Goblin Lands 2 Heroic Mission Week 20: Mag Der'al Vs. Mag Daron


#1

The attacks had just been cleaned up when the first of the Mag Daron arrived. He was a massive Olgog, named Dehv Dragonspawn, who wore the skull of a falsewyrm over his head.
He was dressed in K’iou armor plates and carried a pair of meteoric steel and zela battle axes at his hips in nightmare hide quickdraw holsters.

His roar filled the caverns of Tla’loc’al. Dehv went house to house, asking about Glog of Or’Lur, the TearDrop Hammer, and the Mag Der’al who had kidnapped Glog. Each time he left a home full of dead bodies, bloodied by axe wounds, and obviously feasted on as if by a monster.

Dehvs attack was not an isolated incident. Unen, Brez, and Tla’loc’al all felt similar attacks. What followed was a running terror campaign between the Mag Der’al and their explosives and artifacts against the sheer brutality of the Mag Daron. Olgogs across the Goblin lands were pulled from their homes and butchered on the street.

The Mag Daron were Olgogs, but their cannibalism struck terror into the hearts of local authorities. They always seemed to escape after their massacres, adding to the fear that spread.

Special Zones with Special Rules
Drewsport: No attacks by Mag Der’al only by Mag Daron

Simonsburg: Double attacks by Mag Der’al, standard number of attacks by Mag Daron

Tla’loc’alan Trade Zone: Double attacks by Mag Daron and Mag Der’al

Rhug’na’ru town: No Attacks by Mag Der’al only by Mag Daron.

Provisonal Colony of 2218: Double attacks by Mag Der’al, NO attacks by Mag Daron.

Kolgol: No attacks by Mag Der’al, only by Mag Daron

(any tribe that gave free passage to the Mag Der’al in their territory do not have to worry about Mag Der’al attack. They are however under attack by the Mag Daron.)

Mag Daron, Olgog Fanatic
F.S. 6, 3 attacks, Earth, Shadow, Water all at lvl 4 Strength 8
Armed with a pair of Zela Assassins Axes (x2)- 1d6+6 Melee dmg, currently 1d6+ 11 with strength. Drops all Leyas Shields and Shapeshifted armor on targets. Can be used to deflect Leyas attacks on the flats of the axe blades.
Armed with Khaz’gha wood Fist Wrapping- 5 Melee dmg, Bludgeon, currently 10 Melee dmg Bludgeon. Indestructable weapon.
Mag Daron are immune to the Mag Der’al, Noble Bloods and all Alien Larvae and Mind Control. Unknown other powers.

Standard Mag Der’al Olgog
H.P. 19, F.S. 5, 1 attack. Strength 4. Emotional control 8
Can use most weapons and most explosives. Cannot use Annihilation attacks and takes x2 dmg from Annihilation attacks or annihilation artifacts. Immune to Zela Metal. Takes normal damage from Holy weapons or blessed weapons even if Melee attacks or Missile attacks.
Immune to Melee, Missile, Chill, Poison, and Disease dmg. BUT Bludgeon attacks will count as No A.R. Attacks.
If reduced to 0 H.P. Will splash blood on nearby targets and attempt to infect them all with a Naked Form Blood Being. If the Blood being’s blood infusion attack is successful, that target will become a Mag Der’al as well.

Naked Form- Blood Being
H.P. 10 F.S. 5 1 attack. A.R. 0. Immune to Melee, Missile, Chill, Poison and Disease dmg. Is not immune to Bludgeon attacks. Immune to Zela Metal.
Special attack: Blood Infusion -This Mag Der’al touch attack will take control of one Olgog target who has a will of 5 or less (olgogs only). Target must make a Health (T#10) test with one success, modified by Will bonus, or be taken over. If the character has an emotional control of 3 or better, they get a +10 bonus to their rolls. If the target has an emotional control of 1 or 2, or they have recently suffered torture or extreme trauma they do not get this bonus and instead take a -5 to this test. The Blood Being will try and kill any Human allies of the Olgog targets, then Giants, then K’ias, then Quall N’drone in that order of target preference.
This being can use all powers, skills and weapons of that target. Blood Infusion does not work on characters or player characters with will of 6 or higher or F.S. 6 or higher. When Infused inside a target this creature gains the target’s H.P. + 10 and makes the target immune to Melee, Missile, Chill, Poison, and Disease dmg. BUT Bludgeon attacks will count as No A.R. Attacks. Stats above when in a standard Olgog civilian’s body.
This ability has no effect on targets already controlled by a Brain leech, Quall Larva, Legion larva, Unity Uplink, E-strain Larva, or those immune to mind control or immune to possession and has no effect on EEF Exorcists and other Exorcists and no effect on Undead.

Mission Rules
First player to post gets a repost when all other players have finished posting to the mission in response to all other actions.
All other players may only make 1 posting.
Other players may only act as if they have seen the action of the first player who posts.
All other actions are compressed together by the DR team with a focus on storyline, so do not worry about paradoxes between different action posts.
Not every aspect of every action will be shown. This is especially true of actions that exceed two paragraphs.

Special Challenges: Which Terrorist Force do you side with? Do you handle this diplomatically, or militarily?

Open to all tribes and all mercs

This mission ends on Friday April 18 at 8.PM. E.S.T.


#2

Tla’Hob stood next to his daughter as they readied the tribes warriors.
“You know you don’t have to join us.” he told her. He wish he hadn’t as she glared at him.

“Glog is my Mate and I will do whatever it takes to find him.” Urog’na said as she examined the Honor Steel Katana. “Besides he would want us to show those Zh’ab who is incharge around here.”

