Social Enounter: Uncovering a fraud.

Mistah J

First Post
Hey everyone,

I'm looking to brainstorm an effective social/skill based encounter for my PCs. The basic premise is thus: a con artist has arrived until the pretense of being a long-lost relative to a recently deceased noble. As the only "heir", this fraud is looking to make off with the loot.

So far, I've decided that the con will arrive under an assumed name and title, with the fake papers to back it up but I don't think it is enough to sustain a major adventure - which is what it's supposed to be.

What other elements of a "long con" can my would-be thief use here? Obviously, Forgery for his credentials is a must, as are some Knowledge: Nobility and Royalty checks but what else can I do to make a memorable investigation?

Oh, the whole thing should be around EL 8.

Thanks for your help!
 

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You could make your con a bard/shape changer (maybe a doppleganger) to add a bit of character. He could then look very like the deceased noble.
Lots of disguise and bluff skills. He would need something to disguise his alignment though. He could even disguise himself (or have an accomplace shape changer disguise themselves) as an old retainer of the desceased who remembers the lost relative (after removing the old retainer). The players could find the body of the old retainer thus starting the quest...
PS
If you'ld like to make a quick doppleganger/bard you can do so at
Free Monster Generator it's a monster generator I created.
 

The con artist could say he was playing with some magic cards (deck of many things) and drew the throne card.
Alternately he could just be one person in a large organisation so if he is uncovered the party might end up on the hit list of a very large guild with lots of diplomatic ties.
 

There's an old Dungeon sidetrek featuring an illusionist conman and his invisible homunculus familiar, doing a con-scheme. Basically he poses as a seer, warns a PC who has a fortress, about a giant, and then sets up the giant encounter with his illusions.

DUNGEON Issue #45

GRITZEL'S GUIDANCE
AD&D SideTrek adventure, one character of level 9+
Written by: J. Bradley Schell
Artwork by: Karen L. Wann
Town or stronghold, any climate
3 pages

Description: Gritzel the illusionist offers his services as a seer, providing the adventuring hero with insights into his future for a modest fee.


And then there's the excellent article "Illusions of Grandeur- Emil Duli Wonk's illusionist seminar" in Dragon 229, where the article is tells the tale of the Illusionist seminar that turns out to be held in a cage, where the participants must buy themselves freedom. Reminds me of those sale-events for old people where the don't let you go without buying stuff. Only that the seminar teaches a valid lesson and has some useful spells to offer.
 
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I would set this up as follows: the deceased noble had a liasion with a servant or someone of low class who now stands to inherit his fortune via a bastard son, if no-one else can be found to claim the inheritance. This would scandalise the upper echelons and so a particular conservative judge or other noble is determined that no-matter what, this low class scum will not be elevated to the nobility.


The con-artist and his crew hear of this plump goose of an opportunity and breeze in from out of town with false papers etc to try and claim the inheritance. They will try and set up a long-con, but the target is this judge, who already has a vested interest in the public hearing finding in favour of the "noble outlander"; i.e. the con-artists.

There is to be a public hearing on this matter, where any with a claim can state it and have it investigated. The preliminary hearing has two serious claims: the low born and the con-artist.

However, the public investigator assigned to look into this matter by the judge has an old grudge against him and tries to thwart him once he understands that the judge is trying to influence the outcome.

The PCs are "hired" by the low born girl and her son on the understanding that they will get something out of the inhertance if they win.

Now you have a nice game of complex cat and mouse. The con-artists are trying to convince the judge, who is lapping it up, and not paying much attention to what he is being shown, but the public investigator is looking carefully, and is trying to find any evidence to support the girl, to enrage his old enemy.

The judge's attention is on fixing the jury for the public hearing, so that the public hearing will find in favour of the blue-blood, i.e. the con-artists (the alternative in unthinkable to him). He will also hire villians to try and discredit the girl and pay people to say her claim is false etc, or try to pay her off etc etc.

The con-artists will also be trying to convince the public prosecutor, the judge and the jury of the public hearing that they are genuine and will be producing witnesses (paid), relatives (disguised associates) etc to try and bolster their story.

If you want to make things really complicated, remember that the con-artists do not exist in a vaccuum. Perhaps one of the con-artists has a lover that the PCs can try and get to talk. Then assassins can be hired to fix this problem once she has blabbed a titbit but this is useless unless she appears at the hearing...........cue the assassins................

Also, how about if one of the con-artists is recognised by a past associate and blackmailed that unless he pays, the blackmailer reveals all to the authorities. Maybe the PCs hear about the blackmailer by intercepting cryptic notes to the con-artist. They don't spell things out but are intriguing enough for further investigation.

Maybe a relative realises that the person the con-artist is pretending to be is impossible and confronts him, where-upon he has to kidnap the offending relative until after the con is over: cue safe house and also a replacement, who might be magically disguised/doppleganger etc. Or else perhaps they dominate the relative and make them tell lies and the PCs have to work it out from the fact that friends of this relative think he/she is acting strangely.

I hope this helps. Not sure if I am on the right track but it should get you started.
 

The big problem I foresee is keeping it interesting for the entire party. For example, a fighter likely doesn’t have any social skill but might have swimming and riding. Now to keep it interesting, create a web characters and objects each with a slice of the information needed to expose the fraud. For example, Bill the cooper was out fishing one day and saw the impostor drop something on the bottom of the lake. The fighter can use his swimming ability to find a leather purse. The purse contains a letter between the impostor and somebody else in town. I'd also include a bar fight or something of that ilk to convince a witness to cooperate.
 

You also want to find a way to prevent this from coming down to a single die roll.

Nothing makes such a detailed and designed encounter become passe as to have it reduced to a 30 second (real time) single die roll.

Perhaps set it up with adjusted DCs for specific pieces of information. Allow the players to role-play their questions and answers and give circumstance bonuses based on how well they did (some role-playing, some based on the specific questions they asked, etc.).

4th ed (and the Alternity system) have something called a complex skill check.

In essence it comes down to requiring a series of successful skill checks in order to successfully complete the task.
 

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