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		<id>https://gurth.johnmasterson.com/index.php?title=Hunting_Napoleon&amp;diff=9575</id>
		<title>Hunting Napoleon</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Hunting_Napoleon&amp;diff=9575"/>
		<updated>2019-06-30T20:37:34Z</updated>

		<summary type="html">&lt;p&gt;Blair: /* Deux */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]]&lt;br /&gt;
&lt;br /&gt;
A campaign in development by Blair.&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
It is June 18th, 1815 at the closing moments of the Battle of Waterloo.  Napoleon has just lost.  Our team, largely unknown to each other (but there may be some acquaintances here) have found themselves at the same spot at the same moment, La Haye Sainte, a farmhouse unluckily situated at the center of the battle.  How each has arrived here is up to the player.  They had all been employed by one army or another, likely the victorious side, England and Prussia.  But not necessarily.&lt;br /&gt;
&lt;br /&gt;
A Prussian aide-de-camp suddenly appears through the smoke and approaches the group, beckoning them close.  He has an offer.&lt;br /&gt;
&lt;br /&gt;
== Character Creation Guidelines ==&lt;br /&gt;
&lt;br /&gt;
Tech Level: TL4/TL5&lt;br /&gt;
&lt;br /&gt;
Max Points: 250&lt;br /&gt;
&lt;br /&gt;
Max Points on ST/IQ/DX/HT: 13/13/13/13&lt;br /&gt;
&lt;br /&gt;
Max Points on Disadvantages: 40&lt;br /&gt;
&lt;br /&gt;
Other requirements:High level mercenaries from anywhere in the world, each with a wide array of skills/techniques or extremely skilled in a few.  This campaign is on the cusp of TL4/TL5, so many of the TL5 technologies will be available (such as rifling, steam, etc.), please confer with the GM.  Magic has mostly faded from this world as colonization reaches the far corners and the Industrial Revolution looms, but many things can appear as magic (fantastic tracking or remarkable marksmanship) and superstition is still strong...&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
* [[Ben Smith]], John&#039;s Native American Soldier, Mountain of a Man&lt;br /&gt;
* [[Johann von Thielmann]], Ernest&#039;s worldly Prussian military officer&lt;br /&gt;
* [[Hanzo]], Darren&#039;s wandering samurai&lt;br /&gt;
* [[Pierre Bonne Nuit]], Josh&#039;s dexterously hard-scrabble former slave&lt;br /&gt;
&lt;br /&gt;
== Episodes ==&lt;br /&gt;
&lt;br /&gt;
=== Un ===&lt;br /&gt;
=== Episode One: The End of the Battle ===&lt;br /&gt;
The scene opens on the smoking, desolate remains of the farming compound La Haye Sainte, situated near the center of action of the Battle of Waterloo.  It is June 18th, 1815.  Our four characters are unknown to one another, various actors on this charred and demolished stage of history.  One Mr. Adams, in a particularly clean British infantryman&#039;s uniform, approaches these men and offers them the job of finding and retaining one Mr. Napoleon Bonaparte.&lt;br /&gt;
After introductions, instructions, and negotiations the men scrounge the battlefield for French uniforms, additional accoutrements and horses. Ben dons a tent, as there is no uniform that fits him.  They depart to the southwest in the direction of Paris.&lt;br /&gt;
The travel is largely uneventful in the chaos of the aftermath of a major military engagement.  Most of the other individuals and groups afield are members of the French Grand Armee and their allies, in various stages of disarray.  As the day goes on these groups are beginning to coalesce and organize.&lt;br /&gt;
The group continues SW throughout the day, unmolested, until dusk when they happen upon a Belgian roadside hamlet that is teeming with French soldiers.&lt;br /&gt;
Our group entered the hamlet boldly,but on high alert.  Besides attention to Ben&#039;s size and clear origin, and Hanzo&#039;s origin the group entered the hamlet unassailed.  Ben took the horses to the stable, while the rest of the group entered the clear center of the hamlet, the tavern.  Amongst the usual assemblage of drunk soldiers they find the proprietor and a dashing and well-spoken gentleman in a French Dragoon Officer&#039;s uniform, named L&#039;Anfiere.&lt;br /&gt;
&lt;br /&gt;
L&#039;Anfiere makes them welcome and introduces the team to a cozy spot amongst the crowded encampment. The group notices the sudden disappearance of Mr. Adams.  Besides being bunked down amidst the enemy, the night passed uneventfully.  In the morning, a roadblock had been set up at the hamlet, and it was dutifully staffed with soldiers.  A new set of papers was drawn up for our team, and they departed towards Paris.&lt;br /&gt;
The morning was largely uneventful, but the various groups of French soldiers appeared to be rallied and better organized from the previous day&#039;s debacle.  The team comes across another hamlet, with a roadblock.  As they stop to consider how to approach, a volley of gunfire erupts from the distant hamlet.  It appears the the unit manning the waystation is being assaulted from their rear.  From this distance it is difficult to get a clear picture, but the military experience of the group tells them that this is a small engagement, likely skirmishers disrupting order behind enemy lines.  Johann believes that the attacking party is Prussian.  Mr. Adams makes a humble reappearance and is immediately grilled by the team.  As it turns out he is a Prussian aide d&#039;camp/agent.  And explains that he thought that a British approach to the problem of Napoleon would be better.  He is suspiciously readmitted into the group.&lt;br /&gt;
Johann believes that these Prussian skirmishers would be of help.  As the gun battle dies down, he leads the group towards the general direction of the skirmishers rally point.  He is correct, and after a touchy introduction, everybody is accepted and the Prussian unit helps the team through the next few miles of territory and to their secret forward camp.&lt;br /&gt;
The next day the team makes its careful way into the suburbs of Paris.  To a smuggling contact of Johann&#039;s, in the suburb of Choesy on the Seine River.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Deux ===&lt;br /&gt;
Episode Two: Target Acquired&lt;br /&gt;
&lt;br /&gt;
Our group has found itself at the sprawling, chaotic riverside chateau of Robespierre, one of Johannes contacts, a French smuggler.  Robespierre warmly receives the group and agrees to insert them into Paris, early the next morning.  The heroes explore the manse, full of ill-gotten gains and the ill-gotten getters and revelers, and find refuge in a sprawling wing of some long-beheaded aristocrat&#039;s pompous abode.  Along the way they encounter Robespierre&#039;s wife Eloise, who is a literal and figurative mountain of a woman and mountain of influence in the house.  It is difficult to tell if she is intoxicated or simply intoxicating to those around her.  She instantly notices Ben and makes her intentions instantly and non-verbally clear...  The crew manages to escape her grasp, momentarily.  Ben finds an lofty aerie to settle down, after horsing around with some kids.  Johannes seeks the bosom of a fine Spanish woman and her wine.  Hanzo settles into a light meditation on the ascetic notions of Shinto.  &lt;br /&gt;
As the night noisily crescendo&#039;s into wanton chaos around the group, Johannes suddenly gets a chill of warning, disentangles from this night&#039;s quarry, and, peeking out of his door spies Eloise and minions sneaking down the corridor, towards Ben&#039;s hide-away.  He alerts Hanzo and they stealthily pursue, for a minute before Hanzo decides to honorably face his enemies on &amp;quot;equal&amp;quot; ground and makes their presence known.  Eloise dispatches two thugs to deal with this annoyance and continues upwards in pursuit of her prey.&lt;br /&gt;
Johannes successfully stabs one thug, to only prick him.  He gets bashed for his troubles, likely breaking a couple ribs.  Hanzo carefully draws his 6&#039; bow in the confines of this third floor hallway and plants an arrow into the chest of the basher.  He quick draws another arrow and finishes thug 2.  Thug 1 retreats to the spiral stairwell and falls down the steps, much to Hanzo&#039;s chagrin as there goes one arrow.&lt;br /&gt;
In the meantime, Eloise finally gets to Ben&#039;s rooms.  He is alerted to their presence, she attempts to have her minions subdue the giant, but in a comedy of large bodies in a confined space, nothing comes of the actions, and our crew is whisked away by Robespierre, protecting his operation and, maybe, his wife.&lt;br /&gt;
While awaiting the arrangement of the barges on a pier the group finds secondary instructions implanted in each member&#039;s effects.  Letters mentioning a a secondary goal for each character, the continued influence of L&#039;Anfiere and the need for secrecy.  Hanzo immediately shares his letter with the group.  He is to bed one Maria Von Glaustonberg, the mistress to Field Marshal Blucher, to glean any intelligence that may be useful to whoever planted the letter.&lt;br /&gt;
After a largely uneventful trip to Paris, our heroes arrive at a bustling, riverside marketplace.  They do note the unusual (usual, for a city on the verge of being besieged) amount of military and police patrols.&lt;br /&gt;
Ben and Hanzo immediately search for a bunk for the night.  They quickly find a suitable place that, oddly, says on one side of the sign, Gay Mermaid, and on the other side, Game or Maid.  They are puzzled for a moment.  Johannes and Rheinhold decide to pursue their intelligence contacts for further information.&lt;br /&gt;
Johannes meets with a Belgian diplomat, after some wheeling and dealing at the front gate of the Belgian consulate.  The contact is unhappy and bothered to see Johannes, extremely busy and clearly worried about the current situation in Paris.  &lt;br /&gt;
Ben sleeps.&lt;br /&gt;
Hanzo explores the neighborhood and finds a sake bar!  In 1815 Paris!?  But, of course!  Hanzo happily makes a contact with the proprietor who is happy to see a countryman and impressed by the immediate and clear social standing of this particular countryman.  He is an impoverished nobody, but has lived in Paris for sometime.&lt;br /&gt;
WHen the group reconvenes they put together the intel that Johannes and Rheinhold have retrieved and decide to reconnoiter Malmasison, Josephine Bonaparte&#039;s former residence, near Paris and the government headquarters of Versaille.&lt;br /&gt;
Current intelligence (this is a little more complete than came out in the gameplay, but important to the group&#039;s progress):&lt;br /&gt;
The big picture:  Napoleon&#039;s current whereabouts and political/societal situation are unknown to everybody!  Is he done?  What is he planning?  Do the French still support him?  What control does he have over his army and navy?&lt;br /&gt;
England: just won this important land battle, but have the greatest sphere of control over the planet.  Ever.  With their navy and the East Indies Trading Company.  They are not aggressively pursuing occupation of France or Napoleon.&lt;br /&gt;
Prussia: Has the biggest and best land army.  Ever.  And they definitely interested in expanding their influence on the European continent.&lt;br /&gt;
French:  Are reeling from the loss at Waterloo.  Their army is still large and influential, but splintered.  Corps and divisions are largely following their commanders and generals, independently, and effectively, but only locally with little influence on the big picture.&lt;br /&gt;
Everybody else: is doing the power vacuum doe-see-doe.  Trying to guess who will come out on top and who&#039;s bed they should try to get into.&lt;br /&gt;
On a slightly smaller scale, apropos to our heroes:  Rheinhold is now clearly in the Prussian camp.  The British, on land, do not really care about much.  L&#039;Anfiere is a well-known French officer, and societal figure, with a massive amount of influence.  Anyone who is n&#039;importe qui knows L&#039;Anfiere, but very few truly know him and his motivations.  Most say that he is very high ranking in the current, but crumbling, French regime.  Some say loyal to Napoleon, some say loyal to the fleur de lys (Vive La France!), some say that L&#039;Anfiere is ultimately loyal to L&#039;Anfiere.&lt;br /&gt;
And, no solid evidence pointing to Napoleon&#039;s location, but Malmaison seems as good as any other place.&lt;/div&gt;</summary>
		<author><name>Blair</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Hunting_Napoleon&amp;diff=9574</id>
		<title>Hunting Napoleon</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Hunting_Napoleon&amp;diff=9574"/>
		<updated>2019-06-30T20:11:01Z</updated>

