GM Quirk's Threefold Conspiracy

Game Master Quirk, Private Eye

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Acquisitives

Female halfling envoy 3 / biohacker 3 | SP 42/42 : HP 35/38 : RP 6/7 | EAC 15 : KAC 16 | F +8 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 4/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 1

Apologies about last night's post. I was apparently much less coherent than I realized. Here's the translation into proper English:

Lilly doesn't really know which way is up at this point.

Breez seems trustworthy based on recent experience. Yariel appears to trust her, which is high praise in Lilly's eyes.

Dr. Nodens does not seem trustworthy, especially after the whole "mind invasion" thing.

Lilly generally reasons that almost any direct action is better than going through the motions. She's close to her limit of waiting.

She's half-tempted to start drugging people to see what they would tell her or who might complain. Dr. Nodens is high on that list.


Your post made sense to me (but that might say more about me than you ;p ).

I'm almost tempted to delay to see Doc go into action with her pharmaceutical assisted interrogation!

I believe Beau's point about the potential simulation is a good one and warrants investigation as we go.

I'm wondering if we launch our strike in the early morning to cause the greatest confusion - most will be asleep and could be slow to rouse and those on night shifts will have been going for sometime and will not be at their sharpest.

Others thoughts?


Male CG Shirren Xenoarchaeologist Mystic 6 | SP 48/48 HP 42/42 | RP 6/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +13, SM: +13
Spell tracker:
Mystic 1: 0/5, Mystic 2: 1/4, Healing Word 1/1

Yeah, during the night shift makes the most sense. And T'sorkel is onboard with trying to escape. That makes sense once the others walk him through the concerns.

Acquisitives

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Female halfling envoy 3 / biohacker 3 | SP 42/42 : HP 35/38 : RP 6/7 | EAC 15 : KAC 16 | F +8 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 4/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 1

Lilly is in with the early morning plan. She'll snag snacks the night before so she has something for breakfast.

You don't want a "hangry" Lilly. ;)

Silver Crusade

Male Human Operative 6 Init +6 Percept +11 SenseMotive +11 // F 3* R 9 W 5 // EAC 18 KAC 18 ; Stamina 48/48 HP 40/40 Resolve 6/7

Sooner the better is John's opinion.


Well, this is awkward! Two of you want to move ASAP, probably over night within the next few hours.

Two of you prefer waiting until morning.

Beauregard hasn't really registered a vote for either, instead taking the (understandable) position that it doesn't matter, as everything is still part of a simulation.

So, Super, are you voting for first thing in the morning, or sometime over night? If you're voting for overnight, I believe that is close enough to a majority, as T'sorkel and John are also voting for immediately or overnight.

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

I'll vote to wait to morning, just so we are fully rested.


By early morning, I was meaning sometime overnight, I guess. 3-4am? To try and catch them in a lull toward the end of the night shift (the pcs would know something more accurate of their guard shifts from their observations over the past few days?)

It seemed like something strategic that Rar'gul might suggest.

He hasn't used any abilities recently, though. Is anyone down spells abilities that would need the full night?

What time is it currently in-game?


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Current in-game time: about 7 PM.

Even with an early-dawn raid, it would be possible to get a solid night's rest.

Let's just run with that. Breez will be agreeable to coordinating the Perytons distraction at this time.


Male CG Shirren Xenoarchaeologist Mystic 6 | SP 48/48 HP 42/42 | RP 6/7 | EAC 16 KAC 16 | Fort +4; Ref +4; Will +9 | Init: +6 | Perc: +13, SM: +13
Spell tracker:
Mystic 1: 0/5, Mystic 2: 1/4, Healing Word 1/1

Going to be away for the long weekend. I may be able to sneak a post in , but otherwise please bot me as needed.


Sometimes the best laid plans come crashing down. Behind the 8-ball a bit at work. I just don't want any of you to think I have forgotten you. I'm going to try to set up an exciting situation with surprised guards tomorrow.

Prepare yourselves for action! :)


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

No worries GMQ. Been there too.

