A Test of Chaos - A Test of Diplomacy
The idea of this test is to talk people around to the party's point of view. They need to negotiate a satisfactory solution for both parties. Of course, this is rarely as simply as it would seem...
Overview
The central area of the Merchant's Quarter was, perhaps not surprisingly, one of the more complete areas of the city. Their meeting hall doors are wide open and a dark-haired elven woman in burgundy armour stands waiting. She grins at your approach, and waves with a mechanical arm.
"Hiya!" she calls out cheerfully. "You some of the guys Zanny sent over?" She coughs, and looks serious for a moment. "And by that I mean sent for the Test by Guildmaster Black."
Assuming the party agrees Zanny sent them...
"Oh, good," she says with a smile. "Then welcome to the Test of Diplomacy, and I'm Lina Selleck. Now, inside these very halls we have a multitude of merchants who are all having a tizzy today and none of them can find there adult undergarments."
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Table of Contents
Introduction Player Guide Test of Skill - Guildmaster Green Test of Diplomacy - Guildmaster Red - Overview - Introduction - The Meeting - The Catch - Conclusion Test of Valour - Guildmaster White Test of Cunning - Guildmaster Grey Test of Knowledge - Guildmaster Blue Test of Grace - Guildmaster Violet Test of Survival - Guildmaster Black Additional Encounters Conclusion Consequences Non-Player Characters and Enemies |
"Screw you too!" A voice from inside calls out.
"You're not cute and lady-like enough for me to consider that!" Lina shouts back. Turning back to the party, she continues, "So, the goal here is to find a table. Talk to each of the merchants about what they want, and what they have, and also what they need. Work out how to get them to make a deal. Most of them have a champion, so violence is an option if you're really bad at talking - but why are you here and not tormenting Green? And don't be shocked if things don't go smooth, because people have egos and think they need to get a way better than they do. Anything you need to know?"
Lina is quite happy to answer any questions they have. Try to avoid violence, but violence happens. Bribery should be saved for really important stuff. She'll only consider dating successful female candidates.
Once the party is happy to continue she leads them over to a table. A massive man sits at one end, a huge, two-handed sword strapped to his back with a Goblin in a fur coat to one side. At the other end of the table sits a women covered in an exquisite silk robe and veil, heavy jewelry and tattoos on every expose section of skin. A tall, bored looking elf stands to one side.
"So, this gentleman here is the Merchant Jeskari and his champion Sul of the Black Eye Goblins. This lady is Sharlinar Stardancer and the gentleman is her champion, Valoren. They hate each other professionally! So, have fun." Lina waves and heads away to one of the other tables.
The Meeting
Hopefully, the characters will decide to talk to the two merchants about what they have, what they want and what they're willing to trade to get it. This information will be essential to getting a good solution, or at least an acceptable solution.
Sharlinar's Stuff
150 gp 1400 sp 300 head Cows - 400sp 240 Sheep - 450sp 18 bolts of silk - 800sp 5 bolts of enchanted silk - 900sp Rights to the Lochark Iron Mine (inactive) - 1400sp The Freight Barge Merryweather - 2100 sp |
Jeskari's Stuff
190gp 1200 sp 12 Wartrained Stallions - 360sp 3 Broodmares - 150 sp The Mercer Carriage Company - 1800sp 18 cut emeralds - 1200sp 29 uncut emeralds 2400sp Airship Hull - 3000sp |
Sharlinar really wants the broken airship hull. She thinks she has a line on a engine for such a thing, and with it she can expand her business. Ideally, she'd like to avoid trading the bolts of enchanted silk as she can get a better price for them elsewhere, and the barge still makes coin. She'd like the carriage company too, and the emeralds.
Jeskari is mostly interested the mine and the silks - he knows a buyer who'd pay top coin for the silks, and an iron mine near a fight with the fey could be useful. He has some ideas as to who could clear it, too. He doesn't care abut the airship hull much, but wants good coin for it, and would to keep the carriage company and horses. He'd like the herds and the barge if she can get them.
The Catch
The idea here is to put together a deal that both sides like. The players will propose a deal that nets both what they want. The problem is they're both lying. The airship hull is in rougher shape than told, but is still worth 2000sp and the Mercer Carriage company is in some trouble, being worth around 1200sp. On Shalinar's side the Merryweather is currently impounded at the docks, and a fine of 250sp must be paid before it'll be released, and the Iron Mine is inactive because the Fey are attacking anyone who approaches it.
It is not essential to find this information out, but Red will note this against them. It is possible to find this information out from the merchants, or there Champions if the party thinks to talk to them about potential problems.
To complete the negotions the party wil need to talk both merchants arund. They will need to make two Diplomacy or Barter test each - first, to convince them that what they want to trade is fair, and what they get is good. For every 100sp difference between the two add or subtract -5%, depending on if they are getting the better or worse of the deal. A balanced deal is generally easier to do, unless an especially skilled party member focuses on one side.
On a failure the merchant will either remove something or add something to make the trade better for them. The other side will then need to make a fresh check to see if the opposite will go for the amended deal.
Once the deal is on the table, they must make a final barter or Diplomacy to convince both merchants they wish to trade.
Failure will cause one or the other to demand a concession. On another failed check someone will take it as an insult, and a challenge may be issued - either between the two champions or the party. In a fight between the champions, simply roll a dice who wins or decide for yourself, with a brief scene for the fight, rather than rolling it out. The loser will either give up trying to get the concession or force it through, depending on which they wanted. If the party fight and win then can either allow the concession or not, and gain +10% on there next test to resolve it.
Convincing arguments should also reward bonuses to there roles.
Aftermath
Once they report to the Guildmaster that the deal has been drawn and both signatures are on it, she'll grin.
"Excellent, nicely done. Guess you can work out how to get a job or two done, huh? Well, off you go then. Tell Zanny you passed."
If the party failed to find the lies, and those items were part of a succesful trade.
"Oh, yeah, before you go make sure to check that merchants aren't lying. If this had been a real thing then it would have been a real blow for one side to demand the contract is void because there stupid ship is cracked down the middle or there boat is captured by the guard, that sorta thing. Now off you go, and have fun!"
The Conclusion
Guildmaster Red will have formed a certain opinion, depending on how the party performed. Certain acts will have earned positive reputation, other negative. If the party earns 5 points or more of positive reputation they earn +1 reputation with the guild. The opposite is true if they earn negative reputation.
Successfully negotiating a deal - +3
Successfully winning a duel - +2
Finding out the lies - +1 per lie.
Successfully winning a duel - +2
Finding out the lies - +1 per lie.
Loosing a fight - -2
Missing a lie - -1 per lie.
Each time they failed to conclude the negotiations - -1
Missing a lie - -1 per lie.
Each time they failed to conclude the negotiations - -1