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

"Can't believe I'm doing this..." Palo mumbles before taking a deep breath. "Time to light you up!" she cries as she darts forward and flings the powder at the skinstitch...

Attack (Powder; Ranged Touch, Guidance, Into Melee): 1d20 + 5 + 1 - 4 ⇒ (18) + 5 + 1 - 4 = 20


Erupting spectacularly, the skinstitch becomes a walking bonfire...

Skinstitch Fire Damage: 2d6 ⇒ (1, 3) = 4, increased to 6 damage

...and, still staggering forwards whilst aflame, it raises its blood smeared iron pole...

Skinstitch Fire Damage: 2d6 ⇒ (5, 6) = 11, increased to 17 damage

...and, as the flames burn inwards, crashes forwards to lie still - broken, burnt and forever unmoving.

Combat Over

The fire burns itself out quickly enough... allowing the group time to explore this room. But there is nothing here beyond the surgical tools which Blekk has already helped himself to... Not wishing to linger and give the klaven time to regroup, the group move onwards... listening at the other door which they had passed in their first fight in the cellars...

...and hear nothing more than the occasional bubbling of fluids.

Placed you folks outside the door you haven't listened at... 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)

Ravboom checks for traps. "Watch hallway, case something comes."

Perception: 1d20 + 11 ⇒ (13) + 11 = 24


With Blekk keeping a watch to the west, Ravboom opens the door to the north... an unpleasant, coppery tang of harsh chemicals wafts from this room as soon as the door is opened. Two large wooden vats sit on the floor, each filled with an unwholesome green fluid pumped into them from an adjacent box-like apparatus. Similar in construction to the other klaven conversion tanks on Garsilt and the temple ruins, this equipment clearly indicates Lomrick has the means to create klaven here.

...and, a tentative look into the near opaque fluids of the vats reveals that the closest of the two has a humanoid figure undergoing the klaven modification process even now...

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)

Rav quickly examines the equipment, if it has a reverse setting, he'll reset the machinery to reverse. If not, he'll turn it off.

Kn(Engineering): 1d20 + 5 ⇒ (6) + 5 = 11 Or someone else with the right skills can look too


Inactive

"Ugh, that's awful," Palo shudders as they realize that there's some poor sap undergoing klavenization this very moment. "Can we reverse it or are we just going to have to put this one out of its misery?"

She glances at the controls and other machinery, shaking her head. "I'll do what I can but this is one area where I have no problem letting Rav or even CT take the lead - knowing my luck all I'd find would be the self-destruct button."


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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

Ah! Kalvinism! I can complete the indoctorination if you desire!
...or I can reverse it... that works too...

Come on, this used to be the sole purpose for my existance. It cant be that hard.

Claptrap then plumbs the depths of the Brainer Bots AI for the protocols and routines.

Lore: Xenobiology: 1d20 + 10 + 20 ⇒ (10) + 10 + 20 = 40
Or I can do a K: Engineering with a +3 bonus if you desire.
I am C3-PO, master over Death! I command you! LIVE!! RISE!!!
Wait, did I say 3PO???


As the group try to determine how to stop, or maybe even reverse, the klaven process - the humanoid within the viscous fluid starts to stir... and, as the group watch horrified, it gingerly moves to a standing position. The carapace, still glistening wet and only partially covering the figure's torso, cannot disguise that the klaven who stands before the group was once Biggun... where there was once a manic grin and crazed eyes, there is only a blank, dead stare...

Initiative for Party and Enemy

Ravboom, Initiative: 1d20 + 8 ⇒ (2) + 8 = 10
Blekk, Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Palomia / Relas, Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
CL4P-TP, Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Vael, Initiative: 1d20 + 1 ⇒ (11) + 1 = 12

Klaven Biggun, Initiative: 1d20 + 1 ⇒ (2) + 1 = 3

Initiative Order
Blekk, Vael, Ravboom, CL4P-TP, Palomia / Relas then
Klaven Biggun

Everyone may act now - note the map has been 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)

"Told that idiot to stay away from arena. Think we need to go clean out arena in future." Rav says, spitting to the side. "He no in there any more. Gonna make Lomrick hurt when he die I think, what do you think." He shakes his head. "Roll call, try to take alive and hope find way to reverse, or let his spirit pass."


