Makara IC
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Black Star Sanctuary :: Roleplaying :: OOC :: Campaigns
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Re: Makara IC
Belraen raises an eyebrow at this and shares a look with Solenniss. Veszd says, "Aaah. I see." clearly putting some pieces together. Halxyra for her part looks completely unfazed, as if she was either expecting this or just has an amazingly good poker face (or both). She nods and replies, "Assuming we knew its location and could acquire it for you, what could you offer us in return? For we care little about the goal of some of the Council to go to the surface, though if it profits us we would not hinder it either."
Ramsus- Overlord. Overlord? Overlord!
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Re: Makara IC
"I'm afraid you have us at a disadvantage there as we don't know you and yours well enough to guess what you might want. In the interest of keeping this meeting beneficial to both of us; what would you be looking to trade for the relic?"
Dr Blight- Totally Not The Admin in Disquise
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Re: Makara IC
You all catch Belraen very briefly raise an eyebrow at this. Clearly he was surprised you didn't come with an offer in mind. Solenniss gives Adelinde a wry smile you all gather to mean something like "Ok sure, I guess being straight up and asking us what we want is one way to handle things." Veszd for his part has no discernible reaction at all.
Halxyra nods as if she expected something like that and replies, "Well the first thing that comes to mind is that you could offer us your means of controlling the earth elementals and depending on their quantity make our family the undisputed rulers of these caverns or just give us a massive bargaining chip with those wishing to leave as they would have to pay us to do so. While I do not expect it was your intention to make such an offer, I would suggest you consider it. We could offer you much of value in exchange in addition to our assistance with the matter of the key."
Halxyra nods as if she expected something like that and replies, "Well the first thing that comes to mind is that you could offer us your means of controlling the earth elementals and depending on their quantity make our family the undisputed rulers of these caverns or just give us a massive bargaining chip with those wishing to leave as they would have to pay us to do so. While I do not expect it was your intention to make such an offer, I would suggest you consider it. We could offer you much of value in exchange in addition to our assistance with the matter of the key."
Ramsus- Overlord. Overlord? Overlord!
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Re: Makara IC
Steam nods contemplatively. "Were we to offer such a method, we would want to see Lo'Toth able to relocate without turbulence. The ability to reshape the Underdark to your family's whims, still fairly incredible power to hold for the length of your family's story."
"But," she quickly cuts, "What if we were to assume we couldn't offer such a method? Would there be anything else we could reasonably offer in exchange for your assistance?"
((things I'm trying to get across here: if we do the exchange for the ability to manipulate the earth elementals, we'd like them to not mess with Lo'Toth's evac; is there anything else they would consider in trade for the key))
"But," she quickly cuts, "What if we were to assume we couldn't offer such a method? Would there be anything else we could reasonably offer in exchange for your assistance?"
((things I'm trying to get across here: if we do the exchange for the ability to manipulate the earth elementals, we'd like them to not mess with Lo'Toth's evac; is there anything else they would consider in trade for the key))
quietkal- Hot Dog
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Re: Makara IC
Belraen and more subtly Veszd frown at this as Steam just took a lot of potential wealth off the table for them if the control rod turns out to be on the lower power scale of things. Solenniss just looks curious at this, as if she has no idea why you'd want to lower the benefits both parties could get from the deal. Halxyra looks maybe like she approves, maybe not of your sentiment but your wisdom to not just leap at the first offer, and says, "While there are not any other items you possess that we would consider a worthy exchange, you could perhaps offer us a service. We have begun negotiating arrangements with the other council families and other families and groups of means for the resources and properties they would be leaving behind. If you could convince some of them to give us more favorable deals or sell to us what they are currently planning to sell to others, I think that would do nicely enough. If you think you are up to the task, we can discuss the details. And if you fail to produce adequate results we can revisit the other offer. Or you could do both. I can't see how at any time your means of controlling elementals would cease to be valuable to us."
Ramsus- Overlord. Overlord? Overlord!
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Re: Makara IC
After some negotiation Adelinde and Steam manage to work out what they feel is a pretty good deal for them. The Maeduis family wants them to convince some (or all) of the five council families that will be leaving to lower the price of certain holdings they are planning to sell to them or to convince them to sell the Maeduis family things they were going to sell to other families that would be staying.
The first place they wound up heading, after picking up Parveth, was to the Aleurden family. What the Maeduis' want from them is the other half of the Mushwoods so they'll control the whole thing, rather than having to share it with another family. The Aleurden's were prepared to sell them some, but not all of it, or all of it at a very steep price.
Ok so you rolled pretty well. So this is going to be a skill challenge. There will be 5 rounds, each representing one of the families. You need to get a total of 9 successes on a DC 15 skill check to pass the challenge.
For each success you get in excess of 9, you get more rewards. If you get 2 failures in a round, that negates 1 success in that round.
I'll re-roll initiative at the start of each round so it's not the same people in the same order the whole time.
