Goblin Lands Defensive Mission Week 10: Mag Buskt's Beast attacks Unen


#1

Kolgol walked off his ship after finally pulling into the Port of Unen. His ship had a hold full of prisoners. Young Ur Rhug who were brought away as criminals from the Isle of Mag Buskt.

It was just as night fell and the moons of Refuge hung low on the horizon The water trembled as a humongous monster rose up out of the harbor. Its body was easily the length of four ironclad ships placed end to end.

Kolgol watched as the Kuggoryyan of Mag Buskt rose up, placing once clawed foot up on the shore, crushing an entire carriage with its foot. Another step, crushing four homes and the creature was towering over Port Unen. It was a behemoth with eight muscular legs the size of a castle’s tower, a serpentine body with seven fat hanging udders dribbling nightmare ichors, and an eyeless head with an open grasping lamprey-like mouth.
An army could easily ride on the monster’s back.

The voice of Mag Buskt the great Shadowmancer and Chieftain could be heard, though he could not be seen. He said, “Give me back my tribals or I will destroy this port. You have no right to them.”

Kolgol saw his own tribals had already taken the prisoners off the ship. Now Kolgul just had to get them out of the city before Mag Buskt freed them.

As he looked out across the city he could see the lives of many were in danger.

At that moment the Kuggoryyan began to shake like a dog with an itch. From its hide dropped other intelligent nightmares who had hitched a ride on its body from the cursed isle back to the mainland.

Your post should include

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

  2. Do you aid the Monster that Mag Buskt has deployed on this city, or do you aid the defenders of Unen?

  3. what is your plan to defeat the Giant Aquatic Nightmare?

  4. what is your plan to defend your own soldiers from the Intelligent Nightmares attacking the city?

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 shantytowns and ancient stone docks and thousands of Olgogs from being crushed and killed by the Giant Aquatic Nightmare. Dangerous GIANT SEA MONSTER with multiple legs as thick as buildings and a head large enough to eat a Gunpod in a single bite. Can climb up any surface. Cannot be poisoned and is immune to chill and vampiric dmg. Can breath under water. Intelligent nightmare.
HP 300
FS 5
Attacks 3
AR 5 vs Melee, Missile, and Energy attacks. Regenerates 10 H.P. every combat round.
Chill breath attack 20 Chill dmg City effect (+15 dodge T#).
Stomp- 20 Melee dmg, Lowers V.A.R. and S.A.R. by 40 pts. Area Effect (+8 Dodge T#)
Vampiric Bite- 15 (No A.R.) Vampiric dmg, eats the target if attack kills the target. Cone attack (+4 dodge T#). Crushes vehicles and structures Lowers VAR and SAR by 30 pts. It can also eat other nightmares and regain HP this way as well.
Move 5 Swim 15

Intelligent Nightmares HP 18, FS 4, 2attacks Chill breath 8 Chill dmg or claws/appendages/other dangerous body parts 8 melee dmg

Kolgol has the added challenge of getting the Ur Rhug rebels from the docks and out of the city on foot. They will try to escape and hurt their jailers so make sure to plan for it.

Field Marshall Strykker has the added challenge “My actions cannot cause collateral damage to Unen or its people”

This mission takes place in Unen.

Open to all tribes

Rhugnaru, Urik’s Outcasts, Godart, Kul Gul Rapi, and other Unen tribals gain x2 Rewards for this mission if they post to it.

Only Agent Brooke, Field Marshall Strykker, the bladed sun, Kincaid, Azrael, Daemonsbane, Lord Roan Desdaemon, Grim, and Phantoms may post to this mission as nontribal players.

Lord Grimaldus may send ONLY one wing of three gunpods limited to using Laser Cannons and gatlin railguns in this mission (ala King Kong, enjoy!)

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

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


#2

Agent Brooke was ordered to aid the Olgogs in Unen, she had mixed feelings about the mission. To be honest like the last few missions she had been sent on she was becoming a glorified babysitter for that Korvian Alchemist, for TJ, for General Ma’pel. Also, she was finding that she liked the colonial Olgogs more then these southern ones. These ones seemed arrogant, and overly demanding of respect that they only returned when you gave them things. They loved Sira as he bent over backwards to give and give, she didn’t trust him. Oh well, these Unen olgogs haven’t done anything to piss her off so they deserved the benefit of the doubt.

