Goblin Lands 2 Rescue Mission WEEK 18: Cleanup of the Unen Coast


#1

The coasts of Unen have suffered extreme industrial-scale pollution events due to the downed Church of One Naval Vessels and their dirty petrol engines. These oil spills combined with water sluicing down from the irradiated ruins of Bartsport to create a toxic brew quickly killing off sea-life. And its only a matter of time before these toxins make their way up the food chain into the Olgogs. Over the past year enough has spread that Olgog children in some settlements, and Earthers living in Petersburg, have reported terrible rashes when swimming and hair loss soon afterwards.

Haste is of the importance, cleanup efforts that take too long will not work. Had it been better to handle the situation when it first occurred, of course. But few understood and less cared about the problem. When the stalefish started losing litters, and the Ur Kugs nets weren’t full anymore, then the people of Unen were scared and finally willing to let outsiders in to act.


Your Mission 1: Help cure the Environmental Disaster growing at Unen coast.

You are trying to be a hero and care for other people.
Be clear what forces you deploy to act as cleanup workers, what their goal is.
Advise what forces you deploy to defend the cleanup workers.

Your Mission 2: Make Life harder for Everyone

You are a committed villain, we get that. So here is a mission where you can actually get away with thwarting the cleanup efforts. Attempt to steal cleanup vehicles, even sniper cleanup workers. Make merry in your evilness, the rewards are as big as you can take.
Be clear what troops you send in and why.

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: Not a good scientific understanding of what radiation is and how it spreads for any tribe that isn’t Goblin Gunners.

Open to all tribes and all mercs

This mission ends on Friday March 14 at 8.PM. E.S.T.


#2

The shiny multihued film and the dark water that carried it were being fought. The battle was slow and methodical. Under the night sky Bruskti floating on wide over turned baskets slowly glided along using long wood poles to steady themselves. They placed stone statues of the thunder gods in a wide ring around estuaries and marsh lands. Humans who had pierced faces like their olgog brothers and sisters delicately used water leyas to purify the pollution while leaving the normal silt and mud, the life blood of the spawning grounds.

Others set the statues to block the oil from destroying the great reefs in the area.

Still others dove down in the great Tla-Yaal forests affixing statues where they could to try and staunch the flow of the pollution.
They would use the water purification tabs they got in week 1 along with the artifacts.

Forces summary:
The Beezos with a crew of 10 regular burskti. They will anchor the ship in the region they wish to clean up. It will become a mobile base of operations. They will then guard the surface.

Mag’oz, Vi’Tla, and Ka Joe (1x adult bruskti, 2x youth) will over sea cleaning up the marshes and other shore areas. They will have a guard of 5 regular bruskti who fan out to face any threats from the shore.

8x human pirates will act as dive teams to place statues to protect the reefs and Tla-yaal forests under the waves. They will move in pairs and be accompanied by a bruskti guard who will make sure they are unassailed.

The teams have 80 statues 2-3 succ to place. They will always keep an aura of purify water up around them to insure they don’t get poisoned (Hopefully)

All healing artifacts from the Auf Ursa will be on the Beezos to heal any injured humans. They will also make use of any other facilities set up to help treat injuries.

Loadout:
Bruskti surface guards, Mag’oz:
Weapons: Dead wood chill bolt pistol, monster sling shot, metal sword
Armor: leather armor (chill Shielded)
Other: pirate bandana, pirate scabbard
Piercings: bone hoop of cat like reflexes, bone stud of cobra strike, bone stud of bird sight, bone bar of shadow armor, bone stud of animal sight

Bruskti divers:
Weapons: Dead wood chill bolt pistol, monster sling shot, metal sword
Armor: leather armor (chill Shielded)
Other: pirate bandana, pirate scabbard, neclace of ice shield
Piercings: bone hoop of cat like reflexes, bone stud of cobra strike, bone stud of bird sight, bone bar of shadow armor, bone stud of animal sight

