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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Humming happily and zipping around Vael, "I like that one. She understands things." Making a quick circle around Palomia before floating back to Vael seemingly content.

More than happy to share wisdom since Ravboom seems confused, "Yes you have guns, magic, and the option of violence but we need something from them and that gives us the disadvantage with these groups. Normally when you want something from someone, whom we cannot force, you have to offer something. Nothing is free Ravboom."


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

Batting at Knick Knack, "Yes apparently there is a trump card and CL4P-TP is right. We should save this one."

------
Commarch's
------
Perception: 1d20 + 13 ⇒ (7) + 13 = 20
Diplomacy: 1d20 + 7 ⇒ (3) + 7 = 10

Looking around the packed shop and then sniffing the air. Sighing deeply Times like this I wish I had the organ to drink whatever that is. It smells divine. resigned to her coffeeless fate but still wanting to help the group that so kindly took her in.

More than once approaching someone only for them to brush her off as they leave or glare at her and finish their orders. Opting to stay near CL4P-TP and the wonderful smells and simply observe the people milling about.


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 makes a dismissive gesture toward the floating stone. "Stone stupid, Rav no say we use violence on them. Rav say groups like this usually have need of people who have guns, and knowledge, and magic. No stone's fault stone can't think, stone no have brain. Even ClappyTrappy have brain... well, several brain actually."


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)

Once at the coffee shop, Rav looks over the menu and points. "Extra Large Venti... extra sugar... extra honey..."

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

Strolling into the café like he owned the place, flush with his recent victories in the arena, Biggun looked around curiously. "What is...kuufeee?" he asked Ravboom.


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

Rav sniffs at the air. "Something long shanks drink. Taste good with lots and lots and lots and lots and lots and lots and lots of sugar. Also lots and lots and lots and lots of honey. Also make you feel like lightning hit head if drink enough of it. No hangover."


Commarch's grows busy as the twin suns drop below the horizon... outside and inside the huge coffee shop, various lights - oil-filled lanterns, phosphorescent spheres and technological orbs - burst into life and push back the encroaching darkness. Mingling with the crowd, a lot of them are regular patrons recognised by CL4P-TP although there are still a fair number of newcomers, the group listen out for folks talking about the coteries... snippets of conversation here and there give an impression of the mixed views and opinions of the gangs controlling Zel-Argose... but there is little evidence of actual coterie people here...

...until, having asked enough questions around the establishment, it is Zomskane that finds the group. An auttaine wreathed in a black cloak that goes some way to disguise his racial origins sidles up to CL4P-TP, "You would do well to stop asking about the coteries now... you have attracted the attention of more than one group who do not wish to be discussed or examined... come, let us all take a booth away from prying eyes". The man leads the group, collected from their various tables and bars around the shop, to a side booth where they can talk without being observed...

"You are looking for Zomskane, yes? I represent their interests and you should know that they have been made aware of some of you and what you have been doing within the city in the last week or so... I must admit, you are a conundrum - we have no record of your arrival through a gate and several of you..." he looks at Biggun and Ravboom, "well, I'd expect to have a new race be well recorded. Anyway, that is a discussion for another day... let us, for now, talk about the way in which you may be able to assist Zomskane - and then you can tell me of any needs that you may have".

The man, who it must be noted, has yet to introduce himself properly waves to a passing waiter for some fresh coffees before turning back to the group, "You have heard, I suppose, of the various narcotics that are sweeping the city? The gates provide access to multiple markets and source of drugs with which the Argosans can be tempted... and it is not beyond the morals of some of the coteries to 'enslave' certain groups or districts with quickly built dependencies. Zomskane has heard of a plan by one of the coteries, I am not at liberty to say which, to dose the city's water treatment plant with an addictive euphoric... it is supposed that they plan to establish this off-world drug as Zel-Argose's product of choice and to corner a hugely profitable market. Zomskane wishes to see this action foiled... but cannot be seen to act openly against another coterie. That is where you come in..."