		<summary type="html">&lt;p&gt;Blair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]]&lt;br /&gt;
&lt;br /&gt;
A campaign in development by Blair.&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
It is June 18th, 1815 at the closing moments of the Battle of Waterloo.  Napoleon has just lost.  Our team, largely unknown to each other (but there may be some acquaintances here) have found themselves at the same spot at the same moment, La Haye Sainte, a farmhouse unluckily situated at the center of the battle.  How each has arrived here is up to the player.  They had all been employed by one army or another, likely the victorious side, England and Prussia.  But not necessarily.&lt;br /&gt;
&lt;br /&gt;
A Prussian aide-de-camp suddenly appears through the smoke and approaches the group, beckoning them close.  He has an offer.&lt;br /&gt;
&lt;br /&gt;
== Character Creation Guidelines ==&lt;br /&gt;
&lt;br /&gt;
Tech Level: TL4/TL5&lt;br /&gt;
&lt;br /&gt;
Max Points: 250&lt;br /&gt;
&lt;br /&gt;
Max Points on ST/IQ/DX/HT: 13/13/13/13&lt;br /&gt;
&lt;br /&gt;
Max Points on Disadvantages: 40&lt;br /&gt;
&lt;br /&gt;
Other requirements:High level mercenaries from anywhere in the world, each with a wide array of skills/techniques or extremely skilled in a few.  This campaign is on the cusp of TL4/TL5, so many of the TL5 technologies will be available (such as rifling, steam, etc.), please confer with the GM.  Magic has mostly faded from this world as colonization reaches the far corners and the Industrial Revolution looms, but many things can appear as magic (fantastic tracking or remarkable marksmanship) and superstition is still strong...&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
* [[Ben Smith]], John&#039;s Native American Soldier, Mountain of a Man&lt;br /&gt;
* [[Johann von Thielmann]], Ernest&#039;s worldly Prussian military officer&lt;br /&gt;
* [[Hanzo]], Darren&#039;s wandering samurai&lt;br /&gt;
* [[Pierre Bonne Nuit]], Josh&#039;s dexterously hard-scrabble former slave&lt;br /&gt;
&lt;br /&gt;
== Episodes ==&lt;br /&gt;
&lt;br /&gt;
=== Un ===&lt;br /&gt;
=== Episode One: The End of the Battle ===&lt;br /&gt;
The scene opens on the smoking, desolate remains of the farming compound La Haye Sainte, situated near the center of action of the Battle of Waterloo.  It is June 18th, 1815.  Our four characters are unknown to one another, various actors on this charred and demolished stage of history.  One Mr. Adams, in a particularly clean British infantryman&#039;s uniform, approaches these men and offers them the job of finding and retaining one Mr. Napoleon Bonaparte.&lt;br /&gt;
After introductions, instructions, and negotiations the men scrounge the battlefield for French uniforms, additional accoutrements and horses. Ben dons a tent, as there is no uniform that fits him.  They depart to the southwest in the direction of Paris.&lt;br /&gt;
The travel is largely uneventful in the chaos of the aftermath of a major military engagement.  Most of the other individuals and groups afield are members of the French Grand Armee and their allies, in various stages of disarray.  As the day goes on these groups are beginning to coalesce and organize.&lt;br /&gt;
The group continues SW throughout the day, unmolested, until dusk when they happen upon a Belgian roadside hamlet that is teeming with French soldiers.&lt;br /&gt;
Our group entered the hamlet boldly,but on high alert.  Besides attention to Ben&#039;s size and clear origin, and Hanzo&#039;s origin the group entered the hamlet unassailed.  Ben took the horses to the stable, while the rest of the group entered the clear center of the hamlet, the tavern.  Amongst the usual assemblage of drunk soldiers they find the proprietor and a dashing and well-spoken gentleman in a French Dragoon Officer&#039;s uniform, named L&#039;Anfiere.&lt;br /&gt;
&lt;br /&gt;
L&#039;Anfiere makes them welcome and introduces the team to a cozy spot amongst the crowded encampment. The group notices the sudden disappearance of Mr. Adams.  Besides being bunked down amidst the enemy, the night passed uneventfully.  In the morning, a roadblock had been set up at the hamlet, and it was dutifully staffed with soldiers.  A new set of papers was drawn up for our team, and they departed towards Paris.&lt;br /&gt;
The morning was largely uneventful, but the various groups of French soldiers appeared to be rallied and better organized from the previous day&#039;s debacle.  The team comes across another hamlet, with a roadblock.  As they stop to consider how to approach, a volley of gunfire erupts from the distant hamlet.  It appears the the unit manning the waystation is being assaulted from their rear.  From this distance it is difficult to get a clear picture, but the military experience of the group tells them that this is a small engagement, likely skirmishers disrupting order behind enemy lines.  Johann believes that the attacking party is Prussian.  Mr. Adams makes a humble reappearance and is immediately grilled by the team.  As it turns out he is a Prussian aide d&#039;camp/agent.  And explains that he thought that a British approach to the problem of Napoleon would be better.  He is suspiciously readmitted into the group.&lt;br /&gt;
Johann believes that these Prussian skirmishers would be of help.  As the gun battle dies down, he leads the group towards the general direction of the skirmishers rally point.  He is correct, and after a touchy introduction, everybody is accepted and the Prussian unit helps the team through the next few miles of territory and to their secret forward camp.&lt;br /&gt;
The next day the team makes its careful way into the suburbs of Paris.  To a smuggling contact of Johann&#039;s, in the suburb of Choesy on the Seine River.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Deux ===&lt;br /&gt;
Episode Two: Target Acquired&lt;br /&gt;
&lt;br /&gt;
Our group has found itself at the sprawling, chaotic riverside chateau of Robespierre, one of Johannes contacts, a French smuggler.  Robespierre warmly receives the group and agrees to insert them into Paris, early the next morning.  The heroes explore the manse, full of ill-gotten gains and the ill-gotten getters and revelers, and find refuge in a sprawling wing of some long-beheaded aristocrat&#039;s pompous abode.  Along the way they encounter Robespierre&#039;s wife Eloise, who is a literal and figurative mountain of a woman and mountain of influence in the house.  It is difficult to tell if she is intoxicated or simply intoxicating to those around her.  She instantly notices Ben and makes her intentions instantly and non-verbally clear...  The crew manages to escape her grasp, momentarily.  Ben finds an lofty aerie to settle down, after horsing around with some kids.  Johannes seeks the bosom of a fine Spanish woman and her wine.  Hanzo settles into a light meditation on the ascetic notions of Shinto.  &lt;br /&gt;
As the night noisily crescendo&#039;s into wanton chaos around the group, Johannes suddenly gets a chill of warning, disentangles from this night&#039;s quarry, and, peeking out of his door spies Eloise and minions sneaking down the corridor, towards Ben&#039;s hide-away.  He alerts Hanzo and they stealthily pursue, for a minute before Hanzo decides to honorably face his enemies on &amp;quot;equal&amp;quot; ground and makes their presence known.  Eloise dispatches two thugs to deal with this annoyance and continues upwards in pursuit of her prey.&lt;br /&gt;
Johannes successfully stabs one thug, to only prick him.  He gets bashed for his troubles, likely breaking a couple ribs.  Hanzo carefully draws his 6&#039; bow in the confines of this third floor hallway and plants an arrow into the chest of the basher.  He quick draws another arrow and finishes thug 2.  Thug 1 retreats to the spiral stairwell and falls down the steps, much to Hanzo&#039;s chagrin as there goes one arrow.&lt;br /&gt;
In the meantime, Eloise finally gets to Ben&#039;s rooms.  He is alerted to their presence, she attempts to have her minions subdue the giant, but in a comedy of large bodies in a confined space, nothing comes of the actions, and our crew is whisked away by Robespierre, protecting his operation and, maybe, his wife.&lt;br /&gt;
While awaiting the arrangement of the barges on a pier the group finds secondary instructions implanted in each member&#039;s effects.  Letters mentioning a a secondary goal for each character, the continued influence of L&#039;Anfiere and the need for secrecy.  Hanzo immediately shares his letter with the group.  He is to bed one Maria Von Glaustonberg, the mistress to Field Marshal Blucher, to glean any intelligence that may be useful to whoever planted the letter.&lt;br /&gt;
After a largely uneventful trip to Paris, our heroes arrive at a bustling, riverside marketplace.  They do note the unusual (usual, for a city on the verge of being besieged) amount of military and police patrols.&lt;/div&gt;</summary>
		<author><name>Blair</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Hunting_Napoleon&amp;diff=9573</id>
		<title>Hunting Napoleon</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Hunting_Napoleon&amp;diff=9573"/>
		<updated>2019-06-30T19:31:02Z</updated>

		<summary type="html">&lt;p&gt;Blair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]]&lt;br /&gt;
&lt;br /&gt;
A campaign in development by Blair.&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
It is June 18th, 1815 at the closing moments of the Battle of Waterloo.  Napoleon has just lost.  Our team, largely unknown to each other (but there may be some acquaintances here) have found themselves at the same spot at the same moment, La Haye Sainte, a farmhouse unluckily situated at the center of the battle.  How each has arrived here is up to the player.  They had all been employed by one army or another, likely the victorious side, England and Prussia.  But not necessarily.&lt;br /&gt;
&lt;br /&gt;
A Prussian aide-de-camp suddenly appears through the smoke and approaches the group, beckoning them close.  He has an offer.&lt;br /&gt;
&lt;br /&gt;
== Character Creation Guidelines ==&lt;br /&gt;
&lt;br /&gt;
Tech Level: TL4/TL5&lt;br /&gt;
&lt;br /&gt;
Max Points: 250&lt;br /&gt;
&lt;br /&gt;
Max Points on ST/IQ/DX/HT: 13/13/13/13&lt;br /&gt;
&lt;br /&gt;
Max Points on Disadvantages: 40&lt;br /&gt;
&lt;br /&gt;
Other requirements:High level mercenaries from anywhere in the world, each with a wide array of skills/techniques or extremely skilled in a few.  This campaign is on the cusp of TL4/TL5, so many of the TL5 technologies will be available (such as rifling, steam, etc.), please confer with the GM.  Magic has mostly faded from this world as colonization reaches the far corners and the Industrial Revolution looms, but many things can appear as magic (fantastic tracking or remarkable marksmanship) and superstition is still strong...&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
* [[Ben Smith]], John&#039;s Native American Soldier, Mountain of a Man&lt;br /&gt;
* [[Johann von Thielmann]], Ernest&#039;s worldly Prussian military officer&lt;br /&gt;
* [[Hanzo]], Darren&#039;s wandering samurai&lt;br /&gt;
* [[Pierre Bonne Nuit]], Josh&#039;s dexterously hard-scrabble former slave&lt;br /&gt;
&lt;br /&gt;
== Episodes ==&lt;br /&gt;
&lt;br /&gt;
=== Un ===&lt;br /&gt;
=== Episode One: The End of the Battle ===&lt;br /&gt;
The scene opens on the smoking, desolate remains of the farming compound La Haye Sainte, situated near the center of action of the Battle of Waterloo.  It is June 18th, 1815.  Our four characters are unknown to one another, various actors on this charred and demolished stage of history.  One Mr. Adams, in a particularly clean British infantryman&#039;s uniform, approaches these men and offers them the job of finding and retaining one Mr. Napoleon Bonaparte.&lt;br /&gt;
After introductions, instructions, and negotiations the men scrounge the battlefield for French uniforms, additional accoutrements and horses. Ben dons a tent, as there is no uniform that fits him.  They depart to the southwest in the direction of Paris.&lt;br /&gt;
The travel is largely uneventful in the chaos of the aftermath of a major military engagement.  Most of the other individuals and groups afield are members of the French Grand Armee and their allies, in various stages of disarray.  As the day goes on these groups are beginning to coalesce and organize.&lt;br /&gt;
The group continues SW throughout the day, unmolested, until dusk when they happen upon a Belgian roadside hamlet that is teeming with French soldiers.&lt;br /&gt;
Our group entered the hamlet boldly,but on high alert.  Besides attention to Ben&#039;s size and clear origin, and Hanzo&#039;s origin the group entered the hamlet unassailed.  Ben took the horses to the stable, while the rest of the group entered the clear center of the hamlet, the tavern.  Amongst the usual assemblage of drunk soldiers they find the proprietor and a dashing and well-spoken gentleman in a French Dragoon Officer&#039;s uniform, named L&#039;Anfiere.&lt;br /&gt;
&lt;br /&gt;
L&#039;Anfiere makes them welcome and introduces the team to a cozy spot amongst the crowded encampment. The group notices the sudden disappearance of Mr. Adams.  Besides being bunked down amidst the enemy, the night passed uneventfully.  In the morning, a roadblock had been set up at the hamlet, and it was dutifully staffed with soldiers.  A new set of papers was drawn up for our team, and they departed towards Paris.&lt;br /&gt;
The morning was largely uneventful, but the various groups of French soldiers appeared to be rallied and better organized from the previous day&#039;s debacle.  The team comes across another hamlet, with a roadblock.  As they stop to consider how to approach, a volley of gunfire erupts from the distant hamlet.  It appears the the unit manning the waystation is being assaulted from their rear.  From this distance it is difficult to get a clear picture, but the military experience of the group tells them that this is a small engagement, likely skirmishers disrupting order behind enemy lines.  Johann believes that the attacking party is Prussian.  Mr. Adams makes a humble reappearance and is immediately grilled by the team.  As it turns out he is a Prussian aide d&#039;camp/agent.  And explains that he thought that a British approach to the problem of Napoleon would be better.  He is suspiciously readmitted into the group.&lt;br /&gt;
Johann believes that these Prussian skirmishers would be of help.  As the gun battle dies down, he leads the group towards the general direction of the skirmishers rally point.  He is correct, and after a touchy introduction, everybody is accepted and the Prussian unit helps the team through the next few miles of territory and to their secret forward camp.&lt;br /&gt;
The next day the team makes its careful way into the suburbs of Paris.  To a smuggling contact of Johann&#039;s, in the suburb of Choesy on the Seine River.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Deux ===&lt;/div&gt;</summary>
		<author><name>Blair</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Hunting_Napoleon&amp;diff=9570</id>
		<title>Hunting Napoleon</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Hunting_Napoleon&amp;diff=9570"/>
		<updated>2019-06-15T14:25:35Z</updated>

		<summary type="html">&lt;p&gt;Blair: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]]&lt;br /&gt;
&lt;br /&gt;
A campaign in development by Blair.&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
It is June 18th, 1815 at the closing moments of the Battle of Waterloo.  Napoleon has just lost.  Our team, largely unknown to each other (but there may be some acquaintances here) have found themselves at the same spot at the same moment, La Haye Sainte, a farmhouse unluckily situated at the center of the battle.  How each has arrived here is up to the player.  They had all been employed by one army or another, likely the victorious side, England and Prussia.  But not necessarily.&lt;br /&gt;
&lt;br /&gt;
A Prussian aide-de-camp suddenly appears through the smoke and approaches the group, beckoning them close.  He has an offer.&lt;br /&gt;
&lt;br /&gt;
== Character Creation Guidelines ==&lt;br /&gt;
&lt;br /&gt;
Tech Level: TL4/TL5&lt;br /&gt;
&lt;br /&gt;
Max Points: 250&lt;br /&gt;
&lt;br /&gt;
Max Points on ST/IQ/DX/HT: 13/13/13/13&lt;br /&gt;
&lt;br /&gt;
Max Points on Disadvantages: 40&lt;br /&gt;
&lt;br /&gt;
Other requirements:High level mercenaries from anywhere in the world, each with a wide array of skills/techniques or extremely skilled in a few.  This campaign is on the cusp of TL4/TL5, so many of the TL5 technologies will be available (such as rifling, steam, etc.), please confer with the GM.  Magic has mostly faded from this world as colonization reaches the far corners and the Industrial Revolution looms, but many things can appear as magic (fantastic tracking or remarkable marksmanship) and superstition is still strong...&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
* [[Ben Smith]], John&#039;s Native American Soldier, Mountain of a Man&lt;br /&gt;
* [[Johann von Thielmann]], Ernest&#039;s worldly Prussian military officer&lt;br /&gt;
* [[Hanzo]], Darren&#039;s wandering samurai&lt;br /&gt;
* [[Pierre Bonne Nuit]], Josh&#039;s dexterously hard-scrabble former slave&lt;br /&gt;
&lt;br /&gt;
== Episodes ==&lt;br /&gt;
&lt;br /&gt;
=== ? ===&lt;/div&gt;</summary>
		<author><name>Blair</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Hunting_Napoleon&amp;diff=9475</id>
		<title>Hunting Napoleon</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Hunting_Napoleon&amp;diff=9475"/>
		<updated>2019-03-21T01:06:47Z</updated>

		<summary type="html">&lt;p&gt;Blair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]]&lt;br /&gt;
&lt;br /&gt;
A campaign in development by Blair.&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
It is June 18th, 1815 at the closing moments of the Battle of Waterloo.  Napoleon has just lost.  Our team, largely unknown to each other (but their may be some acquaintances here) have found themselves at the same spot at the same moment, La Haye Sainte, a farmhouse unluckily situated at the center of the battle.  How each has arrived here is up to the player.  They had all been employed by one army or another, likely the victorious side, England and Prussia.  But not necessarily.&lt;br /&gt;
 A Prussian aide-de-camp suddenly appears through the smoke and approaches the group, beckoning them close.  He has an offer.&lt;br /&gt;
&lt;br /&gt;
== Character Creation Guidelines ==&lt;br /&gt;
&lt;br /&gt;
Tech Level: TL4/TL5&lt;br /&gt;
&lt;br /&gt;
Max Points: 250&lt;br /&gt;
&lt;br /&gt;
Max Points on ST/IQ/DX/HT: 13/13/13/13&lt;br /&gt;
&lt;br /&gt;
Max Points on Disadvantages: 40&lt;br /&gt;
&lt;br /&gt;
Other requirements:High level mercenaries from anywhere in the world, each with a wide array of skills/techniques or extremely skilled in a few.  This campaign is on the cusp of TL4/TL5, so many of the TL5 technologies will be available (such as rifling, steam, etc.), please confer with the GM.  Magic has mostly faded from this world as colonization reaches the far corners and the Industrial Revolution looms, but many things can appear as magic (fantastic tracking or remarkable marksmanship) and superstition is still strong...&lt;/div&gt;</summary>
		<author><name>Blair</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Hunting_Napoleon&amp;diff=9474</id>
		<title>Hunting Napoleon</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Hunting_Napoleon&amp;diff=9474"/>
		<updated>2019-03-21T00:59:15Z</updated>

