No need for a base now.
Me: Assault Tavern Wench's base with lightning bolts, cause it to collapse! Take the ritual book with me when I leave the ruins.
150 cultists: Assault Tavern Wench's base!
140 cultists: Recruit generic people to join my cult.
10 previously wealthy cultists: Continue investing. Tinker with the stock market to make metals more expensive.
8 cultists in high places: Activate Tavern Wench's inquisitors.
Journalist hirelings: Continue fixing my PR, write articles about how I'm going to destroy the evil Tavern Wench!
Veterans: Do a pantomime act, raise money for Tavern Wench's inquisitors.
Puff Puff: Blast Tavern Wench's cultists with powders!
Anyone else: research the art of "yoga".
Attack TW's base/grand theft book: [1] You accidentally blast your own cultists with lightning. The effort causes you to feel sore, your age might be catching up with you. Whoops. (-150 cultists, lightly injured)
recruit: [5] They put a heroic effort into getting people to help you. It inspires many to join your cause. (+280 cultists)
invest: [3] They perform more investments, it doesn't really pay back as much as they wanted but it does get them a little money. (investor cultists get some money)
Activate inquisitors: [4] They give the inquisitors a call and inform them that the cult of TW has gotten rolling again. The inquisitors jump into action (TW's inquisitors activated)
PR: [5] They manage to make people stop throwing rocks at you in the streets. In fact, some people almost think they shouldn't swear at you on every forum in existence. (now have moderately bad PR)
Mimes?: [2] They try to pretend they still have all their limbs. Nobody is very impressed.
Puff puff: [2] He decides to spend all day playing with his new plush toy instead. Well, floating around staring at it is a type of play, right?
Yoga: [5] The guys you just recruited get right to work, they find a number of techniques and methods for yoga online which are claimed to do amazing things, but since you're a naturally limber cloud man you can't vouch for their effectiveness. (yoga learned)
Inquisitors: attack Unescargot directly
[3] Your cultists are too busy to protect you but there's still some kick left in those old not-bones of yours. (-50 lightly armed inquisitors, moderately wounded)
Turn 14 actions:
80 empowered cultists: continue researching sacrificial summoning ritual. (Don't cast it.)
100 cultists heavily armed: repair defences and guard base.
252 cultists: recruit.
Koshu: if anything (especially Puff-Puff) tries to attack the base (hallucinatory dust counts as a attack) telepathically compel them to attack Unescargot's base instead. Otherwise, help with recruiting.
((Technically puff puff can't attack anything, but I get what you're intention is. Though I'm not sure where your "mind control" power is coming from, unless you expect telepathy to be mind control subsitute.))
Reresearch: [5] They find a documented summoning ritual known to work and throw out their old notes since this one looks like it'll actually work. It requires dragon blood, a specialized and precise pattern and needs to be performed at the right time of the day. It also requires 500 cultists to be sacrificed (well, it says "willing sacrifices", but it's not like you're going to convince random civilians to die for you). Damn, better get recruiting. (know sacrifice summoning ritual (req DB, 500 cultists))
Rerepair: [6] They build a bunch of spikes into the damaged areas so invaders get shredded when they try to enter. Brilliance or madness? Only time will tell. They then leave to buy more spikes because they apparently missed the "guard" thing. (Spikes added to defenses)
Rerecruit: [2] The 152 guys that are left are too busy panicking about losing half their numbers last turn to worry about recruiting.
Guard: [4] You pick up your psionic shotgun, crack open a can of obsidian brew, and get ready to guard your base against all comers. (Koshu guarding) ((No more conditional actions, you need to decide what you want to do... also you would've been too late anyway, attacks happen as actions and later actions can't stop them))
Inquisitors: Tear the base apart
[4] They tear down the wall, taking advantage of the structural instability left by the previous damage. Several get torn up by the spikes and die of infection. (base defenses destroyed, -75 armed inquisitors)
This is bad, this is quite bad, this is very bad.
But cities can be rebuilt, civilizations restored, and cults even more so. But first, we must stop the source of all our problems.
Me: Summon more mummies!
25 Assassins: Search for more dragon blood!
50 cultists, archeological and otherwise: Recruit again! Ask politely this time.
Other assassins: Kill off the last of my inquisitors!
rest of the buggers: Make metal powder paint or whatever it is.
Summon: [1] You summon some amazing mummies. It's too bad they aren't on your side. (+5 strong inquisitor mummies)
Seek blood: [6] They find the dragon blood and carry it back. They celebrate with some delicious dragon blood punch. Yep, still poisonous. (found dragon blood, -25 assassin cultists)
Recruit: [6] They recruit more people to the party, hopefully enough to replace the losses. Unfortunately your party isn't the only one in town. (+50 cultists, +25 inquisitors)
Slaughter: [6] They poison the last of the inquisitors and accidentally fall into the deep pit left by the cistern. The fall is quite lethal, and mummies don't have organs to poison. (-35 inquisitors, -25 assassin cultists)
Paint: [2] The guys you just recruited don't know how to make the metal paint you need.
Inquisitors: attack Anthaju while he's stranded outside!
[2] The mummies might be big and beefy, but they're not very bright since they had their brains taken out. They stand around doing nothing instead of attacking.