Each character can either perform an action to try and advance the groups negotiation or they can Help the person next up in initiative. Which in this case means a DC 10 skill which gives that person a +2 to their roll. A Help check has no negative consequences on a failure (aside from being an action that can't earn a success).
There are two major things to remember. #1 a character cannot use the same skill they used in the previous round. #2 a character cannot use the skill used by the person before them in initiative.
Initiative for Round 1: Steam, Adelinde, Parveth, Ketha
The first place they wound up heading, after picking up Parveth, was to the Aleurden family. What the Maeduis' want from them is the other half of the Mushwoods so they'll control the whole thing, rather than having to share it with another family. The Aleurden's were prepared to sell them some, but not all of it, or all of it at a very steep price.
Ok so you rolled pretty well. So this is going to be a skill challenge. There will be 5 rounds, each representing one of the families. You need to get a total of 9 successes on a DC 15 skill check to pass the challenge.
For each success you get in excess of 9, you get more rewards. If you get 2 failures in a round, that negates 1 success in that round.
I'll re-roll initiative at the start of each round so it's not the same people in the same order the whole time.
Each character can either perform an action to try and advance the groups negotiation or they can Help the person next up in initiative. Which in this case means a DC 10 skill which gives that person a +2 to their roll. A Help check has no negative consequences on a failure (aside from being an action that can't earn a success).
There are two major things to remember. #1 a character cannot use the same skill they used in the previous round. #2 a character cannot use the skill used by the person before them in initiative.
Initiative for Round 1: Steam, Adelinde, Parveth, Ketha
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Re: Makara IC
Steam uses Deception to allay fears about the one family owning the entirety of the Mushwoods, setting platitudes and stuff that it'll be fiiine.
Deception to convince: 11 = 4 +7
welp that's unfortunate, but like also probably what they expect the negotiations to open with, bare-faced platitudes
Deception to convince: 11 = 4 +7
welp that's unfortunate, but like also probably what they expect the negotiations to open with, bare-faced platitudes
quietkal- Hot Dog
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Re: Makara IC
Adelinde tries to convince them that the Mushwoods would benefit from having one family in charge of them, while simultaneously making things more difficult for the family that has to care for it all and any ones with a stake in the Mushwoods that might be remaining with them. Afterall, isn't getting a last veiled dig at former rivals before you leave what really matters?
- nature roll:
- 7+3=10
nope
Dr Blight- Totally Not The Admin in Disquise
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Re: Makara IC
Parveth apologizes to the group for not having accompanied them on their trip out to barter for the Liar's Key. She's still internally conflicted, but the ability to pause and reflect for a moment was nice. Drow act awful fast for elves; we've been here for a day and we're already trusted to arbitrate two cities separation?
She points out how the family won't need control over a portion of the Mushwoods once they're at the surface, and the families in power of [the other city] aren't going to stand for [the family with the Liar's Key] to control the entirety of the Mushwoods and they'll be functionally required to break control of it anyway.
Insight to convince: 17 = 11 +6
((might as well roll to convince, because if it's a success and then ketha also succeeds, then we get out of this round with at least 1 success, which we couldn't if Parveth aided and Ketha succeeded. so, hedging bets.))
we did it
She points out how the family won't need control over a portion of the Mushwoods once they're at the surface, and the families in power of [the other city] aren't going to stand for [the family with the Liar's Key] to control the entirety of the Mushwoods and they'll be functionally required to break control of it anyway.
Insight to convince: 17 = 11 +6
((might as well roll to convince, because if it's a success and then ketha also succeeds, then we get out of this round with at least 1 success, which we couldn't if Parveth aided and Ketha succeeded. so, hedging bets.))
we did it
quietkal- Hot Dog
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Re: Makara IC
Ketha tries to convince them Lolth would want them to screw over the other families that are remaining with a stake in the Mushwoods.
- Religion roll:
- 8+4=12
Still nope
Dr Blight- Totally Not The Admin in Disquise
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Re: Makara IC
Not having a whole lot of luck with the Aleurden's the group moves on to the next family. The Rhomdin's who control a large amount of the docks and ships with access to the Undersea.
Order: Parveth, Adelinde, Ketha, Steam
Order: Parveth, Adelinde, Ketha, Steam
Ramsus- Overlord. Overlord? Overlord!
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Re: Makara IC
Parveth tries chatting them up about docks. Butter 'em up and stuff.
Survival: 15 = 9 +6
Survival: 15 = 9 +6
quietkal- Hot Dog
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Re: Makara IC
Adelinde continues Parveth's charm offensive by singing some sailing songs from the surface, using a bit of magic to mimic some instrumental accompaniment.
Ketha takes the chance to try and figure out anything about their character she can that might help Steam.
Ketha takes the chance to try and figure out anything about their character she can that might help Steam.
- Rolls:
- Adelinde: 9+7=16 Performance attempt
Ketha: 7+3=10 Insight help roll
Dr Blight- Totally Not The Admin in Disquise
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Re: Makara IC
Steam does a convince.
