DM Panic's Silverhex Chronicles Core Table 1 (Inactive)

Game Master wakedown

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Feel free to roleplay any last wrap-up for CRASH, but I'm thrusting us forward immediately into the fifth quest!

BEGIN QUEST #5, WEBS.

In the weeks after events along the border of Numeria, Ezren picks out the next promising lead from Ulisha's journal, which talks about finding and selling an adhesive in the markets of Daggermark.

Having made the journey to Daggermark, you find yourselves making last preparations prior to heading into the Shroudwood and the location where Ulisha believes you are most likely to find the adhesive.

Latest page from Ulisha's journal

Make one check and pop all relevant spoilers:

Knowledge Local or Gather Info DC10+:
Daggermark is one of the River Kingdoms. It is an exercise in anarchy, as anyone can hire assassins at affordable rates.

Knowledge Local or Gather Info DC15+:
These hires come from an Assassins’ Guild, which has found a particularly deadly partner in a Poisoners’ Guild that also operates out of Daggermark.

Knowledge Local or Gather Info DC20+:
Because anyone can hire an assassin, everyone in Daggermark tends to be overly polite. Most leaders don’t last very long, as anyone taking exception to their policies can hire deadly force rather easily.

Knowledge Local or Gather Info DC25+:
You know enough about the day-to-day politics of Daggermark where you think you may be able to find another, better merchant for the adhesive (this provides a +2 bonus later).

Make one check and pop all relevant spoilers:

Knowledge Nature DC11+:
Giant spiders are known for their venom, which is known to weaken their prey.

Knowledge Nature DC16+:
Spider webs contain a strong adhesive that is used as astabilizer in volatile poisons. This adhesive is most valuable when it is fresh; the silk glands of a freshly killed spider are the best source.

Knowledge Nature DC21+:
You know exactly where you can find some silk glands, and believe you'll have no trouble harvesting them (this provides a +2 bonus later)


Valeros - Fighter 1 | Perc +5 | Speed: 25' | HP: 20/20 | AC: 18 | Fort: +7 Ref: +7 Will: +3

After a nice bath Lem is once again ready to follow Ezren and companions into terrible danger.

Gather Info: 1d20 + 8 ⇒ (14) + 8 = 22
Know Nature: 1d20 + 2 ⇒ (11) + 2 = 13

Lem shares a few stories he's heard with his party.

"Even the haughtiest of nobles says his pleases and thanks in Daggermark. They say it's easier to hire an assassin than to water your hourse."

Grand Lodge

Lini: HP 10/11 AC 16 T 12 FF 15 CMD 8 Fort+5 Ref+1 Will+6 Init+1 Perc+9 Droogami: HP 11/11 AC 17 T 16 FF 12 CMD 16 Fort+4 Ref+8 Will+1 Perc+5

Gather Info: 1d20 + 2 ⇒ (9) + 2 = 11
Nature: 1d20 + 7 ⇒ (20) + 7 = 27

Lini teaches Nature 101 to her pupils.

"Giant spider venom weakens their prey. Also, spider webs contain a strong adhesive that is used as a stabilizer in volatile poisons. This adhesive is most valuable when it is fresh as the silk glands of a freshly killed spider are the best source. I know exactly where to find some silk glands and will have no trouble harvesting them."

This provides a +2 bonus later.

Grand Lodge

Female Human (Versatile) Cleric 5| HP: 48/48 (Resist: Harm 5)| AC: 22 | F: +9, R: +9, W: +13 | Init: +0 | Perc: +13•• Stealth: +2 | Active conditions: none

Whew - I was seriously worried about our success there!

Gather Info: 1d20 ⇒ 3

Knowledge Nature: 1d20 ⇒ 19

"So we are to collect raw materials like miners? I suppose it's a job... I do recall hearing that spider webs contain a strong adhesive that that can be used as a stabilizer in volatile poisons. Fresh is key, as I recall, and if you have the stomach for it, the best source is the silk glands of a freshly killed spider. These spiders are rather large, however. Bring your weapons and watch each other's back!"