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

Rav grins. "Rav is a Forest Gnome, see? Green skin, short. Biggun is half Forest Gnome, half Forest Giant." He looks at Biggun signficantly, and then rubs the side of his nose. "Biggun mom was the giant, obviously... So no new races, just variant on existing race..."

Once the discussion moves to a potential job, Rav rubs one ear. "Seem like bad thing do, so maybe good thing make not do. When dis going happen?" He ask, thinking...


Inactive

Palomia shoots Ravboom a look as he embellishes a bit on the exact nature of his and Biggun's lineage, but decides it best to stay silent lest their new contact take more of an interest in the two than was healthy.

"A euphoric in the water? Yeah no, I'll pass on that and I daresay there's plenty of other folk who would too if they had a choice in the matter," she responds in a low voice. "What sort of plan did you have in mind to put a stop to it?"


HP: 23/23, Hero P: 3, AC: 22, T: 15, FF: 18, Initiative: +2, Perception +0, Sense Motive -4, Fort: +2, Ref: +5, Will: +5, CMB: +1, CMD: +13, Speed: 20
Skills:
Appraise +7, Acro -6, Craft (Alchemy, Mechanics) +10, Deplomacy +13, DD +6, Intimidate +9, K (Arcana, Dung, Local, Geo, Hist, Nature, Plains) +7, K (Engineering) +13, Ling +10, L (Xeno) +10, P (Sing) +6, Spellcraft +10
Resistances/Immunities:
+4 vs mind-affecting effects, paralysis, stun. ||| Immune: fatigue, exhaustion, disease, sleep, emotion-based effects except fear
Mysterious auttaine wrote:
""You would do well to stop asking about the coteries now... you have attracted the attention of more than one group who do not wish to be discussed or examined... come, let us all take a booth away from prying eyes"

Your wish is my command good sir! And with that Claptrap and the others join the hooded man in a booth.

As they talk Claptrap has some comments and questions that he asks at appropriate intervals during the conversation (In whatever order is most appropriate).

Forest Gnomes. Riiiight. Yes Master! They are designated Subjects 382-461a by the Redacted Research Facility. It turns out that they are poor specimens for conversions into Klaven. Yes Master! I'll shut up now, Master!

I dont see what the problems with Screen contaminating the water are. My filters can filter out the vast majority of impurities within any water intake I need and I should not be at risk. What? Oh. I guess its another one of your fleshbag things >_> Claptrap makes more sipping noises while holding his specialty coffee.

Acting directly against the wishes of another Coterie seems dangerous, especially if that group stands to face significant financial loss! Would you guys be offering protection to ourselves after this is completed?

And if you do offer protection to to "guilty party" so quickly afterwards would that not appear to create implications of your connections?

When would we be expected to act out this espionage? Could we expect any backup or supplies or are we on our own. Is there a "Plan?" I like "Plans!" They make me feel warm and fuzzy and secure inside. Except my metal carapace is cold. Sooo cold. My poor, frozen heart...

Out of character, I am up for the plan :)


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

Ravboom reaches out with a foot and kicks Clap Trap in the caboose. "Inside voice!" He roars loud enough to cover up most of Claptrap's initial comments about converting Forest Gnomes to Klaven. Then glares at him if his voice levels get above quiet conversation, making threatening motions when necessary.


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:

"Wow...you talk even more than Brainer did!" Relas laughs. "Did you plan it that way Rav?"


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)

"Nope, just lucky." Then he smirks. "Did plan for him use normal words, much easier understand now..."


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

Forest Gnome hmm. Need to talk to Ravboom about lying to potential allies. Quietly sitting and listening to the conversation. Rarely taking her eyes off of the hopeful new friend. Knick Knack settles silently on Vael's shoulder.

Sense Motive: 1d20 + 7 ⇒ (18) + 7 = 25 Do I think he is lying to us?


