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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Inactive

Round 1

Kn. Religion: 1d20 + 6 ⇒ (1) + 6 = 7

Although she has no real idea of what the creature actually is, Palomia can certainly agree with Globlob's base assessment - it certainly looks like something that should be dead! As before, she summons forth a small orb of acid and sends it whizzing towards the thing.

Acid Splash (Ranged Touch; Inspire Courage, Into Melee): 1d20 + 3 + 1 - 4 ⇒ (17) + 3 + 1 - 4 = 17
Damage: 1d3 + 1 ⇒ (2) + 1 = 3

"Biggun, what did you do!?"


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:

Round 1

Having already moved towards the door, Relas whips around in surprise as Biggun calls out to something indignantly and Globlob shrieks with terror. "A ghost!?"

Although he seriously doubts his ability to hurt the thing if it actually is a ghost, he dutifully moves forward to aid Biggun and protect the others, snapping at it with his sharp teeth.

Attack (Bite; Inspire Courage): 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11


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)

"Make dead ghost..." Ravboom comments...

BOOM

BoomRav: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Damage: 1d6 + 1 ⇒ (3) + 1 = 4


The horrific inhabitant of the shrine may have been buried down here in the catacombs for an age… but it meets its savage demise in a matter of seconds – after failing to grab Biggun, it is subject to a flurry of attacks – it is burnt by Palomia’s flung acid and ripped by Relas as he bites on a trailing ribbon of flesh… for a moment its luck changes; Ravboom’s gun missing as he struggles to accurately fire into melee… but the fight is brought to an abrupt conclusion by Biggun’s chain… it crashes down, slamming the undead creature into the floor. Reduced to a flattened pile of leathery skin, it does not get back up.

Combat Over

The satchel, claimed decisively by Biggun, contains three stoppered vials. The stoppered vials are, with further examination, determined to be a potion of bull’s strength, a potion of lesser restoration and a potion of remove disease.


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 waits for everyone to get out of the room, reloads the BoomRav, and then takes cover behind the door frame and fires at the glowing statue...


The statue, unsettling and bizarre in its pose, proves to be little more than a fragile porcleian like material when Ravboom fires upon it... it explodes into thousands of shards as a cloud of airborne powder slowly settles... both of the items that the figure had been holding, the black crown and the raven, have been badly damaged by the blast... the faintest of diffuse violet light still shines from the rubble of the statue...


Male Goblin Savage Skald 2 | HP: 13/13 | AC: 19 | T: 15 | FF: 15 | Init: 4 | Per: 5 | F: 1 | R: 7 | W: 3 | Perform: 1/10 Hero Points: 3

Globlob is uncertain if he believes that the ghost is dead. So he runs over and starts stomping on the leathery skin, to make sure. He has absolutely no qualms about leaping up and down on it with all his weight as he mutters profanities at the re-dead undead creature.


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 reloads. "Magic still in shards? Most magic go away when break..." He looks at their resident magic expert, Paloma...


Inactive

"That's right," Palomia responds, looking at Ravboom with surprise. "Most items lose their magic if they're subjected to powerful enough magic spells or sundered somehow. Normally it'd take a fairly powerful blow to break most things but this statue seems different."

With the threat of the ghost-like creature ended, she moves forward and calls upon her own magic to inspect the rubble of the statue more closely...

Palo will use Detect Magic to see if there's anything we've missed with the statue or anywhere else in this room.

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 grinned as the dead thing fell beneath his chain. The vials, though, were mostly ignored as he moved them about to find good shiny things. But with nothing else in there, he just shrugged and put them in his bag. "So no star or Solie here. Where we try next?" he asked as he looked over the statue pieces.


Palomia – looking for auras within the room, there is only a rapidly fading evocation aura… as it fades, the glow in the rubble dissipates…

What are you folks up to next? This room is effectively a dead end – you could either retreat up the staircase again (no need hopefully!!!) or return along the flooded tunnels to the junction that heads north-east (to an unlit room) or south (towards a green glow).


Inactive

"It was magic, but not anymore," the summoner finally states after examining the statue rubble for a few moments. "I guess the enchantment on it was strong enough to linger for a minute or two even after you blew it up."

She rises to her feet and dusts off her hands. "Well, that's that for this room it looks like. Let's try the southern tunnel next." As she heads for the door, she remembers the potions they'd found and pauses. "Biggun, maybe you should carry the strength potion. The other two would be helpful if one of us gets sick with something or something happens that saps vitality. Tt probably doesn't make too much difference which of us carries them."


