Borderlands the Pre-Sequel on Pandora (Inactive)

Game Master BloodWolven

Creatures of Borderlands, once we have the human threats mostly done I will make another one to put them all in! Thank you for all your help!

Radiator Ridge

Radiator Ridge information and bounty board.

Radiator Ridge and Fyrestone.


151 to 200 of 555 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Grand Lodge

Female Siren 3rd Cleric/Sanctified Rogue
vital:
HP 19/19, AC:18_ TAC:13_ FFAC:15_, Perc:12, Init: +5, Fort: +4, Refl: +7, Will: +8
Skills:
Acr +8, Bluff +6, Dipl +7, DisDev +8, Kno(Loc) +7, Kno(Pla) +6, Kno(Rel) +7, Lin +8, Perc +12, Per(Singing) +7, SenMot +12, SleOHan +8, SpelCrft +6, Stel +8, UseMagDev +7

Aria gets up and walks closer to everyone... "Well, that was fun...f'ing bandits... She shakes her head... Though I must say, that was quite impressive...Hey could all of you that don't feel so good come over by the...umm..." She looks at Chitwick, obviously not sure what exactly he is, but then shrugs and smiles, "By this guy...I'll make everyone feel a bit better..."

She waits for everyone that wants it to come in, then softly says, "May the traveller's light bless you..." and the butterfly looking tattoo on her hand, now more obvious to everyone close by as she holds it up, starts to glow.

Channel Positive Energy: 2d6 ⇒ (5, 4) = 9

She looks around to anyone that came over, then says, "Does anyone else need some help?"


Vital:
HP: 38/38, AC: 17 _ T: 11 _ FF: 16 _ Perception +6, Darkvision 60 ft., Initiative: +3, Fort +5 _ Ref +4 _ Will +2 (+2 vs. poison), CMB: +8, CMD: 22, Speed: 30

HP 30/38

"Just a scratch. Thanks for the aid."


Male Ratfolk Alchemist 1

Stitches watches Aria's work on healing everyone in a group and sighs.
He looks over to Chitwick and rolls his eyes.

"Looks like my services aren't as needed as I thought." He complains in a low volume. "Good to meet you, Chitwick, Rico. My name's Stitches. I'm what passes for the local doc around these parts."

Grumbling, Stitches looks around. " We should retreat back to the walls, they're probably going to send another wave." Stitches says with a shrug. "The bandits aren't none too bright."

As he turns to walk away, he looks around the rest of the group. He says loudly "If any of you need medical care, please come see me. First reattached limb is free this week."

Grand Lodge

Female Siren 3rd Cleric/Sanctified Rogue
vital:
HP 19/19, AC:18_ TAC:13_ FFAC:15_, Perc:12, Init: +5, Fort: +4, Refl: +7, Will: +8
Skills:
Acr +8, Bluff +6, Dipl +7, DisDev +8, Kno(Loc) +7, Kno(Pla) +6, Kno(Rel) +7, Lin +8, Perc +12, Per(Singing) +7, SenMot +12, SleOHan +8, SpelCrft +6, Stel +8, UseMagDev +7

Aria smiles at Sledj as he thanks her for aid.. "It was my pleasure...she would never forgive me if I didn't help people..." She turned and looked over at Stitches, and nods, "and it looks like the local doctor is here to help as well...if you'll excuse me" and she quickly ran off in the direction of Stitches.

"Excuse me, doctor....excuse me...Can I talk to you?" The young woman has a lot of energy as she tries to get the ratman's attention.


Male Ratfolk Alchemist 1

He turns to Aria and sniffs up at her.
"Stitches."he says, pointing to the name on his coat. "Your limbs appear to be intact so you must not be interested in my special deal. I know, skags don't actually have an ass. The other rat said that."

He looks past her, realizing it's clear she wasn't mistaken. "Oh... that must not be it. How can I help you?"