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 nothing else, the sense motive on Rav indicates he's not at all serious about the Forest Gnome thing, and not trying to be serious about 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

"What? Biggun not gnome!" Biggun yelled, outraged at Ravboom's insult. Slapping the smaller goblin on the back, he said, "No call Biggun goblin! Though, giant is cool..." And then he got lost in dreams of giant weapons...


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 growls and bites Biggun's hand. "No swat Rav!"


So Chapters 3 and 4 of Legendary Planet, Matt Goodall's Dead Vault Descent and Richard Pett's Confederates of the Shattered Zone have landed... and the good news is that Zomskane Coterie don't seem to play a major part in those chapters - so we are good to go with playing the coterie however we like :)

The auttaine, over a cup of remarkably bitter coffee, responds with a certain amount of detached logic when CL4P-TP expresses a minimal amount of concern about the water supply becoming contaminated, "It isn't Screen... although your knowledge of the narcotics scene in Zel-Argose is noted... this is something, something highly addictive and, as far as we are able to determine, only available from a single source. If the protagonists are able to get it into the water supply then, at least for a short period of time, they will be able to exert control over the populace. Zomskane would not see that happen...".

...and, at the reservation about acting against another coterie, he smiles, "Despite what you may have read, there are more Coteries here in the city than those who have seats upon the Peerage... there are many smaller gangs who do not have access to a gate, they would consider themselves a 'coterie'... but they do not have the standing to truly call themselves such. These small outfits rise and fall as opportunities come and go... the group you will be acting against are such an operation - years from now, no one will remember their name. There is no cause to be concerned about repercussions - do this job properly and there will be none".

"Plan? I will leave all of the details to you... Zomskane cannot be seen to act in any of this - let me just say that our mutual enemies have been infiltrating the water treatment plant over the last week... they will likely be there tonight".


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 nods. "If going to be acting openly, at least partially, Rav need paper, or else could cause other problems." He flicks the paper up enough for the man to see. "No care what name on paper, as long as ligit, but need to avoid questions nobody want to answer, yes?" Rav puts the license for a weapon in his pocket again. "Be fine if paper legit for only a day or two... with someone else's name on it. Keep Zomskane name out for now. Or, if you no care, Zomskane name good as any." He rubs his nose. "Any care how many pieces small not-coterie end up in tomorrow?"


Inactive

"So we basically have leave to tackle it however we see fit, as long as we leave your people out of it?" Palomia muses. "Good, that makes it easier for everyone! Though we'd better not be too destructive (not being destructive at all isn't an option with you guys) because we don't want to draw a huge amount of attention to ourselves, either!"


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

Did I get anything from that sense motive?

Shooting Biggun a glare at his outcry then one at Ravboom for the attempted bite. Honestly! Are all goblins like this? Reinforcing on their hopeful connection. "That all sounds reasonable. How do we get in contact with you when it is done?"


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

Hmmm. Maybe I should get a hold of some of this stuff. Then again, maybe not.. It sounds too short term and unstable, Will have to find something else the robot mutters in a quiet voice.
Anyways!!! I am sure that later on this evening I could go and get a decent layout of the place before we can commence any plan. Knowledge is power! And foreknowledge is probably our greatest weapon in an otherwise unknown situation. We should probably also wear some form of disguises for ourselves so as to attract less attention.
Claptrap then proceeds to draw a black mustache from his central compartment and place it under his front eye-lens.
I made it myself! What do you think guys? You can barely recognize me eh?

Between now and when we start this job, I intend to scout out the place and do a K: Engineering check with Focused Trance to get a very good idea of the layout of the building. Ill explain it away as him having a deep knowledge of how these specific buildings are structured and him being able to infer the interior layout as a result. Something like that :)
Or I could go to the central council and download a set of blueprints for the place, that works too!


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

Rav leans over and whispers into Clappy's auditory grill.

Clappy:

"Clappy no taking important information into account about dealing drugs. Clappy need think about fact that if Clappy become drug lord, or sell drugs for drug lord, Rav pour gunpowder in Clappy's intake port and see how much get inside before spark blow Clappy insides outside."

