TSGL3 Mission Week 3: The Dust of the Mirror Crystal reaches Drewsport


#1

The docks at Drewsport now acted as more of a hub for colonial travelers than the Port of Unen.
Given a decade or two and Drewsport might just grow into a true metropolis, considering the influx of goods, trade, and colonists. Considering it was one of the places safe of from Pirate and Sea Kings attacks, it was sought out by those who couldn’t risk their cargo.

So it was with much concern that the defenders of Drewsport learned through their feral contacts that two Karovian armies had passed across the border and were coming for the dockyards. A group called the Og’GulTor made primarily of aggressive and angry Karovian youths were attacking Pilgrims on the roads going west of Drewsport. While technically hiding in Unenese territory, these Og’GulTor were focusing on caravans going from Drewsport south west to the UtR lands. Everytime they would kill the caravan guards the Og’GulTor would carve Death to Lalder in their corpses before displaying them. These Olgogs fight in traditional Karovian ways, involving ambush tactics and hit and runs. They rarely stick around if faced with larger numbers.

On the North roads leading to Rhug Town and to Bartsport, the GulTor’Gor have been hiding out. These Olgogs have seemingly been trained in the undead arts of Wintermute and have been raising the dead caravan guards and merchants as an undead army. In fact its become such a threat that both Bartsport and Rhug Town have been cut off from necessary supplies of Salt, high potassium fruits like Nanye and Mak’lal, and wood products (including charcoal necessary for producing Gunpowder for the Rhug’na’ru).

It also gave Bartsport a strategic moment. Only Church of One Piracy affected the ships moving between Drewsport and Bartsport by sea, and unlike the land route, it was far safe since it took less than a single day, back and forth. The tides were in their favor, and Merchants taking the sea route between Bartsport and Drewsport would increase the colonial population coming to the port. The only question was how the Kasanthians in Bartsport wanted to deal with the new opportunity.
If Bartsport wanted to become more defended and isolationist, they could use the Gultor’Gor to firmly cut off all travel by land by funding them with weapons and gear. Alternately if they want to raise their esteem with Drewsport and Rhugtor they could take on the armies of Undead head on.
Drewsport also would quickly begin feeling their economy slow if it lost the cheap markets in Rhug Town and in Bartsport and the Caravan stops in between.

While all players may join this mission, only the Pirate Ships of Captain Dol Kuglok, the Kul Gul Rapi Family, and the multiple faiths who have churches in Drewsport could set their mission posts in Drewsport itself. Others must take on the GulTor’Gor OR the Og’Gultor out in the hilly deserts or rocky coastline of Unen and cannot utilize fake or decoy caravans coming to or from Drewsport.


#2

Mission plans:
This mission is split between the fight against the Og’GulTor (Karovian Hooligans and Hunters from our timeline), and GulTor’Gor (Olgogs trained to summon Undead in combat to fight for them).
Location 1: The Caravan Roads leading towards the Provisional Colonies
The Road to Absalom and Hebron are dangerous places normally. The rocky road goes from coastal views to deep desert, and are the perfect place for the Og’GulTor to set up their ambushes. The UtR has civilians who use this road to bring trade goods to Drewsport. The Og’GulTor are using camoflague tents (both natural camo and leyas enhanced camo) with a wide array of obscurements. There are an unknown number of bands, but each has a set leadership prepared by Rapi’og.
Og’GulTor Ambushers: 15 (use Ur Mak stats) each named Scout, 1 (Use Mak’ab stats) named Scout Captain, and 1 (Use Goblin Raider stats) named Guardian who will give his life to protect the Og’GulTor Captain.

