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Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 143795 times)

Egan_BW

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Re: Demonhood 2 -Number of fake necromancers invented: One-
« Reply #390 on: December 25, 2016, 11:47:38 pm »

I suggest to send at least one knight to the village. Training villagers will help us in the long run. Maybe add some criminals for further buff of Fellshore
Sure +1
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RoseHeart

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Re: Demonhood 2 -Number of fake necromancers invented: One-
« Reply #391 on: December 26, 2016, 02:44:11 am »

This really needs to be put into a video format. The part where the wizards and witches are waking up in their beds? Totally saw that as a movie in my eyes.
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NUKE9.13

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Re: Demonhood 2 -Number of fake necromancers invented: One-
« Reply #392 on: December 26, 2016, 09:02:51 am »

Hmm. So far what I'm getting is something like this:

Quote
1: try to convert the Duke by Omada's method. Distract the knights whilst this is going on.
  1.1: If that fails, break his mind and have Mischa act as puppetmaster.
  1.2: Use the Duke to gain resources for your cult and ...?
2: Attempt to convert remaining knights
3: Send a knight to Fellshore to train the local cultists
4: Eat some random citizens (?)

Anyone got anything to add to that?
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omada

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Re: Demonhood 2 -Number of fake necromancers invented: One-
« Reply #393 on: December 26, 2016, 10:15:32 am »

Hmmm, and the two sacred wordbearers we did in this city?

Both were criminals? Maybe we could send one wordbearer so he could find potential good sneakers/robbers/assassins and teach them the way of the knife (Maybe they will in the future be the ones that would best suit as our next smokewraith)

Make most of the training underground or indoors.
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Egan_BW

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Re: Demonhood 2 -Number of fake necromancers invented: One-
« Reply #394 on: December 26, 2016, 01:17:33 pm »

That plan seems good, nuke.
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NUKE9.13

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Re: Demonhood 2 -Number of fake necromancers invented: One-
« Reply #395 on: December 26, 2016, 06:46:14 pm »

Previous Update (More Temptations) | This Update (A Duke's Dilemma) | Next Update (Mischa's miserable week)

Quote from: suggestions
*describes method*
[convert him]

Make him order money, say that he saw a great evil being vanquished and deserves a party to these oh-so brave people. And then we will go back to corrupting the city.

If everything else go to shit. eat him, point swords at the knights' throats and convert them
This is a good idea but if it fails break his mind and Mischa can look after him
I suggest to send at least one knight to the village. Training villagers will help us in the long run. Maybe add some criminals for further buff of Fellshore


