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 3

With quarters tight and unwilling to move closer to get a better shot, Palo instead reaches out and taps Blekk on the shoulder. "Here, this will help!"

Casting Guidance on Blekk.

Sovereign Court

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CN Oracle 2 | HP: 16/16 | AC: 13 (13 Tch, 11 Ff) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +3; +2 vs fear and despair | Init: +4 | Perc: +2, SM: +0 | Speed 30ft | Dancing Lights 1/1, Flare 1/1, Prestidigitation 1/1, Produce Flame 1/1 | Spells: 1st 1/5 | Burning Hands Wand 4/50 | Active conditions: None

Solie moves back and fires off a crossbow bolt at the nearest target!

Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 ⇒ 1

What a hero!


Whilst most of the group find themselves unable to do more than move towards the new threat, Ravboom fires… the Boomrav spews smoke and fire once more… amidst the cacophony, the closest of the lizard-creatures stumbles with bright crimson blood running down its leg – but the wound doesn’t fell the creature…

GM Only:
Klaven 1 = 3/12

...the less said about Solie's crossbow skills, the better...

Waiting on an action from Blekk


Blekk delays

As Biggun lumbers around, the creatures raises their rifles and, with a series of clicking noises, another salvo of thorns is fired at the group… unsurprisingly, targeting the big shouty threat with the bloodied chain…

Klaven 1, Spur Rifle Klaven vs Biggun: 1d20 + 1 ⇒ (5) + 1 = 6, missing

Klaven 2, Spur Rifle Klaven vs Biggun: 1d20 + 1 ⇒ (18) + 1 = 19, hitting for 1d6 ⇒ 4

…the creatures seem to have stopped demanding that the ‘prisoners return to their cells’ – instead, concentrating on trying to kill them instead.

Everyone may act 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)

"It sound like they not using boom powder, they sound like using gears and springs in guns, make clicking sound before firing, no boom, no smoke..." Ravboom comments, watching the guns in action, figuring out how to use them already. He fires again...

RT-Attack: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d6 ⇒ 6

...and the bullet slams dead center into the chest of the already wounded lizard, adding to the blood flowing down his body and puddling on the floor.


...this time, wounded for a third time, the 'lizard' stumbles... and then collapses...

Only one enemy (as yet unharmed) left... Solie, Biggun, Blekk, Globlob and Palomia / Relas may act 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

Globlob, now getting over his fascination about the weapons, fwips an arrow at the last standing lizard creature.

Attack: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Last round of song atm. Make it count!

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 + 4 ⇒ (3) + 4 = 7
Damage: 2d6 + 7 ⇒ (5, 3) + 7 = 15

"That feel like hug!" Biggun yelled out before rushing towards the sole survivor. Unfortunately, in his fervor to splatter the lizard thing's brains all over the strange walls, his chain lurched to the side to impact the floor.


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 4

With only one of the lizard-things left, Relas deftly squeezes past Blekk and moves up to their foe. Hoping to put an end to things, he snaps at the creature's leg with his jaws.

Attack (Bite; Bless, Inspire Courage): 1d20 + 4 + 1 + 1 ⇒ (16) + 4 + 1 + 1 = 22
Damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9


Inactive

Round 4

As the others close in on the last lizardman, Palo moves forward a few paces and takes aim with her crossbow...

Attack (Light Crossbow; Bless, Inspire Courage, Into Melee): 1d20 + 3 + 1 + 1 - 4 ⇒ (13) + 3 + 1 + 1 - 4 = 14
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

Sovereign Court

1 person marked this as a favorite.
CN Oracle 2 | HP: 16/16 | AC: 13 (13 Tch, 11 Ff) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +3; +2 vs fear and despair | Init: +4 | Perc: +2, SM: +0 | Speed 30ft | Dancing Lights 1/1, Flare 1/1, Prestidigitation 1/1, Produce Flame 1/1 | Spells: 1st 1/5 | Burning Hands Wand 4/50 | Active conditions: None

Solie reload her crossbow and fires it off again!

Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Crit Confirm: 1d20 + 6 ⇒ (5) + 6 = 11
Crit Damage: 1d6 + 1 ⇒ (5) + 1 = 6

A true hero of the people.


Biggun, swinging wildly, misses with his chain but it is of little matter...

thunk... thunk.. thunk...

...in quick succession, three bolts slam into the chest of the prison guard - falling forwards, it is dead even before Relas' jaws crunch around its neck...

Combat Over

The rooms that the creatures were guarding are distinct from each other… the one directly to the east is another large room with cylinders dotted around its perimeter… the panels have been removed and, apparently, the occupants taken from the cylinders and euthanized - eight humanoid bodies, none of them quite human in their features, are scattered around the chamber… each one with a single puncture wound at the base of its skull…

To the north-east, the second room that the guards came from, the chamber is much smaller – near empty, the only notable feature being the two cylinders housed across the northern wall… it is immediately obvious that these cylinders are different from those seen before, they show no sign of being fluid-filled… indeed they are furnished with a lightly padded seat and a single tube that dangles from the roof (rather than the two tubes that are seen in the other cylinders)…


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 immediately gathers up all the guns from the creatures, and sets out to disassemble one of them in the most well lit area possible, muttering about 'air pressure', 'gears', 'gas' and 'recharge'.

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 walked over to one of the fallen things and dipped his finer into a pool of blood. Giving it a taste, he quickly spat it back out and grumbled, "Bah, not even good to eat. Biggun need snack. walking back to the other room, he started digging through the bodies, trying to find something edible.

Perception: 1d20 + 2 ⇒ (1) + 2 = 3
Oh look, a body!


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

Sorry I wasn't around, work's been super busy lately.

Blekk follows Biggun, shrinking in size as he does so. "Was nice while it lasted...oh well. Blekk kinda hungry too, you sure it not good?" He tastes the blood as well and makes a face. "Ugh. Should've taken you at your word."

He also looks through the bodies.

Perception: 1d20 + 3 ⇒ (9) + 3 = 12


Inactive

"So they killed those poor snaps but wanted us to play nice and get back in our tubes? No thanks," she mutters, shivering slightly.

As some of her companions begin to poke around the bodies of the lizard-things, she turns her attention to the odd tubes with the padded seats. "Meant for sitting, but what else? Andretta, do you have any ideas?"

Perception: 1d20 + 1 ⇒ (9) + 1 = 10

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

Perception Result: That chair looks comfy. You should give it a sit.


"Hmmm, I would guess those tubes provide some kind of sustenance, the same way as they did when we were in our 'chambers'?", Andretta visibly shudders at the thought. In the other room, Andretta crouches over the slain humanoids - she is lost in thought for a moment before turning to the group, "I don't recognise any of these races... I am fairly sure that they are not of my world? Are they maybe from yours?"

Examining the bodies, the most interesting item appears to be the weapons that they were using to fire at Biggun and the others... The weapons are bizarre, constructed from some form of ivory-white substance, they have no obvious strings or springs for firing projectiles... nor do they appear to require the gunpowder that the BoomRav requires. There are, scattered between the fallen lizard-like creatures, four of these weapons... each loaded with six spurs.

Spur Rifle: this ranged weapon fires thorny projectiles of a hard, resin-like substance, and may hold up to six spurs at a time in a self-contained case attached to the stock. As long as the rifle holds ammunition, its wielder can ready a new projectile with a free action, but loading a new case requires a full-round action which provokes attacks of opportunity.

Spur Rifles are Exotic Weapons, D6 piercing damage with a Critical Threat Range of 19/20 x2 and a Range Increment of 80ft.

A further examination of the creatures reveals two hand-sized metal cylinders... these were, as far as could be seen, used to open the doors of the chambers when the group were attacked.