Vi’Tla, Ka Joe:
Weapons: Dead wood chill bolt pistol, monster sling shot
Armor: leather armor (chill Shielded)
Other: pirate bandana, pirate scabbard, necklace of ice shield
Piercings: bone hoop of cat like reflexes, bone stud of cobra strike, bone stud of bird sight, bone bar of shadow armor, bone stud of animal sight

Human Divers:
Weapons: Dead wood chill bolt pistol, metal sword
Armor: leather armor (chill Shielded)
Other: pirate bandana, pirate scabbard
Piercings: bone hoop of cat like reflexes, bone stud of cobra strike, bone stud of bird sight, bone bar of shadow armor, bone stud of animal sight


#3

“Rags, stop staring off into space and help dig!” Dreg called tossing a shovel full of sand at the apparently day dreaming olgog.

“I’m not staring off into space I’m having an inspiration.” Rags replied absently brushing sand out of his fur.

“Do tell,” Prompted Dreg doubtfully.

“Well I was just thinking if we haul one of them church ironclads out of the water maybe I can patch it up.”

Dreg jammed his shovel into the ground. “You really think so?” Rags nodded eagerly.
“Well the boats gotta come out of the water anyway. And Urik doesn’t usually mind a little initiative. Yeah ok go find Rum-blood, he’s supposed to be on his way here. Take some if the boys along to and see what you can do.”

Dreg will direct 15 of the Outcasts (the Drewsport boys so armed with assault rilles they will also have one of the fifty cals mounted on a tracked bike) in digging fox holes and readying defensive positions in case any one shows up to disturb the clean up. Another 5 Outcasts will act as labor for the clean up in anyway they are needed. Rags, Rum-blood and ten Outcasts will attempt to re-float one or more ironclads (patching the hulls under water and using ice blocks to re-float them.) if they manage that they’ll get them over to the Drewport docks for more permanent repairs. If they find they can’t re-float any they will still work to patch any leaks they can using rivets and scrap metal (they still have some left over form he bunker conversions)


#4

*** Note, Expecting the EEF team that has been traveling with my cleanup crews before to help in this mission. ******
From the Ground skimmers glide over the ground loaded with supplies, and from the air Lur Union Fighters guide heavy lifters down to the cleanup area. Above in the clouds a Carrier keeps an eye on the area around.

Ka’ab climbs of his skimmer at the meeting place in Unen to start the cleanup project.

Once everyone arrives, Ka’ab says "We have some experience with Radiation. Its hard to avoid if you are cleaning it up. But the EEF team will aid us in healing our gogs from the radiations. Also they have sensors that can detect radiation. No one will be allowed to leave if they are still contaminated, otherwise you will die and healing leyas cannot fix it.

But we can also give a few tips:
Don’t eat, drink, or swallow anything while in the area.
Limit any time there. Healing can heal the damage, but won’t remove any bits that contain radiation from the body. This is one of the things the tech the EEF will use while any heal anyone who gets sick.
Anything possibly… that contains this Radiation, needs to be removed from the non contaminated soil and water.

So with that, I was thinking we need to seal off Bartsport. No water can run from that land to the sea. No food or animals should be taken or eaten from there.
Next, we need those sunken ships out of the water and purify the water around there to remove the liquid earther stuff.

We have some skimmers for part of this cleanup, so you are not actually in the water causing the water to move around more. We have a few items that can purify water. And each of the gogs here can purify water as well.

Also my Ur Rhug tribesmen will help secure the area so all can concentrate on their dangerous work.“

Plan
:

[ul]
[li]Carrier will be kept separate from the Workers to limit any contamination. Any vehicle that goes into the radioactive area will be scrubbed and checked before it is allowed back on carrier.[/li][li]Heavy lifters will be used to help pull the ships up using the rock columns and vines to wrap around the ships to be lifted. (Not near radiation.) Levi Crystals can be used if needed.[/li][li]Lur Union Fighters will be used to patrol the area and guard the radioactive areas for theft.[/li][li]The Farming kits be used to help supplement the purifying of the water.[/li][li]Skimmers will be used to keep workers off the ground and out of the water when possible.[/li][li]Summoning Earth Elemental Stones will be used to summon elementals [/li][LIST]
[li]to shape the contaminated earth into a ball.[/li][li]create earth columns to help lift the ships out of the water. [/li][/ul]

