GM Sappy's Infiltrators - Dirty War

Game Master Sapiens

May XX, 1942 - XXXXXX - Prague

Map of Prague


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Guess what? Yet more busy days.

Here's to hoping Richard's post doesn't get flagged! Katherine, I believe you were about to use Inception to make him believe the pledge?


Guess what? Yet more busy days.

If you are content with the current state of the scene, I can wrap up and go to the confrontation.


Combat Engineer Alchemist 6 | HP: 47/52 4NL | AC: 19 (21)P/19 (21)B (14 (16) Tch, 15 (17) Fl) | CMD: 19 (21) | F: +8, R: +11 (+13), W: +6 | Init: +4 | Perc: +11 | Bombs 10/11 | SP: 12/13 | Speed 30ft | Active conditions: None.

I'm good to move on.


Guess what? Yet more busy days.

Disclaimer: in the first parts of the campaigns I had a rather different plan for how things were supposed to go, also because I hadn't studied the history of the operation well enough.

I feel that I currently have an interesting climax, but I'm going to have to undo the plan I had for the hanging on the 15th, and the time that you placed a bomb in the woods. I dropped the ball on that, and I'm sorry for those two threads left hanging.


Combat Engineer Alchemist 6 | HP: 47/52 4NL | AC: 19 (21)P/19 (21)B (14 (16) Tch, 15 (17) Fl) | CMD: 19 (21) | F: +8, R: +11 (+13), W: +6 | Init: +4 | Perc: +11 | Bombs 10/11 | SP: 12/13 | Speed 30ft | Active conditions: None.

No worries! Having recently taken the plunge into DMing myself, I sympathize


Female Wizard 7 | HP 71/58 | PAC 18, BAC 12 | Fort +7, Ref +5, Will +7 | CMB +4, CMD 15 | Perc +13 | Init +1

Not a problem.
I need to apologise: I recently returned to university, and my first assignment is proving an unpleasant surprise. I know I'm slipping, but I'm hoping to have the **** thing done soon!


Sage 7 | HP: 48/49 | AC: 25 / T: 24 / FF: 21 | Fort: +7, Ref: +11, Will: +12 | M. Touch: +3, R. Touch: +8/+11 (KB) | CMB: +3, CMD: 25 | Init: +8, Perception: +18

*Sagely* No plan survives contact with the players.


Female Aasimar Dual-Blooded Sorcerer 1/Incanter 6 | HP 31/31 | AC 22, T 18, FF 19, PAC 18, KAC 19 | Fort +5, Ref +7, Will +10 | CMB +3, CMD 15 | Perc +14 | Init +3 | Spell Points 12/13

Well, that was easy. Good game all!

...waht du yu meen role to disbalief du lussions?


Female Wizard 7 | HP 71/58 | PAC 18, BAC 12 | Fort +7, Ref +5, Will +7 | CMB +4, CMD 15 | Perc +13 | Init +1

Yeah, this is somehow the most ominous post I've seen in a very long time.


Guess what? Yet more busy days.

I can tell you in all sincerity that it's not an illusion.


Female Aasimar Dual-Blooded Sorcerer 1/Incanter 6 | HP 31/31 | AC 22, T 18, FF 19, PAC 18, KAC 19 | Fort +5, Ref +7, Will +10 | CMB +3, CMD 15 | Perc +14 | Init +3 | Spell Points 12/13

I figured it was mind control, implanting memories of success where no success was had.


Combat Engineer Alchemist 6 | HP: 47/52 4NL | AC: 19 (21)P/19 (21)B (14 (16) Tch, 15 (17) Fl) | CMD: 19 (21) | F: +8, R: +11 (+13), W: +6 | Init: +4 | Perc: +11 | Bombs 10/11 | SP: 12/13 | Speed 30ft | Active conditions: None.

In my little mental movie of everything that's happening, the whole world has gone black and white.


Female Aasimar Dual-Blooded Sorcerer 1/Incanter 6 | HP 31/31 | AC 22, T 18, FF 19, PAC 18, KAC 19 | Fort +5, Ref +7, Will +10 | CMB +3, CMD 15 | Perc +14 | Init +3 | Spell Points 12/13

...agreed, with maybe splashes of red for lipstick, fire and blood.


Female Wizard 7 | HP 71/58 | PAC 18, BAC 12 | Fort +7, Ref +5, Will +7 | CMB +4, CMD 15 | Perc +13 | Init +1

very nice!


Guess what? Yet more busy days.

Oooh, very Schindler's List! I love that aesthetic.


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Female Aasimar Dual-Blooded Sorcerer 1/Incanter 6 | HP 31/31 | AC 22, T 18, FF 19, PAC 18, KAC 19 | Fort +5, Ref +7, Will +10 | CMB +3, CMD 15 | Perc +14 | Init +3 | Spell Points 12/13

...yes, I was definitely thinking of the critically acclaimed World War II classic and not Sin City...


