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Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 144346 times)

Puppyguard

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Re: Demonhood 2 -In which certain people get rekt-
« Reply #1245 on: February 17, 2017, 04:30:18 pm »

Gluttonny imps


A huge, immobile and deformed faces with two mouths and initially just one open with a green "jelly" in it's mouth

Insert captive inside it's mouth and the jelly will keep the captive fed but will torture him/her 24hrs/7 days of the week, the evil generated will feed the imp and it will begin to grow, when it's full size the second mouth opens and two things can be done

1. Put another captive in the second mouth and it will split and the cycle continues

2. Cultists can harvest the jelly as food or add it as a kind of extra ingredients in torture (pepper in the eyes? yes)

If no one harvest the jelly it will slowly fall from the mouth and rot (further corrupting the place)
Maybe it should be called a Gluttony Fiend
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NRDL

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Re: Demonhood 2 -In which certain people get rekt-
« Reply #1246 on: February 17, 2017, 04:33:51 pm »

So plan:
Send a specter to Malkus.
If it's the angel, rally our forces and go after it.
If it's a force of Tokuzu, order him to retreat out of the empire. Attack isolated farms and villages, raise the undead, and generally create a low level chaos.
Keep searching for the angel.
Step up training of our Nails, and recruit another 40.
When we find the angel ,attack have a spectre follow them to their hideout.

+1
And to convert more Knights and soldiers.

+1
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10ebbor10

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Re: Demonhood 2 -In which certain people get rekt-
« Reply #1247 on: February 17, 2017, 04:51:03 pm »

Anyway. Been busy the past few days. Tomorrow I should have time to write an update, though. At the moment it looks like Urist's plan has the most support... with three people.
:/

Few people want to make decisive action when we have barely any information.
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Egan_BW

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Re: Demonhood 2 -In which certain people get rekt-
« Reply #1248 on: February 18, 2017, 03:39:14 am »

Anyway. Been busy the past few days. Tomorrow I should have time to write an update, though. At the moment it looks like Urist's plan has the most support... with three people.
:/

Few people want to make decisive action when we have barely any information.

I have basically no information, because I haven't been reading the updates, but the answer is obviously to eat as many people as possible on a short notice, use the power to go full godzilla, and go fistfight an Angel.
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Origami_Psycho

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Re: Demonhood 2 -In which certain people get rekt-
« Reply #1249 on: February 18, 2017, 02:50:35 pm »

That seems like... a remarkably bad idea.  Not to mention not keeping in character with our m.o. of subtle manipulation.  I think something more like getting/paying some hero's or adventurers to kill the angle is more our cup of tea.
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Puppyguard

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Re: Demonhood 2 -In which certain people get rekt-
« Reply #1250 on: February 18, 2017, 02:57:41 pm »

If we can mesmerize and predict actions, does that mean the angel can too?
So if we hire someone to murder it, it will see them coming. Plus it might be able to smell evil intent.
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Origami_Psycho

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Re: Demonhood 2 -In which certain people get rekt-
« Reply #1251 on: February 18, 2017, 03:38:52 pm »

But a hero would obviously receive a boon from us to protect them from its dastardly influence.
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Puppyguard

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Re: Demonhood 2 -In which certain people get rekt-
« Reply #1252 on: February 18, 2017, 03:51:41 pm »

Then it could detect the evil magic.
Unless he has some sort of cloaking magic item, he'll get detected by it.
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10ebbor10

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Re: Demonhood 2 -In which certain people get rekt-
« Reply #1253 on: February 18, 2017, 05:11:51 pm »

If we can mesmerize and predict actions, does that mean the angel can too?
So if we hire someone to murder it, it will see them coming. Plus it might be able to smell evil intent.

