Goblin Lands Heroic Mission Week 15: The Great Brezan Beatdown


#1

Goblin King Orongul has seen the perfect moment to claim the Grand Central Station of Brez. This underground building is connected to many of the major tunnel systems under the ruined city. Considered by many a cursed building, known to be a hunting zone for Vampyrs and other unsavory shadow-beings, it is usually avoided by most of the gangs despite its prime position.

The tribe that controls the station could easily lead sorties under most gang’s territories. And an Olgog like King Orongul could call upon enough Brezans for a full-scale invasion of any other tribe’s territory. Darker still are the rumors that King Orongul has allied himself with the Kolgul Militia.

These rumors have some truth to them.

King Orongul has planned to parlay with Yaog of the Kolgul Militia. They will be meeting in the depths of the station, and if Yaog likes what he hears he will order his Militiagogs to join King Orongul’s conquest of Brez.

An unknown wealthy donor in Brez has offered a Perfect Sapphire worth a small fortune for the capture of Yaog when he arrives at the meeting. Brought in dead is even allowed as long as he can be resurrected without an issue. The donor will pick up the body and pay the payment on delivery. The unknown donor has also sent an invitation to the Gang of Uf Mag’og.

Major Challenges:

1- How do you approach the Station?

BGC Station has one floor above ground which has an open empty parking lot around it. It also has two floors below ground. One is a set of service tunnels barely as tall as a large brezan which while quick cannot be traversed without all of King Orongul’s spies being alerted.
The second and lowest floor of the station has a now empty food court, and subterranean platforms where Hovertrains once arrived.

2- How do you defeat, bypass, or disable the three floors of guards and the guards in the room where they are meeting? (see below numbers)
Lots of shadows BUT all shadows might have Ur Rhugs already hiding inside them.

3- How do you take out Yaog before he escapes via shadow walking or tunneling?

4- How do you handle other bounty hunters?

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.

Open to all Mercs but no Olgog Tribes except for Gang of Uf Mag’og which can call upon all of their own tribals and vehicles and may invite any number of tribes to this mission.

Lord grimaldus can post one offensive response post to this mission. He can only use three Hovercopters and three Gunpods (armed with AV laser cannons and Anti-air Guided Missiles).

Special Challenges: 1st floor 15 Gangers, 15 Goblin Vandals armed with Molotov Cocktails (firebombs) and Acid vials, 10 Ur Rhug
-1 floor 40 Ur Rhugs, 4 packs of 10 rapion each and 4 Goblin Kings leading the Rapions.
10 Goblin Raiders armed with assault springshots artificed with sheild breaker and Banish at 5 successes.
-2 floor King Orongul’s personal Guard, FS 7 Goblin Kings (x20), 20 Ur Rhugs
Final Room where Yaog and King Orongul will be meeting is defended by Four Kalokgogs FS7 (Aufgogs of Kalok). They are also defended by four Kolgul Militia Conscripted Raiders.
Come to this thread if you want to team up with Uf Mag’og on this mission to take down Yaog of the KGM.

This mission ends on Friday 25th October at 8.PM. E.S.T.


#2

Vektor did not like the plan. Not enough help, too many unknown factors. While it most certainly wasn’t entrapment, the train station was a fairly well protected area. Made it hard to sneak up on the facility. Well played, Orongul

Troops: 2 Standard elders, 8 op-u-lints, 12 Ur Rhugs, 10 tribals (stats forthcoming). All armed, at least, with some form of hob’tor weapon. (Other weapons also forthcoming). All who have had, in the past, a tooth held in reserve, ready for resurrection.

  1. The approach was almost the hardest part. Derlur said he could use tor’or the best and get everyone over. He would, therefore, rely upon the strange Brezan to do a good deal of shadow-walking. Vektor and Rapionga (Brezan elders) would use Bird Sight (SS lvl 1) to keep a look-out for those from afar, and Gooberz (ur rhug, LR 3, light 3) would use ur’sa’or to blind/distract those that he could while their contingent slowly made it’s way across the parking lot. If one of their contingent could, they’d point out look-outs and have them taken down. Vektor would have at least 4 Ur Rhugs with Earth 3 and Shadow 3, so they could use teleport to their advantage, if need be.