-Posted with Wayfinder


Vitals:
HP: 31/31, AC: 17, T: 13, FF: 14, F: +5, R: +6, W: +4 CMB: -1, CMD: +12, Perception +0, Darkvision 60 ft., Initiative: +3, CMB: +11, CMD: 31
Resistances:
+6: poison, +4: mind-affecting effects, paralysis, stun, magical traps, language-dependent effects, symbols, glyphs, magical writing. Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear
Skills:
K(22: Engin, 20: Local, 17: Hist, 16: Nature, 15: Dung, Exp, Geo, Nob, Planes, Relig), App: 11, Climb: -9, Cr: (Alch: 18, Mech: 13), Diplo: 5, DD: 11, Per: 0, Prof: (Maint: 6), Sense: -4, Spell: 10, UMD: 6

Round 10:

So Claptrap does circle the bandits and aid you in taking them out with his mop, as well as using bodyguard to grant you +4 AC against those two attacks.
Claptrap hums slightly as he rolls into a flanking position (or wherever) before whiping his mop around, and distracting the bandit.
Attack to aid Blades next attack: 1d20 + 2 ⇒ (10) + 2 = 12
AoO to give Blade +4 AC: 1d20 + 2 ⇒ (20) + 2 = 22
AoO to give Blade +4 AC: 1d20 + 2 ⇒ (8) + 2 = 10
Wielding his mop, claptrap manages to delay the bandits attack, then somehow get it entangled in his legs, only to realize that Blade had simply dispatched them in the blink of an eye and now Claptrap had only suceeded in preventing the body from falling down.
[B]well done Experiment! Now shall we head over to the outpost so I can show you everyone who you should NOT kill!(/b]

And with that, Claptrap rounds the north side face whistling at his handiwork then heads over to those at the gate.
what about the yellow psychos? I might have to re-con a bit there.


Round 11:

Bandits*
Velden* (31/31)
Taunk* (35/35)
Duke* (33/33)
Rico* (18/19)/Chitwick* (11/38) (Rico now at Full defense over Chitwick)
Claptrap (31/31)
Aria* (19/19) (Done for round 11 and 12 at least)
Five* (27/27)
Sledj* (30/38)
Stitches* (35/35)
Michel Tam* (25/25)
Guard*
Dwarf*
Ethos*
fire*

*Actions done for the round

big badass psycho: -18/61
drumstick, white psycho: 18/18
Driver, grey (was white) psycho: -11/21
orange psycho: -5/21
pink psycho: 12/21

Yellow psychos: 5/20 (hiding or running)

Velden makes sure the badass is dead putting two more arrows into the body. Taunk takes off after the buggies. After reloading the guard and dwarf both shoot off at the retreating buggies. Both hit and take the orange rider down, tumbling in the dust as the buggy keeps trying to accelerate and get father from your group. Aria runs over and heals up the group to aid the other healings.

Taunk:
Sorry, I just used my Macro and forgot to change the name. The attacks were against Ethos. I moved you your first move action, did you want to go after the further one or closer one?

The group has two rounds to act before the next encounter happens. So technically round 12 and 13. Move meatbags move!!! Front door is still locked so if you want in it will be a DC 20 to climb the vertical metal door, or two DC 15 to climb a makeshift wall.


Round 11 Standard Action:

I'll use my remaining Standard Action for another movement onto the buggy of the pink Psycho. If I'm reading the map right then 40 ft is more than enough to get to it.

The buggies slow acceleration gives Taunk the opening he needs to catch up. Just as he closes in on two blows strike one of the bandits, killing him and forcing Taunk to quickly dodge his corpse as it tumbles to the earth. Gripping onto the rear of the vehicle the Half-Orc hauls himself on-board.

Climb: 1d20 + 9 ⇒ (19) + 9 = 28

Taunk: Standard Action to move to pink buggy and climb aboard.

Round 12:

His armor once again compounds around him now that he had caught the buggy. Meanwhile he has found a proper footing and turns his attention towards the driver.

"Looks like this is your stop, bud."

Attack: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 1d6 + 13 ⇒ (5) + 13 = 18

Taunk: Free Action to dismiss Astral Skin, Move Action to manifest Astral Armor, Standard Action to attack Pink Psycho. AC improves to 21.

Round 13:

With its driver now thoroughly deceased the buddies journey was now short-lived at best. Taunk dives from the vehicle before he too shares its fate.

Acrobatics: 1d20 + 3 ⇒ (13) + 3 = 16

As the buggy speeds away he picks himself up from the dirt, dusting himself off as he does. With the other bandits making good their escape little is left to do beyond returning to the town.

