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)

"Did warn, said Ick! Nasty! That be warning..."


Searching through the filth, it seems that the Choker had assembled a sizeable horde - a jeweled scepter (worth 150 gp), a masterwork chain shirt, a light steel shield (with a moderate evocation aura), a scroll case containing a scroll of knock, a teak box of scented candles (worth 35 gp), five small garnets (worth 15 gp each), 137 gp, 62 sp, and 38 cp.

The passageway that the creature was hiding in proves to be a dead end, the semi-flooded and rough-hewn tunnel ending in solid rock after twenty feet or so to the west... whilst, to the south, rising from the water is a long, dark (but dry) passageway lined with empty torch sconces... the passageway continues off into darkness...


Inactive

Palomia smiles as the group quickly finds a small hoard of items the creature had hidden away. It wasn't Solie and it wasn't the star, but it was a start.

"Well! Finally, some payoff to all this," she comments, sounding pleased. "With the money we can get for selling these trinkets and gems, we'll have a nice bit of pocket change." She looks at the scroll for a moment before turning and offering it to Globlob. "Hmm. The magic on this might be a little more to your taste than mine."

"Oh, and the shield has an enchantment on it," she continues, turning back to examine it more closely. "If no one can make use of it, I'd bet it would fetch a fair price too. Let me see if I can figure out what sort of enchantment it has, then we can see about peeking down that southern passage."

Spellcraft (Shield): 1d20 + 7 ⇒ (20) + 7 = 27


Apologies for the slower posting rate – it was my eight year old’s birthday yesterday… presents, cake and a fun trip out… when the sugar-loaded kids finally got to bed, I had no energy at all to post… It’s still the easter holidays here as well so there’s a pretty good chance that I’ll miss a day or two next week… the joys of parenting!!!

With the guardian of the ‘treasure’ vanquished, Palomia has a little bit of time to concentrate upon the shield – it doesn’t take too long before she is identifies it as a light steel shield of blinding.

...peering down the small (but elevated and dry) tunnel that heads to the south, the group can just about see what appears to an ancient crypt - the chamber’s walls, at least those that are visible without entering the tunnel, are lined with small burial vaults spaced six inches apart. There are also several upright sarcophagi positioned within the room…


Inactive

No worries Zed! Glad it went well :)

Once she determines the nature of the shield, Palomia whistles appreciatively. "Oh! This shield can emit a flash of light and potentially blind the user's foes! It would be pretty useful for the right sort of fighter, I'd think. Too bad all the ones I've ever met seemed to prefer swinging around weapons as big as themselves and needed both hands to do it."

As they dust/dry themselves off a bit and peer down the southern tunnel, the summoner's eyes widen and then narrow at the sight of the crypt. "Oh no," she responds, shaking her head. "Crypts are trouble, just like that burnt out church! Relas or Globlob needs to go have a peek first before we all go stomping our way down there."

No joke, I think nearly every melee type in all of Palo's games used a 2H weapon. I'm pretty sure none of us are shield users but if I'm wrong and/or someone wants it, feel free to speak up! Otherwise we can just hold onto it for now.


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:

"I'll go have a look, but sometimes things might be hiding and not come out until they know someone or something is there," the eidolon advises before setting out to have a closer look at the crypt ahead.

Stealth: 1d20 + 7 ⇒ (20) + 7 = 27
Perception: 1d20 + 5 ⇒ (15) + 5 = 20


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)

Our bard might be able to use it, if it's the right size.

Rav shrugs, climbing down and reloading his gun. "No big deal, as long as no undead inside."


Most of the burial vaults in the walls of the crypt are either smashed or pried open, spilling their ash gray contents onto the floor. Four, upright sarcophagi also stand here, each one intricately carved to resemble a muscular human figure wearing archaic armor. A passageway to the south appears to lead to another crypt...


