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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So neither Palomia nor Ravboom's attacks will hit whilst the mouther is in the enclosure... fortunately, it's coming out so we can call the actions 'Readied'.

As Relas and CL4P-TP start to babble incessantly, Palomia and Ravboom have the presence of mind to level their weapons towards the opening door... oozing flesh pulls the clear door, which isn't locked in the same way that the Elali's door is, open... and weapons are unleashed... yet neither causes any real damage.

GM Only:
Gibbering Mouther = undamaged

The door is fully opened and the rolling mass of flesh, eyes and teeth oozes towards Palomia...

Everyone (other than Palomia and Ravboom) must make a DC13 Will Save or be confused for 1 round.


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 a second save on round 2?
Will Save: 1d20 + 5 + 4 ⇒ (1) + 5 + 4 = 10
What do?: 1d100 ⇒ 42
Yup. Fun! I will deal with that in a bit...


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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 readies a mayonaise jar full of powder. "Boom goes the Ooze! Boom goes the Ooze! Boom goes the Ooze!" He begins to singsong, pretending he's as nuts as the bot...

Bluff: 1d20 - 1 ⇒ (18) - 1 = 17

Going to assume digging out a jar of powder and getting it ready to go boom is a full round action


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:

Will (DC 13): 1d20 + 3 ⇒ (3) + 3 = 6
What Do?: 1d4 ⇒ 2

As the mouther slithers out of its enclosure, Relas' babbling descends from repeated phrases to a jumble of words that would set even a Groetus priest's head to spinning!

"Any effect emerges without a closer clearance. An item passes a disastrous animal on top of the interference. The sounded outrage coasts. A union paces next to the hobby. The zone copes outside the atomic lunch!"


Inactive

As the creature advances on her, Palomia takes a quick step back as she readies another bolt. "Relas? CT??? A little help here please!" she snaps as she fires...

Attack vs. Mouther (Light Crossbow): 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 ⇒ 6


Palomia's bolt strikes home as the creature slops and oozes towards her... and whilst Relas and CL4P-TP continue to succumb to the crazed rambling of the mouther, Ravboom prepares for a mighty explosion...

GM Only:
Gibbering Mouther = 1 damage

Going to GMPC Blekk... and give Vael a little time and / or let you folks suggest what Vael might do.

Vael, Will Save vs Gibbering Mouther: 1d20 + 8 ⇒ (19) + 8 = 27, Saved

Sitting down, humming in tune with the strange rhythms of the mouther, Blekk starts to gnaw on his arm...

Blekk, Will Save vs Gibbering Mouther: 1d20 + 1 ⇒ (5) + 1 = 6, Save Failed - Confusion: 1d100 ⇒ 66 - deals 1d8 + 3 ⇒ (6) + 3 = 9 damage to self.


Inactive

Normally I'd say that Vael would try to cast a spell but I'm unsure of how her notation system works for keeping track of spells she's cast, plus if you're like me you probably try to avoid using finite resources when botting a PC.


1 person marked this as a favorite.
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

Hey guys! I know the perfect way to drive the gibbering mouther off. TALK POLITICS AT IT!
Claptrap takes in a deep breath...

