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Author Topic: You are an evil entity (suggestion game)  (Read 115696 times)

griffinpup

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Re: You are an evil entity (suggestion game)
« Reply #675 on: June 05, 2013, 09:03:58 am »

Let's just get the death-rot pipe-line established and build up a stockpile inside the city before we start selling it. I should like to send some cultists to get into contact with the local farmers and try to get some of them on-side to train and assist the goblins, who should start fencing off some flat, fertile land for fields and build roads to it. Ideally the goblins will avoid slaughtering any farmsteads while doing so. I would hope that farmers have been avoiding goblin lands.
 I want to talk to the necromancer about their craft. We should know what sort of maintenance costs are involved in undead, what their capacities are, how they fail(What happens if their tolerances fail, for example, if we end up with more of them than we can maintain.), what the difference between an adept and novice necromancer is, and how easy it is to acquire new necromancers.
 I would also like to send a couple of cultists into town with some coin and have them evaluate the local tradesmen to see who is likely to be willing to work with us and where the good deals are. If they pose as adventurers then they should be able to purchase most of the commodities that we are interested in without appearing too suspicious.
 That seems to be spreading out forces out thin enough, perhaps sending out some goblins to scout the surrounds would be good though, it would be nice to know if there are any useful cave-systems about or if there is anyone living nearby. And try to get a run-down on goblin needs, are they carnivorous? Do they operate poorly at night? Can they work their own smithies?
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gman8181

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Re: You are an evil entity (suggestion game)
« Reply #676 on: June 05, 2013, 09:07:33 am »

They don't scrub out, and insist they don't wish to set the world on fire.

I don't want to set the world on fiiiiiiiire, I just want to start a flame in your... uhhh yeah RAM's idea sounds good.

Tomcost:  Yes, I'm sure we can although I'm not sure why we didn't just do that when the priest was confused about who we are.
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Tomcost

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Re: You are an evil entity (suggestion game)
« Reply #677 on: June 05, 2013, 09:22:46 am »

They don't scrub out, and insist they don't wish to set the world on fire.
I'm not sure why we didn't just do that when the priest was confused about who we are.
Now that I think about that, I think I know that answer:
Spoiler (click to show/hide)

Kitten Snot

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Re: You are an evil entity (suggestion game)
« Reply #678 on: June 06, 2013, 01:23:23 pm »

You start getting more information on pretty much everything, and keep a watchful eye near the village for about a week. When you presented your plans to the goblins, you were met with some confusion, but understood the need for it quickly enough. Making roads is difficult without a good source for stone, however, and goblins are lousy miners. Aquiring fertile land is easy enough, as most farmers don't come close to goblins, and the soldiers find it unneeded to attack the goblins as they keep to themselves, and only prey on dumb daravans that get too close and do not heed warnings. Soy the farm-land is easy to pull up, and the goblins work on putting seeds in the ground.
The nearby farmers are willing to give some bits of land to goblins, but only after you gave them some guards, just in case. They won't go near the goblins themselves.

Unfortunately, they are very haphasard with their seeds, so you can't go about expecting them to have pretty rows of vegetables. At least they keep the specfic plants  together. As for goblin works, they are like any other race. They can't work quite as well at night as during the day, though they have low-light vision. The smiths, however, are quite special. Being a race not bound by the weapon laws, they are willing to do things most races would find horrid, such as a swallowing sword, which is basically a sharp clamp they slowly gains in power the longer it's attached, untill it bites through the victim. It kills slowly, and is often not even sharp, though deep spikes are added on the top and bottom. They also have their shamans enchant them in some mean ways. It also helps them getting food, seeing how they mostly operate on meat, but can live berries and other such stuff.
However, they have to make do with crap materials, because they are really cruddy miners. Something about a species-wide paranoia for dwarves.

Moving to your cult's establishment in the city, however, and you find that most apothecaries are more then willin got trade with you, as they can create anti-poisons from your poison. Most other shopkeepers however, have no interest. Many try to keep their shop free from the mob, to prevent caravans and customers from being scared away.(on a sidenote, the shops are willing to sell to you without issue) The rest already has a relationship with a guild, and have on wish to squander it. Speaking of the guilds, you finally managed to convince the assassins to talk to you.
Your proposition for a failed assassination attempt is met with much doubt, as the blame will be directly put on their shoulders. They are willing if they can leave a calling card of a third party. If you find one, you have free reign, if you give them Four-thousand coins. (High-profile assassination attempts are not cheap.)