Then Rav leans away, grinning ear to ear.

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

"So go in, smash bad guys, get reward, and drink?" Biggun asked with a grin, already thinking about all the alcohol he could get.


CL4P-TP is the first to leave Commarch's, and whilst it is too late in the evening for him to access the Auditor's Spire and research the layout of the water treatment plant, his early departure allows him to scout out the hulking structure next to the slow moving river. The main structure is only two storeys high however it is fairly obvious, from the manner in which various vast pipes pass into ducts that network out into the nearby suburbs, that a significant portion of the building is subterranean. A grand gated entrance alongside the river appears to be the main thoroughfare for workers entering and leaving the plant although there are other, somewhat less ostentatious, gates where the occasional delivery of barrels and crates are taken into the facility.

Some twenty minutes or so later, the rest of the group - having agreed to meet their Zomskane contact at the same time on the following day (and with Ravboom brandishing a small card permitting him to bear firearms for a period of no greater than 24 hours) - find CL4P-TP whirring around the small roads alongside the river. From deep within the building the low tolling of a bell precedes an increase in foot traffic from... and in to... the plant - it seems that the group have arrived just in time for a shift change of workers (and, somewhat fortuitously, there doesn't appear to be a uniform required).


Inactive

"Hey, they're not wearing any uniforms..." Palomia whispers to the others. "Is it really going to be that easy? We can just walk right in like we're supposed to be there?" she adds, hardly able to believe their apparent luck.


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

The little robot freezes solid for a good few seconds when RavBoom whispers in its "ear." Right! No drugs. Drugs are bad. Dont do drugs kids!
However... Gunpowder. Now that might be on to something... Muhahahaha
Anyways! Audios, I am off to recon the water treatment plant!
and with that he zips out the door.

Later, and because I like really big numbers :p
K: Engineering: 1d20 + 12 + 20 ⇒ (4) + 12 + 20 = 36
Annnnnnd got another crap number out of the way :P

Once Claptrap sees Palomia coming in the distance, he calls to her. He is still wearing the black mustache.
Ah! Palomia! Over here. It seems that you are the first to arrive. You see the plant over there? he waves to the building next to the river, While it appears to only be 2 stories tall, I am certain from the way it is built that it extends deep underground. See those pipes? They are good evidence for it.
Also, see the front entrance? And the other entrances on the sides?
I would imagine that entry through one of the side gates would be less obvious, and we run the risk of there being a key-card required through the main gate.
Why I am certain that any one of us could crack the lock on the side!
he exclaims as if cracking security systems was basic knowledge.
If anything, the lack of uniforms might work against us. We have no way of identifying the culprits and very little understanding of how these things are properly supposed to work, let alone being able to spot an irregularity.


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)

Stealth: 1d20 + 9 ⇒ (8) + 9 = 17
Clappy Perception: 1d20 ⇒ 11

Once immediately behind Clappy, Rav taps it on the top of it's dome. "Not so loud." He says in a quiet voice, looking over the plant. He then takes the BoomGar off his hip and rolls it up so the handle can be gotten to, but the rest is hidden in his back pack. Then the pack goes back on.

"So, how about we watch for someone carrying in something big to hold the drugs? Pretty sure can't put enough drugs make everyone high in town with you can sneak in in lunch pail."


Keeping himself tucked around Vael's torso and pulsing faintly, "Kind of depends on the concentration of the drug Ravboom. And if they are trying to get the bulk of the city they will be trying to be as discreet as possible. It could even be multiple people with small packages."


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

Perception: 1d20 + 13 ⇒ (5) + 13 = 18
Sense Motive: 1d20 + 7 ⇒ (2) + 7 = 9I wanna look for people who seem to be acting odd

Keeping her voice down, "CL4P-TP what companies do the deliveries? That could be a way to get in."