Liberty's Edge

Rage:
HP 16/17 | AC 13 | Fort +6 | Will +3 | CMD 18
Level 1 Female Human Barbarian HP 12/15 | AC 15 | T 11 | FF 14 | CMD 16 | Fort +4 | Ref +1 | Will +1 (+2 vs. fear) | Init +1 | Perc +5 | Sense Motive +0

Amiri gives Lem, Lini, and Kyra a sidelong glance. "Nerrrrrrds!"

She slaps her knees and laughs, "Just kidding guys! I'm glad some of us got some schoolin'." Her expression becomes a little more serious, "Seriously though, thanks for keeping me alive back in Numeria. And thanks for all the info on where we're at and the spiders. This sounds like my kind of place."

-Posted with Wayfinder


Shohiraj | AC 19 T 15 FF 14 | HP 32/45 | F+3 R+10 W+6 | Init +5 | Perception +14

Ezren listens to his companion's knowledge of the situation in silence, and throws a frown at Amiri's comment.

"Savage..." He mutters deadpan, though after all the group as been through it might just be one of the first signs of camaraderie from the older man.

"I will prepare for spiders."

Grand Lodge

HP: 59 | AC: 12 TCH: 12 FF: 10 | Per +2 | Init +2 | F: +6 R: +7 W: +10 | CMD 19

I am gonna switch to the pregen ranger. We need a ranged threat, as 2 arcane is too much. Will adjust photo eventually


Sounds like everyone is ready to set out to hunt for spiders! I'll advance Sat morning to the Shroudwood, especially given Lini's exceptional Nature roll.


Valeros - Fighter 1 | Perc +5 | Speed: 25' | HP: 20/20 | AC: 18 | Fort: +7 Ref: +7 Will: +3

I'll quite likely be busy all/most of Saturday, but I'll be around Sunday.

Liberty's Edge

Rage:
HP 16/17 | AC 13 | Fort +6 | Will +3 | CMD 18
Level 1 Female Human Barbarian HP 12/15 | AC 15 | T 11 | FF 14 | CMD 16 | Fort +4 | Ref +1 | Will +1 (+2 vs. fear) | Init +1 | Perc +5 | Sense Motive +0

Amir turns to Lini, "Sister, since you know much more of this place than I do, perhaps it would be best if you take the lead and keep us out of danger."

Grand Lodge

Lini: HP 10/11 AC 16 T 12 FF 15 CMD 8 Fort+5 Ref+1 Will+6 Init+1 Perc+9 Droogami: HP 11/11 AC 17 T 16 FF 12 CMD 16 Fort+4 Ref+8 Will+1 Perc+5

Lini will use her woodland skills to escort her companions and avoid potential hazards. Droogami will guard her front.

Survival: 1d20 + 7 ⇒ (12) + 7 = 19


GM Rolls:

Perception:
Amiri: 1d20 + 5 ⇒ (1) + 5 = 6
Ezren: 1d20 + 1 ⇒ (11) + 1 = 12
Harsk: 1d20 + 3 ⇒ (13) + 3 = 16
Kyra: 1d20 + 3 ⇒ (17) + 3 = 20
Lem: 1d20 + 2 ⇒ (14) + 2 = 16
Lini: 1d20 + 9 ⇒ (8) + 9 = 17
Droogami: 1d20 + 5 ⇒ (5) + 5 = 10
Enemies: 1d20 + 11 ⇒ (7) + 11 = 18

Initiative:
Amiri: 1d20 + 1 ⇒ (17) + 1 = 18
Ezren: 1d20 + 2 ⇒ (16) + 2 = 18
Harsk: 1d20 + 9 ⇒ (2) + 9 = 11
Kyra: 1d20 + 0 ⇒ (10) + 0 = 10
Lem: 1d20 + 2 ⇒ (13) + 2 = 15
Lini: 1d20 + 1 ⇒ (8) + 1 = 9
Enemies: 1d20 + 3 ⇒ (1) + 3 = 4

Spider 1 vs Amiri FF: 1d20 + 5 ⇒ (12) + 5 = 17
Spider 2 vs Droogami FF: 1d20 + 5 ⇒ (19) + 5 = 24

The webs are thicker in this clearing than they have been thus far, appearing newer and white, rather than the dingy gray of those seen earlier. These webs crisscross the canopy above, most strands meeting near the center to support a large globe of webbing the size of a large pumpkin.

