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Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 143296 times)

omada

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1. Mklkizk should train together with future nails learning to fight in her humanoid form.

+1
-snipped for space-

for the "Finding the Enemy" part i give my +1 i add that ultraviolet imps and midnight imps help the scouting, and i say again that maybe the abandoned forts that we know about should be searched again by our smoke wraiths to make sure they aren't in enemy hands.

For corrupting the duke's forces i give my +1 and i add that the duke should re-accept the knights that left his forces acting as "they were in a spiritual pilgrimage/retirement after what happened in Nuulyd, and there is always place for paladins", they should help recruitment efforts

For the things of drawing forces of good out, i am not feeling ok with that yet.
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Strongpoint

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Quote
That the duke should re-accept the knights that left his forces acting as "they were in a spiritual pilgrimage/retirement after what happened in Nuulyd, and there is always place for paladins", they should help recruitment efforts
I think they are back loooong time ago. And if we go for recruiting duke's soldiers we prefer to not create links to actual cult members
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Parisbre56

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-snipped for space-
Entire plan
+1
Sounds good to me, with the addition that Midnight and Ultraviolet imps also fly around in spread out groups, searching for signs of Good and reporting any disappearances and where they occur.

We should also prepare a response to these attacks to help keep up the charade a while longer. After all, we don't want the people here to say that they are being plagued by evil and the duke is doing nothing. Have the duke's forces that are loyal to us "heroically" fight the Krvlnt and drive them into the lake, where they are most certain to drown. "Unfortunately", there will not be too many people left for them to rescue, just enough to spread the news around. This has the added benefit that we also have more units ready to respond nearby.

And we should also send a spectre to investigate the bottom of the lake or maybe go in there ourselves. These old Krvlnt and that Good thing came from there. Maybe there's something more in there, some clue about who they are and how to defeat them or some artifact of power.

Origami_Psycho

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+1 to increasing the number of minions under our direct control.  Subcontract grave robbers to deliver corpses and skeletons to us, to be resurrected and kept in storage under the temple.
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Strongpoint

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Are some undead that useful to risk our secrecy?
Also, I dislike reopening Fellshore. In fact I prefer to pull the last powerful units away from there, leaving only a handful of minor undead in the labyrinth.

Plan tentacles

1) Order Krlntrs to travel from their small lake to the grand lake. Let them destroy few villages on their way there. Nokluvgn will stealthy follow them using generated evil to summon midnight imps and mutate birds (mainly ravens) into scouts.  Needless to say that Duke's forces should fail to react in time. Should forces of good react on Krlntrs > Get involved
2) Create a big board with a map of the province, where we can pinpoint and keep tracks of all the attacks, hoping to find a pattern. Place it somewhere in the underground temple. Torture a very good and a very evil person (use the data from the recent dream scan to find suitable candidates) and use their body parts as a part of the map, trying to create a magical way to detect sources of evil and good in the province
3) Spectres and freshly created midnight imps\mutatewd birds to follow duke's forces reporting further attacks on them
4) Minor undeads in fellshore to be transferred under command of the cult. Mischa acolytes and other travelling cultists may occasionally visit Fellshore to hide, rest or worship Nokluvgn but Fellshore should stay mostly abandoned
5) Several Acolytes and Magically trained Wordbearer should work as duke's bodyguards.
6) Duke should announce a reward for information that will help to capture "rebels"
7) In the same time he should start executing random villagers accusing them of killing his men (good men hate when innocents pay for their actions)
8) Mkizlk should join nails training to fight in a humanoid form


reasoning
1) Great lakes will give Krlntrs much more opportunities to shine and we may provoke the angel to attack
2) I like the board idea a lot and made it more interesting
3) Obvious step
4) Fellshore can be a useful location for the cult but I don't want to contribute any major force to it
5) I am worried about duke's safety
6) Minor thing that can work very well
7) More sufferings
8) Our daughter needs something to do to not get into the trouble
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Detoxicated

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Are some undead that useful to risk our secrecy?
Also, I dislike reopening Fellshore. In fact I prefer to pull the last powerful units away from there, leaving only a handful of minor undead in the labyrinth.

Plan tentacles

1) Order Krlntrs to travel from their small lake to the grand lake. Let them destroy few villages on their way there. Nokluvgn will stealthy follow them using generated evil to summon midnight imps and mutate birds (mainly ravens) into scouts.  Needless to say that Duke's forces should fail to react in time. Should forces of good react on Krlntrs > Get involved
2) Create a big board with a map of the province, where we can pinpoint and keep tracks of all the attacks, hoping to find a pattern. Place it somewhere in the underground temple. Torture a very good and a very evil person (use the data from the recent dream scan to find suitable candidates) and use their body parts as a part of the map, trying to create a magical way to detect sources of evil and good in the province
3) Spectres and freshly created midnight imps\mutatewd birds to follow duke's forces reporting further attacks on them
4) Minor undeads in fellshore to be transferred under command of the cult. Mischa acolytes and other travelling cultists may occasionally visit Fellshore to hide, rest or worship Nokluvgn but Fellshore should stay mostly abandoned
5) Several Acolytes and Magically trained Wordbearer should work as duke's bodyguards.
6) Duke should announce a reward for information that will help to capture "rebels"
7) In the same time he should start executing random villagers accusing them of killing his men (good men hate when innocents pay for their actions)
8) Mkizlk should join nails training to fight in a humanoid form


reasoning
1) Great lakes will give Krlntrs much more opportunities to shine and we may provoke the angel to attack
2) I like the board idea a lot and made it more interesting
3) Obvious step
4) Fellshore can be a useful location for the cult but I don't want to contribute any major force to it
5) I am worried about duke's safety
6) Minor thing that can work very well
7) More sufferings
8) Our daughter needs something to do to not get into the trouble
+1
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omada

