Scottenkainen |
Sandman's invisible roll: 1d4 ⇒ 4
Flash's invisible roll: 1d4 ⇒ 4
I won't be using Paizo's die roller for d4s any longer. It's been stuck on 4 this whole campaign. So I'll simply use d8 to roll d4s.
Sandman's invisible roll: 1d8 ⇒ 7
Flash's invisible roll: 1d8 ⇒ 1
Doctor Fate |
Sandman's invisible roll: 1d4
Flash's invisible roll: 1d4I won't be using Paizo's die roller for d4s any longer. It's been stuck on 4 this whole campaign. So I'll simply use d8 to roll d4s.
Sandman's invisible roll: 1d8
Flash's invisible roll: 1d8
testing
1d4 ⇒ 21d4 ⇒ 2
1d4 ⇒ 1
1d4 ⇒ 2
1d4 ⇒ 2
1d4 ⇒ 2
1d4 ⇒ 4
1d4 ⇒ 3
1d4 ⇒ 2
1d4 ⇒ 1
1d4 ⇒ 1
1d4 ⇒ 2
1d4 ⇒ 1
hmmm seems to be favoring 2s over 3s and 4s.
Scottenkainen |
I assume that there is no way of climbing up with using the presumably noisy grapple gun.
For the Mysteryman, like the Thief, there's always a chance to climb. The Sandman could go up the drainpipe or...well, I'm sure you can come up with something else too. And the grapple gun isn't as loud as an ordinary gun, if that concerns you.
~Scott/Editor
Scottenkainen |
# of hoodlums: 1d3 ⇒ 2
Chance to see Dian: 1d100 ⇒ 72
See Dian roll: 1d100 ⇒ 87
Flash's to hit rolls: 2d20 ⇒ (11, 4) = 15
Flash's damage: 1d6 ⇒ 1
Morale save: 1d20 ⇒ 18
Sandman's climb roll: 1d12 ⇒ 3
Turn 2 initiative: 2d6 ⇒ (2, 3) = 5
Hoodlum's to hit roll: 1d20 ⇒ 8
Scottenkainen |
Sandman's to hit rolls: 3d20 ⇒ (2, 13, 16) = 31
Surprise rolls: 2d6 ⇒ (2, 4) = 6
Initiative: 2d6 ⇒ (2, 2) = 4
Sandman's to hit roll: 1d20 ⇒ 12
Hoodlums' to hit rolls: 2d20 ⇒ (1, 19) = 20
Missed shot's 2nd to hit roll: 1d20 ⇒ 19
Sandman's save vs. missiles: 1d20 ⇒ 9
Sandman's damage: 1d6 ⇒ 4
Gunshot's damage to hoodlum: 1d8 ⇒ 2
Scottenkainen |
Is Sandman's grapple still dangling from the window? If so, Flash will quickly pull himself up.
I suppose we need to work out exactly how that grapple gun works. Does it automatically reel back in, or does it cut the line after it's been used? If the latter, then Flash can try to use the line hanging from the roof (not from the window), but that makes the grapple gun essentially a one-use item until reloaded too.
Bold crook
I know. The morale saves have been amazing!
Scottenkainen |
Hi all,
I'm cross-posting this from my rpol.net H&H campaign.
Maybe it's just H&H overload, but I'm finding posting to my campaigns just hasn't felt satisfying lately. I remember this happening twice before in a long-running campaign where I just needed a break from the game to keep from burning out on it. I don't know how long I'll need. Maybe a week. Maybe longer. Hopefully not too long. But I will be back and hopefully everyone else will be too.
~Scott/Editor
Scottenkainen |
Thanks for the supportive words, guys. As I was just posting on the Rpol H&H campaign, this break is giving me some much needed time to catch up on writing/art projects. When I'm caught up, I should be able to tackle both campaigns again with the required gusto!
~Scott/Editor
Scottenkainen |
Reels in, or cuts the line?: 1d2 ⇒ 2
Morale save: 1d20 ⇒ 2
And I'm back. Note that the new post is pretty long and I play your Heroes for you a bit. I'm doing this just this once to get the ball rolling again and give us a little momentum back. Feel free to post your next actions/intentions.
~Scott/Editor
Scottenkainen |
You can assume that, yes. I'm also going to assume an action from the Sandman -- intimidate -- before Flash arrives, to keep things moving.
