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Feb 13th, 2016
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  1. Hideout activities - Week 10
  2.  
  3. Hideout funds for the week: 17,900
  4. Party’s funds – 0
  5. -
  6. Member count – 207 not including party or Michael (Max capacity 200)
  7. Member count breakdown-
  8. 35 ninjas
  9. 172 basic bitches
  10. Each party member and Michael count as 2 members
  11.  
  12. Certain projects will require assistance from specific people, which will be noted.
  13.  
  14. -
  15. - Crafting
  16.  
  17. #1. Construct Health Potion - 50gp/150gp/750gp, requires 2/5/15 members and Doktor (Maximum 5)
  18. #2. Craft Blade Oil - 120gp, requires 3 members and Doktor (Maximum 5).
  19. (Blade Oil – apply to weapon to have it do 1d4 bonus damage of selected damage type, dries after 1 minute)
  20. #3. Create Magic Item (Uncommon), 500 gp, requires 10 members and Wolfgang/TJ (Max 1)
  21. #4. Create Magic Item (Rare), 5,000 GP, requires 40 members and Wolfgang/TJ (Max 1)
  22. #5: Create Plate Armor – 1,350 GP, requires 20 members and Smithy
  23.  
  24. - A BOMB?
  25.  
  26. #1. Grenada – 250gp, requires 5 members and Michael (max 3)
  27. (Range 50ft, DC 15 DEX, 5d6 piercing damage, radius 15.)
  28. #2. Remote-detonated explosive – 450gp, requires 10 members and Michael (max 3)
  29. (Explosion radius 20ft, DC15 Dex, 6d6 bludgeoning damage, advantage on save if target sees you activating the bomb)
  30. #3. Force-nade – 500gp, requires 10 members and Michael (max 3)
  31. (Explosion radius 20ft, DC 15 DEX, 8d6 force damage)
  32. #4 – Advanced explosives – 700gp, 10 members, 5 ninjas, Michael (max 3)
  33. (Explosion radius 25ft, DC 16 Dex, 10d6 of a chosen damage type. Psychic, radiant, necrotic, and force damage types cost 50gp more and 1 more member).
  34.  
  35. -Poisons
  36. -Gath, Alston, or Doktor must aid in the development of poisons
  37. #1 – Serpent Sting – 180gp, DC11, 3d6 poison damage. Action to apply to weapon or 3 pieces of ammo, and then dries after 1 minute. A creature can only be subjected to the same type of poison save once per round.
  38. #2 –Nue Poison – 1,000gp, DC 15 Con, 7d6 poison damage.
  39. #3- Ninja’s Finest- 1,800gp, DC19, 12d6 damage
  40. #4- Gas Bomb – 800gp, Released in a 10ft cube. DC16 Con, 4d6 damage on failed save, and an effected creature must repeat the save at the start of each of its turns or take 2d4 damage. It stops being poisoned after 3 successful saves. The poison cloud lasts for 3 rounds.
  41.  
  42. -Ammo
  43. Festering – causes the target to take an additional 1 piercing damage at the start of each of its turns until it takes an action to remove it. 20gp
  44. Incendiary – bonus 1d4 fire damage at the beginning of the target’s next turn. 20gp
  45. Splintering – each creature within 5ft of the target takes 1d4 damage. 20gp
  46. Smoke- causes a 10ft cube of smoke in the targeted area. The area becomes heavily obscured. 30gp
  47. - Base Development
  48.  
  49. #1. Recruiting (1 member) - 10gp, 2 members.
  50. #2. Base Expansion – 10,000gp, 30 members, Max Members Up by 200
  51. #3. Thieves’ Excursion - 200gp, 10 members, 2d4 x 100 GP reward.
  52. #4. NINJA Thieves’ Excursion – 300gp, 10 NINJA members, 3d4x100 GP reward.
  53. #5. Whiskey’s Recruitment Campaign (10 members) – 10gp, 2 members and Whiskey
  54.  
  55. - Technology
  56. #1 Create High-Frequency Technology (lowers roll required for a crit by 1), 3,800 GP, requires 25 members and Smithy
  57. #2 Weapon Development - +2 magic weapon, 4,000 GP, requires 30 members, Wolfgang, and Smithy
  58. #3 Armor development - +1 armor, 3,900 GP, requires 30 members, Wolfgang, and Smithy
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