Goblin Lands Crusade Mission Week 10: Dead Surgeon Naveed and the Warmonger Cult


#1

Alnaru watched the blips across dark night sky as they flitted. Never had Refuge had so many stars so close and it seemed they were replaying some great war. Alnaru thought these were days of miracles and wonder as he watched the night sky.

Alnaru was an Ur Tor and had gotten separated from the armies of Gul’al at the end of the Siege of Thomasville. His trek through the desert took him towards Karov where he hoped to catch a merchant caravan to Tla’loc’al. Instead he went too far south and stumbled during the day upon a military camp that was erected in the middle of the desert.
Alnaru approached the camp seeing earther style swords that were scattered across the field surrounding the outer wall of shaped bone.

Only one entrance lay open in front of him, and with thoughts of death in a final battle against evil, Alnaru began walking faster and faster. He clutched his spear, imagining the great warriors he would face. He dreamed of the fireballs they would hurl, the pillars he would dodge, and finally the death blow he would deal his enemy as they killed him.

Now in the middle of the field of swords, Alnaru saw one of the swords shake. Sand sprayed up as more of the swords began to shake. Alnaru never knew what hit him, as the sand dragons ripped through him. The nightmares returned to their more placid form as swords moments later.

In a serpentine cloud, the Dead Surgeon Naveed flowed down onto the field and past the swords. His back was covered by hands holding scalpels and stapleguns on the end of long multi-segmented arms sewn from parts of other arms. Naveed reached down with a pair of arms and lifted the body of the Ur Tor gently. Naveed’s eyes had long had their eyelids removed, as blinking was not a necessity for his undead flesh. His lidless gaze looked down at his new piece of art before it was made.

The fur would have to come off,and much of the snout would be cut back to reveal the teeth beneath.
The eyes of the body flickered open to see Naveed’s face, and it would be the last thing the dying Alnaru would see. As the last of his memories trailed away, they were copies in sparks across the shadow leyas that pooled around them.

Across the length of Refuge, Uthvelor Seers saw this moment, the moment they were waiting for. The location of the Warmonger Cult base known as Camp Sand Dragon. Knowing the next attack would come upon Jamesville, the Uthvelor Seers sent their messengers to the EEF, to the GNA, Lur Union and GUTS they sent Nngtae diplomats to deliver the word.

The spy satellites of the EEF picked up the movement of Unit 111 Army as it marshaled its troops. It was a dangerous force but a small one. It was smaller than the Warmonger Cult Fleet in orbit above the planet currently in battle against both EEF and Iron Republic forces in space. Since the EEF was already in full deployment in space, there was now a good question of what forces the EEF could send to aid the Olgogs against the Unit 111 and the Warmonger Cult.

Your post should include

  1. What forces to you send to Camp Sand Dragon? (be specific about numbers and types of tribals sent in)

  2. Do you try and catch the warmonger Cult forces at the Camp or on the road to Jamesville, or at Jamesville itself?

  3. what is your plan to defeat the DeadWing Air support ?

  4. what is your plan to defend your own soldiers from the the massed magi cannon fire of the Dead Warmachines, Dead Soldiers and Dead Elites?

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 will be 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: Defend the Walls of Jamesville. If the Unit 111 army reaches Jamesville and the Nine War Souls surround Jamesville they will be able to call down the Spirit of Warmonger. This army travels by night and uses Shadowwalk to prevent many attacks from wiping them out while traveling.
30 Sand Dragon Nightmares at Camp Sand Dragon.

