
Douglas Muir 406 |
A devil is going to tempt one of my PCs with some stuff -- a bunch of cool new powers, basically. In return, the fiend will ask for a favor. Obviously no sensible player is going to sign off on this unless the favor is (or seems to be) extraordinarily safe and innocuous. So, the challenge is to come up with conditions that would *seem* to make the favor harmless, but actually won't.
So, for instance, the devil might say things like:
"The favor will not require you to break any mortal law."
"The favor will not require more than an hour of your time."
"The favor will not place you or your allies at serious physical risk."
Later, the devil encourages the PC to visit a particular wilderness area... where, it turns out, there is no state or ruler and thus no mortal law. Once there, the fiend demands that the PC commit some abominable act... betraying a group of escaped slaves to the slave-catchers, say.
I could go with that one, but I have the feeling there are much better possibilities. I'm looking for ideas. Anyone?
Doug M.

Dominigo |

Might also use ambiguous language or just tack on a non-obvious drawback to whatever he grants the PC. A DM I played with once did that to the party's rogue. After she released him from his prison, he offered her a "reward" for what she had done. She wanted the Shadowdancer's shadow jump ability without taking levels in the Prestige, and so he gave it to her as though she were a level 10 shadowdancer. The part that he didn't tell her is that he altered the ability to actually take her through one of the evil planes every time she used it. What this meant was that every time she activated it, there was a chance she might get a hitchhiking demon/devil and bring them back with her into the Material Plane.
In her defense, she didn't actually know what she was making the deal with, but the rest of us agreed that nothing going to just give you something like that.

Lightbulb |
What's the aim?
Prove you should NEVER make such a bargain?
Make the players feel guilty?
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You need to be really careful with this. If its ambiguous you could expect argument.
"Break no mortal law" - the way I read this I couldn't do anything that breaks ANY mortal law anywhere - in all the planes. So basically that would be that I cannot do anything very much.
Jurisdiction is not something that's clear cut - its quite easy to argue with.
Of course you are the GM so your word is final however its not an elegant solution.
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Ideally you want something which is totally 'fair' but with terrible consequences.
"The favor will not require more than an hour of your time."
"An hour of your time" when you are battling a really important foe and you have to leave your party to get wiped, or you have to let the enemy get away or something similar seems better.
Not sure I would ever sign such a deal as that though as its too obvious.
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You need to place yourself inside the mind of a near immortal evil schemer I guess. Quite hard to do!
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tl;dr
Make it clear cut a clear cut situation - but with subtle consequences.
Make the consequences for not fulfilling your end of the bargain even worse.
Make the deal 'worth it' - you'd have to give me something pretty huge (possibly even broken) to make me want to do the deal.
Finally you could always make them do an intelligence or wisdom - or both - check to see if they accept. Pretty nasty but fair - by the rules.

Lightbulb |
The part that he didn't tell her is that he altered the ability to actually take her through one of the evil planes every time she used it. What this meant was that every time she activated it, there was a chance she might get a hitchhiking demon/devil and bring them back with her into the Material Plane.
This is about perfect - no question of payment. This was a 'reward' which had unexpected consequences.
Give the player a hint that this person isn't going to reward you like this just for rescuing them and let them live with the consequences.
Not quite what you wanted but I'd go with something along those lines. :)

Min2007 |

Please don't.
You are going to give one character cool powers in exchange for an evil act the demon could just as easily have done itself especially if it has SO much power it can grant powers (an evil demon god perhaps).
Aside from the fact that the other players are going to be upset, this has the hallmark of a poor decision all over it. Why? Because it makes no sense. It will make your games difficult to balance if one PC suddenly has powers. And even if you structure it such that it is fair and makes sense your other players will always think you are simply showering free powers on someone for whatever out of game reasons.
So in summary... you want to shower one PC with gifts so that it can become more difficult to balance encounters and leave resentment toward you from the others.
Last GM I have seen use this type of thing ruined his game. It ended badly in PvP one session later. And lost the trust of ALL his players. Yes even the one receiving the gifts had serious reservations about letting him GM again after that.