Persuasion: 25 = 18 +5 +2
Persuasion: 25 = 18 +5 +2
quietkal- Hot Dog
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Re: Makara IC
Between their effort the group manages to convince the Rhomdin family to sell a good deal more of their holdings to the Maeduis' than the Maeduis had given for a high estimate of what seemed possible.
Feeling good about the job they did, they head on over to the next family. This time to the Cormrael family, to try to get as much of their third of the Crystal Cave as they can.
Order: Ketha, Parveth, Adelinde, Steam
Feeling good about the job they did, they head on over to the next family. This time to the Cormrael family, to try to get as much of their third of the Crystal Cave as they can.
Order: Ketha, Parveth, Adelinde, Steam
Ramsus- Overlord. Overlord? Overlord!
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Re: Makara IC
Ketha, figuring that a family that owns a portion of the Crystal Caves would likely have someone or two that has a bit of muscle on them, offers a challenge to any of them willing to enjoy a bit of a physical contest. She hopes this will put the group in the family's good books, which might help with negotiations...
(Athletics Check: 15 (Roll) + 6 (Skill) = 21)
(Athletics Check: 15 (Roll) + 6 (Skill) = 21)
Paper Shadow- Dragon
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Re: Makara IC
Parveth uses the nature knowledge to point out the good parts of the mine and be like ‘nice rock.’
Nature to convince: 22 = (18) +4
Nature to convince: 22 = (18) +4
quietkal- Hot Dog
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Re: Makara IC
Adelinde attempts to convince them that she has it on good authority that the Maeduis family is very likely to come out of this move in a very good position down here. It might be a stronger position for the Cormreal family to have a good connection to a single stronger trade partner than a bunch of weaker ones. Especially if they want to import some things from the Underdark to the surface and the reverse...
- Persuasion roll:
- 8+7=15 Persuasion
Dr Blight- Totally Not The Admin in Disquise
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Re: Makara IC
Steam sows some half-truths and platitudes about how this deal will work out well for this particular family.
Deception to convince: 15 = (8) +7
Deception to convince: 15 = (8) +7
quietkal- Hot Dog
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Re: Makara IC
That goes stunningly well and you manage to convince them to sell their entire part of the Crystal Caves to the Maeduis family.
Next is the Vrammyr family, who breed a lot of expensive spiders. The Maeduis family wants as many breeding pairs (and spares) as you can manage to convince them to part with as well as their breeding areas and if possible even some of the trainers.
Order: Parveth, Adelinde, Steam, Ketha
Next is the Vrammyr family, who breed a lot of expensive spiders. The Maeduis family wants as many breeding pairs (and spares) as you can manage to convince them to part with as well as their breeding areas and if possible even some of the trainers.
Order: Parveth, Adelinde, Steam, Ketha
Ramsus- Overlord. Overlord? Overlord!
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Re: Makara IC
Parveth talks some Animal Handling with the family to increase their belief in the group’s competence to actually know the value of the things they’re discussing.
Animal Handle to pass on bonus: 24 = (20) +4
oops
Animal Handle to pass on bonus: 24 = (20) +4
oops
quietkal- Hot Dog
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Re: Makara IC
Adelinde looks around suspiciously, before leaning forward and whispering just loud enough for only the people at the table to hear. "Keep this under your hat, but the Maeduis family recently managed to find a new breed of giant spider deeper in the tunnels. A psychic one, able to communicate with its' rider telepathically once they've bonded and work in perfect sync. On it's own that could be interesting and potentially useful. But here's the kicker, it seems to be quite biddable to crossbreeding and from the limited examples so far seems to pass that trait down quite nicely! Which is why we're here, looking to get a nice variety of breeding pairs and experienced trainers. I'm sure you can imagine what it might be like to breed this trait into some of the more potent but... difficult breeds?"
- deception roll:
- 16+7+4=27
Dr Blight- Totally Not The Admin in Disquise
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Re: Makara IC
Steam makes a good go at convincing them to do the thing finds herself mostly at a loss for words, not used to so many semi-formal encounters one after another.
Persuasion: 7 = (2) +5
haha yeah that seems about right
Persuasion: 7 = (2) +5
haha yeah that seems about right
quietkal- Hot Dog
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Re: Makara IC
Having nothing in particular she feels she can add to this, Ketha just takes the time to try and find out if there's any particular polite greeting/farewell in Lolthism
- religion help roll:
- 6+4=10
Dr Blight- Totally Not The Admin in Disquise
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Re: Makara IC
Things go over decently well with the Vrammyr family. You don't come away with any amazing agreements, but you get what the Maeduis' expected you would manage at least.
Finally it's time to deal with the last family, the T'siiryn's. They own several businesses and locations important for exploring and trading with those that come from the Underdark.
Order: Steam (+2 from Ketha), Ketha, Parveth, Adelinde
Finally it's time to deal with the last family, the T'siiryn's. They own several businesses and locations important for exploring and trading with those that come from the Underdark.
Order: Steam (+2 from Ketha), Ketha, Parveth, Adelinde
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Black Star Sanctuary :: Roleplaying :: OOC :: Campaigns
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