Tla’Hob nodded. " What about Uf’ogmak? He has not been well since his return."

“That’s why we are knocking him out once we have Glog and leaving the urn behind. Let the fools deal with whatever it is.”

Tla’Hob nodded. looking at them he said " Search every part of Tla’lok’al, every cave, every tunnel. We will not rest until we have Glog back. Move out!!!"

At his words the force of gogs move out, leaving half the tribe and a finger from each fighter with Lok’Uf’Tor and Gul’Lal so that they will not be lost, even though they would be near to home.


Forces
Urog’na, Rehsedian Smith F.S. 6 w/ 1 Honor Steel Katana
Tla’Hob, Aufgog +1 Charisma +1 Em. C. +Shadow1
Rapi’Lal Aufgog +1 Charisma +1 Em. C. +1L.R. +1 Shadow
Uf’ogmak Tor’og apprentice, Urn of Ashes of the Ages
34 Ur Tor’s
20 Tribe Members F.S. 4 Stone, Bone, Wood, or Obsidian weapons L.R 2 Light 2 Fire 2

Plan
The group will fight kill and burn any Mag Daron they come across. Their main target is to capture and question any Mag Der’al that they can. Even though they were alowed to stay on Or’Lur lands they lost any and all protection when they took Glog. After Finding Glog they will leave behind the Ashes of the Ages inside the Urn.


#3

Dol Kuglock is in charge of the south end of Drewsport. Any attack on her town she takes very personally. Her townsfolk were removed from their beds, taken into the streets and slaughtered in the dead of night. Parts of the citizens bodies were missing and visible teeth marks were seen at the wounds. Information that we have gotten exclaims that the gog involved is names Dehv Dragonspawn, Dol gives her crew a complete run down of all of the information on the wanted poster. He must be stopped. However, all of her defenses are leyas based. There are a couple of items that she has been working on without the use of leyas, but they are only in the experimental stages of development.

Watches are posted all around the south of drewsport, if Dehv shows up again, my crew and I will not be taken by surprise. As far as the “experimental” weaponry that Dol has been creating, it is a new type of rail gun that shoots explosive rounds with fire that does not go out and another type with acid, and another with toxins or poisons. She is hoping that one or all of those used in conjuction would be enough to disable if not kill Dehv. The added issue with the zela axes creates new troubles, however, it is not the first time that she has seen such things, even on her own ship. Finding ways around problems is what Dol is good for.

Three large tripod rail guns, one posted on three watch towers, the distance can reach anyplace in town and outside of town up to 500 feet with accuracy. This is the first attack, and hopefully it is a useful one.

A crew member with high earth leyas will be waiting nearby to turn the ground he is standing on to mud to sink him in until his axe touches it. the plan is to create that while is axe is raised above his head. As he lowers his axe to stop the mud, that is when my crew will strike with lightning from above from 3 different points. I will use the light spell laser directly at his chest after his axe is raised up again. Hopefully by now his feet are stuck in hard ground, in which time my other crew members will use normal rifles to shoot him until he stops moving or trying to fight.

I know that all of this planning is useless unless he returns to Drewsport, however, we must protect our town and it’s citizens.


#4

Commander Krunch stood on a low knoll and watched a Mag Daron tear through the thin huts of a feral tribe. The Mag Daron wasn’t an artist but his work was art. Krunch watched the glorious splatters of blood, the symphony of death screams of olgogs. After the Mag Daron was done Krunch stood up and clapped. He walked toward the gore strewn field. “You my friend, you are very good at what you do. Unit 7756 has no beef with Mag Daron. In fact I personally like your style.” Krunch was ready to draw his glaive and cut down the Mag Daron should he attack. “If Mag Daron leaves my unit alone we will leave you alone.” He would back away slowly, “Oh and the ferals in the valley, the Unit is neither their guardian nor their ally, do with them what you want.”
Later Mag Deral was herding ferals into a box canyon to comiit some unknown atrocities to them. A few ferals broke free and began to sprint for cover. A magi cannon blast stitched the ground in front of them causing them to double back into their pursuers arms. Commander Krunch approached his Magi Cannon resting easily in his hands. “Can’t let them get away, they will tell the others, it will create a mass exodus. No fun there. I am Commander Krunch of Unit 7756. The Unit helped hide you from the EEF, we wish to make certain you know not to attack us. We don’t care about those ferals though, the unit is neither the ferals guardian nor their ally.” He said with a dismissive wave.
The unit would reach out diplomatically to both organizations. The various groups would be free to operate as they see fit so long as they didn’t interfere with Unit operations.


#5

Tor’og didn’t know what was going on. He didn’t know who these Mag Daron that attacked his lands were, nor did he know who these Mag Der’al that they were accused of hiding. He didn’t know anything about either. But he knew when someone was threatening and attacking his people. That would not stand, turning to Tor’lur blessed Shaman of the Pit, “Trespassers, one hide among, one kill open. Both suffer. Release new strength granted from Pit. make all suffer, bring them before Pit, be one with Pit, or welcome into Tor’Lallur.”

Tor’lur nodded eagerly, first he ordered their hunters to be secured safely away as they weren’t “blessed” by the Pit they would be vulnerable to the disease, if they were infected the disease would be pulled out of them immediately so they do not suffer. Then once they were secured, Tor’Lur would have his apprentices and the rest of the tribe release their newest weapon, the Unenese Pneumonia. It would be spread every where in Tor’Lallur lands, even if they seemed secure. That way the Mag Daron that was atacking would catch it,once Mag Daron had been infected a short while would be waited for the effects to become crippling. Once that happened they would all be gathered up, stripped of their equipment and brought to the Pit (it won’t take long for Tor’Lallur to realize that touching that zela hurts like hell. So bones shall be fashioned into boxes and other bones used to pick them up to place then into the bone boxes. They shall be kept secure until it is decided what to do with them). Mag Daron would then be tossed into the Pit without choice. They would be shown the blessings of Tor’Lallur, that they foolishly endangered.

