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

Wandering encounter checks: 2d6 ⇒ (3, 5) = 8


Male English/Swedish Publisher/1, Writer/4

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


male human Magic user 10
Scottenkainen wrote:

Sandman's invisible roll: 1d4

Flash's invisible roll: 1d4

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
Flash's invisible roll: 1d8

testing

1d4 ⇒ 2
1d4 ⇒ 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.


Male English/Swedish Publisher/1, Writer/4

1d4 ⇒ 3
1d4 ⇒ 1
1d4 ⇒ 2

Okay, fine...it was either a coincidence that my every previous roll was a 4 or the problem is fixed now.

Oh, and

Sandman's search roll: 1d6 ⇒ 2
Flash's search roll: 1d6 ⇒ 3


Male English/Swedish Publisher/1, Writer/4
Quote:
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


Male English/Swedish Publisher/1, Writer/4

Flash's to hit rolls: 2d20 ⇒ (15, 14) = 29
Morale save: 1d20 ⇒ 18
Initiative: 2d6 ⇒ (2, 6) = 8
Hoodlum's to hit roll: 1d20 ⇒ 17
Flash's save vs. science: 1d20 ⇒ 5


Male English/Swedish Publisher/1, Writer/4

# 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


Male English/Swedish Publisher/1, Writer/4

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


Male English/Swedish Publisher/1, Writer/4

Flash's to hit rolls: 2d20 ⇒ (4, 13) = 17
Hoodlum #2's morale save: 1d20 ⇒ 17
Flash's damage: 1d10 + 2 ⇒ (9) + 2 = 11

Sandman's initiative roll: 2d6 ⇒ (5, 1) = 6


Male English/Swedish Publisher/1, Writer/4

Sandman's to hit roll: 1d20 ⇒ 1
Hoodlum's to hit roll: 1d20 ⇒ 15
Sandman's save vs. science: 1d20 ⇒ 11


Male English/Swedish Publisher/1, Writer/4
Quote:
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.

Quote:
Bold crook

I know. The morale saves have been amazing!


Male English/Swedish Publisher/1, Writer/4

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


Male Human Speedster/7

NP Scott, there is no reason you should feel obligated to run a game if you're not enjoying it yourself! :)


male human Magic user 10

GM burnout is a terrible thing. Take a couple of weeks and do what you need to. We will be here when you get back.


Male Human Mysteryman 8

Games are meant to be fun. Have a nice break. Come back when it feel fun.


Male English/Swedish Publisher/1, Writer/4

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


Male English/Swedish Publisher/1, Writer/4

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


Male Human Speedster/7

Yay :)! I'm assuming Flash arrives on the scene (Dian + hoodlums) shortly after Sandman?


Male English/Swedish Publisher/1, Writer/4

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


Male English/Swedish Publisher/1, Writer/4

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


Male English/Swedish Publisher/1, Writer/4

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


Male English/Swedish Publisher/1, Writer/4

Initiative for turn 3: 2d6 ⇒ (2, 1) = 3
Morale saves: 4d20 ⇒ (14, 2, 1, 9) = 26
To hit the Sandman: 1d20 ⇒ 8
Sandman's to hit roll: 1d20 ⇒ 18


Male English/Swedish Publisher/1, Writer/4

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


Male English/Swedish Publisher/1, Writer/4

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

Quote:
"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.


Male English/Swedish Publisher/1, Writer/4

Sandman's search roll: 1d10 ⇒ 5
Flash's search rolls: 3d6 ⇒ (5, 6, 6) = 17
Sandman's to be hit rolls: 2d20 ⇒ (18, 11) = 29
Flash's to be hit rolls: 1d20 ⇒ 14
Flash's 2nd to be hit roll: 1d20 ⇒ 2
Sandman's damage: 4d4 ⇒ (3, 4, 2, 4) = 13


Male English/Swedish Publisher/1, Writer/4

Flash's to hit rolls: 2d20 ⇒ (15, 11) = 26
Flash's damage rolls: 2d10 + 2 ⇒ (10, 1) + 2 = 13
Flash's to be hit rolls: 3d20 ⇒ (6, 16, 7) = 29
Sandman's to be hit roll: 1d20 ⇒ 3


Male English/Swedish Publisher/1, Writer/4

Flash's search rolls: 3d6 ⇒ (6, 6, 1) = 13
Sandman's to be hit rolls: 4d20 ⇒ (1, 18, 7, 18) = 44
Sandman's damaged rolls: 4d4 ⇒ (1, 2, 2, 2) = 7