The Military Attacking force: 350 Unit 111 armed with Magi cannons (3d6 Energy dmg, x4 to Vehicles). They are armed with Vampiric Bayonets 4 (No A.R.) Melee dmg (heals the user for 4 HP heals Dead for 8 HP shadow based heal) (in teams of fifty led by a single dead warmachine)
Five Dead Warmachines (Fiendish Sword Upgrade)
Ten Deadwing Aircraft
Twenty Elites armed with AA Upgrades
30 Dead Surgeons with full Dead conversion upgrades (will turn 15 dead on the battlefield into Dead Olgogs each combat round)
Ten Kias Warwalkers
Nine War Souls (Soul Takers of Warmonger) FS 8, 3 attacks, Can only be damaged by worked, and artificed weapons. Demonic foe. Armed with a pair of Hellforged Plasma Cannons - Hellgun Plasma Launchers does 40 Energy dmg, x2 dmg to vehicles and structures Area Effect (+8 Dodge T#) unlimited ammo.

Mind Spiked Totem Auf Tor (totemic Auf known as Deaths Caretaker) who has been enslaved to the cause of evil. He is a powerful totemic figure who normally defends the olgog peoples but has had his mind and memories altered by Dyrisha Nial (no one knows who has actually mind spiked this character in game, just Out of character)

Dead Surgeon Naveed, Tail of Djinni Fly 12, HP 36 FS 10, attacks 4, can raise one corpse as an unarmed Dead Olgog each combat round.

This mission takes place in Jamesville.

This mission can only be won by the combined teamwork of multiple tribes AND Lord Grimaldus. Without this both sides will suffer catostrophic losses

Open to all tribes

Open to all characters (Except Olgog the Olgog)

Lord Grimaldus may send any forces he has but may only meet the Unit 111 force on the road to Jamesville or at the Walls of Jamesville not at Camp Sand Dragon

To discuss how to take down the Army Column in character come here.

This mission ends on Friday 26th July at 8.PM. E.S.T.


#2

Dead commander Krunch readied his forces looking at jamesville from the military crest of a low rise. The big red Eleventy were fools for thinking their plan would succeed. Dead Surgeon Ma’Jin stood next to him. The dead surgeon had quickly finished his apprenticeship under Zedhzeal. “You have the slips?” He asked.

Ma’Jin held up a thick packet of papers with the symbol of 7756. He would be on body collection duty. Tribals would be returned to the rear of the olgog formation with a paper noting who saved them. Unit 111’s dead would be repurposed to Remis’ Raiders. It was simple to say but a complex thing to do. Ma’Jin would need to stay to the shadows being extremely careful when he showed himself.


#3

Uriel decided that he really enjoyed his new assignment. Making a shadow ward was nothing. But trying to make one outside a town without the town knowing he was doing it. That was something new and Uriel loved new things. He worked as fast as he could but mostly at night to avoid detection. He was fairly certain it was the largest shadow ward ever created. He didn’t finish it thought. Not yet.
He would wait until the the forces of unit 111 were inside it and then with one last stroke he would complete and empower the ward. They would find themselves unable to shadow walk he hoped that someone would move to hit them while they surprised and stranded. Command said something was inbound but that unit 111 had to be pinned down. He’d trust to that.
After that he would fall back closer to Jamesville and use Protective song and War song to help anyone protecting the town walls while personally remaining hidden in the shadows.(he will remain outside of his war at all times.)


#4

Warmongers dead mission
Tor’ab and his group will work with the Bor’ol and his Kolgul Milita team. They will time an attack on the Camp of Unit 111 to try and stop the fight before it starts. If this attack doesn’t take place at the camp, this tactic will be used closer to Jamesville.

They will have a set of Lur Union skimmers stored nearby for escaping if needed. Tor’ab will shadow work as many armors as he can. Especially of the light users who don’t have shadow leyas.

Tor’ab and his apprentices and OrTla will be on the ground with the Militia to coordinate the strike on the camp. This attack is a hit and run. They will strike and when things heat up, they will redraw. And attack another time/day. Tor’ab and Lalon both have communication crystals and will coordinate the strike and hit.

Tor’ab says “Be careful, don’t freeze up. Remember the armor and the chill shield will absorb a good amount of a hit. Just try not to let them shoot you and you will be fine. Also make sure to heal the injured with the potions, or rez anyone killed right away. They will try to take the bodies of our dead. We must not allow that. We will jump in and jump out.”