		<summary type="html">&lt;p&gt;Blair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]]&lt;br /&gt;
&lt;br /&gt;
A campaign in development by Blair.&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
It is June 18th, 1815 at the closing moments of the Battle of Waterloo.  Napoleon has just lost.  Our team, largely unknown to each other (but their may be some acquaintances here) have found themselves at the same spot at the same moment, La Haye Sainte, a farmhouse unluckily situated at the center of the battle.  How each has arrived here is up to the player.  They had all been employed by one army or another, likely the victorious side, England and Prussia.  But not necessarily.&lt;br /&gt;
 A Prussian aide-de-camp suddenly appears through the smoke and approaches the group, beckoning them close.  He has an offer.&lt;br /&gt;
&lt;br /&gt;
== Character Creation Guidelines ==&lt;br /&gt;
&lt;br /&gt;
Tech Level: TL4/TL5&lt;br /&gt;
&lt;br /&gt;
Max Points:250&lt;br /&gt;
&lt;br /&gt;
Max Points on ST/IQ/DX/HT:13/13/13/13&lt;br /&gt;
&lt;br /&gt;
Max Points on Disadvantages:40&lt;br /&gt;
&lt;br /&gt;
Other requirements:High level mercenaries from anywhere in the world, each with a wide array of skills/techniques or extremely skilled in a few.&lt;/div&gt;</summary>
		<author><name>Blair</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Hunting_Napoleon&amp;diff=9473</id>
		<title>Hunting Napoleon</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Hunting_Napoleon&amp;diff=9473"/>
		<updated>2019-03-21T00:44:11Z</updated>

		<summary type="html">&lt;p&gt;Blair: /* Campaign Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]]&lt;br /&gt;
&lt;br /&gt;
A campaign in development by Blair.&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
It is June 18th, 1815 at the closing moments of the Battle of Waterloo.  Napoleon has just lost.  Our team, largely unknown to each other (but their may be some acquaintances here) have found themselves at the same spot at the same moment, La Haye Sainte, a farmhouse unluckily situated at the center of the battle.  How each has arrived here is up to the player.  They had all been employed by one army or another, likely the victorious side, England and Prussia.  But not necessarily.&lt;br /&gt;
A Prussian aide-de-camp suddenly appears through the smoke and approaches the group, beckoning them close.  He has an offer.&lt;br /&gt;
&lt;br /&gt;
== Character Creation Guidelines ==&lt;br /&gt;
&lt;br /&gt;
Tech Level: TL4/TL5&lt;br /&gt;
&lt;br /&gt;
Max Points:250&lt;br /&gt;
&lt;br /&gt;
Max Points on ST/IQ/DX/HT:13/13/13/13&lt;br /&gt;
&lt;br /&gt;
Max Points on Disadvantages:40&lt;br /&gt;
&lt;br /&gt;
Other requirements:High level mercenaries from anywhere in the world, each with a wide array of skills/techniques or extremely skilled in a few.&lt;/div&gt;</summary>
		<author><name>Blair</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Hunting_Napoleon&amp;diff=9472</id>
		<title>Hunting Napoleon</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Hunting_Napoleon&amp;diff=9472"/>
		<updated>2019-03-21T00:32:08Z</updated>

		<summary type="html">&lt;p&gt;Blair: /* Character Creation Guidelines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]]&lt;br /&gt;
&lt;br /&gt;
A campaign in development by Blair.&lt;br /&gt;
&lt;br /&gt;
== Campaign Setting ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Character Creation Guidelines ==&lt;br /&gt;
&lt;br /&gt;
Tech Level: TL4/TL5&lt;br /&gt;
&lt;br /&gt;
Max Points:250&lt;br /&gt;
&lt;br /&gt;
Max Points on ST/IQ/DX/HT:13/13/13/13&lt;br /&gt;
&lt;br /&gt;
Max Points on Disadvantages:40&lt;br /&gt;
&lt;br /&gt;
Other requirements:High level mercenaries from anywhere in the world, each with a wide array of skills/techniques or extremely skilled in a few.&lt;/div&gt;</summary>
		<author><name>Blair</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Warlocks&amp;diff=9367</id>
		<title>Warlocks</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Warlocks&amp;diff=9367"/>
		<updated>2018-09-30T15:47:06Z</updated>

