Hideouts & Hoodlums: Justice Society of America

Game Master Scottenkainen

Join the Justice Society of America in May 1941 as they campaign against the mysterious Mr. X, the criminal underworld, and the supernatural!


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Male English/Swedish Publisher/1, Writer/4

Sandman's encounter check: 1d6 ⇒ 3

I like the changes Paizo has made!


male human Magic user 10
Scottenkainen wrote:

Sandman's encounter check: 1d6

I like the changes Paizo has made!

Some growing pains and it will take some getting used to but all in all I agree. They did a good job.

Hmmmm. Kind of at a loss as to what to do with Fate at the moment. I suppose I'll just keep watching Flash for a bit.

Watching Fate watch Flash watch a dog. It's all getting too meta

:7)


Male Human Speedster/7

I'm not sure if Flash has a radio in his car by which Sandman could contact him, or only at his home?


Male English/Swedish Publisher/1, Writer/4

I see no reason why Jay's car couldn't have a radio. Its range would be limited, but Wesley's mansion is outside of Manhattan too.

From my perspective, you guys have all the information you need to move forward. But tell me what it looks like from your side; are you just waiting to share information in-character, or are you needing more clues? Or do you want a sub-plot to help keep you busy...?

~Scott/Editor


male human Magic user 10

Hmmm from what I see we have the chemical factory and the phone demons to check out. I have more confidence that the chemical factory is the way to go but that is partly for meta-gaming reasons related to the vanishing of Hour-man.

However Fate is out of circulation foa a bit. My fault, knew the job was dangerous when I took it. I think the two functional heroes should hit the plant and Fate will watch the telecast and port in if he can figure out what is live and what is memorex.

With Flash getting the ok on the car radio I expect things to bove forward shortly.


Male Human Speedster/7

Honestly I'm a bit stumped too. I think our only lead is Stauffer Chemical, so yeah, Flash and Sandman are likely to stage a proper break-in soon...


Male English/Swedish Publisher/1, Writer/4

We'll use the Mysteryman's pilfer ability to double as lock-picking.

Sandman's pilfer roll: 1d4 ⇒ 4
Sandman's second pilfer roll: 1d4 ⇒ 4


Male English/Swedish Publisher/1, Writer/4

Initiative: 2d6 ⇒ (5, 4) = 9
Flash's to hit rolls: 2d20 ⇒ (17, 11) = 28
Sandman's to hit roll: 1d20 ⇒ 15
Dog #1's save vs. science: 1d20 ⇒ 17
Sandman's damage: 1d6 ⇒ 1
Dog #2's morale save: 1d20 ⇒ 12, result: 1d8 ⇒ 3

Dr. Fate,
I agree that Dr. Fate is a seriously handicapped character now. Would you like to continue playing, but switch characters for awhile? You could take over Hourman or even play Inza (I figure she would probably be a 2nd-level M-U on her own) until Dr. Fate is cured, which could happen as soon as the others learn of his condition and get him to the Spectre...


male human Magic user 10

Not a bad idea. I could take over Hourman and give him a proper exit. Need to find a reason for him to be here.....hmmm.....

Actually Sargon would be a better choice that the Stectre. Funnier and the ruby of life seems a better canidate to put Humpty back together again.

Mind you Fate is not unplayable as is. Must cogitate.


Male English/Swedish Publisher/1, Writer/4

Sargon could work too, as could any number of Magic-User Heroes, but the Spectre is a Justice Society member and the Heroes just saw him last two days ago...

~Scott/Editor


Male Human Speedster/7

I just realised that Sandman has got a sleeping gas gun... We could have saved ourselves a lot of aggravation and risk of discovery if we had just put the dogs to sleep in the first place. D'oh!


male human Magic user 10

Wondering when someone would notice that.

One wonders if leaving a dog to howl in pain is quite heroic. Sust saying...


Male Human Speedster/7

If you've got any ideas I'm all ears :).


male human Magic user 10
the Flash wrote:
If you've got any ideas I'm all ears :).