Acquisitives

Female halfling envoy 3 / biohacker 3 | SP 42/42 : HP 35/38 : RP 6/7 | EAC 15 : KAC 16 | F +8 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 4/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 1

GM Q -- Could you please give me a couple of clarifications?

* We're headed to the restricted area behind the two guards.

* Red is standing in the hallway.

* Blue is not in the hallway, but in a room with access to the hallway. Is that a little security office cubicle or something?

@Team -- Are we waiting to see if the guards respond to the diversion or just heading down to deal with them?

Lilly can go in and attempt to bluff them while y'all come up or just get 'em the Red guard and try to drug him... or just let the big guns lead. She's flexible.

She also has some stickybomb grenades if those would keep things lively down there.


Sure, I'll do my best to help you all understand the situation.

Red is standing in room A10. There is a door into the restricted area here--the only door.

Blue is in A11. This is a small security office. There is a window looking into A10.

Get past these guards and you're in like Flynn (though you may need to use skills to unlock the door).

Scarab Sages

So it's been a couple weeks since the plan was laid out, and I'm in like four other online games. We are trying to to get into the restricted area to figure out what is going on ya? Search evil woman's quarters for her dear evil diary maybe? Cause a ruckus in hopes of escape?


The plan is to enter the restricted space to get to the control room, which, according to Breez, is the only place to get the doors to the docking bay open.

Once they're open, you can join the mercs on their ship and get off of this rock.

The mercs are going to break into the docking bay and cause a distraction. They can't leave though--the doors will need to be open first, and that's where all of you come in.

Breez did recommend stopping at the power core (A15) first. It's up to all of you if you want to do that.

This control room is A21.

Acquisitives

Female halfling envoy 3 / biohacker 3 | SP 42/42 : HP 35/38 : RP 6/7 | EAC 15 : KAC 16 | F +8 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 4/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 1

Nice reasoning with the charmed guard to the key card, T'sorkel! That was slick.

And kudos on the charm spell, too. You rock!


Nice work, indeed! Very well done to you both.

FYI - I'm going to hold Rar'gul just a tad longer to see how the guards respond. Will likely be joining the guard station party after their next action.

I don't want to act too soon and spoil what you've got going on, but also don't want to risk waiting too long and leaving Doc and T'sorkel in danger.

Acquisitives

Female halfling envoy 3 / biohacker 3 | SP 42/42 : HP 35/38 : RP 6/7 | EAC 15 : KAC 16 | F +8 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 4/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 1

Are we trying to incapacitate the annoying guard or kill him? I don't remember if we ever talked about that.

Are we assuming we can get the other guard into A6 and then trap him there somehow?


Male LG Trox Dream Prophet Vanguard 6 | SP 72/72 HP 50/50 | RP 6/8 | EAC 19; KAC 19 (17+2 w/EP&shield)| Fort +10; Ref +8; Will +3 | Init: +6 | Perc: +12, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 0/1 | Frenzy 0/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

Incapacitation will be good if possible (that is if there is no brain bomb), but first priority is to keep Doc and T'sorkel safe. I'm going with hit hard up front, then drop him non-lethally once he's been softened up a little.

Also, GM Q - did we have opportunity/means to recharge batteries, etc over the past few days?


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Regarding recharging batteries: the answer is yes. Recharge away!

Been getting ready for a big D&D day at the library where I work. This happens next Saturday, but I am writing two original adventures and printing lots of minis.

I should be able to make some posts tomorrow night.

Sorry about this.


Thanks and no probz.


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You are not forgotten.

I have been busy getting a big event that takes place tomorrow off the ground. I am writing original adventures for a special D&D day at the library where I work. I should be able to make it up to you all with more regular posting beginning next week.


I saw Thom's query in Gameplay and needed to read through some posts to refresh things for myself, too.

Thought I'd collect the info GM Q shared with us across several posts in one place below.

----

You have been in A12 and A13, along with the east-west hallway just outside.
No farther than this.

----

Okay, let's break things down here. We've moved things forward quite a bit, and I want everyone to understand what you have observed, and what Kaniko Breez is suggesting.