Taunk: Double Move to map point

When he walks back to the gate the other members of the ship have begun to mingle with some of the locals. "How's everyone holding up? Still got your fingers and toes, yeah?"


Round 12-13
Taunk had already caught up to the buggy and climbed up. He takes out the driver as the vehicle picks up speed and gets 120 feet away from the group. He then shifts into his speed armor and heads back to the group, to be at the current location.

The man in the black suit follows the service bot towards the rest of you. The bot seems to be trying to get back to you quickly.

A streamlined well kept black truck of some kind comes down the side and circles the wreck of the cargo ship. Drifting some and squishing half of the running bandits. *Splat*


"I ain't no f'in RAT" Chitwick spits as he shoves his way past Stitches. "Rico! Let's ride, pal. Ey, Doc, remind me that I owe you a drink when we're done with this"


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Actually, Velden was shooting at the fleeing bandits, not the already dead guy. Sorry.

Velden watches the truck run down bandits, and nods, as it seems only one will get away. Always better to let one get away to spread the tale of fear. "Alright, fall back to the city, let the last one run. He can't tell bandits to stay the hell away if if he's dead." He nods at the sheriff. "Let people who fought the bandits in for now, keep an eye on them. We need a watch in case more bandits want to commit suicide."

He grins down at Claptrap. "Good job Claptrap, I knew your ability to make perfectly stable things blow up would come in handy. Who knew you were good at making unstable things blow up too?"


Male Ratfolk Alchemist 1

The Doc shrugs as Chitwick shoves past. "What do they say? My bad." he responds. "Drink? Sure."

He looks back up to Aria. "What were we talking about again?"


Round 12-13

The guard straps his bolt to his back, then heads down the wall, using a ladder right next to him. He puts his hand on the scanner and the metal locks disengage and then the doors open on their own.

The dwarf takes the time to reload his small cannon.


Vital:
HP: 38/38, AC: 17 _ T: 11 _ FF: 16 _ Perception +6, Darkvision 60 ft., Initiative: +3, Fort +5 _ Ref +4 _ Will +2 (+2 vs. poison), CMB: +8, CMD: 22, Speed: 30

Sledj chucks the corpse of Pork Chop up and over the wall, then follows in a more controlled fashion.

1d20 + 11 ⇒ (4) + 11 = 15 climb RD 12

1d20 + 11 ⇒ (2) + 11 = 13 climb RD 13

"Let them come! More meat for the spit!"

Grand Lodge

Female Siren 3rd Cleric/Sanctified Rogue
vital:
HP 19/19, AC:18_ TAC:13_ FFAC:15_, Perc:12, Init: +5, Fort: +4, Refl: +7, Will: +8
Skills:
Acr +8, Bluff +6, Dipl +7, DisDev +8, Kno(Loc) +7, Kno(Pla) +6, Kno(Rel) +7, Lin +8, Perc +12, Per(Singing) +7, SenMot +12, SleOHan +8, SpelCrft +6, Stel +8, UseMagDev +7

Aria turns and sees more headed this way, then looks back at Stitches "I've got medical supplies to help you out if you need..."

She hears the next group heading towards the encampment,"Guess we will have to wait till after these slag-heads are dealt with.." and gets herself ready for another fight.

Round 12:
cast Summon Monster 1 - Fire Beetle

Round 13:
Move Beetle to engage Bandits. Move to try to find cover again before Bandits attack Stealth: 1d20 + 9 ⇒ (18) + 9 = 27


Male Ratfolk Alchemist 1

Stitches gives her a curious look, but agrees with her suggestion on waiting till later to talk. He will slink low and move to find cover and hide. Some of the exploded wreckage would do nicely.

Round 12:
Stitches will duck into a good ambush spot.
Stealth: 1d20 + 13 ⇒ (17) + 13 = 30

Round 13:

He closes his eyes and waits quietly, steadying his breathing and trying not to think about the hunger starting to gnaw at him.
Stupid Bandits. Can't even wait until I had a chance to eat... Who am I kidding? Mutagen makes me hungry anyways.


