Bounty 20 For Outpost VII (Inactive)

Game Master DoubleGold

Bounty 20 Map


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8-07 Map DungeonMaster

I'm finishing up a couple of games pre-outpost, and so are you all probably, this game will Start on the 18th of March.

Verdant Wheel

TN Human (Ulfen) Alchemist (Mutagenist) / Exemplar 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21/22/23/25 @ base / buckler / tower / taking cover | ♥️ 48 plus temp, shield 64 | Saves @ 10**/9**/10**`` | Perception @ 8*`` | Speed: 25 or 20 tower
☘️ ☑□ | ✋✋ Axe and Sapling Shield (Tower) | ⚕: Juggernaut (+2 Fort, +10 tHPs; -2 Will, Perc) | ✝️ Versatile Vials ☑□□□, Komboucha Familiar □

Short by the standards of his own people, Fjorn makes up for his average human height in midway heft. He is surprisingly nimble for a thick-bodied and moderately armored warrior - sporting a sturdy wooden buckler with a sapling glyph on his ample forearm, and carrying a modest ulfen axe in his right. His thick beard and full head of hair a dirty blond finds itself loosely bound into multiple moderately kept locks; a few of which are indeed well groomed and arranged neatly into ropey braids, whereas others seem to have taken on an orientation of their own, unruly, unwound, unorganizable.

Though his manners are polite, they stand in contrast to his wild eyes which dart around, as if to signify he is experiencing a mild hallucination at all times. This isn’t far from the truth, for beneath his warm furs what looks like a portable laboratory is stowed in horizontal and vertical rows across the inside of his garments and around his waist - liquids of nearly every spectra visiblly within reach of his ordinary sized hands.

He turns to the next person to arrive "I can't tell yew, I don't remember how I got here!" having made a journey lost to perhaps some alchemical trip "Did we meet yet?" he scratches around the root of one of his locks, truly confused, then shoves out his hand "Fjörn, of the Kolkind Clan, a pleasure" having already forgiven himself for (probably) forgetting, he smiles broadly, and shakes vigorously!

Horizon Hunters

Male Jinxed Tengu | Fortuneteller | Ancestors Oracle 3 AC 17,19 |HP 30/30|hp 1/1|Fort +4, Ref +6, Will +7|Init: +1 | Perc: +4| Speed 25 ft |Spells: 1st 3/3, 2nd 2/2| Focus Points 2/2 | Active conditions: None.

A mysterious figure cloaked in all black hiding all of their features other than a black beak sticking out off their hood enters the room. The only features on them not cloaked in black are a light flanged mace and a round shield painted in colorful elaborate designs swelling around nine rectangular spaces laid out for a harrow card reading.

"Fjörn, of the Kolkind Clan at last we meet in person, I foresaw our meeting in the cards. My name is Rukotarra seer of cards and reader of the harrow. I have seen a misalignment in the cards that I believe we are here to solve or address. With a little luck, I believe fortune will be on our side."

Rukotarra looks back through the entrance they had just entered looks to see if anyone else is coming.
"If the cards are accurate we will be meeting the rest of our gathering of adventurers any moment."

Horizon Hunters

Goblin Magus 3 | HP 37| AC 19 | F +8, R +7, W +7 | Perc +5 (Init +6 or +9) | Athletics +10 | Acrobatics/Arcana/Plains Lore +7 | Intimidation +6 | Medicine/Nature +5 | ◆ | Exploration Activity: Detect Magic

A goblin, leading a wolf on a leash, joins the two. He bows politely, "Maurice Bonaparte. At your service." He wears studded leather, and has various weapons on him, and a gleaming lance in a holster on the wolf.

Verdant Wheel

TN Human (Ulfen) Alchemist (Mutagenist) / Exemplar 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21/22/23/25 @ base / buckler / tower / taking cover | ♥️ 48 plus temp, shield 64 | Saves @ 10**/9**/10**`` | Perception @ 8*`` | Speed: 25 or 20 tower
☘️ ☑□ | ✋✋ Axe and Sapling Shield (Tower) | ⚕: Juggernaut (+2 Fort, +10 tHPs; -2 Will, Perc) | ✝️ Versatile Vials ☑□□□, Komboucha Familiar □

Unsure if he has actually met the hooded beak stranger - besides in "cards" or whatever nonsense he means - our mutagenic hero decides to just go with it "Ah, yeah. We uh..." he pulls out a few "pages" of his "formula book", and throws them onto the ground, staring at their arrangement with acted-out bemusement, and feigning a reading "Uh, the Rune Sticks have Spoken. Our journeys cross here, Rukotarra Seer of Cards and Reader of the Harrow" his charade complete, he gathers his rune sticks back into a satchel, and ask the tengu "What Misalignment do you, uh, foresaw?" not intimately familiar with the word, but aware of it's importance with specific individuals in many communities, the ulfen's misconjugation nearly gives his ignorance away...