A giant nightmare, that made Brooke smile, that would get her mind off being a diplomat, she hated doing that, now, hitting things, that would get her back in a good mood.

Alright, here we go, Agent Brooke would Hydrolic run to the Docks, go full speed and leap into the air landing on top of one of the Intelligent Nightmares crushing it. She would move under the Kuggoryyan as it moved to step on another building and summon a giant igloo to catch it’s foot. The igloo would be sloped so instead of being crushed by the foot it would slip backwards away from the building.

Then Brooke would fire off her grapple line into one of the Nightmares and yank it off its feet then she would use her hydrologic boots to crush it’s head. Brooke would try to keep the Intelligent Nightmares busy, using her armor to create tidal strikes to drive the Nightmares back and crushing any that get too close.

If she gets a quiet moment in the fighting, she will use her power over water layas (level 6, Will 8) to pull the water from the ocean (not all of it but a wave of it) to wash over the rear legs of Kuggoryyan and then freeze the water. Hopefully it would hold it in place long enough for others to figure out a way to remove it entirely.


#3

Kolgol stepped off the ship, gesturing for the prisoners to be tied by their wrists to each other, in columns of 3. He trusted these prisoners very little, and even more so in a place like Unen, where he had relatively little influence. Once they had been bound, he surrounded them with his Ur’Tor fighters, and sent a Balgog to lead the way. He climbed onto the other Balgog, standing on its jagged shoulder. Soon they would be home in Mt. Rhug, and he could begin reforming the prisoners to his cause. They were just about to head off into the streets when he heard the sound. A booming followed by what sounded like half the ocean rising onto the city. As he turned, he witnessed a massive creature rise up out of the moonlit sea and smash its way onto the neighboring pier. He watched in awe as it crushed all before it, but soon frowned as he saw it beginning to shed minions.

He turned and roared “Get going!” to the 5 first-most Ur’Tor, whom he trusted. They would be accompanied by 4 FKM recruits whom Lalder had sent with him. They would essentially force the prisoners down the street and out the gate, where the monster would have more trouble getting them. The other Balgog responded to his mental command, and roared its defiance at the Kuggoryyan, moving to intercept it’s path. The other Ur’Tor formed ranks between the fleeing prisoners and the monster, in order to prevent the lesser intelligent nightmares from swarming them. They allowed enough room between the sea and themselves for any others who would assist to carry out their plans. Kolgol began focusing and with a wave of his hand produced a Fire Wall (Fire leyas 4) in front of his ranks to allow them time to form up before the nightmares were on them.

He ordered the other Balgog to leap through the fire and begin smashing the smaller nightmares, being that it could easily withstand the fiery wall. Kolgol looked up at the massive behemoth and gritted his teeth.

“Mag Buskt hear me! I am Kolgol son of Mor’gul and I will finish what the others have started! Die like the coward you are!”

Waving his hands, he created a Burst Shield around himself and charged on his Balgog through the fire. He drew his steel forged War-Axe, artificed with fireball (2 successes) and shield breaker (2 successes) and brandished it at the massive beast. He would hold it off long enough for the others, (whom he hoped were on their way) and allow them time for whatever plan they had.


#4

It didn’t take much more than its mere existence for the kuggoryyan to get Tor’lur excited. The fact that it was a colossal monster that belonged to Mag Buskt was simply a bonus. Especially since he had battled its master and won. There was no way that he would miss this fight, or that anyone would stop him from getting there. This was his favorite kind of battle.

He barely took the time to stop at the Tlana’ru (making sure not to be seen entering the closed bar) to let Lur’og and the others know about the nightmares. After the aufgog took a finger from each of them, the group of ten tribals followed their elders out of the bar (again, making sure not to be seen) and headed in the direction on the attack.*

As they went, Tor’lur and Lur’og used Protective Aura while the tribals used Warm Aura. Upon reaching the area, Tor’lur continued on to fight the kuggoryyan, while the rest stayed back to fend off the seperate nightmares.

