https://gurth.johnmasterson.com/api.php?action=feedcontributions&user=Jesster&feedformat=atom Gurth - User contributions [en] 2024-03-28T09:09:21Z User contributions MediaWiki 1.38.1 https://gurth.johnmasterson.com/index.php?title=HotZone_South_of_the_Border&diff=10292 HotZone South of the Border 2022-02-06T01:15:00Z <p>Jesster: /* Island Life */</p> <hr /> <div>[[Category:Campaigns]]<br /> ''A companion and concurrent campaign to [[HotZone]] (East Timor), [[HotZone Deux]](Corsica), [[HotZone 3]] (Albania), [[HotZone 4]] (Romania).''<br /> == Characters ==<br /> * [[Iggy]] (Stanley Ignatious Kwiakowski), Blair's techno-monk<br /> * [[John Murdock]], Darren's....<br /> * [[Aluf Mishne]], aka Rasputin, aka The Mad Jew, Josh's combat-hardened &quot;Mad Jew&quot; from Gaza<br /> * [[Gim Rhee]], the martial artist played by Ernest<br /> * [[Esti Avatau]], Sharla's Israeli operative<br /> * [[Kubra]], Blair's Persian fighter.<br /> * [[EZ]], Andrew's hammer-wielding wrecking ball.<br /> <br /> <br /> &lt;!-- note to editors, here we transclude the background portion of the original: http://www.mediawiki.org/wiki/Transclusion --&gt;<br /> <br /> {{:HotZone}}<br /> <br /> === Your Team ===<br /> [[Image:sancarlos.jpg|thumb|200px|right]]<br /> [[Image:sancarlosvilla.jpg|thumb|200px|right]]<br /> [[Image:IsabellaLopez.jpg|thumb|200px|right|[[Isabella Lopez]]]]<br /> [[Image:ChuyGomez.jpg|thumb|200px|right|[[Chuy Gomez]]]]<br /> [[Image:PaulaJones.jpg|thumb|200px|right|[[Paula Jones]] ]]<br /> <br /> Your team is one such cell.<br /> <br /> You're all freelance mercenaries who have been working as a team for the last five years, based out of a small island compound off the coast of San Carlos, '''Mexico''', on the Gulf of California. <br /> <br /> Your compound was built by an ostentatious drug lord in the 1980s, fell derelict through the early 2000s, and most recently restored by your predecessor, a software billionaire with a lot of paranoia who has since moved on to Antarctica. You have made significant alterations as well, and now the compound includes:<br /> * 12,000 sq ft 9-bedroom modern mansion with bulletproof glass throughout<br /> * Infrared and other sensors throughout the island connected to an elaborate security system<br /> * Helipad and lightweight helicopter<br /> * A dock in a protected cove with two racing boats and a fishing boat<br /> * An underground shooting range and armory<br /> * An elaborate outdoor gym<br /> * A diving board at the top of a 50' cliff above warm aquamarine waters<br /> * A completely self-sufficient reverse osmosis and wastewater treatment system<br /> * Several outbuildings - staff quarters, electronics lab<br /> * Infinity pool and tiki bar with sound system and dance floor<br /> <br /> '''You have two full time staff on the island, and an on-call pilot.'''<br /> * [[Isabella Lopez]] is your financial manager, short-range helicopter pilot, cocktail waitress, and Brazilian dance instructor.<br /> * [[Chuy Gomez]] is your groundskeeper, maintenance man, executive chef, and ballroom dance instructor.<br /> * [[Paula Jones]] lives in San Carlos near a private airstrip and warehouse where she maintains a customized Gulfstream 650 and several boats and other vehicles for you. She is available 92% of the time to take you anywhere in the hemisphere. The rest of the time she is transporting other wealthy clients, or drunk at the bar.<br /> <br /> It's typical for your team to go months between missions, and during downtime, you might do some rock climbing, sport fishing, illegal gambling, motorcycle racing, pearl diving, or tequila guzzling. Or you may take trips into Mexico City for concerts and to tour the museums and opera, if you're into that sort of thing.<br /> <br /> <br /> '''Some recent missions include:'''<br /> * The local pearl tycoon paid you US$500,000 to track down a stolen shipment. The Venezuelan gang that took them didn't go easily, and some of you vowed to carry more ammunition in the future.<br /> * [[Mr. Black]] paid you to conduct surveillance on an offshore drilling rig in the Pacific. Your drone was disappeared mysteriously, and you had to go in quietly on a raft at night to take pictures -- of a Chinese submarine paying the rig a visit.<br /> * Captain [[Ramon Ramirez]] of the Mexican military hired you as a support team during a raid on a cartel compound outside Mexico City. The operation was a bloody mess, and Ramirez, previously a reliable client, could not produce the US$750,000 cash he'd promised, but you accepted crates of synthetic smart drugs valued at $2M.<br /> * A German journalist paid you €150,000 to drive her to a mountain compound and ensure her safety during a meeting with a cartel boss. The trip was uneventful.<br /> <br /> === Character Creation ===<br /> <br /> Background stories and proposed character details are due to the GM by end of day.....'''FEB 26, 2017'''<br /> <br /> These are 250 point action hero characters. <br /> <br /> If you are not building your character:<br /> <br /> '''Please provide:'''<br /> * Name, gender, age (28-55), height, weight<br /> * Appearance description + (Hideous/Ugly/Unattractive/Average/Attractive/Gorgeous)<br /> * Background story (many examples at [[HotZone#Characters]], [[HotZone_Deux#Characters]], [[HotZone_3#Characters]])<br /> * If trained by a national military, which? What focus? How long? How far did you get?<br /> * If not, who taught you your action hero skills?<br /> * Native language, additional languages (broken, accented, or fluent?)<br /> * Social strengths and weaknesses - super schmoozy, perfect liar, terrible liar, playboy, barking colonel, or an awkward loner or something else?<br /> * Personality and/or proposed Advantages &amp; Disadvantages<br /> * Minimum One Contact -- an acquaintance or colleague or partner, somewhere, who might be able to provide information, sometimes. More knowledgeable and available contacts cost more, of course. Without Contacts, you have no social history, nobody worth calling for advice, assistance, or info.<br /> * Skills -- your focus/expertise. You can only be super-awesome at one or two things, but sometimes it can be more valauble to be versatile and pretty good at lots of things.<br /> * Desired Attributes (ST, IQ, DX, HT, 8-16)<br /> * Desired &quot;go bag&quot; gear. Two enormous revolvers and a bulletproof vest? 12 lbs of C4? $50k in cash? Laptop and bug detector? Etc. Additional gear will be available, this is just a starter list.<br /> * Anything special you want to propose. Deep kung-fu training. Insane pistol skills. Ability to pilot any aircraft. Rapid Healing. Tons of hit points. Personal cell phone number of the King of Indonesia?<br /> * Quirks, dislikes, habits, sayings, prejudices, fears, appetites, scars, tattoos, enemies, etc.<br /> <br /> <br /> '''Constraints''':<br /> * Though your skills may be focused anywhere you like, you are a capable tactical operator. You can run and shoot.<br /> * Nothing supernatural.<br /> * You can speak English competently -- additional languages are encouraged (and cost a couple points each).<br /> * Your background almost certainly includes years of state military training. But you no longer have any Duty to any government. <br /> * Sense of Duty to the team.<br /> <br /> <br /> '''If you are building your character:'''<br /> * Max 150 points total in Attributes (ST, DX, HT, IQ) -- and Max Level 16 in any attribute.<br /> * Max -100 points in Disadvantages<br /> * -5 points in Quirks required<br /> * 5 points in Perks optional<br /> <br /> == What Happened ==<br /> <br /> === Just a Stolen Boat ===<br /> [[Image:IsabellaLopez.jpg|thumb|right|250px|[[Isabella Lopez]] has a problem.]]<br /> [[Image:madjew.jpg|thumb|right|250px|[[Aluf Mishne]] and the team is here to help.]]<br /> It's noon on a Tuesday, and half the team is enjoying themselves elsewhere, but [[Aluf Mishne]], [[Iggy]], and [[John Murdock]] are hanging around the compound, engaged in their respective hobbies.<br /> <br /> [[Isabella Lopez|Bella]], while bring a third beer to Murdock in the underground gun range, gets a phone call, and immediately seems distressed. Murdock arranges for Iggy to listen in, and when she hangs up she reports that her cousin Carlos has a problem.<br /> <br /> It seems that the Hijar brothers, Pepe and Tony, threatened violence and made off with the boat, a charter fishing vessel which constitutes the entirety of Carlos' livelihood. &quot;Can't you please help&quot;, pleads young Bella.<br /> <br /> Naturally, the team takes action. The Mad Jew is brought up to speed, Isabella is given a budget to rent Carlos a temporary replacement boat, go-bags are packed, dossiers are downloaded on the small-time crook brothers, and the team is aloft in Bella's light helicopter.<br /> <br /> First stop, the oceanside bar that Carlos is sitting in. They land on the roof and join him by the beach. Murdock begins drinking, naturally, and the team learns that the Hijars have a beachside compound 50 miles up the coast.<br /> <br /> The team loads back into the chopper after convincing Murdock to leave the bar (quart of tequila in hand) and flies low along the rocky coastline as the afternoon sun turns the whole world orange. En route, Iggy programs tiny personal and network surveillance drones and sends them aloft once the team directs Bella to land them on the beach a mile south of the compound.<br /> <br /> Debate ensues when a family of eight, cooking out on the beach, is spotted. The team is fully outfitted with tactical goggles, body armor and long guns, but opts to run straight at the family. The Mad Jew effectively terrorizes the innocent civilians and throws all their cell phones in the ocean. And then the team runs along.<br /> <br /> After ascending a ridge of sand dunes, they survey the scene. Beyond, there is a placid lagoon, into which a long wooden pier juts. Two boats are moored, the stolen fishing boat, and a much larger powerboat sporting a pirate flag and anarchist graffiti.<br /> <br /> On the beach, a dozen burly white guys in denim and leather are cavorting with guns and whiskey. The Hijar brothers are nowhere to be seen, but a modest villa rests on the hillside overlooking the beach.<br /> <br /> While Iggy maneuvers his drone army into a 3D surveillance dome above the entire property, and Murdock practices switching targets in his rifle scope, the Mad Jew crawls through the sand and scrub brush to sneak up on a urinating biker, surprises him, breaks his jaw, and drags him back for interrogation.<br /> <br /> The terrified biker explains that the fishing vessel is to be used to transport a shipment and everyone's gonna make money, including the Hijar brothers, who are inside the villa, semi-captive, while everyone waits for the Columbians to arrive.<br /> <br /> Not much more is learned before the Mad Jew slits his throat.<br /> <br /> A plan begins brewing: kill em' all.<br /> <br /> Or maybe: Just steal the boat back.<br /> <br /> Until next episode....<br /> <br /> === Just a Stolen Boat Part 2 ===<br /> <br /> Night falls on the beach, and the team sneaks through sandy brush to the side of the house while the bikers party on the beach.<br /> <br /> One biker stands outside near the beach-facing deck, and spied through a window, sits in an easy chair with a shotgun across his legs, apparently guarding the Hijar brothers.<br /> <br /> Noting the natural gas line meter, Iggy improvises an explosive device, and Murdock keeps an eye on the guard outside.<br /> <br /> After affixing his silencer, Murdock quietly extinguishes the guard, and then moves towards the parked truck in the driveway.<br /> <br /> Meanwhile, Iggy and the Mad Jew circle round the back of the house, and Iggy approaches the window, aiming at the shotgun-wielding biker in the easy chair. Iggy's three unsuppressed but carefully placed shots through the glass ends the biker, and the Hijar brothers hit the floor, terrified.<br /> <br /> The team takes up a position in the dunes on the side of the house as the bikers run up the beach. It's like fish in a barrel for the Mad Jew, who sprays the oncoming horde with his Uzi. Murdock helps out with his enormous sniper rifle, and in seconds the entire gang is dead or on the run.<br /> <br /> Sirens wail in the distance as the team descends to the pier and the Mad Jew briefly searches the gang's powerboat before blasting holes in its hull with his Desert Eagle. Murdock boards the smaller fishing vessel and discovers -- through a bullethole he was responsible for -- that the console is stuffed with bricks of US$100 bills.<br /> <br /> Iggy triggers his explosive device, creating an earth-shaking boom, flattening most of the house, and sending a roiling orange fireball up into the night sky.<br /> <br /> [[Isabella Lopez|Bella]] checks in and is shortly aloft in the chopper, racing up the beach to pick up the team. From 1000' above with no lights on, Bella, Iggy, and the Mad Jew accompany Murdock as he pilots the fishing boat back home, avoiding an enormous trawler infested with gun-toting Columbians along the way.<br /> <br /> Overnight, the team extracts the cash and repairs the damage to the fishing boat before returning it to its rightful owner. Bella expresses her gratitude with celebratory cocktails.<br /> <br /> The morning news reports that the hapless Hijar brothers somehow repelled the violent attack of dozens of American gang members.<br /> <br /> The team laughs it off and goes back to indulging in their respective hobbies.<br /> <br /> Mission Accomplished.<br /> <br /> <br /> Afterword: The team establishes surveillance on the Hijar Brothers.<br /> <br /> ==== Adventure Seeds ====<br /> <br /> * The biker pirate anarchists come back for revenge.<br /> * The terrorized beach family retrieves a phone with great pictures of the team, turns it into authorities, troubles begin.<br /> * The Columbians made a trip for nothing and want to know who's responsible.<br /> <br /> === Making Change ===<br /> <br /> [[Image:mexico-chopper.jpg|thumb|right|300px|Isabella's sweet ride]]<br /> At [[Iggy]]'s urging, the team decides to buy a new LIDAR sensor system for the compound. After all, if bad guys could have high-res sensors on the compound from 10 miles away, the team may as well have something similar.<br /> <br /> Iggy has even identified a seller, a former Mexican bureaucrat who provided inventory and procurement functions for the federal police. He's eager to sell, the gear is military grade, relatively modern, and the price is unbeatable, just $150k US. The only snag is that he wants the money in small bills -- pesos.<br /> <br /> Through his Dark Web contacts, Iggy identifies a semi-sketchy company nearby willing to provide the Mexican cash in exchange for $200k US, a check-cashing store in Cabo.<br /> <br /> [[John Murdock]] is on a 3-day bender and declines the invitation, but [[Aluf Mishne]] jumps at the chance to get out of town.<br /> <br /> [[Isabella Lopez]] indicates her readiness as well, mixes up a thermos of margaritas for the guys, and then everyone loads into the light chopper she pilots so expertly.<br /> <br /> After dark, she tells Iggy to refuel the craft 1000' feet above the Gulf of California. He does so with aplomb.<br /> <br /> Along the way, the team concocts a plan. It just so happens that the [https://en.wikipedia.org/wiki/Baja_500 Baja 500] is the next day, and Iggy and the Mad Jew decide to use it as cover. <br /> <br /> Iggy writes a program that parses the details of the race teams and decides that a Swedish couple is their best mark. They're middle-aged, never win, and are financially distressed. They're tired, and can be bought, the algorithm concludes.<br /> <br /> At the race camp outside of La Paz the next morning, the team approaches the Swedish maintenance team, but is briefly delayed while the Mad Jew beats up a German mechanic. He emerges unscathed just in time -- the couple arrives, their customized Land Rover limping along. The maintenance crew, all tall blonde women, jump into action, and Iggy speaks with the couple.<br /> <br /> Despite his lack of salesmanship, Iggy prevails, wire money and ill-fitting costumes are transferred, and the team blasts south across the rugged desert, eventually rolling the race camp, handing the rig off to the blondes, and catching a taxi into Cabo San Lucas proper.<br /> <br /> The city is hot and crowded, as is the check cashing store. Iggy gets in line, and the Mad Jew keeps watch from a corner near an air-conditioning vent.<br /> <br /> Shortly, the Mad Jew spots a crew of knuckleheads approaching purposefully on the sidewalk outside and leaps into action. He steps outside and begins shooting them.<br /> <br /> Iggy follows him out, and a dramatic gun battle plays out, civilians screaming and running, ditching their cars, taking cover. It's mayhem, but after a few seconds, the bad guys are down.<br /> <br /> Iggy conducts the transaction with the store owner, collects an injured Mad Jew from the blood-slick sidewalk, and hails a new cab.<br /> <br /> Isabella is summoned, and a suburban soccer field identified as a pickup spot. Thirty minutes of first aid later, the Mad Jew is mobile and the chopper arrives.<br /> <br /> The next day, after handling the LIDAR transaction, Iggy sends a few 'thank you notes' of cash -- to the beaten-down Germans, the Swedish mechanics, and the helpful cab driver.<br /> <br /> Mission Accomplished.<br /> <br /> ==== Adventure Seeds ====<br /> * The German mechanic holds a grudge.<br /> * The Swedish mechanics hold a grudge.<br /> * The LIDAR is bugged.<br /> * One of the gangbangers ([[Juan Carlos Giovanni]]) crawled away from the scene, his long time partner slain:<br /> <br /> === Gunned Down in Guaymas ===<br /> [[Image:TanyaColbert.jpg|thumb|right|300px|[[Tanya Colbert]]]]<br /> Iggy receives a secure SMS from [[Mr. Black]] informing him that Iggy will shortly receive a call from Special Agent [[Tanya Colbert]], an Interpol official based out of Mexico City, and that Iggy and the team should help her with her conundrum.<br /> <br /> Sure enough, an absolutely adorable French accent emerges from his headset moments later. Ms. Colbert explains that she is tracking a thief who has absconded with a rare and ancient piece of erotic art from a museum in Mexico City, and she has reason to believe he is headed to Guaymas. Furthermore, believes this because the American FBI contacted to let her know that a porn tycoon who collects erotic art crossed the border early this morning with a large amount of cash en route to Guaymas. <br /> <br /> She intends to arrest or both of them and recover the erotic artifact. The problem is that the local cops cannot spare any officers for backup of recon. She's desperately worked her network while on the road for the past 18 hours, and she's hopeful the team is available. Immediately.<br /> <br /> Iggy collects Murdock from the poolside bar and Isabella flies them to their storage garage on the mainland to pick a car, which turns out to be a 10-yr-old Suburban with rust spots and bullet-resistant body panels and glass.<br /> <br /> Soon the team has made Agent Colbert's acquaintance and has fanned out in the crowd at an art festival a block from the Grand Hotel, where they have determined the [[Donald Pingle|sex tycoon]] is staying. After their recon turns up only a seemingly related knucklehead, Iggy sends a surveillance drone up to the window of the honeymoon suite to assess its condition.<br /> <br /> What he witnesses is gut-wrenching. The tycoon is sitting in a chair watching 5 local gangsters have their way with two shockingly young ladies who appear drugged.<br /> <br /> Iggy mirrors his screen to Murdock and hands a spare pair of HUD glasses to Tanya, who gasps. INTERPOL, she asserts, is even more interested in human trafficking and slavery than international art thieves. So it is agreed, the trio will move in to make arrests immediately, without warrants or other backup.<br /> <br /> Iggy arranges for mini-flashbang drones to go off in the room just before a hinge-busting drone knocks out the door.<br /> <br /> The result: screams and shouts and smoke in the room, but the door is still attached. Murdock's kicks and Iggy's well-placed bullets knock it down though, and the team streams in.<br /> <br /> But precious seconds have passed, and the bad guys are moving through the thick smoke, headed for weapons, it is assumed.<br /> <br /> A gun battle ensues. Murdock is horrified when he gambles on a moving figure and shoots one of the girls. He runs to her and tries to stop the bleeding, pausing only to save Tanya's life with 3 perfect headshots on her assailant.<br /> <br /> Iggy deals with two gangsters who have taken refuge in a side bedroom, sustaining two gunshot wounds in the process. Eventually, he retreats and sends in frag grenade drones to disable them.<br /> <br /> This sets off the hotel sprinklers, and sirens wail in the distance.<br /> <br /> Iggy calls Isabella for a rooftop pickup. A quick conversation about the injured girl ensues, resulting in the team taking her back to their island for treatment. <br /> <br /> Meanwhile, Tanya stays behind with the local cops with a cuffed Mr. Pingle, one terrified Nicaraguan girl, and 5 dead or near-dead hired guns.<br /> <br /> ==== Adventure Seeds ====<br /> * The injured [[Raquel Bolivar|girl]] is going to wake up in unfamiliar surroundings.<br /> * The [[Hugo Ricardo|thief]] and the stolen art were not encountered. Where is he?<br /> * Mr. Pingle is very rich and has very good lawyers. He will not appreciate being humiliated.<br /> * Was the thug at the art fair relevant?<br /> <br /> === Extracting a Monster ===<br /> [[Image:RaquelBolivar.jpg|thumb|right|200px|[[Raquel Bolivar]]]]<br /> [[Image:PedroMenudo.jpg|thumb|right|200px|[[Pedro Menudo]]]]<br /> [[Image:TexasSlim.jpg|thumb|right|200px|[[Texas Slim]]]]<br /> Two weeks have passed:<br /> * Murdock nurses his remorse over the accidental shooting with vast amounts of alcohol and repeatedly kicks in and then rebuilds the door to the shooting range.<br /> * [[Raquel Bolivar]], the injured girl, recovers from the gunshot wound and is taken under the wing of [[Isabella Lopez]], who has begun teaching her English and water-yoga. A mental health pro has been flown in several times to check on her as well.<br /> * The Mad Jew continues to limp around, thanks to injuries received on the team's recent adventure in Cabo.<br /> * [[Tanya Colbert]] has unraveled the mystery of how Raquel and the other Nicaraguan girl came to be in [[Donald Pingle]]'s hotel suite. She has traced the reprehensible escort service to a bank account of one [[Pedro Menudo]], a heavy hitting regional drug lord.<br /> <br /> While the ladies engage in a late afternoon water-yoga session, Murdock sips on his 3rd after-lunch beer, and Iggy tinkers with his drone software, Tanya calls. She has been unable to generate INTERPOL support for a raid on Menudo's fortified mountain compound, but she has received intel that the drug lord has an appointment with one of his bankers in Hermasillo at 5PM - today. Won't the team please help?<br /> <br /> Iggy shouts to Isabella to bring Murdock some coffee and fire up the chopper, and the team is in the air minutes later. En route, Iggy begins the digital intelligence gathering process, and by the time the chopper lands on the roof of the parking garage across from the 16-story bank building, he hacks various parts of the bank's electronic infrastructure. Notably, he has complete control of the elevator system, security cameras, and staff calendars.<br /> <br /> Murdock takes up a sniper position above as the bad guys maneuver rush hour traffic to the bank in an enormous Suburban and glistening silver BMW. The larger vehicle drives up on the sidewalk and a small army of thugs waving pistols scatters hapless passers-by. Half of them accompany Menudo within, while the rest stand around on the sidewalk looking menacing.<br /> <br /> Meanwhile, Iggy has descended to the coffee shop on the ground floor of the garage to rendezvous with Tanya and her new 'assistant', [[Texas Slim]]. Iggy presses her for a coherent plan. She says she under-anticipated the number of goons and that the team should withdraw and follow them to their next destination rather than risk a gun battle on a busy city street.<br /> <br /> From above, over comms, Murdock shares an idea -- use Iggy's elevator mastery to deliver the drug lord to the roof of the bank and snatch him there. Brilliant!<br /> <br /> Iggy, Tanya, and Slim join Murdock on the roof of the garage, and Isabella deftly delivers them across the street to the roof of the bank, where Iggy quickly disables the security cameras.<br /> <br /> The elevator shaft is in the center of the building, aside an access stairwell which is apparently locked with a chain on the inside. The team puzzles over how to quietly infiltrate the stairwell until Slim blasts it with his 44 magnum, causing sprinklers to start spraying until Iggy disables them.<br /> <br /> Isabella keeps the rotors turning while the team slips in and the bad guys file into the elevator nine floors below, two enormous duffel bags in hand. Murdock positions himself in the office across the hall with his sniper rifle braced against a mahogany banker's desk. Slim and Iggy stand to either side of the elevator doors, and Tanya right in front of them, hands on her hips, ready to demand Menudo's surrender.<br /> <br /> Iggy brings the elevator up and leaves the doors closed. Security cameras (projected by Iggy on the team's HUD glasses) reveal that Menudo's four goons have weapons out, pointing at the doors.<br /> <br /> Despite Tanya's compelling reasoning and white silk blouse, the bad guys seem disinclined to surrender, and so Murdock, after careful calculations, blasts the elevator door just to the right of Tanya's elbow. The building shudders, the doors open, and three of the four henchmen are down, guts everywhere. <br /> <br /> Utterly shocked, Menudo and the remaining goon are quickly taken into custody by Slim and Iggy. <br /> <br /> Tanya requests that the team provide their island compound in San Carlos for interrogation, and the team is aloft a minute later...<br /> <br /> <br /> <br /> === Interrogation, Action ===<br /> [[Image:TanyaColbert.jpg|thumb|right|300px|[[Tanya Colbert]]]]<br /> The team installs Menudo in their dedicated interrogation facility. [[Tanya Colbert]] conducts the questioning, Iggy watches from outside, while Murdock sips a cocktail poolside with Isabella and listens in over his earpiece.<br /> <br /> Tanya makes headway, but also makes Menudo angry, and the gangster lunges forward, pinning Tanya's slim neck against the wall with his dirty hand. Iggy draws a weapon and prepares to move in, but pauses after Murdock pipes his voice into the interrogation room, drawling calmly, &quot;Iggy, want me to just pull the trigger from here?&quot;<br /> <br /> Menudo glances around, trying to find the hidden death ray. Anxiety prevails, and he unhands the French detective. <br /> <br /> Soon thereafter, Tanya extracts the info needed. The cash Menudo was withdrawing was destined for a human trafficker at a rail yard in Hermasillo -- tonight. There's time to get there, so the team is aloft a few minutes later, organizing a private bus transport for imagined victims along the way.<br /> <br /> After a surreptitious landing a few blocks away, Murdock approaches and ascends an 80' light pole for overwatch while Iggy takes over the railyard's security system. A Humvee and a jeep full of dudes are keeping watch on a railcar. <br /> <br /> Iggy digitally maneuvers the car into a sleepy backwater of the railyard, which spooks the jeep dudes, and they depart.<br /> <br /> Soon, the Humvee guys emerge, and Murdock starts lining them up and dropping them. Iggy assists, and takes out the goon who peeks out of the rail car itself.<br /> <br /> After the brief flurry of lead, the team moves in to collect twenty South American women. A conversation with Isabella and Tanya results in sending the busload of victims to the San Carlos YWCA, and the team scurries back to the compound.<br /> <br /> <br /> ==== Afterword ====<br /> <br /> [[Tanya Colbert]] and [[Texas Slim]] arrange a press conference at the YWCA in which Menudo is in shackles and victims are in the background. It is a public perception win, and Tanya reports later that she has additional funding for operations.<br /> <br /> Menudo is headed for the International Criminal Court, and will be facing life imprisonment when his trial gets through the system some time in the next few years...<br /> <br /> === Sinking a Sub ===<br /> <br /> [[Image:Nash.jpg|thumb|right|150px|[[Nash Awan]], HotZone operative]]<br /> <br /> On a sunny Tuesday afternoon, [[Mr. Black]] contacts Iggy and advises that the team's help is needed: operative [[Nash Awan]] will provide a briefing, and is en route and will need a pickup at the Guaymas airport shortly.<br /> <br /> Iggy deploys Isabella and squad of surveillance drones to ensure the pickup is successful.<br /> <br /> [[Image:Russian-gangster.jpg|thumb|right|150px|A typical [[Steel Heel]] member]]<br /> <br /> Shortly, Nash briefs the team poolside once the Mad Jew returns from his beachside workout. Serendipitously, Nash looks exactly like a Nazi-sympathizing nuclear engineer who has been hired by the [[Steel Heel]], a Russian crime syndicate, to make their nuclear warhead operational. The Russians plan to pick up this engineer in a sleepy beach town on the west coast of Baja and take him out to their 1970s-era Russian nuclear submarine.<br /> <br /> Other assets have taken care of the actual engineer, so Nash and his support team just need to show up for the pickup, assess the warhead, upload the data, and get out alive. The team proceeds to drink rum and talk about a plan and their fake identities of a nuclear engineer, a mechanic, a technician, and a bodyguard.<br /> <br /> Early the next morning, Isabella (in a white minidress and combat boots) delivers the team to the beach, and they hike the brief remaining distance to the tiki bar where the meet is to take place.<br /> <br /> The Mad Jew gets a Mexican Long Island Deluxe and wanders into the village to buy a 3' sombrero. The rest of the team evaluates ingress and egress while Iggy's drones watch for the Russians.<br /> <br /> Soon, they arrive, three jump-suited goons, one of which is nearly 7' tall. They all proceed to get wickedly drunk before escorting the team back to the boat for the two hour, boozy, sun-drenched ride out to the sub, which emerges in an avalanche of bubbles.<br /> <br /> There, the team is introduced to the sub's captain and relieved of all their weapons, aside from the commando knife the Mad Jew manages to conceal.<br /> <br /> Soon they have their eyes on the target -- an 1970s era Chinese nuclear warhead. Nash, having studied these things for months, identifies two problems with the warhead, reports that he needs to go back into town for improvised supplies. <br /> <br /> Back on deck, the captain gets a phone call that appears to concern him. He asks Nash, &quot;Dr. Blitzer, when did we first communicate?&quot;<br /> <br /> On cue, the team jumps to action. Murdock bashes the captain with his toolbox, breaking ribs and sending the man into the water. The Mad Jew mows down sailors with a seized submachine gun. Nash and Iggy pop off rounds with pilfered sidearms. Thanks to the team's tactical vests, only the Mad Jew is injured in the arm. <br /> <br /> Iggy sends a swarm of flashbang drones into the hull of the vessel, signals Isabella for a pickup, and the team loads into the boat and heads for shore.<br /> <br /> Halfway back, a deep thud marks the demolition of the sub by who knows what, and Isabella swirls in for the escape. <br /> <br /> Mission Accomplished.<br /> <br /> === Laser! ===<br /> <br /> Months pass without a mission, which leads the team to attend [[WarriorCon]] in Nevada. On the way back in [[Isabella Lopez|Isabella's]] chopper, [[Mr. Black]] requests an authenticated location/altitude/velocity update, which [[Iggy]] provides.<br /> <br /> The mission: a USMIL payload on the way to orbit from [https://spaceportamerica.com/ Spaceport America] exploded, and one component was hurled into the mountains of northern Sonora. It's an important bit, an optical tracking system, Mr. Black says, and needs to be secured. The problem is that Chinese intelligence agents are closer than the American team, the Mexican feds are on the way, and some local narcos are closer still. So the team's mission is to ensure the sensitive technology does not fall into the wrong hands.<br /> <br /> Isabella's flight path is updated, and near sunset, the team is on the ground not a mile from the crash site, which turns out to be an irrigation pond on a mountain ranch. Narcos with various battered guns are excited to extract the payload from the pond, and there are a lot of them, so the team takes up recon positions and waits.<br /> <br /> It doesn't take long for Iggy's drone to identify a suspicious vehicle several miles downhill, which seems to be preparing a large jet-powered drone for launch. ''And'', a convoy of ''federales'' a few miles back.<br /> <br /> Aluf hikes down to a bridge to sabotage its stability, and then moves on to check out the Chinese. Meanwhile, Iggy monitors the narcos' efforts to extract the space thing.<br /> <br /> The Mexican cops approach sooner than hoped, and Aluf hunkers down to observe. The Chinese agent, his jet-powered drone exposed and colleagues scattered in the woods, pretends to be a tourist. Before the conversation proceeds much further, Aluf takes his shot(s).<br /> <br /> The Mexican captain and his first lieutenant are fatally injured, and the Chinese agent/tourist dives for cover. The rest of the ''federales'' begin firing indiscriminately into the forest, and Aluf begins jogging back up the mountain, bullets knocking off chunks of bark and rock around him.<br /> <br /> Iggy identifies a second drone above the ranch pond, and after some mild espionage, determines it is American. It hovers, virtually soundless, a beacon for the wet-work black-ops team that is incoming.<br /> <br /> The approaching federales' shots blend with the narcos' celebratory gunfire, and as the collision between the two armed groups approaches, the Americans arrive in a silent chopper to retrieve their property.<br /> <br /> After a few (deadly) pot shots at the narcos/farmers, they scatter, and the team absconds with a 1977 Ford F150. Mission Accomplished.<br /> <br /> <br /> === Vulnerable Cargo ===<br /> <br /> [[Jason Webster]], driving a truckload of what he believes to be cocaine, is pulled over by federales in the Sonoran Desert. It's strange, because he was assured by his bosses that the entire travel pipeline was bought and paid for. But, because the truck has a bank-vault-level lock on it, he's confident this annoyance will pass.<br /> <br /> The federales, after asking Jason just a few questions, proceed to the back of the trailer, and are able to open it with some sort of privileged access/code/password/device. <br /> <br /> To Jason's great suprise, rather than 10k kilos of cocaine, the trailer contains 19 dehydrated South American teenage girls.<br /> <br /> Unsuprised, the federales discuss which one is &quot;best&quot;, and pull her out.<br /> <br /> Jason kills the four federales in a bloodbath that punctures and drains his gas tank.<br /> <br /> With contacts in the Dark Web, he sends out a deeply obfuscated plea for help, and [[Iggy]]'s AI bots pick it up. Soon, he and [[Aluf Mishne]] and [[Isabella Lopez]] are aloft.<br /> <br /> After a quick coordinating communication session, the chopper lands nearby and the most severe cases of dehydration are loaded up and sent back to the hospital in Guaymas.<br /> <br /> After Iggy's surveillance drones alert him to an approaching government vehicle, the team collaborates to move the remaining girls into the Humvee and block the road with the semi. And, a cache of 200 kilos of coke is discovered in a hidden compartment, to Jason's great satisfaction.<br /> <br /> The incoming federales stop and observe, giving the team and 9 girls time to split, loaded into a partially disassembled Humvee, while the feds approach and load up the coke, evidently losing interest in anything else.<br /> <br /> Soon, the team approaches a town of 3000 souls, and the girls express an strong interest in food and water. The team stops, and Jason accompanies the young ladies into a tacqueria. One runs off, and Jason sends the eldest of the ladies after her while Iggy gets drone surveillance set up.<br /> <br /> Outside, the team spots a customized green school bus parked in front of a bar. It's a perfect vehicle for human transport, andthe team soon meats its owner, Brucey, a blonde surfer dude from Oregon, along with his Peruvian wide and gaggle of kids.<br /> <br /> Aluf prevails (with $5k cash and a brandished Desert Eagle) upon Brucey to sell the bus, but just after the transaction, 3 new feds walk into the bar. One takes a particular interest in the Hebrew Hammer, and joins him at his corner table.<br /> <br /> After a round of drinks and a arm wrestling wager, Aluf manages not to kill the feds, defusing their suspicion with $100 bills.<br /> <br /> Meanwhile, Isabella has returned with the chopper and the team offloads the rest of the ladies.<br /> <br /> Next step, after Jason's vigorous advocacy, is to go back and get the cocaine. In Brucey's bus, the group heads back south while Iggy's drones scout ahead. A few well-placed grenade drones disable the vehicle, and Aluf jogs into the desert to finish them off.<br /> <br /> The feds wave the bus forward, unaware of their fate, and Jason obliges, politely approaching. And then, violently accelerating, smashing into the leader and hurling him into a cactus-infested ditch.<br /> <br /> Aluf snipes another, and Iggy's drones finish the last one.<br /> <br /> After some light repairs to the bus, the team loads the coke and heads back north, parting ways shortly thereafter -- Iggy and Aluf head back to base, and Jason proceeds with his adventure.<br /> <br /> ==== Epilogue ====<br /> <br /> Jason decides to repair the truck and continue his drive north to meet the Broker.<br /> <br /> He successfully passes through (bribed) border patrol and meets with the Broker.<br /> <br /> He successfully extracts information about the Buyer.<br /> <br /> He successfully gets into the Buyer's sprawling hunting ranch in southwest Texas.<br /> <br /> He is killed in a vicious firefight.<br /> <br /> Iggy's AI info-bots alert him to the El Paso Times headline: &quot;Disgraced Veteran Opens Fire on Texas Ranch: 14 Dead&quot;<br /> <br /> === Rescuing KK ===<br /> <br /> [[Image:GimRhee.jpg|thumb|right|300px|[[Gim Rhee]], security consultant]]<br /> [[Image:KK.jpg|thumb|right|300px|[[KK]], heiress]]<br /> <br /> It's Wednesday afternoon. The Hebrew Hammer is away, scuba-diving with a Venezuelan supermodel. Murdock is passed out drunk. And Iggy is snacking on Isabella's shrimp cocktail, poolside, when Mr. Black makes contact.<br /> <br /> A trustworthy ally, [[Gim Rhee]], is needs a team to help with a problem. Gim provides personal protective services for [[KK]], a social media phenom, and she's been abducted. Her GPS transponder puts her at an airfield near Guaymas, in the team's back yard, and he is on his way.<br /> <br /> While Isabella picks up Gim, Iggy has does some data-mining and hypothesizes that [[Raul Gomez]], CEO of &quot;Predator Security, LLC&quot; may be involved. The LLC owns a luxury house in the hills overlooking San Carlos, and Iggy deploys his drones to get eyes on the target. Before they arrive, Gim reports he has received another &quot;ping&quot;, and that KK is apparently at the very house.<br /> <br /> After equipping Gim from the arsenal, the two load Murdock and his gear into the chopper, and Isabella flies the team over to the house, where, Iggy reports, an adult video is being filmed. <br /> <br /> While Murdock snoozes, Gim and Iggy infiltrate the house, dispatching two goons in the process, and scaring off the camera crew and actors. KK is not there.<br /> <br /> While contemplating options, a new ping comes in -- she's a private airfield outside Juarez.<br /> <br /> The team loads back into the chopper as the sun drops below the sea, and zooms across the desert to the airfield, only to get another ping that KK is in a garbage dump nearby. Murdock finally coming to his senses and sets up overwatch at the edge of the dump while Iggy and Gim investigate, a task that is hastened by Iggy's hacking of Gim's GPS tracker software to ping every 10 seconds. They soon find the transponder, a belly-button (?) ring, inside a beer can. KK is not there.<br /> <br /> Iggy and Gim contemplate their options, while Murdock tracks the movements of the lone rent-a-cop on the far side of the dump. As an exercise, he shoots the walky-talky out of the fellow's hand before the team makes its next move -- to a modest suburban house in the hills of Juarez owned by the abductor.<br /> <br /> Landing in the middle of the neighborhood street a few blocks away, the team hears sounds of sports on TV, a festive quinceanera, and squabbling spouses on their way to Raul's house. Murdock kicks in the back door, which sets off a security alarm, which Iggy blasts into silence with his assault rifle.<br /> <br /> Iggy breaks into the desktop computer in the office, downloads Raul's mail, and finds that he works for [[Rico Gordo]] a very wealthy mover-and-shaker of the region. In the email, Mr. Gordo approves of Raul's recent request to borrow the villa while Mr. Gordo recuperates from surgery in Mexico City.<br /> <br /> Back into the chopper, and the team heads higher into the mountains, eventually setting down less than a mile from the Gordo villa. They cross the impossibly green horse pasture en route to the will-lit luxury villa, startling a half dozen beautiful white Arabian horses along the way.<br /> <br /> Gim sneaks up and gets into fisticuffs with one sentry while Murdock sets up for a one-shot-two-kills attempt. He succeeds, and then turns his weapon on Gim's opponent, who has just fired a spray of bullets point blank at Gim, whose arm hangs, bloody and useless. Just as Gim is about to kick the sentry again, his target's head explodes.<br /> <br /> Meanwhile, Iggy shoots his way through the giant windows into the darkened house, switches his goggles to night vision, and makes his way down a long hallway to a bedroom door. He opens it, sends a flashbang in, and then, deafened, zip-ties KK and Raul.<br /> <br /> He leads the grateful celebrity out, where she nuzzles Gim affectionately, and then calls for pickup.<br /> <br /> Mission accomplished.<br /> <br /> ===South of South of the Border===<br /> [[Image:Esti.jpg|thumb|right|300px|[[Esti Avatau]], new ally]]<br /> <br /> More than a month goes by, during which Murdock drinks tequila and fires at targets, the Hebrew Hammer runs on the beach and eats latkehs, and Iggy attends a quantum computing conference in Switzerland and provides electronic surveillance training to Gim remotely. <br /> <br /> Meanwhile, Gim and [[KK]] are back to their old travel schedule, with KK sparing no expense to transport her entourage through the luxury resorts of South and Central America, wherever there is a wet t-shirt or bikini contest. It is during this grueling schedule that KK makes a new friend, fellow contestant Angelica Lopez, at the 'Secrets' resort in the far south of Mexico.<br /> <br /> Angelica is terrified because her family just across the border in Guatemala has gotten tangled up in the politics that has led to an ongoing and violent coup. Compassionate KK insists that Gim &quot;do something&quot;, and so he calls the team.<br /> <br /> In a few hours, after stopping to buy ALL the flowers and other gifts for KK and her friends, the team gathers at Secrets just as the wet t-shirt contest is about to start. On the way in, they notice a big police chopper in the parking lot.<br /> <br /> [[Aluf Mishne]] serendipitously meets [[Esti Avatau]] at the bar, an acquaintance who also received tactical training in Israel. They have a moment to catch up before Aluf spots the Mexican military police drinking at the bar, evidently having flown in for the contest. He sends them shots, challenges one to a arm-wrestling and tequila chugging contest, and has the authentication card for the chopper in no time.<br /> <br /> Meanwhile, Murdock has infiltrated the chopper and done research on Angelica's family, who turn out to be well-to-do coffee plantation owners. Twice, he calls their customer service line to demand to be connected to the owners. <br /> <br /> Shortly, the team (including Esti) is aloft in the stolen chopper, its transponder disabled, while KK and the throng of beauties keep the pilots busy.<br /> <br /> Presciently, Murdock requests that Isabella fly south, just in case.<br /> <br /> Skimming just above the treeline after dark, they take small arms fire shortly after crossing into Guatemala. Murdock begins evasive maneuvers, but then the rocket hits. The chopper goes into a barely-controllable spin, and Murdock has to ditch in a swampy valley. Miraculously, nobody is injured. <br /> <br /> Aluf sprints off into the night, and soon returns with a decrepit but functional Jeep, and the team travels 5 more miles of bumpy dirt road to the perimeter of the plantation.<br /> <br /> Security seems light, with the bad guys mostly gathered around a soccer game on TV, and so the team fans out to infiltrate from multiple directions. Murdock takes up a position with his sniper rifle as Gim, Aluf, and Esti approach.<br /> <br /> Esti makes contact with the family in a back bedroom, Murdock registers a triple kill with one bullet, Aluf tosses a grenade into the TV room, as Gim slips into the laundry room from behind.<br /> <br /> Esti is perturbed when a soldier sneaks up on her and jams a pistol into her kidney, but she expertly fast-draws her pistol and shoots him in the gut. At the same time, the bad guy reacts to Gim's approach by shooting him in the groin. Disabled, Gim falls to the floor as Esti pumps more bullets into the bad guy, felling him.<br /> <br /> The team bandages up Gim, loads the family into the armored personnel carrier outside, and drives north to the border to rendezvous with Isabella and deliver the family to Secrets.<br /> <br /> Mission Accomplished.<br /> <br /> === An Old Enemy ===<br /> [[Image:TanyaColbert.jpg|thumb|right|300px|[[Tanya Colbert]], unwitting pawn]]<br /> [[Image:ElwoodMcAllister.jpg|thumb|right|300px|[[Elwood McAllister]], Murdock's new nemesis]]<br /> <br /> <br /> Just a week later, Gim is in the middle of his final recover PT exercises and Iggy is updating drone software when [[Tanya Colbert]] calls. Quickly, she says she was abducted by ''federales'' and provides her GPS coordinates before being cut off. She sounds scared, and the team loads up, including Esti, who has been following the Mad Jew around, who decides to skip this mission.<br /> <br /> [[Isabella Lopez]] has the team aloft a few minutes later, zipping across first desert and then rising hills into forested mountains. Meanwhile, Iggy reports that the coordinates describe a deep valley with steep sides and no discernible structures.<br /> <br /> On Ziggy's dare, the team ''parachutes'' in near the ridgeline, which works out well for everyone except Iggy, who tangles with a tree branch and ends up with a fat lip.<br /> <br /> From there, Iggy deploys his surveillance dome, who sail over the ridge and spread out above the valley -- only to send a single 'Satellite Interference' error before going dark.<br /> <br /> The team creeps over the ridge, and begins descending the steep slope, noticing a house and black SUV far below. [[John Murdock]] considers taking a potshot at 5&quot; wide enemy drone 1000 yards way, but thinks better of it.<br /> <br /> Esti stumbles and rolls for 20 yards before landing with a thump on the uphill side of a huge tree. She's uninjured, but the commotion alerts someone below. The squeak of a rusty wheel and crackle of twigs precede a deafening scream, a cacophonous slurry of high and low, the shriek of ripping metal and grinding stones.<br /> <br /> Two men are pointing some sort of sonic weapons on wheels at the party, all of whom drop to the ground, retching until they pass out. <br /> <br /> &lt;hr&gt;<br /> <br /> ''Slowly, one by one, the team awakens. Their wrists are plastic-handcuffed. They are nearly nude. It's dark and cold. They are in a dirt-floored hut.''<br /> <br /> Everyone comes to their senses except Esti who continues retching into the dirt. Murdock searches around and finds an old rusty nail, and begins working on his cuffs. Ziggy meditates his way out of his cuffs.<br /> <br /> Gim peers out a crack in the boarded up window and whispers that there are four older locals in ponchos around a fire, hunting rifles nearby. A radio crackles, and one of the men replies in Spanish, &quot;Yes, ''jefe'', they are waking up.&quot;<br /> <br /> Two burly white mercenaries with body armor and sleek submachine guns come to the door and escort Murdock into the large house while the four guards keep the party at bay.<br /> <br /> Inside, Murdock is confronted with his past in the form of [[Elwood McAllister]], and an interrogation/debate ensues.<br /> <br /> Meanwhile, Iggy begins taunting the guards with family scorn and sexual innuendo. He is successful in arousing their ire and one of them whips the door open to punish the gringo.<br /> <br /> As his rifle muzzle enters the doorway, Iggy and Gim attack barehanded, Iggy wrapping up the man's neck in a headlock and Gim going after the weapon. In a few moments, one Mexican farmer is shot, another suffocated, and the final two run off into the night.<br /> <br /> This scuffle of course attracts the attention of the mercenaries, one of whom comes out and starts shooting at an insane rate-of-fire, tearing up the surroundings and obliterating Ziggy's left foot as he dives back into the hut.<br /> <br /> It is Esti, bile still dripping from her dessicated lips, that picks up the other rifle just in time to silence the mercenary as he approaches.<br /> <br /> Sensing the tables turning, Mr. McAllister cuts short his visit with Murdock and slips out the back door. Murdock proceeds to negotiate an arrangement with the other mercenary, who also disappears into the night.<br /> <br /> Upstairs, Tanya is zip-tied to the bedframe with a bucket to relieve herself in. Despite Murdock's grubby nakedness, she is elated to see him, and gives him a big hug.<br /> <br /> The team hikes out to a flat meadow for Isabella's pickup.<br /> <br /> Mission... accomplished.<br /> <br /> ==== Loot Collected ====<br /> * one TL9 personal defense weapon (UT-135): Acc 4, Range 350/3000, RoF 10, Shots 100+1(5), Rcl 2, Weight 5<br /> * one Belt-Sword - contains a battery and made from magnetic material that can convert into a shortswod for 10 seconds.<br /> * one USB computer-cracker (make a simple Computer Operations check to break in to any standard PC/laptop, takes 10 seconds.<br /> * one wristwatch-flashbang<br /> <br /> === Salsa y Samba ===<br /> [[Image:IsabellaLopez.jpg|thumb|right|200px|[[Isabella Lopez]], contestant]]<br /> [[Image:EvaCortez.jpg|thumb|right|200px|Eva Cortez, contestant]]<br /> [[Image:MiaMinx.jpg|thumb|right|200px|[[Mia Minx]], Fantasia talent]]<br /> <br /> A few weeks go by, during which:<br /> * Iggy has his foot rebuilt with a little something extra (TBD).<br /> * Iggy acquires a bleeding-edge holographic projector from a lab in Korea and has been studying the technology.<br /> * Murdock gets Iggy's assistance in figuring out where the future-tech gun came from: a small manufacturer in Germany that creates gear for the German Special Forces. Murdock goes on to buy a substantial cache of ammunition, practicing his Merchant skill in the process but still overpaying by about 1000%.<br /> * Murdock practices Acting on Isabella -- with her permission and assistance.<br /> * The Hebrew Hammer attends a 'tacticool' conference in Las Vegas.<br /> * Esti has a private security gig in Mexico City.<br /> * Gim orders a training shortsword from Amazon and watches Youtube videos to acquire the Shortsword skill.<br /> <br /> One afternoon poolside, Isabella and Murdock are practicing casual social interaction and she tells him she's a finalist in the Sonoran Salsa y Samba competition, with the semi-finals being held in nearby Hermasillo the every next day. Gim and Murdock will be happy to escort her, of course.<br /> <br /> The next morning, Isabella dons a silvery spaghetti-strapped dancing dress and flies the team to Hermasillo where a limo awaits.<br /> <br /> The competition is in a mid-sized indoor stadium and Isabella heads to the dressing room while Murdock and Gim are escorted to the VIP lounge, which is starting to fill up with contestants' partners and parents. Shortly, Murdock grows bored and makes his way to the central security control room.<br /> <br /> Despite 64 monitors, the place is a mess, without any good security protocols in place. Murdock chats with the security chief and is profoundly unimpressed.<br /> <br /> Then he notices on one of the screens three thugs dragging one of the contestants down a corridor. Gim, in the VIP lounge, hears screams, and the abduction is happening in real time. He urges the panicked crowd of dancers to come down to the VIP lounge, but few speak English -- Isabella takes the lead and the women clear the corridor.<br /> <br /> Gim pursues the attackers but they've already escaped in a white SUV. Back in the control room Murdock urges the chief to organize pursuit, but his rent-a-cops are in disarray.<br /> <br /> Two yellow-jacketed security guards careen around the corner towards Gim, guns drawn. Gim raises his hands in surrender and edges towards frantic guards, who are shouting something at him in Spanish. Murdock watches the confrontation transpire and demands the chief call off his dogs, but the command structure is feeble and he doesn't even know which team is which. <br /> <br /> Eventually Gim gets close enough to overcome both guards with his bare hands, a feat watched in awe by the men back in the control room.<br /> <br /> Murdock and Gim convene with Isabella in the VIP lounge where they learn that the abductee was none other than '''Eva Cortez''', not a favorite to win, but a popular Instagram influencer, and the target of ongoing unwanted affections by a regional goon, '''Hector Valdera'''.<br /> <br /> Some quick research indicates that Valdera is a local drug lord and an investor in a nightclub called '''Fantasia''' less than a mile away. He also owns a suite on the 11th floor.<br /> <br /> Gim sneaks around the parking lot and finds a small Mercedes RV with the door unlocked and keys in the ignition. Its self-driving features take the team through terrible traffic to Fantasia. It's late afternoon, but the $50 cover still applies.<br /> <br /> Inside, Murdock and Gim shower performers, bartenders, and tall security guards with cash and soon buy their way into the VIP lounge on the second floor, escorted by '''Nina''', who always wanted to be a 'second floor girl'.<br /> <br /> In the leather and purple-neon lounge, the team assesses security and the assets of the entertainers. Gim is particularly smitten by [[Mia Minx]] and long juicy conversations ensue. <br /> <br /> Murdock, though also distracted and tempted, gets the team back on task. Gim knocks out a security guard, acquires a swipe-card, and the team is on the way up to the 11th floor, sniper rifle re-assembled.<br /> <br /> They throw the unconscious guard out of the elevator doors and confront the goon at the end of the hall. Murdock shoots the goon's gun out of his hand (and removes his thumb) with a silenced blast of his rifle, and the guy dives back into the apartment.<br /> <br /> Murdock then uses his 'six drone' creatively to get a visual of the room. Two goons are staged behind a fluffy white couch, weapons aimed at the door.<br /> <br /> Murdock takes a step back, aims carefully at the wall two feet away, and fires a single shot through the wall, couch, and chest of one of the goons. The other dives into a side bedroom through a cloud of couch fluff, terrified.<br /> <br /> Murdock enters while Gim covers their exit.<br /> <br /> In the master suite, Valdera confirms he has Ms. Cortez and offers to sell her. Murdock agrees but requires Eva to come out first. As soon as she does, Murdock blasts Valdera into the annals of drug goon history.<br /> <br /> Meanwhile, another resident exits his apartment with a shotgun and confronts Gim. In a flash, Gim buries a throwing knife in the man's chest from 15' away, and the white-bearded fellow falls back into his foyer with a groan.<br /> <br /> With Ms. Cortez collected, the team heads back to the stadium -- though Gim stays behind to interact with Mia a bit more.<br /> <br /> With Eva returned to her family and Isabella disappointed but not surprised to have been eliminated in the third round of the dance competition, the team loads back into her chopper and heads back to HQ. <br /> <br /> Mission Accomplished.<br /> <br /> ==== Notes for Next Time ====<br /> * Gim has a 1pt Contact in [[Mia Minx]]<br /> * Murdock has a 1pt Contact in [[August Sturburger]] the TL9 gun manufacturer<br /> * Iggy has something in his foot and new holographic projection tech<br /> * Hammer has some new cool gun gear<br /> <br /> === Rescue in La Paz ===<br /> [[Image:NadiaGorbachev.jpg|thumb|right|350px|[[Nadia Gorbachev]], friend of [[Mia Minx]]]]<br /> <br /> Over the past few weeks:<br /> * Esti is still in Mexico City.<br /> * The Hammer is teaching/dominating MMA classes at a gym in Guaymas.<br /> * Iggy is on a week long silent fasting meditation retreat on a desert island alone.<br /> * Gim has spent the last 3 weeks on willpower exercises, deep meditation, pain tolerance and raises his Will by one.<br /> * Murdock has spent the last 3 weeks training with Isabella on lying, flirting, telling stories, being socially not weird -- and spends a point on Acting and one on Sex Appeal and one on Dancing (thanks Isabella).<br /> * Murdock also rolls against his annual HT check for alcoholism -- and makes it, twice, for 2028 and 2029.<br /> <br /> Murdock is mixing himself a strong margarita after another afternoon of flirting practice with Isabella, and Gim is doing tai chi on the lawn when the call comes in.<br /> [[Image:rubia-caliente.jpg|thumb|right|350px|The ''Rubia Caliente'', owned by [[Victor Azulare]]]]<br /> <br /> [[Mia Minx]] is in distress and currently racing her 2027 Porsche Turbo Coupe from Hermosillo to Guaymas to rendezvous with the team. It seems that her friends [[Nadia Gorbachev]] and Raven Black departed yesterday with some &quot;high rollers&quot; to the Guaymas docks to begin a fishing trip, but that Nadia texted &quot;SOS&quot; this afternoon and now has gone silent.<br /> <br /> Nadia has no papers and so traditional law enforcement is not a good option. Can you help?<br /> <br /> Murdock and Gim hop in the little speedboat because Isabella has Jazzercise class, and soon the duo have connected with Mia at the docks amid the bustle of commercial fishermen unloading the day's catch.<br /> <br /> They show Nadia's photo to 100 fishermen and many recall her striking figure boarding an enormous 200' super-yacht yesterday.<br /> <br /> Gim and Murdock check in with the port authority, and with mild threats and $500 cash, learn the identity of the yacht owner: Victor Azulare, a Peruvian mining billionaire. A bit more research reveals that Victor had a tall blonde Peruvian wife until she left him last month, so a hypothesis emerges that he has kidnapped a replacement.<br /> <br /> Murdock checks in with [[Tanya Colbert]], who is able to assess that Victor's yacht, the ''Rubia Caliente'' is currently docked in La Paz, a resort town a few hundred miles across the gulf in Baja.<br /> <br /> Mia insists on accompanying, and soon the team is aloft with Isabella. The sun goes down over Baja as the chopper approaches, and Murdock instructs Isabella to lazily tour the dock area a couple thousand meters up and away. From that vantage, he spots the Rubia Caliente complete with a tall blonde on the deck. <br /> <br /> Isabella identifies an 11-story Hilton with a helipad about 400 meters from the yacht and makes a quick reservation for the team. There, Murdock goes downstairs to check out the bar while Gim succumbs to Mia's imploring &quot;Let's take a shower?&quot; request in the grandiose Presidential Suite.<br /> <br /> Downstairs, Murdock's floral shirt and pasty white skin quickly attract an entourage of seven enterprising hookers, whom he agrees to hire at a bulk discount after refilling his cocktail mug.<br /> <br /> Gim and Mia arrive shortly, and the party of ten caravans over to the yacht.<br /> <br /> There, Murdock practices his new schmooziness and talks the gang onto the boat, where a lightly attended party consists primarily of Victor taking pictures of a thin male model in a bikini-style suit with cocktail waitresses and bodyguards standing around.<br /> <br /> Nadia shoots a startled look at Mia, but keeps her cool, looking lovely if a bit sad in her spaghetti-strap silver dress.<br /> <br /> The arrival of the festive sex workers livens up the party, and Gim really amps things up by volunteering four ounces of cocaine to the group. The techno beats are rocking and a dance party ensues. <br /> <br /> For his part, speaking next to no Spanish, Gim is reserved and hangs around near Nadia and the thick-necked goon watching over her. Eventually, he can't take it any more, and conducts a devastating kick to the goon's chest, snapping ribs. As he crumbles, a second blow to man's forehead renders him unconscious. <br /> <br /> The revelers scarcely notice, in part because flashing lights have appeared at the head of the pier, some sort of law enforcement authorities.<br /> <br /> Gim and Murdock take the opportunity to slip away on the far side of the deck, intending to ascend to the rooftop helipad. On the way, Murdock assassinates a silhouetted bodyguard with two silenced bullets to the chest, and soon the team is loading into the strange golden chopper. Murdock goes about hot-wiring the craft while Gim and the ladies board and keep watch.<br /> <br /> Shortly, another goon has ascended to the platform. Gim fires 3 shots and misses. The goon returns fire, with bullets careening through the chopper -- and Gim's left arm, disabling it.<br /> <br /> Gim and Murdock return fire, and the goon falls.<br /> <br /> Soon, the golden chopper is aloft and a rendezvous point set with Isabella on the beach 3 miles away. Nadia expresses her thanks, and the team departs for home, gliding swiftly above the smooth black waters of the gulf.<br /> <br /> === Concrete ===<br /> [[Image:IsabellaLopez2.jpg|thumb|right|400px|[[Isabella Lopez]], poolside]]<br /> [[Image:TanyaColbert5.jpg|thumb|right|400px|[[Tanya Colbert]], French detective]]<br /> <br /> It's a lazy midsummer afternoon, and Gim is playing badminton with [[Isabella Lopez]] and [[Raquel Bolivar]] while Murdock sips drinks in the shade. Gim has spent the last week trading English lessons for Spanish lessons with Raquel.<br /> <br /> The relaxation sadly ends when [[Tanya Colbert]] calls Murdock. She's on her way south from Juarez to a little village in the desert where she wants to meet Murdock (and the team) to describe an urgent need.<br /> <br /> Isabella trades in her bikini for a flight suit and the team is aloft 16 minutes later. They soar across the desert, over the mountains, and land a mile south of the village before midnight to hike the last bit. <br /> <br /> Gim hangs back for a brief recon while Murdock goes into the sole bar in the village and gets a beer. Tanya arrives shortly (in khaki shorts, sandals, white tank top) and complains that her self-driving 2025 Volvo wago A/C is out. She's tired and hot and is glad to take a cold beer off Murdock's hands.<br /> <br /> Her story is outrageous -- she believes that powerful gangsters have kidnapped and possibly killed the national Minister of Finance because of his interest in pursuing corruption charges against the gang's ringleaders, [[Carlos Villanuevo]] and his brother Ricky. She theorizes that the captive/slain Minister is destined to be buried in the concrete foundation being poured at a nearby mega-prison under construction by one of the Villanuevo brothers' companies.<br /> <br /> The mission? To collect photographic and/or DNA evidence of that crime so she can run it up the flagpole to INTERPOL which has heretofore been reluctant to intervene in Mexican corruption issues -- but the Minister also holds a Spanish passport.<br /> <br /> Gim and Murdock consider their options after chasing off the crusty old drunks leering at Tanya. They decide to go recon the construction site. Tanya again expresses her exhaustion, hands the car keys to Murdock, and arranges for lodging for the team in a half-collapsed adobe nearby.<br /> <br /> Murdock disables the car's safety lights, fixes the A/C for Tanya (just a loose belt), and he and Gim head to the site 15 miles away. They spot it a mile away -- an enormous ring of tall light towers.<br /> <br /> There, they park, Murdock assembles his weapon, and Gim sneaks across the desert, picking up a tarantula along the way and dropping it into a baggy pocket. Soon, Gim is at the lit perimeter and hesitates as a 4-wheeler is on its way over.<br /> <br /> Suddenly there's a boom and shower of sparks - Murdock has blasted out the security light from 2000 meters. The tank-topped guard creeps forward, suspicious, and tries to say something into his radio, but Murdock has filled the channel with static from a cinnamon-almond wrapper.<br /> <br /> Eventually, the poor goon is in range, and Gim nails him with a paralysis blow dart.<br /> <br /> But, lights are coming on in the cluster of portable buildings a few hundred yards away. While Murdock watches for activity, Gim drives the 4-wheeler to the site of the foundation pouring, makes a guess about which portion will be filled next, disables a big dozer, and rigs up his 6-drone to provide remote surveillance on the site.<br /> <br /> Unfortunately, bad guys start streaming out of the buildings after someone sets off a smoke alarm, and Murdock plunks a few rounds into the buildings. This provokes them further, and at least six dudes have AK-47s.<br /> <br /> Gim high-tails it back to the car, taking extreme risks blasting across the desert in the dark, dropping into arroyos and sailing airborne on numerous occasions. Sadly, his luck runs out and he bails a hundred yards from the car, sustaining bruises and scratches and losing track of his 6-legged tarantula.<br /> <br /> Automatic gunfire crackles through the hot desert air, and Murdock and Gim drive back to the village to avoid getting Tanya's car damaged. Along the way, they debate how to explain their trip to Tanya....<br /> <br /> === Concrete - Pt 2 ===<br /> <br /> While the boys were out getting shot at, Tanya had another video call with her superiors at INTERPOL, and prevailed upon them to leverage local law enforcement resources and an international warrant to check out the construction site. She's also been advised to get the hell out of there, and so, when the lads return stinking of adrenaline and gun smoke, she loads them back into the car and drives them back to the drop-off site, where Isabella awaits. <br /> <br /> Tanya heads north to get the warrant at the border; Gim and Murdock fly back to the compound with Isabella.<br /> <br /> === Infidel Defilers === <br /> [[Image:MauriceLundgren.jpg|thumb|right|300px|[[Maurice Lundgren]], death cult leader]]<br /> Months pass, and the team has engaged in their various avocations. <br /> <br /> Also, through an introduction by [[Tanya Colbert]], a new part-time resident has moved into the compound. [[Najmuddin Kubra]] has fought for various sides in various wars and skirmishes throughout the Middle East, and has recently decided getting out of that hemisphere would be best. He and the Mad Jew have bonded over various contests of skill, pain tolerance, religious debate, and physical endurance for the past few weeks.<br /> <br /> On the day the call comes in (from Tanya):<br /> <br /> Away: <br /> * The Mad Jew is at an arms convention in Germany buying some new high tech murder tools.<br /> * Iggy is attending a conference in Helsinki entitled, '''&quot;The Future of AI, Mind Control, and Neuropathologies of the Human Condition&quot;''' <br /> * Esti is on a two-week private security gig in Los Angeles.<br /> <br /> Poolside, with Jimmy Buffet playing: <br /> * Murdock is on a 2-day bender, absolutely blind drunk on Jamaican 150 proof rum.<br /> * Isabella is doing sexy yoga in her teeny weeny bikini<br /> * Kubra is praying<br /> * Gim is juggling five metal balls with one leg extended horizontally to the side.<br /> <br /> <br /> Tanya, in an adorable French accent, explains to Kubra that an Islamic extremist and terrorist death cult leader named [[Maurice Lundgren]], has recently turned up in Mexico City after a 10-year disappearing act. She has pleaded with the '''federales''' to help her bring him to justice, but she is not getting any cooperation, and time is of the essence.