[li]Summon Water Elemental skins will be used to:[/li][ul]
[li]Change form any water with Containmates in them, or to create ice walls in the water to contain the radiation or chemicals while the water is cleaned up.[/li][/ul]

[li]Bartsport Plan[/li][ul]
[li]Try to seal off any water runoffs so they don’t leave the area. Build walls where needed, Rings of Tunneling to create ditches to direct water.[/li][li]Use as dumping ground for radiation.[/li][/ul]

[li]Relying on the EEF Radiation team to use their equipment to detect the radiation to cleanup and to check and heal any of the workers.[/li][li](If Oked by EEF) Burn Plants and animal corpses that are radioactive.[/li][li]No One Is allowed to leave while registering radioactive. Utilizing the EEF group to clean the radiation off Workers and equipment.[/li][li]The Ur Rhug are guarding the area in shifts. Workers and the EEF medics.[/li][/LIST]

Olgogs (This is the cleaning crew, not the crew of the carrier):
40 Tribesmen ( Earth 1, Water 2, General 1) - Pilots, and Farming Kits.
9 Ur Rhung (Shadow 3, Earth 3, Water 2/3 in general).
Ka’ab (LR:3, Light:3, Shadow:3, Air:3, Earth:3, Fire:2, Water:3, General:2, Summ: 2) Adj: (Will +1)
2 Ur Kug (LR:3, Shadow:2, Air:3, Earth:3, Fire:3, Water:3, General:1)(Agility+1)

Vehicles:
5 Lur Union Skimmers
10 Civ Skimmers
Carrier (For now, it may move on if needed in mission, but will be able to drop off stuff)
— Contains
------ 4 Lifts ( Each can carry a tank or Strider in weight)
------ 20 Lur Union Fighters
------ 2 Lur Union Skimmers (will stay aboard)
---- Crew (Mins, let me know if you want their equipment)
------ 10 Ur Tor
------ 10 Tribesmen
------ Auf Lalyan ((Auf) LR:5, Heal:4, Light: 3, Shadow:3, Air:3, Earth:4, Fire:3, Water:4, General:2) Adj: (Agility+1)

Equipment:
Hobyi of the Yagogi (Hobyi of the Yagogi PURIFY AIR, PURIFY WATER, EXTINGUISH FLAME SOOTHING WORD and HEAL WOUND at 3 successes).
3 Waterskins of Summon Water Elemental
3 Stones of Summon Earth Elemental
5 Rings of Healing
40 Farming Kit:
— Wooden Ring of Tunneling, Change Earth (at 3 successes each)
— Disease Dowsing Stick - Using Earth and Healing together to locate diseased plants (Locate and Healing Leyas together), and Speak with Plants to get how the plant feels.
— Waterskin of Create Water, purify Water, Cure Disease (3 successes each)
Lots of Rope made from Vines grown.
Levi Crystals (if needed)
— All Tribesmen have Armorfiend Hide Vests, Lifeshield Necklaces, Krato Bon Short Thursting Spear, (Some have Sheild Breaker, Lightning Spear studs added. Half have Chill Bolt studs, other have Ray of Light studs. Ka’ab has an Acid Strike Stud instead of Lightning Spear.

Ur Rhug are wearing the Armor of Auf Lal’al
– Helm with sensor enhancements like Animal Sight/Hearing/Smell, and bird sight.
– Armorfiend vest with Ignore poison, Cat like Reflexes, Cobra Strike, and Increase Strength and Grow armor to strengthen the vest (at 2 successes)
– Ring of Healing plus life shield: Cure Disease, Heal Wounds/Heal Internal Damage, and Life shield. (3 successes each)
– Boots with Fireleap (Could be replace with Insect Leap, but I didn’t think that would be compatable with Increase strength)


#5

Dr. Knoll and her medical team, at the request to Lalder will travel with his people set up a medical station where requested They will treat anyone injured during the clean up and monitor everyone for exposure to toxins and radiation and treat as needed. Any of the medics not dealing with the clean up crew will tend to any residents if they want the help.


