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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 Human Mysteryman 8

The Sandman is still lurking in the hospital, wondering if the golden age Spectre did things like turning people into grass and then mowing them with a giant spectral lawnmower.


Male English/Swedish Publisher/1, Writer/4

Good call. Speaking of calls, even laid up in the hospital, Wesley could be calling Dian to make sure she's alright, calling his bankers to check on his investments, catching up on the news...

Flash's to hit rolls: 2d20 ⇒ (18, 6) = 24
Dr. Fate's save vs. science: 1d20 ⇒ 3


Male English/Swedish Publisher/1, Writer/4

Elemental's to hit Flash roll: 1d20 ⇒ 8
Flash's damage: 2d8 ⇒ (8, 4) = 12
Dr. Fate's magic missiles: 5d4 + 5 ⇒ (4, 4, 3, 1, 4) + 5 = 21
Spectre's counterspell: 1d6 ⇒ 6


Male English/Swedish Publisher/1, Writer/4

Initiative, Flash: 1d6 ⇒ 6
Initiative, Elemental: 1d6 ⇒ 3
Flash's to hit rolls: 2d20 ⇒ (16, 12) = 28
Elemental's target?: 1d2 ⇒ 1
Elemental's to hit the Flash roll: 1d20 ⇒ 10
Damage to Flash: 2d8 ⇒ (3, 7) = 10


Male English/Swedish Publisher/1, Writer/4

Initiative, Flash: 1d6 ⇒ 6
Initiative, Dr. Fate: 1d6 ⇒ 3
Initiative, Spectre: 1d6 ⇒ 1
Initiative, elemental: 1d6 ⇒ 1
Flash's to hit rolls: 2d20 ⇒ (8, 13) = 21
Dr. Fate's chance to cast a spell with one arm held: 1d6 ⇒ 6
Spectre's magic missiles: 7d4 + 7 ⇒ (3, 3, 2, 1, 4, 3, 2) + 7 = 25
elemental attacks: 1d2 ⇒ 2
Elemental's to hit roll: 1d20 ⇒ 2


Male English/Swedish Publisher/1, Writer/4

Initiative, Flash: 1d6 ⇒ 1
Initiative, Dr. Fate: 1d6 ⇒ 1
Initiative, Spectre: 1d6 ⇒ 6
Flash's to hit rolls: 2d20 ⇒ (14, 16) = 30
Dr. Fate's chance to cast a spell while being grappled: 1d6 ⇒ 2


Male English/Swedish Publisher/1, Writer/4

Spectre's Cure Wounds II on Flash: 3d6 + 3 ⇒ (3, 5, 4) + 3 = 15
Spectre's Cure Wounds II on Dr. Fate: 3d6 + 3 ⇒ (5, 3, 5) + 3 = 16
Spectre's three Cure Wounds I spells on Sandman: 3d6 + 3 ⇒ (2, 2, 1) + 3 = 8

Sandman is now at 22 out of 35 hp. Flash is now at 30 out of 37 hp. Dr. Fate is now at 38 out of 45 hp.

Let me know what you want your heroes to be doing between now and midnight.


Male English/Swedish Publisher/1, Writer/4
Quote:
Has Flash ever seen Sandman without the gasmask?

No. It seems the Flash is about to learn the Sandman's true identity...


Male English/Swedish Publisher/1, Writer/4
Quote:
"Sandman?", Flash asks tentatively...

It's not looking good here. We may have to consider that we've lost our Sandman, and how to handle that in-game...

~Scott/Editor


Male English/Swedish Publisher/1, Writer/4

Okay, so the Big Trap is almost here. I need Flash, Dr. Fate, and Sandman -- if you're still in with us -- to tell me:

Do you plan to show up at midnight? Or earlier? How much earlier?
Do you need a map of the warehouse to plan around?
Are you going to be waiting inside the warehouse? Or watching from outside?
Are you going to be in separate locations at the warehouse? And how will you signal/communicate with each other if you are?
What will you be waiting for to happen before you take any actions?


male human Magic user 10

My answers depend on how much sleep I can get. I have one plan if I am at full power and another if I am low on juice. What is the word?


Male Human Speedster/7

Flash will likely go along with Dr Fate's plan (whatever it may be :D).


