GM Cellion's Rusthenge + Seven Dooms for Sandpoint Double Feature

Game Master Cellion

INIT (perception):
[dice=Morga]d20+7[/dice]
[dice=Vildran]d20+3[/dice]
[dice=San]d20+5[/dice]
[dice=Autumn]d20+4[/dice]

SRD Maps|SRD Handouts


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Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: n/a | ◆◇↺
Remaining Resources:
1/3 1st level spells; 0/1 focus point; 0 hero points

I’ve got some good news and some bad news …

Hopefully the apparatus is constrained to the altar and is more good news than bad news.

-----

Fun fact: Autumn’s max bulk is 10. Her current bulk is 4.4, so she can’t carry anyone—she’d need to drag at 5’ per round. If someone removed the shield and staff that’s attached to her pack, she’d be down to 2.4 bulk, and could then carry Vildran and his pack (7 bulk). From San’s earlier notes, I think we’ll need to ditch the shield for San to carry everything else (Morga + her pack (less shield) + staff = 10 bulk?)--I'm sure there's a lesson about attachment to worldly possessions somewhere in here. :)

(Sorry I wasn't able to figure out how Autumn could carry Vildran earlier. I'm still pretty new to 2e and never looked into the bulk rules until San started going into some of the details.)


F Dwarf (Ancient-Blooded) Warpriest Cleric 1 | HP 11/20 | AC 18/20 | F +7 R +4 W +9 | Perc +7 | Stealth +4 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 2/4; 1 2/2 | Active Conditions: Rust Creep: Stage 2 (-1 Athletics)

Better to get a new shield than a new PC. Do what you have to do.


Male Elf (Seer) Fighter 1 | HP 13/16 | AC 18 | F +5 R +9 W +3 | Perc +5 | Stealth +4 | speed 30 | Hero 0/3 | Active Conditions: Wounded 2

That's why I included the bit about readjusting equipment. Vildran and all his gear should be 6+2 bulk. Morga and all her gear should be 6+4 bulk. San is already carrying 2 and with a max of 13, should be at 12 bulk while carrying her and her stuff. Autumn is carrying 2 then add Vildran's 8, she would be at 10, which is her max.

I suppose if we wanted to get to the most accurate answer, we should total all the L bulk items as well but I wasn't going to go that far because I'm lazy.... Agreed that if dropping a 1 bulk item makes us able to handwave stuff, lets do that for ease of use. And even though the staff is Vildran's arcane focus, he can technically change that during his next daily prep to one of the daggers or something. The staff is a pretty iconic Wizard tool though.


Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: n/a | ◆◇↺
Remaining Resources:
1/3 1st level spells; 0/1 focus point; 0 hero points

I’m lazy too—that’s why I didn’t bother reading about bulk or doing any calculations until now. But I don’t want our laziness to create an unfair advantage, so I finally took a deep dive into the rules. Here’s what I learned:

--Bulk is measured in whole numbers (round down fractions), so we don’t need to worry about Light items until there’s 10 of them. The rules support laziness! :)
--An adventurer’s pack is a backpack containing exactly 1 Bulk of items (no rounding required).
--However, the first 2 bulk in the backpack don’t count against your bulk limits!

So … Autumn (before worrying about carrying other people or their goods) is carrying effectively 0 Bulk, because she has just 2 Light items (2 daggers) outside her backpack; all of her other possessions (1.3 Bulk) are in her backpack.

Presumably Vildran’s gear is all inside his backpack (I count 1.2 Bulk), except for his staff (1 Bulk) and the backpack itself (which counts as a Light item if not worn). I suspect the ‘first 2 bulk in backpack doesn’t count’ shouldn’t apply for carrying someone else’s backpack—just doesn’t feel right to me—so that would mean Vildran (6 Bulk) and all his stuff together count as 8.3 Bulk.

So Autumn’s effective bulk (0.2 Bulk) + Vildran & his stuff (8.3 Bulk) + Morga’s shield (1 Bulk) = 9.5 bulk, which Autumn can carry!