In the absence of dissenting views, I'm going with Palomia's suggestion of heading towards the green glow...

Retracing their steps back into the flooded tunnels, all the while looking for signs of movement, the group head southwards towards the strange glow...

The tunnel heads southwards before turning to the west... A luminescent-green, gelatinous barrier blocks the end of the water-filled hallway after forty feet or so, separating it from a half-seen chamber beyond. Debris, of a type indeterminable through the translucent substance, lies scattered across the chamber’s floor.

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 looked at the glowing green jelly blocking their way. "Maybe Biggun try eating it?" he asked with a shrug. It didn't seem solid enough to break down with his body or weapons, and he didn't have any magic stuff to get rid of it. "Could taste like green! Never tasted green before."


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)

"Could be acid... Biggun every taste acid? Acid ever taste Biggun? Maybe like Biggun taste, want to eat him all up?" He takes one of the stones out of his pocket and tosses it toward the barrier...


Inactive

"Wha...it's not alive, is it?" Palomia asks, staring at the strange green gel barrier with surprise. As Ravboom tosses a stone towards it, she actually nods with approval. "That's one way to find out...and probably the safest!"

Kn. Arcana: 1d20 + 7 ⇒ (17) + 7 = 24


The strange membrane does not, as Palomia examines it, appear to be magical in nature… and, when Ravboom tosses a stone at it, the stone simply slides through it – although it is difficult to make out through the translucent barrier, Ravboom sees the stone come to rest atop a heap of debris.


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 watches the rock slide through. "Green goo, no trust... wait here..." Ravboom goes back up to the top of the stairs and tries to find a lizard or mouse or some other small living thing. Once he can catch one, he returns, and tosses it through the green goo...


Ravboom finds a particularly plump mouse scurrying around in the ruins above the catacombs... holding it by its tail, at arm's length, he wades through the tunnels and then, with a wide grin, flings it at the membrane barrier...

...with a high-pitched squeak, it slips through the membrane and lands near the stone that Ravboom originally threw... Difficult to see, through the transulcence of the membrane, the mouse starts to explore its surroundings - and then, in a sudden flash of movement, something snake like darts out from the rubble... and takes it...


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 grins. "See, better throw mice. Wonder what it was..."

Perception: 1d20 + 9 ⇒ (6) + 9 = 15


Inactive

"Probably something very happy to have a meal come to it," the summoner responds dryly. "Hopefully nothing more dangerous than a garden snake."

As Ravboom attempts to discern what the snake-like creature was, she ponders their options for a moment. "We could backtrack and check the northeastern corridor too, maybe find something to either explain this...gel barrier...or give us another way through that doesn't involve swimming through it."


Beyond the membrane, it is difficult to see exactly what took the mouse... but, as far as it was possible to see, it did seem to be a moderately sized snake... maybe the size of an adult cobra, there is now no sign of it.


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:

"Maybe Palo's right, maybe we should go take a peek up that northeastern corridor first...I'd rather not have to swim through that thing if there's another way to get by," Relas offers, fidgeting nervously. "I can go have a look, make sure there's nothing else hiding that way. I mean if there is it probably has to be deaf to not have heard all the ruckus earlier, but you never know..."

Apparently resolved, he nods to himself. "Yeah, that's a good idea. I'll go have a peek while you all talk over our next move, okay? I won't go far." The eidolon turns and begins making his way back up to the intersection and from there heads down the northeast passage, doing his best to be stealthy in spite of all the water he's splashing through...

Stealth: 1d20 + 7 ⇒ (2) + 7 = 9 Yep, that's about right...
Perception: 1d20 + 5 ⇒ (13) + 5 = 18


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 shrugs. "Fine with Ravboom."

He takes up a position following Relas at about 45 feet, keeping the gun out of the water and ready to shoot anything if Relas comes racing back through the water...


Male Goblin Savage Skald 2 | HP: 13/13 | AC: 19 | T: 15 | FF: 15 | Init: 4 | Per: 5 | F: 1 | R: 7 | W: 3 | Perform: 1/10 Hero Points: 3

Globlob moves to follow along with Relas, lifting a hand to put a finger to his lips as he glances back at the others. "Keep eye on goop. We be back," he instructs as he slogs quietly through the waterlogged tunnels.

