Goblin Lands Turning Point Mission: The Pirate War of Drewsport, 2218AR


#1

The sea was deep and cold,
and the ships were armed and old,
their crews were vets
with cannons and nets
and boarding axes , harpoons, galore.

To say that many died,
takes naery a careful eye
The question is who did
and who survived.

Verse 1 of the Lay of the Pirate War of 2218

The Church of One in Dunesphere have hired a huge fleet of pirates from up and down the coast. The only prerequisite was they have an Earther captain. Each was paid in good silver, and given permission to loot, rape and pillage the town of Drewsport. To make each of its citizens suffer for daring to accept a new government of tolerance for any length of time. To make an example of them.

To Lord Grimaldus’ shock Dunesphere only sent a messenger after the Pirate fleet was deployed.

Thirty dangerously outfitted ships, small and maneuverable. They had come from as far North as Tarris and as far south as Unen. Their array of skills and weapons were different enough to fill tomes in and of themselves. Their captains had no honor to each other, no knowledge of each others tactics. They were all hungry for plunder, and Drewsport offered a tasty conquest.

Pirate Ships (VAR 30 vs Melee, Missile, and Energy, Sails + Leyas Drives (Steam + Water, Water Leyas 5 successes (high of 7).
Vehicle armaments: Shieldbreaker Ballistae forward facing (x2), each does 3d8 Missile dmg, Lowers V.A.R. By 1d8 pts, Shieldbreak at 4 Successes. 10 shots each
Small Cannons (x2 each side) 15 Missile dmg, Lowers V.A.R. By 10 pts. 10 shots each

Pirate Crew:
Scalywags-An assortment of Olgog, Earthers, K’iorn, Baribur, and and K’iou(x14)
FS 4, 2 attacks, Weapons: Gaff hooks and Boarding Axes- 5 Melee dmg, +2 dmg on Called Shots when used in each hand. Gains no bonus for extra attacks by using in each hand.
Whaling Harpoons- 8 Missile dmg, does an additional 4 (No A.R.) dmg when removed.
Shadow, Light, Water, Fire Leyas at level 3

Veteran Pirates- An assortment of Olgog, Earthers, K’iorn, Baribur, and and K’iou soldiers (x7)
FS 5, 2 attacks, Weapons: Boarding Cutlass- 6 Melee dmg, +2 dmg on Called Shots. 2W
Modded Springshot Pistol- 6 Missile dmg, +4 dmg on Called Shots. 2W. Magazine holds 4 Springshot rounds, Can be fired 4 times before reloading.
Shadow, Light, Water, Fire Leyas at level 4

Captains- Cut Throat Earther Pirate Captain (x1 per ship, once an adventurer in their own right)
FS 7, 4 attacks, Weapons: Fine Cutlass- 7 Melee dmg, +2 dmg on Called Shots. 2W
Artificed Springshot Pistol- 2d6+6 Missile dmg, +4 dmg on Called Shots. 2W. Magazine holds 4 Springshot rounds, Can be fired 4 times before reloading. Shadow, Light, Water, Fire Leyas at lvl 5

Challenges:
1- Do you fight the pirates, help the pirates or try for diplomacy?

2- Do you help protect the town? If yes, How do you protect the town? (Be specific about units sent in, vehicles sent in, etc)

3- What are your troops standing orders for any pirates they capture?

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 Olgog Tribes and all characters.

Lord Grimaldus can send any units he chooses. As the Church of One sent the message about the attacks in his territory without consulting him, he could always feign ignorance (I didn’t get the message until after I sent my forces) and help defend Drewsport (subordinate Inquisitors may simply defend drewsport by choice), or he can assist the Pirate force in trying to take over the town. The choice is up to Lord Grimaldus.

Unit 817 gains 1 extra post at the end of the mission to respond to any players that try and attack Drewsport or its citizens.

