
JorgenVS |
I'm writing a campaign heavily focused around making deals with outsiders.
Anyone have cool suggestions for what they might demand or offer? Here are some of the deals I've thought up thus far.
Carbuncle:
Grant a charge of Fatal Faker ->
Grant a temporary +2 insight bonus to Armor Class -> fresh fruit
(maybe)Permanent +2 insight bonus to Armor Class -> A permanent vow
Slyph:
Can grant feather fall or bonus to acrobatics -> wants peoples secrets
Imp:
Can temporarily poison a weapon
Can answer above basic knowledge(planar) questions
Will ask for people to commit evil/depraved acts
Tooth Fairy:
Can lend pliers
wants teeth
Sandman:
Can provide temporary tremorsense
Can answer basic knowledge(planar) questions
Will ask people to sleep for a little while (under the aid of his sleepy sand): Will not wake people up when the agreed upon time is over, alternatively tremorsense only provided while asleep
Crysmal:
can provide bonus to appraise
may provide protection
(need to figure out something else he can offer)
wants gemstones(will be very unhappy with anyone that chooses to not trade gemstones they possess)
Cassisian:
can provide a deflection bonus or will save bonus against evil
will ask people to commit heroic selfless acts
Lantern, Archon:
will act as a light source or as a passive sentry
will ask people to play music
Doru:
will trade knowledge for knowledge (more generally legends and rumors)
“good” source for quests “likely to tell half truths when giving quests”
Like asking the players to gather the Archon,Lanterns from a specific area for him because he likes their dazzeling lights. In reality those Lanterns are acting as watch-dogs for the humans of the area and by removing them, they're making it easier for him to hurt them.
Sayr:
can offer a bonus to charisma or perform
will ask you to have sex while under the influence of the bonus
Mercane:
sells magical items for other magical items
Agathion, Vulpinal
source of knowledge
can remove disease
can enchant arrows with fire
wants culture (song, art, etc)
Kyton(probably don’t want to attempt till lvl 6):
can provide chain armor
will demand combat(struck mortals must make fort/will save)
Bogeyman:
life-ward(activate fast healing 5 for 30 seconds at <= 5hp) -> will demand an unspecified favor upon activation
can offer gold, magic items -> small quest

JorgenVS |
Thanks for the suggestions. I've finished the first session with my players. They didn't do a whole lot of dealing yet.
I convinced one of my GOOD players to sing for a bunch of Lanterns acting as sentries for some poor people, and the lanterns decided to act as sentries for them.
Then I convinced some NEUTRAL players to go around and force those humans to pay them for protection instead of the current people they were paying.
Then I had an imp trade info to a couple EVIL(not sure they're as evil as they say they are) players to attack one of the remaining lanterns that the good player failed the perform(sing) check on.
Once all the protections were gone I brought the 3 groups together with a goblin attack on the now defenseless people