Stealth: 1d20 + 14 ⇒ (8) + 14 = 22
Perception: 1d20 + 5 ⇒ (15) + 5 = 20


Leaving Ravboom, Biggun and Palomia to consider the strange membrane, Relas and Globlob wade through the flooded passageway to the north-east. Mud and filthy water have pooled within this sunken chamber, covering its entire floor and those of the western exit. A small dais provides firmer footing to the south, rising from the water into a long, dark passageway lined with empty torch sconces... the passageway continues off into darkness...

The water in the room is nearly 4 feet deep - the entire room (other than where it leads into the tunnel heading southwards) is treated as difficult terrain.

...a heap of armour - a chain shirt and a highly polished shield - lie at the entrance to a small, semi-flooded tunnel heading to the west...

Perception DC23 - no taking 20:
Something is hiding in the small tunnel to the west...

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

Waiting impatiently, Biggun kept himself entertained by throwing rocks and other rubble through the green jelly. In a sudden spike of inspiration, he looks around for a long stick or other pole-like object.

Perception: 1d20 + 2 ⇒ (17) + 2 = 19


Male Goblin Savage Skald 2 | HP: 13/13 | AC: 19 | T: 15 | FF: 15 | Init: 4 | Per: 5 | F: 1 | R: 7 | W: 3 | Perform: 1/10 Hero Points: 3

Do you want Relas and I to roll another Perception check?


Globlob - I'm fine with you and / or Relas having a second check when you arrive at the chamber... I had sort of figured the first checks were about not gettin ambushed before you even got there.


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:

Perception: 1d20 + 5 ⇒ (1) + 5 = 6

"Ugh...Palo may have to carry the rest of you through here except maybe Biggun," Relas whispers as the standing water grows so deep that he's almost forced to actually swim to move around. "It seems safe enough up to here though. Should I tell Palo it's okay for everyone else to follow behind us? I can talk to her with my mind so I don't have to go anywhere." The last sentence is said so casually that it's apparent that Relas doesn't know that being able to do such a thing is rather unusual.


Male Goblin Savage Skald 2 | HP: 13/13 | AC: 19 | T: 15 | FF: 15 | Init: 4 | Per: 5 | F: 1 | R: 7 | W: 3 | Perform: 1/10 Hero Points: 3

Perception: 1d20 + 5 ⇒ (2) + 5 = 7 Wow, those rolls.

"Yeah, yeah, yeah. You tell her they come. Look clear. Be fine, yeah, yeah." Globlob nods in agreement, his big bat ears waggling furiously in the process. The motion dunks his face under the water again and again, but he doesn't seem the least bit perturbed by the vile swill. Goblins.


Inactive

As Palo and the others wait (somewhat) patiently near the strange gel barrier, the summoner suddenly cocks her head to one side as though listening to something. After a moment she nods and then looks at Ravboom and Biggun.

"Sounds like it's all clear down that way, so we're good to move up. Might want to be careful though, Relas said the water gets pretty deep at one point; nearly 4 feet." With a bit of a pained look she adds, "Do I need to carry either of you?"

Grand Lodge

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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

"Why goblins not be big like Biggun, Biggun not know," he muttered before joining the others and picking Globlob up by the back of his jerkin and slung him over his shoulders like a sack of rocks. "Come, Biggun lead us to shiny stuff!"


Inactive

"Huh. Guess that answers that."

With a shrug, Palomia follows Biggun as they make their way back up the hallway and down the northeastern passage towards Relas and Globlob.


As Biggun, Ravboom and Palomia arrive at the flooded room to the north east, they can make a Perception Check

Perception DC23 - no taking 20:
Something is hiding in the small tunnel to the west...

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

Impossible for me to make that, even rolling a nat20 will only get me a 22.


Inactive

Same as Biggun, can't make the check! Maybe Rav will save the day like he always does...? ;)

"Eughhhh..." Palo groans as the water grows deeper. "If it gets much deeper than this I'm heading back upstairs, star or no star!"

Her eyes settle on the small pile of equipment that lies just in front of the western passageway. "That's...odd. People don't usually just drop their gear like that."


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 ⇒ (2) + 9 = 11 Nope

Ravboom climbs up on Palo's back, and get's a good seat on her shoulders, the gun held over her head as they walk forward.


Inactive

"Hum...."

Despite her better judgement, Palo's curiosity regarding the equipment gets the better of her and she moves closer to have a better look. "That's strange for the shield to be in such pristine condition after being down here for who knows how long. Maybe it's made of a special material?"

Palo will cast Detect Magic and approach the equipment pile.

