The Church' suspicious actions


#1

Things had been very quiet for a long time, no major threats had occurred since the disaster with the Olgog rocket ship, now months a strange occurrence has appeared in the lands of the Rehsed Tribe. A Church of One outpost has been set up, while they haven’t directly engages the local tribe their Squires and Paladins have shown great disrespect for the tribe’s land and culture. Due to the tribes previous losses at the hands of the Giants the Rehsed tribe has retreated to their fortifications for the most part with only smaller groups being harassed. Patrols from the Outpost will move into local villages and wills set up crosses and threatening imagery before leaving. Also a few Olgogs have been beaten but nothing life threatening.

It is only a matter of time before a serious conflict erupts and after suffering such destruction can the Rehsed tribe fight the Church of One on their own?

The Church Outpost is large and their numbers and disposition is unknown. The facility is warded against all Elemental leyas and seven gun emplacements are spread in strategic locations on the stone walls which drive off anyone getting too close but have oddly enough not killed anyone. All curious Olgogs have been driven back with minor injuries. A large flag of Johnsport waves ominously above the Outpost…

Mission: If you choose to, investigate the Church of One outpost within the lands of Rehsed,

Challenges: It is a large fort with thick stone walls. The entire area is warded against elemental leyas preventing the walls from simply being torn down. A dozen wooden towers with archers are within the walls while there are seven heavy machine guns placed on the walls providing complete coverage from outside approached from land and air. The Guns and archers will fire warning shots at anyone approaching but will specifically not kill unless there is no choice preferring to injure and drive off. Unknown amount of Church soldiers on the inside but there are at least several dozen as shown by the patrols harassing the locals.

As this is outside the lands owned by the players a large scale invasion would be frowned upon by the Colonies. The leaders of the Rehsed tribe have locked themselves up in their caves and forts and will see no one. The local villages are seething with resentment and it is only a matter of time before they take matters into their own hands.


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 me 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.

Mission will end on May 22nd at 11:30pm


#2

Glog wiped his brow as Rapi’Lal took to slicing the dirt and stone with his leyas crafted claws. As the two best shapeshifters they were responsible for digging the tunnel under this new fort. as they dug Glogs two apprentices carried out the earth. Outside Ol’Dollur and Ol’Darlur kept watch over the opening.

The plan was simple. Get Rapi’Lal into the fortress, where he could use his shapeshifting skills to hide in the leaders office. As he does that Glog and his students will be setting traps or ways to take out their defenses. if the fortress is a threat then the four of them will regroup and plan with their tribe and alies.

(Glog [Tor’og, shapeshift 4, leyas Combat Ranged 5, +1 LR], Rapi’Lal [Auf’gog, LR 6, Air3, Earth 3, Fire 3, Water 3, Healing 4, General 2, Shadow 1, Shapeshifting 6], Ka’lal & Uf’ogmak [Tor’og Apprentices, FS 4, LR +1,], Ol’Dollur &Ol’Darlur [Ur’Tor, LR 4 Earth 1, Water 1, Fire 1, General 1, Summoning 3])


#3

(OOC sorry not the best, but I didn’t expect my eye issues :frowning: )

Lurtor had been hearing rumors of this Oners base and it was raising concerns. He decided it was time for some recon. This was a two step process.

First Lurtor spent time among the nearby villages questioning locals and watching the Paladins and squires. Lurtor would appear as different Olgogs and earthers so not to raise so much attention. This information would be key as he searched for information to bring in his Oner Paladin persona to the base. He needed the names, ranks, and groups there.

Depending on his intel. Lurtor would do one of three things:

[ol]
[li]If Oners come and go, Lurtor would have his Paladin persona (Shapeshifted into an Earther and dressed as a paladin) join as he has the ability to move around through checkpoints. He would not stay long, only enough to get some basic information and see if he see anything of concern. Additionally, he would setup a good beating for an Olgog to get in good.[/li]
[li]If Lurtor feels his persona would be found out, replacing one of the Oners for a bit would be the next trick. Again only staying long enough to get a general idea of numbers and checkout any hidden weapons or defences to get an idea of strength.[/li]
[li]Use an animal form to scout out the area at night to avoid beening seen.[/li]
[li]If none are possible without getting caught or captured, the risk of starting a conflict is not worth it. Lurtor will additionally scout the base out with an air elemental summon (item). Then report what he found out.[/li][/ol]
Notes:
While Lurtor does know Technomany, he will not use it if possible. Maybe open a lock he can’t open with his own skills. And will definitely not do any blatant or obvious use of it. But he will recognize technomancy and leave quickly (with proof if possible)

Lurtor will report most findings to his chain of command if he finds anything of concern.

Escape:
If found Lurtor has many escape options from as simple as shadow jumping, Running and hidding, disguising, or as flashy as growing wings flying away, teleporting or shadow drive (teleport version only). Additionally, Lurtor can unlock locks and sneak. Shifting into an animal and leaving might be a prefered way.

Goal:
Get information without being noticed and killing any of the oners if possible.

Precautions taken:

[ul]
[li]While in disguise, Lurtor would use conceal leyas to hide his leyas use so the Oners would not notice. Lurtor knows not all can detect it, but he knows some can.[/li]
[li]He will leave a finger tip with Auf Lalder to make sure bring him back if killed.[/li][/ul]

Lurtor:
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, Techno:4) Adj: (Str 12 (item), AR +10 M/M/E, Charisma (+4 Item), Performance 3, Climb 4, HtH 1, Melee Strike +2, Ranged Shot +1, Rapid Throw +1, Duelist, Gun Slinger, Quickdraw, Bladed Sun Devotion lvl 1,Path of the redeemer lvl 1, Shadow Assassin Devotion lvl 1)

Gear (Much of his gear is left home when in disguise):
Paladin Sword and Armor. Hellforged Dagger, and two combat knifes (ShieldBreak).

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, etc

Prior Mission reward:
Lurtor can now pass through all Church of One checkpoints below Lord-level when dressed properly.


#4

Mission is now done, I shall write up the result sometime between now and when the sun explodes.