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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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)

Rav laughs. "Palo too sensitive about not being good at combat. Relas and Rav plenty good at Combat. Vael not bad, and Blekk good at combat too." He glares at ClapTrap. "Tin Can not so bad either, but think Rav need take apart and put back together again when have time. Think put something together wrong first time. Was first attempt, didn't expect work." He shrugs. "Palo good at plenty of stuff that not killing people. Rav good at killing people. Rav not exactly happy that what Rav good at, but Rav know it what Rav best at. Rav try to make sure it bad people who deserve be dead. Rav also good at making giant messes, try to make sure giant messes actually do good, not bad. Very hard be Goblin who not want be bad. Palo never have issue being Good, just come natural. For Goblin, to be good, have to say 'What should do here?' then do opposite, most time." He sighs. "Not exactly have big reasons go home, other than Sis and Master. Miss them, but here not treated like vermin, treated like person. Palo no get how good that is, Palo used to being person, not vermin." He shrugs, then whacks Palo on the back. "Rav give Palo hard time about no be good at fighting because only thing Palo really bad at. Gotta give grief where can." He grins then looks at Blekk. "No think Blekk hat Goblin, tumor on head make it sit wrong. Think cape maybe ok for Blekk."


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:

"Yeah Palo, we all have things we're good at!" Relas agrees as he affectionately bumps against her leg. "You're right, I don't really like fighting but it's something I can do and sometimes you have to fight. Besides, you let me do other stuff too and you listen to me when I have suggestions on what sort of powers you should give me! That's all that matters to me."


They walk for nearly quarter of an hour, with Kaetrix especially vigilant for signs that they are being followed, before they arrive at a darkened warehouse. Moving to the rear of the building, Kaetrix clambers up a ladder, indicating for the friends to follow - a challenge indeed for CL4P-TP, and pushes through a small hatch into an attic space.

As the friends join her, she makes sure the hatch is closed and lights a trio of lanterns... the illuminated room is not large but it is relatively comfortable - with two cots for sleeping and a number of couches for relaxing upon. And, pinned against all of the available wallspace, maps of Zel-Argose and its environs...

Bidding the friends take a seat, "Let me introduce myself properly then, as I said before, I am Kaetrix... and I am very pleased you folks showed up when you did. The odds weren't looking good... and I am a little worried now that Lomrick was able to track me down - my attempts to stay discrete in my investigations must have failed... I suppose someone talked". Seeing the friend's interest when she mentions Lomrick, she offers up a little more information, "My employer, she's an an off-worlder Elali named Relstanna - you likely will not have heard of her, was kidnapped a fortnight or so ago, by Lomrick. She is a leader in her field and the Jagladine clearly believes she can assist him... the rumours are that he is engaged in a Hegemony plot to re-open a gate to a previously unknown world. Relstanna won't help him though and I worry for her life".

"Now... how about you tell me what issue you have with our mutual acquaintance?"


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)

Rav stands up on a chair, clears his throat, and begins his story.

"Once upon a time there was a really dumb but lucky longshanks who luckily could summon a ferocious four legged companion. Even more luckily, a very smart goblin gunsmith took a liking to her, mostly because she was kind of cute in her complete incompetence (especially in combat, as she couldn't hit a sleeping troll with a bottle of acid if she was 5 ft from them) took her under his protection." Rav beams and then continues. "The brave gallant goblin gunsmith spent most of his time palling around with the competent panther creature, both marveling that the longshanks had managed to survive long enough to learn to summon the panther creature."

He takes a sip from his flask (what does he keep in there?), and continues. "As the panther and goblin (and the panther's pet human) were looking for work, they happened across a rumor of a star crashing in a swamp known for it's gobby hordes. The panther and goblin managed to keep the longshanks alive when they found the gobby village, and even rescued a few gobbies along the way (including a half-breed gobby/giant... male gobby parent and female giant parent.. don't ask). They also rescued a completely insane gnome who thought she was a gobby (don't ask) who wanted to put the sun in her pocket (really don't ask)." Rav recounts the early times again.

