Legendary Planet - Goblins in Spaaaace!!! (Inactive)

Game Master Zesdead

The 'Legendary Planet' Adventure Path from Legendary Games.

Book 1, 'To Worlds Unknown'

...in which, our unlikely heroes find themselves on the unknown world of Argosa...

Party Health
Ravboom: 11/36HP, 3 Hero Points
Palomia Kasic: 24/24HP, 3 Hero Points
Relas: 10/26HP
Vael Dahl: 6/22HP, 3 Hero Points
Blekk: 22/35HP, 3 Hero Points

Maps
Lomrick's Laboratories
Zel-Argose


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Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Rav looks at Claptrap, and then shrugs. "Is like Biggun. Hit on head too many times, stops making sense, but we still keep Biggun around."

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

Returning to the room after signing up for a fight the next day, Biggun heard Ravboom's comment. "Biggun head fine! Too hard to hurt!"


Inactive

All Palomia can do is simply look from the excitable, talkative little machine to the three goblins, then to the half-and-half, then to the floating, talking rocks, then down at herself and Relas. "I guess if all else fails we could probably busk on the streets. Hell, maybe even join The Juggler's Guild - we're a friggin' circus all on our own," she sighs.

"But still...good work putting him back together," she adds, grudging respect in her tone. "The more friendly faces, the better."


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Turning to glance at Palomia, "I have never been part of a circus." Confusion and curiosity mingle in her voice.


Floating up near Vael's head and flashing with light, "The human means we are all anomalies and belong in a circus."


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Reaching up and swatting at Knick Knack, "Stop trying to cause trouble."


The next day the twin suns hang brightly above the stadium where Biggun's fight awaits... rounding a corner on to the main avenue that leads up to the stadium, the group discover a rectangular clearing housing nine huge cages positioned as three rows of three - the sign above each heralds them as ‘training containments’ whilst heaps of blood-soaked sand scattered within them suggest that they have been recently used.

Right now though, there are few folk mingling in the area… surely the crowds have gathered within the huge stadium structure that, towering some hundred feet into the air, blots out the sun the closer that the friends get to it. Posters line the avenue leading to the huge gated entrance of the arena… all of them advertising the recreation of ‘The Historic Victory of Zel-Argose over its colonial subjects’ - the poster promises ‘thrills’, ‘daring exploits’, ‘valiant death’ and ‘excitement’ with a small disclaimer about historical accuracy being dispensed with in the pursuit of dramatic excellence.

...and then the heavily scarred auttaine that Biggun had signed up with the day before sees the over-sized goblin. Waving him over to a fenced-off ring opposite the cages, he quickly apologises that he hasn't been able to sell a single ticket for the 'side-show' but reassures Biggun, and the folk with him, that if he puts on a good show then people headed to the big event will surely stop to watch...

"So the choice is yours", he grins showing a mouth filled with silver and gemstones, "Armed or unarmed... first blood, knockout or... if you're feelin' brave enough - to the death". Limbering up in the ring, surely Biggun's opponent, there is a heavily set man... scarred from scores of fights before today and proudly wearing the skulls of at least two creatures at his belt...

So, I've read up on Performance Combat... happy for Biggun to give it a go!!!


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Rav has no interest in watching fights, he lets everyone else go with Biggun while he goes out and does research and begins to try to gather resources for the group...

Doing background resource gathering... Will post rolls in a sec, after posting in Discussion

Acrobatics: 1d20 + 11 ⇒ (12) + 11 = 23

Rav spends the day putting on shows, tumbling, bouncing off things, and generally doing street performance. He earns 2 Goods from his antics, and spends 20 GP to buy those two goods, putting the group total at 2 Goods (meaning we need 38 Goods, 42 Labor, and 1 influence for a base of operations).


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Ooops, can't use acrobatics. So Rav uses slight of hand instead, doing parlor tricks

Next 14 days of down time rolls (2 weeks):

Sleight of Hand: 1d20 + 9 ⇒ (7) + 9 = 16 1 good, -10 GP
Sleight of Hand: 1d20 + 9 ⇒ (8) + 9 = 17 1 good, -10 GP
5 GP, so can't buy anymore, earn GP instead
Sleight of Hand: 1d20 + 9 ⇒ (12) + 9 = 21 2.1 GP
Sleight of Hand: 1d20 + 9 ⇒ (8) + 9 = 17 1.7 GP
Sleight of Hand: 1d20 + 9 ⇒ (6) + 9 = 15 1.5 GP
Sleight of Hand: 1d20 + 9 ⇒ (8) + 9 = 17 1.7 GP
Sleight of Hand: 1d20 + 9 ⇒ (18) + 9 = 27 2.7 GP

9.7 GP + 5 GP = 14.7 GP

Sleight of Hand: 1d20 + 9 ⇒ (16) + 9 = 25 2.5 GP
Sleight of Hand: 1d20 + 9 ⇒ (5) + 9 = 14 1.4 GP
Sleight of Hand: 1d20 + 9 ⇒ (12) + 9 = 21 2.1 GP
Sleight of Hand: 1d20 + 9 ⇒ (19) + 9 = 28 2.8 GP
Sleight of Hand: 1d20 + 9 ⇒ (16) + 9 = 25 2.5 GP
Sleight of Hand: 1d20 + 9 ⇒ (19) + 9 = 28 2.8 GP

14.7 GP + 14.1 GP = 28.8 GP

Sleight of Hand: 1d20 + 9 ⇒ (2) + 9 = 11 Purchase 1 good

Total : 5 goods, 18.8 GP

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

"Biggun fight knockout with weapon!" Biggun exclaimed in glee as the fight coordinator spoke to him. "Biggun fight good and bring people here, make much money here." With relish, he looked his opponent up and down before stepping into the ring, his chain swinging in circles beside him. "Name is Biggun, make you fall down!"