Location 2: The Caravan Roads leading towards Rhug Town and Bartsport
The Road to Rhug Town and Bartsport are only dangerous due to Church of One attack. But strangely, for the last week all the local Oner camps on that road have been deserted. The rocky road goes from coastal views to sandy hills, and have many sandy caves where the GulTor’Gors can hide their undead armies. The Rhug’na’ru and the Kasanthians rely on this road to bring trade goods to Drewsport. The GulTor’Gor are using camoflague tents (both natural camo and leyas enhanced camo) with a wide array of obscurements. There are an unknown number of bands, but each has a set leadership prepared by Rapi’og. The GulTor’Gor come from the alternate timeline inside the Mirror Crystal.
GulTor’Gor War Engineers: 8 (F.S. 5, HP 18, 2 attacks, Shadow 4, General 2, Wintermute training, Necrotech 4) each named Gortor, 1 (Use Mag’ol stats + Wintermute training) named Gormagtor, and 1 (Use Goblin King stats + Wintermute training) named Tor’ol who will give his life to protect the Gormagtor. 24 Undead Skeletons (use DR Core book stats), and will raise enemies as undead during battle.
** infiltraitors & turncoats ARE allowed in this mission**.

The player must accomplish 3 tasks with their post.

A) Choose a single path for your part in the attack on the Og’GulTor, OR your path in the attack on the GulTor’Gor, OR describe how you aid either Og’GulTor or GulTor’Gor (not both).

B) List specifically what gear you bring with you. One Vehicle, Riding Beast or power armor is okay

C) Be Explicit in how your character is going to be effective at drawing out the Ambushers you will face. Each character may “call for backup” from their tribe or their allies, BUT this support can only be in the form of something the screen name can normally access. (For Example: Ryuk decides after his loss of the Bartsport Casino that he is going to have Sparcs breath weapon some GulTor’Gor to blow of some steam . The player would write up Ryuk’s specific actions on the ground, and could add “Ryuk calls in backup in the form of the Dragon swooping in breathing destruction down on the enemies and taking out some undead.”) This call for backup cannot be used for NPC allies, New gear or vehicles that were not previously approved, nor stuff the player character doesn’t normally have. (cannot be used to test a new vehicle or technique). Tribes only, may call upon their units of choice (Ol’lur could use Ontor Flying Cavalry, Unit 817 could use their Scarab Necrostriders, the Rhug’na’ru could call in an airship bombing run, if you are not sure, post to the mission questions thread)

Do not abuse this call for backup, it should be used cinematically not in a munchkin fashion.

Each screenname only gets a single call for backup, so choose wisely.

Mission Rules

No player may act in response to the actions posted by another player in this thread, unless they have previously discussed a plan for this mission in a separate thread they choose to create in the forums.

Each account may only send a single character on this mission.

Players’ characters in Alternate Timelines or Stuck in a Timeline may not post to this mission.
Time traveling characters will be diverted from their current storyline if they choose to take part in this mission, and may only join if they have a time shredder of their own.

A post should be under two paragraphs in length.

Mission rewards may be set by order of post, so post early.

Players are encouraged to create planning threads, as this mission can only be won with organized teamwork.

This mission ends on Friday October 16th at 12 Midnight EST.


#3

Dol Kuglock has caught wind of an attack that may effect her income. “This must be corrected, quickly” she says to her crew. We have many options open to us, however, the best path for us will be to take out the GulTor’Gor. Do not misunderstand me, it is in no way to aid the spits on floor chruch… said with a cringe “It is simply that we have a good chance of taking them out. As such, we must prepare a few tricks that I have set up” she says with a smirk.
The Revenant is will be holding position up the coast with the cannons facing the cliff side. Loaded into the cannons are the light infused cannonballs that the undead and Vampyrs dislike so incredibly much. Some of my pirates will be guarding outside of town on the road to aid those travelers close to town. One immutable crewman is there with what seems to be a black tarp. The tarp has a fully functional stryder inside with orders to use it if they get overwhelmed. My Batavian Bat crew will be joining the fray from the Revenant in terms of aiming the cannons, loading the cannons, and creating new cannons.