"They tried to find the star, but all they found were insane gobbies with black goo on their back. They eventually found the source of the goo was some sort of weird goo creature, and everyone was nearly killed, until the brave goblin gunsmith shoved a keg of black powder into the goo creature and then lit a fuse and walked away. The goo creature made a nice pattern on the walls and ceiling (and the longshank!) when it exploded." He grins remembering the mess that made. "The panther creature thought it was a great way to get rid of goo creatures. The next day, the gunsmith and the others woke up in vats, having been kidnapped in their sleep by some lizard things. After rescuing the others, the gunsmith led the group through an enemy fortress, cunningly saved two dozen dog people (who were not very bright and kept getting killed by poking their noses into beast dens), another long shank, and a gobby who's parents slept with glowing green stones and put them down in it's crib to chew on after it was born. The smart goblin gunsmith talked an enemy construct into being an ally and got it to help them escape the Gar Silt prison facility. They found out that Lomrick ran the facility before it blew up really bad. When leaving, they all jumped into a Gate that was activated by a Lightning Spirit that took a liking to the Gunsmith. But not everyone made it through the gate to the same place, the dog people, the long shank caster, the insane gnome, and a musical gobby all got lost after going through the gate. Fortunately for the lucky but dumb longshank, she landed with the gunsmith goblin so she still had her protector. They then fought some more Klaven creatures and some war dogs, and escaped the mad temple of the insane war god. But since it was a long walk to town, and it was late, they went back in the mad temple of the insane war god and camped out in his library for the night." He takes another sip.

"The next day, the Gunsmith found a woman in a tube, and broke her out. Only for her to yell and threaten the noble gunsmith for daring to rescue her. Turns out she was kidnapped by Lomrick too, and wanted to do painful bloody things to him. Since the gunsmith was of a similar mind, she finally apologies abjectly and begged to go along with the group to kill Lomrick. They found a new city, got a few jobs while trying to find more information about Lomrick, so they could shove a keg of powder up his arse and fire his skull to the moon. They heard about a Cat woman named Kay Tricks, and went and rescued her from being eaten alive by rat people." He bows. "The end."


Inactive

"Uh...I would've phrased a few parts of that story differently but yeah, that's basically how it went," Palo agrees, shooting Rav a murderous look. "Anyway, sounds like we might be able to help each other out - we want to find Lomrick and you've got a friend that needs rescuing."

"Um...and what's an Elali, 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)

"Rav know, but Rav too modest to use all the praise Palo usually heap on him." Rav responds to Palo's comment about phrasing things differently.


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 nods. "Sounds about right. Not sure why you keep calling me a gunsmith though, don't think I've ever even shot one of those things before. You never let me touch yours."


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)

"Blekk just blow own ear off if play with gun. And Blekk is gobby who sleep with glowing rocks, not gunsmith. Rav is gunsmith. Blekk never know Palo and Relas before Rav and Relas rescue Blekk from tank."


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

"Oh...that makes a lot more sense. Was thinking that there were a lot of parts that I didn't remember."


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)

"That ok, Rav figure that pretty common for Blekk. Rav have good memory, let Blekk know when Blekk forgetting things Rav know about."


Kaetrix sits quietly through Ravboom's unconventional storytelling - interjecting only the once, "Gar silt? I had heard that Lomrick had established a research facility... and he was kidnapping people? Maybe you are from this world previously unknown to the Hegemony or Accord?"

When Ravboom's tale turns towards 'shoving a keg of powder up Lomrick's arse and firing his skull to the moon', Kaetrix smiles and, ignoring the fact that Argosa has three moons, continues "I am finally convinced that I know where Lomrick's Manse is... I've been tracking him for the last week and, following the money, have found some of his holdings to the north of Zel-Argose", and considering the maps for a moment, "Assuming that Skaadorn were working for Lomrick, the advantage of surprise will only be with us for a short time... how ready are you?"

...and then surprising even herself with an attempt at humour, she asks Ravboom, "So... do you have a powder keg handy?"


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 pulls his pack off, and rummages in it, pulling out a couple of powder horns, a small keg of powder, three or four mayanoise jars of powder, and then some small sandwhich bags (brown paper variety) full of powder. When he's done, it's easily half his pack. "Got more back at home, if that not enough." Have I mentioned how cheap black powder is if you have gunsmithing? :) He looks at the catfolk. "Used to carry more when Biggun was with us, was too stupid to ask what Rav ask him carry." He leans in and whispers in a stage whisper. "Got two powder horns in Palo's pack, as emergency stash, if needed."