Special Challenges: 30 Pirates ships with a crew of 22 pirates each. All attacking using cannon, ballistae and Leyas Abilities (creating Nightmares, bringing up tidal waves to strike the town and enemy ships, setting fire to ammunition stores, creating decoys, Leyas flashbangs)

Come here to discuss the defense of Drewsport, please give respect to Unit 817, and to Members of G.U.T.S. while in Drewsport (while in this thread)

This mission ends on Friday November 1st at 8.PM. E.S.T.


#2

Cleric Oswaldo prayed in the Church that was being converted into a medical facility. His people were running around, it was too much work for so few people. The past few days had been hectic, rewiring the area, setting up the portable generator setting up beds, and everything else that was required. Things were progressing but this attack wasn’t helping, Inquisitor Tom never told him of this attack, so it is possible that even he didn’t know it was coming. It could ruin everything, if the Church was destroyed then they would have to pull out of the town and then everything would be ruined. He had little choice, he would have to contact Lord Grimaldus and ask for assistance.

Once the attack had begun, Cleric Oswaldo would treat all injured earthers with the supplies he has, he possesses advanced medical equipment which could preform major and minor surgical procedures. He would keep records of all who come in for treatment as well as blood samples. All data will be recorded in prepration for Doctor Bones’s arrival, he should arrive just as the battle is starting and would be a great help for treating the patients.

Hopefully Grimaldus would be willing to send forces to help keep those pirates from destroying the Church and being the death of them all.


#3

The captain has returned from a mission to hear about the attack on drewsport. Being that she had been out of the way for a while, this news was not expected. now for the battle plan, who best to fight a pirate armada than pirates.

Step one: dock the bat in unin, only taking the revenant into this one. The revenant is well armed, and suitable to hold many crew members. the revenant will be obscured in mist.
step two, remove the citizens of drewsport, through force if necessary, there may not be much of the town left afterward, but if we safeguard the people it will not be a total loss.
step three: set up the artificed stone for wall of air on the docks, with my crew, we should be able to create enough to make a full semi circle of protection.
step four: send 25 crew members under water with mines and bombs in order to take out the ships before they get into range of firing.
step five: when they are in range of attack, lightning and storms with obscuring mist will roll in.

if drewsport does survive, perhaps it is time to knock the church of one off its foundations.


#4

Torlok’ab looked out over the bay of Drewsport. He had known that the peace of the last few weeks would not last, but had hoped for more time to prepare the town and its citizens before they were confronted with the chaos ranging through the region again.

Luckily, others had come to aid in the defense of the town. The Outcasts had returned to defend the town once again. There was forces coming to their aid from the Lur Union and UTR. he was not as sure about them. They seemed to be heading down the road of empire building but had made progress lately in seeing beyond the outer form of others.

The civilains had almost all been evacuated to the under ground bunkers of the undercity. several members of the auxiliary unit were working on closing the entrances to keep the raiders out.

The groups had come up with a workable plan. The Outcasts would help to try and persuade the raiders to leave peacefully or join the town. As much as it pained him, he had to agree with Lalon that those raiders that would not turn away would have to be stopped by force.

Unit 817 had not turned out its full might on any enemy yet, but they had sworn to protect the town and all its inhabitants. They would have to reveal how many fighters they had and even ask the Son to join the fight to defend the town.

Working with the forces of Urik’s outcasts and the Herd (lalder), Unit 817 forces will first send envoys to the pirate ships to attempt to convince them to leave. The raiders would be offered to join the town in building a better world for all of them. they would be told that it was that or face defeat.

The Deadwings would attack any raider vessel that did not turn away or join the defense of the town. They would aim to sink the vessels with out killing the raiders if able. The majority of the rest of the unit would be mounted on their Slephnirs and make either ride by attacks with their magi cannons to hole the veseels at the water line or make boarding actions to disable the enemy guns (for the members of the unit with out magicannons)

postioned on the Breakwater that the Rumblood and Lalon were making would be Torlok’ab, simeon, Torgor and the Son of the redeemer. They will prevent any unallied vessels from entering the harbor. The Son has also been given the task of helping to prevent a bombardment of the town or attack with a tidal wave. He will Dopellgang into One-eyed Willie the Illuminated Pirate and use Eye of the Warmonger to annihilate the rounds and break up the wave before they can damage the town. care taken to protect the chapel and its clinic.