Deception (Trained) vs Rukotarra (Perception DC 14): 1d20 + 6 ⇒ (17) + 6 = 23

...while his natural charm and cunning leave his lie a sparkling finish!

Horizon Hunters

Male Jinxed Tengu | Fortuneteller | Ancestors Oracle 3 AC 17,19 |HP 30/30|hp 1/1|Fort +4, Ref +6, Will +7|Init: +1 | Perc: +4| Speed 25 ft |Spells: 1st 3/3, 2nd 2/2| Focus Points 2/2 | Active conditions: None.

Rukotarra places his functional but very decorative steel round shield on a table and then places nine Harrow cards one in each of the rectangles painted on the shield.

"The card representing the past is in the position of the future facing the present, and the card representing the present is looks at the past before us. a most unusual reading. Likewise, the cards for good and evil are facing each other but from the other points of view.

Lore Fortuneteller: 1d20 + 0 + 7 ⇒ (14) + 0 + 7 = 21

feeling confident with his reading Rukotarra gives some advice.
Wise would we be to keep an eye out for a paradox or two...

Grand Archive

N Male Android Witch 3 | 25 ft. speed| Active Conditions: none | HP 32/32 AC 19| Fort +7 Ref +9 Will +9 (+1 against disease, poisons, and radiation)| Perc +7 (+6 to Sense Motive); darkvision, low-light vision
Skills:
Arcana +11, Crafting +9 (+10 when crafting Blacksmithing items.), Diplomacy -2, Engineering Lore +9, Library Lore +9, Medicine +7, Nature +7, Occultism +9, Performance -2, Religion +7, Stealth +9, Survival +7, Thievery +9

A seeming "paradox" then enters the room. Though the being appears at first to be a man, when he removes his cloak, his skin is sickly pale and gold threads criss-coss the depths of his skin.

"Greetings. My designation is 7019090072452414749257838637412586730286754309," declares the android. "However, I have found that most humanoids prefer brevity to precision. Therefore, you may refer to me as 'Sev'."

Envoy's Alliance

Dwarf Single gate (Fire) Kineticist 4 / HP 62/62, Perc +8, AC 21(23), Fort +12 Ref +11 Will +10 / Active conditions: Darkvision, Toughness, Pilgrim's token, Resist fire 1/2lvl, regen 1 hp/min

Wow, what for a big number which that makes.

A dwarf with a brown-red beard wearing a studded leather armor and carrying his clan dagger to the belt interrupts. A steel shield is fixed behind his back.

Born in a maze under the Fives Kings Mountains, in a place where forge, fire and lava were omnipresent, the dwarf kept an indelible mark. The element of fire is imprinted in him and he managed to dominate it allowing him to produce some great effects.

My own name's Benkost. I'm fire warden as profession.


8-07 Map DungeonMaster

“Thank you for answering my summons. My name is Aayah Stronch, and I represent the Aspis Consortium, which as you no doubt are aware oversees several trade operations throughout the Mwangi Expanse. This morning, the Consortium is scheduled to receive several shipments. We routinely hire adventurers such as yourselves to inspect incoming cargo for traps and potential hazards before theyare sent to the warehouses, which is why I’ve summoned you here. You will, of course, be compensated for your work.” Still waiting for people to fill out the rpg chronicles.
Rpg Chronicles

Envoy's Alliance

Dwarf Single gate (Fire) Kineticist 4 / HP 62/62, Perc +8, AC 21(23), Fort +12 Ref +11 Will +10 / Active conditions: Darkvision, Toughness, Pilgrim's token, Resist fire 1/2lvl, regen 1 hp/min

So we open cases and boxes, right? Why should the boxes be trapped?

The dwarf strokes his beard on the chin.