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Introductions
Claptrap turns to Val and re-assesses her.
You are right! I have never met such a fine contraption before. Why you are half of a fleshling and half of my type! Intriguing!

Claptrap will then swat at Knick Knack, trying to grab him out of the air. If he succeeds he will then attempt to study the critter and figure out what it is.
Well now, this is an interesting... Thing! Is this robotic? Are those circuits I see? Fascinating!

At the mention of becoming a circus, Claptrap pipes up Oh! Oh! Can I be the Ringmaster! I could use a whip!
But before he gets a reply back, he zips over to the door and disappears through it while calling back I am going to go search for information! I wish to know more about this place I am at, and hopefully, this is a place I may one day rule! Uhh, did I say that out loud? OOPS!
And he is gone.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Rav watches the bot roll out, then looks at Biggun and Palo and Vael, and shrugs. "Fit right in..." He comments ironically, and then goes back to working on clockwork. "Need clockwork workshop... Rav think we build one... and house to put it in. Vael want clockwork workshop too?"


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HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Later that day (Day 1) Claptrap comes back to the hotel that the others are staying at and starts to fill them in on the utterly fascinating discoveries that he had made that day.

Hey guys! Guess what! I have NEWS!!!! Isnt that exciting?
Claptrap then begins to recite off a list of articles in a news reporters voice and fashion, almost as if there was a radio playing in the background.

It has recently been discovered that Protocols in the Beastiarium are uncharacteristically lax and inefficient. I have been able to find many areas within their systems that could use improvement, to begin with...
Claptrap then proceeds to list off different activities followed by a percentage of expected improvement.

In other news, It would appear that the Auditor Jahera Fire-Eyes's political sway is dwindling, and in fact has very little power within the city council, little beyond that of a figurehead. It has also been reported that he stinks. (Claptrap then plays a recording between 2 councilmen as they argue over a "stinking proposal made by the Auditor) It is now believed that the gangs within Zel-Argose, often referred to as the Coteries are the true movers within the city. This observation would seem to be further supported by the utter lack of information regarding them, almost as if most of the data on them has been deleted, or at least heavily censored. In fact, despite recent efforts to uncover information on a certain Lomrick the reporter was unable to recover any known data due to extensive erasure of data within the archives. It would appear that to the Council, Lomrick is nothing more then a forgotten ghost.

In other news it would appear that there are certain sanctions on firearms within Zel-Argose and that their usage is at minimum, moderately regulated. Certain permits and regulations exist on such weapons and the forms for such permits have been procured for the benefit of RavBoom.

In other news the drug known as Screen is quickly becoming the drug of choice among the mid-to-low class citizens on Zel-Argose, largely due to its psychotropic properties. However such narcotics are being heavily regulated and its distrabution to the citizenship is highly controlled.

That is all in todays news!

Claptrap then switches back to his regular voice and gives a short summary of his opinions.
Sadly I was unable to get much information about the Corteries within the city, and even less about our fellow, Lomrick. It would seem that we would need to locate and ask some elements of the underground directly to gather more data.
I also have some forms here for RavBoom to fill out to get him started on the process of legalizing his firearm.
It is in my humble opinion that our best corse of action is to become a Druglord within one of the Coteries as the most efficent method of getting rich. No one has any objections to that, do they?

Please, someone have an objection. I dont want to be a Crime boss selling drugs >_>


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HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Next three days
Day 2
Claptrap will then settle himself into a routine of heading out into the city to try and acquire more information and work. Today he heads over to the Skytalon so that he may put his engineering skills to work helping the zepplins land and take off. At the end of the day he even got paid. Bonus!
K: Engineering: 1d20 + 12 ⇒ (2) + 12 = 14 (+1.4 gold)
Afterwards he heads over to the battle pits and catches back up with Biggun as he gets prepared to fight his match. After sizing up both Biggun and his opponent, Claptrap will then bet 5 gold pieces on Biggun knocking out his opponent, and an additional 1 gold piece on Biggun drawing first blood.
Up in the stands Claptrap cheers and jeers with the loudest of them, "Come on Fleshbags Fight! FIGHT AND BLEED FOR MY AMUSEMENT MUHAHAHAH!!!"

Afterwards (win or lose) Claptrap will head over to Commarch’s place, his hangout, for a few hours and order another specialty coffee.
While there he will soak up any rumors that he might pass upon.
Gather Information, taking 10: 10 + 11 = 21
Claptrap will go Commarch's place every evening, buy a coffee and listen to rumors. I dont expect to hear any extra information, its just his routine.