All of this is subject to GM interpretation and ruling of course, but if the GM is okay with the above, I’d like to change Autumn’s last two actions (in the retching case) to grabbing Vildran and carrying him 15’ towards the stairs.


male elf (ancient) wizard (ars grammatica, sorcerer) 1 | ♥️12 | ⛨17* (mystic armor, protective wards) | F +3, R +5, W +5; +1 vs emotion effects (S is CS) | Perc +3; low-light vision | 30ft | wizard spells 1 ☑command ☐illusory object ☑mystic armor | staff slots☐; spells 1 breathe fire ∞ignition | ☐drain bonded item | focus☑ | Active Conditions: Protective Wards (+1 status AC)
Autumn Forfallan wrote:
Presumably Vildran’s gear is all inside his backpack

That's right. Only the staff is loose.

It's just our luck that the ancient apparatus turned out to be an ancient mimic.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

I'm also guilty of not tracking bulk carefully. Even simplified as it is for PF2E, it's a little fiddly to always remember. Those estimates sound good to me (and yes, you don't get to double up on bulk savings by carrying a second backpack), so it sounds like you'll be good to give piggy-back rides to your party members and move while encumbered. Since you'll be carrying them your hands will effectively be full unless you drop them.


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F Dwarf (Ancient-Blooded) Warpriest Cleric 1 | HP 11/20 | AC 18/20 | F +7 R +4 W +9 | Perc +7 | Stealth +4 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 2/4; 1 2/2 | Active Conditions: Rust Creep: Stage 2 (-1 Athletics)

A near-death experience seemed like a good time to introduce some character growth. I anticipate this being a slow journey with periodic regression along the way, as old habits die hard.


male elf (ancient) wizard (ars grammatica, sorcerer) 1 | ♥️12 | ⛨17* (mystic armor, protective wards) | F +3, R +5, W +5; +1 vs emotion effects (S is CS) | Perc +3; low-light vision | 30ft | wizard spells 1 ☑command ☐illusory object ☑mystic armor | staff slots☐; spells 1 breathe fire ∞ignition | ☐drain bonded item | focus☑ | Active Conditions: Protective Wards (+1 status AC)

Good idea! I'll throw in a little bit from Vildran's past as well (and his current fears).


Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: n/a | ◆◇↺
Remaining Resources:
1/3 1st level spells; 0/1 focus point; 0 hero points

I picked Elsie's because, on the off chance I crit fail the Treat Wounds check, I want a healing potion nearby.


F Dwarf (Ancient-Blooded) Warpriest Cleric 1 | HP 11/20 | AC 18/20 | F +7 R +4 W +9 | Perc +7 | Stealth +4 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 2/4; 1 2/2 | Active Conditions: Rust Creep: Stage 2 (-1 Athletics)

Fair.


F Dwarf (Ancient-Blooded) Warpriest Cleric 1 | HP 11/20 | AC 18/20 | F +7 R +4 W +9 | Perc +7 | Stealth +4 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 2/4; 1 2/2 | Active Conditions: Rust Creep: Stage 2 (-1 Athletics)

@GM Cellion: Thinking ahead to tonight (in game): The text of Treat Disease doesn't specifically say that you can only treat one target at a time, but I can imagine the rational of limiting it in that way. What is your ruling?


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

It states "a creature", so one creature at a time. The Ward Medic feat lets you treat multiple simultaneously.


F Dwarf (Ancient-Blooded) Warpriest Cleric 1 | HP 11/20 | AC 18/20 | F +7 R +4 W +9 | Perc +7 | Stealth +4 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 2/4; 1 2/2 | Active Conditions: Rust Creep: Stage 2 (-1 Athletics)

Fair enough.

Second question: Has it been more than eight hours since we woke up this morning? If not, there are technically enough hours left in the day for Morga to spend two eight hour shifts treating San's and her disease.

If we don't end up having at least 16 hours at our disposal, Morga will treat San's Rust Creep tonight unless he declines strenuously.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

It's probably been 5-6 hours since waking at this point by my estimation. More than enough time to get two 8 hour shifts in, though you would end up fatigued afterward.


Male Elf (Seer) Fighter 1 | HP 13/16 | AC 18 | F +5 R +9 W +3 | Perc +5 | Stealth +4 | speed 30 | Hero 0/3 | Active Conditions: Wounded 2

I just noticed something on the slides pages. Is the cynthigot the thing attacking the fighter on the title page? That looks kinda like a were-wolf though. And I don't think there was a mention of a tail mouth thing either. I suppose that could be the "long fungal stalk". Nasty looking thing...