Douglas Muir 406 |
You are going to give one character cool powers in exchange for an evil act the demon could just as easily have done itself especially if it has SO much power it can grant powers (an evil demon god perhaps).
Actually, the devil in question is an imp. Possibly an advanced imp, or an imp with a couple of rogue levels, but still an imp.
For the "cool powers", see the devil-bound template over at PFSRD. They're nice, but probably not game-unbalancing. (Invisibility at will [self only] is not actually that big a deal for an 8th level sorceror. The +2 to Dex is probably more tempting.) And the imp is going to offer a deal that's along the lines of "these powers for a year and a day, in return for this favor". So, worst case scenario, the PC gets the package for a year.
PCs trying to outbargain powers of darkness is a pretty ancient trope. If the PC can outwit the imp (me), good for him! That'll be fun for both of us. If he fails, then he either turns evil, or we get a story arc about him trying to undo the consequences. "Turn evil" would be mildly inconvenient in campaign terms, but we could deal with it. Story arc... hey, that's always good.
He may also turn the imp's offer down, of course. And that would be fine, too. But I want to make it an interesting, tempting choice.
Doug M.

Douglas Muir 406 |
What's the aim?
Prove you should NEVER make such a bargain?
Make the players feel guilty?
Er...some fun roleplaying?
The player in question is a clever fellow who enjoys matching wits with the DM. His PC is a fiendish heritage sorceror. And the point is to put an interesting choice in front of him.
I'm fine with the PC saying "no", BTW. I just need to be ready if he says "yes".
Doug M.

Douglas Muir 406 |
maybe fiendix codex II: tyrant of the nine hells give you some ideas.
A 3.5 product that's been OOP for several years? Is there even a place where you can legally buy that .pdf any more?
personally i do not like your first idea, the player just can refuse
Well, I think it's kinda so-so myself. That's why I'm asking if anyone has better ideas.
Doug M.

Detect Magic |

The favor could be as simple as doing nothing. No really, let me explain. During an event in-game, when the PC could easily swoop in and save the day, he must instead do nothing.
It doesn't break a law, it doesn't require "time," and it doesn't put him or his allies within harm's way.
Speaking of allies, either the devil would have to have included them in the deal (granting each powers, respectively), or they would have to be just as powerless as the PC in question during this scene.
Example: After the PCs have cleared a dungeon, the devil could show up and cast hold person on the lot of them (minus the contracted PC), and then proceed to nab some artifact they have just unearthed. Why might the devil have needed the PCs to do so? Well, perhaps a powerful abjuration or ward protected the area, but having carried the [uber item of power, which grants its wielder X abilities] caused the spell to fail, as the devil activated its anti-magic aura from afar (since he can scry upon it at will).
Bwhahahaha~

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All right! I like this idea!
Here's something that can make this more of a plot twist than a one off.
Assume the imp is an agent of a BBEG in your campaign that your players will ultimately have to face off against.
The imp makes his offer, with the understanding that the PC inform the imp of his/her physical location at the end of each day for a year and a day, at which point the "gift" becomes permanent.
If the PC agrees, the imp will report the PC's whereabouts each day to the BBEG and, if the PC leaves an area for more than 1 day, the BBEG will send his agents to covertly kill a prominent NPC in the party's last known location.
Over time, it will look like the party contains a serial killer in their midst, as prominent people keep dying in towns they have recently visited, slowly making the party one of the most wanted troupes of adventurers in the region.
This will open up the campaign to some very interesting role-playing opportunities as the PCs attempt to defend themselves and try to "solve" the problem.
In addition, once the PCs discover the source, it will make the face off with the BBEG even more dramatic.
Now, at face value, there are some holes in this logic, but these can easily be fleshed out by the GM over the course of the campaign.

hgsolo |

I actually quite like this idea, especially for a fiendish blooded sorcerer. Though I agree with Lightbulb on this point:
You need to be really careful with this. If its ambiguous you could expect argument.
"Break no mortal law" - the way I read this I couldn't do anything that breaks ANY mortal law anywhere - in all the planes. So basically that would be that I cannot do anything very much.
Jurisdiction is not something that's clear cut - its quite easy to argue with.
Gotta be careful there. Perhaps just "you won't be forced to break the law." Ambiguous enough and yet all encompassing. Hell, in certain lands aiding the slavers would be perfectly within the law.
The other concern I have though is what are the party alignments like? If the group has to aid him in stopping these slaves and they are a bunch of CGs you'd have trouble. To be fair, you seem to have a good handle on what your group is like. I'm more curious than anything, and it could help in setting up the perfect predicament.
*Edit: Also, Detect Magic's idea is pretty wicked!

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Having tempted my players over and over again I have only had one who fell though the rabbit hole. The awesome fun was watching him squirm when it came up.
The imp should offer his aid in turn for small favors, the first of which is release followed by a potion of prot evil to prove his ability to make a 'true' deal. He gives a device that will allow a bit of telepathy between them and when asked he provides the PC with aid (timely scrolls, potions, etc at first) asking for only a drop of blood or hair or something easy and relatively painless to give. As soon as he hooked and keeps asking for bigger things (ie higher level) the favors become harsher, boom baby!
Think of the PC as a possible junkie and the imp an up and coming dealer looking to claim his first real score. Long play on the devil is the key to this. Give the PC what he wants just make it a regretful deal for his soul in the end.