<br /> <br /> Gim and Kubra volunteer, and Isabella slips into a form-fitting flight suit for the occasion. They fly through the night to Tanya's coordinates, a mansion on hill with a commanding view of the sprawling city of fifteen million souls.<br /> <br /> Gim heads in for elk breakfast tacos with Tanya while Kubra appreciates the statuary on the grounds.<br /> <br /> Soon, Isabella is off to refuel the chopper and the team loads into the 1992 Beach Bronco, Gim playing 'driver' at the wheel and Tanya and Kubra in the back seat.<br /> <br /> Their destination is a Muslim district, very poor and crowded. Kubra advises they find the district's mosque on Google Maps, and Tanya amply provides.<br /> <br /> Dressed for the occasion, Kubra wades through the thronging masses and heads in through the front doors, soon joined by 300 others for the mid-day prayer. He emerges with important intel:<br /> * Goons in red, with beards and top-knots, have AK-47s in the mosque.<br /> * Maurice is leading the prayers here.<br /> * There is a coffin at the front, at which many worshipers dropped rusty machetes before finding their place to pray.<br /> * The prayer started out like most Sunni fundamentalist punditry, but took a very dark turn at the end. The devout were warned to be ready for the call of seven bells, for it would be the call to act, and bring about their salvation.<br /> <br /> When prayers are over and the building empties, Gim and Tanya head around back and Kubra re-enters the front, armed this time.<br /> <br /> Kubra swiftly dispatches a red-shirt goon with his AK-47, the staccato of gunfire causing a wave of panic on the streets outside. At this, Gim enters from the back, and, despite his gun jamming, bludgeons a second goon into unconsciousness.<br /> <br /> Tanya stays behind to monitor the panic outside and watch for cops or other trouble.<br /> <br /> Gim and Kubra break down the 'employees only' door, with Kubra taking the lead into the room. The next goon unloads with his AK, and Kubra's armor saves his ass, etc...<br /> <br /> Soon, the team is stepping over another corpse and moving down old stone steps, deep below ground. At the end of a hallway, there is a modern steel vault door. The team arranges on-hand C4 to destroy the door, and retreats for the detonation.<br /> <br /> Rock and dust howl back into the mosque, the parking lot pavement buckles, and one car tips onto its side due to the underground blast.<br /> <br /> Gim and Kubra high-tail it back into the tunnel and are soon walking into Maurice's mastermind chamber, complete with detailed plans for a murderous attack on innocents. Maurice is here too, briefly stunned by the blast. <br /> <br /> Gim adds to the mix with a flash-bang, rendering Maurice blind. Nevertheless, firing at -10 to hit, one .50 caliber round obliterates Gim's gun arm before Kubra does the same favor to Maurice.<br /> <br /> Soon, the terrorist is bludgeoned, tied up, and dragged out to the parking lot, where Tanya has wisely summoned Isabella as sirens approach. <br /> <br /> Mission Accomplished.<br /> <br /> === Damage ===<br /> [[Image:LilianaSvetlana.jpg|thumb|right|300px|[[Liliana Svetlana|Liliana Svetlana, M.S., Aeronautical Engineering]]]]<br /> <br /> Away: <br /> * The Mad Jew is at an arms convention in Germany buying some new high tech murder tools.<br /> * Iggy is attending a conference in Helsinki entitled, '''&quot;The Future of AI, Mind Control, and Neuropathologies of the Human Condition&quot;''' <br /> * Esti is on a two-week private security gig in Los Angeles.<br /> <br /> Poolside, with 80s Madonna playing: <br /> * Isabella is doing sexy yoga in her teeny weeny bikini<br /> * Murdock is chatting her up<br /> * Gim is is flexing his newly rebuilt right arm<br /> * Kubra is chatting him up<br /> <br /> Iggy, in Helsinki, conferences in the team for a call from [[Mr. Black]]. It seems that two international bad actors are set to rendezvous not far from the team, and that the mission would be to simply cause them both as much damage as possible.<br /> <br /> <br /> ''[[Dmitry Kasparov]] is a russian petro-chemical billionaire <br /> who also makes a chunk of change selling drugs to the EU.<br /> <br /> We believe with very high confidence that he has found a new <br /> partner in [[Xavier Diego]], a Peruvian cartel boss who has <br /> been escalating his violence over the last year.<br /> <br /> The Russians are bound for... San Carlos, a sleepy marina <br /> with almost no record-keeping or federal presence, for <br /> refueling and resupply.<br /> <br /> It is assumed that the Russians will trade a large quantity <br /> of Soviet-era small arms in exchange for a large quantity of<br /> illegal drugs.''<br /> <br /> <br /> Shortly after hanging up, Gim gets a text from [[Mia Minx]], who is distressed that a friend of hers, [[Liliana Svetlana|Lily]], also an Instagram model with a Masters degree, has gone missing.<br /> <br /> The team opts to take one of the powerboats over to the marina and soon see the Russian megayacht on approach. Posting as tequila delivery boys, they talk their way on deck and start shooting pretty much immediately. Ten seconds later, six Russian goons are down, and the feeble oligarch essentially surrenders control of the vessel.<br /> <br /> In a twist, [[Liliana Svetlana|Lily]] is on board the vessel, evidently a trophy or gift for the Peruvians, and the team ensures her safety.<br /> <br /> After dark, on approach to the rendezvous point, Murdock selects a high, dark place to set up his sniper rifle. Once the vessels are linked up, he fires, immediately ending the life of [[Xavier Diego]] ''and'' one of the goons behind him. The crackle of small arms fire rings through the sea breezes, and soon the Peruvians succumb to the superior forces. <br /> <br /> One of the team (who?) murders the oligarch as well.<br /> <br /> The team then unlocks a shipping container on board the Peruvian freighter, revealing thirty women and girls bound for Russian slavery. This prompts a call to [[Tanya Colbert]], who rallies the law enforcement and medical resources to assist. She has one request though - &quot;''Could you please make all the guns and drugs disappear to simplify things?''&quot;<br /> <br /> The team complies, of course.<br /> <br /> Mission Accomplished.<br /> <br /> === Confluence ===<br /> [[Image:MiaMinx3.jpg|thumb|right|300px|[[Mia Minx]]]]<br /> [[Image:LilianaSvetlana.jpg|thumb|right|300px|[[Liliana Svetlana|Liliana Svetlana, M.S., Aeronautical Engineering]]]]<br /> <br /> * With [[Mr. Black]]'s endorsement, [[EZ]] joins the team after missing the boat last time. <br /> * [[Liliana Svetlana|Lily]]'s Instagram business begins booming with her new tropical beach photos. <br /> * [[Iggy]] reports he's staying in Europe a little longer whilst shacked up with a Latvian AI researcher. <br /> * The Mad Jew has returned wit crates of new weapons and is testing ''everything''.<br /> <br /> The first call comes in from [[Mia Minx]], letting [[Gim Rhee]] know that Lily has a show at [[Fantasia]] tomorrow night, and that some drug cartel goons just bought 50 VIP tickets, so she may need a bodyguard.<br /> <br /> The next is from [[Mr. Black]], who says an Algerian warlord's right-hand man is headed to Hermasillo for (probable) money laundering tasks. [[EZ]] is familiar with the bad guy, and says he used to joke about &quot;hot California girls&quot; often. Despite being Ukrainian, Lily sure fits his concept.<br /> <br /> The team decides to pose as celebrity bodyguards, and gamble on the theory that the Algerian will attend Lily's show. Isabella dos her flight suit, and with Lily as co-pilot, delivers the team to the roof of the Hermasillo Hilton, just four blocks from Fantasia.<br /> <br /> Upon checking into the 8th-floor suite, EZ and Murdock mix stiff drinks with the ladies while Gim heads over to Fantasia to rendezvous with Mia and refamiliarize himself with the layout. Later, EZ takes Lily out dancing at run-down discotheque across the street from Fantasia, where Lily chats up dozens of gentlemen about her show.<br /> <br /> Eventually, Lily's show begins, and she is spectacular. The Algerian arrives with some goons, and the team watches from three angles, ready to leap into action. The crowd of goons, knuckleheads, and felons turns out to be relatively well-behaved.<br /> <br /> Coordinating over secure comms, the team hatches a new plan: introducing themselves to the Algerian and inviting him back to the Hilton to meet the star. <br /> <br /> EZ leads the effort, having a history with the Algerian from his Blackwater days. His charisma wins them over (or perhaps Lily's charms), and a motorcade back to the Hilton sets off immediately.<br /> <br /> Once the bad guys are piled into the suite and start asking for Lily, Gim makes the first move-- grapples the Algerian and securely wrestles him to the carpet. Then Murdock and EZ start shooting and sledgehammering. Goons drop to the floor, bleeding and moaning, and four escape into the hallway, only to be slain on the sidewalk outside by Murdock's perfect shooting at 200 yards.<br /> <br /> EZ sustains a 9mm shot through the thigh that would have dropped a normal man, but EZ's not a normal man.<br /> <br /> After a quick call to [[Tanya Colbert|Tanya]] to make some arrangements, the team loads the captured Algerian into Isabella's chopper to begin the process of collecting the CIA's $10,000,000 bounty. Tanya just asks that 20% be funneled to a nonprofit she supports.<br /> <br /> Mission Accomplished.<br /> <br /> === Attack! ===<br /> <br /> With Iggy back in Latvia, Kubra on a pilgrimage in South America, Esti on another private security gig in Toronto, the Mad Jew on a scuba adventure with an old flame, and Isabella, Lilliana, and EZ in town for Lily's show, poolside doesn't quite have the festivity the remaining team has become accustomed to.<br /> <br /> So, a bored Murdock and Gim head into San Carlos for a drink. After 4+ beers and shots, they wander out on the street near midnight and consider crashing a nearby small house party. Then, there's a flash of light across the bay, followed by a thunderous boom. Their compound is under violent attack, with [[Chuy Gomez]] and [[Raquel Bolivar]] on the premises.<br /> <br /> Murdock hotwires a rusted Geo Tracker and the duo zips back across the bay to check it out.<br /> <br /> When they arrive, the damage is extensive, evidently from heavy machine gun fire and larger explosive rockets. The pool is destroyed. Chuy is pacing back and forth talking to a 911 operator. Raquel, inside the house, has been injured and fallen unconscious from smoke inhalation.<br /> <br /> Gim fumbles with Iggy's custom security control panel interface for a while, and finally retrieves surveillance footage of the attack. A luxury helicopter outfitted with Russian weaponry. Part of a tail number is visible for a few frames, but without some image-enhancement AI, it's not enough.<br /> <br /> A medical chopper from nearby Guaymas whisks Chuy and Raquel away, and Isabella checks in, promising to go to the hospital and make sure everyone's okay.<br /> <br /> Murdock reaches out to [[Tanya Colbert]] to see if she can leverage INTERPOL cloud computers to process the security footage. In a sleepy French accent, she says, &quot;of course.&quot;<br /> <br /> A hungover Murdock and Gim put out fires and survey the damage through the wee hours of the night. At dawn, a large chopper marked '''Policia'' approaches. As it lands, Tanya reports that INTERPOL computers figured out the tail number, owner, and location of the helicopter that launched the attack. None other than [[Xavier Diego]], the Peruvian cartel boss recently assassinated by the team aboard the Russian tanker. Its location: 150 miles south/southwest in open water, moving slowly.<br /> <br /> The Mexican federales approach and begin their interrogation, but Murdock and Gim aren't having it. They turn the tables, insisting convincingly that the best chance of understanding the attack is to interrogate the attacker. Begrudgingly, the investigators eventually agree, and everyone loads into the police chopper to begin pursuit.<br /> <br /> From two miles out, Murdock surveys the mega-yacht upon which the attack chopper is resting. Getting closer, he spots a guy with a shoulder-filed missile apparatus, pointed right at them. He announces his attention to fire -- over the objections of the police -- and pulls the trigger. From 2000 yards, he obliterates the bad guy, but not before the missile is launched. It's a heat-seeker, and the pilot begins evasive maneuvers, throwing everyone around. <br /> <br /> Murdock leans out the door and takes a shot at the incoming missile, but achieves a mere glancing blow, adjusting the trajectory to collide with the chopper's belly, opening it wide, severing lines and cables, but not exploding within. The chopper begins spinning and descending fast. One officer flies out the door. <br /> <br /> Murdock wrests control of the chopper from the pilot and attempts successfully to guide the spinning descent towards the yacht. Gim meanwhile dons one of the only two parachutes on board and calls for Murdock to jump with him.<br /> <br /> Gim and Murdock successfully land on the mechanic's afterdeck, just above the frothing seas of the massive inboard engines. The police chopper goes down in the warm salt water behind them.<br /> <br /> Infiltrating the engine room, Murdock quickly disables the engines entirely, and the duo begin their interior ascent to the main deck, whereupon Murdock sets up to assassinate anyone he sees, and Gim, after smashing the face of a wounld-be sneak attack, sprints towards the towering command center of the fore of the vessel. Unfortunately it's a distance too far, and Murdock can't provide enough covering fire -- Gim's leg is wounded and he goes down, taking cover in the swimming pool.<br /> <br /> Murdock gets to the chopper and unloads 3000 rounds of ammo into the yacht, sending a cloud of splintered fiberglass into the air. Gim drags himself on board and the two are aloft in their new chopper as the remaining bad guys hunker down on the disabled yacht and wait for approaching coast guard vessels to take them into custody.<br /> <br /> === Get in the Ring ===<br /> The team has had 9 months of downtime, dealing with INTERPOL and federales' questions about the military-style assault on their island last September, adding repairs and improvements, practicing skills, sending [[Raquel Bolivar]] off to private school in France, and making plans for the future.<br /> <br /> One afternoon, while Kubra yells at his television, Murdoch drops in and out of tequila-consciousness, Gim practices his guitar, and Lily and Isabella play volleyball in the new pool, [[Tanya Colbert]] calls.<br /> <br /> Gim takes the call on Murdoch's phone. She's in a pickle -- she needs to hand over $4MM in diamonds to a &quot;very bad man&quot; in about 4 hours, and her diamonds have gone missing. They were smuggled inside a Playstation 12 destined for a retailer in Guaymas, but the entire pallet was stolen from the docks. She's done her homework and tracked the theft to [[Luther Rodriguez]] a career buyer and seller of stolen electronics. Further, she believes the pallet is inside Luther's boxing gym.<br /> <br /> The team deploys, with Lily providing transport to the roof of the Holiday Inn, 9 blocks from the gym. While Murdoch blinks through his alcoholic haze, Gim and Kubra march into the gym.<br /> <br /> There, they pose as a fighter and his coach, and as the tattoo-faced Mexican gangster start taunting &quot;Bruce Lee&quot;, Gim calmly enters the ring, and over the next several minutes, disposes of three challengers without receiving so much as a scratch. In the meantime, Kubra nonchalantly sidles over the a partially opened door and spots the pallet of Playstations -- and 3 Russian goons.<br /> <br /> Tanya checks in repeatedly. She's out of the shower, her mascara is on, and headed to her meeting shortly.<br /> <br /> The team goes back to the hotel and gears up while Murdoch places charges on the roof. When the time is right -- KABOOM! -- and the ceiling and wall explode. After slaying the goons, Murdoch drives the forklift into the smoke-filled building and scoops the pallet into the gangsters' beat-up pickup. From the there the team departs to meet meet Tanya, Kubra and Gim tearing through Playstation boxes to find the prize.<br /> <br /> Diamonds delivered just in time, Tanya is able to complete her transaction and receive confirmation that the shipping container filled with children is successfully emptied into the care of a squad of FBI agents in Texas.<br /> <br /> === Island Life ===<br /> <br /> Six months have passed since their last mission, and the team is getting restless. In the past few months, Murdock spends time learning electronic security, and gets a new sniper rifle from his high tech contact. (And Gim asks that contact what about a better belt-sword?)<br /> <br /> Then, one crisp Tuesday morning, while Isabella and Liliana do their aerobic yoga poolside and Murdock mixes his first drink of the day, Liliana's phone lights up -- one of her instagram model friends is in [https://en.wikipedia.org/wiki/Nuku_Hiva Nuku Hiva] on a modeling shoot and there's a guy with a gun and-and-and....<br /> <br /> While the rest of the team is out on sabbatical, seminars, training, and private security missions, Murdock and Gim step up, gear up, and take off, using one [[Paula Jones]]' Gulfstream 650, with both Isabella and Liliana at the helm.<br /> <br /> After landing at the simple airstrip around happy hour, the team takes up in the $600/night suite atop 'The Palms', what passes for a luxury hotel on the small island.<br /> <br /> Murdock, having researched and confirmed a modeling shoot of about 10 young blonde ladies from various countries was happening earlier today, directs the team to a beach an hour out of town. The lads buy electric dirt-bikes and pledge to stay in touch with Liliana and Isabella in case in case a quick escape is needed.<br /> <br /> On the beach, foul play is confirmed. The photographer and one of the models are dead on the beach, bullet holes in their foreheads. Tracks of two large 4WD vehicles are easily identified and followed, back to a [https://res.cloudinary.com/peerspace-inc/image/upload/ger0a36it9ubywyvft5y.jpg big mansion in the jungle], evidently home to 'Boris', a Russian oligarch who has bought up the major businesses on the island in the last decade. <br /> <br /> Recon identifies blonde models and gun-toting goons. From nearly 200 yards, Murdock picks off goon after goon, while Gim goes in for closer contact, quickly laying waste to two of them. In three minutes, it's over, the ladies are crowded into one of the Land Rovers, and then the Gulfstream, and transported back to the HQ in Mexico, while they can get the their papers -- and their outfits -- straightened out before returning to their countries of origin, or wherever they please.<br /> <br /> Mission Accomplished.</div> Jesster https://gurth.johnmasterson.com/index.php?title=File:Academis.jpg&diff=10173 File:Academis.jpg 2021-05-12T01:29:52Z <p>Jesster: </p> <hr /> <div></div> Jesster https://gurth.johnmasterson.com/index.php?title=Academis&diff=10172 Academis 2021-05-12T01:29:40Z <p>Jesster: </p> <hr /> <div>Academis Nostalga is an old intelligent bookworm. He is seen by some to be a crazy old hermit babbling about demons. To some he is a scholar. Played by Jess in the [[Ur]] campaign.<br /> [[Category:Characters]]<br /> <br /> ===History===<br /> <br /> Academis showed up in [[Talathese]] shortly after the raid of [[Branok]] the warlord and collected a group of heroes to strike back at the half-ogre menace and his troops.<br /> <br /> ===Background===<br /> <br /> Academis was a into archeology as a young lad through his late teens at which point a specialist he was working with on a dig site noticed his magery. Into his late twenties Acadamis worked with this man and his cohorts, who taught Acadamis dark necromantic arts as they persued ancient artifacts of power. This was a cult that is now an enemy of Acadamis, as he's no longer a member, but he holds some of thier secrets.<br /> <br /> The event that allowed Academis to flee the evil cult and pursue a straigher brighter path was a bit unfortunate. He was working with some other initiate cultists summoning some minor demons. The demons were being summoned to be forced into helping decipher ancient runes on the door of an ancient crypt. Unfortunately, something went wrong and a greater demon was summoned and the cultists were unable to control or banish it. The demon, [[Thamuz]], destroyed the entire dig site and all workers except one. Academis through some dumb luck and arcane tricks slipped the demon, Thamuz's grasp and has as of yet been doing so.<br /> <br /> After his lucky escape, Academis spent a few years drifting from dig site to dig site doing what he could to help and to survive, all the while hoping to not get caught by either the necromantic cult, known as the [[Black Ether]], or the demon who was quite angry at Academis' escape.<br /> <br /> Through one of these jobs, Academis learned of a series of artifacts, called the Akhadian pieces, or [[Armor of Akhad]]. Through some further research of these pieces, he learned of a guild of historians, mages and spies known as the [[Emerald Emir]]. Academis became involved with this group after doing years of research on them and on [[Akhad]] at the reknowned [[Library of Leng]]. Somehow his research tipped an ear and the Emerald Emirs contacted him as his research helped them with thier duties. He eventually was inducted into the Emeral Emirs and now works with them to keep the red hand of Akhad down, which has thus led him to [[Talathese]]<br /> <br /> ===Campaign Particulars===<br /> <br /> Younger Academis from May 2021 one-off:<br /> [[image:Academis.jpg]]</div> Jesster https://gurth.johnmasterson.com/index.php?title=Edge_of_Space&diff=10084 Edge of Space 2021-03-10T05:09:25Z <p>Jesster: /* Into the Pit */</p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> == Setting ==<br /> This is a TL 9-11 campaign. The year is 21,390,093.<br /> <br /> The slave world of [[Darkard]] on the edge of known space is owned by the [[Watari]] corporation. Dartarous (population 500) is a simple mining colony on this lonely planet, with a thin atmosphere and 150% Earth gravity. The founding leader of the colony is also named [[Dartarous]]. <br /> <br /> 300 people are in the mining crater daily. <br /> <br /> With their labor, many of the miners are paying ancestral debts accrued 80 years of war. Peace was achieved in this sector four years ago, but these miners are, in effect, enslaved.<br /> <br /> The mining operation has been going smoothly, with refined ores and alloys going to support [[Watari]]. <br /> <br /> Recently, however, evidence of an ancient civilization has been uncovered, and Watari is sending men and materials to unravel its mysteries.<br /> <br /> == Character Development ==<br /> <br /> These are 250 point characters with up to 100 points in Disadvantages and up to 100 points in Advantages.<br /> <br /> TL9 and TL10 equipment is allowed. TL11 is classified/military only and requires approval of the GM.<br /> <br /> You are ''probably'' human, but the GM is ready to entertain other sci-fi species, cyborgs, etc. Contact the GM for approval of your concept if you are going a non-human route.<br /> <br /> You have been working at the mine for at least two years, and have an ongoing Duty to support your leader [[Dartarous]]. You may be paying an ancestral debt accrued in the war, or you may be Watari corporate, or have a military background.<br /> <br /> You are '''required''' to have some sort of Mining expertise, whether it's Metallurgy or Mechanic or Management, etc.<br /> <br /> You are '''advised''' to select one or more of Engineering, Pilot, Navigation, Sensors, Military Rank, Leadership.<br /> <br /> == Characters ==<br /> <br /> * [[Jasmine]], John's synthetic companion<br /> * [[DeWayne]], Jess's mine-mech genius<br /> * [[Stan]], site-security officer<br /> <br /> == What Happened ==<br /> === Prelude ===<br /> The party wakes up to the alarms going off seismic sensors are going crazy, something just fell out of the sky and crashed in to the dig site, ash and debris is settling as an eerie glow from deep below the cliff side is seen from the pods away from the dig site.<br /> <br /> People are running to stations.<br /> <br /> Party meets up outside the pods: one medical officer who slept in his suit again and was ready to get out first, a synthetic who doesn't need a suit, and a mine-mech operator that helped open a stuck pod that had no power in below freezing conditions.<br /> <br /> The dust settles and forms to the inanimate objects that it lands on - conformed, melded to the surface. <br /> <br /> Through Dartarous' help the party finds that it has a crystal structure that can be separated with sound.<br /> <br /> Freezing temps cause some NPCs to perish. There's a morale crisis.<br /> <br /> The party exits the pod, helps a pod get power up and running.<br /> <br /> [[Jasmine]] (now wearing baggy coveralls), trying to be helpful, delivers a tool kit outside to [[DeWayne]] and [[Stan]] as they try to break through a dust-encrusted pod door (the armory).<br /> <br /> At dawn, while [[DeWayne]] works on the pod, [[Stan]] and [[Jasmine]] jog to the rim of the crater to see what landed.<br /> <br /> But then, the red-brown Mars-like environment adjusts, becoming silvery mist. As they approach the mining pit, the temperature rises. The smell of the air changes - less rust, more water.<br /> <br /> Jasmine hears movement in the mists swirling in the mining pit - a collection of bone-scraping, chattering movement sounds.<br /> <br /> === Into the Pit ===<br /> [[Image:CrawlingHeads.jpg|thumb|right|200px]]<br /> [[Image:ZombieEgg.jpg|thumb|right|200px]]<br /> [[Image:ZombieEggRunes.jpg|thumb|right|200px]]<br /> <br /> <br /> <br /> [[Jasmine]] and [[Stan]], at the edge of the crater, observe movement. ''Crawling heads'' are emerging from buildings. Two are on the rim nearby, flopping like beached octopi. After a quick conversation, Stan decides to slay them with his laser pistol and Jasmine carries them back by the nerve-bundle tentacles.<br /> <br /> Meanwhile, [[DeWayne]] is helping the boss extract the panicked and injured crew members stuck in black-encrusted buildings.<br /> <br /> In Stan's infirmary/research lounge, the &quot;heads&quot; are analyzed. Jasmine recognizes them -- they're mine workers' heads. They have some of the black crystalline metal material inside their brains.<br /> <br /> DeWayne shows up and is shaken by what he sees. A whiskey helps.<br /> <br /> The Big Boss then assigns the trio to go look in the crater and see what happened. Once the lightning storm stops (!), they head to the rim. Mosses and grasses are growing, utterly unknown on this planet. And they're ''visibly growing'', stretching out into larger plants. The floor of the crater is becoming a misty jungle. Someone mutters &quot;terraforming...&quot;<br /> <br /> DeWayne goes back to the base to retrieve his mech and new coveralls for the rain-drenched Jasmine and then the team descends the muddy slope into the now-verdant crater floor. Stan and DeWayne wrench open a building to retrieve a roll of cable while Jasmine attempts to communicate with a pair of crawling heads, to no avail. When the follow her, Stan is forced to laser-slay them as well. <br /> <br /> As a potential countermeasure/warning, Jasmine picks up a fried head and the team enters the huge sloped mining tunnel, illuminated by DeWayne's floodlights.<br /> <br /> After a distance they spot a humanoid. He's a miner, but covered in black, except where flesh has been burned or rotted away, revealing bones. The miner approaches, pick-axe in hand, as Jasmine tries to communicate with him, again to no avail. The creature attacks, and DeWayne thumps him with a mech claw, after which Stan peppers him with bullets.<br /> <br /> Moving deeper into the pit, with crawling heads scrabbling around nearby, the team enters a supply/office room with a bizarre object suspended from the ceiling. This, reports Jasmine, is the most likely source of a plaintiff &quot;help me....&quot; that has been registering over comms occasionally. The object pulsates, drips blood, and is mostly encased in black metal. Weird, unfamiliar runes decorate its edges.<br /> <br /> === Rescuing the Cocoon ===<br /> <br /> As the crew debated whether to do anything with the cocoon, Stan scanned it with his medical equipment for signs of life and sent a comm to his CO about it. DeWayne suggested going deeper down to a nearby power relay station to try and restore power to the mine and restore some sense of sanity to his upturned reality.<br /> <br /> As they were about to leave, Stan got a return comm, ordering him to return with the specimen at once to the main loading bay to be loaded onto an incoming company ship. This news seemed odd to Jasmin and DeWayne as they believed company visits to take the better time of a day and usually these visits were forecasted.<br /> <br /> DeWayne gathered up a large mining freight cart and positioned it beneath the cocoon, keeping his flood-lights on a mine-shaft where they heard a scraping scrabbling sound approaching. The shaft emitted a half-humanoid zombeast as DeWayne extended his core drill above to free the cocoon from the 20' cavern ceiling.<br /> <br /> The beast approached despite Stan's igniting laser fire. Jasmin threw herself at full-speed into the approaching abomination to prevent harm to Stan. She was brushed aside slightly scorched and Stan fired through the creatures neck as it bore down and failed atop him.<br /> <br /> Moments later, as Stan and Jasmine brushed off burning zombits and Stan lamented not being able to help her with her wounds, DeWayne lowered the cocoon into the cart. He then began tying the cart to the cable to the surface and rigged some of his flood-lights to shine behind Ol' Gerty as well as ahead. Stan and Jasmine examined the cocoon closer, noting that some of the alien glyphs appeared to be glowing, which Stan noted his CO warned him not to touch.<br /> <br /> DeWayne started pushing the cart back up the main tunnel towards the awaiting newly hatched jungle above, while Stan watched another armored zombie-miner approach from behind and Jasmin spoke soothingly to the cocoon which had appeared aggitated when the zombeast attacked Stan.<br /> <br /> Part way out a number of scrabling heads were encounted and Stan fried a few away with a volley of laser-fire before one got into the cart with Jasmine and the cocoon.<br /> Jasmin had a brief tousle with the head in the cart, aided by DeWayne's water cannon. Stan trained his gaussian rifle on the pursuing zombie and riddled it with a few dozen needles. Jasmine flung the head from gnawing on her synthetic arm, to beneath Ol'Gurty's iron foot where it's second existence was snuffed out.<br /> <br /> DeWayne then kicked his rig into agility-limited cruising speed to get out as he'd reached his capacity for the horrors overtaking his mine. The pursuing zombie eventually fell, but not before tagging Stan's armored arm with it's laser-crowbar. He then began jogging after the others up the tunnel.<br /> <br /> Jostling up the tunnel, Jasmine soothed the cocoon and somehow began to communicate with it. It asked for her help encouraging her to activate the final glyphs. She did so despite DeWayne's protests.<br /> <br /> The tunnel was bathed in blinding light pouring from the mining cart.</div> Jesster https://gurth.johnmasterson.com/index.php?title=Skyfire&diff=10053 Skyfire 2021-02-10T01:22:10Z <p>Jesster: /* Fugitives */</p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> == Setting ==<br /> <br /> For the past year, talented and ambitious adventurers of every ilk have been arriving in [[Argyle]], as word has spread of multiple wizards offering incredible bounties for successful completion of a mission, the details of which would only be divulged on a certain day. A prediction for that day, known to many, was that a celestial event would change the world forever. <br /> <br /> The seven wizards, operating apparently independently, have been interviewing (either directly or through a proxy) and testing aspiring the brave and adventurous souls who have arrived, each wizard building out his/her &quot;dream team&quot; for the mysterious mission.<br /> <br /> == Characters ==<br /> * [[Verkan Hammerchin]], Ernest's dwarven fighter<br /> * [[Jotur]], son of Wrotrym, [[User:Jesster|Jess's]] half-giant druid<br /> * [[Waldo Waggins]], Blair's halfling con-man<br /> * [[Talon]], Darren's elfin Bladesinger<br /> <br /> == Character Development ==<br /> You are a member of the team built by [[Callista Dredd]], a powerful sorceress about whom little is known, for she resides in a multi-colored tower and never leaves.<br /> <br /> === Background ===<br /> You are an experienced adventurer. Alternately, or in addition, you have Overconfidence and some social skills in Merchant, Acting, etc that have gotten you through the interview process. <br /> <br /> You should spend on Area Knowledge and Contacts if you expect to leverage either in-game. <br /> <br /> <br /> === Points ===<br /> Generally, these are 200 point characters with a up to -80 in Disadvantages, but this is layered atop the species templates. e.g., if your species template costs 20, you'll end up a 220-pt character.<br /> <br /> You are advised to add Strong Will and/or Fearlessness.<br /> <br /> Applicants may select from any of the following species:<br /> <br /> === Species ===<br /> For non-humans we'll use the D&amp;D versions of the following species from here: http://gurpswiki.wikidot.com/racial-templates (or the bult-in GCA Fantasy template)<br /> * Human<br /> * Elf<br /> * Dwarf <br /> * Halfling<br /> * Half-elf<br /> * Half-giant<br /> * Half-orc<br /> <br /> === Gear ===<br /> <br /> Base wealth means you have $5,000 in equipment (or $4000 in eq and $1000 in gold/silver/platinum etc). For perspective:<br /> * Good steel (DR 7) on your chest and groin is $2300.<br /> * A two-handed sword is $900 (or $3600 for &quot;fine&quot; quality +1 damage)<br /> * A leather backpack is $100<br /> <br /> Take one or more levels of the Wealth advantage if you need a bigger budget.<br /> <br /> ===Magic===<br /> Characters may buy 1-4 levels of Magery. <br /> <br /> The GM approves any magic items, which may or may not cost character points.<br /> <br /> == What Happened ==<br /> === Prelude ===<br /> <br /> The PCs have made their individual treks from distant lands for their own reasons, to discover the grand city of [[Argyle]] bustling not just with the commerce and industry of a thriving port city, but a city virtually overrun with overconfident adventurers, all applying with the four urban-tower-dwelling wizards to be part of their quest team. <br /> <br /> The wizards:<br /> <br /> * [[Callista Dredd]] - you haven't met her yet but applied through her man, the 7' tall [[Maxwell]] -- tested with games of wit and chance, told to defend against a rabbit thrown at you, guile and endurance and dexterity, and a wand supposedly sensing your energies (causing looks of concern, dubious skepticism, mild surprise) [hires you]<br /> * [[Thoxar Efarius]] - he has classic wizard look, asking weird magey questions mostly.<br /> * [[Uldor Stefeus]] - interior of his tower is cloaked in illusion, naked models, grape vines, he is very fat and clearly wants buff warriors on his team. Pitfighter tests. <br /> * [[Groonis Palth]] - An ancient gnome, tests concerned mostly history questions, magical assessments, language skills <br /> <br /> Meanwhile, for the past few weeks, the &quot;civilian&quot; population is responding to the prophecy of the &quot;Skyfire&quot; in various extreme ways. One sect commits mass suicide on as the sun darkens. There is wailing in the street. A mass strike among several industries. Government crackdowns, hoarding, and rationing.<br /> <br /> === Deployment ===<br /> &lt;table&gt;<br /> &lt;tr&gt;<br /> &lt;td&gt;[[Image:Verkan.jpg|thumb|center|200px|[[Verkan Hammerchin]], dwarf]] &lt;/td&gt;<br /> &lt;td&gt;[[Image:Jotur.jpg|thumb|center|200px|[[Jotur]], half-giant]] &lt;/td&gt;<br /> &lt;td&gt;[[Image:Talon.jpg|thumb|center|200px|[[Talon]], elf]] &lt;/td&gt;<br /> &lt;td&gt;[[Image:DubDub.jpg|thumb|center|200px|[[Waldo Waggins]], halfling]] &lt;/td&gt;<br /> &lt;/tr&gt;<br /> &lt;/table&gt;<br /> Shortly after the astonishing 15-minute &quot;Skyfire&quot; celestial event, colors of the world return to normal and the individual PCs receive notification that they have been selected for the team assembled by [[Callista Dredd]].<br /> <br /> In a stone antechamber on the ground floor of Callista's castle, the party becomes acquainted, and the dwarf and halfling even play a few hands of cards.<br /> <br /> Eventually, [[Maxwell]] invites the team up to Callista's laboratory, where she explains some history, and her methods and conclusions. Long ago, an arch-mage called [[Vanalos]], doubting his immortality, stashed his most precious artifacts in catacombs and keeps and caves, and then obscured and guarded them with his powerful incantations. But he also left himself magical &quot;back doors&quot; to some, including the [[Medallion of Wondrous Excellence]], and this has been Callista's topic of research for the past ten years. And she warns: others, with more nefarious intentions, are also on the hunt.<br /> <br /> Callista provides a portal to [[Lord Carfiliot]]'s ranch, some miles northeast, where transport will be provided to the [[Gaian Coven]], in [[Wildwood]]. The Lord's horses are remarkable: fine, jet-black specimens, who choose their riders, require no bridles, and mind-send simple communications. The Lord declares that [[Glinda Riddick]], his neice, leads the Coven, and will recognize the horses.<br /> <br /> Twelve exhilarating hours later, the party has reached the edge of Wildwood, where the horses detect a &quot;two-legs&quot; and stop. After an initial tension, soon the party is dining on roasted rabbit with [[Virion]], an elfin trapper, who warns that males are not welcome in the Coven, and that molestation by crows is likely if you get too close. Before he goes, Waldo relieves him of a few rabbit pelts in a game of chance, and Talon pledges to put in a good word for him on his next visit to [[Silverdale]] (Elven Lands).<br /> <br /> The party rides on and soon encounters the crow molestation. Dozens perch on branches surrounding the group, cawing relentlessly. They know they are getting close.<br /> <br /> After a tense confrontation with the Coven's welcoming committee, [[Glinda Riddick]] is summoned, and upon hearing Talon and Jotur's polite greetings, and seeing the horses, she invites the team into the Coven. This broad natural area is home to scores of women and girls of various ages, and Glinda invites the party to sit with and explain their goals. The truth is told, and after a moment of consideration, Glinda pledges to convene her sages that night to learn which of her maidens might be &quot;the one&quot;. But first, she says, &quot;You'll need to do something for me.&quot; <br /> <br /> The party is dispatched to deal with a troll that, she says, has been wandering an ever-growing circle and will soon cross paths with her hunters and gatherers.<br /> <br /> A few miles away, they spot their quarry -- but there are in fact ''three'' of the foul creatures. DubDub slinks away to plan a sneak attack, Jotur begins casting a spell, and Talon and Verkan charge in. Talon alone rides his horse towards the creatures, despite Lord Carfiliot's warning to keep the horses safe. At the last minute, he commands his mount to stop short, catapulting the elf directly at his target where he plunges his sword through the beast's rubbery body. He then commences hacking off its head and limbs. <br /> <br /> Verkan catches up and swings his axe several times, slicing through the air, but that is all. After being ripped by claws, he eventually connects. <br /> <br /> Jotur's spell trips up the third troll for a few seconds, allowing the giant to advance and attack, and DubDub's throwing knife whistles through the melee to sink deeply into his target's eye.<br /> <br /> In ten seconds, the trolls are smashed and sliced to pieces, but those pieces continue to wriggle towards each other in an attempt to reassemble. Talon starts a bonfire, and the chunks are loaded in, where they hiss and smoke and melt into nothingness.<br /> <br /> Jotur pockets a twitching troll finger as evidence, and the party begins the trek back to Glinda.<br /> <br /> === To Argyle, and the Sea ===<br /> <br /> [[Image:glinda.jpg|thumb|right|300px|[[Glinda Riddick]], leader of the [[Gaian Coven]]]]<br /> [[Image:willow.jpg|thumb|right|300px|[[Willow]] Brightstar, reluctant party member]]<br /> <br /> The party returns to the [[Gaian Coven]], where curious girls apply first aid to the dwarf's torn bits, and everyone is treated to a savory vegetable stew and roasted rabbit.<br /> <br /> [[Glinda Riddick]] offers to conduct a ceremony that will identify which girl's destiny includes this quest, and has each party member swear a Vow to keep the girl safe. They each so swear, and receive a small gift in response.<br /> <br /> The ceremony includes mass chanting, swaying, flame spirits and giggling trees, and results in the identification of [[Willow]] as the party's new member. Reluctant, she packs her things and the team rides out at dawn.<br /> <br /> Checking in [[Lord Carfiliot]]'s ranch two days later, they eat, drink, and rest for a bit and then ride on -- the horses may approach Argyle, but not enter the walls.<br /> <br /> When they get to the main road to Argyle, they spot a party similarly comprised to their own. Four warriors, and a child, perhaps on a similar quest to their own -- competitors. Having been on relatively good behavior for several days, Dub Dub hatches a plan to seize the child, who is evidently not being treated well.<br /> <br /> Despite [[Jotur]]'s advice to simply avoid the dangerous-looking group, the party leaves the road and descends a hillside to await Dub Dub's kidnapping mission in the shelter of a grove of oaks and maples.<br /> <br /> At dusk, Dub Dub makes his move, slithering through the high grass like a snake, and gets within spitting distance of the group. He makes nonverbal contact with the 10-yr-old girl and attempts to sever the leash to which she's attached, but uses the wrong side of his knife in the dark, which simply pulls on the warrior [[Crixus]]' wrist.<br /> <br /> The shirtless warrior opens his eyes wide at the surprising presence of the trickster hobbit, giving the kidnapper a moment to hurl a dagger into his eye, and release the girl.<br /> <br /> Kidnapper and kidnapped trundle down the grass towards the camouflaged party, while [[Maximus]] and [[Brugar]] march along behind, shaking their heads at the annoyance of this disruption.<br /> <br /> But then, [[Verkan Hammerchin]], [[Talon]] and [[Jotur]] step out, and the approaching warriors prepare for combat. Unannounced, Verkan buries a crossbow bolt in [[Brugar]]'s chest, instantly felling him, while [[Jotur]] intones an incantation that causes plants to writhe and grab at the foes.<br /> <br /> [[Maximus]] turns and runs back up the hill, with [[Talon]], mounted now, in pursuit. In his signature move, Talon halts the horse suddenly, somersaults thrice, and skewers his target through the vitals. He also falls, groaning, bleeding out.<br /> <br /> Talon also encounters [[Denna]], who, smiling, backing away, asks Talon, &quot;What are you called?&quot;<br /> <br /> He replies, truthfully, to which she responds with a grin, &quot;I'm delighted to make your acquaintance,&quot; before sneaking off into the night.<br /> <br /> The party then leaves the injured to suffer and delivers the rescued girl to her parents' farm, where they express their gratitude with food and shelter.<br /> <br /> In the morning, the party splits at the gates of the city, with Talon and Jotur carrying items of magical imbuement to avoid municipal magic taxes, and the dwarf and hobbit entering the city to gamble (and win) and procure a few items. <br /> <br /> Their budget affords the services of one [[Damian Gray]], a wild-eyed captain with a small crew of skinny scalawags and one exhausted pleasure-slave called [[Adonia]]. They sail up the coast mile to pick up the rest of the party, and then turn west into open waters before noon.<br /> <br /> === To the Isle ===<br /> [[Image:Adonia.jpg|thumb|right|300px|[[Adonia]], slave]]<br /> [[Image:isle-cliffs.jpg|thumb|right|300px|South coast of [[Sorcerers Isle]]]]<br /> <br /> Weather is good for sailing, and the first few days on the high seas are uneventful but for Verkan's recreational brawling with the scalawag crew. Willow and [[Adonia]] bond (while she's not on duty), and Jotur spends breezy afternoons on the bow, gazing into his crystals.<br /> <br /> ==== Attack from Above ====<br /> On the third day, while racing across large swells in a stiff breeze, an enormous white eagle begins circling the vessel. Its wing span is larger than the ship, and scalawags begin muttering and cursing this trip and its passengers. <br /> <br /> In preparation, Jotus tethers himself to Verkan and DubDub, but [[Talon]] is intent on closer contact with the creature, and ascends the higher of the two masts.<br /> <br /> The eagle suddenly dives towards the boat, rearing up at the last moment to deliver a wing buffet that sends men flying overboard. Captain [[Damian Gray]] sustains a head wound but remains onboard, and [[Talon]] is hurled into the sea. Verkan and DubDub are tossed over the railing by the blast, but saved from further indignity by the giant's rope.<br /> <br /> Without a helmsman, the ship turns into the wind, sails fluttering and booms swinging to and fro.<br /> <br /> The eagle begins plucking men from the ocean and tearing them in two. To avoid drowning, Talon wriggles out of his expensive chain hauberk and watches it sink. <br /> <br /> [[Jotur]], chanting and droning, deftly hauls the hobbit and dwarf aboard. Verkan immediately takes a shot at the avian attacker with his crossbow, punching a hole through its forty-foot wing. Injured, it plucks two more screaming scalawags from the heaving waves and flies off. Eventually, a dripping Talon is hauled aboard.<br /> <br /> Jotur's incantation completes, and the ship mystically gets back on course, whereupon Jotus is free to assist the captain.<br /> <br /> In the aftermath, with six crew members lost, the remaining scalawags demand the ship be turned around and mission aborted. Still bloody and ill-prepared to manage a mutiny, it is DubDub's dagger, Talon's sword, and Verkan's fists that put down the revolt.<br /> <br /> ==== Verkan's Curse ====<br /> The next day, Verkan begins acting strangely, just as a lookout announces an enormous whirlpool is ahead. Getting closer despite the captain's best efforts, the party sees that the whirlpool, large enough to swallow the ship, has... teeth.<br /> <br /> Verkan insists that the ship be allowed to enter the frothing maw and in fact seems to be considering jumping overboard to ensure that he, at least, is devoured by it.<br /> <br /> Scalawags are further terrified and repulsed, but Jotur again summons a new wind and blows the ship to safety.<br /> <br /> ==== The Isle ====<br /> <br /> The following day, another mutiny is put down with leadership and intimidation skills, and near sunset the party spots the granite crags of their destination. Getting closer, they see a shipwreck near the rocky shoreline (and a feathered boot that looks familiar). Above, and generally along the cliffs, are ''winged humanoids'' flitting about.<br /> <br /> === Into the Darkness ===<br /> [[Image:gargoyle.jpg|thumb|right|300px]]<br /> [[Image:Quaralee.jpg|thumb|right|300px|[[Quaralee]], Queen of the Forest]]<br /> <br /> As the vessel approaches the shipwreck, with flying humanoids above, the scalawags are split. One contingent insists the time to turn around is now, and the other wanting to salvage the wreck. Mutiny seems nigh once again, and Damian Gray is no help, so the party must again shut it down.<br /> <br /> [[Jotur]] staffs the prow while Dub Dub assists the shaken captain with ship-handling.<br /> <br /> The flying creatures adjust their flight plan to come ever closer to the ship, and soon begin pointing at the party and barking to one another.<br /> <br /> Suddenly, four scalawags tackle and begin beating Captain Gray. Dub Dub fumbles his dagger, but [[Talon]] jumps in and slaughters the attackers in an instant. Verkan, intending to tackle the attackers, instead crashes into a gory mess.<br /> <br /> [[Willow]] and [[Adonia]] witness the whole thing, and are aghast.<br /> <br /> As cleanup commences, Jotur notices one particularly large male gargoyle headed towards the ship, evidently intending to land. As the dead and dying scalawags are tossed overboard, Jotur shouts a greeting to the approaching guest.<br /> <br /> Then enormous gargoyle address Verkan as &quot;Ur-Lord Roxor&quot;, and expresses his glee that Roxor has returned to lead them in a battle to kill and devour the &quot;Sylvans&quot; in the forest.<br /> <br /> Verkan is about to express his objections to the obvious case of mistaken identity, but Jotur gives him a nudge, and soon, the party is aloft, hanging from ropes carried by gargoyles. [[Adonia]] is invited to come along, she agrees, and any objections from the scalawags are kept to themselves, glad to be rid of the party.<br /> <br /> From a height of 500', they spot the inlet near Needle Rock supposedly inhabited by a minotaur, but their destination is the misty redwood forest atop the cliffs. <br /> <br /> Less than a mile inland, the party suddenly experiences the weightlessness of freefall, accompanied by the squeals and snorts of two dozen hogs; the gargoyles are nowhere to be seen.<br /> <br /> The party bounces through strangely rubbery and slippery branches, mostly escaping injury. The pigs land hard and most are killed or gravely injured -- whereupon tree roots pull their wriggling bodies beneath the forest duff.<br /> <br /> [[Jotur]] communes with the forest and assesses that the large bough he broke on the way down is causing distress to a sentient redwood nearby. He and [[Talon]] collaborate to address the damage.<br /> <br /> Then [[Quaralee]] arrives, astride her iridescent rainbow dragon. [[Talon]] makes grandiose introductions and the party answers her curiosity with the truth: They are here at the behest of [[Callista Dredd]] to kill a minotaur, and thence to seize an artifact once possessed by historcal arch-mage [[Vanalos]].<br /> <br /> Quaralee confirms that there are minotaurs and other evil-magic experiments by the wizard [[Vatrix]] in catacombs deep beneath the forest. She says the world would be a better place if Vatrix were to perish. She then introduces the party to some of her subjects, who emerge from tree trunks -- all manner of grotesque physical misfits created via the magical merger of multiple species.<br /> <br /> She knows of a secondary route into Vatrix's catacombs and offers up a guide named Ikkie, who appears to be an 8' tall frog-stork-child hybrid.<br /> <br /> Before departing, at the request of the party, she provides:<br /> * advice to meditate upon her when in need, and, &quot;'''if you have been true of heart, I may respond.'''&quot;<br /> * a black orchid of protection for each party member<br /> * a baby turtle to [[Talon]], in response to his request for physical armor<br /> <br /> Ikkie leads the group to a cave entrance into which a stream plunges. Down they go, spotting the &quot;neophids&quot; along the way, 3' tall eyeless humanoids that subsist on cave minnows.<br /> <br /> With smokey tallow candle in hand, the party eventually gets to a waterfall that is not climbable, and so they string together Dub Dub's cord to the end of Jotur's rope. The hobbit descends.<br /> <br /> Upon wading out of the pool, he is set upon by three armed men with bull heads. He drops his candle, flees, and attempts to hide, but a machete blade slices his leg deeply, and he falls.<br /> <br /> === Incantation ===<br /> [[Image:SunnyViolet.jpg|thumb|right|200px|[[Sunny Violet]], fox-woman]]<br /> [[Image:Vatrix.jpg|thumb|right|200px|[[Vatrix]], Mage]]<br /> [[Image:Varzallath.jpg|thumb|right|200px|[[Varzallath]], flame demon]]<br /> [[Image:MegaMinotaur.jpg|thumb|right|200px|Vatrix's project-beast]]<br /> <br /> [[Jotur]] bodyslams the hobbit's assailant into oblivion as the other two man-beasts escape down the passageway.<br /> <br /> Soon, [[Talon]] completes his descent and pursues them, cutting them down ruthlessly.<br /> <br /> While Jotur helps DubDub to his feet, the dwarf assists the women down the dark waterfall before following.<br /> <br /> Meanwhile, Talon emerges in a large chamber lit by powder-blue glowing stalactites. Here, [[Vatrix]], his captive [[Varzallath]] (wrapped in a cocoon of amber), and his slave/assistant [[Sunny Violet]]. Vatrix is trying to awaken the enormous Minotaur, while the flame-demon Varzallath taunts and ridicules him.<br /> <br /> [[Talon]], sensing that the mage's shotgun-wielded staff might dangerous, attempts diplomacy, and works his way closer and closer to Vatrix with promises of alliance and collaboration. And then the elf murders the mage with three swift and devastating stabs, only the first of which is negated by the wizard's magic robe. <br /> <br /> This sets the demon to joyous cackling, and awakens the monstrous Minotaur, which Talon approaches.<br /> <br /> The creature suddenly strikes out with an enormous battle axe, nearly severing the elf's leg, and he somersaults out of range, bleeding badly. Shortly afterwards, he activates the magic turtle, and his skin grows scaly and tinted green.<br /> <br /> Varzallath howls with laughter and begins taunting the elf (in the Elvish tongue).<br /> <br /> Meanwhile the rest of the party enters the chamber, and the giant rushes forward to attract the Minotaur's attention before it slays the ailing elf.<br /> <br /> This also does not go well, and seconds later, Jotur is on his back, both of his powerful arms crippled by dangerously deep axe cuts.<br /> <br /> As the dwarf rushes in to begin his assault, DubDub hurls poisoned dagger, which seems to penetrate, but then falls out. <br /> <br /> Verkan begins butchering the beast's powerful legs, only his armor saving him on more than one occasion.<br /> <br /> Talon, unwilling to entertain any further demonic ridicule, strikes at the horror's face, and is instantly blinded for his efforts. Varzallath goes silent - and in fact, disappears.<br /> <br /> Finally, the Minotaur drops to its knees, evidently succumbing to the hobbit's poison. Verkan takes the opportunity to strike at the creatures thick neck, and after a few bloody blows, the creature collapses.<br /> <br /> Recognizing the moment, DubDub incants the brief verse provided by Callista.<br /> <br /> A ball of green smoke appears, develops tendrils, caresses each living thing briefly, and then transforms into a jade-columned portal, showing an ocean of stars on a black sky.<br /> <br /> Suddenly, a grotesque demon face rushes in, causing all to gasp, some to faint, and one dwarf to run maniacally in circles, hollering gibberish. <br /> <br /> Blind, Talon is scarcely affected, and, guided by his Blindfighting training, steps forward pierces the face with the tip of his sword. It disappears.<br /> <br /> As the rest of the blood-slick party comes to their senses, the night sky fades, and a mid-morning pastoral scene of hills and high grasses.<br /> <br /> After collecting items of value (fire staff, ornate copper plate, a box of exotic incense, magic ring, and waterskins of healing water) from the chamber, they jump through, one by one. [[Sunny Violet]], the foxwoman, joins the party.<br /> <br /> === Boshi ===<br /> [[Image:Kai-Tan.jpg|thumb|right|200px|[[Kai Tan]], village leader]]<br /> <br /> The party arrives, battered and bloody, on a grassy hillside overlooking a river valley and small village. Nearby, a rocky outcropping hosts a polished disk with inscrutable runes, which lights up upon Willow's approach, providing an indicator pointing north.<br /> <br /> When a young couple approaches, the monstrous party takes cover, allowing the hobbit and human women to do the talking. This starts well, but when they spot the giant, the run screaming back to the village.<br /> <br /> Eventually [[Kai Tan]], the village leader, reassures the villagers that [[Jotur]] is not an ogre, and so hospitality should be extended, as is customary here in [[Boshi]]. For the rest of the day, the party members luxuriate in hot springs, rest and eat, visit a healer, drink mead, and dance with festive villagers. <br /> <br /> They also learn directions, accompanied by various warnings and admonitions, to the catacombs of [[Vanalos]], and that a party of yellow-haired warriors preceded them by a few days.<br /> <br /> In the morning, a horn is blown and the villagers leap into action, evidently herding small children to a grove of trees on the western edge of the community. Tax collectors from the city approach, five big armored warriors on stallions. The party marches out to intercept, but then notices Kai Tan doing the same, and diverts to talk to her. She waves them off, so they return to the village, apprehensive but wishing not to interfere negatively.<br /> <br /> Minutes later though, [[Sunny Violet]] is pursued by one of the grinning spearman, and Jotur attempts to pluck him from his saddle. Unfortunately, he miscalculates the timing, and collides with the horse instead. Everyone goes down, and the horse and warrior are gravely injured. A tense standoff follows, but Jotur's diplomacy prevails when he pledges to heal the injured horse.<br /> <br /> Satisfied that the tax collectors have not seized any children on this visit, the party bids farewell to the villagers and crosses the little rope bridge to ascend the slope of [[Azacca's Forest]].<br /> <br /> It's a bountiful place, with plentiful hunting and gathering. As cautioned by Kai Tan, Jotur conducts a brief ceremony of gratitude and leaves a gift of magic. Evidently, the demigod Azacca is satisfied, and Willow and Adonia's subsequent collection of wildflowers is permitted without consequence.<br /> <br /> Late in the day the party crosses the plateau meadow and rests in the shade before ascending the steep and dusty scorched mountain, said by the villagers to have been set aflame by a demon some years ago. Still, nothing grows, and the blackened stumps provide no shade or comfort.<br /> <br /> From the top of the ridge, a storm is spotted, which is upon them in minutes. Torrential rain quickly creates mud-chutes and slippery slopes, and the party struggles to keep their feet -- Adonia slips first and rockets down the slope out of sight.<br /> <br /> Then the mud-lizards emerge from their dusty hibernation. Twenty-five feet long, they are poised with jaws agape just down the slope from a party that is struggling to remain upright as they slide down the muddy hillside. <br /> <br /> Jotur, carrying the hobbit, falls down and yet is able to shape the earth below him with magic, arresting his slide. <br /> <br /> The blinded elf allows his slide to accelerate, and in an unbelievable feat, slays a lizard as he somersaults over it.<br /> <br /> Verkan goes toe-to-toe with his lizard, nearly losing a leg before slaying the creature.<br /> <br /> DubDub attempts a heroic leap, but jumps right into the jaws of a lizard, and is injured badly. Jotur regains his feet and smashes the creature.<br /> <br /> Eventually, the party reconvenes in the muddy ravine at the bottom of the slope, again battered and bloody.<br /> <br /> After a brief rest and bandaging, they begin the ascent of the next forested mountain an hour before sunset.<br /> <br /> === Thripsey Shee ===<br /> [[Image:Kyp.jpg|thumb|right|200px|[[Kyp]], faerie-forest greeter]]<br /> [[Image:FaeSuki.jpg|thumb|right|200px|[[Suki]], faerie-forest spirit]]<br /> [[Image:Twisk.jpg|thumb|right|200px|[[Twisk]], faerie-forest squirrel-hunter]]<br /> [[Image:Malicula.jpg|thumb|right|200px|[[Malicula]], crow-witch]]<br /> Bloody and muddy, the party stops at the first flat camping spot they encounter. Jotur provides healing slumber to those in most need and a small meal is shared before Talon casts protective ward and the whole crew passes out.<br /> <br /> In the misty morning they are accosted by a riddle-spewing giggling half-man who introduces himself as [[Kyp]]. The odd fellow welcomes the group to ''[[Thripsey Shee]]'', and is impressed that the party has recently been to what he calls ''[[Quaralee]] Shee'', another faerie forest where magic is strong and creatures such as [[Sunny Violet]] thrive. Kyp is further impressed by the party's ability to answer his riddles, which leads him to summon his friend [[Suki]], who knows the &quot;back way&quot; into [[Vanalos]]' catacombs.<br /> <br /> Sunny quietly elects to stay with Kyp, and Suki makes her way up the hill with haste, the party following close behind. A mile up the hill, she turns and confronts [[Verkan Hammerchin]], evidently mistaking him for &quot;Hagar Rock-crusher, Hagar mead-maker, Hagar thigh-spreader&quot;. She asserts that Verkan &quot;owes her one&quot;, and with a wave of her hand, produces a grass hut and soft bedding. Verkan is pleased with the misunderstanding, and joins Suki for a remarkable roll in the hay as the rest of the party awkwardly backs away, ignoring the sounds of inter-species forest lovemaking.<br /> <br /> The coupling is also a casting, and Verkan emerges with a grin, and a vacant mind -- he can think of no other task than trekking west to rescue Suki's daughter [[Merilee]] from a witch in a tree called [[Malicula]].<br /> <br /> The rest of the party begrudgingly accepts the side-quest, and [[Adonia]] enjoys cajoling the single-minded dwarf for details.<br /> <br /> Late in the day, they encounter [[Twisk]], an affable gremlin-goblin-type who offers &quot;informations&quot; for coin. Several exchanges seem beneficial, including that of approaching &quot;vampire deer&quot;, and so [[Jotur]] summons mud and rock and sand to create a barrier around the party and Twisk's hut, to his gremlin's great amusement.<br /> <br /> The party spends the night inside the barrier, aghast at the surrounding vampire deer, and glad to avoid tangling with the herd. <br /> <br /> In the morning, a descent into a plateau of every-higher grasses leads to the witch-tree, which towers 300' high and is black with hundreds of cawing crows.<br /> <br /> [[Talon]] hacks his way through the morass, leaving a path for the rest of the group to follow. As they approach the massive tree itself, the crows begin circling, swooping haphazardly, and generally causing mayhem.<br /> <br /> While Adonia and Willow hunker down in the shelter of the high grasses, the rest of the group rushes forward, ducking crows, and fans out around the enormous trunk. With some difficulty, [[Waldo Waggins|DubDub]] and Talon begin their ascent, while Verkan hacks at the ebony trunk and Jotur incants.<br /> <br /> After displacing two frog-man guards (including DubDub's near-disastrous fall, avoided by using the frog-man's tongue as a bungee cord), DubDub and Talon reach the high branches and discover a sizable hut. Meanwhile, Verkan's hacking summons the witch herself, who probes him with malevolent magicks that he resists successfully. ''The tree begins bleeding, bright red blood.'' <br /> <br /> The breach of her home summons her back to the heights, and Talon wisely attempts to use [[Varzallath]]'s Staff as the witch approaches. With an effort of sheer will, he coaxes a blast of flame from the weapon, which seem to shatter the witch into ashes.<br /> <br /> DubDub, meanwhile, fills his bag with witchy items, including what he assumes is [[Merilee]], a lovely 2' tall woman with dragonfly wings, encased in a sheath of transparent amber.<br /> <br /> Soon, the party reconverges and leaves the cawing crows to revisit [[Twisk]]'s mountain keep.<br /> <br /> === Catacombs ===<br /> <br /> A restful evening of squirrel-roasting and communing with plants becomes energized when [[Suki]] returns. The still slave-minded Verkan hands over the amber-encased sprite and Suki becomes a sort of vine-and-flower cocoon around her. In the morning, mother and daughter emerge, whole and happy, and young [[Merilee]] flits off into the trees, whereupon Suki agrees to do as she'd promised [[Kyp]] she would do, and lead the group to the 'back way' into [[Vanalos]]' lair and avoid the &quot;Lord of the Flies&quot;.<br /> <br /> With [[Jotur]] occasionally providing taxi-service for his shorter-legged companions, the party follows Suki miles around to the east slope of a mountain with a dramatic rocky crest. At the base of a 60' cliff, a tangle of thorns and berries (which are enjoyed by all) conceals a long horizontal crack in the rock large enough to crawl through. Jotur clears a path with his leathery arm, and everyone wriggles in after bidding farewell to Suki.<br /> <br /> Within, by candlelight, the party examines some moldy debris before noticing that the ceiling is covered in 20lb bats. After whispering about options, Jotur attempts to ease the rusty old door off its hinges. This produces a rupturing metal sound that panics the bats -- and [[Adonia]] and [[Willow]]. Most of the bats depart, and after a moment, the party gathers their wits and moves on.<br /> <br /> A hundred yards into the belly of the mountain, they reach a four-way intersection. Snaking lava tubes, up to 10 yards wide and high, wind away left, right, and forward. A brief discussion results in a right turn.<br /> <br /> Some minutes of cautious candlelit travel further, and Willow asks, &quot;Is that... daylight ahead?&quot;<br /> <br /> Sure enough, the blue-gray light of mid-afternoon sun in a cave is ahead. Jotur extinguishes the candle, and DubDub sneaks ahead to take a look. When he returns, he reports that there is a vast chamber with a hole in the ceiling, through which daylight streams. A chasm bisects the room, creating an obstacle between the entrance and the raised dais on the far side. <br /> <br /> But the centerpiece of the room is is a 50' crystal ball, suspended by a skinny silver chain, that contains an enormous purple serpent, swimming in smoke.<br /> <br /> Steeling their nerves, the party enters cautiously and Jotur coaxes the stones at the left edge of the chasm into a haphazard walkway and the group tip-toes across.<br /> <br /> Mounting the dais, Verkan begins chipping gold from the cover of a sarcophagus, while DubDub examines a massive book, and Jotur examines a humanoid encased in polyhedric crystal. Spotting a large medallion, Jotur attempts to pry it out of crystal -- with sudden results. <br /> <br /> The crystal shatters, and the red-robed wizard within utters, ''&quot;Release...&quot;'' as he crumbles to dust.<br /> <br /> === Vanalos ===<br /> [[Image:Mountains-near-chun-ki.jpg|thumb|right|200px]]<br /> As the arch-mage Vanalos' physical form crumbles into dust, [[Jotur]] snatches the [[Medallion of Wondrous Excellence]] from the wizard's neck and contemplates it for a moment, before donning it.<br /> <br /> A moment later, the earth moves -- the mountain itself seems to shift a yard to the side in less than a second. Jotur and DubDub stumble and fall, and pebbles and dust cascade down the walls of the vast chamber.<br /> <br /> Then, the crystal above cracks, releasing the noxious smoke in which the enormous serpent swims. [[Talon]] summons a bubble of pure air around himself, and [[Jotur]] eventually banishes the cloud completely.<br /> <br /> Adonia and Willow flee.<br /> <br /> Then, the serpent breaks loose, and shards of crystal sphere shower down upon all, wounding several, including [[Willow]], Verkan, and DubDub. Talon immediately begins taunting the beast, staring up with his blind eyes.<br /> <br /> Undeterred, Verkan buries a crossbow bolt in the belly of the creature, which seems to cause it to suddenly plummet to the ground near [[Talon]], still hissing.<br /> <br /> Meanwhile, the temperature in the room rises rapidly as the lava begins climbing higher in the crevasse, occasionally spitting out a huge glob of searing lava.<br /> <br /> Jotur runs to the aid of the women as Talon deals with the injured serpent, piercing its vitals and hacking at its head. <br /> <br /> Talon's luck runs out when the creature impales him with its barbed tail. But Talon, while badly wounded, returns the favor, severing the serpent's tail and then dealing a death blow to its scaly neck.<br /> <br /> Meanwhile, the partially-looted sarcophagus opens suddenly, revealing a sturdy humanoid built of rune-covered granite. DubDub attempts a backstab, producing little more than a small spark, and the automaton sends him flying with a devastating kick to the ribs.<br /> <br /> Verkan makes progress against the beast with his crowbar, but soon is down with a shattered leg and broken ribs. Through sheer force of will, he maintains consciousness and defends himself from the floor.