		<summary type="html">&lt;p&gt;Blair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]]&lt;br /&gt;
&#039;&#039;An episodic campaign alternative to [[HotZone]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
In the remote high country of [[Sorcerers Isle]], the [[Iron Circle]] retrieves powerful artifacts from the hands of those unfit to understand them, usually by force, but sometimes through guile.&lt;br /&gt;
&lt;br /&gt;
You are members of an elite team in service to the Iron Circle, responsible for seizing artifacts desired by the organization.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
* [[Krokus]] - played by Darren&lt;br /&gt;
* [[Kalon]] - played by Blair&lt;br /&gt;
* [[Krestifax]] - played by Josh&lt;br /&gt;
* [[Rasha]] - played by [[User:Johnm|John]]&lt;br /&gt;
* General [[Valligon]] - played by Ernest&lt;br /&gt;
--&lt;br /&gt;
* [[Aslar Ambrose]], - [[User:Melissa|Mel]]&lt;br /&gt;
* [[Óðinn]], - [[User:Daniel.bowling|Dan]]&lt;br /&gt;
* [[Cloch Mearog]], - [[User:Jesster|Jess]]&lt;br /&gt;
* [[Shota]], - [[User:Brownt01|Traci]]&lt;br /&gt;
* [[Amanda Mordred]], - [[User:Johnm|John]]&lt;br /&gt;
* [[Tara.]], - [[User:Nate]]&lt;br /&gt;
* [[Pixie]], - [[User:Brownt01|Traci]]&lt;br /&gt;
* [[Boris]], - [[User:Brantdanger|Brant]]&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
=== Points ===&lt;br /&gt;
&lt;br /&gt;
* 350 points to spend&lt;br /&gt;
* max 50 in disadvantages&lt;br /&gt;
* max 150 in primary attributes&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
You may be human or elven, using the following template (from [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Fantasy.pdf GURPS Fantasy]):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Attribute Modifiers: ST-1 [-10]; DX+1&lt;br /&gt;
   [20].&lt;br /&gt;
Secondary Characteristic Modifiers:&lt;br /&gt;
   Per+1 [5].&lt;br /&gt;
Advantages: Appearance (Attractive)&lt;br /&gt;
   [4]; Magery 0 [5]; Perfect Balance&lt;br /&gt;
   [15]; Telescopic Vision 1 [5];&lt;br /&gt;
   Unaging [15]; Voice [10].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
You have all been working in the service of the Iron Circle for a decade or more. Prior to that, your backgrounds can be as diverse and mundane or fantastic as desired. What draws you together is a shared profound belief in the mission of the organization: that magic belongs in the hands of mages, and must be collected from those unfit to wield or understand it. This isn&#039;t &amp;quot;good&amp;quot; or &amp;quot;evil&amp;quot;, so you are probably not a black-hearted demon nor a cherubic do-gooder.&lt;br /&gt;
&lt;br /&gt;
The Iron Circle has little respect for individuals lacking significant magical awareness, and so everyone should have a minimum of &#039;&#039;&#039;2 levels of Magery&#039;&#039;&#039;. You also should know at least a couple spells, but can focus your points on brawn and gear if desired.&lt;br /&gt;
&lt;br /&gt;
By taking a 10-point Unusual Background and having a backstory for it, you may also each have &#039;&#039;&#039;one Exotic/Supernatural advantage&#039;&#039;&#039;, &#039;&#039;subject to GM approval&#039;&#039;. These all have the little lightning and alien icons next to their titles in the Characters book.&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
Spells can get complicated fast. Limit your spells to one or two colleges. Be familiar with your arsenal, and be ready with a &#039;standard operating procedure&#039; of how you use your favorite spells (maybe just one or two) so we don&#039;t get too bogged down with spell mechanics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
* Consider having a Wizard&#039;s Staff as describe in [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Magic.pdf Magic] on p 13.&lt;br /&gt;
* Specialized adventure gear and magical items from [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Dungeon%20Fantasy%201%20-%20Adventurers.pdf Dungeon Fantasy - Adventurers] are fine. Magic items &#039;&#039;must be purchased with character points&#039;&#039;, at a cost of 1 point per $1000 cost.&lt;br /&gt;
* You may buy power stone(s) by &#039;&#039;spending 1 character point per power level&#039;&#039;, with no maximum.  Spending 20 points gets you a single 20 point powerstone, or two 10-point stones, etc.&lt;br /&gt;
&lt;br /&gt;
== Episodes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Thendar&#039;s Belt ===&lt;br /&gt;
An afternoon on a broad stone balcony overlooking the rocky peaks of [[Sorcerers Isle]], sipping green aloe wine and enjoying a pyrotechnics display by [[Grazik Mordred]], is interrupted with word that the location of an artifact has been discovered. Gravik leads the team to the [[Iron Gate]] and provides a quick overview:&lt;br /&gt;
[[Image:Ooinn.gif|150px|thumb|right|[[Óðinn]]]]&lt;br /&gt;
Intelligence has been received from a dwarven mystic that a band of warring orcs in the [[Forbidden Steppes]] now has giants among their ranks, and there&#039;s reason to believe that [[Thendar&#039;s Belt]], an ancient artifact that gives the wearer the power to dominate giants, explains the &amp;quot;alliance&amp;quot;. The team is to interview the mystic, approach the orcs, and seize the belt. Each team member is (as per usual) given an iron ring to wear upon their middle finger that, if twisted to and fro in a complex pattern, will transport the wearer back to the Iron Gate.&lt;br /&gt;
[[Image:Cloch2.jpg|150px|thumb|right|[[Cloch Mearog]]]]&lt;br /&gt;
Grazik drones a few words and the gate begins to resonate with harmonic readiness. One by one, the team leaps through, dissolving into mist and leaving a scent of rainstorm ozone in the room.&lt;br /&gt;
[[Image:Wizard.jpg|150px|thumb|right|[[Aslar Ambrose]]]]&lt;br /&gt;
They emerge near sunset fatigued and dehydrated (as usual) atop a 40&#039; high round boulder at the bottom of a sparsely treed rocky slope and adjoining a broad and dusty plain. A few hundred yards up the hill, a narrow wisp of smoke snakes up from the trees. &lt;br /&gt;
[[Image:Elrid.jpg|150px|thumb|right|[[Elrid Grimhak]]]]&lt;br /&gt;
[[Shota]] sends her floating crystal eyeball up to inspect the smoke. It comes from a small cooking fire in a shallow cave. A bald dwarf lies face down in the back, and two orcs are laughing at a third who appears entangled in a raspberry bush.&lt;br /&gt;
&lt;br /&gt;
After some discussion, [[Cloch Mearog]] magically bends the stone to his will, creating a narrow trough and chute that nearly reaches the ground. After he and [[Óðinn]] descend, [[Aslar Ambrose]] tumbles down it but is unhurt, and [[Shota]] levitates herself down. &lt;br /&gt;
&lt;br /&gt;
The two young warriors begin charging up the hill. Cloch arrives first, and subdues the laughing orcs with ease.  Óðinn arrives shortly afterwards and beheads the one in the bush&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the elders have stopped to provide aid to an elderly white wolf with a spear wound.&lt;br /&gt;
&lt;br /&gt;
Once everyone has convened in the cave, the beaten [[Elrid Grimhak|dwarf]] is awakened, and [[Shota]] interrogates a blinded orc while Aslar discusses spruce-raspberry-honey brandy production with the dwarf. It is learned that the orc encampment is two miles south. The orcs are dispatched by a bloodthirsty Óðinn.&lt;br /&gt;
&lt;br /&gt;
Rejuvenated by magical raspberries and a few minutes rest, the team marches south along the boulder strewn plain as sky darkens into night. Upon setting up camp, Cloch runs recon and discovers the orc encampment, complete with a 15&#039; tall giant. He returns, and all sleep until a bit past dawn.&lt;br /&gt;
&lt;br /&gt;
The orcs are on the move, creating a dust cloud visible a mile away. The young warriors begin a direct intercept course, while the elders take a more cautious approach, intending to come upon the war party from behind.&lt;br /&gt;
&lt;br /&gt;
Some minutes later, at a range of just a few dozen yards, Óðinn and Cloch are spotted, and the orcs attack. Aslar and Shota break into a run to try and catch up while the battle rages. Cloch turns to stone, and wooden spear tips bounces uselessly off him.  Óðinn has the questionable privilege of engaging the enslaved giant, and is nearly killed after grievously wounding the towering foe.&lt;br /&gt;
&lt;br /&gt;
Shota arrives and fires ice daggers into multiple combatants as the orcs&#039; morale is broken and they begin to scatter.&lt;br /&gt;
&lt;br /&gt;
Cloch strips the [[Slog|orc leader]] and finds the fabled belt, worn ignorantly by the primitive subhuman.&lt;br /&gt;
&lt;br /&gt;
The team twists their iron rings to return to base, leaving the two dozen bloodied orcs and nearly slain [[Tuatha Dudannon|giant]] behind on dusty plain. Mission accomplished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gargoyles===&lt;br /&gt;
&lt;br /&gt;
Run by Dan, synopsis here: [[Gargoyles]]&lt;br /&gt;
&lt;br /&gt;
=== Dinosaurs ===&lt;br /&gt;
&lt;br /&gt;
Run by Traci.&lt;br /&gt;
&lt;br /&gt;
=== The Teeth of Dalva-Nar ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Dedilaeus.jpg|thumb|right|150px|[[Dedilaeus]]]]&lt;br /&gt;
After an evening of tornado control magic demonstrations and cool green aloe wine served by lovely half-elf serving girl [[Vera]], the team is summoned to retrieve the [[Teeth of Dalva-Nar]]. The powerful sorcerer [[Akhenaten]] is on his way to [[Saint Norbert]] to purchase the magical teeth from [[Alfonse Diamatto|the Duke]] of the city, and the team must intervene.&lt;br /&gt;
&lt;br /&gt;
After stepping through the Iron Gate, the party arrives on a ledge, after dark, in the rain. [[Cloch Mearog]] quickly loses patience with the logistic conundrum and begins a free descent down the muddy cliff in the dark. He is first to spot the camp of portly merchant [[Dedilaeus]] taking shelter in a shallow cave at the base of the cliff.  [[Pixie]] walks down the cliff and joins him, before ascending with the merchant&#039;s rope to assist the rest of the team.&lt;br /&gt;
[[Image:Akhenaten.jpg|thumb|right|150px|[[Akhenaten]]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dedilaeus tells a tale of giant lion-eagle-dragons, a commander and his army, and the party inspects the remains of a mostly-devoured horse. A meal and drinks are pursued, and the party sleeps until morning in the humble camp.&lt;br /&gt;
&lt;br /&gt;
The trek to [[Saint Norbert]] is short, and [[Pixie]] and [[Boris]] confirm the tracks of large felines and a dozen or so booted feet. Prior to the city though, one set of boots continues, and the main contingent leaves the road in the direction of a high rocky hill. The party decides to proceed into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gates to [[Saint Norbert]] stand wide open, and the stench is detectable a half mile out. Dedilaeus navigates the party to the duke&#039;s castle. The drawbridge is up, and two face-masked guards stand in a booth near the sewage-filled moat.&lt;br /&gt;
&lt;br /&gt;
[[Image:Kiri.jpg|thumb|right|150px|[[Kiri]]]]&lt;br /&gt;
[[Pixie]] attempts to negotiate passage due to important business, which the guards take to mean carnal delights. One descends a staircase in the booth and disappears. Time passes, and an elder, bare-chested priest appears, explaining that the duke is leaving the city this afternoon on important business of his own, but please, return tomorrow night.&lt;br /&gt;
[[Image:Ak-warrior.jpg|thumb|right|150px|[[Akhenaten]]&#039;s zombies]]&lt;br /&gt;
Unable to tolerate further delay, [[Boris]] shoots the guard, and the party infiltrates the booth and proceeds down the stairs. A whistle blows, and the city is now on high alert. In a tunnel under the moat, [[Cloch Mearog|Cloch]] plows through a squad of guards with his spiked gauntlets, and soon the party is within the castle.&lt;br /&gt;
&lt;br /&gt;
With alchemists&#039; fire and brawn, the party fights its way up towards the chambers of the duke. [[Pixie]] climbs and floats up from a central flowery courtyard to spy her first [[Mord Sith]], and later uses her ephemeral form to unlock a door and allow the party entrance to the upper levels of the keep.  [[Aslar Ambrose]] dodders.&lt;br /&gt;
&lt;br /&gt;
Finally, after killing more of the duke&#039;s repulsive priests and losing track of Aslar, the party finds much of the four-story keep to be empty, and circles back towards the front gate. Meanwhile, Aslar has met up with [[Kiri]], who explains that she has no great love for the duke, but that his highness is en route to the rocky hills east of town to meet up with none other than [[Akhenaten]]. Kiri invites the old man to follow, but explains she won&#039;t be waiting around.&lt;br /&gt;
&lt;br /&gt;
The party retraces their steps and follows and underground tunnel to a guard station elsewhere in the convoluted city.  The south gates have been closed in response to the violence, but a few well-placed crossbow bolts solve that problem, and the party makes its way south to pick up the tracks of the sorcerer and his unholy entourage.&lt;br /&gt;
&lt;br /&gt;
Aslar falls behind but soon emerges from an old well at a farmhouse, and picks up the trail to the meeting up in the rocky hills. Along the way, he crosses paths with the rest of the party. Reunited.&lt;br /&gt;
&lt;br /&gt;
Atop the mountain, in a ring of great boulders, the party spies the duke, the [[Mord Sith]] mercenaries, and close to a dozen city guards negotiating with [[Akhenaten]] and his zombies and skeletal warriors. They move in to get a closer look, but soon [[Kiri]] demands action when she shouts: &amp;quot;sisters! kill them all!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Bloody combat ensues, with the party gradually drawn in. Cloch finds the skeletal warriors particularly challenging, as they seem immune to kinetic attacks, and only through careful grappling (whilst in stone form) and Aslar&#039;s rain of fire are the creatures dispatched along with their hideous vulture-lions.&lt;br /&gt;
