Goblin Lands Peacekeeping Mission Week 13: The Rogue Balgog


#1

A Balgog Artificed Automaton has escaped from the secret production facilities of the Lur Union. It was somehow invested with a violent and dangerous and cunning fire spirit way more dangerous than a normal fire spirit.

It has already killed twenty Tla’loc’alan settlers and has been tracked to a ravine where it is holed up with five Olgog children as hostages.

The mad fire creature has doused the children with oil from a nearby surface well. One spark from the Balgog and the kids will be granted final death. The ravine forces approach from either side or from above.

Narrator note: Unknown to anyone attacking, the artificing on this specific Balgog was a botch which summoned a Fire Giant’s spirit to inhabit the Balgog body.

Challenges:

1- Who do you send in?

2- How do you counter the Balgog and save the children?

3- Remember you don’t know that if the Balgog gets destroyed it will unleash a rampaging fire giant :slight_smile:

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: 1 Balgog Champion (F.S.+2 to standard Balgog, +2 attacks, Fire Leyas lvl 6, General lvl 2). Hostage situation. Balgog never sleeps and cannot be snuck up on in current position.

Each day that passes real time from moment mission is posted during which no one posts to this mission, the Balgog will gain one lvl 6 Fire artifact to wield in battle.

Open to all tribes

Open to all characters, those players with both a tribe AND a merc must choose either their merc OR their tribe to take part in this mission. All tribes are limited to 2 Standard Tribals to act as peacekeepers sent to the scene.

This takes place between Karov and Tla’loc’al.

Lord grimaldus cannot post to this mission.
Kolgol and Ol’Lur will gain a special reward of an automatic production line of
Hound Automatons and Imp Automatons if they post to this mission.

This mission ends on Friday 13th September at 8.PM. E.S.T.


#2

Daron heard about this hostage situation. He had to try and save the children. He wasn’t a very good merc, he kept doing jobs for free. But there was no choice in this one.

Daron took his new HobTor Axe, and took to the air. He would start above the balgog, looking for a time where he could drop down and grab the children. Using Bird and Leyas sight to check out the area.

While he waited, he drenched some extra blankets in water. These would have to be soaked. He used everlasting waterskin to keep pouring water on the blankets to get them super soaked. The blankets should get the kids wet, smother any flames, and prevent the flames from reaching them.

When he gets his chance, he will drop down almost on top of the children covering them in the wet blankets. He then will lash out his acid breath at the Balgog. Also if there was a trail of Liquid that could set off the fire on the kids, he would use the acid to remove the liquid. If he takes out the balgog fast enough, children would be safe.

If the balgog gets disoriented or distracted by his attack, or by someone else, Pushing for every bit of strength his body, the gem, and his shapeshifting leyas, he will grab the children wrapped in the blankets, and leap away and fly/glide away with them.

If he could not get all of them, he will return until all of the children are safe.

Shields:
Life shield (item), Warm Aura (Item), Wilderness Camo (Item), obscure (Item), and Cat like Reflexes. Additional effects from Dragon Crystal (Grow Armor, Increase Str, Animal Smell/Hearing, Leyas sight, Wings)

Daron (Borvian Dragon, LR3, Healing 3, General 2, Shapeshifting 3)

EQ: Razor Claw Guantlets (artificed with Ray of the Sun), Nightmare Hide Trenchcoat (artificed with Wilderness Camo), 2 Ear Rings (1st Life Shield/Obscure, 2nd Heal Internal 2 Succ), Warm aura necklace, Everlasting Waterskin and a shock stick (Pain dmg), Hab Tor Stone Axe ( Slung on Back)


#3

Kolgol did not like being disturbed, especially when he was in the middle of new development projects. So when the sentry burst into the room with news of one of the Balgogs having escaped and kidnapped children, he was a special sort of angry. The guard responsible for the escaped creature was promptly hurled into the volcano by Kolgol, who then appointed a new gog in his stead. Now relaxing some, took a moment to think. This was certainly a problem in more ways than one. He could not allow the Balgog to be discovered for what it truly was, or all his work would be ruined. However, he was also quite curious about the nature of the creature that had escaped his golemworks. He decided to act with more subtlety than he usually would, as this was a… delicate situation.