Mag Der’al had not been violent to Tor’Lallur, so they would be located and then cured. They would be taken into custody however and questioned about their reasons for being inTor’Lallur lands.

The Pit shall grow, as many will naturally once they are in the Pit will decide to become One with the Pit (aka die) and some will master the sickness and be returned to join the Tor’Lallur. Both are honored, both are blessed.
(if the Pit is becoming too big, earth leyas will be used to expand the Pit, as so many have been dumped in, it might need expanding) [Oh, before I forget, the wander herds that Tor’Lallur tend to shall be protected from the Pneumonia, as well.]

{The Unenese Pneumonia
This airborne disease causes mucous to be infested with amoeba that damage nearby tissue. This results in an overproduction of internal fluids and a constant flushing of the G.I. Tract. Vomiting, Diarrhea, choking cough and high fever are common symptoms. It does 5 (No A.R.) dmg each day to the target. While infected the person cannot keep down food, causing exhaustion at all times.
(+2 T# to all tests while under this effect, +5 T# to all tests if infected target is foolish enough to eat more food after throwing up the first time).
This disease will cause the target to also take +1 (No A.R.) Pain dmg every time they take any damage from another source. It can be countered by Cure Disease, Consume infection, and Brian fever. If it is not cured first, anyone killed by Unenese Pneumonia will resurrect with the disease.}


#6

The attacks by the Mag Daron had grown so bold that the reports reached even Kolgol’s ear. After being informed of what was known about these cannibalistic terrorists and their alignments, a small smile crept over Kolgol’s face. How ironic that they thought they could succeed where Mag Der’al had failed.

“Bring them here” Kolgol commanded, and his forces set out. They were headed by Ar’Yahn the messenger, who would inform the Mag Daron that Kolgol wished to speak of an alliance. He had cleared out the Mag Der’al from his lands in preparation for the arrival of the Mag Daron, and a place had been prepared for them.

If they accepted, terms would be negotiated for an alliance. A base of sorts was prepared beneath Mt Rhug, in the labyrinth of tunnels that were used for storing things that Ka’Rhug did not want anyone to find. If the Mag Daron accepted or were willing to talk, these quarters would be assigned to them.

However, if they declined to talk, a more simple action would follow. They would be destroyed utterly by the armies of Ka’Rhug.

The forces sent include:

-Ar’Yahn the messenger (Standard Ur’Tor)

-15 Legionaries (Bone mail and bone spike helms, armed with magi cannons and meteoric iron swords. Have raises to fire leyas and faith as well.)

-5 Hellhounds

-5 Imps

-2 Balgogs


#7

Mama Rapigog was going to flush and push out Mag Der’al and Mag Daron from the lands she had influence in. To do so the mobilized the entire family save Babi Yaal who was sent to listen to a trial of a peculiar but honorable friend of the Family. MRG would reach out to any Bruskti families which agreed with her way and ask them to help stop the terrorist groups in Unen.

**MAG DARON
She would lead the hunt for Mag Daron. Cannibalism was a grave offense both in the Bruskti traditions and the ways of the Thunder gods, and Mama Rapigog would not tolerate it. She would use speak with plants and speak with animals to track Mag Daron and wait for them to bed down or otherwise give her the tactical advantage she needed. Mag Daron were feared by all so she expected no harassment from the other villages. They would only strike at night so the zeal deactivating their shadow armor wouldn’t cause them damage.

With her she had the 5 rapion riders, the kolgul militia fireteam, and the 3 blades. They would split into 2 groups to cover more ground. MRG and the riders and the 3 blades and the KGM fireteam. She had gotten used to the constant weight and cold of her chill shielded Poison bringer scale male over it she wore the Cloak of Kulgul rapi allowing her to shadowwalk at will. She wore her old notched metal sword at her side but it was decoration, the scabbard that sheathed it was a powerful shape shifting artifact allowing her to stick to the deck of a ship and hopefully allow her to use the trees as hiding places. Her face had numerous piercings, one to let her see in the dark, one to speed up her reflexes, another to guide her hand with unerring precision, another to translate her words into any language, still another that caused her legs to disturbingly (but not painfully reverse and allow her to leap like a grass hopper, another gave increased her strength, a final one to allow protect her from the sun. Some like the shadow armor would always be active, the rest she would activate before engaging Mag Deral saying a silent mantra to the Thunder Gods drumming on her chest activating each one in a practiced sequence. On her back she had a deadwood carved chillbolt. In a small pouch she had a comm crystal and around her neck she wore the red travelers fang of the Ka’gor on a length of cord. The fang sated her hunger and allowed her to consume fear without a second thought.

The rapion riders had piercings doing them the same, besides the translate, strength, and shadow armor piercings. Some of the riders focused on them silently, others singing a song softly, each had their own pre-battle ritual to activate the piercings and steel their resolve. On top of their axes and rapion bone spears they carried a carved chillbolt pistol also. Their Rapion mounts served them well, ferocious to all enemies they had become an extension of the riders body.

