ORB: [3] They find an orb, but don't manage to get it into the base. Given their vast numbers, it's amazing that absolutely all of them failed to bring the keys to the base. (found Orb of Stalwart 4)
To clairify: the orb is at our base, just not indoors yet, correct? That is, it is within the fortified outer walls?
MOAR CULTISTS! ALL THE CULTISTS!: [1] Oh dear, those guys don't look friendly at all... (+205 inquisitors) ((Perhaps you should do something about that before someone activates them))
((Question, can I use Telepathy to mind-edit my inquisitors into being loyal to me? (Assuming adequate rolls that is.) That was originally supposed be a explicit effect/side-effect, but you had already quoted the character sheet by the time I realized it was basically completely unclear from the description, and I would rather not waste a turn trying to do something Koshu has (retroactively? -ish?) never been able to do.))
To the first: It is near your base, but outside and exposed. Anyone can use it, and it can be destroyed if some inquisitors (or cultists on a mission) get their grubby hands on it.
To the recruiting: you can indeed recruit from your inquisitors, but it is MUCH less effective than recruiting people neutral to you, since they already hate you. You'll get half hiring rates at best and your cultists can't help. Such is the danger of sending hundreds of cultists to recruit. Not to mention that if you fuck it up your cultists might join the inquisition instead of the other way around.
Ahem.
Me: Attack the carp cult with lightning bolts!
100 cultists: Get that orb at my fortress door inside! (( I assume the orb is at the door, after all if it wasn't there then they wouldn't be trying to open the door.)) In the event the orb is not at the door, get the orb into my fortress.
80 cultists: Gather dragon's blood. Under no circumstances should you drink it.
50 cultists: Research banishment rituals that can be used to banish summoned horrors back to where they came from.
5 wealthy cultists: Fund the research of banishment rituals, you don't have to do the research yourself.
5 other wealthy cultists: Recruit some politicians to join my cult.
Journalist hires: Assault the carp thing some more on ihatecarp.com!
2 veterans: Make sure my cultists gathering dragon's blood don't drink it.
"Soon I shall be summoned!"
((Oh god, the actions! So many actions!))
Assault on carp-an: [1] Damn, these lightning bolts are really hard to aim (-100 cultists)
Moving: [2] *Slip* What the? Who covered this thing in grease?
Gather the
awesome koolaid mix dragon blood: [3] They collect a bit, but not enough... (dragon blood partially gathered)
"Go home" ritual: [1] They find the perfect ritual for banishing horrors back to the abyss! ("banishing" ritual found)
Lobbying: [5] They convince (well, pay off) a bunch of politicians to help you (gain 5 cultists in high places).
Badmouthing: [4] They make carp seem like a huge jerkoff (carp is now detested by humanity)
300 Cultists with help from TROG's inquisitors and other TROG haters: Buy tons of potassium nitrate, sulfur and charcoal (or acquire them in other ways...) then mix them up into gunpowder with metal scrap for shrapnel far away from anything important and far from any explosives already made then transport(practically everybody has a car these days.) the bags to orb of stalwart 1 (Or whichever I have access to.) and pile the gunpowder close.
50 Cultists with instruction from me: Follow the others with some landmines and dragons blood(If the idiots drank it all get some more from the egipt dude and tell him to get far away)bury the landmines (If you don't have landmines set up remote detonators or a fuse cord to detonate when he appears.) in the middle of the summoning circle and summon Trogdor The Primal (unless the others haven't brought the other explosives) then RUN(Or walk away casually wearing sunglasses as a mushroom cloud rises up and bits of TROG fall down... photo OP!).
50 Cultists: Stand guard with guns for if TROG somehow survives.
BWAHAHAHAHA!!!!!!
Gunpowder R us: [4] They work like clockwork and deliver explosives to the inquisitors and cover the Orb of Stalwart in explosives (Trog's inquisitors have explosives, Orb of Stalwart 1 rigged to blow up)
Summoning: [4] They can't summon Trog because they don't know his language and he's already been summoned, but they summon you and carry you away as they blow up the Orb, screwing over everyone else who needed it. (summoned, Orb of Stalwart 1 destroyed)
Guard: [4] They stand guard over your base because if Trog's going to hit anywhere it'll probably be there.
Improve PR.
Cultists: Search for the artifacts.
PR: [6] You summon booze and snacks for crowds of people. They get rowdy and you are blamed for the damage. (moderately bad PR)
Search: [6] One of your cultists finds a funny mask. It sticks to his face and won't come off. He lets loose a laugh, fell and terrible. (-1 cultist, gained Crux the Mad) ((vagueness is my best weapon in this game, in case you can't tell))
name: Crux the mad
abilities:
-He can do almost anything, though whether he decides to do what you say or something completely different is determined via dice roll
-Insane: targets decided by dice rolls, he and his master are included as possible targets
appearance: A human in a robe with a multicolored mask. The mask has a varying number of what appear to be eyes with dice inside. The number of eyes is different every time you look at the mask.
Homeworld: Earth
Skills:
-Presence: 0
-Mindlock: 1
-Power: 4
-Physique: 0
-Appeal: 0
Armed Inquisitors: kill the cultists
[6] TO THE SLAUGHTER! They charge into battle with righteous fervor and butcher your cultists to the last, but they are not without losses. It was pretty brutal, let's just leave it at that. You gain a little PR due to pity after reports of the tragedy spread. (-65 cultists, -50 recognizable cultists, -60 lightly armed inquisitors, PR now mixed) ((And that's why you don't let inquisitors get this much of an advantage, sorry))
Inquisitors in high places: recruit
[2] They have a busy schedule and can't fit more pep rallies into it, maybe later
Other inquisitors: train for battle
[5] They train with their best and manage to get some pretty impressive (80 inquisitors now well trained)