<br /> <br /> As the lava approaches the rim of the crevasse and threatens to block any hope at escape, Jotur rushes back over to the dais and casts a powerful spell -- which causes the stone golem to crumble into ordinary dirt.<br /> <br /> Then, just in time, using the wizard's large table as a sort of raft, Jotur helps the rest of the party across the crimson river.<br /> <br /> Jotur ferries the injured, traumatized party back the way they came, outside into the fresh air of the late afternoon, where bandages are applied, cool water is sipped, and the religious among the party thank their respective deities for escaping death.<br /> <br /> === Descent ===<br /> [[Image:Mountains-near-chun-ki.jpg|thumb|right|200px]]<br /> The party moves a distance away from the volcano, carrying the incapacitated, and rests for the night.<br /> <br /> [[Jotur]] meditates and seeks out guidance from [[Quaralee]], mentioning that the party is near the faerie forest known as [[Thripsey Shee]], which surprises her -- &quot;''you are on the other side of the world''&quot;, she says. Also, &quot;''Travel swiftly, you are hunted.''&quot;<br /> <br /> In the middle of the night, [[Jotur]] senses a presence, and a small bird, silhouetted high in the canopy, flits away. He communes with the ancient tree, and learns that the bird was [[Tamurello]], a sorcerer who has been absent from this forest for more than 400 years.<br /> <br /> The next day, somewhat recuperated, the group resolves to retrace their steps to see [[Twisk]] who is eager for the company and ready with roasted squirrel. From there, to the faerie forest proper, with its hovering flower petals and strange birdsongs, where they again encounter [[Kyp]], who invites them to a feast.<br /> <br /> Strange forest folk attend, maple mead pours from a magical tree, birds sing in unison, and dancing occurs.<br /> <br /> That night, Jotur once again seeks out the faerie queen in his meditations, and she tells him that a sorcerer called [[Tamurello]] is nearby, and capable of transporting the party home. What his price may be, she cannot guess.<br /> <br /> The next day, the party traverses the burned mountain, and then enters [[Azacca's Forest]], where [[Willow]] remembers to leave an offering after picking some flowers.<br /> <br /> Finally they arrive in [[Boshi]], where they are once again received with hospitality and the healing waters of the natural hot springs.<br /> <br /> After dark, the party investigates the hilltop to which they were originally transported. Finding no return portal, they return to the village and accept offers of shelter in various villagers' homes.<br /> <br /> In the morning, they bid farewell to [[Kai Tan]] and her people, and follow rough wagon trail flanking the creek east, towards the lowlands, and late in the day are treated to a spectacular vista, scores of miles in 3 directions. To the north thick forests and craggy peaks. To the east, rolling green hills beyond a deep river valley, and to the south, cultivated lands and the haze of a city.<br /> <br /> The languorous river is flanked by a wide, well-built road, and a train of four wagons is a few miles from the intersection with the wagon trail. The party decides to intercept and introduce themselves. Concerned that the travelers might be the &quot;ben-wi&quot; tax collectors previously encountered, Jotur, Talon, and the women stay concealed, and the dwarf and halfling show themselves.<br /> <br /> Three of the four wagons are pulled by a pair of long-haired brown horses, and one is pulled by an enormous horned creature with shaggy fur. The wagon in the back also has a robed man with a chain around his neck walking behind. The drivers are round-faced, squat men with black hair wearing primitive cured leather armor, crossbows and spears at the ready.<br /> <br /> At a distance of some 50 yards, the wagon train stops. After a moment, the covered wagon in the back lurches violently, and a deafening screech/roar is heard.<br /> <br /> === The Highwaymen ===<br /> [[Image:griffin.jpg|thumb|left|200px]]<br /> <br /> After a moment to ensure no beast is unleashed, introductions are made, and the hobbit and dwarf begin trotting alongside the wagon train, chatting with the lead driver. They are traders of the north country, who come down to the big city a couple times a year when they have collected sufficiently profitable cargo.<br /> <br /> The chat is going well until the driver asks with a brown-toothed smirk, &quot;As slaves, as defectives, how will you make your way in the city?&quot;<br /> <br /> The hobbit in particular takes offense, and the duo returns to the rest of the party hiding in the rocks to plan next moves. The elf, still suffering the effects of the serpent's poison, remains incapacitated, and has no input.<br /> <br /> After some options are considered, [[Jotur]] hefts the hobbit onto his shoulders, and jogs to catch up with the wagon train. There, the hobbit dismounts to run up alongside the lead driver, while Jotur chats with [[Po]], the scraggly monk chained to the back of the final wagon.<br /> <br /> Dub-Dub challenges the lead driver to a duel to the death. If the driver wins, he gets the perverse pleasure of slaying a defective. If the hobbit wins, the cargo and vehicles become his.<br /> <br /> The driver, grinning with his rotten teeth, agrees, stops the train, and dismounts. <br /> <br /> Just then, Jotur breaks Po's chains and unbolts the beast's wagon. The noise distracts the driver for a moment, and when he turns back to face the little hobbit, Dub-Dub buries a sharp dagger in the driver's eye socket. He falls back, screaming.<br /> <br /> Meanwhile, Verkan has finally caught up, and fires a crossbow bolt into the gut of a henchman approaching the rear of the train. The driver of the second wagon whips his horse and gallops away, heavy load creaking. Jotur knocks a final henchman down with his massive shoulder. <br /> <br /> The beast emerges, a griffin, and Po begins soothing it while Jotur leads a discussion of next steps. <br /> <br /> In gratitude for their emancipation, Po agrees to transport Talon and the ladies via air to a rendezvous spot visible a mile beyond the bridge.<br /> <br /> A captured human henchman will pose as the boss and driver, with Verkan driving a second covered wagon, concealing the (monstrous) Jotur. <br /> <br /> The team drives the pair of wagons down into the river canyon and approaches the bridge, on which there are a dozen black-armored warriors milling about and pointing at the approaching party.<br /> <br /> After a brief negotiation, the bridge is extended to allow passage of the lead wagon, which is then thoroughly searched. The warriors discover Dib-Dub's hidden backpack and dump out its esoteric witchy contents. Wide-eyed, they are eager to receive the hobbit's instructions to go ahead, open that little pouch.<br /> <br /> They do, and ONE BILLION HORSEFLIES emerge, a mass of insect matter so significant that several warriors are knocked down, one leaps off the bridge in a panic, and several swing weapons frantically, blindly. The lead wagon's horse is bitten countlessly and spooks, crashing into structures and breaking its harness. Dub-Dub maintains his cool as he collects his gear in the eye of the fly-storm, before scurrying away to a hiding spot nearby.<br /> <br /> The second wagon horse freaks out a moment later as the wall of biting flies surrounds it, careening forward and dumping cargo. Verkan encourages the forward surge through the chaos, and Jotur snatches up the hobbit as the wagon blasts ahead.<br /> <br /> Away from the insectoid mayhem, the party sees warriors emerging from the cloud, but they seem preoccupied with being bitten and do not give immediate chase.<br /> <br /> Nevertheless, the party keeps moving quickly, picking up the elf the and ladies and carrying on late into the night. Eventually they encounter the wagon that ran away in the initial encounter. A campfire burns, a bedroll is nearby, but nobody visible. The party decides to keep moving until their horse runs out of steam, whereupon they too camp and rest for a few hours.<br /> <br /> Mid-morning they spot the strange stationary cloud, 500' up and some 500' across, and leave the road to stand beneath it. After a time, a weird wet rope ladder descends, and the party makes their way up with some difficulty.<br /> <br /> Atop the weird whale-skin surface of the cloud in noon sunshine, they peer around at its misty emptiness until a youth appears, evidently [[Tamurello]]. [[Talon]] and [[Jotur]] explain the party's needs, and a brief negotiation ensues. The price:<br /> * [[Talon]] will part with [[Vanalos]]' book in return for his blindness being cured<br /> * The party will bring the severed head of [[Jaenor Valeris]] to Tamurello<br /> * The party will bring back &quot;an egg&quot; from a different location to Tamurello<br /> * Tamurello will transport the party back to [[Argyle]]<br /> <br /> With terms agreed, the youth twitches his pinky, and the party instantly finds itself standing under starlight in a grand courtyard of intricate stonework. Huge urns sprout towering flowers. All is quiet.<br /> <br /> === City Life ===<br /> <br /> As the team gets their bearings, light streams into the courtyard from a massive door on the far side. An ogre, nude but for a dimly magical iron collar, allows an elderly man, a young guard, and a slim consort to enter the courtyard, whereupon the three walk quietly towards a door a distance from the frozen-in-place party.<br /> <br /> Dub Dub and Talon stealthily approach from two directions once it's assessed the guard has a large ring of keys. Once the old man and the girl are through the door, the guard returns to the ogre door, silently relieved of his keys by the hobbit.<br /> <br /> The party streams in after the old man and the girl, infiltrating his private chambers over the young lady's objections. Somehow the team avoids murdering everyone, instead extracting a hastily scrawled map to the residence of [[Jaenor Valeris]], who apparently now is lording over an execution parade and ceremony that evidently involves horns, drumming and wooly mammoths.<br /> [[Image:FionaBrandybuck.jpg|thumb|right|200px]]<br /> [[Image:TabithaBrandybuck.jpg|thumb|right|200px]]<br /> After tying up the old man and his companion and assigning Willow and Adonia to watch over them and rest on the luxurious pillow-strewn couches, the team departs.<br /> <br /> The map is coherent if incomplete, and the team makes short work of a wandering guard-ogre and, while an alarm bell ding-ding-dings, five halberd-wielding bodyguards, sustaining some bloody wounds in the process.<br /> <br /> After barging into the residence, the team realizes the alarm bells will probably summon a problematic reaction force, and changes plans. With some difficulty, they descend from the residence's balcony to the one below, horrifying the young residents and stealing a bottle of wine as they march through the apartment.<br /> <br /> After collecting Adonia and Willow and costuming, the party begins making its way to the execution ceremony. The wide streets are moderately crowded still, and the thumping drums of the parade fill the night. The blood-spattered, inhuman, strangely dressed party, bristling with weapons, attracts a lot of stares and murmurs, and so, when a strangely dressed dwarf calls down from a balcony, &quot;Brother, are you mad? Get inside!&quot;, the party accepts the advice.<br /> <br /> The pleasure house evidently specializes in &quot;defectives&quot; (dwarves and hobbits) and pipe-smoking mustached clients are evaluating the possibilities while a weird stringed instrument drones.<br /> <br /> The odd balcony dwarf comes downstairs, but not before hobbit twin sisters, Tabitha and Fiona, rush over to greet Dub Dub and the others.<br /> <br /> Gambling and carousing commence while Talon and Jotur seek information and Willow and Adonia repel suitors.<br /> <br /> The tiny sisters, upon hearing that the party intends to confront [[Jaenor Valeris]] ''at the execution ceremony'', immediately intuit that they'll need a clandestine infiltration and exfiltration -- the sewers. They even offer to guide the party on their mission -- provided that the sisters can come along when the party escapes the walls of the grand city.<br /> <br /> === Assassins ===<br /> <br /> [[Image:Trog.jpg|thumb|right|200px]]<br /> [[Image:Jaenor.jpg|thumb|right|200px]]<br /> [[Tabitha Brandybuck|Tabitha]] and [[Fiona Brandybuck|Fiona]] convey the party through a hidden trap door at the back of the brothel, down into the sewers, where hobbit-scale canoes await. [[Jotur]] is much too heavy and opts to wade through the filth.<br /> <br /> The hobbit lasses quarrel endlessly about navigating the maze of tunnels and chambers while unseen eels slip past the giant's legs and hundreds of tiny bats cling to every inch of Verkan's body.<br /> <br /> After a time, the flotilla reaches a landing lit by blue fungi, on which six monstrosities dine on giant eels. Verkan and Dub Dub take aim as the hobbit girls backpaddle in evident alarm. Two crossbow bolts pierce the largest of the beasts, and it falls over, hissing and squirming. The other five slip soundlessly into the murky waters.<br /> <br /> Jotur grabs two canoes and pushes them up out of the water onto the landing, and then returns to collect Tabitha and Fiona. He is almost too late, but bashes a creature to smithereens before it's able to pull Tabitha overboard. The remaining creatures set upon the corpse and a frothy feeding frenzy commences.<br /> <br /> Eventually the sisters guide the party to what they say is the spot just below the platform on which [[Jaenor Valeris]] is addressing a huge crowd and executing innumerable traitors.<br /> <br /> Dub Dub is stealthfully deployed to check out the scene. He silently ascends the scaffolding to a concealed alcove only a hobbit could fit within. There, he observes a dramatic night scene.<br /> <br /> [[Jaenor Valeris]], his voice magically amplified, is bellowing a speech that provokes periodic cheers, chants, and moans from a crowd of tens of thousands of citizens who surround an enormous iron &quot;bird cage&quot;, hundreds of yards across. Within the cage, three '''griffons''' pace about, the scraps of a dozen humans scattered around. <br /> <br /> Jaenor is flanked by four hulking halberdsmen, and thick-limbed jailers are hurling emaciated prisoners off the platform to the hungry griffons. The raised platform is connected to a third-floor balcony of an enormous granite building across the broad boulevard.<br /> <br /> Dubs scampers back to the party in the sewers to report.<br /> <br /> Thence, a plan is hatched and put into motion. Dubs returns to his high alcove, this time with poison coating a crossbow bolt. As another prisoner is hurled to his doom, Dubs fires the bolt into the back of Jaenor's leg. It sticks, and drops of blood appear.<br /> <br /> Enraged, Jaenor turns, curses his bodyguards, and begins making his way across the scaffold, aware that something is ''wrong'', as the poison courses into his bloodstream. Once they pass, Dubs throws one of Verkan's alchemist grenades beyond the group, creating a white hot conflagration that is impassable.<br /> <br /> Meanwhile, Jotur pushes out the heavy sewer grate, and he, Verkan, and Talon rush out to begin hacking and smashing at weak points in the scaffold identified by Verkan after careful study. The crowd scatters, screaming.<br /> <br /> In a few seconds, the structure collapses on the street, causing minor injuries to everyone involved. Two halberdsmen arise and are quickly dispatched by Verkan and Talon.<br /> <br /> With a dancing flourish, [[Talon]] then leaps over to Jaenor and beheads the prone, poisoned minister in a single stroke. Meanwhile, Jotur intones a spell and fog descends on the street.<br /> <br /> The gates of the Security Ministry open, and a column of a hundred halberdsmen march forth. The party slips back into the sewers and begins paddling away, guided by the agitated chatter of Tabitha and Fiona.<br /> <br /> After a time, the group arrives at a large chamber where the flow of sewage is evidently churning against a wall, and Fiona declares that there is &quot;supposed to be a drain here.&quot;<br /> <br /> Talon intones a brief spell, causing a bubble of air to fill the drain, making the exit to the outside visible for a moment. Jotur takes the opportunity to push the canoes through, where upon they slide and tumble down a sewage-slick slope into the broad, lazy river. Minutes later, canoes swamped, drenched, battered and bruised, the group gathers among some high grasses on the riverbank a few hundred yards downstream.<br /> <br /> === Fugitives ===<br /> <br /> After a too-brief rest, the tiny sisters state that their plan is to march overland until they see a familiar hillock known to be the dwelling of a &quot;Wolfrider&quot; - a solitary hobbit ranger who patrols the far perimeters of the shire. The party accompanies, and Wolfrider [[Kella MinnowSwimmer]] proves an an ample host for the evening. Verkan gets surprisingly wasted on a brown-bottled hobbit concoction as the ladies roll their eyes at him. <br /> <br /> Before dawn the party arises and treks north across the volcanic mesa, leaving their hobbit friends behind. By midday, they cut east and drop down the slope to the treed bank of the great river. Options are considered, and then Jotur drags a dry log out of the brush and the party attempts to float across. Dub Dub nearly stays dry, dancing on the rolling log, while ladies fall off repeatedly and Jotur, with a sewer-sickened Talon over his shoulder, saves Verkan from drowning more than once.<br /> <br /> Eventually Jotur pulls everyone up on the east bank, and, after a brief rest, the party slinks across the road and into the late-summer cropland en route to [[Tamurello]]'s cloud castle.<br /> <br /> Atop the strange cloud, Tamurello is displeased at the condition of the severed head Verkan tosses to him, but after a brief spell and a touch to its forehead, appears satisfied, and announces that the party has succeeded in holding up their side of the bargain.<br /> <br /> Now, if they want to go home, the party must agree to another provide another service to the mysterious mage -- the collection of an egg from the &quot;pet&quot; of the sorcerer [[Grexon]] the Annihilator. Once nodding their assent, the party is suddenly aloft, and ''flying'' to the north at a breakneck pace. [[Adonia]] stays behind with the mage.<br /> <br /> They fly through the dark night for many hours, roughly following the river and road below, and finally approach a dramatic mountain range in the gray light of early dawn. After an awkward landing, the party stares out at a great dusty bowl, miles across, littered with debris from a keep evidently demolished at the center of the wasteland. A very tall, emaciated giant patrols around the ruins.<br /> <br /> Straightaway, the party urges Dub Dub to scamper down and evaluate two small mounds, one of which has a pole sticking up out of it. It turns out to be the long-dead remains of a hobbit and donkey mount. Dub Dub scavenges the saddlebags and leaves the desiccated hobbit corpse undisturbed.<br /> <br /> Jotur soon discovers that merely stepping foot on the downslope of the great dusty bowl causes a chill in his heart, and backs off. Verkan and Dub Dub suffer no ill effects and proceed, while Jotur meditates on the problem, Talon retches, and Willow shivers.<br /> <br /> Shortly, Dubs launches a poisoned dart at the towering giant. It bounces off the leathery hide and attracts the attention of the creature. It lumbers towards the little hobbit, hiding in a crevasse.<br /> <br /> Verkan rushes up and shouts at the behemoth, and fired a crossbow bolt through it's head poking through the face and exploding saucer-sized bone fragments out the back, redirecting its watch-dog rage. Verkan then takes flight, but is not fast enough to avoid a glancing blow from the giant's limestone club. The dwarf's right arm is shattered, nearly detached, as he lunges for cover at the base of a big rock.<br /> <br /> At this, Jotur decides to tolerate the anti-magic chills in his gut, and sprints down the hill after urging Talon to get on his feet and help. Jotur ran past the dwarf and hobbit to lead the giant on a zig-zagging path into the ruins, where he quickly popped out an enormous iron manhole cover to slip below ground.<br /> <br /> Sensing opportunity, the hobbit and crippled dwarf dash towards the ruined keep. Talon and Willow begin running into the fray as well.<br /> <br /> <br /> Jotur engages the leathery giant's groping hand as it reaches inside, and Jotur knocks his brittle thumb off with a crowbar.<br /> <br /> Talon finally shows up and sprints directly at the behemoth, ascending a section of wall and leaping through the air to deliver a deep slice in beast's leg. He then begins running between the creature's legs, causing it to twist and turn, all the while slicing at the leg with his razor shar sword. A third blow is sufficient, and the tall giant keels over into the ruins, thrashing in frustration.<br /> <br /> Talon then collects Willow and the group convenes at the round portal to the underground.<br /> <br /> Therein, Jotur has summoned a vaporous air elemental, and is instructing it to collect the glowing ghost-spirits that are approaching and hurl them out of the chamber. Unfortunately, the elemental encounters an invisible wall of some kind, and cannot proceed. The spirits, too, reach the same wall from the other side, evidently prevented from proceeding.<br /> <br /> Verkan drops in to assess the situation, his right arm dangling uselessly, 6&quot; longer than the left.<br /> <br /> Upon landing, the spirits begin howling, in grating, horrific, otherworldly voices, ''&quot;VEEERRRRRKKAAAAAAAAAN!&quot;''</div> Jesster https://gurth.johnmasterson.com/index.php?title=Warlocks&diff=10014 Warlocks 2021-01-02T20:20:48Z <p>Jesster: /* The Dark Obelisk */</p> <hr /> <div>[[Category:Campaigns]]<br /> ''An episodic campaign alternative to [[HotZone]].''<br /> <br /> == Setting ==<br /> <br /> 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.<br /> <br /> You are members of an elite team in service to the Iron Circle, responsible for seizing artifacts desired by the organization.<br /> <br /> == Characters ==<br /> <br /> * [[Krokus]] - played by Darren<br /> * [[Kalon]] - played by Blair<br /> * [[Krestifax]] - played by Josh<br /> * [[Rasha]] - played by [[User:Johnm|John]]<br /> * General [[Valligon]] - played by Ernest<br /> --<br /> * [[Aslar Ambrose]], - [[User:Melissa|Mel]]<br /> * [[Óðinn]], - [[User:Daniel.bowling|Dan]]<br /> * [[Cloch Mearog]], - [[User:Jesster|Jess]]<br /> * [[Shota]], - [[User:Brownt01|Traci]]<br /> * [[Amanda Mordred]], - [[User:Johnm|John]]<br /> * [[Tara.]], - [[User:Nate]]<br /> * [[Pixie]], - [[User:Brownt01|Traci]]<br /> * [[Boris]], - [[User:Brantdanger|Brant]]<br /> <br /> == Character Creation ==<br /> === Points ===<br /> <br /> * 350 points to spend<br /> * max 50 in disadvantages<br /> * max 150 in primary attributes<br /> <br /> === Race ===<br /> <br /> You may be human or elven, using the following template (from [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Fantasy.pdf GURPS Fantasy]):<br /> &lt;pre&gt;<br /> Attribute Modifiers: ST-1 [-10]; DX+1<br /> [20].<br /> Secondary Characteristic Modifiers:<br /> Per+1 [5].<br /> Advantages: Appearance (Attractive)<br /> [4]; Magery 0 [5]; Perfect Balance<br /> [15]; Telescopic Vision 1 [5];<br /> Unaging [15]; Voice [10].<br /> &lt;/pre&gt;<br /> <br /> === Background ===<br /> 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't &quot;good&quot; or &quot;evil&quot;, so you are probably not a black-hearted demon nor a cherubic do-gooder.<br /> <br /> The Iron Circle has little respect for individuals lacking significant magical awareness, and so everyone should have a minimum of '''2 levels of Magery'''. You also should know at least a couple spells, but can focus your points on brawn and gear if desired.<br /> <br /> By taking a 10-point Unusual Background and having a backstory for it, you may also each have '''one Exotic/Supernatural advantage''', ''subject to GM approval''. These all have the little lightning and alien icons next to their titles in the Characters book.<br /> <br /> === Spells ===<br /> <br /> Spells can get complicated fast. Limit your spells to one or two colleges. Be familiar with your arsenal, and be ready with a 'standard operating procedure' of how you use your favorite spells (maybe just one or two) so we don't get too bogged down with spell mechanics.<br /> <br /> <br /> === Equipment ===<br /> <br /> * Consider having a Wizard's Staff as describe in [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Magic.pdf Magic] on p 13.<br /> * 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 ''must be purchased with character points'', at a cost of 1 point per $1000 cost.<br /> * You may buy power stone(s) by ''spending 1 character point per power level'', with no maximum. Spending 20 points gets you a single 20 point powerstone, or two 10-point stones, etc.<br /> <br /> == Episodes ==<br /> <br /> <br /> === Thendar's Belt ===<br /> 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:<br /> [[Image:Ooinn.gif|150px|thumb|right|[[Óðinn]]]]<br /> 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's reason to believe that [[Thendar's Belt]], an ancient artifact that gives the wearer the power to dominate giants, explains the &quot;alliance&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.<br /> [[Image:Cloch2.jpg|150px|thumb|right|[[Cloch Mearog]]]]<br /> 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.<br /> [[Image:Wizard.jpg|150px|thumb|right|[[Aslar Ambrose]]]]<br /> They emerge near sunset fatigued and dehydrated (as usual) atop a 40' 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. <br /> [[Image:Elrid.jpg|150px|thumb|right|[[Elrid Grimhak]]]]<br /> [[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.<br /> <br /> 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. <br /> <br /> 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<br /> <br /> Meanwhile, the elders have stopped to provide aid to an elderly white wolf with a spear wound.<br /> <br /> 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.<br /> <br /> 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' tall giant. He returns, and all sleep until a bit past dawn.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Shota arrives and fires ice daggers into multiple combatants as the orcs' morale is broken and they begin to scatter.<br /> <br /> Cloch strips the [[Slog|orc leader]] and finds the fabled belt, worn ignorantly by the primitive subhuman.<br /> <br /> 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.<br /> <br /> <br /> ===Gargoyles===<br /> <br /> Run by Dan, synopsis here: [[Gargoyles]]<br /> <br /> === Dinosaurs ===<br /> <br /> Run by Traci.<br /> <br /> === The Teeth of Dalva-Nar ===<br /> <br /> [[Image:Dedilaeus.jpg|thumb|right|150px|[[Dedilaeus]]]]<br /> 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.<br /> <br /> 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's rope to assist the rest of the team.<br /> [[Image:Akhenaten.jpg|thumb|right|150px|[[Akhenaten]]]]<br /> <br /> <br /> 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.<br /> <br /> 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.<br /> <br /> <br /> The gates to [[Saint Norbert]] stand wide open, and the stench is detectable a half mile out. Dedilaeus navigates the party to the duke's castle. The drawbridge is up, and two face-masked guards stand in a booth near the sewage-filled moat.<br /> <br /> [[Image:Kiri.jpg|thumb|right|150px|[[Kiri]]]]<br /> [[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.<br /> [[Image:Ak-warrior.jpg|thumb|right|150px|[[Akhenaten]]'s zombies]]<br /> 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.<br /> <br /> With alchemists' 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.<br /> <br /> Finally, after killing more of the duke'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't be waiting around.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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: &quot;sisters! kill them all!&quot;<br /> <br /> 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's rain of fire are the creatures dispatched along with their hideous vulture-lions.<br /> <br /> While his black zombies are being slaughtered by Mord Sith mercenaries, [[Akhenaten]] slinks away into the trees.<br /> <br /> 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]]'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.<br /> <br /> === Grogle's Axe ===<br /> [[Image:Krokus.jpg|thumb|right|200px| [[Krokus]] ]]<br /> [[Image:Lila.jpg|thumb|right|200px| [[Kalon]] in [[Lila]]'s body]]<br /> 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:<br /> <br /> Yet another artifact capable of dominating giants has emerged. [[Grogle'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]].<br /> <br /> 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.<br /> <br /> Satisfied, [[Krokus]] gives [[Lulu]] a rough kiss and jumps through the [[Iron Gate]].<br /> <br /> [[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.<br /> <br /> The two emerge in a rough and rocky ravine through which a stinking creek flows. After explaining the body-switch, Kalon (in Lila's form) mounts Krokus' shoulders and they begin hiking upstream, where the raven has identified some human habitation.<br /> <br /> The creek is the tribe'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.<br /> <br /> 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's diplomacy prevails, and she agrees to a plan of subterfuge so as to increase her standing within the [[Iron Circle]].<br /> <br /> Kalon, as the horseclan warrior, carries the squirming Lila into the warriors' camp higher in the forested hills, announcing the seizure of &quot;booty&quot; for [[Kahn Sai]].<br /> <br /> Meanwhile, Krokus has allowed himself to be disarmed and is being led up to the camp as a prisoner. <br /> <br /> Kalon and Lila are allowed to enter the chief'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.<br /> <br /> 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.<br /> <br /> <br /> <br /> === Diadem of Sobki ===<br /> [[Image:croc-god.jpg|thumb|right|200px|[[Djoser]], now inhabited by [[Kalon]]]]<br /> [[Image:Krestifax.jpg|thumb|right|200px|[[Krestifax]]]]<br /> <br /> [[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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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]].<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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. <br /> <br /> 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.<br /> <br /> 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.<br /> <br /> <br /> === Nimlith Hills Magicks, Part One ===<br /> [[Image:Odbgen.jpg|thumb|right|200px|[[Odbgen]]]]<br /> [[Image:Ladylich.jpg|thumb|right|200px|[[Lake Nimlith Dark Queen]]]]<br /> <br /> 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.<br /> <br /> 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.<br /> 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's home.<br /> <br /> 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'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 &quot;dragon&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's chest, delivering a devastating blow if not mortal. The dragon retreats back into the waters.<br /> <br /> 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.<br /> <br /> They continue to Odbgen'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'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's subterfuge. He gives it to Rasha, stating that Rasha's aura stands out like a sore thumb, even in a magical forest, &quot;You're not sneaking up on anybody of importance.&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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Tomorrow, forces are gathered for an afternoon at the lake...<br /> <br /> === Nimlith Hills Magicks, Part Two ===<br /> <br /> The next day the group hikes from Odbgen'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.<br /> 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. <br /> <br /> <br /> XXX Under Construction XXX<br /> <br /> === The Shield of Zatilla ===<br /> [[Image:Despoiler.jpg|thumb|right|200px]]<br /> [[Image:Lulu.jpg|thumb|right|200px|[[Bellaluna]], fire-mage]]<br /> <br /> <br /> The Shield of Zatilla is the squad's next target, said to make its bearer impervious to attack. This time, the team includes [[Krokus]], [[Kalon]], [[Valligon]], [[Bellaluna]] (twin sister of [[Lulu]], and [[Willy]]. <br /> <br /> The team emerges with a thunderclap in the [[Zitijan Steppe]], beneath a steel gray sky, near a rutted wagon trail. <br /> <br /> '''Farid Maktal''' is here, driving a covered wagon, flanked by his mounted sons, each with a bow at the ready. [[Bellaluna]] and [[Willy]] employ their respective charms, and soon the group -- including a dozen girls from the back of the wagon -- is eating and drinking and learning of the '''Despoiler''', a horned beast that is carrying off women and girls. Farid is migrating his family to the big city in the south.<br /> <br /> The team bids Farid farewell and heads into the village, which shows no sign of activity as citizens huddle in their huts. Near the center, though, they find a tavern open, where a grizzled barkeep serves her fermented goat milk and agrees to rally a small force to assault the invaders.<br /> <br /> Before sunset, the group heads out, with [[Kalon]] eventually peeling away in his mysterious way.<br /> <br /> The rest of the group sneaks up on the Despoiler's army, which includes 40 orcs and 4 ogres. The Despoiler himself is 13' tall and half as wide, an enormous '''Minotaur''', currently snacking on the roasted carcass of a young girl. <br /> <br /> The team leads with alchemical grenades and explosive fireballs. The villagers send volleys of arrows, set afire by Willy's magic staff.<br /> <br /> Soon though, the melee begins. Krokus and the General spend the next 10 seconds hacking through orcflesh, casting corpses to either side.<br /> <br /> [[Willy]] chugs a potion and takes flight as [[Bellaluna]] uses her craft to set the Despoiler's head on fire.<br /> <br /> Meanwhile, [[Kalon]] teleports into position and attempts to master the Despoiler's soul. His necromancy fails, and recoils in horror.<br /> <br /> Now aloft, [[Willy]] rains down attacks, but the beast retaliates, cleaving Willy's leg from his body and causing him to withdraw to quaff a healing potion.<br /> <br /> Three ogres fall to massive belly wounds, courtesy of Krokus and Valligon. '''The fourth becomes Kalon's slave.'''<br /> <br /> Bellaluna reverts to spear-fighting, impaling multiple orcs, inspiring the survivors to begin their retreat.<br /> <br /> Recovering, [[Willy]] flies straight down for a crushing staff attack on the Despoiler's flaming skull, ending him.<br /> <br /> One by one, the team twists their rings, with [[Kalon]]-the-ogre carrying the artifact back to the [[Iron Circle]] for safe storage.<br /> <br /> Mission Accomplished.<br /> <br /> === The Dark Obelisk ===<br /> Being hastily summoned to Lord Mordred late one night, ''&quot;We send you to the swamps of the distant land of Nouchi, where magic is hoarded by their God-emperor.  We seldom venture there for we need not draw his ire.  Even porting you in will likely draw his gaze.''<br /> <br /> ''However,  our agents have found tell of a dark power, ancient beyond the age of the cosmos.   So mysterious and shrouded it evades our normal detection.   For centuries we thought it little more than folk lore or tales to control the ignorant masses,  but enough of these shreds of story coalesce when compared,  that we believe something sinister is behind them. ''<br /> ''As many of our previous attempts have failed to yield any concrete evidence we must move quickly and further illuminating you about our speculations cannot be risked. ''<br /> ''Know only that often these cults vanish as swiftly as your rings allow you to return here, though to where they go or how our scrying avails naught.  These cults often collect thralls for some dark purpose and it is of this collection or agent made us aware.  ''<br /> ''Seek out this cult, find for what shadowy purpose they collect people from the villages.''<br /> ''Again, know that any magic in the [[Empire of the Clouds]] is often swiftly apprehended and captured for or destroyed by the will of the Empire. Discretion is highly advised.   Make haste. Be cautious.   Steel your wits and your nerve and bring back any hard evidence you can of this fell power for our further study.&quot; ''<br /> <br /> <br /> He then faded into a blur as he incanted the teleportal spell which left the party in an inky black boggy fetid swamp.  [[Amanda Mordred]] was immediately unimpressed as her Valtuvian leather mid-heeled dress boots were spattered in muck.<br /> She floated up and over the cyprus and swamp brush to notice a starless, moonless overcast sky and some small lights in the distance.<br /> <br /> The party approached the lights through the dark swamp, guided by Amanda's night-vision spell.<br /> <br /> Approaching the lights, Amanda noticed a small dark-haired woman standing sentry to the village of raised grass and bamboo huts.  Thus they met Shenzi, who was awe-stricken by their magics and frightened by the &quot;oni&quot; or magical ogre, [[Kalon]] who used his sorcery to give them common speech.  <br /> She led the party to meet Meng Dohz, who Shenzi noted was always an unusual fisherman, but recently has been going mad, rambling late into the night in the language Amanda initially used to communicate to Shenzi before they began to understand one-another.<br /> <br /> Meng Dohz, though looking unrested and sickly was snoring as they approached his dark hut.  After rousing him, he was excited the Iron Ring came to rescue him and take him far from the horrors of the swamp where he was entrusted with a magic communication gem he kept buried under a stump off in the bog.  He was only to use the gem if magic returned to [[Nouchi]], the Empire of the Clouds.  When he witnessed what he saw in the swamp a few days past, he used the gem and reburied it so as to not draw the dark riders of the empire upon him.  The party convinced him to lead them to the site where he witnessed some unspeakable horror, when following a dark-cloaked figure, that somehow was luring away villagers, including old man Kohn who could barely walk with a can and a grandchild to aid him, yet he followed the dark-cloaked one into the swamp unaided.  Unnatural.<br /> <br /> <br /> After Meng Dohz gathered a chain coif and sheathed sword from a hiding spot beneath his hut, the party was off on the 1-2 hour march depending on swamp conditions.<br /> About 30 minutes into the journey Amanda's sine-wave surveillance revealed Shenzi had abandoned her post as village sentry and followed the party into the gloom, hoping to join the rebels and see the empire quashed, and maybe to rescue her cousin who reportedly could control water. <br /> <br /> The party began to hear eerie chanting through the bog, Amanda flew ahead and realized the chant had some mind-bending effects, though she was mostly able to overcome them and scout that there were 20 cloaked figures arranged in a loose circle about a 7' dark stone obelisk that made one uneasy to look upon it and to try to decipher the arcane runes glowing slightly in the black-violet light of the dark candles burning about it.<br /> <br /> <br /> As the Ogre and General tried to slowly and stealthily approach, Amanda witnessed a large purple monstrosity soar down through the clouds and alight atop the obelisk, emitting a mind-rending shriek.  No matter how she tried to view the faces within the dark cloaks, even with her night-vision they were uncannily obscured and set her ill-at-ease to her core, something felt primordially wrong about witnessing them and their dark stone at all.<br /> Meng's morale was broken, the Ogre began to charge towards the violet light ahead as the general enchanted himself with surreal speed.<br /> [[Image:Shantak.jpg|thumb|right|200px]]<br /> <br /> As they approached the chanting circle an unnatural fog began to rapidly set in and the General suddenly heard charging hoof beats all around.  As he turned to witness a rider bearing down on him with needle-pointed lance, he crouched and severed the steeds' front legs with a great swing of his magical blade. The horse and rider tumbled headlong into the muck a tangle of crashing shrieks amidst the ever-droning chant.<br /> <br /> Amanda began to prepare to rain hell-fire from above amongst the chanters who had just raised, not hands but purple and green shimmering tentacle-clusters to the dark mutant grotesquerie they apparently worshiped as suddenly the chanting ceased...at least materially.  Yet it still droned on in Amanda's mind, or soul.  Most of the cloaked figures vanished, leaving their dark garb crumpling to the mud like a cheap magician's trick.  The few that remained, turned and began slowly shambling away from the stone.<br /> <br /> The creature atop the stone peered at Amanda with an eyeless maw writhing with amassed protuberances and a sickening malignance.  It took to the air towards her as riders and Kalon entered the circle together.<br /> <br /> <br /> Meanwhile, back at Sorcerer's isle, [[Krokus]] was awakened, hastily teleported to the deployment room by Siglarus, one of the elders.  He was told that the party was on mission and likely in need of assistance as they were unable to avoid the Emperor's detection.  Without pause for further advice, Krokus was teleported into a dark fog-laden swamp amid the sounds of battle.  Moving cautiously towards the larger sounds he momentarily saw a bursting fire-ball in the sky and hastened his pace while hearing hoof-beats all about and screams as Valligon cleft a Gray-cloaked wizards face and chased down a [[Dark Templars]] archer.<br /> <br /> <br /> Krokus also slew Templars as they accosted him, while Amanda flew and slung spells against the unnamable horror that pursued her through the sky, smashing her almost into unconsciousness above the hazy swamp below.  One of her spells misfired in her haste and chanting-obscured mental-state and a sun-bolt instead imbued a dark rider below with glowing white eyes, and a halo as though the sun perpetually shone upon him.  After a second sun-bolt seared through the wing-arm of the monstrosity, it directed it's ungraceful descent to the obelisk.  Amanda accelerated to race it, but it collided and unceremoniously wrapped the stone in its body, to vanish a moment later in a silent purple green lightning rend in reality.<br /> <br /> <br /> The sun-struck rider then approached Kalon who had just unhorsed another rider.  Sun-eyes claimed all this magic was against imperial will and must be crushed or taken into custody for study by the agents and alchemists of Kirin Toro. <br /> <br /> Kalon bargained that with the blessing of the sun's eternal life, they should be allowed to be about their business.  Another rider towing one of the dark-cloaked changers via chain around its neck from his horse's pommel casually approached the clearly scorched and battered Amanda, as she knelt to grab a dark candle and engage her ring.  <br /> <br /> Kalon recognizing that diplomacy with these magic fascist zealots was going nowhere fast attempted awkwardly to spear sun-eyes, though the spear was deftly parried and it's shaft hewn.  Kalon then used the hewn shaft to smash the shoulder of the unhorsed templar who attacked him, before the ogre dove across one of the piles of dark clothing left by a chanter.  He gathered it beneath him and engaged his ring.<br /> <br /> The general and Krokus mopped up a few more dark armored horsemen in the swamp at the perimeter of the circle, but did not engage the glowing rider and those in the circle, instead gathering what enchanted items they could from fallen templars and the gray-cloaked mage before engaging their rings and taking back what little they could to sorcerer's isle.<br /> <br /> Mission Accomplished?</div> Jesster https://gurth.johnmasterson.com/index.php?title=File:Shantak.jpg&diff=10013 File:Shantak.jpg 2021-01-02T20:19:43Z <p>Jesster: </p> <hr /> <div></div> Jesster https://gurth.johnmasterson.com/index.php?title=Warlocks&diff=10012 Warlocks 2021-01-02T20:19:26Z <p>Jesster: /* The Dark Obelisk */</p> <hr /> <div>[[Category:Campaigns]]<br /> ''An episodic campaign alternative to [[HotZone]].''<br /> <br /> == Setting ==<br /> <br /> 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.<br /> <br /> You are members of an elite team in service to the Iron Circle, responsible for seizing artifacts desired by the organization.<br /> <br /> == Characters ==<br /> <br /> * [[Krokus]] - played by Darren<br /> * [[Kalon]] - played by Blair<br /> * [[Krestifax]] - played by Josh<br /> * [[Rasha]] - played by [[User:Johnm|John]]<br /> * General [[Valligon]] - played by Ernest<br /> --<br /> * [[Aslar Ambrose]], - [[User:Melissa|Mel]]<br /> * [[Óðinn]], - [[User:Daniel.bowling|Dan]]<br /> * [[Cloch Mearog]], - [[User:Jesster|Jess]]<br /> * [[Shota]], - [[User:Brownt01|Traci]]<br /> * [[Amanda Mordred]], - [[User:Johnm|John]]<br /> * [[Tara.]], - [[User:Nate]]<br /> * [[Pixie]], - [[User:Brownt01|Traci]]<br /> * [[Boris]], - [[User:Brantdanger|Brant]]<br /> <br /> == Character Creation ==<br /> === Points ===<br /> <br /> * 350 points to spend<br /> * max 50 in disadvantages<br /> * max 150 in primary attributes<br /> <br /> === Race ===<br /> <br /> You may be human or elven, using the following template (from [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Fantasy.pdf GURPS Fantasy]):<br /> &lt;pre&gt;<br /> Attribute Modifiers: ST-1 [-10]; DX+1<br /> [20].<br /> Secondary Characteristic Modifiers:<br /> Per+1 [5].<br /> Advantages: Appearance (Attractive)<br /> [4]; Magery 0 [5]; Perfect Balance<br /> [15]; Telescopic Vision 1 [5];<br /> Unaging [15]; Voice [10].<br /> &lt;/pre&gt;<br /> <br /> === Background ===<br /> 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't &quot;good&quot; or &quot;evil&quot;, so you are probably not a black-hearted demon nor a cherubic do-gooder.<br /> <br /> The Iron Circle has little respect for individuals lacking significant magical awareness, and so everyone should have a minimum of '''2 levels of Magery'''. You also should know at least a couple spells, but can focus your points on brawn and gear if desired.<br /> <br /> By taking a 10-point Unusual Background and having a backstory for it, you may also each have '''one Exotic/Supernatural advantage''', ''subject to GM approval''. These all have the little lightning and alien icons next to their titles in the Characters book.<br /> <br /> === Spells ===<br /> <br /> Spells can get complicated fast. Limit your spells to one or two colleges. Be familiar with your arsenal, and be ready with a 'standard operating procedure' of how you use your favorite spells (maybe just one or two) so we don't get too bogged down with spell mechanics.<br /> <br /> <br /> === Equipment ===<br /> <br /> * Consider having a Wizard's Staff as describe in [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Magic.pdf Magic] on p 13.<br /> * 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 ''must be purchased with character points'', at a cost of 1 point per $1000 cost.<br /> * You may buy power stone(s) by ''spending 1 character point per power level'', with no maximum. Spending 20 points gets you a single 20 point powerstone, or two 10-point stones, etc.<br /> <br /> == Episodes ==<br /> <br /> <br /> === Thendar's Belt ===<br /> 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:<br /> [[Image:Ooinn.gif|150px|thumb|right|[[Óðinn]]]]<br /> 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's reason to believe that [[Thendar's Belt]], an ancient artifact that gives the wearer the power to dominate giants, explains the &quot;alliance&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.<br /> [[Image:Cloch2.jpg|150px|thumb|right|[[Cloch Mearog]]]]<br /> 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.<br /> [[Image:Wizard.jpg|150px|thumb|right|[[Aslar Ambrose]]]]<br /> They emerge near sunset fatigued and dehydrated (as usual) atop a 40' 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. <br /> [[Image:Elrid.jpg|150px|thumb|right|[[Elrid Grimhak]]]]<br /> [[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.<br /> <br /> 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. <br /> <br /> 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<br /> <br /> Meanwhile, the elders have stopped to provide aid to an elderly white wolf with a spear wound.<br /> <br /> 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.<br /> <br /> 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' tall giant. He returns, and all sleep until a bit past dawn.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Shota arrives and fires ice daggers into multiple combatants as the orcs' morale is broken and they begin to scatter.<br /> <br /> Cloch strips the [[Slog|orc leader]] and finds the fabled belt, worn ignorantly by the primitive subhuman.<br /> <br /> 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.<br /> <br /> <br /> ===Gargoyles===<br /> <br /> Run by Dan, synopsis here: [[Gargoyles]]<br /> <br /> === Dinosaurs ===<br /> <br /> Run by Traci.<br /> <br /> === The Teeth of Dalva-Nar ===<br /> <br /> [[Image:Dedilaeus.jpg|thumb|right|150px|[[Dedilaeus]]]]<br /> 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.<br /> <br /> 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's rope to assist the rest of the team.<br /> [[Image:Akhenaten.jpg|thumb|right|150px|[[Akhenaten]]]]<br /> <br /> <br /> 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.<br /> <br /> 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.<br /> <br /> <br /> The gates to [[Saint Norbert]] stand wide open, and the stench is detectable a half mile out. Dedilaeus navigates the party to the duke's castle. The drawbridge is up, and two face-masked guards stand in a booth near the sewage-filled moat.<br /> <br /> [[Image:Kiri.jpg|thumb|right|150px|[[Kiri]]]]<br /> [[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.<br /> [[Image:Ak-warrior.jpg|thumb|right|150px|[[Akhenaten]]'s zombies]]<br /> 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.<br /> <br /> With alchemists' 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.<br /> <br /> Finally, after killing more of the duke'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't be waiting around.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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: &quot;sisters! kill them all!&quot;<br /> <br /> 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's rain of fire are the creatures dispatched along with their hideous vulture-lions.<br /> <br /> While his black zombies are being slaughtered by Mord Sith mercenaries, [[Akhenaten]] slinks away into the trees.<br /> <br /> 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]]'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.<br /> <br /> === Grogle's Axe ===<br /> [[Image:Krokus.jpg|thumb|right|200px| [[Krokus]] ]]<br /> [[Image:Lila.jpg|thumb|right|200px| [[Kalon]] in [[Lila]]'s body]]<br /> 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:<br /> <br /> Yet another artifact capable of dominating giants has emerged. [[Grogle'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]].<br /> <br /> 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.<br /> <br /> Satisfied, [[Krokus]] gives [[Lulu]] a rough kiss and jumps through the [[Iron Gate]].<br /> <br /> [[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.<br /> <br /> The two emerge in a rough and rocky ravine through which a stinking creek flows. After explaining the body-switch, Kalon (in Lila's form) mounts Krokus' shoulders and they begin hiking upstream, where the raven has identified some human habitation.<br /> <br /> The creek is the tribe'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.<br /> <br /> 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's diplomacy prevails, and she agrees to a plan of subterfuge so as to increase her standing within the [[Iron Circle]].<br /> <br /> Kalon, as the horseclan warrior, carries the squirming Lila into the warriors' camp higher in the forested hills, announcing the seizure of &quot;booty&quot; for [[Kahn Sai]].<br /> <br /> Meanwhile, Krokus has allowed himself to be disarmed and is being led up to the camp as a prisoner. <br /> <br /> Kalon and Lila are allowed to enter the chief'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.<br /> <br /> 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.<br /> <br /> <br /> <br /> === Diadem of Sobki ===<br /> [[Image:croc-god.jpg|thumb|right|200px|[[Djoser]], now inhabited by [[Kalon]]]]<br /> [[Image:Krestifax.jpg|thumb|right|200px|[[Krestifax]]]]<br /> <br /> [[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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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]].<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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. <br /> <br /> 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.<br /> <br /> 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.<br /> <br /> <br /> === Nimlith Hills Magicks, Part One ===<br /> [[Image:Odbgen.jpg|thumb|right|200px|[[Odbgen]]]]<br /> [[Image:Ladylich.jpg|thumb|right|200px|[[Lake Nimlith Dark Queen]]]]<br /> <br /> 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.<br /> <br /> 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.<br /> 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's home.<br /> <br /> 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'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 &quot;dragon&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's chest, delivering a devastating blow if not mortal. The dragon retreats back into the waters.<br /> <br /> 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.<br /> <br /> They continue to Odbgen'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'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's subterfuge. He gives it to Rasha, stating that Rasha's aura stands out like a sore thumb, even in a magical forest, &quot;You're not sneaking up on anybody of importance.&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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Tomorrow, forces are gathered for an afternoon at the lake...<br /> <br /> === Nimlith Hills Magicks, Part Two ===<br /> <br /> The next day the group hikes from Odbgen'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.<br /> 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. <br /> <br /> <br /> XXX Under Construction XXX<br /> <br /> === The Shield of Zatilla ===<br /> [[Image:Despoiler.jpg|thumb|right|200px]]<br /> [[Image:Lulu.jpg|thumb|right|200px|[[Bellaluna]], fire-mage]]<br /> <br /> <br /> The Shield of Zatilla is the squad's next target, said to make its bearer impervious to attack. This time, the team includes [[Krokus]], [[Kalon]], [[Valligon]], [[Bellaluna]] (twin sister of [[Lulu]], and [[Willy]]. <br /> <br /> The team emerges with a thunderclap in the [[Zitijan Steppe]], beneath a steel gray sky, near a rutted wagon trail. <br /> <br /> '''Farid Maktal''' is here, driving a covered wagon, flanked by his mounted sons, each with a bow at the ready. [[Bellaluna]] and [[Willy]] employ their respective charms, and soon the group -- including a dozen girls from the back of the wagon -- is eating and drinking and learning of the '''Despoiler''', a horned beast that is carrying off women and girls. Farid is migrating his family to the big city in the south.<br /> <br /> The team bids Farid farewell and heads into the village, which shows no sign of activity as citizens huddle in their huts. Near the center, though, they find a tavern open, where a grizzled barkeep serves her fermented goat milk and agrees to rally a small force to assault the invaders.<br /> <br /> Before sunset, the group heads out, with [[Kalon]] eventually peeling away in his mysterious way.<br /> <br /> The rest of the group sneaks up on the Despoiler's army, which includes 40 orcs and 4 ogres. The Despoiler himself is 13' tall and half as wide, an enormous '''Minotaur''', currently snacking on the roasted carcass of a young girl. <br /> <br /> The team leads with alchemical grenades and explosive fireballs. The villagers send volleys of arrows, set afire by Willy's magic staff.<br /> <br /> Soon though, the melee begins. Krokus and the General spend the next 10 seconds hacking through orcflesh, casting corpses to either side.<br /> <br /> [[Willy]] chugs a potion and takes flight as [[Bellaluna]] uses her craft to set the Despoiler's head on fire.<br /> <br /> Meanwhile, [[Kalon]] teleports into position and attempts to master the Despoiler's soul. His necromancy fails, and recoils in horror.<br /> <br /> Now aloft, [[Willy]] rains down attacks, but the beast retaliates, cleaving Willy's leg from his body and causing him to withdraw to quaff a healing potion.<br /> <br /> Three ogres fall to massive belly wounds, courtesy of Krokus and Valligon. '''The fourth becomes Kalon's slave.'''<br /> <br /> Bellaluna reverts to spear-fighting, impaling multiple orcs, inspiring the survivors to begin their retreat.<br /> <br /> Recovering, [[Willy]] flies straight down for a crushing staff attack on the Despoiler's flaming skull, ending him.<br /> <br /> One by one, the team twists their rings, with [[Kalon]]-the-ogre carrying the artifact back to the [[Iron Circle]] for safe storage.<br /> <br /> Mission Accomplished.<br /> <br /> === The Dark Obelisk ===<br /> Being hastily summoned to Lord Mordred late one night, ''&quot;We send you to the swamps of the distant land of Nouchi, where magic is hoarded by their God-emperor.  We seldom venture there for we need not draw his ire.  Even porting you in will likely draw his gaze.''<br /> <br /> ''However,  our agents have found tell of a dark power, ancient beyond the age of the cosmos.   So mysterious and shrouded it evades our normal detection.   For centuries we thought it little more than folk lore or tales to control the ignorant masses,  but enough of these shreds of story coalesce when compared,  that we believe something sinister is behind them. ''<br /> ''As many of our previous attempts have failed to yield any concrete evidence we must move quickly and further illuminating you about our speculations cannot be risked. ''<br /> ''Know only that often these cults vanish as swiftly as your rings allow you to return here, though to where they go or how our scrying avails naught.  These cults often collect thralls for some dark purpose and it is of this collection or agent made us aware.  ''<br /> ''Seek out this cult, find for what shadowy purpose they collect people from the villages.''<br /> ''Again, know that any magic in the [[Empire of the Clouds]] is often swiftly apprehended and captured for or destroyed by the will of the Empire. Discretion is highly advised.   Make haste. Be cautious.   Steel your wits and your nerve and bring back any hard evidence you can of this fell power for our further study.&quot; ''<br /> <br /> <br /> He then faded into a blur as he incanted the teleportal spell which left the party in an inky black boggy fetid swamp.  [[Amanda Mordred]] was immediately unimpressed as her Valtuvian leather mid-heeled dress boots were spattered in muck.<br /> She floated up and over the cyprus and swamp brush to notice a starless, moonless overcast sky and some small lights in the distance.<br /> <br /> The party approached the lights through the dark swamp, guided by Amanda's night-vision spell.<br /> <br /> Approaching the lights, Amanda noticed a small dark-haired woman standing sentry to the village of raised grass and bamboo huts.  Thus they met Shenzi, who was awe-stricken by their magics and frightened by the &quot;oni&quot; or magical ogre, [[Kalon]] who used his sorcery to give them common speech.  <br /> She led the party to meet Meng Dohz, who Shenzi noted was always an unusual fisherman, but recently has been going mad, rambling late into the night in the language Amanda initially used to communicate to Shenzi before they began to understand one-another.<br /> <br /> Meng Dohz, though looking unrested and sickly was snoring as they approached his dark hut.  After rousing him, he was excited the Iron Ring came to rescue him and take him far from the horrors of the swamp where he was entrusted with a magic communication gem he kept buried under a stump off in the bog.  He was only to use the gem if magic returned to [[Nouchi]], the Empire of the Clouds.  When he witnessed what he saw in the swamp a few days past, he used the gem and reburied it so as to not draw the dark riders of the empire upon him.  The party convinced him to lead them to the site where he witnessed some unspeakable horror, when following a dark-cloaked figure, that somehow was luring away villagers, including old man Kohn who could barely walk with a can and a grandchild to aid him, yet he followed the dark-cloaked one into the swamp unaided.  Unnatural.<br /> <br /> <br /> After Meng Dohz gathered a chain coif and sheathed sword from a hiding spot beneath his hut, the party was off on the 1-2 hour march depending on swamp conditions.<br /> About 30 minutes into the journey Amanda's sine-wave surveillance revealed Shenzi had abandoned her post as village sentry and followed the party into the gloom, hoping to join the rebels and see the empire quashed, and maybe to rescue her cousin who reportedly could control water. <br /> <br /> The party began to hear eerie chanting through the bog, Amanda flew ahead and realized the chant had some mind-bending effects, though she was mostly able to overcome them and scout that there were 20 cloaked figures arranged in a loose circle about a 7' dark stone obelisk that made one uneasy to look upon it and to try to decipher the arcane runes glowing slightly in the black-violet light of the dark candles burning about it.<br /> <br /> <br /> As the Ogre and General tried to slowly and stealthily approach, Amanda witnessed a large purple monstrosity soar down through the clouds and alight atop the obelisk, emitting a mind-rending shriek.  No matter how she tried to view the faces within the dark cloaks, even with her night-vision they were uncannily obscured and set her ill-at-ease to her core, something felt primordially wrong about witnessing them and their dark stone at all.<br /> Meng's morale was broken, the Ogre began to charge towards the violet light ahead as the general enchanted himself with surreal speed.<br /> [[Image:shantak.jpg|thumb|right|200px]]<br /> As they approached the chanting circle an unnatural fog began to rapidly set in and the General suddenly heard charging hoof beats all around.  As he turned to witness a rider bearing down on him with needle-pointed lance, he crouched and severed the steeds' front legs with a great swing of his magical blade. The horse and rider tumbled headlong into the muck a tangle of crashing shrieks amidst the ever-droning chant.<br /> <br /> Amanda began to prepare to rain hell-fire from above amongst the chanters who had just raised, not hands but purple and green shimmering tentacle-clusters to the dark mutant grotesquerie they apparently worshiped as suddenly the chanting ceased...at least materially.  Yet it still droned on in Amanda's mind, or soul.  Most of the cloaked figures vanished, leaving their dark garb crumpling to the mud like a cheap magician's trick.  The few that remained, turned and began slowly shambling away from the stone.<br /> <br /> The creature atop the stone peered at Amanda with an eyeless maw writhing with amassed protuberances and a sickening malignance.  It took to the air towards her as riders and Kalon entered the circle together.<br /> <br /> <br /> Meanwhile, back at Sorcerer's isle, [[Krokus]] was awakened, hastily teleported to the deployment room by Siglarus, one of the elders.  He was told that the party was on mission and likely in need of assistance as they were unable to avoid the Emperor's detection.  Without pause for further advice, Krokus was teleported into a dark fog-laden swamp amid the sounds of battle.  Moving cautiously towards the larger sounds he momentarily saw a bursting fire-ball in the sky and hastened his pace while hearing hoof-beats all about and screams as Valligon cleft a Gray-cloaked wizards face and chased down a [[Dark Templars]] archer.<br /> <br /> <br /> Krokus also slew Templars as they accosted him, while Amanda flew and slung spells against the unnamable horror that pursued her through the sky, smashing her almost into unconsciousness above the hazy swamp below.  One of her spells misfired in her haste and chanting-obscured mental-state and a sun-bolt instead imbued a dark rider below with glowing white eyes, and a halo as though the sun perpetually shone upon him.  After a second sun-bolt seared through the wing-arm of the monstrosity, it directed it's ungraceful descent to the obelisk.  Amanda accelerated to race it, but it collided and unceremoniously wrapped the stone in its body, to vanish a moment later in a silent purple green lightning rend in reality.<br /> <br /> <br /> The sun-struck rider then approached Kalon who had just unhorsed another rider.  Sun-eyes claimed all this magic was against imperial will and must be crushed or taken into custody for study by the agents and alchemists of Kirin Toro. <br /> <br /> Kalon bargained that with the blessing of the sun's eternal life, they should be allowed to be about their business.  Another rider towing one of the dark-cloaked changers via chain around its neck from his horse's pommel casually approached the clearly scorched and battered Amanda, as she knelt to grab a dark candle and engage her ring.  <br /> <br /> Kalon recognizing that diplomacy with these magic fascist zealots was going nowhere fast attempted awkwardly to spear sun-eyes, though the spear was deftly parried and it's shaft hewn.  Kalon then used the hewn shaft to smash the shoulder of the unhorsed templar who attacked him, before the ogre dove across one of the piles of dark clothing left by a chanter.  He gathered it beneath him and engaged his ring.<br /> <br /> The general and Krokus mopped up a few more dark armored horsemen in the swamp at the perimeter of the circle, but did not engage the glowing rider and those in the circle, instead gathering what enchanted items they could from fallen templars and the gray-cloaked mage before engaging their rings and taking back what little they could to sorcerer's isle.<br /> <br /> Mission Accomplished?</div> Jesster https://gurth.johnmasterson.com/index.php?title=Warlocks&diff=10011 Warlocks 2021-01-02T20:18:01Z <p>Jesster: /* The Dark Obelisk */</p> <hr /> <div>[[Category:Campaigns]]<br /> ''An episodic campaign alternative to [[HotZone]].''<br /> <br /> == Setting ==<br /> <br /> 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.<br /> <br /> You are members of an elite team in service to the Iron Circle, responsible for seizing artifacts desired by the organization.<br /> <br /> == Characters ==<br /> <br /> * [[Krokus]] - played by Darren<br /> * [[Kalon]] - played by Blair<br /> * [[Krestifax]] - played by Josh<br /> * [[Rasha]] - played by [[User:Johnm|John]]<br /> * General [[Valligon]] - played by Ernest<br /> --<br /> * [[Aslar Ambrose]], - [[User:Melissa|Mel]]<br /> * [[Óðinn]], - [[User:Daniel.bowling|Dan]]<br /> * [[Cloch Mearog]], - [[User:Jesster|Jess]]<br /> * [[Shota]], - [[User:Brownt01|Traci]]<br /> * [[Amanda Mordred]], - [[User:Johnm|John]]<br /> * [[Tara.]], - [[User:Nate]]<br /> * [[Pixie]], - [[User:Brownt01|Traci]]<br /> * [[Boris]], - [[User:Brantdanger|Brant]]<br /> <br /> == Character Creation ==<br /> === Points ===<br /> <br /> * 350 points to spend<br /> * max 50 in disadvantages<br /> * max 150 in primary attributes<br /> <br /> === Race ===<br /> <br /> You may be human or elven, using the following template (from [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Fantasy.pdf GURPS Fantasy]):<br /> &lt;pre&gt;<br /> Attribute Modifiers: ST-1 [-10]; DX+1<br /> [20].<br /> Secondary Characteristic Modifiers:<br /> Per+1 [5].<br /> Advantages: Appearance (Attractive)<br /> [4]; Magery 0 [5]; Perfect Balance<br /> [15]; Telescopic Vision 1 [5];<br /> Unaging [15]; Voice [10].<br /> &lt;/pre&gt;<br /> <br /> === Background ===<br /> 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't &quot;good&quot; or &quot;evil&quot;, so you are probably not a black-hearted demon nor a cherubic do-gooder.<br /> <br /> The Iron Circle has little respect for individuals lacking significant magical awareness, and so everyone should have a minimum of '''2 levels of Magery'''. You also should know at least a couple spells, but can focus your points on brawn and gear if desired.