Male English/Swedish Publisher/1, Writer/4

Dr. Fate will have all his spells back by midnight and be at 43 out of 45 hp.


Male Human Mysteryman 8

Sorry about my absence. I was giving the internet a day off or so and then . . . kid got sick, wife got sick, I got sick.

I'll try to do better, but if you want to take away my JSA membership card, I understand.


male human Magic user 10
the Flash wrote:
Flash will likely go along with Dr Fate's plan (whatever it may be :D).

Great now I have to actually come up with a plan. :7)

YES The Sandman has awoken! Hmmmmm this gives me an idea.

Ok three basic plans.

1. Opposition. We show at the house, survive their first strike and take them down.
Strengths: Simplicity, Flexability, and by allowing them the first punch we claim the moral high ground.
Weaknesses: Cedes initiative to the baddies, a good first strike may be all it takes if they focus. I can help to mitigate that somewhat but there is still a risk. If they take a reactive posture we could end up sitting in the warehouse staring at each other. Vulnerable to a switch-play, we are in the wharehouse while Mr.X burns town hall.

2. Interception. They are very likely to scout the site. We follow their scout.
Strengths: Active rather than reactive, we might catch them off guard. X might spend resources preparing for a fight in the warehouse that will never happen this will burn some of X's resources and might make the fight easier when we do find them.
Weaknesses: X has been very aware of compartmentalization and communication security there are likely several steps between the scout and X. If we are spotted X will simply cut the scout loose and we are back to square one.

3. Trickery. We convince X's killers that they won. A mix of illusion and suggestion should work. Even if we can't follow the killers back to their home base X is likely to get sloppy in the absence of opposition.
Strengths: Little risk on our part, this path avoids fighting.
Weaknesses: Dependent on magic, a fickle ally at times. X has shown intelligence, may not be as easy to fool as we hope.

Options available to all plans.
Sandman: Sleep gass has proved very effective on X's minions. You would be very good at removing X's watchers, limiting the flow of information. Also you are an excellent choice to shadow any scouts or killers back to their base.

Flash: Your speed will add verismilitude to any trickery based plan. You can be seen in a location yet still leave it before the enemy strikes. you are also able to run a "front tail" on a target which is more difficult to loose.

Fate: Powerful magic can short circut X's plans. Swapping minds with one of the killers or sealing the wharehouse with them inside offers the chance to radically change the playing field.

I think any of these could work.
Comments?


Male English/Swedish Publisher/1, Writer/4

And you get in on this too, Sandman. We weren't kicking you out for not posting, just concerned that you had seemingly left.

~Scott/Editor


male human Magic user 10

Heads up to the editor.

Looking at Phansasmal Force for the fake fight/assassination. It looks like it could duplicate us prety well so long as the baddies stick to ranged weapons. I don't see any restrictions as to movement or sound, right?

Thinking of Magic Jar to swap with one of X's minions but likely to reject it as too risky. Can polymorph function as a super disguise and can I use it on say the Sandman to have him mimic one of X's people once we identify a senior player?

Hey Sandman How are you at disguise? Care for some undercover work?


Male Human Mysteryman 8

I don't seem to have any defined special abilities at disguise, though my bonuses to intimidation, pilfering, and noticing thing may give me some bit of an edge.

However, based on my understanding of the game's old school aesthetic, I'd probably just have to role play my way through. Am I good at that? We could try and find out.

But, we should also be aware that Mr. X has magico-scientific backup. So it wouldn't likely just be a matter of Sandman's ability to bluff.


Male English/Swedish Publisher/1, Writer/4

Dr. Fate's assessments of how those spells work sound dead-on. Yes, Polymorph could be used as a super-disguise.

I'm not aware of Sandman specifically having any disguise skills, but I have been thinking lately that the Mysteryman class should have the same disguise skill as the Villain class, though maybe at a slower rate of advancement. Let's playtest that here, and give Sandman...oh...let's say a 25% disguise chance. Beyond appearances, yes, the rest of the deception would be handled by role-playing.

~Scott/Editor


male human Magic user 10

Ok it looks like a tenative plan is shaping up.

1. We show early at the Wharehouse. Sandman and perhaps Fate scout the area to hopefully get an eyeful of one of the baddies. Flash will openly check the wherehouse for bombs and other suprises.