Taking out the initial guards- come out from behind them, use shed light to pull them out of hiding. Make slow progress, always focusing on creating ambient diversions (slick surface from tribals, levitate from air users, grow vines for earth users). Against missile attacks, if there’s a shadow, use to advantage to shadow walk, but since there will be Ur Rhug everywhere, better off using teleport and shedding light to prevent the same tactic against us. Tribals can also use dancing lights to make it harder to hit our team while we attack accordingly.

Overall tactic: Try to block doorways/passageways down levels so that we don’t give away our presence.

  1. First floor - Similar tactic to above. If there looks to be a volley towards us, have Rubbah use Air lvl 4 to create impassible wall to prevent stuff like acid and fire bombs coming our way. Then use air to levitate set those bombs off or break the acid vials. Throw the wall as close to them as possible. If we’re lucky, it’ll bounce backwards. If Derlur has whatever trick he has regarding stronger Leyas, even better. Otherwise, use environment to break them into smaller manageable groups. Once defeated, take any leftover bombs and acid vials if they weren’t destroyed. In a pinch, let Daron tunnel down a floor, and hope we don’t get followed. If there’s even a remote possibility of doing do without being seen, (and it remains true for the entire mission down), have some tribals do a blood song, then use levitate to make someone’s weapon hit someone else. Watch chaos ensue).

  2. First Basement - Against Rapions: have tribals use blood song, get them angry, and then cause them to bump into each other (levitate, slick surface, vines, blindness, the usual). They’ll fight among themselves because they’re ravenous animals. Springshots with shieldbreak: Have Skoolz stone pillar them and have dreggz and big hands summon stuff for them to shoot at. Teleporting/shadow walking behind helps too. Take these weapons (dispense among others). Rest of he enemies: other than standard tactics, work really hard to draw them long. Seem as if we are retreating to make them give chase, only to use either a stone pillar, air wall, wall of pikes, etc, to separate them. When possible, take out the Kings first. If further possible, give the chance for the Ur Rhug to turn around and run, not downstairs, but up (and only up). Why waste time when they can be taken care of another time.

  3. Second basement - The hardest part will be getting to the room without creating too much havoc. Three possibilities: a) Using what we encountered as a to determine what a “standard” patrol was, Ur Rhug would take the garments/armaments of those from prior floors and using shadow to hide their faces. They would then make their way downstairs, hiding in shadows, to get a look at the room “territory”. Their goal would be to figure out where, vis a vis the level below, where the hiding place was. They’d have ongagob cream, just in case they had to talk their way out of a jam. They’d then remeet-up with the crew, approximate where the room was, and tunnel material down. b) Have Vektor and Rapiogna use animal hearing, listening to the ground to see where they heard what type of conversations. If the floor was too thick, tunnel a little bit of material to make the ground easier to hear through. Hopefully, that’s possible as that’s easier than having to sneak and find. c) If necessary, heal a “weak” ur rhug and have vektor and make them tell us everything. Heal, gag, threaten, and allow a bit of time to speak. If needed, say we’ll protect him/her if they talk. When done, kill, take a finger to resurrect later in Simonsburg (keep our bargain, just not allow ourselves to be stabbed in the back).

Point: Avoid having to go in, guns blazing.

