Players, as all other people, love to be in the right. In particular, they like to win arguments and prove their point. Create satisfying game drama by setting NPCs against them who are wrong about certain things and letting the heroes set them straight.
The side benefit of such things is that the players are likely to regard any opposing NPC as an enemy and any NPC who helps them prove their case as an ally. Both of these become very useful to a scheming GM for future adventures.
1. The Willful Warden
The heroes get stopped while crossing a tract of wilderness by a game warden, ranger, druid, resident elves, etc. who demands they leave or accuses them of poaching or being spies. The heroes can trump the NPC by showing a document that grants them free passage or some other authority to be there, such as carrying his lordship’s coat of arms.
2. The Criminal Case
The heroes get the chance to serve on the jury of an enemy on trial for a serious crime. The jury hears the accusation and defense, including the enemy’s obvious lies, and investigates. (Medieval juries really did do the investigating themselves.)
When next they convene, the heroes present their findings, proving the defendant is a criminal and a liar and proceed to convict him or her. (Of course, the jury consists of twelve, so other jurors may need convincing first.)
3. The Denying Dullard
A rival NPC or officious know-it-all makes claims that a certain creature doesn’t exist or doesn’t live in the area, perhaps even calling the heroes liars if they claim they killed such a monster. They can publicly embarrass the dope by bringing back a carcass.
4. The Exclusive Right
The heroes are rewarded for some great deed with the exclusive right to explore some wilderness, build on some land, or pursue some form of trade. When they find rivals infringing on their land, game, or other rights, they get to deal with them with the full authority of the law.
5. The Gentleman’s Bet
An arrogant gentleman insists that the heroes are no match for some monster, dungeon, or other adventure and makes a substantial bet. The heroes get to prove him wrong—despite the interference of his henchmen—and make him pay.
6. The Outlaw Switcheroo
Enemies the heroes have come to hate (a cult, an NPC party, a couple of former officials, etc.) are declared outlaws—perhaps thanks to the heroes’ proof of wrongdoing—so the heroes are free to hunt them down like mad dogs. It’s only fitting if the enemies tried to get the heroes declared outlaws themselves.




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