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RBDMs, what's the most RB thing you've ever done?
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<blockquote data-quote="robertliguori" data-source="post: 3904724" data-attributes="member: 47776"><p>So, one of my players ends up sending his sorceror solo-adventuring in a city well known for being adventurer-capable. However, the adventurer-capability of the city tops out around levels 6-8. The character is level 16. He investigates a bit, gets lost, and runs into a pretty if slightly ill-kempt half-elven lass, who cheerfully offers to tour-guide him around the city for a nominal fee (nominal for a normal person, as opposed to a L16 adventurer). Now, the fact of the matter is that the lass is in fact a warlock/rogue of some note, who was standing around looking for a grab-bag of magical auras indicating loot. The plan was, she finds some adventurer who's off by his lonesome, lures him into an alley 'defending' her, and then joins in her band of thugs in slaying the adventurer and looting his body.</p><p></p><p>The warlockess decided that there was going to be a bit of a divergence from normal operating procedures when the adventurer she snared does follow her into an alley, does get surrounded by her thugs, and then turns and obliterates half of them with a Prismatic Spray. At this point, the warlockess decides that her survival is contingent on the sorceror continuing to think well of her. As such, she promptly leaps to the sorceror's aid (without using any magic and taking a hefty voluntary penalty on her attacks to simulate lack of combat expertise). The thugs, cursing her for a traitor, die quickly, and the warlockess thanks the sorceror for coming to her aid. A bit later on, he presses her for information on what was meant by her being a traitor. She 'breaks down', and begins weaving an elaborate story about how she used to be a (very) minor noble of a house driven to poverty by a criminal conspiracy penetrating almost every level of the city's society.</p><p></p><p>Now, it's at this point that I feel the need to point out that despite making it to level 16, the sorceror appeared to be quite content with his 0 ranks in Sense Motive and his Wis of 8. Conversely, the only thing the warlockess could do effectively was lie. The end result? I gave the player no extra information other than what the warlockess was actually doing and saying (lying effectively), and the player decided he was being given his next series of quests. So, the sorceror briefly wined and dined the warlockess, took her to a hideously expensive show in which he ended up doing an exhibition spell-duel against the city's top three arcane champions simultaneously (and winning), and then, not having exhausted half of his spell slots, murdered half of the people on the list the warlockess gave and gave the rest stern warnings to shape up or they would get the same. He then flew back to meet the warlockess, showed off the 'family heirlooms' he had 'recovered' for her and mentioned his accomplishments.</p><p></p><p>It's at this point that the warlockess abandons her current plan to murder the sorceror in his sleep and settles for getting the hell out of dodge and finding someplace where she will be safe from the combined wrath of the city and the walking demigod that is the character. Knowing the player as I do, I throw a few cues at him that ensure that he ends up 'seducing' the warlockess. I fade to black, roll a few very significant Sleight of Hand checks, and have the player wake up to find the warlockess and all of his easily removable gear missing (but easily found in the vaults of the magic dealers, who recently sold a series of disguise, protection, and transportation magics to an unknown party matching her description), and the city watch running away in fear at his approach.</p><p></p><p>When investigation confirmed that his sweetie wasn't his sweetie...well, the expression on his face was priceless.</p></blockquote><p></p>
[QUOTE="robertliguori, post: 3904724, member: 47776"] So, one of my players ends up sending his sorceror solo-adventuring in a city well known for being adventurer-capable. However, the adventurer-capability of the city tops out around levels 6-8. The character is level 16. He investigates a bit, gets lost, and runs into a pretty if slightly ill-kempt half-elven lass, who cheerfully offers to tour-guide him around the city for a nominal fee (nominal for a normal person, as opposed to a L16 adventurer). Now, the fact of the matter is that the lass is in fact a warlock/rogue of some note, who was standing around looking for a grab-bag of magical auras indicating loot. The plan was, she finds some adventurer who's off by his lonesome, lures him into an alley 'defending' her, and then joins in her band of thugs in slaying the adventurer and looting his body. The warlockess decided that there was going to be a bit of a divergence from normal operating procedures when the adventurer she snared does follow her into an alley, does get surrounded by her thugs, and then turns and obliterates half of them with a Prismatic Spray. At this point, the warlockess decides that her survival is contingent on the sorceror continuing to think well of her. As such, she promptly leaps to the sorceror's aid (without using any magic and taking a hefty voluntary penalty on her attacks to simulate lack of combat expertise). The thugs, cursing her for a traitor, die quickly, and the warlockess thanks the sorceror for coming to her aid. A bit later on, he presses her for information on what was meant by her being a traitor. She 'breaks down', and begins weaving an elaborate story about how she used to be a (very) minor noble of a house driven to poverty by a criminal conspiracy penetrating almost every level of the city's society. Now, it's at this point that I feel the need to point out that despite making it to level 16, the sorceror appeared to be quite content with his 0 ranks in Sense Motive and his Wis of 8. Conversely, the only thing the warlockess could do effectively was lie. The end result? I gave the player no extra information other than what the warlockess was actually doing and saying (lying effectively), and the player decided he was being given his next series of quests. So, the sorceror briefly wined and dined the warlockess, took her to a hideously expensive show in which he ended up doing an exhibition spell-duel against the city's top three arcane champions simultaneously (and winning), and then, not having exhausted half of his spell slots, murdered half of the people on the list the warlockess gave and gave the rest stern warnings to shape up or they would get the same. He then flew back to meet the warlockess, showed off the 'family heirlooms' he had 'recovered' for her and mentioned his accomplishments. It's at this point that the warlockess abandons her current plan to murder the sorceror in his sleep and settles for getting the hell out of dodge and finding someplace where she will be safe from the combined wrath of the city and the walking demigod that is the character. Knowing the player as I do, I throw a few cues at him that ensure that he ends up 'seducing' the warlockess. I fade to black, roll a few very significant Sleight of Hand checks, and have the player wake up to find the warlockess and all of his easily removable gear missing (but easily found in the vaults of the magic dealers, who recently sold a series of disguise, protection, and transportation magics to an unknown party matching her description), and the city watch running away in fear at his approach. When investigation confirmed that his sweetie wasn't his sweetie...well, the expression on his face was priceless. [/QUOTE]
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