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

Hocking then spitting into the water, Biggun walked forward, Globlob's head bouncing against his back. "This look like nice place to live, after getting rid of water," he said conversationally. Stepping into the room, he looked around and nodded. "Biggun like place."


Male Goblin Savage Skald 2 | HP: 13/13 | AC: 19 | T: 15 | FF: 15 | Init: 4 | Per: 5 | F: 1 | R: 7 | W: 3 | Perform: 1/10 Hero Points: 3

Globlob grunts with every bump of his face against Biggun's back, scowling the whole way. "Globlob swim, you know. Not need to be carried..." Not that he expects Biggun to listen.


No-one sees it before they enter the room... until it is too late and, just as Palomia approaches, the small grey-skinned figure in the tunnel starts to unfurl itself - impossibly long limbs start to pull the creature into the flooded room. A teeth-filled maw hangs open as the creature moans a mournful call at the intruders to its foul den...

Knowledge (dungeoneering) DC12:
Underground predators that often dwell on the outskirts of subterranean ruins or in the deep shadows of nameless cavern outposts, chokers lurk in the darkness and lash out with their long, rubbery arms to grasp prey as it passes by. Chokers have unnaturally long reach... and attempt to subdue their prey by grappling and strangling...

Initiative for Party and Enemy

Ravboom, Initiative: 1d20 + 7 ⇒ (15) + 7 = 22
Globlob, Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Palomia / Relas, Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Biggun, Initiative: 1d20 + 1 ⇒ (5) + 1 = 6

Choker, Initiative: 1d20 + 8 ⇒ (20) + 8 = 28

Initiative Order
Choker then
Ravboom, Globlob, Palomia / Relas and Biggun

Reaching for Palomia, unnaturally long arms flail at the air around her...

Choker, Tentacle vs Palomia: 1d20 + 6 ⇒ (6) + 6 = 12, missing

Everyone may act now

Map update to follow.


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)

"ICK! NASTY!"

BOOM!!!!

Still holding onto Paloma's head, Rav triggers the BoomRav only a few inches from Palo's face. Smoke and flame belch, coating them both in soot.

RTA: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d6 ⇒ 5


Inactive

Round 1

"AHHHH!"

Palomia jumps back with surprise and horror as a thing unfurls itself and makes a grab for her but she thankfully manages to duck under the thing's arms. As she frantically attempts to get away from the reaching arms, the discharge of the BoomRav so close to her face not only covers her with soot but also leaves a ringing in her ears.

Post edited to account for the difficult terrain; Palo will withdraw at her full movement (30 ft) which should put her 3 squares away from the monster. Adjusted her position on the map as well as Ravboom's since he's basically riding on her back/shoulders.


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:

Round 1

"Hey, leave Palo alone!"

As Palo furiously backpedals away from the strange grabby monster, Relas bravely splashes forward through the water and into the mouth of the tunnel in an attempt to intercept it should it try to follow her. Once he's close enough, he snaps furiously at one of the grasping arms with his teeth.

Attack (Bite): 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Moved Relas forward one square diagonally to his current map position; even with the difficult terrain he should be able to manage it.

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

Attack: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 2d6 + 6 ⇒ (6, 2) + 6 = 14

With a cry of "Aha!", Biggun dropped his baggage and rushed forward to do battle with the mighty foe! "You not look delicious! Biggun want more jelly!"


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Male Goblin Savage Skald 2 | HP: 13/13 | AC: 19 | T: 15 | FF: 15 | Init: 4 | Per: 5 | F: 1 | R: 7 | W: 3 | Perform: 1/10 Hero Points: 3

"Oof!" Globlob grunts as he is abruptly dropped onto his face. He flounders at the water for a moment before managing to right himself and spit out a stream of the vile soup. Treading water, he grumbles profanities under his breath before belting out a quick ditty for mood music.

Goblin:

"Runnin' out of things to sing;
Dat some gross and slimy thing!
Take his arms and icky hands,
Grind them down to piece of sand!"


The fight is brutal, splashing around in the filth of the flooded room, and short-lived... Ravboom's Boomrav creates a resounding bang that sends the long-armed attacker backwards... Relas follows up with a fierce bite and when Biggun's chain moves in mid-flight, the over-sized goblin taking inspiration from Globlob's song, it catches the choker... slaying it in one crushing blow.

Combat Over.


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...it's over," Relas blinks as Biggun finishes the creature off with one mighty swing of his chain. "Why couldn't that troll upstairs have been that easy?"


