Speedoman: Teleport into a ER bed. politely ask for the doctors to patch me up.
Leader 2: Attempt to politely and calmly ask saragon not to bump into our people. We like how shiny it is, but it HURTS when they poke people.
Besides, what did we ever do to them?
Marksmen cultists and leader 4: kill the thing that just attacked our horror/buddy with our guns if talking to it does not work.
Leaders 1 and 3, along with all other cultists: find more dragonsblood, preferably in plant form this time. we can summon other people as a favor!
Leader 5 and banana hammock: Go find other cults who have not summoned their horrors yet. offer to help them in exchange for favors.
Get halp: [5] You slip into the hospital without incident and they begin treating you. You'll recover from damage until you get hurt again or are fully healed. (Now moderately wounded, regen active)
Diplomasize: [5] He convinces Saragon that you aren't actually such a bad guy, and Saragon leaves you alone... The success makes Leader 2 feel more confident in his abilities for the future. (Saragon will no longer attack your faction, Leader 2 regains confidence)
GRISLY MURDER: [3-5>4] Just long enough for your gun-toting followers to SHOOT THE BASTARD IN THE BACK!!! BAHAHA! What an idiot! Of course, they wait until Leader 2 leaves first, don't want him getting caught in the crossfire, nor do they want him finding out that his actions were ultimately irrelevant. (Saragon is dead)
Dragon blood: [3-3] They collect a bit of dragon blood, but get distracted. The leaders are unable to get the group back on track, so they need to come back to it next turn. (partially gathered dragon blood)
Offer help: [2] They find no cults nearby. Apparently Saragon came quite a long way to reach you.
B.O.F.: "At least I still have chicken" Recruit, lets get some real eco cultists
Recruit: [5] You and your cultists do some parlor tricks to entice environmental advocates to join your cause. They eat it up like candy. (+400 eco cultists)
...
Quarken: Recruit more scholars to join your cult.
100 scholar cultists: use logical arguments to convince the guys who stole our Stalwart Orb to give it back.
93 normal cultists: if the logical arguments fail, steal the Orb back yourselves. Otherwise, acquire some dragon's blood orchids.
Recruit: [1] You try to get more smart folk to help you, but they find your methods questionable and your ideals abhorrent. (+25 scholarly inquisitors)
Logick: [2] They aren't listening to reason. Or perhaps they aren't interested in the fumbling of your scholars due to their poor speaking skills.
Theft: [1] They try to steal the orb, but quickly find themselves bagged and tagged. (-93 cultists)
Archon: Recruit. Maybe leader 1 can offer some advice?
3 cultists, supervised by leader 2: Use the mini-horror ritual to summon someone with a bit of appeal.
2 cultists: Learn about disaster management. Leader 3 can provide a few pointers.
1 mad cultist: Try to improve on the mini-horror ritual.
Beldroth: Bottle some of your saliva for use in biological warfare.
Recruit: [1] Oh dear... It seems Humans don't actually like it when you scream in their ears like an ape.
Your battle commander doesn't offer much insight into the matter, apparently screaming is half their strategy... Your leader is no help in the matter. (+25 inquisitors)
Summon: [6] They summon someone with loads of appeal... If only they were friendly... Once again, the leader's support offers no aid to this endeavor... (Summoned Happy the Clown [hostile])
Name: Happy the Clown
Appearance: Looks like a clown, with a 50 yard stare and a lurch in his step
Homeworld: Land of Nightmares
Abilities:
-Terrifying scream: can force the weak of will to flee
Skills:
Presence: 0
Mindlock: 0
Power: 0 (no power, but still might be able to affect those with no mindlock with a good roll)
Physique: 0
Appeal: 1 (Despite the terrifying appearance, it smells like bananas)
Learn: [5] They figure out how to neutralize a terrible situation, with a little more work they may learn to actually turn a nothing into something! (cultists become disaster averters [50% chance of 1 becoming 2])
Improve: [5] They have a revelation about the ritual, that if done with a crystalline orb, it allows MUCH stronger horrors to be summoned! (learned summoning ritual [req Orb of Stalwart and dragon blood]) ((I'm not sure what you were hoping for))
Bottle toxin: [6] Beldroth slobbers into vials, allowing your cultists to use them in combat as weapons. Unfortunately, the bottles are also coated in the stuff, so anyone who uses the bottles will be afflicted by it themselves. (acquired [3] slimy toxin bottles, Beldroth ages)
(Sharkon takes damage from lack of water)
100 & me: Fish. No, seriously, we're going to actually fish for actual fish. Donate all of the catch to those in need. We're good guys, honest!
100: Bring down Parasite's PR even harder.
70: Recruit.
50: Activate B.O.F.'s inquisitors. This plan will, without any semblance of doubt, not backfire.
Non-tired warriors: train more or something I dunno lol
Fishing for teh fishies: [1] You cast out your hook and drag Count Trout into the water near your base. Whoops. (Count Trout now submerged and attacking cult)
PR assault: [4] They detail Parasite's master plan to destroy the Earth to a public audience. So what if they made it up? It made Parasite look like a terrible monster. (Parasite PR down)
Recruit: [6] They go around spreading word of your wondrous plans for the world. Apparently some people are concerned with "sustainable fishing practices", bah! (+70 cultists, +70 inquisitors)
Activate inquisitors: [4] They call BOF's inquisitors and tell them the location of his cult. Then hang up with a quick "Happy hunting!" (BOF inquisitors activated)
Train: [6] They work themselves ragged to become better at fighting. Though, it's hard to argue with the results. (warriors become champions, and exhausted)