You know that I'm always in favor of even more empowered human minions, but it's probably not necessary here.
Now that they suspect evil forces, it should be even easier to draw them into the forest and attack them there. Do so.
I'm going to assume you mean to take the Wordbearer with you.
As evening falls you once again make your way through the town, now disguised as a humble merchant. First you visit the market, and procure several items at a frankly unbelievable price, but you do not complain, simply paying what is asked for in gold and copper and moving on. Come the morning the merchants will learn the fate of those who overcharge a demon, as the coins will not only have themselves disappeared, but so will everything else in their wallet. You take the supplies and head for a stable, where you rejoin your Wordbearer. The horses within make horse noises in alarm at your presence, but you silence them with a word. You then proceed to select the strongest horse present and infuse it with a small measure of your power.
You wait until a trio of guards is passing by to burst out of the stables, yourself a cloud a dark smoke, the Wordbearer in her hood laughing maniacally and making rude gestures in the guards' direction.
"Oi, that's her! That's gotta be her! Sound the alarm!"
As expected, the guards give chase, ringing bells and summoning more guards. They make to close the gate before she can reach it, but find it held open by some immovable force, and are forced to watch helplessly as she rides triumphantly out of the town. You have her stop just out of range of the walls to yell obscenities in the town's direction until at last a pair of guards riding mangy horses emerge, and the chase proper begins. Well, not really. The whole thing is obviously an act, as even the fastest racehorse couldn't outrun her devilish steed- but she makes sure to slow down enough until they are almost upon her, before speeding off again, laughing all the while. You fly overhead, observing and giving the occasional mental order to your Wordbearer.
The 'chase' continues for almost an hour, the guards' horses by now completely exhausted, whilst your Wordbearer's horse has barely worked up a sweat. Finally you feel that the moment is right, and command your minion to leave the road and head through the forest, her horse's supernatural agility carrying it effortlessly through the trees, whilst the guards find themselves stuck a few meters in, their horses refusing to go on. Dejected, they turn back, and begin the slow plod back to Nuulyd. They will report what happened, of course- that the 'evil witch' escaped into the forest- and hopefully they will take the bait.
You rejoin your Wordbearer, and you travel aimlessly through the forest for a while, until you eventually come across an overgrown ruin in the heart of the woods. The six-sided structure is a simple thing, but well built of fine stone, expertly if sparsely engraved, and in remarkably good shape despite the plant-life growing all over it. You decide that this will make an excellent hiding place whilst you wait for the priests to investigate.
The structure seems to have been some sort of shrine, though to whom you cannot tell, nor why they would build it so far removed from civilisation.
Kate makes camp for herself with the supplies, then begins laying a bread-crumb trail of evil items between the road and the shrine, from fetishes tied to branches to runes carved into bark. The trail will lead them right through the darkest part of the woods, where the canopy obscures the sky and strange shapes lurk in the undergrowth.
You wait for a few days. A few days in, a pack of wolves passes through the area, and you take the opportunity to create a few more brutewolves to aid in ambushing any investigators.
You wait a few days more. You summon your other brutewolf and the two smokewraiths.
Just as you start to get bored, you detect the now recognisable presence of a group of priests entering the forest. You send your smokewraithes to scout the priests' party, and they return informing you that there are eight priests and twelve guards making their way slowly through the forest.
At last, they are vulnerable. You have had time to prepare, time to plan, time to stew on the defeat previously handed to you- but now is the time for action. The priests will tremble in fear as you
-Do something (may include retroactive actions that you did whilst you waited)
Name: Nokluvgn
Age: 3 months
Physical might: 25 (-1: empowering devil-horse)(-3: creating brutewolves)(+1: sacrifices)
Mental might: 23 (-3: creating brutewolves)(+2: Worship)
Followers:78 (76 villagers, 2 Wordbearers)
Slaves: 0
Servants: 7 (4 Brutewolves, two Smokewraiths, one devil-horse)
Cults: The New Way: Low organization. 77 members in Fellshore (76 villagers, 1 Wordbearers) (-1 villager: sacrificed)
Power level: 13
Of which: 5 spent worshipping you, 5 spent finding and performing sacrifices.
Resources: 0
Other: Once again unable to secure a victim, one of the cultists volunteers to be the sacrifice.
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.