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Author Topic: Divinity. - Dreams Invaded: 2  (Read 58319 times)

zomara0292

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Re: Divinity. - Lvantha Talaoia has entered the world!
« Reply #45 on: February 04, 2012, 04:35:17 pm »

We're supposed to be GOOD, lets tell the TRUTH: that we're just a minor emissary of [deity] and do not yet have the power to do so!
Dude we are ten times as strong as a man, and as mighty intellectually as high-class wizard.
Unless the wizard who is razing farm villages for shits and giggles is an archmage decked out in plate armour with a silver sword, there is no way we couldn't take him out.
Or if the RNG loves him and Hates us.
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I hear a piranha is good eating.  I have a spear; I'll be fine!
The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

Armok

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Re: Divinity. - Lvantha Talaoia has entered the world!
« Reply #46 on: February 04, 2012, 04:59:07 pm »

In that case: > "... Good point, seya!" *heads out and does that!*
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

Iituem

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Re: Divinity. - Lvantha Talaoia has entered the world!
« Reply #47 on: February 04, 2012, 10:12:44 pm »


You tell the crowd that before you can cleanse the evil without, you must test the faith of those within.  You promise to bless their weapons and themselves, once they have re-established their faith by prayer.  Noting the scepticism of some, you gesture to the doubtful speaker of the group.  Your brilliant wings morph into glimmering tendrils, one of which strikes the doubter hard in the chest.  He lets out a piercing scream and several reach for their weapons, but the change wrought upon him is immediate.

His hair turns from a muddy brown to a brilliant white, his eyes grey like your own.  The scars and wounds upon him slough off like wet tissue, revealing firm muscles beneath.  Finally, the back of his tunic tears as six gleaming white tendrils burst out, waving in the air.  The tendrils are ethereal, composed entirely of light, and when you retract your own tendril they fade.  Six white curled scars remain on the man's back.

That does the trick.  The crowd fall to their knees almost as one (some already on their knees go fully prostrate) and begin chanting prayers and singing ragged half-remembered hymns to you.  It's all rather cacophonous, but you feel the resurgence of their faith flow through your veins like fresh blood.  A good thing too, as changing their leader took a lot out of you.

The changed man has greater strength and agility than his fellows, a sterner constitution and resistance to non-demonic poisons.  His tentacles, which he can summon at will, are not able to physically manipulate the world, but will destroy physical evil that they touch - collapsing undead, undoing weak evil wards and so on.  They are also visually rather impressive, of course.

The villagers finish their fervent prayers and arm themselves with their motley weapon collection.  They look at you with hope tinged with fear, but it is significantly more hope than before.  The changed doubter, who you nominate to lead them, informs you of what they know of the necromancer outside.  He came to their cluster of villages a week ago, claiming to have slain Sir Townsend (their nominal protector) and demanding tithes of wealth and fresh bodies, along with the contents of this chapel.  The villagers laughed at him, so he returned with twelve soldiers and started kidnapping and killing travellers.  Soon he launched a full raid on one of the villages with his men and with the reanimated corpses of the kidnapped.  As far as the man knows, the necromancer cannot simply raise the dead mid-battle, but he has taken three villages in five days and so must be able to raise them at least overnight.

Now you need to decide how to proceed.  Permanently changing the doubter took a lot out of you, but you could manage short lasting boons on a wider scale.  If you bless the villagers and consecrate their weapons, it will take a little out of you but give them protection and able to deal better damage against the undead.  They will be as vulnerable as usual to the mortal soldiers.  You could give them a stronger blessing with the same effects but on a much greater scale, but that will cost you.  You could give them all a boon to their strength and speed - small individually but piling up to considerable effect.  This would give them an edge against dead and soldiers alike, but seriously cost you.  You could give both blessings at severe cost to yourself but greatly improving the odds of winning the battle.

Or you can give them no blessing and pretend you did.  The villagers will fare as expected, but you personally will have all your strength when it comes to fighting the necromancer and his minions.  Will you:

- Bless the villagers and consecrate their weapons.  (light cost)
- Strongly bless and consecrate. (moderate cost)
- Empower the villagers. (heavy cost)
- Bless and empower the villagers. (very heavy cost)
- Fake the blessing. (no cost)

You will also need a plan of attack or suggestions for further actions to take before hitting the wizard's camp.