Inactive

"Because that's about how our luck goes," Palo responds as she attempts to wipe the worst of the soot off her face. "Next time warn me before you fire that thing off right next to my ear! It's a wonder I'm not deaf..." she grumbles at Ravboom.

"Okay...let's try this again," she continues as she turns her attention back to the pile of items lying at the tunnel entrance. "Keep an eye out for more of those things while I have a look at this gear. Maybe there's something here one of us can use."

Using Detect Magic to inspect the gear!

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This is a semi-closed recruitment thread for my second table of the Legendary Planet Adventure Path.

The following characters from the first recruitment round have been pre-selected for the adventure:

  • Kaloora Plimp, Goblin Gunslinger (played by adsapiens)

  • Ravboom, Goblin Barbarian (played by mdt)

  • Sparky, Goblin Rogue (played by gobo horde)

And the following folks are invited to pitch either their original characters (background modified to have some association with a group of goblins) or a goblinoid character:

  • Mimesyne

  • Chainmail

  • DekotheBarbarian

  • Tangefree

  • Mr. Whatever

  • Lady Ladile

  • Evgeni Genadiev

  • TheWaskally

  • Warhawk7

  • Redblade8

  • Artemis Moonstar

  • Tharasiph

Recruitment will be open until the 30th September, midnight GMT.

Just to reiterate – especially as things moved around in response to people’s requests, the character requirements / house rules for this adventure are:

  • Characters start the adventure as Level 1.

  • All classes are acceptable (including the oft-maligned Gunslinger, Samurai, Ninja and Summoner – note that the Pathfinder Unchained version of the Summoner is preferred to the original APG version).

  • 20-point ability buy (no stat lower than 8 AFTER racial bonuses / penalties – No Upper Limit).

  • Maximum HP for your class (further level increases in HP shall be average for class rounded up).

  • Core and Featured Races from the Advanced Race Guide are acceptable – other Paizo published races from the Campaign Setting are subject to GM discretion.

  • One trait / Two traits with a Drawback maybe selected – a further campaign trait from the Legendary Planet Player’s Guide will become available when you reach Level 3 and start the ‘To Worlds Unknown’ adventure.

  • Background Skills from Pathfinder Unchained: Characters get an additional 2 skill points which must be spent on Background Skills.

  • Average Starting Gold for your class.

  • Non-Evil alignments only.

  • All character options must originate from Paizo published Pathfinder products; No 3rd party Materials…

Note also that we will be using:

  • Hero Points.

  • Variant Multiclassing from Pathfinder Unchained – note that Core Rulebook Multiclassing remains a valid option.

  • Automatic Bonus Progression from Pathfinder Unchained.


I feel joy that my suggestion for game title has been used....

Now to decide on Szinorvir, or go in for a Goblin... I REALLY like Szinorvir, and can easily edit his backstory to account for goblins...

Hey, GM... Can we edit the Wayang Spellhunter trait? The fluff of it anyways? The core of it is using magic while hunting, nothing really pertaining to the Wayang themselves.

Szinorvir could have popped out of a "sacred cave" of some sort, and thanks to his "Dizzy-Fun Powder" (among other drugs in his background stash), got taken in by the Goblins instead. Thus, he has a very vested interest in taking care of the goblin village...

Plus, Sparky likes his Bufo spiked with Shiver, among other things.

*Quick wink at Sparky*


I think I'm gonna pitch in a goblin. Would you allow the medium goblin variant from the Monster codex? Gonna pair that with the fighter archetype from Giant Hunter's Handbook and maybe variant multiclass with barbarian.


DekotheBarbarian - no problem with you using the oversized goblin racial trait.

Also, my erstwhile goblins... We're going to need a name for the tribe...


The Birdbrain tribe!


The "We not Evil so don't kill us!" Tribe

We-no-ev-so-don-ki-us Tribe for short.


'Dotting' this thread for now so I can keep track of it more easily! I think I'll take my chances and keep Palo as my submission. Once I've had a chance to sit down and give her sheet another once-over and add/change stuff for her background as needed, I'll update here and let you know that she's ready for inspection!

As for tribe names, uh...lemme get back to you on that one, hehe.


