GM Quirk's Threefold Conspiracy

Game Master Quirk, Private Eye

Campaign maps and slides


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Acquisitives

Female halfling envoy 3 / biohacker 4 | SP 49/49 : HP 44/44 : RP 7/7 | EAC 15 : KAC 16 | F +9 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 5/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 0

A very Merry Whatever-You-Celebrate to you all -- and in whatever season (winter, summer, or in between) you celebrate!!!


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Merry Christmas, everyone!

Acquisitives

Female halfling envoy 3 / biohacker 4 | SP 49/49 : HP 44/44 : RP 7/7 | EAC 15 : KAC 16 | F +9 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 5/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 0

I'll post today. I've been trying to figure out where Lily is emotionally and mentally in all of this. Think I've got it.


Female LN Android Quartermaster Exocortex Mechanic 5 | SP 33/35 HP 34/34 | RP 6/6 | EAC 21; KAC 24; CMAC: 32 | Fort +5; Ref +11; Will +2 | Init: +7 | Perc: +12, SM: -1 | Speed 30ft | Active Effects: Infosphere (Perception), Memory Module (Medicine) | Conditions: None.

At work, so quick phone post, can I get a break down of who has & hasn't been controlled to this point? I feel like I need a score card ...

The PC's haven't been controlled, this is logical, they escaped the Research Facility ...

Galatea hasn't been controlled, this is illogical, she wasn't on the Research Facility ...

Breez, hasn't been controlled, but that could be a combination of injury & pain meds ...

Who among the other Stewards has been controlled?
Who among the mercenaries has been controlled?

I know it's alot of paperwork, I am just trying to get a sense of things ...


Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
Spell tracker:
Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

I think only the mercs have been controlled.

However, everyone experienced the blackout, mercs, stewards, and PCs.

I'm not sure if this is still an investigation or if we have our plan of action and just need to execute it with the help of the stewards.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

I think we've accounted for everyone we've been introduced to.

Our 2 Steward Commanders -- asleep on the bridge

Mercenary Captain -- asleep in the turret.

Yariel -- asleep . (Best call you could have made on her I think, GMQ.)

Breez -- still lucid and possibly on our side. (Or maybe a grey plant.)

3 mercenary beserkers on the bridge -- dragged to brig. (Did we kill one in the first fight?)

2 mercenary beserkers in the hall outside sickbay -- dragged to brig.

3 mercenary beserkers from the elevator -- 2 dragged to brig. 1 in sickbay

Are there other redshirt mercenaries or Steward crew?

Events since our rescue --

welcome aboard, medical inspection.
Brutaris match --> lost sleepy time
Self-examinations discovering minor med procedures
Suspected invisible grey ship shadowing us
Fight on the bridge
Fight outside sickbay
Fight around elevator

Tsorkel theorizes a transmitter on board. (Could grey long distance telepathic comm devices enable them to telepathically eavesdrop without a transmitter?)

Current plan v shadowing ship -- vent gas to highlight them and start a fight. (Or run away?)

What can we figure out about the suborned mercenaries? How can we better secure oure ship before combat?


Female LN Android Quartermaster Exocortex Mechanic 5 | SP 33/35 HP 34/34 | RP 6/6 | EAC 21; KAC 24; CMAC: 32 | Fort +5; Ref +11; Will +2 | Init: +7 | Perc: +12, SM: -1 | Speed 30ft | Active Effects: Infosphere (Perception), Memory Module (Medicine) | Conditions: None.

Thanks for the recap!

As far as looking out the Airlock, Galatea doesn't need to breath, so I am perfectly fine doing a space walk, if we want a perimeter inspection.

I've been watching the Expanse, so I am ready for mag-boots & clicky boot heels!

Acquisitives

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Female halfling envoy 3 / biohacker 4 | SP 49/49 : HP 44/44 : RP 7/7 | EAC 15 : KAC 16 | F +9 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 5/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 0

Happy New Year, all! Here's to figuring out what the heck is happening to our characters! :D


therealthom wrote:

I think we've accounted for everyone we've been introduced to.

Our 2 Steward Commanders -- asleep on the bridge

Mercenary Captain -- asleep in the turret.

Yariel -- asleep . (Best call you could have made on her I think, GMQ.)

Breez -- still lucid and possibly on our side. (Or maybe a grey plant.)

3 mercenary beserkers on the bridge -- dragged to brig. (Did we kill one in the first fight?)

2 mercenary beserkers in the hall outside sickbay -- dragged to brig.

3 mercenary beserkers from the elevator -- 2 dragged to brig. 1 in sickbay

Are there other redshirt mercenaries or Steward crew?

