Mooney: Find more drink
[6] Hmm, this stuff smells good... The label says "Rocket fuel" and it has a pretty high alcohol content... must be some fancy stuff (acquired rocket fuel)
End of turn 17.
Big Ol' Fire (uninjured): HUNGOVER FOR [1] TURN
cult: 300 cultists, 100 fanatics, 350 martial arts masters, 400 ecologists, 50 chosen martial arts masters
items: dragon blood, Orb of Stalwart 2
Base (Apartments): abandoned neighborhood
Diplomacy: Savior-esque PR (Has humanity's aid), offering martial arts training (increases PR), owed a favor by Speedo
inquisitors: 700 eco inquisitors, 25 wealthy inquisitors, 725 inquisitors, death rays [kills user and target, double damage]
Volker-hands: HUNGOVER FOR [1] TURN
cult: 345 cultists, 150 mad cultists, 150 bored cultists, 50 injured cultists (on break for [1] turn), 100 marksmen (guarding, infiltration possible)
items: dragon blood, glass, firearms, quicksilver, silver, fake Orb of Stalwart
Rituals: Create Fake orb of Stalwart [req glass, silver; use causes weakness], Rain of Fire [consumes gasoline], Ritual of STRENGTH [consumes protein], ritual of invisibility [req quicksilver and sand]
Base (sturdy fortress): pitual/wishing pit
Diplomacy: good PR
inquisitors: 115 inquisitors
-Val'Krete (uninjured): -1 power for [2] turns
+Handyman(uninjured): -1 physique for [1] turn
Quar-splosion man (DYING):
Runes: Explosion damage halved (self)
cult: 101 scholars, 26 cultists
Items: located dragons, Orb of Stalwart 4, dragon blood
Rituals: Popularity ritual (no requirements), Air bubble ritual [req soap], Regeneration ritual [req medical supplies]
Base(Bunker): recruiting trap runes [150 capacity]
Diplomacy: excellent PR, BOF no longer open to OoS related negotiations
inquisitors:
+Quacken (uninjured): Has tagged Quarken with 4 damage worth of feathers
Arcing Mist-elf: Whew, finally got over all that
cult (High morale): 98 cultists, 3 hecklers (negate leadership bonuses), 2 espers, 390 beasts, 100 large beasts, 20 satyrs, 15 minotaurs, 20 centaurs, 5 centaur scouts, 5 battle commanders (50% chance to reroll negative outcomes in combat they initiate), 2 leaders (50% chance of turning 3 into 4), 2 disaster averters (50% chance of turning 1 into 2)
Items: dragonblood, Necronomicon, Improvised melee weapons, 25 Daragon fruit, spearmint, aspirin
Rituals: Summon mini-horror [req dragon blood], create Summoning Shell [req Zinc, wood; single use], Imbue knowledge [consumes Daragon's fruit], Stalwart burning summon [consumes Orb of Stalwart, gives summoned crippling weakness], brew power potion [consumes dragon blood, damages user], Cure Psishock [req aspirin], Ritual of Sending [no cost], Ritual of sense [no cost]
Diplomacy: excellent PR, Allies with Happy
Base (pit):
inquisitors: 100 beasts
-Sharkon (uninjured): Submerged
-Beldroth (uninjured): Adult (+1 physique, +1 power)
-Some scrub fish (lightly injured): submerged
-Warband: 50 beasts, 10 satyrs, 10 minotaurs, attacking Quarken, allied with Quacken and Quarken's inquisitors
Hon Shadow (uninjured): HANGOVER FOR [1] TURN
cult: 115 skilled engineers, support of Pope, cult in Washington DC
Items: dragonblood, cotton, rebar, concrete
Base (Sturdy fortress): Stick fence
Diplomacy: Savior-esque PR (humanity's aid gained), support of president, support of Virginia and Florida, hostilities of Arizona and Michigan
inquisitors: 25 inquisitors, 25 catholic inquisitors
-Unlight: Let the light guide you!
-Pope: popular
Speedy Speedoman (uninjured):
cult:422 cultists, 50 cultists (guarding), 25 marksmen, 44 happy chaos magi, 5 skilled leaders (50% chance of 3 becoming 4, 1-4 have 50% chance of rerolling negative outcomes on combat)
Items: partially gathered dragonblood, Orb of Stalwart 5 (GUARDED), firearms (explosive ammo), rough armor
Rituals: Create Healing Brew (req dragonblood)
Base (generic building): Punji pits and barbed wire defenses, strong community, housing
Diplomacy: good PR, allowing others to use Orb of Stalwart (improves PR when used), owe BOF and Zomboss a favor, friends with Mooney
inquisitors: 50 inquisitors
-Leader #1: Paranoid (50% chance of turning 5 into 6 on guard)
-Leader #2 (m): passively restores morale, marksman
-Leader #4 (f): marksman
-Mr. Banana hammock: 50 cultists
Zomboss with really long name (lightly injured): HUNGOVER FOR [2] TURNS
cult (high morale): 180 cultists, 10 distillers, 10 brewmasters (can serve booze to increase cultist strength), 25 hillbillies (can brew high-alcohol moonshine), 100 master brawlers, 50 priests, 200 zombies, 25 summoner hillbillies (can brew high-alcohol moonshine, can summon materials)
Items: Stagnant orb, improvised melee weapons
Rituals: Salmoning ritual [req stagnant orb and dragon blood], Exploding brew [req alcohol]
Base (Grand Mausoleum): bunker, bar (now with better taste), still
Diplomacy: very good PR, friendly with BOF and Speedo, owed a favor by Speedo
inquisitors: 25 eco inquisitors, 90 inquisitors
---- NPC factions
Jail (hungover): Leader #5: restricted from actions, lazy, loves casual games, good at Mario kart [Speedo]
Mooney (uninjured): Rocket fuel
World details:
-Orb of Stalwarts 1 and 3 destroyed