The Screamrot Clan

The Stinkfury Gang

The Bigtongue Clan

The Wormrot Clan

The Blackshade Brigade

The Spinerot Horde

The Bigrot Pack

Scabby Eye Tribe

Yellow Eye Tribe

Creeping Death Tribe

Forest Scuttlers Tribe

Gaping Maw Tribe

Rootgrubba Tribe

Burnin’ Face Tribe

Red Eye Tribe


Alright I will throw down my dot here for now :)
Over the next day or so I will go over my character and make sure everything is in line, then redo whatever sections of my background need to be done to make him still a part of the goblin tribe (just to be clear, we want our characters to be a part of this tribe, and start in it?).
As for the name of the goblin tribe, I currently have Sparky as hailing from the Vex Valley goblin tribe whos chief is named Stabbedgutz, we could use that? If not, names are easy enough to change :)


Rav can't really be part of a goblin tribe, given he's an amateur gunslinger. It wouldn't make a lot of sense. I was going to have him not be from the tribe. His background would be mostly the same.


Well, Kaloora is a Gunslinger, but he doesn't have his tribe anymore. He could have been adopted by a different tribe, I guess - but maybe we could be a nomad subset near one of the human cities.


True, but that argues more towards them both having an odd background than being from the same tribe. Guns are rare, and goblins with guns should be whacky as heck. :)

Maybe not a tribe of goblins then? Maybe the gunslinger types were raised up by the same gunsmith?


I literally found the gun and trained myself in it (just read Kaloora's background if you want to have some laughs). If you're an Amateur Gunslinger, in theory Kaloora could have taken you as an apprentice (God, this sounds even more awful when I type it lol). Gotta love gobbos


Here is my Goblin submission: Biggun Walker, the Goblin Titan Fighter.

Will have his in depth background and stuff posted tomorrow. Went with the Advantageous Distraction and Dirty Fighter traits, and the Headstrong drawback. Planning on variant multiclassing into Barbarian (wish that Titan Fighter and Viking meshed :( ).


*Waves flag I'd still like an answer to this previous erm... Question without a question mark.

Artemis Moonstar wrote:

Hey, GM... Can we edit the Wayang Spellhunter trait? The fluff of it anyways? The core of it is using magic while hunting, nothing really pertaining to the Wayang themselves.

Szinorvir could have popped out of a "sacred cave" of some sort, and thanks to his "Dizzy-Fun Powder" (among other drugs in his background stash), got taken in by the Goblins instead. Thus, he has a very vested interest in taking care of the goblin village...


Artemis - yeah, go ahead and refluff that trait...

Some cool names for the tribe... Although, taking Ravboom's point - not everyone will originally be from that group of goblins... We can sort out the final details when we have the final group selected...

...don't forget - I will be making my final choice on Thursday (with recruitment closing on Wednesday - midnight GMT)...


@Deko the Barbarian. How did you manage to get 2 17s (Str and Con) on a 20pb? Also, what weapon are you planning to use? I figure that a -4 to hit for using an oversized 2-handed weapon would be harsh at lvl 1 :)


Me again!

Just to say I'm still here, here is my preferred character concept to out forward! I'll have her more formally packaged asap!

(Yet to be Named)
Race: Gnome
Class: Cleric, Oracle, Druid, or Sorcerer (honestly, any of these wold work depending on the party's comp, which seems to be in need of any of these)
A plucky and mildly crazy green-skinned gnome who has an unhealthy relationship with fire. Knowing the only other people who respected fire as much as herself, she walked right into a goblin tribe's metaphorical front door and cowed them into something resembling compliance with displays of conjured fire. She demanded to be allowed to live as one of them. Since moving in, she has started her own cult within the tribe, a cult that worships fire specifically. The cult's mission? Reach the sun and harness its fiery power as their own. She's also one of the chief's advisers and in a constant power struggle with the other shaman who encourages everyone to pay their proper respects to Lamashtu and her barghests.

Will finish fleshing her out layer today!


§parky wrote:
@Deko the Barbarian. How did you manage to get 2 17s (Str and Con) on a 20pb? Also, what weapon are you planning to use? I figure that a -4 to hit for using an oversized 2-handed weapon would be harsh at lvl 1 :)

Oversized goblin gets a +2 to Str, so that accounts for a few free points. Going with a large horsechopper, just forgot to factor in the atk penalty which will make it a total bonus of 0 until I start decreasing the penalty.


Ah, oversized goblin, now that makes sense :) I was wondering how a goblin with -2 str got a 17 ^-^
Now I will have to look up the oversized goblin as that sounds super cool!


It's in the Monster codex.


Alrighty. Got something a little more formal done. She's definitely not your standard oracle, but an oracle of flame. With a focus on fire. And a little bit of putting them out. But mostly starting them.