Verdant Wheel

TN Human (Ulfen) Alchemist (Mutagenist) / Exemplar 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21/22/23/25 @ base / buckler / tower / taking cover | ♥️ 48 plus temp, shield 64 | Saves @ 10**/9**/10**`` | Perception @ 8*`` | Speed: 25 or 20 tower
☘️ ☑□ | ✋✋ Axe and Sapling Shield (Tower) | ⚕: Juggernaut (+2 Fort, +10 tHPs; -2 Will, Perc) | ✝️ Versatile Vials ☑□□□, Komboucha Familiar □

”Perhaps the sender is aware their cargo may be intercepted in course” Fjörn speculates ”Is it sensitive?” he wonders aloud, before ”Where are my manners? My name is…” before promptly introducing himself (and anyone shy who omits their own introduction) and goes over to firmly shake hands with the agent.

Horizon Hunters

Male Jinxed Tengu | Fortuneteller | Ancestors Oracle 3 AC 17,19 |HP 30/30|hp 1/1|Fort +4, Ref +6, Will +7|Init: +1 | Perc: +4| Speed 25 ft |Spells: 1st 3/3, 2nd 2/2| Focus Points 2/2 | Active conditions: None.

Rukotarra extends a featured bird-like hand as a greeting to Aayah Stronch
"Aayah Stronch, good to meet you, Rukotarra seer of cards and reader of the Harrow at your service."

Rukotarra takes out his Harrow deck from a belt pouch and draws a card.
"Let's see if the cards can tell us if cargo is trapped."

Rukotarra freezes for a bit as he first sees the card, then raises his shield to the ready position, then shows the card to everyone, before speaking in a concerned cautious voice.
"The Demon's Lantern, beware the card of traps and tricks, someone led astray by a Willo-o-wisps light to an impossible situation."
Rukotarra makes a long dramatic pause before continuing.
"But there could be a positive side to it, a guide arriving at the perfect moment to show the way."
Another dramatic pause
"The cargo is trapped or has some other hazard within it or nearby that much is almost certain. What is left to find out is, are we the guides showing up at the perfect time?"
Rukotarra looks around the room at everyone in the party one at a time. then puts the card away.

Lore Fortuneteller: 1d20 + 0 + 7 ⇒ (8) + 0 + 7 = 15
rolled for entertainment value, if it accidentally plays into something feel free to run with it or not.

Grand Archive

1 person marked this as a favorite.
N Male Android Witch 3 | 25 ft. speed| Active Conditions: none | HP 32/32 AC 19| Fort +7 Ref +9 Will +9 (+1 against disease, poisons, and radiation)| Perc +7 (+6 to Sense Motive); darkvision, low-light vision
Skills:
Arcana +11, Crafting +9 (+10 when crafting Blacksmithing items.), Diplomacy -2, Engineering Lore +9, Library Lore +9, Medicine +7, Nature +7, Occultism +9, Performance -2, Religion +7, Stealth +9, Survival +7, Thievery +9

"It is inadvisable to order the shipment of cargo that may be trapped or contain unknown hazards," notes Sev. "Moreso to receive it."

"Nevertheless, in exchange for compensation, it shall be analyzed."


8-07 Map DungeonMaster

She answers questions
@Benkost "Like any notable organization, there are those who seek to undermine or harm the Aspis Consortium. The traps they set are often designed to activate in our warehouses and target our inventory.”
@everyone else "No time pressure and you will receive 10 gold.

Aayah leads the way through the winding streets of Bloodcove, which bend and twist around the sprawling roots of the looming mangrove trees. The sun, which bloomed over the horizon just minutes ago like an orange-red flower, rises in the morning sky. As she makes her way to the docks, long shadows stretch lazily beneath the orange rays and then recede as the sky awakens into a vibrant, sapphire blue. Laborers and mariners unload crates and barrels onto the water-worn docks, unaffected by the crimson waters that gently lap against the timbers.

You see 5 Crates. 1 To the Northwest, 1 to the North, 1 to the West, and 1 to the South and 1 to the Southwest. If you think they are trapped, give me a perception check. Or something else if you can justify it. Like if you believed it was full of bananas before you opened it, you could give me a survival, nature or bananas lure.

Grand Archive

N Male Android Witch 3 | 25 ft. speed| Active Conditions: none | HP 32/32 AC 19| Fort +7 Ref +9 Will +9 (+1 against disease, poisons, and radiation)| Perc +7 (+6 to Sense Motive); darkvision, low-light vision
Skills:
Arcana +11, Crafting +9 (+10 when crafting Blacksmithing items.), Diplomacy -2, Engineering Lore +9, Library Lore +9, Medicine +7, Nature +7, Occultism +9, Performance -2, Religion +7, Stealth +9, Survival +7, Thievery +9

"I suggest analyzing each of the crates in a systematic manner. Clockwise would appear as logical as any." Sev suggests. The android approaches the crate to the north and casts detect magic.