&lt;br /&gt;
While his black zombies are being slaughtered by Mord Sith mercenaries, [[Akhenaten]] slinks away into the trees.&lt;br /&gt;
&lt;br /&gt;
Soon, the party has the injured duke in hand, with cautious Mord Sith standing nearby. The 100lbs of diamonds, carried by the zombies to the transaction, are promised to the duke under [[Kiri]]&#039;s control, and then the duke allows the magical silver teeth to be extracted from his mouth, and the team teleports back to the [[Iron Circle]], successful once again.&lt;br /&gt;
&lt;br /&gt;
=== Grogle&#039;s Axe ===&lt;br /&gt;
[[Image:Krokus.jpg|thumb|right|200px| [[Krokus]] ]]&lt;br /&gt;
[[Image:Lila.jpg|thumb|right|200px| [[Kalon]] in [[Lila]]&#039;s body]]&lt;br /&gt;
Short-staffed due to the appearance of epic artifacts ripe for seizure all over Gurth, [[Grazik Mordred]] summons two operatives who have never worked together, [[Kalon]] and [[Krokus]]. On the broad stone balcony overlooking the peaks of [[Sorcerers Isle]], while [[Lulu]] and [[Lila]] offer green aloe wine, Grazik makes his case for immediate departure:&lt;br /&gt;
&lt;br /&gt;
Yet another artifact capable of dominating giants has emerged. [[Grogle&#039;s Axe]], it is said, will empower a human warlord to behead the king of the mountain giants who dominate the peaks and valleys of the [[Ozgarn Mountains]] east of [[Dwarven Lands]].&lt;br /&gt;
&lt;br /&gt;
Importantly, the giants believe this legend, but the soothsayers of [[Sorcerers Isle]] prefer an alternate prophecy, and in case they are wrong, a team must be deployed to seize this axe before its current possessor, [[Kahn Sai]], is allowed to test the competing prophecies.&lt;br /&gt;
&lt;br /&gt;
Satisfied, [[Krokus]] gives [[Lulu]] a rough kiss and jumps through the [[Iron Gate]].&lt;br /&gt;
&lt;br /&gt;
[[Kalon]] pauses before reaching out to [[Lila]] -- and in so doing, possesses her body and uses it to follow Krokus into the void, familiar raven in tow.&lt;br /&gt;
&lt;br /&gt;
The two emerge in a rough and rocky ravine through which a stinking creek flows. After explaining the body-switch, Kalon (in Lila&#039;s form) mounts Krokus&#039; shoulders and they begin hiking upstream, where the raven has identified some human habitation.&lt;br /&gt;
&lt;br /&gt;
The creek is the tribe&#039;s latrine, and Kalon soon encounters a portly matron who invites him back to the camp but insists that the enormous Krokus stay away, far away.&lt;br /&gt;
&lt;br /&gt;
In no time, armed sentries approach, Krokus is taken into custody, and Kalon inhabits the body of his intended captor, awakening the real Lila, who emerges first confused, and then furious. However, Kalon&#039;s diplomacy prevails, and she agrees to a plan of subterfuge so as to increase her standing within the [[Iron Circle]].&lt;br /&gt;
&lt;br /&gt;
Kalon, as the horseclan warrior, carries the squirming Lila into the warriors&#039; camp higher in the forested hills, announcing the seizure of &amp;quot;booty&amp;quot; for [[Kahn Sai]].&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Krokus has allowed himself to be disarmed and is being led up to the camp as a prisoner. &lt;br /&gt;
&lt;br /&gt;
Kalon and Lila are allowed to enter the chief&#039;s tent and approach.  A handshake secures the mission, as Kalon transfers his consciousness into [[Kahn Sai]], snatches the teleportation ring, and disappears with the axe.  Lila and Krokus soon follow.&lt;br /&gt;
&lt;br /&gt;
Back at headquarters, Kalon is resplendent now in the body of [[Kahn Sai]], [[Krokus]] somewhat disappointed not to have wetted his blade, and [[Lila]] beaming about her role in the adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Diadem of Sobki ===&lt;br /&gt;
[[Image:croc-god.jpg|thumb|right|200px|[[Djoser]], now inhabited by [[Kalon]]]]&lt;br /&gt;
[[Image:Krestifax.jpg|thumb|right|200px|[[Krestifax]]]]&lt;br /&gt;
&lt;br /&gt;
[[Kalon]] and [[Krestifax]] were sent on a mission by Grazik to retrieve the [[Diadem of Sobki]], held by the despotic pharaoh [[Djoser]], and being used to control a land of the living and an army of the undead in an attempt to conquer the world, in the name of the crocodile god, [[Sobki]] of the Ogdoad, a group of minor but extremely old creation gods.&lt;br /&gt;
&lt;br /&gt;
The heroes landed in a cemetery, quickly identified by Kalon.  After a short time they were found by some workers.  The team acts their way out of the cemetery and find their way into the nearby city.&lt;br /&gt;
&lt;br /&gt;
They quickly find a massive bazaar in hopes of better blending in.  However, in an attempt to blend in better Krestifax failed to daze a police officer lured into an alley by a harmonious plundering.  But it was ok, because with one mighty swing of his falchion Kalon/Khan sliced clean through the torso  of the police officer.  An illusion disguise of the cop and a “Wookie prisoner” con of Krestifax helped our adventuring mages escape the prying eyes of the bazaar crowd.&lt;br /&gt;
&lt;br /&gt;
After travelling through the city gaining a spot just outside of the gates of pyramid, Kalon decided to jettison the Khan for a more appropriate body.  Krestifax keenly spied a perfect target, a tall, “Walter Mitty”ish guard accountant.  Kalon and Krestifax performed a very smooth body switch and slipped unnoticed into the compound, with the help of a quickly recovering, confused [[Kahn Sai|lord of the horse clans]].&lt;br /&gt;
&lt;br /&gt;
Kalon and Krestifax searched the lower levels of the pyramid complex, until they found a door leading into the main complex.  With a little common sense and some info from Kalon’s raven the two work their way into the main temple/sacrificial area.&lt;br /&gt;
&lt;br /&gt;
The progress was smooth until running into a group of keenly aware lesser priest/guards.  The heroes quickly assumed the “Wookie” ruse and approached the group.  First, the leader of this priestly group, Red Headband, immediately smells a rat.  As the play quickly unravels Kalon attempts a possession of the Red Headband and fails miserably.  But following two really good impressions of a mummy by our heroes (meaning they stood there struck dumb by their ineptitude), clueing Red Headband into something stinky, quick thinking and superb acting saves the day for that moment.  Kalon/Kareem Abdul Lurch and his sacrificial quarry are suspiciously shown up to the big guns.&lt;br /&gt;
&lt;br /&gt;
They are shown past “former pharaohs” and massed chained sacrificial lambs into a fabulous throne room/ritual area at the top of the pyramid.  A fabulously well appointed space with many elite pharaoh guards and high priests, all preparing for the bloody festivities.  At the end of the hall, on a massive throne sits an impressive human figure with the head of a crocodile, wearing the [[Diadem of Sobki]] and holding a solid staff of gold or platinum.  He just sits calmly surveying the scene.  There was never, no how any successful conning available to Kalon and Krestifax, their ruse is instantly found out, by the olfactory study by a high priest.  &lt;br /&gt;
&lt;br /&gt;
Cue the fabulous kung fu master.  Krestifax finally brings out his true gifts and begins throwing down some serious Grasshopper-shit on the guards.  Including, after a quick knowing wink from Kalon, a massive kick to Kalon’s chest in the direction of the croc headed pharaoh.&lt;br /&gt;
&lt;br /&gt;
As Krestifax first spectacularly avoids the well aimed halberds of the guards from the ground, then levitates and continues a fantastical acrobatic preservation of himself in midair, mystifying everyone in the room, including the near croc-god on the throne, Kalon painfully crawls towards Djoser.  Until he could reach up and clasp his foot, and possess the pharaoh.  Flipped his ring up, grabbed the raven, gave Krestifax a wink and “poof”... mission accomplished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nimlith Hills Magicks, Part One ===&lt;br /&gt;
[[Image:Odbgen.jpg|thumb|right|300px|[[Odbgen]]]]&lt;br /&gt;
[[Image:Ladylich.jpg|thumb|right|300px|[[Lake Nimlith Dark Queen]]]]&lt;br /&gt;
&lt;br /&gt;
Grazik has summoned [[Rasha]], [[Krokus]] and General [[Valligon]] to the departure patio for an intelligence gathering mission, with the possibility of returning with a magical item, items or soul.  They are to investigate the [[Hills of Nimlith|Nimlith Hills/Lake area]], where some significant magic/mana disturbances have occurred lately.  Grazik suspects an old Druidic-type colleague currently known as [[Odbgen]], but he keeps this information from the crew, as Odbgen is known to be chaotic good and a tricky character.&lt;br /&gt;
&lt;br /&gt;
The three land in a finely wooded dell near a road.  Rasha and the General recover quickly, but Krokus is out and must be returned to the isle.  With very little to go on, the General sets up a fire as Rasha moves into the woods, particularly verdant and thriving woods, to gather information.  Rasha communes with a young bobcat that imparts her pleasure in these woods lately and of a vague darkness to the north.&lt;br /&gt;
The General, using keen hearing, detects a small group approaching and the two wizards meet Jym and his small family.  They share pleasantries and a rabbit before setting out to the north towards Jym&#039;s home.&lt;br /&gt;
&lt;br /&gt;
After a few miles, night has now set, they come across an idyllic glen with pond.  There is a dim light cast by some guttering torches, and in the light can be seen a figure kneeling by the pond.  He is finely attired in expensive armor.  Jym stops and shushes the group.  The figure stands and runs a sword right through his heart, and falls instantly dead.  Rasha&#039;s impulsiveness presses him into a dead run towards the fallen knight.  As he does, the waters of the pond begin to boil. What looks like an adolescent dragon rises from the waters and surveys the scene.  Rasha slows his advance, Jym rushes to his assistance and General Valligon also begins barreling down the slope towards the water, drawing his broadsword.  Jym blasts the &amp;quot;dragon&amp;quot;  with a lightning blast (much to the surprise of our adventurers, certain that Jym was but an ordinary man...) drawing his attention long enough for Valligon to plunge his broadsword into the beast&#039;s chest, delivering a devastating blow if not mortal.  The dragon retreats back into the waters.&lt;br /&gt;
&lt;br /&gt;
Jym has shown his cards, he is, in fact, Odbgen, a powerful Druidic-styled shaman and natural wizard. He also reveals his compatriots, the three rangers and his enchantment team, two lesser mages.&lt;br /&gt;
 &lt;br /&gt;
They continue to Odbgen&#039;s homestead, an ancient longhouse deep in a primal and magic canyon filled with old-growth timber.  A fantastic and magical building that is filled with animals and the trinkets of Odbgen&#039;s sorcery.  He reveals that there is a growing darkness nearby at Nimlith Lake, and that he has been working many strong magicks into articles of great power.  Including a torc that camoflages magic, hence Jym&#039;s subterfuge.  He gives it to Rasha, stating that Rasha&#039;s aura stands out like a sore thumb, even in a magical forest, &amp;quot;You&#039;re not sneaking up on anybody of importance.&amp;quot; And, a powerful bow, Ash.  That can be drawn be a one-armed bowman, turns plain arrows into +2 to hit, +1 damage and detects the undead.  Among other attributes and a couple glitches: the bow attracts the undead, as well and the bearer has a thick mane of green vines grow out of their head, that needs to be shorn every hour or so.&lt;br /&gt;
&lt;br /&gt;
Rasha is particularly anxious that evening, checking out many details with Odbgen and his abode.  Mostly using his mouse, Achmed.  Then to scope out the lake using a raven.  He found a beautiful but imposing high-country lake.  Devoid of life, and even unlife.&lt;br /&gt;
&lt;br /&gt;
Both the General and Rasha sleep fitfully having a similar dream of dying and then seeing the same unsettling figure of a dark queen-like figure approaching them.&lt;br /&gt;
&lt;br /&gt;
Tomorrow, forces are gathered for an afternoon at the lake...&lt;br /&gt;
&lt;br /&gt;
=== Nimlith Hills Magicks, Part Two ===&lt;br /&gt;
[[Image:orc undead 3.jpg|thumb|right|300px[[Undead Orc]]]]&lt;br /&gt;
[[Image:White_CaveTroll1_ABryan_2048x.jpg|thumb|right|300px[[Cave Troll]]]]&lt;br /&gt;
&lt;br /&gt;
The next day the group hikes from Odbgen&#039;s mountain home towards Lake Nimlith and the unknown.  Along the way, a less disoriented (but only somewhat less) Krokus arrives on the scene.  A noticeable change to the forest becomes apparent to many in the group, a lessening in its verdance and life.  A quick plan is hashed out as the group arrives near the falls at the downstream edge of the lake, and the cliffs that need to be scaled to access the lake.  A side route is decided upon for some of the party, Krokus, Rasha, and two rangers.  A route that will bring them to the middle of the beach and the lake.  Odbgen, General Valligon and the remaining ranger decide on a path switchbacking up the cliff.&lt;br /&gt;
The beach group, upon reaching the beach, disturb a large sentry standing on the beach, Krokus literally falls flat on his face.  The sentry is a large, undead orc, skeletonized.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XXX Under Construction  XXX&lt;/div&gt;</summary>
		<author><name>Blair</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Djall&amp;diff=9366</id>
		<title>Djall</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Djall&amp;diff=9366"/>
		<updated>2018-09-12T16:58:29Z</updated>