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Are some undead that useful to risk our secrecy?
Also, I dislike reopening Fellshore. In fact I prefer to pull the last powerful units away from there, leaving only a handful of minor undead in the labyrinth.

Plan tentacles

1) Order Krlntrs to travel from their small lake to the grand lake. Let them destroy few villages on their way there. Nokluvgn will stealthy follow them using generated evil to summon midnight imps and mutate birds (mainly ravens) into scouts.  Needless to say that Duke's forces should fail to react in time. Should forces of good react on Krlntrs > Get involved
2) Create a big board with a map of the province, where we can pinpoint and keep tracks of all the attacks, hoping to find a pattern. Place it somewhere in the underground temple. Torture a very good and a very evil person (use the data from the recent dream scan to find suitable candidates) and use their body parts as a part of the map, trying to create a magical way to detect sources of evil and good in the province
3) Spectres and freshly created midnight imps\mutatewd birds to follow duke's forces reporting further attacks on them
4) Minor undeads in fellshore to be transferred under command of the cult. Mischa acolytes and other travelling cultists may occasionally visit Fellshore to hide, rest or worship Nokluvgn but Fellshore should stay mostly abandoned
5) Several Acolytes and Magically trained Wordbearer should work as duke's bodyguards.
6) Duke should announce a reward for information that will help to capture "rebels"
7) In the same time he should start executing random villagers accusing them of killing his men (good men hate when innocents pay for their actions)
8) Mkizlk should join nails training to fight in a humanoid form


reasoning
1) Great lakes will give Krlntrs much more opportunities to shine and we may provoke the angel to attack
2) I like the board idea a lot and made it more interesting
3) Obvious step
4) Fellshore can be a useful location for the cult but I don't want to contribute any major force to it
5) I am worried about duke's safety
6) Minor thing that can work very well
7) More sufferings
8) Our daughter needs something to do to not get into the trouble
+1
+1

Although there is something missing, or i am just tired :v

Okay, how far is the great lake from our province? I don't think they will survive all the way away from the province, it matters? blergh, if they don't make it they shouldn't live.

Is the river deep enough to make them more subtle/deadly?

oh, let some of the evil (20%?) be absorved instead of using in creating scouts. Just in case.

And, we have 12 overseers in the mine when we need only 10, fellshore shouldn't be completely abandoned, let 2 black imps from the mines work alone and slowly in the labyrinth of fellshore they can upgrade it to medium or start making traps, later it can be useful and a hidden asset.

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He is short, with a small and failed beard
He likes wood, spears, ducks for their nobility, and rabbits for their weak hearts and funny reproduction rate.
he has a hard time to focus, and values, err almost everything, he dreams of mastering a skill.

Strongpoint

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I prefer to give black imps some additional project in the mines instead of transferring them to Fellshore. Mines can be much more than a source of copper. But that can wait till we finish the temple.



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Urist Mc Dwarf

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Are some undead that useful to risk our secrecy?
Also, I dislike reopening Fellshore. In fact I prefer to pull the last powerful units away from there, leaving only a handful of minor undead in the labyrinth.

Plan tentacles

1) Order Krlntrs to travel from their small lake to the grand lake. Let them destroy few villages on their way there. Nokluvgn will stealthy follow them using generated evil to summon midnight imps and mutate birds (mainly ravens) into scouts.  Needless to say that Duke's forces should fail to react in time. Should forces of good react on Krlntrs > Get involved
2) Create a big board with a map of the province, where we can pinpoint and keep tracks of all the attacks, hoping to find a pattern. Place it somewhere in the underground temple. Torture a very good and a very evil person (use the data from the recent dream scan to find suitable candidates) and use their body parts as a part of the map, trying to create a magical way to detect sources of evil and good in the province
3) Spectres and freshly created midnight imps\mutatewd birds to follow duke's forces reporting further attacks on them
4) Minor undeads in fellshore to be transferred under command of the cult. Mischa acolytes and other travelling cultists may occasionally visit Fellshore to hide, rest or worship Nokluvgn but Fellshore should stay mostly abandoned
5) Several Acolytes and Magically trained Wordbearer should work as duke's bodyguards.
6) Duke should announce a reward for information that will help to capture "rebels"
7) In the same time he should start executing random villagers accusing them of killing his men (good men hate when innocents pay for their actions)
8) Mkizlk should join nails training to fight in a humanoid form


reasoning
1) Great lakes will give Krlntrs much more opportunities to shine and we may provoke the angel to attack
2) I like the board idea a lot and made it more interesting
3) Obvious step
4) Fellshore can be a useful location for the cult but I don't want to contribute any major force to it
5) I am worried about duke's safety
6) Minor thing that can work very well
7) More sufferings
8) Our daughter needs something to do to not get into the trouble
+1
+1 But have the duke's soldiers be just a bit behind the Krlntrs.