Tactics

The Ur Tor and Lur’og will head to the shantytown area, staying relatively close together to hunt the intellegent nightmares down, a few at a time. Starting off, Lur’og will use Halo and try to create multiple Walls of Pikes as close to the edge of the town as possible, to slow down/bottleneck the nightmares. Once done, he’ll position himself behind the Ur Tor and heal them as needed.

Depending on the size of the nightmares that get past the walls, half of the Ur Tor will attempt to*hold them at bay with Grow Vines (to furthur impede them) while the other half will use their thrusting spears to cause damage and take them out. If they are about to be overwhelmed, they’ll retreat to within Lur’og’s light and continue to use their spears until they can be pushed back.

—Meanwhile—
Tor’Lur will shadow walk to the kuggoryyan’s shadow, then insect leap up to its throat-ish area and slash with his giantkiller war axe. After that initial attack, he’ll use use a similar method to slash at its leg joints, working to slow it down, and get it to a height where it’d be easier to attack its weak points. While doing this, Tor’lur will be underneath the kuggoryyan, where he will hopefully not experience too many problems from its head.)
If successful, he will move towards the head and work on damaging its throat, until it dies or retreats.

(OOC: Tor’lur has the Compassion of Protodoxa. Lur’og has +1 L.R. and a finger from each memeber of Ol’Lur present.)


#5

Lalder and his group, the FMK Squad 2 and Kugon the summoner, will shadow jump to a tall building near this nightmare where he could hear Mag Buskt voice. He protects his group with a Squad shield and has his Skin like steal shield active.

Lalder yells “You attack us again Mag Buskt. First you have your Champion undermine a battle at Thomasville, getting many Gogs killed. Letting the Warmongers Dead win the battle. Then you have your Champion Fire the Orbital Laser at Tla’loc’al killing thousands. Further helping the Warmongers goals. Now as the Warmongers forces attack another city, you attack again. Why do you aide the warmonger now? Stop this and fight the right fight. We can talk about what to do with the Ur Tor.”

Then the group will jump to another location, but stay within ear shot. Avoiding the beasts attack if that came.

This is where we have 2 parts, if Mag Buskt Nightmare retreats or Mag Buskt talks, Lalder and his forces will allow. If the Nightmare and/or Mag Buskt attacks, they will return the attacks.

Tatics if Attacked
When attacked, Lalder will return fire with his skullsmasher magi pistol. He will use his leyas attacks to move with his group. Kurgon will let loose with the Light Artifact using Ray of the sun and Halo from it. The Halo should keep the intelligent ones away. Squad 2 FKM will open fire with their Fire Lace Pistols. If they are forced to move, Kurgon will close the bag, and the group will jump. Lalder will use Halo as well if needed.

Lurtors Group, the Ur Tors, and Ogor. Lurtor will lead his group in taking down the nightmares. Ogor will setup Nightmare wards to try and contain the Nightmares and funnel them to an ambush location where others can help take them down.

Lurtor will fight with the Paladin sword and his phoenix strike pistol. He will use Halo when they get surrounded.

The Ur Tors will form a line at least 3 ft apart and use Burst shields to keep the nightmares off them, and then use Lightning Strike (From ring) to kill the nightmares at range. If they need to, they will enter Lurtors Halo for a break as all in the circle have protective aura.

They will reinforce either Lalder or FKM if needed and their job is done.

FKM with Kolgol will follow his orders. They will use their nerve disruption sticks as needed on the prisoners if they try to escape. They will use their Fire Laces and Springshot rifles to keep the nightmares at bay. And use consume nightmare if fighting just one or 2 nightmares.

The Tribesmen Pilots and gunners will each set be flying a Lur Union fighter. Total of 5. They have 3 jobs. First is to support Kolgols gogs and the FKM gogs with them with Air power. And the 2nd is when a fight breaks out with the monster Nightmare, to open fire on it with the dual fireball guns. The final job is to evac gogs that need it.