Day 3
At the crack of dawn Claptrap will head over to the Skytalon once more and work there for a day, directing zepplins and working the cranes, this time however, he expects pay!
K: Engineering: 1d20 + 12 ⇒ (13) + 12 = 25 (+2.5gp)
Afterwards Claptrap will head over to Commarch’s place, his hangout, for a few hours and order another specialty coffee.
While there he will soak up any rumors that he might pass upon.
Gather Information, taking 10: 10 + 11 = 21

Day 4
As usual, at the crack of dawn Claptrap will head over to the Skytalon once more and work there for a day, directing zepplins and working the cranes.
K: Engineering: 1d20 + 12 ⇒ (15) + 12 = 27 (+2.7gp)
Afterwards, as usual, Claptrap will head over to Commarch’s place, his hangout, for a few hours and order another specialty coffee.
While there he will soak up any rumors that he might pass upon.
Gather Information, taking 10: 10 + 11 = 21


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

"I am an Auttaine and.." A large grin spreads across her face as Claptrap snatches Knick Knack. Chucking as Knick Knack swears at the little bot, "No those are not circuits. They are Knick Knacks body. He does not have any circuits or gears at the moment."

Turning watching the odd little bot race off rather abruptly. "I would love a shop. I was not aware that you all were wanting to stay here?"


Callously snatched out of the air the few small stones that make up Knick Knack follow the one that was grabbed. Flashing with light as it assaults Claptrap verbally, "Unhand me you barely functioning piece of machinery! Vael stop laughing and get this brute off of me."

Severing its tie to the rock that Claptrap was holding and rapidly ascending to a height so it cannot be grabbed, "I am not a robot you rusted out bucket!"

With that said Knick Knack stays floating near the ceiling and focusing on sending as much anger and loathing though its bond with Vael.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Before

"Not saying want to stay here, saying may need to. From what we find out, many many gates, may not be any lead back home. May be some. Either way, we no going to find way home in next two days, may not find in next two years. Better to assume long term, and easier to find way home if we have base of operations." He takes the papers Clap Trap had, turns them upside down, then sighs. "Damn stupid gobbies and reading. We get home, nobody tell Gobbies Rav can read. No feel like dealing with stupid comments." He glares at Biggun. "That include you too!" He turns the forms right side up and glances through them, reading the requirements. Anything in there that strikes Rav as dangerous to admit to?

Later...

"No be drug lords. Existing drug lords have much money, kill competition, we no have money, numbers, or drugs. Be very fast way die." He tells the bot, then rolls his eyes at the organics, making it obvious that's not his real objection, but it's a valid one none the less.


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Eyes widening, "Ravboom is right! Being a druglord is a very bad idea."

Turning to look back at Ravboom, "Who is this Lomrick person and why are you all looking for him?"


1 person marked this as a favorite.
Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

"Lomrick stupid idiot moron who put us in tubes, want make us Klaven. Probably put you in tube too, since we find you near his hideout. Lomrick need have sword shoved up butt."


The man who organised Biggun's fight tries his hardest to muster some enthusiasm from the passing crowd yet, as the goblin takes his chain in hand there is barely a handful of people watching... Biggun's opponent unhooks a cudgel at a nod from the ringmaster and gesturing to the chain wielding off-worlder, invites Biggun to make the first move...

A little reminder on Performance Combat.

PRD wrote:

Whenever a combatant has a chance to affect the crowd's attitude, she makes a performance combat check. The check is a Charisma ability check modified by the base attack bonus of the character plus any ranks the character has in Perform (act), Perform (comedy), or Perform (dance), whichever is highest.

Charge: Whenever a combatant hits with a charge attack, she can make a performance combat check as a swift action.

Combat Maneuvers: Whenever a combatant successfully performs any combat maneuver, she can make a performance combat check as a swift action.

Dealing Maximum Damage: Whenever a combatant deals maximum damage with a damage roll (weapon or spell, but not including sneak attack or other variable precision damage), she can make a performance combat check as a swift action. She gains a penalty or bonus on this check based on the type of weapon or spell she uses. Light weapons take a –4 penalty on the check, one-handed weapons grant neither a bonus or a penalty, and two-handed or exotic weapons grant a +2 circumstance bonus on the check. Spells grant a bonus on the performance combat check equal to half their spell level.

Energy Spells and Effects: Crowds tend to respond to flashy spells and effects. If a combatant casts a spell or produces an effect that deals acid, cold, fire, electricity, force, or sonic damage in a visible way (including weapons with special abilities like flaming burst or shocking burst that deal bursts of energy damage on critical hits), she can make a performance combat check as a swift action.

Feint: If a combatant successfully feints against an enemy, she can make a performance combat check as a swift action.

Knocking Opponent Prone: When a combatant knocks another combatant prone, she can make a performance combat check as a swift action.

Multiple Hits: If a combatant has more than one attack on her turn and hits an opponent with at least two of those attacks, she can make a performance combat check as a swift action. She gains a +2 bonus on this performance combat check for every attack she hits with beyond the second.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

I get to be a part of the preformance crowd. Yay! \^_^/
among the handful of people that have lingered to watch there is one small yellow robot being loud and obnoxious. At the sight the combatants unhooking their weapons the robot calls out in a cheer! WoooooHoooo! Come on little Greeny knock that Big Dumb looking guy on his arse!
Claptrap will then try and get the few people around him excited and cheering.
Diplomacy check? Start a riot? (Kidding): 1d20 + 11 ⇒ (6) + 11 = 17 6-17
With that he starts a "Greenie! Greenie! Greenie!" chant going.