Vitals:
HP: 31/31, AC: 17, T: 13, FF: 14, F: +5, R: +6, W: +4 CMB: -1, CMD: +12, Perception +0, Darkvision 60 ft., Initiative: +3, CMB: +11, CMD: 31
Resistances:
+6: poison, +4: mind-affecting effects, paralysis, stun, magical traps, language-dependent effects, symbols, glyphs, magical writing. Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear
Skills:
K(22: Engin, 20: Local, 17: Hist, 16: Nature, 15: Dung, Exp, Geo, Nob, Planes, Relig), App: 11, Climb: -9, Cr: (Alch: 18, Mech: 13), Diplo: 5, DD: 11, Per: 0, Prof: (Maint: 6), Sense: -4, Spell: 10, UMD: 6

Rounds 12-13

Claptrap responds to Velden: Thank you Mayor V! Did you ever have any doubt about my abilities?
He then continues over to the dwarf well well! I bet you enjoyed that little show, eh? Come help me after dark, I want to see if one of the engines is salvageable, along with one of those bandit trucks... he leaves the implications hanging. I gots anudder idea :)

Then to everyone; Greetings! Citizens of Radiator Ridge, Ex-cons, lowlifes, and shudder Velden. I have another persons to introduce; everyone meet Experiment! A highly lethal, but most likely harmless fledgling!
Since the danger has most certainly passed, shall we introduce ourselves?

Claptrap may be wrong about the danger...


Vital:
HP: 38/38, AC: 17 _ T: 11 _ FF: 16 _ Perception +6, Darkvision 60 ft., Initiative: +3, Fort +5 _ Ref +4 _ Will +2 (+2 vs. poison), CMB: +8, CMD: 22, Speed: 30

Sledj grunts from the wall below.

"I'm Sledj. Dead guy's Pork Chop."


Male HP: 33/33, AC: 19_ T: 15 _ FF: 14 _ Perception +9, Initiative: +4, Fort +5 _ Ref +7 _ Will +4 (+5 vs. fear), CMB: +4, CMD: 19, Speed: 30 Acro +8, App+1, Bluff +1, Climb +5, Craft (A) +5, Diplo +1, Disguise +1, Escape +4, Fly +4, Handle A +1, Heal +3, Intimid +1, Know (D, E, L) +5, Per(S) +2, Prof (S) +8, Ride +4, Sense +3, Sleight +8, Stealth +4, Survive +8, Swim +1

Duke is hanging out on the wall, seeming to have decided that he needed to relax for a bit. He swings his legs causually over the edge, bouncing them off the surface with a sharp *Clang-Clang...Clang-Clang*

"Nice to meet ya' Sledj. I'm Duke!


Vital:
HP: 20/40, AC: 19 _ T: 13 _ FF: 16 _ Perception +7, low-light, Initiative: +4, Fort +7 _ Ref +7 _ Will +4(+7 vs. fear) , CMB: +7, CMD: 20, Speed: 30
Skills:
Acro +9, Ap +4, Bluff +6, Clim +8, Dip +6, DD +7, Disg +7, Esc +7, Intim +9, Knowledge (loc, nob, eng) +4, Ling +4, Ride +7, SensM +6, SoH +7, Ste +8, Swim +16, and UseM +7

The 'experiment' gives the little service bot a disdainful look. Then looking at the others he gives them a nod. He moves over next to the wall near the ratfolk.


"Everyone in that wants in? Otherwise I am closing the door again." The guard says he does not look very happy with the colorful folk coming into his town.

"No time for introductions bot, we got more bandits on the way!" The dwarf says lighting a new sparkler ready to light his reloaded hand cannon.

Several buggies charge down the path as others come down the other side of the ridge.

Round 1:

Michel: 1d20 ⇒ 8
Taunk: 1d20 + 4 ⇒ (2) + 4 = 6
Chitwick: 1d20 + 6 ⇒ (12) + 6 = 18
Velden: 1d20 + 3 ⇒ (11) + 3 = 14
Aria: 1d20 + 5 ⇒ (7) + 5 = 12
Stitches: 1d20 + 5 ⇒ (8) + 5 = 13
Claptrap: 1d20 + 3 ⇒ (20) + 3 = 23
Sledj: 1d20 + 3 ⇒ (18) + 3 = 21
Duke: 1d20 + 4 ⇒ (17) + 4 = 21
Ethos: 1d20 + 4 ⇒ (2) + 4 = 6
bandits: 1d20 + 1 ⇒ (15) + 1 = 16

