GM Quirk's JUNKER'S DELIGHT

Game Master Quirk, Private Eye

Maps and slides HERE.


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Welcome back! How was the trio?

Acquisitives

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Female NG shirren athlete mechanic 3 | SP 21/21 HP 24/24 | RP 4/4 | EAC 15; KAC 15 | Fort +3; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +1 | Speed 30ft | Active conditions: None.

It was fast, but fun! We had to cut things a little short due to discovering a NASCAR race was going to happen in the city on the last day so we just hung out at the timeshare condo on the last day. Which turned out to be for the best, since the rain threw things into such chaos they postponed it. And then the day we left they got nine inches of rain in some parts of the city!


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

That's right. Chicago was the smoky city while you were there.


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Male CG Shobhad Soldier 3 SP 23 HP 27 RP 4 |EAC 14 KAC 15 | F +5 R +4 W +4 | Resistance cold 5 | Init +3 Percept +4 | Speed 40'

I’m finishing up my last few days of my summer job and getting packed and ready to make the long drive home to California. I might be able to get a post up in the next few days, but Tuesday or Wednesday is most likely.


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Had a great Gencon.

I'll be back to posting tomorrow (Friday) night.


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Cookie Jar Pilferer 9 ; Dimensional Explorer 4

Hi, guys. Sorry for my absence. Had a big last minute project at work before vacation.

I'm away on vacation until Tuesday the 22nd. I'd been hoping to get some posting in, but it looks unlikely until I return. See you the 23rd.


Happy holidaying, Thom! See you on the other side.


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Male CG Shobhad Soldier 3 SP 23 HP 27 RP 4 |EAC 14 KAC 15 | F +5 R +4 W +4 | Resistance cold 5 | Init +3 Percept +4 | Speed 40'

Hey folks, I’m heading for a short camping trip. I’ll be back Friday night, but please bot me as necessary.


Map NG Female Android Xenoarchaeologist Operative 3 | SP 12/18 | HP 22/22 | RP 2/4 | EAC 14 | KAC 15 | CMD 23 | Fort +1 / Ref +6 / Will +3 | Init +5 | Perception +8 | Low-light vision / Darkvision (black and white only) 60 feet | Movement speed 40 feet

I'm going to be at my company's big IT Conference next week, so just heads up I probably won't be able to post regularly again until the 11th.


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Have a great time at the conference! I hope there's some time to play as well as work while you're there.

See you when you get back.


Any suggestions/strategies in how we want to approach this prep time?

Are we able to reactivate the turret and/or golem creature to, if not be on our side, at least be the enemy of our enemy kind of deal?


Turret may be reactivated, which will require a relatively engineering check and some of the scrap.

The robot you fought is trashed, but I would allow additional scrap to be harvested from it with another easy engineering check.


Awesome! Thanks for the info.

Anyone have any ideas?

GMQ, how much leeway do we have with the preps? Is it just the engineering scrap into traps/locking/sealing doors?

What I am wondering is if those of us not so technically inclined could spend the prep time grabbing desks, benches, and other furniture and using it to create barricades and/or obstacles to block/hinder access to certain corridors?

I was thinking we could try to funnel them in particular direction/s by strategic blocking and traps, with scouts posted at certain points to set off the alert of a breach while being able to add support to an ambush site.

Perhaps either trying to block the middle and funnel them around the top/bottom corridors with clear visibility, or the other way, blocking off the top/bottom and funnel them through the middle, but with clear sight on the barricades should they try to breach that way, and still able to support to the middle.

I hope that makes sense.

Acquisitives

Female NG shirren athlete mechanic 3 | SP 21/21 HP 24/24 | RP 4/4 | EAC 15; KAC 15 | Fort +3; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +1 | Speed 30ft | Active conditions: None.

I second this motion. Get a nice little kill-zone going! >:)


Male Shobhad Mystic (empath) 3 SP 13/21 HP 24/24 RP 1/3 // EAC 13 KAC 15 // F +2 R +1 W+5 // Resistance cold 5 // Init +0 Percept +7 SM +9 // Speed 40' ()

I really like the idea of using the gun trap against them. Gath could support it from the middle aisle, then retreat to the reactor room. That protrusion

I like funneling them up the middle. I put two blue boxes where I'd suggest we barricade corridors. We force them to come straight down the corridor to us.

Other ideas?


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

The Shobhad's alone are a lot of mobile barricade. XD Though not quite as disposable as inanimate barricades.


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Male Shobhad Mystic (empath) 3 SP 13/21 HP 24/24 RP 1/3 // EAC 13 KAC 15 // F +2 R +1 W+5 // Resistance cold 5 // Init +0 Percept +7 SM +9 // Speed 40' ()

"Hey! I'm as disposable as the next barricade!"


Supersuperlative wrote:

Awesome! Thanks for the info.

Anyone have any ideas?

GMQ, how much leeway do we have with the preps? Is it just the engineering scrap into traps/locking/sealing doors?