Mr. Gibberish. A review of the Open-handed Advertising and Governmental Truth.
We have now typically seen conservatives and Conservatives are convinced that the press is entirely In .Liberally Not impartialIn . and unfortunately that although quantities tend not to sit, you'll find careful spots this rule, like careful r / c along with the Monk Reports Station. Pretty much everything governmental chit chat will cause quite a lot of anxiety and many appear and rage. Will, many of us get pleasure from a bit of turmoil and hot debate. But has it removed much and enjoy the Fashionistas sacrificed their popularity with a governmental schedule? As an alternative to stay and controversy precisely what is appropriate, that's quit, and why, permit me to alternatively familiarizes you with a politically recharged publication, which articulates through the appropriate, and from there of watch. Considerably of what's published is actually difficult to talk about, though individual who stays angling will spot wrong doing by it, along with the publisher's personal references and points out. The novel is: In .Showmanship Land Quit Seacoast Is placed, Previous Advertising Whirl and New Advertising Emerging trendIn . by John Hirsen (newsmax department of transportation internet). Actually is well liked composed In .Testimonies through the Quit SeacoastIn . and the two textbooks are provided by Hit-or-miss Property, Nyc, Nyc 2005 (this publication). This publication goes thru just what the publisher cell phone calls In .home-suggested and designated Showmanship Authorities on all governmental extramarital affairs.In . Men and women like Ann Streisand, Sean Penn, Eileen Moore and a great number of other individuals, because copy writer address problems with misunderstanding, mixing up of specifics, and true objective to con as a way to influence the target audience of an governmental view. Mister. Hirsen contains nothing at all rear as they talks about the modern You are able to or Northeastern newsrooms along with the Quit Seacoast Dojos. You will understand with their methods, frame distortions, and exactly how the stars use making love in promoting their governmental times. Gleam worth it to read part on Mel Gibson's video In .The Fervour of Jesus christIn . along with the hypocrisy of Eileen Moore's videos. You can find this a unique publication in case you low fat quit you may be shocked, if you low fat appropriate, it is going to teach on the choir. But, I promise this also exciting.

Claptrap babbles for the round.
I have a friend who has a spam generator and it took a little while to get this from him >:)


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)

Vael should probably throw her spear at it.


Beep Boop

Engaging Vael Bot Protocol
______

Though not in an ideal position to do so, Vael hefts her shortspear and hurls it at the creature in an attempt to skewer it!

Shortspear (Ranged): 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 - 2 ⇒ (5) - 2 = 3


As Vael's spear slices through loose flesh without causing any apparent damage, the maddening mess of mouths and eyes slops towards Relas... gnashing and chewing at Palomia's stricken companion.

Gibbering Mouther, Bite vs Relas: 1d20 + 7 ⇒ (7) + 7 = 14, missing
Gibbering Mouther, Bite vs Relas: 1d20 + 7 ⇒ (18) + 7 = 25, hitting for 1d4 ⇒ 2 plus Grab
Gibbering Mouther, Bite vs Relas: 1d20 + 7 ⇒ (16) + 7 = 23, hitting for 1d4 ⇒ 1 plus Grab
Gibbering Mouther, Bite vs Relas: 1d20 + 7 ⇒ (4) + 7 = 11, missing
Gibbering Mouther, Bite vs Relas: 1d20 + 7 ⇒ (19) + 7 = 26, hitting for 1d4 ⇒ 4 plus Grab
Gibbering Mouther, Bite vs Relas: 1d20 + 7 ⇒ (6) + 7 = 13, missing

Gibbering Mouther, Grapple vs Relas: 1d20 + 7 ⇒ (11) + 7 = 18, Relas is Grappled

Everyone may act now plus Everyone (other than Palomia, Vael and Ravboom) must make a DC13 Will Save or be confused for 1 round.


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

Moar Saves!!!: 1d20 + 5 + 4 ⇒ (8) + 5 + 4 = 17
Saved. Finally. Will probably post tomorrow.


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 underhand tosses the mayonaise jar through the air with his left hand, and when it arcs behind the mouther (putting Relas on the opposite side, so he has cover), Rav fires the BoomGar at the mayonaise jar!

RTA: 1d20 + 11 ⇒ (12) + 11 = 23

BOOM

Up to GM how much the mayo jar of gunpowder and scrap metal does


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:

Will (DC 13): 1d20 + 2 ⇒ (8) + 2 = 10
What Do?: 1d4 ⇒ 3

Still confused and now grappled by the strange mouth-beast, Relas sinks his teeth into his own leg!

Damage: 1d8 + 2 ⇒ (5) + 2 = 7
______

I'm not sure how well you can hurt yourself while you're wrapped up in a bunch of tentacles but I figured I'd just go with it for now.


Inactive

Now realizing that she'd better pull Relas' bacon out of the fire and fast, Palomia calls on that strange font of additional power and conjures another snowball! She brings her arm back and heaves it at the mouther!

