HMS Invincible
2010-09-15, 02:02 AM
I just realized how easy smash-and-grab adventuring is when you just kill whatever is remotely threatening to you, take their stuff, and then claim the rewards.
Summary:
We somehow ended up in a noncombat investigative session. A party with a centaur, a halfling vow of poverty druid, a dwarven cleric, a half orc, and me.
How are we going to sneak around and investigate anything is beyond me, so I wing it. We got a 25 point buy, so I have the highest charisma with a whopping 11.
Wagons loaded with goods were breaking down between town A and town B. The owner of the wagons offered gold to anyone who could solve the problem. We took up the problem as a lvl 3 party. We end up bumbling around a bit until our half-orc went out and hired a rival cart maker. The expert told us that the axles are crap and won't last the trip. Not sure what to do about it, we escort the caravan to town B. The axle is warm to the touch but non magical. We know something is up since we spent the past couple days watching and inspecting it before setting off. The cleric spends each night mending the axle. In town B, the man receiving the goods is acting suspicious. So, I got the guy to hand over the evidence( the axle that is hollowed out and filled with acid) and give me the details by casting charm person. We ended it when we started arguing over how much gold to pry out of the DM's hand. Some wanted the merchants to pay up, along with the original quest giver. Others wanted even more.
You actually need proof, and you're never sure if you have enough or need to risk getting more. Your opponents can defend themselves and play all sorts of dirty tricks that the DM can and will think of to get out of it. And does magically getting someone to confess count as good evidence? Damn it, why didn't I just kill those bandits and send the quest giver the bill.
On the other hand, it is quite intriguing. Discovering tidbits, seeking out the truth, and the betrayals and trickery. Still, I'll be glad when I get back to blasting anything isn't holding a for sale sign with fireballs.
Summary:
We somehow ended up in a noncombat investigative session. A party with a centaur, a halfling vow of poverty druid, a dwarven cleric, a half orc, and me.
How are we going to sneak around and investigate anything is beyond me, so I wing it. We got a 25 point buy, so I have the highest charisma with a whopping 11.
Wagons loaded with goods were breaking down between town A and town B. The owner of the wagons offered gold to anyone who could solve the problem. We took up the problem as a lvl 3 party. We end up bumbling around a bit until our half-orc went out and hired a rival cart maker. The expert told us that the axles are crap and won't last the trip. Not sure what to do about it, we escort the caravan to town B. The axle is warm to the touch but non magical. We know something is up since we spent the past couple days watching and inspecting it before setting off. The cleric spends each night mending the axle. In town B, the man receiving the goods is acting suspicious. So, I got the guy to hand over the evidence( the axle that is hollowed out and filled with acid) and give me the details by casting charm person. We ended it when we started arguing over how much gold to pry out of the DM's hand. Some wanted the merchants to pay up, along with the original quest giver. Others wanted even more.
You actually need proof, and you're never sure if you have enough or need to risk getting more. Your opponents can defend themselves and play all sorts of dirty tricks that the DM can and will think of to get out of it. And does magically getting someone to confess count as good evidence? Damn it, why didn't I just kill those bandits and send the quest giver the bill.
On the other hand, it is quite intriguing. Discovering tidbits, seeking out the truth, and the betrayals and trickery. Still, I'll be glad when I get back to blasting anything isn't holding a for sale sign with fireballs.