Work during the next 2 weeks, day 5-22
At this point Claptrap will mostly just try and amass funds. His first goal is to invest in some Mwk Tools from the Beastiarium (Lore: Xenobiology) for 50gp. Then he will start to amass resources, Influence from the Beastiarium and labour from the Skytalon.
To do this he will work at the Skytalon with K: Engineering, eventually switching over to L: Xenobiology by lvl 4. At least thats the hope :)
And as always, he will head to Commarch’s place for his specialty coffee in the evening! (And a passive Gather Information check of 21).

Week 1, Working at the Skytalon, directing zepplins, operating cranes.
Day 6, K: Engineering: 1d20 + 12 ⇒ (8) + 12 = 20+2 gold, 10.6gp total
Day 7, K: Engineering: 1d20 + 12 ⇒ (7) + 12 = 19+1.9 gold, 12.5gp total
Day 8, K: Engineering: 1d20 + 12 ⇒ (5) + 12 = 17+1.7 gold, 14.2gp total

Week 2, Working the Skytalon, directing zepplins, operating cranes.
Day 9, K: Engineering: 1d20 + 12 ⇒ (12) + 12 = 24+2.2 gold, 16.4gp total
Day 10, K: Engineering: 1d20 + 12 ⇒ (12) + 12 = 24+2.2 gold, 18.4gp total
Day 11, K: Engineering: 1d20 + 12 ⇒ (2) + 12 = 14+1.4 gold, 19.8gp total
Day 12, K: Engineering: 1d20 + 12 ⇒ (2) + 12 = 14+1.4 gold, 21.2gp total
Day 13, K: Engineering: 1d20 + 12 ⇒ (16) + 12 = 28+2.8 gold, 24gp total
Day 14, K: Engineering: 1d20 + 12 ⇒ (20) + 12 = 32+3.2 gold, 27.2gp total
Day 15, K: Engineering: 1d20 + 12 ⇒ (3) + 12 = 15+1.5 gold, 28.7gp total


Inactive

"Rav's logic is sound...as usual," Palo nods. "As much as I'd love to kick Lomrick's @ss and go home sooner rather than later, it may take us awhile to track him down. Even longer to figure out how to get back to Golarion...or wherever you two would like to go," she nods at Vael and Knick Knack. "We'd better plan on being here for awhile, so we need to make some money - and not by selling drugs. I could've stayed at home and done that..."
___________________

Over the next week or two as the group settles in to something of a 'routine' in the city, Palomia puts her skills as a scribe to use in the local libraries and bookshops dotting the city - particularly Zel Literature and Antiquities, which seems to do plenty of business.

Downtime Rolls:

Week 1 - Gold
Linguistics: 1d20 + 8 ⇒ (18) + 8 = 26 2 gp, 6 sp
Linguistics: 1d20 + 8 ⇒ (17) + 8 = 25 2 gp, 5 sp
Linguistics: 1d20 + 8 ⇒ (20) + 8 = 28 2 gp, 8 sp
Linguistics: 1d20 + 8 ⇒ (18) + 8 = 26 2 gp, 6 sp
Linguistics: 1d20 + 8 ⇒ (18) + 8 = 26 2 gp, 6 sp
Linguistics: 1d20 + 8 ⇒ (20) + 8 = 28 2 gp, 8 sp
Linguistics: 1d20 + 8 ⇒ (18) + 8 = 26 2 gp, 6 sp

Total Gold Earned = 18 gp, 5 sp

Week 2 - Goods
Linguistics: 1d20 + 8 ⇒ (6) + 8 = 14
Linguistics: 1d20 + 8 ⇒ (17) + 8 = 25
Linguistics: 1d20 + 8 ⇒ (2) + 8 = 10
Linguistics: 1d20 + 8 ⇒ (17) + 8 = 25
Linguistics: 1d20 + 8 ⇒ (18) + 8 = 26
Linguistics: 1d20 + 8 ⇒ (15) + 8 = 23
Linguistics: 1d20 + 8 ⇒ (15) + 8 = 23

12 Goods = 120gp spent

Work seems go surprisingly well - possibly because it gives her something to focus on. Of course Relas also insists on making sure she gets some fresh air from time to time and even drags her along to watch some of Biggun's arena skirmishes.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

What kind of rolls are those @-@ I got 2 numbers higer then a twelve, your lowest number in your first week was a seventeen. Your second week at least looks a little more normal. (Rolls eyes) Lucky :)

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

Charge Attack: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Charge Damage: 2d6 + 5 + 2 ⇒ (3, 4) + 5 + 2 = 14
Performance Combat: 1d20 - 1 + 1 ⇒ (17) - 1 + 1 = 17

With the large human leaving himself open for a shot, Biggun gave a grin from large ear to large ear, almost splitting his head in half, as he charged forward. Chain swinging wide, it landed with a meaty thud against his opponent's flank. Raising his hands up in the air, he shouted out, "Biggun strongest here! Biggun take you and all others down!"


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Opening her mouth to respond to Palomia then forgoing the attempt. Where would I go?