Mama Rapigog would consume the fear in any villages fearing Mag Daron or Mag Deral attack, she would use the fear to make her stronger and faster. The riders would distract the Mag Daron with ride by spear attacks and chill bolts from afar allowing Mama Rapigog to get close enough to leap from the shadows at ones turned back and attack with her dragon fang axes. She was not afraid to close the ground with them. Her cobra strike artifacts should give her the precision needed to go axe to axe with them, and her cat like reflexes should allow her to strike first. Once she was engaging one of Mag Daron the riders would close to help her both with well placed chill bolt attacks and bone spear stabs.

The other team led by the KGM fire team would defend villages. The snipers didn’t pierce their faces like the superstitious Kul Gul’Rapi. Instead the piercings lined a sleeve of their uniforms like medals. The fire team recited the tenets of the militia touching each one and focusing to turn them on. Around their necks they wore necklaces which sustained them. They were armed with both their scoped spring shots as well as the brutal bayonetted magi cannons. After activating the artifacts the team leader conducted comm crystal checks both with the 3 blades leader, whichever one of the psychopaths had won their morbid game of imaginary disemboweling, Mama Rapigog, the Kalok Fraytur, and Navigator Turin.

The three blades were dressed in dun colored cloaks which hid their heavily pierced ears. They played a sick game each naming a way to slash or stab a gog each one upping the last as they activated the piercings (Piercings same as MRG minus translate and increase strength). They were armed with nothing more than bone knives and the chill bolt pistols, but the skinners rarely used the pistols. A blade was so much more personal. At the end one of them annoyed with his loss passed the comm crystal to the other who spoke of a delicious way to prolong suffering indefinitely.

The sniper team would seek high ground while the 3 blades took to the shadows. The sniper team had their old spring shots, the zela axes may be able to stop a magi cannon blast but a through the head should drop the Mag Daron. The three blades would work together. The one the Mag Daron focused on would stay light on their feet and use shadow walk to just out of reach while the other 2 used their bone knives to nick and gash the Mag Daron until they surrendered or painfully bled out from the numerous small wounds. If any surrendered the 3 blades would interrogate them with “enhanced methods” to find out everything about the tribe, its strength and numbers, locations, and most importantly why they suddenly began the rampage.

**MAG DERAL
Navigator Turin adjusted his paladin’s armor. The full plates banner and sigils were replaced with family crests. He activated the piercings in his face saying a lyrical poem as he did so. Around his neck he wore the skull necklace of the yagogi, the necklace had the marvelous ability to allow him to speak with the plants and the animals, most of which he knew could be bribed with a morsel of food or a puddle of water, to find mag deral. He quickly checked in with the Fraytur and Mama Rapigog before slipping the comm crystal into his pouch. Next he checked the magi cannon, looted from Unit 111 it had a disturbing number of hash marks carved in the stock. Disturbing but reassuring, it was a capable weapon. He quickly created a blade of crackling lightning. A last ditch weapon of the mind in case he was disarmed.

The other humans were preparing for battle as well, each had piercings they were activating. They were more lightly armored, but as a result lighter on their feet. They checked their magi cannons and created air leyas abilities to provide them with melee energy weapons.

He was in charge of stopping the terrorist attacks by Mag Deral. He would NOT risk a civil war in Unen, if a village elder had made it clear they supported Mag Deral then the family would avoid it. He would use Mag’oz as the figure head and the gog in charge whenever they spoke with the tribes of Unen. Mag’oz would use his influence as the water bringer to try and sway tribes on the fence to side with the Family against the terrorist organizations (At no time would any threat regarding water be given, Mag’oz would merely be a good will ambassador).

All Vampyrs engaging Mag Deral would consume the fear Mag Deral was sowing. They would use the fear to make themselves fast enough to dodge the blood form or resist it.
The vampyrs all wore scabbards which would allow them to stay firmly planted on the deck of the Fraytur even in a hurricane. Many had crystalline magi cannons, others wooden hafts which could create an energy sword. A final few had heavy monkey wrenches they would use to club mag deral. The deck was a cacophony of noise as each performed their personal ritual to activate the artifacts piercing their faces. The youth on the other hand were basically unarmed. They had empty scabbard artifacts to keep them on the deck and all had piercings to get used to enhanced senses.

To stop Mag Deral Navigator Turin would use a multitude of tactics. The blood disease didn’t seem to affect the humans so him and the 9 pirates would be deployed as ground forces along with the others. The would use their leyas abilities like lightning sword in case of melee and their magi cannons (Unit 111 type) preferably to kill any mag Deral attacking villages.

The Kalok Fraytur would take to the skies, to respond quickly to requests for assistance or reports of attacks. The crew flying would also keep up the shadow leyas deflection shield in case Mag Deral had any tricks up their sleeves. They would try a tactic on the mag deral, the families youth from the deck of the Fraytur would attempt to shadow walk mag deral members through their own shadow and out the underside of the Fraytur so the Mag Deral member fell and splattered harmlessly away from other gog. Then standard vampyrs with them would blast the bloodform with crystalline magi cannons, or Grimy Kobb would hit them with a fireball from the Kalok Fraytur.

Vampyrs would be deployed as ground forces as well each of the other elders would choose on vampyr and one human pirate to accompany them. The vampyrs would use crystalline magi cannons. The elders fire swords, and fire leyas as well. They would try to engage the Mag Deral in ranged combat so the blood form wouldn’t splash them. They would also try to create a shadow cocoon around dying normal forms so the blood form couldn’t activate its splash attack around civilians.

If they were able to stop the attacks in Unen they would move on and try the same strategies in UTR controlled lands, also aiding any tribes there in any way they could.


