Adventuring Contract--advice requested [Archive] - Wizards Community

Post/Author/DateTimePost
faludi

01-14-04, 06:08 PM
I am a relatively new DM (have been playing on and off for a year and a half) and seek a pretty high degree of verisimilitude in my campaign world. This is especially true with NPC motivations and actions.

With that said, my question is this: what type of contract/agreement would an NPC offer low-level PCs to fulfill a task? Then, assuming the PCs try to haggle the terms in their favor, how far would said NPC be willing to go?

Now, some background: The PCs (second level) will begin the campaign at Shieldmeet in Battledale (this is the Forgotten Realms). They will be approached by a town councilman looking for help in clearing out bandits from the Ghost Holds (vacated noble houses now periodically used by brigands to hide from authority). Now, quite clearly this will represent a great threat to the PCs, and the only adventure hooks they have will be the terms of the contract as well as their inherent zeal to adventure. They will be given information/leads on one group of bandits in particular.

So, what would this councilman offer the PCs as reward for bringing these lawless thugs to justice?

Thanks for your help.

-faludi
Geethree

01-14-04, 06:17 PM
Well, there's always the obvious: money. However, depending on the character backgrounds, you could offer things like political favors, information, special titles or offices (like making the party's fighter an officer in the town militia), or even "looting rights" on the brigands and the abandoned noble houses.
faludi

01-14-04, 06:30 PM
Assuming I go the typical mercenary/bounty hunter route (ie offer money), how much should tempt this low-level group? Unfortunately, the players have yet to create characters, let alone backgrounds, so I cannot offer any more detail on their motivations. However, their quarry will not be particularly famous or wanted BBEGs, they have just to this point escaped justice. Or, do you think it is best to change the circumstances slightly, and make the bad guys perpetrators of a crime more likely to play on the empathetic heart-strings of goodly heroes, thus causing them to work not for money but for a cause? Personally, I'd like to make it money, because I find it much more realistic. I just don't know how much to offer.

-faludi
Geethree

01-14-04, 06:42 PM
If the criminals have kidnapped someone's daughter (or something similar), that could help. Just don't overdo it. It would be better for the council man to just idly mention it, like "they recently got away with several hundred gold pieces as well as nearly an equal amount in jewelry and the like. A kidnapping has also been reported."

This will grab most good-aligned characters attention and probably cause them to ask for more information. If the players happen to be less interested in righteousness, you still won't be beating them over the head with a stereotypical "A fair young maiden has been kidnapped by brigands! Please go save her!" situation.

For money, about 50 GP should interest most of the players. If you want to really grab their attention, go a little higher to something like 100 GP.
Bronswen

01-14-04, 06:53 PM
How much coin you offer in a contractual mercenary agreement depends on a lot of different factors. Most importantly, what level are the PCs? Are you going to start them at level 1? If so, then low coin might appeal to them -- 100 gp per PC, perhaps.

But there are other aspects to consider.

First off, if the PCs are to start at level 1, will they progress to level 2 by the time this adventure is over? If so, you may want to increase the rewards a little bit so that they have suitable treasure as second-level characters. Maybe 500 gp per PC, or maybe less, depending on whether or not you plan on letting them loot corpses and abandoned homes.

Second, terms of the agreement. Are the PCs supposed to go in there killing the outlaws? If so, the outlaws are going to defend themselves as viciously as possible. That means the PCs should get bonus hazard pay (ie, greater compensation). Are the PCs supposed to apprehend these outlaws and return them to the authorities alive? If so, then their pay shouldn't be as great as when everyone's lives are on the line.

Third, special conditions. Are the PCs expected to fight through monster-infested terrain en route to the outlaws? If so, it wouldn't be unreasonable for them to ask for bonus pay. Is one of the outlaws a tough spell-caster who's been wanted in these parts for nearly a decade? That deserves more bonus pay if he's apprehended/killed. If the authorities want the outlaws dead, are heads okay or must the PCs drag out all the bodies? If I'm forced to carry around dead weight, that's gonna cost my employer.

