Goblin Lands Intermission 2 Mission 4:


#1

The Armies of Eloga had claimed these lands in the name of the Der’al Collective. Luckily for Godart there were no border guards preventing passage across their territory. Since the Elogans were used to Brezan and Karovian Nomads wandering through their territory they usually had a live and let live mentality about these things. But in this one situation, there were rumors of a known dangerous element the Infamous OtO making its way through the territory with huge amounts of military grade metals and plastics.
OtO hadn’t wanted to be here, but when the VofV pushed them out of the Beckett Corp Depot south of the Dead Dome, OtO was left without other options.
The UtR had closed borders preventing Airships from reaching them in UtR lands, and Godart was stuck with only one option move north into the more hospitable Der’al Collective lands. But things didn’t work out to his benefit, the Der’al Collective allowed free passage to many factions often considered undesirables in UtR lands. The least worrysome of these were the Ar’yeserai, more concerning the disease bringing Tor’lallur, and the most dangerous travelers in these lands were Yyan Giants who had been given free passage and a nonaggression pact with the Der’al Collective.

The Armies of Eloga had been kind enough to alert them to the two Yyan Giant packs that were closing on their position. Godart was stuck with a tough choice. Move the salvage to the Yagogi Lands while under constant attack by Yyan Giants (who can camouflage themselves to the environment)

25 Yyan Wild Giants and 1 Sword Giant are in each army unit coming down on them. The Yyan don’t speak Olgog or Earther and look at the Earthers as food. One Army unit is coming from the front, one from the rear. Moving North is out of the Question due to UtR borders and Moving South is the same, only pushing forward and southwest to Yagogi Lands or circling the wagons.

For certain members of the caravan this was a tense political manuever. For Godart this was just an unexpected and completely frustrating hiccup in his otherwise epic plan to get salvage out of the Dead Dome of Deldoroon. Strangely enough the salvage appears to be drawing least nightmares from across the nearby terrain in large numbers as night falls.

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: Godart’s Choice- Option one: Does the Hover Rig caravan (carrying 2,000 tons) and its Yagogi allies (carrying 8,000 tons) turn southwest and try and make a run for Yagogi Lands caught in the middle of a pincer by the enemy force OR Option 2: Does the entire caravan circle the wagons and try and repulse the Yyan Giant attacks?

IF OPTION 1: How do you keep the Giants from surrounding your units since they are in front of and behind you? (Takes one week of hard running with constant attacks)

IF OPTION 2: What is your defensive set up? Hover Rigs on the front line or pallets of salvage on the front line? (Takes two weeks, where if they can destroy the attacking army it will take another week until another attack, in which case they only have two major battles instead of multiple)

Either OPTION: How will you address water issues while you travel?

Other players: Do you aid in the defense of the Caravan if so do you do so overtly (work with Godart and OtO in the official planning thread) or do you go maverick and cook up your own plan without planning with them?

All players must get permission from the Der’al Collective to bring in Airforce or Vehicle/Power Armor backup from outside the lands of the Armies of Eloga.

Common Enemies:

Neliff??? Stats unknown to players

Yyan Empire Wild Giant
HP 26 F.S. 5, 2 attacks.
Grey Carapace Armor- A.R. 8 vs Melee & Missile, 4 vs. Energy & Chill
Immune to Acid attacks
Special attacks: Gauntlet Punch: 20 Melee dmg, Bludgeon, No A.R. Vs Giants & WarGiants
Throw Treetrunk- 20 Missile dmg, x2 dmg to vehicles and structures. Bludgeon. Requires adult tree
Throw Boulder- 25 Missile dmg, Bludgeon
armed with a
Yyan Magi Cannon- 6d8 (Half A.R.) Energy dmg, x4 dmg to Vehicles.
Requires strength 10 to carry in combat by non-giants.
Corrupted Sylvan Power Converter core: This weapon will detonate if not fed 2 H.P. Of Users Lifeforce each day. Unluckily method of charging this weapon in this way is not intuitive. Requires Necrotech T# 5 with 2 successes to figure it out by studying the weapon. If detonated it does its listed dmg to all targets within mile. City effect (+ 16 dodge t#)
This creature is considered a Yellow level threat by itself, a red level threat in groups.

