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vivala2024-07-09 08:47 pm
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MISSION #01: SAND AND IRON - EXECUTION LOG

MISSION#01: SAND AND IRON EXECUTION LOG
With carefully laid plans firmly in place, the Crimson Corsairs mobilize to carry out the operation. While those skilled in diplomacy and entertainment gather in Elysium to put on a show to remember, a small fleet breaks off from Flotsam, setting course for the fallen continent of Hesaeth.
In Elysium, the night begins early, with a lavish dinner at sunset followed by entertainments that will not end until the sun once again rises in the sky. For the battle-hardened Corsairs, their night starts far later. The ships approach the shore quietly and landing boats are deployed to bring the strikeforce to the beach. It is nearly 2 AM when the order to attack is made.
Be it in the chaos of revelry or the chaos of battle, all Corsairs have a part to play. After tonight, old gods willing, this mine and all the treasures that lay within it shall be ours.
The following missions have been registered for completion. For a character to count as having participated, they must have a minimum of 3 comments in the mission thread. Characters may participate in a single mission in a single region.
NEGOTIATORS
Entertainment: While the attack is taking place, Negotiators must keep the officers occupied. This can be done any number of ways, from strong drink to performance to conversation. Above all else, the officers must be kept happy and unaware at all cost.
Conflicts: The officers of the Empire are difficult customers. They are demanding, they don’t like to be told no, and they expect their every whim, no matter how outlandish, to be catered to with absolute perfection. When mixed with strong drink, many will forget they never demanded something and still expect it to be done.
Requirements: To participate in this mission, your thread header should read ENTERTAINMENT. At least 4 characters will need to participate in this mission among all mission threads to make this a success.
Region: Elysium
Service: While not as prominent, servers in Elysium are also necessary to keep things running smoothly. Service staff will be the ones serving the food and drink, waiting on the visiting officers, and cleaning up any messes, spills or suspicious fluids that may be found during the party.
Conflicts: While Entertainers can occasionally command some modicum of respect due to their talents, Service workers are seen as truly the lowest of the low by the Imperial officers. Servers must be talented and hearty, as they will often suffer great abuse at the hands of the officers, possibly even escalating to physical violence.
Requirements: To participate in this mission, your thread header should read SERVICE. At least 2 characters will need to participate in this mission among all mission threads to make this a success.
Region: Elysium
COMBATANTS
Prisoner Liberation: Combatants will need to reach and free the prisoners. This includes subduing any guards in the area and ensuring their protection.
Conflict: Even with the officers out, patrols are generally still occurring and the prisoners remain under heavy guard. Not only that, the guards will not hesitate to slaughter the prisoners if they feel they are in danger of being liberated. Guards are individually weak but carry rifles and sabers.
Requirements: To participate in this mission, your thread header should read PRISONER LIBERATION. At least 2 characters will need to participate in either of these missions to make this a success.
Region: Hesaeth
Subdue Guards: The core combat team will need to sweep the camp and clear out as many soldiers as possible. This will be where a majority of the fighting will take place.
Conflict: Even with the officers gone, the camp is still heavily guarded. Most notably, there are 2 active Armors, one Schwertz and one Lanze in addition to their standard soldiers, who all carry rifles and sabers.
Requirements: To participate in this mission, your thread header should read either SUBDUE GUARDS. At least 4 characters will need to participate in either of these missions to make this a success.
Region: Hesaeth
Escape Route: Some combatants will need to guard the fleet and keep the route open so the prisoners can be evacuated.
Conflict: Guards will attempt to rush the ships and scuttle them with their remaining Schwert armor, as well as a number of standard guards wielding rifles and sabers.
Requirements: To participate in this mission, your thread header should read ESCAPE ROUTE. At least 2 characters will need to participate in either of these missions to make this a success.
Region: Hesaeth
Players will generally have free reign to narrate the event’s occurrences as they wish. For the Execution phase, please refer to the Conflict descriptor to get an idea of the kind of narrative difficulties you will encounter and feel free to make use of them as much or as little as you like to make the thread interesting.
Characters are free to use single large threads or multiple smaller threads to meet the character threshold at the player’s discretion.
If you wish to deploy a Gambit during your mission, in the subject line of the reply you’re using the Gambit in type GAMBIT: [NAME OF GAMBIT]. Using Gambits isn’t required for the success of a thread, but doing so will be taken into account when we factor out the successes and failures of the mission.
Available Gambits:
Hamper Reinforcements: The Crimson Corsairs recovered communications from the prison camp, and can use the knowledge to cut the flow of reinforcements.
code credit
SUBDUE GUARDS - Id, Kainé
Silently, he crawls up the side of the wall, one handhold at a time. Pauses, just before the top - where the guard stalking across can't see him. He waits, until the guard moves past. Only then does he hop up onto the wall, still crouched low - and promptly pushes the guard off the side.