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:

"So far so good Palo...most of these things are broken open. There's four standing upright that haven't been touched though. Oh, and there's another passage going further south - looks like it might be to another crypt. I'll move just a teensy bit further and see if I can see anything, okay?"

His report given and mindful of the distance already put between himself and his summoner, Relas carefully inches forward into the room and towards the southern passageway...

Stealth: 1d20 + 7 ⇒ (19) + 7 = 26
Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Relas won't advance any further from Palomia than 100 feet while on his scouting exercise, due to the Life Link he shares with her.


Inactive

As they wait to see what Relas discovers, Palo occasionally frowns and nods as if having some sort of internal conversation with herself. "Sounds like it's clear for the moment," she reports, passing along what Relas is seeing. "But I don't trust those sarcophagi that haven't been cracked open, not after everything else we've ran into in this place. We'll need to be extra careful if we want to poke around."


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)

"If not trust, I say we let Bigdumb bash them open for us... Better not to leave them behind if they might open up and let something sneak out after us later." Ravboom says, spinning the cylinder on his revolver with satisfaction, now that it's reloaded and no longer damp. "No like water tunnels, we should avoid from now on."


Inactive

"Sounds like a plan to me," the summoner replies before looking at Biggun. "What do you think? Want to go crack open some tombs once Relas gets back?"

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

"Dead boxes not be fun, but if all are little scaredy goblins, then Biggun break them for you," Biggun said with a wicked grin.

Gonna go ahead and roll for breaking them.

Attack: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 2d6 + 6 ⇒ (1, 1) + 6 = 8


Each of the sarcophagi in the northern crypt has, on further examination, been opened and apparently looted... even the physical remains of those previously interred here have been taken.

...the investigation, if Biggun smacking his chain against the sarcophagi can actually be classed as an investigation, is shortly curtailed though, a low moaning sound coming from the southern crypt as Relas moves towards the room...


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 stops in his tracks as the moaning reaches his ears. He glances back over his shoulder towards the northern crypt. "Okay, nothing behind us? That's good. But I'm pretty sure there's something ahead, in this other crypt. That might not be so good!" he reports to Palo. "I'll wait for you guys to catch up..."


Inactive

"Hey, good job! Doesn't seem like there's anything nasty in this crypt," Palomia whispers to Biggun and the others. "But Relas says he can hear something in the other crypt down the hallway. If we don't go to it, it'll probably come to us after all the noise you were making! Shall we go see what it is? After you..." she motions to Biggun to lead the way, if he is so inclined.


Relas was right to be warm the others... three shambling figures - freshly dead and, alarmingly, showing evidence of vivisection, move inexorably towards the eidolon...

Initiative for Party and Enemy

Ravboom, Initiative: 1d20 + 7 ⇒ (14) + 7 = 21
Globlob, Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Palomia / Relas, Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Biggun, Initiative: 1d20 + 1 ⇒ (16) + 1 = 17

Zombies, Initiative: 1d20 ⇒ 7

Initiative Order
Palomia / Relas, Ravboom, Globlob, Biggun then
Zombies

Everyone may take their turn now.


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

Just to clarify, how far away from Relas and the zombies are we?


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! AGAIN! Why so many Nasty Things?"

BOOM!!!!

RTA: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d6 ⇒ 4


Globlob Needlefingers wrote:
Just to clarify, how far away from Relas and the zombies are we?

The zombies are around thirty feet away whilst Relas, only just inside the corridor heading south to the second crypt, is no more than fifteen feet away from his allies... Map is up to date.


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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

Got it, thanks!

"Because you need be with things like you!" Globlob retorts to Rav with a wide grin before drawing in a deep breath. As usual, his lyrical genius is needed to carry his allies through a tough time.

Goblin:

"Oozy, goopy, gloppy corpse!
It smell worse than any horse!
Shoot it, cut it, burn it good,
Turn back to dead like it should...be."