Someone should sense motive the catfolk, make sure she's on the level.


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're really ready to go with us?" Relas asks of Kaetrix, looking impressed. "Most of the time I think we kind of scare the people who help us out, so they just kind of help indirectly."

Sense Motive (Kaetrix): 1d20 + 4 ⇒ (18) + 4 = 22


There seems to be nothing hidden about Kaetrix... she seems genuine in her story of seeking out Lomrick, of Relstanna the kidnapped Elali and the location of Lomrick's hideaway, "We have a mutual enemy - Lomrick has been a thorn in the side of the Accord for some time now yet we have had, up until the last few weeks, no justification to act against him - now we have two; Relstanna's abduction and your incarceration", Kaetrix mulls things over, "I will not be able to travel with you... I have a second line of enquiry with a warehouse that we believe the Hegemony have been using and I must maintain surveillance of it. But, if you are willing to avenge yourself against Lomrick and to rescue Relstanna - then I believe we are allied".

And when Palomia asks about the Elali, Kaetrix muses, "They are relatively uncommon here on Argosa... it is little surprise that you have not heard of them. They are, amongst the Accord, one of the first races... their appearance may, as it has with many before, unsettle you - they are highly psychic you see... and some believe that, over the millennia, evolution has removed any obscuration from their psychic vision". And when the friends look slightly confused, "Their brains are exposed within their skulls".


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

Ravboom shrugs. "Rav met gobbys before with brains exposed. Most were dead at the time, or zombies, but a couple were alive. Who cares about brains exposed?" He begins putting his gunpowder supplies back in his pack. He stops, and hands a bag of black powder to ClapTrap. "Here, carry this, is safe, no worries." He tells the mechanical with a straight face. Then hands another bag to Blekk. "In case we need new stash, you carry. No play with fire."


Inactive

"And if you do play with fire, you keep it away from me!" Palo adds firmly before turning back to Kaetrix. "Uh...thanks for the warning about the Elali, wouldn't want to be surprised and make a worse impression than the one we'll probably make anyway."

"But okay! I guess we're doing this then. Can you tell us anything about this place Lomrick's hiding out at? Defenses or anything?"


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|

Website ate my post apparently but this was far more entertaining!

Quietly listening and barely resisting the urge to roll her eye throughout Ravboom's story. He certainly does not lack for modesty. Poor Palomia.

Reaching out and grabbing Knick Knack, keeping it from yelling at Ravboom. Leaning forward and mumbling, "Don't pout. The retelling was fine."

"We can be ready rather quickly but any information about where he is hiding will help. Any information about how he fights, who he might have with him, and where he will be would be helpful if you know any of that."


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

Rav turns to ClapTrap. "Lomrick like kidnap people, torture them, experiment on them, and turn them into disposable slave soldiers. It ok to kill Lomrick, and those who support him." He clarifies while Vael asks questions, since the bot has trouble with ethics and morals. It's somewhat ironic that a Goblin is the source of ethics and morals.


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
Blekk wrote:
"Guys. Who got bit or scratched by these guys? Really, really hope they're just skinwalkers. Or else we're in a buttload of trouble."

Ohhh!! I got scratched! he points to a small nick in his metal frame. Am I in trouble?

Wererobots anyone? ;)
RavBoom wrote:
He doesn't introduce ClapTrap, obviously still upset with the tin can.

Claptrap shows no indignation at not being introduced, he is afterall, a glorified toaster, and when does a toaster get intdoductions? Hes used to it... sniff :,(

RavBoom wrote:
He glares at ClapTrap. "Tin Can not so bad either, but think Rav need take apart and put back together again when have time. Think put something together wrong first time. Was first attempt, didn't expect work."

At the mention of getting dismantled Claptrap lets out a little eeep! and scuttles over to the far side of the group, well outside of RavBooms reach.

GM Zed wrote:
Moving to the rear of the building, Kaetrix clambers up a ladder, indicating for the friends to follow - a challenge indeed for CL4P-TP, and pushes through a small hatch into an attic space.

A ladder? Thats even worse then stairs! Why thats discrimitory, thats what it is! Wheres the WheeledChassis Access?

GM Zed wrote:
As the friends join her, she makes sure the hatch is closed and lights a trio of lanterns... the illuminated room is not large but it is relatively comfortable - with two cots for sleeping and a number of couches for relaxing upon. And, pinned against all of the available wallspace, maps of Zel-Argose and its environs...