"Hey! He's not for eating, let him go!"

Snowball (Ranged Touch): 1d20 + 5 ⇒ (7) + 5 = 12
Damage (Cold): 4d6 ⇒ (3, 3, 4, 5) = 15
______

Palo uses another point of mythic power to cast Snowball. DC 14 Fort save or be staggered for one round. Not that great a shot but maybe with it being RTA and grappled? :)


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Ravboom wrote:
Up to GM how much the mayo jar of gunpowder and scrap metal does

Oh, I think we can go for ultimate mess and destruction... the Gibbering Mouther is just a fun appetiser before the main event anyways!!!!

Arcing lazily through the air, the jar embeds itself into the fleshy mass of teeth and eyes that is the mouther... levelling the BoomGar, Ravboom squeezes the trigger and, to a chorus of crazed voices shouting their last, yellowed teeth, loose fats and sinew are detonated across a wide area... those unfortunates within the room, particularly Relas as he was so close, are smeared with the remnants of the creature - whilst dead eyes, hundreds of them, seem to watch the group from where they've landed and adhered to various surfaces...

Combat Over - Palomia can hang on to that spell / mythic surge... and Relas stops short of biting his own leg off!!!

There is only one other exit from this room - a set of double doors headed to the west...

Actions?


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 nods in satisfaction. "And Vael complain about all plans involving blowing stuff up." He shakes his head, his floppy ears sending goo splattering in a dome around him, then his body shakes as well, shaking the worst of the goo off much like a dog shaking off water. When he's done, he looks at the doors. "You back there, Dumbrick? We running out of garbage to blow up, want to blow you up!" He calls out with a happy sing song voice.


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:

Relas stands and shakes his paws, sending more goo flying. He looks around at the devastation with confusion for a moment before turning to look at Palo and the rest.

"Uhm...I guess Rav blew something up again but I can't really remember it much, it's all fuzzy. What happened?"


Inactive

"That's pretty much it," Palo grumbles as she wipes goop off of her clothes. "Unless you want to count you and CT over there suddenly being afflicted with a case of 'Can't Shut Up' thanks to that thing," she adds, gesturing at the mouther parts that cover everything in the room.


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 just shuts off. Its like someone flicked the kill switch and the robot just goes dead.
(You all cheer?)
Then a moment later, you can hear the startup sequence once more and the robot revives (awww -_- )
Wowzers. That was a trip! And here I expected BR-N3R to attempt to take over while I was comprimized... Good thing he was affected worse than me!!! Considering he is smarter and all.
Claptrap then realizes what he is saying and to whom around him he is saying it to...
WHOOOPS!!!! Ignore that! That was still some of the crazy talking!
<link rel="alternate" type="application/atom+xml" href="http://paizo.com/campaigns/LegendaryPlanetGoblinsInSpaaaace/gameplay& amp;xml=atom" title="Recent Gameplay Posts for Legendary Planet - Goblins in Spaaaace!!!" /> Or
<p><span class=messageboard-ooc>Up to GM how much the mayo jar of gunpowder and scrap metal does</span></p> </div></div></div></div><script>AUC.register( 'auc_MessageboardPostRowDisplay')</script></itemscope>!!!

Claptrap pauses for a second.
Yup. Still crazy. Phew! Dodged a bullet there!

Claptrap rejoins the rest of the group. Its ok. the Crazy has been dealt with. Lets not dwell on that embarrassing episode any longer. So, are we going to continue onward or pause for a breather?
Actually, while you do that, I want to check out that containment chamber!

Claptrap zipps over to the chamber, trying his best not to get brains or gunk on his tires and then looks inside.
Perception: 1d20 ⇒ 6

Now Claptrap is talking in literal code! Thats html code from this exact page! Hes breaking 4th walls in ways he cannot fathom ^_^


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)

Ravboom eyes Claptrap, and scratches his temple with the barrel of the BoomGar. "Hmmm..."

"Ok, let's go..."