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

GHAAAAGHH! Oh. Hi master! Glad to see you, you scared the Ghost right out of my Shell!

Then, at Vaels question he responds
Hmmmm. Let me think...
K: Local?: 1d20 + 7 ⇒ (6) + 7 = 13
Stupid low rolls....


Inactive

Palomia does a double-take as she spots that CT is still wearing his mustache disguise. "Okay, you realize that robots don't usually sport mustaches, right?" she sighs. "Anyway, I guess the bit about there actually being some security further in is a good point. And if we can find some way to smuggle ourselves in it'd make it a lot easier since I'm pretty sure CT, Knick Knack, and Relas are going to stand out a bit no matter. And the goblins, too. Actually, I think maybe Vael and I are the only ones here that don't stand out in the crowd...go figure."


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)

"Knick, Rav, and Clappy can all fit in small access areas. Might be better sneak in through vents, if Clappy can keep trappy shut, or if I can get in case to override volume controls." He raps the access hatch on Clappy to make his point, and puts one eye up against Clappy's single eye. "Right? Quiet?" Then he pulls his head back. "Can you talk-talk with KnickyKnacky over distance?"


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

Glancing down at Knick Knack, "In a sense yes. We cannot speak with words but.. hmm, it is communication though feeling. But it works up to a mile."


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

Rav nods. "Ok, seem to Rav, if KnickyKnacky right, we better off going home now and putting water in pots to drink safely. Cause if it small enough can be smuggled in by two people in pocket, we never going to find it in time. If they got 50 or 60 people to smuggle in a bit in pockets, we never stop that many. So if we doing this, think maybe it best if we just assume it be no more than 6 or 8, and it be big enough pile of drugs to spot. Maybe KnickyKnacky, Rav, and Clappy try sneak in through pipes and vents, while Vael, Palo, and Biggun try sneak in as new workers? Two prongs. Hate divide up, but no have enough info on place. If can feel each other, can lead us back to each other if both make it in? Or can at least tell if other group in trouble or found them?"

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

Standing outside of the water plant, Biggun watched as people started to come and go. "Why wait? Biggun say get in now, find bad guy when people leave."


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)

"People no leave Biggun, people always there. Only which people in that change."


Inactive

"As much as I hate to say it, splitting up might help us find what we're looking for faster," Palo admits. "And Relas, you might need to sit this one out - at least for a bit," she says hastily. "If I can find a good place away from prying eyes inside, I'll call you back, okay?"


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 guess..." Relas responds reluctantly. "Just be careful, okay? I don't like not being around to help you..."


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

Claptrap zips away from RavBoom at the threat of being meddled with and then twirls his mustache (it literally spins in place) as he responds to Palomia.
But mine is a Masterpiece Mustache! Its perfect! You guys just saw me put it on, that's all!
And back to RavBoom, Vents. Right... About that, I don't think I could reach those... On the plus side, if it WERE 50 people smuggling in bits at a time, I think that even those dim witted plant workers would notice such a huge influx of personnel. No, I figure it had to have been a small group of individuals.

Anyone have anymore thoughts before we go?


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

Ravboom grins. "No problem, can get you in vent easy." Rav says, patting his black powder horn on his belt. "Just might make it noisy."


CL4P-TP can't recall any specific organisations that would perform deliveries to the Water Treatment Plant however he does recall that there is an Auditor edict prohibiting large or heavy wagons being used within residential areas after sunsdown... and, despite the presence of the plant with its insistent throbbing sounds and occasional release of gases via one of its many stacks, there are a surprising number of dwellings along the riverside here - enough to suggest that no legitimate wagon movements should be occurring now...

Palomia, Vael and Biggun

Palomia, Vael and Biggun, adopting the slightly slumped shoulder stance of the workers heading towards building, fall in line with the workforce... and their luck seems to continue; moving through a grand pair of doors without being challenged, they find themselves in an art deco vestibule - polished marble has been used for the walls, the pillars and the tiled floor, the blue ripples in the stone giving an almost water-like effect to the room. The workforce, all of them, pass through a door to the right (sign-posted as 'Changerooms') although there are two other doors here - one, to the left, sign-posted as 'Administration' and one directly ahead, far grander than the side doors, but which is not sign-posted.