----ooc—

6 Deadwing aircraft.

30 Dead troopers mounted on Slephnirs armed with magicannons. will run on water to sink ships, and later pull survivors and bodies out of the water to shore.

30 Dead troopers Mounted on Slephnirs armed with HobTor axes will run on water and up the sides of ships to distupt them and disable the firepower.

2 Ironclads carrying 2 troopers with magicannons and 2 with axes each with act to prevent the raiders from closing with the bay. they will also take survivors of any ship that sinks aboard as prisoners.

aid will be given to all allied forces including but not limited to Lalder, urik’s outcasts, and non dunesphere chuch of one forces.


#5

"Boss I do not like this plan at all!"Dreg shouted as he stood on the Outcasts boat and looked up at Urik on the dock. “How am I supposed to convince a fleet of blood thrifty pirates to not just sink this dingy? Let alone not attack the city.”

“Talk fast,” taunted Graf. Urik booted him lightly

“Back to work you. Look Dreg I know it won’t be easy but if we can head them off it saves a fight. The fighters will find ships for you hopefully isolate them. Then you go in try to get them to switch sides. Give them an idea of what’s waiting for them. Hell tell them you’re a survivor from a ship that attacked and got sunk. I doubt they’ll listen but it’s worth a shot. Warn them off and get away. If it goes bad run back to the harbor.”

“Easy for you say.” Muttered Dreg as he set off in the small boat.

The outcasts will prepare three gun nests around the harbor. Two will have machine guns and rocket launchers the third will have a machine gun and Urik’s grenade launcher all the machine guns will have 100 rds of plasma ammo(only for use against the ships) in addition to the usual loads. Each nest will be warded against water and earth. They will engage any hostile ships that enter the harbor. The hulls and masts will be targeted first then the crews if they got close or actually land. Secondary positions will be created among the buildings around the harbor if the Outcasts have to displace. Pirates who surrender will be offered a place in the Outcasts or GUTs as independents as long as they don’t attack other GUTs members or their towns if they refuse they will striped of weapons and released after the battle.

Flora and Graf will armed with sniper rifles and will use two tracked bikes to stay mobile. They will target the captains specifically and remain on the move.

Rum-blood and his boys will assist in creating break waters. During the fight Rum-blood will counter any waves the pirates create and turn them on the ships. Meanwhile his boys will use air to create fog to obscure the harbor and it’s new obstacles. They will also use fire against the sails and hulls of the ships.

Dreg will carefully approach any ships and attempt communication with signals and shouting. He will make Drewsports offer of a place in the town and mutual defense. If any fighting starts he will sail around the fleet as if he is a survivor from another ship and will try to warn away the ships incoming that the town is defended and waiting for them and not at all worth attacking and they should really just fuck off back home.


#6

(OOC Note I’m playing this as if this is happening the sametime as the week 15 missions. if its not, add 2 Aufs, and 6 more Pilots with skill, and at least 4 more summoners and 5 more Lur Union fighters.)

Lalon and Ogor were given this job partially because the elders were busy elsewhere. The pair of them had been working with a small set of gogs training on the use of the Lur Union Fighters and their brand new Carrier. They knew a little of the cost of the Carrier, and it was high. So they would use it carefully and use its cloaking Leyas tech to hide its presence.

Ogor would command the forces on the Carrier and the Lur Union fighters while Lalon and the summoners would protect the bay.

Ogor would make sure to activate the cloud generation, Light leyas illusion and reflection. To hide it and protect it from Light or laser attacks. Though the best defense was not being seen. The carrier would be high in the sky with enough distance that someone with Bird sight could see large things. The main way of keeping informed would be the comm crystals in each Lur Union FIghter relaying what they see while they were on patrol.