As Amiri and Kyra head through towards the webbing, only Kyra's keen senses detect that the Pathfinders are not alone. A pair of spiders skitter through the tree branches above (imagine they are starting 10ft up and there are branches everywhere; DC10 to Climb up to a branch to engage them while they are out of melee range) to defend their prized nest.

As Kyra reacts, the two spiders shoot webs down which stick and mire down both Amiri and Droogami (DC12 to break).

Web Ability

Surprise Round
10 Kyra :
4 Spider 1: Web at Amiri, hits!
4 Spider 2: Web at Droogami, hits!

Round 1
19 Ezren :
18 Amiri :
11 Harsk :
10 Kyra :
15 Lem :
9 Lini :
9 Droogami :
4 Spiders :

I went ahead and resolved both spiders surprise round actions with the general assumption Kyra's surprise round action would not negate/invalidate them so that everyone can post. While it is dim light in the canopies, I also assume Light spells are in effect to negate any penalties that might have otherwise caused.

Now Up: Everyone! (and Kyra gets a bonus surprise round action)

Map link is updated. Seoni icon is still there until Harsk posts so I can grab and update it (or feel free to do so yourself).


Valeros - Fighter 1 | Perc +5 | Speed: 25' | HP: 20/20 | AC: 18 | Fort: +7 Ref: +7 Will: +3

Lem will start casting sleep.


Shohiraj | AC 19 T 15 FF 14 | HP 32/45 | F+3 R+10 W+6 | Init +5 | Perception +14

Ezren hurls his cane into the air, his magic enhancing the flight and accuracy of the throw.

Knowledge Nature: 1d20 + 8 ⇒ (1) + 8 = 9

GM:
So that's not a great roll, but would it be enough to know that spiders are vermin, and therefore immune to mind-effecting magic such as sleep? If so, I'd warn Lem not to waste his spell.

Hand of the Apprentice: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d6 ⇒ 2

Grand Lodge

Lini: HP 10/11 AC 16 T 12 FF 15 CMD 8 Fort+5 Ref+1 Will+6 Init+1 Perc+9 Droogami: HP 11/11 AC 17 T 16 FF 12 CMD 16 Fort+4 Ref+8 Will+1 Perc+5

Droogami attempts to break free and climb up adjacent to nearest (S2) spider.

Escape Artist DC 12: 1d20 + 5 ⇒ (7) + 5 = 12
Climb 10' DC 10: 1d20 + 1 ⇒ (12) + 1 = 13

Lini steps back near Kyra and starts summoning an eagle to flank (S2) spider with Droogami.

Grand Lodge

Female Human (Versatile) Cleric 5| HP: 48/48 (Resist: Harm 5)| AC: 22 | F: +9, R: +9, W: +13 | Init: +0 | Perc: +13•• Stealth: +2 | Active conditions: none

Surprise Standard Action

Kyra casts Bless as she gets ready for the inevitable battle from invading these spider's territory.

First round
Kyra climbs up to get a better view.

Climb: 1d20 + 2 ⇒ (5) + 2 = 7

She then tries to sling a stone at the closest spider.

Attack: 1d20 + 0 ⇒ (19) + 0 = 19
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Liberty's Edge

Rage:
HP 16/17 | AC 13 | Fort +6 | Will +3 | CMD 18
Level 1 Female Human Barbarian HP 12/15 | AC 15 | T 11 | FF 14 | CMD 16 | Fort +4 | Ref +1 | Will +1 (+2 vs. fear) | Init +1 | Perc +5 | Sense Motive +0

Amiri decides to just stand still and draw her shortbow to take a shot at one of the spiders.

Shortbow: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d6 ⇒ 1

Grand Lodge

HP: 59 | AC: 12 TCH: 12 FF: 10 | Per +2 | Init +2 | F: +6 R: +7 W: +10 | CMD 19

Harsk, with his bow out, levels it and takes a shot at the spider not engaged with his allies.

heavy crossbow: 1d20 + 4 ⇒ (1) + 4 = 51d10 ⇒ 7


GM Rolls:

S1 web vs Droogami: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
S2 bite vs Droogami: 1d20 + 2 ⇒ (3) + 2 = 5 for 1d6 ⇒ 1

Ezren:
Sure, I'd guess that spiders are very common, thus the DC is 5+CR and you hit that for knowledge about the type.