If you want to know what Angels can do, read this.

http://www.bay12forums.com/smf/index.php?topic=100141.msg2957734#msg2957734
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NUKE9.13

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Re: Demonhood 2 -Number of giant minions lost: between 0 and 3-
« Reply #1254 on: February 19, 2017, 10:46:37 am »

Previous Update (Get rekt) | This Update (In which some Klrntvs get rekt) | Next Update ()


Send a specter to Malkus.
If it's the angel, rally our forces and go after it.
If it's a force of Tokuzu, order him to retreat out of the empire. Attack isolated farms and villages, raise the undead, and generally create a low level chaos.
Keep searching for the angel.
Step up training of our Nails, and recruit another 40.
When we find the angel ,attack have a spectre follow them to their hideout.

Okay then.


You immediately send a spectre to find out what happened. After a few days, it returns, carrying (through intense effort) a single letter.

In it, Malkus describes how the Tokzoku, through luck or extraordinary stealth managed to sneak past the spectres he had sent out to keep watch at long range. They marched rapidly towards Seiyojin, only being spotted when they were an hour out from the settlement. Malkus quickly had his troops take up defensive positions. He estimates their numbers at almost 500, of which a fifth cavalry. Attempts to demoralise the attackers failed, and they charged towards the walls.
They quickly passed over the walls and through the gate, encountering little resistance. They proceeded to rush up the path to the temple- at which point Malkus launched his ambush. The corpses lying on the road, which the attackers passed over with little thought, rose up in the midst of their formation, causing chaos, whilst the rest of Malkus' troops emerged out of hiding and charged into their flanks.
At first it seemed like the ambush worked, and many casualties were inflicted upon the Tokzoku. But the numbers and experience of the soldiers soon turned the tide, cutting down zombies despite the best efforts of the Cryptbrains, crushing skeletons, squashing imps, even slaying the rock trolls through sheer persistence. Malkus' attempt to retreat back to the temple failed, and his entire force was soon wiped out, forcing him and the wights to flee the only path left to them- down the side of the mountain.
After suffering this setback, Malkus headed towards the nearest village, which he attacked and, after a brief battle, destroyed, raising some of the dead as zombies. He then received your messenger, and gave it this letter to carry back to Nuulyd.

You send the spectre back with orders for Malkus to make his way out of the empire, whilst continuing to cause death and destruction as he goes.

The search for the angel continues. Spectres continue to patrol the northwest, searching villages for signs of Good. Their reports, however, prove as infuriatingly empty as they are poetic- the only thing of note is that the villagers seem more content than villagers elsewhere.

Fortunately, you do not have to find it. It will find you.
Heavy snow (quite unusual this late in the year) blankets the forest white. Three great shapes lumber through the swirling flakes, weaving through the trees with surprising agility. Faint lights can be seen in the distance, the sign of their target, a small lumber camp-slash-hamlet. Then, too fast for the beasts to react, a bolt of light arcs out of the snow, striking one of the Klrntvs dead centre, piercing through its flesh(?), then exploding against a tree behind it. The creature's shape fluctuates wildly, though whatever the shape may be, it always has a massive hole in the middle. With one final eldritch cry, the beast collapses to the ground. Its fellows bellow in anger, and start flailing wildly with their tentacles, uprooting trees and throwing them into the blizzard.
A voice rings out through the snow, pure and beautiful. The sound seems to come from all around, and the Klrntvs have no idea in which direction to attack. More bolts of light arc out, seeming to come from a different direction every time. One strikes another of the beasts, creating a massive explosion. It too falls to the ground, slain. The third and final creature seems to have gotten its bearings, and charges towards its attacker. It comes across a woman, wearing a white robe, floating several feet of the ground. Her white hair shimmers like pearl, and when the light is just right, sharp, crystalline wings can be seen extending from her back. The Klrntv swipes a tentacle at her- she dodges it easily. She retaliates, jabbing her spear towards it, another bolt of light shooting forth.
The creature tries to dodge, but the bolt seems to anticipate its movements, changing course in mid air to strike it. It staggers backwards, purple ichor flowing freely onto the forest floor.