He first grabbed Eru’Khaz, who was in shock and disbelief that one of his soldiers would desert his command. Together the two of them had a large understanding of how the creations worked. Kolgol, a visionary and creator of the beings, and Eru’Khaz, who had the most experience with commanding automatons in battle. They would each ride a Balgog to the canyons where it had been spotted, Eru’Khaz riding Umbra, the firstborn and chief of the Balgogs. They would then dismount at the top of the canyon, and survey the scene.

They would each attempt to speak with it, Kolgol attempting to use the voice of reason, and Eru’Khaz acting as a commander reprimanding a dishonored soldier. The other Balgogs would ensure it did not attack them, and would add protection against an outside attack. If it remained obstinate to their efforts, they would wait and see if any others arrived to assist. If someone was foolish enough to attempt battle with the champion, they would focus their efforts on bringing the soldier back in line, using power of will to reign it in as it grew weaker from fighting.

If it became evident that the Balgog would die before it would come back under their control, they would fire leap down and dispose of what remained of its corpse, so it could not be studied or replicated by another.

Special training/Equipment:

Kolgol: Strength of Protodaxa, +1 to strength
Restrain in the face of mob frenzy, ability to calm enraged people

Eru’Khaz: Skilled Balgog commander perk (Not sure if this helps, but I thought it was worth adding)


#4

Olav knew of the Ka’Rhug’s Balgogs. With their great strength and the fact they were stone, made them very powerful units in battle. However, fighting against one would be a problem; he had relied on their brute force to be able to distract enemy fire from his own troops. He had a rough plan in his head formed by the time he had been told of the hostage situation involved in the problem at hand, forcing him to rethink. This time he would have to distract the balgog.

The top priority was to rescue the children, then move in and fire upon the balgog with whatever might they could muster. He couldn’t trust the Hindengog to not explode from a single blast from the balgog, so he would have to bring in their steam tank. With three in there and two outside, as more or less of a back-up team, he and Rhug’ab would move in from the other side of the canyon to get the children out. Once that had been done, the tank would retreat with the back-up while continuing to fire upon the Balgog. He knew that a few others from the Lur Union may come to assist, mainly Ka’Rhug; so he decided that the tank would not fire unless he and Rhug’ab were unable to get the children, or if whatever the other’s try to do fails.

Forces
2 standard Immutable tribals equipped with rifles
1 Steam Tank (2 50. cal machine guns, main artillery gun, 3 olgog operators)
Olav: Machine gun, Sniper Rifle, Plasma pistol w/blade attachment
Rhug’ab: Rifle, hunting knife


#5

Dolf and Molf barely had any idea of what they were getting into. When a scout relayed the situation to “The Auf”, he grimly told the two former raiders that they were to deal with the rogue and save the children as quickly as possible. Saving the children being the more important of the objectives. They were also told that members of Ka’Rhug would undoubtedly be there, and to obey any commands they gave regarding the rogue’s capture, unless it risked the hostages. After each leaving a finger behind in case of the worst, they set off.

If no commands were received from Ka’Rhug, their plan would be to get in and out with the youths as quickly as possible.
With them, Molf had brought a nightmare hide tent that had been cut along key seems to make a larger sheet of hide. Remaining out of sight, the pair would split up on either side of the Balgog. Dolf would hide down in the ravine using wilderness camo to remain hidden. Meanwhile, Molf would be on the opposite side of the Balgog at the top of the ravine, busily securing one side of the nightmare hide sheet to the ground so that it hung over the edge about a foot or two. He would then duck under the sheet so that he could see the Balgog and hostages, or at least an area very nearby, and waited for Dolf’s “signal”.

Dolf gave his brother a few minutes to get ready, and then began his part of the plan. He would watch the members of Ka’Rhug try and reason with the beast. He doubted it would work, but he decided to give them a chance. If the Balgog showed any sign of aggression or distraction (Daron’s action being a prime example), he would act, tossing a small rock, slightly larger than an eye toward the Balgog, intending to land between the its feet, assuming the youths were not too close. He hoped the Tunnel Materials artifice on the large pebble was strong enough to sink the golem into the ground a decent way. Then, he’d proceed to run in and use grow spears on the walls of the hole that would delay, if not hold, the Balgog.