Once we figure out how to get to the room, See if we can seal off, quietly and/or simultaneously, the way(s) upstairs. We don’ want to be attacked or bothered. Then tunnel above, use levitate to draw up weapons and Yaog. Teleport him out and/or hold with levitate, shed light, and do everything to prevent him from running. Once Yaog is handled, then prevent those inside the room from rushing out of the room (blocking doors using standard means such as air wall, ice wall, etc). Use Leyas attacks on the Kolgul folk, but essentially they’re fish in a bucket, especially if there’s no way in or out of the room except coming up to us. Have Vektor claim the body of Orungul. Take the militagog’s armor (loot!), the aufgog’s weapons and/or armor, then make way out. No need to kill or engage the rest. If Brezan rule would dictate it so, then have Vektor claim the rest of Orungul’s gang. If not, then merely make way out in fastest manner possible. Use hydras to cover tracks.

Stats, artifacts, and other info to be posted separately or in second post.


#3

Daron:

Daron ((Borvian Dragon) LR:4, Heal:3, Shadow:2, Water:1, General:2, Shape:3)

Equipment:
Razor Claw Gauntlets (artificed with Ray of the Sun), Nightmare Hide Trenchcoat (artificed with Wilderness Camo), 2 Ear Rings (1st Life Shield/Obscure/ignore poison, 2nd Heal Internal 2 Succ), Warm aura necklace, Everlasting Waterskin and a shock stick (Pain dmg), Hab Tor Stone Axe ( Slung on Back), 2 Healing Potions, 2 Rez Potions
Dragon Crystal: Grow Armor(6 Suc, +12 AR to M/M/E), Increase Str (12 Suc, +12 6 Str), Animal Smell/Hearing (4 Suc), Grow Wings (4 Suc), Leyas Sight (4 Suc), Fireball II (4 Suc), Acid Cone (4 Suc)

Shields Active: Grow Armor (Item), Life Shield (Item), Ignore Poison (Item), Animal Sight if Dark, Cat like Reflexes.

Daron will tell the others “While i cannot raise the dead with the exception of 2 potions I have, I can heal most wounds. Something they teach any good soldier, how to Heal and how to kill.

Derlur, my offer still stands, if you want the Crystal to yourself, teach me Light Leyas. If not, we can sell it and split the profit.

Lets do this.”

Daron also hoped that by helping Vektor again, he could keep his tent at thier camp.

General Tatics
Quiet, Quiet, and Quiet. If he has an option, he will take the quiet option until it doesn’t exist.

Daron while without areas to fly, Daron will keep his wings in. With his increased size, he looks more like a Brezan, and planned to use that to his advantage. Daron will also use Shadow to disguise himself. Make him look like a big shape which could be mistaken for a Brezan. This should hopefully give him a chance for surprise as he moves faster and is stronger than even most Brezan gogs due to his crystal.

Daron will let gogs run away out of the building, but not to him. If he has a choice, he will not destroy the full body if possible. Also Daron will go with knock out hits while they are being quiet.

Daron has an earring that will himself, the Habtor Stone Axe to heal, and Healing Leyas itself. He will keep his group and himself as healed as possible.

1) The approach
Daron will Shadow walk with the others if possible. If not he will use the cover of night and come down from above to land on the roof of the building. Taking out any guards he can smell, see, or hear due to his enhance senses. He will use his Shock stick to knock out gogs while they are being quiet.

If they go with the roof approach, Daron will use his vorpal claws to quietly cut out a hole for them to jump through. They could aim for an area that contains a smaller room or closet. Then let the others do their light trick to bring the gogs out. If just one or 2, Daron would use Nerve disruption or his shock stick (Range vs Melee) to knock out gogs quickly. If needed Daron could spay the gogs with a cone of acid, before they entered. Again the goal being quick and quiet.

2) First floor
If they manage to take a room quietly, they can repeat the same tatic of going through the foor. Avoiding gogs in other rooms or the main area.

Daron will always try to work quietly before going back on his breath weapons which can be flashy. Acid would be used first as it doesn’t make a light. Daron will enter any combat with his death stone Axe (leaving his gauntlet claws away.). The Vampiric Damage should help him stay healed as he fights. If needed (and Possible) Daron will have one claw left as a vorpal claw so he can rend through anything annoying that the axe won’t take care of.