1. These "debriefings" have been going on for three days. The questions are bizarre, and Dr. Nodens seems to have a sadistic streak. She has likely used magic on a couple of you to get into your heads.

2. You are locked in a relatively small area on this base. You can't leave, other than to go to the medical area for your meetings with Nodens.

3. Other than the guards at A10/A11 and a couple of medics in A12, you really haven't seen any of the other Stewards since your arrival.

4. Orvir Pike has been acting very odd. He apparently has the run of the secure area, as he spends much of his days in that area.

5. Breez, and I think at least one of you, have overheard guards, medics, or Dr. Nodens make utterances in a language that is of yet unknown to any of you.

6. Bottomline: they're not letting you leave. It's disconcerting.

----

Here is what Breez suggested to you:

1. The Perytons would break into the docking bay, board their ship and cause problems. This should get the attention of several of the Steward guards.

2. In order to get out, the docking bay doors need to be opened. That can only be done from the command center (A21). You will need to get there at some point.

3. Breez suggested making a stop at the reactor room (A15) on the way. It may allow for some misdirection.

4. Once the docking bay doors are open, make your way to the Peryton ship (called, of all things, "The Peryton"), and make your escape with the mercenaries!


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Thanks,SuperS. I kept reading past the A21 and A15.

Aside from revenge a quick look for Noden, John doesn't plan to deviate from the A15, A21 plan. Don't want to turn this into a dungeon crawl.

Of course of you all prefer a dungeon crawl, I can rationalize checking every door.

Acquisitives

Female halfling envoy 3 / biohacker 3 | SP 42/42 : HP 35/38 : RP 6/7 | EAC 15 : KAC 16 | F +8 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 4/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 1

I'm good with running the Nodens/A15/A21 plan.

Our info is that time is of the essence... besides, Lilly is really done with this place. :)


Male LG Trox Dream Prophet Vanguard 6 | SP 72/72 HP 50/50 | RP 6/8 | EAC 19; KAC 19 (17+2 w/EP&shield)| Fort +10; Ref +8; Will +3 | Init: +6 | Perc: +12, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 0/1 | Frenzy 0/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

GM Q, a question on finding Dr Nodens:

Are we still in Initiative from earlier? Or do we get to roll for initiative for a new encounter?

The reason I ask is that Rar'gul was actively looking for Nodens, and we knew the security guard had issued a warning, so he would be ready for some form of resistance from anyone he encountered in this zone.

Given his earlier encounters with Nodens and the fact that she forced him to divulge information, with his party members confirming some form of mind trickery, he was not looking to hold a conversation with her if he found her.

It's a little frustrating (with the situation, not at you) to have him taken out under these circumstances, without even having a chance to act (granted, there was a Will save).

Even more so, since on last level up he gained an ability (spoilered below) to help with exactly this situation, but like all Vanguard abilities, it requires Entropy Points (ie to be in combat), hence my earlier query about Initiative.

I understand that characters are going to fail at times (or often in my case!) and have no problem with that.

I'm also fine with however you decide to rule, I just wanted to present my case. Thanks!

Ability - Entropic Veil:
(Su) Like a fever burning away an infection, your inner entropic forces can overwhelm harmful magic. As a reaction when you fail a saving throw against a spell or spell-like ability with a duration of at least 1 round, you can spend 1 Entropy Point to attempt the save again. If you succeed, you suppress the spell’s ongoing effects for 1 round. At the beginning of each turn, you can spend 1 EP and attempt another save as a reaction to keep the spell suppressed for another round. If you fail the save, you can’t use entropic veil to suppress the spell further. Each round a spell is suppressed in this way counts as two rounds for the purpose of calculating the spell’s duration.


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I meant to respond earlier today, but Fridays are always nuts at work. As I mentioned before, I work in community television, and I program two cable TV stations. On Fridays, I have to be sure Saturday, Sunday, and Monday are scheduled on both channels, and that involves processing shows that are submitted by our volunteer producers.

Here's my logic on why I started this encounter the way I did.