Sovereign Court

CN Oracle 2 | HP: 16/16 | AC: 13 (13 Tch, 11 Ff) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +3; +2 vs fear and despair | Init: +4 | Perc: +2, SM: +0 | Speed 30ft | Dancing Lights 1/1, Flare 1/1, Prestidigitation 1/1, Produce Flame 1/1 | Spells: 1st 1/5 | Burning Hands Wand 4/50 | Active conditions: None

Solie saunters over to look at the humanoids that Andretta was looking over and frowned. "Probably not gnomes," she determined expertly. She lifted one of their arms and dropped it again. "Probably also not goblin. Maybe sun cultists?" she asked, looking up hopefully to Andretta.


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 frowns and scurries forward to poke and prod at the bodies of these lizardmen. He similarly lifts an arm and drops it again, then peers into their mouths, and finally sniffs all across it. They do seem terribly familiar, despite apparently being from a different planet.

Knowledge: 1d20 + 2 ⇒ (13) + 2 = 15


Inactive

Palomia also takes a look at the bodies, but then shakes her head. "No...I don't think they're from ours either. But they look more like you and I do than those lizard things."

'Our' world...her world...

Though she had learned a little about some of the other planets that existed alongside Golarion, Palomia was still trying to wrap her head around the fact that there could be even more of them out there...and that they might've been whisked away to one, somehow.

"Ugh...we're not getting anywhere like this. See those cylinders? It looked like they used them to open some of these doors." She reaches forward and gingerly picks one up, turning it over in her hand. "Let's see if they'll work for us. There's still that one door to the west that we couldn't open. And that little door in the center of the room out there."


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)

"Give me few minutes, Boomrav out of powder, no more boom boom. Need figure out if can make up something from these..."

Rav is trying to figure out if he can cobble together a small firearm from the guns he got off the guards. @GM - Rav has proficiency with all Firearms (which are exotic), wouldn't he have proficiency with these alien guns as well, even though they are exotic, since he has the all firearms proficiency?


Ravboom – this exact same question came up in my other Legendary Planet game and I sought a little bit of advice from the authors / developers… effectively, although they are called ‘Rifles’, these weapons are not firearms… they target normal AC rather than touch AC (and are really little more than re-flavoured crossbows!!!).

Globlob - the euthanised humanoids are similar to the Longshanks that are spread across Varisia but, as far as you can tell, from the enlarged cranium, the fanged mouths and the mottled skin, they do not appear to be totally human.

Despite his best efforts, Ravboom is unable to find where the gunpowder for the alien weapon goes… and, somewhat bizarrely, the ‘gun’ appears to be made… or grown… from the same strange resin material that the thorn projectiles are made from – there is no sign of any metal anywhere in the weapon’s construction…

Ravboom can probably snap / cut / modify the spur rifle to be a short-barrelled pistol-like device but that would likely further reduce its accuracy.

So… using the metal cylinders for the western-most locked door or the door in the central column?


Inactive

Spoiler:

1 = West Door
2 = Central Column
1d2 ⇒ 1

After thinking it over for a moment, Palo seems to reach a decision. "Let's check the western door once Ravboom finishes salvaging. That other one must just be a closet or something so we can check it in a minute."

Sovereign Court

CN Oracle 2 | HP: 16/16 | AC: 13 (13 Tch, 11 Ff) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +3; +2 vs fear and despair | Init: +4 | Perc: +2, SM: +0 | Speed 30ft | Dancing Lights 1/1, Flare 1/1, Prestidigitation 1/1, Produce Flame 1/1 | Spells: 1st 1/5 | Burning Hands Wand 4/50 | Active conditions: None

Solie stands right next to Palo, hands on hips and nodding along with the human's plan. "Yes, yes. Exactly as Solie figure herself. Must do it that way, yup yup!"

Solie has this all under control, obviously.

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

Moving over to the door about to be opened, Biggun readied his chain to hit the first lizard thing he saw.


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

Blekk faces the door and makes a scary face, holding his claws aloft while he hopes his mutagen doesn't run out anytime soon.

How long has it been since combat started? Blekk has 20 minutes total for his mutagen.