Dog is hanging by paws. Shouldn't be too hard to lift just the paws and drop the dog onto the other side of the fence..

Or wreck the fence.

Or hold up its hind end then when it pulls the paws free to maul you zoom off letting it bite air.

Do you own any rope?

Just off the top of my head.
~Fate M.D.

Rats out of 5th level spells for the day. You guys are on your own. No slightly cracked Mystic back-up. Remaing spells 1st & 2nd 3, 3rd 1, 4th 2, 5th Zero.


Male Human Speedster/7

Thanks :)!


Male English/Swedish Publisher/1, Writer/4

Sandman's new pilfer roll: 1d4 ⇒ 2


Male Human Mysteryman 8

I just didn't want to waste a gas grenade; I figured the Flash could safely dispose of them at super speed. Playing a gunslinger in a pathfinder campaign has made me cautious about ammo.


Male English/Swedish Publisher/1, Writer/4

Flash - 2 watch dogs - 80 xp
+10% bonus
New total: 75,126 xp

Sandman - 2 watch dogs - 80 xp
+15% bonus
New total: 77,162 xp

Hourman -
+10% bonus
New total: 73,452 xp

Dr. Fate -
+15% bonus
New total: 640,770 xp


Male English/Swedish Publisher/1, Writer/4

Flash's to hit roll: 2d20 ⇒ (18, 20) = 38
Dog's to hit roll: 1d20 ⇒ 4


Male English/Swedish Publisher/1, Writer/4

Sandman's invisibility roll: 1d4 ⇒ 4


Male English/Swedish Publisher/1, Writer/4
Quote:
Can the Sandman use notice things to notice a man's trustworthiness? Have I asked that before? I feel as if I have.

Yes. If we're going to use skills at all, let's cluster them up around mechanics as much as possible instead of trying to spell out a specific skill for every little thing.

Sandman's notice things roll: 1d4 ⇒ 4

It's stuck on 4!


male human Magic user 10

Dear editior: Does fate have a way to contact Sargon or The Spectre? Does he have a good relationship with either? Good enough to let them into the Invisable Tower that is.


Male English/Swedish Publisher/1, Writer/4

At this time, Sargon is a newcomer and Dr. Fate has not met him yet. Rumor has it that Sargon is not a true sorcerer, but "merely" a warlock or magician. Dr. Fate has a surprisingly mundane method of contacting the Spectre -- a phone number.

***

Surprise rolls: 2d6 ⇒ (4, 3) = 7


Male English/Swedish Publisher/1, Writer/4

At this time, Sargon is a newcomer and Dr. Fate has not met him yet. Rumor has it that Sargon is not a true sorcerer, but "merely" a warlock or magician. Dr. Fate has a surprisingly mundane method of contacting the Spectre -- a phone number.

***

Surprise rolls: 2d6 ⇒ (5, 5) = 10
Initiative rolls: 2d6 ⇒ (1, 1) = 2
Doppelganger's to hit roll: 1d20 ⇒ 3


Male English/Swedish Publisher/1, Writer/4

Sandman's to hit roll: 1d20 ⇒ 11
Initiative, turn 2: 2d6 ⇒ (3, 1) = 4
Flash's to hit rolls: 2d20 ⇒ (16, 15) = 31
Sandman's turn 1 damage: 1d4 ⇒ 4
Flash's turn 2 damage: 2d12 + 2 ⇒ (9, 9) + 2 = 20


Male Human Speedster/7
Scottenkainen wrote:
Sandman and Flash leave the factory with their unconscious prisoner but, unless they summon Dr. Fate to them somehow, they will have an all-night road trip to Massachusetts ahead of them.

Do we have Dr Fate's phone number, or could we try to contact him by radio? Or do we know anyone else nearby who could help us get in contact with Dr Fate, such as The Spectre?