<br /> <br /> By taking a 10-point Unusual Background and having a backstory for it, you may also each have '''one Exotic/Supernatural advantage''', ''subject to GM approval''. These all have the little lightning and alien icons next to their titles in the Characters book.<br /> <br /> === Spells ===<br /> <br /> Spells can get complicated fast. Limit your spells to one or two colleges. Be familiar with your arsenal, and be ready with a 'standard operating procedure' of how you use your favorite spells (maybe just one or two) so we don't get too bogged down with spell mechanics.<br /> <br /> <br /> === Equipment ===<br /> <br /> * Consider having a Wizard's Staff as describe in [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Magic.pdf Magic] on p 13.<br /> * 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 ''must be purchased with character points'', at a cost of 1 point per $1000 cost.<br /> * You may buy power stone(s) by ''spending 1 character point per power level'', with no maximum. Spending 20 points gets you a single 20 point powerstone, or two 10-point stones, etc.<br /> <br /> == Episodes ==<br /> <br /> <br /> === Thendar's Belt ===<br /> 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:<br /> [[Image:Ooinn.gif|150px|thumb|right|[[Óðinn]]]]<br /> 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's reason to believe that [[Thendar's Belt]], an ancient artifact that gives the wearer the power to dominate giants, explains the &quot;alliance&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.<br /> [[Image:Cloch2.jpg|150px|thumb|right|[[Cloch Mearog]]]]<br /> 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.<br /> [[Image:Wizard.jpg|150px|thumb|right|[[Aslar Ambrose]]]]<br /> They emerge near sunset fatigued and dehydrated (as usual) atop a 40' 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. <br /> [[Image:Elrid.jpg|150px|thumb|right|[[Elrid Grimhak]]]]<br /> [[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.<br /> <br /> 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. <br /> <br /> 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<br /> <br /> Meanwhile, the elders have stopped to provide aid to an elderly white wolf with a spear wound.<br /> <br /> 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.<br /> <br /> 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' tall giant. He returns, and all sleep until a bit past dawn.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Shota arrives and fires ice daggers into multiple combatants as the orcs' morale is broken and they begin to scatter.<br /> <br /> Cloch strips the [[Slog|orc leader]] and finds the fabled belt, worn ignorantly by the primitive subhuman.<br /> <br /> 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.<br /> <br /> <br /> ===Gargoyles===<br /> <br /> Run by Dan, synopsis here: [[Gargoyles]]<br /> <br /> === Dinosaurs ===<br /> <br /> Run by Traci.<br /> <br /> === The Teeth of Dalva-Nar ===<br /> <br /> [[Image:Dedilaeus.jpg|thumb|right|150px|[[Dedilaeus]]]]<br /> 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.<br /> <br /> 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's rope to assist the rest of the team.<br /> [[Image:Akhenaten.jpg|thumb|right|150px|[[Akhenaten]]]]<br /> <br /> <br /> 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.<br /> <br /> 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.<br /> <br /> <br /> The gates to [[Saint Norbert]] stand wide open, and the stench is detectable a half mile out. Dedilaeus navigates the party to the duke's castle. The drawbridge is up, and two face-masked guards stand in a booth near the sewage-filled moat.<br /> <br /> [[Image:Kiri.jpg|thumb|right|150px|[[Kiri]]]]<br /> [[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.<br /> [[Image:Ak-warrior.jpg|thumb|right|150px|[[Akhenaten]]'s zombies]]<br /> 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.<br /> <br /> With alchemists' 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.<br /> <br /> Finally, after killing more of the duke'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't be waiting around.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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: &quot;sisters! kill them all!&quot;<br /> <br /> 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's rain of fire are the creatures dispatched along with their hideous vulture-lions.<br /> <br /> While his black zombies are being slaughtered by Mord Sith mercenaries, [[Akhenaten]] slinks away into the trees.<br /> <br /> 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]]'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.<br /> <br /> === Grogle's Axe ===<br /> [[Image:Krokus.jpg|thumb|right|200px| [[Krokus]] ]]<br /> [[Image:Lila.jpg|thumb|right|200px| [[Kalon]] in [[Lila]]'s body]]<br /> 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:<br /> <br /> Yet another artifact capable of dominating giants has emerged. [[Grogle'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]].<br /> <br /> 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.<br /> <br /> Satisfied, [[Krokus]] gives [[Lulu]] a rough kiss and jumps through the [[Iron Gate]].<br /> <br /> [[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.<br /> <br /> The two emerge in a rough and rocky ravine through which a stinking creek flows. After explaining the body-switch, Kalon (in Lila's form) mounts Krokus' shoulders and they begin hiking upstream, where the raven has identified some human habitation.<br /> <br /> The creek is the tribe'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.<br /> <br /> 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's diplomacy prevails, and she agrees to a plan of subterfuge so as to increase her standing within the [[Iron Circle]].<br /> <br /> Kalon, as the horseclan warrior, carries the squirming Lila into the warriors' camp higher in the forested hills, announcing the seizure of &quot;booty&quot; for [[Kahn Sai]].<br /> <br /> Meanwhile, Krokus has allowed himself to be disarmed and is being led up to the camp as a prisoner. <br /> <br /> Kalon and Lila are allowed to enter the chief'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.<br /> <br /> 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.<br /> <br /> <br /> <br /> === Diadem of Sobki ===<br /> [[Image:croc-god.jpg|thumb|right|200px|[[Djoser]], now inhabited by [[Kalon]]]]<br /> [[Image:Krestifax.jpg|thumb|right|200px|[[Krestifax]]]]<br /> <br /> [[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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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]].<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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. <br /> <br /> 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.<br /> <br /> 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.<br /> <br /> <br /> === Nimlith Hills Magicks, Part One ===<br /> [[Image:Odbgen.jpg|thumb|right|200px|[[Odbgen]]]]<br /> [[Image:Ladylich.jpg|thumb|right|200px|[[Lake Nimlith Dark Queen]]]]<br /> <br /> 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.<br /> <br /> 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.<br /> 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's home.<br /> <br /> 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'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 &quot;dragon&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's chest, delivering a devastating blow if not mortal. The dragon retreats back into the waters.<br /> <br /> 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.<br /> <br /> They continue to Odbgen'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'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's subterfuge. He gives it to Rasha, stating that Rasha's aura stands out like a sore thumb, even in a magical forest, &quot;You're not sneaking up on anybody of importance.&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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Tomorrow, forces are gathered for an afternoon at the lake...<br /> <br /> === Nimlith Hills Magicks, Part Two ===<br /> <br /> The next day the group hikes from Odbgen'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.<br /> 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. <br /> <br /> <br /> XXX Under Construction XXX<br /> <br /> === The Shield of Zatilla ===<br /> [[Image:Despoiler.jpg|thumb|right|200px]]<br /> [[Image:Lulu.jpg|thumb|right|200px|[[Bellaluna]], fire-mage]]<br /> <br /> <br /> The Shield of Zatilla is the squad's next target, said to make its bearer impervious to attack. This time, the team includes [[Krokus]], [[Kalon]], [[Valligon]], [[Bellaluna]] (twin sister of [[Lulu]], and [[Willy]]. <br /> <br /> The team emerges with a thunderclap in the [[Zitijan Steppe]], beneath a steel gray sky, near a rutted wagon trail. <br /> <br /> '''Farid Maktal''' is here, driving a covered wagon, flanked by his mounted sons, each with a bow at the ready. [[Bellaluna]] and [[Willy]] employ their respective charms, and soon the group -- including a dozen girls from the back of the wagon -- is eating and drinking and learning of the '''Despoiler''', a horned beast that is carrying off women and girls. Farid is migrating his family to the big city in the south.<br /> <br /> The team bids Farid farewell and heads into the village, which shows no sign of activity as citizens huddle in their huts. Near the center, though, they find a tavern open, where a grizzled barkeep serves her fermented goat milk and agrees to rally a small force to assault the invaders.<br /> <br /> Before sunset, the group heads out, with [[Kalon]] eventually peeling away in his mysterious way.<br /> <br /> The rest of the group sneaks up on the Despoiler's army, which includes 40 orcs and 4 ogres. The Despoiler himself is 13' tall and half as wide, an enormous '''Minotaur''', currently snacking on the roasted carcass of a young girl. <br /> <br /> The team leads with alchemical grenades and explosive fireballs. The villagers send volleys of arrows, set afire by Willy's magic staff.<br /> <br /> Soon though, the melee begins. Krokus and the General spend the next 10 seconds hacking through orcflesh, casting corpses to either side.<br /> <br /> [[Willy]] chugs a potion and takes flight as [[Bellaluna]] uses her craft to set the Despoiler's head on fire.<br /> <br /> Meanwhile, [[Kalon]] teleports into position and attempts to master the Despoiler's soul. His necromancy fails, and recoils in horror.<br /> <br /> Now aloft, [[Willy]] rains down attacks, but the beast retaliates, cleaving Willy's leg from his body and causing him to withdraw to quaff a healing potion.<br /> <br /> Three ogres fall to massive belly wounds, courtesy of Krokus and Valligon. '''The fourth becomes Kalon's slave.'''<br /> <br /> Bellaluna reverts to spear-fighting, impaling multiple orcs, inspiring the survivors to begin their retreat.<br /> <br /> Recovering, [[Willy]] flies straight down for a crushing staff attack on the Despoiler's flaming skull, ending him.<br /> <br /> One by one, the team twists their rings, with [[Kalon]]-the-ogre carrying the artifact back to the [[Iron Circle]] for safe storage.<br /> <br /> Mission Accomplished.<br /> <br /> === The Dark Obelisk ===<br /> Being hastily summoned to Lord Mordred late one night, ''&quot;We send you to the swamps of the distant land of Nouchi, where magic is hoarded by their God-emperor.  We seldom venture there for we need not draw his ire.  Even porting you in will likely draw his gaze.''<br /> <br /> ''However,  our agents have found tell of a dark power, ancient beyond the age of the cosmos.   So mysterious and shrouded it evades our normal detection.   For centuries we thought it little more than folk lore or tales to control the ignorant masses,  but enough of these shreds of story coalesce when compared,  that we believe something sinister is behind them. ''<br /> ''As many of our previous attempts have failed to yield any concrete evidence we must move quickly and further illuminating you about our speculations cannot be risked. ''<br /> ''Know only that often these cults vanish as swiftly as your rings allow you to return here, though to where they go or how our scrying avails naught.  These cults often collect thralls for some dark purpose and it is of this collection or agent made us aware.  ''<br /> ''Seek out this cult, find for what shadowy purpose they collect people from the villages.''<br /> ''Again, know that any magic in the [[Empire of the Clouds]] is often swiftly apprehended and captured for or destroyed by the will of the Empire. Discretion is highly advised.   Make haste. Be cautious.   Steel your wits and your nerve and bring back any hard evidence you can of this fell power for our further study.&quot; ''<br /> <br /> <br /> He then faded into a blur as he incanted the teleportal spell which left the party in an inky black boggy fetid swamp.  [[Amanda Mordred]] was immediately unimpressed as her Valtuvian leather mid-heeled dress boots were spattered in muck.<br /> She floated up and over the cyprus and swamp brush to notice a starless, moonless overcast sky and some small lights in the distance.<br /> <br /> The party approached the lights through the dark swamp, guided by Amanda's night-vision spell.<br /> <br /> Approaching the lights, Amanda noticed a small dark-haired woman standing sentry to the village of raised grass and bamboo huts.  Thus they met Shenzi, who was awe-stricken by their magics and frightened by the &quot;oni&quot; or magical ogre, [[Kalon]] who used his sorcery to give them common speech.  <br /> She led the party to meet Meng Dohz, who Shenzi noted was always an unusual fisherman, but recently has been going mad, rambling late into the night in the language Amanda initially used to communicate to Shenzi before they began to understand one-another.<br /> <br /> Meng Dohz, though looking unrested and sickly was snoring as they approached his dark hut.  After rousing him, he was excited the Iron Ring came to rescue him and take him far from the horrors of the swamp where he was entrusted with a magic communication gem he kept buried under a stump off in the bog.  He was only to use the gem if magic returned to [[Nouchi]], the Empire of the Clouds.  When he witnessed what he saw in the swamp a few days past, he used the gem and reburied it so as to not draw the dark riders of the empire upon him.  The party convinced him to lead them to the site where he witnessed some unspeakable horror, when following a dark-cloaked figure, that somehow was luring away villagers, including old man Kohn who could barely walk with a can and a grandchild to aid him, yet he followed the dark-cloaked one into the swamp unaided.  Unnatural.<br /> <br /> <br /> After Meng Dohz gathered a chain coif and sheathed sword from a hiding spot beneath his hut, the party was off on the 1-2 hour march depending on swamp conditions.<br /> About 30 minutes into the journey Amanda's sine-wave surveillance revealed Shenzi had abandoned her post as village sentry and followed the party into the gloom, hoping to join the rebels and see the empire quashed, and maybe to rescue her cousin who reportedly could control water. <br /> <br /> The party began to hear eerie chanting through the bog, Amanda flew ahead and realized the chant had some mind-bending effects, though she was mostly able to overcome them and scout that there were 20 cloaked figures arranged in a loose circle about a 7' dark stone obelisk that made one uneasy to look upon it and to try to decipher the arcane runes glowing slightly in the black-violet light of the dark candles burning about it.<br /> <br /> <br /> As the Ogre and General tried to slowly and stealthily approach, Amanda witnessed a large purple monstrosity soar down through the clouds and alight atop the obelisk, emitting a mind-rending shriek.  No matter how she tried to view the faces within the dark cloaks, even with her night-vision they were uncannily obscured and set her ill-at-ease to her core, something felt primordially wrong about witnessing them and their dark stone at all.<br /> Meng's morale was broken, the Ogre began to charge towards the violet light ahead as the general enchanted himself with surreal speed.<br /> <br /> As they approached the chanting circle an unnatural fog began to rapidly set in and the General suddenly heard charging hoof beats all around.  As he turned to witness a rider bearing down on him with needle-pointed lance, he crouched and severed the steeds' front legs with a great swing of his magical blade. The horse and rider tumbled headlong into the muck a tangle of crashing shrieks amidst the ever-droning chant.<br /> <br /> Amanda began to prepare to rain hell-fire from above amongst the chanters who had just raised, not hands but purple and green shimmering tentacle-clusters to the dark mutant grotesquerie they apparently worshiped as suddenly the chanting ceased...at least materially.  Yet it still droned on in Amanda's mind, or soul.  Most of the cloaked figures vanished, leaving their dark garb crumpling to the mud like a cheap magician's trick.  The few that remained, turned and began slowly shambling away from the stone.<br /> <br /> The creature atop the stone peered at Amanda with an eyeless maw writhing with amassed protuberances and a sickening malignance.  It took to the air towards her as riders and Kalon entered the circle together.<br /> <br /> <br /> Meanwhile, back at Sorcerer's isle, [[Krokus]] was awakened, hastily teleported to the deployment room by Siglarus, one of the elders.  He was told that the party was on mission and likely in need of assistance as they were unable to avoid the Emperor's detection.  Without pause for further advice, Krokus was teleported into a dark fog-laden swamp amid the sounds of battle.  Moving cautiously towards the larger sounds he momentarily saw a bursting fire-ball in the sky and hastened his pace while hearing hoof-beats all about and screams as Valligon cleft a Gray-cloaked wizards face and chased down a [[Dark Templars]] archer.<br /> <br /> <br /> Krokus also slew Templars as they accosted him, while Amanda flew and slung spells against the unnamable horror that pursued her through the sky, smashing her almost into unconsciousness above the hazy swamp below.  One of her spells misfired in her haste and chanting-obscured mental-state and a sun-bolt instead imbued a dark rider below with glowing white eyes, and a halo as though the sun perpetually shone upon him.  After a second sun-bolt seared through the wing-arm of the monstrosity, it directed it's ungraceful descent to the obelisk.  Amanda accelerated to race it, but it collided and unceremoniously wrapped the stone in its body, to vanish a moment later in a silent purple green lightning rend in reality.<br /> <br /> <br /> The sun-struck rider then approached Kalon who had just unhorsed another rider.  Sun-eyes claimed all this magic was against imperial will and must be crushed or taken into custody for study by the agents and alchemists of Kirin Toro. <br /> <br /> Kalon bargained that with the blessing of the sun's eternal life, they should be allowed to be about their business.  Another rider towing one of the dark-cloaked changers via chain around its neck from his horse's pommel casually approached the clearly scorched and battered Amanda, as she knelt to grab a dark candle and engage her ring.  <br /> <br /> Kalon recognizing that diplomacy with these magic fascist zealots was going nowhere fast attempted awkwardly to spear sun-eyes, though the spear was deftly parried and it's shaft hewn.  Kalon then used the hewn shaft to smash the shoulder of the unhorsed templar who attacked him, before the ogre dove across one of the piles of dark clothing left by a chanter.  He gathered it beneath him and engaged his ring.<br /> <br /> The general and Krokus mopped up a few more dark armored horsemen in the swamp at the perimeter of the circle, but did not engage the glowing rider and those in the circle, instead gathering what enchanted items they could from fallen templars and the gray-cloaked mage before engaging their rings and taking back what little they could to sorcerer's isle.<br /> <br /> Mission Accomplished?</div> Jesster https://gurth.johnmasterson.com/index.php?title=Warlocks&diff=10010 Warlocks 2021-01-02T20:16:16Z <p>Jesster: /* The Dark Obelisk */</p> <hr /> <div>[[Category:Campaigns]]<br /> ''An episodic campaign alternative to [[HotZone]].''<br /> <br /> == Setting ==<br /> <br /> 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.<br /> <br /> You are members of an elite team in service to the Iron Circle, responsible for seizing artifacts desired by the organization.<br /> <br /> == Characters ==<br /> <br /> * [[Krokus]] - played by Darren<br /> * [[Kalon]] - played by Blair<br /> * [[Krestifax]] - played by Josh<br /> * [[Rasha]] - played by [[User:Johnm|John]]<br /> * General [[Valligon]] - played by Ernest<br /> --<br /> * [[Aslar Ambrose]], - [[User:Melissa|Mel]]<br /> * [[Óðinn]], - [[User:Daniel.bowling|Dan]]<br /> * [[Cloch Mearog]], - [[User:Jesster|Jess]]<br /> * [[Shota]], - [[User:Brownt01|Traci]]<br /> * [[Amanda Mordred]], - [[User:Johnm|John]]<br /> * [[Tara.]], - [[User:Nate]]<br /> * [[Pixie]], - [[User:Brownt01|Traci]]<br /> * [[Boris]], - [[User:Brantdanger|Brant]]<br /> <br /> == Character Creation ==<br /> === Points ===<br /> <br /> * 350 points to spend<br /> * max 50 in disadvantages<br /> * max 150 in primary attributes<br /> <br /> === Race ===<br /> <br /> You may be human or elven, using the following template (from [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Fantasy.pdf GURPS Fantasy]):<br /> &lt;pre&gt;<br /> Attribute Modifiers: ST-1 [-10]; DX+1<br /> [20].<br /> Secondary Characteristic Modifiers:<br /> Per+1 [5].<br /> Advantages: Appearance (Attractive)<br /> [4]; Magery 0 [5]; Perfect Balance<br /> [15]; Telescopic Vision 1 [5];<br /> Unaging [15]; Voice [10].<br /> &lt;/pre&gt;<br /> <br /> === Background ===<br /> 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't &quot;good&quot; or &quot;evil&quot;, so you are probably not a black-hearted demon nor a cherubic do-gooder.<br /> <br /> The Iron Circle has little respect for individuals lacking significant magical awareness, and so everyone should have a minimum of '''2 levels of Magery'''. You also should know at least a couple spells, but can focus your points on brawn and gear if desired.<br /> <br /> By taking a 10-point Unusual Background and having a backstory for it, you may also each have '''one Exotic/Supernatural advantage''', ''subject to GM approval''. These all have the little lightning and alien icons next to their titles in the Characters book.<br /> <br /> === Spells ===<br /> <br /> Spells can get complicated fast. Limit your spells to one or two colleges. Be familiar with your arsenal, and be ready with a 'standard operating procedure' of how you use your favorite spells (maybe just one or two) so we don't get too bogged down with spell mechanics.<br /> <br /> <br /> === Equipment ===<br /> <br /> * Consider having a Wizard's Staff as describe in [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Magic.pdf Magic] on p 13.<br /> * 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 ''must be purchased with character points'', at a cost of 1 point per $1000 cost.<br /> * You may buy power stone(s) by ''spending 1 character point per power level'', with no maximum. Spending 20 points gets you a single 20 point powerstone, or two 10-point stones, etc.<br /> <br /> == Episodes ==<br /> <br /> <br /> === Thendar's Belt ===<br /> 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:<br /> [[Image:Ooinn.gif|150px|thumb|right|[[Óðinn]]]]<br /> 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's reason to believe that [[Thendar's Belt]], an ancient artifact that gives the wearer the power to dominate giants, explains the &quot;alliance&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.<br /> [[Image:Cloch2.jpg|150px|thumb|right|[[Cloch Mearog]]]]<br /> 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.<br /> [[Image:Wizard.jpg|150px|thumb|right|[[Aslar Ambrose]]]]<br /> They emerge near sunset fatigued and dehydrated (as usual) atop a 40' 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. <br /> [[Image:Elrid.jpg|150px|thumb|right|[[Elrid Grimhak]]]]<br /> [[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.<br /> <br /> 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. <br /> <br /> 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<br /> <br /> Meanwhile, the elders have stopped to provide aid to an elderly white wolf with a spear wound.<br /> <br /> 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.<br /> <br /> 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' tall giant. He returns, and all sleep until a bit past dawn.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Shota arrives and fires ice daggers into multiple combatants as the orcs' morale is broken and they begin to scatter.<br /> <br /> Cloch strips the [[Slog|orc leader]] and finds the fabled belt, worn ignorantly by the primitive subhuman.<br /> <br /> 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.<br /> <br /> <br /> ===Gargoyles===<br /> <br /> Run by Dan, synopsis here: [[Gargoyles]]<br /> <br /> === Dinosaurs ===<br /> <br /> Run by Traci.<br /> <br /> === The Teeth of Dalva-Nar ===<br /> <br /> [[Image:Dedilaeus.jpg|thumb|right|150px|[[Dedilaeus]]]]<br /> 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.<br /> <br /> 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's rope to assist the rest of the team.<br /> [[Image:Akhenaten.jpg|thumb|right|150px|[[Akhenaten]]]]<br /> <br /> <br /> 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.<br /> <br /> 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.<br /> <br /> <br /> The gates to [[Saint Norbert]] stand wide open, and the stench is detectable a half mile out. Dedilaeus navigates the party to the duke's castle. The drawbridge is up, and two face-masked guards stand in a booth near the sewage-filled moat.<br /> <br /> [[Image:Kiri.jpg|thumb|right|150px|[[Kiri]]]]<br /> [[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.<br /> [[Image:Ak-warrior.jpg|thumb|right|150px|[[Akhenaten]]'s zombies]]<br /> 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.<br /> <br /> With alchemists' 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.<br /> <br /> Finally, after killing more of the duke'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't be waiting around.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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: &quot;sisters! kill them all!&quot;<br /> <br /> 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's rain of fire are the creatures dispatched along with their hideous vulture-lions.<br /> <br /> While his black zombies are being slaughtered by Mord Sith mercenaries, [[Akhenaten]] slinks away into the trees.<br /> <br /> 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]]'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.<br /> <br /> === Grogle's Axe ===<br /> [[Image:Krokus.jpg|thumb|right|200px| [[Krokus]] ]]<br /> [[Image:Lila.jpg|thumb|right|200px| [[Kalon]] in [[Lila]]'s body]]<br /> 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:<br /> <br /> Yet another artifact capable of dominating giants has emerged. [[Grogle'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]].<br /> <br /> 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.<br /> <br /> Satisfied, [[Krokus]] gives [[Lulu]] a rough kiss and jumps through the [[Iron Gate]].<br /> <br /> [[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.<br /> <br /> The two emerge in a rough and rocky ravine through which a stinking creek flows. After explaining the body-switch, Kalon (in Lila's form) mounts Krokus' shoulders and they begin hiking upstream, where the raven has identified some human habitation.<br /> <br /> The creek is the tribe'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.<br /> <br /> 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's diplomacy prevails, and she agrees to a plan of subterfuge so as to increase her standing within the [[Iron Circle]].<br /> <br /> Kalon, as the horseclan warrior, carries the squirming Lila into the warriors' camp higher in the forested hills, announcing the seizure of &quot;booty&quot; for [[Kahn Sai]].<br /> <br /> Meanwhile, Krokus has allowed himself to be disarmed and is being led up to the camp as a prisoner. <br /> <br /> Kalon and Lila are allowed to enter the chief'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.<br /> <br /> 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.<br /> <br /> <br /> <br /> === Diadem of Sobki ===<br /> [[Image:croc-god.jpg|thumb|right|200px|[[Djoser]], now inhabited by [[Kalon]]]]<br /> [[Image:Krestifax.jpg|thumb|right|200px|[[Krestifax]]]]<br /> <br /> [[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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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]].<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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. <br /> <br /> 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.<br /> <br /> 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.<br /> <br /> <br /> === Nimlith Hills Magicks, Part One ===<br /> [[Image:Odbgen.jpg|thumb|right|200px|[[Odbgen]]]]<br /> [[Image:Ladylich.jpg|thumb|right|200px|[[Lake Nimlith Dark Queen]]]]<br /> <br /> 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.<br /> <br /> 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.<br /> 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's home.<br /> <br /> 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'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 &quot;dragon&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's chest, delivering a devastating blow if not mortal. The dragon retreats back into the waters.<br /> <br /> 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.<br /> <br /> They continue to Odbgen'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'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's subterfuge. He gives it to Rasha, stating that Rasha's aura stands out like a sore thumb, even in a magical forest, &quot;You're not sneaking up on anybody of importance.&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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Tomorrow, forces are gathered for an afternoon at the lake...<br /> <br /> === Nimlith Hills Magicks, Part Two ===<br /> <br /> The next day the group hikes from Odbgen'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.<br /> 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. <br /> <br /> <br /> XXX Under Construction XXX<br /> <br /> === The Shield of Zatilla ===<br /> [[Image:Despoiler.jpg|thumb|right|200px]]<br /> [[Image:Lulu.jpg|thumb|right|200px|[[Bellaluna]], fire-mage]]<br /> <br /> <br /> The Shield of Zatilla is the squad's next target, said to make its bearer impervious to attack. This time, the team includes [[Krokus]], [[Kalon]], [[Valligon]], [[Bellaluna]] (twin sister of [[Lulu]], and [[Willy]]. <br /> <br /> The team emerges with a thunderclap in the [[Zitijan Steppe]], beneath a steel gray sky, near a rutted wagon trail. <br /> <br /> '''Farid Maktal''' is here, driving a covered wagon, flanked by his mounted sons, each with a bow at the ready. [[Bellaluna]] and [[Willy]] employ their respective charms, and soon the group -- including a dozen girls from the back of the wagon -- is eating and drinking and learning of the '''Despoiler''', a horned beast that is carrying off women and girls. Farid is migrating his family to the big city in the south.<br /> <br /> The team bids Farid farewell and heads into the village, which shows no sign of activity as citizens huddle in their huts. Near the center, though, they find a tavern open, where a grizzled barkeep serves her fermented goat milk and agrees to rally a small force to assault the invaders.<br /> <br /> Before sunset, the group heads out, with [[Kalon]] eventually peeling away in his mysterious way.<br /> <br /> The rest of the group sneaks up on the Despoiler's army, which includes 40 orcs and 4 ogres. The Despoiler himself is 13' tall and half as wide, an enormous '''Minotaur''', currently snacking on the roasted carcass of a young girl. <br /> <br /> The team leads with alchemical grenades and explosive fireballs. The villagers send volleys of arrows, set afire by Willy's magic staff.<br /> <br /> Soon though, the melee begins. Krokus and the General spend the next 10 seconds hacking through orcflesh, casting corpses to either side.<br /> <br /> [[Willy]] chugs a potion and takes flight as [[Bellaluna]] uses her craft to set the Despoiler's head on fire.<br /> <br /> Meanwhile, [[Kalon]] teleports into position and attempts to master the Despoiler's soul. His necromancy fails, and recoils in horror.<br /> <br /> Now aloft, [[Willy]] rains down attacks, but the beast retaliates, cleaving Willy's leg from his body and causing him to withdraw to quaff a healing potion.<br /> <br /> Three ogres fall to massive belly wounds, courtesy of Krokus and Valligon. '''The fourth becomes Kalon's slave.'''<br /> <br /> Bellaluna reverts to spear-fighting, impaling multiple orcs, inspiring the survivors to begin their retreat.<br /> <br /> Recovering, [[Willy]] flies straight down for a crushing staff attack on the Despoiler's flaming skull, ending him.<br /> <br /> One by one, the team twists their rings, with [[Kalon]]-the-ogre carrying the artifact back to the [[Iron Circle]] for safe storage.<br /> <br /> Mission Accomplished.<br /> <br /> === The Dark Obelisk ===<br /> Being hastily summoned to Lord Mordred late one night, ''&quot;We send you to the swamps of the distant land of Nouchi, where magic is hoarded by their God-emperor.  We seldom venture there for we need not draw his ire.  Even porting you in will likely draw his gaze.''<br /> <br /> ''However,  our agents have found tell of a dark power, ancient beyond the age of the cosmos.   So mysterious and shrouded it evades our normal detection.   For centuries we thought it little more than folk lore or tales to control the ignorant masses,  but enough of these shreds of story coalesce when compared,  that we believe something sinister is behind them. ''<br /> ''As many of our previous attempts have failed to yield any concrete evidence we must move quickly and further illuminating you about our speculations cannot be risked. ''<br /> ''Know only that often these cults vanish as swiftly as your rings allow you to return here, though to where they go or how our scrying avails naught.  These cults often collect thralls for some dark purpose and it is of this collection or agent made us aware.  ''<br /> ''Seek out this cult, find for what shadowy purpose they collect people from the villages.''<br /> ''Again, know that any magic in the [[Empire of the Clouds]] is often swiftly apprehended and captured for or destroyed by the will of the Empire. Discretion is highly advised.   Make haste. Be cautious.   Steel your wits and your nerve and bring back any hard evidence you can of this fell power for our further study.&quot; ''<br /> <br /> <br /> He then faded into a blur as he incanted the teleportal spell which left the party in an inky black boggy fetid swamp.  [[Amanda Mordred]] was immediately unimpressed as her Valtuvian leather mid-heeled dress boots were spattered in muck.<br /> She floated up and over the cyprus and swamp brush to notice a starless, moonless overcast sky and some small lights in the distance.<br /> <br /> The party approached the lights through the dark swamp, guided by Amanda's night-vision spell.<br /> <br /> Approaching the lights, Amanda noticed a small dark-haired woman standing sentry to the village of raised grass and bamboo huts.  Thus they met Shenzi, who was awe-stricken by their magics and frightened by the &quot;oni&quot; or magical ogre, [[Kalon]] who used his sorcery to give them common speech.  <br /> She led the party to meet Meng Dohz, who Shenzi noted was always an unusual fisherman, but recently has been going mad, rambling late into the night in the language Amanda initially used to communicate to Shenzi before they began to understand one-another.<br /> <br /> Meng Dohz, though looking unrested and sickly was snoring as they approached his dark hut.  After rousing him, he was excited the Iron Ring came to rescue him and take him far from the horrors of the swamp where he was entrusted with a magic communication gem he kept buried under a stump off in the bog.  He was only to use the gem if magic returned to [[Nouchi]], the Empire of the Clouds.  When he witnessed what he saw in the swamp a few days past, he used the gem and reburied it so as to not draw the dark riders of the empire upon him.  The party convinced him to lead them to the site where he witnessed some unspeakable horror, when following a dark-cloaked figure, that somehow was luring away villagers, including old man Kohn who could barely walk with a can and a grandchild to aid him, yet he followed the dark-cloaked one into the swamp unaided.  Unnatural.<br /> <br /> <br /> After Meng Dohz gathered a chain coif and sheathed sword from a hiding spot beneath his hut, the party was off on the 1-2 hour march depending on swamp conditions.<br /> About 30 minutes into the journey Amanda's sine-wave surveillance revealed Shenzi had abandoned her post as village sentry and followed the party into the gloom, hoping to join the rebels and see the empire quashed, and maybe to rescue her cousin who reportedly could control water. <br /> <br /> The party began to hear eerie chanting through the bog, Amanda flew ahead and realized the chant had some mind-bending effects, though she was mostly able to overcome them and scout that there were 20 cloaked figures arranged in a loose circle about a 7' dark stone obelisk that made one uneasy to look upon it and to try to decipher the arcane runes glowing slightly in the black-violet light of the dark candles burning about it.<br /> <br /> <br /> As the Ogre and General tried to slowly and stealthily approach, Amanda witnessed a large purple monstrosity soar down through the clouds and alight atop the obelisk, emitting a mind-rending shriek.  No matter how she tried to view the faces within the dark cloaks, even with her night-vision they were uncannily obscured and set her ill-at-ease to her core, something felt primordially wrong about witnessing them and their dark stone at all.<br /> Meng's morale was broken, the Ogre began to charge towards the violet light ahead as the general enchanted himself with surreal speed.<br /> <br /> As they approached the chanting circle an unnatural fog began to rapidly set in and the General suddenly heard charging hoof beats all around.  As he turned to witness a rider bearing down on him with needle-pointed lance, he crouched and severed the steeds' front legs with a great swing of his magical blade. The horse and rider tumbled headlong into the muck a tangle of crashing shrieks amidst the ever-droning chant.<br /> <br /> Amanda began to prepare to rain hell-fire from above amongst the chanters who had just raised, not hands but purple and green shimmering tentacle-clusters to the dark mutant grotesquerie they apparently worshiped as suddenly the chanting ceased...at least materially.  Yet it still droned on in Amanda's mind, or soul.  Most of the cloaked figures vanished, leaving their dark garb crumpling to the mud like a cheap magician's trick.  The few that remained, turned and began slowly shambling away from the stone.<br /> <br /> The creature atop the stone peered at Amanda with an eyeless maw writhing with amassed protuberances and a sickening malignance.  It took to the air towards her as riders and Kalon entered the circle together.<br /> <br /> <br /> Meanwhile, back at Sorcerer's isle, [[Krokus]] was awakened, hastily teleported to the deployment room by Siglarus, one of the elders.  He was told that the party was on mission and likely in need of assistance as they were unable to avoid the Emperor's detection.  Without pause for further advice, Krokus was teleported into a dark fog-laden swamp amid the sounds of battle.  Moving cautiously towards the larger sounds he momentarily saw a bursting fire-ball in the sky and hastened his pace while hearing hoof-beats all about and screams as Valligon cleft a Gray-cloaked wizards face and chased down a [Dark Templars] archer.<br /> <br /> <br /> Krokus also slew Templars as they accosted him, while Amanda flew and slung spells against the unnamable horror that pursued her through the sky, smashing her almost into unconsciousness above the hazy swamp below.  One of her spells misfired in her haste and chanting-obscured mental-state and a sun-bolt instead imbued a dark rider below with glowing white eyes, and a halo as though the sun perpetually shone upon him.  After a second sun-bolt seared through the wing-arm of the monstrosity, it directed it's ungraceful descent to the obelisk.  Amanda accelerated to race it, but it collided and unceremoniously wrapped the stone in its body, to vanish a moment later in a silent purple green lightning rend in reality.<br /> <br /> <br /> The sun-struck rider then approached Kalon who had just unhorsed another rider.  Sun-eyes claimed all this magic was against imperial will and must be crushed or taken into custody for study by the agents and alchemists of Kirin Toro. <br /> <br /> Kalon bargained that with the blessing of the sun's eternal life, they should be allowed to be about their business.  Another rider towing one of the dark-cloaked changers via chain around its neck from his horse's pommel casually approached the clearly scorched and battered Amanda, as she knelt to grab a dark candle and engage her ring.  <br /> <br /> Kalon recognizing that diplomacy with these magic fascist zealots was going nowhere fast attempted awkwardly to spear sun-eyes, though the spear was deftly parried and it's shaft hewn.  Kalon then used the hewn shaft to smash the shoulder of the unhorsed templar who attacked him, before the ogre dove across one of the piles of dark clothing left by a chanter.  He gathered it beneath him and engaged his ring.<br /> <br /> The general and Krokus mopped up a few more dark armored horsemen in the swamp at the perimeter of the circle, but did not engage the glowing rider and those in the circle, instead gathering what enchanted items they could from fallen templars and the gray-cloaked mage before engaging their rings and taking back what little they could to sorcerer's isle.<br /> <br /> Mission Accomplished?</div> Jesster https://gurth.johnmasterson.com/index.php?title=Warlocks&diff=10009 Warlocks 2021-01-02T20:14:24Z <p>Jesster: /* The Dark Obelisk */</p> <hr /> <div>[[Category:Campaigns]]<br /> ''An episodic campaign alternative to [[HotZone]].''<br /> <br /> == Setting ==<br /> <br /> 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.<br /> <br /> You are members of an elite team in service to the Iron Circle, responsible for seizing artifacts desired by the organization.<br /> <br /> == Characters ==<br /> <br /> * [[Krokus]] - played by Darren<br /> * [[Kalon]] - played by Blair<br /> * [[Krestifax]] - played by Josh<br /> * [[Rasha]] - played by [[User:Johnm|John]]<br /> * General [[Valligon]] - played by Ernest<br /> --<br /> * [[Aslar Ambrose]], - [[User:Melissa|Mel]]<br /> * [[Óðinn]], - [[User:Daniel.bowling|Dan]]<br /> * [[Cloch Mearog]], - [[User:Jesster|Jess]]<br /> * [[Shota]], - [[User:Brownt01|Traci]]<br /> * [[Amanda Mordred]], - [[User:Johnm|John]]<br /> * [[Tara.]], - [[User:Nate]]<br /> * [[Pixie]], - [[User:Brownt01|Traci]]<br /> * [[Boris]], - [[User:Brantdanger|Brant]]<br /> <br /> == Character Creation ==<br /> === Points ===<br /> <br /> * 350 points to spend<br /> * max 50 in disadvantages<br /> * max 150 in primary attributes<br /> <br /> === Race ===<br /> <br /> You may be human or elven, using the following template (from [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Fantasy.pdf GURPS Fantasy]):<br /> &lt;pre&gt;<br /> Attribute Modifiers: ST-1 [-10]; DX+1<br /> [20].<br /> Secondary Characteristic Modifiers:<br /> Per+1 [5].<br /> Advantages: Appearance (Attractive)<br /> [4]; Magery 0 [5]; Perfect Balance<br /> [15]; Telescopic Vision 1 [5];<br /> Unaging [15]; Voice [10].<br /> &lt;/pre&gt;<br /> <br /> === Background ===<br /> 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't &quot;good&quot; or &quot;evil&quot;, so you are probably not a black-hearted demon nor a cherubic do-gooder.<br /> <br /> The Iron Circle has little respect for individuals lacking significant magical awareness, and so everyone should have a minimum of '''2 levels of Magery'''. You also should know at least a couple spells, but can focus your points on brawn and gear if desired.<br /> <br /> By taking a 10-point Unusual Background and having a backstory for it, you may also each have '''one Exotic/Supernatural advantage''', ''subject to GM approval''. These all have the little lightning and alien icons next to their titles in the Characters book.<br /> <br /> === Spells ===<br /> <br /> Spells can get complicated fast. Limit your spells to one or two colleges. Be familiar with your arsenal, and be ready with a 'standard operating procedure' of how you use your favorite spells (maybe just one or two) so we don't get too bogged down with spell mechanics.<br /> <br /> <br /> === Equipment ===<br /> <br /> * Consider having a Wizard's Staff as describe in [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Magic.pdf Magic] on p 13.<br /> * 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 ''must be purchased with character points'', at a cost of 1 point per $1000 cost.<br /> * You may buy power stone(s) by ''spending 1 character point per power level'', with no maximum. Spending 20 points gets you a single 20 point powerstone, or two 10-point stones, etc.<br /> <br /> == Episodes ==<br /> <br /> <br /> === Thendar's Belt ===<br /> 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:<br /> [[Image:Ooinn.gif|150px|thumb|right|[[Óðinn]]]]<br /> 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's reason to believe that [[Thendar's Belt]], an ancient artifact that gives the wearer the power to dominate giants, explains the &quot;alliance&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.<br /> [[Image:Cloch2.jpg|150px|thumb|right|[[Cloch Mearog]]]]<br /> 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.<br /> [[Image:Wizard.jpg|150px|thumb|right|[[Aslar Ambrose]]]]<br /> They emerge near sunset fatigued and dehydrated (as usual) atop a 40' 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. <br /> [[Image:Elrid.jpg|150px|thumb|right|[[Elrid Grimhak]]]]<br /> [[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.<br /> <br /> 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. <br /> <br /> 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<br /> <br /> Meanwhile, the elders have stopped to provide aid to an elderly white wolf with a spear wound.<br /> <br /> 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.<br /> <br /> 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' tall giant. He returns, and all sleep until a bit past dawn.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Shota arrives and fires ice daggers into multiple combatants as the orcs' morale is broken and they begin to scatter.<br /> <br /> Cloch strips the [[Slog|orc leader]] and finds the fabled belt, worn ignorantly by the primitive subhuman.<br /> <br /> 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.<br /> <br /> <br /> ===Gargoyles===<br /> <br /> Run by Dan, synopsis here: [[Gargoyles]]<br /> <br /> === Dinosaurs ===<br /> <br /> Run by Traci.<br /> <br /> === The Teeth of Dalva-Nar ===<br /> <br /> [[Image:Dedilaeus.jpg|thumb|right|150px|[[Dedilaeus]]]]<br /> 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.<br /> <br /> 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's rope to assist the rest of the team.<br /> [[Image:Akhenaten.jpg|thumb|right|150px|[[Akhenaten]]]]<br /> <br /> <br /> 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.<br /> <br /> 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.<br /> <br /> <br /> The gates to [[Saint Norbert]] stand wide open, and the stench is detectable a half mile out. Dedilaeus navigates the party to the duke's castle. The drawbridge is up, and two face-masked guards stand in a booth near the sewage-filled moat.<br /> <br /> [[Image:Kiri.jpg|thumb|right|150px|[[Kiri]]]]<br /> [[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.<br /> [[Image:Ak-warrior.jpg|thumb|right|150px|[[Akhenaten]]'s zombies]]<br /> 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.<br /> <br /> With alchemists' 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.<br /> <br /> Finally, after killing more of the duke'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't be waiting around.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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: &quot;sisters! kill them all!&quot;<br /> <br /> 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's rain of fire are the creatures dispatched along with their hideous vulture-lions.<br /> <br /> While his black zombies are being slaughtered by Mord Sith mercenaries, [[Akhenaten]] slinks away into the trees.<br /> <br /> 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]]'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.<br /> <br /> === Grogle's Axe ===<br /> [[Image:Krokus.jpg|thumb|right|200px| [[Krokus]] ]]<br /> [[Image:Lila.jpg|thumb|right|200px| [[Kalon]] in [[Lila]]'s body]]<br /> 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:<br /> <br /> Yet another artifact capable of dominating giants has emerged. [[Grogle'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]].<br /> <br /> 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.<br /> <br /> Satisfied, [[Krokus]] gives [[Lulu]] a rough kiss and jumps through the [[Iron Gate]].<br /> <br /> [[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.<br /> <br /> The two emerge in a rough and rocky ravine through which a stinking creek flows. After explaining the body-switch, Kalon (in Lila's form) mounts Krokus' shoulders and they begin hiking upstream, where the raven has identified some human habitation.<br /> <br /> The creek is the tribe'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.<br /> <br /> 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's diplomacy prevails, and she agrees to a plan of subterfuge so as to increase her standing within the [[Iron Circle]].<br /> <br /> Kalon, as the horseclan warrior, carries the squirming Lila into the warriors' camp higher in the forested hills, announcing the seizure of &quot;booty&quot; for [[Kahn Sai]].<br /> <br /> Meanwhile, Krokus has allowed himself to be disarmed and is being led up to the camp as a prisoner. <br /> <br /> Kalon and Lila are allowed to enter the chief'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.<br /> <br /> 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.<br /> <br /> <br /> <br /> === Diadem of Sobki ===<br /> [[Image:croc-god.jpg|thumb|right|200px|[[Djoser]], now inhabited by [[Kalon]]]]<br /> [[Image:Krestifax.jpg|thumb|right|200px|[[Krestifax]]]]<br /> <br /> [[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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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]].<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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. <br /> <br /> 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.<br /> <br /> 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.<br /> <br /> <br /> === Nimlith Hills Magicks, Part One ===<br /> [[Image:Odbgen.jpg|thumb|right|200px|[[Odbgen]]]]<br /> [[Image:Ladylich.jpg|thumb|right|200px|[[Lake Nimlith Dark Queen]]]]<br /> <br /> 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.<br /> <br /> 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.<br /> 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's home.<br /> <br /> 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'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 &quot;dragon&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's chest, delivering a devastating blow if not mortal. The dragon retreats back into the waters.<br /> <br /> 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.<br /> <br /> They continue to Odbgen'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'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's subterfuge. He gives it to Rasha, stating that Rasha's aura stands out like a sore thumb, even in a magical forest, &quot;You're not sneaking up on anybody of importance.&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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Tomorrow, forces are gathered for an afternoon at the lake...<br /> <br /> === Nimlith Hills Magicks, Part Two ===<br /> <br /> The next day the group hikes from Odbgen'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.<br /> 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. <br /> <br /> <br /> XXX Under Construction XXX<br /> <br /> === The Shield of Zatilla ===<br /> [[Image:Despoiler.jpg|thumb|right|200px]]<br /> [[Image:Lulu.jpg|thumb|right|200px|[[Bellaluna]], fire-mage]]<br /> <br /> <br /> The Shield of Zatilla is the squad's next target, said to make its bearer impervious to attack. This time, the team includes [[Krokus]], [[Kalon]], [[Valligon]], [[Bellaluna]] (twin sister of [[Lulu]], and [[Willy]]. <br /> <br /> The team emerges with a thunderclap in the [[Zitijan Steppe]], beneath a steel gray sky, near a rutted wagon trail. <br /> <br /> '''Farid Maktal''' is here, driving a covered wagon, flanked by his mounted sons, each with a bow at the ready. [[Bellaluna]] and [[Willy]] employ their respective charms, and soon the group -- including a dozen girls from the back of the wagon -- is eating and drinking and learning of the '''Despoiler''', a horned beast that is carrying off women and girls. Farid is migrating his family to the big city in the south.<br /> <br /> The team bids Farid farewell and heads into the village, which shows no sign of activity as citizens huddle in their huts. Near the center, though, they find a tavern open, where a grizzled barkeep serves her fermented goat milk and agrees to rally a small force to assault the invaders.<br /> <br /> Before sunset, the group heads out, with [[Kalon]] eventually peeling away in his mysterious way.<br /> <br /> The rest of the group sneaks up on the Despoiler's army, which includes 40 orcs and 4 ogres. The Despoiler himself is 13' tall and half as wide, an enormous '''Minotaur''', currently snacking on the roasted carcass of a young girl. <br /> <br /> The team leads with alchemical grenades and explosive fireballs. The villagers send volleys of arrows, set afire by Willy's magic staff.<br /> <br /> Soon though, the melee begins. Krokus and the General spend the next 10 seconds hacking through orcflesh, casting corpses to either side.<br /> <br /> [[Willy]] chugs a potion and takes flight as [[Bellaluna]] uses her craft to set the Despoiler's head on fire.<br /> <br /> Meanwhile, [[Kalon]] teleports into position and attempts to master the Despoiler's soul. His necromancy fails, and recoils in horror.<br /> <br /> Now aloft, [[Willy]] rains down attacks, but the beast retaliates, cleaving Willy's leg from his body and causing him to withdraw to quaff a healing potion.<br /> <br /> Three ogres fall to massive belly wounds, courtesy of Krokus and Valligon. '''The fourth becomes Kalon's slave.'''<br /> <br /> Bellaluna reverts to spear-fighting, impaling multiple orcs, inspiring the survivors to begin their retreat.<br /> <br /> Recovering, [[Willy]] flies straight down for a crushing staff attack on the Despoiler's flaming skull, ending him.<br /> <br /> One by one, the team twists their rings, with [[Kalon]]-the-ogre carrying the artifact back to the [[Iron Circle]] for safe storage.<br /> <br /> Mission Accomplished.<br /> <br /> === The Dark Obelisk ===<br /> Being hastily summoned to Lord Mordred late one night, ''&quot;We send you to the swamps of the distant land of Nouchi, where magic is hoarded by their God-emperor.  We seldom venture there for we need not draw his ire.  Even porting you in will likely draw his gaze.''<br /> <br /> ''However,  our agents have found tell of a dark power, ancient beyond the age of the cosmos.   So mysterious and shrouded it evades our normal detection.   For centuries we thought it little more than folk lore or tales to control the ignorant masses,  but enough of these shreds of story coalesce when compared,  that we believe something sinister is behind them. ''<br /> ''As many of our previous attempts have failed to yield any concrete evidence we must move quickly and further illuminating you about our speculations cannot be risked. ''<br /> ''Know only that often these cults vanish as swiftly as your rings allow you to return here, though to where they go or how our scrying avails naught.  These cults often collect thralls for some dark purpose and it is of this collection or agent made us aware.  ''<br /> ''Seek out this cult, find for what shadowy purpose they collect people from the villages.''<br /> ''Again, know that any magic in the [Empire of the Clouds] is often swiftly apprehended and captured for or destroyed by the will of the Empire. Discretion is highly advised.   Make haste. Be cautious.   Steel your wits and your nerve and bring back any hard evidence you can of this fell power for our further study.&quot; ''<br /> <br /> <br /> He then faded into a blur as he incanted the teleportal spell which left the party in an inky black boggy fetid swamp.  [[Amanda Mordred]] was immediately unimpressed as her Valtuvian leather mid-heeled dress boots were spattered in muck.<br /> She floated up and over the cyprus and swamp brush to notice a starless, moonless overcast sky and some small lights in the distance.<br /> <br /> The party approached the lights through the dark swamp, guided by Amanda's night-vision spell.<br /> <br /> Approaching the lights, Amanda noticed a small dark-haired woman standing sentry to the village of raised grass and bamboo huts.  Thus they met Shenzi, who was awe-stricken by their magics and frightened by the &quot;oni&quot; or magical ogre, [Kalon] who used his sorcery to give them common speech.  <br /> She led the party to meet Meng Dohz, who Shenzi noted was always an unusual fisherman, but recently has been going mad, rambling late into the night in the language Amanda initially used to communicate to Shenzi before they began to understand one-another.<br /> <br /> Meng Dohz, though looking unrested and sickly was snoring as they approached his dark hut.  After rousing him, he was excited the Iron Ring came to rescue him and take him far from the horrors of the swamp where he was entrusted with a magic communication gem he kept buried under a stump off in the bog.  He was only to use the gem if magic returned to [Nouchi], the Empire of the Clouds.  When he witnessed what he saw in the swamp a few days past, he used the gem and reburied it so as to not draw the dark riders of the empire upon him.  The party convinced him to lead them to the site where he witnessed some unspeakable horror, when following a dark-cloaked figure, that somehow was luring away villagers, including old man Kohn who could barely walk with a can and a grandchild to aid him, yet he followed the dark-cloaked one into the swamp unaided.  Unnatural.<br /> <br /> <br /> After Meng Dohz gathered a chain coif and sheathed sword from a hiding spot beneath his hut, the party was off on the 1-2 hour march depending on swamp conditions.<br /> About 30 minutes into the journey Amanda's sine-wave surveillance revealed Shenzi had abandoned her post as village sentry and followed the party into the gloom, hoping to join the rebels and see the empire quashed, and maybe to rescue her cousin who reportedly could control water. <br /> <br /> The party began to hear eerie chanting through the bog, Amanda flew ahead and realized the chant had some mind-bending effects, though she was mostly able to overcome them and scout that there were 20 cloaked figures arranged in a loose circle about a 7' dark stone obelisk that made one uneasy to look upon it and to try to decipher the arcane runes glowing slightly in the black-violet light of the dark candles burning about it.<br /> <br /> <br /> As the Ogre and General tried to slowly and stealthily approach, Amanda witnessed a large purple monstrosity soar down through the clouds and alight atop the obelisk, emitting a mind-rending shriek.  No matter how she tried to view the faces within the dark cloaks, even with her night-vision they were uncannily obscured and set her ill-at-ease to her core, something felt primordially wrong about witnessing them and their dark stone at all.<br /> Meng's morale was broken, the Ogre began to charge towards the violet light ahead as the general enchanted himself with surreal speed.<br /> <br /> As they approached the chanting circle an unnatural fog began to rapidly set in and the General suddenly heard charging hoof beats all around.  As he turned to witness a rider bearing down on him with needle-pointed lance, he crouched and severed the steeds' front legs with a great swing of his magical blade. The horse and rider tumbled headlong into the muck a tangle of crashing shrieks amidst the ever-droning chant.<br /> <br /> Amanda began to prepare to rain hell-fire from above amongst the chanters who had just raised, not hands but purple and green shimmering tentacle-clusters to the dark mutant grotesquerie they apparently worshiped as suddenly the chanting ceased...at least materially.  Yet it still droned on in Amanda's mind, or soul.  Most of the cloaked figures vanished, leaving their dark garb crumpling to the mud like a cheap magician's trick.  The few that remained, turned and began slowly shambling away from the stone.<br /> <br /> The creature atop the stone peered at Amanda with an eyeless maw writhing with amassed protuberances and a sickening malignance.  It took to the air towards her as riders and Kalon entered the circle together.<br /> <br /> <br /> Meanwhile, back at Sorcerer's isle, [Krokus] was awakened, hastily teleported to the deployment room by Siglarus, one of the elders.  He was told that the party was on mission and likely in need of assistance as they were unable to avoid the Emperor's detection.  Without pause for further advice, Krokus was teleported into a dark fog-laden swamp amid the sounds of battle.  Moving cautiously towards the larger sounds he momentarily saw a bursting fire-ball in the sky and hastened his pace while hearing hoof-beats all about and screams as Valligon cleft a Gray-cloaked wizards face and chased down a [Dark Templars] archer.<br /> <br /> <br /> Krokus also slew Templars as they accosted him, while Amanda flew and slung spells against the unnamable horror that pursued her through the sky, smashing her almost into unconsciousness above the hazy swamp below.  One of her spells misfired in her haste and chanting-obscured mental-state and a sun-bolt instead imbued a dark rider below with glowing white eyes, and a halo as though the sun perpetually shone upon him.  After a second sun-bolt seared through the wing-arm of the monstrosity, it directed it's ungraceful descent to the obelisk.  Amanda accelerated to race it, but it collided and unceremoniously wrapped the stone in its body, to vanish a moment later in a silent purple green lightning rend in reality.<br /> <br /> <br /> The sun-struck rider then approached Kalon who had just unhorsed another rider.  Sun-eyes claimed all this magic was against imperial will and must be crushed or taken into custody for study by the agents and alchemists of Kirin Toro.Kalon bargained that with the blessing of the sun's eternal life, they should be allowed to be about their business.  Another rider towing one of the dark-cloaked changers via chain around its neck from his horse's pommel casually approached the clearly scorched and battered Amanda, as she knelt to grab a dark candle and engage her ring.  <br /> <br /> Kalon recognizing that diplomacy with these magic facist zealots was going nowhere fast attempted awkwardly to spear sun-eyes, though the spear was defly parried and it's shaft hewn.  Kalon then used the hewn shaft to smash the shoulder of the unhorsed templar who attacked him, before the ogre dove across one of the piles of dark clothing left by a chanter.  He gathered it beneath him and engaged his ring.<br /> <br /> The general and Krokus mopped up a few more dark armored horsemen in the swamp at the perimeter of the circle, but did not engage the glowing rider and those in the circle, instead gathering what enchanted items they could from fallen templars and the gray-cloaked mage before engaging their rings and taking back what little they could to sorcerer's isle.<br /> <br /> Mission Accomplished?</div> Jesster https://gurth.johnmasterson.com/index.php?title=Warlocks&diff=10008 Warlocks 2021-01-02T20:13:49Z <p>Jesster: /* The Dark Obelisk */</p> <hr /> <div>[[Category:Campaigns]]<br /> ''An episodic campaign alternative to [[HotZone]].''<br /> <br /> == Setting ==<br /> <br /> 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.<br /> <br /> You are members of an elite team in service to the Iron Circle, responsible for seizing artifacts desired by the organization.<br /> <br /> == Characters ==<br /> <br /> * [[Krokus]] - played by Darren<br /> * [[Kalon]] - played by Blair<br /> * [[Krestifax]] - played by Josh<br /> * [[Rasha]] - played by [[User:Johnm|John]]<br /> * General [[Valligon]] - played by Ernest<br /> --<br /> * [[Aslar Ambrose]], - [[User:Melissa|Mel]]<br /> * [[Óðinn]], - [[User:Daniel.bowling|Dan]]<br /> * [[Cloch Mearog]], - [[User:Jesster|Jess]]<br /> * [[Shota]], - [[User:Brownt01|Traci]]<br /> * [[Amanda Mordred]], - [[User:Johnm|John]]<br /> * [[Tara.]], - [[User:Nate]]<br /> * [[Pixie]], - [[User:Brownt01|Traci]]<br /> * [[Boris]], - [[User:Brantdanger|Brant]]<br /> <br /> == Character Creation ==<br /> === Points ===<br /> <br /> * 350 points to spend<br /> * max 50 in disadvantages<br /> * max 150 in primary attributes<br /> <br /> === Race ===<br /> <br /> You may be human or elven, using the following template (from [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Fantasy.pdf GURPS Fantasy]):<br /> &lt;pre&gt;<br /> Attribute Modifiers: ST-1 [-10]; DX+1<br /> [20].<br /> Secondary Characteristic Modifiers:<br /> Per+1 [5].<br /> Advantages: Appearance (Attractive)<br /> [4]; Magery 0 [5]; Perfect Balance<br /> [15]; Telescopic Vision 1 [5];<br /> Unaging [15]; Voice [10].<br /> &lt;/pre&gt;<br /> <br /> === Background ===<br /> 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't &quot;good&quot; or &quot;evil&quot;, so you are probably not a black-hearted demon nor a cherubic do-gooder.<br /> <br /> The Iron Circle has little respect for individuals lacking significant magical awareness, and so everyone should have a minimum of '''2 levels of Magery'''. You also should know at least a couple spells, but can focus your points on brawn and gear if desired.<br /> <br /> By taking a 10-point Unusual Background and having a backstory for it, you may also each have '''one Exotic/Supernatural advantage''', ''subject to GM approval''. These all have the little lightning and alien icons next to their titles in the Characters book.<br /> <br /> === Spells ===<br /> <br /> Spells can get complicated fast. Limit your spells to one or two colleges. Be familiar with your arsenal, and be ready with a 'standard operating procedure' of how you use your favorite spells (maybe just one or two) so we don't get too bogged down with spell mechanics.<br /> <br /> <br /> === Equipment ===<br /> <br /> * Consider having a Wizard's Staff as describe in [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Magic.pdf Magic] on p 13.<br /> * 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 ''must be purchased with character points'', at a cost of 1 point per $1000 cost.<br /> * You may buy power stone(s) by ''spending 1 character point per power level'', with no maximum. Spending 20 points gets you a single 20 point powerstone, or two 10-point stones, etc.<br /> <br /> == Episodes ==<br /> <br /> <br /> === Thendar's Belt ===<br /> 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:<br /> [[Image:Ooinn.gif|150px|thumb|right|[[Óðinn]]]]<br /> 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's reason to believe that [[Thendar's Belt]], an ancient artifact that gives the wearer the power to dominate giants, explains the &quot;alliance&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.<br /> [[Image:Cloch2.jpg|150px|thumb|right|[[Cloch Mearog]]]]<br /> 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.<br /> [[Image:Wizard.jpg|150px|thumb|right|[[Aslar Ambrose]]]]<br /> They emerge near sunset fatigued and dehydrated (as usual) atop a 40' 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. <br /> [[Image:Elrid.jpg|150px|thumb|right|[[Elrid Grimhak]]]]<br /> [[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.<br /> <br /> 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. <br /> <br /> 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<br /> <br /> Meanwhile, the elders have stopped to provide aid to an elderly white wolf with a spear wound.