		<summary type="html">&lt;p&gt;Blair: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gods]]&lt;br /&gt;
&lt;br /&gt;
[[Djall]] is an ancient god. One of the first. Humans know very little about the god, as he largely reigned at&lt;br /&gt;
the beginning of the universe, long before the written word. Humans have delineated bits and pieces&lt;br /&gt;
about the god from archaeology and the study of linguistics. His (her?) story lives on in the lesser and later&lt;br /&gt;
gods that arose in his place.&lt;br /&gt;
&lt;br /&gt;
He is known to have arisen into the collective consciousness of the first humans to roam Kara-Tur, as&lt;br /&gt;
they began to realize that there is more to the universe than what they could see. That there was plenty&lt;br /&gt;
more to be afraid of. First, he was their God of the Unknown, the most basic, visceral fear. True fear&lt;br /&gt;
that is then parsed out to more concrete conspirators, such as lack of food, raging waters, fierce beasts&lt;br /&gt;
and, of course, death and the afterlife. As human religions, philosophy and culture “grew up” and&lt;br /&gt;
gained in complexity, Djall took a more precise form in the minds of humans. He was male, malevolent&lt;br /&gt;
and the father of death, afterlife and dark energy. The first antagonist. The primeval opponent. The&lt;br /&gt;
father of the Giants in northern mythologies, Titans in Talathesian pantheons. The quiet, uninvolved,&lt;br /&gt;
brooding master of all things dark. Coincidentally, this is the closest that humans came to the true&lt;br /&gt;
nature of Djall.&lt;br /&gt;
&lt;br /&gt;
As time went on, the “second generation” gods gave way to the much more refined beings that were&lt;br /&gt;
needed to attend to the complex societies of humans developing on the common plane. Djall faded into&lt;br /&gt;
the backround. Dissipating into the night to ignore the insignificant webs of human consciousness, and&lt;br /&gt;
slumber until he would again arise when needed to lead the forces of darkness.&lt;br /&gt;
But, demon memories travel much further back in time and can give us a clear picture of the first lord of&lt;br /&gt;
evil. The personification of chaos, the void. The demonic histories can almost be called diaries as many&lt;br /&gt;
of the writers of these histories were eye-witnesses and co-conspirators. However, their reports, by&lt;br /&gt;
nature, are dubious, self-serving and should always be considered to be heavily biased. If one were to&lt;br /&gt;
visit many different demon ”schools of thought” (a perilous endeavor, to be sure), one could&lt;br /&gt;
conceivably piece together a reasonably accurate and highly detailed picture of all time.&lt;br /&gt;
What we can glean from various demonic reportings, about Djall, are similar to what those clever&lt;br /&gt;
humans came up with.&lt;br /&gt;
&lt;br /&gt;
As the universe came into being, and the various energies and matter swirled around haphazardly,&lt;br /&gt;
positive and negative split apart and began coalescing. Djall is the later name of the general mass of&lt;br /&gt;
negative energy at the beginning. The very base of all that is dark and evil in the universe(s). A&lt;br /&gt;
formless, at first conscious-less, cloud of evil. Chaos, the Void.&lt;br /&gt;
&lt;br /&gt;
As time went on, the first deities were created out of the ether and energies. Djall took a form, a&lt;br /&gt;
consciousness and a name. Then began creating the first evil gods and armies of demons to carry out&lt;br /&gt;
his will. He is the first and only adversary, taking on many names and titles: Satan, Ba’al, Shaitan,&lt;br /&gt;
Shadow King, Kali, etc. Djall was more involved in human affairs than was thought by humans&lt;br /&gt;
themselves. However, as time went on his interference did wane, as the complexities of demon, angel&lt;br /&gt;
and human histories intertwined. He receded into the backround and tended to his universal&lt;br /&gt;
framework of negative energy.&lt;br /&gt;
&lt;br /&gt;
Of late, several lesser demon lords have endeavored to upend the existing demon hierarchy by reviving&lt;br /&gt;
Djall, bringing him to the fore and gaining control not only of the hellish planes but the planes of reality&lt;br /&gt;
and good, as well. Ambitious, and likely doomed to failure, even if they can woo Djall to their side.&lt;br /&gt;
There must always be balance. This cadre, the Covenant of Djall, is particularly evil, but highly organized&lt;br /&gt;
with specific goals. Making them the bizarro lawful evil beings attempting the control of the&lt;br /&gt;
personification of chaotic evil.&lt;br /&gt;
&lt;br /&gt;
To help them forward their nefarious desires on the planes of reality, they have devised a covenant of&lt;br /&gt;
lich-kings and lich-wizards. Besides creating and maintaining conduits between the planes, these nearly&lt;br /&gt;
godlike undead mages have been instrumental in carrying out the Covenant’s will and building armies of&lt;br /&gt;
the undead to sweep across the lands and worlds of the living when Djall returns to rule the universe.&lt;br /&gt;
The Covenant is, by no means, a singular entity. Many of its leaders, in the real world and in the nether&lt;br /&gt;
world, are enemies. To date, many of the wars have been undead vs undead. And woe to the living that&lt;br /&gt;
have been innocent bystanders. The hope is that Djall will have the charisma to hold these disparate&lt;br /&gt;
parts together.&lt;/div&gt;</summary>
		<author><name>Blair</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Warlocks&amp;diff=9359</id>
		<title>Warlocks</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Warlocks&amp;diff=9359"/>
		<updated>2018-09-09T20:30:43Z</updated>

