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
San's Loot Log


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Male Elf (Seer) Fighter 1 | HP 12/16 | AC 18 | F +5 R +9 W +3 | Perc +5 | Stealth +4 | speed 30 | Hero 0/3 | Active Conditions: Wounded 2

First of all, that grapple flowchart was my best friend... haha! Despite that, I'm glad 2e cleaned up a the maneuvers.

Most of that counteract flowchart is how to calculate the DC you're rolling against, the other half if how to determine your bonus. Not nearly as bad as the grapple one. This mainly consolidates a bunch of the rules from all over into one place.

Loot:
There's a google sheet I've used for 1e campaigns that should work for this as well. It just does math based on what is entered and splits total gp value for the party. There's functionality for the party to claim items from the loot pile as well. I don't think it removes that item from the total to split to the party at the moment. I can work on that though. I entered in a 'thing' worth 400 gold for an example.

Loot Sheet


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

That's an awesome sheet San! I've added all my records for party loot to the sheet, as well as 'another thing' worth my two coppers. :)


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 1/4; 1 2/2 | Active Conditions: Rust Creep: Stage 2 (-1 Athletics)

Thanks for the flowchart! So it looks like my roll will be:

[ dice=Counteract Rust Creep w/ Remove Disease vs. DC 15]1d20 + 7[/dice]

spellcasting proficiency (+2) + modifier (+4) + level (+1) vs. the Rust Creep's save DC. And since I'm level 1, the level-based DC is 15.

Thanks!

And the loot sheet looks great!


Male Elf (Seer) Fighter 1 | HP 12/16 | AC 18 | F +5 R +9 W +3 | Perc +5 | Stealth +4 | speed 30 | Hero 0/3 | Active Conditions: Wounded 2

Almost, the DC of the check is whatever the DC of the affliction is. If there's no DC listed, you go to the level of whatever caused it then create the DC from there. I have a feeling there's a DC listed for this one...


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 1/4; 1 2/2 | Active Conditions: Rust Creep: Stage 2 (-1 Athletics)

Ah, ok. So I'll leave that off and let the GM handle it. Thanks!


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

Loot log has been linked in the campaign header!

And yes, San's got it right on the affliction DC for counteracting.


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

As a heads up, I will be traveling starting Friday this week through to Christmas. I hope to get a few posts in during this time, but some of it will be in places without internet, so do expect a few interruptions.


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

Thanks for the advance notice. Enjoy your trip!


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 1/4; 1 2/2 | Active Conditions: Rust Creep: Stage 2 (-1 Athletics)

Have fun!


Male Elf (Seer) Fighter 1 | HP 12/16 | AC 18 | F +5 R +9 W +3 | Perc +5 | Stealth +4 | speed 30 | Hero 0/3 | Active Conditions: Wounded 2

I went through the rest of the campaign to add any loot we talked about picking up but didn't really record anywhere. I added the dero poisons, an eyepiece we never ID'ed, and another longbow from the roof as well as some coinage we picked up along the way.


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 had all the coinage recorded under her profile (she used the coins from the dead body to pay Elsie for the elixir), so I fixed that part on the loot sheet.


Male Elf (Seer) Fighter 1 | HP 12/16 | AC 18 | F +5 R +9 W +3 | Perc +5 | Stealth +4 | speed 30 | Hero 0/3 | Active Conditions: Wounded 2
Autumn Forfallan wrote:
Autumn had all the coinage recorded under her profile (she used the coins from the dead body to pay Elsie for the elixir), so I fixed that part on the loot sheet.

Pefect! I wasn't sure what was used or not from that.


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 1/4; 1 2/2 | Active Conditions: Rust Creep: Stage 2 (-1 Athletics)

Thanks for doing that! It must've taken a bunch of time. Much appreciated!


Male Elf (Seer) Fighter 1 | HP 12/16 | AC 18 | F +5 R +9 W +3 | Perc +5 | Stealth +4 | speed 30 | Hero 0/3 | Active Conditions: Wounded 2
GM Cellion wrote:
The other weapons are mundane and not of special materials. You can find up to six common simple and mundane weapons of your choice primarily made of steel.

Common and Simple weapons

Any ideas? At best I would pick up a pair of spiked gauntlets to do lethal piercing in melee without changing weapons. Morga should be able to use the cold-iron mace right?

At first I thought it was odd that the clerics of Gorum would have only simple weapons. Then I remembered the 'cleric' part of that. They wouldn't have a full armory as they wouldn't be proficient with most of it.


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
San Thevin wrote:
Any ideas? At best I would pick up a pair of spiked gauntlets to do lethal piercing in melee without changing weapons. Morga should be able to use the cold-iron mace right?

Those ideas sound good to me. One thought is to pick up just ordinary gauntlets (or one ordinary, one spiked) to have a variety of damage, since San's arrows deal piercing damage.


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 1/4; 1 2/2 | Active Conditions: Rust Creep: Stage 2 (-1 Athletics)

Yup, Morga can use the mace. Do Autumn and Vildran have daggers already, just in case? Even if it's just for show, it could help with Intimidation.


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 does have a dagger, though she's unlikely to ever use it.


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

I meant to write "mundane simple and martial weapons", so it does expand your pool a bit.

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