1 person marked this as a favorite.
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

Horrified stare @___@
Biggun? But.. but I was betting on him winning! D:
Talk about profit loss!
If you guys can knock him out, I will see if I cant convert this Kalvinism Konverter into a makeshift lifepod! Maybe we can get him out of here!

So I am going to attempt to make a makeshift lifepod out of the Conversion Tank, basically I am trying to disconnect all the "converty bits" while keeping the "lifesaving bits" functional.
Also, would it be possible to move the tank? Is it bolted down, or could we all collectively drag it out of here?

Claptrap enters a Hyperfocused mode, greatly slowing down his physical capabilities in the process. He also does his best to stay out of Bigguns reach while he does so. Its a tight room. That might be difficult :/
Move actions only for: 1d6 ⇒ 4 rounds.


Inactive

"Holy gods..." Palo breathes, horrified at the fate that's befallen Biggun. "If we can reverse the process then do it! If not...we put an end to him," she responds grimly as she falls back into the hallway to make room for CT, Rav, and whoever else.
______

Palo will withdraw out of the room for the moment.


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:

"Poor Rav! We've gotta save him guys, we've got to!" Relas agrees. Rather than bring his claws and teeth to bear against their former companion, he instead attempts to use his bulk to grapple Biggun into submission.

Grapple: 1d20 + 5 ⇒ (5) + 5 = 10


Slick-wet from the fluids in which he has been immersed, Biggun is impossibly slippery... and Relas can do little to stop him... or is it now 'it'?... from clambering out of the tank.

Waiting on actions from Blekk and Vael.


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

Blank stares wide-eyed at the horrific scene unfolding before him. "If you guys think there even a chance of bringing him back...we should try."

He drinks an extract of Adhesive Spittle.
I'm on mobile right now, but I should have one of those left over still. I think I remember my extract list correctly...


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|

Looking at the new klaven and then at the others. Pointing a finger at Biggun, "Stay." The shadows lash out at Biggun's feet.

Casting [url=http://www.d20pfsrd.com/magic/all-spells/s/shadow-trap/[/url] Will save DC is 14 or it is entanged.


Biggun, Will Save vs Shadow Trap: 1d20 + 1 ⇒ (16) + 1 = 17, Saved

Clambering from the vat, dead-eyed Biggun makes no sign of recognising any of his friends... and with claws that weren't there before, slashes at Relas.

Vael, Ravboom and Palomia may take Actions of Opportunity

Biggun, Claw vs Relas: 1d20 + 8 ⇒ (3) + 8 = 11, missing

Everyone may take their turn now


CG Male Beast Eidolon 1 HP: 20/20 | AC: 18 | F: +8, R: +7, W: +6 | Perc: +4 | Stealth: +7 | Speed: 25 ft. | Senses: Dark Vision, Low-Light Vision, Scent 30 ft. (Imprecise) | Active Conditions:

Relas ducks under Biggun's attack, unsure of whether to be happy or not that he's not getting clubbed with the chain. "Biggun, stop! It's us, your friends!" he calls as he tries once more to grapple their former companion.

Grapple: 1d20 + 5 ⇒ (7) + 5 = 12


Inactive

"Well I mean, yeah, I guess you could call us that," Palo nods, at something of a loss on what to do to help the situation.
______

Palo will delay for the moment; she's also outside of the room since it took me a bit to remember to update her position on the map >.>


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 continues his frantic analysis of the Kalvinator, all the while mumbling to himself, almost as if he is conversing with someone else, or something...
Round 2 of 4 where I can only take move actions. I will have Brainers knowledge yet!!


Still slathered in the noxious klaven fluid, Biggun remains far too slippery for Relas to get a hold of...

Waiting on actions from Vael, Ravboom and Blekk.


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 Rav make a non-lethal attack with his pistol by firing at hanging equipment to make it fall on Biggun? Kind of like shooting the chandalier thing... If so...

RTA, NL: 1d20 + 11 - 4 ⇒ (15) + 11 - 4 = 22
Damage: 1d8 + 1 ⇒ (5) + 1 = 6


Crashing down upon the thing that was Biggun, a section of pipe clubs him around the cranium...