Equipment and Abilities
Lalder ((Auf) LR:5, Heal:4, Light: 3, Shadow:3, Air:3, Earth:4, Fire:3, Water:3, General:2, Summ:2)

[ul]
[li]EQ: ArmorFiend Vest, Armorfiend Cloak (wilderness camo, Concealment), Fire Leap boots, Compassion of Protodoxa, Fireball ring, Ringer of LIghtning Strike, Auf Wood Spear (ShieldBreaker, Lighting Spear and solar essence), Dragon Fang Axe (Shieldbreaker, Chill Bolt, Vampiric Touch). Skull Crusher Magi Pistol. [/li]
[li]Shields: Skin like Steel, Life shield (from Compassion) and Light Shield[/li][/ul]

Lurtor ((VLAD Agent) LR:4, Light: 3, Shadow:3, Air:1, General:2, Shape:3, Troub:2)

[ul]
[li]EQ: Marzac Body Armor, Necklace of Protective Aura, Fireball ring, Ringer of LIghtning Strike, VLAD Phoenix Strike Pistol, Combat Knife (Shieldbreak 6 success), ring of Healing (cure disease, Heal Internal Damage, Cure Posion at 3 Successes), and a Fireproof trench Coat. Goggles of Night sight. Paladin Sword.[/li]
[li]Shields: Squad Shield, Protective Aura from Item, Sonar.[/li][/ul]
Ogor the Inquisitive ((Apprentice Auf (FS 4)) LR:4, Heal:4, Light 1, Shadow:2, Air:3, Earth:3, Fire:3, Water:3, General:2), standard outfit, will use Protective Aura and life shield.

Ur Tors -(LR:3, Air:1, Earth:2, Fire:3, Water:2, General:1), Rings of Lightning strike
Ka’ur, Kator, Kador, Ka’na’ab, Kadul

[ul]
[li]Shields:Protective Aura, Burst Shields[/li]
[li]Kator will have a ring of healing.[/li][/ul]

Kugon (LR:3, General:1, Summ:3) Leyas combat Ranged 4

[ul]
[li]Light Artifact - Ray of Sun, Light Aura and Halo at 6 Successes).[/li][/ul]

Tribesmen (FS4, LR2, Water 2, General 1) Warm aura Necklaces
On’ ru, Or’ab, Hob’ur

Tribesmen Pilots: (Shadow:2) Pilot Hover +5, Warm aura Necklaces
Magon, On’al, Gul’ na, Lalyi, Dolyi, Kulur

FKM Squad 1 with Kolgol - Bug has ring of Healing, All will put away cloak for Necklace of warm Aura
Bug the Standard Bearer (FS:4|LR:3, Shadow:3, Air:3, General:1)
Dol’ab (FS:4|LR:3, Shadow:3, Earth:2, General:1)
Tlaog (FS:4|LR:3, Shadow:3, General:1)
Dar’ab (FS:4|LR:3, Shadow:3, General:1)

FKM Squad 2 with Lalder - GulTor has Ring of Healing, All will use Protective Aura Necklaces.
GulTor (FS:4|LR:3, Shadow:3, Water:2, General:1)
Hobator (FS:4|LR:3, Shadow:3, Water:2, General:1)
Rapiya (FS:4|LR:3, Shadow:3, General:1)
Tor’ru (FS:4|LR:3, Shadow:3, General:1)

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.

Equipment for FKM Recruites: Armorfiend Vests, Artifice Forked Krato spear with Shieldbreak, Solar Essence and Lightning spear studsthe handle. 4 healing potions, 4 rez potions, and camo cloaks (Winderness Camo, concealment, and Comfortable Aura.) Fire Lance (fire dart II Springshot pistol), Springshot rifles with Swordfiend bone ammo. Nerve Disruption Sticks. Note will switch out their Camo Cloaks for Warm Aura necklaces.


#6

Dol Kuglock, fresh from repairing the Revenant and the bat was heading home with the party going on deck, until the sounds of roars and crushing overwhelmed the music. Dol rushed from her stateroom to above deck and grabbed the ocular. Dol was finally scared, a large eight legged behemoth was standing over Unen, threatening to destroy her home. She rang the war bell to let her crew know what they were heading into.

“And I thought I could have a day or two to recover from Drewsport,” Dol sighed. Time to prep for war.