Events since our rescue --

welcome aboard, medical inspection.
Brutaris match --> lost sleepy time
Self-examinations discovering minor med procedures
Suspected invisible grey ship shadowing us
Fight on the bridge
Fight outside sickbay
Fight around elevator

Tsorkel theorizes a transmitter on board. (Could grey long distance telepathic comm devices enable them to telepathically eavesdrop without a transmitter?)

Current plan v shadowing ship -- vent gas to highlight them and start a fight. (Or run away?)

What can we figure out about the suborned mercenaries? How can we better secure oure ship before combat?

As far as crew goes, there is Narla, Shez, and Galatea-5. As far as starship duties, the mercs augmented the stewards. No other occupants of the Voidcrier.

Your rundown is excllent. You get a bottlecap!

Feel free to role-play running any diagnostics, or doing further searches in the ship. You'll need to let me know when you are ready to vent the gas. Once you do, assuming it works, the laser cannons the Voidcrier is equipped with should be effective. There are slides detailing the Voidcrier.


If there's time before we vent plasma, Galatea would like to collect medical samples, to determine if there is a genetic, chemical, or other such anomaly that would account for those of us who *have*, to this point, resisted the Grey's control, share.

However, I won't be able to get an IC post up until later tonight, or tomorrow afternoon.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4
GM Quirk wrote:
Your rundown is excllent. You get a bottlecap!

Thank you, oh kind and benevolent GM.

GM Quirk wrote:

Taking into account all of your various skill rolls, and all of the paths you are investigating, let me see if I can help paint a picture:

As you examine the still unconscious mercenary, along with the conscious but severely confused merc, the one thing they all have in common is that they have some sort of evidence of a recent medical procedure. All of you also have found that you have these things, and they appeared immediately after you woke up from the lost time incident at the beginning of the brutaris match.

Is it possible that some sort of mind control was triggered by these procedures? If so, why didn't they affect all of you? Or Kaniko Breez? (though you do have a reasonable hypothesis regarding breez--she was already on heavy drugs, including sedatives).

Also, the mind control does not seem to be working on Pike (the merc commander), Shez, or Narla. Why?

What are you going to do about the enemy (gray?) craft you detected on your six? Certainly, this must be where this mind control is coming from...

I was hoping there was some kind of pattern to the injuries that would predict mind control. I guess that's a lost cause.

Do we all have plot armor? Does that make us immune? More seriously -- I guess we're not going to fathom this one. We should probably just start making plans for the starship fight.

Before the fight we should secure the ship.
1. Check for signaling devices or sabotage.
2. Check airlock system for record of recent opening or closing.
3. Have a real look outside the airlock. Maybe Voidcrier is flying in a big test-cavern like our first cruise.
4. Vent the ship? Might give us an edge if there's an unarmored spy aboard, or if they board us expecting atmosphere and have to waste actions activating seals. Of course all our prisoners are armor-less. Can we isolate the brig while venting the rest of the ship?
5. Can we jury rig some kind of psi-sensor with the expensive bits of the equipment we salvaged at the grey base?
6. Maybe we throw the throttle wide open and just try to outrun them first? We're still in real space, right? We weren't able to jump to the Drift if I recall correctly. If we're in real space, what's the neighborhood like?


therealthom wrote:


I was hoping there was some kind of pattern to the injuries that would predict mind control. I guess that's a lost cause.

Do we all have plot armor? Does that make us immune? More seriously -- I guess we're not going to fathom this one. We should probably just start making plans for the starship fight.

Before the fight we should secure the ship.
1. Check for signaling devices or sabotage.
2. Check airlock system for record of recent opening or closing.
3. Have a real look outside the airlock. Maybe Voidcrier is flying in a big test-cavern like our first cruise.
4. Vent the ship? Might give us an edge if there's an unarmored spy aboard, or if they board us expecting atmosphere and have to waste actions activating seals. Of course all our prisoners are armor-less. Can we isolate the brig while venting...

There really isn't a pattern to the injuries/medical experimentation. Just like all of you had fairly unique injuries, the mercs do as well.

I suppose there is some plot armor happening here. It's one of those things about RPG's we just have to accept at times. On the other hand, it's nice that your player-character agency isn't called into question here. All I can say is that there may come a day when much more of this is understood. Honestly, this is all complicated, and you'll be able to see more very soon (before the end of this book). I suppose it's obvious to most of you at this point that this could be some sort of conspiracy that has dropped you into this odd situation that is at least partly a simulation (though it doesn't seem like you're in a simulation right now...OR ARE YOU?).

We're not going to do a "real" starship combat here. I like starship combat, but I'm not sure that is a wise use of our time for this game.
We'll do this in a narrative fashion over the course of 2 or 3 days. You should all feel free to make posts in game play about what exactly you will do in this situation as you attempt to reveal the enemy vessel and destroy it so you can get back to the Pact Worlds much sooner.