<br /> <br /> 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.<br /> <br /> 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' tall giant. He returns, and all sleep until a bit past dawn.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Shota arrives and fires ice daggers into multiple combatants as the orcs' morale is broken and they begin to scatter.<br /> <br /> Cloch strips the [[Slog|orc leader]] and finds the fabled belt, worn ignorantly by the primitive subhuman.<br /> <br /> 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.<br /> <br /> <br /> ===Gargoyles===<br /> <br /> Run by Dan, synopsis here: [[Gargoyles]]<br /> <br /> === Dinosaurs ===<br /> <br /> Run by Traci.<br /> <br /> === The Teeth of Dalva-Nar ===<br /> <br /> [[Image:Dedilaeus.jpg|thumb|right|150px|[[Dedilaeus]]]]<br /> 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.<br /> <br /> 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's rope to assist the rest of the team.<br /> [[Image:Akhenaten.jpg|thumb|right|150px|[[Akhenaten]]]]<br /> <br /> <br /> 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.<br /> <br /> 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.<br /> <br /> <br /> The gates to [[Saint Norbert]] stand wide open, and the stench is detectable a half mile out. Dedilaeus navigates the party to the duke's castle. The drawbridge is up, and two face-masked guards stand in a booth near the sewage-filled moat.<br /> <br /> [[Image:Kiri.jpg|thumb|right|150px|[[Kiri]]]]<br /> [[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.<br /> [[Image:Ak-warrior.jpg|thumb|right|150px|[[Akhenaten]]'s zombies]]<br /> 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.<br /> <br /> With alchemists' 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.<br /> <br /> Finally, after killing more of the duke'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't be waiting around.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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: &quot;sisters! kill them all!&quot;<br /> <br /> 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's rain of fire are the creatures dispatched along with their hideous vulture-lions.<br /> <br /> While his black zombies are being slaughtered by Mord Sith mercenaries, [[Akhenaten]] slinks away into the trees.<br /> <br /> 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]]'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.<br /> <br /> === Grogle's Axe ===<br /> [[Image:Krokus.jpg|thumb|right|200px| [[Krokus]] ]]<br /> [[Image:Lila.jpg|thumb|right|200px| [[Kalon]] in [[Lila]]'s body]]<br /> 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:<br /> <br /> Yet another artifact capable of dominating giants has emerged. [[Grogle'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]].<br /> <br /> 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.<br /> <br /> Satisfied, [[Krokus]] gives [[Lulu]] a rough kiss and jumps through the [[Iron Gate]].<br /> <br /> [[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.<br /> <br /> The two emerge in a rough and rocky ravine through which a stinking creek flows. After explaining the body-switch, Kalon (in Lila's form) mounts Krokus' shoulders and they begin hiking upstream, where the raven has identified some human habitation.<br /> <br /> The creek is the tribe'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.<br /> <br /> 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's diplomacy prevails, and she agrees to a plan of subterfuge so as to increase her standing within the [[Iron Circle]].<br /> <br /> Kalon, as the horseclan warrior, carries the squirming Lila into the warriors' camp higher in the forested hills, announcing the seizure of &quot;booty&quot; for [[Kahn Sai]].<br /> <br /> Meanwhile, Krokus has allowed himself to be disarmed and is being led up to the camp as a prisoner. <br /> <br /> Kalon and Lila are allowed to enter the chief'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.<br /> <br /> 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.<br /> <br /> <br /> <br /> === Diadem of Sobki ===<br /> [[Image:croc-god.jpg|thumb|right|200px|[[Djoser]], now inhabited by [[Kalon]]]]<br /> [[Image:Krestifax.jpg|thumb|right|200px|[[Krestifax]]]]<br /> <br /> [[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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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]].<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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. <br /> <br /> 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.<br /> <br /> 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.<br /> <br /> <br /> === Nimlith Hills Magicks, Part One ===<br /> [[Image:Odbgen.jpg|thumb|right|200px|[[Odbgen]]]]<br /> [[Image:Ladylich.jpg|thumb|right|200px|[[Lake Nimlith Dark Queen]]]]<br /> <br /> 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.<br /> <br /> 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.<br /> 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's home.<br /> <br /> 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'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 &quot;dragon&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's chest, delivering a devastating blow if not mortal. The dragon retreats back into the waters.<br /> <br /> 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.<br /> <br /> They continue to Odbgen'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'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's subterfuge. He gives it to Rasha, stating that Rasha's aura stands out like a sore thumb, even in a magical forest, &quot;You're not sneaking up on anybody of importance.&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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Tomorrow, forces are gathered for an afternoon at the lake...<br /> <br /> === Nimlith Hills Magicks, Part Two ===<br /> <br /> The next day the group hikes from Odbgen'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.<br /> 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. <br /> <br /> <br /> XXX Under Construction XXX<br /> <br /> === The Shield of Zatilla ===<br /> [[Image:Despoiler.jpg|thumb|right|200px]]<br /> [[Image:Lulu.jpg|thumb|right|200px|[[Bellaluna]], fire-mage]]<br /> <br /> <br /> The Shield of Zatilla is the squad's next target, said to make its bearer impervious to attack. This time, the team includes [[Krokus]], [[Kalon]], [[Valligon]], [[Bellaluna]] (twin sister of [[Lulu]], and [[Willy]]. <br /> <br /> The team emerges with a thunderclap in the [[Zitijan Steppe]], beneath a steel gray sky, near a rutted wagon trail. <br /> <br /> '''Farid Maktal''' is here, driving a covered wagon, flanked by his mounted sons, each with a bow at the ready. [[Bellaluna]] and [[Willy]] employ their respective charms, and soon the group -- including a dozen girls from the back of the wagon -- is eating and drinking and learning of the '''Despoiler''', a horned beast that is carrying off women and girls. Farid is migrating his family to the big city in the south.<br /> <br /> The team bids Farid farewell and heads into the village, which shows no sign of activity as citizens huddle in their huts. Near the center, though, they find a tavern open, where a grizzled barkeep serves her fermented goat milk and agrees to rally a small force to assault the invaders.<br /> <br /> Before sunset, the group heads out, with [[Kalon]] eventually peeling away in his mysterious way.<br /> <br /> The rest of the group sneaks up on the Despoiler's army, which includes 40 orcs and 4 ogres. The Despoiler himself is 13' tall and half as wide, an enormous '''Minotaur''', currently snacking on the roasted carcass of a young girl. <br /> <br /> The team leads with alchemical grenades and explosive fireballs. The villagers send volleys of arrows, set afire by Willy's magic staff.<br /> <br /> Soon though, the melee begins. Krokus and the General spend the next 10 seconds hacking through orcflesh, casting corpses to either side.<br /> <br /> [[Willy]] chugs a potion and takes flight as [[Bellaluna]] uses her craft to set the Despoiler's head on fire.<br /> <br /> Meanwhile, [[Kalon]] teleports into position and attempts to master the Despoiler's soul. His necromancy fails, and recoils in horror.<br /> <br /> Now aloft, [[Willy]] rains down attacks, but the beast retaliates, cleaving Willy's leg from his body and causing him to withdraw to quaff a healing potion.<br /> <br /> Three ogres fall to massive belly wounds, courtesy of Krokus and Valligon. '''The fourth becomes Kalon's slave.'''<br /> <br /> Bellaluna reverts to spear-fighting, impaling multiple orcs, inspiring the survivors to begin their retreat.<br /> <br /> Recovering, [[Willy]] flies straight down for a crushing staff attack on the Despoiler's flaming skull, ending him.<br /> <br /> One by one, the team twists their rings, with [[Kalon]]-the-ogre carrying the artifact back to the [[Iron Circle]] for safe storage.<br /> <br /> Mission Accomplished.<br /> <br /> === The Dark Obelisk ===<br /> Being hastily summoned to Lord Mordred late one night, ''&quot;We send you to the swamps of the distant land of Nouchi, where magic is hoarded by their God-emperor.  We seldom venture there for we need not draw his ire.  Even porting you in will likely draw his gaze.<br /> However,  our agents have found tell of a dark power, ancient beyond the age of the cosmos.   So mysterious and shrouded it evades our normal detection.   For centuries we thought it little more than folk lore or tales to control the ignorant masses,  but enough of these shreds of story coalesce when compared,  that we believe something sinister is behind them. <br /> As many of our previous attempts have failed to yield any concrete evidence we must move quickly and further illuminating you about our speculations cannot be risked. <br /> Know only that often these cults vanish as swiftly as your rings allow you to return here, though to where they go or how our scrying avails naught.  These cults often collect thralls for some dark purpose and it is of this collection or agent made us aware.  <br /> Seek out this cult, find for what shadowy purpose they collect people from the villages.<br /> Again, know that any magic in the [Empire of the Clouds] is often swiftly apprehended and captured for or destroyed by the will of the Empire. Discretion is highly advised.   Make haste. Be cautious.   Steel your wits and your nerve and bring back any hard evidence you can of this fell power for our further study.&quot; ''<br /> <br /> <br /> He then faded into a blur as he incanted the teleportal spell which left the party in an inky black boggy fetid swamp.  [[Amanda Mordred]] was immediately unimpressed as her Valtuvian leather mid-heeled dress boots were spattered in muck.<br /> She floated up and over the cyprus and swamp brush to notice a starless, moonless overcast sky and some small lights in the distance.<br /> <br /> The party approached the lights through the dark swamp, guided by Amanda's night-vision spell.<br /> <br /> Approaching the lights, Amanda noticed a small dark-haired woman standing sentry to the village of raised grass and bamboo huts.  Thus they met Shenzi, who was awe-stricken by their magics and frightened by the &quot;oni&quot; or magical ogre, [Kalon] who used his sorcery to give them common speech.  <br /> She led the party to meet Meng Dohz, who Shenzi noted was always an unusual fisherman, but recently has been going mad, rambling late into the night in the language Amanda initially used to communicate to Shenzi before they began to understand one-another.<br /> <br /> Meng Dohz, though looking unrested and sickly was snoring as they approached his dark hut.  After rousing him, he was excited the Iron Ring came to rescue him and take him far from the horrors of the swamp where he was entrusted with a magic communication gem he kept buried under a stump off in the bog.  He was only to use the gem if magic returned to [Nouchi], the Empire of the Clouds.  When he witnessed what he saw in the swamp a few days past, he used the gem and reburied it so as to not draw the dark riders of the empire upon him.  The party convinced him to lead them to the site where he witnessed some unspeakable horror, when following a dark-cloaked figure, that somehow was luring away villagers, including old man Kohn who could barely walk with a can and a grandchild to aid him, yet he followed the dark-cloaked one into the swamp unaided.  Unnatural.<br /> <br /> <br /> After Meng Dohz gathered a chain coif and sheathed sword from a hiding spot beneath his hut, the party was off on the 1-2 hour march depending on swamp conditions.<br /> About 30 minutes into the journey Amanda's sine-wave surveillance revealed Shenzi had abandoned her post as village sentry and followed the party into the gloom, hoping to join the rebels and see the empire quashed, and maybe to rescue her cousin who reportedly could control water. <br /> <br /> The party began to hear eerie chanting through the bog, Amanda flew ahead and realized the chant had some mind-bending effects, though she was mostly able to overcome them and scout that there were 20 cloaked figures arranged in a loose circle about a 7' dark stone obelisk that made one uneasy to look upon it and to try to decipher the arcane runes glowing slightly in the black-violet light of the dark candles burning about it.<br /> <br /> <br /> As the Ogre and General tried to slowly and stealthily approach, Amanda witnessed a large purple monstrosity soar down through the clouds and alight atop the obelisk, emitting a mind-rending shriek.  No matter how she tried to view the faces within the dark cloaks, even with her night-vision they were uncannily obscured and set her ill-at-ease to her core, something felt primordially wrong about witnessing them and their dark stone at all.<br /> Meng's morale was broken, the Ogre began to charge towards the violet light ahead as the general enchanted himself with surreal speed.<br /> <br /> As they approached the chanting circle an unnatural fog began to rapidly set in and the General suddenly heard charging hoof beats all around.  As he turned to witness a rider bearing down on him with needle-pointed lance, he crouched and severed the steeds' front legs with a great swing of his magical blade. The horse and rider tumbled headlong into the muck a tangle of crashing shrieks amidst the ever-droning chant.<br /> <br /> Amanda began to prepare to rain hell-fire from above amongst the chanters who had just raised, not hands but purple and green shimmering tentacle-clusters to the dark mutant grotesquerie they apparently worshiped as suddenly the chanting ceased...at least materially.  Yet it still droned on in Amanda's mind, or soul.  Most of the cloaked figures vanished, leaving their dark garb crumpling to the mud like a cheap magician's trick.  The few that remained, turned and began slowly shambling away from the stone.<br /> <br /> The creature atop the stone peered at Amanda with an eyeless maw writhing with amassed protuberances and a sickening malignance.  It took to the air towards her as riders and Kalon entered the circle together.<br /> <br /> <br /> Meanwhile, back at Sorcerer's isle, [Krokus] was awakened, hastily teleported to the deployment room by Siglarus, one of the elders.  He was told that the party was on mission and likely in need of assistance as they were unable to avoid the Emperor's detection.  Without pause for further advice, Krokus was teleported into a dark fog-laden swamp amid the sounds of battle.  Moving cautiously towards the larger sounds he momentarily saw a bursting fire-ball in the sky and hastened his pace while hearing hoof-beats all about and screams as Valligon cleft a Gray-cloaked wizards face and chased down a [Dark Templars] archer.<br /> <br /> <br /> Krokus also slew Templars as they accosted him, while Amanda flew and slung spells against the unnamable horror that pursued her through the sky, smashing her almost into unconsciousness above the hazy swamp below.  One of her spells misfired in her haste and chanting-obscured mental-state and a sun-bolt instead imbued a dark rider below with glowing white eyes, and a halo as though the sun perpetually shone upon him.  After a second sun-bolt seared through the wing-arm of the monstrosity, it directed it's ungraceful descent to the obelisk.  Amanda accelerated to race it, but it collided and unceremoniously wrapped the stone in its body, to vanish a moment later in a silent purple green lightning rend in reality.<br /> <br /> <br /> The sun-struck rider then approached Kalon who had just unhorsed another rider.  Sun-eyes claimed all this magic was against imperial will and must be crushed or taken into custody for study by the agents and alchemists of Kirin Toro.Kalon bargained that with the blessing of the sun's eternal life, they should be allowed to be about their business.  Another rider towing one of the dark-cloaked changers via chain around its neck from his horse's pommel casually approached the clearly scorched and battered Amanda, as she knelt to grab a dark candle and engage her ring.  <br /> <br /> Kalon recognizing that diplomacy with these magic facist zealots was going nowhere fast attempted awkwardly to spear sun-eyes, though the spear was defly parried and it's shaft hewn.  Kalon then used the hewn shaft to smash the shoulder of the unhorsed templar who attacked him, before the ogre dove across one of the piles of dark clothing left by a chanter.  He gathered it beneath him and engaged his ring.<br /> <br /> The general and Krokus mopped up a few more dark armored horsemen in the swamp at the perimeter of the circle, but did not engage the glowing rider and those in the circle, instead gathering what enchanted items they could from fallen templars and the gray-cloaked mage before engaging their rings and taking back what little they could to sorcerer's isle.<br /> <br /> Mission Accomplished?</div> Jesster https://gurth.johnmasterson.com/index.php?title=Warlocks&diff=10007 Warlocks 2021-01-02T20:13:05Z <p>Jesster: /* Episodes */</p> <hr /> <div>[[Category:Campaigns]]<br /> ''An episodic campaign alternative to [[HotZone]].''<br /> <br /> == Setting ==<br /> <br /> 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.<br /> <br /> You are members of an elite team in service to the Iron Circle, responsible for seizing artifacts desired by the organization.<br /> <br /> == Characters ==<br /> <br /> * [[Krokus]] - played by Darren<br /> * [[Kalon]] - played by Blair<br /> * [[Krestifax]] - played by Josh<br /> * [[Rasha]] - played by [[User:Johnm|John]]<br /> * General [[Valligon]] - played by Ernest<br /> --<br /> * [[Aslar Ambrose]], - [[User:Melissa|Mel]]<br /> * [[Óðinn]], - [[User:Daniel.bowling|Dan]]<br /> * [[Cloch Mearog]], - [[User:Jesster|Jess]]<br /> * [[Shota]], - [[User:Brownt01|Traci]]<br /> * [[Amanda Mordred]], - [[User:Johnm|John]]<br /> * [[Tara.]], - [[User:Nate]]<br /> * [[Pixie]], - [[User:Brownt01|Traci]]<br /> * [[Boris]], - [[User:Brantdanger|Brant]]<br /> <br /> == Character Creation ==<br /> === Points ===<br /> <br /> * 350 points to spend<br /> * max 50 in disadvantages<br /> * max 150 in primary attributes<br /> <br /> === Race ===<br /> <br /> You may be human or elven, using the following template (from [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Fantasy.pdf GURPS Fantasy]):<br /> &lt;pre&gt;<br /> Attribute Modifiers: ST-1 [-10]; DX+1<br /> [20].<br /> Secondary Characteristic Modifiers:<br /> Per+1 [5].<br /> Advantages: Appearance (Attractive)<br /> [4]; Magery 0 [5]; Perfect Balance<br /> [15]; Telescopic Vision 1 [5];<br /> Unaging [15]; Voice [10].<br /> &lt;/pre&gt;<br /> <br /> === Background ===<br /> 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't &quot;good&quot; or &quot;evil&quot;, so you are probably not a black-hearted demon nor a cherubic do-gooder.<br /> <br /> The Iron Circle has little respect for individuals lacking significant magical awareness, and so everyone should have a minimum of '''2 levels of Magery'''. You also should know at least a couple spells, but can focus your points on brawn and gear if desired.<br /> <br /> By taking a 10-point Unusual Background and having a backstory for it, you may also each have '''one Exotic/Supernatural advantage''', ''subject to GM approval''. These all have the little lightning and alien icons next to their titles in the Characters book.<br /> <br /> === Spells ===<br /> <br /> Spells can get complicated fast. Limit your spells to one or two colleges. Be familiar with your arsenal, and be ready with a 'standard operating procedure' of how you use your favorite spells (maybe just one or two) so we don't get too bogged down with spell mechanics.<br /> <br /> <br /> === Equipment ===<br /> <br /> * Consider having a Wizard's Staff as describe in [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Magic.pdf Magic] on p 13.<br /> * 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 ''must be purchased with character points'', at a cost of 1 point per $1000 cost.<br /> * You may buy power stone(s) by ''spending 1 character point per power level'', with no maximum. Spending 20 points gets you a single 20 point powerstone, or two 10-point stones, etc.<br /> <br /> == Episodes ==<br /> <br /> <br /> === Thendar's Belt ===<br /> 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:<br /> [[Image:Ooinn.gif|150px|thumb|right|[[Óðinn]]]]<br /> 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's reason to believe that [[Thendar's Belt]], an ancient artifact that gives the wearer the power to dominate giants, explains the &quot;alliance&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.<br /> [[Image:Cloch2.jpg|150px|thumb|right|[[Cloch Mearog]]]]<br /> 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.<br /> [[Image:Wizard.jpg|150px|thumb|right|[[Aslar Ambrose]]]]<br /> They emerge near sunset fatigued and dehydrated (as usual) atop a 40' 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. <br /> [[Image:Elrid.jpg|150px|thumb|right|[[Elrid Grimhak]]]]<br /> [[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.<br /> <br /> 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. <br /> <br /> 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<br /> <br /> Meanwhile, the elders have stopped to provide aid to an elderly white wolf with a spear wound.<br /> <br /> 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.<br /> <br /> 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' tall giant. He returns, and all sleep until a bit past dawn.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Shota arrives and fires ice daggers into multiple combatants as the orcs' morale is broken and they begin to scatter.<br /> <br /> Cloch strips the [[Slog|orc leader]] and finds the fabled belt, worn ignorantly by the primitive subhuman.<br /> <br /> 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.<br /> <br /> <br /> ===Gargoyles===<br /> <br /> Run by Dan, synopsis here: [[Gargoyles]]<br /> <br /> === Dinosaurs ===<br /> <br /> Run by Traci.<br /> <br /> === The Teeth of Dalva-Nar ===<br /> <br /> [[Image:Dedilaeus.jpg|thumb|right|150px|[[Dedilaeus]]]]<br /> 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.<br /> <br /> 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's rope to assist the rest of the team.<br /> [[Image:Akhenaten.jpg|thumb|right|150px|[[Akhenaten]]]]<br /> <br /> <br /> 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.<br /> <br /> 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.<br /> <br /> <br /> The gates to [[Saint Norbert]] stand wide open, and the stench is detectable a half mile out. Dedilaeus navigates the party to the duke's castle. The drawbridge is up, and two face-masked guards stand in a booth near the sewage-filled moat.<br /> <br /> [[Image:Kiri.jpg|thumb|right|150px|[[Kiri]]]]<br /> [[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.<br /> [[Image:Ak-warrior.jpg|thumb|right|150px|[[Akhenaten]]'s zombies]]<br /> 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.<br /> <br /> With alchemists' 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.<br /> <br /> Finally, after killing more of the duke'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't be waiting around.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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: &quot;sisters! kill them all!&quot;<br /> <br /> 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's rain of fire are the creatures dispatched along with their hideous vulture-lions.<br /> <br /> While his black zombies are being slaughtered by Mord Sith mercenaries, [[Akhenaten]] slinks away into the trees.<br /> <br /> 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]]'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.<br /> <br /> === Grogle's Axe ===<br /> [[Image:Krokus.jpg|thumb|right|200px| [[Krokus]] ]]<br /> [[Image:Lila.jpg|thumb|right|200px| [[Kalon]] in [[Lila]]'s body]]<br /> 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:<br /> <br /> Yet another artifact capable of dominating giants has emerged. [[Grogle'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]].<br /> <br /> 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.<br /> <br /> Satisfied, [[Krokus]] gives [[Lulu]] a rough kiss and jumps through the [[Iron Gate]].<br /> <br /> [[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.<br /> <br /> The two emerge in a rough and rocky ravine through which a stinking creek flows. After explaining the body-switch, Kalon (in Lila's form) mounts Krokus' shoulders and they begin hiking upstream, where the raven has identified some human habitation.<br /> <br /> The creek is the tribe'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.<br /> <br /> 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's diplomacy prevails, and she agrees to a plan of subterfuge so as to increase her standing within the [[Iron Circle]].<br /> <br /> Kalon, as the horseclan warrior, carries the squirming Lila into the warriors' camp higher in the forested hills, announcing the seizure of &quot;booty&quot; for [[Kahn Sai]].<br /> <br /> Meanwhile, Krokus has allowed himself to be disarmed and is being led up to the camp as a prisoner. <br /> <br /> Kalon and Lila are allowed to enter the chief'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.<br /> <br /> 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.<br /> <br /> <br /> <br /> === Diadem of Sobki ===<br /> [[Image:croc-god.jpg|thumb|right|200px|[[Djoser]], now inhabited by [[Kalon]]]]<br /> [[Image:Krestifax.jpg|thumb|right|200px|[[Krestifax]]]]<br /> <br /> [[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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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]].<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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. <br /> <br /> 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.<br /> <br /> 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.<br /> <br /> <br /> === Nimlith Hills Magicks, Part One ===<br /> [[Image:Odbgen.jpg|thumb|right|200px|[[Odbgen]]]]<br /> [[Image:Ladylich.jpg|thumb|right|200px|[[Lake Nimlith Dark Queen]]]]<br /> <br /> 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.<br /> <br /> 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.<br /> 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's home.<br /> <br /> 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'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 &quot;dragon&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's chest, delivering a devastating blow if not mortal. The dragon retreats back into the waters.<br /> <br /> 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.<br /> <br /> They continue to Odbgen'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'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's subterfuge. He gives it to Rasha, stating that Rasha's aura stands out like a sore thumb, even in a magical forest, &quot;You're not sneaking up on anybody of importance.&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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Tomorrow, forces are gathered for an afternoon at the lake...<br /> <br /> === Nimlith Hills Magicks, Part Two ===<br /> <br /> The next day the group hikes from Odbgen'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.<br /> 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. <br /> <br /> <br /> XXX Under Construction XXX<br /> <br /> === The Shield of Zatilla ===<br /> [[Image:Despoiler.jpg|thumb|right|200px]]<br /> [[Image:Lulu.jpg|thumb|right|200px|[[Bellaluna]], fire-mage]]<br /> <br /> <br /> The Shield of Zatilla is the squad's next target, said to make its bearer impervious to attack. This time, the team includes [[Krokus]], [[Kalon]], [[Valligon]], [[Bellaluna]] (twin sister of [[Lulu]], and [[Willy]]. <br /> <br /> The team emerges with a thunderclap in the [[Zitijan Steppe]], beneath a steel gray sky, near a rutted wagon trail. <br /> <br /> '''Farid Maktal''' is here, driving a covered wagon, flanked by his mounted sons, each with a bow at the ready. [[Bellaluna]] and [[Willy]] employ their respective charms, and soon the group -- including a dozen girls from the back of the wagon -- is eating and drinking and learning of the '''Despoiler''', a horned beast that is carrying off women and girls. Farid is migrating his family to the big city in the south.<br /> <br /> The team bids Farid farewell and heads into the village, which shows no sign of activity as citizens huddle in their huts. Near the center, though, they find a tavern open, where a grizzled barkeep serves her fermented goat milk and agrees to rally a small force to assault the invaders.<br /> <br /> Before sunset, the group heads out, with [[Kalon]] eventually peeling away in his mysterious way.<br /> <br /> The rest of the group sneaks up on the Despoiler's army, which includes 40 orcs and 4 ogres. The Despoiler himself is 13' tall and half as wide, an enormous '''Minotaur''', currently snacking on the roasted carcass of a young girl. <br /> <br /> The team leads with alchemical grenades and explosive fireballs. The villagers send volleys of arrows, set afire by Willy's magic staff.<br /> <br /> Soon though, the melee begins. Krokus and the General spend the next 10 seconds hacking through orcflesh, casting corpses to either side.<br /> <br /> [[Willy]] chugs a potion and takes flight as [[Bellaluna]] uses her craft to set the Despoiler's head on fire.<br /> <br /> Meanwhile, [[Kalon]] teleports into position and attempts to master the Despoiler's soul. His necromancy fails, and recoils in horror.<br /> <br /> Now aloft, [[Willy]] rains down attacks, but the beast retaliates, cleaving Willy's leg from his body and causing him to withdraw to quaff a healing potion.<br /> <br /> Three ogres fall to massive belly wounds, courtesy of Krokus and Valligon. '''The fourth becomes Kalon's slave.'''<br /> <br /> Bellaluna reverts to spear-fighting, impaling multiple orcs, inspiring the survivors to begin their retreat.<br /> <br /> Recovering, [[Willy]] flies straight down for a crushing staff attack on the Despoiler's flaming skull, ending him.<br /> <br /> One by one, the team twists their rings, with [[Kalon]]-the-ogre carrying the artifact back to the [[Iron Circle]] for safe storage.<br /> <br /> Mission Accomplished.<br /> <br /> === The Dark Obelisk ===<br /> Being hastily summoned to Lord Mordred late one night, ''&quot;We send you to the swamps of the distant land of Nouchi, where magic is hoarded by their God-emperor.  We seldom venture there for we need not draw his ire.  Even porting you in will likely draw his gaze.<br /> However,  our agents have found tell of a dark power, ancient beyond the age of the cosmos.   So mysterious and shrouded it evades our normal detection.   For centuries we thought it little more than folk lore or tales to control the ignorant masses,  but enough of these shreds of story coalesce when compared,  that we believe something sinister is behind them. <br /> <br /> As many of our previous attempts have failed to yield any concrete evidence we must move quickly and further illuminating you about our speculations cannot be risked. <br /> <br /> Know only that often these cults vanish as swiftly as your rings allow you to return here, though to where they go or how our scrying avails naught.  These cults often collect thralls for some dark purpose and it is of this collection or agent made us aware.  <br /> Seek out this cult, find for what shadowy purpose they collect people from the villages.<br /> <br /> Again, know that any magic in the [Empire of the Clouds] is often swiftly apprehended and captured for or destroyed by the will of the Empire. Discretion is highly advised.   Make haste. Be cautious.   Steel your wits and your nerve and bring back any hard evidence you can of this fell power for our further study.&quot;''<br /> <br /> <br /> He then faded into a blur as he incanted the teleportal spell which left the party in an inky black boggy fetid swamp.  [[Amanda Mordred]] was immediately unimpressed as her Valtuvian leather mid-heeled dress boots were spattered in muck.<br /> She floated up and over the cyprus and swamp brush to notice a starless, moonless overcast sky and some small lights in the distance.<br /> <br /> The party approached the lights through the dark swamp, guided by Amanda's night-vision spell.<br /> <br /> Approaching the lights, Amanda noticed a small dark-haired woman standing sentry to the village of raised grass and bamboo huts.  Thus they met Shenzi, who was awe-stricken by their magics and frightened by the &quot;oni&quot; or magical ogre, [Kalon] who used his sorcery to give them common speech.  <br /> She led the party to meet Meng Dohz, who Shenzi noted was always an unusual fisherman, but recently has been going mad, rambling late into the night in the language Amanda initially used to communicate to Shenzi before they began to understand one-another.<br /> <br /> Meng Dohz, though looking unrested and sickly was snoring as they approached his dark hut.  After rousing him, he was excited the Iron Ring came to rescue him and take him far from the horrors of the swamp where he was entrusted with a magic communication gem he kept buried under a stump off in the bog.  He was only to use the gem if magic returned to [Nouchi], the Empire of the Clouds.  When he witnessed what he saw in the swamp a few days past, he used the gem and reburied it so as to not draw the dark riders of the empire upon him.  The party convinced him to lead them to the site where he witnessed some unspeakable horror, when following a dark-cloaked figure, that somehow was luring away villagers, including old man Kohn who could barely walk with a can and a grandchild to aid him, yet he followed the dark-cloaked one into the swamp unaided.  Unnatural.<br /> <br /> <br /> After Meng Dohz gathered a chain coif and sheathed sword from a hiding spot beneath his hut, the party was off on the 1-2 hour march depending on swamp conditions.<br /> About 30 minutes into the journey Amanda's sine-wave surveillance revealed Shenzi had abandoned her post as village sentry and followed the party into the gloom, hoping to join the rebels and see the empire quashed, and maybe to rescue her cousin who reportedly could control water. <br /> <br /> The party began to hear eerie chanting through the bog, Amanda flew ahead and realized the chant had some mind-bending effects, though she was mostly able to overcome them and scout that there were 20 cloaked figures arranged in a loose circle about a 7' dark stone obelisk that made one uneasy to look upon it and to try to decipher the arcane runes glowing slightly in the black-violet light of the dark candles burning about it.<br /> <br /> <br /> As the Ogre and General tried to slowly and stealthily approach, Amanda witnessed a large purple monstrosity soar down through the clouds and alight atop the obelisk, emitting a mind-rending shriek.  No matter how she tried to view the faces within the dark cloaks, even with her night-vision they were uncannily obscured and set her ill-at-ease to her core, something felt primordially wrong about witnessing them and their dark stone at all.<br /> Meng's morale was broken, the Ogre began to charge towards the violet light ahead as the general enchanted himself with surreal speed.<br /> <br /> As they approached the chanting circle an unnatural fog began to rapidly set in and the General suddenly heard charging hoof beats all around.  As he turned to witness a rider bearing down on him with needle-pointed lance, he crouched and severed the steeds' front legs with a great swing of his magical blade. The horse and rider tumbled headlong into the muck a tangle of crashing shrieks amidst the ever-droning chant.<br /> <br /> Amanda began to prepare to rain hell-fire from above amongst the chanters who had just raised, not hands but purple and green shimmering tentacle-clusters to the dark mutant grotesquerie they apparently worshiped as suddenly the chanting ceased...at least materially.  Yet it still droned on in Amanda's mind, or soul.  Most of the cloaked figures vanished, leaving their dark garb crumpling to the mud like a cheap magician's trick.  The few that remained, turned and began slowly shambling away from the stone.<br /> <br /> The creature atop the stone peered at Amanda with an eyeless maw writhing with amassed protuberances and a sickening malignance.  It took to the air towards her as riders and Kalon entered the circle together.<br /> <br /> <br /> Meanwhile, back at Sorcerer's isle, [Krokus] was awakened, hastily teleported to the deployment room by Siglarus, one of the elders.  He was told that the party was on mission and likely in need of assistance as they were unable to avoid the Emperor's detection.  Without pause for further advice, Krokus was teleported into a dark fog-laden swamp amid the sounds of battle.  Moving cautiously towards the larger sounds he momentarily saw a bursting fire-ball in the sky and hastened his pace while hearing hoof-beats all about and screams as Valligon cleft a Gray-cloaked wizards face and chased down a [Dark Templars] archer.<br /> <br /> <br /> Krokus also slew Templars as they accosted him, while Amanda flew and slung spells against the unnamable horror that pursued her through the sky, smashing her almost into unconsciousness above the hazy swamp below.  One of her spells misfired in her haste and chanting-obscured mental-state and a sun-bolt instead imbued a dark rider below with glowing white eyes, and a halo as though the sun perpetually shone upon him.  After a second sun-bolt seared through the wing-arm of the monstrosity, it directed it's ungraceful descent to the obelisk.  Amanda accelerated to race it, but it collided and unceremoniously wrapped the stone in its body, to vanish a moment later in a silent purple green lightning rend in reality.<br /> <br /> <br /> The sun-struck rider then approached Kalon who had just unhorsed another rider.  Sun-eyes claimed all this magic was against imperial will and must be crushed or taken into custody for study by the agents and alchemists of Kirin Toro.Kalon bargained that with the blessing of the sun's eternal life, they should be allowed to be about their business.  Another rider towing one of the dark-cloaked changers via chain around its neck from his horse's pommel casually approached the clearly scorched and battered Amanda, as she knelt to grab a dark candle and engage her ring.  <br /> <br /> Kalon recognizing that diplomacy with these magic facist zealots was going nowhere fast attempted awkwardly to spear sun-eyes, though the spear was defly parried and it's shaft hewn.  Kalon then used the hewn shaft to smash the shoulder of the unhorsed templar who attacked him, before the ogre dove across one of the piles of dark clothing left by a chanter.  He gathered it beneath him and engaged his ring.<br /> <br /> The general and Krokus mopped up a few more dark armored horsemen in the swamp at the perimeter of the circle, but did not engage the glowing rider and those in the circle, instead gathering what enchanted items they could from fallen templars and the gray-cloaked mage before engaging their rings and taking back what little they could to sorcerer's isle.<br /> <br /> Mission Accomplished?</div> Jesster https://gurth.johnmasterson.com/index.php?title=Warlocks&diff=10006 Warlocks 2021-01-02T20:12:27Z <p>Jesster: Undo revision 10005 by Jesster (talk)</p> <hr /> <div>[[Category:Campaigns]]<br /> ''An episodic campaign alternative to [[HotZone]].''<br /> <br /> == Setting ==<br /> <br /> 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.<br /> <br /> You are members of an elite team in service to the Iron Circle, responsible for seizing artifacts desired by the organization.<br /> <br /> == Characters ==<br /> <br /> * [[Krokus]] - played by Darren<br /> * [[Kalon]] - played by Blair<br /> * [[Krestifax]] - played by Josh<br /> * [[Rasha]] - played by [[User:Johnm|John]]<br /> * General [[Valligon]] - played by Ernest<br /> --<br /> * [[Aslar Ambrose]], - [[User:Melissa|Mel]]<br /> * [[Óðinn]], - [[User:Daniel.bowling|Dan]]<br /> * [[Cloch Mearog]], - [[User:Jesster|Jess]]<br /> * [[Shota]], - [[User:Brownt01|Traci]]<br /> * [[Amanda Mordred]], - [[User:Johnm|John]]<br /> * [[Tara.]], - [[User:Nate]]<br /> * [[Pixie]], - [[User:Brownt01|Traci]]<br /> * [[Boris]], - [[User:Brantdanger|Brant]]<br /> <br /> == Character Creation ==<br /> === Points ===<br /> <br /> * 350 points to spend<br /> * max 50 in disadvantages<br /> * max 150 in primary attributes<br /> <br /> === Race ===<br /> <br /> You may be human or elven, using the following template (from [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Fantasy.pdf GURPS Fantasy]):<br /> &lt;pre&gt;<br /> Attribute Modifiers: ST-1 [-10]; DX+1<br /> [20].<br /> Secondary Characteristic Modifiers:<br /> Per+1 [5].<br /> Advantages: Appearance (Attractive)<br /> [4]; Magery 0 [5]; Perfect Balance<br /> [15]; Telescopic Vision 1 [5];<br /> Unaging [15]; Voice [10].<br /> &lt;/pre&gt;<br /> <br /> === Background ===<br /> 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't &quot;good&quot; or &quot;evil&quot;, so you are probably not a black-hearted demon nor a cherubic do-gooder.<br /> <br /> The Iron Circle has little respect for individuals lacking significant magical awareness, and so everyone should have a minimum of '''2 levels of Magery'''. You also should know at least a couple spells, but can focus your points on brawn and gear if desired.<br /> <br /> By taking a 10-point Unusual Background and having a backstory for it, you may also each have '''one Exotic/Supernatural advantage''', ''subject to GM approval''. These all have the little lightning and alien icons next to their titles in the Characters book.<br /> <br /> === Spells ===<br /> <br /> Spells can get complicated fast. Limit your spells to one or two colleges. Be familiar with your arsenal, and be ready with a 'standard operating procedure' of how you use your favorite spells (maybe just one or two) so we don't get too bogged down with spell mechanics.<br /> <br /> <br /> === Equipment ===<br /> <br /> * Consider having a Wizard's Staff as describe in [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Magic.pdf Magic] on p 13.<br /> * 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 ''must be purchased with character points'', at a cost of 1 point per $1000 cost.<br /> * You may buy power stone(s) by ''spending 1 character point per power level'', with no maximum. Spending 20 points gets you a single 20 point powerstone, or two 10-point stones, etc.<br /> <br /> == Episodes ==<br /> <br /> <br /> === Thendar's Belt ===<br /> 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:<br /> [[Image:Ooinn.gif|150px|thumb|right|[[Óðinn]]]]<br /> 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's reason to believe that [[Thendar's Belt]], an ancient artifact that gives the wearer the power to dominate giants, explains the &quot;alliance&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.<br /> [[Image:Cloch2.jpg|150px|thumb|right|[[Cloch Mearog]]]]<br /> 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.<br /> [[Image:Wizard.jpg|150px|thumb|right|[[Aslar Ambrose]]]]<br /> They emerge near sunset fatigued and dehydrated (as usual) atop a 40' 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. <br /> [[Image:Elrid.jpg|150px|thumb|right|[[Elrid Grimhak]]]]<br /> [[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.<br /> <br /> 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. <br /> <br /> 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<br /> <br /> Meanwhile, the elders have stopped to provide aid to an elderly white wolf with a spear wound.<br /> <br /> 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.<br /> <br /> 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' tall giant. He returns, and all sleep until a bit past dawn.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Shota arrives and fires ice daggers into multiple combatants as the orcs' morale is broken and they begin to scatter.<br /> <br /> Cloch strips the [[Slog|orc leader]] and finds the fabled belt, worn ignorantly by the primitive subhuman.<br /> <br /> 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.<br /> <br /> <br /> ===Gargoyles===<br /> <br /> Run by Dan, synopsis here: [[Gargoyles]]<br /> <br /> === Dinosaurs ===<br /> <br /> Run by Traci.<br /> <br /> === The Teeth of Dalva-Nar ===<br /> <br /> [[Image:Dedilaeus.jpg|thumb|right|150px|[[Dedilaeus]]]]<br /> 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.<br /> <br /> 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's rope to assist the rest of the team.<br /> [[Image:Akhenaten.jpg|thumb|right|150px|[[Akhenaten]]]]<br /> <br /> <br /> 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.<br /> <br /> 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.<br /> <br /> <br /> The gates to [[Saint Norbert]] stand wide open, and the stench is detectable a half mile out. Dedilaeus navigates the party to the duke's castle. The drawbridge is up, and two face-masked guards stand in a booth near the sewage-filled moat.<br /> <br /> [[Image:Kiri.jpg|thumb|right|150px|[[Kiri]]]]<br /> [[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.<br /> [[Image:Ak-warrior.jpg|thumb|right|150px|[[Akhenaten]]'s zombies]]<br /> 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.<br /> <br /> With alchemists' 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.<br /> <br /> Finally, after killing more of the duke'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't be waiting around.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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: &quot;sisters! kill them all!&quot;<br /> <br /> 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's rain of fire are the creatures dispatched along with their hideous vulture-lions.<br /> <br /> While his black zombies are being slaughtered by Mord Sith mercenaries, [[Akhenaten]] slinks away into the trees.<br /> <br /> 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]]'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.<br /> <br /> === Grogle's Axe ===<br /> [[Image:Krokus.jpg|thumb|right|200px| [[Krokus]] ]]<br /> [[Image:Lila.jpg|thumb|right|200px| [[Kalon]] in [[Lila]]'s body]]<br /> 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:<br /> <br /> Yet another artifact capable of dominating giants has emerged. [[Grogle'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]].<br /> <br /> 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.<br /> <br /> Satisfied, [[Krokus]] gives [[Lulu]] a rough kiss and jumps through the [[Iron Gate]].<br /> <br /> [[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.<br /> <br /> The two emerge in a rough and rocky ravine through which a stinking creek flows. After explaining the body-switch, Kalon (in Lila's form) mounts Krokus' shoulders and they begin hiking upstream, where the raven has identified some human habitation.<br /> <br /> The creek is the tribe'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.<br /> <br /> 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's diplomacy prevails, and she agrees to a plan of subterfuge so as to increase her standing within the [[Iron Circle]].<br /> <br /> Kalon, as the horseclan warrior, carries the squirming Lila into the warriors' camp higher in the forested hills, announcing the seizure of &quot;booty&quot; for [[Kahn Sai]].<br /> <br /> Meanwhile, Krokus has allowed himself to be disarmed and is being led up to the camp as a prisoner. <br /> <br /> Kalon and Lila are allowed to enter the chief'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.<br /> <br /> 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.<br /> <br /> <br /> <br /> === Diadem of Sobki ===<br /> [[Image:croc-god.jpg|thumb|right|200px|[[Djoser]], now inhabited by [[Kalon]]]]<br /> [[Image:Krestifax.jpg|thumb|right|200px|[[Krestifax]]]]<br /> <br /> [[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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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]].<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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. <br /> <br /> 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.<br /> <br /> 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.<br /> <br /> <br /> === Nimlith Hills Magicks, Part One ===<br /> [[Image:Odbgen.jpg|thumb|right|200px|[[Odbgen]]]]<br /> [[Image:Ladylich.jpg|thumb|right|200px|[[Lake Nimlith Dark Queen]]]]<br /> <br /> 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.<br /> <br /> 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.<br /> 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's home.<br /> <br /> 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'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 &quot;dragon&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's chest, delivering a devastating blow if not mortal. The dragon retreats back into the waters.<br /> <br /> 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.<br /> <br /> They continue to Odbgen'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'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's subterfuge. He gives it to Rasha, stating that Rasha's aura stands out like a sore thumb, even in a magical forest, &quot;You're not sneaking up on anybody of importance.&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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Tomorrow, forces are gathered for an afternoon at the lake...<br /> <br /> === Nimlith Hills Magicks, Part Two ===<br /> <br /> The next day the group hikes from Odbgen'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.<br /> 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. <br /> <br /> <br /> XXX Under Construction XXX<br /> <br /> === The Shield of Zatilla ===<br /> [[Image:Despoiler.jpg|thumb|right|200px]]<br /> [[Image:Lulu.jpg|thumb|right|200px|[[Bellaluna]], fire-mage]]<br /> <br /> <br /> The Shield of Zatilla is the squad's next target, said to make its bearer impervious to attack. This time, the team includes [[Krokus]], [[Kalon]], [[Valligon]], [[Bellaluna]] (twin sister of [[Lulu]], and [[Willy]]. <br /> <br /> The team emerges with a thunderclap in the [[Zitijan Steppe]], beneath a steel gray sky, near a rutted wagon trail. <br /> <br /> '''Farid Maktal''' is here, driving a covered wagon, flanked by his mounted sons, each with a bow at the ready. [[Bellaluna]] and [[Willy]] employ their respective charms, and soon the group -- including a dozen girls from the back of the wagon -- is eating and drinking and learning of the '''Despoiler''', a horned beast that is carrying off women and girls. Farid is migrating his family to the big city in the south.<br /> <br /> The team bids Farid farewell and heads into the village, which shows no sign of activity as citizens huddle in their huts. Near the center, though, they find a tavern open, where a grizzled barkeep serves her fermented goat milk and agrees to rally a small force to assault the invaders.<br /> <br /> Before sunset, the group heads out, with [[Kalon]] eventually peeling away in his mysterious way.<br /> <br /> The rest of the group sneaks up on the Despoiler's army, which includes 40 orcs and 4 ogres. The Despoiler himself is 13' tall and half as wide, an enormous '''Minotaur''', currently snacking on the roasted carcass of a young girl. <br /> <br /> The team leads with alchemical grenades and explosive fireballs. The villagers send volleys of arrows, set afire by Willy's magic staff.<br /> <br /> Soon though, the melee begins. Krokus and the General spend the next 10 seconds hacking through orcflesh, casting corpses to either side.<br /> <br /> [[Willy]] chugs a potion and takes flight as [[Bellaluna]] uses her craft to set the Despoiler's head on fire.<br /> <br /> Meanwhile, [[Kalon]] teleports into position and attempts to master the Despoiler's soul. His necromancy fails, and recoils in horror.<br /> <br /> Now aloft, [[Willy]] rains down attacks, but the beast retaliates, cleaving Willy's leg from his body and causing him to withdraw to quaff a healing potion.<br /> <br /> Three ogres fall to massive belly wounds, courtesy of Krokus and Valligon. '''The fourth becomes Kalon's slave.'''<br /> <br /> Bellaluna reverts to spear-fighting, impaling multiple orcs, inspiring the survivors to begin their retreat.<br /> <br /> Recovering, [[Willy]] flies straight down for a crushing staff attack on the Despoiler's flaming skull, ending him.<br /> <br /> One by one, the team twists their rings, with [[Kalon]]-the-ogre carrying the artifact back to the [[Iron Circle]] for safe storage.<br /> <br /> Mission Accomplished.</div> Jesster https://gurth.johnmasterson.com/index.php?title=Warlocks&diff=10005 Warlocks 2021-01-02T20:11:13Z <p>Jesster: </p> <hr /> <div>[[Category:Campaigns]]<br /> ''An episodic campaign alternative to [[HotZone]].''<br /> <br /> == Setting ==<br /> <br /> 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.<br /> <br /> You are members of an elite team in service to the Iron Circle, responsible for seizing artifacts desired by the organization.<br /> <br /> == Characters ==<br /> <br /> * [[Krokus]] - played by Darren<br /> * [[Kalon]] - played by Blair<br /> * [[Krestifax]] - played by Josh<br /> * [[Rasha]] - played by [[User:Johnm|John]]<br /> * General [[Valligon]] - played by Ernest<br /> --<br /> * [[Aslar Ambrose]], - [[User:Melissa|Mel]]<br /> * [[Óðinn]], - [[User:Daniel.bowling|Dan]]<br /> * [[Cloch Mearog]], - [[User:Jesster|Jess]]<br /> * [[Shota]], - [[User:Brownt01|Traci]]<br /> * [[Amanda Mordred]], - [[User:Johnm|John]]<br /> * [[Tara.]], - [[User:Nate]]<br /> * [[Pixie]], - [[User:Brownt01|Traci]]<br /> * [[Boris]], - [[User:Brantdanger|Brant]]<br /> <br /> == Character Creation ==<br /> === Points ===<br /> <br /> * 350 points to spend<br /> * max 50 in disadvantages<br /> * max 150 in primary attributes<br /> <br /> === Race ===<br /> <br /> You may be human or elven, using the following template (from [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Fantasy.pdf GURPS Fantasy]):<br /> &lt;pre&gt;<br /> Attribute Modifiers: ST-1 [-10]; DX+1<br /> [20].<br /> Secondary Characteristic Modifiers:<br /> Per+1 [5].<br /> Advantages: Appearance (Attractive)<br /> [4]; Magery 0 [5]; Perfect Balance<br /> [15]; Telescopic Vision 1 [5];<br /> Unaging [15]; Voice [10].<br /> &lt;/pre&gt;<br /> <br /> === Background ===<br /> 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't &quot;good&quot; or &quot;evil&quot;, so you are probably not a black-hearted demon nor a cherubic do-gooder.<br /> <br /> The Iron Circle has little respect for individuals lacking significant magical awareness, and so everyone should have a minimum of '''2 levels of Magery'''. You also should know at least a couple spells, but can focus your points on brawn and gear if desired.<br /> <br /> By taking a 10-point Unusual Background and having a backstory for it, you may also each have '''one Exotic/Supernatural advantage''', ''subject to GM approval''. These all have the little lightning and alien icons next to their titles in the Characters book.<br /> <br /> === Spells ===<br /> <br /> Spells can get complicated fast. Limit your spells to one or two colleges. Be familiar with your arsenal, and be ready with a 'standard operating procedure' of how you use your favorite spells (maybe just one or two) so we don't get too bogged down with spell mechanics.<br /> <br /> <br /> === Equipment ===<br /> <br /> * Consider having a Wizard's Staff as describe in [http://books.johnmasterson.com/GURPS%20-%204th%20Edition%20-%20Magic.pdf Magic] on p 13.<br /> * 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 ''must be purchased with character points'', at a cost of 1 point per $1000 cost.<br /> * You may buy power stone(s) by ''spending 1 character point per power level'', with no maximum. Spending 20 points gets you a single 20 point powerstone, or two 10-point stones, etc.<br /> <br /> == Episodes ==<br /> <br /> <br /> === Thendar's Belt ===<br /> 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:<br /> [[Image:Ooinn.gif|150px|thumb|right|[[Óðinn]]]]<br /> 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's reason to believe that [[Thendar's Belt]], an ancient artifact that gives the wearer the power to dominate giants, explains the &quot;alliance&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.<br /> [[Image:Cloch2.jpg|150px|thumb|right|[[Cloch Mearog]]]]<br /> 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.<br /> [[Image:Wizard.jpg|150px|thumb|right|[[Aslar Ambrose]]]]<br /> They emerge near sunset fatigued and dehydrated (as usual) atop a 40' 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. <br /> [[Image:Elrid.jpg|150px|thumb|right|[[Elrid Grimhak]]]]<br /> [[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.<br /> <br /> 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. <br /> <br /> 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<br /> <br /> Meanwhile, the elders have stopped to provide aid to an elderly white wolf with a spear wound.<br /> <br /> 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.<br /> <br /> 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' tall giant. He returns, and all sleep until a bit past dawn.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Shota arrives and fires ice daggers into multiple combatants as the orcs' morale is broken and they begin to scatter.<br /> <br /> Cloch strips the [[Slog|orc leader]] and finds the fabled belt, worn ignorantly by the primitive subhuman.<br /> <br /> 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.<br /> <br /> <br /> ===Gargoyles===<br /> <br /> Run by Dan, synopsis here: [[Gargoyles]]<br /> <br /> === Dinosaurs ===<br /> <br /> Run by Traci.<br /> <br /> === The Teeth of Dalva-Nar ===<br /> <br /> [[Image:Dedilaeus.jpg|thumb|right|150px|[[Dedilaeus]]]]<br /> 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.<br /> <br /> 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's rope to assist the rest of the team.<br /> [[Image:Akhenaten.jpg|thumb|right|150px|[[Akhenaten]]]]<br /> <br /> <br /> 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.<br /> <br /> 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.<br /> <br /> <br /> The gates to [[Saint Norbert]] stand wide open, and the stench is detectable a half mile out. Dedilaeus navigates the party to the duke's castle. The drawbridge is up, and two face-masked guards stand in a booth near the sewage-filled moat.<br /> <br /> [[Image:Kiri.jpg|thumb|right|150px|[[Kiri]]]]<br /> [[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.<br /> [[Image:Ak-warrior.jpg|thumb|right|150px|[[Akhenaten]]'s zombies]]<br /> 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.<br /> <br /> With alchemists' 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.<br /> <br /> Finally, after killing more of the duke'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't be waiting around.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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: &quot;sisters! kill them all!&quot;<br /> <br /> 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's rain of fire are the creatures dispatched along with their hideous vulture-lions.<br /> <br /> While his black zombies are being slaughtered by Mord Sith mercenaries, [[Akhenaten]] slinks away into the trees.<br /> <br /> 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]]'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.<br /> <br /> === Grogle's Axe ===<br /> [[Image:Krokus.jpg|thumb|right|200px| [[Krokus]] ]]<br /> [[Image:Lila.jpg|thumb|right|200px| [[Kalon]] in [[Lila]]'s body]]<br /> 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:<br /> <br /> Yet another artifact capable of dominating giants has emerged. [[Grogle'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]].<br /> <br /> 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.<br /> <br /> Satisfied, [[Krokus]] gives [[Lulu]] a rough kiss and jumps through the [[Iron Gate]].<br /> <br /> [[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.<br /> <br /> The two emerge in a rough and rocky ravine through which a stinking creek flows. After explaining the body-switch, Kalon (in Lila's form) mounts Krokus' shoulders and they begin hiking upstream, where the raven has identified some human habitation.<br /> <br /> The creek is the tribe'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.<br /> <br /> 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's diplomacy prevails, and she agrees to a plan of subterfuge so as to increase her standing within the [[Iron Circle]].<br /> <br /> Kalon, as the horseclan warrior, carries the squirming Lila into the warriors' camp higher in the forested hills, announcing the seizure of &quot;booty&quot; for [[Kahn Sai]].<br /> <br /> Meanwhile, Krokus has allowed himself to be disarmed and is being led up to the camp as a prisoner. <br /> <br /> Kalon and Lila are allowed to enter the chief'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.<br /> <br /> 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.<br /> <br /> <br /> <br /> === Diadem of Sobki ===<br /> [[Image:croc-god.jpg|thumb|right|200px|[[Djoser]], now inhabited by [[Kalon]]]]<br /> [[Image:Krestifax.jpg|thumb|right|200px|[[Krestifax]]]]<br /> <br /> [[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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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]].<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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. <br /> <br /> 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.<br /> <br /> 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.<br /> <br /> <br /> === Nimlith Hills Magicks, Part One ===<br /> [[Image:Odbgen.jpg|thumb|right|200px|[[Odbgen]]]]<br /> [[Image:Ladylich.jpg|thumb|right|200px|[[Lake Nimlith Dark Queen]]]]<br /> <br /> 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.<br /> <br /> 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.<br /> 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's home.<br /> <br /> 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'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 &quot;dragon&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's chest, delivering a devastating blow if not mortal. The dragon retreats back into the waters.<br /> <br /> 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.<br /> <br /> They continue to Odbgen'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'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's subterfuge. He gives it to Rasha, stating that Rasha's aura stands out like a sore thumb, even in a magical forest, &quot;You're not sneaking up on anybody of importance.&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.<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> Tomorrow, forces are gathered for an afternoon at the lake...<br /> <br /> === Nimlith Hills Magicks, Part Two ===<br /> <br /> The next day the group hikes from Odbgen'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.<br /> 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. <br /> <br /> <br /> XXX Under Construction XXX<br /> <br /> === The Dark Obelisk ===<br /> Being hastily summoned to Lord Mordred late one night, ''&quot;We send you to the swamps of the distant land of Nouchi, where magic is hoarded by their God-emperor.  We seldom venture there for we need not draw his ire.  Even porting you in will likely draw his gaze.<br /> However,  our agents have found tell of a dark power, ancient beyond the age of the cosmos.   So mysterious and shrouded it evades our normal detection.   For centuries we thought it little more than folk lore or tales to control the ignorant masses,  but enough of these shreds of story coalesce when compared,  that we believe something sinister is behind them. <br /> <br /> As many of our previous attempts have failed to yield any concrete evidence we must move quickly and further illuminating you about our speculations cannot be risked. <br /> <br /> Know only that often these cults vanish as swiftly as your rings allow you to return here, though to where they go or how our scrying avails naught.  These cults often collect thralls for some dark purpose and it is of this collection or agent made us aware.  <br /> Seek out this cult, find for what shadowy purpose they collect people from the villages.<br /> <br /> Again, know that any magic in the [Empire of the Clouds] is often swiftly apprehended and captured for or destroyed by the will of the Empire. Discretion is highly advised.   Make haste. Be cautious.   Steel your wits and your nerve and bring back any hard evidence you can of this fell power for our further study.&quot;''<br /> <br /> <br /> He then faded into a blur as he incanted the teleportal spell which left the party in an inky black boggy fetid swamp.  [[Amanda Mordred]] was immediately unimpressed as her Valtuvian leather mid-heeled dress boots were spattered in muck.<br /> She floated up and over the cyprus and swamp brush to notice a starless, moonless overcast sky and some small lights in the distance.<br /> <br /> The party approached the lights through the dark swamp, guided by Amanda's night-vision spell.<br /> <br /> Approaching the lights, Amanda noticed a small dark-haired woman standing sentry to the village of raised grass and bamboo huts.  Thus they met Shenzi, who was awe-stricken by their magics and frightened by the &quot;oni&quot; or magical ogre, [Kalon] who used his sorcery to give them common speech.  <br /> She led the party to meet Meng Dohz, who Shenzi noted was always an unusual fisherman, but recently has been going mad, rambling late into the night in the language Amanda initially used to communicate to Shenzi before they began to understand one-another.<br /> <br /> Meng Dohz, though looking unrested and sickly was snoring as they approached his dark hut.  After rousing him, he was excited the Iron Ring came to rescue him and take him far from the horrors of the swamp where he was entrusted with a magic communication gem he kept buried under a stump off in the bog.  He was only to use the gem if magic returned to [Nouchi], the Empire of the Clouds.  When he witnessed what he saw in the swamp a few days past, he used the gem and reburied it so as to not draw the dark riders of the empire upon him.  The party convinced him to lead them to the site where he witnessed some unspeakable horror, when following a dark-cloaked figure, that somehow was luring away villagers, including old man Kohn who could barely walk with a can and a grandchild to aid him, yet he followed the dark-cloaked one into the swamp unaided.  Unnatural.<br /> <br /> <br /> After Meng Dohz gathered a chain coif and sheathed sword from a hiding spot beneath his hut, the party was off on the 1-2 hour march depending on swamp conditions.<br /> About 30 minutes into the journey Amanda's sine-wave surveillance revealed Shenzi had abandoned her post as village sentry and followed the party into the gloom, hoping to join the rebels and see the empire quashed, and maybe to rescue her cousin who reportedly could control water. <br /> <br /> The party began to hear eerie chanting through the bog, Amanda flew ahead and realized the chant had some mind-bending effects, though she was mostly able to overcome them and scout that there were 20 cloaked figures arranged in a loose circle about a 7' dark stone obelisk that made one uneasy to look upon it and to try to decipher the arcane runes glowing slightly in the black-violet light of the dark candles burning about it.<br /> <br /> <br /> As the Ogre and General tried to slowly and stealthily approach, Amanda witnessed a large purple monstrosity soar down through the clouds and alight atop the obelisk, emitting a mind-rending shriek.  No matter how she tried to view the faces within the dark cloaks, even with her night-vision they were uncannily obscured and set her ill-at-ease to her core, something felt primordially wrong about witnessing them and their dark stone at all.