The Duke storms into the temple, flanked by four knights, with Mischa trailing behind. In a loud, commanding voice he demands to speak to his high priest. You approach him instead, apologising that the high priest is busy and can not talk at the moment, but indicating that you would be happy to help. The Duke insists that you tell him what has been going on, and why on earth it is taking so long. You suggest in a quiet voice that you speak in private, away from prying ears. The Duke accepts, following you to the inner sanctum. The decor is mostly the same as when you... interviewed Mischa, though the statuettes have been covered with drapes, so as not to overly alarm visitors. The braziers still belch out black smoke, however, and the Duke is taken by a fit of coughing. You offer him a drink, which he gratefully accepts, hesitating only slightly when he realises it is wine and not water.
You mention that you have interrogated the Necromancer to the death, and are now studying his corpse to ensure it does not rise up again. He demands to see the body, refusing to talk until he has seen this so-called Necromancer with his own eyes. You lead him into the temple's morgue, where one of your slaves lies on a slab, with demonic runes carved into their skin and wearing dark robes. The Duke inspects the body carefully, noting the signs of torture, tracing the lines of the runes with his finger, even opening the mouth and inspecting the teeth. Eventually he is satisfied, and demands you tell him what you learnt from your surely extensive questioning. Returning to the inner sanctum, you explain that the necromancer was working under the protection of certain political factions in the realm. Predictably, the Duke demands you tell him who they are. You hesitate briefly before revealing their identity, then act surprised when the Duke cries out "I knew it! Is there no low those bastards will not sink to to gain power?"
You gravely inform him that the necromancer was not alone, but merely the tip of the iceberg of foul plots employed by his enemies. The Duke seems somewhat more sceptical of this, musing that whilst hiding a single necromancer would not be beyond their abilities, such a significant plot would surely be beyond them. You barrel on, explaining that it seems they were planning on taking out a high value target in the near future, suggesting fearfully that the Duke may be said target. The Duke looks at you suspiciously. Perhaps you have been laying it on too thick? You quickly mesmerise him and erase the last minute of conversation from his mind.
"I knew it! Is there no low those bastards will not sink to to gain power?". This time you suggest a more plausible conspiracy of a handful of other necromancers and suchlike. The Duke nods, concerned, then asks if you know what they were planning. You explain that you were not able to get anything concrete out of the suspect, but that there may have been a plot on someone's life involved. The Duke puts two and two together, and looks quite worried. It could be me that they were targeting, he says. He must hire additional guards at once.
You explain that ordinary guards may not be enough to hold such evil forces at bay. Not even the gods could truly save you from a concerted effort on their part. But perhaps there is a way of avoiding a grizzly fate at their hands, you say. A method not found in the Old Way, but in a New Way of thinking. The Duke asks what you mean. You explain that in cases such as these, the priesthood sometimes turns to... a different source of salvation. A more tangible force, a more immediate power. The Duke insists that you tell him. You explain that it is a well-kept secret, and that it must only be shared in the most dire of circumstances. Agitated, the Duke demands that you tell him at once.
You tell the Duke that he may protect himself from dark forces by offering a prayer to the being known as Nokluvgn. The Duke winces at the sound of your name, but nods in understanding. Naturally, you explain, you must keep this a secret from everyone else. The Duke agrees to keep his worship of Noklevugen a secret. It is your turn to wince slightly at your name being butchered, but you smile and ask him if there is anything else he needs. No, he says, thanking you for your time.

The Duke leaves, his bodyguard in tow. Mischa stays behind to talk with you, asking for more help with her magics. You agree to show her some of the finer points of controlling Evil, and spend a few hours demonstrating for her, and correcting her mistakes. By the end, she is able to raise the corpse of the 'necromancer' for a few minutes at a time, as well as draw Evil from the death of small animals.

The Duke stays in town for two more days, secretly praising your name in the dead of night, but eventually decides that there is no more to be learnt here (and that his missing knights must have run away for some reason), and prepares to leave. He summons the high priest and Mischa, demanding that they accompany him back to his castle- and you have no real choice but to let them go. The choice you do have is whether to follow them;
-You will, to work more on corrupting the Duke.
-You'd rather stay in Nuulyd, and focus your efforts here.

Whether you stay or go, your cult can continue your 'good' work in town, converting more members through their hedonistic get-togethers. You give them your orders to
-Do so. Convert as many people as possible, swelling the ranks of the cult
-Do so, but focus on the more important members of the community, growing the cult in a more subtle way.
-Focus instead on gathering resources.
-Do something else.



Not described in the update: One of the Knights travels to Fellshore and begins instructing the villagers in combat. Their training will take some time to pay off.
  You eat a random citizen your cultists kidnap. It sates your hunger. Concerned family start looking all over town for their missing relative. 