Guess what? Yet more busy days.

Just in case you are wondering: the reason why you had no save for that shared hallucination was that it was not a hallucination. Heydrich's custom ENIGMA machine was running an algorithm shunting you into a parallel universe. Therefore, everything you experienced was real, although guided by Heydrich. Going in places unfamiliar to him (as you did) and causing enough damage to the world to break plausibility were the two ways to cause the program to become unstable and unpredictable.

I'm rebuilding his stats, I believe I'll roll initiative tomorrow.


Combat Engineer Alchemist 6 | HP: 47/52 4NL | AC: 19 (21)P/19 (21)B (14 (16) Tch, 15 (17) Fl) | CMD: 19 (21) | F: +8, R: +11 (+13), W: +6 | Init: +4 | Perc: +11 | Bombs 10/11 | SP: 12/13 | Speed 30ft | Active conditions: None.

I'm honestly expecting him to no-sell Tomasz attack,it just felt out of character not to at least try

(Also, I'm sorry that I kinda overrode Katherine)


Female Aasimar Dual-Blooded Sorcerer 1/Incanter 6 | HP 31/31 | AC 22, T 18, FF 19, PAC 18, KAC 19 | Fort +5, Ref +7, Will +10 | CMB +3, CMD 15 | Perc +14 | Init +3 | Spell Points 12/13

Not a problem. I was happy to play for time, but if we wanna jump down his throat - possibly literally, given some of the odder abilities out there - I'm happy to do so. Plus it plays into my character's abilities. When the shooting starts she can pretend to be horrified by the violence and backaway while setting fire to his insides.


Female Wizard 7 | HP 71/58 | PAC 18, BAC 12 | Fort +7, Ref +5, Will +7 | CMB +4, CMD 15 | Perc +13 | Init +1
GM Sappy wrote:

Just in case you are wondering: the reason why you had no save for that shared hallucination was that it was not a hallucination. Heydrich's custom ENIGMA machine was running an algorithm shunting you into a parallel universe. Therefore, everything you experienced was real, although guided by Heydrich. Going in places unfamiliar to him (as you did) and causing enough damage to the world to break plausibility were the two ways to cause the program to become unstable and unpredictable.

I'm rebuilding his stats, I believe I'll roll initiative tomorrow.

I loved that idea :)

I have realised I did not declare Ada's loadout. I was going to go with her standard 'trouble' loadout - is that okay? I will post it here first.


Female Wizard 7 | HP 71/58 | PAC 18, BAC 12 | Fort +7, Ref +5, Will +7 | CMB +4, CMD 15 | Perc +13 | Init +1

Thinking about it, it is probably fairer to use the loadout she had in adventure 1
0 4 - Detect Magic, Oath of Anonymity, Vacuous Vessel, Ray of Frost
1 6 - Arcane Pocket, Ears of the City, Stone Fist, Heightened Awareness, Pierce Facade, Mage Armor
2 5 - Protection from Arrows, False Life, Bull’s Strength, Bullet Shield, BLANK
3 3 - Fearsome Duplicate, Blood Rage, Siphon Might
4 2 - Assume Appearance, BLANK

Ideally with
* Assume Appearance (that is a fortnightly cast) replaced with Communal Nondetection
* the BLANK 4th replaced with Night Armour.

She'd leave at least 1 slot open.

Given her everyday all-day duration spells are pretty easy to cast, I think she'd have cast them.

previously... wrote:

Ada takes 1 to 15 minutes to prep spells, and then time to ritualistically cast her all day spells.

At a minimum Mage Armor, False Life, Protection From Arrows and Arcane Pocket. At 10 minutes each that's a little under an hour.

Happy that she held off casting anything else, though also happy to have burned Communal Nondetection on herself if that doesn't affect anything (given its huge cost she is reluctant to use it, and can only afford to cast it on 1 person).

It's a good loadout for a frontal assault on guys with guns, not so much for hunting down a wizard, but she assumed there'd be guns going.

@GM Sappy: is that okay?

Edit: will need to reroll for false life, I guess.


Guess what? Yet more busy days.

It looks OK and it's reasonable to have pre-cast day-and hour-long buffs, just please reroll False Life.


Female Wizard 7 | HP 71/58 | PAC 18, BAC 12 | Fort +7, Ref +5, Will +7 | CMB +4, CMD 15 | Perc +13 | Init +1

false life: 1d10 + 9 ⇒ (4) + 9 = 13
... and the site just timed out on me.


Combat Engineer Alchemist 6 | HP: 47/52 4NL | AC: 19 (21)P/19 (21)B (14 (16) Tch, 15 (17) Fl) | CMD: 19 (21) | F: +8, R: +11 (+13), W: +6 | Init: +4 | Perc: +11 | Bombs 10/11 | SP: 12/13 | Speed 30ft | Active conditions: None.

Fort Save: 1d20 + 8 ⇒ (1) + 8 = 9

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