		<summary type="html">&lt;p&gt;Blair: /* Nimlith Hills Magicks, Part One */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaigns]]&lt;br /&gt;
&#039;&#039;An episodic campaign alternative to [[HotZone]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
In the remote high country of [[Sorcerers Isle]], the [[Iron Circle]] retrieves powerful artifacts from the hands of those unfit to understand them, usually by force, but sometimes through guile.&lt;br /&gt;
&lt;br /&gt;
You are members of an elite team in service to the Iron Circle, responsible for seizing artifacts desired by the organization.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
* [[Krokus]] - played by Darren&lt;br /&gt;
* [[Kalon]] - played by Blair&lt;br /&gt;
* [[Krestifax]] - played by Josh&lt;br /&gt;
* [[Rasha]] - played by [[User:Johnm|John]]&lt;br /&gt;
* General [[Valligon]] - played by Ernest&lt;br /&gt;
--&lt;br /&gt;
* [[Aslar Ambrose]], - [[User:Melissa|Mel]]&lt;br /&gt;
* [[Óðinn]], - [[User:Daniel.bowling|Dan]]&lt;br /&gt;
* [[Cloch Mearog]], - [[User:Jesster|Jess]]&lt;br /&gt;
* [[Shota]], - [[User:Brownt01|Traci]]&lt;br /&gt;
* [[Amanda Mordred]], - [[User:Johnm|John]]&lt;br /&gt;
* [[Tara.]], - [[User:Nate]]&lt;br /&gt;
* [[Pixie]], - [[User:Brownt01|Traci]]&lt;br /&gt;
* [[Boris]], - [[User:Brantdanger|Brant]]&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
=== Points ===&lt;br /&gt;
&lt;br /&gt;
* 350 points to spend&lt;br /&gt;
* max 50 in disadvantages&lt;br /&gt;
* max 150 in primary attributes&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
You may be human or elven, using the following template (from [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Fantasy.pdf GURPS Fantasy]):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Attribute Modifiers: ST-1 [-10]; DX+1&lt;br /&gt;
   [20].&lt;br /&gt;
Secondary Characteristic Modifiers:&lt;br /&gt;
   Per+1 [5].&lt;br /&gt;
Advantages: Appearance (Attractive)&lt;br /&gt;
   [4]; Magery 0 [5]; Perfect Balance&lt;br /&gt;
   [15]; Telescopic Vision 1 [5];&lt;br /&gt;
   Unaging [15]; Voice [10].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
You have all been working in the service of the Iron Circle for a decade or more. Prior to that, your backgrounds can be as diverse and mundane or fantastic as desired. What draws you together is a shared profound belief in the mission of the organization: that magic belongs in the hands of mages, and must be collected from those unfit to wield or understand it. This isn&#039;t &amp;quot;good&amp;quot; or &amp;quot;evil&amp;quot;, so you are probably not a black-hearted demon nor a cherubic do-gooder.&lt;br /&gt;
&lt;br /&gt;
The Iron Circle has little respect for individuals lacking significant magical awareness, and so everyone should have a minimum of &#039;&#039;&#039;2 levels of Magery&#039;&#039;&#039;. You also should know at least a couple spells, but can focus your points on brawn and gear if desired.&lt;br /&gt;
&lt;br /&gt;
By taking a 10-point Unusual Background and having a backstory for it, you may also each have &#039;&#039;&#039;one Exotic/Supernatural advantage&#039;&#039;&#039;, &#039;&#039;subject to GM approval&#039;&#039;. These all have the little lightning and alien icons next to their titles in the Characters book.&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
Spells can get complicated fast. Limit your spells to one or two colleges. Be familiar with your arsenal, and be ready with a &#039;standard operating procedure&#039; of how you use your favorite spells (maybe just one or two) so we don&#039;t get too bogged down with spell mechanics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
* Consider having a Wizard&#039;s Staff as describe in [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Magic.pdf Magic] on p 13.&lt;br /&gt;
* Specialized adventure gear and magical items from [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Dungeon%20Fantasy%201%20-%20Adventurers.pdf Dungeon Fantasy - Adventurers] are fine. Magic items &#039;&#039;must be purchased with character points&#039;&#039;, at a cost of 1 point per $1000 cost.&lt;br /&gt;
* You may buy power stone(s) by &#039;&#039;spending 1 character point per power level&#039;&#039;, with no maximum.  Spending 20 points gets you a single 20 point powerstone, or two 10-point stones, etc.&lt;br /&gt;
&lt;br /&gt;
== Episodes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Thendar&#039;s Belt ===&lt;br /&gt;
An afternoon on a broad stone balcony overlooking the rocky peaks of [[Sorcerers Isle]], sipping green aloe wine and enjoying a pyrotechnics display by [[Grazik Mordred]], is interrupted with word that the location of an artifact has been discovered. Gravik leads the team to the [[Iron Gate]] and provides a quick overview:&lt;br /&gt;
[[Image:Ooinn.gif|150px|thumb|right|[[Óðinn]]]]&lt;br /&gt;
Intelligence has been received from a dwarven mystic that a band of warring orcs in the [[Forbidden Steppes]] now has giants among their ranks, and there&#039;s reason to believe that [[Thendar&#039;s Belt]], an ancient artifact that gives the wearer the power to dominate giants, explains the &amp;quot;alliance&amp;quot;. The team is to interview the mystic, approach the orcs, and seize the belt. Each team member is (as per usual) given an iron ring to wear upon their middle finger that, if twisted to and fro in a complex pattern, will transport the wearer back to the Iron Gate.&lt;br /&gt;
[[Image:Cloch2.jpg|150px|thumb|right|[[Cloch Mearog]]]]&lt;br /&gt;
Grazik drones a few words and the gate begins to resonate with harmonic readiness. One by one, the team leaps through, dissolving into mist and leaving a scent of rainstorm ozone in the room.&lt;br /&gt;
[[Image:Wizard.jpg|150px|thumb|right|[[Aslar Ambrose]]]]&lt;br /&gt;
They emerge near sunset fatigued and dehydrated (as usual) atop a 40&#039; high round boulder at the bottom of a sparsely treed rocky slope and adjoining a broad and dusty plain. A few hundred yards up the hill, a narrow wisp of smoke snakes up from the trees. &lt;br /&gt;
[[Image:Elrid.jpg|150px|thumb|right|[[Elrid Grimhak]]]]&lt;br /&gt;
[[Shota]] sends her floating crystal eyeball up to inspect the smoke. It comes from a small cooking fire in a shallow cave. A bald dwarf lies face down in the back, and two orcs are laughing at a third who appears entangled in a raspberry bush.&lt;br /&gt;
&lt;br /&gt;
After some discussion, [[Cloch Mearog]] magically bends the stone to his will, creating a narrow trough and chute that nearly reaches the ground. After he and [[Óðinn]] descend, [[Aslar Ambrose]] tumbles down it but is unhurt, and [[Shota]] levitates herself down. &lt;br /&gt;
&lt;br /&gt;
The two young warriors begin charging up the hill. Cloch arrives first, and subdues the laughing orcs with ease.  Óðinn arrives shortly afterwards and beheads the one in the bush&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the elders have stopped to provide aid to an elderly white wolf with a spear wound.&lt;br /&gt;
&lt;br /&gt;
Once everyone has convened in the cave, the beaten [[Elrid Grimhak|dwarf]] is awakened, and [[Shota]] interrogates a blinded orc while Aslar discusses spruce-raspberry-honey brandy production with the dwarf. It is learned that the orc encampment is two miles south. The orcs are dispatched by a bloodthirsty Óðinn.&lt;br /&gt;
&lt;br /&gt;
Rejuvenated by magical raspberries and a few minutes rest, the team marches south along the boulder strewn plain as sky darkens into night. Upon setting up camp, Cloch runs recon and discovers the orc encampment, complete with a 15&#039; tall giant. He returns, and all sleep until a bit past dawn.&lt;br /&gt;
&lt;br /&gt;
The orcs are on the move, creating a dust cloud visible a mile away. The young warriors begin a direct intercept course, while the elders take a more cautious approach, intending to come upon the war party from behind.&lt;br /&gt;
&lt;br /&gt;
Some minutes later, at a range of just a few dozen yards, Óðinn and Cloch are spotted, and the orcs attack. Aslar and Shota break into a run to try and catch up while the battle rages. Cloch turns to stone, and wooden spear tips bounces uselessly off him.  Óðinn has the questionable privilege of engaging the enslaved giant, and is nearly killed after grievously wounding the towering foe.&lt;br /&gt;
&lt;br /&gt;
Shota arrives and fires ice daggers into multiple combatants as the orcs&#039; morale is broken and they begin to scatter.&lt;br /&gt;
&lt;br /&gt;
Cloch strips the [[Slog|orc leader]] and finds the fabled belt, worn ignorantly by the primitive subhuman.&lt;br /&gt;
&lt;br /&gt;
The team twists their iron rings to return to base, leaving the two dozen bloodied orcs and nearly slain [[Tuatha Dudannon|giant]] behind on dusty plain. Mission accomplished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gargoyles===&lt;br /&gt;
&lt;br /&gt;
Run by Dan, synopsis here: [[Gargoyles]]&lt;br /&gt;
&lt;br /&gt;
=== Dinosaurs ===&lt;br /&gt;
&lt;br /&gt;
Run by Traci.&lt;br /&gt;
&lt;br /&gt;
=== The Teeth of Dalva-Nar ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Dedilaeus.jpg|thumb|right|150px|[[Dedilaeus]]]]&lt;br /&gt;
After an evening of tornado control magic demonstrations and cool green aloe wine served by lovely half-elf serving girl [[Vera]], the team is summoned to retrieve the [[Teeth of Dalva-Nar]]. The powerful sorcerer [[Akhenaten]] is on his way to [[Saint Norbert]] to purchase the magical teeth from [[Alfonse Diamatto|the Duke]] of the city, and the team must intervene.&lt;br /&gt;
&lt;br /&gt;
After stepping through the Iron Gate, the party arrives on a ledge, after dark, in the rain. [[Cloch Mearog]] quickly loses patience with the logistic conundrum and begins a free descent down the muddy cliff in the dark. He is first to spot the camp of portly merchant [[Dedilaeus]] taking shelter in a shallow cave at the base of the cliff.  [[Pixie]] walks down the cliff and joins him, before ascending with the merchant&#039;s rope to assist the rest of the team.&lt;br /&gt;
[[Image:Akhenaten.jpg|thumb|right|150px|[[Akhenaten]]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dedilaeus tells a tale of giant lion-eagle-dragons, a commander and his army, and the party inspects the remains of a mostly-devoured horse. A meal and drinks are pursued, and the party sleeps until morning in the humble camp.&lt;br /&gt;
&lt;br /&gt;
The trek to [[Saint Norbert]] is short, and [[Pixie]] and [[Boris]] confirm the tracks of large felines and a dozen or so booted feet. Prior to the city though, one set of boots continues, and the main contingent leaves the road in the direction of a high rocky hill. The party decides to proceed into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gates to [[Saint Norbert]] stand wide open, and the stench is detectable a half mile out. Dedilaeus navigates the party to the duke&#039;s castle. The drawbridge is up, and two face-masked guards stand in a booth near the sewage-filled moat.&lt;br /&gt;
&lt;br /&gt;
[[Image:Kiri.jpg|thumb|right|150px|[[Kiri]]]]&lt;br /&gt;
[[Pixie]] attempts to negotiate passage due to important business, which the guards take to mean carnal delights. One descends a staircase in the booth and disappears. Time passes, and an elder, bare-chested priest appears, explaining that the duke is leaving the city this afternoon on important business of his own, but please, return tomorrow night.&lt;br /&gt;
[[Image:Ak-warrior.jpg|thumb|right|150px|[[Akhenaten]]&#039;s zombies]]&lt;br /&gt;
Unable to tolerate further delay, [[Boris]] shoots the guard, and the party infiltrates the booth and proceeds down the stairs. A whistle blows, and the city is now on high alert. In a tunnel under the moat, [[Cloch Mearog|Cloch]] plows through a squad of guards with his spiked gauntlets, and soon the party is within the castle.&lt;br /&gt;
&lt;br /&gt;
With alchemists&#039; fire and brawn, the party fights its way up towards the chambers of the duke. [[Pixie]] climbs and floats up from a central flowery courtyard to spy her first [[Mord Sith]], and later uses her ephemeral form to unlock a door and allow the party entrance to the upper levels of the keep.  [[Aslar Ambrose]] dodders.&lt;br /&gt;
&lt;br /&gt;
Finally, after killing more of the duke&#039;s repulsive priests and losing track of Aslar, the party finds much of the four-story keep to be empty, and circles back towards the front gate. Meanwhile, Aslar has met up with [[Kiri]], who explains that she has no great love for the duke, but that his highness is en route to the rocky hills east of town to meet up with none other than [[Akhenaten]]. Kiri invites the old man to follow, but explains she won&#039;t be waiting around.&lt;br /&gt;
&lt;br /&gt;
The party retraces their steps and follows and underground tunnel to a guard station elsewhere in the convoluted city.  The south gates have been closed in response to the violence, but a few well-placed crossbow bolts solve that problem, and the party makes its way south to pick up the tracks of the sorcerer and his unholy entourage.&lt;br /&gt;
&lt;br /&gt;
Aslar falls behind but soon emerges from an old well at a farmhouse, and picks up the trail to the meeting up in the rocky hills. Along the way, he crosses paths with the rest of the party. Reunited.&lt;br /&gt;
&lt;br /&gt;
Atop the mountain, in a ring of great boulders, the party spies the duke, the [[Mord Sith]] mercenaries, and close to a dozen city guards negotiating with [[Akhenaten]] and his zombies and skeletal warriors. They move in to get a closer look, but soon [[Kiri]] demands action when she shouts: &amp;quot;sisters! kill them all!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Bloody combat ensues, with the party gradually drawn in. Cloch finds the skeletal warriors particularly challenging, as they seem immune to kinetic attacks, and only through careful grappling (whilst in stone form) and Aslar&#039;s rain of fire are the creatures dispatched along with their hideous vulture-lions.&lt;br /&gt;
&lt;br /&gt;
While his black zombies are being slaughtered by Mord Sith mercenaries, [[Akhenaten]] slinks away into the trees.&lt;br /&gt;
&lt;br /&gt;
Soon, the party has the injured duke in hand, with cautious Mord Sith standing nearby. The 100lbs of diamonds, carried by the zombies to the transaction, are promised to the duke under [[Kiri]]&#039;s control, and then the duke allows the magical silver teeth to be extracted from his mouth, and the team teleports back to the [[Iron Circle]], successful once again.&lt;br /&gt;
&lt;br /&gt;
=== Grogle&#039;s Axe ===&lt;br /&gt;
[[Image:Krokus.jpg|thumb|right|200px| [[Krokus]] ]]&lt;br /&gt;
[[Image:Lila.jpg|thumb|right|200px| [[Kalon]] in [[Lila]]&#039;s body]]&lt;br /&gt;
Short-staffed due to the appearance of epic artifacts ripe for seizure all over Gurth, [[Grazik Mordred]] summons two operatives who have never worked together, [[Kalon]] and [[Krokus]]. On the broad stone balcony overlooking the peaks of [[Sorcerers Isle]], while [[Lulu]] and [[Lila]] offer green aloe wine, Grazik makes his case for immediate departure:&lt;br /&gt;
&lt;br /&gt;
Yet another artifact capable of dominating giants has emerged. [[Grogle&#039;s Axe]], it is said, will empower a human warlord to behead the king of the mountain giants who dominate the peaks and valleys of the [[Ozgarn Mountains]] east of [[Dwarven Lands]].&lt;br /&gt;
&lt;br /&gt;
Importantly, the giants believe this legend, but the soothsayers of [[Sorcerers Isle]] prefer an alternate prophecy, and in case they are wrong, a team must be deployed to seize this axe before its current possessor, [[Kahn Sai]], is allowed to test the competing prophecies.&lt;br /&gt;
&lt;br /&gt;
Satisfied, [[Krokus]] gives [[Lulu]] a rough kiss and jumps through the [[Iron Gate]].&lt;br /&gt;
&lt;br /&gt;
[[Kalon]] pauses before reaching out to [[Lila]] -- and in so doing, possesses her body and uses it to follow Krokus into the void, familiar raven in tow.&lt;br /&gt;
&lt;br /&gt;
The two emerge in a rough and rocky ravine through which a stinking creek flows. After explaining the body-switch, Kalon (in Lila&#039;s form) mounts Krokus&#039; shoulders and they begin hiking upstream, where the raven has identified some human habitation.&lt;br /&gt;
&lt;br /&gt;
The creek is the tribe&#039;s latrine, and Kalon soon encounters a portly matron who invites him back to the camp but insists that the enormous Krokus stay away, far away.&lt;br /&gt;
&lt;br /&gt;
In no time, armed sentries approach, Krokus is taken into custody, and Kalon inhabits the body of his intended captor, awakening the real Lila, who emerges first confused, and then furious. However, Kalon&#039;s diplomacy prevails, and she agrees to a plan of subterfuge so as to increase her standing within the [[Iron Circle]].&lt;br /&gt;
&lt;br /&gt;
Kalon, as the horseclan warrior, carries the squirming Lila into the warriors&#039; camp higher in the forested hills, announcing the seizure of &amp;quot;booty&amp;quot; for [[Kahn Sai]].&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Krokus has allowed himself to be disarmed and is being led up to the camp as a prisoner. &lt;br /&gt;
&lt;br /&gt;
Kalon and Lila are allowed to enter the chief&#039;s tent and approach.  A handshake secures the mission, as Kalon transfers his consciousness into [[Kahn Sai]], snatches the teleportation ring, and disappears with the axe.  Lila and Krokus soon follow.&lt;br /&gt;
&lt;br /&gt;
Back at headquarters, Kalon is resplendent now in the body of [[Kahn Sai]], [[Krokus]] somewhat disappointed not to have wetted his blade, and [[Lila]] beaming about her role in the adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Diadem of Sobki ===&lt;br /&gt;
[[Image:croc-god.jpg|thumb|right|200px|[[Djoser]], now inhabited by [[Kalon]]]]&lt;br /&gt;
[[Image:Krestifax.jpg|thumb|right|200px|[[Krestifax]]]]&lt;br /&gt;
&lt;br /&gt;
[[Kalon]] and [[Krestifax]] were sent on a mission by Grazik to retrieve the [[Diadem of Sobki]], held by the despotic pharaoh [[Djoser]], and being used to control a land of the living and an army of the undead in an attempt to conquer the world, in the name of the crocodile god, [[Sobki]] of the Ogdoad, a group of minor but extremely old creation gods.&lt;br /&gt;
&lt;br /&gt;
The heroes landed in a cemetery, quickly identified by Kalon.  After a short time they were found by some workers.  The team acts their way out of the cemetery and find their way into the nearby city.&lt;br /&gt;
&lt;br /&gt;
They quickly find a massive bazaar in hopes of better blending in.  However, in an attempt to blend in better Krestifax failed to daze a police officer lured into an alley by a harmonious plundering.  But it was ok, because with one mighty swing of his falchion Kalon/Khan sliced clean through the torso  of the police officer.  An illusion disguise of the cop and a “Wookie prisoner” con of Krestifax helped our adventuring mages escape the prying eyes of the bazaar crowd.&lt;br /&gt;
&lt;br /&gt;
After travelling through the city gaining a spot just outside of the gates of pyramid, Kalon decided to jettison the Khan for a more appropriate body.  Krestifax keenly spied a perfect target, a tall, “Walter Mitty”ish guard accountant.  Kalon and Krestifax performed a very smooth body switch and slipped unnoticed into the compound, with the help of a quickly recovering, confused [[Kahn Sai|lord of the horse clans]].&lt;br /&gt;
&lt;br /&gt;
Kalon and Krestifax searched the lower levels of the pyramid complex, until they found a door leading into the main complex.  With a little common sense and some info from Kalon’s raven the two work their way into the main temple/sacrificial area.&lt;br /&gt;
&lt;br /&gt;
The progress was smooth until running into a group of keenly aware lesser priest/guards.  The heroes quickly assumed the “Wookie” ruse and approached the group.  First, the leader of this priestly group, Red Headband, immediately smells a rat.  As the play quickly unravels Kalon attempts a possession of the Red Headband and fails miserably.  But following two really good impressions of a mummy by our heroes (meaning they stood there struck dumb by their ineptitude), clueing Red Headband into something stinky, quick thinking and superb acting saves the day for that moment.  Kalon/Kareem Abdul Lurch and his sacrificial quarry are suspiciously shown up to the big guns.&lt;br /&gt;
&lt;br /&gt;
They are shown past “former pharaohs” and massed chained sacrificial lambs into a fabulous throne room/ritual area at the top of the pyramid.  A fabulously well appointed space with many elite pharaoh guards and high priests, all preparing for the bloody festivities.  At the end of the hall, on a massive throne sits an impressive human figure with the head of a crocodile, wearing the [[Diadem of Sobki]] and holding a solid staff of gold or platinum.  He just sits calmly surveying the scene.  There was never, no how any successful conning available to Kalon and Krestifax, their ruse is instantly found out, by the olfactory study by a high priest.  &lt;br /&gt;
&lt;br /&gt;
Cue the fabulous kung fu master.  Krestifax finally brings out his true gifts and begins throwing down some serious Grasshopper-shit on the guards.  Including, after a quick knowing wink from Kalon, a massive kick to Kalon’s chest in the direction of the croc headed pharaoh.&lt;br /&gt;
&lt;br /&gt;
As Krestifax first spectacularly avoids the well aimed halberds of the guards from the ground, then levitates and continues a fantastical acrobatic preservation of himself in midair, mystifying everyone in the room, including the near croc-god on the throne, Kalon painfully crawls towards Djoser.  Until he could reach up and clasp his foot, and possess the pharaoh.  Flipped his ring up, grabbed the raven, gave Krestifax a wink and “poof”... mission accomplished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nimlith Hills Magicks, Part One ===&lt;br /&gt;
[[Image:Odbgen.jpg|thumb|right|200px|[[Odbgen]]]]&lt;br /&gt;
[[Image:lady lich.jpg|thumb|right|200px|[[Lake Nimlith Dark Queen]]&lt;br /&gt;
&lt;br /&gt;
Grazik has summoned Rasha, Krokus and General Valligon to the departure patio for an intelligence gathering mission, with the possibility of returning with a magical item, items or soul.  they are to investigate the Nimlith Hills/Lake area, where some significant magic/mana disturbances have occurred lately.  Grazik suspects an old Druidic-type colleague currently known as Odbgen, but he keeps this information from the crew, as Odbgen is known to be chaotic good and a tricky character.&lt;br /&gt;
&lt;br /&gt;
The three land in a finely wooded dell near a road.  Rasha and the General recover quickly, but Krokus is out and must be returned to the isle.  With very little to go on, the General sets up a fire as Rasha moves into the woods, particularly verdant and thriving woods, to gather information.  Rasha communes with a young bobcat that imparts her pleasure in these woods lately and of a vague darkness to the north.&lt;br /&gt;
The General, using keen hearing, detects a small group approaching and the two wizards meet Jym and his small family.  They share pleasantries and a rabbit before setting out to the north towards Jym&#039;s home.&lt;br /&gt;
&lt;br /&gt;
After a few miles, night has now set, they come across an idyllic glen with pond.  There is a dim light cast by some guttering torches, and in the light can be seen a figure kneeling by the pond.  He is finely attired inexpensive armor.  Jym stops and shushes the group.  The figure stands and runs a sword right through his heart, and falls instantly dead.  Rasha&#039;s impulsiveness presses him into a dead run towards the fallen knight.  As he does, the waters of the pond begin to boil. What looks like an adolescent dragon rises from the waters and surveys the scene.  Rasha slows his advance, Jym rushes to his assistance and General Valligon also begins barreling down the slope towards the water, drawing his broadsword.  Jym blasts the &amp;quot;dragon&amp;quot;  with a lightning blast (much to the surprise of our adventurers, certain that Jym was but an ordinary man...) drawing his attention long enough for Valligon to plunge his broadsword into the beast&#039;s chest, delivering a devastating blow if not mortal.  The dragon retreats back into the waters.&lt;br /&gt;
Jym has shown his cards, he is, in fact, Odbgen, a powerful Druidic-styled shaman and natural wizard. He also reveals his compatriots, the three rangers and his enchantment team, two lesser mages.&lt;br /&gt;
 &lt;br /&gt;
They continue to Odbgen&#039;s homestead, an ancient longhouse deep in a primal and magic canyon filled with old-growth timber.  A fantastic and magical building that is filled with animals and the trinkets of Odbgen&#039;s sorcery.  He reveals that there is a growing darkness nearby at Nimlith Lake, and that he has been working many strong magicks into articles of great power.  Including a torc that camoflages magic, hence Jym&#039;s subterfuge.  He gives it to Rasha, stating that Rasha&#039;s aura stands out like a sore thumb, even in a magical forest, &amp;quot;You&#039;re not sneaking up on anybody of importance.&amp;quot; And, a powerful bow, Ash.  That can be drawn be a one-armed bowman, turns plain arrows into +2 to hit, +1 damage and detects the undead.  Among other attributes and a couple glitches: the bow attracts the undead, as well and the bearer has a thick mane of green vines grow out of their head, that needs to be shorn every hour or so.&lt;br /&gt;
Rasha is particularly anxious that evening, checking out many details with Odbgen and his abode.  Mostly using his mouse, Achmed.  Then to scope out the lake using a raven.  He fond a beautiful but imposing high-country lake.  Devoid of life, and even unlife.&lt;br /&gt;
&lt;br /&gt;
Both the General and Rasha sleep fitfully having a similar dream of dying and then seeing the same unsettling figure of a dark queen-like figure approaching them.&lt;br /&gt;
Tomorrow, forces are gathered for an afternoon at the lake...&lt;/div&gt;</summary>
		<author><name>Blair</name></author>
	</entry>
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		<updated>2018-09-09T20:29:17Z</updated>