Name: Nokluvgn
Age: 4.5 months
Physical might: 27
Mental might: 24
Followers:100 (74 villagers, 4 Wordbearers, 11 criminals, 7 rich men, 3 knights (heavily armed), 1 ex-priest)
Slaves: 12 (4 priests, 1 high priest, 7 guards (armed))
Servants: 10 (4 Brutewolves, two Smokewraiths, one devil-horse, 3 spectres)

Cults:
  The New Way (Fellshore): Low organization. 77 members in Fellshore (74 villagers, 2 Wordbearers, 1 knight (heavily armed))
    Power level: 14
      Of which: 6 spent gathering resources, 5 spent expanding the labyrinth, 3 spent training.
    Resources: 12
    Other: Training is underway (3/30)
  The New Way (Nuulyd): 24 members in Nuulyd. (11 criminals, 2 Wordbearers, 7 rich men, 2 knights, 1 ex-priest)
    Power level: 6
    Resources: 1
    Other: As they cannot exchange resources freely (yet), the two branches of The New Way will temporarily be tracked separately

Champions:
  Mischa Alwiz: The Duke's 'loyal' companion, now corrupted by the allure of evil.
    Physical Might: 1
    Mental Might: 6
    Knowledge: Magic, basic Necromancy.
    Other: A crash course in manipulating evil has taught her the basics of Necromancy. More advanced Necromancy will require considerable study, or the tutelage of another, more skilled Necromancer.

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. Being upgraded (20/50)
    Small (hidden) altar: A suitable place to sacrifice to you and praise your dark name.
« Last Edit: December 28, 2016, 09:57:18 am by NUKE9.13 »
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Strongpoint

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Re: Demonhood 2 -Number of fake necromancers invented: One-
« Reply #396 on: December 26, 2016, 06:54:37 pm »

What do you think about leaving the duchy and crossing the border? Many small cults here and there may be the best way to spread our influence.

Edit: Another possible course of action is to come back Fellshore and focus on building a mighty demonic fortress while branch in the city will slowly get more followers. All our slaves can be a good source of workforce
« Last Edit: December 26, 2016, 07:04:08 pm by Strongpoint »
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Detoxicated

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Re: Demonhood 2 -Now with helpful 'The Story so far' section in first post-
« Reply #397 on: December 26, 2016, 07:09:26 pm »

Indeed, and maybe have more than one cult too... I mean if we have different cults everywhere then it is harder to trace us back.
I think corrupting the duke is the most important thing now due to the fact that he seems as if he suspects us of something.
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Xantalos

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Re: Demonhood 2 -Now with helpful 'The Story so far' section in first post-
« Reply #398 on: December 26, 2016, 07:10:13 pm »

Interesting!

You will, to focus more on corrupting the Duke. He will surely come around when his prayers to Nokluvgn start giving tangible rewards, and you will be around to ensure he knows of the conspiracies his prayer has protected him from...

The New Way in Nuulyd shall focus on the more important members of the community in recruitment, who will be more able to influence the town to evil in their own right.


Seed planted successfully, time to move on I'm thinking. We've got a foothold in the Duke, now it's imperative that we corrupt him so he can start trickling it down to his subordinates.
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killerhellhound

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Re: Demonhood 2 -Now with helpful 'The Story so far' section in first post-
« Reply #399 on: December 26, 2016, 07:15:11 pm »

Interesting!

You will, to focus more on corrupting the Duke. He will surely come around when his prayers to Nokluvgn start giving tangible rewards, and you will be around to ensure he knows of the conspiracies his prayer has protected him from...

The New Way in Nuulyd shall focus on the more important members of the community in recruitment, who will be more able to influence the town to evil in their own right.


Seed planted successfully, time to move on I'm thinking. We've got a foothold in the Duke, now it's imperative that we corrupt him so he can start trickling it down to his subordinates.
+1 and send orders to the first cult as well to keep up the construction projects and gathering of resources but keep four power in reserve to avoid others noticing anything untoward
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Strongpoint

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Re: Demonhood 2 -Now with helpful 'The Story so far' section in first post-
« Reply #400 on: December 26, 2016, 07:47:29 pm »

Can we instruct criminals to do something more productive than feasting? Rich men, priest and mesmerising wordbearers should be able to recruit more cultists with relative ease.