2. The Sandman and Fate isolate and remove one of the attackers. The Sandman will replace this goon and attempt to infiltrate X's operation. Mundane disguise will be assissted by magic if desired.

3. Fate and the Flash, shielded by invisibility will enter the Wharehouse once the Goons have taken up position. Fate will create an illusion all three heroes entering the wharehouse. The illusory hereos will fall before the goons attack and a distraction will be arranged to prevent the goons from searching the bodies.

4. Sandman in his goonsuit goes with the attackers and hopefully closer to X. Flash and Fate grill the captured goon and wait Sandman's call.

OR

A. Show at wherehouse for a classic four-color knock down.

thoughts?


Male Human Mysteryman 8

Well, the sneaky plan certainly sounds more interesting for me, though a four color slugfest is always good for the circulation numbers. I suspect it, however, will not top the Flash and Spectre vs. Dr. Fate bout for hype and numbers. The people like their superhero v. superhero conflict.

If we're going with that, magical assistance would probably be a good idea. As I said before, it is evident that Mr. X is no mere thug.


Male Human Speedster/7

I say we try the sneaky plan. If that fails we can always switch over to the slug-fest :D! If needed, Flash is willing to go in un-invisible-ised to lure the baddies; he should be able to escape relatively undetected later. (That is, if Dr Fate could better use that spell slot for something else.) Alternately, he could allow himself to be "captured"? (That way we have a 3 different infiltration methods, the drawback is that if he is too well restrained he may need Sandman or Fate's help later)


male human Magic user 10

Dear editor:
Truing to figure a way to Manhattan that doesn't burn half my 5th level spells. Is there a train or plane service that would make in in time?

Wait a minute. It's 1941 of course there is a plane service. Silly Doctor.


Male English/Swedish Publisher/1, Writer/4

Yes, Dr. Fate has access to trains, planes, and automobiles.

We should have the Atom/doppelganger reprise scene wrapped up shortly and then we're that much closer to the warehouse scene!

~Scott/Editor


Male English/Swedish Publisher/1, Writer/4

Flash's SCM roll: 1d20 ⇒ 12


Male Human Speedster/7

Is that good or bad, LOL :D!


Male English/Swedish Publisher/1, Writer/4

Book I, pg. 15. Thanks to your Charisma bonus, you just won yourself a temporary SCM.

Flash - 1 SCM recruited
+10% bonus
New total: 77,103 xp


male human Magic user 10

Question for our esteemed editor.

So on sending Shapely the shifter home, how? Astral spell could go it with some work but that is several levels away. Limited wish might do it but that is also currently uncastable.

Could dispel evil/good get him home? Old shape doesn't seem either evil or good right now but if we convinced him to help us then he might be considered 'good' and able to be banished?

To my knowledge can the Lantern, Sargon, or the Spectre manage this level of magic?


Male Human Speedster/7

Flash now has that little profile thingy beside his name, just like all the cool kids :)!


Male English/Swedish Publisher/1, Writer/4

Awful good question, Fate. I've been focused on Shapely's story elements without giving enough thought to the game mechanics that need to be behind it. I think, though, that we should treat Dispel Evil as a more generic Dispel spell, able to send home any Alignment you choose. In this case, Dispel Neutral.

And we're very proud of you, Flash. :)

Flash's search for secret stuff rolls: 6d6 ⇒ (4, 2, 2, 2, 3, 4) = 17
Sandman's hear noice rolls: 3d6 ⇒ (3, 1, 6) = 10


Male English/Swedish Publisher/1, Writer/4
Quote:
Flash turns to Shifty. "Will you help us?", he asks eagerly.

Wait a second, are you three discussing how unreliable the doppelganger is, right in front of the doppelganger? Or did Flash just run off to where ever you left the doppelganger to ask that?


male human Magic user 10

As far as I know shifty is still where we all met together. I think at the JSA confrenence room but I am not sure.


Male English/Swedish Publisher/1, Writer/4

You never know which details you can't gloss over until you need them later...

I like the thematic quality of leaving the doppelganger at the hotel conference room where this all started.