The crew as we are sailing up are beginning the mist aka “cloud cover” over Unen, it will not save the houses, but the people will have more of a chance to get away.

Dol is sending pirates underwater with more of the special bombs that she used on the church of one battle ships. Their job is to use chameleon to fade into the bottom of the sea, swim up, and quickly attach the bombs to 4 of the beasts legs. Once the bomb is in place it will go off in 20 seconds. After the bombs are placed, those pirates are to get out of the water and on shore to begin herding the citizens out of the port.

The pirates on the revenant at the time of the explosions will be focusing lightning on the remaining legs.

the pirates on the bat will be sending down lightning on the head of the creature.

The 4 pirates that swam up and led the inhabitants out of town will be putting up a large wall of wind to protect them from the creature.

During this time both ships are firing on the creature with the cannons. The wall of wind is not only to protect the citizens from the creature but also form any misplaced or redirected attempts of those protecting the town. The town can be rebuilt, the people are more difficult.

Dol has created a new cannonball that has been artificed by a friend with light leyas level 4 solar blade. she takes special care to load it into the cannon on the bat. The cannon fires into the back of the creature, it is a very large target, and easier to hit.

After that cannon fire, both the bat and the revenant put up “wall of air” in front of the ships and wait for the creature to turn on them, which Dol expects to happen, because, that had to hurt.

Once the creature is in range, Dol will use her harpoon gun to fly at the creature, and stab it with her light artificed long sword. And the real battle will begin.


#7

The three pilots of the Zealot Air wing nearby Unen watched as the giant monster began ravaging the city. They signaled command “Command there is a giant monster attacking Unen, should we engage?”

A few moment of silence before the response “Why do we care about a city of Goblins? Let the monster wreck it just come home.”

The pilot shrugged “Sounds good sir, on my way” He wondered to himself, why the hell did he even ask? Well it was a cool tempting target, he ordered his wing to get within maximum range fire a single burst of lasers at it’s back then withdraw. He sure as hell wasn’t going to lose any pilots trying to help Goblins.


#8

Mama Rapi gog led 15 vampyrs and the 3 ur rhug youths who were trained by the sylvan. The vampyrs would begin consuming and killing the intelligent nightmares from the roof tops. The Vampyrs would also consume the towns fear to keep the towns folk from creating more nightmares for them.

The 3 ur rhug would be armed with metal weapons looted over the past months and would sustain halo, and light shield. They would try to get the townsfolk to a few sturdier buildings. They would use the halos to protect homes by standing between the intelligent nightmares and the homes. killing the nightmares with Solar essence whenever possible.

Mama Rapigog approached the monster on the dock arms outstretched showing she didn’t want to fight. “Mag Bruskt, dis isn’t da way of tings. Da Bruskti need a leader who will help them form there place in society, not make them the societies gor.” She paused seeing the Ur Rhug being led away. “Dee others don’t understand what it mean to be Bruskti, da bond. They tink those Ur Rhug brain washed. They don’t know they family now.” She realized there was only a small sliver of hope that she could talk down the greatest Vampyr. “Warmonger, his dead attack Jamesville for a ritual. Dey say it be da big one to bring the greatest eil back. Mag Bruskt we need…” She trailed off as Agent Brooke sprinted past her and the fighting started.

She shed a tear any hope of reasoning with Mag Bruskt ever was gone. he had been wrong trying to fullfill the old prophecy but trying to save his family. He committed no wrong in that.

She realized she had to help them destroy the nightmare before it destroyed the port. She dashed at it and when the beast opened its mouth to roar she through a black obsidian arrowhead into its mouth. The artifact had been envisioned by little Vi’Tla and would consume any nightmare it touched. It would hopefully eat the beast alive.

She would use the health from the constant consuming of the nightmare to heal others who got injured. After the intelligent nightmares were dealt with the other vampyrs would use the health they gained provide conversion to others, especially any towns folk who died.

