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Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 143550 times)

Ardent Debater

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Here is my plan:

We will allow our Followers to indulge in [Assorted Debauchery] with the caveat that we consume the soul of anyone who kills or cripples a fellow cultist.

We'll send the Sacred Wordbearers to secretly convert the weak minded and gullible in nearby villages to our worship.

We'll send the Brute Wolf to ambush and kill lone travellers and villagers alone at night. We have no use for him here, and he will spread Terror far and wide.

We'll send the Spectres to scout out nearby villages, and inform us of their vulnerabilities. They're useless for other tasks, and it's what We intended for them.

As for the man about to enter our village, odds are he's a wandering priest or a tax collector. If it's the latter, we'll have no problem converting him to our cause. If it's a priest, well... We'll see what we can do.

Let's Disguise our takeover of the village as best we can, and have the villagers act totally normal. Using our Illusion magic, it should be no trouble to deceive his tiny mortal mind into thinking all is well in Fellshore. If he uncovers our existence, we'll break his mind and make him into a slave.

After that, Nokluvgn will take the Mind-Broken Priest Slave, and go to the smallest village the Spectres have uncovered, convert and corrupt the village with our mind, and sacrifice any doubters. If we encounter any holy men, we'll break their minds and turn them into Slaves.
« Last Edit: December 16, 2016, 03:05:01 pm by Ardent Debater »
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Ukrainian Ranger

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I prefer to have at least one wordbearer in the village to lead the cult in our absence. I don't want our servants to act alone because they may screw their mission should they encounter a powerful force of good
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

Ardent Debater

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I prefer to have at least one wordbearer in the village to lead the cult in our absence. I don't want our servants to act alone because they may screw their mission should they encounter a powerful force of good

You're right.

[Assorted Debautchery]
This is as it should be. Your followers shall be rewarded for their worship, and thus fall deeper into darkness.
The common rabble should be rewarded for being "enlightened" by  the new way. As long as they don't kill or maim other cultists, it's fine. We'll expect more restraint and order from our higher up cult members like the Wordbearers.

A traveller is headed this way.
Cultists: Disguise your takeover of the village as best you can, and have the villagers act totally normal. We need to see how well cultists can blend in.
Nokluvgn: Have the traveller come visit us once he arrives, pump him for information. Eat him if he discovers us.

Optional: Name the new smoke-spectre-things.
Nokluv Wraiths?

  The New Way: Low organization. 82 members in Fellshore (80 villagers, 2 Wordbearers)
Minor note that we're 2 cultists down

This is a good plan. I nominate that we combine it with my plan,

Here is my plan:

We will allow our Followers to indulge in [Assorted Debauchery] with the caveat that we consume the soul of anyone who kills or cripples a fellow cultist.

We'll send the Sacred Wordbearers to secretly convert the weak minded and gullible in nearby villages to our worship.

We'll send the Brute Wolf to ambush and kill lone travellers and villagers alone at night. We have no use for him here, and he will spread Terror far and wide.

We'll send the Spectres to scout out nearby villages, and inform us of their vulnerabilities. They're useless for other tasks, and it's what We intended for them.

As for the man about to enter our village, odds are he's a wandering priest or a tax collector. If it's the latter, we'll have no problem converting him to our cause. If it's a priest, well... We'll see what we can do.

Let's Disguise our takeover of the village as best we can, and have the villagers act totally normal. Using our Illusion magic, it should be no trouble to deceive his tiny mortal mind into thinking all is well in Fellshore. If he uncovers our existence, we'll break his mind and make him into a slave.

After that, Nokluvgn will take the Mind-Broken Priest Slave, and go to the smallest village the Spectres have uncovered, convert and corrupt the village with our mind, and sacrifice any doubters. If we encounter any holy men, we'll break their minds and turn them into Slaves.


With the change that only one Sacred Wordbearer recruits cultists. The other Sacred Wordbearer will remain at Fellshore to ensure that the Village remains undetected for now.
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Parisbre56

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OMNOMNOMNOM

Also, PTW.

Egan_BW

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Disguise the village as "perfectly normal". If the traveller is someone who wouldn't be missed, take the information from their skull by force and then eat them. If they're a tax collector or something, enslave them and set them on their way, to tell the world about how we're still "perfectly normal".