The crew of 25 pirates designed to pull the ambush into the open will be armed with stones of “wall of air” stone of “water shard” and on stone of blinding light to be used as a target by the crew on the ship nearby. The stone of blinding light will be used as a tracer, and will be the cause of the cannon fire. The crew will be riding on a transport that was procured by means of sinking and looting, it will be driven by an immutable crewman. They are fully armed with swords, slingshots, or magi cannons (there are 2) The armor is Pirate gear of nightmare hide armor with leyas boosts such as wall of air, wall of water, or other shield type leyas. The other protection includes that the immutable crewmen are armed with zela weapons, 2 axes and one slingshot with zela bullets. The idea here is not to face them, but to find them, back out, let the light cannonballs do their job and then clean up the rest.


#4

The family would attempt to stop the Og’GulTor, anything that disrupted trade in Drewsport. Mama Rapigog wanted to know why they hated lalder so much. Perhaps if the tribe could air its grievances the UTR could deal with the Og’GulTor without more bloodshed. Babi Yaal would cock his over sized and bent top hat to the side and set out with a group of bodyguards to try and seek with whoever led the raiders.

The Kalok Farytur the families airship would be used for scouting and caravan overwatch but the family would not engage unless the Karovians were attacking civilians. 5 family members on board would keep the shadow walk defense up to deflect energy attacks. The Fraytur would be guided on the ground by the Kolgul Militia sniper team sent to liaise with the family.

Equipment
Babi Yaal
Babi Yaal
Leyas Artificed: Shadow, Earth, Shapeshift, General
Armor: leather armor (Chill shielded)
Weapons: Metal sword, slingshot with monster bolts, deadwood chill bolt pistol
Artifacts: Pirate scabbard, pirate bandana, face piercing cobra strike, fishbone hoops of cat like reflexes, bone bars of bird sight, stud of animal sight, comm crystal, face piercing of insect leap, Yaal and bone necklace of sustain “Rat Skull” Necklace of Uf Magog: Speak with Animals & Speak with Plants, Translate, Read and Change voice at 3 successes. (General, Earth, Shapeshift, 3 succ)

KGM Fireteam (standard) (2)
FS: 5 ATT:2 HP:10
LR: 3(Conscious) (Fire 3, earth 3, shadow 3, general 1)
Leyas Artificed: Shadow, Earth, Shapeshift, General
Armor: Armor fiend vest
Weapons: Scoped Springshot, Magicannon w/ vampiric bayonet, deadwood chill bolt pistol
Artifacts: face piercing cobra strike, fishbone hoop of cat like reflexes, bone bar of bird sight, stud of animal sight, face piercing of insect leap, Yaal and bone necklace of sustain


#5

Ryuk

Ryuk

Jester’s Blade whip
Artificed 4 open slots
Vampyric touch +8
Fire lancet +4

Magicannon (3d8 model)
Artificed 5 open slots
Vampyric Touch +8
instill nightmare +6
fire lancet +5

Raider armour
5 slots
Obscure +6
hide in shadows +6
shadow walk +5

(Gun that can deal with the malverde chemical)

Deaths head helmet
Chill shield +4
leyas sight +4
vampyric touch +4

stone of teleport
teleport +2

stone of healing
mist of healing (hurts undead) (2d6 per use)

(There are many other things that are “on” ryuk, but shouldn’t be necessary)

Ryuk will go after the Og’GulTor

Ryuk will use his eye spy to keep an eye out for movement and alterations to the leyas his keen eyes helping him. The eye spy will stay well above the area to be virtually out of sight.

Ryuk will walk down the middle of the path; screaming for the attackers to come out and play, while watching for movement/tracking information. When he detects movement, he will teleport to behind the location, and shoot (at least one guy ) with said chemical (to learn what it does). If it doesn’t kill quickly enough for the mission he will fall back to the blade whip and magi cannons . When he finds a few good bodies, he will use his magi cannon to instill nightmares inside them and have them attack the others “ambushers”.

Special attack.

Sparcs will be used to prevent death of ryuk (from anyone; given sparc’s personality). This will be done most likely as a strafing run with annihilation breath.