VoidSlayer

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We should let our daughter out into the woods as a reward for playing nice with the humans.

Ask her to learn to control the fungal stuff like the druids.

As for Mischa, I think it is time we directed her efforts. 

My idea would be some sort of undead/golem.  Have a living victim be entombed in golem-clay then necromantically turn it just as they die.  Keep as much of the brain structure intact as possible while turning it into a servant that will listen to the orders of our cultists.

This way we can have the new breed of golems operating openly, to steal the jobs of hardworking peasants.  Start with manual labor and see if she can work up to keeping soldier or craftsmen minds intact.  Tireless skilled workers would be invaluable while soldiers could be covered in steel and blades as a more deadly, more resilient and more skilled front line soldier.

Strongpoint

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Few additions\fixes. I added attempt to raise our physical might and did more detailed Mkilzk training with nails

Plan tentacles V 1.3

1) Order Krlntrs to travel from their small lake to the river Foz. Let them destroy few villages on their way there. Nokluvgn will stealthy follow them using generated evil to summon midnight imps and mutate birds (mainly ravens) into scouts. He will also raise physical might by consuming dead Needless to say that Duke's forces should fail to react in time. Should forces of good react on Krlntrs > Get involved
2) Create a big board with a map of the province, where we can pinpoint and keep tracks of all the attacks, hoping to find a pattern. Place it somewhere in the underground temple. Torture a very good and a very evil person (use the data from the recent dream scan to find suitable candidates) and use their body parts as a part of the map, trying to create a magical way to detect sources of evil and good in the province
3) Spectres and freshly created midnight imps\mutatewd birds to follow duke's forces reporting further attacks on them
4) Minor undeads in fellshore to be transferred under command of the cult. Mischa acolytes and other travelling cultists may occasionally visit Fellshore to hide, rest or worship Nokluvgn but Fellshore should stay mostly abandoned
5) Several Acolytes and Magically trained Wordbearer should work as duke's bodyguards.
6) Duke should announce a reward for information that will help to capture "rebels"
7) In the same time he should start executing random villagers accusing them of killing his men (good men hate when innocents pay for their actions)
8) Mkizlk should join training of new nails learning to fight both in a humanoid form and in a wolf form against humanoids. Training should be conducted in the forest near Nuulyd allowing Mkizlk to rest from the civilization and spend some time with Brutewolves.
« Last Edit: February 10, 2017, 11:31:56 am by Strongpoint »
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omada

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Few additions\fixes. I added attempt to raise our physical might and did more detailed Mkilzk training with nails

Plan tentacles V 1.2

1) Order Krlntrs to travel from their small lake to the grand lake. Let them destroy few villages on their way there. Nokluvgn will stealthy follow them using generated evil to summon midnight imps and mutate birds (mainly ravens) into scouts. He will also raise physical might by consuming dead Needless to say that Duke's forces should fail to react in time. Should forces of good react on Krlntrs > Get involved
2) Create a big board with a map of the province, where we can pinpoint and keep tracks of all the attacks, hoping to find a pattern. Place it somewhere in the underground temple. Torture a very good and a very evil person (use the data from the recent dream scan to find suitable candidates) and use their body parts as a part of the map, trying to create a magical way to detect sources of evil and good in the province
3) Spectres and freshly created midnight imps\mutatewd birds to follow duke's forces reporting further attacks on them
4) Minor undeads in fellshore to be transferred under command of the cult. Mischa acolytes and other travelling cultists may occasionally visit Fellshore to hide, rest or worship Nokluvgn but Fellshore should stay mostly abandoned
5) Several Acolytes and Magically trained Wordbearer should work as duke's bodyguards.
6) Duke should announce a reward for information that will help to capture "rebels"
7) In the same time he should start executing random villagers accusing them of killing his men (good men hate when innocents pay for their actions)
8) Mkizlk should join training of new nails learning to fight both in a humanoid form and in a wolf form against humanoids. Training should be conducted in the forest near Nuulyd allowing Mkizlk to rest from the civilization and spend some time with Brutewolves.

+1
That is fine
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Novice english wordsmith
Dabbling english speaker (rusty)
He is short, with a small and failed beard
He likes wood, spears, ducks for their nobility, and rabbits for their weak hearts and funny reproduction rate.
he has a hard time to focus, and values, err almost everything, he dreams of mastering a skill.

NUKE9.13

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Just to clarify, the Grand Lake is, like, hundreds of miles away. It's where the capital is.
Not that you can't send them there, but it will take more than a week, and most of the journey will be in other provinces. Is that your intention?
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Urist Mc Dwarf

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I thought we were just referring to a bigger lake in the province.

Strongpoint

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Uh, somehow I misunderstood the geography... They should travel to the river Foz instead. (Is it deep enough?)
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