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 nibbles on one of his grimy claws as he follows Solie and Palo, peering back over his shoulder. "The dead longshanks like our longshanks but more... Different," he offers helpfully, "Maybe they from another place. Maybe we find more in here!" He hefts his bow with an arrow nocked and takes a deep breath in preparation. Every good fight deserves a good song, of course.


With a, not entirely convincing, display of decisiveness, Palomia takes one of the metal cylinders that were being used by the hostile aliens and, striding past the door in the central column, holds it up to the green disk next to the western door. The disk flashes several times and then, accompanied by a disconcertingly loud creaking noise, the door slides open…

The stone chamber beyond the door is lit by a glowing metal panel bolted to the ceiling. Eight metallic cylinders, each with transparent hatches stand in the four corners of the room – vague humanoid shapes can be observed through the thick liquid film that fills the cells. There are no other exits apparent within the room.

Map updated to show all opened rooms – note that the door in the central column has not yet been opened.

Blekk – the combat started no more than one or two minutes ago…


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

"Hmm. More bha gras, maybe? Hope they nice."

Blekk grabs the other cylinder. "Interesting. Guess these are like keys? Why not just use stick as key? Works well enough in my village. Or rocks, throw through window and boom! Make your own door."


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 smacks Blekk on the back of the head. "No windows, dummy. We underground. Can't throw rock through window that not there. If use stick, anyone can make new stick. Cylinder look hard to make, harder to get past lock if no hole to pick."

Ravboom dumps the 'guns' on the floor. "Useless, all internal stuff, funky springy bit inside, can't remove. No better than crossbow, worse. If anyone want, go for it. Useless for salvaging parts."


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

Blekk smacks Rav. "Don't see any rocks around here either, do you? Looks like we're stuck with dumb cylinders."


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 to himself as he peers into one of the large hatches. "Unless we break these out, there nothing here. We go back to middle room," he announces, before moving to lead the way back out. Who cares about those creatures stuck in these tanks, anyway?


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 the tubes. "We come back and let them out when we know it safe do so. Might be enemies, might be friends, might just be pissed off." He looks around. "Anyone know how to open them or just smash when time comes?"


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

"Smashing seems easy. Opening...probably less easy."

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

Sunder Attempt: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 2d6 + 6 ⇒ (5, 5) + 6 = 16

At the mention of smashing the cylinders, Biggun decided to do what he did best and walked up to the nearest device. Giving his chain a couple of practice swings, he reared back and lashed out. Unfortunately, in his excitement, the tip of his chain barely scratched the strange surface before slamming into the floor.


Inactive

"Do you just take the first impulse that crosses your mind and run with it?" Palo snaps in response to Biggun's antics. "Let's figure out how to get out of here and then you can start breaking things!"

She sighs and nods at Glob. "Let's see if that other key thing will open the little door in the center."

Sovereign Court

CN Oracle 2 | HP: 16/16 | AC: 13 (13 Tch, 11 Ff) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +3; +2 vs fear and despair | Init: +4 | Perc: +2, SM: +0 | Speed 30ft | Dancing Lights 1/1, Flare 1/1, Prestidigitation 1/1, Produce Flame 1/1 | Spells: 1st 1/5 | Burning Hands Wand 4/50 | Active conditions: None

Solie cackled wildly as an overenthusiastic Biggun made his swing at the pods. When he missed, she approached and smooshed her face against the clear hatch. "Maybe these ones gnomies. Or gobbies. OR SUN WORSHIPPERS?!"

She tapped on the glass before skittering away to head back towards the central door. Maybe that one would have even more pods. Maybe she could make an army of pod people! MAYBE THE POD PEOPLE HAD MORE SUNS LIKE ANDRETTA!! She'd find them. She'd find every sun. No one was going to hide theirs suns from Solie!