The smoke monsters should simply be called smoke.

Cultists can do what they like so long as it's hidden. If they act unusual aboveground, even if there's no visitors at the moment, they're getting eaten. Same for if they kill another cultist without explicit directions.
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Ardent Debater

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Disguise the village as "perfectly normal". If the traveller is someone who wouldn't be missed, take the information from their skull by force and then eat them. If they're a tax collector or something, enslave them and set them on their way, to tell the world about how we're still "perfectly normal".

The smoke monsters should simply be called smoke.

Cultists can do what they like so long as it's hidden. If they act unusual aboveground, even if there's no visitors at the moment, they're getting eaten. Same for if they kill another cultist without explicit directions.


I agree with the disguise/soul-eating plan completely.

I think that smoke is too vague a name. What if we called them Profane Apparitions instead? It would fit the grandiose naming scheme we've got already, with The New Way and The Sacred Wordbearers. When we've conquered four or five more villages, we should upgrade them to have minor Illusion magic, mind-bending magic, rudimentary telepathy, and increased charisma, so we can use them to spread temptation and our corruption far and wide.

I agree with the total secrecy policy, though it should be lifted during religious celebrations where Nokluvgn is present. Once we've got a large base of followers, openness will be less of a concern.
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Egan_BW

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Our Smoke are scouts, hiding in the shadows. To anyone who stumbles upon them, they may well just be Smoke. Their numbers are irrelevant, they are fluid and ultimately the same one Smoke to our Flame.
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Detoxicated

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I havent seen such a display of unity of the players in a SG for a long time.
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omada

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I prefer to have at least one wordbearer in the village to lead the cult in our absence. I don't want our servants to act alone because they may screw their mission should they encounter a powerful force of good

You're right.

[Assorted Debautchery]
This is as it should be. Your followers shall be rewarded for their worship, and thus fall deeper into darkness.
The common rabble should be rewarded for being "enlightened" by  the new way. As long as they don't kill or maim other cultists, it's fine. We'll expect more restraint and order from our higher up cult members like the Wordbearers.

A traveller is headed this way.
Cultists: Disguise your takeover of the village as best you can, and have the villagers act totally normal. We need to see how well cultists can blend in.
Nokluvgn: Have the traveller come visit us once he arrives, pump him for information. Eat him if he discovers us.

Optional: Name the new smoke-spectre-things.
Nokluv Wraiths?

  The New Way: Low organization. 82 members in Fellshore (80 villagers, 2 Wordbearers)
Minor note that we're 2 cultists down

This is a good plan. I nominate that we combine it with my plan,

Here is my plan:

We will allow our Followers to indulge in [Assorted Debauchery] with the caveat that we consume the soul of anyone who kills or cripples a fellow cultist.

We'll send the Sacred Wordbearers to secretly convert the weak minded and gullible in nearby villages to our worship.

We'll send the Brute Wolf to ambush and kill lone travellers and villagers alone at night. We have no use for him here, and he will spread Terror far and wide.

We'll send the Spectres to scout out nearby villages, and inform us of their vulnerabilities. They're useless for other tasks, and it's what We intended for them.

As for the man about to enter our village, odds are he's a wandering priest or a tax collector. If it's the latter, we'll have no problem converting him to our cause. If it's a priest, well... We'll see what we can do.

Let's Disguise our takeover of the village as best we can, and have the villagers act totally normal. Using our Illusion magic, it should be no trouble to deceive his tiny mortal mind into thinking all is well in Fellshore. If he uncovers our existence, we'll break his mind and make him into a slave.

After that, Nokluvgn will take the Mind-Broken Priest Slave, and go to the smallest village the Spectres have uncovered, convert and corrupt the village with our mind, and sacrifice any doubters. If we encounter any holy men, we'll break their minds and turn them into Slaves.


With the change that only one Sacred Wordbearer recruits cultists. The other Sacred Wordbearer will remain at Fellshore to ensure that the Village remains undetected for now.

+1


Cultists can do what they like so long as it's hidden. If they act unusual aboveground, even if there's no visitors at the moment, they're getting eaten. Same for if they kill another cultist without explicit directions.