Finding herself on her own for much of the time Vael opts to spend her time following her visions. That elderly woman spent much of her time healing. Part of her time is spent at temple learning where the most needy are. Somewhere that would benefit from her abilities.

Week one. not shooting for money but for influence!
Diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22 At chapel Vael would look for temples to Nimsharu and Haymot Steel-Arm first. If those cannot be found she will try to help at the Chapel of the Blue Radiance.
Diplomacy at the chapel: 1d20 + 7 ⇒ (8) + 7 = 15
No issue not being in the temples/chapels to do this. She would leave all her valuables at the inn and is more than willing to wander the city to help people
Heal: 1d20 + 7 ⇒ (19) + 7 = 26
Heal: 1d20 + 7 ⇒ (2) + 7 = 9
Heal: 1d20 + 7 ⇒ (7) + 7 = 14
diplomacy in the Toiler’s Square: 1d20 + 7 ⇒ (4) + 7 = 11
diplomacy in the Toiler’s Square: 1d20 + 7 ⇒ (9) + 7 = 16

week two.
diplomacy in the Toiler’s Square: 1d20 + 7 ⇒ (11) + 7 = 18
Heal: 1d20 + 7 ⇒ (11) + 7 = 18
Heal: 1d20 + 7 ⇒ (10) + 7 = 17
Heal: 1d20 + 7 ⇒ (14) + 7 = 21
Heal: 1d20 + 7 ⇒ (15) + 7 = 22
Heal: 1d20 + 7 ⇒ (15) + 7 = 22
diplomacy in Morpheum Street: 1d20 + 7 ⇒ (5) + 7 = 12

Curiosity starts to pull her from the plight of others, curiosity and the need to be away from suffering for a time, and Vael spends a few days simply talking with people. Even with the offer to go to the Battle Pits Vael makes up any excuse to avoid going. Feigning the need to do something else, anything else really. The idea of all that blood and violence makes her feel ill and people do that for sport! It is a vile thing.


Biggun crashes into his opponent with his typical absence of grace... his opponent staggering backwards with the force of the blow. Styling it out, he plays to the few folks that make up the crowd and draws a polite cheer...

Biggun moves the attitude of the 'crowd' to Friendly.

GM Only:
Gladiator = 20/34

Spitting blood from a split lip, the human sneers and smashes at Biggun with his cudgel... a particularly harsh blow that the fighter emphasises with a loud roar... over-emphasises if anything!!!

Gladiator, Cudgel vs Biggun: 1d20 + 8 ⇒ (15) + 8 = 23, hitting for 1d6 + 4 ⇒ (6) + 4 = 10

Performance Check (maximum damage to Biggun): 1d20 + 1 ⇒ (18) + 1 = 19, Biggun's opponent moves the crowd towards Friendly

Maybe tasting that the combat will be short and bloody, the small number of folk who are passing by the ring on the way to the stadium, rush to see the action

Biggun may act now

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

Trip Maneuver: 1d20 + 6 ⇒ (15) + 6 = 21
Performance Check: 1d20 - 1 + 1 ⇒ (11) - 1 + 1 = 11

Spitting out a glob of blood, along with a broken tooth, Biggun gave a manic grin. Laughing at the man's strike, as though it didn't bother him at all, he suddenly lashed out with his chain at the man's legs, hoping to knock him onto the floor of the ring.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

WOOOOOHOOOOO!!!
Claptrap lets out a holler as chain and cudgel smash into flesh with a wet CRACK!
First blood! Alright! WAY TO GO GREENIE!
It would appear that there were none more animated in the crowd then the little yellow robot. Or as loud.
Claptrap is waving his spindly little arms in the air madly as he hoots and hollers and generally enjoys himself watching 2 fleshbags beat it out for his amusement. (He is easily amused. It has an on/off switch :p)
He slides up to the ringleader, Hey pal, what were those odds again?


Crashing to the floor, Biggun's opponent curses in a language that neither Biggun nor any of the other adventurers can understand... but, from the tone of it, the curse was directed at the goblin and was far from complimentary...

Biggun's attempt to win the crowd over doesn't succeed this round.

Watching intently with a calculating smile upon his face, the fight organiser absent-mindedly replies to CL4P-TP's question about the offered odds of a Biggun victory, "If you'd asked me ten minutes back, I'd a given you five to one against the green-skin... best I can offer you now is evens... maximum stake five gold".

Letting his club drop to the floor, Biggun's opponent changes his tactics and grabs at the goblin...

The Gladiator's Grapple attempt provokes an AoO.

Gladiator, Grapple vs Biggun: 1d20 + 7 ⇒ (7) + 7 = 14, missing

Biggun may act now (plus take his AoO).


CL4P-TP’s further journeys through the city finally dig up more information about the coteries… Separate from the Auditor’s influence, each Coterie maintains an estate which secures their control over one or more gates, which they strive to protect from external threats. These estates serve as waystations for travellers, who often have to pay a toll or tariff for passage into the city or to other worlds. The Coteries usually receive first choice of imports before traders are cleared to enter the marketplace and ply their wares.