There is little more to discover within this chamber, the humanoid shapes within the cylinders suspended in the murky liquid are near motionless within their strange housings... until, taking his advice from the relative newcomer, Biggun smashes his chain against a randomly selected cylinder - the shock causes the fluid within the cylinder to move… and, when Solie takes a peek, the figure within the cylinder is suddenly carried forwards by the sloshing liquid - floating close enough to the 'window' for the crazed gnome to see what it is. The inhabitant of the cylinder is not a goblin… nor a gnome… nor even a SUN WORSHIPPER (were Solie to know what such a being might look like)… instead, it appears to be a hobgoblin - with tubes fed into its nose and mouth, its eyes are wide open and its unmoving hands appear to be clutching at the tube inserted into its throat.

...it takes a few moments, after the initial shock, to realise that the hobgoblin's eyes are focussed on a point in the middle distance and that it hasn't 'seen' Solie...

Anything more here or off to examine the central door?


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:

"Wait, sun worshippers aren't a different race..." Relas begins, but then sighs as Solie races ahead back to the central column. He rises to his feet and begins to pad along after her. "Hey Biggun, how'd you meet Solie again? She seems very uh...unique, even for a gno-, er gob-, er...gnomlin?"


Leaving the room with the apparently dormant cylinders behind, Palomia returns to the central column within the main chamber… offering up the metal cylinder against the green disk, she causes the doors to spontaneously creak open - releasing a gush of stale air as they do so.

Beyond the opened door, a 10 feet by 10 feet shaft leads vertically upwards… and downwards… both directions disappearing into absolute darkness. Green fibrous material lines the wall whilst, hanging down the centre of the shaft, a thick, vine-like cable runs the visible length of the shaft… a tentative examination of the fibrous material suggests that it may be quite feasible to climb the internal walls of the shaft.


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)

This shaft look familiar to Ravboom? He lived in an old tech facility out near Alkenstar growing up...


Although it is far more organic than Ravboom might ever have seen, this shaft - especially with the presence of the central 'cable' - seems to be some type of lift shaft...


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 frowns. "No may be safe climb. If like shafts back home, be little room that go up and down on cable..." He points to the vine in the center. "You climb in, someone come down in little room, splat against the wall! Lost two brothers that way." He looks thoughtful. "Or maybe was one brother and one sister, never was sure about Gleeful." He shrugs. "Anyway, may not be, shafts back home no made of plants. But something should keep in mind."


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 purses his lips and sticks his head into the lift shaft, peering down one way and then up the other. If he can see nothing in either direction with his 60 feet of darkvision then he does his best to listen. Just in case there is a moving little room.

Perception: 1d20 + 5 ⇒ (18) + 5 = 23

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

Giving the strange container a frown, Biggun gave it a quick kick before joining the others by the shaft. "Little room big enough for Biggun?"

Sovereign Court

CN Oracle 2 | HP: 16/16 | AC: 13 (13 Tch, 11 Ff) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +3; +2 vs fear and despair | Init: +4 | Perc: +2, SM: +0 | Speed 30ft | Dancing Lights 1/1, Flare 1/1, Prestidigitation 1/1, Produce Flame 1/1 | Spells: 1st 1/5 | Burning Hands Wand 4/50 | Active conditions: None

Solie spares only a momentary thought for the hobgoblin she'd seen in the tank. Stupid hobgoblins. yup, that was the only thought before they turned back to wondering how flammable the inside of this shaft was.

"...Climbing not my forte. Maybe you go first..."


Inactive

"Okay...any ideas on how to make this little room come to us?" Palo asks Ravboom. "Or is it like a ferry or ship and just passes through at certain times?"


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 begins looking around the door frame. "Little room come with pull lever back home. Or if someone in room pull lever inside. Look around for lever or something else to make room come." He begins examining around the door to see if there's anything unusual that isn't at the other doors.


Male Monkey Goblin Alchemist (Beastmorph/Vivisectionist) 4 |Trickster 1| HP 6/35 | AC 17, Touch 12, FF 16 (19/12/18 w/ Mutagen) | CMD 18 | Fort +6, Ref +6, Will +1 | Init. +3 | Perception +7, Climb +16

"If only we had someone in the room already...they could just pull lever there and bring room to us. Oh well."

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