Optional: Name the transformed leader, and name what we have changed him into.


Quote
Name: Lvantha Talaoia
Strength: 10 manpower (-2 Mutation, +2 Prayer Boost)
Mind: 10 menminds (-2 Mutation, +2 Prayer Boost)

Followers: 1 unnamed mutant.
32 peasants.

Slaves: 0 (Unwilling mortals - Criminals, prisoners or those whose souls have been burned clean and left all but mindless.)
Servants: 0 (Beings under your command - be they mutated mortals or lesser angels.)
« Last Edit: February 07, 2012, 06:34:07 pm by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

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mcclay

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Re: Divinity. - Lvantha Talaoia has entered the world!
« Reply #48 on: February 04, 2012, 10:31:12 pm »

The medium cost option.
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NUKE9.13

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Re: Divinity. - Lvantha Talaoia has entered the world!
« Reply #49 on: February 04, 2012, 10:33:13 pm »

Quote
- Bless the villagers and consecrate their weapons.  (light cost)
Command the villagers to charge the enemy, whilst you sneak around from behind to slay the no-doubt cowardly necromancer. Then grab a weapon off the ground for the measly boost it will give to your Physical Might and slay the rest of the undead. Any surviving soldiers will be taken prisoner.

Quote
Optional: Name the transformed leader, and name what we have changed him into.
His name shall be John, and he shall be the first of your Luxpanapi. (One Luxpanap, two Luxpanapi)
With his tendrils of light he shall inspire the villagers to bravery and frighten the enemy.
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zomara0292

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Re: Divinity. - Lvantha Talaoia has entered the world!
« Reply #50 on: February 04, 2012, 10:44:09 pm »

Quote
- Bless the villagers and consecrate their weapons.  (light cost)
Command the villagers to charge the enemy, whilst you sneak around from behind to slay the no-doubt cowardly necromancer. Then grab a weapon off the ground for the measly boost it will give to your Physical Might and slay the rest of the undead. Any surviving soldiers will be taken prisoner.

Quote
Optional: Name the transformed leader, and name what we have changed him into.
His name shall be John, and he shall be the first of your Luxpanapi. (One Luxpanap, two Luxpanapi)
With his tendrils of light he shall inspire the villagers to bravery and frighten the enemy.

I agree with this. But, instead of a full frontal attack, do a fake ambush/ambush. Have a medium size group fake an ambush lead by John while you and twelve lucky followers attack the necromancer. Do your best to take him as prisoner too, but pull no punches. if he can take the onslaught, he will be given to you as a sacrifice. Have the fake ambush team take prisoners. They will become slaves in due time.
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I hear a piranha is good eating.  I have a spear; I'll be fine!
The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

Iituem

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Re: Divinity. - Lvantha Talaoia has entered the world!
« Reply #51 on: February 05, 2012, 01:07:50 pm »


You spend an hour consecrating each of the villagers' weapons and blessing them, expending a small amount of your essence to do so.  You command John and twenty of the militia to open the gates and mount a full frontal attack on the camp whilst you and twelve more sneak up from behind.  With a fairly minor display of your angelic powers, you force part of the palisade aside, creating a narrow gap through which you and your followers crawl.  You seal the gap again afterward.

Just before you join battle, you feel a wave of sickness pass through you, as if some distant emanation of evil had reached you across a thousand leagues of space.  Just as briefly as it arrives it is gone, with no clue as to how it came or where it came from.

After a few minutes to let you get into position, your frontal assault group sneak toward the camp.  They manage to get to the pile of bodies before one of the soldiers spots them and shotus an alarm.  Immediately men rush out of the camp, weapons in hand and wearing leather armour and grey underclothes.  One of them, in studded leather with steel greaves and bracers and a steel helmet, emerges from his tent and raises a fist to the air, chanting strange words.  The bodies in the pile immediately lurch to their feet.

The peasants, untrained as they are, fall into a tactic of kiting their enemy.  They hit the shambling zombies with their long scythes and pitchforks, then pull back a little.  In this way they bring their full force against only half the enemy.  They slowly whittle down the zombie numbers, tearing limbs and hands away with billhooks and cleavers strapped to poles.  John strides into battle with a woodcutter's axe in hand, scything his tentacles through the undead horde - where they pass, arms go limb and corpses crumble.