Kyra:
You had a lot of actions in Round 1, but you can certainly keep your roll (which was a hit). You started with a Climb check (move action) and then also posted using a sling, which would likely be a move action to draw (I imagine Kyra would carry her scimitar in hand if anything), a move action to load and a standard action to fire. At any rate, if you wish to assume you shot the sling on Round 2 and hit, you can. :)

Surprise Round
10 Kyra : Casts Bless
4 Spider 1: Web at Amiri, hits!
4 Spider 2: Web at Droogami, hits!

Round 1
19 Ezren : Hand of apprentice S2 for 2
18 Amiri : Draws shortbow, fires and misses
11 Harsk : Fires crossbow and misses
10 Kyra : Tries to climb (move)/draws sling(move)/loads sling(move)/fires sling(std) - see spoiler?
15 Lem : Starts casting sleep (can retcon if desired based on Ezren's warning)
9 Lini : Begins to summon an eagle
9 Droogami : Breaks free and climbs tree
4 Spider 1: Web at Droogami, hits!
4 Spider 2 (-2): Bites at Droogami, misses!

Round 2
19 Ezren :
18 Amiri :
11 Harsk :
10 Kyra :
15 Lem :
9 Lini :
9 Droogami :

The Pathfinders begin to respond to the attack, with most drawing bow or sling, as Droogami leaps into the nearest tree. The spider retaliates, much too slowly, while his partner manages to coat the large cat with the more of the sticky webbing.

Now Up: Everyone

Grand Lodge

Lini: HP 10/11 AC 16 T 12 FF 15 CMD 8 Fort+5 Ref+1 Will+6 Init+1 Perc+9 Droogami: HP 11/11 AC 17 T 16 FF 12 CMD 16 Fort+4 Ref+8 Will+1 Perc+5

Lini begins another casting of summoning an eagle

The attacks and damage below maybe increasesed by +1 if bard song is up before Lini and Droogami's turn.

eagle bite @S2: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22
damage: 1d4 ⇒ 1

talon 1 @S2: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
damage: 1d4 ⇒ 4

talon 2 @S2: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
damage: 1d4 ⇒ 4

Droogami full attacks the spider while entangled in webbing.

Droogami bite @S2: 1d20 + 7 + 2 - 2 - 2 ⇒ (2) + 7 + 2 - 2 - 2 = 7
trip CMB: 1d20 + 7 + 2 - 2 - 2 ⇒ (2) + 7 + 2 - 2 - 2 = 7
damage: 1d4 + 1 ⇒ (1) + 1 = 2

claw 1 @S2: 1d20 + 7 + 2 - 2 - 2 ⇒ (5) + 7 + 2 - 2 - 2 = 10
damage: 1d2 + 1 ⇒ (1) + 1 = 2

claw 2 @S2: 1d20 + 7 + 2 - 2 - 2 ⇒ (11) + 7 + 2 - 2 - 2 = 16
damage: 1d2 + 1 ⇒ (1) + 1 = 2


Shohiraj | AC 19 T 15 FF 14 | HP 32/45 | F+3 R+10 W+6 | Init +5 | Perception +14

Spellcraft to ID Lem's spell: 1d20 + 8 ⇒ (12) + 8 = 20

Ezren shouts a warning. "Lem! They are mindless vermin, that spell will not affect them!"

He then hurls his cane again at the same spider.

Hand of the Apprentice - Ally in melee: 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23
Damage: 1d6 ⇒ 3
Crit Confirmation: 1d20 + 7 - 4 ⇒ (9) + 7 - 4 = 12
Crit Damage: 1d6 ⇒ 6

Liberty's Edge

Rage:
HP 16/17 | AC 13 | Fort +6 | Will +3 | CMD 18
Level 1 Female Human Barbarian HP 12/15 | AC 15 | T 11 | FF 14 | CMD 16 | Fort +4 | Ref +1 | Will +1 (+2 vs. fear) | Init +1 | Perc +5 | Sense Motive +0

Amiri continues to stand still - not wanting to climb the tree - and takes a shot at the spider not being attacked by wildlife.