<br /> Meng's morale was broken, the Ogre began to charge towards the violet light ahead as the general enchanted himself with surreal speed.<br /> <br /> As they approached the chanting circle an unnatural fog began to rapidly set in and the General suddenly heard charging hoof beats all around.  As he turned to witness a rider bearing down on him with needle-pointed lance, he crouched and severed the steeds' front legs with a great swing of his magical blade. The horse and rider tumbled headlong into the muck a tangle of crashing shrieks amidst the ever-droning chant.<br /> <br /> Amanda began to prepare to rain hell-fire from above amongst the chanters who had just raised, not hands but purple and green shimmering tentacle-clusters to the dark mutant grotesquerie they apparently worshiped as suddenly the chanting ceased...at least materially.  Yet it still droned on in Amanda's mind, or soul.  Most of the cloaked figures vanished, leaving their dark garb crumpling to the mud like a cheap magician's trick.  The few that remained, turned and began slowly shambling away from the stone.<br /> <br /> The creature atop the stone peered at Amanda with an eyeless maw writhing with amassed protuberances and a sickening malignance.  It took to the air towards her as riders and Kalon entered the circle together.<br /> <br /> <br /> Meanwhile, back at Sorcerer's isle, [Krokus] was awakened, hastily teleported to the deployment room by Siglarus, one of the elders.  He was told that the party was on mission and likely in need of assistance as they were unable to avoid the Emperor's detection.  Without pause for further advice, Krokus was teleported into a dark fog-laden swamp amid the sounds of battle.  Moving cautiously towards the larger sounds he momentarily saw a bursting fire-ball in the sky and hastened his pace while hearing hoof-beats all about and screams as Valligon cleft a Gray-cloaked wizards face and chased down a [Dark Templars] archer.<br /> <br /> <br /> Krokus also slew Templars as they accosted him, while Amanda flew and slung spells against the unnamable horror that pursued her through the sky, smashing her almost into unconsciousness above the hazy swamp below.  One of her spells misfired in her haste and chanting-obscured mental-state and a sun-bolt instead imbued a dark rider below with glowing white eyes, and a halo as though the sun perpetually shone upon him.  After a second sun-bolt seared through the wing-arm of the monstrosity, it directed it's ungraceful descent to the obelisk.  Amanda accelerated to race it, but it collided and unceremoniously wrapped the stone in its body, to vanish a moment later in a silent purple green lightning rend in reality.<br /> <br /> <br /> The sun-struck rider then approached Kalon who had just unhorsed another rider.  Sun-eyes claimed all this magic was against imperial will and must be crushed or taken into custody for study by the agents and alchemists of Kirin Toro.Kalon bargained that with the blessing of the sun's eternal life, they should be allowed to be about their business.  Another rider towing one of the dark-cloaked changers via chain around its neck from his horse's pommel casually approached the clearly scorched and battered Amanda, as she knelt to grab a dark candle and engage her ring.  <br /> <br /> Kalon recognizing that diplomacy with these magic facist zealots was going nowhere fast attempted awkwardly to spear sun-eyes, though the spear was defly parried and it's shaft hewn.  Kalon then used the hewn shaft to smash the shoulder of the unhorsed templar who attacked him, before the ogre dove across one of the piles of dark clothing left by a chanter.  He gathered it beneath him and engaged his ring.<br /> <br /> The general and Krokus mopped up a few more dark armored horsemen in the swamp at the perimeter of the circle, but did not engage the glowing rider and those in the circle, instead gathering what enchanted items they could from fallen templars and the gray-cloaked mage before engaging their rings and taking back what little they could to sorcerer's isle.<br /> <br /> Mission Accomplished?</div> Jesster https://gurth.johnmasterson.com/index.php?title=File:Ol_gerdy.jpg&diff=9957 File:Ol gerdy.jpg 2020-09-28T19:18:29Z <p>Jesster: </p> <hr /> <div></div> Jesster https://gurth.johnmasterson.com/index.php?title=DeWayne&diff=9956 DeWayne 2020-09-28T19:18:07Z <p>Jesster: Created page with &quot;DeWayne is a name he gave himself after watching a number of old TV shows from millenia ago, where he also adopted a southern-&#039;merica accent from. The only real designation of...&quot;</p> <hr /> <div>DeWayne is a name he gave himself after watching a number of old TV shows from millenia ago, where he also adopted a southern-'merica accent from.<br /> The only real designation of this small humanoid bred for mining operations is a serial identifier: D31-877.<br /> He has dark flesh, an abnormally large head and eyes beneath dark bushy eye-brows that flair out to the sides of his balding scalp, much like his thick dark moustaches.<br /> Reaching only about 5 and a half feet tall toes to finger-tips, when stretching, he is an ideal candidate for compact mining mech piloting.<br /> <br /> <br /> Base-model and attachments for what Ol Gerdy started as, though DeWayne has made many modifications over the years to tailor the tool to specific tasks at various jobs. Many such custom features remain attached to Gerdy and can be brought to bear rapidly.<br /> <br /> [[Image:ol gerdy.jpg]]</div> Jesster https://gurth.johnmasterson.com/index.php?title=Edge_of_Space&diff=9955 Edge of Space 2020-09-28T19:11:58Z <p>Jesster: /* Characters */</p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> == Setting ==<br /> This is a TL 9-11 campaign. The year is 21,390,093.<br /> <br /> The slave world of [[Darkard]] on the edge of known space is owned by the [[Watari]] corporation. Dartarous (population 500) is a simple mining colony on this lonely planet, with a thin atmosphere and 150% Earth gravity. The founding leader of the colony is also named [[Dartarous]]. <br /> <br /> With their labor, many of the miners are paying ancestral debts accrued 80 years of war. Peace was achieved in this sector four years ago, but these miners are, in effect, enslaved.<br /> <br /> The mining operation has been going smoothly, with refined ores and alloys going to support [[Watari]]. <br /> <br /> Recently, however, evidence of an ancient civilization has been uncovered, and Watari is sending men and materials to unravel its mysteries. <br /> <br /> <br /> == Character Development ==<br /> <br /> These are 250 point characters with up to 100 points in Disadvantages and up to 100 points in Advantages.<br /> <br /> TL9 and TL10 equipment is allowed. TL11 is classified/military only and requires approval of the GM.<br /> <br /> You are ''probably'' human, but the GM is ready to entertain other sci-fi species, cyborgs, etc. Contact the GM for approval of your concept if you are going a non-human route.<br /> <br /> You have been working at the mine for at least two years, and have an ongoing Duty to support your leader [[Dartarous]]. You may be paying an ancestral debt accrued in the war, or you may be Watari corporate, or have a military background.<br /> <br /> You are '''required''' to have some sort of Mining expertise, whether it's Metallurgy or Mechanic or Management, etc.<br /> <br /> You are '''advised''' to select one or more of Engineering, Pilot, Navigation, Sensors, Military Rank, Leadership.<br /> <br /> == Characters ==<br /> <br /> * [[Jasmine]], John's synthetic companion<br /> *[[DeWayne]], Jess's mine-mech genious</div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9626 Crimson Squadron - a Star Wars campaign 2019-08-01T04:08:15Z <p>Jesster: </p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> [[BBOR9]] Former Docking bay engineer droid played by [[Daniel.bowling]]<br /> <br /> [[Pwando Duru]] Rough and tumble soldier played by [[Anthonius]]<br /> <br /> [[Dakotan]] Defecting Imperial Officer played by [[Brokunn]]<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.<br /> <br /> ===What Happened===<br /> Three of Crimson Squadron jumped to the coordinates; Marson and Dakotan in X-wing fighters and BBOR9 in an Arc170. As they approached, two patrolling TIE Fighters banked to close the distance. Before any comm was commenced, BBOR9 fired proton torpedoes at the lead TIE, who dodged. <br /> After a brief dog-fight the rebels were victorious and flew into the docking bay, led by Marson who blasted a parked imperial shuttle as he flew in. BBOR9 followed suit and laid into one of the 2 TIE fighters docked in the bay.<br /> <br /> As the rebels de-planed, the blast doors on the docking bay closed and Marson noticed two bodies in the adjoining control room.<br /> BBOR9 immediately approached the console and jacked in. He turned off the attack alert and re-opened the blast door.<br /> The party gathered and opened the control room door and Marson listened through with his cybernetic ear hearing little, other than the words &quot;doctor&quot; and &quot;escape&quot;. The door was opened with Marson kneeling ready to blast in the front. As the door opened, Dak shouted for whomever was in the room to cease and put their hands over their heads. One of the confused spacers within complied while the other charged Marson who dropped his blaster and grappled the man to the floor. <br /> <br /> After some commands from Dak and threatening motions from Marson's blaster, Bert and Clif complied. BBOR9 jacked into the control room console and downloaded schematics of the research facility and access logs and tapped into surveillance footage throughout the facility.<br /> <br /> While a plan was hatched, Marson boarded the damaged imperial shuttle and changed from his rebel flight suit into an imperial pilot jumpsuit.<br /> <br /> After finding the doctor via video surveillance in the ante-chamber of the latrine, Dak and Marson had Bert lead them through the facility to her via maintenance tunnels, while BBOR9 and Clif surveilled and unlocked doors from the docking bay command room.<br /> <br /> Passing through the mess hall and into the kitchen the trio picked up a trail of concerned facility workers. Dak and Bert talked them down, then Bert led the rebels through the walk-in cooler to maintenance and machinery tunnels behind the walls of the facility. Behind the walls, the remote support of BBOR9 was crippled. After Bert made an educated guess at the proper door Marson listened and heard two sets of footsteps. Assuming them Dr. Carelle and her aide, the opened the maintenance door and entered the hallway to find imperial midshipman Shneel with a woman. Dak ordered him to stop and for the woman to come with him, then asked Shneel if the woman was &quot;the target&quot;. Shneel gave a suspicious look and asked the Captain if he had been properly briefed. Dak asked for an update and as Shneel stepped back and reached for his comm, Marson quick-drew his blaster as Dak shouted for him to stop and drop the comm, noting that their comms had been compromised by imperial technicians and were not to be used under any circumstance. That's why Dak and his pilot accomplice where not fully briefed. Dak then ordered Shneel and the woman to join him while Marson and Bert cleared the latrine for any stragglers. They convinced the Dr. to follow them back to the bay to get away. Carelle was relieved her dated rebel encryption worked. <br /> The party opted to have BBOR9 lead them through the corridors via surveillance and door locking rather than going back through potentially hazardous maintenance tunnels. <br /> Rounding once corner, they group encountered two storm troopers carrying crates of research equipment. Dak convinced them to move along, as they were and the group reached the docking bay control room.<br /> Dak dismissed Shneel to the &quot;lower level&quot; and watched him confusedly go back down the hall into the facility. <br /> The group debated which ship(s) to take and settled on the supply freighter after noting the imperial shuttle though shielded and more luxurious had no hyperdrive and was unable to jump back to Station76. <br /> As the group loaded into the light freighter and strapped into some make shift seating, Dak and Clif and Bert (debating to stay or go) saw Shneel lead 4 storm troopers into the bay, pointing at the ship as BBOR9 fired it up. Seeing Dak and Marson in imperial attire confused the troopers, despite the anxious pleas of the Mid-shipman. Dak yelled that rebels were infiltrating the facility and pointed behind the troopers. <br /> Marson dove out of the closing freighter ramp as Bert, Dak and Clif scrambled in and the troopers advanced leveling their blaster rifles. <br /> They fired on the two ships' cock-pits as Marson fired up his x-wing and blasted out of the bay, followed by BBOR9 sloppily knocking over a parked TIE and bumping the left x-wing. As Marson wheeled his X-wing back executing a Koiogran turn to provide cover the single remaining TIE took flight to give chase. BBOR9 wasted no time using his lightning calculator and ship engineering to rapidly jump to hyperspace and back to station 76, followed shortly by Marson in his X-wing.<br /> <br /> While the researcher and two of her aids were recovered, two rebel fighters, complete with jump drives and recent coordinates were left behind.<br /> BBOR9's data scrape revealed that the Captain deployed to the facility was known to mostly have experience on planet-side operations and his escort's IDs indicate they were all academy trainees. There's hope that they neither have the experience to fly the left ships or the know-how to harvest data from them.<br /> <br /> <br /> ==Mission Two==<br /> <br /> Kardon Brigg, your “Commanding Officer” at Station 76 was pleased you brought in Doctor Carelle, and she and her assistants have been assets already to helping keep Station 76 off of imperial radars. <br /> He calls you into his office for a meeting.<br /> <br /> ''“We’ve been farming information brokers all over to find the ARC 170 and x-wings you left behind, and to gather intel about the Doctor’s research and it’s whereabouts. We haven’t gotten a bead on the x-wing and suspect the empire still has it within their iron grasp. However, the ARC has popped up on planet-side on Plooruu, a small jungle planet in the same system as the research station. Plooru is known as a vicious place for both its wildlife and the mercenaries who frequent it. We have a man on ground, an ex-soldier named Pwando Duru. You’re to meet him in a cantina in a cliffside “resort,” then work your way back through a bit of the jungle to where we believe the ARC is. We’re going to send you with a cred-card loaded with enough we hope you can buy it back. Bring it home if you can, or find out who has it. That ARC was a versatile combat fighter we want back, starships are expensive, but so are talented pilots. Be careful about engaging any combat down there. May the Force be with you”''<br /> <br /> Dr. Carelle has been able to modify Imperial sensor jammer tech and equip your ships with it, so it should give you a bit of an edge if you end up in future dog fights.<br /> Rebel techs have also equipped a YT 2400 freighter for you to take down along with Marson`s x-wing. <br /> <br /> You start parked in a clearing with a few yacht-type vessels overwatched by a couple security droids , here the jungle has been cut back and hemmed out with 20 ft-tall electro-fencing below an elaborate cliff-side building some 200 feet above. From the exterior the resort resembles a bunch of black and gold bubbles erupting from greenery and cascading waterfalls.<br /> <br /> <br /> ===What Happened===<br /> [[Bbor9]] and [[Dakotan]] gathered a bit more info from Kardon before leaving their ships in the &quot;parking garage&quot; and heading into the resort entrance, past security droids and a gamorian guard in front of the elevators. They chose to stop in the Cantina floor where they were to meet up with [[Pwando Duru]].<br /> BBOR9 chats with modified medical droid, DishDroid 9000 while Dakotan and Pwando go up to casino to rent a skiff to take into through the jungle to the &quot;dark back alley&quot; above the resort.<br /> <br /> Following his intuition, Dakotan drove them through the lush jungle in what could only be described as a jungle tunnel to a smokey dusky semi-cleared camp-ground with a few tents and star-ships and many shadowy figures with cold glares for the new-comers. As they slowly cruised about looking for the &quot;missing&quot; ship, a Daveronian zipped up along-side them on a speeder bike. Kweel Matock introduced himself from behind his giant magnifying goggles and offered to broker a meeting for them with the ship owners, for a price. [[Image:Kweel.jpg|thumb|right|300px|]]<br /> <br /> After a brief meeting interrupting the loading of munitions to the ARC as well as a B-wing and another scum ship, the mercenaries were disinclined to sell for Dak's offers. Pwando pulled his blaster rifle and began his style of negotiations.<br /> <br /> There was a brief fire-fight resulting in Dak waving a stolen sword as he peeled around the landing zone on the rented land speeder with Kweel in tow, while BBOR9 took flight in the ARC and blasted down the b-wing just as it began to lift off. That happened after BBOR9 grabbed the armed thermonuclear detonator from the mercenary boss and tossed it at the parked b-wing.<br /> <br /> Pwando continued gunning and beating down mercenaries until he also boarded one of their ships and all flew down to the landing bay in front of the resort, where they left the stolen mercenary ship before flying their ship and the ARC into space. They dropped Kweel Matock off on a nearby planet before returning to base along with an encrypted datapad off of the mercenary boss who Kweel reported was in the employ of the Hutt cartel.<br /> <br /> ==Mission Three==<br /> Later that day, you are summoned to Commander Brigg’s meeting room. <br /> <br /> '' “We’re sending you in to recover the scum fighter from the Plooruu resort landing platform. Be sure to do a thorough check for any trackers on the ship before taking flight. While we hope to use the attained vessel as a bargaining chip, we do not want to compromise our location.”''<br /> <br /> ''“As a precautionary measure and to assist a well-respected rebel, we are sending you to rendezvous with a reliable Rebel pilot on your way back. You will be escorting him to our hidden base here. He recently fled a dogfight with imperials. Pretty banged up and wanting to ensure he lost any tails, he has been hiding out amidst a very dense asteroid field a short distance from Plooruu repairing his ship. You’ll rendezvous with him and share jump coordinates.”''<br /> <br /> ''&quot;We don’t want any more bad blood with the Hutt cartel, so we’re outfitting your fighters with a primarily non-lethal load-out. Please destroy other cartel ships only as a last resort.&quot; '''<br /> <br /> ===What Happened===<br /> Bacta patches for Pwando.<br /> Gear up for possible skirmish at landing pad, including med-kit.<br /> Some 8 hours after the battle on Plooruu, three rebels return. <br /> Fly in and park opposite-facing to watch each other. Pwando and Dak cautiously inspect the mercenary fighter for tracking beacons or obvious sabotage while Marson watches from the cockpit of his A-wing.<br /> Eventually, Pwando fires up the engines and Dak returns to his y-wing and three leave the planet and have an uneventful flight a couple hours to the dense asteroid ring.<br /> As the three weave their fighters throughout the asteroids, scanning comm channels for the waylaid rebel, they notice their being followed and hailed by a giant YV-666 freighter. <br /> <br /> Pick up broadcast from a female voice: ''&quot;I want only the stolen property and the thief. You othersmay leave in peace...or die as accomplices to the theft of my employers property. As of yet, you have no bounties I am aware of.&quot;''<br /> Dak replied with &quot;Not yet!&quot; before wheeling to bear down on the freighter.<br /> <br /> Dogfight ensues.<br /> As she follows and fires upon rebels, Pwando screams into his comm his frustrations with the hidden rebel rendezvous moments before the comm static is broken by a wailing roar ''“Wrraaahaah!” “He says watch your back, you’re being tailed by a bounty hunter!”'' The sparking and crippled Millenium Falcon had been revealed.<br /> <br /> Brief battle with many forms of ionization of the freighter, largely rendering it incapable of being much of a threat.<br /> <br /> Just as jump coordinates were shared, a small modified fighter jettisoned from the freighter to engage the rebels. They began their leaps to light-speed with Pwando narrowly evading a swarm of missiles fired by the pursuing bounty hunter.<br /> <br /> Back at Station 76 a small heavy lock box was delivered to Briggs from the mercenary fighter.<br /> <br /> Han and Chewy mentioned the narrow escape from Latts Razzi and Han noted that he hoped she wasn't survieling comms when they passed over jump coords. Briggs spun on his heel and began chattering into his comm unit as he walked away from the party...<br /> <br /> ==Mission Four==<br /> <br /> After a few moments of chit-chat among the party Han and his hairy friend wandered off following your directions on how to get to the non-secret side of the fueling station to get a decent meal. Minutes later Commander Briggs turned back to those of you who remained. <br /> <br /> ''“Go move the ships you just brought in immediately to the public side of the station, refuel and be ready for anything. Where’d that nerf-herder get off to?”''<br /> <br /> You told Briggs and he purposefully strode off after Han.<br /> <br /> You quickly gathered your things and made way back to your ships, which you then took around the station and dock public-side. Shortly after fueling up, the Falcon came around as well. A brooding Han finds you all and noted that Briggs has ordered him to immediately take you all out for what he refers to as a “joy ride” for a few days to ensure you weren’t tailed, and if you were, to lead the hunters off away from the hidden base. <br /> <br /> ''“The techs had just started tearing into the falcon’s comm array, jump coordinator, and targeting systems, all damaged in our skirmish with the empire, I guess we’ll be hauling a droid to try and repair some of it while we fly. Still no decent meal.”''<br /> <br /> You all mount up and follow him out into the stars...</div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9622 Crimson Squadron - a Star Wars campaign 2019-07-16T19:03:06Z <p>Jesster: /* Mission Three */</p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> [[BBOR9]] Former Docking bay engineer droid played by [[Daniel.bowling]]<br /> <br /> [[Pwando Duru]] Rough and tumble soldier played by [[Anthonius]]<br /> <br /> [[Dakotan]] Defecting Imperial Officer played by [[Brokunn]]<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.<br /> <br /> ===What Happened===<br /> Three of Crimson Squadron jumped to the coordinates; Marson and Dakotan in X-wing fighters and BBOR9 in an Arc170. As they approached, two patrolling TIE Fighters banked to close the distance. Before any comm was commenced, BBOR9 fired proton torpedoes at the lead TIE, who dodged. <br /> After a brief dog-fight the rebels were victorious and flew into the docking bay, led by Marson who blasted a parked imperial shuttle as he flew in. BBOR9 followed suit and laid into one of the 2 TIE fighters docked in the bay.<br /> <br /> As the rebels de-planed, the blast doors on the docking bay closed and Marson noticed two bodies in the adjoining control room.<br /> BBOR9 immediately approached the console and jacked in. He turned off the attack alert and re-opened the blast door.<br /> The party gathered and opened the control room door and Marson listened through with his cybernetic ear hearing little, other than the words &quot;doctor&quot; and &quot;escape&quot;. The door was opened with Marson kneeling ready to blast in the front. As the door opened, Dak shouted for whomever was in the room to cease and put their hands over their heads. One of the confused spacers within complied while the other charged Marson who dropped his blaster and grappled the man to the floor. <br /> <br /> After some commands from Dak and threatening motions from Marson's blaster, Bert and Clif complied. BBOR9 jacked into the control room console and downloaded schematics of the research facility and access logs and tapped into surveillance footage throughout the facility.<br /> <br /> While a plan was hatched, Marson boarded the damaged imperial shuttle and changed from his rebel flight suit into an imperial pilot jumpsuit.<br /> <br /> After finding the doctor via video surveillance in the ante-chamber of the latrine, Dak and Marson had Bert lead them through the facility to her via maintenance tunnels, while BBOR9 and Clif surveilled and unlocked doors from the docking bay command room.<br /> <br /> Passing through the mess hall and into the kitchen the trio picked up a trail of concerned facility workers. Dak and Bert talked them down, then Bert led the rebels through the walk-in cooler to maintenance and machinery tunnels behind the walls of the facility. Behind the walls, the remote support of BBOR9 was crippled. After Bert made an educated guess at the proper door Marson listened and heard two sets of footsteps. Assuming them Dr. Carelle and her aide, the opened the maintenance door and entered the hallway to find imperial midshipman Shneel with a woman. Dak ordered him to stop and for the woman to come with him, then asked Shneel if the woman was &quot;the target&quot;. Shneel gave a suspicious look and asked the Captain if he had been properly briefed. Dak asked for an update and as Shneel stepped back and reached for his comm, Marson quick-drew his blaster as Dak shouted for him to stop and drop the comm, noting that their comms had been compromised by imperial technicians and were not to be used under any circumstance. That's why Dak and his pilot accomplice where not fully briefed. Dak then ordered Shneel and the woman to join him while Marson and Bert cleared the latrine for any stragglers. They convinced the Dr. to follow them back to the bay to get away. Carelle was relieved her dated rebel encryption worked. <br /> The party opted to have BBOR9 lead them through the corridors via surveillance and door locking rather than going back through potentially hazardous maintenance tunnels. <br /> Rounding once corner, they group encountered two storm troopers carrying crates of research equipment. Dak convinced them to move along, as they were and the group reached the docking bay control room.<br /> Dak dismissed Shneel to the &quot;lower level&quot; and watched him confusedly go back down the hall into the facility. <br /> The group debated which ship(s) to take and settled on the supply freighter after noting the imperial shuttle though shielded and more luxurious had no hyperdrive and was unable to jump back to Station76. <br /> As the group loaded into the light freighter and strapped into some make shift seating, Dak and Clif and Bert (debating to stay or go) saw Shneel lead 4 storm troopers into the bay, pointing at the ship as BBOR9 fired it up. Seeing Dak and Marson in imperial attire confused the troopers, despite the anxious pleas of the Mid-shipman. Dak yelled that rebels were infiltrating the facility and pointed behind the troopers. <br /> Marson dove out of the closing freighter ramp as Bert, Dak and Clif scrambled in and the troopers advanced leveling their blaster rifles. <br /> They fired on the two ships' cock-pits as Marson fired up his x-wing and blasted out of the bay, followed by BBOR9 sloppily knocking over a parked TIE and bumping the left x-wing. As Marson wheeled his X-wing back executing a Koiogran turn to provide cover the single remaining TIE took flight to give chase. BBOR9 wasted no time using his lightning calculator and ship engineering to rapidly jump to hyperspace and back to station 76, followed shortly by Marson in his X-wing.<br /> <br /> While the researcher and two of her aids were recovered, two rebel fighters, complete with jump drives and recent coordinates were left behind.<br /> BBOR9's data scrape revealed that the Captain deployed to the facility was known to mostly have experience on planet-side operations and his escort's IDs indicate they were all academy trainees. There's hope that they neither have the experience to fly the left ships or the know-how to harvest data from them.<br /> <br /> <br /> ==Mission Two==<br /> <br /> Kardon Brigg, your “Commanding Officer” at Station 76 was pleased you brought in Doctor Carelle, and she and her assistants have been assets already to helping keep Station 76 off of imperial radars. <br /> He calls you into his office for a meeting.<br /> <br /> ''“We’ve been farming information brokers all over to find the ARC 170 and x-wings you left behind, and to gather intel about the Doctor’s research and it’s whereabouts. We haven’t gotten a bead on the x-wing and suspect the empire still has it within their iron grasp. However, the ARC has popped up on planet-side on Plooruu, a small jungle planet in the same system as the research station. Plooru is known as a vicious place for both its wildlife and the mercenaries who frequent it. We have a man on ground, an ex-soldier named Pwando Duru. You’re to meet him in a cantina in a cliffside “resort,” then work your way back through a bit of the jungle to where we believe the ARC is. We’re going to send you with a cred-card loaded with enough we hope you can buy it back. Bring it home if you can, or find out who has it. That ARC was a versatile combat fighter we want back, starships are expensive, but so are talented pilots. Be careful about engaging any combat down there. May the Force be with you”''<br /> <br /> Dr. Carelle has been able to modify Imperial sensor jammer tech and equip your ships with it, so it should give you a bit of an edge if you end up in future dog fights.<br /> Rebel techs have also equipped a YT 2400 freighter for you to take down along with Marson`s x-wing. <br /> <br /> You start parked in a clearing with a few yacht-type vessels overwatched by a couple security droids , here the jungle has been cut back and hemmed out with 20 ft-tall electro-fencing below an elaborate cliff-side building some 200 feet above. From the exterior the resort resembles a bunch of black and gold bubbles erupting from greenery and cascading waterfalls.<br /> <br /> <br /> ===What Happened===<br /> [[Bbor9]] and [[Dakotan]] gathered a bit more info from Kardon before leaving their ships in the &quot;parking garage&quot; and heading into the resort entrance, past security droids and a gamorian guard in front of the elevators. They chose to stop in the Cantina floor where they were to meet up with [[Pwando Duru]].<br /> BBOR9 chats with modified medical droid, DishDroid 9000 while Dakotan and Pwando go up to casino to rent a skiff to take into through the jungle to the &quot;dark back alley&quot; above the resort.<br /> <br /> Following his intuition, Dakotan drove them through the lush jungle in what could only be described as a jungle tunnel to a smokey dusky semi-cleared camp-ground with a few tents and star-ships and many shadowy figures with cold glares for the new-comers. As they slowly cruised about looking for the &quot;missing&quot; ship, a Daveronian zipped up along-side them on a speeder bike. Kweel Matock introduced himself from behind his giant magnifying goggles and offered to broker a meeting for them with the ship owners, for a price. [[Image:Kweel.jpg|thumb|right|300px|]]<br /> <br /> After a brief meeting interrupting the loading of munitions to the ARC as well as a B-wing and another scum ship, the mercenaries were disinclined to sell for Dak's offers. Pwando pulled his blaster rifle and began his style of negotiations.<br /> <br /> There was a brief fire-fight resulting in Dak waving a stolen sword as he peeled around the landing zone on the rented land speeder with Kweel in tow, while BBOR9 took flight in the ARC and blasted down the b-wing just as it began to lift off. That happened after BBOR9 grabbed the armed thermonuclear detonator from the mercenary boss and tossed it at the parked b-wing.<br /> <br /> Pwando continued gunning and beating down mercenaries until he also boarded one of their ships and all flew down to the landing bay in front of the resort, where they left the stolen mercenary ship before flying their ship and the ARC into space. They dropped Kweel Matock off on a nearby planet before returning to base along with an encrypted datapad off of the mercenary boss who Kweel reported was in the employ of the Hutt cartel.<br /> <br /> ==Mission Three==<br /> Later that day, you are summoned to Commander Brigg’s meeting room. <br /> <br /> '' “We’re sending you in to recover the scum fighter from the Plooruu resort landing platform. Be sure to do a thorough check for any trackers on the ship before taking flight. While we hope to use the attained vessel as a bargaining chip, we do not want to compromise our location.”''<br /> <br /> ''“As a precautionary measure and to assist a well-respected rebel, we are sending you to rendezvous with a reliable Rebel pilot on your way back. You will be escorting him to our hidden base here. He recently fled a dogfight with imperials. Pretty banged up and wanting to ensure he lost any tails, he has been hiding out amidst a very dense asteroid field a short distance from Plooruu repairing his ship. You’ll rendezvous with him and share jump coordinates.”''<br /> <br /> ''&quot;We don’t want any more bad blood with the Hutt cartel, so we’re outfitting your fighters with a primarily non-lethal load-out. Please destroy other cartel ships only as a last resort.&quot; '''<br /> <br /> ===What Happened===<br /> Bacta patches for Pwando.<br /> Gear up for possible skirmish at landing pad, including med-kit.<br /> Some 8 hours after the battle on Plooruu, three rebels return. <br /> Fly in and park opposite-facing to watch each other. Pwando and Dak cautiously inspect the mercenary fighter for tracking beacons or obvious sabotage while Marson watches from the cockpit of his A-wing.<br /> Eventually, Pwando fires up the engines and Dak returns to his y-wing and three leave the planet and have an uneventful flight a couple hours to the dense asteroid ring.<br /> As the three weave their fighters throughout the asteroids, scanning comm channels for the waylaid rebel, they notice their being followed and hailed by a giant YV-666 freighter. <br /> <br /> Pick up broadcast from a female voice: ''&quot;I want only the stolen property and the thief. You othersmay leave in peace...or die as accomplices to the theft of my employers property. As of yet, you have no bounties I am aware of.&quot;''<br /> Dak replied with &quot;Not yet!&quot; before wheeling to bear down on the freighter.<br /> <br /> Dogfight ensues.<br /> As she follows and fires upon rebels, Pwando screams into his comm his frustrations with the hidden rebel rendezvous moments before the comm static is broken by a wailing roar ''“Wrraaahaah!” “He says watch your back, you’re being tailed by a bounty hunter!”'' The sparking and crippled Millenium Falcon had been revealed.<br /> <br /> Brief battle with many forms of ionization of the freighter, largely rendering it incapable of being much of a threat.<br /> <br /> Just as jump coordinates were shared, a small modified fighter jettisoned from the freighter to engage the rebels. They began their leaps to light-speed with Pwando narrowly evading a swarm of missiles fired by the pursuing bounty hunter.<br /> <br /> Back at Station 76 a small heavy lock box was delivered to Briggs from the mercenary fighter.<br /> <br /> Han and Chewy mentioned the narrow escape from Latts Razzi and Han noted that he hoped she wasn't survieling comms when they passed over jump coords. Briggs spun on his heel and began chattering into his comm unit as he walked away from the party...<br /> <br /> ==Mission Four==<br /> <br /> After a few moments of chit-chat and telling Han and his hairy friend how to get to the non-secret side of the fueling station to get a decent meal, Commander Briggs turns back to those of you who remain. <br /> <br /> ''“Go move the ships you just brought in immediately to the public side of the station, refuel and be ready for anything. Where’d that nerf-herder get off to?”''<br /> <br /> You tell Briggs and he purposefully strode off after Han.<br /> <br /> You quickly gather your things and make way back to your ships, which you then take around the station and dock public-side. Shortly after fueling up, the Falcon comes around as well. A brooding Han finds you all and notes that Briggs has ordered him to immediately take you all out for what he refers to as a “joy ride” for a few days to ensure you weren’t tailed, and if you were, to lead the hunters off away from the hidden base. <br /> <br /> ''“The techs had just started tearing into the falcon’s comm array, jump coordinator, and targeting systems, all damaged in our skirmish with the empire, I guess we’ll be hauling a droid to try and repair some of it while we fly. Still no decent meal.”''</div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9595 Crimson Squadron - a Star Wars campaign 2019-07-08T19:45:17Z <p>Jesster: /* What Happened */</p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> [[BBOR9]] Former Docking bay engineer droid played by [[Daniel.bowling]]<br /> <br /> [[Pwando Duru]] Rough and tumble soldier played by [[Anthonius]]<br /> <br /> [[Dakotan]] Defecting Imperial Officer played by [[Brokunn]]<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.<br /> <br /> ===What Happened===<br /> Three of Crimson Squadron jumped to the coordinates; Marson and Dakotan in X-wing fighters and BBOR9 in an Arc170. As they approached, two patrolling TIE Fighters banked to close the distance. Before any comm was commenced, BBOR9 fired proton torpedoes at the lead TIE, who dodged. <br /> After a brief dog-fight the rebels were victorious and flew into the docking bay, led by Marson who blasted a parked imperial shuttle as he flew in. BBOR9 followed suit and laid into one of the 2 TIE fighters docked in the bay.<br /> <br /> As the rebels de-planed, the blast doors on the docking bay closed and Marson noticed two bodies in the adjoining control room.<br /> BBOR9 immediately approached the console and jacked in. He turned off the attack alert and re-opened the blast door.<br /> The party gathered and opened the control room door and Marson listened through with his cybernetic ear hearing little, other than the words &quot;doctor&quot; and &quot;escape&quot;. The door was opened with Marson kneeling ready to blast in the front. As the door opened, Dak shouted for whomever was in the room to cease and put their hands over their heads. One of the confused spacers within complied while the other charged Marson who dropped his blaster and grappled the man to the floor. <br /> <br /> After some commands from Dak and threatening motions from Marson's blaster, Bert and Clif complied. BBOR9 jacked into the control room console and downloaded schematics of the research facility and access logs and tapped into surveillance footage throughout the facility.<br /> <br /> While a plan was hatched, Marson boarded the damaged imperial shuttle and changed from his rebel flight suit into an imperial pilot jumpsuit.<br /> <br /> After finding the doctor via video surveillance in the ante-chamber of the latrine, Dak and Marson had Bert lead them through the facility to her via maintenance tunnels, while BBOR9 and Clif surveilled and unlocked doors from the docking bay command room.<br /> <br /> Passing through the mess hall and into the kitchen the trio picked up a trail of concerned facility workers. Dak and Bert talked them down, then Bert led the rebels through the walk-in cooler to maintenance and machinery tunnels behind the walls of the facility. Behind the walls, the remote support of BBOR9 was crippled. After Bert made an educated guess at the proper door Marson listened and heard two sets of footsteps. Assuming them Dr. Carelle and her aide, the opened the maintenance door and entered the hallway to find imperial midshipman Shneel with a woman. Dak ordered him to stop and for the woman to come with him, then asked Shneel if the woman was &quot;the target&quot;. Shneel gave a suspicious look and asked the Captain if he had been properly briefed. Dak asked for an update and as Shneel stepped back and reached for his comm, Marson quick-drew his blaster as Dak shouted for him to stop and drop the comm, noting that their comms had been compromised by imperial technicians and were not to be used under any circumstance. That's why Dak and his pilot accomplice where not fully briefed. Dak then ordered Shneel and the woman to join him while Marson and Bert cleared the latrine for any stragglers. They convinced the Dr. to follow them back to the bay to get away. Carelle was relieved her dated rebel encryption worked. <br /> The party opted to have BBOR9 lead them through the corridors via surveillance and door locking rather than going back through potentially hazardous maintenance tunnels. <br /> Rounding once corner, they group encountered two storm troopers carrying crates of research equipment. Dak convinced them to move along, as they were and the group reached the docking bay control room.<br /> Dak dismissed Shneel to the &quot;lower level&quot; and watched him confusedly go back down the hall into the facility. <br /> The group debated which ship(s) to take and settled on the supply freighter after noting the imperial shuttle though shielded and more luxurious had no hyperdrive and was unable to jump back to Station76. <br /> As the group loaded into the light freighter and strapped into some make shift seating, Dak and Clif and Bert (debating to stay or go) saw Shneel lead 4 storm troopers into the bay, pointing at the ship as BBOR9 fired it up. Seeing Dak and Marson in imperial attire confused the troopers, despite the anxious pleas of the Mid-shipman. Dak yelled that rebels were infiltrating the facility and pointed behind the troopers. <br /> Marson dove out of the closing freighter ramp as Bert, Dak and Clif scrambled in and the troopers advanced leveling their blaster rifles. <br /> They fired on the two ships' cock-pits as Marson fired up his x-wing and blasted out of the bay, followed by BBOR9 sloppily knocking over a parked TIE and bumping the left x-wing. As Marson wheeled his X-wing back executing a Koiogran turn to provide cover the single remaining TIE took flight to give chase. BBOR9 wasted no time using his lightning calculator and ship engineering to rapidly jump to hyperspace and back to station 76, followed shortly by Marson in his X-wing.<br /> <br /> While the researcher and two of her aids were recovered, two rebel fighters, complete with jump drives and recent coordinates were left behind.<br /> BBOR9's data scrape revealed that the Captain deployed to the facility was known to mostly have experience on planet-side operations and his escort's IDs indicate they were all academy trainees. There's hope that they neither have the experience to fly the left ships or the know-how to harvest data from them.<br /> <br /> <br /> ==Mission Two==<br /> <br /> Kardon Brigg, your “Commanding Officer” at Station 76 was pleased you brought in Doctor Carelle, and she and her assistants have been assets already to helping keep Station 76 off of imperial radars. <br /> He calls you into his office for a meeting.<br /> <br /> ''“We’ve been farming information brokers all over to find the ARC 170 and x-wings you left behind, and to gather intel about the Doctor’s research and it’s whereabouts. We haven’t gotten a bead on the x-wing and suspect the empire still has it within their iron grasp. However, the ARC has popped up on planet-side on Plooruu, a small jungle planet in the same system as the research station. Plooru is known as a vicious place for both its wildlife and the mercenaries who frequent it. We have a man on ground, an ex-soldier named Pwando Duru. You’re to meet him in a cantina in a cliffside “resort,” then work your way back through a bit of the jungle to where we believe the ARC is. We’re going to send you with a cred-card loaded with enough we hope you can buy it back. Bring it home if you can, or find out who has it. That ARC was a versatile combat fighter we want back, starships are expensive, but so are talented pilots. Be careful about engaging any combat down there. May the Force be with you”''<br /> <br /> Dr. Carelle has been able to modify Imperial sensor jammer tech and equip your ships with it, so it should give you a bit of an edge if you end up in future dog fights.<br /> Rebel techs have also equipped a YT 2400 freighter for you to take down along with Marson`s x-wing. <br /> <br /> You start parked in a clearing with a few yacht-type vessels overwatched by a couple security droids , here the jungle has been cut back and hemmed out with 20 ft-tall electro-fencing below an elaborate cliff-side building some 200 feet above. From the exterior the resort resembles a bunch of black and gold bubbles erupting from greenery and cascading waterfalls.<br /> <br /> <br /> ===What Happened===<br /> [[Bbor9]] and [[Dakotan]] gathered a bit more info from Kardon before leaving their ships in the &quot;parking garage&quot; and heading into the resort entrance, past security droids and a gamorian guard in front of the elevators. They chose to stop in the Cantina floor where they were to meet up with [[Pwando Duru]].<br /> BBOR9 chats with modified medical droid, DishDroid 9000 while Dakotan and Pwando go up to casino to rent a skiff to take into through the jungle to the &quot;dark back alley&quot; above the resort.<br /> <br /> Following his intuition, Dakotan drove them through the lush jungle in what could only be described as a jungle tunnel to a smokey dusky semi-cleared camp-ground with a few tents and star-ships and many shadowy figures with cold glares for the new-comers. As they slowly cruised about looking for the &quot;missing&quot; ship, a Daveronian zipped up along-side them on a speeder bike. Kweel Matock introduced himself from behind his giant magnifying goggles and offered to broker a meeting for them with the ship owners, for a price. [[Image:Kweel.jpg|thumb|right|300px|]]<br /> <br /> After a brief meeting interrupting the loading of munitions to the ARC as well as a B-wing and another scum ship, the mercenaries were disinclined to sell for Dak's offers. Pwando pulled his blaster rifle and began his style of negotiations.<br /> <br /> There was a brief fire-fight resulting in Dak waving a stolen sword as he peeled around the landing zone on the rented land speeder with Kweel in tow, while BBOR9 took flight in the ARC and blasted down the b-wing just as it began to lift off. That happened after BBOR9 grabbed the armed thermonuclear detonator from the mercenary boss and tossed it at the parked b-wing.<br /> <br /> Pwando continued gunning and beating down mercenaries until he also boarded one of their ships and all flew down to the landing bay in front of the resort, where they left the stolen mercenary ship before flying their ship and the ARC into space. They dropped Kweel Matock off on a nearby planet before returning to base along with an encrypted datapad off of the mercenary boss who Kweel reported was in the employ of the Hutt cartel.<br /> <br /> ==Mission Three==<br /> Later that day, you are summoned to Commander Brigg’s meeting room. <br /> <br /> '' “We’re sending you in to recover the scum fighter from the Plooruu resort landing platform. Be sure to do a thorough check for any trackers on the ship before taking flight. While we hope to use the attained vessel as a bargaining chip, we do not want to compromise our location.”''<br /> <br /> ''“As a precautionary measure and to assist a well-respected rebel, we are sending you to rendezvous with a reliable Rebel pilot on your way back. You will be escorting him to our hidden base here. He recently fled a dogfight with imperials. Pretty banged up and wanting to ensure he lost any tails, he has been hiding out amidst a very dense asteroid field a short distance from Plooruu repairing his ship. You’ll rendezvous with him and share jump coordinates.”''<br /> <br /> ''&quot;We don’t want any more bad blood with the Hutt cartel, so we’re outfitting your fighters with a primarily non-lethal load-out. Please destroy other cartel ships only as a last resort.&quot; '''<br /> <br /> ===What Happened===<br /> Bacta patches for Pwando.<br /> Gear up for possible skirmish at landing pad, including med-kit.<br /> Some 8 hours after the battle on Plooruu, three rebels return. <br /> Fly in and park opposite-facing to watch each other. Pwando and Dak cautiously inspect the mercenary fighter for tracking beacons or obvious sabotage while Marson watches from the cockpit of his A-wing.<br /> Eventually, Pwando fires up the engines and Dak returns to his y-wing and three leave the planet and have an uneventful flight a couple hours to the dense asteroid ring.<br /> As the three weave their fighters throughout the asteroids, scanning comm channels for the waylaid rebel, they notice their being followed and hailed by a giant YV-666 freighter. <br /> <br /> Pick up broadcast from a female voice: ''&quot;I want only the stolen property and the thief. You othersmay leave in peace...or die as accomplices to the theft of my employers property. As of yet, you have no bounties I am aware of.&quot;''<br /> Dak replied with &quot;Not yet!&quot; before wheeling to bear down on the freighter.<br /> <br /> Dogfight ensues.<br /> As she follows and fires upon rebels, Pwando screams into his comm his frustrations with the hidden rebel rendezvous moments before the comm static is broken by a wailing roar ''“Wrraaahaah!” “He says watch your back, you’re being tailed by a bounty hunter!”'' The sparking and crippled Millenium Falcon had been revealed.<br /> <br /> Brief battle with many forms of ionization of the freighter, largely rendering it incapable of being much of a threat.<br /> <br /> Just as jump coordinates were shared, a small modified fighter jettisoned from the freighter to engage the rebels. They began their leaps to light-speed with Pwando narrowly evading a swarm of missiles fired by the pursuing bounty hunter.<br /> <br /> Back at Station 76 a small heavy lock box was delivered to Briggs from the mercenary fighter.<br /> <br /> Han and Chewy mentioned the narrow escape from Latts Razzi and Han noted that he hoped she wasn't survieling comms when they passed over jump coords. Briggs spun on his heel and began chattering into his comm unit as he walked away from the party...</div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9594 Crimson Squadron - a Star Wars campaign 2019-07-08T19:44:26Z <p>Jesster: /* Mission Three */</p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> [[BBOR9]] Former Docking bay engineer droid played by [[Daniel.bowling]]<br /> <br /> [[Pwando Duru]] Rough and tumble soldier played by [[Anthonius]]<br /> <br /> [[Dakotan]] Defecting Imperial Officer played by [[Brokunn]]<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.<br /> <br /> ===What Happened===<br /> Three of Crimson Squadron jumped to the coordinates; Marson and Dakotan in X-wing fighters and BBOR9 in an Arc170. As they approached, two patrolling TIE Fighters banked to close the distance. Before any comm was commenced, BBOR9 fired proton torpedoes at the lead TIE, who dodged. <br /> After a brief dog-fight the rebels were victorious and flew into the docking bay, led by Marson who blasted a parked imperial shuttle as he flew in. BBOR9 followed suit and laid into one of the 2 TIE fighters docked in the bay.<br /> <br /> As the rebels de-planed, the blast doors on the docking bay closed and Marson noticed two bodies in the adjoining control room.<br /> BBOR9 immediately approached the console and jacked in. He turned off the attack alert and re-opened the blast door.<br /> The party gathered and opened the control room door and Marson listened through with his cybernetic ear hearing little, other than the words &quot;doctor&quot; and &quot;escape&quot;. The door was opened with Marson kneeling ready to blast in the front. As the door opened, Dak shouted for whomever was in the room to cease and put their hands over their heads. One of the confused spacers within complied while the other charged Marson who dropped his blaster and grappled the man to the floor. <br /> <br /> After some commands from Dak and threatening motions from Marson's blaster, Bert and Clif complied. BBOR9 jacked into the control room console and downloaded schematics of the research facility and access logs and tapped into surveillance footage throughout the facility.<br /> <br /> While a plan was hatched, Marson boarded the damaged imperial shuttle and changed from his rebel flight suit into an imperial pilot jumpsuit.<br /> <br /> After finding the doctor via video surveillance in the ante-chamber of the latrine, Dak and Marson had Bert lead them through the facility to her via maintenance tunnels, while BBOR9 and Clif surveilled and unlocked doors from the docking bay command room.<br /> <br /> Passing through the mess hall and into the kitchen the trio picked up a trail of concerned facility workers. Dak and Bert talked them down, then Bert led the rebels through the walk-in cooler to maintenance and machinery tunnels behind the walls of the facility. Behind the walls, the remote support of BBOR9 was crippled. After Bert made an educated guess at the proper door Marson listened and heard two sets of footsteps. Assuming them Dr. Carelle and her aide, the opened the maintenance door and entered the hallway to find imperial midshipman Shneel with a woman. Dak ordered him to stop and for the woman to come with him, then asked Shneel if the woman was &quot;the target&quot;. Shneel gave a suspicious look and asked the Captain if he had been properly briefed. Dak asked for an update and as Shneel stepped back and reached for his comm, Marson quick-drew his blaster as Dak shouted for him to stop and drop the comm, noting that their comms had been compromised by imperial technicians and were not to be used under any circumstance. That's why Dak and his pilot accomplice where not fully briefed. Dak then ordered Shneel and the woman to join him while Marson and Bert cleared the latrine for any stragglers. They convinced the Dr. to follow them back to the bay to get away. Carelle was relieved her dated rebel encryption worked. <br /> The party opted to have BBOR9 lead them through the corridors via surveillance and door locking rather than going back through potentially hazardous maintenance tunnels. <br /> Rounding once corner, they group encountered two storm troopers carrying crates of research equipment. Dak convinced them to move along, as they were and the group reached the docking bay control room.<br /> Dak dismissed Shneel to the &quot;lower level&quot; and watched him confusedly go back down the hall into the facility. <br /> The group debated which ship(s) to take and settled on the supply freighter after noting the imperial shuttle though shielded and more luxurious had no hyperdrive and was unable to jump back to Station76. <br /> As the group loaded into the light freighter and strapped into some make shift seating, Dak and Clif and Bert (debating to stay or go) saw Shneel lead 4 storm troopers into the bay, pointing at the ship as BBOR9 fired it up. Seeing Dak and Marson in imperial attire confused the troopers, despite the anxious pleas of the Mid-shipman. Dak yelled that rebels were infiltrating the facility and pointed behind the troopers. <br /> Marson dove out of the closing freighter ramp as Bert, Dak and Clif scrambled in and the troopers advanced leveling their blaster rifles. <br /> They fired on the two ships' cock-pits as Marson fired up his x-wing and blasted out of the bay, followed by BBOR9 sloppily knocking over a parked TIE and bumping the left x-wing. As Marson wheeled his X-wing back executing a Koiogran turn to provide cover the single remaining TIE took flight to give chase. BBOR9 wasted no time using his lightning calculator and ship engineering to rapidly jump to hyperspace and back to station 76, followed shortly by Marson in his X-wing.<br /> <br /> While the researcher and two of her aids were recovered, two rebel fighters, complete with jump drives and recent coordinates were left behind.<br /> BBOR9's data scrape revealed that the Captain deployed to the facility was known to mostly have experience on planet-side operations and his escort's IDs indicate they were all academy trainees. There's hope that they neither have the experience to fly the left ships or the know-how to harvest data from them.<br /> <br /> <br /> ==Mission Two==<br /> <br /> Kardon Brigg, your “Commanding Officer” at Station 76 was pleased you brought in Doctor Carelle, and she and her assistants have been assets already to helping keep Station 76 off of imperial radars. <br /> He calls you into his office for a meeting.<br /> <br /> ''“We’ve been farming information brokers all over to find the ARC 170 and x-wings you left behind, and to gather intel about the Doctor’s research and it’s whereabouts. We haven’t gotten a bead on the x-wing and suspect the empire still has it within their iron grasp. However, the ARC has popped up on planet-side on Plooruu, a small jungle planet in the same system as the research station. Plooru is known as a vicious place for both its wildlife and the mercenaries who frequent it. We have a man on ground, an ex-soldier named Pwando Duru. You’re to meet him in a cantina in a cliffside “resort,” then work your way back through a bit of the jungle to where we believe the ARC is. We’re going to send you with a cred-card loaded with enough we hope you can buy it back. Bring it home if you can, or find out who has it. That ARC was a versatile combat fighter we want back, starships are expensive, but so are talented pilots. Be careful about engaging any combat down there. May the Force be with you”''<br /> <br /> Dr. Carelle has been able to modify Imperial sensor jammer tech and equip your ships with it, so it should give you a bit of an edge if you end up in future dog fights.<br /> Rebel techs have also equipped a YT 2400 freighter for you to take down along with Marson`s x-wing. <br /> <br /> You start parked in a clearing with a few yacht-type vessels overwatched by a couple security droids , here the jungle has been cut back and hemmed out with 20 ft-tall electro-fencing below an elaborate cliff-side building some 200 feet above. From the exterior the resort resembles a bunch of black and gold bubbles erupting from greenery and cascading waterfalls.<br /> <br /> <br /> ===What Happened===<br /> [[Bbor9]] and [[Dakotan]] gathered a bit more info from Kardon before leaving their ships in the &quot;parking garage&quot; and heading into the resort entrance, past security droids and a gamorian guard in front of the elevators. They chose to stop in the Cantina floor where they were to meet up with [[Pwando Duru]].<br /> BBOR9 chats with modified medical droid, DishDroid 9000 while Dakotan and Pwando go up to casino to rent a skiff to take into through the jungle to the &quot;dark back alley&quot; above the resort.<br /> <br /> Following his intuition, Dakotan drove them through the lush jungle in what could only be described as a jungle tunnel to a smokey dusky semi-cleared camp-ground with a few tents and star-ships and many shadowy figures with cold glares for the new-comers. As they slowly cruised about looking for the &quot;missing&quot; ship, a Daveronian zipped up along-side them on a speeder bike. Kweel Matock introduced himself from behind his giant magnifying goggles and offered to broker a meeting for them with the ship owners, for a price. [[Image:Kweel.jpg|thumb|right|300px|]]<br /> <br /> After a brief meeting interrupting the loading of munitions to the ARC as well as a B-wing and another scum ship, the mercenaries were disinclined to sell for Dak's offers. Pwando pulled his blaster rifle and began his style of negotiations.<br /> <br /> There was a brief fire-fight resulting in Dak waving a stolen sword as he peeled around the landing zone on the rented land speeder with Kweel in tow, while BBOR9 took flight in the ARC and blasted down the b-wing just as it began to lift off. That happened after BBOR9 grabbed the armed thermonuclear detonator from the mercenary boss and tossed it at the parked b-wing.<br /> <br /> Pwando continued gunning and beating down mercenaries until he also boarded one of their ships and all flew down to the landing bay in front of the resort, where they left the stolen mercenary ship before flying their ship and the ARC into space. They dropped Kweel Matock off on a nearby planet before returning to base along with an encrypted datapad off of the mercenary boss who Kweel reported was in the employ of the Hutt cartel.<br /> <br /> ==Mission Three==<br /> Later that day, you are summoned to Commander Brigg’s meeting room. <br /> <br /> '' “We’re sending you in to recover the scum fighter from the Plooruu resort landing platform. Be sure to do a thorough check for any trackers on the ship before taking flight. While we hope to use the attained vessel as a bargaining chip, we do not want to compromise our location.”''<br /> <br /> ''“As a precautionary measure and to assist a well-respected rebel, we are sending you to rendezvous with a reliable Rebel pilot on your way back. You will be escorting him to our hidden base here. He recently fled a dogfight with imperials. Pretty banged up and wanting to ensure he lost any tails, he has been hiding out amidst a very dense asteroid field a short distance from Plooruu repairing his ship. You’ll rendezvous with him and share jump coordinates.”''<br /> <br /> ''&quot;We don’t want any more bad blood with the Hutt cartel, so we’re outfitting your fighters with a primarily non-lethal load-out. Please destroy other cartel ships only as a last resort.&quot; '''<br /> <br /> ===What Happened===<br /> Bacta patches for Pwando.<br /> Gear up for possible skirmish at landing pad, including med-kit.<br /> Some 8 hours after the battle on Plooruu, three rebels return. <br /> Fly in and park opposite-facing to watch each other. Pwando and Dak cautiously inspect the mercenary fighter for tracking beacons or obvious sabotage while Marson watches from the cockpit of his A-wing.<br /> Eventually, Pwando fires up the engines and Dak returns to his y-wing and three leave the planet and have an uneventful flight a couple hours to the dense asteroid ring.<br /> As the three weave their fighters throughout the asteroids, scanning comm channels for the waylaid rebel, they notice their being followed and hailed by a giant YV-666 freighter. <br /> <br /> Pick up broadcast from a female voice: ''&quot;I want only the stolen property and the thief. You othersmay leave in peace...or die as accomplices to the theft of my employers property. As of yet, you have no bounties I am aware of.&quot;''<br /> Dak replied with &quot;Not yet!&quot; before wheeling to bear down on the freighter.<br /> <br /> Dogfight ensues.<br /> As she follows and fires upon rebels, Pwando screams into his comm his frustrations with the hidden rebel rendezvous moments before the comm static is broken by a wailing roar ''“Wrraaahaah!” “He says watch your back, you’re being tailed by a bounty hunter!”'' The sparking and crippled Millenium Falcon had been revealed.<br /> <br /> Brief battle with many forms of ionization of the freighter, largely rendering it incapable of being much of a threat.<br /> <br /> Just as jump coordinates were shared, a small modified fighter jettisoned from the freighter to engage the rebels. They began their leaps to light-speed with Pwando narrowly evading a swarm of missiles fired by the pursuing bounty hunter.<br /> <br /> Back at Station 76 a small heavy lock box was delivered to Briggs from the mercenary fighter.<br /> <br /> Han and Chewy mentioned the narrow escape from Latts Razzi and Han noted that he hoped she wasn't survieling comms when they passed over jump coords. Briggs spun on his heel and began barking into his comm unit...</div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9593 Crimson Squadron - a Star Wars campaign 2019-07-08T19:23:35Z <p>Jesster: /* Mission Three */</p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> [[BBOR9]] Former Docking bay engineer droid played by [[Daniel.bowling]]<br /> <br /> [[Pwando Duru]] Rough and tumble soldier played by [[Anthonius]]<br /> <br /> [[Dakotan]] Defecting Imperial Officer played by [[Brokunn]]<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.<br /> <br /> ===What Happened===<br /> Three of Crimson Squadron jumped to the coordinates; Marson and Dakotan in X-wing fighters and BBOR9 in an Arc170. As they approached, two patrolling TIE Fighters banked to close the distance. Before any comm was commenced, BBOR9 fired proton torpedoes at the lead TIE, who dodged. <br /> After a brief dog-fight the rebels were victorious and flew into the docking bay, led by Marson who blasted a parked imperial shuttle as he flew in. BBOR9 followed suit and laid into one of the 2 TIE fighters docked in the bay.<br /> <br /> As the rebels de-planed, the blast doors on the docking bay closed and Marson noticed two bodies in the adjoining control room.<br /> BBOR9 immediately approached the console and jacked in. He turned off the attack alert and re-opened the blast door.<br /> The party gathered and opened the control room door and Marson listened through with his cybernetic ear hearing little, other than the words &quot;doctor&quot; and &quot;escape&quot;. The door was opened with Marson kneeling ready to blast in the front. As the door opened, Dak shouted for whomever was in the room to cease and put their hands over their heads. One of the confused spacers within complied while the other charged Marson who dropped his blaster and grappled the man to the floor. <br /> <br /> After some commands from Dak and threatening motions from Marson's blaster, Bert and Clif complied. BBOR9 jacked into the control room console and downloaded schematics of the research facility and access logs and tapped into surveillance footage throughout the facility.<br /> <br /> While a plan was hatched, Marson boarded the damaged imperial shuttle and changed from his rebel flight suit into an imperial pilot jumpsuit.<br /> <br /> After finding the doctor via video surveillance in the ante-chamber of the latrine, Dak and Marson had Bert lead them through the facility to her via maintenance tunnels, while BBOR9 and Clif surveilled and unlocked doors from the docking bay command room.<br /> <br /> Passing through the mess hall and into the kitchen the trio picked up a trail of concerned facility workers. Dak and Bert talked them down, then Bert led the rebels through the walk-in cooler to maintenance and machinery tunnels behind the walls of the facility. Behind the walls, the remote support of BBOR9 was crippled. After Bert made an educated guess at the proper door Marson listened and heard two sets of footsteps. Assuming them Dr. Carelle and her aide, the opened the maintenance door and entered the hallway to find imperial midshipman Shneel with a woman. Dak ordered him to stop and for the woman to come with him, then asked Shneel if the woman was &quot;the target&quot;. Shneel gave a suspicious look and asked the Captain if he had been properly briefed. Dak asked for an update and as Shneel stepped back and reached for his comm, Marson quick-drew his blaster as Dak shouted for him to stop and drop the comm, noting that their comms had been compromised by imperial technicians and were not to be used under any circumstance. That's why Dak and his pilot accomplice where not fully briefed. Dak then ordered Shneel and the woman to join him while Marson and Bert cleared the latrine for any stragglers. They convinced the Dr. to follow them back to the bay to get away. Carelle was relieved her dated rebel encryption worked. <br /> The party opted to have BBOR9 lead them through the corridors via surveillance and door locking rather than going back through potentially hazardous maintenance tunnels. <br /> Rounding once corner, they group encountered two storm troopers carrying crates of research equipment. Dak convinced them to move along, as they were and the group reached the docking bay control room.<br /> Dak dismissed Shneel to the &quot;lower level&quot; and watched him confusedly go back down the hall into the facility. <br /> The group debated which ship(s) to take and settled on the supply freighter after noting the imperial shuttle though shielded and more luxurious had no hyperdrive and was unable to jump back to Station76. <br /> As the group loaded into the light freighter and strapped into some make shift seating, Dak and Clif and Bert (debating to stay or go) saw Shneel lead 4 storm troopers into the bay, pointing at the ship as BBOR9 fired it up. Seeing Dak and Marson in imperial attire confused the troopers, despite the anxious pleas of the Mid-shipman. Dak yelled that rebels were infiltrating the facility and pointed behind the troopers. <br /> Marson dove out of the closing freighter ramp as Bert, Dak and Clif scrambled in and the troopers advanced leveling their blaster rifles. <br /> They fired on the two ships' cock-pits as Marson fired up his x-wing and blasted out of the bay, followed by BBOR9 sloppily knocking over a parked TIE and bumping the left x-wing. As Marson wheeled his X-wing back executing a Koiogran turn to provide cover the single remaining TIE took flight to give chase. BBOR9 wasted no time using his lightning calculator and ship engineering to rapidly jump to hyperspace and back to station 76, followed shortly by Marson in his X-wing.