Actions?

Ravboom, CL4P-TP and Knick Knack

Ravboom, CL4P-TP and Knick Knack, moving away from their friends before they join the workforce continue with a stealthy - surprisingly discreet - recce of the plant. Unchallenged even as they draw close to the building, they finally find a large grating in the ground that - illuminated from within - leads down a ladder and into a manway duct running between the river and the Water Treatment Plant. Lifting the grate, it is unsecured (although there are four individual lugs where it could or should be locked), the group drop down the ladder... a climb of no more than twenty feet, and arrive in a wide ductway. There are multiple pipes here, colour coding and arrows indicate the contents and the flow direction, and the sound of moving fluids echoes along the tunnels... and, as far as they can tell, the group are alone down here...

Actions?


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

Whispering, Rav points to the pipes. "Clappy, what colors and symbols mean? If know, find pipe that takes water to city, we follow that back, they have to dump it in somewhere there."


Inactive

We need some disguises if we want to blend in further.

"Changeroom? Must be for work uniforms," Palo whispers to the others. "Having them gives us a little more credibility if we get caught out of bounds somewhere else. 'Oh we're so sorry, we're new here and we got lost' - that sort of thing."


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

Claptrap stops at the edge of the gaping hole that RavBoom had just uncovered and peers into it.
How the heck do I get down there?
And in case RavBoom decides to give me a little 'push' then I will need to know how much falling damage too >_>
Seriously, Claptrap has a Climb Modifier of -5...

I hate stairs, but I cant expect giant gaping holes to be much better! Got any rope?

Once he finally gets down he takes a look at the color coded pipes for a bit.
While my knowledge of such specialized systems is limited, I would imagine that the vast majority of thd pipes would flow out of the plant. So we should find the all powerful Majority Rules and go the opposite direction!

I would imagine that such specialized knowledge would reasonably be beyond Clappys capacity, so I wont roll. But I figure we should count up the pipes and follow the direction of the least. And, RavBoom? Do you have any rope?

Edit: I have an Anytool!!! I could possibly use that to get down!
Claptrap exclaims Idea! and then pulls out an interesting tool with which he starts moulding into something useful.
mutterleaver?muttermutter10-ft pole?muttermutterClips to hook on the ladder?


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 digs some rope out of his pack, and holds out one end to Clappy. "Hold this." As soon as the droid holds onto the rope, Rav kicks him into the pit, holding onto the rope with both hands (and both hands in gloves!).

Str: 1d20 ⇒ 20

Rav jerks the talkative bot to a halt an inch off the floor, and then flips back and forth down the hole to land next to him. "See, in hole..."

"Maybe Clappy could read codes on side of pipes? Should be marked with codes for parts of city. Should also say which pipes go which direction, some may be flow left, some flow right. Go direction opposite most flow."

Rav pokes at KlickyKlacky's ioun stone. "Hmm, perfect size, give Rav idea if need get KlickyKlacky somewhere high."


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

Nudging Palomia, "Well lets go get changed then." This is a horrible idea. Just rushing in. Complete madness. Why in the world am I here?


Quietly floating after the bossy 'forest gnome' and occasionally dimly lighting up as Vael's emotions bleed into Knick Knack's mind. Briefly glowing a little brighter and moving between Rav and CT, "Shouldn't that be locked? We may find those would be drug lords here."


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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)

"Or, may be that they keep dire rats in the tunnels to keep out intruders, so no need lock. Or baby dragons... or spider swarms... or blood stirges..." Rav whispers back, and then continues to list dangerous things over and over...


Inactive

Hearing no objections from Vael or Biggun, Palo saunters towards the changing area with the other workers as if she had every right to be there.

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