((Meh, if you want to call me a typo, that's alright. Don't really care.))
Hm? A group of individuals that want to destroy a being such as me? How pitiful. They shall be the first of my victims.
And what is this? Another being like me, intent on creating more fear, whereas I want to destroy it? This will not do. Pawns, after them!
Me: Spread disease on the inquisitors; better cut the weed before it grows and strangles the crop.
Cultists: Try to steal the dragons blood, or the orb of stalwart. Do NOT try to face The Matrons cultists head on if you can, but if things get desperate, destroy either artifact.
[1] You accidentally send a plague upon your own followers... dammit, all these humans look the same to you! (mad cultists now plagued)
Cultists:
[5] They find it difficult due to not knowing where any of that stuff is and having never met the Mad matron or any of her followers, but by sheer luck they happen to find an orb of stalwart. Praise be to madness! (gained access to orb of stalwart 2)
Continue whispering to those who love the night.
Cultists:
95 - Attack the cultists of the Mad Matron surrounding the Orb of Stalwart. Try and establish a foothold there.
10 - Hold the base and buy guns and the like
5 - Find dragon's blood
5 - Keep tabs on the Mad Matron's cultists
[1] Turns out, some people actually enjoy sunlight. Weirdos (+20 inquisitors).
Cultists:
[6] They charge furiously into battle carrying the fury of the night and slaughter many of the matron's cultists, but in their fervor forget to set up an outpost. The inquisitors take notice of your influence (inquisitors activated, 75 matron cultists dead).
[2] They get distracted by the starry sky and stand outside all night instead of guarding the base.
[2] They find nothing. Oh well, it's not like they had enough manpower to collect a ritual's worth anyway.
[3] They watch the horrific slaughter of the Mad matron's cultists at the hands of your own cultists. They are extremely unphased. (nothing happens) ((you can't accomplish much with groups this small))
RECRUIT MORE CULTISTS! And Try To Find Summoning Materials.
[1] Those jocks don't like all these nerds organizing and join you hate club (+25 inquisitors).
cultists:
[4] They split into two groups and successfully find an orb of stalwart and some dragon blood flowers. They mark them out on a map for when you actually want to do the ritual. (gain access to orb of stalwart 3, dragon blood found, need to collect dragon blood before you can begin ritual)
End of turn 3.
Score/inventory:
Nightmare - 115 cultists, access to Orb of Stalwart 1, cave base, 20 inquisitors, inquisitors active,
badge of poor prioritizationCarl Yelvin - 100 cultists, 60 inquisitors, access to orb of stalwart 3, dragon's blood found
Plauge Doctor - 50 plagued mad cultists, 10 inquisitors, access to orb of stalwart 2
Mad matron - 100 cultists, 20 inquisitors, access to Orb of Stalwart 1, summoning ready
Make the inquisitors suffer debilitating hallucinations.
100 cultists: Attack Nightmare's cultists. 35 cultists:Put the artifacts in a safe hiding spot.
40 cultists: Recruit parents.
[6] You force images of clowns and shadows in coat closets into the heads of all the inquisitors. They become paranoid and determined to stop your influence (inquisitors activated, inquisitors paranoid)
Cultists: ((gonna take the 75 dead guys out of the 3 groups, 50 from first group, 5 from second group, 10 from third group))
[1] Not one to be one-upped, you order the cultists to charge the enemy! Alas, it is a logistical failure as your cultists get lost in Nightmare's cave system and starve to death (-50 cultists).
[6] Your cultists haul this giant orb into a hidden location that nobody will be able to find ever. It's so well hidden that even your cultists can't find it (access to orb of stalwart 1 lost).
[2] They refuse to talk to their parents, possibly due to poor childhood experiences. ((I assume you're recruiting adults here and not 5 year olds as cultists, but feel free to correct me))