Yyan Empire Sword Giant
HP 35 F.S. 6, 2 attacks.
Grey Carapace Armor- A.R. 8 vs Melee & Missile, 4 vs. Energy & Chill
Immune to Acid attacks
Special attacks: Gauntlet Punch: 30 Melee dmg, Bludgeon, No A.R. Vs Giants & WarGiants
Throw Treetrunk- 25 Missile dmg, x2 dmg to vehicles and structures. Bludgeon. Requires adult tree
Throw Boulder- 30 Missile dmg, Bludgeon
Yyan Magi Lance- 40 Melee dmg, Lowers V.A.R. By 20 pts. No A.R. Vs. Giants and WarGiants.
Or Beam: 3d8 (No A.R.) Pain dmg, Restores 1 H.P. to user for each 1 pt of dmg done.
Requires strength 12 to carry in combat by non-giants and requires 2 or more hands to wield in combat.

Open to all tribes and all mercs

This mission ends on Friday 21st November at 8.PM. E.S.T.


#2

In the distance their binocs could pick out the Vanguard coming towards them. Twenty five armored giants carrying energy cannons. At their lead was a massive giant carrying a dangerous looking lance equal to the size of a ship’s mast.
Around his neck hung a small creature. At first they thought it was an amulet until it moved to adjust itself.
The creature hanging around the Giant’s neck had a humanoid torso with two clawed arms. Its face was alien with an elongated snout and sharp teeth. It had six tentacles extending from its lower half, each ending in a stinger that resembled a quall N’drone queen’s horn.
No one there had any idea what this creature was hanging like a pet from the Giant. But they did know the Yyan Giants were a dangerous bunch.

Come here to plan with Godart.


#3

Olgog the Olgog

Orders have been sent, weapons and armour have been produced. The cavalry comes, including two more OtOs. Utilizing one of the airships bringing 10 Bruski warriors to fight Mag Buskt’s ancient enemies that now endanger them (more if Mag Buskt allows it, but I can call upon 10 in any mission as a permanent reward ). They flew low to the ground and used leyas abilities to hide the ship from site to drop off the warriors at OtO’s location with Go Dart. Any available food supplies that was extract would be brought for the gogs in need.

EDIT: If Mag Buskt asks, OtO would indicate they have found a Yyan problem that is holding them up, and that he is going to take care of it, most likely by head hunting.


#4

Gobbog could care less about than nothing about the Mercs under attack by the Giants.
Moving from shadow to shadow, the tiny greenfur was focused on finding a Neliff corpse.
He also knew success would allow them to refocus their efforts on Kalok and freeing Kolgol’s tribe from his evil rule.

Gobbog only hoped that Lurtor was right, that his Ar’Yeserai Larva would keep him safe from the Neliff and its powers.

He would avoid the giants.


#5

Black Lorne hadn’t had a hard trip thus far, and the perils of the wilderness were no stranger to him. His Kasanthian ring kept his health sustained, and he’d had conversation to pass the time.

He was pleased to once again be facing off against the giants. There was a certain rush in taking down such a large creature that filled him with pride each time. However, he was no fool, and he would not let the thrill of the hunt distract him from his true goals. The completion of the transfer was the most important part of this mission, and he’d do his best to see it through.

His primary directive was to buy the caravan some time from the marauding giants, and he intended to do so by harrying the party, and possibly killing or maiming their leader. If it seemed like the caravan would be able to keep out of range of the giants as OtO had suggested, he’d back off, but if Lorne’s instincts were correct, he would have to get his hands dirty.

He’d go about this similarly to how he’d done it at Hebron, walking deftly in the shadows of the beasts while using become a shadow to ensure he wouldn’t be seen. He’d create a distraction by raking his blade across any exposed areas of a giant’s foot, severing tendons or whatever he could. He’d then shadow walk to the leading giant, presumably the big one with the huge spear, and climb to it’s shoulder.