#8

Having heard the reports of the terrorists, Olav sat in thought. His first reaction was, of course, to set up a manhunt for them, but that would not be wise. After the last “cleansing” they had done, the Rhug’na’ru lost a lot of respect they had earned. This had to be handled more carefully.

First, he would increase the defense around both Rhug’na’ru proper and Rhug’tor. Two airships would be sent to each town, additional to whatever was already stationed at that location, along with two full compliments to be land troops on the walls. That was initial, by having more ships in the air they could at least try to scare them off. But, if that did not work, the first time they are noticed they would try to speak with them, tell them to leave the lands of the Rhug’na’ru or face our justice. By justice, he meant either capture or death, capture would have them locked up until they could be given their sentence by the tribe and others their group had harmed. The Mag Daron would no doubt be a target for other tribes as well, and having some to stand either trial or death would be justice indeed.

Olav leaned forward on his desk. If the other group, the Mag Der’al, were to attack as well… he could only hope that the airship’s armaments and his own troops could push them back and deliver the same message. But that did not seem likely. He smirked. But best to be prepared at any rate.


#9

Tor’ab was annoyed by these attacks, two factions warring each other with us in the middle. Something had to be done. As the main goal was stopping the attacks at home and to find glog, who was most likely still in Tla’loc’al, he started there. But sent orders for his Vandals and Ur Rhug living in Brez area to help the local tribes and help protect the farms. He did request 20 of the vandals to come and assist him.

Tor’ab would work with Any tribe in the UtR, especially the enforcers. Also Tor’ab would allow any EEF group to work in their lands, hopefully working together to find and cure the Mag Der’al.

If any of his are infected by the Mag Der’al, They would be knocked out with Nerve Disruption Sticks and brought to the EEF to be healed. The Nerve Disruption Sticks Would be used so there’s no blood.

Tor’ab sent out scouts (Vandals and his Apprentices) in teams with Comcrystals. They were to talk to the plants and see if the Mag Daron or Mag Der’al had been by. At sights of attacks, they will question the gogs and plants in the area to get descriptions and numbers.

Through the use of Summoning artifacts, Earth and Air elementals will be sent through all caves, especially the unused ones looking for either group.

Tor’ab had access to 10 Lur Union fighters to take his and ally forces wherever they needed to go.

If Mag Daron Found
Tor’ab would approach with backup only a shadow jump away. Tor’ab would say “My name is Tor’ab, Elder here. We are no friends of the Mag Der’al, and we may even have a way to eliminate the parasite forever. Tell me what you know, stop your attacks in my lands, and work with us. If you do not, I’m no pup like those you attack. I will stop you and break you here and then kill the Mag Der’al on my own. Your choice. ”

If the Mag Daron Surrender, they will be questioned and then underguard, be guarded at all times. If they step out of line, they will be knocked out with the Nerve Disruption Sticks.

When the Mag Daron reist, as this is what Tor’ab is expecting, His apprentices will flank them with the Magi cannons creating a kill zone. Tor’ab with his Hob tor axe will chill bolt the first one and send a mud wave torward the Mag Daron. As the wave hits, a few of his apprentices will change the mud to rock, locking them in place. Either they surrender now, or be gunned down.

If Mag Der’al is Found
Tor’ab and his apprentices would use the Air and Earth Elementals to engage the Mag Der’al remotely. The earth elementals will use Mud wave to capture and the Air elementals will suffercate the Mag Der’al to knock them out. The earth elementals will use Acid strike to destroy the parasite.

If Tor’ab and his apprentices are forced into a confrontation, they would keep at range and shoot the Mag Der’al gogs with Magi cannons. Any creatures jumping out would be hit with fire attacks to burn it dead.

The goal is not to get close enough for contamination.

** Note Tor’ab will keep his visor on his Poisonbringer helm’s membrane closed to protect against infection.

Searching for Glog
Of course all of this is to find Glog and get him out of Tla’loc’al so what happened in the K’iou city doesn’t happen here. If Glog can walk, he will be lead out. If he can’t, he’ll be loaded on a converted civ skimmer (Like the mine carts) and taken out. Once out of the caves, Glog will be taken to a Lur Union fighter to be brought to the EEF for help. They are the only party that Tor’ab would trust that might know how to solve this.

Lord G’s Lands:
I currently have 20 tribesmen and 10 Apprentice Aufs there helping to build and train. They will assist Lord G and his earthers in defence of their new Towns.

Gogs and equipment:
Tor’ab ((Tor’og) LR:4, Healing:2, Light: 3, Shadow:4, Air:3, Earth:4, Fire:3, Water:3, General:2, Shape:3) Adj: ( Temper +1)

[ul]
[li]Armor: Poisonbringer Dragon Scale Armor (Cat like reflexes, ignore posion, and Cobra Strike), Shadow worked), Armorfiend Cloak (+1 str, Life Shield )[/li][li]Weapons: Hob Tor’or Death Stone Axe (2d6 Melee/+5 Vampiric Dmg/+5 Chill Dmg / Shield Breaker/ Chill Bolt (x2 dmg at night or Underground)), PoisonBringer Stinger Spear, Magi Cannon, Paladin Sword in a sheaf[/li][li]Other: Ring of Healing (Cure Disease, Heal Internal Damage, Cure Poison (3 succ)), Ringer of LIghtning Strike, Ring of Nerve Disruption, Ring of Fireball, Fire leap boots, Concealment Stone , x4 Res Potion, x4 Healing Potion, Stone of Summoning Earth Elemental, Feather of Summon Air Elemental.[/li][li]Shields: Using Improved reflexes, Ignore Poison, Cobra Strike, Increased Strength (Artificed (Total Str 9), LIfe shield all Items, Skin like Steel sustained.[/li][/ul]

