In years going on, the house will burn down then be rebuilt as the headquarters of military unit run by the descendant of Leftford Campbell. Unheeded, the artefact quietly throbs in the dark----.
Timeline Future. 1950's odd- The Ministry of Works found the device and decided it was a centerpiece for a fountain. As such they use it to add a feature outside the main entrance.
During the revamp of the house for use by a certain organisation, the fountain is to be used to augment the secret basements installation as a cooling and air purification system. A trickle of energy passes through the device–.But before that, the guests* form the nucleus of an expedition into the dark heart of the steaming Cairo bizzars.
Trotters Indipendint Transport. Cairo. Clapham and Queens. Rodney, Del and Uncle. Densil's minding the four camels.
OK, I'm sorry! This was the first - but I got hit with illness, events, real wold problems and actually getting stuff a bit ready to use. Problem is - once you let the post slide its doubly hard to return and remember just what the bleep happened!
One good - an unexpected, wosname of this campaign is that its evolved into more like a series of mini campaigns that are almost stand alone.
The need for me to froth about how significant every battle is to the overall scheme like some standard sports presenter talking to his audience like they are toddlers is lost.
But before that, you need to zoom back to our Halloween posts of November 2222.
Read it? Then you have now moved forward in time. Which of course is relative to the dimensions of space, being the final frontier to which we now go boldly.
Back where it all began there were/are two devices. Both quite big and circular.
One is a gateway that connects to another similar gate or portal.
The other is a time portal that connects to another or similar device.
If brought together then they can create a scar betwix 2 points in time and space that can be travailed without the need for either device.
To use needs a god, superior intellect or specially constructed device. This limits the sphere of operations to a mythic time when the Egypian gods walked the earth. There was a lull in usage until the scientific age and the understanding of electrickery.
Only the most powerful can hold both together as they are mutually repulsive. Once used together they will fly apart. Curiously there is only one know substance that can hold them together, being the stale crust of a NAFFI rice pudding. The only know solvent is NAFFI properly stewed tea.
Needless to say, use of such devices can and will trigger the attention of various races and individuals. Some overtly violent, some just meddlesome.
Lets see if we can advance the plot.
The Lemurians, who are the servants and guards of the goddess Bast, offspring of her son have used the time travel device known as the amulet of Totenhum Em Hotspir (know as the eye of B'sst) to return to her cult centre & centre at Bubastis.
Once they return, they need to get a priestess to turn it off.
This gives the opportunity for any brave chaps to dash through and claim the other end for the Empire.
The plot Today! Timeline Victorian. Gave version 1 (is this Kansas?)
Dig site- The local Visier has installed guards and evicted the archaeologists whilst commissioning Trotters Independint Transport to move the ring thing to his new pad and install it as a feature.
Easy, 4 camels and some rope, clear the way with the motor. Once the labourers have it horizontal, it will not work.
Feeling a disturbance in the etheral flux, several forces are drawn to influence the dismount. A certain doctor, a meddling monk. and a bevvy of Leonid guards.
The parties in order of appearance:
In place. These are all "mooks, 1 hit wonders.
Labourers Civilian. Tough -2. Leader 4.
Leader 9 +8 =17
Vet Sgt. 6+ 8 = 14
Armour as Kevlar. 6 Sword or spear. 2.
Invasive Lemurian Guards Male, 4 guards & guard leader 200.
Hard to Kill. 3 Wound tokens.
Male. Big, Fast. Leader 3. Marksman. Tough 2. Weapon master 3. 44 total 55
Force Glaive 4 Long. 2 handed. Smiting. Heavy. Energy. 6
Zap pistol 3 Electrical. Energy. Short range. 5
Guard Leader Leader Agile. Big. Claws. Fast. Reactive. Tough. Veteran. Weapon master 3 Force Glaive 49
Guards ACDE. Big. Claws. Fast. Reactive. Tough. Weapon master 3 29 Total 49
Force Glaive. Light Combat Dress Legs/arms 2 Torso/head 3. 14
Meddling Monk. Plus the above locals "recycled" as cannon fodder.