He’d then spring from the shadows and pierce the back of the giant’s neck with his blade, and would then use the Death Blast on it to pare through flesh and bone and attempt to sever its head. He would then repeat his actions to try and put as many giants out of commission as possible.

Relevant Stats and Equipment:

-Plate mail with Full helm
-Heavy Traveler’s cloak
-Hand and a Half Sword (Artificed with Shield Breaker at 3 suc and Death Blast at 2)

LR 5 Adept, Shadow lvl 5, General lvl 2


#6

Lurtor knew that going into a mission with so many unknowns was not good. But his new team members seemed all very powerful in their own rights. Also this mission fell inline with his more recent tendencies. He was starting to realize in the change from the assassin to the Knight of the Bladed Sun he was becoming. And it was those changes that were going to help them.

Lurtor had the group board the Lur Union Fighter. He made sure they had their weapons and armors back from before their capture. Lurtor also made sure each of them and the pilot of the Fighter had the group commcrystal.

Lurtor was surprised to see Lalon. Obviously Lalon was here to make sure the Fighter had full Leyas shield protection and get the crew out if needed. Lalon as an artificer could bounce even magi cannon fire, cloak the ship, or even teleport the gogs out. He was happy not to have to work about their safety, and that was probably Lalder’s plan.

Lalder says to the group “Remember, keep your distance from the Neliff infested host even if you think its dead. We’ll use the radar to make sure no life signs in the corpse, and then we’ll pick it up. If the neliff are still alive, we’ll shoot them more. I plan to create a Ice storm over the giants. This will shield us from view while providing a distraction. I don’t plan for the fighter to interview unless we need support as want to limit what magi cannon fire

Our objectives are: Kill the Neliffs, Kill the hosts infected with Neliffs, and if possible bring physical proof that Neliffs exist. This will be crutial to get the Der’al collective and some race to help exterminate them.

I can detect them by sight, I will relay which ones are infested and I already gave you the description of what neliffs look like.“
Lurtor’s Tatics:
Using the Radar, the group will be dropped off on a flank or behind the giants with the Neliff.

Lurtor will use Bird sight to spot and identify to all who are infested using the path of the Redeemer.

Then after the Fighter takes off and everyone is in position. And better yet, after a distraction if one occurs, Lurtor starts his hymn for the song of Frost. Keeping his position hidden. As he sustains this over the giants, he will use his magi cannon to snipe the giants.

After each fire, he will move (shadow jump, or teleport). When/if the start firing their magi cannons, Instead of sniping, Lurtor will use Reflect Magi Cannon Leyas to protect the caravan or troops to cause additional distractions in the giants while he continues his Freezing storm.

Protection.
Lurtor has his artifacts including his bone rings to fall back on. IF his help is better on protecting others, he has the squad shields he has developed to protect his group.

Newly Infested
Lurtor will also note any newly infected as they will now have to be taken down. Though attempts to kill the neliff without final deathing the newly infested. Won’t bring them back, but perserve their corpse for others to see if they can be brought back separately from the neliff.

Warn the Caravan
If needed, Lurtor will also warn the caravan, hopefully through the crystal that the caravan was given. If a chance to coordinate happens, Lurtor will work with them.

Lur Union FIghter
The Fighters goal is to scan the area for a hive while keeping Lurtor’s team aware of troop movements around them. Also the fighter can come in for a low hot pickup to remove the team and their evidence. Lalon is to provide shields. The Pilot and Gunner will keep the basic Chill Shield, and Ice shield active so Lalon can concentrate on the battle and Reflect Magi Cannon Leyas.

Additionally The fighter, will keep high above cloud cover, keeping out of visual site, but close enough to provide support if needed. Lurtor’s storm should provide additional cover.

Yagogi’al Tribemen
If possible, the fighter and Lurtor will help Yagogi’al’s tribesmen, or save them. But not at the cost of someone getting infested or failing the mission.