Perception, Double Doors: 1d20 + 11 ⇒ (12) + 11 = 23 25 for trapfinding


CL4P-TP's assessment of the chamber, with the mist inside starting to dissipate as the door stands open, reveals nothing of particular interest - the chamber is quite empty although the internal surfaces, the floor, the walls and even the ceiling, are coated in spittle...

Listening at the double doors headed to the west, Ravboom hears nothing... nor does he detect any form of traps. With everyone gathered around, he pushes the doors open to find a corridor that heads westwards for a few yards before turning to the south... and ending at another set of double doors... urging quiet, Ravboom listens and this time hears voices beyond - and tastes a strange chemical tang in the air...


Inactive

Palo stays a safe distance away as Rav scouts ahead - she is, in this case, wise enough to know that stealth is something best left to the trigger-happy goblin and Relas as well.

"This basement is the worst...Lomrick better be behind those doors or I think I'm going to just blow the whole building up and be done with it," she grumbles as they wait.


First checking for traps, and confirming that it is safe, Ravboom carefully pushes the door open - a strong chemical smell, which lacks a singularly distinguishable odor, as if formed by a mélange of substances blended over time, pervades this long chamber. The stone floor bears numerous stains, streaks, and slight pitting by corrosive elements, and weapon racks hang along the opposing walls. The entire chamber funnels itself like a cone towards the south, eventually ending before a solitary door... which is slightly ajar.

...there is little time to take this in though, for turning to face the opening door in silent unison, there are six klaven here.

Initiative for Party and Enemy

Ravboom, Initiative: 1d20 + 9 ⇒ (1) + 9 = 10
Blekk, Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Palomia / Relas, Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
CL4P-TP, Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Vael, Initiative: 1d20 + 1 ⇒ (18) + 1 = 19

Enemy, Initiative: 1d20 ⇒ 10

Initiative Order
Vael, Blekk, Palomia / Relas then
Klaven then
Ravboom and CL4P-TP

Also, if anyone needs to do anything to prepare for combat... totally happy for that to have happened before the initiative count.

Vael, Blekk and Palomia / Relas may act now


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

Hmmmmnnnnope! Nothing of interest here! Not unless you are an idiot who collects Spittle of the Madd. Hey Master! What have you found over there?
Claptrap scoops up some spittle and puts it in a container then stores it in his chassis compartment. (Hes the kind of idiot that collects the Spittle of the Madd >_>)
He then exits the central chamber and follows after Rav.
Once in the westward room and through the double doors, Claptrap lets out a GHAAA! Klaven!!! before they act...

GM Zed wrote:
Also, if anyone needs to do anything to prepare for combat... totally happy for that to have happened before the initiative count.

Can I do a preparatory beatbox? Joking aside, I should probably cast Guidance on RavBoom. Beatboxing Guidance!!! >:D


Inactive

"Look! Pretty glitter!" Palomia exclaims as she points, causing a burst of sparkling colors and glitter to explode in the room, covering several of the klaven.
______

Palo uses a point of Mythic Power to cast Glitterdust again, targeting as many of the klaven as she can. Since she's using a mythic point to cast this via Wild Arcana it functions at a +2 caster level. Should be a DC 15 Will save on the blindess!

*edit* Ooh! This makes 1k posts for Palo!


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:

"Oh no, we've done this before...I'm standing right here," Relas snarls as he holds his ground and readies himself to strike at the first klaven to approach. "They can come to me for a change!"

Readied Attack:

Bite: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 4 ⇒ (6) + 4 = 10


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)

Ravboom reloaded the BoomGar, and made sure Vael readied a mayonaise jar in case she needed to throw something. He can shoot it in midair when needed with a bit of coordination


Blekk and Vael delay for the first round -

Palomia's magicks explode in the room sending two of the klaven stumbling around...