#6

Strategy:

  1. listen to Lalder’s olgog and avoid “radiation”
  2. 4 censor craft worth of olgog (200 total). 29 are aquamancers (direct), 50 vandals (generic, your choice how many can use water leyas), 21 support leyas users (to do other things), 100 ur rhug to “scout” around and serve as protection
  3. coordinating with Lalder and the Bruskti’s, the aquamancers will purify water, move water around, and do what they must, where they must
  4. Support Leyas users will use air and earth to help manipulate water in different ways to make purification process easier (however lalder and mag’oz determine what and how)

Defending against attacks
10 ur rhug (generic) will be riding on summoned chimera, scouting the area. (artificed)
20 hiding in shadows (10 will have summon hydra artifacts, 5 sword fiends)
20 doing standard patrols in groups of 4. (5 will have summon chimera, 10 will have summon sword fiend, 5 will have summon hydra artifacts)
50 in reserve on a censor craft (tagging in and out with those on “patrol”)
Those vandals not able to help will patrol in groups of 4 or 5.

Those with summoned creatures will use their summons to bring attention to the fact that there is an attack, giving the rest time to show up.

All troops carry hob’tor weapons (equally distributed as axe, spear, and club) and a back-up weapon not hob’tor (bone/stone club or spear).
Unless noted, no additional armor per standard.

Leading the Group (3), Goblin Kingz
Rapiogna - F, broken Earther, adept, gen lvl 1, summoning 3, Lr 3 (with Brezan Lance forged by Protodoxa), small hob’tor axe
Rubbah - Earth lvl 5 Lr 5, steel axe, small hob’tor club
Jhohni - M, Adept, gen lvl 1, summoning 2, Lr 3, warwalker hide axe.

100 Ur Rhug - standard
50 vandals - standard
2 FKM - also have Earth lvl 2 (standard arms)

Water users (all wearing nightmare hide armor) - 25 total
(4) Ur Rhug, LR 4 - water 3
(6) Ur Rhug, LR 3 - water 2
15 tribals (LR 2, water 2, troub 2, SS1, conscious)

Other water users (4)
Op-u-lints (raiders - wearing nightmare hide, carrying metal swords)
Joe - M - Water lvl 3
Lurtla - F - Water lvl 3
Deror - M - Air lvl 3, Water 1
Lurtor - M - Shadow lvl 3, Water 1

Other Support Ur Rhug (11) - wearing nightmare hide armor, LR 3 unless noted
Yyanyan - LR 4 Air 3
1 w/ Air level 3
4/ Air 2
1 w/ Light 2
4 w/ Earth 3

Artifacts on hand
5 comm crystals
Hobyi of the Yagogi: PURIFY AIR, PURIFY WATER, EXTINGUISH FLAME SOOTHING WORD and HEAL WOUND (3)
10 wood ornaments of Night Sight
Deryalur + Mak Hoblok Hide (Ka Gor Kiteboard): Worked lvl 4 Fire (Fireproof), Fire Leap, Lava Walk, Hide in Shadows, Shadow Walk (3)


#7

Dar’ab and Kor’ya would start orginizing their people. They would have Ummmmm’Goooo grab a chain and have other Olgogs hook it to some of the larger debris and then he would help pull them out. Not getting into the water itself. Dar’ab and Kor’ya would go around attempting to absorb any bacterial infections inside any of the Olgogs present to provide additional bacteria for the Pit. While this is happening the other four hooded Vampyrs would first cast Shadowshroud (Shadow lvl 2) to make themselves unrecognizable, then shadow walk as stealthily around as possible. They would touch various surfaces around the area, and the equipment. Each time they would leave some bacterial infections behind. Nothing too serious, just causing stomach cramps, and the runs. So many Olgogs running around, with dangerous hazardous materials, surely a bit of discomfort would be attributed to the clean up efforts. After sufficiently contaminating enough equipment, they would join in the clean up effort dropping the shadowshroud and help out without getting wet. Don’t want to wash off the Holy Pit after all.