As RavBoom fills in the new friend with their history, Claptrap takes to studying the maps on the walls, memorizing as much of the details therin that he can.

Tranced Int Check: 1d20 + 3 + 20 ⇒ (13) + 3 + 20 = 36
I figure that would be very useful knowledge to memorize :)

After RavBoom is done with his exposition, Claptrap pipes up
And I am Lomrick's personal research droid on Gar Silt.
...Apparently that makes me want to "Blast him to the moons".

He gives an overemphasized shrug.
Also, you should be aware that Lomrick has had personal and recent contact with the Daystar Cortier, while we may have driven them off for now, that might be worth investigating in the future.

RavBoom wrote:
He stops, and hands a bag of black powder to ClapTrap. "Here, carry this, is safe, no worries." He tells the mechanical with a straight face.

Yes Sir! I shall carry that without question and with absolute assurance! It was, after all, given to me by Master!

I will carry as much Boompowder as you give me, just tell me a lb value for me to carry.
I'll stick it next to my overheating, sparking motor engine to keep it warm at night!
...What? I was kidding!

RavBoom wrote:
Rav turns to ClapTrap. "Lomrick like kidnap people, torture them, experiment on them, and turn them into disposable slave soldiers. It ok to kill Lomrick, and those who support him."

Yessir! Killing former masters is A-OK! May I serve you eternally!

Can we come up with a plan with Kaetrix on what we are doing?
Even if the plan is nebulous it can at least add some direction, even if we dont end up following it :)


"Lomrick won't be expecting you in particular but he will be well protected... it's not a large building, I guess he's trying to avoid undue interest... and, on the face of it, nothing looks particularly out of place but in the evenings there are klaven posted on the balcony - a tell-tale sign that Lomrick is expecting that he will need to defend the place", Kaetrix considers CL4P-TP's suggestion of making a plan, "It's a fair bet that Lomrick will have been incubating new klaven but he won't just rely on his mindless drones - there will be other hegemony representatives there. You may want to think about how you approach the building... once you're in then it won't be long before things degrade to a running battle, of that I am sure. But to actually gain access... well you might need to be shrewd about that".

"Lomrick seems to have kept any kind of information about the property far removed from the official records - the advantage of building to the north, and of having money. All I have been able to determine by talking to people who have lived in the area for a while is that there are probably extensive cellars below the building - there was a lot of excavation during the early days of building the property, far more than you would expect if they were simply laying foundations".


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 rubs his nose. "There lot of people around, or his building in abandoned area? Tunnels and vents always best entrance. Nobody expect Goblin Bomb Squad coming up through floor." He grins, showing teeth. "What kind of building? Stone? Metal? Wood? In city or outside city?"


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

"Guessing he's gonna be in middle of city somewhere. Makes him extra protected-doesn't have to worry about Goblin Bomb Squad coming up through floor if blowing up his house means that there's shrapnel going through orphanage next door. Makes everyone outside, walking by, his meat shields." Blekk shrugs. "It's how I'd do it, anyways."


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)

"Hard hide Jagladines in middle of city though, and they no legal make. People no like idea of being made brain dead slave only slightly better than being made zombie."


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)
CL4P-TP wrote:
I will carry as much Boompowder as you give me, just tell me a lb value for me to carry.

I think a pound with Palo, a pound with ClapTrap, a pound with Blekk, and 5 pounds with Rav. It's cheap, it comes in really handy, and it's easy to make things go boom. Just avoid fire and keep it wrapped up and not exposed where a stray fireball can set it off.

If you're not sure, I'd suggest getting some mayonaise jars and using them instead (also makes for easy to use molotov explosives if you do that). Speaking of which...

Rav's eyes light up. "Must remember buy oil, soak rags in oil, wax powder into mayo jars, screw lid on with rag partly in jar. Light rag, throw jar, boom!" He mutters under his breath for a few minutes. "Rag, Oil, Jar, Boom. Rag, Oil, Jar, Boom. Rag..."


Inactive

"If the cellars are extensive then maybe there's a way in through them, somewhere - it'd definitely make it easier," Palo agrees. "But it sounds like we need to do a little reconnaissance on the place if we've got the time. I'd rather not have to fight a running battle right off the bat."