Collectively, the secret leaders of the nine Coteries are known as the Peerage and, it’s the Peerage which allows Zel-Argose to run itself as overseen by the Auditor. The Auditor is then an appointed position, someone without affiliation to any single Coterie and forever denied adoption into one after their appointment expires. Each Coterie controls at least one gate, with the Avaar, Nambrin, and Thanex coteries controlling two each. Each gate affords a Coterie one vote among the Peerage (called to order when the Coteries wish to intervene directly in a matter), with the Auditor authorised to cast a vote only in order to break a tie.

The nine most prosperous factions, those with established ownership of gates, controlling Zel-Argose had their early beginnings as thieves’ guilds and street gangs. Lacking the manpower and resources to fully conquer the entire planet, they maintain a tenuous truce primarily focused on defending Argosa from outside interests which might seek to usurp their control. Even as erstwhile allies, however, every Coterie defends its own interests and jealously guards its gates and votes among the Peerage, always looking for new opportunities to gain influence and leverage over one another.

The peculiar machine establishes even more information…

Avaar, the Coterie of Light: The holdings of Avaar are bathed in a glowing sourceless illumination, and the upper echelons of the Coterie’s membership always carry that light with them wherever they go. While Avaar’s minions don’t share this proclivity, the higher up in Avaar society an individual ascends, the more they crave the light and disdain the darkness. Avaar are one of the dominant coteries with control of two of Zel-Argose’s 12 gates as well as several high-end casinos and luxury retreats for the wealthiest off-world clients. 

Casticar, the Red Coterie: Casticar holds the most well- traveled gate in Zel-Argose positioned in the middle of its otherwise impregnable citadel. The Red Coterie heavily taxes commerce through the gate — this commerce proves so essential that the only upper limit on the imposed tax is what the other coteries will allow before joining forces and wiping out Casticar leaders. As a result, Casticar holds a majority of the wealth in Zel-Argose and puts most of its resources into improving the defenses of the Red Citadel in the event such an uprising ever occurs. Based on the foundations of a ruin as old as the gate itself, the Red Citadel is rumoured to harbour many secrets in its lower chambers. Beyond their tax income, the Red Coterie also controls much of the organised gambling which takes place in the Battle Pits.

Dorgelf, The Muscle Coterie: A small Coterie controlling a relatively unimportant gate compared to its peers, Dorgelf makes itself useful by providing mercenaries of unimpeachable loyalty to other factions in the city. Dorgelf hirelings have a reputation for superior skill, utmost professionalism, and absolute loyalty—the only exception being that any information they glean while working for their temporary masters secretly flows into the nexus of Dorgelf information brokers. For this reason, other coteries make sure to avoid working with third parties which employ Dorgelf mercenaries, only trusting primarily outward facing business interests which keep their operations far from the inner precincts of Zel-Argose.

Lath-Tom, The Exchange Coterie: Lath-Tom’s gate is set near the base of the Skytalon where the airships of Argosa bring produce and goods from across Argosa to its many gates. Countless currencies are used in the interplanetary trade that results from the influx of off-world traders, and Lath-Tom excels in sniffing out the proper exchange rates. While a communal market construct, no single entity can control all moneychanging in the city, but Lath-Tom exerts substantial influence by recruiting and organising them into a powerhouse guild, then raising rates to control significant elements of the local economy while they skim a percentage off the top for themselves. The Exchange Coterie still has to work out the ideal rates based on supply and demand, but they can temporarily alter the rates and balance sheets to benefit themselves or destroy their competition. Of course, such a trick would only work once against its peers before they united against them, and at permanent detriment to Lath-Tom’s prominent position in the city.

Nambrin, The One: Nambrin is an ultra-inclusive coterie which grants membership even at its highest levels to any off-worlders (no matter how alien) willing to invest enough personal assets to climb their ranks and assure the Coterie’s continued success. Each member defines their ranking by their overall net-worth as determined each year by the ruling council’s accountants - this period also results in a tax of such assets to maintain the Coterie’s operations for the coming year. Aside from its two gates and diverse influence on multiple species, Nambrin has no end of off-world funding for its endeavors and proves quite nimble in manipulating local politics to the advantage of its members.

Surrat, The Dagger in the Dark: Surrat is a shadowy coterie controlling their gate through misdirection and intimidation more than force of arms. They provide trained assassins for many enterprises in Zel-Argose and even export such resources across the multiverse for lucrative missions on other worlds. Surrat assassins are well-known for their effectiveness—especially with extortion, intimidation, and untraceable murders—and the Coterie looms large in the calculations and private fears of any aspiring Argosan power-player.

Thanex, The Blood Coterie: The coteries of Zel-Argose each have their own chop, a complicated symbol which they imprint onto documents to prove their provenance. While most coteries use traditional wax seals, Thanex higher-ups have their own disconcerting process which marks their documents with blood. Magical and mundane analyses of the Thanex Mark indicate this blood all comes from the same source, an individual creature whose blood matches no known species. Thanex controls two active gates, as well as a now-defunct portal to a famed tomb-world which they closed in a demonstration of power to stymie an invasion many years ago. The Blood Coterie also represent most of the administrative labor (and taxation) associated with the slave auctions in the city’s Stockyards.

