Alchemical Golem

GM MacShack's page

603 posts. Alias of PorterMacShack.


RSS

1 to 50 of 603 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

1 person marked this as a favorite.

#1150: Do-Over


The skeleton falls to Phedran's morningstar, and Sehetep calls down to Phedran. "Your blood shall pave the road of King Akhutan's glorious return."
Round 2
Phedran
Hank and Cammy
Belliken
Karthurg

Sehetep


Round 2
Phedran

Skeletons
Hank and Cammy
Belliken
Karthurg
Sehetep


While Cammy dispatches one of the skeletons, the other one seems unaffected by Hank's scimitar and parries Karthurg's hammer enough to dodge the blow.
Sehetep starts chanting from the balcony before pointing a skeletal hand at Cammy.
Cause fear: DC 13 Will save. On a success, Cammy is shaken for 1 round. On a failure, he's frightened for 1d4 ⇒ 3 rounds.


Belliken’s shot connects, but Sehetep seems unaffected.

The two remaining skeletons on the ground shift into a more advantageous position (5 foot steps southeast to flank Karthurg) and strike with swords glowing with the ancient magic animating their bones.

Shortsword v. Karthurg: 1d20 + 2 + 2 ⇒ (19) + 2 + 2 = 23
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Shortsword v. Hank: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Round 1
Phedran
Skeletons
Hank and Cammy
Belliken
Karthurg

Sehetep


Belliken waits for an opportune moment to strike. Delay turn
Round 1
Phedran

Skeletons
Hank and Cammy
Belliken
Karthurg
Sehetep


The skeleton is unable to react in time to save itself from the wrath of Cammy, and the others are caught off-guard.

Surprise Round
Phedran
Sehetep
Hank and Cammy
Belliken
Karthurg
Sehetep


Belliken Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Cammy Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Hank Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Karthurg Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Phedran Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Sehetep Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Skeletons Initiative: 1d20 + 6 ⇒ (8) + 6 = 14

Since they don't seem to understand Common, you guys get a surprise round.
Surprise Round
Phedran

Skeletons
Hank and Cammy
Belliken
Karthurg

Sehetep


Sehetep looks at the rest of you. "Swear to King Akhutan and you may fight alongside us when he takes back his throne. Stand against us and you will die." Silently, the other skeletons jump down from the balcony, easily shrugging off the fall of ten or fifteen feet.


"I am Sehetep, sworn shield of King Akhutan. I command you to bend the knee and swear fealty to the king." As he speaks, three more skeletal figures in what appears to be ceremonial funeral armour emerge from the doorway, all surrounded by the same thin haze.


The figure is bloodied but alive, clad in robes like those worn by the Aracus Guild. They also wear a similar mask, though it is split roughly down the middle. The gem has clearly been refined and polished, and has a smooth surface. Moments later, the golden mist begins to swirl and travel upwards to a large set of double doors. The doors begin to swing open, revealing a humanoid shape. It appears to be a long-dead skeleton, bearing rusted armour to which the mist clings. Looking down at Phedran, the skeleton speaks in what sounds like ancient Osiriani, then pauses and continues to stare at him.


New map: Museum
The ladder leads up into what is recognizably the storeroom of the museum. Against one wall is a pedestal with a note beside it: "Amber statuette of a snake. Possibly Thassilionian?" However, the statue in question is absent. The door into the main section of the building is hanging open, revealing the strange scene inside. The door is coated in a shimmering golden fog, as are all the windows. Wisps of the golden mist dance across the floor, bathing everything from below in an unsettling light.
Around the museum are several exhibits - from a beautifully-made statue of Iomedae to engraved stone tablets - which might prove interesting in calmer circumstances. Across the room lies a figure in a dark cloak, either dead or unconscious. A fist-sized red gem is next to the prone form.


The northern tunnel ends in a ladder, propped up and leading through a rough-hewn hole. Drawing closer, a faint whispering sound becomes audible.


There is still the northern tunnel, and the thrumming in the air has not faded despite the ghouls' destruction.


One quick change to the information from the logs: I got it messed up in my head, and the Lawblight was not destroyed. The Threnody escaped into the Drift after sustaining heavy damage.


Unfortunately, sleep only affects living creatures.
Despite the ghoul's apparent immunity to sleep magic, Karthurg flattens its head and neck against the floor. With both ghouls defeated, the strange golden mist dissipates into the air.


Morvruul and Eleeta are able to bypass the computer's security systems, gaining access to some captain's logs.