All of the Apprentices have the Wave motion Fist Gloves. They will use those to strike at melee and range. Though their goal will be to keep quiet until the @#$% hits the fan. Also they will aim strikes to the back of the necks of the undead as they were shown.

IF the church agreed to stirke the camp with thier artillery (I’m posting before the response on that), then this group will take 2 of their 3 flares and jump in to an area where the anti air dead are (war machines), drop the flare and jump out. (Hopefully they blow up then.)

The last stick will be saved for if this battle happens again at Jamesville or a really good target.

They will spend the rest of the time, hunting the elites and the warsoules. With these, the group will do a sneak attacks and retreat. Tor’ab and OrTla will use Laser to snipe these targets. Aiming for the Chips, necks and heads.

Lur Union Fighter Group
(Note the weapons, my triple lasers, and the warmachine Magi Cannon)
The Lur Union fighters and crystal fighter will aim for the Deadwing. And will strike any on the ground first. Trying to take them out quickly. If they are already in the air, they will engage the smaller groups first, trying to elimiate some quickly to even the odds. They will aim to keep higher to avoid ground fire. Though the Relect Magi cannon shield should help.

Any Fighter destroyed, those gogs will join Tor’ab’s group. At least one in the group has Magi Cannon or Phoenix Strike Pistol. Also one Member can shadow Jump to take the group out of the danager area to regroup. Lalon, Lalag, Tla’ab and Lolon will summon a lesser Growling if they need to shadow jump and they are alone.

If a retreat is needed, the fighters will extract everyone.

Equipment and Characters:

Standard Equipment for non Elders: Nightmare hide, Artifice Forked Krato spear with Shieldbreak, Solar Essence and Lightning spear studs, fireball Guantlet, 4 healing potions, 4 rez potions And Tribal shields. Camo Cloak (Obscure, Wilderness Camo, Comfortable Aura)

Tor’ab’s Group
Tor’ab ((Tor’og) LR:4,Light: 3, Shadow:4, Air:1, Earth:3, Fire:3, Water:2, General:2, Shape:3)

[ul]
[li]Dragon Scale Armor (Ariticed with Stone Skin, Shadow worked), Armorfiend Cloak (+1 str ), Paladin Sword in a sheaf, Fire leap boots, Concealment Stone, Magi Cannon stored in a shadow Cocoon. Ring of Healing ( Cure Disease, Heal Internal Damage, Cure Poison (3 succ)). [/li][li]Using Improved reflexes, Increased Strength (Artificed (Total Str 9). Additionally He will use Ice Shield at first… Will use Reflect Magi Cannon Leyas attacks.[/li][/ul]

OrTla ((Tribesmen: FS:5) LR:2, Light: 2, Water:2, General:1)

[ul]
[li]Nightmare hide armor with Chill Shield and Stoneskin, Forked Krato Bone Short Thrusting Spear and magi cannon[/li][/ul]

Tor’ab’s apprentices (10 Ur Rhug, armed with Solar Essence studs on Clubs, Wave motion First Gloves, and Armorfiend hide Vests. Have healing and res potions as well.)

Lur Union Fighter fighters (3), each armed with the 3 barrel Lasers,
One Crystal Fighter (Lur Union Aircraft, Skin like Steel, and Levi/command crystals) additionally armed with Warmachine Magi Cannon.

[ul]
[li]Each Fighter will have one of the Light leyas users with General 2 using: Reflect Magi Cannon Leyas. They are Lalon, Lalag, Tla’ab and Lolon.[/li][li]Each Fighter will have a Pilot, and a Ur Rhug.[/li][li]Additional shields are Chill Shield.[/li][/ul]

Light Leyas Users in Fighters
Lalon ((Ur Tor) LR:4, Light: 3, Shadow:2, Air:1, Earth:1, Fire:2, Water:1, General:2, Summ:1)