Providing a map to Lomrick's Manse, a short trek that will take the group beyond the urban sprawl of Zel-Argose, Kaetrix shakes the hand of each of the group preparing to infiltrate the jagladine stronghold, "May the eyes of Rarmezan follow you... and his will guide your hands".

Religion DC12:
God of armour, honour, honourable combat and strength, Rarmezarn is a force of righteousness who defends the weak and confronts evil. The willfully ignorant and complacent anger him, but he keeps an iron control over his temper, saving his wrath for those who harm others. Rarmezarn teaches that leading by example and delegating authority to those who are capable—whether they realize it or not—can empower a person to do great things. He dislikes underhanded dealings, those who exploit oaths and codes of honor, and those who prey on the weak. It is said he can summon or dismiss his armor and weapons with a thought.

"Bring Relstanna back to us... and end Lomrick".

The trek to the north takes over an hour, the heat of the sun an unwelcome friend on a day devoid of wind... following the map sketched out by Kaetrix, the group find themselves upon a small hill overlooking five large properties... each walled and secluded from the more heavily populated valleys of northern Zel-Argose.

From their high point on the hillock overlooking the stone building that the map identifies as Lomrick's, the group can see beyond the high walls of the grounds... and determine that there are indeed two entrances at ground level - a main entrance at the front and a rear entrance within a small ornamental garden (itself bordered by a high fence). There are two small barred windows at ground level - neither of which are viable entry points... but there are two balconies on the first floor of the building - both accessible with a small climb.

...and, for the half hour that the group watch, there is no sign of life.

I'll endeavour to get a map up for you this evening.


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, and tags Blekk. "Ok, be gobby business now, find entrance to underground. Longshanks no understand underground." Rav looks at the others. "You keep watch, Gobby's try find entrance to underground while not be seen." He looks at Vael. "Vael send KnickyKnack with Gobbys? Not perfect, but at least let us know good/bad. If bad happen up here, send fear to Knicky, we come back running. If Lomrick leave or come back, send anger to Knicky. If we find way into underground, we send Happy back so you ready for us. Any other things need be set up communicate by 'motions?"


Inactive

Kn. Religion (DC 12): 1d20 + 6 ⇒ (2) + 6 = 8

"Sit up here and keep watch? Sure, we can do that. That's probably the cushiest job we've had in awhile, aside from there not being much in the way of shade," Palo shrugs. "And it sounds like you've got things pretty well covered already. I've got a small messaging spell that I can use too but the range on it isn't all that big - maybe 140 feet or so. But if you think it could at least make for a backup to Vael and Knick Knack then it's no problem for me to cast it."


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

More a GM question on the 140 ft thing, but I am betting it's obviously too short. And this is Rav mouthing off, if other people have better ideas or don't want to split up, say something. Rav is bossy, we all know that. The player isn't. :)


The manse, which from distance appears to have no external entrances into a cellar or other subterranean structure, is at least three hundred feet from the group's vantage point... and, flat and comprised parched scrubland, there is precious little in the way of obstacles behind which the adventurers could hide behind...


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)

We had to be by something that blocked it, yes? As we came upon it?

"Hmm, maybe night be better, harder see gobbys at night, have to sneak around and find entrance underground entrance?"

If the whole basement thing was a red herring, can the GM bump us forward to whenever saying we searched by night and didn't find any entrance? If it wasn't, can we search by night (those of us with darkvision)?


Inactive

"Searching by night might actually be a better idea," Palo agrees. "As much as I hate not being able to see, it's a small price to pay for them being less likely to see us. And I do have Relas here to help guide me if need be, since he can see just fine."


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

"Can see in the dark for only a few minutes, if I put bat eyes in my mutagen. But if I drink it too early and it wears off and then we get jumped...that wouldn't be good. Or I think if I put in some tentacle powder, I could make myself real good at swimming instead. Hmm...decisions, decisions..."

I can get darkvision now from Beastmorph!


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 rolls his eyes. "Never mind, no gobby time. Will have to be Rav time, after dark. Maybe take Relas with, even if he throw up and fart too much when he get too far from Palo."


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|

All my post are vanishing!

Religion: 1d20 + 7 ⇒ (6) + 7 = 13

Looking over at Knick Knack and grinning at the anger bleeding though their bond, "You would go with the Gobby's right? The lack of illumination does not bother you."