With a slight frown at how his typically flawless lines get a bit fumbled at the end, he shakes his head and snatches an arrow from his quiver. Better to shoot now and think later, of course!

Grand Lodge

1 person marked this as a favorite.
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 + 1 ⇒ (18) + 2 + 1 = 21
Damage: 2d6 + 6 + 1 ⇒ (2, 2) + 6 + 1 = 11

Grinning wildly at the constant action of this place, Biggun immediately rushed into the room with the dead things, his chain swinging around in his hand before crashing into the first zombie he came across. "You dad hamster and you mother smell like berries!" he found himself screaming for some reason.


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:

Sorry for the delayed posting; crashed last night before I could get all of my games updated ;_;

Round 1

Though slightly unnerved at the sight of the shambling corpses headed his way, Relas thankfully doesn't have to wait long for backup. As Biggun comes shrieking by and Globlob's goblin song fills his ears, he charges forward and into the fray as well.

Setting his sights on the first zombie he sees, he attempts to take a bite out of the rotten body.

Attack (Bite; Inspire Courage): 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Damage: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10

Relas will attack the nearest zombie, which I'm assuming is the same one Biggun hit. If Biggun killed it already, Relas will just move one more square forward and attack the zombie in the bottom left corner.


Inactive

Round 1

Palo can't help but laugh at Glob's friendly jab as Biggun and Relas charge ahead into the crypt ahead. "Glob might have a point," she smirks as she reaches out to imbue the small, angry gunsmith with a bit of guidance on his next action. "Don't make that face! This'll help and you know it!"

Casting Guidance on Ravboom.


Ravboom's mini-explosion echoes like a thunderclap around the tight confines of the crypt... and tears a sizable hole in the closest of the slowly advancing zombies - it is then down to Biggun, rushing forwards, to crush it with his chain...

...as it collapses, ichor and rotten organs splash the floor with a vile-smelling black slime - and Biggun, close by when the zombie fell apart, is also splashed...

Biggun has been exposed to a disease and will require to make a Fort Save after combat to determine whether he contracts the disease.

Ignoring the mess that Biggun has made, Relas bounds forwards and sinks his teeth into the next of the zombies...

GM Only:
Zombie 1 = Dead, Zombie 2 = 2/12, Zombie 3 = 12/12

The two remaining zombies, following some kind of base instinct, claw and slash at the nearest foes...

Zombie 2, Slam vs Relas: 1d20 + 4 ⇒ (14) + 4 = 18, hitting for 1d6 + 4 ⇒ (6) + 4 = 10

Zombie 3, Slam vs Biggun (charge): 1d20 + 4 + 2 ⇒ (20) + 4 + 2 = 26, critical threat
Confirming Critical: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12, critical NOT confirmed: 1d6 + 4 ⇒ (6) + 4 = 10 damage.

Everyone may take their turn 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

Attack: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Damage: 2d6 + 6 + 1 ⇒ (6, 6) + 6 + 1 = 19

Distracted by the exploding zombie, and delighting in how he got covered in gore, Biggun was unable to defend himself against the charging zombie. Wincing at the heavy blow, Biggun growled low in his throat at the offending creature and lashed out with his chain.


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)

"SEE?! NASTY!" Ravboom says as nasty gore splashes over Biggun..

BOOM!!!!

RTA: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


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:

Did that zombie attack hit? Relas' AC should be 19 unless there's something else in effect.

Round 2

Hoping to take the remaining zombies down before they take him down, Relas sidesteps behind the zombie that slammed into Biggun and attempts to finish it off.

Attack (Bite; Flanking): 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Attack (Claw #1; Flanking): 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19
Damage: 1d4 + 2 ⇒ (1) + 2 = 3

Attack (Claw #2; Flanking): 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

5 foot step and then a full-attack.


Inactive

Round 2

"Eeeuugh!" Palo grimaces as she watches Biggun practically explode one of the zombies, showering rotten gore all over himself and the small crypt. "Biggun, you're creating a health hazard in there!"