The Pathfinder sends out a pulse to register the presence of magic, choosing to ignore the magic items and ongoing spells of his own items and those of his allies.

He then focuses his optic sensors upon it, looking for runes, sigils, or similar marks in the event that magic is present and scanning for tripwires, pressures plates, or similar mechanical mechanisms in the event he does not detect any magic.

Perception to Search: 1d20 + 7 ⇒ (20) + 7 = 27


8-07 Map DungeonMaster

Sev notices nothing magic, but you think there is something living in that crate.

Horizon Hunters

Goblin Magus 3 | HP 37| AC 19 | F +8, R +7, W +7 | Perc +5 (Init +6 or +9) | Athletics +10 | Acrobatics/Arcana/Plains Lore +7 | Intimidation +6 | Medicine/Nature +5 | ◆ | Exploration Activity: Detect Magic

Maurice (on Dart) will go to the Northwest, and Detect Magic on the crate.

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

"All clear here!"

Horizon Hunters

Male Jinxed Tengu | Fortuneteller | Ancestors Oracle 3 AC 17,19 |HP 30/30|hp 1/1|Fort +4, Ref +6, Will +7|Init: +1 | Perc: +4| Speed 25 ft |Spells: 1st 3/3, 2nd 2/2| Focus Points 2/2 | Active conditions: None.

Rukotarra investigates the crate to the South. before getting closer draws a single Harrow card for advice (cast Guidance on himself)
"The Forage, a card of strength, perhaps through strength we will survive the day."
Then putting the card away Rukotarra approaches the crate with his shield raised and looks for signs of trap triggers or sounds of something living inside.

Perception: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19


8-07 Map DungeonMaster

Rukotarra, you hear something ticking inside. Like a clock of some sort, do you wish to open the crate?
Maurice, inside is something interesting, nice plants, others who want can also try to identify them.

Medicine 18 or Herbalism lore 18:
DC 18 Medicine or Herbalism Lore check to Recall Knowledge identifies the plants as medicinal herbs from Xa Hoi in Tian Xia, meant to be administered in tiny amounts. Their aromas produce no lingering effects.

Verdant Wheel

TN Human (Ulfen) Alchemist (Mutagenist) / Exemplar 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21/22/23/25 @ base / buckler / tower / taking cover | ♥️ 48 plus temp, shield 64 | Saves @ 10**/9**/10**`` | Perception @ 8*`` | Speed: 25 or 20 tower
☘️ ☑□ | ✋✋ Axe and Sapling Shield (Tower) | ⚕: Juggernaut (+2 Fort, +10 tHPs; -2 Will, Perc) | ✝️ Versatile Vials ☑□□□, Komboucha Familiar □

"Hold"

Guzzling a green elixir, Fjörn's forehead expands to accommodate a dramatic interior shift to his grey matter, multiple veins running across it now, as blood is re-prioritized from other parts of his body to his head which swells to massive proportions, straining his neck muscles to hold aloft.

~) Cognitive Mutagen (Moderate)

Herbalism Lore (Untrained Improvisation) w/ Cognitive Mutagen (+2, avert CF): 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20

"Medicinal Herbs. From Xa Hoi. Not too much at once" he sniffs some of it "Perfectly fine" holding some out for others to enjoy aromatically.

Inflused Reagents:

□□□ Juggernaut Mutagen (Moderate)
☑□□ Cognitive Mutagen (Moderate)
□□ Serene Mutagen (Moderate)
□□ Thunderstone (Lesser) loaded into Weapon Siphon (Axe)
□ Quick Alchemy

Horizon Hunters

Male Jinxed Tengu | Fortuneteller | Ancestors Oracle 3 AC 17,19 |HP 30/30|hp 1/1|Fort +4, Ref +6, Will +7|Init: +1 | Perc: +4| Speed 25 ft |Spells: 1st 3/3, 2nd 2/2| Focus Points 2/2 | Active conditions: None.