As you mentioned, there is an audible klaxon alarm going off. Even if you guys made it past the two initial guards peaceably, Breez and her crew are purposefully causing a ruckus to create a distraction for all of you (which would have set off this alarm anyway).

In addition to this, the steward guard you fought was able to briefly describe what was going on over comms.

All of this is to say that not only are ALL OF YOU on edge and prepared for violence, the stewards here are also on complete alert.

Nodens and her lackey had holed up in the interrogation room--perhaps they were hoping to be passed by. When Rar'gul, Dr. Flint-Bridge, and others entered the medbay, I think it was reasonable for them to act decisively, especially considering they are aware of your presence. Notably, Nodens did not monologue (though I was tempted!). All she said was what was posted. The magic was part of the short sentence she uttered to you when she and her lackey opened the door.

I was planning to roll initiative next, but I wanted to give all of you chance to RP with Nodens and each other a little.

The good news is that the Perytons are doing their job. They have attracted the attention of several of the Stewards. There are many fewer guards between you and your ultimate goal--the control room.

Oh, and not to meta-game too much, but there will (of course) be some interesting revelations soon.

We are mere seconds from the time combat with the first Steward ended. I am completely fine with Rar'gul taking that re-roll from entropic veil (assuming you had an entropy point when combat ended). It seems quite fair to me, even though we'll be resetting initiative (unless one of you is EXTREMELY creative in coming up with a way to avoid combat).


Male LG Trox Dream Prophet Vanguard 6 | SP 72/72 HP 50/50 | RP 6/8 | EAC 19; KAC 19 (17+2 w/EP&shield)| Fort +10; Ref +8; Will +3 | Init: +6 | Perc: +12, SM: +1, Dark vision 60ft | Speed 40ft (Burrow 20ft)| FoP 0/1 | Frenzy 0/1 | Reactive 1/1 | Asp Emb 1/1| EP 1/5 |Active conditions: -

Thanks GMQ, I appreciate the reply. No problem with the delay- it's the weekend here, so I have less opportunities to check, too!

I hope that it didn't come across that I was unhappy with how you were running the game, because that's definitely not the case!

GM Quirk wrote:
Here's my logic on why I started this encounter the way I did...

All logical and totally make sense.

GM Quirk wrote:
We are mere seconds from the time combat with the first Steward ended. I am completely fine with Rar'gul taking that re-roll from entropic veil (assuming you had an entropy point when combat ended)...

Thanks, GMQ. That's awesome. I really appreciate it. He got 1 EP on his first action in the previous combat.

I'll make the roll shortly. Now hopefully he doesn't fail... (again)


Thanks again, GMQ!

Although it didn't change the outcome, I feel super excited about using the new ability and content that Rar'gul had the opportunity to utilise the resources at his disposal - he just wasn't up to the challenge on this occasion.


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Howdy gang!

I would like everyone to know that I will be away at a game convention in the midwest U.S. this weekend (CinCity Con in Cincinnati, Ohio).

Our good buddy Dr. Flint-Bridge will also be there (but NOT Dr. Nodens--she's sort of a jerk and not much fun). We might eat some GOETTA, a Cincinnati specialty.

I plan for this weekend to be a very analog experience. I'll be rolling REAL dice and I'll have an actual paper character sheet in front of me!

In other words, this analog experience precludes much posting here.

I do hope to get in one more good round of posting either tonight or tomorrow.

After that, it may be next Monday.

Acquisitives

Female halfling envoy 3 / biohacker 3 | SP 42/42 : HP 35/38 : RP 6/7 | EAC 15 : KAC 16 | F +8 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 4/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 1

Oh yeah... goetta is DEFINITELY on the agenda. :)


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Sounds fun, guys. Have a good time.


Enjoy the con!

Acquisitives

Female halfling envoy 3 / biohacker 3 | SP 42/42 : HP 35/38 : RP 6/7 | EAC 15 : KAC 16 | F +8 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 4/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 1

Thanks! CinCityCon is a favorite in our family.