Abilities and Equipment:
Lurtor ((VLAD Agent) LR:5, Heal:1, Light: 3, Shadow:3, Air:3, Earth:3, Fire:2, Water:2, General:2, Shape:5, Summ:1, Troub:4) Adj: (Str 12 (item), AR +10 M/M/E, Charisma (+4 Item), Duelist, Gunslinger, Quickdraw, Performance 2, Climb 4, HtH 1, Melee Strike +2, Ranged Shot +1, Rapid Throw +1, Bladed Sun Devotion lvl 1,Path of the redeemer lvl 1)

Equipment:
Marzac Body Armor, Necklace with Life Shield (3 Succ), Necklace of Protective Aura, and a Fireproof trench Coat.

Fireball ring, Ringer of LIghtning Strike, ring of Healing (Cure Disease, Heal Internal Damage, Cure Poison (3 succ), Bracer of Acid Cone, Amulet of Channel (Channel Leyas 6 successes)
Weapons:
VLAD Phoenix Strike Pistol, Skull Crusher Magi Pistol, Magi Pistol - Soldier Model, 2 Magi Pistol - Capture Model, Hellforged Dagger, Combat Knife (Shieldbreak 6 success),Paladin Sword, Gloves of Wave Motion Fist, 2 Swordfiend bone Throwing blades, Magi Cannon, Hell Forged Dagger, 2 Acid Grenades, 2 Liquid Nitrogen Grenades, 5 Sonic Grenades

Bone Rings: Animal Sight (4 Succ), Animal Smell/Hearing (4 Succ), (Catlike Reflexes (4 Succ), Monstrous Str (6 Succ), Vorpral Claws (6 Succ), Grow Armor (5 Succ), Ignore Poison (4 Succ). Effects are 12 Str (+9 Dmg), A.R +10 vs MME, Vorpral Claws (1D6+1 No AR), See in Dark, +1D6 Init

Lalon:
Lalon ((Ur Tor Special) LR:5, Heal:2, Light: 3, Shadow:3, Air:3, Earth:3, Fire:3, Water:3, General:2, Shape:3, Summ:3) Adj: (Stealth 5, Rapid Throw +1)


#7

Jamie shifted his weight in the Strider, he hadn’t been in one of these in a while. Wondered how Godart got it, maybe he should pay more attention to what Godart said, might have mentioned it before. Oh well. Jamie would follow Olgog the Olgog’s plan and move into position. According to Olgog the signal would be when he starts attacking. So Jamie would wait until then at the location that was prescribed. Jamie was a bit nervous about where Godart was getting all of this high tech equipment. He would wait until this was over then ask him.


#8

Kolgol was glad to finally be free, even if it was limited in range. He’d play the game for now, so long as it suited his purposes, plus he actually did remember something of the tales of the Neliffs and the danger of allowing them to remain unchecked. He would follow Lurtor’s lead through this since he wasn’t personally familiar with Neliffs. He was however, quite familiar with giants, and he knew how to make them stop working.

Gripping his steel waraxe in hand, he’d approach the group of giants, using flame leap to move quickly and efficiently. He’d then put a burst shield on himself to protect him from their weapons, and would then begin his strategy.

Since an ice storm was planned, he would try to avoid getting in the way of that, especially since was adverse to cold in general. He’d use annoying things like brain fever and fire lancets to harry the giants, while avoiding direct confrontation where possible.


#9

With Words:

plays song: Solomon Linda - The Lion Sleeps Tonight

If the Der’al Collective’s nine representatives show up, Godart pays them with the tonnage at his caravan. He WON’T act like a jerk towards them. He’ll let them take what they want – within reason (I.E. no Zela, and it has to fit in your arms). On the off chance they stick around and help, he’ll let them.

Godart radios back to the bunker and ask the 5 Gogs there with training in Earther academia to get on the horn with Ambassador Vahnan of the Yyan Empire. He’ll use his grownup, no nonsense, this means life or death voice. If they need to use a comm crystal for this, one of them is young non-Immutable kid sister of one of them (Name: Hekeriki) who kinda annoying but smart enough to get what she wants. They all should be smart enough to use any contacts they have made in Zelga and beyond.

While Olgog the Olgog radios for air support, Godart ask for one the Bruskies who good at General Layas lvl 2 to translate giant for him. Also, to bring food and water. He’ll use I’m paying you for a job and let’s not makes things too messed up persona. Hopefully the giants have someone with General Layas lvl 2 to talk back.