GM Only:
Biggun = 6 non-lethal damage

Waiting on actions from Vael and Blekk


Vael and Blekk's players both seem busy and so, rather than waiting the full weekend, it's GMPC time!!!

Having seen her first spell resisted, Vael resorts to a more extreme restraint; calling out with a hugely compulsive voice, "STOP!!!" she attempts to hold Biggun...

Vael, Hold Person vs Klaven Biggun, DC14 Will save or be Paralysed for 4 rounds

Klaven Biggun, Will save vs Hold Person: 1d20 + 1 ⇒ (4) + 1 = 5, Save Failed

Stopping, with a look of confusion wrinkling its brow, the creature that was Biggun is held fast.

...and then, on his turn; Klaven Biggun, Will save vs Hold Person: 1d20 + 1 ⇒ (6) + 1 = 7, Save Failed

Everyone may take their turn now


Inactive

"Okay, okay, I'm glad Vael's got less painful ways of stopping people than you guys do," Palo says, realizing that whatever Vael had just done seemed to have worked - at least for now.

"Come on, can we get him tied up or knocked out or something before it wears off!?"
______

Since K-Bigg is effectively helpless for the moment I'd say we try to tie him up or pin him or something until we can see if CT finds a way to halt or reverse the process.


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 takes some rope out of his pack after dropping weapons, and then proceeds over and gets ready to tie up Biggun. Weapons still dangling by weapon cords!


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

carry the Y, Cross the t, dott the i, murder the L. Hate those Ls... Or was it dott the Y, murder the t and toss the i? Programming is so wierd sometimes...
Round 3 of 4...


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|

Keeping back but sighing in relief that her attempt actually worked, "CL4P-TP do you actually think you can reverse it?"


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 gargles his spit a little as he talks. "If he gets out, I can spit on him. Tastes real bad though, might have to swallow soon..."


Biggun, held in place by Vael's words is soon tangled and bound within Ravboom's ropes... and, as Vael's spell dissipates, and the klaven tries to break free - he is safely captured. No longer a danger, to other nor himself, Biggun continues to mindlessly struggle whilst the group back away...

Free from distractions, CL4P-TP soon determines that the klaven process is considered irreversible... however the 'Brainer' also extracts memories of Lomrick's work that suggests otherwise - that, if the process hasn't run its full course than there is a possibility, through modification of the klaven tanks, of returning the creature to its original physiological state... although mental capacity is likely to be impaired.


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)

Assuming Clappy produces that info

"Not sure we notice if Biggun mental impaired, kind of impaired already." Rav says, rubbing his chin. "Ok, so, put back in tank, put in 'sleep mode' and we come back later and fix him, if survive. No time to do reversal now. Liking this place, think we take from Lomrick, make new living place."


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

Urika! Now normally reversing a process like this is impossible, but it should be easy for a creature of contradictions and paradoxes such as myself, so I might be able to do it! But it will take time. And resourses...
...Ummm. Biggun was stupid to begin with, right?
Ya. Should be fine... >_>

As is, we don't have much time, and I am sure that the entire city guard is coming over here as we speak, so we shoould be getting out of here soon...
Now, I see 2 options. We can pack him back in the tank, then seal this basement after us, and come back later hoping that no one discovers it in the meantime...
...OR I could remain behind and start the process immediately. Just make sure you lock us in here tightly. I mean I AM an old bot of Lomricks, I do belong here if anyone discovers me. That way I can more assuredly ensure Bigguns survival and reversal. And keep anyone from messing with him in the meantime.

...Just... Come back for me, please?
Claptrap tuggs on RavBooms sleave with a grasper, doing his best to look like a robotic, lost puppy. Eye expanding and all.

Now help me get the idiot back in the tank!
Aid Another Grapple Check: 1d20 + 1 ⇒ (18) + 1 = 19
Claptrap helps whoever to force Biggun back into the tank (+4)


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

"Uhh. So just a observation. He got out of the tank like...30 seconds ago. Who says he can't just climb back out?"


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)

"Few things, Clap. Primus, we are hours outside city, maybe you forgot. Secundus, City Guard want to skewer Lomrick on spear, so if they coming it's to kill him. Tertius, we not leaving anyone behind. Like Rav say, put in tank, set tank to Sleep, disable wake up circuit. We repair later." He looks at Blekk for the last part, explaining why Biggun won't get back out. "Oh, and leave him tied up."