F Dwarf (Ancient-Blooded) Warpriest Cleric 1 | HP 11/20 | AC 18/20 | F +7 R +4 W +9 | Perc +7 | Stealth +4 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 2/4; 1 2/2 | Active Conditions: Rust Creep: Stage 2 (-1 Athletics)

I'm debating about whether or not to treat Morga's disease and get fatigued or skip it. The way she's rolling, the risk seems higher than the benefit. :/


Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: n/a | ◆◇↺
Remaining Resources:
1/3 1st level spells; 0/1 focus point; 0 hero points

So just to clarify: are we going to Stonehome today, or tomorrow morning? If Morga treats her own disease it'll definitely be tomorrow, but if she doesn't, I'm not sure what our timeline is.


F Dwarf (Ancient-Blooded) Warpriest Cleric 1 | HP 11/20 | AC 18/20 | F +7 R +4 W +9 | Perc +7 | Stealth +4 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 2/4; 1 2/2 | Active Conditions: Rust Creep: Stage 2 (-1 Athletics)

If we get into a fight, Morga's down to cantrips and one more casting of Heal. I have no idea what the odds of that are, though.


male elf (ancient) wizard (ars grammatica, sorcerer) 1 | ♥️12 | ⛨17* (mystic armor, protective wards) | F +3, R +5, W +5; +1 vs emotion effects (S is CS) | Perc +3; low-light vision | 30ft | wizard spells 1 ☑command ☐illusory object ☑mystic armor | staff slots☐; spells 1 breathe fire ∞ignition | ☐drain bonded item | focus☑ | Active Conditions: Protective Wards (+1 status AC)

I posted this in gameplay, but Vildran figures they ought to rest overnight and not rush it. Gives the prepared casters a chance to allocate appropriately for the occasion.


Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: n/a | ◆◇↺
Remaining Resources:
1/3 1st level spells; 0/1 focus point; 0 hero points

@Morga: Ouch, I hate it when my posts get eaten.

@all: Fyi, I’m holding off on the Charm spell because she likely has a high Will DC to resist the Diplomacy roll. But if you think I should cast it, just let me know.


F Dwarf (Ancient-Blooded) Warpriest Cleric 1 | HP 11/20 | AC 18/20 | F +7 R +4 W +9 | Perc +7 | Stealth +4 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 2/4; 1 2/2 | Active Conditions: Rust Creep: Stage 2 (-1 Athletics)

I agree. Save it for when it's either likely to work or we're desperate enough that the risk is worth it.


male elf (ancient) wizard (ars grammatica, sorcerer) 1 | ♥️12 | ⛨17* (mystic armor, protective wards) | F +3, R +5, W +5; +1 vs emotion effects (S is CS) | Perc +3; low-light vision | 30ft | wizard spells 1 ☑command ☐illusory object ☑mystic armor | staff slots☐; spells 1 breathe fire ∞ignition | ☐drain bonded item | focus☑ | Active Conditions: Protective Wards (+1 status AC)

I've made Vildran's post as carefully and as dodgy as I could think to, so that the guard will be alarmed but not have any idea of the extent of the cult we've found. Here goes nothing...


Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: n/a | ◆◇↺
Remaining Resources:
1/3 1st level spells; 0/1 focus point; 0 hero points

Sorry, maybe the Create a Diversion mechanics aren’t exactly what I have in mind, since that seems set up for combat, whereas I’d like to create an ongoing distraction that draws the guard’s attention. I’ll get a post up to that effect later, probably Wed afternoon.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)

Just to provide some framework for your decision making:

The tool for getting NPCs to do what you'd like is the Request task of Diplomacy. With Deception you can Lie to convince someone of something, but it doesn't obligate them to act in any particular way (and indeed if they have competing priorities they may not). This particular guard also knows you really want to get inside, so they're less likely to take their eyes off you, unless its something particularly dire. That is to say, you'll need a very compelling trick to draw them away with Deception, considering their current position.

Note that your earlier diplomacy to make an impression was successful (it raised their attitude to indifferent).


F Dwarf (Ancient-Blooded) Warpriest Cleric 1 | HP 11/20 | AC 18/20 | F +7 R +4 W +9 | Perc +7 | Stealth +4 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 2/4; 1 2/2 | Active Conditions: Rust Creep: Stage 2 (-1 Athletics)

Of note: as soon as the guard turns back around in 1 round, she'll see we've disappeared. There's only one way we could've gone: inside. That's not going to end well.