Zipping to loam over Vael's head, "There will be no grabbing at me!"

Yep! I fixed it! I am sleepy.


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)

Was second post supposed to be Knicky? And nobody grabbed him...


Ravboom wrote:
If the whole basement thing was a red herring, can the GM bump us forward to whenever saying we searched by night and didn't find any entrance? If it wasn't, can we search by night (those of us with darkvision)?

Ahhhh, the basement is most definitely not a red herring... it's just not accessible from external to the building.

As the suns set over the horizon and the stars twinkle in the sky above them, the friends get ready to move towards the building. Yet, as they start to move, lights turn on in the windows of the first floor... and, silhouetted from behind, a pair of klaven move out onto the balcony overlooking the front of Lomrick's grounds...

There is a map in your campaign header showing the layout of the manse.


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 it's dark, Rav (and anyone who wants to go with him who can see at night) begin to sneak up to the Manse, keeping to shadows as much as possible until with 120 ft of the mansion.

Probably easier to use average stealth/perception checks since this is going to be involved? Rav's average is 20 (10 + 10). Rav will sneak around to the back of the manse and look it over first, if there's nobody obviously guarding the back, he'll sneak closer.


Floating about a foot above Ravboom and silently following after him.


Sneaking up to the Manse under the cover of darkness, Ravboom and Knick-Knack look around for any sign that their arrival has been noticed by the klaven at the balcony... and as everything remains peaceful, quickly rush over coarsely manicured lawns and up to the gardens at the rear of the building... The garden is backed by a tall fence set with a wrought iron gate - peering through, Rav sees that the garden includes well-tended walking paths between the gate and an open archway that actually leads into the building itself. A solitary stone door enters the side of the building to the east (this is the door that was visible from his earlier vantage point), and a first-floor balcony overlooks the garden.

The garden is heavily planted with roses and other floral decoration... the extent of the planting suggests that someone here truly appreciates horticulture...

Perception, Survival or Knowledge (nature) DC20:
There are two rose bushes within the gardens which seem to gently move... despite the absence of wind


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

Perception: 1d20 + 11 ⇒ (9) + 11 = 20

Rav narrows his eyes at the roses, and then taps Knicks stone, and points to his own eyes, silently, then points to the roses.

Can the GM note the rose bushes in question on the map?

Then Rav looks up at the windows on the walls, and taps Knicky's stone again, then points to Knicky's 'head' stone, and points to the windows.


Confused until the bushes move just slightly. That is not good, though we do have fire.

Amazing the Goblin can be so quiet. Floating up to just near the edge of the window.

What does my blindsense tell me?


The strangely mobile rose bushes are shown on the map...

Knick Knack, floating high yet still unnoticed, detects the presence of the klaven at the balcony towards the front of the house... but nothing else.


Inactive

While Ravboom and Knick Knack creep closer to scope out the manse, Palomia waits anxiously with Relas and the others. "I hope those two know what they're doing..." she mutters.


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)

Can Knick Knack not see through the window too? Or is he blind?


Ravboom wrote:
Can Knick Knack not see through the window too? Or is he blind?

Wasn't sure and just went with what he / she / it could tell by Blindsense... let's assume that it has full vision then...

Peering in through the open balcony window, Knick Knack sees a set of grand stairs leading up to a balcony... and a closed door to the south. There is no sign of movement anywhere...

Map Updated


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 waits until Knicky is looking his way, then points to his eyes, and then the room to the west. He then moves carefully and slowly to the eastern room, taking the window for that room.

Assume west is left and east is right on map


Moving around the building, whispering and cautiously slow, Ravboom finds that each of the ground level windows - secure iron bars across each of them - have had curtains drawn closed... although, perceptive as always, he hears several voices talking in one of the western rooms.

So... in terms of getting into the Manse, there is the front door (beneath the balcony where the klaven are stationed) or there is a gate into the garden at the rear of the house (noting the mobile rose bushes)... and thus far there is no sign of any entrance to any subterranean complex.


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 think it'll be okay Palo," Relas whispers back, straining his eyes to see if he can spot either Rav or Knick Knack as they scout the perimeter. "Knick Knack seems really smart and Rav won't do anything stupid. He might do something that isn't quiet but it won't be stupid."

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