20 cultists and self: Recruit.
President: Recruit from among the US govt. specifically.
20 cultists: Obtain weapons and educate selves in their use
All else: Search for Orb of Stalwart.
Recruit: [6] You and your peons work double time to get people onto your side. Unfortunately, not everyone is so enthusiastic to join you. (+70 cultists, +25 inquisitors)
Get more govt support: [3] The president manages to get a governor on your side, so Virginia's govt is now friendly to you. (Governor of Virginia now supporting you)
Weapons: [5] They find some guns and figure out how to fire them properly (20 cultists become marksmen, acquired firearms)
Orb: [5] You find Orb of Stalwart 1 and haul it back home, thus stealing it away from anyone who had access to it before and causing all future "search for Orb of Stalwart" commands to be fruitless. (obtained Orb of Stalwart 1)
Remaining Psychos & Psycho Leaders: Assault Daragon, He must be Destroyed.
30 Grave keepers: Set up for any and All rituals that could Summon me.
next 30: Improve the Defenses of the Mausoleum.
next 30: Look for Weapons and Armor of all ages, Dig it up if you have to.
I: "Convert" members of Quarken's Cult, "Suggesting" they to bring his orb of Stalwart with them when they join me.
Attack on Daragon: [4] They storm past his cult and attack the newly born pillar of gold. Their battle is short lived due to lack of manpower, but they got some good hits in. (Daragon lightly wounded, -15 psychos, -4 reckless leaders)
Sommun: [1] They can't set up a summoning ritual to summon YOU due to lacking an Orb of Stalwart, but they try to summon a fish-based parody of you, and putz it up completely. They are lost to the void. (-30 grave keepers)
Defnz: [6] They board up all the doors and windows... Including the exit. Whoops. Now they're trapped with those guys who were on break and everyone else is stuck outside. (40 cultists locked in base, everyone else locked out)
Weapon& armur: [3] They find a pile of scrap material that could arguably be used as weapons. Tree branches and rocks count as weapons, right? (obtained improvised melee weapons)
Convert: [2] They can't convince Quarken's followers that you'd be a better boss. They definitely don't manage to get the orb away from him.
Woo, that was awesome!
Speedo man: high-five my leaders,the cultists who summoned me, and Mr.Hammock. As a show of goodwill to my buddy, I assign 50 cultists (half of which are hecklers) And leader number 5 to him. He can go out and start his own cult with their help, and then we can do a system of favors if we need to do stuff with eachother.
Leaders 1 and 3 with 200 cultists: Start planning a huge party for to celebrate the summoning, and host it for the community with a little recruiting on the side. Speedo wearing is optional.
Leader 2 and the remaining hecklers: continue practicing oratory. He will not give up on his dreams to be a public speaker!
Leader 4 and 50 cultists: Begin training in combat with our new munitions. this is important to a sub-plan of ours.
remaining 22 cultists: begin researching a way to make chosen with minimal chances of getting bad effects, such as my frail nature.
Hand off: [3-3] You give him the 50 cultists but aren't quite willing to part with your best leader yet. Nor are you willing to break ties with your old pal at the moment. (50 cultists transferred to Banana hammock)
Party: [6] The party gets a little out of control and the police get involved. Everyone agrees to never speak of it again. You may need to pull everyone back together before you ask that kind of thing again. (community weakened)
Speaking: [1] He gets humiliated again. Now he's starting to worry the problem is with him. (Leader 2 lacks confidence [50% chance of 2 becoming 1])
Training: [6] They practice with their guns until their trigger fingers get sore. Noise complaints and a visit from the police ends up getting your guns confiscated. Dammit! (50 cultists and leader 4 become marksmen, lose firearms)
Research: [1] They can't find anything, and they start to get an unhealthy obsession with speedos. While you normally praise this sort of thing, it's interfering with their work. (22 cultists now obsessed with speedos)
Ah. Well, in that case...
120: Negotiate with the inquisitors. Talk with them. I'm only here because there are many OTHER horrors (like this ugly parasite guy) that are attacking this place and I want to eat them and I'll probably just leave afterwards. I'm not a bad guy, honest!
80: Try to acquire a warehouse. Again.
70: Say bad things about the Parasite, effectively reducing their PR.
Warriors: Summon me, first.
Me: Recruit if I can.
Negotiate: [3] Your cultists manage to convince most of the inquisitors that you're not such a bad guy. The rest have traced the call and are coming to get you. (-60 inquisitors, inquisitors activated)
Warehouse: [4] They get a contract to use a warehouse. Now they don't have to store everything in a big pile, they can store it in a pile with a roof! (warehouse obtained)
PR down: [2] Your cultists spend the day fishing instead. A worthy use of time.
Summon: [4] They perform the summoning ritual and succeed on the first try. You emerge from a rift in space time which closes up behind you. (summoned)
Recruit: [5] You toss a hook out and drag back a bunch of new recruits. (+150 cultists)
ME: try to mend relations with the cosmic fisherman. and explain to the cult that there was a communication error with my cult.
cultists: try to build those thatched huts along the board walk and offer the fishermans cult a stay for the night in apology (if you finish the huts)
Mend: [4] You manage to convince the cosmic fisherman that you're not actually trying to take advantage of him. Sucker. (relations mended with Fisherman)
Build huts: [5] They build enough huts to house an army, and offer for the fishermans to stay with you. They politely decline, as they now have a warehouse which at least keeps the rain out and doesn't require them to lay on rough wood planks. (lots of thatch huts built)
Vol-Kriit:recruit
[6] You manage to hold back on screaming in pain long enough to get some people to join you. Unfortunately you still end up pissing off some people. (+75 cultists, +25 inquisitors)
Inquisitors: deactivate [no roll] (Inquisitors are deactivated because I forgot to do it when the cult got disbanded)
Bah.
Quarken: Recruit Daragon's cultists to join you.
100 scholar cultists: do research to find dragon's blood orchids.
63 generic cultists: recruit Zomboss' cultists...
Steal from Daragon: [3] You manage to liberate a few more of Daragon's cultists and bring them to your side. Unfortunately Daragon drives you off with its madness before you can get too many. (15 cultists stolen from Daragon)
Research dragon lilies: [5] They discover that the lilies have a psychic presence of their own, and the nectar, known to many as dragon blood, resonates with psychic power. When channelled and focused properly, it allows one to momentarily tear through the fabric of reality and enter another world. If consumed, the lilies cause people's brains to melt, though a sufficiently talented psychic with the proper dosage may be able to get a temporary boost to their power before it liquifies their innards. Apart from the potion, they don't think any of this will actually be helpful on its own, but it's nice to know. (learned to brew power potion [consumes dragon blood, damages user])
Steal from Zomboss: [3] Your cultists inform some of Zomboss' lackeys of his true nature, and they defect to your side instead. Many of them simply ignore your cultists. (15 cultists stolen from Zomboss)
Recruit.
Cultists: Murder inquisitors.
REctuir: [6] You get more people to join you, and the inquisition finds a few new members. (+100 cultists, +25 inquisitors)
Murder: [5] They slaughter the entire inquisition while they sleep. Long live Jello. (-165 inquisitors)
Inquisitors: steal something
[irrelevant] they suffer a tragic case of death and can't fulfill their actions (inquisitors deactivated)