+1 eaten and/or tortured. And never turned into something else because this should be a reward.

I was going to say that if someone break this rule they could be sacrificed to us by a wordbearer or others cultists. Let's say something that being sacrificed because of stupidity it's a shame. Being a voluntary sacrifice for when we request it's a honor (how? i don't know. Wild sex? Making the corpse becoming an vessel of our power A.K.A random servant? put their skull as an ornament to the temple? Lie that it is an constant and obscure pleasure? It is just to make sure they won't be going in a sacrifice spree, nor i wan't they sacrificing someone just because they don't like them)

I havent seen such a display of unity of the players in a SG for a long time.

It's a game where we are a demon, torturing and killing people and making experiments with humans to make monsters at our service.

Just add magma and we have the DF community in a nutshell :v
« Last Edit: December 17, 2016, 09:46:47 am by omada »
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NUKE9.13

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Previous Update (Nokluvgn makes some smoke minions) | This Update (A priest's discovery) | Next Update (The road to Nuulyd)

Quote from: choices
You regard these activities with bemusement, eventually deciding
-This is as it should be. Your followers shall be rewarded for their worship, and thus fall deeper into darkness.

Someone is headed this way. They will be here in a few hours- you should immediately prepare to
-Disguise the village as "perfectly normal". If the traveller is someone who wouldn't be missed, take the information from their skull by force and then eat them. If they're a tax collector or something, enslave them and set them on their way, to tell the world about how we're still "perfectly normal".
There does not appear to be a consensus about the name of the smoke-creatures, so for now I will refer to them as Smokewraiths.


You command your cultists to act normal, and disguise any sign of your presence, whilst you await the visitor.

It turns out to be another priest. He asks around about the village priest and is directed to the shrine where you await him. You decide to listen to what he has to say before you break his mind.
"Where is brother Jitpau?", he asks. You explain that Jitpau... went missing a few months ago, and that you happened to be passing through and offered to replace him. He regards you suspiciously for a moment, before continuing:
"Surely you must have felt the disturbance two weeks ago, and then the second disturbance last week. We have decided to gather in the town of Nuulyd, to hold a meeting of all the priests who felt this disturbance. Personally I think it's the work of the witches, but some superstitious fools claim that it is the sign of a demon- even though they haven't been seen in centuries."
He looks around, then says: "We are also trying to determine the location of the event, in the hopes that we might find some clues there as to the nature of this evil threat."
He narrows his eyes. "There is evil in this place, brother. Can you not feel it? This may even be the source! Why have you not sent for help dealing with this?"
You decide that you have heard enough, and place one hand on his forehead, and then assault the priest's mind with the full force of your own. Naturally he cannot stand up to this mental battering ram, and his defences- raised though they may be, given his suspicions- crumble, leaving his unprotected mind as clay to be molded by your hands. You carefully remove all his memories of his visit, and replace them with ones where everything was normal and he noticed nothing out of the ordinary.
You then send him on his way, to report back to the other priests that everything is fine. Before he leaves, he asks you if you will be joining the meeting in Nuulyd, to which you respond
-Of course! You will leave the village soon and make your way to Nuulyd as quickly as possible.
-Unfortunately not; you make up some excuse that in his addled state he finds perfectly reasonable.

Whether you stay or go, your cultists will need directions. They should
-Continue expanding the labyrinth. (although without proper tools and expert supervision they can only make so much progress)
-Arm themselves for battle, lest the priests manage to convince the local burgomeister to send a troupe of guards to investigate the area.
-Build fortifications around the village, for similar reasons.
-Do nothing; act totally normal, and seal up the entrances to the labyrinth.
-Worship you, and find more substantial sacrifices.
-Do something completely different.


Name: Nokluvgn
Age: 2.5 months
Physical might: 27
Mental might: 21
Followers:80 (78 villagers, 2 Wordbearers)
Slaves: 1 - One mind-broken priest.
Servants: 3 - One Brutewolf, two Smokewraiths.