"This crate sounds like it has a clock ticking inside, If we wait we might run out of time, so stand back, I'm going to try to tie a rope to the lid and open it from a distance."

to tie the rope in a way to open the lid
Survival: 1d20 + 0 + 5 ⇒ (13) + 0 + 5 = 18

"Everyone ready?"
Once everyone is ready and no one objects, Rukotarra pulls the rope trying to open the crate.

Envoy's Alliance

1 person marked this as a favorite.
Dwarf Single gate (Fire) Kineticist 4 / HP 62/62, Perc +8, AC 21(23), Fort +12 Ref +11 Will +10 / Active conditions: Darkvision, Toughness, Pilgrim's token, Resist fire 1/2lvl, regen 1 hp/min

The dwarf runs far away from this crate.

Grand Archive

N Male Android Witch 3 | 25 ft. speed| Active Conditions: none | HP 32/32 AC 19| Fort +7 Ref +9 Will +9 (+1 against disease, poisons, and radiation)| Perc +7 (+6 to Sense Motive); darkvision, low-light vision
Skills:
Arcana +11, Crafting +9 (+10 when crafting Blacksmithing items.), Diplomacy -2, Engineering Lore +9, Library Lore +9, Medicine +7, Nature +7, Occultism +9, Performance -2, Religion +7, Stealth +9, Survival +7, Thievery +9
Rukotarra wrote:

"Everyone ready?"

Once everyone is ready and no one objects, Rukotarra pulls the rope trying to open the crate.

"Perhaps, it is possible to neutralize any threat without risking any potentially valuable contents within the crate." Sev posits. "Should something adverse happen to me, then you may proceed with your efforts to open the crate with a rope."

The android approaches the crate to inspect it.
Perception to Search: 1d20 + 7 ⇒ (12) + 7 = 19

Sev attempts to disable any trap mechanisms that he may find.
Thievery to Disable Device: 1d20 + 9 ⇒ (15) + 9 = 24

Verdant Wheel

TN Human (Ulfen) Alchemist (Mutagenist) / Exemplar 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21/22/23/25 @ base / buckler / tower / taking cover | ♥️ 48 plus temp, shield 64 | Saves @ 10**/9**/10**`` | Perception @ 8*`` | Speed: 25 or 20 tower
☘️ ☑□ | ✋✋ Axe and Sapling Shield (Tower) | ⚕: Juggernaut (+2 Fort, +10 tHPs; -2 Will, Perc) | ✝️ Versatile Vials ☑□□□, Komboucha Familiar □

Fjörn fiddles with a lock of hair watching Sev go to work…

Horizon Hunters

Male Jinxed Tengu | Fortuneteller | Ancestors Oracle 3 AC 17,19 |HP 30/30|hp 1/1|Fort +4, Ref +6, Will +7|Init: +1 | Perc: +4| Speed 25 ft |Spells: 1st 3/3, 2nd 2/2| Focus Points 2/2 | Active conditions: None.

"Good idea Sev, let's check for traps first, maybe we should move the crate away from each other first so if one explodes it doesn't hurt the other crates."

Envoy's Alliance

Dwarf Single gate (Fire) Kineticist 4 / HP 62/62, Perc +8, AC 21(23), Fort +12 Ref +11 Will +10 / Active conditions: Darkvision, Toughness, Pilgrim's token, Resist fire 1/2lvl, regen 1 hp/min

I've already done it for me. So if the crate explode, I won't be hurt.

shouts the dwarf from a distance.


8-07 Map DungeonMaster

Rukotarra is successful
Everyone roll init Rutotarra You opened the Crate on A5
Map

Horizon Hunters

Male Jinxed Tengu | Fortuneteller | Ancestors Oracle 3 AC 17,19 |HP 30/30|hp 1/1|Fort +4, Ref +6, Will +7|Init: +1 | Perc: +4| Speed 25 ft |Spells: 1st 3/3, 2nd 2/2| Focus Points 2/2 | Active conditions: None.

Looks like the map is set to private
Initiative: 1d20 + 1 ⇒ (10) + 1 = 11

Grand Archive

N Male Android Witch 3 | 25 ft. speed| Active Conditions: none | HP 32/32 AC 19| Fort +7 Ref +9 Will +9 (+1 against disease, poisons, and radiation)| Perc +7 (+6 to Sense Motive); darkvision, low-light vision
Skills:
Arcana +11, Crafting +9 (+10 when crafting Blacksmithing items.), Diplomacy -2, Engineering Lore +9, Library Lore +9, Medicine +7, Nature +7, Occultism +9, Performance -2, Religion +7, Stealth +9, Survival +7, Thievery +9

Sev alters his present course of action in response to external stimuli registered by his sensors.