The soldiers and their leader quickly form up, maces in hand, and run around the fight, clearly intending to flank the peasants.  You and your dozen leap out of hiding, intercepting them as they pass you.  Being trained soldiers rather than the undisciplined mass you command, the troop quickly deploy into a line to bring the full brunt of their force down upon you.  You fight furiously, peasants stabbing wildly at their opponents whilst you lop off arms with an axe and tear bodies in twain with your
tendrils.  The soldiers break arms and ribs with their maces whilst the necromancer shoots bolts of pure shadow - all of which miss you by inches.  When the initial rage passes you find that only three of the soldiers are alive, the necromancer captain included.  Your own men are miraculously alive, if battered and injured.

You demand the unconditional surrender of the survivors.  They hastily comply and the necromancer commands his forces to stop.  The zombies halt their shambling instantly.  Rather than continue hacking apart the bodies of your friends, the peasants pile the corpses together and light a pyre.  You deliver last rites accordingly.


Now to deal with the three captives.  You could be merciful and let them go without their weapons.  You could offer them the chance to repent and join you.  You could keep them prisoner.  You could force them into slavery to pay for their misdeeds.  You could break their minds and force them into slavery as shambling wrecks.  You could execute them.  Or if you wanted to be especially vengeful you could burn the very souls out of them, turning their bodies to ash and giving yourself a rather tasty meal.

Victory celebrations are soon held, along with prayers and hymns.  You face an interesting dilemma - although you have claimed to be a servant of the gods, the peasants are mostly worshipping you right now.  You could selflessly tell them that the gods are the ones they should thank.  They will dedicate the temple back to the gods once more.  In the event of further attack, they will be able to bless weapons as you did today and even ward their walls against evil influence, for the gods do answer the calls of the faithful in a rather minor way.

Or you could tell them to worship you, and you alone.  They would not gain the benefits of divine assistance but the power of their faith would go straight to you, empowering you to do greater deeds.  The latter option will certainly give you more power in the short term, but only time will tell if such actions might earn the ire of the legendarily apathetic gods.  If you take this option, you may wish to define them as a cult with a given level of organisation.

Finally, you ask if any might be willing to travel with you in the future.  John immediately agrees, but of the 32 survivors only 5 are willing to give up their lives here to wander with you.  This is quite understandable - the necromancer killed over a hundred people in his rampage and scattered probably a couple of hundred more.  The survivors will need to search for friends and relatives and try to get the farms back in order.  In addition, the village will be able to provide resources for your efforts whenever the time comes for you to request them - they offer them up as a willing tithe.

What will you do?


Quote
Name: Lvantha Talaoia
Strength: 11 manpower (+2 Smiting Evil!)
Mind: 11 menminds (+2 Smiting Evil!)

Followers: 1 luxpanap (John)
5 peasants

Slaves: 1 imprisoned necromancer
2 imprisoned macemen

Servants: 0 (Beings under your command - be they mutated mortals or lesser angels.)

Holdings:
1 village (1 Resource)

Quote from: Stats
Peasant: 1 Str, 1 Mind.  1 hp, 6 morale, 1 mobility.
Luxpanap: 3 Str, 2 Mind.  2 hp, 12 morale, 1 mobility.  +3 Str vs demons/undead.
Maceman: 3 Str, 1 Mind.  1hp, 10 morale, 1 mobility.
Zombie: 1 Str, 0 Mind.  1 hp, non-morale, 0 mobility.  Undead fight to the death, but at half strength without a clear power source.




A fun note about the concept of faith in this game.  Faith is not simply the belief in the gods' existence (or yours!).  That the gods exist is never questioned.  Faith is belief in the power you or the gods control.  Whilst the gods are known to be all-powerful, the degree to which they actually give a damn about mortals is more important.

As physical incarnations, demons and angels command more potent faith than the distant, apathetic gods.  Of course, in time all faith dwindles to mere ritual, but your physical presence certainly helps.