Hoping to take some of the pressure off Relas and Biggun she moves up the small hallway to the entrance to the crypt and conjures forth a small orb of acid, sending it flying at the closest zombie.

Acid Splash (Ranged Touch, Into Melee): 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18
Damage: 1d3 ⇒ 3


The shambling corpses, stitching starting to come apart as they attack, are quickly dealt with by the eclectic group... Biggun crashes his chain through the zombie attacking him - completely through - the corpse lands in two separate piles of gore. Meanwhile, Relas, Palomia and Ravboom decimate the other animated dead...

Combat over!!!

Biggun must make a Fortitude Save DC16 to avoid contracting disease.

Moving past the remains of the zombies, the group look around the southern crypt. This long burial chamber contains six stone sarcophagi—three carved to resemble smiling longshanks women, two bearing the likenesses of rich adult longshanks, and a sixth depicting a naked longshanks with a visage caught in extreme horror and revulsion.

A set of steps leads to a raised hallway in the south east of the 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

Fort Save: 1d20 + 6 ⇒ (10) + 6 = 16
THE DICE GODS HAVE BLESSED ME!

Feeling a little nauseous, the sensation quickly passed as Biggun gave a big grin. "Biggun kill dead things dead!" he yelled in triumph as the last zombie fell. Taking a moment to catch his breath, he looked around the now gore-strewn room. "Now, what dead things hide from Biggun?" With that, he took to searching the room for pretty shiny objects or a star.

Oh, and for Solie.


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 the Boomrav. "That way..." He points to the stairs rising up to the southeast at Biggun's question.

Then he carefully looks around the room for anything of interest.

Perception: 1d20 + 9 ⇒ (16) + 9 = 25


Inactive

"One of these things isn't like the others," Palo observes dryly as she uses her magic to mend Relas' wounds. "I'm guessing whatever family lived here didn't always worship that thing we found a statue of in the shrine."

Lesser Rejuvenate Eidolon: 1d10 + 2 ⇒ (8) + 2 = 10 Excellent.


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:

"Thanks Palo!" Relas bounces slightly on his paws as the healing magic flows through him. "Um...I dunno though, should we really be looking through these sarcophaguses? It seems a little disrespectful," he frowns.


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 looks at Relas. "Remember evil cult statue? If things left aren't evil, will be less disrespectful to remove them from turned evil crypt. If things left are evil, best find and destroy, yes?"


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 sticks his tongue out in deep thought as he surveys the scene, bizarre sarcophagi and all. Finally, after a long moment, he nods furiously and his ears flap against either side of his skull hat. "We open dem. Maybe goodies inside. Maybe more bad. But we deal with bad if bad. Yeh, les go." And with that, he scurries forward to try to heave one open.


…similarly to the other crypt, the majority of the sarcophagi have been opened and looted over the years – the sarcophagus with the naked man though, is closed… and indeed, locked.


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

The warchanter frowns at the lock and snatches up his trusty "lockpicks," if they can be called that. Though a shard of bone and a long, thin rock hardly make for proper lockpicks, he clearly swears by them. Regardless, he sets to work immediately, trying to jimmy the lock.

Disable Device: 1d20 + 8 ⇒ (6) + 8 = 14


Globlob, with his 'special tools' examines and prods at the lock but makes no progress… indeed, he succeeds in little more than confirming it is a very secure locking mechanism… whoever locked this sarcophagus closed wanted it kept that way in perpet... in perpetu... in perpepetuiy... for a really long time!!!


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 moves up and pours a bit of gunpowder into the lock for Globlob. "Here you go, spark from as far away as possible. Make big boom inside lock, blow lock off... like in Sheriff's office."

Then Ravboom moves back and puts a stone sarcophagus between him and the one Globlob is working on.


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

By the way, was that shield of blinding from earlier Medium or Small sized?

