Use the nerve gas on Plague Doctor.
30 cultists: Attack Plague Doctor.
[4] You pour the debilitating smog onto Plague doctor's form. He stiffens up and loses his next turn. (PD paralyzed)
[6] They strike with righteous fury and rend his gelatinous body asunder. Naturally, they all choke on the goo and die, but he's definitively dead, though he survives long enough to take one last action, or he would if he wasn't paralyzed (Plague Doctor is dead, -30 cultists).
Lucifer: slay the final beast of horror!
[6] He gets a little too rowdy and nearly kills himself in the effort, but it is not in vain especially given his overwhelming strength (Lucifer mortally wounded, Mad Matron is dead).
L. cultists: heal Lucifer
[1] Whoops, which part was supposed to go on the inside again? (Lucifer is dead)
Giant Paul: get Jeff to join you
[3] A bit of a lackluster victory, he say's he'll be Paul's friend, but not help. He's also on death's door himself. (Paul and Jeff are friends)
P. cultists: learn a ritual
[2] Nothing, apparently humans and their "magic" are just illusions and hype. How disappointing.
I've seen this happen before... It will not happen to me! I am deafeated, but not yet dead.
Me: Hide in a random swamp and spread a toxic gas to kill any and all mortals that come too near my hiding spot! Imagine I use the whole "Whisper into minds of mortals" innate ability to communicate to my cultists.
50 Cultists: wear random disguises and ask for help again! Poison the water supply when you're done. Like I told you to last time.
Armed Cultists: Assassinate the Mad Matron! from a distance of course.
Jeff: Die already!
[irrelevant] You have a lot of difficulty getting your own dead body to do what you want. Must be lag.
cultists:
[3] They don't get stopped by coughing. [5] They manage to get disguises and get treated for their black lung, even some of the ones who hate medicine. Then they poison the water supply, which kills them outright with their weakened immune systems. In hindsight, perhaps it wasn't wise to trust people dumb enough to fall for these disguises with treating a life-threatening disease, but you can't argue with the results. (Inquisitors are dead, 25 cultists cured of black lung, 25 antimedicine cultists cured of black lung)
[6] Theses guys don't get stopped by coughing either. [2] But then fuck up the assassination, because they are too distracted watching that huge winged guy in silver armor chopping her to pieces.
Jeff:[4] He gets to do a thing
Recruit cultists:
[4] He manages to convince some people to follow his stylish cowboy hat to victory. Of course, they are about to be very disappointed (+100 cultists)
Jeff dies of lung disease
((I'll change my actions.))
68 Cultists: Acquire 100 Assault Rifles and Corresponding Ammunition.
50 Cultists: Recruit More Cultists.
25 Cultists: Try to Spread Carl Yelvin Propaganda to improve public opinion of the Cult.
75: Attack The Inquisitors.
20 Cultists: Build Defenses for the Warehouse Base and Attack anybody or anything that attempts to harm The Wizards.
8 Steel Golems and 30 Cultists: Guard The Unconscious Wizards.
Wep: [2] Sorry, Assault Rifles-R-Us was closed today.
Rec: [4] They find more people to join their magic club. Your recent death does little to hamper their efforts. (+50 cultists)
PR: [4] They spread the word about this amazing
cult club where people can cast real magic. They talk about you, but say you are unable to make any public appearances. There are only a couple of them, so word only travels so far (Good local public relations)
Attack: [5] They slaughter the inquisitors to the last, and get away scot free (-50 inquisitors)
Build: [1] No! Stop! The nails are supposed go in the building, not in you! (-20 cultists)
Guard: [2] The wizards have some slight PTSD and keep running away from the steel golems. Dammit, they're trying to protect you!