If not, Godart will use the backside of his company banners to draw pictures to get message across. He’ll just be his semi-weird-self. (Agility 6, Intelligence 4, Charisma 4 for charades)

If the UTR shows up and tries not to bomb Godart into the pre stone-age, Godart will say: “Thanks for making my life my exciting. Jerks…”

Godart wishes to not to pick a fight with the Yyan Empire Giants (if that’s who they really are) because he’s doesn’t feel like getting into a fight with someone he knows nothing about. He wants to know what they want and why they are here. If they want food, The Lucky Fate Squad can kill a couple ton of Brezan Stalkers (they move things) on hand and use nanite syringes to rez the parts if possible (should work). If they want stuff, Godart will pay them 100 tons of materials, 10lbs of zela dust and 5lbs of gold (completion bonus) - the standard rate for this mission. He’ll ask if they would like to escort/guard them out of here as the airships loads the ton of stuff. (Fast Talk 5)

As for the Neliff… Godart will let them speak but they must stay HELL away the caravan and everyone in it.

With Actions (because plans fail even if you plan them):

plays song: Mark Morgan (Wasteland 2) - War of Borders

The Lucky Fate Squad:

50 Goblin Gunners .50 Cal machine-guns (25 Missile DMG) with under barrel flamethrowers (10 Energy, single target only) and Olgog Plate plus Trenchcoats (A.R. 10 Melee, 2 Missile, 4 Energy, 6 Chill) HP 18 F.S. 5, 2 attacks

50 Brezan Stalkers Bite 2d6 Melee DMG (A.R. 10 Melee, 10 Missile, 2 Energy, 2 Chill ½ DMG) Move 8 Surface, 12 Burrow H.P. 15, F.S. 5, 1 attack

4 anti-air guns, 25 (½ A.R. Missile DMG) Area Effect (+ 8 to Dodge) x2 DMG to vehicles and structures, limits: medium to long range only

3 mortars, 25 (½ A.R. Energy DMG), Area Effect (+ 8 to Dodge) x2 DMG to vehicles and structures, limits: medium to long range only

2 tracked APCs with crude rocket launchers, V.A.R. 30 vs Melee and Missile (½ dmg), 15 vs Energy E.P. 15, 40 (½ A.R.), Move 10 Weak point: Tracks
Crude rocket launchers, 25 (½ A.R. Missile DMG) Area Effect (+ 6 to Dodge, because they are crude) x2 DMG to vehicles and structures
limits: no melee range
Special attack: 2 Zela dust cloud shell*, Works like a huge flash-bang, but with zela dust (Blind/Deaf, - 7 to Dodge and covered in zela dust), Area Effect (+ 8 to Dodge)
limits: no melee range
*spent 10lbs of zela dust making 10 of them (Ammo Smith 6, Science 3), 5 here and 5 not here. Should have 20 to 30lbs of zela left after paying people for this job.

1 Red Bishop Artillery Strider painted red (Jaime is using this, never could find the stats but slap a .50 Cal on it and has a zela dust cloud shell)

15 Earther Immutable Drivers (HP 15?, F.S. 4, 2 attacks, armed with Shotguns with shot, shell and incendiary shells, 50 shells total for each driver) with 15 Big Hover Rigs

Godart armed and armored as Goblin Gunner (Plus Heavy Pistol w Axeblade) with Brezan Stalker “Mal’ie Eater”
Some stats: Strength 8, Agility 6, Ride 6, Monster Lore 3, Hand to Hand 6, Handgun and Rifle 5, Melee attacks 3, Range attacks 3 HP 24, Quick Draw, Tough as Nails, Olgog Immutable

Godart let’s his allies(?) do what they need to do.

If things go bad with the Giants, Godart springs Olgog the Ologog’s trap with him. Because nothing ever goes according to plan, We’ll use the brezen stalker’s mobility and ability to burrow, surprise and not to get hit. That’s right, Goblin Gunners on Brezen Stalkers for the cavalry. We use our heavy vehicle weapons and launchers on groups enemies that have range attacks and use two zela dust cloud shells. Anti-air guns will shoot down any hostile fliers first and hostile others second. Flame and burn any nightmares they send our way.

