Hmm, is that what Ma Hunkel looks like? No wonder she wears a pot on her head!
I convinced Jess to come over here from the Facebook H&H group. I'll be posting stats for Red Tornado, hopefully, sometime later today.
There's a couple of nice things about you playing Red Tornado. One is that she already has some history with the Justice Society, having shown up at their first gathering. Two, Sandman would recognize her and should be willing to share information. You won't have to read a lot of what's gone on already if Sandman can catch you up on what you need to know.
In fact, if our Sandman is okay with it, I could post for him and recap what he knows...
Name: Red Tornado (Abigail “Ma” Hunkel) Class: Fighter Race: Human
Strength: 16 (+1 dmg in melee) Intelligence: 11 Wisdom: 10 Constitution: 15 (+1 hp/HD) Dexterity: 7 Charisma: 9 (4 SCMs)
Level: 2 Experience Points: 2,300 Alignment: Neutral
Hit Points: 17 Armor Class: 9 or 7 Move: 60 ft.
Class Abilities: Combat machine (2 attacks per turn vs. foes below 1 Hit Die)
Race Abilities: Notice things (2 in 6 chance), -2 to be hit in dim light
Saves: vs. missiles – 13, vs. poison – 13, vs. plot – 14, vs. science – 14, vs. magic – 15
SCMs (Supporting Cast Members): "Hunk" Hunkel (husband), Huey Hunkel (son), Amelia "Sisty" Hunkel (daughter), Gus and Herman Hunkel (brothers-in-law), Felix Hunkel (nephew), Mortimer "Dinky" Jibbet (friend of her children), “Scribbly” Jibbet (friend of her children and under-aged newspaper cartoonist)(Editor’s note: this doubles her allowed number of SCMs, but most of them are half-pints, so I’ll count them as half-SCMs!)
Items: Schultz’s Grocery store (owns), costume
Surprise?: 2d6 ⇒ (5, 5) = 10
Initiative: 2d6 ⇒ (4, 4) = 8
Sorry you don't think you'd be up to it, Zero. Nice of you to de-lurk and let us know you were here, though!
I'm going to have to post for Sandman today so Red Tornado can move forward. Where are you, Sandman? Come back!
I'll review and consider the Dispel Magic spell. Bear in mind that Magico will be dispelling his own invisibility anyway if he attacks with that curtain he's holding. Indeed, the curtain is not invisible.
Flash's hear noise roll: 1d6 ⇒ 2
I am always just a little late to the party. Turns out our internet access in Bethel was quite spotty. I had to walk to the library to borrow access from a branch campus of the University of Alaska. But I'm back in the lower 48 and ready to catch up.
And I have no problem with you posting as me to keep things moving. Thanks.
Glad to see you're back to the party, Sandman. I'll make you go back to doing all the work.
As for Dispel Magic, I think the wording is sufficiently vague that it can apply to one spell or a multitude of spells. Let's say one spell per level of the caster. Caster's pick.
Flash's hear noise roll: 1d6 ⇒ 4
Dr. Fate's initiative rolls: 2d6 ⇒ (4, 1) = 5
Atom's to hit roll: 1d20 ⇒ 17
Atom's damage: 1d4 ⇒ 3
Trug's save vs. science: 1d20 ⇒ 10
"I can go watch the prison, I have to go that way to the Special Fountian of Powers." Fountian of Powers is a small natural spring only known to certain societies.
I'm going to allow that. It sounds like an interesting side-plot.
Mr. Muscles' save vs. plot: 1d20 ⇒ 7
Flash's hear noise roll: 1d6 ⇒ 1
I thought you wanted Magico and Trug to think they were winning.
Sandman's wandering radio encounter checks: 7d6 ⇒ (5, 6, 6, 6, 3, 3, 6) = 35
Magico's save vs. spells: 1d20 ⇒ 8
Trug's morale save: 1d20 ⇒ 16
I'm going to have to do some unpacking of Red Tornado's last post. After discussing it with her privately, I think I've got a handle on it.
Red Tornado: 2d6 ⇒ (4, 2) = 6
Red Tornado's player has informed me that she's leaving the game (which I always appreciate; not all players are so considerate). I think she'd be happier with freeform gaming.
So now we're back down to three.
I've made a decision that should affect the pacing of this campaign. I'm going aim to post every other day from now on. If players have not given me their intentions during the two-day span, I will move their Heroes forward for them.
I'm debating on whether I should pick up playing Hourman as if I were another player.