Can wordbearers control brutewolves?  We can form a group of 11 criminals, 4 brute wolves, knight and a Wordbearer and order them settle in the forest and kill unlucky travellers. We have a nice corrupted forest. Why not use its potential?
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omada

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Re: Demonhood 2 -Now with helpful 'The Story so far' section in first post-
« Reply #401 on: December 26, 2016, 09:37:12 pm »

Interesting!

You will, to focus more on corrupting the Duke. He will surely come around when his prayers to Nokluvgn start giving tangible rewards, and you will be around to ensure he knows of the conspiracies his prayer has protected him from...

The New Way in Nuulyd shall focus on the more important members of the community in recruitment, who will be more able to influence the town to evil in their own right.


Seed planted successfully, time to move on I'm thinking. We've got a foothold in the Duke, now it's imperative that we corrupt him so he can start trickling it down to his subordinates.
+1 and send orders to the first cult as well to keep up the construction projects and gathering of resources but keep four power in reserve to avoid others noticing anything untoward
+1
Get information with the knights before getting in the city, maybe they know about some comrades that would love or deserve to worship us, we will get into the city with some names and their weakness.

Bring one Wordbearer with us, make the bored criminal wordbearer stay in the city, he knows it better. Make Kesha stay in the fellshore making sure our will is obeyed, but make the other wordbearer from fellshore go to Nuulyd to help we further control the city.
with two wordbearer, and the knights making protection of the temple as a "sacred warrior" they begin the:

Nuulyd control plan:
1. Influential people and the truly desperate/evil. (The first for control of the city, the second for being easy to manipulate and shouldn't take too much time, yet, they will be helping)

2. The prison guards, and the desperate/evil. If we got eleven criminals in one go the prison have more than that (the guard even offered more criminals when we said they were doing services for the church) if the prison houses many criminals it is a small(weak) fort.

3. The locked criminals(*), should be easy and the city militia(**)
 3* after it they could begin digging silently a hidden but tortuous tunnel to the temple, and then begin the maze, so we could hide some resources in the prison
 3** then we could freely assassinate someone that knows too much, or someone that is a competitor with ours rich man's business and the investigators would conclude that some poor innocent soul was the assassin and throw him in prison. There we could recruit/torture/sacrifice him without someone noticing

4. With even the parallel power in our hands, they should start recruiting everybody else.




FELLSHORE: A small village on the shore of Lake Fell, Fellshore recently fell under the complete control of the demon Nokluvgn (see CULTS, NOKLUVGN). It is a fishing village, catching fish from Lake Fell and storing them in barrels for sale at the market in Nuulyd. Lake Fell itself is relatively small as compared to, say, Grand Lake, but by ordinary lake sizes it is... medium. It would be known throughout Jilgalia as the deepest lake around, if anyone ever bothered to measure how deep it is. Who knows what unseen things lurk in those forgotten depths?




Send a specter to investigate this fucking lake.



We have a nice corrupted forest. Why not use its potential?

You have a strong point (sorry, i couldn't resist), and thanks for remembering. We(someone else) suggested earlier that we could just try to discover if the brutewolves can reproduce, i am suggesting it again, if they can, make the maze as their den, let they hunt unlucky travelers, maybe do one smokewraith be their eyes and aid then in hunting (and make the cultist's of fellshore know where they can get free resources.)
If not just make they follow us by afar
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he has a hard time to focus, and values, err almost everything, he dreams of mastering a skill.

killerhellhound

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Re: Demonhood 2 -Now with helpful 'The Story so far' section in first post-
« Reply #402 on: December 26, 2016, 10:59:45 pm »

Interesting!

You will, to focus more on corrupting the Duke. He will surely come around when his prayers to Nokluvgn start giving tangible rewards, and you will be around to ensure he knows of the conspiracies his prayer has protected him from...

The New Way in Nuulyd shall focus on the more important members of the community in recruitment, who will be more able to influence the town to evil in their own right.