Rav kicks Biggun's trussed up body into the tank.


Inactive

"There's surely some sort of a seal or lock on the tank, right? Remember, the only reason we got out of our tanks was because they got broken in all the ruckus," Palo points out. "If there's not then why don't we just leave him stowed here until we take care of Lomerick and then we can grab him on the way back out."


It takes quite the effort to lift Biggun back into the klaven tanks yet as their bound friend slips into the viscous fluids, the fight goes out of his struggle against his bindings and he slips beneath the surface...

CL4P-TP - the fluids are respirable by creatures undergoing the klaven process and there is no risk of Biggun drowning.

For now, CL4P-TP can do no more than halt the klaven process - modification of the tank and its chemical dosing will take more than a few hours of work - and so, with their former companion 'safe' for now, it is time for the group to continue their search for Lomrick. Heading back out into the corridor, and moving back to the corner where the klaven fell, the group appear to have two options - a door that heads to the west and, at the end of the passageway, a double door to the south.

Actions?


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 reloads as they walk down the hall. "No door left behind." He repeats the motto he and Paloma and Relas came up with after a little altercation that left them with hand crossbow bolts in their backs.

Perception, for traps: 1d20 + 11 ⇒ (8) + 11 = 19

Any Aid Others would be nice, just to break that 20 DC just in case


From beyond the door, the subtle noise of a machine hum suggests that some form of equipment lies beyond it... and, as far as Ravboom is able to determine, there is no evidence of any trap mechanism here...


Inactive

"At least we get to add insult to injury by busting up all his machines before we kill him," Palo remarks as they wait for Rav to give the 'all clear' signal and open the western door.


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

Oops! Ya know, I was under the impression that we were in the suburbs in the middle of the city. Thats why I was constantly anxious of the entire city guard coming down on our heads for those lovely explosions that we have been creating XD
My mistake.
I also figured that we had explored the last room in the basement, also my mistake!

The process has been halted. Sadly that is the extent of my abilities at this time. Shall we continue?
Claptrap does a light bit of beatboxing as he follows RavBoom around the corner.

Generally, Aid Another checks for Perception grant you a re-roll, don't they?
Aid Another Perception: 1d20 ⇒ 10 RavBoom gets +4 to his Perception roll, for a 23 total.
Oi! Master! Look over there! See that crack in the wall? Is it meaningful? Ooh! More machinery for me to mess with!


The immense, octagonal room beyond the door has four short extensions branching out from the main chamber at each of the four, cardinal compass points. Another smaller chamber, seemingly made of glass, sits in the center, its walls extending from a gleaming metal base and connecting to a similar enclosure attached to the stone ceiling 15 feet above. The structure includes the vague outline of a glass door on its eastern face...

Within the enclosure, an emaciated looking humanoid staggers to its feet as Ravboom opens the door to the room... Strange tattoos belie this humanoid’s alien nature where the midpoint of its head splits like a flower with lavender skin overlapping its exposed brain.


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 swaggers in. "Lomrick, I presume? Actually no, you look like crap. Hope you're not Lomrick, you look like you might actually die and that would take away from the joy I was about to get by severing your spinal cord..."


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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

Flashback!
Wait! Do you remember the entire reason we are here? I distinctly remember a few exchanges that happened with Kaetrix the Jaskirri...

Then an audible CLICK! from a recording device followed by a womans voice;

Kaetrix recording wrote:

"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"

...

"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".

Then another womans voice chimes in, this one undoubtedly Palo's;

"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."
...CLICKKK!

Then another voice issues, this one is identical to the nasally, runty voice of Blekk;

Blekk recording wrote:

"Lomrick, I presume? Actually no, you look like crap. Hope you're not Lomrick, you look like you might actually die and that would take away from the joy I was about to get by severing your spinal cord..."

...CLICKKK!

Ahhh :) I love first impressions! They are so irreversable!