23 Claptrap
21 Sledj
21 Duke
18 Chitwick

16 bandits

14 Velden
13 Stitches
12 Aria
8 Michel
6 Taunk
6 Ethos
2 Dwarf
1 Guard


Vital:
HP: 38/38, AC: 17 _ T: 11 _ FF: 16 _ Perception +6, Darkvision 60 ft., Initiative: +3, Fort +5 _ Ref +4 _ Will +2 (+2 vs. poison), CMB: +8, CMD: 22, Speed: 30

Sledj pulls a bomb and readies to toss it down on the driver of the first buggy to come within 30' of the gate.

1d20 + 1 ⇒ (17) + 1 = 18 touch; 2d6 + 2 ⇒ (1, 6) + 2 = 9 damage


Vitals:
HP: 31/31, AC: 17, T: 13, FF: 14, F: +5, R: +6, W: +4 CMB: -1, CMD: +12, Perception +0, Darkvision 60 ft., Initiative: +3, CMB: +11, CMD: 31
Resistances:
+6: poison, +4: mind-affecting effects, paralysis, stun, magical traps, language-dependent effects, symbols, glyphs, magical writing. Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear
Skills:
K(22: Engin, 20: Local, 17: Hist, 16: Nature, 15: Dung, Exp, Geo, Nob, Planes, Relig), App: 11, Climb: -9, Cr: (Alch: 18, Mech: 13), Diplo: 5, DD: 11, Per: 0, Prof: (Maint: 6), Sense: -4, Spell: 10, UMD: 6

I'm first? Yay :)
More bandits? Ghaaa!! Claptrap throws his arms up in the air and zooms inside,, going over to the door panel and starting to close it.
Once inside I imagine I won't have much to do, I can't climb and I can't see over the wall :)
Anyone want in? Better hurry up!


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Given his longer range, how many shots can Velden get in before round 1?


Round 1

Claptrap can see the guard is ready to close the door very soon. You can push him out of the way if you want and start reworking the mechanism. Engineering DC 20

Sledj pulls out a bomb and lightly throws it up and down waiting for a target to get close enough.


Male Ratfolk Alchemist 1

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Stitches decides to wait on the other side of the wall and goes back through the gate. It's even harder to see you if a whole building is in the way, after all.


Male Greater Kitsune Bard(arcane duelist) 2 ]

Michel casts a cure spell for the one who claimed he was injured before heading back to the wall, stopping if the Others don't follow

1d8 + 3 ⇒ (4) + 3 = 7


Round 1

The bandits buggies come down the paths and swarm around, they seem more interested in the fire than anything. The Bandits seem to be howling and brandishing their weapons.

Free Perception DC 20:
The bandits appear to have some interesting weapons that emit a color or another.

Taunk, Aria, Ethos, Chitwick, and Rico are all outside still.


Vital:
HP: 38/38, AC: 17 _ T: 11 _ FF: 16 _ Perception +6, Darkvision 60 ft., Initiative: +3, Fort +5 _ Ref +4 _ Will +2 (+2 vs. poison), CMB: +8, CMD: 22, Speed: 30

1d20 + 6 ⇒ (20) + 6 = 26 perception

"Hmm...glowy guns and blades. Hope they ain't radioactive or somethin'"


Round 1

Taunk falls behind cover and waits for the bandits to grow closer before attacking.

Taunk: Move Action to map point. If it provides cover then my AC goes up by 4 against ranged attacks.

Grand Lodge

Female Siren 3rd Cleric/Sanctified Rogue
vital:
HP 19/19, AC:18_ TAC:13_ FFAC:15_, Perc:12, Init: +5, Fort: +4, Refl: +7, Will: +8
Skills:
Acr +8, Bluff +6, Dipl +7, DisDev +8, Kno(Loc) +7, Kno(Pla) +6, Kno(Rel) +7, Lin +8, Perc +12, Per(Singing) +7, SenMot +12, SleOHan +8, SpelCrft +6, Stel +8, UseMagDev +7

Aria moves back against the wall, attempting to take a little bit of cover, and ready's her star knives for attacking...