Seeing this as the “signal”, Molf would shadow walk through the underside of the hide as close to the youths as possible, and shadow walk with them if possible, anywhere he could to get away from the more-than-likely pissed Balgog. If no shadows are available and Daron does not manage to get all of the children, he will yell for them to run, and create an Igloo above the hole created by Dolf. With any luck, the balgog’s attempts to escape would cause the melting ice to pool at its feet.

The pair will use change earth and add more spears to delay the golem until all of the children are safely away. Then, they will run as fast as they can out of the ravine.

(OOC: Molf is equipped with Nightmare hide armor, while Dolf has Marzac security body armor and a small rock artificed with Tunnel Materials. They each have two Ol’Lur engraved rings. One artificed with Protective Aura and one with Heal Internal Damage. They both also each have an earring of translate and F.S.+1.)


#6

Hearing of the situation at hand, Maggul who was voted into the Olgog National Council decided he must personally act. He returned back to the tribe to regroup, gathering supplies and allies. Maggul had a plan, but would need the assistance of another of his totem tribals, but specifically the right one. He went around looking for the easily excitable overenthusiastic Or’tor because she could run around and totally distract the Balgog making lots of noise and causing a scene. Maggul heard tales that could not possibly be true, she was still in Brez helping out a Church of Oner. Regardless, she was still not here, but Onigor offered to take her place. He would do his best to be as loud and annoying as Or’tor can be. Maggul explained his plan, then they started by collecting supplies, such as the Deryalur + Mak Hoblok Hide (Ka Gor Kiteboard), Yadol shell Armor plate of the Auf Lal’al, and Hobyi of Unit 817. Then before heading on their way, they decided to commune with the different totem spirits. Though he did not actually know the children being held hostage, Onigor spoke to Ragha for the strength of healing and caring for loved ones. Maggul spoke to Mal’ie for the speed to flee from overwhelming danger.

Ongior is the distraction, they will have split up. Maggul is holding the Hobyi so there is no leyas backlash, he will start by placing the Hobyi of Unit 817 at the top of the ravine, start getting a flow of water running downhill and then move to the opposite side of the ravine. Once the water has made the ground into a viscous mud, Onigor will ride the Kiteboard down the ravine dipping and diving through shadows, calling out to insults to the Balgog (Err…your mother was a clay pot) and doing tricks. The kiteboard makes Onigor fireproof, so should be able to sustain anything the Balgog can throw at him, but just in case he’s got the strength of ragha to knock back. Onigor knows that he is not really there to fight but as a distraction, and when Maggul has the children safely away to get his butt out of there. While this is going on, Maggul is using GROW VINES from his edge of the ravine down and will use the vines for PASS TREE to easily get down towards the children. He will place the Yadol shell Armor plate of the Auf Lal’al onto the ground to form the igloo hospital tent around them. Once collected, and ready to move out, he will remove the Yadol shell and take all the children using PASS TREE to get them out of the ravine in a quick escape, and all involved to get out of there.


#7

Big Fist Small Feet and Dreggs were sent to “help” the puny ones with their young ones. “Urog’s a bif softy,” said Big Hands Small Feet. Dreggs laughed and said, “you should tell him that to his face, and see how soft 'e really is.” They laughed together, not taking any of it seriously as they sang a happy song as they made their way south to the lands between Tla’loc’al and Karov. They each carried trinkets of summon Hydra, rocks of create water, and a stone club of chill bolt.

As they made their way down, they’d sing songs of hope and laughter. As they approached the ravine, they looked at each other. Dreggs said, “why does this look like a trap??”

Strategy: Keep the balgog away from the children/fire. Hydras if needed. They’d mock aggression anyone attempting to help the kids, sooth the kids fear, and if possible, sooth the balgog’s “anger” (not a troub lvl 2 ability, but it’s worth a shot). If possible, douse the kids in water. Otherwise, douse the balgog in water. Change water/slick surface are also helpful. Last resort: Chill Bolt (and all 3). Last last resort: Wail of death.

Then run away! Follow Lur Union folk upon completion, then go back home.


#8

(OCC I don’t have much to add. )

The distractions Daron was looking for happened. Daron will use one of them to cover the kids with the wet blankets, and then fly/leap away.

Daron will bring the kids past the Big Fist Small Feet and Dreggs. Knowing they can help wash the kids off. The time he spent at their camp was paying off.