You arrive just in time to see the woman disappear into the blizzard once more. Frustrated, you throw a bolt of darkness in her direction, but it only grazes her. You look to your minion- lying in a massive pool of bubbling purple slime, it is a sorry sight. Naturally you
-Heal its injuries, restoring it to strength.
-Leave it to die. Such is the fate of the weak. You have an angel to chase.
-Eat it. Omnomnom.

You send several spectres off into the blizzard, in an attempt to track her. They soon return empty handed; she has eluded them once more. One reports catching a glimpse of her, but when it chased after it, it turned out to be an illusion.

You track down your other slain minions. It turns out they are not quite as dead as it may seem. The slightest spark of life still burns within their bodies, displaying a remarkable resilience. These you
-Treat the same as the other.
-Decide deserve a different fate.

Now then. Your adversary is growing more bold- perhaps deservedly so, given the ease with which she dispatched- albeit not completely killed- your Klrntvs. Several courses of action seem viable here. You eventually decide to
-Lure her into a trap- her overconfidence will be her downfall.
-Continue staking out the northwest, whilst spreading orders to be wary of heavy snowfall.
-Take all your armed forces and sweep through the northwest, tracking down the angel's lair by brute force.



Hmm. Angular angels* all up in your business. Better do something, eh?


Name: Nokluvgn
Age: 11.75 months
Physical might: 71 (+1 p/w: province-wide suffering) (-3: leakage)
Mental might: 76 (+1 p/w: province-wide suffering)(+1 p/w: Worship) (-3: leakage)
Followers: lots (see Cults)
Slaves: 18 (Under cult control)
Servants: lots (4 Brutewolves, 3 Smokewraiths, 30 spectres, 4 giant-rat-packs, 40 corrupted ravens, 30 black imps, 24 ultraviolet imps, 6 fungal druids, 0-3 Klrntvs)(Others under cult control)
 With Malkus:(10 smokewraiths, 26 spectres, 20 zombies, 8 Wights)

Cults:
  The New Way: Medium organization. 440 members (289 cultists, 13 Acolytes, 50 Nails (armed), 1 Finger (heavily armed), 56 mercs&soldiers (armed), 3 Lesser Wordbearers, 2 Wordbearers, 2 magically trained Wordbearers, 2 trained Wordbearers (armed), 9 knights (heavily armed), 7 mining engineers, 1 Mayor (lesser Wordbearer), 1 Duke)
   Slaves: 18 (4 priests, 1 high priest, 7 guards (armed), 6 captives)
   Servants: 48 zombies, 24 skeletons, 4 Hollow Remnants.
   Power level: 31 (20 used)
     Of which: 4 spent recruiting, 4 spent constructing underground temple in Nuulyd (100/100), 4 spent harvesting from the fungal forest, 8 spent training new Nails (20/30)
     Secrecy estimate: Fine
   Resources: 1130 (+20 p/week: Duke's income)(+5 p/w: Copper mines)(-18: constructing underground temple in Nuulyd)(-20: constructing walls at the mines)(+12: fungal forest)(-4: Kate's recruitment)(-2: Mischa's studies)
   Locations: Nuulyd: Merchant & town council & jail connections. Mayor converted.
     Castle Brylib: Court connections+.
     Oegorda: Nokluvgn may have been detected here. No wizards to be found.
     Fözdoch Province (misc): No special features.
   Other: More effort is directed towards training the nails, and recruitment efforts turn to the knights in the Duke's service. The knights, having dwelt in the Duke's corrupted court for so long, prove eager converts.

  The Arms of He Who Beckons: Medium Organisation. 82 members (56 soldiers, 26 senior soldiers)
   Power level: 8 (5 used)
     Of which: 3 spent on extra training to stand out, 2 spent recruiting.
   Resources: 0
   Locations: Barracks near the capital.
   Other: Rumour has it that war may not be as imminent as once thought, and that some soldiers may be dismissed unless tensions flare up again.