Same at Taunk, trying to get cover. Not sure if the point grants that, but I'll at least try.


Male HP: 33/33, AC: 19_ T: 15 _ FF: 14 _ Perception +9, Initiative: +4, Fort +5 _ Ref +7 _ Will +4 (+5 vs. fear), CMB: +4, CMD: 19, Speed: 30 Acro +8, App+1, Bluff +1, Climb +5, Craft (A) +5, Diplo +1, Disguise +1, Escape +4, Fly +4, Handle A +1, Heal +3, Intimid +1, Know (D, E, L) +5, Per(S) +2, Prof (S) +8, Ride +4, Sense +3, Sleight +8, Stealth +4, Survive +8, Swim +1

Perception: 1d20 + 9 ⇒ (3) + 9 = 12

Round 2

Duke scrabbles up onto a wall so as to get a good shot at the battle field beyond. He nocks a bolt and awaits the bandits to draw nearer to him.

As soon as they are in my range I will attack


"All right Rico, let's settle down right behind Booger Boy, and when those punks come, we'll give 'em hell."
Chitwick rides Rico towards Taunk's point, and then dismounts, arming himself with sword and gun.


Male Ratfolk Alchemist 1

Stitches will glance over and see that Sledj has a Psycho body flopped on the ground and lick his lips.

"Can... I have a bite?" he asks, then shakes his head. "No, nevermind. Not important right now. I'll ask later."

Maybe a little bit unnerving, but Ratfolk will eat whatever they can to survive. Sounds like Sledj also doesn't mind.


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Round 1
Velden targets a buggy's driver.

FLurry 1: 1d20 + 7 ⇒ (10) + 7 = 17
Flurry 2: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 ⇒ 4
Damage: 1d8 ⇒ 2

Round 2
FLurry 1: 1d20 + 7 ⇒ (16) + 7 = 23
Flurry 2: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 ⇒ 5
Damage: 1d8 ⇒ 3


Vital:
HP: 38/38, AC: 17 _ T: 11 _ FF: 16 _ Perception +6, Darkvision 60 ft., Initiative: +3, Fort +5 _ Ref +4 _ Will +2 (+2 vs. poison), CMB: +8, CMD: 22, Speed: 30

Yes, Sledj plans to eat whatever, wherever, and whenever he can. He is a full-blooded orc, even before all the messed up alchemical/hormonal experiments enacted upon him by Atlas.

"Sure, may be a minute before we can cook Pork Chop though. Plenty more meat comin' in, looks like.

RD 2:

Sledj readies his shield and pulls an alchemical fire, looking to set a buggy alight if possible.

"If ya got some oil or gas, hit that buggy comin' in...maybe I can get a barbequed meal quick like!" The orc grins over his tusks and kicks his lips at the thought.


Vitals:
HP: 31/31, AC: 17, T: 13, FF: 14, F: +5, R: +6, W: +4 CMB: -1, CMD: +12, Perception +0, Darkvision 60 ft., Initiative: +3, CMB: +11, CMD: 31
Resistances:
+6: poison, +4: mind-affecting effects, paralysis, stun, magical traps, language-dependent effects, symbols, glyphs, magical writing. Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear
Skills:
K(22: Engin, 20: Local, 17: Hist, 16: Nature, 15: Dung, Exp, Geo, Nob, Planes, Relig), App: 11, Climb: -9, Cr: (Alch: 18, Mech: 13), Diplo: 5, DD: 11, Per: 0, Prof: (Maint: 6), Sense: -4, Spell: 10, UMD: 6

So i figured out what i am going to do :) just not necessarily the order
Round 1

Claptrap rushes over to the console, shoving the guard out of the way while muttering something about "crisis" and "inefficient" or "slow as a skags ass"... As he does so, Claptrap sets the gates to close asap.
K: engineering: 1d20 + 22 ⇒ (9) + 22 = 31
Round 2
Claptrap leaves the console and goes to the closing door (or if its already closed, a crack/hole/something) and sticks his eye-socket out.
A holoprojection then forms from the eye-socket, hiding the door and showing the image below instead.

Silent Image:

Claptrap casts Silent Image on the door, obscuring it and instead showing an image of the gate stopping, a shower of sparks, then the gate swings wide open. A Claptrap unit then jumps up with a Ghaaa!!! (Claptrap calls out at this point, the only sound) turns around and Zips away.