Sandman's encounter rolls: 3d6 ⇒ (3, 2, 1) = 6
Level?: 1d10 ⇒ 3
What?: 1d10 ⇒ 6
# Appearing: 1d3 ⇒ 3
Where?: 1d12 ⇒ 2
With what?: 1d100 ⇒ 84
Flash's hear noise roll: 1d6 ⇒ 3
Flash's surprise rolls: 2d6 ⇒ (2, 5) = 7
Dr. Fate's initiative rolls: 2d6 ⇒ (3, 6) = 9
Trug's to hit roll: 1d20 ⇒ 18
Trug's damage roll: 1d4 ⇒ 1
Dr. Fate's damage rolls: 5d4 + 5 ⇒ (2, 2, 4, 1, 1) + 5 = 15
Atom's to hit roll: 1d20 ⇒ 9
Trug's morale save: 1d20 ⇒ 8
Trug's morale result: 1d8 ⇒ 4
Flash's save vs. plot: 1d20 ⇒ 3
Sandman's climb rolls: 3d12 ⇒ (12, 12, 10) = 34
Sandman's falling damage: 1d6 ⇒ 5
Sandman's initiative: 2d6 ⇒ (4, 2) = 6
Sandman's surprise?: 2d6 ⇒ (3, 5) = 8
If Flash can get from the office to the back door without being discovered (depending on the layout of the gym, and if the front door is open yet?), he will do so.
The Flash has better than a 50/50 chance of managing it. Going for it?
Sandman's climb roll: 1d12 ⇒ 10
Sandman's to be hit roll: 1d20 ⇒ 19
Sandman's damage taken: 1d6 ⇒ 3
Mad scientists' save vs. poison: 3d20 ⇒ (10, 20, 15) = 45
Quote:If Flash can get from the office to the back door without being discovered (depending on the layout of the gym, and if the front door is open yet?), he will do so.
The Flash has better than a 50/50 chance of managing it. Going for it?
OK, go for it!
Glad I waited another 12 hours to post.
Flash's surprise rolls: 2d6 ⇒ (2, 6) = 8
And I've already fallen off my two-day schedule. Sorry, Dr. Fate!
Sandman's initiative rolls: 2d6 ⇒ (4, 6) = 10
Sandman's to be hit rolls: 2d20 ⇒ (16, 10) = 26
Sandman's damage taken: 2d6 ⇒ (3, 6) = 9
Sandman's save vs. science: 1d20 ⇒ 15
|Poor Wandering One|
You are the patron saint of not using player knowledge, Wandering One.
Sandman's to hit rolls: 2d20 ⇒ (2, 19) = 21
Sandman's damage roll: 1d4 ⇒ 4
Morale save: 1d20 ⇒ 11
Morale result: 1d8 ⇒ 8
Mrs. Ross-Cooper's morale save: 1d20 ⇒ 11
Mrs. Ross-Cooper's morale result: 1d8 ⇒ 2
3 mad scientists = 240 xp
Previous xp total: 78,818 xp
New total: 79,094 xp
Learn about living like the poor = 100 xp
Help the police = 100 xp
Previous xp total: 79,193 xp
+10% xp bonus
New total: 79,413 xp
2 warlocks = 800 xp
1 old lady = 20 xp
Previous xp total: 644,266 xp
New total: 645,209 xp
Sandman's notice things: 1d6 ⇒ 2
Sandman's save vs. science: 1d20 ⇒ 16
Mad scientists' saves vs. science: 3d20 ⇒ (5, 1, 8) = 14
Bomb damage: 6d6 ⇒ (2, 1, 4, 3, 3, 4) = 17
Flash's search rolls: 3d6 ⇒ (2, 6, 3) = 11
Flash's police encounter rolls: 3d6 ⇒ (1, 3, 6) = 10
Flash's invisibility roll: 1d4 ⇒ 2
Flash's to hit rolls: 2d20 ⇒ (1, 1) = 2
Muscle's to hit rolls: 3d20 ⇒ (8, 2, 8) = 18
Sandman's find secret clues roll: 1d6 ⇒ 3
Flash's initiative rolls: 2d6 ⇒ (6, 5) = 11
Flash's to hit rolls: 2d20 ⇒ (4, 5) = 9
Muscles' morale save: 1d20 ⇒ 3
Morale result: 1d8 ⇒ 6
Sandman's save vs. plot to heal faster: 1d20 ⇒ 6
Sandman's radio encounter roll: 1d6 ⇒ 6
Sandman's 2nd radio encounter roll: 1d6 ⇒ 5
Sandman's 3rd radio encounter roll: 1d6 ⇒ 6
Sandman's 4th radio encounter roll: 1d6 ⇒ 1
Sandman's 5th radio encounter roll: 1d6 ⇒ 2
What does Fate know about binding balrogs and how to free them?
Dr. Fate knows that the only way a demon that powerful was bound into service was by a magic-user at least as powerful as himself. The more likely explanation was that Mr. X, or a spellcaster working for him, entered into a bargain with the demon. The only thing compelling the demon into service would then be how badly it wanted what it had bargained for.
If the demon really was bound, Dr. Fate could try to dispel it. He would not have to overcome the demon's natural magic resistance, but he would still be contesting, again, the power of a magic-user at least as powerful as himself.
Radio encounter check #1: 1d6 ⇒ 6
Radio encounter check #2: 1d6 ⇒ 5
Radio encounter check #3: 1d6 ⇒ 4
Radio encounter check #4: 1d6 ⇒ 4
Sandman is at 20 out of 35 hp
Flash is at 9 out of 37 hp
Dr. Fate is at full hp