Male Human Speedster/7
Doctor Fate wrote:

I'm here...just don't kinow what to do. I know I should call the Specter and get some high end healing but Fate is demon obsessed at the moment and knows about the demons using the telephone lines. So he does not trust the phone. Welcome to impass enjoy the view.

Help.

Sorry :(. Well hopefully we're on track now to help Dr Fate. I imagine if he doesn't answer the phone or radio, Flash and Sandman will report to The Spectre, and things will get rolling from there. If only Dr Fate doesn't stop us first :P :D!


male human Magic user 10
the Flash wrote:
Doctor Fate wrote:

I'm here...just don't kinow what to do. I know I should call the Specter and get some high end healing but Fate is demon obsessed at the moment and knows about the demons using the telephone lines. So he does not trust the phone. Welcome to impass enjoy the view.

Help.
Sorry :(. Well hopefully we're on track now to help Dr Fate. I imagine if he doesn't answer the phone or radio, Flash and Sandman will report to The Spectre, and things will get rolling from there. If only Dr Fate doesn't stop us first :P :D!

Pretty much out of major mojo at the moment so i am not likely to stop anyone. Well with any success anyway.


Male English/Swedish Publisher/1, Writer/4

Tsk, such pessimism...

Radio encounter roll (mystery respondent): 1d6 ⇒ 4
Radio encounter roll (Spectre): 1d6 ⇒ 2
Radio encounter roll (Green Lantern): 1d6 ⇒ 1


Male Human Mysteryman 8

Aw . . . I was pulling for the Golden Age Atom. Being of short stature myself, Al Pratt's a man I could identify with.


Male English/Swedish Publisher/1, Writer/4

There's still plenty of time for the Atom to pop up again.

I'm going to ask my OOC questions here for intentions. Am I correct in understanding that Sandman is going to go solo for awhile, looking for random criminals to beat up and interrogate? While Flash stays at home with the prisoner?

~Scott/Editor


Male Human Mysteryman 8

No . . . I'm not planning on letting the doppelganger out of my sight. He's our best lead. The Sandman is just expressing some frustration. His girlfriend's been kidnapped and he's chased a lot of dead ends.


Male English/Swedish Publisher/1, Writer/4

that sort of thing only works in the funny books"

Besides numerous occasions when Golden Age comic book characters made winking references to the reader for comedic effect, I also know of at least three occasions when this breaking of the fourth wall affected the plot of the story as well -- when the JSA decided to demote members to reserve status as soon as they got their own comic books, a Black X story where some kids recognized him from reading Feature Comics, and a story (I'm not sure which hero; I think it was either Dr. Fate or Hawkman) where the villain recognized the hero's girlfriend from reading the comic book.

Not that that's meant to be a clue or anything; I just wanted to share.

Surprise?: 2d6 ⇒ (3, 6) = 9
Initiative: 2d6 ⇒ (4, 5) = 9
Green Lantern's save vs. spells: 1d20 ⇒ 18
Dr. Fate's lighnting bolt damage: 5d6 ⇒ (6, 5, 4, 3, 5) = 23

Shoot...

*Of course, it wasn't the green flame at all, but his saving throw that lessened the damage. I point this out as a good example, though, of how we can use flavor text to simulate the comic books while the basic mechanics do the real work behind the scenes.


male human Magic user 10

Hmm expected a save vs plot to attack a hero but this way works well. Now I have the lantern imprisioned in a wooden room* I can continue my plot to capture the rest of the JSA! Bwahahahahahahah.

*Well at least until he rips out some of the panneling to expose the stone wall. Who knew being a supervillan would be so tough on the moulding?

Wait, Lighting bolt does 1d6/level. Fate is 10th level so confu...Oh! Gl made the save so 10d6 became 5d6. Cool!


Male English/Swedish Publisher/1, Writer/4

Cure Wounds II #1: 3d6 + 3 ⇒ (5, 6, 4) + 3 = 18
Cure Wounds II #2: 3d6 + 3 ⇒ (5, 5, 6) + 3 = 19

GL is already back up to full hp, but Dr. Fate in his madness could burn the rest of his Cure spells on him anyway.


male human Magic user 10

Aw save them 2 first level spells will not make a huge difference but you never know.


