It seems as though one of my rivals, no, OUR rivals are on their way into the afterlife. I say we band together, just for one moment, to make sure this 'Nightmare', this being of fear, is destroyed once and for all.
I say we band together for an...
All out attack
Me: Use my wings to not step on sharp, pointy objects any more and FRIGGIN MURDER NIGHTMARE!
He also has massive shadowy wings which are much, much larger than needed for flight.
Anti-medicine cultists: Make friends with Giant Paul and co.!
Armed dudes: Assassinate as many inquisitors as you can! From a distance of course.
Jeffrey: Wow, looks like we really did run from our problems with no consequences.
[1] You suddenly remember why you don't use your wings: you are really bad at flying from lack of practice. You fall flat on your face and get cut up by gravel (lightly wounded).
cultists:
[4] They make friends with Giant Paul and his followers (well, some of them anyway). Paul and his followers won't attack you if they can help it (friends with Giant Paul).
[1] They accidentally shoot each other. Damn you, poor organization! (-50 armed cultists).
Jeff: [6] He does a thing, and it comes back to bite you
Jeff: smoke upwind from cultists
[5] He fills his lungs with some black murk and, somehow despite not knowing where you are, sends some into the noses of your cultists. They are afflicted by black lung, and will die in 5 turns if not cured. They also have an extra roll to see if they fail to do anything, but it's only a 1-in-6 chance (cultists have black lung).
Inquisitors: arm yourselves
[6] they get access to a large amount of pure alcohol. That stuff will burn organic matter like nobody's business (-60 inquisitors, inquisitors have access to pure alcohol)
Heal myself.
Cultists:
Smite that ungrateful wretch who dared to raise a finger against me
[1] Whoops, you try to lick your wounds and open them further. You bleed out (Nightmare is dead).
cultists:
[3] they attack Lucifer with all they can, but Lucifer is not exactly a pushover. They manage to damage him, but the victory is pyrrhic if it can be considered a victory at all (-50 cultists, -25 assassin cultists, Lucifer lightly wounded).
Inquisitors: Arm yourselves!
[6] They get access to a bank of missiles. It will surely destroy your entire legion if used. Also, some of them get shot by the guys guarding said missiles (inquisitors gain missiles, -40 inquisitors).
"I Really hate those Steel Golems."
Me: Summon some Ogres from the Land of FABLES, Not the Land of Myths. That place is a Dump. If I have leftover time I Magically Heal Myself. If the Steel Golems attack I Teleport the Heck away from them, After Carpet Bombing them with Heavenly(Magical) Lightning while Flying in the Sky.
Ogres: Try to put a *Dent* in The Steel Golem Inquisitors using Tree Trunks as Clubs.
10 Wizards: Create Steel Golems.
10 Wizards: Defend Me.
4 Minotaurs+5 Steel Golems: Attack the Jock Inquisitors, Not the Murderous Terminators.
19 Cultists: Recruit, Recruit, and then Recruit some More.
20 Cultists: Start up a Propaganda Campaign to spread Knowledge of me, And hopefully Recruit more Cultists.
10 Cultists: Find an Abandoned Warehouse to serve as a Headquarters.
[5] You manage to summon a great number of ogres, and luckily they actually like you. You gain nothing else because you are still only one horror and can't do more than one thing at a time (+50 ogres).
Ogres: [6] They don't have time to rip frickin trees out of the ground so they just charge into battle empty handed. There is a cacophony of clangs and crunching of bones. You are too nervous to look, but you can tell that nobody survived the fight (-20 steel inquisitors, -50 ogres).
wee-zards: [2] They can't conjure the golems, they're too scared from seeing what happened to the minotaurs.
[2] They don't wanna guard, they care for their own lives more than yours, the selfish bastards.
Attacking inquisitors: [1] The attack is a logistical nightmare. The golems mistook your minotaurs for inquisitors because they had the blood of your cultists on their mouths, and the minotaurs fought back. They never even got near the inquisitors (-4 minotaurs, -2 steel golems).
Recruiting (with 39 cultists because you only get one recruiting action): [4] They pull together many people and get them to join your cult (+50 cultists).
find warehouse: [4] With their limited numbers they see a potential base off in the distance, but you'll have to actually put some personnel into moving there and actually making it a decent base (found abandoned warehouse, not moved in).
Inquisitors: recruit
[3] They manage to find some people to join them, but not that many (+25 inquisitors)
((I'll post the end of turn tally momentarily))
Edit: dammit AD, why must you take so many actions? I might have to start auto-failing them if actions have too few people taking them to succeed... Also, forgot the inquisitors again.