Vervos, Coterie of the Damned: Guarding a gate to a world overrun by the legions of Hell, Vervos are ultra-secretive - CL4P-TP finds very little information about this group…

Zomskane, The Anonymous Coterie: The Zomskane coterie portrays two different faces to the outside world. One face presents the grand compound which guards its lucrative gate and the seat of its considerable political power. But the other champions the downtrodden of Argosa by administering to them in ways which unite and marshall their manpower to raise riots, block boulevards, expose or blackmail officials, and contribute to a dense network of spies, informants, errand-runners, and muscle to carry out their wishes.

…it is clear, after the few days of research and information gathering that if the group wish to become movers and shakers within the city then they will need to play political games with these oft-shadowy coteries. And it is the need to obtain a licence for Ravboom’s weapon that brings the first such challenge - for there, near the top of the application form, is the need for sponsorship by one of the coteries…

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

Pity I don't have Combat Reflexes, that could have been two AoO's against him.

AoO: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 2d6 + 5 ⇒ (6, 6) + 5 = 17

Attack: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 2d6 + 5 ⇒ (5, 5) + 5 = 15

Biggun laughed in the man's face as he jumped up and tried to grab ahold of the large goblin. "Biggun not scared of you! Biggun knock you out and win fight! Biggun win all fight!" he yelled in glee as his chain lashed out twice, catching the brute across his chest and back.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Each morning over the course of the next two weeks Claptrap will fill in the crew on yesterdays events, gossip and news (often with a biased spin >_>). Included in the news each morning contains a portion on any of the 9 Coteries that he was able to dig up and by the end of 2 weeks you all have a broad understanding of the basic elements of the Coteries. I have become a radio D:

At some point within the first week Claptrap will roll on up to RavBoom
Here ya go, Master! These here are a stack of forms required to obtain a license for your firearm. Claptrap hands him a stack of papers. However I fear that we may be required to gain sponsorship from one of the nefarious underworld factions to do so. Might I suggest seeking out one such GateGuardian with which we may integrate with?


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Rav rubs his ears. "Or, could go take gate away from Klaven and Klaven master, become own coterie..."


Twice Biggun's chain crashes into his opponent... once as the man tries to grab the goblin, and then again before he can stand. The crowd, still no more than two dozen, gasp as the strange green-skinned creature defeats the long-standing champion of the arena... tossing a coin bag (containing 20 gold) to Biggun, the organiser of the fight invites him to come back any time...

Grand Lodge

Male Goblin Fighter(Titan Fighter) 3, Champion 1 | HP [29/39] | AC 15, FF 14, T 11 | Fort +6, Ref +2, Will +1 | Init +1 | Darkvision 60', Perception +3, Bravery +2, Rage 6/day

Laughing in glee as the large man fell under his onslaught, Biggun happily took his prize winnings. "Biggun fight any time!" he told the promoter, hoping that his win would bring in more crowds to see his awesome power.

How do you want to do the matches? I would more than likely fight every day or every other day, depending on how the matches went, but I don't want to clog the thread with a bunch of 1v1 battles and take the game away from the storyline.


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Claptrap throws his twig arms up in the air and lets out a loud WOOOO HOOOO! as Biggun knocks his opponent out flat. Alright Greenie you just made me some scratch! He then turns around once more and tries to muster up one final cheer and more enthusiasm for the victor.
Diplomacy to rally up the crowd: 1d20 + 11 ⇒ (2) + 11 = 13
but apparently his greedy little eye is off putting to the crowd as he is too wrapped up in thinking about his winnings to get any significant response.

He then heads over to the ringleader and collects his gold. 25gp for the bet and 2gp for for the first blood. Thanking the man he heads over to Biggun.
Nice fight there pal! Here, you earned it! Claptrap tosses him a gold from his earnings.
Good Job, I'll meet you back at the base. and with that he rolls away.

I had 28.7gp, +27 for the bets, then -1 as I give it to Biggun. I should now have 54.7gp.
You know, I think I made more money in 1 nights gambling then I did in 2 weeks honest labor :,(


Inactive

Present Day, Coterie Question

"Brilliant idea, but we need just a little more in the way of resources than what we have now," Palo remarks sarcastically. "Wouldn't the best bet be to just lay low and play along with whoever seems the least distasteful for now? We can plot city and world domination later...like after you get your gun license, for example."


CG Male Beast Eidolon 1 HP: 20/20 | AC: 18 | F: +8, R: +7, W: +6 | Perc: +4 | Stealth: +7 | Speed: 25 ft. | Senses: Dark Vision, Low-Light Vision, Scent 30 ft. (Imprecise) | Active Conditions:

Present Day, Coterie Question

"Speaking of 'least distasteful'...these Zomskane people don't sound too bad," Relas points out. "Sounds like they actually care a little about the average person here in the city. If we've got to rub elbows with these groups, I'd like to at least do it with one that does some good with their power!"


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

"Probably no care about common people, just like power base. But if doing good, won't complain about motives. Ok, let's go see Zomskane and see about getting permit."


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

So you wish to meet up with these Zomskanes? Sounds like a good plan Master! Here. Come follow me.

So to what dirty little rathole am I leading our party to this time?


Inactive

"Yeah, sometimes you have to take what you can get Relas," Palo agrees. "They sound better than some of these other groups, at least. Not to mention if their information network is as good as CT* lets on, maybe getting in with them will help up track down Lomrick faster."
____________

CT = CL4P-TP :)


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear

Yay! \^_^/ First nickname! I love nicknames!


