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Send a party to get an item/loot, how to keep them to their contract?
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<blockquote data-quote="Imaculata" data-source="post: 7231438" data-attributes="member: 6801286"><p>Thats a good place to start. But why the Persuation check? Is the guy a walking lie detector? Only ask for a check if the players say something that would make the npc suspicious.</p><p></p><p></p><p></p><p>This is what I would NOT do. If you don't want them to succeed at persuasion, and set the DC impossibly high, then why even have a check at all? </p><p>Here is what you should ask yourself as a DM: </p><p></p><p>-Does the npc have a good reason to not take the players for their word?</p><p>-Does the party have a bad reputation, that would lead the npc to mistrust them?</p><p>-Did the players not deliver the expected amount of items? Are some things missing that were expected?</p><p></p><p>If the answer to these questions is "no", then the players don't even need to make a persuation check. It's not a lie detector!</p><p></p><p></p><p></p><p>You do not need to jump through so many hoops. Just have the npc stress to the players that if they are found at any point to be in breach of contract, word will spread, it will ruin their reputation, and he will seek compensation. Once the players understand that cheating the npc out of a bunch of valuables is a big risk, they may be less inclined to do so. But it still is their choice, and so there should be interesting/fun consequences <u>IF THEY ARE CAUGHT</u>. Don't make it so that they are automatically caught. If they are careful, they should get away with their foul play. And that's fine.</p><p></p><p></p><p></p><p>These seem like more hoops. Do you want there to be a choice or not? </p><p></p><p>If the npc wanted to figure out if he had been cheated by the players, he'd probably have close ties to local merchants, and check whether they were sold suspicious goods by the players, shortly after finishing the job. Its that simple.</p><p></p><p>He would also easily find out if the players never returned at all. He's probably got a reasonable estimate of how long this job should take, taking into account the travel time. So if the players haven't returned to him with the item by then, he'll start asking around, and check if the players were seen leaving the region. He would probably send a pidgeon to nearby towns and cities, and check whether these adventurers were seen passing through there. Once the npc has verified that the players have taken off with his item(s), he'll probably put a bounty on their heads, and they could get arrested at the gate of any city.</p><p></p><p>That's all you really need. This guy may be influential, and may have a lot of contacts. Maybe there's a lot of people in the region that really like/respect the guy, and would quickly spread word to him, if they were sold dodgy items by the party that might belong to him.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7231438, member: 6801286"] Thats a good place to start. But why the Persuation check? Is the guy a walking lie detector? Only ask for a check if the players say something that would make the npc suspicious. This is what I would NOT do. If you don't want them to succeed at persuasion, and set the DC impossibly high, then why even have a check at all? Here is what you should ask yourself as a DM: -Does the npc have a good reason to not take the players for their word? -Does the party have a bad reputation, that would lead the npc to mistrust them? -Did the players not deliver the expected amount of items? Are some things missing that were expected? If the answer to these questions is "no", then the players don't even need to make a persuation check. It's not a lie detector! You do not need to jump through so many hoops. Just have the npc stress to the players that if they are found at any point to be in breach of contract, word will spread, it will ruin their reputation, and he will seek compensation. Once the players understand that cheating the npc out of a bunch of valuables is a big risk, they may be less inclined to do so. But it still is their choice, and so there should be interesting/fun consequences [U]IF THEY ARE CAUGHT[/U]. Don't make it so that they are automatically caught. If they are careful, they should get away with their foul play. And that's fine. These seem like more hoops. Do you want there to be a choice or not? If the npc wanted to figure out if he had been cheated by the players, he'd probably have close ties to local merchants, and check whether they were sold suspicious goods by the players, shortly after finishing the job. Its that simple. He would also easily find out if the players never returned at all. He's probably got a reasonable estimate of how long this job should take, taking into account the travel time. So if the players haven't returned to him with the item by then, he'll start asking around, and check if the players were seen leaving the region. He would probably send a pidgeon to nearby towns and cities, and check whether these adventurers were seen passing through there. Once the npc has verified that the players have taken off with his item(s), he'll probably put a bounty on their heads, and they could get arrested at the gate of any city. That's all you really need. This guy may be influential, and may have a lot of contacts. Maybe there's a lot of people in the region that really like/respect the guy, and would quickly spread word to him, if they were sold dodgy items by the party that might belong to him. [/QUOTE]
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