Klaven Shocktrooper 1: 1d20 + 3 ⇒ (19) + 3 = 22, Saved
Klaven Shocktrooper 2: 1d20 + 3 ⇒ (11) + 3 = 14, Save Failed (Blinded)

Klaven Foot Soldier 1: 1d20 + 1 ⇒ (5) + 1 = 6, Save Failed (Blinded)
Klaven Foot Soldier 2: 1d20 + 1 ⇒ (19) + 1 = 20, Saved
Klaven Foot Soldier 3: 1d20 + 1 ⇒ (17) + 1 = 18, Saved
Klaven Foot Soldier 4: 1d20 + 1 ⇒ (17) + 1 = 18, Saved

...and then, as the door behind them starts to creak open, they charge.

Klaven Shocktrooper 1, Claw vs Relas (Charge): 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19, hitting for 1d6 + 6 ⇒ (4) + 6 = 10

Klaven Foot Soldier 2, Claw vs Ravboom (Charge): 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10, missing

Everyone may act now - Blekk and Vael will act this turn.


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)

Ravboom, blade in one hand, gun in the other, ducks under the Shocktrooper's claw, and then Fires his BoomGar! The bullet wizzes past the shocktrooper's face, taking a chunk of ear off.

RTA: 1d20 + 11 ⇒ (8) + 11 = 19
Damage: 1d8 ⇒ 1


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:

Relas roars in pain as the klaven sinks a claw into his flesh and then attempts to return the favor!

Bite vs. Klaven #1: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Claw vs. Klaven #1: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Claw vs. Klaven #1: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

"Palooooo, a little help please???"


Inactive

"Hold on, hold on, I've got you!" Palo calls out as she taps into her power a little more, conjuring up the magic to mend some of her friend's injuries.

Rejuvenate Eidolon, Lesser: 1d10 + 5 ⇒ (4) + 5 = 9
______

Another point of mythic power to cast Rejuvenate Eidolon, Lesser on Relas!


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|

Having nothing she can do and unsure if she is suppose to throw the mayo bomb over everyone. "When am I supposed to throw this?"

Casting Guidance on myself to hope the bomb goes well when it happens.


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)

"Behind them! So shrapnel hit them in back!" Rav calls out!

Also, the gun did 2 HP, not 1. Forgot about the +1


Relas and Ravboom attempt to push the klaven back from the door... each drawing blood with their attacks before Blekk races forwards, a dervish of teeth and claw rushing past Ravboom and Relas, and leaps at the smaller of the two klaven...

GMPC for Blekk

Blekk, Bite vs Klaven Foot Soldier 2: 1d20 + 9 ⇒ (8) + 9 = 17, hitting for 1d6 ⇒ 3

GM Only:
Klaven Foot Soldier 2 = 7/12, Klaven ShockTrooper 1 = 17/23

Website has been pretty dreadful for the last few days so will wait on an action from 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

Claptrap yells out HUZZZAA!! before pointing to one of the non-injured klaven. MINION!!! Do my bidding and ATTACK the wretched creature beside you!!
Claptrap casts Murderous Command on one of the non-injured klaven. DC 15 Will negates.

... But not the 4-legged cat. That's the wrong wretched creature. No offense, but I figured I should clarify, Relas.


CL4P-TP's words have little effect upon the klaven... instead, those unaffected by Palomia's blinding magicks, continue to defend themselves against the group...

Klaven Foot Soldier 3, Will Save vs Murderous Command: 1d20 + 1 ⇒ (18) + 1 = 19, Saved

Klaven Shock Trooper 1, Claw vs Relas: 1d20 + 6 ⇒ (17) + 6 = 23, hitting for 1d6 + 4 ⇒ (4) + 4 = 8

Klaven Foot Soldier 1, Claw vs Blekk: 1d20 + 4 ⇒ (10) + 4 = 14, missing

Klaven Foot Soldier 2 and Klaven Shock Trooper 1 remain Blinded - circled Red on the map

Klaven Foot Soldier 3, Spur Rifle vs Blekk (into Combat): 1d20 + 1 - 4 ⇒ (15) + 1 - 4 = 12, missing

Klaven Foot Soldier 4, Spur Rifle vs Ravboom (into Combat): 1d20 + 1 - 4 ⇒ (1) + 1 - 4 = -2, missing