If this turns into a bigger or loud combat, Daron will work quickly to take out the strongest first, hiting them with Cones of Acid or Fire.

3) First Basement
IF they are able to continue down without drawing attention, they will. With Hallways and smaller areas, Daron will clear them with his acid breath. Any Kings will take priority. He will try to surprise them as Dragons are not common in the goblin lands. Daron will work with the tactics of the others, he did like this Vektor.

4) Second basement -
While the others figure out the next step, Daron will tend to the wounded, making sure they were ready for the last show down. If they went with the tatitic of coming from above, Daron would hit the guards with Acid cones to clear out the bodies guards so the targets can be taken. Daron will have no issue killing either target, he did have a potion of res.

If they try and approach in disguise, Daron will use Shadow Shroud to cover his looks, and be in the back of the group.

If they kill the targets and take a finger, Daron will destroy the rest of the bodies with Acid. To make sure they were the only ones who could raise their targets.

Leaving
If they have a kill point, Daron will setup there sending bolts of fire and Acid down while we set for our escape.

Daron will shadow walk, teleport out, or walk out with the others.


#4

Derlur was happy to have his friends. He was also very interested in seeing what was at the bottom of the well. Who sent the note to him? It was all rather interesting.

Special Weapons - just the halberd, which Kikiyo has. Everything else was standard. One of them did, however, bring rope. They were all dressed in traveller’s cloaks and appearing to have armor underneath, but nothing distinctive about them.

Before setting out, Thrush would offer a group meditation. “It is wise to enter battle of clear mind and spirit,” the bastard would say. “Meditation makes the body strong.” Kokiyo would add, “Give more og.” Derlur would then also say, “Hum 'long too, if yer like!” (Special ability: Enhanced Meditation). When done, Thrush says, “remember how you felt just now, when it’s time for us to link, I will initiate and we can have great og.”

Phase 1) Getting across the lot. Derlur would use his special shadow walk ability (on sight, no rolls). He’d give Smith one end, hold on to the other, then shadow walk across, keeping a hold on the rope. Kokiyo would be second, then he’d let the Gang of Uf Mag’og begin to go. Every 10 or so, one of his group would go through. Everyone else could then traverse to his spot on the other side. One shadow. He would send Kokiyo to take the forward line, Shedding Light on shadows not theirs. It would be a slow, but methodical. Smith last.

Basic strategy - Kokiyo takes the lead, doing Blade Dance/Vengeance. Derlur behind her, acting as the primary shedder of light. Smith does the same for the rear. Ferrour covers (she has Life Shield) Vektor, ready to pull a Defender (special ability) on him and/or Kokiyo. Thrush’s job is to bring groups of other Leyas users together in meditation to do double damage. Smith is in the rear and heals in front of him, likely Ferrou will will be taking a lot of damage for either Vektor or Kokiyo. Only Kokiyo does direct Melee damage in one on one combat. Otherwise, the rest prodigiously use levitate to pull weapons in wrong directions, prevent bombs from being thrown, etc. Ferrou does mid-group healing, as does Thrush whenever he’s not meditating. If he needs to do a Leyas-based attack that does damage, he’ll use lightning. Given the strategy of Air Wall by Gang of Uf Mag’og, they’ll use the reprieves by levitating up and down, left and right. It’ll be like ping pong. For everything else, defer to Vektor.

1st Floor - Bombers and acid holders: If we strike first, have Derlur and Kokiyo blind as many as possible while Thrush and Smith levitate bombs away and into each other. Same with acid. When turning corriders, shed light. If nightmares start chasing, Derlur and Smith will cast Halo. If we don’t get to strike first, or it’s more a simultaneous thing, then all hands on levitate. When it comes to getting rushed, Kokiyo will do the blade dance using the chimera-class halberd (no AR). When it comes to the rest, regular strategies apply. If olgog start avoiding Kokiyo, Derlur will call them weak and hopefully shame them into attacking her. If given the chance, Derlur would challenge the defenders to try to take Kokiyo out, one at a time. Standard “she’s a fighting champion” fare. With Ferrou doing Defender and Smith healing Ferrou, with Thursh casting Life shield on her, should be easy for Kokiyo to clear the entire floor. (Use on next floor if not given opportunity here).