[ul]
[li] Phoenix Strike Pistol, Ring of Healing (Cure Disease, Heal Internal Damage, Cure Poison (3 succ))[/li][/ul]
Lalag (Ur Tor) LR:4, Light: 2, Shadow:2, Air:1, Earth:1, Fire:2, Water:2, General:2, Summ:1

[ul]
[li]Phoenix Strike Pistol, Ring of Healing (Cure Disease, Heal Internal Damage, Cure Poison (3 succ))[/li][/ul]
Tla’ab (Ur Tor) LR:4, Heal:0, Light: 3, Air:2, Earth:1, Fire:2, Water:1, General:2, Summ:1)

[ul]
[li]Nightmare hide armor with Chill Shield and Stoneskin, Forked Krato Bone Short Thrusting Spear and magi cannon[/li][/ul]
Lolon (Ur Tor) LR:3, Heal:0, Light: 3, Air:2, Earth:1, Fire:2, Water:1, General:2, Summ:1) Magi Cannon

[ul]
[li]Nightmare hide armor with Chill Shield and Stoneskin, Forked Krato Bone Short Thrusting Spear and magi cannon[/li][/ul]

4 Ur Rhugs.using Chill shield
4 Tribesmen with LR 2, Shadow 2, Air 1, General 1, Water 2 using Chill Shield and Water Shield.


#5

The lance Corporal and his Spotter would deploy early and quietly and methodically approach the camp ever vigilant for traps and patrolling dead. They would leave behind the main group of vampyrs at a staging area and continue ahead to area around camp sand dragon taking care to avoid the herd of Auf Lal’s group.

They would look for groups of landed unmanned dead wings or clutches of sand dragons in sword form as the target for the first grenade. The spotter would be the one sneaking in close and popping the device before a hasty retreat. Dar’Za would hold the high ground and provide him cover fire if needed.

After the initial barrage of artillery fire the sniper team would quickly relocate it would be very easy for them to get overrun. After they set again Dar’Za would go to work with his Magi Cannon trying to pick off any AAA or the war walkers depending on which was available.

The vampyrs all had chill shields to protect them from energy damage from the springshots and would use conversion to ensure they all stayed alive. The sniper team had the stone of Auf Lal to heal each other with and maintained chill shields on themselves.

The artillery would be the signal to Bor’ol. He would move with 10 other Vampyrs. The Vampyrs wore the badges of the night (If enough votes had been cast making Unit 111 an enemy of the UTR). If they could wear their badges they would use death blasts liberally against the dead. Hopefully the strong energy attack was enough to crack their shields and start dropping dead.

If not Sa’Tor would have the loaner magi cannon from the KGM (Week 9 said they secured 3 of them assuming the last one can be loaned out but remained KGM property). Bor’ol would create protective aura on himself and Sa’Tor, and create a fire sword. The others would be trying to consume the remaining sand dragons. When they spotted the war souls they would focus on taking them down assuming they lacked the deads immunities. The kul’gul rapi would get close using the shadows to quickly strike from unexpected directions and retreat.

The KGM sniper team would wait for Unit 111 to begin engaging one of the other tribal groups before firing the flare. The KGM reinforcements would use terrain to their advantage attacking from behind cover using energy attacks and firedarted springshot fire to hit Unit 111 on a flank, the vandals in the platoon would attempt to get as many magi cannons for the militia as they could using them to turn the battle.

The sniper would drop one of the smoke grenades on the elite warmongers dead and any massed formations. The last one he would hold onto. It would be reserved for if they or the militia got overrun. Calling for fire on your own position was suicide but both the sniper and the spotter were missing a finger, he expected if they died a courageous death the family would see to it they were brought back.

If the vampyrs were forced to retrograde. There was little they could do to stop Unit111 besides deathbolts if they are allowed to use the badges. They vampyrs would engage in a pass trees/shadow jumping game of cat and mouse with the dead trying to slow their progress to Jamesville.

Vampyrs: face piercings of cat like reflexes, cobra strike, bird sight, animal sight. All armor chill shielded. 10x badges of the night (If possible).