  The Cult of the Wolf: Low organisation. 23 members (8 cultists, 14 cultists (armed), 1 Wolfmaster(armed))
    Servants: 20 wolves, 6 brutewolves
    Power level: 5 (4 used)
      Of which: 1 spent worshipping Nokluvgn, 1 spent worshipping Mkilzk, 2 spent recruiting.
    Resources: 40
    Locations: Ura Eastern Mountains (forests)
    Other: Upon leaving the Tokzoku Empire behind, the forests seem to get much thicker, more primal. The cultists start looking for denizens to convert, be they wolf or man. They soon come across a tribe, who, impressed by their command of wolves (and their sleigh full of treasure), welcome them to join them at their fire. Upon the cultists explaining that these powers may be available to others, several tribe members sign up to join the cult, ambitious folk, who are not at all dissuaded upon learning the cult's true nature. 

Champions:
  Mischa Alwiz: The Duke's 'loyal' companion, now corrupted by the allure of evil.
    Physical Might: 2 (+1: the Vessel)
    Mental Might: 15 (+5: the Vessel, +1: Burnt Silver Medallion)
    Knowledge: Magic, competent Necromancy.
    Possessions: Grey imp (knowledge of human & demonic magic, disguised as a crow), the Vessel (An urn containing 100 souls and a chunk of Nokluvgn's essence; +1 physical and +5 mental, enhances spell-casting stamina. Large and unwieldy, requires knowledge of Necromancy to use), Necromancy study book (enables further Necromancy progress), Burnt Silver Medallion (+1 Mental, attracts Evil and repels Good)
    Other: Mischa continues to study.

  Malkus Rom, the Black King: The captain of the mercenaries in the Duke's employ, he proved an especially eager convert, requiring only the most minor of rewards before pledging his loyalty to you. He now serves as the Black King of the East, ruling from the ruins of Seiyojin over an undead empire.
    Physical Might: 10 (+2: Devil-horse, +2: Blade of Eternal Ash, -1: Black Staff)(-1: injured)
    Mental Might: 4 (+1: Burnt Silver Medallion, +1: Blade of Eternal Ash, -1: Black Staff)
    Knowledge: Competent Tactics.
    Possessions: Devil-horse (A huge black horse with demonic strength and intellect; +2 physical strength, greatly increased mobility), Blade of Eternal Ash (+2 Physical, captures souls of its victims (increases Mental by 1)), Burnt Silver Medallion (+1 Mental, attracts Evil and repels Good), Black Staff (-1 Mental and Physical. Enables raising zombies (max 20 p/week), basic magic attacks, and minor mind control)
    Other: In response to your orders starts to head west.

  "Kate": A female Wordbearer, trained in combat and magic and provided with arms and armour, now the vessel for your demonic offspring.
     Physical Might: 6
     Mental Might: 6 (+1: Burnt Silver Medallion)
     Knowledge: Adequate Mesmerism, basic Magic, novice dream-explorer
     Possessions: Burnt Silver Medallion (+1 Mental, attracts Evil and repels Good)
     Other: 5.25/8(?) months pregnant. Continues to hone her newfound ability to invade dreams.

  Mkilzk: The child of Nokluvgn and a female brutewolf. Triplets. They have wings, bladed tails, and horns. Her fur ripples like smoke, yet is solid. They only has one soul.
     Physical Might: 12
     Mental Might: 6 (+1: Worship, +1: Burnt Silver Medallion)
     Knowledge: Speaks demontongue. Capable of (limited) transformation. Smoke manipulation. Mastery over the undead.
     Possessions: Burnt Silver Medallion (+1 Mental, attracts Evil and repels Good)
     Other: 2.25 months old. Growing less quickly.


