Bah, why do all these humans look so similar? No matter. When they die to my plague, at least I can reanimate them.
Me: Once more, plague those inquisitors!
Soon-to-be-dead-cultists: Search for suitable replacements before you become much less charismatic. Don't you dare spread the disease to your replacements before I'm done with them!
[6] You unleash a wave of pestilence onto the inquisitors. They realize this is your doing and will try to accomplish something before their untimely demise (Inquisitors plagued, inquisitors activated)
cultists:
[6] They enthusiastically bring more into your cult, and even keep them from getting sick. Unfortunately, seeing the state you leave your own followers in convinces some people they should try to keep you away, and having known crazy people tell you to do something isn't very convincing (+25 cultists, +25 inquisitors)
End of turn 4.
Score/inventory:
Nightmare - 165 cultists, cave base, 100 inquisitors, inquisitors active
Carl Yelvin - 105 cultists, 35 lightly injured inquisitors, 50 scrap golems, dragon blood
Plauge Doctor - 50 dying mad cultists, 25 cultists, 10 plagued inquisitors, 25 inquisitors, inquisitors activated
Mad matron - 25 cultists, 20 paranoid inquisitors, inquisitors active
Make the inquisitors go mad.
20 cultists: Recruit more people. 60 cultists: Find the Orb of Stalwart again. 20 cultists: Do good deeds.
[6] You push their minds to the brink of madness and shove them right past it. Try and recruit now you psychos! (inquisitors have gone mad)
cultists:
[6] They go around handing out flyers and shouting at people to serve the Mad Matron. Some people join, but others are convinced to fight against you (+40 cultists, +25 inquisitors)
[1] They find a giant boulder, some of them get crushed trying to bring it back to the ritual site (-30 cultists)
[2] They fail to do much of anything, especially good deeds. They are too distracted by all the bad dreams they've been having.
Inquisitors: madmen - kill cultists, other guys - recruit
[4] they strike with maddening fervor, slaying some of your cultists and escaping with most of their forces intact (-20 cultists, -10 mad inquisitors)
[2] They can't get anyone to join, and don't extend themselves so far as to make people hate them.
Cultists:
75 - Find an Orb of Stalwart of my own
40 - Find the rest of the things needed for the ritual.
50 - Buy guns and ammunition and fortify the base.
You decide to take a breather and let your cultists do the work for once.
[4] Your cultists find the orb of stalwart, it was hidden twelve feet from where it was originally, covered in a colorful blanket (regained access to Orb of Stalwart 1)
[1] They find nothing, and some of them get lost in the forest, never to return (-30 cultists).
[3] None of them have gun permits, so they just buy water guns and fill them with gasoline. Very low range, but they should be fine for defending your cave... at least, assuming they don't eat up all the air in here... (+cave defense (crude flamethrowers))
Inquisitors: get weapons
[2] They get distracted by some of the restaurants near the weapon shop and miss their turn