50: Get the rest of the dragon blood.
60: Acquire a warehouse in any way possible; somewhere we can hide the summoning ingredients.
40: Acquire weaponry.
55: Train yourselves in use of said weaponry.
40 & Me: Continue the recruitment program.
DB: [no roll] They collect the last of the dragon blood needed for the ritual (now have dragon blood)
Warehouse: [1] They try to set up shop in a military base and get shot on sight. (-50 cultists)
Weapons: [3] They don't get any real weapons, but they find some pipes and boards with a decent weight to them. (improvised weapons acquired)
Train: [4] They practice with their swinging arms. Someone's gonna regret making you mad. (40 cultists now warriors)
Recruit: [6] You and your little minnows bait the water for more fishies to join. Seems a few turtles got caught on the hooks as well. (+115 cultists, +65 inquisitors)
Daragon : Last minute recruiment drive, focusing of militias.
Cult: Commence the summoning ritual.
recruit: [4] You manage to find some people with skills prepackaged, but with that kind of specificity you left behind a few perfectly good candidates. (+25 militia cultists)
Summon: [5] They perform the ritual, summoning you from a world beyond worlds. They had enough time to bring a new friend along too. (summoned, also summoned Saragon)
Name: Saragon
Appearance: a silver spire made of thousands of small needles
Abilities:
-Thorny: Those who attack it in melee get damaged themselves if they don't have armor
-Mercury Plague: Those damaged by Saragon become infected with a plague that kills them over the course of a few turns
Origin: The emissary for a peoples whose political system is rather... cutthroat. It believes that a friendly poisoning is a sign of good will, and that direct assault is a challenge to be accepted regardless of power discrepencies.
Stats:
Presence: 0
Mindlock: 0
Power: 3
Physique: 0 (it's a bit fragile, and would probably be defenseless were it not for the spines that make it up)
Appeal: 0
Psycho leader1: take 30 other Psychos and hunt down other cults
Psycho leader2: take 30 other Psychos and attack anyone you suspect of having an orb of Stalwart
Psycho leader3: take 35 other Psychos and kill people who are annoying
I: attempt to convince the fisherman's followers to join my cult
Grave keepers: gather dragons blood
Cult hunt: [5-5 > 6] They charge recklessly into battle against [7] KZ Jello's cult and slaughter with no regard for their own safety. The irony is that without the encouragement of their leader, they probably would've gotten away with no casualties and more kills. (-30 psycho cultists, KZ Jello loses 30 cultists)
Steal orb: [3] They attack [1] Daragon's cult, but withdraw early after they realize there's a bunch of militia guys marching in. (-15 psycho cultists, Daragon loses 15 cultists)
Murder party fun time: [1] Looks like your Uriah gambit worked, they ran off and got themselves slaughtered by challenging everyone at once. (-35 psychos, -1 overzealous leader)
Steal cultists: [2] Seems those idiots love being called fishies. They will rot with all the rest.
DB: [no roll] They finish gathering dragon blood
me: try to make a peace treaty with the leader of the little fishes. we can be summoned together and be best buds
Cultists: offer peace and lodging to the leader of the fishes and the fishes. (hey we built those thatch roofed huts right?)
Diplomacy: [6] You make a treaty with the Cosmic fisherman to have him summon you then work together afterwards. However, your aggressive negotiation strategy backfires, coming off as a threat. The cosmic fisherman briefly considers using his cosmic rod to pull you into a black hole before he gets summoned out of spite, but decides against it. (now Fisherman thinks you're a jerk, and is able to summon you)
Offer: [6] They offer housing to the fisherman's cult, only realizing too late that they never got around to building the huts because they were too busy with the boardwalk. (tensions high with Fisherman's cult)
Speedo Man and 22 cultists: Tell my followers how to summon me. (or if by some magical magic, they already know, have them get on with it!)
Leader 1 and 50 cultists: Start making defences around the orb I have. can't have it getting rolled off without me!
Leader 2 and 50 cultists: continue practicing oratory, this time with an audience!
Leader 3 and 100 cultists: go out and contribute to the community. yes, they're cultists, but they're still members of society!
Leader 4 with 100 cultists: Scavenge for makeshift weapons and armor to use/train with. we need to start making a military to protect the orb.
Leader 5: Pretend to help leader 3, but continue procrastinating.
Summon: [5] They summon you, and an old buddy of yours as well. (summoned, Mr. Banana hammock also summoned)
Name: Mr. Banana hammock
Appearance: a guy with a handlebar mustache wearing a thong
Abilities:
-Creepy: his appearance scares children and makes most people uncomfortable. Even those in his cult of alliance.
-Short attention span: Loses track of what he's doing easily
-Really fast running: Can sprint to locations very quickly. Almost like teleportation.
Homeworld: Same place as creepy speedo man
Skills:
Presence: 1
Mindlock: 1
Power: 3
Physique: -1
Appeal: -1
Defenses: [5] They build a solid perimeter around the orb, along with barbed wire and punji pits. Nobody steals you orb, NOBODY! (Base now has punji pits and barbed wire defenses)
Practice more: [1] He flubs his lines and gets laughed off the stage. The cultists who attended discover they love being snarky assholes and making authority figures cry. (50 cultists become hecklers [negates leadership abilities])
Community service: [3-5 > 4] They hold an event to bring the community together, while leader 5 sneaks in and switches name tags with leader 3. Through the efforts of their leader they manage to make everything work out well. What a glorious credit to the team leader
3 5 is.
Scavenge: [5] They find some handguns in the scrap piles. Who threw these away? (Acquired firearms)
Quarken and 63 normal cultists: Recruit more of Daragon's cultists to join your own cult!
100 scholar cultists: do research to locate some dragon's blood.
Steal cultists: [2] They can't seem to get close enough to Daragon's cult to cure them of their trance, and your power seems to be blocked by otherworldly forces.
Research: [6] They find dragons and their blood, but then they remember that they are supposed to use the nectar of dragon lilies for the ritual and not the blood of actual dragons. (located dragons)
Vol-Kriit: recruit
25 cultists: find an orb of stalwart,set up a base around it
10 cultists: Trash inquisitors PR, accuse them of discriminating against the verbally-impaired
Recruit: [1] You jam another thorn under your fingernails and end up screaming at more mortals. Fuck. (+25 inquisitors)
Orb of Stalwart: [1] They get lost while searching. (-25 cultists)
PR: [1] They accidentally leave the "inquisitors" off the script and end up trashing the cult itself. Whoops. (PR now bad)
Inquisitors: kill those guys who hate mutes
[5] They show you the error of your ways, by beating the last of your followers into submission. Your cult disbands with no members and you now have no followers again. (-10 cultists)
Convert inquisitors.
[3] You and your cultists explain your mistake to those stupid dog-worshippers and many of them fix their error. The rest now think you're anti-dog, which you may be, but now they hate you. (110 inquisitors converted, inquisitors activated)
20 normal cultists and myself: Recruit.
President: Deliver speech about the importance of religious freedom in these trying times.
All else: Search for dragon blood.
Recruit: [2] You and your cultists try to recruit, but everyone is gathered elsewhere to watch the president's speech.
Religious freedom: [4] Their speech goes off without a hitch, and cults become a little more acceptable. (+PR for everyone)
Search: [4] They find a bunch of dragon blood and are now one step closer to having you on da erf! (acquired dragon blood)