Finally, you gather info about your cult. Specifically, the necromancer and his abilities. The explanation is simple enough, as the necromancer is very new at this.
From what he can gather, few wizards wish to become necromancers, as the dark energies can feel pretty terrible to most. Tribal-born as he is, he doesn't mind it much. He can only keep a limited amount of zombies alive, right now it's capped at three, but some necromasters are capable of raising entire armies. This also keep them a  bit under te weather, so adventurers have to deal with the choice of killing zombies and adding to the necromancer's strenth, or somehow getting past the walls of meat. Zombie tolerance varies from necromancer to necromancer. the power can be changed by expert necromancers, at the cost of a lesser amount of zombies.
Liches are a nasty bit of business that no sane person would even consider. Necromancers gain in abilities as they gain in skill, and the amount of zombies.

Spoiler (click to show/hide)
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Tomcost

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Re: You are an evil entity (suggestion game)
« Reply #679 on: June 06, 2013, 01:56:58 pm »

Hmmm, maybe we can possess a member of the wizard guild and get that card? Also, if we use the fire-venom wouldn't the wizard guild be blamed for that? I mean, the duke would get attacked by a fireball or something simmilar, which is clearly not an assassin's prefered method.

griffinpup

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Re: You are an evil entity (suggestion game)
« Reply #680 on: June 06, 2013, 03:10:36 pm »

Train our Necromancer up!  Maybe get him a few apprentices?
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gman8181

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Re: You are an evil entity (suggestion game)
« Reply #681 on: June 06, 2013, 03:13:07 pm »

The Priestess trained him, so we could just get her more apprentices.
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Sarzael

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Re: You are an evil entity (suggestion game)
« Reply #682 on: June 07, 2013, 09:05:18 am »

Hmmm, maybe we can possess a member of the wizard guild and get that card? Also, if we use the fire-venom wouldn't the wizard guild be blamed for that? I mean, the duke would get attacked by a fireball or something simmilar, which is clearly not an assassin's prefered method.

Doing so would destroy any chance of us becoming their allies, if their intentions are true.
Plus, they are wizards. They probably have ways to fight off entities.

I rather would try to befriend them, but also be ready to fight them off if needed. Once (if) we befriend them, we will be able to get the Assasins guild. Two birds one shot.

Also, are those tunnels ready yet?
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griffinpup

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Re: You are an evil entity (suggestion game)
« Reply #683 on: June 07, 2013, 09:12:39 am »

MOD:  How do necromancers become more powerful?
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Sarzael

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Re: You are an evil entity (suggestion game)
« Reply #684 on: June 07, 2013, 09:13:23 am »

MOD:  How do necromancers become more powerful?

I guess as they train they go up in power, also with a variety of different artifacts and studiying the dark arts.
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RAM

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Re: You are an evil entity (suggestion game)
« Reply #685 on: June 07, 2013, 10:36:46 am »

Yes, we really need to get into the artefact creation business. I wonder what happens if we possess a dwarven crafter...
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Sarzael

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Re: You are an evil entity (suggestion game)
« Reply #686 on: June 07, 2013, 10:45:24 am »

Yes, we really need to get into the artefact creation business. I wonder what happens if we possess a dwarven crafter...

Well, there are various ways we may get onto that territory:

A) Possessing a dwarven leader and making his whole settlement/kingdom sell us stuff for free/super cheap prices. (Meh)
B) Having a dwarf smith come with us. (In my opinion, the best, overall if we manage to get away with him without dwarves knowing it was us (Else they may try to take him back!), and we may need to destroy his soul if he doesnt come with us to learn how to sucesfully make artifacts.
C) Befriend dwarves (May be hard).
D) Enslave them (May be harder!)
E) Ignore dwarves and try to learn ourselves (Safer but slower and probably lower quality)

Also guys, maybe we should build a casino when we get some money.
Constant source of evil and power. (And money) Will be an good beggining for our cult monopoly.
« Last Edit: June 07, 2013, 02:47:32 pm by Sarzael »
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RAM

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Re: You are an evil entity (suggestion game)
« Reply #687 on: June 07, 2013, 08:02:07 pm »

Casinoes probably attract a fair bit of attention, and we have a fair share of Evil and power already, but I am not really opposed to the idea.
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Sarzael

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Re: You are an evil entity (suggestion game)
« Reply #688 on: June 08, 2013, 11:31:44 am »

Casinoes probably attract a fair bit of attention, and we have a fair share of Evil and power already, but I am not really opposed to the idea.

One can never be enough evil, nor have enough money :)
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RAM

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Re: You are an evil entity (suggestion game)
« Reply #689 on: June 08, 2013, 07:27:19 pm »

Yes, it is just that it will tend to attract trouble. Rival gambling establishments, taxation scrutiny, powerful folk who don't feel like paying their debts, cheaters, all manner of criminal groups really... It could take a lot of effort to get it established. Ideally we would have an experienced business cultist to run the thing so that we don't need to do everything personally.
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