We attended every year since it started... and this year I finally convinced GM Q to join us! :)


Cookie Jar Pilferer 9 ; Dimensional Explorer 4
Doctor Flint-Bridge II wrote:
John U. Rawlins wrote:
We have both got to get some weapons that do real damage.
I hear you. Lilly definitely prefers ranged combat using her acid rifle. Up close, the syringe stick gives her the best to-hit bonus, but its damage is pathetic. I want to move her up to a needler estoc, but we haven't had access to new weapons lately.

I've been looking ahead at the basic weapons, especially the operative ones. Oh it is grim. The one ray of light for basic melee is the great axe. I think they meant to assign it to advanced melee. It delivers so much more damage than any other basic melee weapon that it must be a mistake. It even delivers more damage than more expensive, two-handed advanced melee weapons of the same level. (3) And of course it is not an operative weapon.

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

On the map, who is the green circle and who is the purple?


green is the lab assistant.

Purple/pink is Nodens.


GMQ, just after some clarification - is the door to the secured area still open or did it auto-close after Rar'gul passed?

Just wanting to figure out where he would have ended his previous turn, ready for (hopefully) some retribution on his next.


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Let's keep things simple--it's open for you to move back through. Maybe it was the doorway where you stopped and realized what a jerk Nodens is!

Acquisitives

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Female halfling envoy 3 / biohacker 3 | SP 42/42 : HP 35/38 : RP 6/7 | EAC 15 : KAC 16 | F +8 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 4/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 1

We need to get T'sorkel into the room with everybody else, just like my favorite scene from The Marx Brother's classic Night at the Opera.

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

culture: 1d20 + 12 ⇒ (5) + 12 = 17
"Wait a minute, Reptoids? That doesn't make any sense. Sure they are shapeshifters and good at infiltrating places, but they are spies and mercenaries. I've never heard of them doing a big time operation like a deception this elaborate. And what would they be getting out of this anyway? And who would bankroll them? No, this still isn't adding up."


Hey, Beau - you posted in the Discussion thread. ;p

I copied it to Gameplay for you.

Scarab Sages

Supersuperlative wrote:

Hey, Beau - you posted in the Discussion thread. ;p

I copied it to Gameplay for you.

Oops, doi

thank you!

Acquisitives

Female halfling envoy 3 / biohacker 3 | SP 42/42 : HP 35/38 : RP 6/7 | EAC 15 : KAC 16 | F +8 : R +8 : W +7 | Init +3 : Perc +15 : SM +13 (+1d6) : Med +13 (+1d6) | Speed 30 BH 4/5 : IB B/J/P/R/T : TDW B/J/P/R/T | Bottle Caps 1

This seems like a good moment for this important reminder that I completely forgot about...

From GM Q's post on May 25 about the document we found on the Gray's data tablet in the saucer:
...I am going to give all of you who read it a +1 to any check having to do with recognizing a shape changer. This will likely be either perception or life science checks, but there could be other types of skills that may come into play. I'll try to be generous if there is an opportunity for creative use of a skill. Please make a note of this.

This has been duly noted. :)


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Thanks for the shout out on the bluff, Thak. It was a nice try, but that bluff roll was a natural 1.

Hey GMQ, what color is reptoid blood?


therealthom wrote:

Thanks for the shout out on the bluff, Thak. It was a nice try, but that bluff roll was a natural 1.

Hey GMQ, what color is reptoid blood?

I think I will assume that it appears the same, but were someone like Dr. Flint-Bridge analyze it at this point, differences would be noted.

That's by no means an official answer. That said, the Alien Archive probably doesn't say what color the blood is.

___________________________________________________________________________ __

Sorry for the delay in posting. I have a conference at work this week that I am part of, so I have worked additional hours. With any luck, you'll see something from me tomorrow.


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Had some internet problems this weekend. I'll be back to posting tomorrow.


GM Quirk wrote:


Reminder: this wily technician is up on the catwalk.

And if one was to inquire, how high above the floor is this catwalk? Asking for a friend...


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Tell your friend that the catwalk is 10' above the floor. The ceiling is a total of 25' high. The reactor near the center of the room is 15' high.

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