Sinister Secret of... Sandpoint (Inactive)

Game Master Waterhammer

An heir wants to reclaim their family's property. In this case a house, near Sandpoint. The place is rumored to be haunted...

Sandpoint Map

Kellesta cellers

Kellesta Manor (ground floor)

Kellesta Manor (2nd floor)


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I had to review. :)

No one actually said they were going up the stairs. Arelian suggested exploring the rest of the ground floor first, so I wasn't sure which way to go.

OK to assume the stairs are safe, but everyone should make a DC 25 Perception check, or a DC 15 Knowledge, Engineering check.

In the gameplay thread please.


Jordi now exists both on ground floor, and 2nd levels. Let's hope he doesn't meet himself. :D


HP: 4/11| AC: 15; T: 10; FF: 15; CMD 14 | Fort: +3; Ref: +0; Will: +2 | Perception: +1 | Init +2

That will be scary :)

Grand Lodge

Male Human Slayer 1 | HP 13/13, AC 17, Touch 13, Flat-footed 14, CMD 16, Fort +4, Ref +5, Will +1, CMB +3, Melee +4, Perception +5

Sorry for the gap everyone! Schedule shifted and put me onto night shifts for a little while at work and it's been kicking my butt hard. Hoping to get back into my regular posting.


HP: 4/11| AC: 15; T: 10; FF: 15; CMD 14 | Fort: +3; Ref: +0; Will: +2 | Perception: +1 | Init +2

@GM waterhammer. As a recomendation, if you do the initiative dices, a lot of time will be saved, a day of posts even.

With the exception that you like us to RP our first reaction, of course.:)


For the future, Glandur: Unless you have some sort of feat that allows it, you can't take 10 in a combat situation. (Maybe it was a Bard class feature... I'm not sure.)

Since you already role-played it, we will assume that you rolled the 3 you needed. :)

Initiative roll = Combat = No taking 10.

@ Jordi: Yeah, I know it can speed up the game a bit if I roll all initiatives. I'll probably do it sometimes. I'm using it as kind of a roll-call. The final encounter I had set up was for all 8 of you. We lost two already, so I'll need to adjust it some. It might have been a little OP, even for the full eight. So depending on the group's make-up, I'm considering opening the recruitment again.

I'd like to hear from you all about this, as well. It's your game too.

Both the characters with lock-picking skill are gone, and there are going to be lots of locks throughout the campaign.


Oracle 1, AC-17, hp-9, Init +3, F+1, R+1, W+4; Perc+4

We could really do with a Rogue or other trap specialist, but other than that I think we are good. The spider fight was comical, but I don't think that will be typical (we all rolled 4s and less repeatedly).


Male Elf Wizard 1 | HP: 8/8 | AC: 14, T: 14, FF: 10 | Fort: +1, Ref: +4, Will: +2 | Melee: +0, Ranged: +4 | BAB: +0, CMB: +0, CMD: 14 | Init: +8, Perception: +5*

Thanks for letting me know about the Knowledge thing. I'll remember that next time :).

I don't mind if you do the initiative roll at all, especially if it means speeding things up. The roll call thing is tough. I've gotten into a few games now, and they all have that sluggish feel once combat rolls around. Out of combat missing posts here and there aren't too bad, but in combat there's that reluctance to miss someone's turn.

I don't mind playing 6 and scaling it that way, but not having lockpicking could get tough. Of course, there may be alternatives. Waiting on 8 posts for each combat round can really drag things, which isn't good either. Especially when we're first level and there's a lot of miss potential (a la the spiders).


I don't actually want to bring the roster up to eight. I wasn't really planning on cutting anyone either. I do need to re-work that final encounter though. That's a way off, yet.

I'll go ahead and roll all initiatives from now on, unless someone objects.

Speaking of which: Init/Homunculus: 1d20 + 2 ⇒ (16) + 2 = 18


HP: 4/11| AC: 15; T: 10; FF: 15; CMD 14 | Fort: +3; Ref: +0; Will: +2 | Perception: +1 | Init +2

A rogue type with lockpicking can be useful, more if you think they will make our life easier.


This is not a normal combat, so I'm doing it a bit differently. Normally, I'll use the initiative order to see if the monsters go before, or after the party, then let everyone's order of posting determine the initiative for that round.


Aasimar Male Dual Cursed Oracle 1 |HP: 7/10 |Spells per day: 3/3 |AC 16, 12T, 14F |F1, R2, W4 |Resist acid/cold/electricity 5 || Init +8 | Senses clouded vision, Dark Vision 30ft | Perception +4

Sorry for the gap in responses from my end. A super-typhoon passed over us earlier this week and we still have no power at home. Work just continued today.