Civilian. Leader2. Lucky. Reactive. Stealth. Tech2. Robotech2. Xenologist. Psi master 2. Psi 37+33 = 70
Intrusion kit 4
Blink. 3
Encourage. 4
Mind Control 18
Precognition. 4
Doctors party Mobile Inspectorate Bounty Hunters
Cool under fire 8 remove Pin (1 per) 175
Blink TN15, 1 stress 2” 6
Bolster target +1 morale rolls 4
Encourage target +1 Activation. 4
Guidance 10+ gives target +1 all reaction rolls. 4
Healing remove wound, temp cripple, staggered within 4” -1 each 4” 8
2x pistol 4 Short range. 5 x2
Tangler 0 Entangle. 8
Sheel Martian Priest. Light worlder. Psi Psi Master. 5 + 13= 18
Electrokinesis. Dam 2 ranged attack. 1
Levitation. 8” 1 act/stress. 6
Quantum scrambler -2. 6.
Kevlar (corset) Torso 2. 6
Pistol 4 Short range. 5
Kevlar (corset) Torso 2. 6
Pistol 4 Short range. 5
In the beginning all is peaceful. Labourers are digging, guards are guarding and the Trotters are keeping out of the way. Camels are, um, camelling.
Summary. A lot of locals, the Monk and all of the Doctors party died. The Doctor got away by the skin of his teeth. The Lemurians have the gate - but only just!
Can they keep hold of it?
Meanstwhile - Cairo. The Colonels party has arrived and is heading for its steaming treats in search of the second device. Von Alone and the Askari’s. Do they ambush before or after. In the depths of the city, their destiny awaits!
Anubis Guard. Militia. Hard to Kill. 3 remove wounds. Leader, Vet.
4 guards. 202.
Light combat dress. Leg/arm 2. Head/body 3. 14.
Force Glaive/ 4. Long. 2 handed. Smiting. Heavy. Energy. 6
Plasma pistol. 4 Scorching. Energy. Short range. 6
Light combat dress. Leg/arm 2. Head/body 3. 14.
Force Glaive/ 4. Long. 2 handed. Smiting. Heavy. Energy. 6
Plasma pistol. 4 Scorching. Energy. Short range. 6
Light combat dress. Leg/arm 2. Head/body 3. 14.
Force Spear. 3. Long, 2 handed. Energy. 4
The Colonels Party. Bounty Hunters. 200. Burst disc. 4 reloads.
Musket 4 Reload 2 handed. 2 +1 to hit aimed 5
Memsahib. Medic. Marksman2. 15 Total 20
Musket 4 Reload 2 handed. 2 +1 to hit aimed 5
Musket 4 Reload 2 handed. 4
Bino’s Vet. +6 Buff. Vet. +6
The Game. Down a side street, the Colonel's party descend into the very bowels of the city.
The fiendish Huns!
Askari Militia Von Alone, Captain, 2 Sergeants 4 troopers. 200.
Manfred Von Alone. Veteran. Marksman2. Weaponmaster2. 24 Total 34
Pistol. 4 Short range 3
Musket 4 Reload 2 handed. 2 (+1 to hit aimed 5)
Captain. Leader 2 Marksman 3 Reactive Tough. 43+ 5 = 48. Pistol.
Sergeants T & W. Marksman. Reactive. Stealth. Weaponmaster. 17 + 6 = 23
Musket & Bayonet. 6
Askari Marksman. Stealth. Weaponmaster. 12 + 6 = 18 Musket & Bayonet. 6
A Shooting, A Advancing, B, C.
Now it's the turn of the Germans. They had waited for the British to mop up the natives before claiming the prize. With the skill of veteran hunters they make a complete mess of it.