20 Vandals and 15 Raiders with Armorfiend Vests and spears, Wave motion gloves and Stone of Summoning Earth Elemental. (Vandals Live near brez, but are part of tribe, mission reward) -

Tor’ab’s Apprentices ((Ur Rhug) LR:3, Shadow:3, Earth:3, Water:3, General:1) Adj: (leyas combat melee 3, leyas combat ranged 3)

[ul]
[li]Armorfiend Hide Vests Artificed with Cat like reflexes, ignore posion, and Cobra Strike, Hobtor axes (shield breaker, Chillbolt stud), Classic Magi Cannons, ring of Fireball, ring of healing., Stone of Summoning Earth Elemental, Feather of Summon Air Elemental.[/li][/ul]


#10

Lord Grimaldus wasn’t happy, these Mag Der’al were bombing his territories. The death toll was rising, injuries were skyrocketing, if it wasn’t for the more commonplace of healing abilities things would be really dire. Things were quite bad regardless. Well, at least the EEF promised further reinforcements, well until they arrived they would make due with what they had. Paladin Durandal would lead the efforts of the defense of Hebron while Paladin Hore led the efforts to protect Absalom. Grimaldus would lead the defense of his fortress while Paladin Resugent would protect his tower. Thanks to Lalder he now had ten individuals who had been trained in use of water magic…er…leyas (Water 2) and he would take advantage of that. At the fortress and the tower there would be two water leyas users fortifying the defenses with ice (Create Water, Change Form Water 2) While at the two towns three Leyas users shall do the same

As Squire Hiezal has learned, the blood can infect people, so all soldiers would be armed with clubs or hooks, to minimize blood loss of enemies.

The Tower had Resugent and a dozen Paladins plus forty Squires, They shall dig pits around the tower to attempt to trap the Mag Der’al forces, using their clubs to force them inside and knocking them unconscious. They shall support any EEF forces sent to aid them.

Fortress Isaias will have thirty Paladins and fifty Squires, they will hurl rocks from the battlements in an attempt to knock out the terrorists. A line of Paladins shall guard each entrance holding their shields in front of them and using their clubs to beat back any forces that charge them. They shall support any EEF forces sent to aid them. Grimaldus himself shall lead the defenses. Ice shall be made in front of the defender and around the castle walls to cause enemy units to lose their footing.

In the town of Absalom Paladin Hore will lead twenty Paladins and fifty Squires in the defense, using the walls provided by Lalder reinforced by the ice defenses made by their own forces, they shall attempt to hurl rocks and blunted spears to drive back the enemy while having the EEF forces provide the main defense. The civilians shall be evacuated to the underground chambers that Lalder’s tribe had prepared previously.

In Hebron Paladin Durandal shall lead the defense while being supported by the EEF. Wielding Ascendus he shall be the only one with a sword, he shall lead the Durandal’s Riders (F.S. 8) who are armed with clubs like the rest of my forces. Durandal shall disreguard the order for no bladed weapons because he trusts the power of Ascendus. As he cuts down the Goblin filth Ascendus’s power to draw out the fluids and absorb them will protect him. (He fully believes) While vampyric touch from the blade will keep his injuring from adding up. While he and a force of regular Paladins (ten) engage directly (no hiding) Durandal’s Riders (fifty) shall ride around and flank the enemy and provide support. The squires defending the city (twenty) shall protect the evacuation of the townsfolk as they hide in the underground caverns lalder’s tribe helped make. The Water Mancers (the three mentioned earlier) shall use their water abilities to try to delay the enemies from getting to the civilians. The EEF shall be supported where they can.


#11

Things looked different inside of a stealth AAV, Brooke was not used to sitting out on the action but her orders were clear. Mc Murphy told her to gather intelligence on the terrorist actions and Brooke never disobeyed an order from Mc Murphy. Brooke would fly over the largest battles and film as much of the battles as she could before moving on to the next one. The boss wanted to know the tactics the locals were using against each of the groups. Once she finished she would fly back north to deliver the information. No interference.


#12

The Mag Der’al were just living as gogs do, farther up north from GulTor’uf’s camp.

Walking to the bottom of a sand dune, he finds a location that the mag Daron will be coming over.

The sun bakes, his fur is matted. Green ears are seen at the top of the dune.

The Mag Daron was a scary sight to behold, ferocious and menacing covered with dried blood. The was little the apprentice could do except try and talk them to a meeting.

“Hold” he cries. Hoping for the best “Hold, We wish to invite you to our camp to discuss whatever grievances you may have.”

Waiting on a response, he prepares himself to run, if he needs to.

OOC: The sandy dune was used so that he can use air and water to create a water hose at the feet of the Mag Daron. If it comes to that, he will run as fast as he can to escape ( away from all the tribes he knows of in the area) then make his way back to camp


#13

Ordol paced back and forth in front of Tor’Lur as he addressed the rest of his tribe; informing them of the upcoming battles that would be fought near Tla’loc’al. Several Ur Tor would create earth walls in strategic areas to try and bottleneck the advancing enemies. After which, they will use ranged fire leyas (fire darts and such), to rain down upon the Mag Der’al. Meanwhile, Ordol and the other four Yadol Riders will use their speed and guerrilla tactics to engage the Mag Daron in close combat on their Yadols. Tor’Lur, Giant Slayer, will also be fighting in melee combat, using his Axe of GogKiller and shapeshifting leyas to move around the battle quickly.