Dred 'Scythe' Mardock wrote:
Sorry for the gap in responses from my end. A super-typhoon passed over us earlier this week and we still have no power at home. Work just continued today.

Sorry to hear that, Dred. I hope everything else is OK, and they get your power back on soon. It's never any fun to be out of power.


*Waves hand* This is not the room you're looking for.

Seriously, though, the homunculus and it's cage is all. The cage is not special either.


Aasimar Male Dual Cursed Oracle 1 |HP: 7/10 |Spells per day: 3/3 |AC 16, 12T, 14F |F1, R2, W4 |Resist acid/cold/electricity 5 || Init +8 | Senses clouded vision, Dark Vision 30ft | Perception +4

Hey guys,
Starting this weekend, I'm not sure how often I can manage to post since I'll be working on a company project in China for the following 30 days. Hopefully, the internet connection is stable at the staff house so I can at least keep up somehow. :)


I covered the players down below with a blank, to help keep track. Players in the attic space should ignore all of the 2nd floor walls, etc. It's one open space.

Edit: Arelian is by the window.


Aasimar Male Dual Cursed Oracle 1 |HP: 7/10 |Spells per day: 3/3 |AC 16, 12T, 14F |F1, R2, W4 |Resist acid/cold/electricity 5 || Init +8 | Senses clouded vision, Dark Vision 30ft | Perception +4

Just posting in & waiting for my turn. :)


You can go if you want to Dred. I'm not a stickler for exact initiative order.


Aasimar Male Dual Cursed Oracle 1 |HP: 7/10 |Spells per day: 3/3 |AC 16, 12T, 14F |F1, R2, W4 |Resist acid/cold/electricity 5 || Init +8 | Senses clouded vision, Dark Vision 30ft | Perception +4

If it's all PCs I would post, but the bugs get to go before me so I have to wait.


The stirge is at exactly 0 hp, which gives it the disabled condition. In this state it can make either a move action, or a standard action. The standard action would cause it to lose 1 hp and begin dying. However the stirge's blood drain ability only requires for the stirge to be attached at the end of the round, to take effect. I'm not completely sure if this correct though. I'd be interested in you opinions on this.

Grand Lodge

Male Human Slayer 1 | HP 13/13, AC 17, Touch 13, Flat-footed 14, CMD 16, Fort +4, Ref +5, Will +1, CMB +3, Melee +4, Perception +5

I'm not actually sure about the ruling. If it's the one here: http://paizo.com/pathfinderRPG/prd/monsters/stirge.html

Then it would need to attempt to maintain the grapple, which is a standard action (unless it has something that makes it a move action) which would cause it to go into negative HP.

I imagine some sense of self preservation would make it attempt to escape...but then it is also a mindless creature...not sure overall.


HP: 4/11| AC: 15; T: 10; FF: 15; CMD 14 | Fort: +3; Ref: +0; Will: +2 | Perception: +1 | Init +2

I hope all of you are having some nice holydays! :D

About the stirge, I think you made it correct. It does the drain at the end of the round, without any other action needed.


Oracle 1, AC-17, hp-9, Init +3, F+1, R+1, W+4; Perc+4

It does have to maintain the grapple though. So if it is at 0 hp, it would probably just do a single move and withdraw.


Sarden Turoc wrote:

It does have to maintain the grapple though. So if it is at 0 hp, it would probably just do a single move and withdraw.

Yeah, that seems about right.

Weird that the critters have been knocked down to 0 hp so much this battle.


HP: 4/11| AC: 15; T: 10; FF: 15; CMD 14 | Fort: +3; Ref: +0; Will: +2 | Perception: +1 | Init +2

Precision blows to not hurt our partners. :D

Grand Lodge

Male Human Slayer 1 | HP 13/13, AC 17, Touch 13, Flat-footed 14, CMD 16, Fort +4, Ref +5, Will +1, CMB +3, Melee +4, Perception +5

Haha. Our party can't seem to see anything at the moment!


The dice machine hates us all.


Only the rectangle of light that shines in the window counts as direct sunlight. It's overcast anyway.

Also, you should remember you weren't hired to burn the house down. Anyone could do that.


HP: 4/11| AC: 15; T: 10; FF: 15; CMD 14 | Fort: +3; Ref: +0; Will: +2 | Perception: +1 | Init +2

I know about the burning, just is a thing Jordi see as funny to tease about. As I said, the idea is getting rid of the menace, so closing and making it burn outside the house is Jordi's plan.


Only a few more rooms to check...

Grand Lodge

Male Human Slayer 1 | HP 13/13, AC 17, Touch 13, Flat-footed 14, CMD 16, Fort +4, Ref +5, Will +1, CMB +3, Melee +4, Perception +5

Sorry! This whole working for a living thing isn't what it was cracked up to be. Night shifts are wiping me out something fierce.