Watch out Id, there's a rather surprised Imperial Guard who's about to land at your feet.
no subject
The guard and Id exchange a stare of equal yet contrasting bewilderment, after which Id clocks him upside the head to knock him unconscious. It'll land the guard with one hell of a headache when he comes to, but in the meantime, he obligingly ragdolls against the ground.
"You made that look too easy," Id mutters with a shake of his head, the comment doubtless lost to Link, but he can't go giving away their position now. There's nothing for it but to follow Link's lead, so that's precisely what he does.
no subject
See Link? She's capable of being quiet. Oh, and Id, remember that black number you helped her pick out? Yeah, that and a pair of two inch heels is her battle garb.
A pair of jagged looking twinswords materialize in her hands and she allows Link and Id to take point and middle while she takes up the rear.
no subject
At this point, with the guard on this section of wall taken out, they're relatively safe from discovery - for now. Staying crouched down and out of sight from any guards on the ground, Link moves to get a good look at the inside of the camp.
A number of buildings are laid about the camp, in the standard layout so often favoured by the military. At the far side from them is where they know the prisoners will be - but they aren't here to deal with that.
The small troupe of five guards though, marching down the path to the right of their position - those are their problem. Further in the camp and to the left, mostly hidden by the buildings, is something else they'll have to deal with - an Armour, flanked by two soldiers.
Gesturing to the others, Link points out the locations of both groups.
no subject
From their position, it would be a simple matter to get the drop on the guards once they pass below... But Id has another thought. When they have two targets to see to, kicking the hornet's nest prematurely could land them in a more chaotic skirmish than necessary.
This'd be fine, if not for the prisoners others will need to get to.
So, Id jerks his his thumb toward a storehouse nearby that the patrol will inevitably pass. The wall they're on adjoins its roof, and the trapdoor there would let them inside. "We can lure them in there," he suggests, low voice hushed so as not to give away their current position.
no subject
Quietly she creeps along the wall and onto the roof after the other two, dropping down inside once they reach the trap door.
no subject
However, while he gestures for the other two to head inside the trap-door, Link stays up top. "I'll cover," he whispers, as he draws his bow. He's learned all too well that height almost always an advantage. He can always drop down, if need be.
And - crouched down on the roof, keeping an eye on the approaching group of guards - Link will be able to let the others know when they're getting near.
no subject
He takes a moment to survey their surroundings, squinting into the dark. Once he spots a helm nearby, he plucks it from a pile of equipment, giving it an experimental toss and catching it. Hm. "This'll do," he murmurs. They can roll this right out the door to lure the guards inside, once they draw near enough.
Between the three of them, this should be straightforward.
no subject
Moving to one side of the door, she waits for Id to do the thing.
no subject
Link peers into the trapdoor, making sure to catch either Id or Kainé's eye. Once he does so, he jerks his head towards the guards.
Time for Id to put his plan into action.
no subject
Predictably, they halt and start talking animatedly amongst themselves. One points toward the door, observing that it's slightly ajar, and the others nod along. Sure enough, they start toward the storehouse, exchanging speculations among themselves. Making wagers, on top of it all.
Id waits, but rather than draw his weapon, it seems he intends to use his fists.
no subject
She dismisses her own swords and takes cover, waiting until they've all entered the storehouse
A swift kick to the head of the last guard to enter downs them, knocking them out cold and then the storehouse bursts into a flurry of commotion; Kainé taking on a pair of guards on her own in hand to hand combat.
One of them jeers, making innuendos and she doesn't hesitate to make that an impossibility with a shot to the groin. Glancing over her shoulder, Kainé tries to see how Id is faring, and if Link has entered the fray.
no subject
One guard is already out, two more fighting with Kaine, and one more making a lunge towards Id. But the fifth guard has remained outside. And they can't afford for them to make a call for help, or run for reinforcements.
So Link leaps off the side of the building, bow drawn - and everything around him seems to slow. As long as he remains suspended in mid-air, he can fire off arrows impossible fast. In the space of a few seconds, he fires four arrows into one leg and five in the other. The guard makes out a strangled yelp, staring down at their legs in horror.
Then Link's feet hit the ground - and before the guard can react, kicks them in through the door. He follows them inside, closing the door behind him.
Now they're all in here. And no one's calling for backup.
no subject
Kainé and Link had made such swift work of the others that when he looks up, the scuffle's practically over. Still, it's only polite to ask Kainé, "You want a hand with those two?"
He highly doubts she needs it, considering how quickly she'd dropped one guard already, and one of the remaining guards is doubled over in pain.
no subject
Not that she needed any help, the offer met with a simple tch as she kicks the guard into the wall.
As the last soldier's body hits the floor with a thud, Kainé looks to her companions and puts a hand on her hip.
"So. What now?"
Slit their throats! Kya ha ha! You know you wanna...
"Look whose awake." Kainé groans when the Shade makes himself known. "The quiet was nice while it lasted..."
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"...The Armour," Link says. The very big Armour, which wasn't going to be nearly so easy to put down.