Humanity:
Attack TROG:
[4] Your cultists take the brunt of the attack for you. Many get killed. (-50 cultists)
Attack CARP's cult: (since you haven't been summoned)
[6] Rat-a-tat-tat. Some of your cultists die but they are able to fight off the task force sent after them. (-10 armed cultists)
The interdimensional presence on Earth overwhelms Folston and nullifies its magic.
End of Turn 9.
score:
Unescargot (uninjured): summoned
-cultists: 120 cultists, 50 cultists (guarding poorly) 5 high morale empowered wealthy cultists, 5 annoyed empowered wealthy cultists, 8 cultists in high places, 3 veterans (guarding poorly), professional journalist hirelings
-Items: has a fortress with malevolent architecture, secured Orb of Stalwart 2, has dragon blood
-Inquisitors: 10 inquisitors in high places, 60 inquisitors
-Other: host of ihatecarp.com, knows ritual of fading strength, knows "banishing" ritual
--Puff Puff: nothing (and will probably never have anything)
Tavern wench:
-Inquisitors: 30 inquisitors, 80 well trained inquisitors, 50 lightly armed inquisitors, 5 inquisitors in high places, inquisitors active
-Other: well known, good PR
-Crux the mad (mortally wounded): killed 10% of Earth's population
TROG (mortally wounded): summoned
-cultists: 100 aging anarchist cultists (guarding)
-Problems: afflicted with 10 plagues of egypt (
, despised by humanity, locked in by frogs
-Items: has dragon blood
--GORT(uninjured): 75 mummies
--KONG(uninjured): nothing
Anthaju(uninjured): summoned
-cultists: 50 cultists, 25 armed trained cultists (guarding base), 75 assassin cultists, 100 mercenaries (2)
-Items: has a pyramid with a shoddy shack on top for a base, has dragon blood, has money, prepared "banishment" ritual
-Inquisitors: 5 slow strong mummy inquisitors, 55 inquisitors
-Other: has weighed Unescargot and TROG, knows "banishing" ritual, destroyed Orb of Stalwart 4
Koshu:
-Cultists: 352 cultists, 250 cultists heavily armed, 80 empowered cultists
-Items: has a tool shed base with excellent defences, has a few spaceship components,
-Inquisitors: 250 armed inquisitors, inquisitors activated
-Other: very bad PR, partially researched cascade, satellite launched, knows "cascade" ritual
Rabe (uninjured): summoned
-Cultists: 630 cultists, 40 recognizable cultists, 10 cultists in high places
-Items: has sturdy base, metal recycler and shaper set up, has a bunch of metal, has bricks and concrete, has a bunch of molds/casts for stuff (weapons, armor and missile shells are the important ones), limited access to Orb of Stalwart 2
-Inquisitors: 65 inquisitors, 20 jailed inquisitors, inquisitors activated
-Other: KI website and company set up, posters put up, campaign for president started, destroyed Orb of Stalwart 1, second in command to carp's faction
DF CARP:
-Cultists: 15 armed cultists (final faction), 10 armored cultists (final faction)
-Items: has a bunch of fish, has dragon blood
-Inquisitors: inquisitors destroyed Orbs of Stalwart 3 and 5
-Other: has turned into a DF carp (it's what you always dreamed of), destroyed the focus stone, going crazy, detested by humanity
--GOEARERKSFLES: unending hunger
Rosabel:
Cultists: 123 cultists, 15 wounded cultists, 50 cultists with cancer, 100 slightly healthier cultists, tornado minion (2)
Items: has dragon blood
Inquisitors: 22 inquisitors, inquisitors activated, inquisitors have destroyed Orb of Storms 1
Other: good PR, has humanity's sympathy
Other: Poison widely available, 10% of Earth's population gone, cascade impossible
((Reorganized everything, hopefully this will streamline things and reduce mistakes for those who have a bazillion different things listed... Also, I've been keeping the effects of "bad rituals" a bit of a secret so it would be a surprise when you activate them and things go wrong (spoiled by the fact that you can see when you roll a 1 on research), but would you guys prefer that I tell you outright how your cultists fucked up instead?))