Oh...if you wish, you can seal off the brig and vent the ship.

Breez will be helpful if any crew positions need filled.


I suspect that tomorrow night I will commence with the plasma purging protocol. The book has this as a starship battle. Honestly, I don't think we need to go there. I'll play this out narratively. I'll allow each of you to make posts as you wish. Someone will be a science officer, and will make scans and purge the plasma.

Someone can fire the guns.

Someone can pilot.

Etc. You get the idea. No need for die rolls.

From there, we're off to the Steward's secret base.


Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
Spell tracker:
Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

Oh, I get it now. This event was a bit of an excuse for why the PCs are handling the Steward ship for some starship combat. Because otherwise, it doesn't make sense for why the Stewards would hand over the controls to some random evacuees that they rescued.

Acquisitives

Female halfling envoy 3 / biohacker 4 | SP 49/49 : HP 44/44 : RP 7/7 | EAC 15 : KAC 16 | F +9 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 5/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 0

For our narrative starship combat, Lilly can fill any of these:
* engineer (engineering +12)
* science (computers +10)
* gunner (ranged attack +6)

She can also hand out biohack stabs for +2 to skill checks.

Ask and ye shall be stabbed -- er, receive. Yeah, receive.

Scarab Sages

Beauregard is pretty terrible in starship combat but has high diplomacy so he could captain or be mystic officer.


Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
Spell tracker:
Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

T'sorkel would be a great mystic officer. He's passable at engineering or captain. However, he can also use his Akashic ability to tap into any skill (grants ranks equal to your level) and become decent at that. So he can really do anything but gunner.

Silver Crusade

Male Human Operative 7 Init +7 Percept +13 SenseMotive +13 // F 3* R 9 W 5 // EAC 19 KAC 20; Stamina 56/56 HP 46/46 Resolve 7/7

Possible Ship Roles:
Science Officer (Computers +10),
Engineer (Engineering +8),
Captain (Diplomacy +11,Intimidate +12, Sense Motive +10)

Gunner mod is +7 . That might be our best.

Acrobatics +12 could put him in one of the new roles. I can't remember which.

+4 Pilot based on Dex only. I'd be happy anywhere except piloting.


Meh. I may not even make you guys roll dice. Just a post or two over this weekend describing your goals and what happens. Assume you are largely successful. I really want to move forward to the next part early next week.

You're all probably wondering about leveling. You'll be 6th level soon, but not quite yet.

ANYWAY, post incoming...


Male LG Trox Dream Prophet Vanguard 7 | SP 84/84 HP 57/57 | RP 8/8 | EAC 12; KAC 12 | Fort +10; Ref +8; Will +7 | Init: +6 | Perc: +13, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 1/1 | Frenzy 1/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

Excellent, looking forward to finding out(?) what's going on! (And incoming level!!!)

I've been mentally composing a post for the past few days, but RL has knocked me for a 6 and I haven't been able to make a post.

In terms of starship combat roles, Rar'gul is best suited to:

Gunnery +7
Mate +10/11 Acr/Ath
Mysticism +8


Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
Spell tracker:
Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

It seemed like no one had piloting, so I had T'sorkel grab that using his Akashic ability.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

So Tsorkel at the helm, Beau in the chair, Galatea and Doc go technical, Rar'gul and John on the guns or helping out via Mate? Could be a plan.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Nice post ET!


We're going off script.

But I gleefully accept this challenge.

More tomorrow (Wednesday) night.

Grand Lodge

Male Nuar Sta 42/42 HP 19/36 RP 6/7 EAC 18, KAC 21, Init +0, Fort +3, Ref +5, Wil +2

Wait, hold on, a ship has been chasing us, a ship with presumably answers we need, and the game . . . DOESN'T expect us to board it and look for answers?

I mean, can't you just say its Heisenburg compensators blow and it blows up? I don't want to make too much work for you.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

My first thought was also, " Board the ship. " Hard to believe the scenario writer didn't think of that.

GMQ, if you want to just blow it up, that's fine. Otherwise, I'm looking forward to see what you come up with .


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I think I wanna do this. :)

The map of the ship is in the book, so that's no problem. I will just need to add some battle damage.

This will likely require a spacewalk to get from the Voidcrier to the saucer ship.

I see this as an opportunity for three things:

1. Some cool treasure and gear (this AP hasn't exactly been generous with that so far).

2. Perhaps the MOST IMPORTANT treasure this AP has to offer: information. It won't be a lot. But it might help you put a few more pieces together.

3. This will give me an excuse to have you all level up before the next chapter of this book.

Otherwise, I'll just need some time to put this together. That said, I think I'll be able to make a good post tonight.