#6

Naeil will sell the Steed of St. Dugari Horse Armor to a collector (Museum of Brez or what-not) or do a favor for the Brusktis in exchange for gasmasks. We’ll wear them. Anyone who shows up on Dock 7 gets enough for their group to use on this mission. Lucky Fate Squad will scout out the area with the strider and report back. Red Bishop Artillery Strider (painted red) will be piloted by Godart (Pilot 3) and gunned by Naeil and another Goblin Gunner. Everyone has stardard gear along with a JJ Health Spider. Backup: We’ll bring 20 Goblin Gunners with .50 Cal Machineguns with under barrel Flamethrowers, a few shotguns, and clubs and brass knuckles (F.S. 6, 2 attacks).

“We’ll attack GulTor’Gor by using the Strider as bait. The rest of the gunners will hang back in cover (if any) and let the bad guys eat .50 bullets at long range, shotgun blast at short range and clubbing in melee range. No dancing. We’re immutables… so we take most leyas attacks on the chin and the strider is immune to EMP. Plus we have plently of ways to jump start it, safely. Lalder’s and Lord Grimaldus’s forces will work with us as best as they see fit. Try to flank them and cover each other. We might find other groups out there. Check to make sure they are freindly or not. As I said, let try to capture these guys alive or dead body intact. Let’s find out who these jerks are!"


#7

Nameless Finality had heard out the cleric. He decided to attempt to deal with the Og’GulTor raiders. He would see about sending out a caravan heading toward the Provisional colonies. He would ride along disguised in a long cloak. Using Spirit Scope, he would watch out for ambushes. When any ambushers appear, he will reveal himself and attempt to capture and defeat all attackers. if necessary, he will kill attacks but he will keep the bodies intact for later revival. all the bodies will be loaded on a necrostrider that will be called in to collect the bodies and take them back to either drewsport or Holys for revival and questioning. He will continue to ride with caravans till the threat is resolved or reduced to low levels.

—OOC—

Nameless Finality — Elite Dead Olgog

standard loadout for a dead olgog, 2 hobtor handaxes, shadow cacoon, Hobtor great axe
special trainings: blessing of the bladed sun, angel of the redeemer, path of the redeemer 2, tough as nails, dead war machine (vir model)
Leyas rating 6, shadow 5.
Psychic: Xoas
Special skills: medicine/healing 2, profession: military officer 2, Pilot strider 2

special: Necrostriders will be used for emergency strafing runs if necessary. other wise they will be only used to transport injured and captured people


#8

Tor’ab planned to work with Lucky Fate Squad’s and (Marguerite) Lord Grimaldus to take on the GulTor’Gor and their undead armies along the Caravan Roads leading towards Rhug Town and Bartsport. Ryuk was at the meeting, but Tor’ab was unsure what he was doing.

Plans:
Tor’ab had two jobs. First was to scout and find a target as the others were doing as well. He would scout from the shadows and if there were any caravans traveling, he would monitor them. He was looking for two things, one the GulTor’Gor and second was something that the fighters could use to locate any enemy forces with the Olgog radar.

His second task was, once any of them found a pocket of undead or the GulTOr’gor themselves, he would flank them.

Attack:
Tor’ab had the Compressed Warwalker Armor Shield and Axe. The combination of both will allow him to quickly destroy any undead while protecting him from any life drain. Additionally he has his ring of Healing to help his allies. Tor’ab would also be looking to strike any leaders with the posionbringer spear from their shadows.

Distraction/Flanking
Tor’ab’s plan was to use Shadow jump and teleport to appear amoung the undead, and utilize his weapons. He would use Halo as a distraction to bring the attention of the enemy to his location. Then he would jump out and attack from another direction.

Call for help/Backup:’
Once Tor’ab found the GulTor’Gor, he would use his comm crystal to call in a Lur Union Fighter strike telling them to target the area around the lit target. Tor’ab would then use Light Aura to direct where they strike.

