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Citadel of the Iron Crown - Burglars in Mirkwood
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<blockquote data-quote="Dlsharrock" data-source="post: 4216297" data-attributes="member: 55833"><p>[SBLOCK=tidied up OOC about interrogation rolls]</p><p><span style="color: Orange">There are two ways you guys can go from this point.</span></p><p><span style="color: Orange">Pls confirm which way you'd like to play the interrogation- rollplay or roleplay.</span></p><p><span style="color: Orange"></span></p><p><span style="color: Orange"><strong>ROLLPLAY</strong></span></p><p><span style="color: Orange">Interrogation is broken down into rounds with Baran and Aranel as chief interrogators. Each round has two question slots which can be filled based on suggestions/discussion between all 4 players. Questions for proceeding rounds will likely depend on results from previous rounds. Feel free to use sneaky tactics (verifying previous answers, looking for inconsistencies etc.) and I encourage all players to participate. You should allocate a thief for each question. DC for the girl will be much higher than the male as she's very nearly mute.</span></p><p><span style="color: Orange"></span></p><p><span style="color: Orange">For the first round we'll go with 'Who is your master?' and 'why were you sent here?' for the male Stoor.</span></p><p><span style="color: Orange"></span></p><p><span style="color: Orange">Rollplay assumes all four are active participants in the interrogation, but only Baran and Aranel are forthright in posing questions so they deal directly with the thieves. Gellion will stay out of it.</span></p><p><span style="color: Orange"></span></p><p><span style="color: Orange">Per round, I will make 2 Diplomacy checks for Baran and Aranel using Aid Another rules (1 check per question. They're effectively aiding each other in the interrogation, so each check not only determines truth/lie but also rolls of 10 or more add +2 bonus to the other PC's respective check) ...and four Sense Motive checks, one per player, again- I'll roll. </span></p><p><span style="color: Orange"></span></p><p><span style="color: Orange">The Diplomacy rolls represent the use of tact, subtlety and a way with words to cajole/intimidate and trick the truth out of the thieves and are DC based. I'll be keeping results secret, but revealing to some extent the result of Sense Motive checks (opposed Bluff rolls in the case of a lie, straight forward DC in the case of truth) by giving each answer a reliability percentile, representing the judgement of the group as a whole (all four PCs).</span></p><p><span style="color: Orange"></span></p><p><span style="color: Orange">Successful diplomacy rolls will weedle the truth out of the thief while failed rolls will result in stubborn lies or outright refusal to respond. </span></p><p><span style="color: Orange"></span></p><p><span style="color: Orange">If the thief tells the truth and Sense Motive rolls average out as good (3/1 success/fail) the group will *probably* deem the thief's answer as pretty believable and his body language as being consistent with telling the truth (or at least not seeming overtly shifty) resulting in a 60%-99% reliability. If the thief lies and Sense Motive rolls average out as good the group will *probably* be suspicious (1% to 39% reliable). If the thief tells the truth and Sense Motive rolls average as bad (1/3 success/fail) there'll be no telling if the answer is true or not resulting in a middle-ground reliability of 40%-59%. If the thief lies and Sense Motive rolls average as bad then it's likely his lie will be believed, resulting in an appropriately high percentile. For 2/2 Sense Motive rolls I'll deem the result based on the nature of the question/lie/truth, but the result will likely be 40%-59%.</span></p><p><span style="color: Orange"></span></p><p><span style="color: Orange">I'll also adjust percentiles if I think a lie is outrageous or the truth is ambiguous and PCs would know this. I might request the odd Knowledge or INT check as we go.</span></p><p><span style="color: Orange"></span></p><p><span style="color: Orange">Players themselves will, of course, be able to override Sense Motive results if they think the percentile roll is bunkum. ie Calling bluff even when the Sense Motive shows truth. </span></p><p><span style="color: Orange"></span></p><p><span style="color: Orange">Each round of interrogation lasts (edit in hindsight) 1d6 minutes, min 2. This represents the way questions are posed, not asked outright but put forward in such a way that the thief is more likely to spill the beans, and includes the response too, of course.</span></p><p><span style="color: Orange"></span></p><p><span style="color: Orange"><strong>ROLEPLAY</strong></span></p><p><span style="color: Orange">Self explanatory I guess <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Probably the preference, but given the turn rate it could take a long time. I'd expect elements of roleplay with the first option anyway.</span>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Dlsharrock, post: 4216297, member: 55833"] [SBLOCK=tidied up OOC about interrogation rolls] [COLOR=Orange]There are two ways you guys can go from this point. Pls confirm which way you'd like to play the interrogation- rollplay or roleplay. [B]ROLLPLAY[/B] Interrogation is broken down into rounds with Baran and Aranel as chief interrogators. Each round has two question slots which can be filled based on suggestions/discussion between all 4 players. Questions for proceeding rounds will likely depend on results from previous rounds. Feel free to use sneaky tactics (verifying previous answers, looking for inconsistencies etc.) and I encourage all players to participate. You should allocate a thief for each question. DC for the girl will be much higher than the male as she's very nearly mute. For the first round we'll go with 'Who is your master?' and 'why were you sent here?' for the male Stoor. Rollplay assumes all four are active participants in the interrogation, but only Baran and Aranel are forthright in posing questions so they deal directly with the thieves. Gellion will stay out of it. Per round, I will make 2 Diplomacy checks for Baran and Aranel using Aid Another rules (1 check per question. They're effectively aiding each other in the interrogation, so each check not only determines truth/lie but also rolls of 10 or more add +2 bonus to the other PC's respective check) ...and four Sense Motive checks, one per player, again- I'll roll. The Diplomacy rolls represent the use of tact, subtlety and a way with words to cajole/intimidate and trick the truth out of the thieves and are DC based. I'll be keeping results secret, but revealing to some extent the result of Sense Motive checks (opposed Bluff rolls in the case of a lie, straight forward DC in the case of truth) by giving each answer a reliability percentile, representing the judgement of the group as a whole (all four PCs). Successful diplomacy rolls will weedle the truth out of the thief while failed rolls will result in stubborn lies or outright refusal to respond. If the thief tells the truth and Sense Motive rolls average out as good (3/1 success/fail) the group will *probably* deem the thief's answer as pretty believable and his body language as being consistent with telling the truth (or at least not seeming overtly shifty) resulting in a 60%-99% reliability. If the thief lies and Sense Motive rolls average out as good the group will *probably* be suspicious (1% to 39% reliable). If the thief tells the truth and Sense Motive rolls average as bad (1/3 success/fail) there'll be no telling if the answer is true or not resulting in a middle-ground reliability of 40%-59%. If the thief lies and Sense Motive rolls average as bad then it's likely his lie will be believed, resulting in an appropriately high percentile. For 2/2 Sense Motive rolls I'll deem the result based on the nature of the question/lie/truth, but the result will likely be 40%-59%. I'll also adjust percentiles if I think a lie is outrageous or the truth is ambiguous and PCs would know this. I might request the odd Knowledge or INT check as we go. Players themselves will, of course, be able to override Sense Motive results if they think the percentile roll is bunkum. ie Calling bluff even when the Sense Motive shows truth. Each round of interrogation lasts (edit in hindsight) 1d6 minutes, min 2. This represents the way questions are posed, not asked outright but put forward in such a way that the thief is more likely to spill the beans, and includes the response too, of course. [B]ROLEPLAY[/B] Self explanatory I guess :) Probably the preference, but given the turn rate it could take a long time. I'd expect elements of roleplay with the first option anyway.[/COLOR][/SBLOCK] [/QUOTE]
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