Lur Union Fighters, at least 4 at a time would go out on scouting patrols looking for the Pirates. Each FIghter will have 1 Tribesmen Pilot, 1 Ur Tor Gunner, and 1 Mag Buskt Artificer on it. On Land, in the Air, or sea. Another 2 Lur Union fighters would be patrolling around drewsport and the Carrier. With another 2 Lur Union Fighters ready to go. More could be deployed, but they didn’t want to leave the ship undefended. While the ships were out, the carrier would be locked down.

Any Tribesmen, Ur Tor, or Mag Buskt not on patrol will be in the carrier either resting or maning the carrier.

Dealing with Pirates
The Mag Buskt artificers will use Bird Sight Goggles and identify the ships. No Tribes ship will be attacked, but will be identified and relayed back to make sure it wasn’t taken over. If possible, they will study the crew to make sure nothing seems odd. If Lalon were to do this, taking over an enemies ship would be the way he would. So they will look for this.

If the ship is not of the tribes or GUTS, On initial sighting, as long as they were not attacking, the pirates position will be relayed so someone can speak with them. The GUTS member will be given the opportunity to talk down the pirates. If this fails, the ship will be destroyed. If its on Water with a hole in the ship, if its in air, shooting it down. No less or more than what is needed unless attacked back.

If the ship is attacking a town or settlement, the crew of the Lur Union fighter will call it in, with hope of getting approval and help from the Dead Captains forces along with another fighter from the carrier, filled with others troops if they are willing. Once a counter strike is organized, these forces will sink the enemy ship and work to stop the attack.

Pirates Captured or retreating.
Pirates captured will be handed over to GUTs, though will not be brought to Drewsport if possible. From there, its there choice. Ships will be sunk, but the Fighters will not shoot the gogs once they are swimming/running away.

Pirates who join
Are not to be informed of the Carrier above. Otherwise will be left alone, but not trusted.

Summoners and the Bay
Right after the plan is made, Lalon Rhuugal, and Kugon will summon chimeras using their artifacts for mounts, and then earth and water spirits to fortify the bay. Van the Vandle will go with them to make sure they are safe while the summoners are concentrating on their work.

They will fly over the bay and create a reef before the entrance to act as a wave break incase of any title ways (Bunches of stone pillars). This reef will sit just below the waterline becoming a hassard for any ship who runs into it and doesn’t know its there. They will leave a path open for ships to enter. Near this entrance, they will create a few guard towners for forces to setup to protect this entrance. At first these will be crude, but meant to give cover if an attack comes with an escape hatch to the water below. There will be wall of pikes surround them to not allow landings. To get in or out, you need to fly to them, or some up from the water escape hatch. This will be open for the Dead gunners, and a summoner.

During the battle of the 4 will be sustaining easy breathing, expecting water attacks. And one Water spirit will be keeping a look out below the waterline for anything approaching underwater. They additionally all have Phoenix strike guns wave motion fist gloves to attack at range. Lalon and the summoners will use the Spirits to counter elemental attacks. (Lalon also has Light and Shadow leyas at lvl 3). This should allow the dead units to counter attack. If they need to attack, they will use stone colums and wall of Pikes to sink the ships. But prefer not to do this as they would then have to clean up the stone mess they make to reopen the port.

Defensive Note:
Lur Union Fighters will have Chill shield and Ice shield active. Gogs will use Ice shield, Stoneskin, or Chill shield depending on the attacks coming at them.

All gogs will have a finger tip left with Orog for resurrection if needed. All gogs have healing and res potions.

Vehicles:
Carrier and its Lur Union Fighters (I have 3 additional as well if needed)

(OOC Equipment and Gog list in 2nd post. Ran out of Characters by a bunch.)


#7

[b](OOC This is the Equipment and Gogs from my post.)