Oracle 1, AC-17, hp-9, Init +3, F+1, R+1, W+4; Perc+4

You should try my new idea of "professional student".
Graduate student financial aid- $20,500/yr
Teacher's assistant (5-10 hours of work/wk)- Tuition waived and $4000/semester stipend ($12,000/yr).
Scholarships (obviously you need good grades)- $10,000/yr.
Part time job (only 10-15 hrs/wk)- $12,000/yr

You are making about $54,000/yr, working only about 20hrs/wk, and paying taxes on only $24,000. Yes, $20k of it is student loans, but you can pay them down with excess money each year while they are still being deferred because you are in school.


Aasimar Male Dual Cursed Oracle 1 |HP: 7/10 |Spells per day: 3/3 |AC 16, 12T, 14F |F1, R2, W4 |Resist acid/cold/electricity 5 || Init +8 | Senses clouded vision, Dark Vision 30ft | Perception +4

Hey guys, sorry if I'm very very late in posting. For some reason Paizo threads just keep loading when I send out a post but it doesn't get there at all... :(

I hope I'm not too late to catch up.

@Sarden, where is that and how do you get signed up for it? XD


Oracle 1, AC-17, hp-9, Init +3, F+1, R+1, W+4; Perc+4

I'm going to Florida Atlantic University. The student TA part will vary depending on what college you go to. Also, the student aid part is for the US.


Well, Nym will kill the spider in round 4. Jordi and Sarden still have actions in round 3. Do they just want to pass on doing anything, just to speed things up?


Oracle 1, AC-17, hp-9, Init +3, F+1, R+1, W+4; Perc+4

yep


HP: 4/11| AC: 15; T: 10; FF: 15; CMD 14 | Fort: +3; Ref: +0; Will: +2 | Perception: +1 | Init +2

yeah, Nym killed them, so no need to delay it.


Only 1 try per day to determine a magic item's properties. So you could take 10 after I don't know, 3 days maybe?

Glandur does detect an aura of faint abjuration.

Edit: Almost forgot. Everyone knows that you can check die-roll results by clicking the 'preview' button, right?


I moved people around on the map to make room for the centipedes. If you don't like your positioning you can move it.

I wanted you all to move your tokens, because the centipede trap was triggered by proximity. It didn't play out exactly the way I thought it would. :P


Dred can exit diagonally, behind Nym, without provoking. He could also go upstairs. There is nothing wrong with this staircase. It was the one going up to the attic that was(is) shaky.


HP: 4/11| AC: 15; T: 10; FF: 15; CMD 14 | Fort: +3; Ref: +0; Will: +2 | Perception: +1 | Init +2

Some network problems lately, I hope I'll be able to fix it next Monday.


Here's the centipedes AC/Hp. If anyone wants to look. Might be helpful for role-play/describing your character's actions. Of course, if you don't want to know, just don't click. :)

AC:
16/4


Aasimar Male Dual Cursed Oracle 1 |HP: 7/10 |Spells per day: 3/3 |AC 16, 12T, 14F |F1, R2, W4 |Resist acid/cold/electricity 5 || Init +8 | Senses clouded vision, Dark Vision 30ft | Perception +4

Yep, Dred is blind alright. He needs to roll a 13 or more to hit without flank/aid.

-Posted with Wayfinder

Grand Lodge

Male Human Slayer 1 | HP 13/13, AC 17, Touch 13, Flat-footed 14, CMD 16, Fort +4, Ref +5, Will +1, CMB +3, Melee +4, Perception +5

Oh dear. Arelian is a danger to everyone around him!

Just want to apologize for my sporadic posting of late. Work has had me down working late hours. But on the good side of things, I have just accepted a new job! One that will have me working straight day shifts and be generally more alive!

Here's to more energy and seeing the sun!


It's nice to have regular hours. :)


HP: 4/11| AC: 15; T: 10; FF: 15; CMD 14 | Fort: +3; Ref: +0; Will: +2 | Perception: +1 | Init +2

And to have a job!

Well, network issues solved. :)


I messed up. The poison should be doing Dex damage. I'll stick with it doing Hp damage for this combat.


HP: 4/11| AC: 15; T: 10; FF: 15; CMD 14 | Fort: +3; Ref: +0; Will: +2 | Perception: +1 | Init +2

Argh, messed up track with perception, sorry. The bonus is the same, but not sure if it can be used untrained.


Oracle 1, AC-17, hp-9, Init +3, F+1, R+1, W+4; Perc+4

Survival can be used untrained


New map is up. Right below the Sandpoint map link.

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