Well, now that the details are in, it's just a matter of mopping up.
1. Those cruel untrustworthy NPCs... who give out 60,000gp in equipment to people they hardly know in exchange simply for an enforceable contract. I just don't see how the word of one player about NPC behaviour can be preferred over much more detailed, precise information from the GM. Geas seems like a perfectly reasonable insurance policy; without it, it would have been foolish in the extreme for the cardinal to hand out 60,000gp in resources. Surely the characters did not imagine they were getting this king's ransom with no consequences or strings attached.
2. Diplomacy checks of 30. So, the gnomes who were impressed went off and pleaded the party's case to their superiors -- using their own diplomacy checks. I think this is a basic game mechanical issue in which the GM is clearly in the right -- you cannot do second-hand Diplomacy. If you persuade an agent, emissary or ambassador of something, when they go to make your case to their superior, they use their own diplomacy skill not yours.
3. Sense motive checks of 30. It seems to me that the only way Sense Motive could have been triggered here would be if the gnomes had misrepresented their superiors' intentions -- if they had said, "my superiors agree with me." But instead, they were pretty up front that they would have to sell their superiors on the idea of not screwing over the characters.
1. Those cruel untrustworthy NPCs... who give out 60,000gp in equipment to people they hardly know in exchange simply for an enforceable contract. I just don't see how the word of one player about NPC behaviour can be preferred over much more detailed, precise information from the GM. Geas seems like a perfectly reasonable insurance policy; without it, it would have been foolish in the extreme for the cardinal to hand out 60,000gp in resources. Surely the characters did not imagine they were getting this king's ransom with no consequences or strings attached.
2. Diplomacy checks of 30. So, the gnomes who were impressed went off and pleaded the party's case to their superiors -- using their own diplomacy checks. I think this is a basic game mechanical issue in which the GM is clearly in the right -- you cannot do second-hand Diplomacy. If you persuade an agent, emissary or ambassador of something, when they go to make your case to their superior, they use their own diplomacy skill not yours.
3. Sense motive checks of 30. It seems to me that the only way Sense Motive could have been triggered here would be if the gnomes had misrepresented their superiors' intentions -- if they had said, "my superiors agree with me." But instead, they were pretty up front that they would have to sell their superiors on the idea of not screwing over the characters.