #2 - The barbarians will accept this deal: the head of the hunter in exchange for not attacking the city</p><p></p><p>Reward - A big feast for the heroes, should they succeed 100%, which will attract the attention of the local noble. Should they also convince the barbarian tribe, they will earn their respect, too</p></blockquote><p></p>
[QUOTE="Cerulean_Wings, post: 3890212, member: 55060"] I got in love with the TRAP system, and here are my very first 2 attempts at using it for my E6 campaign :) [B]Spoiler warning:[/B] If you happen to be one of my players in my Rpol campaign, do not read this post, unless you wish to spoil yourself of what's going to happen. TRAP #1 Problem - The Captain's son went missing, apparently taken captive by the Black Lead, a group of bandits. In truth, he willingly joined them, and is now using his knowledge of the city to make it easier for the bandits to sneak in and steal Threat - The bandits are violent, and approaching them in a frontal-assault at their cave will end in a bloody mess Asset - There's a knight who was buried in the cave, in a secret chamber, who could assist the PC's (as a skeletal knight), should they retrieve his family heirloom (taken by one of the bandits) Reward - If the Black Lead is convinced to get away from the region (or slain), and the boy is returned to the Captain, they will have a quartet of horses given to them, along with free food for a week TRAP #2 Problem - A group of assassins have planned to wreck a small city by asking the local alchemist to make loads of explosive materials as a "special order", and convinced the local hunter to kill as many animals in the region for their hides. The explosives will be used to literally blow things up in an "accident", and the hunter's actions will lead to a tribe of barbarians to get angry with the city - angry enough to attack it Threat - The barbarians will attack soon enough, unless convinced, and the alchemist's explosives will wreck everything if the assailants are not stopped in time. Asset - One of the pc's comes from a family of wood elfs that lives in the woods nearby, who could agree to help the pc's to stall the barbarians from attacking. Asset #2 - The barbarians will accept this deal: the head of the hunter in exchange for not attacking the city Reward - A big feast for the heroes, should they succeed 100%, which will attract the attention of the local noble. Should they also convince the barbarian tribe, they will earn their respect, too [/QUOTE]
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