#6

Gorkaog was proud and strong. He had finally been told it was okay to mobilize the full tribe and wipe out the Warmonger Cult. He had hated the Dead since he was a pup and saw his little sister taken by them and turned into a Dead Olgog. He had crushed her skull, and ripped her body apart with his own hands so the Warmonger could not have it.

With him came ten Pit Mongrels and five Horned Dogs. The Horned Dogs were implanted Kolgul Militia, and would be spending the days using the Leyas to build two story Towers on the desert paths between Camp Sand Dragon and Jamesville. Using a system of torch signals, the Horned Dogs would signal the movement of the Dead Army to the pit mongrels who would use fire to pinpoint them for any “allied” groups (anyone not in the WC)

Other towers would be traps with snares and Leyas firebombs to clean out dead who enter.

All towers will be unfurnished. Speed was more important than comfort.

Five of the Pit Mongrels would be on fire spirit summoning. Five would create Fire pillars to disrupt formations, and to target Warwalkers and other vehicles. They would ONLY do hit and run, keeping in the shadows and out of line of sight of the magi cannons.

Gorkaog himself would wait until the Warwalkers were defeated and then once it was safer he would sneak up on Dead Surgeon Naveed.
He would attack Naveed using his Krato Bone Pole Axe. His aim would be for the neck. And if blessed enough by the Quall he would succeed.
Gorkaog would be backed up by two flayers whose only job was to swoop in and disrupt anyone who attacks Gorkaog or tries to stop Gorkaog in his mission to take out the leader.

Before leaving Gorkaog would say to the Fire of the Quall, “Eternal Ka Gor’na, I now go to face the Evil Dead. They bring with them demons, in the bodies of sentients. I have no weapons against demons, but in your name I will face their leader. I pray to you oh Eternal and Wise Ka Gor’na. Send us aid. Help us against this threat. I am strong and will crush any enemy of this world. But the Ka Gor Tribe needs you to help us against these otherworldly War Souls.”


#7

Inquisitor Von Gimmel felt like shit, his abilities managed to keep him from getting too much worse, but he couldn’t fully get rid of the radiation. His abilities along with the healing crosses of the Paladins would keep everyone alive, but unless they got more intensive medical treatment they would be constantly suffering from mild radiation sickness, which meant their food and water consumption was higher due to the constant vomiting. They had talked the Goblins into engaging Unit 111 away from the town, that allowed them to keep the halfway able defenders to lock down and defend the town.

For the actual battle, the Anti Air Strider would be escorted out by a group of twenty Squires with crossbows blessed with light leyas working and three stem tanks. They would keep their heads down and use the blessed crossbow bolts to drive off any attackers that got too close. The Strider would try to keep its distance while attempting to shoot down any Unit 111 fliers that attempted to drive off the Goblin defense force. While the Steam tanks would counter any large groups of undead and any larger undead attackers.

In addition the artillery within Jamesville would keep an eye out for the smoke signals to target for bombardment. They would aid the Goblins until the undead were driven off.

After Unit 111’s air units are defeated, the Anti Air strider would withdraw back to the town with the trio of Steam Tanks and Squires providing cover as it retreats.

When Unit 111 totally retreats from the battle the Goblins shall be instructed to withdraw, if they do not then they shall be fired upon by the Artillery. If they do, they shall be allowed to withdraw…a short distance before the artillery shall open fire upon them. Inquisitor Von Gimmel is an ass like that.