Seed planted successfully, time to move on I'm thinking. We've got a foothold in the Duke, now it's imperative that we corrupt him so he can start trickling it down to his subordinates.
+1 and send orders to the first cult as well to keep up the construction projects and gathering of resources but keep four power in reserve to avoid others noticing anything untoward
+1
Get information with the knights before getting in the city, maybe they know about some comrades that would love or deserve to worship us, we will get into the city with some names and their weakness.

Bring one Wordbearer with us, make the bored criminal wordbearer stay in the city, he knows it better. Make Kesha stay in the fellshore making sure our will is obeyed, but make the other wordbearer from fellshore go to Nuulyd to help we further control the city.
with two wordbearer, and the knights making protection of the temple as a "sacred warrior" they begin the:

Nuulyd control plan:
1. Influential people and the truly desperate/evil. (The first for control of the city, the second for being easy to manipulate and shouldn't take too much time, yet, they will be helping)

2. The prison guards, and the desperate/evil. If we got eleven criminals in one go the prison have more than that (the guard even offered more criminals when we said they were doing services for the church) if the prison houses many criminals it is a small(weak) fort.

3. The locked criminals(*), should be easy and the city militia(**)
 3* after it they could begin digging silently a hidden but tortuous tunnel to the temple, and then begin the maze, so we could hide some resources in the prison
 3** then we could freely assassinate someone that knows too much, or someone that is a competitor with ours rich man's business and the investigators would conclude that some poor innocent soul was the assassin and throw him in prison. There we could recruit/torture/sacrifice him without someone noticing

4. With even the parallel power in our hands, they should start recruiting everybody else.




FELLSHORE: A small village on the shore of Lake Fell, Fellshore recently fell under the complete control of the demon Nokluvgn (see CULTS, NOKLUVGN). It is a fishing village, catching fish from Lake Fell and storing them in barrels for sale at the market in Nuulyd. Lake Fell itself is relatively small as compared to, say, Grand Lake, but by ordinary lake sizes it is... medium. It would be known throughout Jilgalia as the deepest lake around, if anyone ever bothered to measure how deep it is. Who knows what unseen things lurk in those forgotten depths?




Send a specter to investigate this fucking lake.



We have a nice corrupted forest. Why not use its potential?

You have a strong point (sorry, i couldn't resist), and thanks for remembering. We(someone else) suggested earlier that we could just try to discover if the brutewolves can reproduce, i am suggesting it again, if they can, make the maze as their den, let they hunt unlucky travelers, maybe do one smokewraith be their eyes and aid then in hunting (and make the cultist's of fellshore know where they can get free resources.)
If not just make they follow us by afar

+1
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VoidSlayer

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Re: Demonhood 2 -Now with helpful 'The Story so far' section in first post-
« Reply #403 on: December 27, 2016, 12:39:55 am »

So for the Nuulyd control plan, after or instead of part 3 we can return and lead a single night of terrible murder.  Our cultists can just kill and eat everyone else in the town, loot everything, burn the town to the ground and flee as refugees to all corners of the place.

Blame it on the enemy over the boarder launching a surprise midnight attack.  We have Felshore as our stronghold, lets not leave evidence in Nuulyd.

It spreads cultists to other cities, might spark a war and gives us lots of food and evil power.

As for the Duke control plan, we should take the criminal wordbearer with us to control the priest and begin forming inroads to the criminal underground in the capital.  Criminal enterprise based out of the temple?  Nothing better.

Go with the Duke obviously.  See if we can grab the most influential person under our cultists in Nuulyd to help show us around and advise us on the Duke's court.  (we have the mage but I do not altogether trust her judgement)

Egan_BW

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Re: Demonhood 2 -Now with helpful 'The Story so far' section in first post-
« Reply #404 on: December 27, 2016, 02:13:44 am »

We should do a false flag attack on the duke's life, that should get him worshipping nice and good.
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