The logs, about a month ago:

Captain Skorper Morrigar
12 Pharast, 317 AG
03:24

Encountered a distress signal in the Vast. We arrived at the planet Ulmarid, where the signal seemed to be based. We sent down a scout ship to the surface, but we were too late. The SFS Unbounded Wayfarer and her crew were too mangled to create any new recruits for the Fleet. We were able to salvage some scrap metal and Starfinder insignias, but nothing of significant value.
What is dead may never die.

Acting Captain Delgar Shirris
12 Pharast, 317 AG
06:47

As we attempted to leave Ulmarid, a ship identified as the Lawblight emerged from an asteroid belt and attacked us. While we were able to destroy the living creatures' ship, we sustained serious damage, and our captain was slain along with many of our crew. A diplomat - Exegara Long-Tongue - has been sent in a small scouting craft to pawn our salvage at Absalom Station. She should be able to return within 30 days with the necessary supplies to repair our ship and continue our glorious campaign.
What is dead may never die.

TLDR The Threnody found the wreckage of the Unbounded Wayfarer a while ago, but were crippled by pirates. Exegara was sent to buy repair supplies from Absalom Station by pawning off what they had salvaged, including the Starfinder insignias.


The logs also contain co-ordinates for Ulmarid, where the lost Starfinder vessel crashed.


The room ahead is indeed the bridge. The stations are constructed of the same bone and metal lattices as the rest of the ship, seeming to grow from the floor. Signs of battle damage are evident, and there are no remaining crew members. There are banks of computers here, some of which appear to still be functional.
Since Eoxian ships are run on a mixture of technology and magic, accessing these systems can be done with either a Computers check or a Mysticism check.


Domak and Morvruul notice three glowing projectiles whiz past them and shatter the last skeletal crew member. We are out of combat.
With the final visible enemy defeated and all of the generators shut down, the ship is strangely calm. From the exit opposite the cargo bay, a larger room is visible which is bathed in red light.


One of the skeletons continues towards Blipdoolpoolp, Eleeta, and Morroda. However, it meets a swift end at the point of the supercharged spear.
Out of the two remaining enemies, one of them comes around the corner, and is dispatched by Domak's sneak attack. The other one follows just behind, lashing out before the vesk is able to fire a second shot.
Claw: 1d20 + 4 ⇒ (12) + 4 = 16
Fortunately, it is not quite able to injure the starfinder.

Round 4
Domak
Eleeta
Morvruul
Skeletons
Morroda
Blipdoolpoolp

Round 4
Domak
Eleeta
Morvruul

Skeletons
Morroda
Blipdoolpoolp


Belliken sees how crowded the hallway is and delays.

The ghoul throws itself forward, and Karthurg is able to interpose himself between it and Hank just in time.
Bite: 1d20 + 3 ⇒ (2) + 3 = 5
Claw 1: 1d20 + 3 ⇒ (7) + 3 = 10
Claw 2: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Karthurg also feels a strange stiffness begin to lock up his joints...
Karthurg Fortitude: 1d20 + 5 ⇒ (16) + 5 = 21
... however, he is able to resist the paralysis.

Round 3
Karthurg

Hank and Cammy
Belliken
Phedran

Ghoul

4 rounds of paralysis left.


As Blipdoolpoolp braces against the skeletal crew member's next attack, the generator located in one of the exterior walls lets out another wave of unnatural cold. 1 cold damage to Eleeta. As it recedes, Blipdoolpoolp and Eleeta can see that the skeleton in front of them seems to have healed some of its injuries.
Round 2
Eleeta
Morvruul
Skeletons
Morroda
Blipdoolpoolp

Round 3
Domak

Eleeta
Morvruul
Skeletons
Morroda
Blipdoolpoolp


Thanks! I do my best.


Eleeta's magic missile shatters a couple of the skeleton's ribs, but it keeps fighting. Morvruul is able to access the controls for the negative energy generators in the walls, and believes he could shut it down given a few moments more. That roll is high enough, but the minimum is a full action, so you'll have to do it next turn.

Round 2
Eleeta
Morvruul
Skeletons
Morroda
Blipdoolpoolp

Round 3
Domak

Eleeta
Morvruul
Skeletons
Morroda
Blipdoolpoolp


Ghoul Reflex: 1d20 + 5 ⇒ (1) + 5 = 6
The ghoul is unable to dodge the blast of the bomb, and takes the full force of the blast. It is still up, but extremely injured.

Round 2
Karthurg
Hank and Cammy
Belliken
Belliken
Phedran
Ghoul


The remaining skeletons split up. One of them dashes towards the wall that just pulsed negative energy, while the other two remain out of sight on either side of the central passageway.