This is all silent, except for the "Ghaaa" but the bandits are still a little ways away, and riding noisy trucks, so that shouldn't matter :)

I see nothing that would make allies exempt, so sorry, you see it too :(
If you interact with the image, its a DC 16 Will save to disbelieve.
Up to the GM what "interacting" with the illusion entails :)


Round 1:

23 Claptrap * (1/2 round)
21 Sledj *
21 Duke *
18 Chitwick*

16 bandits

14 Velden *
13 Stitches *
12 Aria * (has cover)
8 Michel *
6 Taunk * (has cover)
6 Ethos
2 Dwarf *
1 Guard*

Chitwick, dismount as a free action, DC 20: 1d20 + 10 ⇒ (4) + 10 = 14

Duke makes it to the wall ready for the fight. Aria and Taunk take cover, ready to spring into action later. Michel heals... ummm who? Velden targets the first buggy and puts two arrows into the driver, the driver seems to howl some more but still a bit crazy.

The black truck zooms off towards the wall away from the bandit buggies. It decelerates and nearly comes to a stop at the location it is now, near the wall.

The guard closes the door which is sealed in seconds. The dwarf sourly looks on at the bandits as they drive away.

Round 2:

23 Claptrap
21 Sledj
21 Duke
18 Chitwick

16 bandits*

14 Velden *
13 Stitches
12 Aria
8 Michel
6 Taunk
6 Ethos
2 Dwarf
1 Guard

light pale green driver 14/20
Dark blue driver 10/18

Map updated.

Most of the bandits don't seem to be in a hurry to have a fight and drive over to the cargo ship. Stopping near it and begin to yell at one another. Dark blue driver takes a few hits from Velden.

Perception DC 25:
You can barely hear what they are saying, or yelling, at each other. A few words you hear are 'ship, dead, fire, %&*$# (and other expletives), and fight.'

Perception DC 32:
It seems they are determining if it is worth attacking Radiator Ridge or not. Seeing the dead and fire, and no easy marks they may just move on.


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

Perception: 1d20 + 20 ⇒ (13) + 20 = 33

Velden looks at the carnage and the bandits, and then calls out. "You've already taken arrows, and there's nothing worth stealing anymore. All continuing to attack will get you is a bit of fighting at best, and dead at worst. If you leave now, I'll stop shooting you."

He waits to flurry again if they don't leave.


Male Ratfolk Alchemist 1

"Great!" Stitches says, grinning as he draws another dart. "I don't usually have the luxury of... cooking.Might have some seasonings that would go well with light meat."

He glances over at the other humanoids... And decides to save the conversation for later. Perhaps when it's time for lunch.

So long as no one freaks out at him, he's okay to talk the culinary options of cooking humanoids. It's not cannibalism anyways, but other sentient species might look down on consuming other sentients for food.


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

"As mayor, I'm holding an official town meeting with myself. I propose a new ordinance against cooking anything we are certain is capable of sentient thought, whether it used that ability or not. All those in favor, say Aye. Aye. All those opposed, say Nay." He listens for half a heart beat. "No opposition, with a unanimous vote the proposition passes. Sheriff, have some posters drawn up and posted announcing the new ordinance." He glances from Stitches to the Orc. "Since people make rat stew and hate orcs, I think you'll find the ordinance actually helps you. There's plenty of other stuff to eat... My research indicates skags are big, nasty, and breed like rabbits. Besides, we need something to differentiate us from that..." He nods at the bandits.

Yeah, not likely to happen around Velden


Vital:
HP: 38/38, AC: 17 _ T: 11 _ FF: 16 _ Perception +6, Darkvision 60 ft., Initiative: +3, Fort +5 _ Ref +4 _ Will +2 (+2 vs. poison), CMB: +8, CMD: 22, Speed: 30

"Different? Yeah I got your different right here!" Sledj kicks the corpse of Pork Chop and laughs. "He's dead. He's meat. We're breathing and jawing about what we're gonna eat. See, plenty different!"


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

"Be aware of what you ask for. Humans outnumber your race by a large number. Which means the first thing on the menu is going to be the ones who have no allies, and like bonds with like. So rats first, then orcs, then maybe elves."