And dear gods, your rolls were lucky.  You took out 5 zombies on the first shot, but you actually beat 2:1 odds and took out 10 of the soldiers (and wounded the necromancer) right off the bat.  No casualties, whereas I was expecting serious resistance.
« Last Edit: February 07, 2012, 06:34:40 pm by Iituem »
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

mcclay

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Re: Divinity. - Getting our smite on.
« Reply #52 on: February 05, 2012, 01:13:05 pm »

We should turn our peosiners into whatever John is. We should hve the villagers worship the gods.
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Knave

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Re: Divinity. - Necromancers Deposed: One.
« Reply #53 on: February 05, 2012, 01:29:04 pm »

(Yay, the RNG look favourably on us!)

I agree that the villagers should be told to worship the gods. No sense in pissing them off... yet? :P

As for the prisoners we should give them all a chance to repent.

If the Necromancer repents honestly he should be given a quick death in the name of the gods. If he refuses I would go for the vengeful path and eat his soul.

If the other guards repent, they may join the group. Otherwise execute them in the name of the gods.
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Armok

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Re: Divinity. - Necromancers Deposed: One.
« Reply #54 on: February 05, 2012, 03:01:16 pm »

What Knave said.
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So says Armok, God of blood.
Sszsszssoo...
Sszsszssaaayysss...
III...

filiusenox

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Re: Divinity. - Necromancers Deposed: One.
« Reply #55 on: February 05, 2012, 03:04:19 pm »

Eat their souls!
Come on, lets be a divine of Punishment and Judgement
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zomara0292

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Re: Divinity. - Necromancers Deposed: One.
« Reply #56 on: February 05, 2012, 03:46:41 pm »

(Yay, the RNG look favourably on us!)

I agree that the villagers should be told to worship the gods. No sense in pissing them off... yet? :P

As for the prisoners we should give them all a chance to repent.

If the Necromancer repents honestly he should be given a quick death in the name of the gods. If he refuses I would go for the vengeful path and eat his soul.

If the other guards repent, they may join the group. Otherwise execute them in the name of the gods.
Agreed, but this is how I think it should play out:
Have all three prisoners stand before you and the crowd. Tell the crowd that, though it was you that saved them, it was the Gods that sent you. If not for the Gods sending you, they would have not been saved. Then announce that the two macemen will decide the necromancers fate. If the maceman agree to follow you, so shall the necromancer. He will produce you with an undead army for the rest of his life, as punishment for his crimes. If they chose not to follow you, they must stay and help the village for the rest of their lives. The necromancer, though, will be consumed on the spot of that answer. If they stay, imbue them with a mark, noting that they were spared, but warn them that the mark will kill them if they move too far from the village (lets say 10 miles to give them trading room). If there is conflict, then the one who agrees to come with you may come, the one to stay, stay. The necromancer's powers and knowledge should be transfered over to the one who wishes to go with you and the necromancer turned into a cloak, shield, and mace for the one who stays, on the condition that he becomes the towns eternal protector (then the mark bit, but the condition is that, if he turns against the town or does not come to its aid, you will come and consume his soul and flesh.). Once that is done, make a symbol that can be used to alert you in time that the village is in danger, again. I think that might leave the necromancers soul free to do whatever you want with. ((nomnomnom))
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I hear a piranha is good eating.  I have a spear; I'll be fine!
The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

kaian-a-coel

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Re: Divinity. - Necromancers Deposed: One.
« Reply #57 on: February 05, 2012, 04:17:11 pm »

(Yay, the RNG look favourably on us!)

I agree that the villagers should be told to worship the gods. No sense in pissing them off... yet? :P

As for the prisoners we should give them all a chance to repent.

If the Necromancer repents honestly he should be given a quick death in the name of the gods. If he refuses I would go for the vengeful path and eat his soul.

If the other guards repent, they may join the group. Otherwise execute them in the name of the gods.
This, and nothing more. I disagree with you, zomara.
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zomara0292

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Re: Divinity. - Necromancers Deposed: One.
« Reply #58 on: February 05, 2012, 04:21:36 pm »

Thats fine. I just wanted to try and leave certain doors. . . . . open, if you will.
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I hear a piranha is good eating.  I have a spear; I'll be fine!
The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

Ukrainian Ranger

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Re: Divinity. - Necromancers Deposed: One.
« Reply #59 on: February 05, 2012, 04:24:24 pm »

Eat their souls!
Come on, lets be a divine of Punishment and Judgement

This, they deserved it
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