Male English/Swedish Publisher/1, Writer/4

...But Flash might need it closer. We've previously established that the hotel is on the Upper East Side. The carpet warehouse is probably in the Clinton borough. So, a halfway compromise would be Midtown, perhaps on a rooftop overlooking Times Square...?

~Scott/Editor


Male English/Swedish Publisher/1, Writer/4

Sandman's invisible roll: 1d4 ⇒ 1
Sandman's notice things roll: 1d10 ⇒ 1


male human Magic user 10

I like the Times Square idea. Good place for a climatic showdown if/when shifty turns out to be Mr. X.

I still cannot see how shifty fits into this making it prime fodder for a twist.


Male Human Speedster/7

Oh, sorry, I thought Shifty was with us. If he's elsewhere, then I think it's best to leave him there.


Male English/Swedish Publisher/1, Writer/4

Sandman's to hit roll: 1d20 ⇒ 5
Flash's invisibility roll: 1d4 ⇒ 3


Male English/Swedish Publisher/1, Writer/4

Initiative: 2d6 ⇒ (5, 2) = 7
Sandman's to hit roll: 1d20 ⇒ 5


Male English/Swedish Publisher/1, Writer/4
Quote:
Maybe some combination of pilfer and invisibility abilities?

I'll be handling this sleight of hand trick with a simple pilfer roll. Next turn posting tomorrow!

~Scott/Editor


Male English/Swedish Publisher/1, Writer/4

Sandman's pilfer roll: 1d20 ⇒ 1
Mobster saves: 4d20 ⇒ (5, 2, 2, 8) = 17
Sandman's to hit roll: 1d20 ⇒ 6


Male English/Swedish Publisher/1, Writer/4

Sandman's to be hit rolls: 2d20 ⇒ (16, 15) = 31
Sandman's damage taken: 1d8 + 1d6 ⇒ (4) + (2) = 6


Male English/Swedish Publisher/1, Writer/4

Dr. Fate's save vs. missiles: 1d20 ⇒ 1


Male English/Swedish Publisher/1, Writer/4

Dr. Fate's damage taken: 1d10 ⇒ 9


Male English/Swedish Publisher/1, Writer/4

...And we're stuck. I really need Dr. Fate to post again because this scene hinges on him now. Maybe I'll give him until the 6th and "NPC" him if he's still absent by then?

~Scott/Editor


male human Magic user 10

Ow that hurt! Must remember protection from missiles for next time.

Sorry for the silence. Major flu attack here in the great northwest. I am exhausted and made largely of goo.

As far as I see it everything is going close enough to plan.
The flash can easily run a front tail of the explosives van or even both given his speed.
Dr. Fate is getting a free ride to one of the hideouts while conserving the maximum amount of magical oomph.
The Sandman is in an excellent position to either slip into or onto the rifle van and catch a ride or simply tail in in his car.

The sorcerer will report a surprising lack of magic gear but will he be believed? He will not be able to do anything like a full search of a burning carpet warehouse before the Fire and Police departments seal the area. By the time he can confirm that we were not there we will have confronted the next level of Mr.X's organization.

At least that is how I see it. The only real danger was from that detect magic spell. If Fate had been caught by it then we would have had to fight and all we would have done would be to take apart another low ranking part of X's machine.

At least that is my view.


Male English/Swedish Publisher/1, Writer/4

Sandman's invisible roll: 1d4 ⇒ 1
Flash's invisible roll: 1d20 ⇒ 6
Dr. Fate's save vs. science: 1d20 ⇒ 11


Male English/Swedish Publisher/1, Writer/4
Quote:
For reals . . . this is the worse idea ever.

Haha...yes, I think you're on Plan C by now.

~Scott/Editor

Level: 1d11 ⇒ 10
What: 1d20 ⇒ 6


Male English/Swedish Publisher/1, Writer/4

#: 1d2 ⇒ 2


Male Human Speedster/7
The Sandman wrote:
The Sandman unlatches himself. "I think even Dian would agree that that was a terrible idea." Seeing that the thugs seemed to have arrived at their destination, the Sandman will attempt to quickly use his grapple gun to make his way to the roof of the jewelry store. Or if that is not feasible, he will look for a dark alley to hide in.

Simply rolling underneath the van might be a quicker and easier way to avoid immediate discovery, providing the van doesn't drive off again anytime soon. :D

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