Attack: 1d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d6 ⇒ 3

Confirm: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 2d6 ⇒ (6, 6) = 12


Valeros - Fighter 1 | Perc +5 | Speed: 25' | HP: 20/20 | AC: 18 | Fort: +7 Ref: +7 Will: +3

Hearing Ezren's warning Lem tosses his sleep up and out of the way and inspires courage in his allies.

+1 hit/damage/saves fear&charm

Grand Lodge

Female Human (Versatile) Cleric 5| HP: 48/48 (Resist: Harm 5)| AC: 22 | F: +9, R: +9, W: +13 | Init: +0 | Perc: +13•• Stealth: +2 | Active conditions: none

Kyra will finish her actions that she began in round 1.

GM:
I had no idea it took a move action to load a sling. Good to know! I did also forget that drawing a weapon is an action if Base < 1.

Remember Bless everyone!


GM Notes:

vs s2
ezren 2
eagle bite 1 +1
eagle talon 4 +1
droogami claw 2 +1
ezren 3 +1
--
2+2+5+3+4=16

vs s1
amiri crit 15

With Lem's inspiring words motivating them, a flurry of attacks from the eagle, Droogami, Ezren and Amiri nearly obliterate the pair of spiders.

Both someone still seem to be managing to wiggle and attack, but also seem just about as likely to ball up and fall from the trees (at 1hp and 0hp respectively)

Still Up: Harsk

GM Note: This fight is nearly over. I'll likely call it once Harsk checks in and gets his shot off.


Shohiraj | AC 19 T 15 FF 14 | HP 32/45 | F+3 R+10 W+6 | Init +5 | Perception +14

Just a thought: unless Harsk throws his crossbow at the spiders he'll probably be reloading this whole round. :)

Grand Lodge

HP: 59 | AC: 12 TCH: 12 FF: 10 | Per +2 | Init +2 | F: +6 R: +7 W: +10 | CMD 19

Hark will drop his heavy bow, draw his axe and take a hack at the final spider.

1d20 + 3 ⇒ (7) + 3 = 101d8 + 3 ⇒ (5) + 3 = 8


GM Rolls:

S1 bite vs Droogami entangled: 1d20 + 2 ⇒ (13) + 2 = 15 for 1d6 ⇒ 3
S2 bite vs Amiri: 1d20 + 2 ⇒ (1) + 2 = 3 for 1d6 ⇒ 5

Darn heavy crossbows!

The two spiders continue their defensive frenzy, clearly trying to protect their nest against the intruders.

The one engaged with Droogami sinks its fangs into Lini's companion before in a series of death throes before finally curling up into a tiny ball and falling from the tree.

The second leaps from the tree, hissing at Amiri but it's just a matter of time before the Pathfinders focus their fire on the lone remaining spider that it too curls up near the base of the tree.

Lini:

Go ahead and make the Fort saves for Droogami to fend off the spider's poison:

Bite—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.

Out of combat!

As you investigate the spider's nest further, you recognize that the central orb of web is a newly laid egg sack.

The eggs are worthless in Daggermark, but the webbing holding the sack is covered in fresh adhesive.

Lini points out you can also potentially harvest a silk gland from each of the spider corpses.

Whoever is making the check to harvest silk glands from spiders can make a Heal or Survival check. Let me know who attempts the check, since failure ruins the gland.

Liberty's Edge

Rage:
HP 16/17 | AC 13 | Fort +6 | Will +3 | CMD 18
Level 1 Female Human Barbarian HP 12/15 | AC 15 | T 11 | FF 14 | CMD 16 | Fort +4 | Ref +1 | Will +1 (+2 vs. fear) | Init +1 | Perc +5 | Sense Motive +0

I have a decent Survival Skill (+5). I would venture to guess that Lini and Harsk both have higher mods than I.