Cults:
  The New Way: Low organization. 80 members in Fellshore (78 villagers, 2 Wordbearers)
    Power level: 14
      Of which: 8 spent digging a labyrinth beneath Fellshore, 1 spent worshipping you, 1 spent finding and sacrificing random animals.
    Resources: 0
    Other: Your cult's secrecy rating is secret, but it depends on a combination of factors; how powerful it is (larger cults are more likely to be discovered), how much of that power they use (less active cults are less likely to be discovered), and any bonuses or penalties to secrecy they may have (for example, The New Way can use the tunnel network in Fellshore to conduct their activities in a less detectable way)

Fortresses:
  Fellshore: A small fishing village nestled between a small lake and a forest (with mountains not so far in the distance), now undermined with tunnels and chambers forming a twisted maze, lit with smoky torches, where the shadows form strange shapes in the corner of your eyes.
    Small tunnel network: increases secrecy of local cult.
    Small (hidden) altar: A suitable place to sacrifice to you and praise your dark name.
« Last Edit: December 18, 2016, 04:52:42 am by NUKE9.13 »
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Egan_BW

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Re: Demonhood 2 -Number of priests mind-broken: 2-
« Reply #175 on: December 17, 2016, 10:11:11 am »

Give the guy that we just met the memory of having talked to our OTHER mind-broken priest, who is the priest for this town, then give said other priest matching memories. Then we can just send them both on down to talk about how wonderful and totally normal Fellshore is.

Cultists should prepare to fight and fortify the town in concealable ways. We're not expecting a sudden attack, but it's good to be prepared.
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Ardent Debater

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Re: Demonhood 2 -Number of priests mind-broken: 2-
« Reply #176 on: December 17, 2016, 10:14:45 am »

Give the guy that we just met the memory of having talked to our OTHER mind-broken priest, who is the priest for this town, then give said other priest matching memories. Then we can just send them both on down to talk about how wonderful and totally normal Fellshore is.

If this is possible, we should do it. +1

NUKE9.13, what legends of demons apart from us do our cultists have? I understand it's been centuries since one has been sighted, but it would be wise to learn from the mistakes of our predecessors. It would also be wise to learn of any Angels that have existed in the past millennia or so.
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Ukrainian Ranger

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Re: Demonhood 2 -Number of priests mind-broken: 2-
« Reply #177 on: December 17, 2016, 10:15:39 am »

-Unfortunately not; you make up some excuse that in his addled state he finds perfectly reasonable.

____
Change cult chain of command to you>Wordbearers>cultists. 

Leave the village. Take the female Wordbearer, mind broken priest and all three servants with you. Go to the nearest city

Order remaining villagers to arm themselves and stash weapons in the new special room in the temple but otherwise they should live normal life with occasional human sacrifices should opportunity arise.
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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.

Ardent Debater

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Re: Demonhood 2 -Number of priests mind-broken: 2-
« Reply #178 on: December 17, 2016, 10:31:19 am »

Here is my plan:

One Sacred Wordbearer will stay at Fellshore to lead the cult in our absence.

We'll send the Brute Wolf to ambush and kill lone travellers and villagers alone at night. We have no use for him here, and he will spread Terror far and wide, distracting the attention of the Priests and increasing our income.

We'll send one of the Smokewraiths to scout out Nuulyd, and inform us of their numbers, devotion, and martial strength. We need to know what's going on over there.

After that, Nokluvgn will take the Mind-Broken Priest Slave, one Smokewraith, and one Sacred Wordbearer and go to the nearest city, burning and razing homesteads and small villages along the way. We'll mentally dominate the weaker minded villagers, and convert them to our worship. We'll consume the souls of the peasants who refuse to worship us, and turn their bodies into slave husks. We'll turn their dogs into weaker Dog versions of Brute Wolves. If we encounter any holy men, we'll break their minds and turn them into Slaves. By the time we're there, we should have 20-30 cultists, and plenty of Brute-Dogs.
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mcclay

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Re: Demonhood 2 -Number of priests mind-broken: 2-
« Reply #179 on: December 17, 2016, 10:38:00 am »

Give the guy that we just met the memory of having talked to our OTHER mind-broken priest, who is the priest for this town, then give said other priest matching memories. Then we can just send them both on down to talk about how wonderful and totally normal Fellshore is.

Cultists should prepare to fight and fortify the town in concealable ways. We're not expecting a sudden attack, but it's good to be prepared.

+1
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