#8

Cleric Oswaldo and his staff set up his tents near the clean up site, large ones able to contain some of his advanced medical equipment. Scanners, synthesizers, and such. Such advanced tech would allow his people to take detailed blood work and see how contaminated each Olgog was. Now it couldn’t actually cure the Olgogs from any radiation sickness but it would provide readings and using samples from the Olgogs tested. the Cleric would take blood samples from the Olgogs and other races that allow him to. Thankfully he was joined by a medical expert. Dr. Leonard Bones, arrived with his bodyguard Red Bishop Robyrne in the Red Bishop’s hovertank. Looked a bit non standard but that wasn’t too weird considering the times. Dr. Bones would help take care of the equipment while the Red Bishop provided security against anyone interfering with the operation.

Their goal would be to take as many samples from as many Olgogs as possible to narrow down any mutations in the radiation and sicknesses in the camp. That way they can figure out proper care needed for people, that way they can help them or if they cannot make recommendations to others who can. Proper procedure shall be taken now that Doctor Bones had arrived, everyone wearing gloves and surgical masks, keeping clean to make sure there is no contamination. The security of the samples takes highest priority over everything else. After the mission is over everything shall be taken back to the main lab in the Church in Drewsport. Where they can begin the analysis of the Olgog samples.

Everyone shall be quit friendly and polite to the patients. After all, they are in need, a proper bedside manner is needed in science, always better to have willing test subjects…I mean patients…as we are trying to help them. Indeed we are.


#9

Sir Mag’Nrs had begun to think of Unen as his new home, and he was proud to be doing his part to protect it. Though he had people assisting his efforts of protecting and helping those of Unen, he did not have followers that could assist with the “dargor” or “kuggor” effort. Being the only Morgothian in the lands did have certain perks, but it also meant lots of pressure to prove himself to the tribes.

He would begin by controlling the nightmares around the scene of the incident. Mag’Nrs searches specifically for fleshworms, because they would not be harmed by the wastes stilling out of the ships and could be used in the clean Up efforts. He would position the fleshworms at the seams where the waste pours forth from the ships, and stretch the tentacles around the tear to block the flow. Now noticing Mag’Nrs directing things, the curious new pet would take to the waters following the directions to the nightmares and assist in keeping dangers away from the dive teams as Mag’oz had suggested. Larger ‘kuggor’ would give assistance to the moving and hauling of the ships during removal.


#10

Maggul sent word for reinforcements, and a specific tool. He was requesting all of the totem students except for Or’tor for his own reasons, 5 extra tribals for protection, the juvenile gor’abs Or’on Der’na abd Zhor’ab, then a group of 10 Kingz and 10 Raiders. The tool requested was the hobyis of Unit817, and the yagogi, as well as some Olgogolem pendant armor. Maggul would start out by communing with the spirit of tsoga, for the ability to walk on water. All others totem tribals, Zhgog’ol Mak’lur, Onigor, Der’ LooDol with new students Gor’ Lallur and Ol’ Yyangog providing extra protection, would commune with MaK Hoblok for the heavy moving properties. The Kingz would follow the suggestion of Mag’oz, using CREATE STONE PILLAR to section off each sunken ship and the surrounding waters. The raiders will GROW VINES that engulf the ships and hand then off the to totem tribals and the KIngz in Olgogolem armor to assit others in hauling the ships out of the waters. With the stone pilars still sectioning off the areas, Raiders will use CALM WATER, and FREEZE WATER. With the clean up underway, the Kingz will use FORGEMASTER to repair the ships as containers for the wastes, so that the raiders can then LEVITATE the frozen blocks of polluted water back to the tanker ships. Pulling blocks of polluted water would be replaced by Maggul using the hobyi of Unit 817, while Zhor’ab will use the hobyi of the yagogig, to try cleaing up and separating out the water from the waste in the container. Or’on Der’na is there to provide more protection and assitance with whatever healing is necessary, because of her experience as a medical examiner. Stop the spreading of wastes, and keep our gogs and other tribes gogs healthy.