Grand Lodge

Lini: HP 10/11 AC 16 T 12 FF 15 CMD 8 Fort+5 Ref+1 Will+6 Init+1 Perc+9 Droogami: HP 11/11 AC 17 T 16 FF 12 CMD 16 Fort+4 Ref+8 Will+1 Perc+5

Droogami fort DC 14: 1d20 + 4 ⇒ (17) + 4 = 21

Lini will gather the glands after casting Guidance on herself.

Survival: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28


Lini easily carves out the gland from the first spider.

One check per spider. One more check to go.

Grand Lodge

Lini: HP 10/11 AC 16 T 12 FF 15 CMD 8 Fort+5 Ref+1 Will+6 Init+1 Perc+9 Droogami: HP 11/11 AC 17 T 16 FF 12 CMD 16 Fort+4 Ref+8 Will+1 Perc+5

Lini will gather the second gland after casting Guidance on herself.

Survival: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14

Liberty's Edge

Rage:
HP 16/17 | AC 13 | Fort +6 | Will +3 | CMD 18
Level 1 Female Human Barbarian HP 12/15 | AC 15 | T 11 | FF 14 | CMD 16 | Fort +4 | Ref +1 | Will +1 (+2 vs. fear) | Init +1 | Perc +5 | Sense Motive +0

Amiri will help Lini with the gland. (if possible)

Survival Aid Another: 1d20 + 5 ⇒ (6) + 5 = 11


With Amiri's aid, Lini extracts the gland from the second spider, now giving the Pathfinders a total of three to sell in Daggermark's markets.

Following Ulisha's map, the group is easily able to navigate back to the city and begin to ponder how they will sell their recently obtained "treasures".

You can choose to ignore Ulisha's misgivings and seek out Johannes Vox as a buyer, or look around for other possible buyers.

Should you decide to look for a different buyer, make a single roll and pop the spoilers for the DC you met or exceeded the DC of with your check.

Knowledge Local or Diplomacy DC15+:
A gnome would-be apothecary, Ezmerlilly Vanderpoof, recently failed to deliver some promised goods to the Poisoners’ Guild. She needs something to appease the guild before they decide to drastically renegotiate their contract.

Knowledge Local or Diplomacy DC25+:
Though he has a reputation for being a fierce negotiator, dwarven merchant Narngar Ninefingers has run up quite the gambling debt. Debtors tend not to last long in a city of assassins, and Narngar is growing desperate for something he can sell to important patrons to prove that he’s worth keeping around.


Valeros - Fighter 1 | Perc +5 | Speed: 25' | HP: 20/20 | AC: 18 | Fort: +7 Ref: +7 Will: +3

Lem will ask around.

Diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15

"Vanderpoof might be a better choice, she's in over her head with the poisoner's guild and may be a bit desperate."

Grand Lodge

Female Human (Versatile) Cleric 5| HP: 48/48 (Resist: Harm 5)| AC: 22 | F: +9, R: +9, W: +13 | Init: +0 | Perc: +13•• Stealth: +2 | Active conditions: none

Kyra tries to gather some info in this den of assassins and neer-do-wells.

1d20 + 6 ⇒ (12) + 6 = 18

"Lem, I have heard similar things. Might fetch a better price, and since Ulisha was not sure in the first place."


Shohiraj | AC 19 T 15 FF 14 | HP 32/45 | F+3 R+10 W+6 | Init +5 | Perception +14

"I know little of such things and defer to your expertise. Let us see this Vanderpoof person."


Lem and Kyra both pick up information along with directions to Ezmerlilly Vanderpoof's shop.

As you let yourself in, you observe as a middle-aged green-haired gnome woman seems to be in the process of performing a massive inventory check of the supplies and reagents in her shop.

Flushed with the effort, she rises from her work near a crate of vials and flasks and regards you all with a welcome expression.

"Yes? How can I help you all?"

She seems to glance almost nervously out the door at the day's waning light.

"And if I seem curt, you have my apologies, but I'm in the middle of going through all my inventory at the moment..."

If you propose selling her the glands, roll Sense Motive after you inform her of these intentions.

Sense Motive DC15:
Vanderpoof seems friendly enough, but she seems a bit paranoid of being swindled. You're fairly certain that Diplomacy is the right course to work a deal with her.