"Grrr, almost open dat time--" His grumblings are interrupted by the gun toting Rav, but the suggestion of explosions staves off any potential annoyance. Kabooms are always better than no kabooms. Turning back to the rest of the group, he makes grabby hands at the lot of them. "Who got flint, tinder? Give, give."

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

About to go up and smash the dead box open, Biggun found himself caught between wanting to smile and frown as Ravboom filled the lock with boom powder. Eventually deciding that the boom would he worth watching, he backed up and kept watch for any approaching dead things.


Inactive

"Here, use mine," Palomia offers, digging into her pack and fishing out the requested tools. "At least this time I know what to expect..." she adds as she hustles to get behind some cover, beckoning Relas to follow suit.


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 grins widely and hops up to take the flint and tinder, before hurling it in the direction of the sarcophagus. Fortunately, he snatches them out of the air with a very well-timed mage hand and takes a few steps back. Only once he is far enough away that he will keep his face but close enough to have a great view does he strike at the powder.


Globlob – the Shield of Blinding is, somewhat conveniently, small sized.

With everyone sheltering from the coming explosion, Globlob sets fire to the explosive packed within the lock… a small waft of blue-ish smoke come from the padlock… then a very disappointing nothing… before, with a cataclysmic bang that echoes around the crypt and leaves a sharp ringing in everyone’s ears, the lock is vapourised!!! The light show, a wild sparkling of gunpowder, vaporised metal and molten stone continue for a second or two before the excitement subsides…

…cautiously opening the unlocked sarcophagus, the skeletal remains of a longshank are discovered – clutched in one hand, held over its cadaverous ribcage, the skeleton holds a large key manufactured from black granite – it is the same design, and indeed an identical key, to the one that was previously used to open the shrine with the disturbing statue. In its other hand it still grips a wand, (A wand of Burning Hands, CL; 3rd, 5 charges).


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 swaggers out. "Ravboom make good booms!" He pats the small bag of gunpowder at his hip. "What need key for? Maybe two locks somewhere?"


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

With a bemused snort in Rav's direction, Globlob bounds over to the sarcophagus and throws it open with absolutely no caution. Completely disregarding the key, he snatches up the wand and scurries back over to Palo. With a gesture toward the blinding shield as he offers out the wand, he suggests, "Trade? Stick for shield!"

In that case, Glob will gladly take that shield. It's just a normal +1 Shield of Blinding, right?


Inactive

"Could be," Palo coughs, waving away the residual smoke that hangs in the air. "Take it, it'll save us the trouble of walking back here later if we find something else to open."

When Globlob dashes over to her with the wand, she nods. "Gladly! This thing is more awkward to carry around than I'd thought." She passes the small shield to the goblin and gingerly takes the wand. "Hrm...this isn't magic that I'm especially familiar with but I think I can swing it without too much hassle."

Pocketing the wand, she glances towards the southeastern corridor. "Is that a dead end down there? Really?" She sighs. "I was hoping there'd be something more in this direction than long-armed freaks and zombies. Might not hurt to have a look in there real quick, but beyond that it looks like the only other way to go is back through that weird barrier."


Standing at the entrance to the raised hallway that heads to the south east, Palomia sees that the hallway leads to a perfectly square chamber where a single, stone sarcophagus lies upon the floor, draped in sheets of filthy green fungus.

Suddenly, each and every one of the group experiences the same thing… a presence in the back of their mind whispering in an alien language…

Aklo:
”Release me… Let me be free of this place… Come closer… Open the door to my prison…”

…the ‘voice’ is insistent; repeating the same staccato phrases again and again…

It also appears that this chamber is a dead end.


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 they leave, Ravboom grabs the other key.

Ravboom growls as the voice echoes in their head. "YOU GET OUT OF RAVBOOM MIND! STUPID MIND VOICE!!! OR RAVBOOM BLOW UP WHOLE DAMN RUIN!"

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