Morale saves: 8d20 ⇒ (10, 3, 16, 7, 8, 1, 5, 12) = 62
Morale results: 7d8 ⇒ (5, 8, 7, 8, 1, 3, 4) = 36
To hit Sandman: 4d20 ⇒ (19, 3, 20, 7) = 49
Saves vs. missiles: 2d20 ⇒ (15, 16) = 31
Scottenkainen |
Initiative: 2d6 ⇒ (1, 1) = 2
Sandman's to hit: 1d20 ⇒ 8
Sandman's to be hit: 1d20 ⇒ 7
Flash's to be hit rolls: 2d20 ⇒ (18, 9) = 27
Sandman's damage: 1d4 ⇒ 3
Flash's save vs. missiles: 1d20 ⇒ 17
Flash's to hit rolls: 2d20 ⇒ (18, 20) = 38
Flash's damage rolls: 2d12 + 2 ⇒ (1, 3) + 2 = 6
Scottenkainen |
Initiative: 2d6 ⇒ (2, 4) = 6
Morale saves: 2d20 ⇒ (18, 13) = 31
To hit the Sandman: 1d20 ⇒ 4
Sandman's to hit roll: 1d20 ⇒ 11
Sandman's damage: 1d4 + 3 ⇒ (1) + 3 = 4
I forgot again about Sandman's signature move damage bonus last turn, but will add the +3 in this turn
Flash's to hit rolls: 2d20 ⇒ (7, 14) = 21
Damage rolls: 2d10 + 2 ⇒ (8, 10) + 2 = 20
Scottenkainen |
Flash - 1 doppelganger - 200 xp
rescuing Dr. Williams - 100 xp
8 cowardly hoodlums - 160 xp
1 master criminal - 120 xp
rescuing Dian Belmont - 100 xp
+10% bonus
New total: 75,874 xp
Sandman - 1 doppelganger - 200 xp
rescuing Dr. Williams - 100 xp
7 cowardly hoodlums - 140 xp
1 master criminal - 120 xp
rescuing Dian Belmont - 100 xp
+15% bonus
New total: 77,921 xp
Scottenkainen |
Flash's to hit rolls: 6d20 ⇒ (10, 15, 14, 16, 17, 18) = 90
Flash's to be hit roll: 1d20 ⇒ 8
Lizard #2's save vs. poison: 1d20 ⇒ 17
"Who is this Mr. X that can conjure up creatures like this and that shapechanger we left with the Atom? More and more I think this is a case for Dr. Fate or the Spectre, not me."
Both the Sandman and the Flash have fought giant animals by now. The Flash has even fought giant lizards, while the Sandman fought a giant rat.
Scottenkainen |
Is there anything the Sandman can do to speed up his healing? I don't want to fall to Mr. X's lowliest thug's first punch.
Just like in D&D, nonmagical healing is a bear. Even hospitalized, Sandman will be only back up to 24 out of 35 hp in time for the midnight trap.
Scottenkainen |
Air elemental to hit Spectre: 1d20 ⇒ 2
Spectre's lightning bolt: 14d6 ⇒ (3, 1, 3, 1, 5, 1, 2, 2, 1, 1, 5, 3, 2, 1) = 31
Elemental's save vs. spells: 1d20 ⇒ 7
Dr. Fate's save vs. spells: 1d20 ⇒ 1
Chance of the door in the hallway having a spell on it: 1d100 ⇒ 42
Door roll: 1d100 ⇒ 70
Scottenkainen |
OW! How did the Spectre know to aim that? As far as I know Fate is still invisible.
Try asking him that in-character...
Chance of the corridor having a spell in it: 1d100 ⇒ 90
Corridor roll: 1d100 ⇒ 50
Weal, neutral, or woe: 1d3 ⇒ 2
Spell level: 1d6 ⇒ 4
Spell #: 1d54 ⇒ 54
Scottenkainen |
Initiative, round 2: 2d6 ⇒ (2, 6) = 8
Spectre's fireball: 14d6 ⇒ (5, 2, 5, 4, 5, 6, 4, 1, 2, 5, 4, 2, 5, 5) = 55
Elemental's save: 1d20 ⇒ 4
Elemental's hp: 16d6 ⇒ (6, 2, 4, 4, 4, 5, 5, 4, 1, 1, 5, 6, 6, 3, 4, 1) = 61
Elemental's to hit roll: 1d20 ⇒ 8
Elemental's damage: 2d8 ⇒ (4, 6) = 10
Scottenkainen |
Initiative, turn 3: 2d6 ⇒ (5, 6) = 11
Wraith's to hit the Flash roll: 1d20 ⇒ 14
Dr. Fate's saving throw: 1d20 ⇒ 12
Elemental's to hit the Spectre roll: 1d20 ⇒ 5
Chance of spell in upper floor corridor: 1d100 ⇒ 40
Corridor roll: 1d100 ⇒ 80
Chance of spell on 2nd staircase: 1d100 ⇒ 93
Stair roll: 1d100 ⇒ 1