(And you should roll Diplomacy!) Feel free to look to your fellow PCs for aid here.

If you don't make the above Sense Motive DC, make whatever check you believe represents your style of presenting a "deal" to her - Intimidate, Bluff, or Diplomacy. I imagine Lem or Kyra is the primary for this, and others may assist.

Grand Lodge

Female Human (Versatile) Cleric 5| HP: 48/48 (Resist: Harm 5)| AC: 22 | F: +9, R: +9, W: +13 | Init: +0 | Perc: +13•• Stealth: +2 | Active conditions: none

I jumped the gun, thinking Lem was going to use diplomacy, but then saw he has other options...

If Lem tries a diplomatic course:

I think I will aid Lem as well, to better our chance.

Sense Motive: 1d20 + 3 ⇒ (4) + 3 = 7

Aid Diplomacy: 1d20 + 6 ⇒ (7) + 6 = 13


Valeros - Fighter 1 | Perc +5 | Speed: 25' | HP: 20/20 | AC: 18 | Fort: +7 Ref: +7 Will: +3

Lem'll speak up.

"Greetings, name's Lem and boy do we have a deal for you... You see we've got some fresh venom and web spinners, spiders killed within hours, and we're willing to let them go... for the right price."

Sense Motive: 1d20 + 4 ⇒ (20) + 4 = 24

After gauging her reaction Lem continues. "Now, we understand you're in a bit of a bind, but rather than move you out of the frying pan and into the fire we'll take a fair market price assuming you know something useful about Ulisha, a scholar and Pathfinder of some reknown."

Lem will pause and allow others to contribute as well.

Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23


Ezmerlilly practically faints as Lem slaps the spinners onto the counter and essentially plays all his cards right up front, clearly enumerating the gnome's predicament and appealing to her concerns.

"I... uhhh..."

With a broad smile, she works to barter with Lem but quickly gives in to essentially every demand he makes.

You had 4 trade points going into this, which hits the maximum (3+). You've also succeeded at the Diplomacy check needed here.

It almost appeared Ezmerlilly's best offer consisted of 200gp, two flasks of alchemist’s fire and three potions of cure light wounds, but Lem pressed matters further and the gnome confessed she could also provide information about Ulisha and an ancient weapon.

“A fair trade’s a fair trade. There was a half-orc blathering about some important blade or sword or something she found. Moonsilver, Sliverhex, or somesuch."

Ezmerlilly waved her hands about dramatically, but then took great care in placing each gland in a sealed container.

"She kept going on about its history to any who would listen.”

The merchant leans in conspiratorially.

“Well I have it from the horse’s mouth, so to speak, that she won’t be needin’ that sword where she’s headed.”

She draws a hand across the neck, making an unpleasant sound.

“The Vessels Between will have that one soon enough. You just need to go out there and grab that sword once they’re through, and I happen to know where they found her little camp.”

We'll continue with a little more roleplay here, but you've essentially completed Quest #5 - Webs. Ezmerlilly will draw you a map to Ulisha's location and that will kick off the last and final quest, Quest #6 - Silverhex.

Also note that you can take these items with you into the final quest, so you'll want to sort out who gets what.

Liberty's Edge

Rage:
HP 16/17 | AC 13 | Fort +6 | Will +3 | CMD 18
Level 1 Female Human Barbarian HP 12/15 | AC 15 | T 11 | FF 14 | CMD 16 | Fort +4 | Ref +1 | Will +1 (+2 vs. fear) | Init +1 | Perc +5 | Sense Motive +0

"I ain't so good with throwin' stuff, so you all can split those firebomb things amongst yourselves. Maybe I'll take one of 'em cure potions. Just in case Lini 'n' Kyra are too busy for when I get dinged up."

The barbarian stuffs one of the potions of cure light wounds in her pack. She then sets a level gaze on Ezmerlilly, "Don't be shy, woman. Tell us where we need to go." She spits on the ground, "Then let's be off."