Round 2
Domak
Eleeta
Morvruul
Skeletons
Morroda
Blipdoolpoolp

Round 3
Domak
Eleeta
Morvruul

Skeletons
Morroda
Blipdoolpoolp


I'd allow the use of reposition to swap with Hank here.

Round 2
Karthurg

Hank and Cammy
Belliken
Phedran

Ghoul


Ah, ok. Updated with the link.
Morvruul: Sorry, I forgot to remove the green skeleton from the map after Domak killed it. You can move down the hallway if you don't have a ranged weapon.


I would, but the site just gives me an error when I try to edit campaign info.
While Blipdoolpoolp's projectile misses, Domak is able to put an end to the remaining skeleton from that group. All of a sudden, a wave of unnatural cold pulses from one of the exterior walls.
Everyone takes 1 cold damage

Round 1
• • •
Morroda

Blipdoolpoolp

Round 2
Domak
Eleeta
Morvruul

Skeletons
Morroda
Blipdoolpoolp


The missiles seem to be just as effective as Eleeta would hope, shattering much of the skeleton's body.
The other group of skeletons glance at the wall beside them, pause for a moment, then make their way around to the other side of the corridor.

Round 1
• • •
Morroda
Blipdoolpoolp

Round 2
Domak

Skeletons (Secondary)
Eleeta
Morvruul
Skeletons (Primary)
Morroda
Blibdoolpoolp


Due to the crowded hallway, Belliken is unable to land a shot. However, the shower of acid produced by Phedran's vial showers over the ghouls, causing the closest one to collapse to the ground.
The other ghoul frees itself and clambers over the corpse in front of it, unhinging its jaw unnaturally wide and outstretching its talon-like fingers as it lunges at the nearest target.
Bite: 1d20 + 3 ⇒ (2) + 3 = 5
Claw 1: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Claw 2: 1d20 + 3 ⇒ (7) + 3 = 10
It manages to rake its claws across Hank's chest, and he feels some sort of foul energy seep into the wound.
Fortitude: 1d20 + 5 ⇒ (6) + 5 = 11
His joints seize up until he is no longer able to move.
Paralyzed for 1d4 + 1 ⇒ (4) + 1 = 5 rounds

Round 2
Karthurg
Hank and Cammy
Belliken
Phedran

Ghoul


Round 1
Karthurg
Hank and Cammy
Belliken
Phedran (delaying)

Ghouls


Map Domak, I moved you to where you would have been able to hit them since you didn't have the map.
Domak's bullet strikes the closest skeleton, shattering its skull and causing it to collapse into an inanimate pile of bones.
The remaining two from that group rush forward, and one of them lashes out at Domak's throat with razor-sharp finger bones.
Claw: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
It manages to score a painful blow, though far from lethal.

Round 1
Domak
Skeletons (Secondary)
Eleeta
Morvruul

Skeletons (Primary)
Morroda
Blibdoolpoolp


The lights seem to be some sort of information or power display, and they are fairly dim. Suddenly, two groups of skeletal figures come into view, and silently charge forward.

Initiatives:

Blibdoolpoolp: 1d20 + 0 ⇒ (6) + 0 = 6
Domak: 1d20 + 7 ⇒ (20) + 7 = 27
Eleeta: 1d20 + 6 ⇒ (20) + 6 = 26
Morroda: 1d20 + 5 ⇒ (1) + 5 = 6
Morvruul: 1d20 + 2 ⇒ (12) + 2 = 14
Skeletons (Primary): 1d20 + 7 ⇒ (3) + 7 = 10
Skeletons (Secondary): 1d20 + 7 ⇒ (19) + 7 = 26

Round 1
Domak

Skeletons (Secondary)
Eleeta
Morvruul
Skeletons (Primary)
Morroda
Blibdoolpoolp


The ghoul screeches in anger, as Hank's wand seems to cause its skin to char and wither.

Round 1
Karthurg

Hank and Cammy
Belliken
Phedran (delaying)

Ghouls


Everyone can position themselves on the map.
One of the figures' head snaps up as Hank approaches. Its eyes are glowing the same golden colour as the mist around it. Its skin is pallid and stretched over a thin frame. "Fffresshhh ffflesshhh!" The creatures begin scrabbling at the rocks pinning them in place, attempting to free themselves and devour the living creatures before them.