Tor’ab Abilities and Equipment.
Tor’ab ((Tor’og) LR:5, Heal:3, Light: 3, Shadow:4, Air:3, Earth:4, Fire:3, Water:3, General:2, Shape:3, Summ:1) Adj: (Charisma +1 and Etiquette (Lost Colonies) 4,Temper 4, Melee Strike +2, Rapid Throw +2)
Equipment:
Poisonbringer Dragon Scale Armor (Artificed with Ignore poison), Armorfiend Cloak (+1 str ), Compressed Warwalker Armor Buckler

Fire leap boots, Concealment Stone, Ring of Healing (Cure Disease, Heal Internal Damage, Cure Poison (3 succ)), x4 Res Potion, x4 Healing Potion

Magi Cannon., PoisonBringer Stinger Spear, Axe made of compressed warwalker armor ( 1d8+4 Melee dmg, Half A.R., does No A.R. Dmg to Undead and Warmonger’s Dead. Does x2 dmg to demons. Does No A.R. Dmg to demons. )


#9

Red Bishop Declaire, Inquisitor Beauregard, and Inquisitor Leon Patrotcha deployed from Johnsport with a Steam tank and headed down towards Drewsport upon the request of Squire Marguerite Templeton. They met up with the Lucky Fate Squad and took their positions. They accepted the gift of the Gas Masks from Godart. The Steam Tank piloted by Red Bishop Declaire took a flanking position to Godart’s bright red Strider while Inquisitor Beauregard, and Inquisitor Leon Patrotcha armed with drum fed Grenade Launchers took up supporting positions behind the Lucky Fate Squad’s twenty Goblin Gunners. Squire Marguerite Templeton joined Declaire in the tank as the lookout on top.

When the battle starts and the brave “defenders” of Drewsport engage Demonic Hybrid Declaire give the code word “Red Mist” and will shift his tank into reverse and begin firing armor piercing tank rounds Godart’s Strider while positioning himself to withdraw, firing as many rounds as he can to destroy the strider before withdrawing. At the same time Inquisitor Beauregard, and Inquisitor Leon Patrotcha with begin to saturate the twenty Goblin Gunners’s position with grenade rounds from their launchers.

After Godart’s forces are devastated, Demonic Hybrid Declaire, Squire Marguerite Templeton (whose soul is conveniently missing) Inquisitor Beauregard, and Inquisitor Leon Patrotcha will deploy tear gas and smoke grenades to cover their retreat and withdraw from the battlefield.


#10

Glog was grumpy. He was dressed like a simple traider, his cloak giving off the signs of a shadow artifact. Og’GulTor would hopefully see a easy target, and once they struck a wing of 10 poisonbringers would make a couple passes, filling the. area around with their poison after which Glog would collect the bodies for questioning.
Glog
Stealth 5
Leyas Combat Ranged 5
Hand to Hand 5
Flesh and Spirit dweller training
1 Cloak Shadow cacoon Glogs Ring (Easy Breath 4 Sec, Shadow Walk 3 Sec, Frost Storm 2 Sec, Consum Nightmare 2 Sec.)

Poisonbringer Juvenile Airforce (maximum 2 attack per combat round. Standard Poisonbring stats but F.S. 3)


#11

Sir Mag’Nrs has a strong sense of suty and protection for Unen , a town that took him in and that he was able to call his home. He will have CONTROLLED NIGHTMARES lure out the Og’GulTor Ambushers, so that he can issue a challenge. From a far, Sir Mag"Nrs armed with the Morgothian Vampiric hand and half sword and the Morgothian shield, surrounded the the CONTROLLED DEMONBEAST of his 5 Morgothian followers. “Face me in honorable combat by sword, or else suffer the consequences, die as a tribe of cowards. ( USING ORATORY) If i am overcome, my attack will end and i have have my body and possession bought back my my reinforcements.” If they do not come out, they DEMONBEASTS ATTACk


#12

OOC - Posted late with narrator permission

Vektor gave Tusk the instructions by speaking into his comm crystal. He wasn’t happy about it though, he wanted this mission. Badly. But Urog imposed his will. “Tusk needs to be bred through battle,” said Urog. Vektor wouldn’t disobey this King, but he was starting to grow bitter.