<br /> <br /> While the researcher and two of her aids were recovered, two rebel fighters, complete with jump drives and recent coordinates were left behind.<br /> BBOR9's data scrape revealed that the Captain deployed to the facility was known to mostly have experience on planet-side operations and his escort's IDs indicate they were all academy trainees. There's hope that they neither have the experience to fly the left ships or the know-how to harvest data from them.<br /> <br /> <br /> ==Mission Two==<br /> <br /> Kardon Brigg, your “Commanding Officer” at Station 76 was pleased you brought in Doctor Carelle, and she and her assistants have been assets already to helping keep Station 76 off of imperial radars. <br /> He calls you into his office for a meeting.<br /> <br /> ''“We’ve been farming information brokers all over to find the ARC 170 and x-wings you left behind, and to gather intel about the Doctor’s research and it’s whereabouts. We haven’t gotten a bead on the x-wing and suspect the empire still has it within their iron grasp. However, the ARC has popped up on planet-side on Plooruu, a small jungle planet in the same system as the research station. Plooru is known as a vicious place for both its wildlife and the mercenaries who frequent it. We have a man on ground, an ex-soldier named Pwando Duru. You’re to meet him in a cantina in a cliffside “resort,” then work your way back through a bit of the jungle to where we believe the ARC is. We’re going to send you with a cred-card loaded with enough we hope you can buy it back. Bring it home if you can, or find out who has it. That ARC was a versatile combat fighter we want back, starships are expensive, but so are talented pilots. Be careful about engaging any combat down there. May the Force be with you”''<br /> <br /> Dr. Carelle has been able to modify Imperial sensor jammer tech and equip your ships with it, so it should give you a bit of an edge if you end up in future dog fights.<br /> Rebel techs have also equipped a YT 2400 freighter for you to take down along with Marson`s x-wing. <br /> <br /> You start parked in a clearing with a few yacht-type vessels overwatched by a couple security droids , here the jungle has been cut back and hemmed out with 20 ft-tall electro-fencing below an elaborate cliff-side building some 200 feet above. From the exterior the resort resembles a bunch of black and gold bubbles erupting from greenery and cascading waterfalls.<br /> <br /> <br /> ===What Happened===<br /> [[Bbor9]] and [[Dakotan]] gathered a bit more info from Kardon before leaving their ships in the &quot;parking garage&quot; and heading into the resort entrance, past security droids and a gamorian guard in front of the elevators. They chose to stop in the Cantina floor where they were to meet up with [[Pwando Duru]].<br /> BBOR9 chats with modified medical droid, DishDroid 9000 while Dakotan and Pwando go up to casino to rent a skiff to take into through the jungle to the &quot;dark back alley&quot; above the resort.<br /> <br /> Following his intuition, Dakotan drove them through the lush jungle in what could only be described as a jungle tunnel to a smokey dusky semi-cleared camp-ground with a few tents and star-ships and many shadowy figures with cold glares for the new-comers. As they slowly cruised about looking for the &quot;missing&quot; ship, a Daveronian zipped up along-side them on a speeder bike. Kweel Matock introduced himself from behind his giant magnifying goggles and offered to broker a meeting for them with the ship owners, for a price. [[Image:Kweel.jpg|thumb|right|300px|]]<br /> <br /> After a brief meeting interrupting the loading of munitions to the ARC as well as a B-wing and another scum ship, the mercenaries were disinclined to sell for Dak's offers. Pwando pulled his blaster rifle and began his style of negotiations.<br /> <br /> There was a brief fire-fight resulting in Dak waving a stolen sword as he peeled around the landing zone on the rented land speeder with Kweel in tow, while BBOR9 took flight in the ARC and blasted down the b-wing just as it began to lift off. That happened after BBOR9 grabbed the armed thermonuclear detonator from the mercenary boss and tossed it at the parked b-wing.<br /> <br /> Pwando continued gunning and beating down mercenaries until he also boarded one of their ships and all flew down to the landing bay in front of the resort, where they left the stolen mercenary ship before flying their ship and the ARC into space. They dropped Kweel Matock off on a nearby planet before returning to base along with an encrypted datapad off of the mercenary boss who Kweel reported was in the employ of the Hutt cartel.<br /> <br /> ==Mission Three==<br /> Later that day, you are summoned to Commander Brigg’s meeting room. <br /> <br /> '' “We’re sending you in to recover the scum fighter from the Plooruu resort landing platform. Be sure to do a thorough check for any trackers on the ship before taking flight. While we hope to use the attained vessel as a bargaining chip, we do not want to compromise our location.”''<br /> <br /> ''“As a precautionary measure and to assist a well-respected rebel, we are sending you to rendezvous with a reliable Rebel pilot on your way back. You will be escorting him to our hidden base here. He recently fled a dogfight with imperials. Pretty banged up and wanting to ensure he lost any tails, he has been hiding out amidst a very dense asteroid field a short distance from Plooruu repairing his ship. You’ll rendezvous with him and share jump coordinates.”''<br /> <br /> ''&quot;We don’t want any more bad blood with the Hutt cartel, so we’re outfitting your fighters with a primarily non-lethal load-out. Please destroy other cartel ships only as a last resort.&quot; '''</div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9592 Crimson Squadron - a Star Wars campaign 2019-07-08T19:23:06Z <p>Jesster: /* Mission Three */</p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> [[BBOR9]] Former Docking bay engineer droid played by [[Daniel.bowling]]<br /> <br /> [[Pwando Duru]] Rough and tumble soldier played by [[Anthonius]]<br /> <br /> [[Dakotan]] Defecting Imperial Officer played by [[Brokunn]]<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.<br /> <br /> ===What Happened===<br /> Three of Crimson Squadron jumped to the coordinates; Marson and Dakotan in X-wing fighters and BBOR9 in an Arc170. As they approached, two patrolling TIE Fighters banked to close the distance. Before any comm was commenced, BBOR9 fired proton torpedoes at the lead TIE, who dodged. <br /> After a brief dog-fight the rebels were victorious and flew into the docking bay, led by Marson who blasted a parked imperial shuttle as he flew in. BBOR9 followed suit and laid into one of the 2 TIE fighters docked in the bay.<br /> <br /> As the rebels de-planed, the blast doors on the docking bay closed and Marson noticed two bodies in the adjoining control room.<br /> BBOR9 immediately approached the console and jacked in. He turned off the attack alert and re-opened the blast door.<br /> The party gathered and opened the control room door and Marson listened through with his cybernetic ear hearing little, other than the words &quot;doctor&quot; and &quot;escape&quot;. The door was opened with Marson kneeling ready to blast in the front. As the door opened, Dak shouted for whomever was in the room to cease and put their hands over their heads. One of the confused spacers within complied while the other charged Marson who dropped his blaster and grappled the man to the floor. <br /> <br /> After some commands from Dak and threatening motions from Marson's blaster, Bert and Clif complied. BBOR9 jacked into the control room console and downloaded schematics of the research facility and access logs and tapped into surveillance footage throughout the facility.<br /> <br /> While a plan was hatched, Marson boarded the damaged imperial shuttle and changed from his rebel flight suit into an imperial pilot jumpsuit.<br /> <br /> After finding the doctor via video surveillance in the ante-chamber of the latrine, Dak and Marson had Bert lead them through the facility to her via maintenance tunnels, while BBOR9 and Clif surveilled and unlocked doors from the docking bay command room.<br /> <br /> Passing through the mess hall and into the kitchen the trio picked up a trail of concerned facility workers. Dak and Bert talked them down, then Bert led the rebels through the walk-in cooler to maintenance and machinery tunnels behind the walls of the facility. Behind the walls, the remote support of BBOR9 was crippled. After Bert made an educated guess at the proper door Marson listened and heard two sets of footsteps. Assuming them Dr. Carelle and her aide, the opened the maintenance door and entered the hallway to find imperial midshipman Shneel with a woman. Dak ordered him to stop and for the woman to come with him, then asked Shneel if the woman was &quot;the target&quot;. Shneel gave a suspicious look and asked the Captain if he had been properly briefed. Dak asked for an update and as Shneel stepped back and reached for his comm, Marson quick-drew his blaster as Dak shouted for him to stop and drop the comm, noting that their comms had been compromised by imperial technicians and were not to be used under any circumstance. That's why Dak and his pilot accomplice where not fully briefed. Dak then ordered Shneel and the woman to join him while Marson and Bert cleared the latrine for any stragglers. They convinced the Dr. to follow them back to the bay to get away. Carelle was relieved her dated rebel encryption worked. <br /> The party opted to have BBOR9 lead them through the corridors via surveillance and door locking rather than going back through potentially hazardous maintenance tunnels. <br /> Rounding once corner, they group encountered two storm troopers carrying crates of research equipment. Dak convinced them to move along, as they were and the group reached the docking bay control room.<br /> Dak dismissed Shneel to the &quot;lower level&quot; and watched him confusedly go back down the hall into the facility. <br /> The group debated which ship(s) to take and settled on the supply freighter after noting the imperial shuttle though shielded and more luxurious had no hyperdrive and was unable to jump back to Station76. <br /> As the group loaded into the light freighter and strapped into some make shift seating, Dak and Clif and Bert (debating to stay or go) saw Shneel lead 4 storm troopers into the bay, pointing at the ship as BBOR9 fired it up. Seeing Dak and Marson in imperial attire confused the troopers, despite the anxious pleas of the Mid-shipman. Dak yelled that rebels were infiltrating the facility and pointed behind the troopers. <br /> Marson dove out of the closing freighter ramp as Bert, Dak and Clif scrambled in and the troopers advanced leveling their blaster rifles. <br /> They fired on the two ships' cock-pits as Marson fired up his x-wing and blasted out of the bay, followed by BBOR9 sloppily knocking over a parked TIE and bumping the left x-wing. As Marson wheeled his X-wing back executing a Koiogran turn to provide cover the single remaining TIE took flight to give chase. BBOR9 wasted no time using his lightning calculator and ship engineering to rapidly jump to hyperspace and back to station 76, followed shortly by Marson in his X-wing.<br /> <br /> While the researcher and two of her aids were recovered, two rebel fighters, complete with jump drives and recent coordinates were left behind.<br /> BBOR9's data scrape revealed that the Captain deployed to the facility was known to mostly have experience on planet-side operations and his escort's IDs indicate they were all academy trainees. There's hope that they neither have the experience to fly the left ships or the know-how to harvest data from them.<br /> <br /> <br /> ==Mission Two==<br /> <br /> Kardon Brigg, your “Commanding Officer” at Station 76 was pleased you brought in Doctor Carelle, and she and her assistants have been assets already to helping keep Station 76 off of imperial radars. <br /> He calls you into his office for a meeting.<br /> <br /> ''“We’ve been farming information brokers all over to find the ARC 170 and x-wings you left behind, and to gather intel about the Doctor’s research and it’s whereabouts. We haven’t gotten a bead on the x-wing and suspect the empire still has it within their iron grasp. However, the ARC has popped up on planet-side on Plooruu, a small jungle planet in the same system as the research station. Plooru is known as a vicious place for both its wildlife and the mercenaries who frequent it. We have a man on ground, an ex-soldier named Pwando Duru. You’re to meet him in a cantina in a cliffside “resort,” then work your way back through a bit of the jungle to where we believe the ARC is. We’re going to send you with a cred-card loaded with enough we hope you can buy it back. Bring it home if you can, or find out who has it. That ARC was a versatile combat fighter we want back, starships are expensive, but so are talented pilots. Be careful about engaging any combat down there. May the Force be with you”''<br /> <br /> Dr. Carelle has been able to modify Imperial sensor jammer tech and equip your ships with it, so it should give you a bit of an edge if you end up in future dog fights.<br /> Rebel techs have also equipped a YT 2400 freighter for you to take down along with Marson`s x-wing. <br /> <br /> You start parked in a clearing with a few yacht-type vessels overwatched by a couple security droids , here the jungle has been cut back and hemmed out with 20 ft-tall electro-fencing below an elaborate cliff-side building some 200 feet above. From the exterior the resort resembles a bunch of black and gold bubbles erupting from greenery and cascading waterfalls.<br /> <br /> <br /> ===What Happened===<br /> [[Bbor9]] and [[Dakotan]] gathered a bit more info from Kardon before leaving their ships in the &quot;parking garage&quot; and heading into the resort entrance, past security droids and a gamorian guard in front of the elevators. They chose to stop in the Cantina floor where they were to meet up with [[Pwando Duru]].<br /> BBOR9 chats with modified medical droid, DishDroid 9000 while Dakotan and Pwando go up to casino to rent a skiff to take into through the jungle to the &quot;dark back alley&quot; above the resort.<br /> <br /> Following his intuition, Dakotan drove them through the lush jungle in what could only be described as a jungle tunnel to a smokey dusky semi-cleared camp-ground with a few tents and star-ships and many shadowy figures with cold glares for the new-comers. As they slowly cruised about looking for the &quot;missing&quot; ship, a Daveronian zipped up along-side them on a speeder bike. Kweel Matock introduced himself from behind his giant magnifying goggles and offered to broker a meeting for them with the ship owners, for a price. [[Image:Kweel.jpg|thumb|right|300px|]]<br /> <br /> After a brief meeting interrupting the loading of munitions to the ARC as well as a B-wing and another scum ship, the mercenaries were disinclined to sell for Dak's offers. Pwando pulled his blaster rifle and began his style of negotiations.<br /> <br /> There was a brief fire-fight resulting in Dak waving a stolen sword as he peeled around the landing zone on the rented land speeder with Kweel in tow, while BBOR9 took flight in the ARC and blasted down the b-wing just as it began to lift off. That happened after BBOR9 grabbed the armed thermonuclear detonator from the mercenary boss and tossed it at the parked b-wing.<br /> <br /> Pwando continued gunning and beating down mercenaries until he also boarded one of their ships and all flew down to the landing bay in front of the resort, where they left the stolen mercenary ship before flying their ship and the ARC into space. They dropped Kweel Matock off on a nearby planet before returning to base along with an encrypted datapad off of the mercenary boss who Kweel reported was in the employ of the Hutt cartel.<br /> <br /> ==Mission Three==<br /> Later that day, you are summoned to Commander Brigg’s meeting room. <br /> ''' “We’re sending you in to recover the scum fighter from the Plooruu resort landing platform. Be sure to do a thorough check for any trackers on the ship before taking flight. While we hope to use the attained vessel as a bargaining chip, we do not want to compromise our location.”<br /> <br /> “As a precautionary measure and to assist a well-respected rebel, we are sending you to rendezvous with a reliable Rebel pilot on your way back. You will be escorting him to our hidden base here. He recently fled a dogfight with imperials. Pretty banged up and wanting to ensure he lost any tails, he has been hiding out amidst a very dense asteroid field a short distance from Plooruu repairing his ship. You’ll rendezvous with him and share jump coordinates.”<br /> <br /> &quot;We don’t want any more bad blood with the Hutt cartel, so we’re outfitting your fighters with a primarily non-lethal load-out. Please destroy other cartel ships only as a last resort.&quot; '''</div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9591 Crimson Squadron - a Star Wars campaign 2019-07-08T19:22:49Z <p>Jesster: </p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> [[BBOR9]] Former Docking bay engineer droid played by [[Daniel.bowling]]<br /> <br /> [[Pwando Duru]] Rough and tumble soldier played by [[Anthonius]]<br /> <br /> [[Dakotan]] Defecting Imperial Officer played by [[Brokunn]]<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.<br /> <br /> ===What Happened===<br /> Three of Crimson Squadron jumped to the coordinates; Marson and Dakotan in X-wing fighters and BBOR9 in an Arc170. As they approached, two patrolling TIE Fighters banked to close the distance. Before any comm was commenced, BBOR9 fired proton torpedoes at the lead TIE, who dodged. <br /> After a brief dog-fight the rebels were victorious and flew into the docking bay, led by Marson who blasted a parked imperial shuttle as he flew in. BBOR9 followed suit and laid into one of the 2 TIE fighters docked in the bay.<br /> <br /> As the rebels de-planed, the blast doors on the docking bay closed and Marson noticed two bodies in the adjoining control room.<br /> BBOR9 immediately approached the console and jacked in. He turned off the attack alert and re-opened the blast door.<br /> The party gathered and opened the control room door and Marson listened through with his cybernetic ear hearing little, other than the words &quot;doctor&quot; and &quot;escape&quot;. The door was opened with Marson kneeling ready to blast in the front. As the door opened, Dak shouted for whomever was in the room to cease and put their hands over their heads. One of the confused spacers within complied while the other charged Marson who dropped his blaster and grappled the man to the floor. <br /> <br /> After some commands from Dak and threatening motions from Marson's blaster, Bert and Clif complied. BBOR9 jacked into the control room console and downloaded schematics of the research facility and access logs and tapped into surveillance footage throughout the facility.<br /> <br /> While a plan was hatched, Marson boarded the damaged imperial shuttle and changed from his rebel flight suit into an imperial pilot jumpsuit.<br /> <br /> After finding the doctor via video surveillance in the ante-chamber of the latrine, Dak and Marson had Bert lead them through the facility to her via maintenance tunnels, while BBOR9 and Clif surveilled and unlocked doors from the docking bay command room.<br /> <br /> Passing through the mess hall and into the kitchen the trio picked up a trail of concerned facility workers. Dak and Bert talked them down, then Bert led the rebels through the walk-in cooler to maintenance and machinery tunnels behind the walls of the facility. Behind the walls, the remote support of BBOR9 was crippled. After Bert made an educated guess at the proper door Marson listened and heard two sets of footsteps. Assuming them Dr. Carelle and her aide, the opened the maintenance door and entered the hallway to find imperial midshipman Shneel with a woman. Dak ordered him to stop and for the woman to come with him, then asked Shneel if the woman was &quot;the target&quot;. Shneel gave a suspicious look and asked the Captain if he had been properly briefed. Dak asked for an update and as Shneel stepped back and reached for his comm, Marson quick-drew his blaster as Dak shouted for him to stop and drop the comm, noting that their comms had been compromised by imperial technicians and were not to be used under any circumstance. That's why Dak and his pilot accomplice where not fully briefed. Dak then ordered Shneel and the woman to join him while Marson and Bert cleared the latrine for any stragglers. They convinced the Dr. to follow them back to the bay to get away. Carelle was relieved her dated rebel encryption worked. <br /> The party opted to have BBOR9 lead them through the corridors via surveillance and door locking rather than going back through potentially hazardous maintenance tunnels. <br /> Rounding once corner, they group encountered two storm troopers carrying crates of research equipment. Dak convinced them to move along, as they were and the group reached the docking bay control room.<br /> Dak dismissed Shneel to the &quot;lower level&quot; and watched him confusedly go back down the hall into the facility. <br /> The group debated which ship(s) to take and settled on the supply freighter after noting the imperial shuttle though shielded and more luxurious had no hyperdrive and was unable to jump back to Station76. <br /> As the group loaded into the light freighter and strapped into some make shift seating, Dak and Clif and Bert (debating to stay or go) saw Shneel lead 4 storm troopers into the bay, pointing at the ship as BBOR9 fired it up. Seeing Dak and Marson in imperial attire confused the troopers, despite the anxious pleas of the Mid-shipman. Dak yelled that rebels were infiltrating the facility and pointed behind the troopers. <br /> Marson dove out of the closing freighter ramp as Bert, Dak and Clif scrambled in and the troopers advanced leveling their blaster rifles. <br /> They fired on the two ships' cock-pits as Marson fired up his x-wing and blasted out of the bay, followed by BBOR9 sloppily knocking over a parked TIE and bumping the left x-wing. As Marson wheeled his X-wing back executing a Koiogran turn to provide cover the single remaining TIE took flight to give chase. BBOR9 wasted no time using his lightning calculator and ship engineering to rapidly jump to hyperspace and back to station 76, followed shortly by Marson in his X-wing.<br /> <br /> While the researcher and two of her aids were recovered, two rebel fighters, complete with jump drives and recent coordinates were left behind.<br /> BBOR9's data scrape revealed that the Captain deployed to the facility was known to mostly have experience on planet-side operations and his escort's IDs indicate they were all academy trainees. There's hope that they neither have the experience to fly the left ships or the know-how to harvest data from them.<br /> <br /> <br /> ==Mission Two==<br /> <br /> Kardon Brigg, your “Commanding Officer” at Station 76 was pleased you brought in Doctor Carelle, and she and her assistants have been assets already to helping keep Station 76 off of imperial radars. <br /> He calls you into his office for a meeting.<br /> <br /> ''“We’ve been farming information brokers all over to find the ARC 170 and x-wings you left behind, and to gather intel about the Doctor’s research and it’s whereabouts. We haven’t gotten a bead on the x-wing and suspect the empire still has it within their iron grasp. However, the ARC has popped up on planet-side on Plooruu, a small jungle planet in the same system as the research station. Plooru is known as a vicious place for both its wildlife and the mercenaries who frequent it. We have a man on ground, an ex-soldier named Pwando Duru. You’re to meet him in a cantina in a cliffside “resort,” then work your way back through a bit of the jungle to where we believe the ARC is. We’re going to send you with a cred-card loaded with enough we hope you can buy it back. Bring it home if you can, or find out who has it. That ARC was a versatile combat fighter we want back, starships are expensive, but so are talented pilots. Be careful about engaging any combat down there. May the Force be with you”''<br /> <br /> Dr. Carelle has been able to modify Imperial sensor jammer tech and equip your ships with it, so it should give you a bit of an edge if you end up in future dog fights.<br /> Rebel techs have also equipped a YT 2400 freighter for you to take down along with Marson`s x-wing. <br /> <br /> You start parked in a clearing with a few yacht-type vessels overwatched by a couple security droids , here the jungle has been cut back and hemmed out with 20 ft-tall electro-fencing below an elaborate cliff-side building some 200 feet above. From the exterior the resort resembles a bunch of black and gold bubbles erupting from greenery and cascading waterfalls.<br /> <br /> <br /> ===What Happened===<br /> [[Bbor9]] and [[Dakotan]] gathered a bit more info from Kardon before leaving their ships in the &quot;parking garage&quot; and heading into the resort entrance, past security droids and a gamorian guard in front of the elevators. They chose to stop in the Cantina floor where they were to meet up with [[Pwando Duru]].<br /> BBOR9 chats with modified medical droid, DishDroid 9000 while Dakotan and Pwando go up to casino to rent a skiff to take into through the jungle to the &quot;dark back alley&quot; above the resort.<br /> <br /> Following his intuition, Dakotan drove them through the lush jungle in what could only be described as a jungle tunnel to a smokey dusky semi-cleared camp-ground with a few tents and star-ships and many shadowy figures with cold glares for the new-comers. As they slowly cruised about looking for the &quot;missing&quot; ship, a Daveronian zipped up along-side them on a speeder bike. Kweel Matock introduced himself from behind his giant magnifying goggles and offered to broker a meeting for them with the ship owners, for a price. [[Image:Kweel.jpg|thumb|right|300px|]]<br /> <br /> After a brief meeting interrupting the loading of munitions to the ARC as well as a B-wing and another scum ship, the mercenaries were disinclined to sell for Dak's offers. Pwando pulled his blaster rifle and began his style of negotiations.<br /> <br /> There was a brief fire-fight resulting in Dak waving a stolen sword as he peeled around the landing zone on the rented land speeder with Kweel in tow, while BBOR9 took flight in the ARC and blasted down the b-wing just as it began to lift off. That happened after BBOR9 grabbed the armed thermonuclear detonator from the mercenary boss and tossed it at the parked b-wing.<br /> <br /> Pwando continued gunning and beating down mercenaries until he also boarded one of their ships and all flew down to the landing bay in front of the resort, where they left the stolen mercenary ship before flying their ship and the ARC into space. They dropped Kweel Matock off on a nearby planet before returning to base along with an encrypted datapad off of the mercenary boss who Kweel reported was in the employ of the Hutt cartel.<br /> <br /> ==Mission Three==<br /> Later that day, you are summoned to Commander Brigg’s meeting room. <br /> ' “We’re sending you in to recover the scum fighter from the Plooruu resort landing platform. Be sure to do a thorough check for any trackers on the ship before taking flight. While we hope to use the attained vessel as a bargaining chip, we do not want to compromise our location.”<br /> <br /> “As a precautionary measure and to assist a well-respected rebel, we are sending you to rendezvous with a reliable Rebel pilot on your way back. You will be escorting him to our hidden base here. He recently fled a dogfight with imperials. Pretty banged up and wanting to ensure he lost any tails, he has been hiding out amidst a very dense asteroid field a short distance from Plooruu repairing his ship. You’ll rendezvous with him and share jump coordinates.”<br /> <br /> &quot;We don’t want any more bad blood with the Hutt cartel, so we’re outfitting your fighters with a primarily non-lethal load-out. Please destroy other cartel ships only as a last resort.&quot; '</div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9590 Crimson Squadron - a Star Wars campaign 2019-07-08T19:15:23Z <p>Jesster: /* What Happened */</p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> [[BBOR9]] Former Docking bay engineer droid played by [[Daniel.bowling]]<br /> <br /> [[Pwando Duru]] Rough and tumble soldier played by [[Anthonius]]<br /> <br /> [[Dakotan]] Defecting Imperial Officer played by [[Brokunn]]<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.<br /> <br /> ===What Happened===<br /> Three of Crimson Squadron jumped to the coordinates; Marson and Dakotan in X-wing fighters and BBOR9 in an Arc170. As they approached, two patrolling TIE Fighters banked to close the distance. Before any comm was commenced, BBOR9 fired proton torpedoes at the lead TIE, who dodged. <br /> After a brief dog-fight the rebels were victorious and flew into the docking bay, led by Marson who blasted a parked imperial shuttle as he flew in. BBOR9 followed suit and laid into one of the 2 TIE fighters docked in the bay.<br /> <br /> As the rebels de-planed, the blast doors on the docking bay closed and Marson noticed two bodies in the adjoining control room.<br /> BBOR9 immediately approached the console and jacked in. He turned off the attack alert and re-opened the blast door.<br /> The party gathered and opened the control room door and Marson listened through with his cybernetic ear hearing little, other than the words &quot;doctor&quot; and &quot;escape&quot;. The door was opened with Marson kneeling ready to blast in the front. As the door opened, Dak shouted for whomever was in the room to cease and put their hands over their heads. One of the confused spacers within complied while the other charged Marson who dropped his blaster and grappled the man to the floor. <br /> <br /> After some commands from Dak and threatening motions from Marson's blaster, Bert and Clif complied. BBOR9 jacked into the control room console and downloaded schematics of the research facility and access logs and tapped into surveillance footage throughout the facility.<br /> <br /> While a plan was hatched, Marson boarded the damaged imperial shuttle and changed from his rebel flight suit into an imperial pilot jumpsuit.<br /> <br /> After finding the doctor via video surveillance in the ante-chamber of the latrine, Dak and Marson had Bert lead them through the facility to her via maintenance tunnels, while BBOR9 and Clif surveilled and unlocked doors from the docking bay command room.<br /> <br /> Passing through the mess hall and into the kitchen the trio picked up a trail of concerned facility workers. Dak and Bert talked them down, then Bert led the rebels through the walk-in cooler to maintenance and machinery tunnels behind the walls of the facility. Behind the walls, the remote support of BBOR9 was crippled. After Bert made an educated guess at the proper door Marson listened and heard two sets of footsteps. Assuming them Dr. Carelle and her aide, the opened the maintenance door and entered the hallway to find imperial midshipman Shneel with a woman. Dak ordered him to stop and for the woman to come with him, then asked Shneel if the woman was &quot;the target&quot;. Shneel gave a suspicious look and asked the Captain if he had been properly briefed. Dak asked for an update and as Shneel stepped back and reached for his comm, Marson quick-drew his blaster as Dak shouted for him to stop and drop the comm, noting that their comms had been compromised by imperial technicians and were not to be used under any circumstance. That's why Dak and his pilot accomplice where not fully briefed. Dak then ordered Shneel and the woman to join him while Marson and Bert cleared the latrine for any stragglers. They convinced the Dr. to follow them back to the bay to get away. Carelle was relieved her dated rebel encryption worked. <br /> The party opted to have BBOR9 lead them through the corridors via surveillance and door locking rather than going back through potentially hazardous maintenance tunnels. <br /> Rounding once corner, they group encountered two storm troopers carrying crates of research equipment. Dak convinced them to move along, as they were and the group reached the docking bay control room.<br /> Dak dismissed Shneel to the &quot;lower level&quot; and watched him confusedly go back down the hall into the facility. <br /> The group debated which ship(s) to take and settled on the supply freighter after noting the imperial shuttle though shielded and more luxurious had no hyperdrive and was unable to jump back to Station76. <br /> As the group loaded into the light freighter and strapped into some make shift seating, Dak and Clif and Bert (debating to stay or go) saw Shneel lead 4 storm troopers into the bay, pointing at the ship as BBOR9 fired it up. Seeing Dak and Marson in imperial attire confused the troopers, despite the anxious pleas of the Mid-shipman. Dak yelled that rebels were infiltrating the facility and pointed behind the troopers. <br /> Marson dove out of the closing freighter ramp as Bert, Dak and Clif scrambled in and the troopers advanced leveling their blaster rifles. <br /> They fired on the two ships' cock-pits as Marson fired up his x-wing and blasted out of the bay, followed by BBOR9 sloppily knocking over a parked TIE and bumping the left x-wing. As Marson wheeled his X-wing back executing a Koiogran turn to provide cover the single remaining TIE took flight to give chase. BBOR9 wasted no time using his lightning calculator and ship engineering to rapidly jump to hyperspace and back to station 76, followed shortly by Marson in his X-wing.<br /> <br /> While the researcher and two of her aids were recovered, two rebel fighters, complete with jump drives and recent coordinates were left behind.<br /> BBOR9's data scrape revealed that the Captain deployed to the facility was known to mostly have experience on planet-side operations and his escort's IDs indicate they were all academy trainees. There's hope that they neither have the experience to fly the left ships or the know-how to harvest data from them.<br /> <br /> <br /> ==Mission Two==<br /> <br /> Kardon Brigg, your “Commanding Officer” at Station 76 was pleased you brought in Doctor Carelle, and she and her assistants have been assets already to helping keep Station 76 off of imperial radars. <br /> He calls you into his office for a meeting.<br /> <br /> ''“We’ve been farming information brokers all over to find the ARC 170 and x-wings you left behind, and to gather intel about the Doctor’s research and it’s whereabouts. We haven’t gotten a bead on the x-wing and suspect the empire still has it within their iron grasp. However, the ARC has popped up on planet-side on Plooruu, a small jungle planet in the same system as the research station. Plooru is known as a vicious place for both its wildlife and the mercenaries who frequent it. We have a man on ground, an ex-soldier named Pwando Duru. You’re to meet him in a cantina in a cliffside “resort,” then work your way back through a bit of the jungle to where we believe the ARC is. We’re going to send you with a cred-card loaded with enough we hope you can buy it back. Bring it home if you can, or find out who has it. That ARC was a versatile combat fighter we want back, starships are expensive, but so are talented pilots. Be careful about engaging any combat down there. May the Force be with you”''<br /> <br /> Dr. Carelle has been able to modify Imperial sensor jammer tech and equip your ships with it, so it should give you a bit of an edge if you end up in future dog fights.<br /> Rebel techs have also equipped a YT 2400 freighter for you to take down along with Marson`s x-wing. <br /> <br /> You start parked in a clearing with a few yacht-type vessels overwatched by a couple security droids , here the jungle has been cut back and hemmed out with 20 ft-tall electro-fencing below an elaborate cliff-side building some 200 feet above. From the exterior the resort resembles a bunch of black and gold bubbles erupting from greenery and cascading waterfalls.<br /> <br /> <br /> ===What Happened===<br /> [[Bbor9]] and [[Dakotan]] gathered a bit more info from Kardon before leaving their ships in the &quot;parking garage&quot; and heading into the resort entrance, past security droids and a gamorian guard in front of the elevators. They chose to stop in the Cantina floor where they were to meet up with [[Pwando Duru]].<br /> BBOR9 chats with modified medical droid, DishDroid 9000 while Dakotan and Pwando go up to casino to rent a skiff to take into through the jungle to the &quot;dark back alley&quot; above the resort.<br /> <br /> Following his intuition, Dakotan drove them through the lush jungle in what could only be described as a jungle tunnel to a smokey dusky semi-cleared camp-ground with a few tents and star-ships and many shadowy figures with cold glares for the new-comers. As they slowly cruised about looking for the &quot;missing&quot; ship, a Daveronian zipped up along-side them on a speeder bike. Kweel Matock introduced himself from behind his giant magnifying goggles and offered to broker a meeting for them with the ship owners, for a price. [[Image:Kweel.jpg|thumb|right|300px|]]<br /> <br /> After a brief meeting interrupting the loading of munitions to the ARC as well as a B-wing and another scum ship, the mercenaries were disinclined to sell for Dak's offers. Pwando pulled his blaster rifle and began his style of negotiations.<br /> <br /> There was a brief fire-fight resulting in Dak waving a stolen sword as he peeled around the landing zone on the rented land speeder with Kweel in tow, while BBOR9 took flight in the ARC and blasted down the b-wing just as it began to lift off. That happened after BBOR9 grabbed the armed thermonuclear detonator from the mercenary boss and tossed it at the parked b-wing.<br /> <br /> Pwando continued gunning and beating down mercenaries until he also boarded one of their ships and all flew down to the landing bay in front of the resort, where they left the stolen mercenary ship before flying their ship and the ARC into space. They dropped Kweel Matock off on a nearby planet before returning to base along with an encrypted datapad off of the mercenary boss who Kweel reported was in the employ of the Hutt cartel.</div> Jesster https://gurth.johnmasterson.com/index.php?title=File:Kweel.jpg&diff=9551 File:Kweel.jpg 2019-06-04T04:57:19Z <p>Jesster: </p> <hr /> <div></div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9550 Crimson Squadron - a Star Wars campaign 2019-06-04T04:55:10Z <p>Jesster: </p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> [[BBOR9]] Former Docking bay engineer droid played by [[Daniel.bowling]]<br /> <br /> [[Pwando Duru]] Rough and tumble soldier played by [[Anthonius]]<br /> <br /> [[Dakotan]] Defecting Imperial Officer played by [[Brokunn]]<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.<br /> <br /> ===What Happened===<br /> Three of Crimson Squadron jumped to the coordinates; Marson and Dakotan in X-wing fighters and BBOR9 in an Arc170. As they approached, two patrolling TIE Fighters banked to close the distance. Before any comm was commenced, BBOR9 fired proton torpedoes at the lead TIE, who dodged. <br /> After a brief dog-fight the rebels were victorious and flew into the docking bay, led by Marson who blasted a parked imperial shuttle as he flew in. BBOR9 followed suit and laid into one of the 2 TIE fighters docked in the bay.<br /> <br /> As the rebels de-planed, the blast doors on the docking bay closed and Marson noticed two bodies in the adjoining control room.<br /> BBOR9 immediately approached the console and jacked in. He turned off the attack alert and re-opened the blast door.<br /> The party gathered and opened the control room door and Marson listened through with his cybernetic ear hearing little, other than the words &quot;doctor&quot; and &quot;escape&quot;. The door was opened with Marson kneeling ready to blast in the front. As the door opened, Dak shouted for whomever was in the room to cease and put their hands over their heads. One of the confused spacers within complied while the other charged Marson who dropped his blaster and grappled the man to the floor. <br /> <br /> After some commands from Dak and threatening motions from Marson's blaster, Bert and Clif complied. BBOR9 jacked into the control room console and downloaded schematics of the research facility and access logs and tapped into surveillance footage throughout the facility.<br /> <br /> While a plan was hatched, Marson boarded the damaged imperial shuttle and changed from his rebel flight suit into an imperial pilot jumpsuit.<br /> <br /> After finding the doctor via video surveillance in the ante-chamber of the latrine, Dak and Marson had Bert lead them through the facility to her via maintenance tunnels, while BBOR9 and Clif surveilled and unlocked doors from the docking bay command room.<br /> <br /> Passing through the mess hall and into the kitchen the trio picked up a trail of concerned facility workers. Dak and Bert talked them down, then Bert led the rebels through the walk-in cooler to maintenance and machinery tunnels behind the walls of the facility. Behind the walls, the remote support of BBOR9 was crippled. After Bert made an educated guess at the proper door Marson listened and heard two sets of footsteps. Assuming them Dr. Carelle and her aide, the opened the maintenance door and entered the hallway to find imperial midshipman Shneel with a woman. Dak ordered him to stop and for the woman to come with him, then asked Shneel if the woman was &quot;the target&quot;. Shneel gave a suspicious look and asked the Captain if he had been properly briefed. Dak asked for an update and as Shneel stepped back and reached for his comm, Marson quick-drew his blaster as Dak shouted for him to stop and drop the comm, noting that their comms had been compromised by imperial technicians and were not to be used under any circumstance. That's why Dak and his pilot accomplice where not fully briefed. Dak then ordered Shneel and the woman to join him while Marson and Bert cleared the latrine for any stragglers. They convinced the Dr. to follow them back to the bay to get away. Carelle was relieved her dated rebel encryption worked. <br /> The party opted to have BBOR9 lead them through the corridors via surveillance and door locking rather than going back through potentially hazardous maintenance tunnels. <br /> Rounding once corner, they group encountered two storm troopers carrying crates of research equipment. Dak convinced them to move along, as they were and the group reached the docking bay control room.<br /> Dak dismissed Shneel to the &quot;lower level&quot; and watched him confusedly go back down the hall into the facility. <br /> The group debated which ship(s) to take and settled on the supply freighter after noting the imperial shuttle though shielded and more luxurious had no hyperdrive and was unable to jump back to Station76. <br /> As the group loaded into the light freighter and strapped into some make shift seating, Dak and Clif and Bert (debating to stay or go) saw Shneel lead 4 storm troopers into the bay, pointing at the ship as BBOR9 fired it up. Seeing Dak and Marson in imperial attire confused the troopers, despite the anxious pleas of the Mid-shipman. Dak yelled that rebels were infiltrating the facility and pointed behind the troopers. <br /> Marson dove out of the closing freighter ramp as Bert, Dak and Clif scrambled in and the troopers advanced leveling their blaster rifles. <br /> They fired on the two ships' cock-pits as Marson fired up his x-wing and blasted out of the bay, followed by BBOR9 sloppily knocking over a parked TIE and bumping the left x-wing. As Marson wheeled his X-wing back executing a Koiogran turn to provide cover the single remaining TIE took flight to give chase. BBOR9 wasted no time using his lightning calculator and ship engineering to rapidly jump to hyperspace and back to station 76, followed shortly by Marson in his X-wing.<br /> <br /> While the researcher and two of her aids were recovered, two rebel fighters, complete with jump drives and recent coordinates were left behind.<br /> BBOR9's data scrape revealed that the Captain deployed to the facility was known to mostly have experience on planet-side operations and his escort's IDs indicate they were all academy trainees. There's hope that they neither have the experience to fly the left ships or the know-how to harvest data from them.<br /> <br /> <br /> ==Mission Two==<br /> <br /> Kardon Brigg, your “Commanding Officer” at Station 76 was pleased you brought in Doctor Carelle, and she and her assistants have been assets already to helping keep Station 76 off of imperial radars. <br /> He calls you into his office for a meeting.<br /> <br /> ''“We’ve been farming information brokers all over to find the ARC 170 and x-wings you left behind, and to gather intel about the Doctor’s research and it’s whereabouts. We haven’t gotten a bead on the x-wing and suspect the empire still has it within their iron grasp. However, the ARC has popped up on planet-side on Plooruu, a small jungle planet in the same system as the research station. Plooru is known as a vicious place for both its wildlife and the mercenaries who frequent it. We have a man on ground, an ex-soldier named Pwando Duru. You’re to meet him in a cantina in a cliffside “resort,” then work your way back through a bit of the jungle to where we believe the ARC is. We’re going to send you with a cred-card loaded with enough we hope you can buy it back. Bring it home if you can, or find out who has it. That ARC was a versatile combat fighter we want back, starships are expensive, but so are talented pilots. Be careful about engaging any combat down there. May the Force be with you”''<br /> <br /> Dr. Carelle has been able to modify Imperial sensor jammer tech and equip your ships with it, so it should give you a bit of an edge if you end up in future dog fights.<br /> Rebel techs have also equipped a YT 2400 freighter for you to take down along with Marson`s x-wing. <br /> <br /> You start parked in a clearing with a few yacht-type vessels overwatched by a couple security droids , here the jungle has been cut back and hemmed out with 20 ft-tall electro-fencing below an elaborate cliff-side building some 200 feet above. From the exterior the resort resembles a bunch of black and gold bubbles erupting from greenery and cascading waterfalls.<br /> <br /> <br /> ===What Happened===<br /> [[Bbor9]] and [[Dakotan]] gathered a bit more info from Kardon before leaving their ships in the &quot;parking garage&quot; and heading into the resort entrance, past security droids and a gamorian guard in front of the elevators. They chose to stop in the Cantina floor where they were to meet up with [[Pwando Duru]].<br /> BBOR9 chats with modified medical droid, DishDroid 9000 while Dakotan and Pwando go up to casino to rent a skiff to take into through the jungle to the &quot;dark back alley&quot; above the resort.<br /> <br /> Following his intuition, Dakotan drove them through the lush jungle in what could only be described as a jungle tunnel to a smokey dusky semi-cleared camp-ground with a few tents and star-ships and many shadowy figures with cold glares for the new-comers. As they slowly cruised about looking for the &quot;missing&quot; ship, a Daveronian zipped up along-side them on a speeder bike. Kweel Matock introduced himself from behind his giant magnifying goggles and offered to broker a meeting for them with the ship owners, for a price. [[Image:Kweel.jpg|thumb|right|300px|]]</div> Jesster https://gurth.johnmasterson.com/index.php?title=File:Pwando.jpg&diff=9549 File:Pwando.jpg 2019-06-04T04:49:26Z <p>Jesster: </p> <hr /> <div></div> Jesster https://gurth.johnmasterson.com/index.php?title=Pwando_Duru&diff=9548 Pwando Duru 2019-06-04T04:49:08Z <p>Jesster: Created page with &quot;300px|&quot;</p> <hr /> <div>[[Image:Pwando.jpg|thumb|right|300px|]]</div> Jesster https://gurth.johnmasterson.com/index.php?title=File:BBOR9.jpg&diff=9547 File:BBOR9.jpg 2019-06-04T04:45:12Z <p>Jesster: </p> <hr /> <div></div> Jesster https://gurth.johnmasterson.com/index.php?title=BBOR9&diff=9546 BBOR9 2019-06-04T04:43:09Z <p>Jesster: Created page with &quot;300px|&quot;</p> <hr /> <div>[[Image:BBOR9.jpg|thumb|right|300px|]]</div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9545 Crimson Squadron - a Star Wars campaign 2019-06-04T04:42:01Z <p>Jesster: </p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> [[BBOR9]] Former Docking bay engineer droid played by [[Daniel.bowling]]<br /> <br /> [[Pwando Duru]] Rough and tumble soldier played by [[Anthonius]]<br /> <br /> [[Dakotan]] Defecting Imperial Officer played by [[Brokunn]]<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.<br /> <br /> ===What Happened===<br /> Three of Crimson Squadron jumped to the coordinates; Marson and Dakotan in X-wing fighters and BBOR9 in an Arc170. As they approached, two patrolling TIE Fighters banked to close the distance. Before any comm was commenced, BBOR9 fired proton torpedoes at the lead TIE, who dodged. <br /> After a brief dog-fight the rebels were victorious and flew into the docking bay, led by Marson who blasted a parked imperial shuttle as he flew in. BBOR9 followed suit and laid into one of the 2 TIE fighters docked in the bay.<br /> <br /> As the rebels de-planed, the blast doors on the docking bay closed and Marson noticed two bodies in the adjoining control room.<br /> BBOR9 immediately approached the console and jacked in. He turned off the attack alert and re-opened the blast door.<br /> The party gathered and opened the control room door and Marson listened through with his cybernetic ear hearing little, other than the words &quot;doctor&quot; and &quot;escape&quot;. The door was opened with Marson kneeling ready to blast in the front. As the door opened, Dak shouted for whomever was in the room to cease and put their hands over their heads. One of the confused spacers within complied while the other charged Marson who dropped his blaster and grappled the man to the floor. <br /> <br /> After some commands from Dak and threatening motions from Marson's blaster, Bert and Clif complied. BBOR9 jacked into the control room console and downloaded schematics of the research facility and access logs and tapped into surveillance footage throughout the facility.<br /> <br /> While a plan was hatched, Marson boarded the damaged imperial shuttle and changed from his rebel flight suit into an imperial pilot jumpsuit.<br /> <br /> After finding the doctor via video surveillance in the ante-chamber of the latrine, Dak and Marson had Bert lead them through the facility to her via maintenance tunnels, while BBOR9 and Clif surveilled and unlocked doors from the docking bay command room.<br /> <br /> Passing through the mess hall and into the kitchen the trio picked up a trail of concerned facility workers. Dak and Bert talked them down, then Bert led the rebels through the walk-in cooler to maintenance and machinery tunnels behind the walls of the facility. Behind the walls, the remote support of BBOR9 was crippled. After Bert made an educated guess at the proper door Marson listened and heard two sets of footsteps. Assuming them Dr. Carelle and her aide, the opened the maintenance door and entered the hallway to find imperial midshipman Shneel with a woman. Dak ordered him to stop and for the woman to come with him, then asked Shneel if the woman was &quot;the target&quot;. Shneel gave a suspicious look and asked the Captain if he had been properly briefed. Dak asked for an update and as Shneel stepped back and reached for his comm, Marson quick-drew his blaster as Dak shouted for him to stop and drop the comm, noting that their comms had been compromised by imperial technicians and were not to be used under any circumstance. That's why Dak and his pilot accomplice where not fully briefed. Dak then ordered Shneel and the woman to join him while Marson and Bert cleared the latrine for any stragglers. They convinced the Dr. to follow them back to the bay to get away. Carelle was relieved her dated rebel encryption worked. <br /> The party opted to have BBOR9 lead them through the corridors via surveillance and door locking rather than going back through potentially hazardous maintenance tunnels. <br /> Rounding once corner, they group encountered two storm troopers carrying crates of research equipment. Dak convinced them to move along, as they were and the group reached the docking bay control room.<br /> Dak dismissed Shneel to the &quot;lower level&quot; and watched him confusedly go back down the hall into the facility. <br /> The group debated which ship(s) to take and settled on the supply freighter after noting the imperial shuttle though shielded and more luxurious had no hyperdrive and was unable to jump back to Station76. <br /> As the group loaded into the light freighter and strapped into some make shift seating, Dak and Clif and Bert (debating to stay or go) saw Shneel lead 4 storm troopers into the bay, pointing at the ship as BBOR9 fired it up. Seeing Dak and Marson in imperial attire confused the troopers, despite the anxious pleas of the Mid-shipman. Dak yelled that rebels were infiltrating the facility and pointed behind the troopers. <br /> Marson dove out of the closing freighter ramp as Bert, Dak and Clif scrambled in and the troopers advanced leveling their blaster rifles. <br /> They fired on the two ships' cock-pits as Marson fired up his x-wing and blasted out of the bay, followed by BBOR9 sloppily knocking over a parked TIE and bumping the left x-wing. As Marson wheeled his X-wing back executing a Koiogran turn to provide cover the single remaining TIE took flight to give chase. BBOR9 wasted no time using his lightning calculator and ship engineering to rapidly jump to hyperspace and back to station 76, followed shortly by Marson in his X-wing.<br /> <br /> While the researcher and two of her aids were recovered, two rebel fighters, complete with jump drives and recent coordinates were left behind.<br /> BBOR9's data scrape revealed that the Captain deployed to the facility was known to mostly have experience on planet-side operations and his escort's IDs indicate they were all academy trainees. There's hope that they neither have the experience to fly the left ships or the know-how to harvest data from them.<br /> <br /> <br /> ==Mission Two==<br /> <br /> Kardon Brigg, your “Commanding Officer” at Station 76 was pleased you brought in Doctor Carelle, and she and her assistants have been assets already to helping keep Station 76 off of imperial radars. <br /> He calls you into his office for a meeting.<br /> <br /> ''“We’ve been farming information brokers all over to find the ARC 170 and x-wings you left behind, and to gather intel about the Doctor’s research and it’s whereabouts. We haven’t gotten a bead on the x-wing and suspect the empire still has it within their iron grasp. However, the ARC has popped up on planet-side on Plooruu, a small jungle planet in the same system as the research station. Plooru is known as a vicious place for both its wildlife and the mercenaries who frequent it. We have a man on the ground, an ex-soldier named Pwando Duru. You’re to meet him in a cantina in a cliffside “resort,” then work your way back through a bit of the jungle to where we believe the ARC is. We’re going to send you with a cred-card loaded with enough we hope you can buy it back. Bring it home if you can, or find out who has it. That ARC was a versatile combat fighter we want back, starships are expensive, but so are talented pilots. Be careful about engaging any combat down there. May the Force be with you”''<br /> <br /> Dr. Carelle has been able to modify Imperial sensor jammer tech and equip your ships with it, so it should give you a bit of an edge if you end up in future dog fights.<br /> Rebel techs have also equipped a YT 2400 freighter for you to take down along with Marson`s x-wing. <br /> <br /> You start parked in a clearing with a few yacht-type vessels overwatched by a couple security droids , here the jungle has been cut back and hemmed out with 20 ft-tall electro-fencing below an elaborate cliff-side building some 200 feet above. From the exterior the resort resembles a bunch of black and gold bubbles erupting from greenery and cascading waterfalls.<br /> <br /> <br /> ===What Happened===<br /> [[Bbor9]] and [[Dakotan]] gathered a bit more info from Kardon before leaving their ships in the &quot;parking garage&quot; and heading into the resort entrance, past security droids and a gamorian guard in front of the elevators. They chose to stop in the Cantina floor where they were to meet up with [[Pwando Duru]].</div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9544 Crimson Squadron - a Star Wars campaign 2019-06-03T00:15:47Z <p>Jesster: /* Mission Two */</p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> [[BBOR9]] Former Docking bay engineer droid played by [[Daniel.bowling]]<br /> <br /> [[Pwando Duru]] Rough and tumble soldier played by [[Anthonius]]<br /> <br /> [[Dakotan]] Defecting Imperial Officer played by [[Brokunn]]<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.<br /> <br /> ===What Happened===<br /> Three of Crimson Squadron jumped to the coordinates; Marson and Dakotan in X-wing fighters and BBOR9 in an Arc170. As they approached, two patrolling TIE Fighters banked to close the distance. Before any comm was commenced, BBOR9 fired proton torpedoes at the lead TIE, who dodged. <br /> After a brief dog-fight the rebels were victorious and flew into the docking bay, led by Marson who blasted a parked imperial shuttle as he flew in. BBOR9 followed suit and laid into one of the 2 TIE fighters docked in the bay.<br /> <br /> As the rebels de-planed, the blast doors on the docking bay closed and Marson noticed two bodies in the adjoining control room.<br /> BBOR9 immediately approached the console and jacked in. He turned off the attack alert and re-opened the blast door.<br /> The party gathered and opened the control room door and Marson listened through with his cybernetic ear hearing little, other than the words &quot;doctor&quot; and &quot;escape&quot;. The door was opened with Marson kneeling ready to blast in the front. As the door opened, Dak shouted for whomever was in the room to cease and put their hands over their heads. One of the confused spacers within complied while the other charged Marson who dropped his blaster and grappled the man to the floor. <br /> <br /> After some commands from Dak and threatening motions from Marson's blaster, Bert and Clif complied. BBOR9 jacked into the control room console and downloaded schematics of the research facility and access logs and tapped into surveillance footage throughout the facility.<br /> <br /> While a plan was hatched, Marson boarded the damaged imperial shuttle and changed from his rebel flight suit into an imperial pilot jumpsuit.<br /> <br /> After finding the doctor via video surveillance in the ante-chamber of the latrine, Dak and Marson had Bert lead them through the facility to her via maintenance tunnels, while BBOR9 and Clif surveilled and unlocked doors from the docking bay command room.<br /> <br /> Passing through the mess hall and into the kitchen the trio picked up a trail of concerned facility workers. Dak and Bert talked them down, then Bert led the rebels through the walk-in cooler to maintenance and machinery tunnels behind the walls of the facility. Behind the walls, the remote support of BBOR9 was crippled. After Bert made an educated guess at the proper door Marson listened and heard two sets of footsteps. Assuming them Dr. Carelle and her aide, the opened the maintenance door and entered the hallway to find imperial midshipman Shneel with a woman. Dak ordered him to stop and for the woman to come with him, then asked Shneel if the woman was &quot;the target&quot;. Shneel gave a suspicious look and asked the Captain if he had been properly briefed. Dak asked for an update and as Shneel stepped back and reached for his comm, Marson quick-drew his blaster as Dak shouted for him to stop and drop the comm, noting that their comms had been compromised by imperial technicians and were not to be used under any circumstance. That's why Dak and his pilot accomplice where not fully briefed. Dak then ordered Shneel and the woman to join him while Marson and Bert cleared the latrine for any stragglers. They convinced the Dr. to follow them back to the bay to get away. Carelle was relieved her dated rebel encryption worked. <br /> The party opted to have BBOR9 lead them through the corridors via surveillance and door locking rather than going back through potentially hazardous maintenance tunnels. <br /> Rounding once corner, they group encountered two storm troopers carrying crates of research equipment. Dak convinced them to move along, as they were and the group reached the docking bay control room.<br /> Dak dismissed Shneel to the &quot;lower level&quot; and watched him confusedly go back down the hall into the facility. <br /> The group debated which ship(s) to take and settled on the supply freighter after noting the imperial shuttle though shielded and more luxurious had no hyperdrive and was unable to jump back to Station76. <br /> As the group loaded into the light freighter and strapped into some make shift seating, Dak and Clif and Bert (debating to stay or go) saw Shneel lead 4 storm troopers into the bay, pointing at the ship as BBOR9 fired it up. Seeing Dak and Marson in imperial attire confused the troopers, despite the anxious pleas of the Mid-shipman. Dak yelled that rebels were infiltrating the facility and pointed behind the troopers. <br /> Marson dove out of the closing freighter ramp as Bert, Dak and Clif scrambled in and the troopers advanced leveling their blaster rifles. <br /> They fired on the two ships' cock-pits as Marson fired up his x-wing and blasted out of the bay, followed by BBOR9 sloppily knocking over a parked TIE and bumping the left x-wing. As Marson wheeled his X-wing back executing a Koiogran turn to provide cover the single remaining TIE took flight to give chase. BBOR9 wasted no time using his lightning calculator and ship engineering to rapidly jump to hyperspace and back to station 76, followed shortly by Marson in his X-wing.<br /> <br /> While the researcher and two of her aids were recovered, two rebel fighters, complete with jump drives and recent coordinates were left behind.<br /> BBOR9's data scrape revealed that the Captain deployed to the facility was known to mostly have experience on planet-side operations and his escort's IDs indicate they were all academy trainees. There's hope that they neither have the experience to fly the left ships or the know-how to harvest data from them.<br /> <br /> <br /> ==Mission Two==<br /> <br /> Kardon Brigg, your “Commanding Officer” at Station 76 was pleased you brought in Doctor Carelle, and she and her assistants have been assets already to helping keep Station 76 off of imperial radars. <br /> He calls you into his office for a meeting.<br /> <br /> ''“We’ve been farming information brokers all over to find the ARC 170 and x-wings you left behind, and to gather intel about the Doctor’s research and it’s whereabouts. We haven’t gotten a bead on the x-wing and suspect the empire still has it within their iron grasp. However, the ARC has popped up on planet-side on Plooruu, a small jungle planet in the same system as the research station. Plooru is known as a vicious place for both its wildlife and the mercenaries who frequent it. We have a man on the ground, an ex-soldier named Pwando Duru. You’re to meet him in a cantina in a cliffside “resort,” then work your way back through a bit of the jungle to where we believe the ARC is. We’re going to send you with a cred-card loaded with enough we hope you can buy it back. Bring it home if you can, or find out who has it. That ARC was a versatile combat fighter we want back, starships are expensive, but so are talented pilots. Be careful about engaging any combat down there. May the Force be with you”''<br /> <br /> Dr. Carelle has been able to modify Imperial sensor jammer tech and equip your ships with it, so it should give you a bit of an edge if you end up in future dog fights.<br /> Rebel techs have also equipped a YT 2400 freighter for you to take down along with Marson`s x-wing. <br /> <br /> You start parked in a clearing with a few yacht-type vessels overwatched by a couple security droids , here the jungle has been cut back and hemmed out with 20 ft-tall electro-fencing below an elaborate cliff-side building some 200 feet above. From the exterior the resort resembles a bunch of black and gold bubbles erupting from greenery and cascading waterfalls.</div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9543 Crimson Squadron - a Star Wars campaign 2019-06-03T00:12:58Z <p>Jesster: /* Mission Two */</p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> [[BBOR9]] Former Docking bay engineer droid played by [[Daniel.bowling]]<br /> <br /> [[Pwando Duru]] Rough and tumble soldier played by [[Anthonius]]<br /> <br /> [[Dakotan]] Defecting Imperial Officer played by [[Brokunn]]<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.<br /> <br /> ===What Happened===<br /> Three of Crimson Squadron jumped to the coordinates; Marson and Dakotan in X-wing fighters and BBOR9 in an Arc170. As they approached, two patrolling TIE Fighters banked to close the distance. Before any comm was commenced, BBOR9 fired proton torpedoes at the lead TIE, who dodged. <br /> After a brief dog-fight the rebels were victorious and flew into the docking bay, led by Marson who blasted a parked imperial shuttle as he flew in. BBOR9 followed suit and laid into one of the 2 TIE fighters docked in the bay.<br /> <br /> As the rebels de-planed, the blast doors on the docking bay closed and Marson noticed two bodies in the adjoining control room.<br /> BBOR9 immediately approached the console and jacked in. He turned off the attack alert and re-opened the blast door.<br /> The party gathered and opened the control room door and Marson listened through with his cybernetic ear hearing little, other than the words &quot;doctor&quot; and &quot;escape&quot;. The door was opened with Marson kneeling ready to blast in the front. As the door opened, Dak shouted for whomever was in the room to cease and put their hands over their heads. One of the confused spacers within complied while the other charged Marson who dropped his blaster and grappled the man to the floor. <br /> <br /> After some commands from Dak and threatening motions from Marson's blaster, Bert and Clif complied. BBOR9 jacked into the control room console and downloaded schematics of the research facility and access logs and tapped into surveillance footage throughout the facility.<br /> <br /> While a plan was hatched, Marson boarded the damaged imperial shuttle and changed from his rebel flight suit into an imperial pilot jumpsuit.<br /> <br /> After finding the doctor via video surveillance in the ante-chamber of the latrine, Dak and Marson had Bert lead them through the facility to her via maintenance tunnels, while BBOR9 and Clif surveilled and unlocked doors from the docking bay command room.<br /> <br /> Passing through the mess hall and into the kitchen the trio picked up a trail of concerned facility workers. Dak and Bert talked them down, then Bert led the rebels through the walk-in cooler to maintenance and machinery tunnels behind the walls of the facility. Behind the walls, the remote support of BBOR9 was crippled. After Bert made an educated guess at the proper door Marson listened and heard two sets of footsteps. Assuming them Dr. Carelle and her aide, the opened the maintenance door and entered the hallway to find imperial midshipman Shneel with a woman. Dak ordered him to stop and for the woman to come with him, then asked Shneel if the woman was &quot;the target&quot;. Shneel gave a suspicious look and asked the Captain if he had been properly briefed. Dak asked for an update and as Shneel stepped back and reached for his comm, Marson quick-drew his blaster as Dak shouted for him to stop and drop the comm, noting that their comms had been compromised by imperial technicians and were not to be used under any circumstance. That's why Dak and his pilot accomplice where not fully briefed. Dak then ordered Shneel and the woman to join him while Marson and Bert cleared the latrine for any stragglers. They convinced the Dr. to follow them back to the bay to get away. Carelle was relieved her dated rebel encryption worked. <br /> The party opted to have BBOR9 lead them through the corridors via surveillance and door locking rather than going back through potentially hazardous maintenance tunnels. <br /> Rounding once corner, they group encountered two storm troopers carrying crates of research equipment. Dak convinced them to move along, as they were and the group reached the docking bay control room.