Gather Information: Target Acquisition

Quidam

First Post
I'm playing in a Ptolus campaign- city-based in a metropolis huge enough that we'll likely never leave it during the entire campaign.

Given that environment, I'm wondering if Gather Information could be used to find a criminal or evil-doer who just happens to be equipped with gear you want. Any low-level thugs carry a magical mace? Or perhaps your party's wizard wants to confiscate a few spellbooks to further his research.

Where would you set the DC for applications like that?
 

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Depends on how you plan to acquire the goods. If you plan to rob the guy, gather info should be enough.

Spycraft has some great black market rules you could use if you're looking to buy (in their weapons source book). You use a level check to find a fence. I allow players to spend an extra night looking for a fence (gather info check), gaining a +1 per every three over 12 to their character check.

Note: The base to find a fence is based off the item to be bought. Basic untracable civilian goods are DC 12. Powerful items are 30+. You can adjust the DC based on your campaign.

The type of fence alters the DC. Typical = +0. Trustworthy = +5, Scrupulous is +10.

A diplomacy vs sense motive check determines price. Depending on how well you succeed, you pay 5x to 1.5x the cost. Fail and the fence walks.

The type of fence determines critical failure. Typical = natural 1-5, Trustworthy = natural 1-3, Scrupulous = natural 1. Where you meet (your turf, their turf, neutral turf) alters these odds as well. It's probably good to have a cleric of luck negotiating for you...


I'm going from memory, so it's not 100% accurate. I hope this helps.
 
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Quidam said:
I'm playing in a Ptolus campaign- city-based in a metropolis huge enough that we'll likely never leave it during the entire campaign.

Given that environment, I'm wondering if Gather Information could be used to find a criminal or evil-doer who just happens to be equipped with gear you want. Any low-level thugs carry a magical mace? Or perhaps your party's wizard wants to confiscate a few spellbooks to further his research.

Where would you set the DC for applications like that?

It depends on many factors, and I think it's very subjective.

For example, one may be tempted to say that if you want to find the owner of a Holy Avenger (or any very powerful item), the DC should be higher because it's much rarer than a +1 sword. On the other hand, in a metropolitan city setting, the owner of a Holy Avenger may actually be very famous because of that.

Anyway, if it was up to me, I'd probably make the DC at least 20. Anyway you can always retry the G.I. after a day (or longer, if the DM says so), so there is no problem in making the DC in the 20-25 range, it only becomes a matter of how much time do the characters need before they locate their target.
 

Li Shenron said:
For example, one may be tempted to say that if you want to find the owner of a Holy Avenger (or any very powerful item), the DC should be higher because it's much rarer than a +1 sword. On the other hand, in a metropolitan city setting, the owner of a Holy Avenger may actually be very famous because of that.

However, since we're the good guys who'd prefer, all being equal, to go after bad guys with useful things, at higher levels the DC's will skyrocket, as powerful evil can't move about openly whereas Ms. Holy Avenger can.

Thanks for that info, Storyteller, but we're not intending on entering the black market- just wanting to be smarter about the missions we accept.
 
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