Pengwolf Posted May 22, 2010 Posted May 22, 2010 Hey folks. Here's the OOC thread for "A Day at the Museum". If anyone else would like to join in, please let me know. Claremont students are the easiest to add in, but I'm open to anyone. Initial IC post coming soon. The initial plan is to RP at least portions of the tour before Shenanigans start up. I'm open to suggestions on anything from anyone, of course, as I'm not very experienced with GM'ing PbP. Roll call: GM -- Pengwolf The Curator -- Pengwolf Aiko -- Nyrath Ironclad II -- Raveled Kid Cthulhu -- Lone_Star Rycon -- Starsign
Raveled Posted May 22, 2010 Posted May 22, 2010 Ironclad isn't a Claremont student, so she'll probably just be wandering around and doing her own thing before the action starts.
Pengwolf Posted May 22, 2010 Author Posted May 22, 2010 Sure, Raveled, feel free to justify her appearance whenever and however you like.
Pengwolf Posted May 23, 2010 Author Posted May 23, 2010 If nobody else has anything they want to do IC now, I'll GM-post to move the scene along. You can keep things going here, too, though if you like.
Pengwolf Posted May 25, 2010 Author Posted May 25, 2010 Latest GM post is up, IC post from the curator coming a bit later today, probably, but no need to wait around for that since you're all off in another part of the museum. And don't worry if things seem boring now, conflict is coming soon.
Pengwolf Posted May 28, 2010 Author Posted May 28, 2010 Okay, time for initiative rolls. Kid Cthulu will not be acting during the first round, due to being so engrossed in the artwork. He gets a hero point for this complication. The grating which is sliding down at either end of the hallway is moving slowly enough that you should be able to get past it this round without any trouble. The nearest one, which is also the direction you'd go to get to the main lobby, is about 20 feet away.
Pengwolf Posted May 28, 2010 Author Posted May 28, 2010 The Curator's initiative: 1d20+0=4 Which gives us an initial order of Aiko Ironclad Rycon Curator Go ahead and get started. Lone_star, get your initiative up when you can, and feel free to make an IC post about KC's distraction any time during this round. We'll just insert him in the proper place next round. Also, you can expect a GM post once any of you leave the room you're in, to describe what you encounter.
Pengwolf Posted May 28, 2010 Author Posted May 28, 2010 Okay, LS, that puts KC between Ironclad and Rycon.
Nyrath Posted May 29, 2010 Posted May 29, 2010 Round 1: Strength check to halt the bars (1d20+10=19) Probably not enough, but I'm not burning my precious little HP before even seeing some opposition. Heading to post IC
Pengwolf Posted May 31, 2010 Author Posted May 31, 2010 GM post is up and Round 2 is a go. Jessica/Ironclad gets a hero point for her Secret Identity complication. KC, you get to act this coming round. Your flight is fast enough to make it to the lobby in one move action. Aiko, you don't need to hold up the gate anymore. It's clearly jammed in place. Same goes for you on movement speed - one move action to get to the lobby. Rycon still needs at least part of next round to finish getting her costume on before she can enter the lobby, but is closer, so again, only one move action needed to get there. Action order next round is as follows: Aiko Ironclad Kid Cthulu Rycon The Curator GM posts may come mid-round as needed.
Raveled Posted May 31, 2010 Posted May 31, 2010 Using my HP to Stunt AP(Stun) on my Blaster. Melee attack roll, and Fort save vs. DC 21 for the guard. 1d20+6=17
Pengwolf Posted May 31, 2010 Author Posted May 31, 2010 Fort save for the docent: 1d20=7 The guy is knocked out, Rav. That was your standard action, so feel free to describe the knockout and whatever you do with your move action before/after. He definitely would have been in melee range anyway.
Raveled Posted May 31, 2010 Posted May 31, 2010 Hm. Armoring up is a full round action. Can I take a move action this round and a standard action the next round the be armored up?
Nyrath Posted May 31, 2010 Posted May 31, 2010 Moving up, Speed 1 should be plenty to get into melee range. Then it's hitting time. Round 1: Attack vs the big guy, DC 25 if hit (1d20+10=28) I'd guessing that's a hit.
Pengwolf Posted May 31, 2010 Author Posted May 31, 2010 Super-thug toughness, 1d20+8 = 18 GM fiat re-roll, 1d20+14 = 22 Super-thug takes a bruise, and Aiko gets an HP for GM fiat.
Pengwolf Posted May 31, 2010 Author Posted May 31, 2010 Aiko, roll a will save against Despair. DC 14 (would be 18 except you have your mental immunity). Failure makes you shaken, failure by 10 leaves you helpless. Super thug rolled a 14 to hit you, so that's only going to matter if you fail the will save hard enough to be helpless, in which case it'd be a dc 23 toughness save.
Pengwolf Posted May 31, 2010 Author Posted May 31, 2010 Peng, just how tied are you to the Ini order? Not too much, Raveled. It mostly only matters in this first round or two, when things are getting going. After that, it'll pretty much be "all the heroes" then "all the bad guys". The bad guys have had their turn, so now it's open for the heroes to post. so now, the rounds will look like: GM post / bad guys (just had this) Kid Cthulu Rycon The Curator Aiko Ironclad
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