I suggest we don't try to slip inside now. Maybe Autumn can offer to bring the guard a warm cup of tea to help them stay awake for the rest of their watch? Get on their good side so we can get more info. They've almost said more multiple times already, so it seems possible.

I can't remember if the group told Morga about the sneaky entrance via the well, but that's sounding better by the moment. (Sorry Autumn!)


Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: n/a | ◆◇↺
Remaining Resources:
1/3 1st level spells; 0/1 focus point; 0 hero points

@GM: Thanks for clarifying--that helps a lot. Can Autumn continue to improve the guard's attitude by making more diplomacy checks? I wasn't sure if that's allowed, but maybe I'm confusing it with 1st edition.

Morga Blackhammer wrote:
I can't remember if the group told Morga about the sneaky entrance via the well, but that's sounding better by the moment. (Sorry Autumn!)

Autumn won't like going back into the cold stream, but I'm starting to feel the same way!


Male Elf (Seer) Fighter 1 | HP 13/16 | AC 18 | F +5 R +9 W +3 | Perc +5 | Stealth +4 | speed 30 | Hero 0/3 | Active Conditions: Wounded 2

The tunnel/well was a difficult climb for me before I was infected with a -1 to athletics. Wasn't the cliffs another option? We'll call it plan C but violence is an option as well... whack em with the hammer. What could go wrong? I'm holding off posting more in gameplay to give Autumn all the leeway needed for social skills to work. Unfortunate I swapped my intimidation for athletics now.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (DoF Handouts) | (DoF Maps) | (DA Maps)
Autumn Forfallan wrote:
@GM: Thanks for clarifying--that helps a lot. Can Autumn continue to improve the guard's attitude by making more diplomacy checks? I wasn't sure if that's allowed, but maybe I'm confusing it with 1st edition.

I'm gonna go with no repeats (otherwise with just average diplomacy you could get any NPC to helpful!) If you want to shift attitude more you need either long term interactions to move the base line, a new interaction where you crit your Make an Impression check, or that charm spell to force your target up to friendly.


Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: n/a | ◆◇↺
Remaining Resources:
1/3 1st level spells; 0/1 focus point; 0 hero points

Sorry for holding everybody up--I just can't decide what to do. The options, as I see it, are:

a) Intimidation
b) cast Charm
c) violence
d) leave and try a different approach

Does anyone have any preferences? I can't decide.


Male Elf (Seer) Fighter 1 | HP 13/16 | AC 18 | F +5 R +9 W +3 | Perc +5 | Stealth +4 | speed 30 | Hero 0/3 | Active Conditions: Wounded 2

Cast charm, if that fails, Intimidate, if that fails... no witnesses. So we do Non-lethal and knock them out. They're just doing their job after all.


Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: n/a | ◆◇↺
Remaining Resources:
1/3 1st level spells; 0/1 focus point; 0 hero points

Sounds good. Working on a post now ...


Human Sorcerer 1 | HP 15/15 | AC 16 | Fort +4, Ref +6, Will +6 | Perc +4 | Stealth +3 | Speed: 25' | Exploration: Search +4 | Conditions: n/a | ◆◇↺
Remaining Resources:
1/3 1st level spells; 0/1 focus point; 0 hero points

Autumn might not care about hiding/posing the body, but as a player I fully support Weekend at Bernie’s shenanigans. :)

San Thevin wrote:
Medicine and refocus?

It’s tactics like these that explain our performance at Rusthenge. :p


1 person marked this as a favorite.
F Dwarf (Ancient-Blooded) Warpriest Cleric 1 | HP 11/20 | AC 18/20 | F +7 R +4 W +9 | Perc +7 | Stealth +4 | Exploration: Defend | ◆◇↺ | Speed 20 | Hero 1/2 | spells Font 2/4; 1 2/2 | Active Conditions: Rust Creep: Stage 2 (-1 Athletics)
San wrote:
We should have a signal to have Autumn cast message for communication like this. Keep the chances of detection minimal.

I suggest extended thumb and pinky fingers, with the rest of the fingers curled under, held up so the thumb is near the ear and the pinky is near the mouth. ... No reason.


Male Elf (Seer) Fighter 1 | HP 13/16 | AC 18 | F +5 R +9 W +3 | Perc +5 | Stealth +4 | speed 30 | Hero 0/3 | Active Conditions: Wounded 2

I kept seeing 18/20 for Morga, looking at AC rather than HP.... definitely wait for healing.

Consider San going up the wall after healing is done.

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