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Author Topic: You are an evil entity (suggestion game)  (Read 115790 times)

Tomcost

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Re: You are an evil entity (suggestion game)
« Reply #570 on: May 22, 2013, 02:51:59 pm »

Interesting...

Let's begin by freeng little traders from the influence of the other guilds. Offer an smaller payment, or something like that. Use that opportunity to gain information.

Also, as we have gold, offer a bribe to someone from the wizard guild (I think that they would be the easiest one to take out). Arrange a meeting and capture the bugger. Then use our new torture devices.

Or another option. Possess a random person from one of the mobs (not the assassin one), then make him pay for the assassination of a member of another mob (not the one the possessed person is from, but neither from the assassin's one). Then enjoy the carnage between the mobs. Divide and conquer, the best way of winning wars.

ArchAIngel

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Re: You are an evil entity (suggestion game)
« Reply #571 on: May 22, 2013, 04:23:32 pm »

The Free Man? Oh shit. We are so fucked if he has the HEV suit, or his crowbar. Or both. We should probably turn the weaker guilds against the Free Mans guild, and when it is weakened from taking out the other guilds, hit it as hard as possible. Like, magical rot nuke hard. And hope and pray that works.

Tomcost

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Re: You are an evil entity (suggestion game)
« Reply #572 on: May 22, 2013, 05:59:13 pm »

I think that if that Free Man never got caught and that stuff, we could create rumors about his nonexistence, thus weakening the internal structure of the organization.

Now that I think about something: the assassin's creed mob will need poisons. That means that we will be able to provide them it with either rot-poison, or the valuable deathrot poison. Then, we will have some allies. probably some that don't mind worshipping our god.

ArchAIngel

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Re: You are an evil entity (suggestion game)
« Reply #573 on: May 22, 2013, 07:48:44 pm »

I think that if that Free Man never got caught and that stuff, we could create rumors about his nonexistence, thus weakening the internal structure of the organization.

Now that I think about something: the assassin's creed mob will need poisons. That means that we will be able to provide them it with either rot-poison, or the valuable deathrot poison. Then, we will have some allies. probably some that don't mind worshipping our god.
Both good ideas. Do it. Assassins are always a good idea. The last thing you never see. Or is that 1st recon? Whatever.

~Neri

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Re: You are an evil entity (suggestion game)
« Reply #574 on: May 23, 2013, 09:16:49 pm »

Lets ally with ALL THE CRIME FAMILIES! WHY SETTLE FOR JUST ONE?! Lets also mess with the count though, paranoia is easy to manipulate.
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wer6

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Re: You are an evil entity (suggestion game)
« Reply #575 on: May 24, 2013, 05:06:21 am »

Lets ally with ALL THE CRIME FAMILIES! WHY SETTLE FOR JUST ONE?! Lets also mess with the count though, paranoia is easy to manipulate.
If we ally with all of them, what happens if one of them is at war with another? what happens if said family asks to kill the other family?

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RAM

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Re: You are an evil entity (suggestion game)
« Reply #576 on: May 24, 2013, 06:19:03 am »

I would assume that we play them off against each other, blame it on a third party, and then betray everyone. But I am still against allying with everyone, just, meh, not in the mood...
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Demdemeh

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Re: You are an evil entity (suggestion game)
« Reply #577 on: May 24, 2013, 09:18:00 am »

The biggest direct threat to our continued existence on this plane is probably the wizard guild. So we need to work on corrupting it to our ends. Additionally, see what we can do about capitalizing on the guard captain's shame regarding the priestess.
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Tomcost

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Re: You are an evil entity (suggestion game)
« Reply #578 on: May 24, 2013, 09:19:39 am »

I want to point out that the second in command is still marked, so it would be beneficial to kill the general.

Demdemeh

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Re: You are an evil entity (suggestion game)
« Reply #579 on: May 24, 2013, 09:20:06 am »

Or possess him again.
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Eotyrannus

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Re: You are an evil entity (suggestion game)
« Reply #580 on: May 24, 2013, 09:49:26 am »

Or possess him again.
We nearly died in that fight. We only won because we got lucky. Let's not chance it.
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Demdemeh

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Re: You are an evil entity (suggestion game)
« Reply #581 on: May 24, 2013, 09:50:02 am »

True.
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GreatWyrmGold

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Re: You are an evil entity (suggestion game)
« Reply #582 on: May 24, 2013, 05:10:39 pm »