The door to the south, ajar as the fight started, swings open... and an insectile creature strides through. Dark, chitinous scales cover the thin legs, multiple forelimbs, and narrow facial features of the tall, spindly creature, its inscrutable gaze impassively surveying the group at the doorway, "I should have known your kind would manifest exceptional tenacity for a lower lifeform. Your evolved physiologies bear a greater genetic code, and what a delightful service you’ve performed for me by coming here and bringing it to me once again! My superiors will only require a modest sampling of your blood and bone marrow! And then, once we’ve repaired the gate to your homeworld, you’ll visit it again...as klaven servants to the Hegemony!"

Everyone may take their turn now.


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 grins. "LOMRICK! LONG TIME NO... er, wait, never see Lomrick before. Didn't realize Lomrick was talking vermin. Well, knew Lomrick was vermin, just didn't know Lomrick was actual vermin, like, species vermin, and not just moral vermin." He turns to look at Relas. "Why you no tell Rav Lomrick was Vermin? Rav would have been talking about cutting off ovipositor and shoving it down Lomrick's maw instead." Rav's body begins to flicker at the edges as he goes into overdrive. Entering rage!

BoomGar, Lomrick: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19
Damage: 1d8 + 1 ⇒ (1) + 1 = 2 Grrr


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:

"Oh man...I'll help hold them off as long as I can, Palo," Relas hisses urgently as he tries to put an end to his attacker.

Bite vs. Klaven #1: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Claw vs. Klaven #1: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Claw vs. Klaven #1: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
______

Le sigh. Oh and don't forget that Relas' AC is currently 21 due to Barkskin!


Inactive

"Eeeeyuuuwwww!" Palo shrieks as the being that can only be Lomrick finally makes his grand appearance. "No no no, not doing this...!" she babbles as she taps into the last bit of her power to conjure a pit directly underneath Lomrick and his two nearby toadies.
______

Palo uses the last of her mythic power to cast Create Pit targeting the 10x10 section where Lomrick and the two rear klaven are standing. DC 15 Reflex save to avoid tumbling into it!


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

Is this Lomrick? I don't think so... Do I know his name?
Lore: Jagadines: 1d20 + 7 ⇒ (17) + 7 = 24


CL4P-TP wrote:
Is this Lomrick? I don't think so... Do I know his name?

This is most definitely Lomrick!!!

As the pit opens up beneath their feet, one of the klaven drops out of sight... its companion, and the bug with it, jump free...

Klaven Foot Soldier 3, Reflex Save vs Create Pit: 1d20 ⇒ 1, Save Failed

Klaven Foot Soldier 4, Reflex Save vs Create Pit: 1d20 ⇒ 17, Saved

Lomrick, Reflex Save vs Create Pit: 1d20 + 10 ⇒ (10) + 10 = 20, Saved

Waiting on an action from Vael and CL4P-TP


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)

"Vael! Mayo Jar, blow Lomrick into pit!"

You'd have to ready an action, but you still have the mayo jar, if you throw it to one side of Lomrick when Rav goes, he can shoot it mid air, blow Lomrick into pit! :)


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 points one of his graspers at one of the klaven next to Lomrick and shouts out THERES A COCKROACH BEHIND YOU! SQUASH IT!!!
Cast Murderous Command on one of the klaven beside Lomrick, directing it to attack him. DC 15 Will negates.

...

Ummm... No hard feelings, right Lomrick?
I'm fired, arnt I?

Oh heck, I hope he doesn't remember me...


Heeding the mad robots words, the klaven turns and slashes at Lomrick...

Klaven Foot Soldier 4, Will Save vs Murderous Command: 1d20 + 1 ⇒ (12) + 1 = 13, Save Failed

Klaven Foot Soldier 4, Claw vs Lomrick: 1d20 + 4 ⇒ (15) + 4 = 19, hitting for 1d6 + 3 ⇒ (3) + 3 = 6

In the confusion, Blekk continues to scream wildly... and, teeth bared and mad, bites at the klaven he is tangled with.