Grand Lodge

Female Human (Versatile) Cleric 5| HP: 48/48 (Resist: Harm 5)| AC: 22 | F: +9, R: +9, W: +13 | Init: +0 | Perc: +13•• Stealth: +2 | Active conditions: none

"Nice job, Lem. Good idea, Amiri. I must admit, it is getting harder and harder to keep up with you and your injuries!"

Kyra will take one (or both if no one claims it) of the alchemist’s fires. "A little extra fire power would be nice."

"Let's be off to find Ulisha and hope we are not too late."


Valeros - Fighter 1 | Perc +5 | Speed: 25' | HP: 20/20 | AC: 18 | Fort: +7 Ref: +7 Will: +3

Lem will take the second alchemist's fires.

Liberty's Edge

Rage:
HP 16/17 | AC 13 | Fort +6 | Will +3 | CMD 18
Level 1 Female Human Barbarian HP 12/15 | AC 15 | T 11 | FF 14 | CMD 16 | Fort +4 | Ref +1 | Will +1 (+2 vs. fear) | Init +1 | Perc +5 | Sense Motive +0

Amiri laughs at Kyra's observation. "It's the sword. Folks can't seem to take their eyes off a woman with a sword like mine." She draws the bastard sword out and admires the sunlight playing off the dinged blade.

"So, let's check in on Ulisha."


BEGIN QUEST #6 SILVERHEX

Make one check and pop all relevant spoilers.

Gather Info or Know Local DC15+:
The assassins of Daggermark are more affordable than other hired killers. They refer to themselves as the Vessels Between, as they take targets from life to death.

Gather Info or Know Local DC20+:
The more one is willing to pay, the more highly trained the assassin he can hire. The guild doubles as a school for assassins in training, and even these neophytes are available for hire.

Gather Info or Know Local DC25+:
Assassins sent on missions outside of the city often work in pairs so as to better protect one another.

Following the gnome's map is relatively easy as you make your way outside of Daggermark to a small hill that she's circled where she believes Ulisha will be camped out.

The hill ahead is not much to look at. It gently slopes away from the river. A shallow cave is near its top, smoke from a campfire curling upward in the gentle breeze.

The grass wafts slowly along a gently curving path up the southern face of the hill, ending in a few switchbacks as the hill grows steep near the top.

As you make your way to the top of the hill, you spot a half-orc woman matching Ulisha's description tending to the campfire.

She appears wary and surprised to see you.

"Hey! I recognize you all... what are you doing here? How did you find me?"

Map updated.


Valeros - Fighter 1 | Perc +5 | Speed: 25' | HP: 20/20 | AC: 18 | Fort: +7 Ref: +7 Will: +3

Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23

Lem whispers to his companions. If that alchemist know about Ulisha, then whomever is after her may know too, and assassins are a dime a dozen in daggermark, so lets keep our eyes open.

Lem shouts out to Ulisha "Greetings! You've been blabbing all over Daggermark about your find, good thing we found you before anyone else did though.

Grand Lodge

Lini: HP 10/11 AC 16 T 12 FF 15 CMD 8 Fort+5 Ref+1 Will+6 Init+1 Perc+9 Droogami: HP 11/11 AC 17 T 16 FF 12 CMD 16 Fort+4 Ref+8 Will+1 Perc+5

Lini attempts to aid Lem in gathering information.

Diplo aid: 1d20 + 2 ⇒ (15) + 2 = 17

Liberty's Edge

Rage:
HP 16/17 | AC 13 | Fort +6 | Will +3 | CMD 18
Level 1 Female Human Barbarian HP 12/15 | AC 15 | T 11 | FF 14 | CMD 16 | Fort +4 | Ref +1 | Will +1 (+2 vs. fear) | Init +1 | Perc +5 | Sense Motive +0

Amiri follows closely behind Lem and tries to aid with his search for information. "Tell us what you know!" she shouts from behind the halfling.

Diplomacy Aid: 1d20 ⇒ 18

Her shouting proves surprisingly effective.


Ulisha is already helpful, so no Diplomacy is needed. :)

Ulisha gives Lem a long, worried look.

"What do you mean... before anyone else did?"

Ulisha is clearly looking beyond you all into the distance, observing for signs of others, fully utilizing her racial prowess at seeing through the dark as dusk sets in.

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