#8

Three unmarked AAVs zipped across the sky heading south. On board them heavily armed men and women did weapon checks and recited prayers before battle. Their captain, Marcus Holbrook stood at the open door of the craft mentally reviewing the plan as his right hand absently traced the tattoos covering his left wrist.
“Sir, final checks are done we’re ready to role. Reported Amanda Meyers, his second in command. She glanced up at the darkening sky. They could see the moving lights. Ships moving into defensive positions around Refuge. Soon enough the dying would start in space. She had friends up there. “Wish we could help up there.” Holbrook nodded.
“We do what we can down here. They can take care of themselves. Get ready for drop there’s the call and the enemy. We should see the signal any second… " His words were lost as the sky split in two. A burning streak of light ripped out of the blackness of space and hammered down toward the center of the enemy. A moment later the sound hit them. It was like nothing he had ever heard the air itself seemed to shriek in pain and the pressure made every atom of his body quake.
" I think that was the signal.” Meyers said a moment later when she could again speak.”
“It was also the only help we’re getting from the fleet so look sharp! From here on in its the hard way.” The AAVs broke formation and dove for the ground.

Once Unit 111 crosses into Agent Uriel’s shadow ward and he triggers it a Dameocluse strike(worked for extra light damage and banish) will be dropped on Unit 111 forces. That strike will target the largest possible group of War souls. After that four ten man Exorcist teams will engage any remaining War souls. All other threats will be considered secondary. Once they have been neutralized the teams will fall back toward Jamesville and engage any dead units they can with delaying tactics they will work in concert with anyone fighting unit 111.


#9

Dead Commander Krunch gave the signal. A pair of his men descended into one of the cracks to the water tab le made by everyone trying to reroute it. The dead didn’t notice the radioactive water.

Out of the cursed well in Jamesville one of the dead children emerged. He barely looked dead. The dead surgeon took care to make them remain as childlike as possible. "Save me, Save me from hell. The goblins consort with satan! Never work with them or you taint yourselves he called before the most grotesque dead emerged from the well grabbing the child and with hiss like laughter pulled the screaming child into the poisonous water.

As the swam back they quickly fist bumped. Hopefully their theatrics will persuade the church to never work with Olgogs again.

As Ma’jin went around the battle field he would grab one of the dead squires bodies and place it where the olgogs would find it. Around the squires neck he placed a necklace made out of string and a punch of dead olgog pieces (From Zedh Zeal’s spare parts bin) so it looked like a necklace of war trophies. On his person he placed a set of offical looking orders which noted after 111 was repulsed the remaining forces were to attack the olgog forces and drive them from the land.


#10

Upon hearing the prayers of Gorkaog he would hear a voice “Our beloved children shall always be blessed.”

An energy bridge would open on the outskirts of the battle, upon a hill to provide a good sight of the battle. Two Quall would stand in front of it and watch for Gorkaog. The first one shall create Pillars of flame in the path of those trying to stop him. Then right before he could engage Dead Surgeon Naveed the Quall would cast Brain Fever upon Dead Surgeon Naveed. The second Quall shall launch fireballs (Fireball 2) into the crowd of Unit 111 disrupting them preventing them from coordinating their defenses. More trying to stop them from being effective then trying to wipe them out.

Upon watching the defeat of the Dead Surgeon the Quall shall smile and leave, closing the portal behind them.


#11

Two Units:

  1. Ya’na and 2 ur rhug. They’d have a single trinket of hydra and usual armaments. They’d scout from afar, covering the “weakness” that Ya’na learned about in the initial attack on Jamestown. They’d hide themselves in the desert, Ya’na using Bird sight to augment distance. If they see anyone exploiting the same, the second ur rhug would shadow walk and call for help from the main unit.
  2. Jhonhi and 2 other elders, 19 tribals, 14 ur rhug. The 19 tribals would be carrying the hydra trinkets. These hydras would literally stop up the road to Jamestown. The Ur Rhug would be mobility support for the tribals (1 ur rhug for 2 tribals). Jhonhi and other elders would use Bird Sight to lead the gog to the right place, each having an ur rhug for mobility. The Hydra’s would try to knock down warwalkers and other machines, leaving them prone for heavy artillery. If needed, elders would take Loktlatorya and fireball troops (if Ya’na calls upon them). Mostly, however, they’d want to keep their distance, stay mobile, and let the big guns literally rain fire on the column. When the main troop is defeated, retreat.