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		<title>Lake Nimlith Dark Queen</title>
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		<updated>2018-09-09T20:25:54Z</updated>

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		<title>Warlocks</title>
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		<updated>2018-09-09T20:23:17Z</updated>

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&lt;div&gt;[[Category:Campaigns]]&lt;br /&gt;
&#039;&#039;An episodic campaign alternative to [[HotZone]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Setting ==&lt;br /&gt;
&lt;br /&gt;
In the remote high country of [[Sorcerers Isle]], the [[Iron Circle]] retrieves powerful artifacts from the hands of those unfit to understand them, usually by force, but sometimes through guile.&lt;br /&gt;
&lt;br /&gt;
You are members of an elite team in service to the Iron Circle, responsible for seizing artifacts desired by the organization.&lt;br /&gt;
&lt;br /&gt;
== Characters ==&lt;br /&gt;
&lt;br /&gt;
* [[Krokus]] - played by Darren&lt;br /&gt;
* [[Kalon]] - played by Blair&lt;br /&gt;
* [[Krestifax]] - played by Josh&lt;br /&gt;
* [[Rasha]] - played by [[User:Johnm|John]]&lt;br /&gt;
* General [[Valligon]] - played by Ernest&lt;br /&gt;
--&lt;br /&gt;
* [[Aslar Ambrose]], - [[User:Melissa|Mel]]&lt;br /&gt;
* [[Óðinn]], - [[User:Daniel.bowling|Dan]]&lt;br /&gt;
* [[Cloch Mearog]], - [[User:Jesster|Jess]]&lt;br /&gt;
* [[Shota]], - [[User:Brownt01|Traci]]&lt;br /&gt;
* [[Amanda Mordred]], - [[User:Johnm|John]]&lt;br /&gt;
* [[Tara.]], - [[User:Nate]]&lt;br /&gt;
* [[Pixie]], - [[User:Brownt01|Traci]]&lt;br /&gt;
* [[Boris]], - [[User:Brantdanger|Brant]]&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
=== Points ===&lt;br /&gt;
&lt;br /&gt;
* 350 points to spend&lt;br /&gt;
* max 50 in disadvantages&lt;br /&gt;
* max 150 in primary attributes&lt;br /&gt;
&lt;br /&gt;
=== Race ===&lt;br /&gt;
&lt;br /&gt;
You may be human or elven, using the following template (from [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Fantasy.pdf GURPS Fantasy]):&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Attribute Modifiers: ST-1 [-10]; DX+1&lt;br /&gt;
   [20].&lt;br /&gt;
Secondary Characteristic Modifiers:&lt;br /&gt;
   Per+1 [5].&lt;br /&gt;
Advantages: Appearance (Attractive)&lt;br /&gt;
   [4]; Magery 0 [5]; Perfect Balance&lt;br /&gt;
   [15]; Telescopic Vision 1 [5];&lt;br /&gt;
   Unaging [15]; Voice [10].&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Background ===&lt;br /&gt;
You have all been working in the service of the Iron Circle for a decade or more. Prior to that, your backgrounds can be as diverse and mundane or fantastic as desired. What draws you together is a shared profound belief in the mission of the organization: that magic belongs in the hands of mages, and must be collected from those unfit to wield or understand it. This isn&#039;t &amp;quot;good&amp;quot; or &amp;quot;evil&amp;quot;, so you are probably not a black-hearted demon nor a cherubic do-gooder.&lt;br /&gt;
&lt;br /&gt;
The Iron Circle has little respect for individuals lacking significant magical awareness, and so everyone should have a minimum of &#039;&#039;&#039;2 levels of Magery&#039;&#039;&#039;. You also should know at least a couple spells, but can focus your points on brawn and gear if desired.&lt;br /&gt;
&lt;br /&gt;
By taking a 10-point Unusual Background and having a backstory for it, you may also each have &#039;&#039;&#039;one Exotic/Supernatural advantage&#039;&#039;&#039;, &#039;&#039;subject to GM approval&#039;&#039;. These all have the little lightning and alien icons next to their titles in the Characters book.&lt;br /&gt;
&lt;br /&gt;
=== Spells ===&lt;br /&gt;
&lt;br /&gt;
Spells can get complicated fast. Limit your spells to one or two colleges. Be familiar with your arsenal, and be ready with a &#039;standard operating procedure&#039; of how you use your favorite spells (maybe just one or two) so we don&#039;t get too bogged down with spell mechanics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Equipment ===&lt;br /&gt;
&lt;br /&gt;
* Consider having a Wizard&#039;s Staff as describe in [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Magic.pdf Magic] on p 13.&lt;br /&gt;
* Specialized adventure gear and magical items from [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Dungeon%20Fantasy%201%20-%20Adventurers.pdf Dungeon Fantasy - Adventurers] are fine. Magic items &#039;&#039;must be purchased with character points&#039;&#039;, at a cost of 1 point per $1000 cost.&lt;br /&gt;
* You may buy power stone(s) by &#039;&#039;spending 1 character point per power level&#039;&#039;, with no maximum.  Spending 20 points gets you a single 20 point powerstone, or two 10-point stones, etc.&lt;br /&gt;
&lt;br /&gt;
== Episodes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Thendar&#039;s Belt ===&lt;br /&gt;
An afternoon on a broad stone balcony overlooking the rocky peaks of [[Sorcerers Isle]], sipping green aloe wine and enjoying a pyrotechnics display by [[Grazik Mordred]], is interrupted with word that the location of an artifact has been discovered. Gravik leads the team to the [[Iron Gate]] and provides a quick overview:&lt;br /&gt;
[[Image:Ooinn.gif|150px|thumb|right|[[Óðinn]]]]&lt;br /&gt;
Intelligence has been received from a dwarven mystic that a band of warring orcs in the [[Forbidden Steppes]] now has giants among their ranks, and there&#039;s reason to believe that [[Thendar&#039;s Belt]], an ancient artifact that gives the wearer the power to dominate giants, explains the &amp;quot;alliance&amp;quot;. The team is to interview the mystic, approach the orcs, and seize the belt. Each team member is (as per usual) given an iron ring to wear upon their middle finger that, if twisted to and fro in a complex pattern, will transport the wearer back to the Iron Gate.&lt;br /&gt;
[[Image:Cloch2.jpg|150px|thumb|right|[[Cloch Mearog]]]]&lt;br /&gt;
Grazik drones a few words and the gate begins to resonate with harmonic readiness. One by one, the team leaps through, dissolving into mist and leaving a scent of rainstorm ozone in the room.&lt;br /&gt;
[[Image:Wizard.jpg|150px|thumb|right|[[Aslar Ambrose]]]]&lt;br /&gt;
They emerge near sunset fatigued and dehydrated (as usual) atop a 40&#039; high round boulder at the bottom of a sparsely treed rocky slope and adjoining a broad and dusty plain. A few hundred yards up the hill, a narrow wisp of smoke snakes up from the trees. &lt;br /&gt;
[[Image:Elrid.jpg|150px|thumb|right|[[Elrid Grimhak]]]]&lt;br /&gt;
[[Shota]] sends her floating crystal eyeball up to inspect the smoke. It comes from a small cooking fire in a shallow cave. A bald dwarf lies face down in the back, and two orcs are laughing at a third who appears entangled in a raspberry bush.&lt;br /&gt;
&lt;br /&gt;
After some discussion, [[Cloch Mearog]] magically bends the stone to his will, creating a narrow trough and chute that nearly reaches the ground. After he and [[Óðinn]] descend, [[Aslar Ambrose]] tumbles down it but is unhurt, and [[Shota]] levitates herself down. &lt;br /&gt;
&lt;br /&gt;
The two young warriors begin charging up the hill. Cloch arrives first, and subdues the laughing orcs with ease.  Óðinn arrives shortly afterwards and beheads the one in the bush&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the elders have stopped to provide aid to an elderly white wolf with a spear wound.&lt;br /&gt;
&lt;br /&gt;
Once everyone has convened in the cave, the beaten [[Elrid Grimhak|dwarf]] is awakened, and [[Shota]] interrogates a blinded orc while Aslar discusses spruce-raspberry-honey brandy production with the dwarf. It is learned that the orc encampment is two miles south. The orcs are dispatched by a bloodthirsty Óðinn.&lt;br /&gt;
&lt;br /&gt;
Rejuvenated by magical raspberries and a few minutes rest, the team marches south along the boulder strewn plain as sky darkens into night. Upon setting up camp, Cloch runs recon and discovers the orc encampment, complete with a 15&#039; tall giant. He returns, and all sleep until a bit past dawn.&lt;br /&gt;
&lt;br /&gt;
The orcs are on the move, creating a dust cloud visible a mile away. The young warriors begin a direct intercept course, while the elders take a more cautious approach, intending to come upon the war party from behind.&lt;br /&gt;
&lt;br /&gt;
Some minutes later, at a range of just a few dozen yards, Óðinn and Cloch are spotted, and the orcs attack. Aslar and Shota break into a run to try and catch up while the battle rages. Cloch turns to stone, and wooden spear tips bounces uselessly off him.  Óðinn has the questionable privilege of engaging the enslaved giant, and is nearly killed after grievously wounding the towering foe.&lt;br /&gt;
&lt;br /&gt;
Shota arrives and fires ice daggers into multiple combatants as the orcs&#039; morale is broken and they begin to scatter.&lt;br /&gt;
&lt;br /&gt;
Cloch strips the [[Slog|orc leader]] and finds the fabled belt, worn ignorantly by the primitive subhuman.&lt;br /&gt;
&lt;br /&gt;
The team twists their iron rings to return to base, leaving the two dozen bloodied orcs and nearly slain [[Tuatha Dudannon|giant]] behind on dusty plain. Mission accomplished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gargoyles===&lt;br /&gt;
&lt;br /&gt;
Run by Dan, synopsis here: [[Gargoyles]]&lt;br /&gt;
&lt;br /&gt;
=== Dinosaurs ===&lt;br /&gt;
&lt;br /&gt;
Run by Traci.&lt;br /&gt;
&lt;br /&gt;
=== The Teeth of Dalva-Nar ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Dedilaeus.jpg|thumb|right|150px|[[Dedilaeus]]]]&lt;br /&gt;
After an evening of tornado control magic demonstrations and cool green aloe wine served by lovely half-elf serving girl [[Vera]], the team is summoned to retrieve the [[Teeth of Dalva-Nar]]. The powerful sorcerer [[Akhenaten]] is on his way to [[Saint Norbert]] to purchase the magical teeth from [[Alfonse Diamatto|the Duke]] of the city, and the team must intervene.&lt;br /&gt;
&lt;br /&gt;
After stepping through the Iron Gate, the party arrives on a ledge, after dark, in the rain. [[Cloch Mearog]] quickly loses patience with the logistic conundrum and begins a free descent down the muddy cliff in the dark. He is first to spot the camp of portly merchant [[Dedilaeus]] taking shelter in a shallow cave at the base of the cliff.  [[Pixie]] walks down the cliff and joins him, before ascending with the merchant&#039;s rope to assist the rest of the team.&lt;br /&gt;
[[Image:Akhenaten.jpg|thumb|right|150px|[[Akhenaten]]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dedilaeus tells a tale of giant lion-eagle-dragons, a commander and his army, and the party inspects the remains of a mostly-devoured horse. A meal and drinks are pursued, and the party sleeps until morning in the humble camp.&lt;br /&gt;
&lt;br /&gt;
The trek to [[Saint Norbert]] is short, and [[Pixie]] and [[Boris]] confirm the tracks of large felines and a dozen or so booted feet. Prior to the city though, one set of boots continues, and the main contingent leaves the road in the direction of a high rocky hill. The party decides to proceed into town.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The gates to [[Saint Norbert]] stand wide open, and the stench is detectable a half mile out. Dedilaeus navigates the party to the duke&#039;s castle. The drawbridge is up, and two face-masked guards stand in a booth near the sewage-filled moat.&lt;br /&gt;
&lt;br /&gt;
[[Image:Kiri.jpg|thumb|right|150px|[[Kiri]]]]&lt;br /&gt;
[[Pixie]] attempts to negotiate passage due to important business, which the guards take to mean carnal delights. One descends a staircase in the booth and disappears. Time passes, and an elder, bare-chested priest appears, explaining that the duke is leaving the city this afternoon on important business of his own, but please, return tomorrow night.&lt;br /&gt;
[[Image:Ak-warrior.jpg|thumb|right|150px|[[Akhenaten]]&#039;s zombies]]&lt;br /&gt;
Unable to tolerate further delay, [[Boris]] shoots the guard, and the party infiltrates the booth and proceeds down the stairs. A whistle blows, and the city is now on high alert. In a tunnel under the moat, [[Cloch Mearog|Cloch]] plows through a squad of guards with his spiked gauntlets, and soon the party is within the castle.&lt;br /&gt;
&lt;br /&gt;
With alchemists&#039; fire and brawn, the party fights its way up towards the chambers of the duke. [[Pixie]] climbs and floats up from a central flowery courtyard to spy her first [[Mord Sith]], and later uses her ephemeral form to unlock a door and allow the party entrance to the upper levels of the keep.  [[Aslar Ambrose]] dodders.&lt;br /&gt;
&lt;br /&gt;
Finally, after killing more of the duke&#039;s repulsive priests and losing track of Aslar, the party finds much of the four-story keep to be empty, and circles back towards the front gate. Meanwhile, Aslar has met up with [[Kiri]], who explains that she has no great love for the duke, but that his highness is en route to the rocky hills east of town to meet up with none other than [[Akhenaten]]. Kiri invites the old man to follow, but explains she won&#039;t be waiting around.&lt;br /&gt;
&lt;br /&gt;
The party retraces their steps and follows and underground tunnel to a guard station elsewhere in the convoluted city.  The south gates have been closed in response to the violence, but a few well-placed crossbow bolts solve that problem, and the party makes its way south to pick up the tracks of the sorcerer and his unholy entourage.&lt;br /&gt;
&lt;br /&gt;
Aslar falls behind but soon emerges from an old well at a farmhouse, and picks up the trail to the meeting up in the rocky hills. Along the way, he crosses paths with the rest of the party. Reunited.&lt;br /&gt;
&lt;br /&gt;
Atop the mountain, in a ring of great boulders, the party spies the duke, the [[Mord Sith]] mercenaries, and close to a dozen city guards negotiating with [[Akhenaten]] and his zombies and skeletal warriors. They move in to get a closer look, but soon [[Kiri]] demands action when she shouts: &amp;quot;sisters! kill them all!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Bloody combat ensues, with the party gradually drawn in. Cloch finds the skeletal warriors particularly challenging, as they seem immune to kinetic attacks, and only through careful grappling (whilst in stone form) and Aslar&#039;s rain of fire are the creatures dispatched along with their hideous vulture-lions.&lt;br /&gt;
&lt;br /&gt;
While his black zombies are being slaughtered by Mord Sith mercenaries, [[Akhenaten]] slinks away into the trees.&lt;br /&gt;
&lt;br /&gt;
Soon, the party has the injured duke in hand, with cautious Mord Sith standing nearby. The 100lbs of diamonds, carried by the zombies to the transaction, are promised to the duke under [[Kiri]]&#039;s control, and then the duke allows the magical silver teeth to be extracted from his mouth, and the team teleports back to the [[Iron Circle]], successful once again.&lt;br /&gt;
&lt;br /&gt;
=== Grogle&#039;s Axe ===&lt;br /&gt;
[[Image:Krokus.jpg|thumb|right|200px| [[Krokus]] ]]&lt;br /&gt;
[[Image:Lila.jpg|thumb|right|200px| [[Kalon]] in [[Lila]]&#039;s body]]&lt;br /&gt;
Short-staffed due to the appearance of epic artifacts ripe for seizure all over Gurth, [[Grazik Mordred]] summons two operatives who have never worked together, [[Kalon]] and [[Krokus]]. On the broad stone balcony overlooking the peaks of [[Sorcerers Isle]], while [[Lulu]] and [[Lila]] offer green aloe wine, Grazik makes his case for immediate departure:&lt;br /&gt;
&lt;br /&gt;
Yet another artifact capable of dominating giants has emerged. [[Grogle&#039;s Axe]], it is said, will empower a human warlord to behead the king of the mountain giants who dominate the peaks and valleys of the [[Ozgarn Mountains]] east of [[Dwarven Lands]].&lt;br /&gt;
&lt;br /&gt;
Importantly, the giants believe this legend, but the soothsayers of [[Sorcerers Isle]] prefer an alternate prophecy, and in case they are wrong, a team must be deployed to seize this axe before its current possessor, [[Kahn Sai]], is allowed to test the competing prophecies.&lt;br /&gt;
&lt;br /&gt;
Satisfied, [[Krokus]] gives [[Lulu]] a rough kiss and jumps through the [[Iron Gate]].&lt;br /&gt;
&lt;br /&gt;
[[Kalon]] pauses before reaching out to [[Lila]] -- and in so doing, possesses her body and uses it to follow Krokus into the void, familiar raven in tow.&lt;br /&gt;
&lt;br /&gt;
The two emerge in a rough and rocky ravine through which a stinking creek flows. After explaining the body-switch, Kalon (in Lila&#039;s form) mounts Krokus&#039; shoulders and they begin hiking upstream, where the raven has identified some human habitation.&lt;br /&gt;
&lt;br /&gt;
The creek is the tribe&#039;s latrine, and Kalon soon encounters a portly matron who invites him back to the camp but insists that the enormous Krokus stay away, far away.&lt;br /&gt;
&lt;br /&gt;
In no time, armed sentries approach, Krokus is taken into custody, and Kalon inhabits the body of his intended captor, awakening the real Lila, who emerges first confused, and then furious. However, Kalon&#039;s diplomacy prevails, and she agrees to a plan of subterfuge so as to increase her standing within the [[Iron Circle]].&lt;br /&gt;
&lt;br /&gt;
Kalon, as the horseclan warrior, carries the squirming Lila into the warriors&#039; camp higher in the forested hills, announcing the seizure of &amp;quot;booty&amp;quot; for [[Kahn Sai]].&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Krokus has allowed himself to be disarmed and is being led up to the camp as a prisoner. &lt;br /&gt;
&lt;br /&gt;
Kalon and Lila are allowed to enter the chief&#039;s tent and approach.  A handshake secures the mission, as Kalon transfers his consciousness into [[Kahn Sai]], snatches the teleportation ring, and disappears with the axe.  Lila and Krokus soon follow.&lt;br /&gt;
&lt;br /&gt;
Back at headquarters, Kalon is resplendent now in the body of [[Kahn Sai]], [[Krokus]] somewhat disappointed not to have wetted his blade, and [[Lila]] beaming about her role in the adventure.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Diadem of Sobki ===&lt;br /&gt;
[[Image:croc-god.jpg|thumb|right|200px|[[Djoser]], now inhabited by [[Kalon]]]]&lt;br /&gt;
[[Image:Krestifax.jpg|thumb|right|200px|[[Krestifax]]]]&lt;br /&gt;
&lt;br /&gt;
[[Kalon]] and [[Krestifax]] were sent on a mission by Grazik to retrieve the [[Diadem of Sobki]], held by the despotic pharaoh [[Djoser]], and being used to control a land of the living and an army of the undead in an attempt to conquer the world, in the name of the crocodile god, [[Sobki]] of the Ogdoad, a group of minor but extremely old creation gods.&lt;br /&gt;
&lt;br /&gt;
The heroes landed in a cemetery, quickly identified by Kalon.  After a short time they were found by some workers.  The team acts their way out of the cemetery and find their way into the nearby city.&lt;br /&gt;
&lt;br /&gt;
They quickly find a massive bazaar in hopes of better blending in.  However, in an attempt to blend in better Krestifax failed to daze a police officer lured into an alley by a harmonious plundering.  But it was ok, because with one mighty swing of his falchion Kalon/Khan sliced clean through the torso  of the police officer.  An illusion disguise of the cop and a “Wookie prisoner” con of Krestifax helped our adventuring mages escape the prying eyes of the bazaar crowd.&lt;br /&gt;
&lt;br /&gt;
After travelling through the city gaining a spot just outside of the gates of pyramid, Kalon decided to jettison the Khan for a more appropriate body.  Krestifax keenly spied a perfect target, a tall, “Walter Mitty”ish guard accountant.  Kalon and Krestifax performed a very smooth body switch and slipped unnoticed into the compound, with the help of a quickly recovering, confused [[Kahn Sai|lord of the horse clans]].&lt;br /&gt;
&lt;br /&gt;
Kalon and Krestifax searched the lower levels of the pyramid complex, until they found a door leading into the main complex.  With a little common sense and some info from Kalon’s raven the two work their way into the main temple/sacrificial area.&lt;br /&gt;
&lt;br /&gt;
The progress was smooth until running into a group of keenly aware lesser priest/guards.  The heroes quickly assumed the “Wookie” ruse and approached the group.  First, the leader of this priestly group, Red Headband, immediately smells a rat.  As the play quickly unravels Kalon attempts a possession of the Red Headband and fails miserably.  But following two really good impressions of a mummy by our heroes (meaning they stood there struck dumb by their ineptitude), clueing Red Headband into something stinky, quick thinking and superb acting saves the day for that moment.  Kalon/Kareem Abdul Lurch and his sacrificial quarry are suspiciously shown up to the big guns.&lt;br /&gt;
&lt;br /&gt;
They are shown past “former pharaohs” and massed chained sacrificial lambs into a fabulous throne room/ritual area at the top of the pyramid.  A fabulously well appointed space with many elite pharaoh guards and high priests, all preparing for the bloody festivities.  At the end of the hall, on a massive throne sits an impressive human figure with the head of a crocodile, wearing the [[Diadem of Sobki]] and holding a solid staff of gold or platinum.  He just sits calmly surveying the scene.  There was never, no how any successful conning available to Kalon and Krestifax, their ruse is instantly found out, by the olfactory study by a high priest.  &lt;br /&gt;
&lt;br /&gt;
Cue the fabulous kung fu master.  Krestifax finally brings out his true gifts and begins throwing down some serious Grasshopper-shit on the guards.  Including, after a quick knowing wink from Kalon, a massive kick to Kalon’s chest in the direction of the croc headed pharaoh.&lt;br /&gt;
&lt;br /&gt;
As Krestifax first spectacularly avoids the well aimed halberds of the guards from the ground, then levitates and continues a fantastical acrobatic preservation of himself in midair, mystifying everyone in the room, including the near croc-god on the throne, Kalon painfully crawls towards Djoser.  Until he could reach up and clasp his foot, and possess the pharaoh.  Flipped his ring up, grabbed the raven, gave Krestifax a wink and “poof”... mission accomplished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Nimlith Hills Magicks, Part One ===&lt;br /&gt;
[[Image:Odbgen.jpg|thumb|right|200px|[[Odbgen]]]]&lt;br /&gt;
[[Image:lady lich.jpg|thumb|right|200px|[[Lake Nimlith Dark Queen]]&lt;br /&gt;
&lt;br /&gt;
Grazik has summoned Rasha, Krokus and General Valligon to the departure patio for an intelligence gathering mission, with the possibility of returning with a magical item, items or soul.  they are to investigate the Nimlith Hills/Lake area, where some significant magic/mana disturbances have occurred lately.  Grazik suspects an old Druidic-type colleague currently known as Odbgen, but he keeps this information from the crew, as Odbgen is known to be chaotic good and a tricky character.&lt;br /&gt;
The three land in a finely wooded dell near a road.  Rasha and the General recover quickly, but Krokus is out and must be returned to the isle.  With very little to go on, the General sets up a fire as Rasha moves into the woods, particularly verdant and thriving woods, to gather information.  Rasha communes with a young bobcat that imparts her pleasure in these woods lately and of a vague darkness to the north.&lt;br /&gt;
The General, using keen hearing, detects a small group approaching and the two wizards meet Jym and his small family.  They share pleasantries and a rabbit before setting out to the north towards Jym&#039;s home.&lt;br /&gt;
After a few miles, night has now set, they come across an idyllic glen with pond.  There is a dim light cast by some guttering torches, and in the light can be seen a figure kneeling by the pond.  He is finely attired inexpensive armor.  Jym stops and shushes the group.  The figure stands and runs a sword right through his heart, and falls instantly dead.  Rasha&#039;s impulsiveness presses him into a dead run towards the fallen knight.  As he does, the waters of the pond begin to boil. What looks like an adolescent dragon rises from the waters and surveys the scene.  Rasha slows his advance, Jym rushes to his assistance and General Valligon also begins barreling down the slope towards the water, drawing his broadsword.  Jym blasts the &amp;quot;dragon&amp;quot;  with a lightning blast (much to the surprise of our adventurers, certain that Jym was but an ordinary man...) drawing his attention long enough for Valligon to plunge his broadsword into the beast&#039;s chest, delivering a devastating blow if not mortal.  The dragon retreats back into the waters.&lt;br /&gt;
Jym has shown his cards, he is, in fact, Odbgen, a powerful Druidic-styled shaman and natural wizard. He also reveals his compatriots, the three rangers and his enchantment team, two lesser mages. &lt;br /&gt;
They continue to Odbgen&#039;s homestead, an ancient longhouse deep in a primal and magic canyon filled with old-growth timber.  A fantastic and magical building that is filled with animals and the trinkets of Odbgen&#039;s sorcery.  He reveals that there is a growing darkness nearby at Nimlith Lake, and that he has been working many strong magicks into articles of great power.  Including a torc that camoflages magic, hence Jym&#039;s subterfuge.  He gives it to Rasha, stating that Rasha&#039;s aura stands out like a sore thumb, even in a magical forest, &amp;quot;You&#039;re not sneaking up on anybody of importance.&amp;quot; And, a powerful bow, Ash.  That can be drawn be a one-armed bowman, turns plain arrows into +2 to hit, +1 damage and detects the undead.  Among other attributes and a couple glitches: the bow attracts the undead, as well and the bearer has a thick mane of green vines grow out of their head, that needs to be shorn every hour or so.&lt;br /&gt;
Rasha is particularly anxious that evening, checking out many details with Odbgen and his abode.  Mostly using his mouse, Achmed.  Then to scope out the lake using a raven.  He fond a beautiful but imposing high-country lake.  Devoid of life, and even unlife.&lt;br /&gt;
Both the General and Rasha sleep fitfully having a similar dream of dying and then seeing the same unsettling figure of a dark queen-like figure approaching them.&lt;br /&gt;
Tomorrow, forces are gathered for an afternoon at the lake...&lt;/div&gt;</summary>
		<author><name>Blair</name></author>
	</entry>
	<entry>
		<id>https://gurth.johnmasterson.com/index.php?title=Blair_TBD&amp;diff=9304</id>
		<title>Blair TBD</title>
		<link rel="alternate" type="text/html" href="https://gurth.johnmasterson.com/index.php?title=Blair_TBD&amp;diff=9304"/>
		<updated>2018-07-29T01:44:04Z</updated>

		<summary type="html">&lt;p&gt;Blair: Created page with &amp;quot;Category:Campaigns&amp;quot;&lt;/p&gt;
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&lt;div&gt;[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Blair</name></author>
	</entry>
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