Stats:

Tor’Lur
-Artificed piercing of Increase Strength (STR+2)
-Agility +1
-Ol’Lur Rings of Protective Aura/Heal Internal Damage
-Earring of Translate
-Axe of Gogkiller (2d8+7 Melee dmg)
-Bracelet of Mag Buskt
-Compassion of Protodoxa

Ordol
-Poisonbringer Armor - 5 AR to all
-Ol’Lur Rings of Protective Aura/Heal Internal Damage
-Earring of Translate
-Artificed Brezan Lance (Shieldbreak, Metal, 15 Melee, x3 dmg on mounted charge

Yadol Riders (x4)
-Nightmare Hide Armor
-Ol’Lur Rings of Protective Aura/Heal Internal Damage
-Earring of Translate
-Poisonbringer Stinger Spear

Yadol (x5)
-Metal Armor plates (x4) (5 AR vs Melee/Energy)

Ur Tor (x10)
-Ol’Lur Rings of Protective Aura/Heal Internal Damage
-Earring of Translate
-Fire 2, Earth 2


#14

Yohai was in trouble. There was so much to do, so much chaos to avoid, and many plots to foil. Where were Raven, Karrah, and Killian when he needed them? He sent them a message, showing them the images of the nightmare ooze, Mag’ol Dol’og Onderal, and the TearDrop Hammer that turns all things that touches its ooze into Reavers. He considered a moment, and then sent the same image to the Zaodonai Uth, Celyse. The translation didn’t make sense to him. Head Chief Spear Strength of the Eye of the World?? What did that even mean?!

He set out with Sirra, Roan, and Killian, his ravenous Kolgul, and set forth to catch up with Scout, Grim, and Opal, trying to convince them to help find the Alchemist’s den. He was about an hour behind them. Since he knew he had free reign of Tla’loc’al, only Mag Der’al or Mag Daron would attack him. First, he would use his nodachi to “bless” (healing lvl 4 - working), his Uth Sword. For Mag Dar’on, he’d parry their zela blades, disarm them, and then carry on. Let the olgog have their zela. It was of no use to him. Against other olgog, he’d try to shoot them with his gravedust pistol. If that didn’t work (which it shouldn’t), use the blessed Uth Sword to take them out. If blood splash, hold the blessed weapon into the blood, destroying it.

Try to make his way to his team as quickly as possible. If he runs into any of the leaders of the tribes from the trial of Glog, he’ll tell them, quickly, “Glog was indeed possessed by the alchemist known as Mag’ol Dol’og Onderal. That creature controls the Mag Der’al, holds Glog hostage, and intends on using the ooze to destroy either the olgog or the Earthers, who he blames for destroying your kind. I will try to find him.”

If the Mag Daron give him a chance to speak, Yohai will say the same (no indeed required). He will offer to help the Mag Daron track down the hammer and the Mag Der’al if they quit their attacks and follow him to the lair. He will only do so if the wanton attacks are called off as it only feeds the Mag Mag Gor, which is counterproductive to their cause.

If given a chance, he also wants to find an opportunity to figure out who the alchemist serves (i.e. an ancient evil) using one of his “pets.” If needed, he’ll also help heal/resurrect the dead as he makes his way. He’ll also send, via fallen commander, Scout a message of what he’s up to. “Scout, got caught up, in the middle of chaos in Tla’loc’al. I figured out who is behind the attacks. Tell Opal that I think it might be a servant of an ancient evil, but I can’t be sure. Creature’s name is Mag’ol Dol’og Onderal. I have no idea what that means. Maybe the olgog do. Be present of your surroundings. I’ll make my way to you as soon as I can.”


#15

Three areas of effect:

  1. In Unen - Shugz, tribal brezan, short for one, knew this would be a problem. He was babysitting Windsor’s Artillery strider. He was olgog, but he had the ability to drive it. Not as good as Windsor, but good enough for it not to blow up (special ability). He’d make his way to the nearest UTD tribe, preferably Urik’s Outcasts, but if Rhugnaru, Kul Gul Rapi, or Dol Kuglak’s were closer, so be it. He’d show his Great Northern Army colors, and state how he was here on behalf of the Great Goblin King Urog to help protect them against their enemies. He’d employ whatever tactics they chose (be it offensive or defensive or hide). He’d set-up the strider, use a massive tree trunk as a club, and generously use levitate to pull up enemies and bash them away. Although Mag Dar’on had zela axes, their boots weren’t made of zela, were they??

  2. Elogan camp - Ommegang (karovian) for attackers: He’d levitate them or thier boots, belts, and non-zela weapons up and away. Against Mag Der’al, Solar Blade. Against Mag Dar’on, levitate high and then drop. on a sharp pointy rock. Loot the bodies (at least one). If none come to the camp, if there are any Elogans looking for a fight, take them hunting for either Mag Der’al or Mag Dar’on. If not, make way to Tla’loc’al, and help out there. Hide Elogan pin, use GNA colors, and clean out. Loot what he can (again) from Mag Daron. Bring news of the state of affairs to Elogan Army (i.e. stating he was spying on neighbors, both regarding the sickness of Karov, and the affairs of between the mag daron and the mag der’al and the UTD).

  3. Brez - three fold. 1) Help Urog ferret out who is mag der’al within Urog’s territory. As they’re found, seperate them, out and take them out using solar blade and/or laser. When the blood comes out, destroy it with solar blade. If it tries to possess, then try halo or self heal to destroy it. If it tries to posses others after trying to possess me, destroy it first if possible. If having issues with solar swords, levitate up, then let fall (how’s that for bludgeon?).