The gang will do it’s best to keep anything away from the convoy and airships.

If the Neliff attack, same thing except we stay the HELL away when fighting because… yikes. Cat and Mouse Time. All of the zela dust cloud shell left will be used on them.

“Alight you clowns! It’s show time! We are the Lucky Fate Squad and we not going to lose. You’re bright and brave and going to bust things up. Let’s do this!!!”


#10

Dargor’lur was glad that they had allowed him to grab his Rings of Frost Storm. Using the Shadows in the area Dargor’lur would watch Gobart and is party, watching for threats.

If it looks like the group is going to be attacked (watching anything getting close to the group and their reaction) he will cover them with blast from his rings or creating Nightmares in the shadows of the attackers.

Gear/stats:
Dargor’lur- Ur Rhug Leyas Rating 4 (Adept), Shadow Lvl 3, General Lvl 1 Survival (Goblin Lands) skill of 5, Leyas Combat Ranged skill.

1 pair of Frost Storm Rings


#11

Zh Hob’rhug was wary of the ways things could go down, and the Yagogi involvement in these situations. Knowing then lands best out of anyone available, Zh Hob’rhug led the way thinking to himself that it was reasonable with his background taking action with what was happening, just as well as young Og Or’gog, being the apprentice of Olgog the Olgog, Champion of Mag Buskt- but there was no need to have brought in the Yagogi cavalry just getting them involved with more trouble. It was a matter of keep your friends close, your enemies closer and he hoped that the UtR didn’t mettle too much.

He whispered to the snatcher perched atop his shoulder, getting word to Hobya’Ab that he was searching for a ravine in the area. Conversing back and forth with his trainer snatcher (hey wait, snatchers can talk?) to see if they can rendezvous as a specific location and have an ambush in place. Zh Hob’rhug will lead the gang with haste towards the ravine trail, and the commotion of the totem crew Zh Gog’ol Mak’lur, Onigor, Maggul and Der loo’Dol channeling the spirit of mak hob’lok to pull the materials through should stir the yyan towards their positioning, if that’s not enough i’m sure Blake’s shadowplay can get them on the path. At the end of the ravine pass, will be waiting Hobya’Ab to TELEPORT out the totem crew with their freight to safety (nice secure location where they hunker down for the flamewinds, that no one else knows of- Hobya’Ab knows exactly where since it was his task during the flamewinds mission, don’t worry not keeping it for ourselves, just getting it out of the equation so it’s one less thing to worry about). Once the Yyan are making way through the pass, the 6 tribals ( Zh’gul Took, Ol’Yyangog, Kol Rhug’lur , Rapi Hob’og, Loo’mis, and Tun’rhug) using the ritual paints of Or’tor, the mighty yadol shaman have made their way to higher ground. They will wait on a sign from Olgog the Olgog, and assist using the Olgogolem Armor and the THROW GLOP ability to hamper the Yyan ability to move and fight in their position. Yalar Took, having stayed to keep watch on matters will provide even more problems for the Yyan by strangling them with GRASPING VINES. Og Or’gog will stick to his master’s word, assisting alongside Olgog the Olgog and make use of his gor’ab training to find answers in the aftermath by using FLESH AND SPIRIT DWELLER.


#12

OtO planned and everything seemed to come together, After permission to enter airspace occurred he would notify the first ship. The course wouldn’t alter but they would stop some of the ways they were hiding. Flying a little higher so they can be detected and hailing the other ships that belong to the Deral collective that they might find to ensure conformation to the airspace permission.

The rest of the ships would be called to come help, 2 going to the smaller caravan, 7 to the yagogial’s caravan (the one with more material) with a 30 min delay in between.