I would assume that we play them off against each other, blame it on a third party, and then betray everyone. But I am still against allying with everyone, just, meh, not in the mood...
We could, however, do some business with each so we're in pretty good standing with all. That keeps them off our backs and gives us a bit of leverage.
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griffinpup

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Re: You are an evil entity (suggestion game)
« Reply #583 on: May 24, 2013, 10:52:55 pm »

I would assume that we play them off against each other, blame it on a third party, and then betray everyone. But I am still against allying with everyone, just, meh, not in the mood...
We could, however, do some business with each so we're in pretty good standing with all. That keeps them off our backs and gives us a bit of leverage.
+1
Keeping good relations with all the guilds seems like a good idea.  I think we could sew discord (subtly)  through all the guilds, and benefit from it while remaining on good relations with all of them.
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Kitten Snot

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Re: You are an evil entity (suggestion game)
« Reply #584 on: May 25, 2013, 04:30:55 pm »

The spread through the city was not met without resistance.
The entire city was glad the avatar's gone, and many of his surviving minions went over to whatever mob was willing to take them. Some just wander the street in a drunken haze and a scarce few started up their own little gang, planning on regaining the avatar's power. Those are fun to murder, I bet. Shopwise, however, it seems that they are left alone entirely by the mobs, as they need business to stay afloat, and the mobs need the shops to keep themselves supplied. This is almost certainly exclusive to this town, though, as the mobs are not hostile to each-other. Your offer to protect them for a smaller fee was met with laughter, and the cultist who tried to bargain had to stab somebody while leaving the city. You can't figure who the person was that ordered the hit, as it was a private contractor.

Now, the avatar's mob may be gone, but that doesn't mean the rest is waiting for someone to fill that up. You got a message in the form of a note planted with a dagger on a common meeting spot. It just warned you to not build another mob, or fear the consequences. You disregarded that, and fell in good graces with the assassin guild by selling your different poisons. Deathrot isn't quite finished yet, but a rotting plant of any kind can lead to a poison capable of making someone sick. Often-times, that's enough.
Also of note is that your attempt to star the rumor of the non-existance of the Free Man quickly led to failure, because even if the Free man isn't real, the men working for him definitely aren't.
So, when you entered the avatar's old place and took it as a base of operations, you were met with little resistance. Some squatters, and one leader who belonged with the magic mobsters. He threw a fireball or two, but is cut down after a single arrow. After gathering up some bows, old soldiers, guards, thugs and anyone willing in your cult decided to go training with those bows. Most of them aren't good at hitting anything at all all, but the arrows don't need much in the way of sharpening.
Your rot does enough. So they are not high-quality, but the mushrooms and some-such do a marvelous job of finishing something off. So they are very, very cheap to make.

Your handling in poisons continue for a month without issue (WE DID THE TIMEWARP, NOT-AGAIN... CUZ IT'S DA FIRST TIME!).
Your deathrot is finally finished, and is selling like hot-cakes to all guilds. But the most notable thing in this last week is the fact that there's a dwarven trade caravan in the city. They are currently living in the marketplace, and are selling some truly amazing stuff. A few artifacts, even! Alright, it's legendary spîky mug, a silver toy hammer, and one sword with a metal base, but seemingly made out of gems and a golden handle. Still, those things go a long way, and the sword could kill an ogre. They also sell some interesting plants, such as hellblossom, which can make a poison that sets the target aflame after a short while if mixed just right. All in all, if you want it, it's likely that they have something that comes close to it.

Finally, your business with the guilds has attracted some people. Only some were willing to take official part of the cult, but are content with the lower-class position of worker. You give them a small share of the profits, in order to keep them in line. Either way, you still gain 10 cultists.
Your standing with the guilds are as follows: the assassins are happy with you, the Free Man seems to be ignoring you and the wizard guild seems to be interested in a joining of forces, if you believe the rumors. Of course, they may just be paying people to spread that around to lower your guard.
If there's one thing mortals are admittedly good at, it's being sneaky and underhanded. The few humans that can play the game better then a god oftentimes replace that very same god.
Needless to say, an ascension has only happened twice in the long, long history of this realm.

In order to leave off somewhere, you were in your tower, marking the newest members and doing your Dark Slaughter of Putribillus' offering (which is to say, you slaughter a goat for your cultists, but with more drama then needed, sort of like the Romans did) in order for your cultists to feed when the fastest goblin in the tribe slammed the door open and yelled the tribe was under attack.
What do you do with that? and if you go help, please give a plan of who to take along.

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