Vampyrs: metal swords, chill shielded leather armor, face piercings of cobra strike, cat like reflexes, bird sight, and animal sight. Sling shots with chill monster bolts and chill bolt pistols. pirate bandana, pirate scabbard

Ur Rhug: metal weapons (1x steel sword 2x metal wrenches), chill shielded leather armor, face peiercings of cat like reflexes, bird sight, and animal sight. pirate bandana, pirate scabbard

Mama Rapigog: Chillshielded Poisonbringer scalemail, the Gul Kalokya of the Kul Gul Rapi, metal sword, spear of Unit 817 (shieldbreak and vampiric touch 3succ) face piercings of cat like reflexes, bird sight, and animal sight. Dried yaal charm of increase strength (5 Succ), pirate bandana, pirate scabbard


#9

The planing meeting broke up and Urik watched as the other tribes put the plan into action.
Rum-blood chuckled as he walked up beside Urik. “Been busy round d here Cap’n.”
“About time you showed up.” Urik snapped. “Where the hell have you been? "
Rum-blood shrugged.” Gettin lessons from Auf Ursa. Like you wanted."
“Pick up anything useful?”
“Aye, she taught me artifacin, healin and how to call animals”
“Healing huh?” Urik asked a slow grin spreading across his face. “Perfect timing New guy.”

Rum-blood will work healing on the Outcasts ammo (only what they have on them) he will then set to work making as many nightmare wards as he can to help hold the line against the intelligent nightmares. Graff and his boys will support Rum-blood. Graff will have one machine gun. The other two machine guns will be fitted to two of the bikes driven by Urik and Flora. They will break up the intelligent nightmare lines and if given the chance try to draw the giant nightmare away from the docks. And into an ambush.
Rags will be in charge of the trucks the missile launchers and the rest of the outcasts will be split between them. They will use the missile launchers on the giant nightmare while the others defend the trucks from any smaller nightmares that break through (wind shield and warm aura). The trucks will stay as mobile as possible and use buildings for cover when they can.


#10

Two four man wraith teams will infiltrate Unen and support the locals against the nightmares. They will try to remain cloaked at all times. They will use standard load outs of lasers and light leyas and healing on any locals they find who need it. They will employ halo to try and help herd the intelligent nightmares.


#11

UrLur watches this in disbelief, they have captured tribals of Mag Buskt and taken them? What is wrong with this gogs? Are they so hating of differences that they will capture and kill anyone that follows Mag buskt on sight?

UrLur decided that he will try and find where the tribals are, assuming that the nightmare of MAg Buskt is close to them. He will try and free them , then get on the nightmare to go away. If anyone asks him, he will strait up tell them, these people kidnapped tribals of Mag buskt, he is doing the right thing by coming to rescue them. Giving them back will be the peaceful solution.

Not that any of these gogs will listen . . .


#12

Special Items: Hide armor of the Yagogi’al, Fang of the Yagogi, Fang of Unit 817, Hammock of the Kul Gul Rapi, Gul Kalokya of the Kul Gul Rapi, Netting of Unit 817, Feather of Kul Gul Rapi, and Stone of the Auf Lal’al

Vektor and his gang of 10 Op-u-lints made their way to Unen. Standard amraments, and hob’tor spears (for all the use it would do). It was their job to meet Mag Buskt and see what he really wanted. The other diplomacy was an added bonus. Of course, when he got there, it was a nightmare. A really really large nightmare. And many other ones roaming the town. He knew the basic layout from his prior mission with Protodoxa. Seeing the town in chaos, he’d take on the smaller nightmares. Using two squads, his earth mancers (2) would create blockades while the various consume nightmare artifacts were used. Once that happened, the Stone of Auf Lal’al would heal the being and help fight.

When that happened, he would endeavor to parlay, if at all possible with Mag Buskt. He’d want to know why he was attacking and why he was using force instead of diplomacy, and what his purpose was. If needed, the whole shout at air trick might suffice. He’d really try diplomacy, saying that mag buskt should show compassion instead of threatening violence.

If too much damage was happening in the city, the 2 air mancers would start levitating large jagged blocks and dropping them on the nightmare (debris). The fire mancers (2) would use fire, and the 2 shadow mancers would use consume nightmare. The 2 aquamancers would help create ice and limit nightmare movement. they’d then coordinate with lur union.