What I am wondering is if those of us not so technically inclined could spend the prep time grabbing desks, benches, and other furniture and using it to create barricades and/or obstacles to block/hinder access to certain corridors?

I'm inclined to allow for creative solutions. I might still ask for SOME sort of roll--even a strength test to move and stack furniture, lab equipment, etc.


The small red "plus" sign near the entrance is where the gun trap is. This is basically the east side of the map.

The durability of the traps varies. Expect them to work well early in this situation. They'll become less reliable later. Expect to fight at some point.

I think you're all looking at the things here. Get the gun trap going again, set up some barricades, possibly have some stealthy characters scout.

You'll want to think about where your "HQ" will be in the crashed ship. The lab you just fought in? Or somewhere nearby?


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

I'm thinking the lab. It's deepest in the wreck.


Male CG Shobhad Soldier 3 SP 23 HP 27 RP 4 |EAC 14 KAC 15 | F +5 R +4 W +4 | Resistance cold 5 | Init +3 Percept +4 | Speed 40'

Agreed, seems like a solid location.


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

Do we maybe want an HQ with two ways in and out? In case we need to ditch?


Map NG Female Android Xenoarchaeologist Operative 3 | SP 12/18 | HP 22/22 | RP 2/4 | EAC 14 | KAC 15 | CMD 23 | Fort +1 / Ref +6 / Will +3 | Init +5 | Perception +8 | Low-light vision / Darkvision (black and white only) 60 feet | Movement speed 40 feet

Could, but if there are two ways out, there are two ways in and we could get surrounded. I guess it depends on whether we are trying to drive them away, or we think they are an overwhelming force and we are planning on trying to flee.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

It's a little meta, but GMQ mentioned they'd be c0ming in waves. In-game we know there's likely a lot of gang members. Either way Odds are if we base anywhere inside the wreck, we'd have to fight our way out. I thinknk the only viable strategy with a retreat option is to hide outside and try to trap them inside the wreck. That's why I like the Power room. There's only one way for them to get at us


I like the idea of the power room - it's where they'll be headed and we can focus our attention on the one door they'll be forced to use.


I'll move things forward tomorrow night.

HQ in power room.

Repair the sentry gun (somebody give me an engineering roll, perhaps with an assist).

Set up four baricades? No rolls necessary. Just mark them on the map.

Finally, everyone place their tokens where they wish on the map.


Added some barricades to the map for you to place as needed.


Map NG Female Android Xenoarchaeologist Operative 3 | SP 12/18 | HP 22/22 | RP 2/4 | EAC 14 | KAC 15 | CMD 23 | Fort +1 / Ref +6 / Will +3 | Init +5 | Perception +8 | Low-light vision / Darkvision (black and white only) 60 feet | Movement speed 40 feet

Placed the barricades, but happy to be overruled if anyone else has other ideas. Significantly, are the north and south doors on the map operable? If this is only the first area of the ship and we haven't explored it all, then we should block the front and those two exits , but if this is all there is, then we should probably block the front and the approaches to our position so that we can't get ambushed coming out of the room and have space for good shots at anyone approaching.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

I like the current barricade positions, we can post a few shooters where I've stationed Gath to support the gun trap. Then retreat a little, let Uchurtai or Locket pin them where I've positioned Uchurtai while we snipe from the side corridors. Then retreat again to the power room.

Just my ideas. Gath will do what you tell him, or a reasonable facsimile thereof.

Acquisitives

Female NG shirren athlete mechanic 3 | SP 21/21 HP 24/24 | RP 4/4 | EAC 15; KAC 15 | Fort +3; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +1 | Speed 30ft | Active conditions: None.

I think those are good ideas!


Great planning, everyone!

I like the strategy, but wonder if we could maximise it by forcing them to use longer corridors (ie greater line of sight/forcing them to use more actions to move/under ranged attack for longer, etc).

It may also allow us to see them for longer as we fall back, allowing team mates to cover retreat, etc. I feel as though they'll be upon us quickly through the twisty middle section?

I've put some green marks where I was thinking, with the 4th in the centre where Uchurtai is.

Of course, we know they'll be coming in waves, so maybe it won't make much difference...

Otherwise, happy to go with the consensus!


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Map NG Female Android Xenoarchaeologist Operative 3 | SP 12/18 | HP 22/22 | RP 2/4 | EAC 14 | KAC 15 | CMD 23 | Fort +1 / Ref +6 / Will +3 | Init +5 | Perception +8 | Low-light vision / Darkvision (black and white only) 60 feet | Movement speed 40 feet

I feel like the first one of your green circle barriers would allow them to go around the main gun trap to a certain extent rather than having to go through it. That's why I put the first two up front, but if you guys don't think that it will lessen the impact of that trap, okay with moving them.

The other ones might slow them down, yes, but if we moved the barriers away from the lab door, it would also allow them to surprise us because they could pop around the corner without us seeing them coming as much. I put the last two where they are so that we would have a kill corridor as they come towards the lab. Again though, if that isn't our priority, fine with moving them... and, that arrangement works only if those North and South doors are inoperable or not their goal though, which I don't think we know yet (but I could have missed it). If they work, then all bets are off because they could go anywhere else in the ship and loot anything that we haven't seen yet, so if those are operable, then I think we should barricade the doors to other levels instead.


