Recruit more people.
50 cultists: Kill Carl Yelvin 60 cultists: Keep on guarding Mad Matron. The rest: Find weapons for all of the Mad Matron's cultists.
[3] Not many willing to join you, even in the face of all the horrors being slaughtered... or perhaps because of... (+25 cultists)
cultists:
[5] They charge up and deliver the coup de grace to kill the poor bastard, since nobody else is apparently willing to get near him. (CY is dead)
[2] They don't feel they need the extra ten people and tell them to take the turn off. (cultists guarding remain at 50) ((From now on, you don't have to refresh guarding, just don't have them do anything else and they'll stay guarding))
[6] Oh, they find weapons all right, they find some amazing weapons... Well, they find one really powerful weapon, and several people decide their job is basically done and quit (gained nerve gas, -20 cultists).
Inquisitors: Use the Liquid Nitrogen on Mad Matron
[6] The freezing liquid strikes your flesh and crystallizes it in short order, though they only manage to get a dash of it on your since your guards are fighting them. None of the inquisitors escape alive. (-25 inquisitors, MM lightly wounded, -10 cultists)
Paul: steal MM's cultists
[5] He does an excellent job of convincing your peons that he would be a better leader. (Steals 75 cultists from MM)
P. cultists: guard Paul
[5] They set up patrol schedules and have a defense perimeter set up in no time, nobody's getting at Paul without going through them first... at least, not physically... (60 armed cultists guarding Giant Paul, 75 cultists guarding Giant Paul)
Lucifer: [2] Oh damn, it's going down now
Attack Mad Matron
[3] He strikes at you, but doesn't seem to be putting much effort into it. It does hurt you, but mostly because you were already hurt and because he's so ridiculously powerful. He sprains his wrist from swinging that sword too much (MM heavily wounded, Lucifer lightly wounded).
L. cultists: Lucifer might not realize the threat, but you do. Kill Plague doctor!
[1] Well, that could've gone better (-40 L. chosen).
Great, just what has he discovered this time? You better not smog up my healthy cultists... at least, not yet anyway.
Me: Walk up to Carl and murder him myself. Stupid humans can't get anything done...
Smoked cultists: Go to the inquisitors for help with your illness. Do not reveal that you are followers of me. Be sure to poison the water supply on your way back.
Non- smoked cultists minus one: Tell everyone that the Mad Matron is real, and also very evil. Exaggerate if you have to.
Single non-smoked cultist: Take some weapons from one of the armed guys and go find Jeff, then ask him what he's found.
[3] Seems someone beat you to it, you poke his corpse.
cultists:
[5] They don't start coughing and get to do a thing; [2] They beg for help but the inquisitors aren't buying it. Perhaps covering all your followers in pustules having a hacking cough constantly tipped them off
[5] They run through the streets telling everyone of the horrific monster that comes for their children in the night. They only spread word so far because of their few numbers, but they manage well enough (MM now hated by humanity)
[2] Going Rambo ain't happening, the guy decided to just take the weapons and sit around doing nothing...
Inquisitors: cure yourselves
[2] Nope, these drugs must be a bit old, no effect (hey, at least they are still around in case you want to try to cure your cultists again).
Jeff: [4] He does a thing ((lucky you))
Smoke upwind of the PD cultists
[4] The thick acrid stench in the wind causes the ones who are healthy to require a cough roll next turn. Dammit Jeff! (cough rolls for everyone)
The alcohol burns into your "flesh" (now heavily wounded)
((I can work with that.))
Me: Try to get the Plague Doctor Inquisitors to heal my wounds in exchange for Magical Items once I'm Healed.
All Wizards: Research Healing Magic.
All Cultists: Recruit more Cultists.
[irrelevant] Tragically, they are not good enough medics to bring your butchered corpse back to life.
Weezzards: [1] While researching, they discover a spell that causes the caster's blood to ignite. They don't get a chance to write it down before they pass out from being cooked alive. Some of them miraculously survive, but they're not doing much in the near future (-15 chosen, 5 chosen miss next turn).
cultists: [5] They manage to somehow convince more people to join the cult of your dismembered corpse. (+134 cultists)
Inquisitors: mess up his shitty base!
[3] Like the mature adults they are, they run toward your base and kick over the useless stick wall you had around that warehouse you don't live in.