Blekk, Bite vs Klaven Foot Soldier 2: 1d20 + 9 ⇒ (5) + 9 = 14, hitting for 1d6 ⇒ 2

GM Only:
Klaven Foot Soldier 2 = 5/12, Klaven ShockTrooper 1 = 17/23, Lomrick = 8 damage

Waiting on an action from Vael


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|

mayo jar + guidance: 1d20 + 1 ⇒ (17) + 1 = 18 I only added the guidance but my BaB is +3. I think it is dex to throw which would be a +1 but if str then -1. Sorry I am not sure and rather groggy

Quietly mumbling, "Haymot please let this work."


In the spirit of the Rule of Cool, Ravboom might want to spend a Hero Point and shoot at the jar out of turn... otherise, Lomrick is going to move away from that pit and Vael's good roll will have been for nothing!!!

Also, this is the last fight before the end of this book in the AP / levelling up, etc... so feel free to blow a few Hero Points, go Nova, etc!!!


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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)

Forgot I even had Hero points!

Seeing Vael finally throws the Mayo jar, where he indicated, Rav spins the BoomGar, expertly stopping it so that one of his two remaining shots is chambered, and then fires at the mayo jar just as it reaches the point in it's arc so that it's next to Lomrick. His rage apparently letting him somehow fire twice in rapid succession.

RTA: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24

The Mayo jar detonates!

"When Palo say Lomrick in Pit, THEN LOMRICK BLOODY WELL GO IN PIT! Stupid Vermin!" Rav tells the repulsive creature, annoyed that Palo did good and this verminous jerk didn't fall in the pit with it's minion.


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

WOOT!! Way to go Master! Go and blow Ex-Maste... Um... Is...
Claptrap stops a moment.
Then lets out a huge, artificial sigh Im Confused!!!
He throws up his hands in exasperation and yells at the klaven once more.
EX-BOSS!! Tell me what I should do!!!
Spending a Hero Point to take a standard action out of turn, and using it to Rip the brains out of him cast Brain Drain on Lomrick. DC 16 Will save or take 4d4 damage, and I get to read your mind.

Brain Drain:
Brain Drain wrote:
Brain Drain (Su): You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d4 points of damage per oracle level. After successfully attacking with this ability, you may use a fullround action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you used detect thoughts. This is a mind-affecting effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th.


The pressure wave from the exploding jar is, within the confines of the small room, devastating... catching the four-armed insect as it tries to leap clear of the suddenly appearing pit, it blows Lomrick backwards... screeching indignantly, the groups' nemesis disappears from view as it clatters into the pit...

Lomrick, Reflex Save vs Mayo Pot of Doom!!!: 1d20 + 10 ⇒ (7) + 10 = 17, Save Failed

Lomrick and Klaven Foot Soldier 3 take 2d6 ⇒ (4, 1) = 5 falling damage

...also - Lomrick, Will Save vs Brain Drain: 1d20 + 6 ⇒ (16) + 6 = 22, Saved

...and then, still crazed and with Lomrick's blood already on its claws, one of the klaven jumps in after its paymaster.

GM Only:
Klaven Foot Soldier 2 = 5/12, Klaven Foot Soldier 3 = 7/12, Klaven ShockTrooper 1 = 17/23, Lomrick = 13 damage

Klaven Foot Soldier 1 and Klaven Shock Trooper 2 Blinded

Focussing their attention upon Blekk, the remaining combatant klaven slash ineffectively at the crazy goblin.

Klaven Shock Trooper 1, Claw vs Blekk: 1d20 + 6 ⇒ (1) + 6 = 7, missing

Klaven Foot Soldier 2, Claw vs Blekk: 1d20 + 4 ⇒ (5) + 4 = 9, missing

Klaven Foot Soldier 1 and Klaven Shock Trooper 2 are blinded - whilst Klaven Foot Soldier 3 and 4 plus Lomrick are 20 feet down in Palomia's pit of ultimate doom!!!

Everyone may act now

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