<br /> Dak dismissed Shneel to the &quot;lower level&quot; and watched him confusedly go back down the hall into the facility. <br /> The group debated which ship(s) to take and settled on the supply freighter after noting the imperial shuttle though shielded and more luxurious had no hyperdrive and was unable to jump back to Station76. <br /> As the group loaded into the light freighter and strapped into some make shift seating, Dak and Clif and Bert (debating to stay or go) saw Shneel lead 4 storm troopers into the bay, pointing at the ship as BBOR9 fired it up. Seeing Dak and Marson in imperial attire confused the troopers, despite the anxious pleas of the Mid-shipman. Dak yelled that rebels were infiltrating the facility and pointed behind the troopers. <br /> Marson dove out of the closing freighter ramp as Bert, Dak and Clif scrambled in and the troopers advanced leveling their blaster rifles. <br /> They fired on the two ships' cock-pits as Marson fired up his x-wing and blasted out of the bay, followed by BBOR9 sloppily knocking over a parked TIE and bumping the left x-wing. As Marson wheeled his X-wing back executing a Koiogran turn to provide cover the single remaining TIE took flight to give chase. BBOR9 wasted no time using his lightning calculator and ship engineering to rapidly jump to hyperspace and back to station 76, followed shortly by Marson in his X-wing.<br /> <br /> While the researcher and two of her aids were recovered, two rebel fighters, complete with jump drives and recent coordinates were left behind.<br /> BBOR9's data scrape revealed that the Captain deployed to the facility was known to mostly have experience on planet-side operations and his escort's IDs indicate they were all academy trainees. There's hope that they neither have the experience to fly the left ships or the know-how to harvest data from them.<br /> <br /> <br /> ==Mission Two==<br /> <br /> Kardon Brigg, your “Commanding Officer” at Station 76 was pleased you brought in Doctor Carelle, and she and her assistants have been assets already to helping keep Station 76 off of imperial radars. <br /> He calls you into his office for a meeting.<br /> <br /> ''“We’ve been farming information brokers all over to find the ARC 170 and x-wings you left behind, and to gather intel about the Doctor’s research and it’s whereabouts. We haven’t gotten a bead on the x-wing and suspect the empire still has it within their iron grasp. However, the ARC has popped up on planet-side on Plooruu, a small jungle planet in the same system as the research station. Plooru is known as a vicious place for both its wildlife and the mercenaries who frequent it. We have a man on the ground, an ex-soldier named Pwando Duru. You’re to meet him in a cantina in a cliffside “resort,” then work your way back through a bit of the jungle to where we believe the ARC is. We’re going to send you with a cred-card loaded with enough we hope you can buy it back. Bring it home if you can, or find out who has it. That ARC was a versatile combat fighter we want back, starships are expensive, but so are talented pilots. Be careful about engaging any combat down there. May the Force be with you”''<br /> <br /> Dr. Carelle has been able to modify Imperial sensor jammer tech and equip your ships with it, so it should give you a bit of an edge if you end up in future dog fights.<br /> Rebel techs have also equipped a YT 2400 freighter for you to take down along with x-wing. <br /> <br /> You start parked in a clearing with a few yacht-type vessels overwatched by a couple security droids in a clearing where the jungle has been cut back and hemmed out with 20 ft-tall electro-fencing below an elaborate cliff-side building some 200 feet above, appearing like a bunch of black and gold bubbles erupting from greenery and cascading waterfalls.</div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9542 Crimson Squadron - a Star Wars campaign 2019-06-01T21:53:37Z <p>Jesster: /* Mission Two */</p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> [[BBOR9]] Former Docking bay engineer droid played by [[Daniel.bowling]]<br /> <br /> [[Pwando Duru]] Rough and tumble soldier played by [[Anthonius]]<br /> <br /> [[Dakotan]] Defecting Imperial Officer played by [[Brokunn]]<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.<br /> <br /> ===What Happened===<br /> Three of Crimson Squadron jumped to the coordinates; Marson and Dakotan in X-wing fighters and BBOR9 in an Arc170. As they approached, two patrolling TIE Fighters banked to close the distance. Before any comm was commenced, BBOR9 fired proton torpedoes at the lead TIE, who dodged. <br /> After a brief dog-fight the rebels were victorious and flew into the docking bay, led by Marson who blasted a parked imperial shuttle as he flew in. BBOR9 followed suit and laid into one of the 2 TIE fighters docked in the bay.<br /> <br /> As the rebels de-planed, the blast doors on the docking bay closed and Marson noticed two bodies in the adjoining control room.<br /> BBOR9 immediately approached the console and jacked in. He turned off the attack alert and re-opened the blast door.<br /> The party gathered and opened the control room door and Marson listened through with his cybernetic ear hearing little, other than the words &quot;doctor&quot; and &quot;escape&quot;. The door was opened with Marson kneeling ready to blast in the front. As the door opened, Dak shouted for whomever was in the room to cease and put their hands over their heads. One of the confused spacers within complied while the other charged Marson who dropped his blaster and grappled the man to the floor. <br /> <br /> After some commands from Dak and threatening motions from Marson's blaster, Bert and Clif complied. BBOR9 jacked into the control room console and downloaded schematics of the research facility and access logs and tapped into surveillance footage throughout the facility.<br /> <br /> While a plan was hatched, Marson boarded the damaged imperial shuttle and changed from his rebel flight suit into an imperial pilot jumpsuit.<br /> <br /> After finding the doctor via video surveillance in the ante-chamber of the latrine, Dak and Marson had Bert lead them through the facility to her via maintenance tunnels, while BBOR9 and Clif surveilled and unlocked doors from the docking bay command room.<br /> <br /> Passing through the mess hall and into the kitchen the trio picked up a trail of concerned facility workers. Dak and Bert talked them down, then Bert led the rebels through the walk-in cooler to maintenance and machinery tunnels behind the walls of the facility. Behind the walls, the remote support of BBOR9 was crippled. After Bert made an educated guess at the proper door Marson listened and heard two sets of footsteps. Assuming them Dr. Carelle and her aide, the opened the maintenance door and entered the hallway to find imperial midshipman Shneel with a woman. Dak ordered him to stop and for the woman to come with him, then asked Shneel if the woman was &quot;the target&quot;. Shneel gave a suspicious look and asked the Captain if he had been properly briefed. Dak asked for an update and as Shneel stepped back and reached for his comm, Marson quick-drew his blaster as Dak shouted for him to stop and drop the comm, noting that their comms had been compromised by imperial technicians and were not to be used under any circumstance. That's why Dak and his pilot accomplice where not fully briefed. Dak then ordered Shneel and the woman to join him while Marson and Bert cleared the latrine for any stragglers. They convinced the Dr. to follow them back to the bay to get away. Carelle was relieved her dated rebel encryption worked. <br /> The party opted to have BBOR9 lead them through the corridors via surveillance and door locking rather than going back through potentially hazardous maintenance tunnels. <br /> Rounding once corner, they group encountered two storm troopers carrying crates of research equipment. Dak convinced them to move along, as they were and the group reached the docking bay control room.<br /> Dak dismissed Shneel to the &quot;lower level&quot; and watched him confusedly go back down the hall into the facility. <br /> The group debated which ship(s) to take and settled on the supply freighter after noting the imperial shuttle though shielded and more luxurious had no hyperdrive and was unable to jump back to Station76. <br /> As the group loaded into the light freighter and strapped into some make shift seating, Dak and Clif and Bert (debating to stay or go) saw Shneel lead 4 storm troopers into the bay, pointing at the ship as BBOR9 fired it up. Seeing Dak and Marson in imperial attire confused the troopers, despite the anxious pleas of the Mid-shipman. Dak yelled that rebels were infiltrating the facility and pointed behind the troopers. <br /> Marson dove out of the closing freighter ramp as Bert, Dak and Clif scrambled in and the troopers advanced leveling their blaster rifles. <br /> They fired on the two ships' cock-pits as Marson fired up his x-wing and blasted out of the bay, followed by BBOR9 sloppily knocking over a parked TIE and bumping the left x-wing. As Marson wheeled his X-wing back executing a Koiogran turn to provide cover the single remaining TIE took flight to give chase. BBOR9 wasted no time using his lightning calculator and ship engineering to rapidly jump to hyperspace and back to station 76, followed shortly by Marson in his X-wing.<br /> <br /> While the researcher and two of her aids were recovered, two rebel fighters, complete with jump drives and recent coordinates were left behind.<br /> BBOR9's data scrape revealed that the Captain deployed to the facility was known to mostly have experience on planet-side operations and his escort's IDs indicate they were all academy trainees. There's hope that they neither have the experience to fly the left ships or the know-how to harvest data from them.<br /> <br /> <br /> ==Mission Two==<br /> <br /> Kardon Brigg, your “Commanding Officer” at Station 76 was pleased you brought in Doctor Carelle, and she and her assistants have been assets already to helping keep Station 76 off of imperial radars. <br /> He calls you into his office for a meeting.<br /> <br /> ''“We’ve been farming information brokers all over to find the ARC 170 and x-wings you left behind, and to gather intel about the Doctor’s research and it’s whereabouts. We haven’t gotten a bead on the x-wing and suspect the empire still has it within their iron grasp. However, the ARC has popped up on planet-side on Plooruu, a small jungle planet in the same system as the research station. Plooru is known as a vicious place for both its wildlife and the mercenaries who frequent it. We have a man on the ground, an ex-soldier named Pwando Duru. You’re to meet him in a cantina in a cliffside “resort,” then work your way back through a bit of the jungle to where we believe the ARC is. We’re going to send you with a cred-card loaded with enough we hope you can buy it back. Bring it home if you can, or find out who has it. That ARC was a versatile combat fighter we want back, starships are expensive, but so are talented pilots. Be careful about engaging any combat down there. May the Force be with you”''<br /> <br /> Dr. Carelle has been able to modify Imperial sensor jammer tech and equip your ships with it, so it should give you a bit of an edge if you end up in future dog fights.<br /> Rebel techs have also equipped a YT 2400 freighter for you to take down wing one x-wing. <br /> <br /> You start parked in a clearing with a few yacht-type vessels overwatched by a couple security droids in a clearing where the jungle has been cut back and hemmed out with 20 ft-tall electro-fencing below an elaborate cliff-side building some 200 feet above, appearing like a bunch of black and gold bubbles erupting from greenery and cascading waterfalls.</div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9541 Crimson Squadron - a Star Wars campaign 2019-06-01T21:50:47Z <p>Jesster: /* Mission Two */</p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> [[BBOR9]] Former Docking bay engineer droid played by [[Daniel.bowling]]<br /> <br /> [[Pwando Duru]] Rough and tumble soldier played by [[Anthonius]]<br /> <br /> [[Dakotan]] Defecting Imperial Officer played by [[Brokunn]]<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.<br /> <br /> ===What Happened===<br /> Three of Crimson Squadron jumped to the coordinates; Marson and Dakotan in X-wing fighters and BBOR9 in an Arc170. As they approached, two patrolling TIE Fighters banked to close the distance. Before any comm was commenced, BBOR9 fired proton torpedoes at the lead TIE, who dodged. <br /> After a brief dog-fight the rebels were victorious and flew into the docking bay, led by Marson who blasted a parked imperial shuttle as he flew in. BBOR9 followed suit and laid into one of the 2 TIE fighters docked in the bay.<br /> <br /> As the rebels de-planed, the blast doors on the docking bay closed and Marson noticed two bodies in the adjoining control room.<br /> BBOR9 immediately approached the console and jacked in. He turned off the attack alert and re-opened the blast door.<br /> The party gathered and opened the control room door and Marson listened through with his cybernetic ear hearing little, other than the words &quot;doctor&quot; and &quot;escape&quot;. The door was opened with Marson kneeling ready to blast in the front. As the door opened, Dak shouted for whomever was in the room to cease and put their hands over their heads. One of the confused spacers within complied while the other charged Marson who dropped his blaster and grappled the man to the floor. <br /> <br /> After some commands from Dak and threatening motions from Marson's blaster, Bert and Clif complied. BBOR9 jacked into the control room console and downloaded schematics of the research facility and access logs and tapped into surveillance footage throughout the facility.<br /> <br /> While a plan was hatched, Marson boarded the damaged imperial shuttle and changed from his rebel flight suit into an imperial pilot jumpsuit.<br /> <br /> After finding the doctor via video surveillance in the ante-chamber of the latrine, Dak and Marson had Bert lead them through the facility to her via maintenance tunnels, while BBOR9 and Clif surveilled and unlocked doors from the docking bay command room.<br /> <br /> Passing through the mess hall and into the kitchen the trio picked up a trail of concerned facility workers. Dak and Bert talked them down, then Bert led the rebels through the walk-in cooler to maintenance and machinery tunnels behind the walls of the facility. Behind the walls, the remote support of BBOR9 was crippled. After Bert made an educated guess at the proper door Marson listened and heard two sets of footsteps. Assuming them Dr. Carelle and her aide, the opened the maintenance door and entered the hallway to find imperial midshipman Shneel with a woman. Dak ordered him to stop and for the woman to come with him, then asked Shneel if the woman was &quot;the target&quot;. Shneel gave a suspicious look and asked the Captain if he had been properly briefed. Dak asked for an update and as Shneel stepped back and reached for his comm, Marson quick-drew his blaster as Dak shouted for him to stop and drop the comm, noting that their comms had been compromised by imperial technicians and were not to be used under any circumstance. That's why Dak and his pilot accomplice where not fully briefed. Dak then ordered Shneel and the woman to join him while Marson and Bert cleared the latrine for any stragglers. They convinced the Dr. to follow them back to the bay to get away. Carelle was relieved her dated rebel encryption worked. <br /> The party opted to have BBOR9 lead them through the corridors via surveillance and door locking rather than going back through potentially hazardous maintenance tunnels. <br /> Rounding once corner, they group encountered two storm troopers carrying crates of research equipment. Dak convinced them to move along, as they were and the group reached the docking bay control room.<br /> Dak dismissed Shneel to the &quot;lower level&quot; and watched him confusedly go back down the hall into the facility. <br /> The group debated which ship(s) to take and settled on the supply freighter after noting the imperial shuttle though shielded and more luxurious had no hyperdrive and was unable to jump back to Station76. <br /> As the group loaded into the light freighter and strapped into some make shift seating, Dak and Clif and Bert (debating to stay or go) saw Shneel lead 4 storm troopers into the bay, pointing at the ship as BBOR9 fired it up. Seeing Dak and Marson in imperial attire confused the troopers, despite the anxious pleas of the Mid-shipman. Dak yelled that rebels were infiltrating the facility and pointed behind the troopers. <br /> Marson dove out of the closing freighter ramp as Bert, Dak and Clif scrambled in and the troopers advanced leveling their blaster rifles. <br /> They fired on the two ships' cock-pits as Marson fired up his x-wing and blasted out of the bay, followed by BBOR9 sloppily knocking over a parked TIE and bumping the left x-wing. As Marson wheeled his X-wing back executing a Koiogran turn to provide cover the single remaining TIE took flight to give chase. BBOR9 wasted no time using his lightning calculator and ship engineering to rapidly jump to hyperspace and back to station 76, followed shortly by Marson in his X-wing.<br /> <br /> While the researcher and two of her aids were recovered, two rebel fighters, complete with jump drives and recent coordinates were left behind.<br /> BBOR9's data scrape revealed that the Captain deployed to the facility was known to mostly have experience on planet-side operations and his escort's IDs indicate they were all academy trainees. There's hope that they neither have the experience to fly the left ships or the know-how to harvest data from them.<br /> <br /> <br /> ==Mission Two==<br /> <br /> Kardon Brigg, your “Commanding Officer” at Station 76 was pleased you brought in Doctor Carelle, and she and her assistants have been assets already to helping keep Station 76 off of imperial radars. <br /> He calls you into his office for a meeting.<br /> <br /> ''“We’ve been farming information brokers all over to find the ARC 170 and x-wings you left behind, and to gather intel about the Doctor’s research and it’s whereabouts. We haven’t gotten a bead on the x-wing and suspect the empire still has it within their iron grasp. However, the ARC has popped up on planet-side on Plooruu, a small jungle planet in the same system as the research station. Plooru is known as a vicious place for both its wildlife and the mercenaries who frequent it. We have a man on the ground, an ex-soldier named Pwando Duru. You’re to meet him in a cantina in a cliffside “resort,” then work your way back through a bit of the jungle to where we believe the ARC is. We’re going to send you with a cred-card loaded with enough we hope you can buy it back. Bring it home if you can, or find out who has it. That ARC was a versatile combat fighter we want back, starships are expensive, but so are talented pilots. Be careful about engaging any combat down there. May the Force be with you”''<br /> <br /> Dr. Carelle has been able to modify Imperial sensor jammer tech and equip your ships with it, so it should give you a bit of an edge if you end up in future dog fights.<br /> Rebel techs have also equipped a YT 2400 freighter for you to take down wing one x-wing. <br /> <br /> You start parked in a clearing with a few yacht-type vessels in a clearing where the jungle has been cut back and hemmed out with 20 ft-tall electro-fencing below an elaborate cliff-side building some 200 feet above, appearing like a bunch of black and gold bubbles erupting from greenery and cascading waterfalls.</div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9540 Crimson Squadron - a Star Wars campaign 2019-06-01T21:48:08Z <p>Jesster: </p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> [[BBOR9]] Former Docking bay engineer droid played by [[Daniel.bowling]]<br /> <br /> [[Pwando Duru]] Rough and tumble soldier played by [[Anthonius]]<br /> <br /> [[Dakotan]] Defecting Imperial Officer played by [[Brokunn]]<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.<br /> <br /> ===What Happened===<br /> Three of Crimson Squadron jumped to the coordinates; Marson and Dakotan in X-wing fighters and BBOR9 in an Arc170. As they approached, two patrolling TIE Fighters banked to close the distance. Before any comm was commenced, BBOR9 fired proton torpedoes at the lead TIE, who dodged. <br /> After a brief dog-fight the rebels were victorious and flew into the docking bay, led by Marson who blasted a parked imperial shuttle as he flew in. BBOR9 followed suit and laid into one of the 2 TIE fighters docked in the bay.<br /> <br /> As the rebels de-planed, the blast doors on the docking bay closed and Marson noticed two bodies in the adjoining control room.<br /> BBOR9 immediately approached the console and jacked in. He turned off the attack alert and re-opened the blast door.<br /> The party gathered and opened the control room door and Marson listened through with his cybernetic ear hearing little, other than the words &quot;doctor&quot; and &quot;escape&quot;. The door was opened with Marson kneeling ready to blast in the front. As the door opened, Dak shouted for whomever was in the room to cease and put their hands over their heads. One of the confused spacers within complied while the other charged Marson who dropped his blaster and grappled the man to the floor. <br /> <br /> After some commands from Dak and threatening motions from Marson's blaster, Bert and Clif complied. BBOR9 jacked into the control room console and downloaded schematics of the research facility and access logs and tapped into surveillance footage throughout the facility.<br /> <br /> While a plan was hatched, Marson boarded the damaged imperial shuttle and changed from his rebel flight suit into an imperial pilot jumpsuit.<br /> <br /> After finding the doctor via video surveillance in the ante-chamber of the latrine, Dak and Marson had Bert lead them through the facility to her via maintenance tunnels, while BBOR9 and Clif surveilled and unlocked doors from the docking bay command room.<br /> <br /> Passing through the mess hall and into the kitchen the trio picked up a trail of concerned facility workers. Dak and Bert talked them down, then Bert led the rebels through the walk-in cooler to maintenance and machinery tunnels behind the walls of the facility. Behind the walls, the remote support of BBOR9 was crippled. After Bert made an educated guess at the proper door Marson listened and heard two sets of footsteps. Assuming them Dr. Carelle and her aide, the opened the maintenance door and entered the hallway to find imperial midshipman Shneel with a woman. Dak ordered him to stop and for the woman to come with him, then asked Shneel if the woman was &quot;the target&quot;. Shneel gave a suspicious look and asked the Captain if he had been properly briefed. Dak asked for an update and as Shneel stepped back and reached for his comm, Marson quick-drew his blaster as Dak shouted for him to stop and drop the comm, noting that their comms had been compromised by imperial technicians and were not to be used under any circumstance. That's why Dak and his pilot accomplice where not fully briefed. Dak then ordered Shneel and the woman to join him while Marson and Bert cleared the latrine for any stragglers. They convinced the Dr. to follow them back to the bay to get away. Carelle was relieved her dated rebel encryption worked. <br /> The party opted to have BBOR9 lead them through the corridors via surveillance and door locking rather than going back through potentially hazardous maintenance tunnels. <br /> Rounding once corner, they group encountered two storm troopers carrying crates of research equipment. Dak convinced them to move along, as they were and the group reached the docking bay control room.<br /> Dak dismissed Shneel to the &quot;lower level&quot; and watched him confusedly go back down the hall into the facility. <br /> The group debated which ship(s) to take and settled on the supply freighter after noting the imperial shuttle though shielded and more luxurious had no hyperdrive and was unable to jump back to Station76. <br /> As the group loaded into the light freighter and strapped into some make shift seating, Dak and Clif and Bert (debating to stay or go) saw Shneel lead 4 storm troopers into the bay, pointing at the ship as BBOR9 fired it up. Seeing Dak and Marson in imperial attire confused the troopers, despite the anxious pleas of the Mid-shipman. Dak yelled that rebels were infiltrating the facility and pointed behind the troopers. <br /> Marson dove out of the closing freighter ramp as Bert, Dak and Clif scrambled in and the troopers advanced leveling their blaster rifles. <br /> They fired on the two ships' cock-pits as Marson fired up his x-wing and blasted out of the bay, followed by BBOR9 sloppily knocking over a parked TIE and bumping the left x-wing. As Marson wheeled his X-wing back executing a Koiogran turn to provide cover the single remaining TIE took flight to give chase. BBOR9 wasted no time using his lightning calculator and ship engineering to rapidly jump to hyperspace and back to station 76, followed shortly by Marson in his X-wing.<br /> <br /> While the researcher and two of her aids were recovered, two rebel fighters, complete with jump drives and recent coordinates were left behind.<br /> BBOR9's data scrape revealed that the Captain deployed to the facility was known to mostly have experience on planet-side operations and his escort's IDs indicate they were all academy trainees. There's hope that they neither have the experience to fly the left ships or the know-how to harvest data from them.<br /> <br /> <br /> ==Mission Two==<br /> <br /> Kardon Brigg, your “Commanding Officer” at Station 76 was pleased you brought in Doctor Carelle, and she and her assistants have been assets already to helping keep Station 76 off of imperial radars. <br /> He calls you into his office for a meeting.<br /> '“We’ve been farming information brokers all over to find the ARC 170 and x-wings you left behind, and to gather intel about the Doctor’s research and it’s whereabouts. We haven’t gotten a bead on the x-wing and suspect the empire still has it within their iron grasp. However, the ARC has popped up on planet-side on Plooruu, a small jungle planet in the same system as the research station. Plooru is known as a vicious place for both its wildlife and the mercenaries who frequent it. We have a man on the ground, an ex-soldier named Pwando Duru. You’re to meet him in a cantina in a cliffside “resort,” then work your way back through a bit of the jungle to where we believe the ARC is. We’re going to send you with a cred-card loaded with enough we hope you can buy it back. Bring it home if you can, or find out who has it. That ARC was a versatile combat fighter we want back, starships are expensive, but so are talented pilots. Be careful about engaging any combat down there. May the Force be with you”'<br /> <br /> Dr. Carelle has been able to modify Imperial sensor jammer tech and equip your ships with it, so it should give you a bit of an edge if you end up in future dog fights.<br /> Rebel techs have also equipped a YT 2400 freighter for you to take down wing one x-wing. <br /> <br /> You start parked in a clearing with a few yacht-type vessels in a clearing where the jungle has been cut back and hemmed out with 20 ft-tall electro-fencing below an elaborate cliff-side building some 200 feet above, appearing like a bunch of black and gold bubbles erupting from greenery and cascading waterfalls.</div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9532 Crimson Squadron - a Star Wars campaign 2019-05-21T03:45:04Z <p>Jesster: </p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> [[BBOR9]] Former Docking bay engineer droid played by [[Daniel.bowling]]<br /> <br /> [[Pwando Duru]] Rough and tumble soldier played by [[Anthonius]]<br /> <br /> [[Dakotan]] Defecting Imperial Officer played by [[Brokunn]]<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.<br /> <br /> ===What Happened===<br /> Three of Crimson Squadron jumped to the coordinates; Marson and Dakotan in X-wing fighters and BBOR9 in an Arc170. As they approached, two patrolling TIE Fighters banked to close the distance. Before any comm was commenced, BBOR9 fired proton torpedoes at the lead TIE, who dodged. <br /> After a brief dog-fight the rebels were victorious and flew into the docking bay, led by Marson who blasted a parked imperial shuttle as he flew in. BBOR9 followed suit and laid into one of the 2 TIE fighters docked in the bay.<br /> <br /> As the rebels de-planed, the blast doors on the docking bay closed and Marson noticed two bodies in the adjoining control room.<br /> BBOR9 immediately approached the console and jacked in. He turned off the attack alert and re-opened the blast door.<br /> The party gathered and opened the control room door and Marson listened through with his cybernetic ear hearing little, other than the words &quot;doctor&quot; and &quot;escape&quot;. The door was opened with Marson kneeling ready to blast in the front. As the door opened, Dak shouted for whomever was in the room to cease and put their hands over their heads. One of the confused spacers within complied while the other charged Marson who dropped his blaster and grappled the man to the floor. <br /> <br /> After some commands from Dak and threatening motions from Marson's blaster, Bert and Clif complied. BBOR9 jacked into the control room console and downloaded schematics of the research facility and access logs and tapped into surveillance footage throughout the facility.<br /> <br /> While a plan was hatched, Marson boarded the damaged imperial shuttle and changed from his rebel flight suit into an imperial pilot jumpsuit.<br /> <br /> After finding the doctor via video surveillance in the ante-chamber of the latrine, Dak and Marson had Bert lead them through the facility to her via maintenance tunnels, while BBOR9 and Clif surveilled and unlocked doors from the docking bay command room.<br /> <br /> Passing through the mess hall and into the kitchen the trio picked up a trail of concerned facility workers. Dak and Bert talked them down, then Bert led the rebels through the walk-in cooler to maintenance and machinery tunnels behind the walls of the facility. Behind the walls, the remote support of BBOR9 was crippled. After Bert made an educated guess at the proper door Marson listened and heard two sets of footsteps. Assuming them Dr. Carelle and her aide, the opened the maintenance door and entered the hallway to find imperial midshipman Shneel with a woman. Dak ordered him to stop and for the woman to come with him, then asked Shneel if the woman was &quot;the target&quot;. Shneel gave a suspicious look and asked the Captain if he had been properly briefed. Dak asked for an update and as Shneel stepped back and reached for his comm, Marson quick-drew his blaster as Dak shouted for him to stop and drop the comm, noting that their comms had been compromised by imperial technicians and were not to be used under any circumstance. That's why Dak and his pilot accomplice where not fully briefed. Dak then ordered Shneel and the woman to join him while Marson and Bert cleared the latrine for any stragglers. They convinced the Dr. to follow them back to the bay to get away. Carelle was relieved her dated rebel encryption worked. <br /> The party opted to have BBOR9 lead them through the corridors via surveillance and door locking rather than going back through potentially hazardous maintenance tunnels. <br /> Rounding once corner, they group encountered two storm troopers carrying crates of research equipment. Dak convinced them to move along, as they were and the group reached the docking bay control room.<br /> Dak dismissed Shneel to the &quot;lower level&quot; and watched him confusedly go back down the hall into the facility. <br /> The group debated which ship(s) to take and settled on the supply freighter after noting the imperial shuttle though shielded and more luxurious had no hyperdrive and was unable to jump back to Station76. <br /> As the group loaded into the light freighter and strapped into some make shift seating, Dak and Clif and Bert (debating to stay or go) saw Shneel lead 4 storm troopers into the bay, pointing at the ship as BBOR9 fired it up. Seeing Dak and Marson in imperial attire confused the troopers, despite the anxious pleas of the Mid-shipman. Dak yelled that rebels were infiltrating the facility and pointed behind the troopers. <br /> Marson dove out of the closing freighter ramp as Bert, Dak and Clif scrambled in and the troopers advanced leveling their blaster rifles. <br /> They fired on the two ships' cock-pits as Marson fired up his x-wing and blasted out of the bay, followed by BBOR9 sloppily knocking over a parked TIE and bumping the left x-wing. As Marson wheeled his X-wing back executing a Koiogran turn to provide cover the single remaining TIE took flight to give chase. BBOR9 wasted no time using his lightning calculator and ship engineering to rapidly jump to hyperspace and back to station 76, followed shortly by Marson in his X-wing.<br /> <br /> While the researcher and two of her aids were recovered, two rebel fighters, complete with jump drives and recent coordinates were left behind.<br /> BBOR9's data scrape revealed that the Captain deployed to the facility was known to mostly have experience on planet-side operations and his escort's IDs indicate they were all academy trainees. There's hope that they neither have the experience to fly the left ships or the know-how to harvest data from them.</div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9531 Crimson Squadron - a Star Wars campaign 2019-05-21T02:54:52Z <p>Jesster: /* Characters */</p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> [[BBOR9]] Former Docking bay engineer droid played by [[Daniel.bowling]]<br /> <br /> [[Pwando Duru]] Rough and tumble soldier played by [[Anthonius]]<br /> <br /> [[Dakotan]] Defecting Imperial Officer played by [[Brokunn]]<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.</div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9530 Crimson Squadron - a Star Wars campaign 2019-05-21T02:54:38Z <p>Jesster: /* Characters */</p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> [[BBOR9]] Former Docking bay engineer droid played by [[Daniel.bowling]]<br /> <br /> [[Pwando Duru]] Rough and tumble soldier played by [[Anthonius]]<br /> <br /> [[Dakotan]] Defecting Imperial Officer played by [[Nick|Brokunn]]<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.</div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9529 Crimson Squadron - a Star Wars campaign 2019-05-21T02:50:49Z <p>Jesster: /* Characters */</p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> [[BBOR9]] Former Docking bay engineer droid played by [[Daniel.bowling]]<br /> <br /> [[Pwando Duru]] Rough and tumble soldier played by [[Anthonius]]<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.</div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9528 Crimson Squadron - a Star Wars campaign 2019-05-21T02:48:24Z <p>Jesster: /* Characters */</p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> [[BBOR9]] Former Docking bay engineer droid played by [[Daniel.bowling]]<br /> <br /> [[Dend Ord]] Rough and tumble soldier played by [[Anthonius]]<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.</div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9527 Crimson Squadron - a Star Wars campaign 2019-05-21T02:48:18Z <p>Jesster: /* Characters */</p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> [[BBOR9]] Former Docking bay engineer droid played by [[Daniel.bowling]]<br /> [[Dend Ord]] Rough and tumble soldier played by [[Anthonius]]<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.</div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9526 Crimson Squadron - a Star Wars campaign 2019-05-20T03:26:30Z <p>Jesster: </p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A gurps lite exploration with x-wing miniature space combat.<br /> <br /> == Characters ==<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.</div> Jesster https://gurth.johnmasterson.com/index.php?title=File:Station76.jpg&diff=9525 File:Station76.jpg 2019-05-20T03:25:23Z <p>Jesster: </p> <hr /> <div></div> Jesster https://gurth.johnmasterson.com/index.php?title=Crimson_Squadron_-_a_Star_Wars_campaign&diff=9524 Crimson Squadron - a Star Wars campaign 2019-05-20T03:23:20Z <p>Jesster: Created page with &quot;Category:Campaigns A companion to Into The Black, a generation later. == Characters == ==Campaign Background== 300px| We are si...&quot;</p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> A companion to [[Into The Black]], a generation later.<br /> <br /> == Characters ==<br /> <br /> ==Campaign Background==<br /> [[Image:Station76.jpg|thumb|right|300px|]]<br /> <br /> We are situated in the Gaulus sector of the Outer Rim Territories. Near the home-planet of the Twi’lek, Ryloth.<br /> <br /> The party is composed of experienced adventurers of various types, all capable of flying a star-fighter in combat, though some better than others. Your characters have reason to cooperate and work against the Galactic Empire or would not have been chosen to fly in the Crimson Squadron.<br /> <br /> You start on a small space refueling station known as Staion76 which is also a secret waypoint for Rebellion activity.<br /> <br /> Recently, you’ve been asked or ordered to participate in a new Rebel splinter acting out of station 76, which while being a refueling and not-so-secret smuggling station, has not been known to be a rebel base. Someone is about to change that. They’ve gathered a few hodge-podge star-fighters, some munitions and enough intel to begin applying pressure to some imperial resources.<br /> <br /> <br /> ==Mission 1==<br /> There is a small research facility on a large asteroid within one parsec. We have reason to believe a recent communicae, though using a very old encryption method and only partially deciphered, is from a high-level researcher who is wishing to join the rebellion. She has reached out and asked for an extraction after the installation has been occupied by imperial forces.<br /> <br /> We have reason to believe this mission, though likely not highly dangerous must be executed rapidly before whatever she was researching falls into the Empire’s hands...if we’re not already too late.<br /> <br /> Our surveillance of imperial transit also indicates an imperial shuttle is in the area and may be bound for the research facility.<br /> <br /> Try to beat them there and find Doctor Carelle before she succumbs to the imperial grasp.<br /> Your fighters are being prepped in the hidden docking bay beneath the trash compactor.<br /> May the Force be with you.</div> Jesster https://gurth.johnmasterson.com/index.php?title=Main_Page&diff=9523 Main Page 2019-05-20T03:15:13Z <p>Jesster: /* Quick Links: */</p> <hr /> <div>&lt;big&gt;'''Welcome to GURTH'''&lt;/big&gt;<br /> <br /> <br /> == Quick Links: ==<br /> * [[Gurth:About | About Gurth]]<br /> * [[Special:Allpages | Index of All Pages]] <br /> * [[Special:Recentchanges | Recent Changes]]<br /> * '''Upcoming Campaign(s):''' [[Hunting Napoleon]], [[After the Caravan]], [[TBD Dungeon]], [[Dead Moon Saloon]], [[Into The Black II]] [[Crimson Squadron - a Star Wars campaign]]<br /> * '''Current Campaign(s):''' [[Rust Valley Chronicles]], [[HotZone South of the Border]], [[Dead Moon Saloon]], [[Warlocks]]<br /> * '''Recent [[:Category:Campaigns | Campaigns ]]:''' [[An Evil Upon Us]], [[Ignoble Assets]], [[HotZone 4]], [[A Matter of Some Concern]], [[Blackgrass Raiders]], [[Addressing Skorziak]], [[Vanguard]], [[HotZone 3]], [[Improbability Squad]], [[Under The Dome]], [[SellSwords, Inc.]], [[Secrets of Serenton]], [[HotZone Deux]], [[The Mines of Malis‎]], [[Umgar's Request]], [[Hunters]], [[Apocalyptica]], [[Affairs of State]], [[Uncertain Allies]], [[Timeless Plains]], [[Dragonslayers]] , [[Wildcard]], [[Bones of the Naga]], [[Western Outlaws]], [[Middle Earth]], [[Shadow of the Colossus]], [[Darkness Rising]], [[TRIO]], [[Coldstone]], [[HotZone]], [[Into The Black]]... '''<br /> * '''Virtual Campaign(s):''' [[Game of Chance]]<br /> * [http://gurpstools.johnmasterson.com '''''GURPSTools''''']<br /> <br /> == Categories ==<br /> <br /> * [[:Category:Artifacts | Artifacts ]]<br /> * [[:Category:Campaigns | Campaigns ]]<br /> * [[:Category:Characters | Characters ]]<br /> * [[:Category:Celestial Bodies | Celestial Bodies ]]<br /> * [[:Category:Cities | Cities ]]<br /> * [[:Category:Gods | Gods ]]<br /> * [[:Category:House Rules | House Rules ]]<br /> * [[Maps]]<br /> * [[:Category:NPCs | NPCs ]]<br /> * [[:Category:Organizations | Organizations ]]<br /> * [[:Category:Photos | Photos]]<br /> * [[:Category:Places | Places ]]<br /> * [[:Category:Species | Species ]]<br /> * [[:Category:Templates | Templates ]]<br /> <br /> == Getting started ==<br /> <br /> * [http://www.mediawiki.org/wiki/Help:Configuration_settings Configuration settings list]<br /> * [http://www.mediawiki.org/wiki/Help:FAQ MediaWiki FAQ]</div> Jesster https://gurth.johnmasterson.com/index.php?title=Visiting_Keth&diff=9207 Visiting Keth 2017-07-29T04:24:32Z <p>Jesster: </p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> This is a [https://en.wikipedia.org/wiki/Low_fantasy#Setting Low Fantasy] campaign set in the Geb River Delta ([[Media:World-11.jpg|Map #11]]). <br /> <br /> &lt;br&gt;The starting location will be the boomtown of '''Keth''', a small village that has grown up out of the sand a day’s hard ride to the northeast of Osiris, where the sands of the desert meet the fading green of the delta, and largely the village thrives from spring-fed vineyards of grapes, the wine they produce, some black lotus sales, and the archaeological dig site. <br /> <br /> &lt;!-- first session July 12, 2017 - Jess as GM --&gt;<br /> <br /> <br /> == Character Creation ==<br /> <br /> '''''From Fantasy book:'''''&lt;i&gt;&lt;br&gt;In low fantasy, and in fantasy based on folklore and fairy tales, point values below 100 often work well. An ordinary man thrown into adventure can be a 50-point character. In higher fantasy, characters built on 100-200 points work better; the added points can represent the Rank, Status, and Wealth of aristocrats, or the skills of veteran adventurers such as the heroes of sword and sorcery. In a dark fantasy setting, PCs may need the added points just for survival!&lt;/i&gt; <br /> <br /> Characters in this session will all need to either be working with/for [[Damus]] of [[Osiris]] or be from Keth and have some functional and amicable relation to the village holy man [[Nigel]]. If you wish to be something other than a human in this campaign, it's totally doable although you will have to have a good back-story and a -15 pt Unusual Background.<br /> <br /> Characters should have diverse but believable skill sets. Likely characters will be some sort of adventurer, mercenary, or have an interest in the archaeological dig in Keth. being a merchant, archer, scout, shield-baring warrior, caravan guard, Black Lotus peddler or addict, fine wine connoisseur or anything else that we can make fit could all be possibilities.<br /> <br /> Characters will have '''110 '''points to start with and up to '''-35''' points in disadvantages but these must be a tangible part of your back story and your character during role-play. <br /> &lt;br&gt;Characters will be semi-literate by default(B p24) in the Common tongue, literate will cost 3 pts. <br /> <br /> &lt;u&gt;Equipment&lt;/u&gt; <br /> <br /> *Characters will start with the TL3 starting wealth of $300.00 which in Gurth recently has been three-hundred silver pieces. This can be modified by choosing the Wealth advantage or disadvantage with story backing accordingly. Clothing, weapons, armor and gear should be purchased at base cost in the Characters book from starting wealth. If you have $300.00, you have nothing and are naked walking the harsh stones of the hills. A gold piece is ten silver pieces.<br /> <br /> &lt;br&gt;Specialized adventure gear and magical items from Dungeon Fantasy - Adventurers are fine. Magic items must be purchased with character points, at a cost of 1 point per $1000 cost.&lt;br&gt;* You may buy power stone(s) by spending 3 character points per power level, with a maximum of 10 power level total in all stones/items. Spending 30 points gets you a single 10 point powerstone, or two 5-point stones, etc. &lt;br&gt;<br /> <br /> == Party ==<br /> <br /> [[Oak Darkshield]] played by [[Lord Wedding]]<br /> <br /> [[Nigel]] played by [[brantdanger]]<br /> <br /> [[Jimmy the Shank]] played by [[Anthonius]]<br /> <br /> [[Bartholomew Figgis]] played by [[Blyzka]]<br /> <br /> == What Happened ==<br /> ===Lurking Shadows===<br /> After Oak loaned Jimmy enough coin to rent a horse from Osiris, which Oak ensured was the slower and weaker of the two steeds, Oak and Jimmy rode to [[Keth]].<br /> <br /> Jimmy took his leave to &quot;take care of some business,&quot; Oak shrugged and asked around about a holy man. He learned of the Elders who meet around the fire ring Thursday evenings east of town, the westerner in the remodeled school building, and the old defunct temple down by the river, where only a few destitute camp out and hope the old gods bring them boon. He found the western holy-man Nigel and learned briefly of the power of Nuada. After a brief meeting and Oak describing his employ with [[Damus]], Nigel agreed to help obtain some Oreech and possibly wealth from Damus as even servants of the all-powerful nuada need financing. They agreed to meet up the next day after Nigel tapped some contacts and Oak found his compatriot.<br /> <br /> Oak then found the Sandy Hole Inn where he obtained stable for his noble steed and a room for his weary bones. He &quot;befriended&quot; some locals briefly and learned some of the dig site and its cruel taskmasters in red. Nigel visited a member of his flock who seemed well-informed, Tallas the Moneylender. Tallas told Nigel that anything of perceived value from the site goes via wagon to Osiris and from there via boat back to the Royal University in [[Cormire]].<br /> <br /> The following morning, Nigel orates about the need for bringing any Oreech in to the church for blessing by Nuada to his flock, while Oak joins weary diggers to their work-site where he met Quarf the half-orc task-master and pretended to need employ briefly, not finding any due the combination of his sudden fear of the dark and being nocturnal.<br /> <br /> At the end of Nigel's sermon Vigneron Violetip the vineyard owner approached, concerned about Raul, his elderly volunteer worker whom Nigel had healed two days past.<br /> Nigel agreed to accompany Vingeron to the old man's apartment to look for him. Enroute, they crossed paths with Oak who was returning to the church to find Nigel. After kicking in the door to Raul's apartment they found nothing but his meager possessions, rags, dust and old uncomfortable furniture in a small one-room apartment. From there they returned to Vigneron's estate thinking maybe the old man had been again afflicted with the mental daze and mumbling which Nigel had healed previously.<br /> <br /> Oak and Nigel found the old man at the far end of the rows of grapes, scrabbling in the dirt. Upon closer inspection he was unearthing a long buried corpse and had apparently already removed another from the earth. They hauled him back to the estate and tied him up much to the dismay of Vigneron. However, tying him was simply so Nigel could bestow divine healing upon the old man while Oak chanted &quot;Nuada, Get it done!&quot; without Raul wandering off in a stupor. Once his senses were regained, they took old man and vigneron out to inspect the dig site where they learned that the corpses were Raul's perished wife, Ophelia, (missing) and brother, Rassum, now short a finger. The old man broke down, Vig threw up and all agreed to keep Raul at the estate and surveille for evil or other funny business over the night. However, as it was just past lunch, Nigel and Oak returned to town proper for the afternoon.<br /> <br /> Oak returned to the Sandy Hole Inn and found Jimmy sulking in a corner. Nigel returned to his church to pay homage to Nuada by beating his wood with his silver-clad fist.<br /> <br /> Shortly, Jimmy and Oak met Shale Daru, a self-proclaimed novice seer under the employ of the Royal University. He claimed it was his job to save the diggers from themselves by scrying magically, drawing out maps and advising so the dig goes safely and without incident, but for the last couple of weeks the taskmasters haven't listened to him and they keep digging into the fallen obelisk. He's warned them that there is some great darkness looming within, but he has been unable to ascertain it's nature. Through some of Jimmy's fast-talking, they convince Shale to sober up so they can go into the obelisk, against his better judgement, to find the darkness and at least identify it if not conquer it so he earns the respect of the taskmasters and perhaps a promotion from the University.<br /> <br /> Oak informs Nigel of the changed plans which vexes Nigel who sees clear evidence of undead shenanigans at the vineyard, but now seems to have to choose winey undead or ancient darkness.<br /> <br /> The session was left with Nigel praying to Nuada for guidance.<br /> <br /> ===A Raid in the Dark===<br /> <br /> - Party met in the the Sandy Hole; somehow Barth was introduced<br /> <br /> - Nigel and Oak went to retrieve Raul so he could be watched while they dragged him along. They found him dead with a missing dead brother. No sign of Violetip, although the search was scant and his house was left open and less two silver fancy candel lanterns.<br /> <br /> - Nigel went to church and geared up<br /> <br /> - The Shiv calmed Shale's frayed nerves and bolstered his confidence to go into the dangerous darkness<br /> <br /> - Party ventured to dig site and while entering at the side furthest from town, the Shiv bumbled and toppled a lean-to over an administrative desk. A taskmaster came through the darkness with his lantern and 4 torch-wielding workers to investigate. Shiv and Oak fled with Shale in tow. They ran back past the sandstone half-wall segment the others hid behind and up the hill around the backside of the dig site.<br /> - Nigel watched the inspection crew approach as Figgus cast an illusion of a shadowy bandit fleeing the broken lean-to into the darkness toward town. They followed.<br /> <br /> - Nigel and Barth jogged into the torchlit dig site trying to stick to the shadows, then eventually grabbing tiki torch-like lights. As they did the city emergency gong began to ring. they doused their lights and relied on one of Figgis' spells for navigation.<br /> <br /> - the Shiv and oak were about to drop a rope in and climb down into the dig site as the gong began ringing and Shale cried out from the darkness behind them. Oak grabbed him and followed the Shiv over the edge, all tumbling into the darkness below. Jimmy's catlike nimbleness landed him unscathed. Oak had to toss Shale aside to tumble down the steep slope uninjured. This resulted in Shale's ankle being badly sprained. the three moved toward where Jimmy had seen two tiki torches moving into the site, then blink out as many other lights moved toward the city.<br /> <br /> - Shale made magical light at Oak and Jimmy's recommendation once they felt at risk of being lost in the dark site.<br /> <br /> - Figgis read heiroglyphs on the fallen tower - something about a home to the dead, where they are made to serve again<br /> <br /> - the party met up and squoze through a nearby crack in the tower where they were in a toppled and upturned building of an ancient time despite bad footing and the incessant warnings of Shale, they pushed on at the divine guidance of Nigel's all-powerful god-guide.<br /> <br /> - They crossed a broken and Escher-ish stairwell, where Figgis almost lost and broke his glasses.<br /> <br /> - They found a hastily boarded up aperture and Oak began breaking off the sandy dry boards<br /> <br /> - Something howled a bone-chilling and fear-inducing tone from in the darkness just as Oak peered in<br /> <br /> - a boney desicated arm reached out through the small hole and was pierced through by Jimmy's crossbow bolt<br /> <br /> - the party rallied after Shale or the shiv tossed a magically lit stone into the darkness, Shale fainted at another terror-induced howl from beyond. Oak is about to smash down the remaining few boards of the barricade<br /> <br /> ===Putting the Dead to Rest===<br /> - Oak battered down the hastily constructed barrier and kicked his way into the room through the last boards<br /> <br /> - Jimmy took aim on the Dark Howler beyond<br /> <br /> - Oak stepped into battle with zombies inside the sideways room, cleaving ribs and sternum before being stunned by a spine-chilling howl<br /> <br /> - Nigel began chanting to Nuada to help him banish the souless corpses that surrounded Oak<br /> <br /> - Jimmy shot a bolt through the black skull of the 7 ft tall menacing jackal-man which then drew twin dark Oreech Kopeshes and dashed to Oak<br /> <br /> - Figgis battered and attempted to alight a zombie with his torch before it countered and the two began a melee trading blows back into the entry chamber<br /> <br /> - Nigel banished most of the zombies and Oak dashed a bottle of holy water against the dark menaces chest before it again howled and sent a telepathic message to the party amidst a whirling and unearthly chilling dust storm, &quot;'Only the dead truly serve without motive. You shall all serve'&quot;<br /> <br /> - It then slashed open Oak's chest with a brutal wound<br /> <br /> - Nigel circled around it's back as Figgis finally felled his oppressor<br /> <br /> - Nigel dealt a punishing blow to the spine of the beast with his Silver Fist of Nuada, knocking it to its knees<br /> <br /> - After a flurry of blows from Oak's fists, Nigel's mace and Barthalamew's staff, the monster fell<br /> <br /> - Room was looted, healing was done and Barthalamew studied the sarcophogus - Jimmy got his hand crippled by poison, the monster's magical red-gemed neck-piece and blades as well as some small black-stoned medallions off of the zombies, and a small secreted poison-trapped chest from the sarcophogus with 14 ancient silver rectangular coins, Oak and Nigel made of with jewel encrusted Oreech oil/incense burning spires and Barthalamew with a small white-stoned medallion<br /> <br /> - Barthalamew learned by reading the Heiroglyphs the sarcophogus held an ancient priest (Sarkhol Temmet) who had summoned this being (the Dark howler) from the nether realms to raise and force the dead to serve, as unquestioning minions for both combat and creation as the ancient civilization grew<br /> <br /> - the party awoke Shale and went back into the dark quiet dig site</div> Jesster https://gurth.johnmasterson.com/index.php?title=Visiting_Keth&diff=9206 Visiting Keth 2017-07-29T04:19:18Z <p>Jesster: </p> <hr /> <div>[[Category:Campaigns]]<br /> <br /> This is a [https://en.wikipedia.org/wiki/Low_fantasy#Setting Low Fantasy] campaign set in the Geb River Delta ([[Media:World-11.jpg|Map #11]]). <br /> <br /> &lt;br&gt;The starting location will be the boomtown of '''Keth''', a small village that has grown up out of the sand a day’s hard ride to the northeast of Osiris, where the sands of the desert meet the fading green of the delta, and largely the village thrives from spring-fed vineyards of grapes, the wine they produce, some black lotus sales, and the archaeological dig site. <br /> <br /> &lt;!-- first session July 12, 2017 - Jess as GM --&gt;<br /> <br /> <br /> == Character Creation ==<br /> <br /> '''''From Fantasy book:'''''&lt;i&gt;&lt;br&gt;In low fantasy, and in fantasy based on folklore and fairy tales, point values below 100 often work well. An ordinary man thrown into adventure can be a 50-point character. In higher fantasy, characters built on 100-200 points work better; the added points can represent the Rank, Status, and Wealth of aristocrats, or the skills of veteran adventurers such as the heroes of sword and sorcery. In a dark fantasy setting, PCs may need the added points just for survival!&lt;/i&gt; <br /> <br /> Characters in this session will all need to either be working with/for [[Damus]] of [[Osiris]] or be from Keth and have some functional and amicable relation to the village holy man [[Nigel]]. If you wish to be something other than a human in this campaign, it's totally doable although you will have to have a good back-story and a -15 pt Unusual Background.<br /> <br /> Characters should have diverse but believable skill sets. Likely characters will be some sort of adventurer, mercenary, or have an interest in the archaeological dig in Keth. being a merchant, archer, scout, shield-baring warrior, caravan guard, Black Lotus peddler or addict, fine wine connoisseur or anything else that we can make fit could all be possibilities.<br /> <br /> Characters will have '''110 '''points to start with and up to '''-35''' points in disadvantages but these must be a tangible part of your back story and your character during role-play. <br /> &lt;br&gt;Characters will be semi-literate by default(B p24) in the Common tongue, literate will cost 3 pts. <br /> <br /> &lt;u&gt;Equipment&lt;/u&gt; <br /> <br /> *Characters will start with the TL3 starting wealth of $300.00 which in Gurth recently has been three-hundred silver pieces. This can be modified by choosing the Wealth advantage or disadvantage with story backing accordingly. Clothing, weapons, armor and gear should be purchased at base cost in the Characters book from starting wealth. If you have $300.00, you have nothing and are naked walking the harsh stones of the hills. A gold piece is ten silver pieces.<br /> <br /> &lt;br&gt;Specialized adventure gear and magical items from Dungeon Fantasy - Adventurers are fine. Magic items must be purchased with character points, at a cost of 1 point per $1000 cost.&lt;br&gt;* You may buy power stone(s) by spending 3 character points per power level, with a maximum of 10 power level total in all stones/items. Spending 30 points gets you a single 10 point powerstone, or two 5-point stones, etc. &lt;br&gt;<br /> <br /> == Party ==<br /> <br /> [[Oak Darkshield]] played by [[Lord Wedding]]<br /> <br /> [[Nigel]] played by [[brantdanger]]<br /> <br /> [[Jimmy the Shank]] played by [[Anthonius]]<br /> <br /> [[Bartholomew Figgis]] played by [[Blyzka]]<br /> <br /> == What Happened ==<br /> ===Lurking Shadows===<br /> After Oak loaned Jimmy enough coin to rent a horse from Osiris, which Oak ensured was the slower and weaker of the two steeds, Oak and Jimmy rode to [[Keth]].<br /> <br /> Jimmy took his leave to &quot;take care of some business,&quot; Oak shrugged and asked around about a holy man. He learned of the Elders who meet around the fire ring Thursday evenings east of town, the westerner in the remodeled school building, and the old defunct temple down by the river, where only a few destitute camp out and hope the old gods bring them boon. He found the western holy-man Nigel and learned briefly of the power of Nuada. After a brief meeting and Oak describing his employ with [[Damus]], Nigel agreed to help obtain some Oreech and possibly wealth from Damus as even servants of the all-powerful nuada need financing. They agreed to meet up the next day after Nigel tapped some contacts and Oak found his compatriot.<br /> <br /> Oak then found the Sandy Hole Inn where he obtained stable for his noble steed and a room for his weary bones. He &quot;befriended&quot; some locals briefly and learned some of the dig site and its cruel taskmasters in red. Nigel visited a member of his flock who seemed well-informed, Tallas the Moneylender. Tallas told Nigel that anything of perceived value from the site goes via wagon to Osiris and from there via boat back to the Royal University in [[Cormire]].<br /> <br /> The following morning, Nigel orates about the need for bringing any Oreech in to the church for blessing by Nuada to his flock, while Oak joins weary diggers to their work-site where he met Quarf the half-orc task-master and pretended to need employ briefly, not finding any due the combination of his sudden fear of the dark and being nocturnal.<br /> <br /> At the end of Nigel's sermon Vigneron Violetip the vineyard owner approached, concerned about Raul, his elderly volunteer worker whom Nigel had healed two days past.<br /> Nigel agreed to accompany Vingeron to the old man's apartment to look for him. Enroute, they crossed paths with Oak who was returning to the church to find Nigel. After kicking in the door to Raul's apartment they found nothing but his meager possessions, rags, dust and old uncomfortable furniture in a small one-room apartment. From there they returned to Vigneron's estate thinking maybe the old man had been again afflicted with the mental daze and mumbling which Nigel had healed previously.<br /> <br /> Oak and Nigel found the old man at the far end of the rows of grapes, scrabbling in the dirt. Upon closer inspection he was unearthing a long buried corpse and had apparently already removed another from the earth. They hauled him back to the estate and tied him up much to the dismay of Vigneron. However, tying him was simply so Nigel could bestow divine healing upon the old man while Oak chanted &quot;Nuada, Get it done!&quot; without Raul wandering off in a stupor. Once his senses were regained, they took old man and vigneron out to inspect the dig site where they learned that the corpses were Raul's perished wife, Ophelia, (missing) and brother, Rassum, now short a finger. The old man broke down, Vig threw up and all agreed to keep Raul at the estate and surveille for evil or other funny business over the night. However, as it was just past lunch, Nigel and Oak returned to town proper for the afternoon.<br /> <br /> Oak returned to the Sandy Hole Inn and found Jimmy sulking in a corner. Nigel returned to his church to pay homage to Nuada by beating his wood with his silver-clad fist.<br /> <br /> Shortly, Jimmy and Oak met Shale Daru, a self-proclaimed novice seer under the employ of the Royal University. He claimed it was his job to save the diggers from themselves by scrying magically, drawing out maps and advising so the dig goes safely and without incident, but for the last couple of weeks the taskmasters haven't listened to him and they keep digging into the fallen obelisk. He's warned them that there is some great darkness looming within, but he has been unable to ascertain it's nature. Through some of Jimmy's fast-talking, they convince Shale to sober up so they can go into the obelisk, against his better judgement, to find the darkness and at least identify it if not conquer it so he earns the respect of the taskmasters and perhaps a promotion from the University.<br /> <br /> Oak informs Nigel of the changed plans which vexes Nigel who sees clear evidence of undead shenanigans at the vineyard, but now seems to have to choose winey undead or ancient darkness.<br /> <br /> The session was left with Nigel praying to Nuada for guidance.<br /> <br /> ===A Raid in the Dark===<br /> <br /> - Party met in the the Sandy Hole; somehow Barth was introduced<br /> <br /> - Nigel and Oak went to retrieve Raul so he could be watched while they dragged him along. They found him dead with a missing dead brother. No sign of Violetip, although the search was scant and his house was left open and less two silver fancy candel lanterns.<br /> <br /> - Nigel went to church and geared up<br /> <br /> - The Shiv calmed Shale's frayed nerves and bolstered his confidence to go into the dangerous darkness<br /> <br /> - Party ventured to dig site and while entering at the side furthest from town, the Shiv bumbled and toppled a lean-to over an administrative desk. A taskmaster came through the darkness with his lantern and 4 torch-wielding workers to investigate. Shiv and Oak fled with Shale in tow. They ran back past the sandstone half-wall segment the others hid behind and up the hill around the backside of the dig site.<br /> - Nigel watched the inspection crew approach as Figgus cast an illusion of a shadowy bandit fleeing the broken lean-to into the darkness toward town. They followed.<br /> <br /> - Nigel and Barth jogged into the torchlit dig site trying to stick to the shadows, then eventually grabbing tiki torch-like lights. As they did the city emergency gong began to ring. they doused their lights and relied on one of Figgis' spells for navigation.<br /> <br /> - the Shiv and oak were about to drop a rope in and climb down into the dig site as the gong began ringing and Shale cried out from the darkness behind them. Oak grabbed him and followed the Shiv over the edge, all tumbling into the darkness below. Jimmy's catlike nimbleness landed him unscathed. Oak had to toss Shale aside to tumble down the steep slope uninjured. This resulted in Shale's ankle being badly sprained. the three moved toward where Jimmy had seen two tiki torches moving into the site, then blink out as many other lights moved toward the city.<br /> <br /> - Shale made magical light at Oak and Jimmy's recommendation once they felt at risk of being lost in the dark site.<br /> <br /> - Figgis read heiroglyphs on the fallen tower - something about a home to the dead, where they are made to serve again<br /> <br /> - the party met up and squoze through a nearby crack in the tower where they were in a toppled and upturned building of an ancient time despite bad footing and the incessant warnings of Shale, they pushed on at the divine guidance of Nigel's all-powerful god-guide.<br /> <br /> - They crossed a broken and Escher-ish stairwell, where Figgis almost lost and broke his glasses.<br /> <br /> - They found a hastily boarded up aperture and Oak began breaking off the sandy dry boards<br /> <br /> - Something howled a bone-chilling and fear-inducing tone from in the darkness just as Oak peered in<br /> <br /> - a boney desicated arm reached out through the small hole and was pierced through by Jimmy's crossbow bolt<br /> <br /> - the party rallied after Shale or the shiv tossed a magically lit stone into the darkness, Shale fainted at another terror-induced howl from beyond. Oak is about to smash down the remaining few boards of the barricade<br /> <br /> ===Putting the Dead to Rest===<br /> - Oak battered down the hastily constructed barrier and kicked his way into the room through the last boards<br /> <br /> - Jimmy took aim on the Dark Howler beyond<br /> <br /> - Oak stepped into battle with zombies inside the sideways room, cleaving ribs and sternum before being stunned by a spine-chilling howl<br /> <br /> - Nigel began chanting to Nuada to help him banish the souless corpses that surrounded Oak<br /> <br /> - Jimmy shot a bolt through the black skull of the 7 ft tall menacing jackal-man which then drew twin dark Oreech Kopeshes and dashed to Oak<br /> <br /> - Figgis battered and attempted to alight a zombie with his torch before it countered and the two began a melee trading blows back into the entry chamber<br /> <br /> - Nigel banished most of the zombies and Oak dashed a bottle of holy water against the dark menaces chest before it again howled and sent a telepathic message to the party amidst a whirling and unearthly chilling dust storm, &quot;'Only the dead truly serve without motive. You shall all serve'&quot;<br /> <br /> - It then slashed open Oak's chest with a brutal wound<br /> <br /> - Nigel circled around it's back as Figgis finally felled his oppressor<br /> <br /> - Nigel dealt a punishing blow to the spine of the beast with his Silver Fist of Nuada, knocking it to its knees<br /> <br /> - After a flurry of blows from Oak's fists, Nigel's mace and Barthalamew's staff, the monster fell<br /> <br /> - Room was looted, healing was done and Barthalamew studied the sarcophogus - Jimmy got the monster's magical red-gemed neck-piece and blades as well as some small black-stoned medallions off of the zombies, and a small secreted poison-trapped chest from the sarcophogus with 14 ancient silver rectangular coins, Oak and Nigel made of with jewel encrusted Oreech oil/incense burning spires and Barthalamew with a small white-stoned medallion<br /> <br /> - the party awoke Shale and went back into the dark quiet dig site</div> Jesster