“Take a censor craft and follow the roads from Simonsberg, through Absalom and Hebron, that go from Drewsport to the rest of the council lands. In the desert, the Og’GulTor will ambush you. Before that happens, our allies will poison the air to draw out the gor. Aid in that distraction, protect yourself from the poison, and mop up the gor that come out. Don’t get poisoned. Make Urog proud.” Vektor cut off communication abruptly.

Strategy to draw out attackers:
From the safety of the censorcraft, using birdsight, Tusk surveys the ground below her. Once they get close to where known abushes happen, she summons an earth elemental (on artifact) to walk the roads. It activates Wilderness Camo and activates See tracks. If there are any tracks that approach the road recently, in what looked like an attack, it would follow those tracks. When it moves far enough away from the road, it would activate (spam) Mud Wave towards the general direction of the tracks.

Strategy to assist attack once ambush drawn:
Do not summon Hydra - it’s too obviously a GNA tactic
Await the gassing of the ambushers. If that doesn’t come, the earth elemental (immune to poison) will continue to mudwave and then change earth. That’ll slow them down.
If the earth elemental gets overwhelmed, or doesn’t get to spam effectively enough, change tactic - summon 3 chimeras (immune to poison - on artifact and based on Leyas guide doesn’t require total concentration ) - and have them strafe breath weapons on the enemies. Tusk will then activate Blinding Light on the leader(s), making it harder for them to see and easier to be attacked.

When the herd is thinned out:
Tusk summons a singular chimera mount and swoops into battle, acting as cavalry and preventing any from escaping.

Tusk’s cavalry/back-up:
From the censor-craft, 20 Ur Rhug lie in wait, to para-troop from the censor craft to the ground. They have artifacts of slowfall and summon chimera so they’d jump off the censor craft, summon their mounts which would fly into their path and fly them into battle. They’d each have hobtor spears. Their primary objective is to protect/gather Tusk and make sure their allies don’t get overwhelmed.

End of battle, use censor craft to heal/Tusk’s healing artifact

Statlines/equipment
Tusk - F - (Mag’Ol), LR 6 - Gen lvl 2, Water lvl 3, Summon 3, SS 3, will 6, light 3, +3 HP
Brezan Lance forged by Protodoxa (with shieldbreak 4)
Hobtor axe as secondary weapon
Armorfiend Vest
Cloak of 817 - (2 A.R. Vs Melee & Missile & Chill wt 2, Chill shield (3) +10 A.R. Vs Energy attacks while shield is active, Hide in Shadows (3))
Feather of Kul Gul Rapi (Animal Smell/Hearing, Catlike Reflexes, Animal Sight (3))
Black Scale Ganger mask - protect from gas attacks
Hobyi of the Yagogi: PURIFY AIR, PURIFY WATER, EXTINGUISH FLAME SOOTHING WORD and HEAL WOUND (3)
Artifacts of - summon chimera (3), summon earth elemental (3), summon hydra (3) - just in case, summon sword fiend (3)
drinking katla

Ur Rhug (20)
LR 4, +3HP,
smoking urya
Hobtor spears
nightmare hide armor (4,3,0,3)
artifact of chill shield (3)
artifact of catlike reflexes (3)
artifact of slow fall (3)
artifact of summon chimera (3)
10 have Air 3 (they’d join the fray within the poison cloud by activating easy breathing and giving their 10 buddies give breathing, levitate allies out of trouble)
5 have light (blinding lights on gor before attacking, flashing lights on themselves)
5 have earth 3 (to grove vines, grow spears, and to change earth, because earth elemental did lots of mud waves)