Male English/Swedish Publisher/1, Writer/4

Initiative: 2d6 ⇒ (2, 2) = 4


Male English/Swedish Publisher/1, Writer/4

Flash's to hit rolls: 2d20 ⇒ (12, 2) = 14
Damage roll: 1d10 + 1 ⇒ (1) + 1 = 2
Flash's to be hit roll: 1d20 ⇒ 18
Flash's save vs. missile: 1d20 ⇒ 5


Male English/Swedish Publisher/1, Writer/4

Initiative: 2d6 ⇒ (1, 5) = 6
Flash's to be hit roll: 1d20 ⇒ 1
Flash's to move roll: 1d20 ⇒ 14
Mad scientist's morale save: 1d20 ⇒ 5
Morale result: 1d8 ⇒ 4


Male English/Swedish Publisher/1, Writer/4

Sandman's to be hit rolls: 4d20 ⇒ (8, 4, 10, 19) = 41
Sandman's damage rolls: 4d4 ⇒ (2, 2, 1, 3) = 8
Sandman's to hit roll: 1d20 ⇒ 17
Lizard's save vs. poison: 1d20 - 4 ⇒ (1) - 4 = -3


Male English/Swedish Publisher/1, Writer/4
Quote:
Next up. Sandman vs. PETA!

It seemed appropriate, with a save roll of -3 vs. sleep gas!


Male English/Swedish Publisher/1, Writer/4

Flash's to hit rolls: 2d20 ⇒ (2, 19) = 21


Male Human Speedster/7

I will be away from my computer from Dec 23 through Dec 30. Please NPC Flash as may be necessary. I guess the current scenario is (almost?) wrapped up. Next order of business: try to help Dr Fate (again)!

Merry Christmas all :)!


Male English/Swedish Publisher/1, Writer/4

Flash - 4 giant (medium-sized) lizards - 640 xp
1 mad scientist - 80 xp
1 radio - 25 xp
+10% bonus
New total: 76,693 xp

Sandman - 4 giant (medium-sized) lizards - 640 xp
1 mad scientist - 80 xp
1 radio - 25 xp
+15% bonus
New total: 78,777 xp


Male English/Swedish Publisher/1, Writer/4

Sandman's save vs. plot to heal faster: 1d20 ⇒ 6
Sandman's current hp: 9 (out of 35)


Male English/Swedish Publisher/1, Writer/4

Atom radio encounter check: 1d6 ⇒ 6
Spectre radio encounter check: 1d6 ⇒ 2
Hawkman radio encounter check: 1d6 ⇒ 4
Dr. Fate radio encounter check: 1d6 ⇒ 5
Green Lantern radio encounter check: 1d6 ⇒ 6
Hourman radio encounter check: 1d6 ⇒ 5


Male English/Swedish Publisher/1, Writer/4

Flash's save vs. spells: 1d20 ⇒ 2


Male English/Swedish Publisher/1, Writer/4
Quote:
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.


Male English/Swedish Publisher/1, Writer/4

Spectre's Dispel Magic: 2d100 ⇒ (12, 79) = 91, 1d100 ⇒ 95


Male English/Swedish Publisher/1, Writer/4

chance of triggering a book's spell: 1d100 ⇒ 25
Trigger roll: 1d100 ⇒ 63
Chance of the door having a spell on it: 1d100 ⇒ 14
Door roll: 1d100 ⇒ 31


Male English/Swedish Publisher/1, Writer/4

Initiative: 2d6 ⇒ (5, 5) = 10


Male English/Swedish Publisher/1, Writer/4

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


Male English/Swedish Publisher/1, Writer/4
Quote:
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


Male English/Swedish Publisher/1, Writer/4

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


male human Magic user 10
Scottenkainen wrote:
Quote:
OW! How did the Spectre know to aim that? As far as I know Fate is still invisible.

Try asking him that in-character...

Will as soon as I can. Can't talk now or the breeze will eat me.


Male English/Swedish Publisher/1, Writer/4

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


Male English/Swedish Publisher/1, Writer/4

Weal, neutral, or woe: 1d3 ⇒ 1
Spell level: 1d6 ⇒ 5
Spell: 1d52 ⇒ 5
Type: 1d4 ⇒ 4
Flash's save vs. science: 1d20 ⇒ 4


Male English/Swedish Publisher/1, Writer/4

Flash's save vs. science: 1d20 ⇒ 15


Male English/Swedish Publisher/1, Writer/4

Chance of spell in attic: 1d100 ⇒ 21
Attic roll: 1d100 ⇒ 36
Chance of spell on window: 1d100 ⇒ 80
Window roll: 1d100 ⇒ 31
Weal, neutral, or woe?: 1d3 ⇒ 1
Spell level: 1d6 ⇒ 4
Spell: 1d54 ⇒ 19
Flash's save vs. spells: 1d20 ⇒ 8

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