Ghoul Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Belliken Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Cammy Initiative: 1d20 + 2 ⇒ (15) + 2 = 17
Hank Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Karthurg Initiative: 1d20 + 2 ⇒ (13) + 2 = 15
Phedran Initiative: 1d20 + 5 ⇒ (10) + 5 = 15

Round 1
Phedran
Karthurg
Hank and Cammy
Belliken

Ghouls


[url=https://docs.google.com/presentation/d/19ApME3AlG2ljAPQxdDbyXRZUtnepMRr4eYQEwLV0eKY/edit?usp=sharing]Map[/ooc] For some reason Paizo won't let me edit the campaign info, but I'll add it when I can.
The computer only seems to have emergency access to the power generators and basic manifests.
The corridor, composed of interwoven bands of steel and enchanted bone, splits into three sections that run parallel to each other. On the other side, shadowy figures become visible for a moment, although the lack of air means there is nothing to be heard.
Place yourselves anywhere within the green rectangle.


Morvruul is able to access some of the basic ship systems. While this terminal isn't connected to the bridge, the energy coursing through the ship from the ruined power core seems to have been reduced somewhat, if not entirely dispelled.


The rubble - along with the whole southern tunnel - is coated in a noticeable carpet of dust. Partially caught under the weight of the cave-in are two humanoid figures. A golden mist clings to their skin. The figures are twitching, causing some of the smaller stones to clatter about. A whisper, which sounds more as if it was forcibly pulled from the creature’s lungs than spoken, rasps forth. "Sssooooo… hunnngggryyyy…"


The eastern tunnel splits in two. Drawing closer to it, you can all feel a strange, unsettling thrumming in the air. What sounds like shifting stone debris can be heard faintly from down the southern tunnel.


Domak is able to pilot the Loreseeker past the bolts of necromantic energy to the aft docking bay, which is open to the void of space. It appears that most of the cargo that might have once been here have already been used, with only a few supplies for patching up a ship remaining.
On the other side of the docking bay, there is a corridor leading further into the ship, and a small computer is integrated into the wall beside it.


Does anyone else want to take the helm for this check? If not, I can bot Rig.
Arvin answers Blibdoolpoolp, "Unfortunately, life sign scans won’t help us and information on Corpse Fleet ships is spotty. Based on the ship’s size and the damage it’s taken, anywhere from four to eight crew members might be left aboard."


Piloting check from Rig to avoid the necromantic discharge, please.


1 person marked this as a favorite.

The now-ruined Endless Threnody now floats aimlessly in the empty Drift space. Bolts of sickly green and purple energy crackle between the bone spurs that adorn the hull, discharged from the necromantic power source.
With a burst of static, a blue-hued hologram of Venture-Captain Arvin appears at the Loreseeker's comms station.
"Excellent work. The Endless Threnody is incapacitated, but not pulverized. I need you to board that vessel, access the main computers at the bridge, and recover the coordinates of the missing Starfinder vessel’s crash site.
“That energy signature looks dangerous, and those discharges can damage your hull. There's an aft cargo bay where you can dock, and then make your way forward to the bridge. Wear space suits if your armor can’t protect you from vacuum — there are a few suits in a storage locker aboard your ship. Eoxian ships do not have life support and are often exposed to space. Any questions?”


It is indeed immune to crits.
Karthurg's hammer rips through it, and it attempts to reform itself before Phedran's acid is released into the water, and it makes a sound like a vast quantity of water being sucked into a whirlpool. Its form dissolves, leaving behind the reservoir, which now begins to flow normally.


I’m still here. I haven’t been posting as frequently, mainly since school started, but I am still willing to run Boarding. About recruiting, I agree that we should recruit to get to four players.


The elemental twists out of Karthurg's reach, but is unable to avoid Belliken's shot. Unfortunately, Cammy is still unable to hurt it.
It shifts and churns, adopting the form of a massive column, before crashing down on Cammy.
Slam: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Cammy Fortitude: 1d20 + 5 ⇒ (17) + 5 = 22
It slams down painfully, but quickly reforms itself into a octopus-like mass.

Round 2
Belliken
Karthurg
Hank and Cammy
Elemental
Phedran

Round 3
Belliken
Karthurg
Hank and Cammy
Elemental

Phedran


Looks like I messed up the initiative list for round 2. That should say Hank and Cammy, and you can go before the elemental.


Since it isn't that deep, I'd say it's difficult terrain.
Cammy gets a mouthful of nasty water.

Round 2
Belliken
Karthurg

Hank & Karthurg
Elemental
Phedran


The elemental doesn’t seem to understand Phedran, or if it does it makes no reply. It recoils from Belliken’s spell before moving south to two squares east of Karthurg and swinging an arm at Cammy.
Slam: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Cammy Fortitude: 1d20 + 5 ⇒ (9) + 5 = 14
As it does so, Phedran’s vial of acid strikes it and it makes a strange, angry gurgling sound.
Round 2
Belliken
Karthurg
Hank & Cammy

Elemental
Phedran

1 to 50 of 603 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>