The first Airship would have some provisions, not much as this wasn’t planned for. Enough to sate hunger and provide water for the gogs/people involved. On the ship would be two gogs in power armour, never seen without their masks off. They have been that way since they were first arrived, always with their masks on. Arriving with the crew, the gogs that arrived would immediately relieve some of the tasks to make it lighter for the ones that are tired. The two gogs in power armour would bring out another set for OtO, and using the hover jets provided by GoDart (I figure I have enough for one, If more they would be installed on Spear OtO and then Science OtOs power armour in that order) .

With everything set up, the first test flying transfer would take place and the bugs worked out. It was very similar to pickup and drop offs done in the EEF, so it isn’t hard to manage. Science OtO would manage the second caravans transfer. Most transfers would take advantage of the Bruskies ability to shadow walk to make things easier to transfer things through the shadow hole.

By doing transfers while moving, they can maintain speed and some moniker of safety while getting the material out. He estimated 44 trips, and 9 of those should be for the caravan part (44 * 20% of materials = 8.8 = 9 trips). This should take only a few days, enough to completely unload the caravan and get 21 trips of the 35 for the yagogials caravan . [Assumption is that we are still moving so we are getting closer to our end goal. it makes the two trips a week slightly shorter to 3 weeks].

The final spot ( if Yagogial post, I am assuming they find the ravine I described in thread, if they don’t I am assuming that Spear OtO found it with places he saw from above on the way in.

Trapping the giants in a ravine would be easy, with two of the characters acting as bait. The Yagogial caravan would run through the ravine out the small entrance way at the end. Jamie in the strider would guard it after the caravan and blake was through. Godarts troops and the bruski would be hidden on each side of the ravine with instructions after the signal to attack to step up and fire at the giants near the opposite wall . The signal would be a gog in power armour being thrown through the ravine.

After the giants are in the ravine, the OtOs would step out blocking the way out. It is here where , if there is a gog that can use translate, GoDart would be allowed to speak to the Yyan. OtO and Science OtO would be standing next to each other with Spear OtO about 4 strides behind them. If they agree to be peaceful, the can go. If they attack or refuse OtO will say “I am the Champion of Mag Buskt, surrender or die~”, Spear OtO would run up, as The other OtOs catch his legs and throw him (as he pushes off) at the giants with his battle spear. He will be aiming at the leader that has more yyan behind them.

OOC: I’m hoping to break the sound barrier to throw the giants back and help disorient them, the other gogs around are either behind the start (where GoDart is) or waiting for the wind rush at the top of the ravine (which is the desired signal).

After the signal, the gogs on each side should open fire , pretty much demolishing the rest of the giants. Any left after the barrage would be taken out by OtO’s sweeping into the area and killing the rest. They will keep an eye out for the neliff larva and should be protected by the power armour (one of the reason most gogs not inside tech are not in the ravine, they are atop of walls).

Side Notes

Since I am the only one that can respond to Lurtor’s asking for an invitation, OtO would say

“No, Last time I dealt with you, You told me to get you on a ship because it needed to be searched for a hostage. I obtained full access to the ship and you threatened to blow up the bomb strapped to my neck. Just a week ago, your tribe refused to have anything to do with me at airship gun point. We don’t need help like that”

He would also alert the Deral collective (most likely through GoDart) that they aren’t part of this group.

Side notes 2

OtO would make a speech to the tired, hungry and thristy gogs right before the push to the ravine. After general information about the enemies they face he would say

"If this comes to fighting, this battle is won. The Yyan, the Neliff and the others out there aren’t the real enemy, they are just the nameless culmination of the things that try to break us down. Hunger, Thirst, Tiredness, and time are the real enemies, and these are the ones we have conquered. Here in the now, we keep marching, made better time than expected, offloaded most of the resources that we have brought so far. Soon, we will be home, reaping the benefits of our hard work.

Rejoice, for we have beaten the true enemies of ours.

Rejoice, for the battle is now a formality .

Rejoice, for our victory!"

Side Note 3

Science OtO and Spear OtO won’t show their faces to anyone. IF something happens that the mask is blow off (unlikely but this is prepared)

OtO would take off his mask and say while gestering between the two of “us”

“Me and him, this is some fucked up situation. But let me tell you, when you need to know, fuck, you will know” (or the equivalent bruski expressions for something like this