Perception, Initiative: 1d20 + 7 ⇒ (15) + 7 = 22

Horizon Hunters

Goblin Magus 3 | HP 37| AC 19 | F +8, R +7, W +7 | Perc +5 (Init +6 or +9) | Athletics +10 | Acrobatics/Arcana/Plains Lore +7 | Intimidation +6 | Medicine/Nature +5 | ◆ | Exploration Activity: Detect Magic

Initiative: 1d20 + 6 ⇒ (10) + 6 = 16

If at least one of my opponents is using Deception or Diplomacy to determine their initiative, my bonus to initiative increases by +3. Twitchy Ancestry feat

Envoy's Alliance

Dwarf Single gate (Fire) Kineticist 4 / HP 62/62, Perc +8, AC 21(23), Fort +12 Ref +11 Will +10 / Active conditions: Darkvision, Toughness, Pilgrim's token, Resist fire 1/2lvl, regen 1 hp/min

Stealth Init: 1d20 + 8 ⇒ (20) + 8 = 28


8-07 Map DungeonMaster

Map should be fixed now. You can edit.

Verdant Wheel

TN Human (Ulfen) Alchemist (Mutagenist) / Exemplar 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21/22/23/25 @ base / buckler / tower / taking cover | ♥️ 48 plus temp, shield 64 | Saves @ 10**/9**/10**`` | Perception @ 8*`` | Speed: 25 or 20 tower
☘️ ☑□ | ✋✋ Axe and Sapling Shield (Tower) | ⚕: Juggernaut (+2 Fort, +10 tHPs; -2 Will, Perc) | ✝️ Versatile Vials ☑□□□, Komboucha Familiar □

Initiative (Perception) w/ Defend: 1d20 + 5 ⇒ (8) + 5 = 13

Keeping his shield high (AC 21), our ulfen hero rolls initiative!


8-07 Map DungeonMaster

oh right, out pops 4 rats with bombs strapped to them you can see the timers have 1 minute left on them.init: 1d20 + 5 ⇒ (19) + 5 = 24
Benkost is up No penalty for attacking the rat with the bomb the explosion is a 5 foot radius.
Oil is also spilling out of the barrel, A5.

Envoy's Alliance

Dwarf Single gate (Fire) Kineticist 4 / HP 62/62, Perc +8, AC 21(23), Fort +12 Ref +11 Will +10 / Active conditions: Darkvision, Toughness, Pilgrim's token, Resist fire 1/2lvl, regen 1 hp/min

The dwarf channels his element unleashing a blast towards the nearest rat.

Elemental blast:1d20 + 10 ⇒ (13) + 10 = 23

Damage, fire: 1d6 ⇒ 3

Then he sends a flying flame passing through the space of the same rat.

Flying flame: 2d6 ⇒ (1, 2) = 3 Reflex DC 19


8-07 Map DungeonMaster

reflex: 1d20 + 7 ⇒ (3) + 7 = 10 and The rat gets hit twice for 6.
The rats go to attack the nearest creature. Two on Sev bite: 1d20 + 7 ⇒ (16) + 7 = 23 bite: 1d20 + 3 ⇒ (17) + 3 = 20 total dmg: 2d6 + 2 ⇒ (2, 1) + 2 = 5 Fort Save
bite: 1d20 + 7 ⇒ (4) + 7 = 11 bite: 1d20 + 3 ⇒ (10) + 3 = 13
One on Benkost as he hurt it good bite: 1d20 + 7 ⇒ (14) + 7 = 21 bite: 1d20 + 3 ⇒ (12) + 3 = 15
One on Fjorn bite: 1d20 + 7 ⇒ (8) + 7 = 15 bite: 1d20 + 3 ⇒ (18) + 3 = 21 dmg: 1d6 + 1 ⇒ (3) + 1 = 4 Fort save
All heroes are up The barrel will spill oil out on init count 12. So before Rukotarra gets his 1st turn. Thievery or Crafting dc 18 to disable and it takes 2 actions. There are 3 holes to jam up. You can also disable the fuse. So to disable the entire barrel would take 8 actions.

Ignore those attack rolls against you Benkost, the rat explodes upon taking fire damage, so you actually killed it and it exploded without harming anyone. Does both attacks have to be on the same rat? Cause that means the rat on Fjorn would have died and Fjorn never got bit.

