seanfroot on Nostr: Delta quadrant / wizard of Oz ttrpg update. One player out this time dealing with ...
Delta quadrant / wizard of Oz ttrpg update.
One player out this time dealing with real life. Unfortunately it was our most chaotic player who usually does the things that make the game more interesting.
We're done interrogating "Glinda" (the admiral) and feeling better about the stakes of the mission and our place in it. Pervading suspicion led to discovering a clone of Luther Sloan posing as the stellar cartography officer who's been with us *the*whole*time*. This is outside the Oz pattern, but an important carry-over from the last campaign that ties in to where the plot will take us after this one. The clone reveals much about the original Sloan's operation and why he's betraying himself. But nobody trusts him completely so they end up phaser-stunning him and putting him in a pharmaceutical coma under a force field. This encounter likely would have become enough PvP to fill the entire session time, but our chaos player was out.
The "munchkins" (Vaadwaur) have realized our shuttle is faster than any of their ships at warp speed. Before we left again, they asked us to find a missing grain shipment they were expecting from a neighbor. Their colony is hanging on by a thread and needs to plant crops soon or face starvation next year. We tracked down the freight ship and found it nearly destroyed, cargo pods and engines literally cut off and missing. Pulled sensor logs and found evidence of "crows" (mysterious black ships) taking the grain farther west. Back on the trail of the main mission, we went to the "poppy field" planet. Biological crew who beamed down - "Dorothy", "Toto", and a Redshirt - immediately passed out from knockout gas generated by the field of flowers (dc5 fitness/medicine test). Now "Tin Man", "Scarecrow", and "Lion"-in-a-spacesuit, are talking with the mouse-people who've just revealed themselves.
One player out this time dealing with real life. Unfortunately it was our most chaotic player who usually does the things that make the game more interesting.
We're done interrogating "Glinda" (the admiral) and feeling better about the stakes of the mission and our place in it. Pervading suspicion led to discovering a clone of Luther Sloan posing as the stellar cartography officer who's been with us *the*whole*time*. This is outside the Oz pattern, but an important carry-over from the last campaign that ties in to where the plot will take us after this one. The clone reveals much about the original Sloan's operation and why he's betraying himself. But nobody trusts him completely so they end up phaser-stunning him and putting him in a pharmaceutical coma under a force field. This encounter likely would have become enough PvP to fill the entire session time, but our chaos player was out.
The "munchkins" (Vaadwaur) have realized our shuttle is faster than any of their ships at warp speed. Before we left again, they asked us to find a missing grain shipment they were expecting from a neighbor. Their colony is hanging on by a thread and needs to plant crops soon or face starvation next year. We tracked down the freight ship and found it nearly destroyed, cargo pods and engines literally cut off and missing. Pulled sensor logs and found evidence of "crows" (mysterious black ships) taking the grain farther west. Back on the trail of the main mission, we went to the "poppy field" planet. Biological crew who beamed down - "Dorothy", "Toto", and a Redshirt - immediately passed out from knockout gas generated by the field of flowers (dc5 fitness/medicine test). Now "Tin Man", "Scarecrow", and "Lion"-in-a-spacesuit, are talking with the mouse-people who've just revealed themselves.