So? Are we still going to rip his spinal cord out? That sounds like a difficult process to survive...
OH!! Where are my manners? Greetings! I am CL4-TP/BR4-NR/Scrap_Metal.exe human relations and maintenance droid! This is my Master, RavBoom! He collaborated with Lomrick to build me! And this is Knick-Knack, it wont let me touch it, but it is facinating! That is Palo, my human conscious! And her pet, Mr. Murder! Over there is the half-robot with the sexy arm! And that is Blech! He may be hideous but hes nicer on the inside. Biggun got left behind in the Kalvenisim tank... He isnt looking too good.

Might you be the Elali; Relstanna?


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, I think CT is right on this one - I don't think this is Lomrick," Relas agrees, though he does watch the creature cautiously.

"Are you okay? Can you understand 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)

Rav smacks Blekk on the back of the head. "No scare prisoners, not be goblin raiding party. Not enough gobbies." Rav begins to examine the device to figure out how to get the creature out.

Then he hits Clap on the back of the head with the butt of his gun. "No collaborate with Lomrick, stupid robot. Built you out of left over parts from Lomrick's robot and the remains of a sewer cleaning bot."

Kn(Engineer): 1d20 + 5 ⇒ (16) + 5 = 21

Not sure if clockwork helps here, I think it's engineering, but

Kn(Clockwork): 1d20 + 11 ⇒ (2) + 11 = 13


Ravboom has little time to examine the workings of the enclosure before the silence of the room is broken...

The figure in the enclosure, apparently quite weak, makes its way to the wall of the enclosure - placing her hand against it and mouthing something imperceptible. With rising panic in her eyes, she looks upwards. The air near the ceiling around the glass chamber starts to shimmer - and a swollen, brainlike bulb encrusted with fungal shelves appears... a wide mouth bisects the bulb's crown - and tendrils, draped down over the enclosure start to lash at the group.

Initiative for Party and Enemy

Ravboom, Initiative: 1d20 + 9 ⇒ (14) + 9 = 23
Blekk, Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Palomia / Relas, Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
CL4P-TP, Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Vael, Initiative: 1d20 + 1 ⇒ (3) + 1 = 4

Aardregghr, Initiative: 1d20 + 5 ⇒ (3) + 5 = 8

Initiative Order
Ravboom, Palomia / Relas then
Aardregghr then
CL4P-TP, Blekk and Vael

Ravboom and Palomia / Relas may act now

A cerebric fungus constantly scans the minds of those around it, projecting around itself a confusing collage of images gleaned from their thoughts. Creatures within 60 feet that can see the fungus must succeed at a DC 14 Will save or take a –2 penalty on attack rolls.

Knowledge (Nature) DC13:
Cerebric fungi are a race of carnivorous, intelligent fungi native to a distant planet. Although they are one of the lowliest life forms on their homeworld, the fungi still possess an alien intellect far beyond that of most terrestrial creatures. Cerebric fungi display great curiosity about other races and species when they visit other worlds, asking endless, apparently senseless, questions and engaging in disturbing experiments.


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)

Will Save: 1d20 + 2 ⇒ (18) + 2 = 20

Rav boom waves his hand. "Stop with all the stupid picture pictures." Then he raises the BoomGar and fires.

RTA: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d8 + 1 ⇒ (5) + 1 = 6


Inactive

A little confused, did our Elali friend conjure this thing or simply reveal its presence?

Will (DC 14; Shield Ally): 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12

"Rrgh, stop it stop it stop it!" Palo exclaims through gritted teeth as a confusing blur of images assails her mind. She raises her crossbow and attempts to fire at the strange creature...

Attack vs. Fungus (Light Crossbow): 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12
Damage: 1d8 ⇒ 8


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:

Will (DC 14): 1d20 + 2 - 2 ⇒ (10) + 2 - 2 = 10

Relas too finds his mind assaulted by the strange images and half-pictures but moves forward and attempts to swipe at the offending monster.

"Hey! Cut it out!"

Attack vs. Fungus (Claw): 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15
Damage: 1d4 + 2 ⇒ (2) + 2 = 4


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)

I think she was trying to warn us but is in a soundproof cage


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|

Nature: 1d20 + 8 ⇒ (4) + 8 = 12
Will Save: 1d20 + 8 ⇒ (15) + 8 = 23

Well I was hoping to yell out something helpful before my turn.
I will post my actions after the baddies go.

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