Verdant Wheel

TN Human (Ulfen) Alchemist (Mutagenist) / Exemplar 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21/22/23/25 @ base / buckler / tower / taking cover | ♥️ 48 plus temp, shield 64 | Saves @ 10**/9**/10**`` | Perception @ 8*`` | Speed: 25 or 20 tower
☘️ ☑□ | ✋✋ Axe and Sapling Shield (Tower) | ⚕: Juggernaut (+2 Fort, +10 tHPs; -2 Will, Perc) | ✝️ Versatile Vials ☑□□□, Komboucha Familiar □

↺) Shield Block (hardness 3, hit points 24)

Fjörn swats the rat away - but it knicks his arm just slightly!

Fortitude vs Rat: 1d20 + 10 ⇒ (8) + 10 = 18

Looking over at the fled dwarf, Fjörn realizes he should have been more genre-savvy "Yew buggers got me!" Reaching into his effects (read: puffy white pirate blouse with flowy sleeves), our psychonautical hero quickly pours a dark orange-ish red-ish fluid from a just-unstowed bottle into his bearded mouth, causing a Mutation: His body convulses a little from the effect, the veins in his neck visibly expanding in width and network, the ridges of his bones bulging at odd angles to protrude with increased prominence, his light colored eyes filling with a malefacient orangish-red tinge. As all the softness drains from his demeanor, all that is left is a large, wide, hulking brute!

◆) Draw Moderate Juggernaut Mutagen
◆) Inbibe
◆) Interact to Draw Axe
↺) Reactive Shield (to AC 21)

He draws his axe!

"Dew you want some more?"

Horizon Hunters

Male Jinxed Tengu | Fortuneteller | Ancestors Oracle 3 AC 17,19 |HP 30/30|hp 1/1|Fort +4, Ref +6, Will +7|Init: +1 | Perc: +4| Speed 25 ft |Spells: 1st 3/3, 2nd 2/2| Focus Points 2/2 | Active conditions: None.

Rukotarra moves up a bit to be in range, then casts Electric Arc targeting the 2 rats that hit are nearest Fjorn and Sev.

Electric Arc Damage Electrical: 3d4 ⇒ (4, 3, 3) = 10
Spell DC 17 Saving Throw basic Reflex

Rukotarra yells at the rats.
"Beware of the storm's lash.


8-07 Map DungeonMaster

reflex: 1d20 + 7 ⇒ (3) + 7 = 10 Hurt one rat hard
reflex: 1d20 + 7 ⇒ (15) + 7 = 22 barely injures another.
Also, just look up kineticist. As soon as Benkost killed one rat, he would have targeted another, as even just 1 fire damage instantly ignites the bomb and kills the rat, well mostly. Since rat one blew up upon impact, he definitely wouldn't send a flying flame to a 2nd rat and flying flame doesn't have to be on the same targe. Fjorn, that rat died, and you were never even touched.

2 Rats are left and they both took damage. Right on is more damaged.
something: 2d6 ⇒ (6, 3) = 9 Just curios to how much fire damage the floor took. Doesn't damage it much cause of hardness. The rats targeted actually took 18 damage each as they died as they would automatically crit fail the explosion. They can't dodge the bomb directly strapped to them, since they can't see the fire coming.

Envoy's Alliance

Dwarf Single gate (Fire) Kineticist 4 / HP 62/62, Perc +8, AC 21(23), Fort +12 Ref +11 Will +10 / Active conditions: Darkvision, Toughness, Pilgrim's token, Resist fire 1/2lvl, regen 1 hp/min

Thank you. Yes, of course if the first rat is dead, I change the target.

Grand Archive

N Male Android Witch 3 | 25 ft. speed| Active Conditions: none | HP 32/32 AC 19| Fort +7 Ref +9 Will +9 (+1 against disease, poisons, and radiation)| Perc +7 (+6 to Sense Motive); darkvision, low-light vision
Skills:
Arcana +11, Crafting +9 (+10 when crafting Blacksmithing items.), Diplomacy -2, Engineering Lore +9, Library Lore +9, Medicine +7, Nature +7, Occultism +9, Performance -2, Religion +7, Stealth +9, Survival +7, Thievery +9

Fort: 1d2 + 7 ⇒ (2) + 7 = 9
Fort w/Hero Point: 1d20 + 7 ⇒ (9) + 7 = 16
Additional +1 circumstance bonus against disease, poisons, and radiation

Sev repositions himself to address the barrel.
◆Stride
◆◆ Disable
Thievery: 1d20 + 9 ⇒ (9) + 9 = 18


8-07 Map DungeonMaster

Sev, are you plugging up one of the holes in the barrel squirting out oil, or are you disabling the fuse so the barrel doesn't ignite?
That fort save is a success.