1st basement - If not used above, Derlur will challenge the Goblin Kings to “Gang-Bang” Kokiyo. If not given the chance, the Gang of Uf Mag’og Strategy of blood song and levitate to push people around sounds like a great idea. Abuse levitate. When the opportunity arises, levitate the springshot assault rifles from the raiders. Otherwise, follow Uf MAg’og’s strategy.

If we can’t track by sound, Derlur and will offer to make their way downstairs and infiltrate. They’ll use his special ability to hide among them below, get a good view, and make their way out. He’ll use his Acting skill to get through the crowd if approached. (He’ll accept help from Uf Mag’og). Once they figure it out, he and his team will use their levitation skills to do as Vektor states.

If they have to traver the second basement - Offer up the ploy that Kokiyo is here to challenge all comers in melee combat. (more of the same strategy named above). If it fails, then the non-Kokiyo team members will focus on crowd control and avoid the group from getting overwhelmed. Blinding, knocking groups over to offer reprieves from attackers, etc.

Against Yaog - Shed lots of light and ward against Earth. Prevent his escape. Let the others kill him, but focus on tactical situation control. Escaping, Let others tunnel, and levitate/shadow-walk up, (do same trick if needed).

Whoever gets the bounty: Thrush would say, “we don’t care about the bounty, you can keep it. We just want to meet the one who is offering it.”

When all is said and done, and everyone is dead, heal the “weak” ones who can be healed with level 2 heal. One at a time. They may have won the day, but balance must be restored. The “strong” Brezans do not get healed. Bodies don’t need to get looted, but take stuff for trade.


#5

Additional thoughts:

  1. If Vektor is ever trapped and surrounded and in a situation where they can’t fight out, he and 10 Ur Rhug would accept being “escorted” to see Orongul, for he wishes to question the Goblin King on his actions and, if needed, challenge his position. He’d also offer to heal those that were killed. He’d tell his Op-u-lints to take the rest “out”, where they’d try to make their way back through (11 short), and essentially do the same plan. This time to “Save” Vektor. His talking strategy would include a) the blood king’s position is a threat to the GNA, his gang, and their allies. b) The Kolgul militia are not to be treated lightly or to be entreatied. At the very least, Vektor wants to hear in the offer. If he doesn’t like what he hears, he’ll challenge Orongul. Hopefully, this whole conversation takes long enough for back-up to arrive accordingly. If so, they would be given explicit orders to take out the Kolgul but leave Vektor alone.

  2. Hear out Thrush, and order his Ur Rhug to meditate when needed. If it works, abuse it. Attacking with Fire, lightning, and other level 3 attack abilities. Meditate in groups of 5-7 (for size considerations).

  3. His der’or users will coordinate with Derlur’s team to levitate accordingly.

  4. His Teleporters (4 in number), will be smoking urya.

  5. His summoners will be drinking special katla.

  6. Vektor will join Derlur in building up Kokiyo to encourage gor to attack her.

  7. Yaog will be teleported to Brez, in the middle of a UTR settlement area where there are UTR and GNA folk. A comm crystal will go out to an elder to “handle” Yaog. It will be above ground, no shadows (pre-planned). He would be outnumbered at least 15 to one. Hopefully, we get him to talk first. If not, the axe. Hand the body to Derlur for the reward.

  8. If plans look horrible, tunnel material and bury the center. He doesn’t want to destroy the building, but he doesn’t want to cede control either. He’d really focus on disposing of the current king, claiming his olgog under the GNA, and then heal those killed to bow before him and the GNA.