Male Ratfolk Alchemist 1

Are you sure you want to start out threatening other members of the group Velden? This character's been in radiator ridge longer than you and would have allies... while you do not. I'm not in any way attempting to murder people for food, but as a scavenger species we live off what we have to in order to survive. You try to make that even harder for him, and you'll quickly lose any authority you think you had.


Male Greater Kitsune Bard(arcane duelist) 2 ]

I healed Chitwick a bit,
Michel idly muses "we're still allowed to feed the dead to the animals, yes? It wouldn't be a good idea to just let them rot and be picked appart by carrion, disease spreads that way, and I don't feel like putting forth the effort to burning or burrying them."
in his natural state Michel is a carnavoir, so he's likely to "let his pets feed" on the carion, shapeshifting himself into the tiny fox to have a meal, figuring that if Balto, who is a scentiant fox, can do something, he, different Kind of scentiant fox should be able to do so as well
"beasides, humans all taste like pork anyway, slightly less fatty, but not bad.


"...Don't think the locals expected to be treating us to dinner, that's fer sure."


Male Empyreal Sorcerer (2)/Cleric (2)|Zen Archer Monk (4) Half-Elf HP (31/31)
Stats:
AC/Touch/Flat 21 or 25/21/11 or 15 | Fort/Ref/Will +6/+7/+11 | Init +3
Skills:
Acrobat +10, Appraise +5, Bluff +4, Climb +6, Escape Artist +7, Heal +11, Kn(Arcana/Planes) +5, Kn (Religion) +8, Perception +20, Ride +7, Sense Motive +10, Spellcraft +6, Stealth +8, Swim +6, UMD +5

He's not threatening you, he's warning you. As in, you don't look like the majority of the populace, so if eating people is allowed, they'll go for the most strange first. Then the next most, then finally people that are near like them, like half elves. Note he included himself in the list of potential food? He's basically saying, there's plenty of scag meat to scavange off of, without eating dead people and alienating the rest of the town.

Velden sighs. "Just don't come complaining to me when the locals treat you like pariahs and when there's no scag for some reason they skin an cook you. Me, I prefer rules against people on the menu when I'm likely to end up as one of those menu items. Maybe you lot are fine with ending up on the menu."


Male Greater Kitsune Bard(arcane duelist) 2 ]

"sure sure, we're people, people eat animals. Animals eat, well animals eat whatever the f@$~ they want until something stronger comes along and desides tha the previous animal is on the menus, the new mayor... Didn't catch your name... Anyway mayor pointyear is saying that we shouldn't act like animals, because then we'll be treated like animals when the going gets tough, have I understood you properly?


The bandits seem to settle down some and make sure they have what cover they can from the town. About a minute passes then the buggies start up again. The bandits head off towards Firestone. A few minutes later and scavenging likely has begun in that town.

No threats are presently being hostile to the town or any of you. What do you do? Act freely.

The guard quickly says "Aye" and looks to Velden for directions. He responds to Velden rather friendly, "Mayor I can have claptrap get on the posters immediately, should I open the main gate? What should be done with the ex-mayor can I leave that to you, Sir?"

The dwarf lets the sparkler fall to the ground, nods to Velden and climbs down the ladder and then out of the tower. He goes back to his shop to continue to tinker unless someone stops him.


Skills:
Acro +4, Appr +12, Bluff -1, Climb +0, Dip -1, DD +17, Escape +4, Fly +9, HandleA -1, Heal +5, Intim -1, K (Arc, Eng, Pla, Rel, Psi) +16, Ling +13, Ride +4, Spellcraft +16, Stealth +4, Survival +2, Swim +0, Use Magic +7
Vital:
HP: 27/27, AC: 25 _ T: 16 _ FF: 21 _ Perception +15, Darkvision 60 ft., Initiative: +4, Fort +3 _ Ref +7 _ Will +8 , CMB: +3, CMD: 17, Speed: 30

The black truck's door opens up and a pale elf exits in a slightly tattered brown trenchcoat. He looks at Radiator Ridge from the cover of his door, revolver in hand but pointed down.

He appears to be sizing up the situation.

151 to 200 of 555 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Action... All Messageboards

Want to post a reply? Sign in.