Floating above Vael's head, well out of reach of the smaller gabby critters below. "Zomskanes certainly sound like a valid option. Though I have a question. We have to offer them? Surly we must have something to show for why they would want to sponsor anyone?"


female LG Tiefling Chosen One Paladin 5 HP 44/44 cold, fire, shock resist 5|AC-18 T-12 FF-16 | F+8 R+5 W+5 (immune to fear, allies in 10ft +4 vs fear) (immune to diseases, including supernatural and magical diseases)|CMB+8 CMD20 | darkvision 60ft | Init+2 | Perc +33 | Spells (1st - 2/2)(darkness 1/1 CL5) | detect evil at will | LoH 0/4/day, 2d6, swift on self, standard on other, removes fatigued | Channel 2d6, costs 2 LoH|

Way to kill the happy vibe Knick. Sighing but nodding along, "CL4P-TP did you happen to learn of anything about what it takes to be sponsored by any of these groups?"


Biggun Walker wrote:
How do you want to do the matches? I would more than likely fight every day or every other day, depending on how the matches went, but I don't want to clog the thread with a bunch of 1v1 battles and take the game away from the storyline.

We'll just handwave the fights as having happened as and when... I may introduce another one or two where you can roll some dice but for now we can assume Biggun is building a reputation in the background.

The days pass and slowly, through their various skills and abilities, the group start to establish the frailest of footholds within the strange city... but money on its own won't find Lomrick nor give the group any clues as to what their strange experiences may have meant. And so, after CL4P-TP's research gives them further context as to who they may need to influence here in Zel-Argose, the group decide to reach out to the Zomskane coterie...

...Commarch's, the coffee shop to the south-east of the city's main commercial hub, is a good a place as any to start. As evening falls and the day's labours are forgotten over a drink or two, the group mingle - as much as a pair of goblins, a robotic assistant and two ladies with peculiar companions could ever mingle - through the gathering crowd...

I'll grab some Perception, Diplomacy or Knowledge (local) rounds from you folks to see what you can determine...


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Kn(Local), Untrained: 1d20 ⇒ 2
Diplomacy, Untrained: 1d20 ⇒ 19


Inactive

"Okay, I like this guy...er, rock...er...you know what I mean," Palo nods approvingly at Knick Knack. "You know how to ask good questions." She folds her arms over her chest, looking thoughtful. "Much as I hate to say it, all we really have to offer them right now are ourselves - maybe they have something that needs doing that'd be best left to a bunch of nobodies like us. We'll just have to try and get in touch with one of their contacts and find out."
____________

At Commarch's, Palo looks around for a moment and then back to her companions. "Guess we'd do best to split up a bit while we're in here and see what we can find out. Come on Relas, let's head over to that table there..."

The odd pair approach a small table in one corner of the shop and stop just a few paces away. "Um...hello! Care if my friend and I sit here? It's starting to get pretty packed in here so we wanted to grab some seats before they're gone," she asks, a bit awkwardly. "We're also looking for a little information on how to get in touch with the Zomskane..."

Diplomacy: 1d20 + 5 ⇒ (19) + 5 = 24

Although her initial opening wasn't the best, Palo had found that time spent with the goblins and the rest of their strange group seemed to have sharpened her conversational skills somewhat.


CG Male Beast Eidolon 1 HP: 20/20 | AC: 18 | F: +8, R: +7, W: +6 | Perc: +4 | Stealth: +7 | Speed: 25 ft. | Senses: Dark Vision, Low-Light Vision, Scent 30 ft. (Imprecise) | Active Conditions:

While Palo chats up the people at the corner table, Relas sits nearby and watches the comings and goings of the crowd with interest.

Keep those eyes open, Relas! Maybe you can spot something that might come in handy!

Perception: 1d20 + 6 ⇒ (20) + 6 = 26


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

"We have people who know guns, we have people who know magic, we have people who are big and hit people and don't think much. And we have a Relas. Who wouldn't want to deal with us?" Rav says with a shrug. "Is more like, why should we be seen with them."

He takes two steps, and then taps his temple. "Oh, and we know what rat is using unregistered gates, and the location of one..."


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear
Ravboom wrote:
He takes two steps, and then taps his temple. "Oh, and we know what rat is using unregistered gates, and the location of one..."

Hmmm. Maybe we had best save that bit of information for our trump card. Besides, we dont want to tell some lackey only to have him tell his boss as if it was his idea and cut us out.

---------------
Commarch's
---------------
Claptrap rolls up to the bar once more and hops up onto the stool, orders a cup of specialty coffee and surveys the bar, listening in to the crowd, and occasionally making slurping noises.
Perception: 1d20 + 0 ⇒ (6) + 0 = 6
Diplomacy: 1d20 + 11 ⇒ (2) + 11 = 13
K: Local: 1d20 + 8 + 20 ⇒ (2) + 8 + 20 = 30 (Screw it, using Trance. Stupid dice >_>)
But he is far too enthralled in his coffee to really pay any heed to the people around him. Instead he does a cryptic, cross-analysis of each and every day he has spent here, comparing the stored data on each persons face, drinks and recorded words. He then summarizes the data in a series of graphs and, yada yada yada... good thing no one will actually read any of it, otherwise Claptrap might actually be useful since he did discover something interesting...

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