  4. Mag Daron - Levitate to hold in place for Gang members to handle. Try to avoid direct battle. Heal the dead.

  5. When battle is done in Gang territory, sneak into enemy camps, do similar things as above, but really to check on what’s happening. Report to Urog. Most importantly, figure out if any Mag Daron were actually killed in the process and what the wereabout of the zela axes and fist wrappings ended up. Do not engage Mag Dar’on… don’t want maniacal brezans with access to their weapons if possible.

When all is said and done. Heal the wounded/dead.

4 set aside to this task in Brez:
Ogol (Karovian)
Ferrou (Kious)
Dertla (tlalocalan with thunder gods drumming ability)
Ollurug (who just showed up to the party), has the gauntlet thing given by the rehsedians.


#16

RCT 2 and 1 will cross the boarder full deployments of troops, tanks, striders and gunpods. RCT 2 under General Giffords will split in half and reinforce the provisional colonies and set up operation and treatment centers for the wounded and any infected olgogs. As much as possible Mag Der’al and Mag Daron will be taken alive for questioning ( the troops will use cause pain and vehicles will employ liquid nitrogen launchers when possible)

RCT 1 under General Ma’ple will move further south engaging any Mag Der’al or Mag Daron they encounter along the way. They will coordinate with UTR forces to root them out and defend the olgog settlements and restore order. Medical treatment will offered to locals but under very strict security as they are dealing with terrorist. Orders will always be shoot first resurrect later.


#17

“What the hell is going on!?” Demanded Flora, “I go away for a couple weeks and all he’ll breaks loose.”
“Yeah this only happened cause you were gone,” answered Graf, “The warring terrorists had nothing to do with it.” He muttered as they ran from cover to cover. Together they ducked into a doorway. Flora unslung her rifle and fixed her new bayonet and bought the rifle to her shoulder. She scanned the streets “Really what is happening?”
“The Mag Der’al are attacking everyone, especially anyone who tried to get rid of them before. Then these other guys the Mag Daron showed up and they’re after the Mag Der’al but the only way them seem to look is killing everyone in their path.”
“Charming,”
“Yeah,”
“At least tell me they Boss has a plan?”
“Of coures he does,” replied Graf.

In Unen the Outcast will use their mobile bunkers, truck and bikes to secure as much territory as they can. Any civilian will be bought and secured in the main bunkers. They will cover themselves as much as possible while fighting (coats hoods face masks gloves) to avoid direct contact with any infected blood. They will try to avoid direct contact with the enemy forces favoring ambushes and leading Mag Der’al and Mag Darin into each other then finishing off any survivors.

In Drewsport they will lock down their bunkers and the docks with the floating forts. They will use the forts to secure civilians form Mag Daron attacks and await reinforcements form the UTR and the rest of GUTs


#18

Mag Der’al were no threat to Warlord Gobbog’s reign. He first assigned the Zh’Ka Gul soldiers of the Army of the True Flame to internal security. They would police the Zh’Ka Dols and Zh’Ka Rapis that made up the lower ranks and the lowly Pit Mongrels. The Zh’Ka Guls were all hosts to Quall larvae and immune to the Mag Der’als powers. They would simply open up the heads of all members and cut out the Mag Der’al the hard way, always leaving flesh enough to convert back to life so the tribal would not be lost. The True Flame would undergo the Rite of the Fires that are Everlasting. It would be considered an important start of the faith, Gobbog was hoping to build for his new army and the world of Refuge.

Only one creature was a threat. That creature was Gorkaog Bonegnawer, 2nd in line to succession to the Pit Mongrel Elder. Gobbog suspected it would be any day that the old Elder would pass on. Gobbog knew he would assume the throne, but only if Gorkaog was dead.
Gorkaog would be sent to deal with any of the Mag Daron found in their territory.

Gorkaog would be sent in with only his axe, no special artifacts, and definitely not the armor and gear of a member of the Army of the True Flame. He would hopefully present himself as a mad pit mongrel and the Mag Daron would put him down.

Gorkaog approaches the Mag Daron, and growls, “You here for Or’lur? Or’lur great criminal. He Glog. He the gog who freed the Nightmare Lord Hammer. He must die. Gorkaog agreed. Come I lead you to Tla’loc’al to caves of Glog of Or’lur. I know way. I get there very soon.”

If Gorkaog succeeds he would lead the Mag Daron to Glog, along with any other Mag Daron he can gather from other groups. Gorkaog knew Glog’s scent and would track him anywhere he goes.


#19

With the threat of the Mag Daron, most of the citizens of Northern Drewsport will be relocated to the undercity for protection. all acces to the undercity will be restricted to citizens and known allies (IE the oners in the chapel)

6 Patrols of Troopers will be sent out in squads of 8, they will be instructed to demand strangers to identify them selves. Any that indentify themselves as Mag Daron will be informed that the Mag der’al are not active in drewsport and that they should take their search elsewhere. if they resist, they will be escorted out of the terrirtoy. those that refuse or attack will be meet with force.

3 Deadwings will be on constant overwatch to aid in the defense of drewsport during this time.

If a fight breaks out in the streets, the tower guns will be truned around to aid in the fight.


#20

Yagogi’al the Og’ab had worries for the entirety of hos tribe, he was starting to gain an understanding for the illness that was Mag Der’al that some of the tribe were afflicted by. He will call out for Mag Daron, ‘We do not approve of the methods being used but we are looking for answers to the Mag Der’al. Teach us how to hunt them and you will have our assistance in taking them out. I do not want my tribals harmed, but I know some maybe plagued by Mag Der’al, and there maybe more hiding within Karov.’