As an oracle, she does get access to all the restoration spells and other defensive goodies (albeit at a level later than the clerics). Thought it might be useful to have those around :P

I wasn't sure if you wanted stats, so I made them anyways. Equipment isn't done yet, though.

Brief Character Overview:

An unstable menace. That's what they called her. No, no! They just didn't appreciate her art! So she'd take her art to those who were more appreciative of such things! At least that was how Solie rationalized her decision to burn down the front door of a local goblin tribe with ludicrous demands of being granted citizenship. It's a good thing they were too fascinated with her flickering displays of flames to protest or she'd likely have been spit roasted on the spot.

Since taking up residence within the tribe, her astounding skill with fire earned her a little following of goblins. A following she developed into a cult that worshiped fire before all other gods. Needless to say, the local shaman who demanded respects be paid to Lamashtu and her barghests was not particularly pleased. This sparked an ongoing rivalry between the two parties, most often ending with the other shaman's hut on fire and a train of he said she said when the chief comes in to shut them both up.

More recently, she has put her cults' energies into something more productive than harassing the other shaman. She's set them to work trying to capture the sun! The magnificent ball of burning fire in the sky! With that, they would be unstoppable! So far they've tried catapulting devout members towards the sun (3 dead, 5 maimed horribly), building flying contraptions (1 dead, 2 injured, 1 paralyzed), and now they are trying to build a ladder to reach it. If this fails, they'll be trying a lasso next.

Stats:

Solie
Female gnome oracle 1
TN Small humanoid(gnome)
Initiative +4; Senses low-light vision; Perception +2
=============================
DEFENSE
=============================
AC , touch , flat-footed (+2 Dex, + armor, +1 size)
hp 10 (1d8+2)
Fort +1, Ref +2, Will +2; +2 vs fear and despair effects
Weaknesses oracle's curse (tongues [ignan])
=============================
OFFENSE
=============================
Speed 30ft
Melee +(1d+)
Ranged +(1d+/ft)
Gnome Spell-Like Abilities (CL 3rd; concentration +7)
1/day — dancing lights, flare, prestidigitation, produce flame
Oracle Spells Known (CL 1st; concentration +5)
1st (3/day) — burning disarm (DC16), cure light wounds, shield of faith
0 (at will) — create water, detect magic, light, spark
Mystery Flame
=============================
STATISTICS
=============================
Strength 8 (-1), Dexterity 14 (+2), Constitution 12 (+1), Intelligence 12 (+1), Wisdom 10 (+0), Charisma 19 (+4)
Base Atk +0; CMB -2; CMD 10
Feats Elemental Focus
Skills
Diplomacy +8 class skill +3, ability mod +4, rank +1
Intimidate +8 class skill +3, ability mod +4, rank +1
Knowledge(planes) class skill +3, ability mod +1, rank +1
Knowledge(religion) +7 class skill +3, ability mod +1, racial +2, rank +1
Perception +2 ability mod +0, racial +2
Spellcraft +5 class skill +3, ability mod +1, rank +1
Stealth +10 ability mod +2, size +4
Background Skills
Craft(alchemy) +5 class skill +3, ability mod +1, ranks +1
Perform(oratory) +8 class skill +3, ability mod +4, ranks +1
Traits Excitable, Desperate Focus
Drawback Power-Hungry
Languages Common, Gnome, Ignan, Sylvan
SQ cinder dance (+10ft speed), eternal hope 1/day (reroll 1 on d20)
=============================
EQUIPMENT
=============================
Weapons
Armor
Backpack
Belt Pouch
=============================
OTHER INFORMATION
=============================
Carrying lb
Carrying Capacity 20lb/40lb/60lb
Favored Class Bonuses
1st — hp
Ability Score Increases
4th —


Okay, after going over Palomia's sheet and background, I made a few changes. The only big change I made is that I wanted to try something crazy and go for VMC sorcerer with the Celestial bloodline, largely to help strengthen and explain her powers and her connection to Relas; the explanation for that is under the 'Mechanics & VMC' spoiler on her sheet.

I tried to leave her tie to the goblins somewhat vague, to allow for a couple of different possibilities should she be selected and depending on who else is selected. For example, should Palo and Solie both be picked, perhaps it's Solie's cult who demanded she and Relas help solve their problem - reaching the sun? Not to mention strengthening her own group's position by saying, "Hey look, besides lots and lots of fire, we've got a mojo user and her killer kitty on our side! What do you have?"

(Please thwack me if I'm being at all presumptuous in pitching such ideas, however.)