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No problem. Happy to run with it - I'm past ready for us to spring this trap! :)


Zetara wrote:
Placed the barricades, but happy to be overruled if anyone else has other ideas. Significantly, are the north and south doors on the map operable? If this is only the first area of the ship and we haven't explored it all, then we should block the front and those two exits , but if this is all there is, then we should probably block the front and the approaches to our position so that we can't get ambushed coming out of the room and have space for good shots at anyone approaching.

No, those north and south doors you see at the edge of the map are not operable. They are blocked by rock and wreckage just outside the ship. The only way in is the way you came in.


Map NG Female Android Xenoarchaeologist Operative 3 | SP 12/18 | HP 22/22 | RP 2/4 | EAC 14 | KAC 15 | CMD 23 | Fort +1 / Ref +6 / Will +3 | Init +5 | Perception +8 | Low-light vision / Darkvision (black and white only) 60 feet | Movement speed 40 feet
GM Quirk wrote:
No, those north and south doors you see at the edge of the map are not operable. They are blocked by rock and wreckage just outside the ship. The only way in is the way you came in.

Okay, perfect, then I think we are ready.


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I'll bot Uchurtai and move this forward tomorrow night.


Male CG Shobhad Soldier 3 SP 23 HP 27 RP 4 |EAC 14 KAC 15 | F +5 R +4 W +4 | Resistance cold 5 | Init +3 Percept +4 | Speed 40'

Crap, sorry, didn't see there were new posts in gameplay.


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At a game convention this weekend. Work was a bear today as I attempted to get things in order so I could have a vacation day tomorrow.

Second wave will enter the wreck Monday evening.

Everyone have a great weekend!


Awesome! Have a great time at the Con!

Acquisitives

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Female NG shirren athlete mechanic 3 | SP 21/21 HP 24/24 | RP 4/4 | EAC 15; KAC 15 | Fort +3; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +1 | Speed 30ft | Active conditions: None.

If anyone wants somethin' to watch/listen to while we wait, the folks over at Narrative Declaration are playing Junker's Delight, GMed by Starfinder's Acting Creative Director Thurston Hillman himself! I don't think you'll have to worry about SPOILERS! since we're near the end of the module ourselves, and the Narrative Declaration crew are HILARIOUS!


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Sorry about my delay, everyone.

My Dad took a spill last week, and spent some time in the hospital. He's home now and doing much better.

Hmmm. I wonder if he encountered one of Janebok's grease spells!


Map NG Female Android Xenoarchaeologist Operative 3 | SP 12/18 | HP 22/22 | RP 2/4 | EAC 14 | KAC 15 | CMD 23 | Fort +1 / Ref +6 / Will +3 | Init +5 | Perception +8 | Low-light vision / Darkvision (black and white only) 60 feet | Movement speed 40 feet

No worries. Glad your dad is doing better.


Cookie Jar Pilferer 9 ; Dimensional Explorer 4

No worries, GMQ. Like Zanbabe, I'm glad your dad is doing better.


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Female LN Vesk (Technomancer 3)|SP 10/15 HP 21/21 RP 5/5|EAC 16, KAC 16|F 1 R 4 W 3| Init +3|Per +6 SM +0|Speed 30 ft|Active conditions: None

Yikes! Sorry about the wayward grease spell! I hope he recovers well!

Acquisitives

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Female NG shirren athlete mechanic 3 | SP 21/21 HP 24/24 | RP 4/4 | EAC 15; KAC 15 | Fort +3; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +1 | Speed 30ft | Active conditions: None.

Happy Reunion to all my fellow Akitonians and Happy Fifthday to everyone else! Hope you have yourselves a Thanksgiving dinner that couldn't be beat!


I apologize everyone.

We'll have things back on track by the end of the weekend.

We are SO CLOSE!

Acquisitives

Female NG shirren athlete mechanic 3 | SP 21/21 HP 24/24 | RP 4/4 | EAC 15; KAC 15 | Fort +3; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +1 | Speed 30ft | Active conditions: None.

Just to clarify, whose turn are we on at the moment?


I think Enemy Red and Green are up next.

And in the spirit of your previous post, I hope all had a wonderful Thanksgiving!


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I am a naughty, NAUGHTY GM.

I promise to get things back up and running within 48 hours.

Work and personal things are invading my valuable game time.

Acquisitives

1 person marked this as a favorite.
Female NG shirren athlete mechanic 3 | SP 21/21 HP 24/24 | RP 4/4 | EAC 15; KAC 15 | Fort +3; Ref +4; Will +2 | Init: +6 | Perc: +4, SM: +1 | Speed 30ft | Active conditions: None.

We've all been there! I had to play Santa Claus at a work breakfast/Christmas party on Sunday!

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