Fortresses:
  Fellshore: Was a small fishing village nestled between a small lake and a forest (with mountains not so far in the distance), it has now been razed. It is undermined with many tunnels and chambers forming a twisted maze, lit with smoky torches, where the shadows form strange shapes in the corner of your eyes.
    Smallish labyrinth (10 defence, increases secrecy)(upgrade to Medium Labyrinth halted: 76/200)
    Hidden altar: A suitable place to sacrifice to you and praise your dark name.

  Copper Mine: A recently reopened mine. Converted engineers and Black Imps oversee the work of the prison labour.
    Copper Veins: Generates income (5 resources p/w) if fully staffed (requires 100 workers and 10 overseers)(currently at 100 workers and 12 overseers, generating 5 r p/w)
    Crude Walls (under construction 20/100)
    Small chapel: A corrupt shrine where the prisoners are forced to listen to twisted sermons. Not that they pay a lot of attention.
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NRDL

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Re: Demonhood 2 -Number of giant minions lost: between 0 and 3-
« Reply #1255 on: February 19, 2017, 12:10:48 pm »

Devour, devour devour. Ramp up physical might as high as possible, gonna need it for the inevitable confrontation. Make it as painful and torturous as possible, to allow for mental strengthening as well.

For whoever makes a more concrete plan, just tack this onto the end of it. We need to be stronger when the showdown actually happens.
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Puppyguard

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Re: Demonhood 2 -Number of giant minions lost: between 0 and 3-
« Reply #1256 on: February 19, 2017, 12:29:05 pm »

Aw man, that's a shame about the Klrntvs.
The way I see it, if we spend might to bring them back, they will just get destroyed again.
They're too big and can't dodge enough, plus I bet they emit a large detectable signal, which is why the angle angel keeps targeting them.
Devour all the Klrntvs, They will keep getting attacked if we revive them.
I think we should try to lure the angel into a trap. I cannot think of a trap at this time. so if anyone has an idea, post it!

« Last Edit: February 19, 2017, 09:29:49 pm by Puppyguard »
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Parisbre56

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Re: Demonhood 2 -Number of giant minions lost: between 0 and 3-
« Reply #1257 on: February 19, 2017, 01:17:46 pm »

We just put up a sign that says "Free Angel Food" and wait for the Angel to eat it. But first we'll hide ball bearings in the food so when it eats it we'll use a magnet to follow it.

Oh, wait, you said trap an Angel, not a Road Runner. I always get those two confused. Must be the feathers.

Anyway, we'll just send some of our minions out to do something evil but have Mischa infuse them using materials from the forest so that they "explode" into a sticky, stinky, hard-to-get-rid-of substance when the angel tries to delete them. Something like those ink bombs they put in ATM machines to stain robbers and their stolen money. Then we just have our brutewolves and our daughter follow the scent. And we arm our minions (probably midnight imps) with more of that substance so that we can keep painting the angel if it tries to clean itself.

Alternatively, just have Mischa research ways to detect Good. If she knows how to detect Evil, then it should be quite easy, just use that to track the largest absence of Evil, assuming the Angel causes leakage of Good. And make sure you have someone neutral hold it like a golem or an animal, because otherwise some idiot minion might get stuck trying to walk away from themselves.


FAKEEDIT: Here's a paranoid thought: What if the Angel is being controlled by another suggestion game on another forum?

crazyabe

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Re: Demonhood 2 -Number of giant minions lost: between 0 and 3-
« Reply #1258 on: February 19, 2017, 01:27:29 pm »

Save the mostly live one, Leave the other two to die.

Who knows, perhaps these things are immortal/undieing, and by leaving them to die they will eventually get back up and walk home.
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Origami_Psycho

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Re: Demonhood 2 -Number of giant minions lost: between 0 and 3-
« Reply #1259 on: February 19, 2017, 02:04:57 pm »

Eat all three, muster all of our resources for a clean sweep of the North.
Remember the rules of the evil overlords.  We shall immediately annihilate the present threat, not make traps which could be avoided.
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