Continue to preserve Mad Matron's body.
[2] Dammit, they can't find a refrigeration unit and decay catches up with your remains. (rotted)
Paul: try to go home
[irrelevant] That's a pretty steep demand for his 0 power, best look up a ritual for this one.
P. cultists: look up a ritual to send Paul home
[3] They find *a* ritual, but the demands are pretty steep, it would take years to find this stuff and get it correctly arranged. Well, best get to work.
This is it. I have realized that the world is too strong for a full on attack, and my cult has suffered greatly for it. I will poison the world slowly, surely. One person at a time.
Everybody: Go into hiding, amass a great number of people decades from now and THEN you can poison the world. I'm throwing my hopes into the future here, and I don't have much hope.
[6] They amass many and hide in the shadows. This leads to great advances in medical technology as diseases are created and immediately cures and vaccines are created for them. The irony is palpable.
If the Number of Cultists falls below 200, 100 Recruit more Cultists and 100 guard the Warehouse.
Wizards: Train more Wizards and move into the Warehouse.
If there are more than 100 Wizards, 50 of them make Friendly Steel Golems and 25 Magically Enchant The Warehouse Defences to make them more effective.
Friendly Steel Golems: Protect the Wizards, If there are Hostile Steel Golem Inquisitors and the Friendly Steel Golems outnumber them 2:1 attack them.
Recruit: [6] They call together many people to join their cause... what cause that is, nobody is quite sure. Some aren't too happy (+98 cultists, +49 inquisitors).
The guards continue guarding.
armed guys: [2] Nah, they decide to just go play some card games instead of guard.
Friendly steel golems: [4] they protect the wizards from those that would do them harm. There are no hostile golems because you haven't fucked up while summoning golems recently, so there' no reason to overstretch.
Wizards: [6] Well, they wake up first, then they manage to train a dozen or so cultists in the ways of magic, but evidently you shouldn't have trainees test spells by casting them on each other (10 wizards trained, -25 cultists)
GAME 2 END:
Carl Yelvin's followers continue flipping the fuck out and trying desperately to do as much as they can. They soon realize that in trying to do everything they failed to do anything actually important or useful. They eventually grow out of this habit and begin using their access to magic and knowledge of franchising to accomplish many things in the world.
Plague Doctor's cult works to bring an era of pestilence upon the world, but they have a steep fight ahead of them with medical technology developing so rapidly. It's almost like they're pacing themselves to let it stay one step ahead... strange...
Mad Matron's cult ultimately fails to serve their "god", though whether this was actually an accident is debatable.
Nightmare's cult continues working in the background to one day bring eternal darkness to the world. Whether they will ever succeed remains to be seen.
And now for the B-team:
Paul eventually gets his cultists to send him home, where he is welcomed back as a savior. Whether he deserves this title given his stunning lack of actual action is unlikely, but he's not about to argue.
Lucifer's chosen try to start up an order of templars to protect humanity from future horror incursions, but their work is slow and they are few. It is doubtful they will succeed at keeping the world safe, but at least they can make sure any horrors that try to come here in the future will have a hard time taking over.
Jeff's cultists start a cigarette company. They refuse to tell anyone how business is doing, but they seem to be making money on it, at least.