Standard Equipment:[/b]
Equipment: Armorfiend Vest, Artifice Forked Krato spear with Shieldbreak, Solar Essence and Lightning spear studs, fireball Guantlet, 4 healing potions, 4 rez potions And Tribal shields. Camo Cloak (Obscure, Wilderness Camo), Wave Motion Fist Gloves, Phoenix Strike Pistol

Mag Buskt Artificers on Patrol, Lalon, and the summoners will have Bird Sight goggles to keep watches out.

Lalon, Van, and the Summoners will have stones of Summon Earth Spirit and Leashes of Summon Chimera (mounts.).

Gogs
Lalon ((Ur Tor Special) LR:4, Light: 3, Shadow:3, Air:2, Earth:1, Fire:2, Water:2, General:2, Summ:3)

Van((Vandal) FS: 3|LR:3, Light: 3, Shadow:3, Air:3, Earth:2, Fire:2, Water:2, General:1)Skills: Explosives Theory lvl 4

Ogor the Inquisitive ((Apprentice Auf (FS 4)) LR:4, Heal:4, Light: 3, Shadow:3, Air:3, Earth:3, Fire:3, Water:3, General:2)

Summoners:
Rhugal (LR:4, Light: 2, Shadow:1, Earth:1, General:2, Summ:3)
Kugon (LR:3, Light: 1, Shadow:2, General:1, Summ:3)

Mag Buskts artificers
Brustor ((Mag Buskts FS 4) LR:4, Light: 3, Air:3, Earth:3, Fire:3, Water:3, General:2)
Mag Buskts artificer 2 ((Mag Buskts FS 4) LR:4, Light: 3, Shadow:1, Air:3, Earth:3, Fire:3, Water:3, General:2)
Mag Buskts artificer 3 ((Mag Buskts FS 4) LR:4, Light: 3, Air:3, Earth:3, Fire:3, Water:3, General:2)
Mag Buskts artificer 4-10 ((Mag Buskts FS 4) LR:4, Air:3, Earth:3, Fire:3, Water:3, General:2)

Tribesmen Pilots (Note some trainees, Trainees are kept close to the carrier while the others are out scouting.)
4 Tribesmen ((Tribesmen: FS:4) LR:2, Shadow:2, Air:2, Earth:2, Fire:2, Water:2, General:1) Adj (Pilot Hover +5, Giantkiller Striker Fighter Pilots (No AR vs Giants))
4 Tribesmen ((Tribesmen: FS:4) LR:2, Shadow:2, Air:2, Earth:2, Fire:1, Water:2, General:1))

15 Ur Tor
Dalon (LR:4, Light: 3, Shadow:2, Air:2, Earth:2, Fire:2, Water:2, General:1) Adj: (Agility+1)
Derur (LR:3, Shadow:3, Air:3, Earth:2, Fire:2, Water:2, General:1)
Kalon (LR:3, Shadow:3, Air:3, Earth:2, Fire:2, Water:2, General:1) Adj: (Agility+1)
Kol’ab (LR:3, Shadow:3, Air:3, Earth:2, Fire:2, Water:2, General:1) Adj: (Agility+1)
Kulan (LR:3, Shadow:3, Air:2, Earth:3, Fire:2, Water:2, General:1) Adj: (Agility+1)
(LR:3, Shadow:3, Air:2, Earth:3, Fire:2, Water:2, General:1) Urtor’an and Dar’al
(LR:3, Shadow:3, Air:2, Earth:2, Fire:2, Water:3, General:1) Torla, Makla , Lalor, Laltla
(LR:3, Shadow:3, Air:2, Earth:2, Fire:2, Water:2, General:1) 26 to 30


#8

I pm’ed Celyse- nothing back. I figured this might work just to get a little something in, and once i have approval I’ll post an introduction about this character.
THIS IS BEING POST AS THE SIR MAG’NRS CHARACTER, ACCESS HAS NOT BEEN APPROVED YET. HOPING THIS IS OK:

Sir Mag’Nrs was just making his way into southern lands of his people, other Morgothians poked and prodded about his trek into the Goblin Lands as a search for his inner goblin. It was true that some Morgothians could be jerks and for that they all seemed to get a very bad reputation. This journey was really pilgrimage for the newly appointed dark paladin had heard that he was brought in from these lands but had no actual knowledge or evidence of his parents and his tribal heritage. These were supposed to be important matters to the olgog people, and in this respect he was lacking. All he know of were the Morgothian ways, and the honorable knights that he had been in service to while growing up. There were those that he served such as Captain Kazin and Captain Killian, both Uth that were respected by their order. Mag’Nrs had learned that young Killain had followed his uncle’s footsteps, that the path of the family was important. While serving as a squire, he asked Captain Killian to know about his family, for the Captain to use his curse to find out everything and anything about the olgog cub’s family. Sir Killian did what was necessary and then responded, “You still have family that are alive,” and then proceeded to walk off. Sir Duff, an olgog paladin spoke up for Killian saying “The uth paladin, my friend Killian does not like tapping into the curse. We know that you have family out there, one day it will be your award to venture off and find out for yourself.” That time is now, after just moving upward from squire to knight of Morgoth.

Sir Mag’Nrs first encounter is in the Port of Unen, at the high point of attack from the Pirates. In his morgothian plate mail, he normally stood out by any standards. He was young and still growing to the full bulk of an olgog adult, naturally very big and brood such as those from Unen. This could be his possible home, here under attack but there were other things to consider such as the Brezian-like fur, and his Karovian muscle tone. According to Sir Duff, there was no way of truly knowing his heritage until he evidence was before him, and as of now it was know that he was a child from the Olgog lands. Walking into the area with the standard holdout for a newly appointed Morgothian Dark Paladin. He will find a secure alleyway to plant his shield and use HIDE IN SHADOWS for a place to rest. Here secluded, Sir Mag’Nrs will take control of the newly formed nightmares and turn them on the attackers that have spawned them. While all the commotion is happening, he will grab those that have fallen in the attack and use medicine/healing to bring them back to stable. Anyone that can help (and does not have a predisposed believe , such as the Church of Oners), Sir Mag’Nrs will give them a necklace baring the sigil of the Morgothians. He is making his efforts as a Morgothian know, and trying to find his way around these wild parts, to seek the answers for some many questions about the peoples he comes from.


#9

Yirhug would be using Fire leyas to put out any fires on the docks or on allied pirates vessels or allied vehicles. He would keep an eye out for the Batavian bat to keep his singing Red Fur safe. Yirhug does not know the Dimension Walker’s plan.

The Dimension Walker will set up on one of the taller buildings in Drewsport. He would have a Horned Dog Kolgul Militiagog stationed there to signal to him and the Flayers.
The Dimension Walker will have two Flayers with him.

One will be tasked with flying down grabbing the Dimension Walker. They would fly together so the Dimension walker could see the entire field and use shadow puppet to draw out the shadows of the boats to create nets around each boat (during Ready Figh). Then when battle commences he would activate Shadow Walks to catch any Enemy Pirates knocked overboard or who jump overboard.

An additional two Horned Dog Kolgul Militiagogs will stand in using Shadow Walk to catch as many as they can.

The second flayer will fly above creating fire lights and dropping them gently to reveal the enemy pirate fleet and to act as illumination flares. There need to be enough to cast alot of shadows.

Any pirates captured by these will be handed over to Quall N’drone asking for more Horned Dogs to expand their ranks.

Two Kolgul Militia Gogs will use Shadow and Earth leyas to defend the Flayers and Dimension Walkers with Leyas Shields against specific attacks the Pirates use.


#10

(Sorry about the really late post, recently moved and my internet sucks here, been going in and out all day, gonna keep this short before i lose the internet again)

Lord Grimaldus heard about the attack and frankly didn’t really care much. he heard that the town needed help, however the earthers there wanted to be ruled by Goblins so they would share their fate. However he didn’t want to be kept uninformed, so he ordered a pair of hovercoptors to keep an eye on the situation. They were not to interfere unless directly threatened. We shall see if the people were wise to trust in the Goblins.