Lightbulb |
Lightbulb wrote:What's the aim?
Prove you should NEVER make such a bargain?
Make the players feel guilty?
Er...some fun roleplaying?
The player in question is a clever fellow who enjoys matching wits with the DM. His PC is a fiendish heritage sorceror. And the point is to put an interesting choice in front of him.
I'm fine with the PC saying "no", BTW. I just need to be ready if he says "yes".
Doug M.
I'm asking to play devils advocate and focus on what the goal is.
The goal is fun roleplaying. The potential (worst case) is a player who no longer wants to play with you.
I do think (if handled badly) this could result. I am just urging thinking everything through.
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On a funnier note I came up with an out for your 'no state' = 'no law' idea:
I declare this the state of Lightbulbia and Lightbulb as supreme arbiter on all laws. What you ask me to do is against all laws of Lightbulbia. :)
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Does sound like a really cool/fun idea though if done well - which is why I am posting (and taking notes...). :)

Douglas Muir 406 |
The goal is fun roleplaying. The potential (worst case) is a player who no longer wants to play with you.
I would hope not. This could go badly for the PC, sure. OTOH, a dragon could full attack him, drop him to -20 hp with good rolls, and then reduce the remains to ashes. A medusa could petrify him and then push the statue over a cliff. Adventuring is a dangerous business, and every monster has its particular shtick.
I don't think the bad scenario is "no longer wants to play with me" so much as "this character is ruined and I no longer want to play him". Which would be bad enough, sure. Having a character die is not nearly as bad as that.
Doug M.

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Well, you know your Players and your game style; we don't -- but I'm gonna stronglyh agree with Lightbulb & Min.
Making deals with devils is one of those great, classic tropes that works brilliantly when you're writing the whole script but can do little more than rape your game if done wrong, and even if done well likely ain't gonna add anything to the roleplaying experience. It just doesn't transfer to gaming.
But...
If your group and your DMing style can flow with this I strongly suggest you make it a group deal -- not a boon for just one PC. If one PC gets to turn invisible or gets a free +2 DEX but the others get nothing, that sucks. It's unfair, bad. They should all get something like a +1 to an ability score or the use, 1/day of Invisibility or a +2 Initiative 1/day.
As for the deal, let the group haggle and make it come in steps. The first deal the PCs just have to kill a Demon or CE person -- something they'd do anyway.
A month or so later they make another minor deal where all they have to do is sing a song or something else completely bizare and has nothing to do with the game. Now they've made two deals, neither of which had any bad consequences.
Meanwhile, they can haggle that the Imp has to do something good, save some orphans or something, which it does, of course, though pretending to not like it (Bluff its "feeling" of losing the deal, getting outsmarted.)
Then they have to promise an hour of their time or something else seemingly innocuous. And maybe the first time the hour comes at a time when the PCs aren't doing anything important.... So next time they'll more readily agree.
The PCs will be very suspicious at first; you'll have to be very lenient and acquiesce to what they haggle over. It'll get easier for them to agree the more times they deal with the Imp especially if he Bluffs that he's being outsmarted each time. You could portray him as the gambling addict who's betting crazy to make up for losses.
And then the bomb drops.

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Once there, the fiend demands that the PC commit some abominable act... betraying a group of escaped slaves to the slave-catchers, say.
That's the catch? Having to do something awesome?
The favor could be as simple as doing nothing. No really, let me explain. During an event in-game, when the PC could easily swoop in and save the day, he must instead do nothing.
Again, something my PC would be perfectly fine with.

Douglas Muir 406 |
Just to finish the story: the PC ended up dying in the very next session! He got caught in a bunch of black tentacles. His CMB and CMD were pathetically low, so he wasn't getting out any time soon. The imp offered him the ability to polymorph, as a "try before you buy" deal. He took it and changed into a leopard with +9 on grapple checks, dramatically increasing his chances to escape...
...and rolled 6 or less three times in a row, failing to escape. So he was still stuck there when a white dragon breathed on him. 48 points of damage + failed Reflex save = dead sorceror.
The other PCs were willing to raise him, but the player decided he wanted to try a magus for a while. So they cast gentle repose on the sorceror. Now he's in the cold cellar under the local temple. ("Probably behind the frozen peas," as one of my players said.)
Doug M.