And so forth. Of course, this is taken purely from a detached mercenary perspective. If you're pulling on the heart-strings of your heroes, you can probably get by with cheaper rewards.

Something else to consider is non-coin wealth. You can offer a party of first-level characters 75 gp and a potion of cure light wounds each, for example. Or 75 gp each and a very minor magical item from which the entire party can benefit. Of course, this all depends on the magnitude of the adventure itself, as well as the factors I mentioned above.

Hopefully these will give you some ideas.

Bronswen
faludi

01-14-04, 07:07 PM
Thanks very much for the well reasoned, thoughtful replies. I'm not sure exactly how I'll advance, but you've given me lots to work with.

-faludi
olshanski

01-14-04, 07:09 PM
I've had a poor 14 year old street urchin offer a party of 5th level characters 10 gp to find his kidnapped girlfriend. The urchin had this long sob story about how his girlfriend would meet him at the bridge in the center of town, and then they'd walk hand in hand through the wealthy district and dreamed of one day owning one of those houses and raising a family, etc... the urchin was pulling out all the stops.

The deal was, the urchin had no money, but could get 5 gp by the end of the week, and another 5 gp a week after that.

The party took his offer, and said that he could work off the debt by looking after their store while they were out looking for his girlfriend.

It isn't always how MUCH you offer... it is sometimes what is at stake and who is asking for help.
zifnab2525

01-14-04, 09:06 PM
At low levels, it's how much you offoer. When you're mighty heros, you can afford to be more magnanomous. And the ghostholds are a typical mercenary job.

You might offer them a contract per ghosthold or perhaps a bounty on brigands. Tell the players to bring back the ears or heads or dirty socks of the vagrants and you'll get 10gp per hero per kill. If there's some particular brigand lord or petty thug leader you can offer an additional bounty on him, but make the named NPC harder to catch and include the possibility he gets away.

As for the lady in distress, you can offer the ransom as a bounty for her return. If this offical has more power or rank, you can offer some minor Battledale title - perhaps offering the ghostholds themselves as reward for keeping them clear.
krichaiushii

01-14-04, 09:49 PM
Another potential reward could be a permanent discount on items purchased in town - say 10% off PHB prices. Plus salvage rights.

Definitely specify how the PCs are to prove they have defeated the brigands - by death, capture, or both.

A cash reward is always worthwhile, and should motivate the more mercenary members of the party. I too will say no more than 100gp per PC.
primemover003

01-14-04, 10:04 PM
Offering them a land grant in the ghost holds or even the office of Reeve (sheriff) for the Holds could be an enticing goal for mid levels (5-8). This can be a very dangeous prospect if you are using Clan Auzcovyn as possible encounters on the western border of Essembra. However between you and the Abby to Tempus nearby you could provide much needed law and order to the heavily forested dale. If they clean out the Holds it's very possible that Sembian sportsmen will return to hunt game and have "adventures." Tourism is a key industry even in psuedo-medieval times!
Capn Charlie

01-15-04, 01:19 AM
If you do have a physical contract don't forget to put some nasty surprises down in the "elf print". Maybe have it so that if there is any damage to the property in the battle they are responsible. All it would take is for a bandit to torch a manor to cover his escape, then when they return to town the Councilman demands payment and when they can't pay he "offers" to let them work it off. Should provide all the plot hooks you need for thext five levels.
zifnab2525

01-15-04, 09:10 AM
That's kinda mean. Stick your neck out to clean up abandoned homes, then go into debt because a crazy/stupid bandit decided to torch a place.

That is to say, if the PCs come up with the stupid idea of burning down the ghosthold themselves, you can hang them out to dry. But as a forced plot hook it's kinda lame. Takes alot of the fun out of the first few adventures which in my book is all about building player confidence.

You probably shouldn't actually start screwing with them till the fourth or fifth adventure, so that when they do fail or screw up it won't be all black marks on their record.
E-Vile

01-15-04, 10:09 AM
Just offer them some land, as has been suggested, and no expenses (like tax) for the enxt 5 years, if they clear ALL buildings.