AWESOME! Totally gonna pitch a character ASAP!

Psychics are allowed right? XD


Szinorvir reporting with an updated background. The background is pretty much the same. I just added in the encounter where he used up pretty much the last of his drug stash, and was "befriended" by goblins (with very painful pointy objects aimed at him) and persuaded to come back to the village.

This allows a couple of options. 1, he can already be in the village before the problems begin. 2, the group of goblins that "picked him up", as it were, were a raiding party or something and he hasn't gotten to the village yet at the start of the game.

Or if neither of those work, I'm sure something can be arranged, seeing as I know nothing of the goblin village I'm just shooting in the dark here.

Edit: wrong alias


Sorry, meant to have this up earlier.

Anywho, here's the background and what I'm going for with this character.

Fluffy Bits:
Biggun Walker was always a big goblin. Whether it was because of an abundance of food the year he was born, a shaman's blessing, or the blood of heroes in his veins, he never knew. All he knew was that he towered over the delicious little goblins in his childhood cages, and he took advantage of that. As he grew older, he always loved stories of goblin raids, imagining his weapons sinking into the flesh of long legs, dogs, and the vile horses. So, he trained. He trained hard, and discovered that he could handle weapons of a size that no other goblin could handle.

This discovery brought on an obsession. He would learn to use the biggest weapons he could find and become a big damn goblin hero. He knew that his size gave him an advantage in this most noble of quest, and he started with that. First came the standard goblin-sized weapons. But they were too small! Then came the weapons made for the long legs. But they just didn't feel right for him.

Then...Then came the custom horsechopper he had commissioned by the tribe's weapon maker. That, that swung just right in his hands. With his weapon in hand, he rushed off without even gathering a raiding party to revel in his weapons first kill. Hopefully a mangy little dog. Or even a horse!

He never knew what would happen to his village while he was gone...

What I'm Planning:
I'm wanting to stay pure Titan Fighter and VMC Barbarian. He won't rage much, but, as he is a goblin, it will happen and I think it fits the character. I'm hoping to stick with large weapons, as the class reduces the penalties for using those at later levels. What I really really really want for Biggun is a large chainsaw. Just imagine, a medium-sized goblin wielding a large chainsaw...


That gnome oracle seems like a fun addition! Heh. But other great characters appearing here too. Eager to play with y'all :)


Forgot that I switched from using a horsechopper to using a spiked chain. Because, you know, reasons.


Recruitment is Now Officially Closed.

I believe that the possible players for the (up to) three remaining spots are:

  • Palomia Kasic, Human Summoner (played by Lady Ladile)
  • Biggun Walker, Goblin Fighter (played by DekoTheBarbarian)
  • Szinorvir, Drow Psychic (played by Artemis Moonstar)
  • Solie, Gnome Oracle (played by Mimesyne)

Once more, thanks to those who have spent the time building and pitching a character.

I will have a think about these applications over the next few hours and will Probably make / post my decision this evening.


Made the top cut! Woohoo!

Good luck to all!


Good luck everyone; looks like it'll be a great group no matter what! :)


Okay folks, let's get this out of the way...

Joining Ravboom, Sparky and Kaloora Plimp are:

  • Biggun Walker, Goblin Fighter (Played by DekoTheBarbarian)
  • Solie, Gnome Oracle (played by Mimesyne)
    and
  • Palomia Kasic, Human Summoner (played by Lady Ladile)

Szinorvir - I am really sorry that you didn't quite make the table... He would have been a fun character at either of the tables - so, if you don't mind, could I keep you in reserve in the event of player drop out at either table?

Okay, my crazy goblins and assorted miscreants... Let's do this!!!

I will set up the discussion thread imminently so that you can start tying backgrounds together and working out just how you folks ended up together...


Oops, derped on the date! lol. Oh well!


Sorry about that... Given we had been through one recruitment already, there was little point dragging this 'sub-recruitment' out for ages.

Good luck finding another game though!!!


GM Zed wrote:
Szinorvir - I am really sorry that you didn't quite make the table... He would have been a fun character at either of the tables - so, if you don't mind, could I keep you in reserve in the event of player drop out at either table?

Sad Panda Face! *Holds up a crying baby panda!*

Lol, seriously though, yeah, I'm fine with being a reserve player. Looking forward to reading both tables, should be interesting.


Sweet! Will have the alias made when I get on my laptop. Looking forward to going into space with all of you!


Keep me in mind too.

Missed the short window.

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