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smetzger
Memunite
(10/22/03 12:39 pm)
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Amulet of inescapable location
Hi,
My players are planning on selling this item. Their identify made it detect as a Amulet of Proof against Detection and Location which is worh 35,000 gp.
Any ideas on repurcussions when the buyer finds out its a cursed item?
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arcane12
Memunite
(10/22/03 2:43 pm)
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Re: Amulet of inescapable location
I could think of a few, but if you check you DMG it actually details this in the cursed item section ( it uses that amulet as an example). It is an evil act to KNOWINGLY sell it this way, but it sounds like your party doesn't know, so it would be seen as an illegal act (that the party will be unaware of until next they return to town.
When they get back to that town the would almost definately be put under arrest - bescially they have committed a serious case of fraud. It may even be possible that bounty hunters come after them - they did 'steal' 35K after all, plus damages!
From here it would come down to your individual campaign and players, are they evil? If so they might try to escape and choose another town for selling goods (there are almost as large towns south over the mountains, IMC this is where my PC's go). If they are good, or trying to act good, they may get away with restitution if they expalin themselves well and did not mean harm.
hope it helped
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JRedGiant
Memunite
(10/22/03 2:51 pm)
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Re: Amulet of inescapable location
IMC, the merchant who bought it, a friend of theirs, is going to come to an unsavory end because of it. However, I did give them at least one clue that something was amiss with the amulet. It may be inappropriate to punish the PC's if they really did nothing wrong.
Alternatively, the sale of the amulet could lead to the PC's being attacked by assassins sent by the buyer as a punative action...aka an opportunity to give them some necessary XP before facing temple challenges you think are too much for them.
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msherman
Kalkydrite
(10/23/03 5:27 am)
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Re: Amulet of inescapable location
I'm using it to interrupt my players in the middle of the outer fane; word will reach them from Verbobonc that they're wanted criminals and should return to set the record straight, and they'll have to choose between their good names or giving Hedrack and crew the chance to regroup while they're gone for 3 weeks... or possibly longer, if found guilty!
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smetzger
Memunite
(10/23/03 6:17 am)
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Re: Amulet of inescapable location
Quote: I'm using it to interrupt my players in the middle of the outer fane; word will reach them from Verbobonc that they're wanted criminals and should return to set the record straight, and they'll have to choose between their good names or giving Hedrack and crew the chance to regroup while they're gone for 3 weeks... or possibly longer, if found guilty!
Yeah, thats more of what I want to happen. The characters don't know the true nature of the item and the are good.
However, it sure seems like the real amulet would most likely be bought by someone of ill intent.
I think what I'll do is have someone from the Thieve's guild buy it or with a political interest opposed to the group. Then when the true nature of the item is found out they send the authorities after the group and maybe even a bounty hunter.
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msherman
Kalkydrite
(10/23/03 6:30 am)
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Re: Amulet of inescapable location
I posted a previous thread on this topic, with more details about how I'm running it.
The crime of selling cursed items is reported by the shopkeep that brokered the sale, not by the spy. The shopkeep will deny the existence of the spy. If the party follows up on this, and tries to find the spy, that's another possible adventure thread, and could be a way for them to save their good names. Of course, the spy will be trying to kill them while they're in town trying to clear their names.
Just to let you know where we're at, the party's just returned from Verbobonc, where they sold the amulet for 19k (less the shopkeep's commission). I described the buyer as a cloaked figure named Alexi, but even with all that intrigue and a russian name, they still took him at face value as a buyer for a reclusive collector. I guess they're just greedy...
Edited by: msherman at: 10/23/03 7:07 am
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smetzger
Memunite
(10/31/03 1:02 pm)
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Re: Amulet of inescapable location
I just got an email from one of my players about this...
Quote: .... If we sell the immediately liquid stuff first, that will fund buying some new stuff while Pole searches for a buyer for the Amulet. You know, I wonder if he should only try to sell it within the church. It occurs to me that it might be dangerous to sell to someone who could give it to a thieves guild or something. I'm not sure what good purposes it could be used for... Hmmm....
The plot thickens.
I had told them it would take a week to find a buyer for the amulet. If they do sell within the church I think I'll make it take 2 weeks to find a buyer. The legal ramifications will be much less; but the guilt and setback for a failed covert church funded operation will be pretty big.
hhhmm, they have been enjoying the advantage of having a benefactor pretty high up in the church that looks out for them. Their 10th level now, and don't need alot of direct help, maybe this benefactor will take a politcal hit for this debacle and thus the heroes will no longer be officially sponsored by the church.
*:> Scott
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msherman
Kalkydrite
(10/31/03 1:46 pm)
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Re: Amulet of inescapable location
Well, you might want to reward them for doing what they think is the right thing... let them know after the first week that they've found an outside buyer who's offered, say, 20kgp, and then have their church benefactor himself offer 15kgp. If they decide to let the benefactor have it, even for the lower amount, instead of ruining their relationship with him, give them a good adventure out of it: he gets captured on some mission for the church because of the fake amulet, and the party has to rescue him.
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