  9. If that’s successful, heck, they might even have enough troops to not be overwhelmed by Maklaltor. But first, send gog to work the farms.

Travelling Party:
8 Op-u-lints
Joe - M - Water lvl 3, Capture model Magi-canon
Lurtla - F - Water lvl 3, Capture model Magi-canon
Kana - F - Fire lvl 3
Whorlth - M - Fire Lvl 3
Deror - M - Air lvl 3
Lurtor - M - Shadow lvl 3, 1 Spear of Unit 817 (1d6+5 Melee dmg/ Missile dmg, +3 (No A.R.) Vampiric dmg and heals user for 3 HP. Shieldbreaker, Shadow (3))
Rakel - F - Shadow lvl 3, Capture model Magi-canon
Runkle - M - Earth lvl 3,
2 Goblin Kingz
Skoolz - F, Air 4
Rubbah - M, Earth 4

2 Elders:
Rapiogna - F - adept, gen lvl 1, summoning 1, armorfiend cloak, brezan lance + hobtor hand axe, Warwalker Hide Buckler: +2 A.R. Vs Melee & Missile, +3 A.R. Vs. Chill. WT: 1 Parry vampiric
Vektor - M - air lvl 3, armorfiend vest, Krato Axe + Hob’tor axe on the side, wears Medium Shield of Unit 817: Buckler +2 A.R. Melee, +2 A.R. Energy. Protective Aura (4)

8 standard tribals +
Big Fist Small Feet - M, Summon 1, Heal 1, Hide armor of the Yagogi’al: 2 A.R. Vs Melee & Missile, WT 2 Artificed with WARM AURA, SUSTAIN, LIFE SHIELD, NIGHTMARE WARDING and CAUSE ELATION at (3).
Dreggs - F, Summon 1, Heal 1 Yadol shell Armor plate of the Auf Lal’al: +1 A.R. Vs Melee & Missile (Can also be used against called shots to chest). When taken off and placed on the ground it is Artificed with Igloo, Comfortable Aura, Conceal Object, Translate (3). It will create a hospital “tent” in the form of an igloo with a controlled environment. Wt:1
(10 total)
10 Crossbows and 10 crossbow bolts with metal broadhead tips

Ur Rhug (LR 3 unless stated)
Gooberz - Light 3
Gelb - M - LR 4, earth lvl 3
Golan - F - LR 4, earth lvl 3
#37 & #20, Earth level 3
5 Metal Shields (+1 Melee, +1 Missile)
5 sets of leather armor that could be worn by juveniles (2,2,0,1)

Jeb - M - LR 4, Air lvl 3, 1 Torch and Cloak of the Ka Gor (2A.R. Vs Melee & Missile & Chill, wt 2, Working (Fire) 3, Fireproof Cloak, Everlasting Torch, does 2 Energy dmg Fire if pressed against something, fire goes out when strapped into the pocket of the Cloak.)
Toron - F - LR 4, Air lvl 3, 1 Cloak of the Kul Gul Rapi (2 A.R. Vs Melee & Missile & Chill, wt 2, Shadow Walk (3))
Goron - M - LR 4, fire lvl 3,
#19 - Fire lvl 3
4 metal shields

#35, #36 - Water level 3

Other gear - 3 comm crystals
1 healing cross
Ravenous Kolgul Skull bracer of Unit 817: tunnel materials (4)
1 Fire Starting Feather of the Ka Gor: Working (Fire) at (3) sets fire to ignitable targets
Hobyi of the Yagogi: PURIFY AIR, PURIFY WATER, EXTINGUISH FLAME SOOTHING WORD and HEAL WOUND (3)
Hob’tor weapons.


#6

Og’ Lokkol will be going along with all others, along the way he will be met by Kalok’ Lallur. They will assist wherever possible, but if anyone actually does make an attack on Yoag, they will show they true colors as militiagogs and take out the threat. They are only following Yagogi’al in show, but really with the Kolgul Militia…Sorry guys.