Grand Archive

N Male Android Witch 3 | 25 ft. speed| Active Conditions: none | HP 32/32 AC 19| Fort +7 Ref +9 Will +9 (+1 against disease, poisons, and radiation)| Perc +7 (+6 to Sense Motive); darkvision, low-light vision
Skills:
Arcana +11, Crafting +9 (+10 when crafting Blacksmithing items.), Diplomacy -2, Engineering Lore +9, Library Lore +9, Medicine +7, Nature +7, Occultism +9, Performance -2, Religion +7, Stealth +9, Survival +7, Thievery +9
DoubleGold wrote:

Sev, are you plugging up one of the holes in the barrel squirting out oil, or are you disabling the fuse so the barrel doesn't ignite?

That fort save is a success.

Sev will first work on plugging a hole.


8-07 Map DungeonMaster

Sev plugs up a hole. Maurice is up

Horizon Hunters

Goblin Magus 3 | HP 37| AC 19 | F +8, R +7, W +7 | Perc +5 (Init +6 or +9) | Athletics +10 | Acrobatics/Arcana/Plains Lore +7 | Intimidation +6 | Medicine/Nature +5 | ◆ | Exploration Activity: Detect Magic

Maurice will cast Electric Arc on the two remaining rats.
Electricity damage: 3d4 ⇒ (2, 1, 1) = 4, basic Reflex Save DC 17

Then, he will enter his Arcane Cascade.


8-07 Map DungeonMaster

reflex: 1d20 + 7 ⇒ (9) + 7 = 16 crit fail
reflex: 1d20 + 7 ⇒ (1) + 7 = 8 Both badly hurt 14 and 13 damage total respectively
The barrel squirts oil twice, bringing out oil to 10 foot radius. Reflex to avoid getting oil on you
Benkost is up Fire will ignite the oil and all your allies will take fire damage, they might be okay with that, but just letting you know.

Envoy's Alliance

Dwarf Single gate (Fire) Kineticist 4 / HP 62/62, Perc +8, AC 21(23), Fort +12 Ref +11 Will +10 / Active conditions: Darkvision, Toughness, Pilgrim's token, Resist fire 1/2lvl, regen 1 hp/min

Well, is everybody okay with fire damage? I can end up the fight quickly. Otherwise I change my damage for something else than fire.

Verdant Wheel

TN Human (Ulfen) Alchemist (Mutagenist) / Exemplar 4 | ◆◇↺ | Explore: Defend
Stats:
AC 21/22/23/25 @ base / buckler / tower / taking cover | ♥️ 48 plus temp, shield 64 | Saves @ 10**/9**/10**`` | Perception @ 8*`` | Speed: 25 or 20 tower
☘️ ☑□ | ✋✋ Axe and Sapling Shield (Tower) | ⚕: Juggernaut (+2 Fort, +10 tHPs; -2 Will, Perc) | ✝️ Versatile Vials ☑□□□, Komboucha Familiar □

Reflex to Avoid Oil: 1d20 + 8 ⇒ (12) + 8 = 20

"Whoa there!" he neatly steps away, incidentally preventing the soiling of his puffy white pirate blouse with flowy sleeves...

Horizon Hunters

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Male Jinxed Tengu | Fortuneteller | Ancestors Oracle 3 AC 17,19 |HP 30/30|hp 1/1|Fort +4, Ref +6, Will +7|Init: +1 | Perc: +4| Speed 25 ft |Spells: 1st 3/3, 2nd 2/2| Focus Points 2/2 | Active conditions: None.

"Careful with the fire Benkost, I think we are supposed to try to save the cargo if we can."

Envoy's Alliance

Dwarf Single gate (Fire) Kineticist 4 / HP 62/62, Perc +8, AC 21(23), Fort +12 Ref +11 Will +10 / Active conditions: Darkvision, Toughness, Pilgrim's token, Resist fire 1/2lvl, regen 1 hp/min

Save the cargo? I thought we had to inspect to see if there are traps. Here there is one. Well...

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