I'm beginning to have some concern that we may have lost Galatea. I did send a PM. I'm hoping all is well on their end.


I hope so, too.


Male LG Trox Dream Prophet Vanguard 7 | SP 84/84 HP 57/57 | RP 8/8 | EAC 12; KAC 12 | Fort +10; Ref +8; Will +7 | Init: +6 | Perc: +13, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 1/1 | Frenzy 1/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

GM Q - earlier, during a post made after we finished dealing with the mercenaries, I asked whether it was appropriate to take a short rest to recover SP.

I just wanted to confirm your ruling on this as we prepare to enter a damaged enemy ship ;)


I think we can assume everyone who wanted one could have taken a short rest. :)


Male LG Trox Dream Prophet Vanguard 7 | SP 84/84 HP 57/57 | RP 8/8 | EAC 12; KAC 12 | Fort +10; Ref +8; Will +7 | Init: +6 | Perc: +13, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 1/1 | Frenzy 1/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

Thanks for the confirmation!


LOL! Thank you, T'sorkel. Now we have to figure out what to do when your friendly, neighborhood Shirren is floating through space!


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Male CG Shirren Xenoarchaeologist Mystic 7 | SP 56/56 HP 48/48 | RP 7/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +14, SM: +14
Spell tracker:
Mystic 1: 5/5, Mystic 2: 4/4, Mystic 3: 3/3; Healing Word 1/1

"But consider this, I get to fly around like Iron Man"


Male LG Trox Dream Prophet Vanguard 7 | SP 84/84 HP 57/57 | RP 8/8 | EAC 12; KAC 12 | Fort +10; Ref +8; Will +7 | Init: +6 | Perc: +13, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 1/1 | Frenzy 1/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

I love that movie.

Rar'gul is all geared up to try attaching to the other side and make a leaping rescue, if needed.

In thinking about what it would be like to execute a rescue in space like that, it got me thinking of this (from about 1:40).


Great show. I hadn't made it that far into it (I think I was in season 2), but I love everything I saw.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Great clip, and great idea!


Hey everyone. The past week has been nuts!

I'm about and keeping up with the posts, just not the opportunity to make a decent one of my own...

Acquisitives

Female halfling envoy 3 / biohacker 4 | SP 49/49 : HP 44/44 : RP 7/7 | EAC 15 : KAC 16 | F +9 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 5/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 0

Supersuperlative -- "Hey everyone. The past week has been nuts!"

Welcome back! We missed you. :)


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

SuperS!


Most of you may remember that a hobby I have had for a little over a year now is 3D printing. I have printed like mad for my in-person game, the kids at the library I run for, and some figs I have a license to sell are at my LGS.

Tonight I found files for "crocoduckies."

Pictures of a rendering are on the slides.

The first thing I thought of was the very first encounter in this game--PYGOSIAN RENDING GEESE! These are perfect, though I do admit that I imagined the rending geese with longer neck.

I'll be printing some tomorrow. Hoping they turn out well. Any of you who would like one may PM me your address and I will happily send one along (sadly, not sure about mailing something down under right now).


Thanks for the warm welcome! :) Great to be back.

Crocduckies look awesome. Thanks for sharing!

How did they turn out?

No problem about the mail out, I still appreciate the thought.


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Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Rending geese. So tasty. Hey SuperS!


Hello gang! I've been a little behind the eight ball at work, and I have my in-person Curse of Strahd game tomorrow night. Bottomline, bear with me and we'll get things back in motion in a couple of days.


No problemo.

Enjoy the game!

Acquisitives

Female halfling envoy 3 / biohacker 4 | SP 49/49 : HP 44/44 : RP 7/7 | EAC 15 : KAC 16 | F +9 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 5/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 0

All's good, GM Q.

Not like that ever happened to me last semester...


We'll be back at it tomorrow.


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If it's not one thing, it's another.

I have had trouble with the Paizo site all day. Finally cleared my cookies and was able to log back in.

Big update tomorrow. I have the day off.

Acquisitives

Female halfling envoy 3 / biohacker 4 | SP 49/49 : HP 44/44 : RP 7/7 | EAC 15 : KAC 16 | F +9 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 5/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 0

GM Q: Question for you. Lilly is standing upside down on the ceiling of her current room. She has the ability to share space with another character. On her turn, can she walk 15' on the ceiling to the square between Rar'gul and John, then take a shot at the gray?


Doctor Flint-Bridge II wrote:
GM Q: Question for you. Lilly is standing upside down on the ceiling of her current room. She has the ability to share space with another character. On her turn, can she walk 15' on the ceiling to the square between Rar'gul and John, then take a shot at the gray?

I am going to say yes to all. You'll be able to fire when your turn comes up (unless John does something that would get in your way...)

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