Male English/Swedish Publisher/1, Writer/4

GL actually cast Dimensional Portal to get through the wall, but since the outcome is the same, I can describe the effect more in keeping with the Golden Age GL's canon.

Initiative: 2d6 ⇒ (4, 5) = 9

Dr. Fate has the drop on GL again. Intentions?


Male English/Swedish Publisher/1, Writer/4

GL's Dispel Magic spell: 1d100 ⇒ 55

Shoot!

Turn 3 initiative: 2d6 ⇒ (2, 2) = 4


Male English/Swedish Publisher/1, Writer/4

Doppelganger's save vs. plot to heal faster: 1d20 ⇒ 17


Male English/Swedish Publisher/1, Writer/4

Radio encounter roll (mystery respondent): 1d6 ⇒ 3
Radio encounter roll (Spectre): 1d6 ⇒ 3
Radio encounter roll (Hawkman): 1d6 ⇒ 4
Radio encounter roll (Hourman): 1d6 ⇒ 2
Radio encounter roll (Atom): 1d6 ⇒ 1


Male English/Swedish Publisher/1, Writer/4

I just learned here that, while chemistry is Wesley Dodds' hobby, his riches come from being a steel magnate.

Use that as you will...

~Scott/Editor


male human Magic user 10

OOoooOoooo I just found 2 new blogs to read. Thank you!

So would you call Dr. Occult a Mystery man or a Magic user? Multi-class?


Male English/Swedish Publisher/1, Writer/4

I've only read one Golden Age Dr. Occult story so far, but my impression from that was that he's all Magic-User.

~Scott/Editor

Initiative: 2d6 ⇒ (6, 6) = 12
Dr. Fate's fire damage: 1d6 ⇒ 3


Male Human Speedster/7
Scottenkainen wrote:
The Atom replies, "Wait a minute, the whole reason I was on the radio this late was to see if you anyone knew where Green Lantern had gone off to." And, after the two Heroes fill him in, he says, "So, you two want me to jump into costume, jump in my car, and drive from Connecticut to New York in the middle of the night to come babysit your prisoner." After a pause, he says, "I can be there in two hours."

So, Atom is (roughly) half-way between us and Dr. Fate. We could travel there to meet him, drop off the alien, then head to Dr Fate's. But then we can't follow up the lead at the Lone Star.

It seems if we want to do something besides waiting around or travelling all night we'll have to take the alien with us to the Lone Star...

Or am I missing something obvious :)?


Male English/Swedish Publisher/1, Writer/4

Dr. Fate's headbutt roll: 1d20 ⇒ 16
Green Lantern's grapple roll: 1d20 ⇒ 8
Headbutt damage: 1d6 ⇒ 6
Initiative: 2d6 ⇒ (2, 5) = 7


Male Human Speedster/7

I just significantly edited my previous post after I looked up Dr Fate's location, if you read my post just a few minutes ago you should probably go back and read it again :).


Male English/Swedish Publisher/1, Writer/4

Thanks for checking your geography, Ned. I'm going to let the other players weigh in on your ideas before I say anything about it. And expect an IC post for the wizard duel tomorrow!

~Scott/Editor


Male English/Swedish Publisher/1, Writer/4

Dr. Fate's to hit rolls: 2d20 ⇒ (8, 12) = 20
Green Lantern's to hit rolls: 2d20 ⇒ (10, 16) = 26


Male English/Swedish Publisher/1, Writer/4

Unless Sandman says otherwise by tonight, I'm going to assume he and Flash are driving the doppelganger to the Atom for sitting before heading to Dr. Fate's tower.


Male English/Swedish Publisher/1, Writer/4

I forgot this roll -

Dr. Fate's punch damage: 1d4 ⇒ 4

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