Repeat actions until all ships are removed from the waters, making sure to keep track of where the waste is kept and not spreading.


#11

Lur’og and Tor’ol were sent from the Ol’Lur tribe to aid in the efforts to clean up Unen since they had prior experience from cleaning the Great Uf. Accompanying them were several others, including ten Ur Tor, two Goblin Raiders, and two free KGM. They divided equally into three teams; Four Ur Tor, Rapi’kol and Kolrapi would be using Purify Air everywhere as they walked through the streets, the other six Ur Tor would be using Purify Water. The Aufgogs would be using healing leyas to purify any food or drinks they came by while Molf and Dolf would keep an eye out for hostiles, and all four would be healing anyone and everyone who needed it.

The large group will cooperate with any other tribes from the UTR that are helping.

(OOC:
Tribals:
Lur’og and Tor’ol - Aufgogs (+1 to LR, Healing lvl 4)
Dolf and Molf - Goblin Raiders (+2 to FS, Healing lvl 3) Dolf has a set of Marzac Body Armor and Molf has Nightmare Hide Armor
Kolrapi and Rapi’kol - KGM (Using Purify Air)
10 Ur Tor (4 using Purify Air, 6 using Purify Water)

All tribals are equipped with an Ol’Lur Ring of Protective Aura, Ol’Lur Ring of Heal Internal Damage, and an Earring of Translate.)


#12

Tormag’ru has happy to see so many coming to aid the people of the coast. He would inform any that asked that their vessels of war would need to be keep out of Drewsport. He could not risk the Oners on Dunesphere being able to claim that it was being used as staging point for war. He had already seen what they were capable of, with the destruction of the Great Uf. Any aid that the forces of the Redeemer could give would be given.

He was happy that the visitors would not have to dive for wrecks in the harbor. The sunken Oners vessels had all been pulled out of the harbor and either repair or dragged ashore over a year ago. His forces just had not had the manpower to recover all the pirate vessals that had sunk outside the breakwaters during the short pirate war last year.

The dead would aid in pulling wreck from the waters to the shoreline to the south of the harbor. they would do their best to keep the peace. The ironclads of unit 817 would patrol off the shore to keep sea predators and Dunespherian ships from interfering.


#13

Kulal watched them toil away at cleaning up Unen and he was torn. On the one hand Unen had been his home, seeing it prosper made him happy. On the other a strong Unen would never be subjugated, which meant they would fight against the militia instead of accept the way forward, really the only way forward, it presented.

At the same time the force was too large for him to fight alone and the terrain favored the enemy too greatly for his army to take them without horrific losses. Instead he would need to be subtle, draw out the cleaning as long as possible so UTR forces would be diverted. Particularly the carrier, keep it tied up at the shore and it couldn’t be used to wage war against the militia and its allies.

He would slow down the operations from his hiding place under at the bottom of the sea he would insure fleshworms poured from every crevice. Every time someone reached under anything the black maggots would feast on them, aquatic nightmares of various types would also constantly assail the tribes helping.

He would change from his normal monstrous form back into Bruskti. His old body died in the fight with mag bruskt now he looked like a scarred middle aged Bruskti, easily mistaken for the others especially in the low visibility of the deep polluted water. He would sabotage the rigging the carrier used so it would dump the wrecks as often as scoop them out.

Hopefully by dragging out the process forcing all tribes to commit even more resources to the clean up he would place the Army of Eloga in a position of strength.


#14

Having been stuck in Unen, waiting for word from Derlur, Der’og was happy to be of help. Dressed in Unenese fashion, And walked onto the beach to help. He would introduce himself as Der’og, and offered to help. He would use levitate to lift, light to sift away nightmares (halo works wonders), and leyas sight to determine if something fiercer was required.

Although he was technically great northern army, he would refrain from breaking “cover” to introduce himself… Unless of course it was needed in the event of an attack and needed to prove himself trustworthy.

----- (didn’t mean to finish, apologies).
Purpose: ingratiate with GUTS members present, and other Unenese tribes/groups.