Ok. First, a Rakshasa is not a low level encounter for a level 6 party. In fact, the DMG uses this specific example when talking about CR:
In addition, some monsters have features that might be
difficult or impossible for lower-level characters to overcome.
For example, a rakshasa has a challenge rating of 13 and is
immune to spells of 6th level and lower. Spellcasters of 12th
level or lower have no spells higher than 6th level, mean ing
that they won't be able to affect the rakshasa with their
magic, putting the adventurers at a serious disadvantage.
Such an encounter would be significantly tougher for the
party than the monster's challenge rating might suggest.
So a Rakshasa would be a strong opponent for a 12th level party.
That said, if this character is supposed to be of a more tactical bent, he should fight like a modern commander. That is to say: get someone else to do it for him. This would minimize the effect of his statistics on the fight, whether they're too strong or too weak.
I'd recommend you start by reading about Tucker's Kobolds, since they exemplify the approach you should be taking. The short version is make use of favorable terrain, hit and run tactics, and other similar, asymmetric, tactics. Fortunately, a thieves guild should be extremely good at this sort of thing (I don't know the statistics for chuuls, beyond them being cr4 individually, to comment on their usefulness).
An example of this type of strategy would be having the thieves ambush the PCs from rooftops (using ranged weapons) and then retreating once the PCs get their act together and respond propperly. Ideally, they should also focus fire on either the caster or the healer types. This is unlikely to actually kill anyone in one encounter, but it can drain their resources and wear them down over the course of several encounters. The key thing is to never let the PCs turn it into a knock-down drag-out fight, because they will win those and they aren't strategically sound (which the Rakshasa would disdain) or profitable (which the thieves would want to avoid).
One nice thing about using the thieves guild as a cat's paw is that they provide plausible deniability. "Why are the thieves making the new hero's lives hard? Because they're thieves and heroes are bad for business." The heroes themselves might know better, but it'll be a pretty hard story to sell to the townsfolk.
Another fun thing he can do is mess with their PR. Maybe trick them into fighting and killing someone that turns out to be a well regarded member of the town (or frame them, if that's not possible, though actually getting them to do it is better). Now the PCs are criminals, the entire town will be against them and the mayor can deploy more official, and visible, forces to deal with them, possibly at the behest of the townsfolk.
Treat the Orcs as though they are an organized crime family.
If you murder a member of the Mafia, or one of the nefarious narco gangs of the modern age, do you think you'll get away with it? Will there be a bounty out on your head?
Make the party an offer they can't refuse (Movie ref: The Godfather)
A simple way to get your point across is an ambush/encounter with a large enough group of orcs from that tribe that this party can't defeat. The party is to return the contraband, pay a weregild for the death of that orc, and then they owe the current orc chief a favor. The offer they can't refuse is made by the orc tribe chief: Go get me {this Macguffin} and I call off my other bounty hunters! (Let's say he wants a prize bull owned by a lord not far away, as he wants to improve the stock of his cattle herd since his daughter needs a bigger dowry for the marriage to that other orc clan he's been dealing with...)
If they see the group of Orcs again, they'll all want their blood.
Yes, they will. You are not railroading your players if their in-game actions have consequences. As a consequence of their actions, they are now marked for vengeance or death by an orc tribe.
I don't think any persuasion roll would be good enough to dissuade a large group of Orcs from wanting to tear them limb from limb.
Is it fair to have the orcs be too angry to reason with next time they see them?
How can I prevent them from being able to bluff or persuade without the loss of player agency?
Deception/Persuasion checks with disadvantage
Yes, it's fair for the orcs to (at least at first) not be inclined to parley or listen. Attempts at persuasion/deception can, based on these circumstances, certainly be ruled to have disadvantage. You don't need to prevent the party from trying, but they are not guaranteed to succeed simply by trying to persuade or deceive a given group of orcs. You can either
- Set the DC for making a successful check very high (20+)
- and/or apply disadvantage
- During the next encounter where they try to parley with the orcs, provide the party with clues and descriptions that explicitly signal to them that "a
negotiation is not currently an option."
The DM can also decide that circumstances influence a roll in one
direction or the other and grant advantage or impose disadvantage as a
result. (PHB, Chapter 7, "Using Ability Checks")
But you don't need to roll for this. A roll is only called for when a result or an outcome is uncertain (PHB, p. 171, Using Ability Scores). The orcs are certainly upset.
The orcs might want to capture the party to bring them to justice before the orc tribe (Which might be fatal). Or, a band of orcs (calculate the encounter difficulty to hard or deadly) becomes the posse who chases the party down to capture or kill them: wanted, dead or alive! The party are now fugitives.
This isn't a railroad
This response by the orcs is the game world reacting in a rational fashion to the actions of the characters. But maybe a given orc posse can't take them out. (Back to the "offer you can't refuse" idea). The party is in no position to negotiate with the vengeful orcs (to get the tribe to stop sending hit squads out after them) without leverage of some sort. What does the party have as leverage?
- The contraband?
- Some of the orcs (captured) from the posse?
- Something else? (A unique ability the chief wants them to use on his behalf? A paladin who can, for example, cure the disease of his aunt?)
For the party to make a deal, role play the negotiations after they've had at least one group of orcs try to take them out. Put the orc chief in the role of crime/gangster boss who wants what's his, and a little bit more.
A TPK is also a valid response, but use these with great care
If luck is not with them and the orc posse defeats the party or the battle results in a TPK, that's the luck of the dice ... but you can always choose to rule that the orcs stabilize and capture/revive one of the players (or more) to be taken to the tribe and then imprisoned, enslaved, what have you.
Or the whole party gets enslaved. Now the adventure hook is: escape!
Make their mistake part of the adventure.
Ability checks aren't magic
@Ben made a comment about ability checks that is worth capturing here.
Persuasion isn't mind control. The party, or the party face, can succeed at a persuasion check without the orcs doing exactly what the party wants. For example, a success at persuasion calms the orcs down enough or muddies the waters enough that they're willing to entertain the party making amends,
rather than the orcs only pursuing bloody revenge! There are still
consequences, the party face gets to feel like they saved everyone's
bacon, and you get a story hook out of it in how the amends are made.
Best Answer
Persuasion and Deception are largely different things, as called out in the PHB, pp178-179:
It sounds like this rakshasa would be quite good at lying, but they're not good at making cordial requests. Perhaps they would be able to lie to the wolf, claiming to be in the employ of the party (or even a party member who has been cursed), but wouldn't be very good at asking the wolf nicely ("stand aside, cur"). Lying - or dissembling - plausibly comes more readily to the rakshasa than simply asking or bowing to convention, though that needn't be the case (maybe they're just naturally good at deception, but want to be honest).
This encounter sits squarely where the two skills overlap. As @Jack's answer suggests, both skills could be used to get past the wolf without resorting to violence. Persuasion could be used to persuade the wolf that the rakshasa was being honest in that he was a (temporary) friend of the party; deception to turn that into having hired the party to escort him back to town or something.
There is a lot of room for interpretation here, but I think that the Marvel Cinematic Universe's depiction of Loki - especially earlier in his arc - falls into a similar scenario: he's a master of deception, but he has great difficulty in maintaining friendships, can't ask a favor to save his life, and only exhibits proper etiquette when doing so amuses him or serves his interests.