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Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 143695 times)

Ardent Debater

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+1 to Rabble-Rousing! It's the easiest and most cost-effective way to eliminate the greatest current threat to our existence.
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VoidSlayer

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Town kills priests, king/priesthood responds with an army, we corrupt army or spread the rebellion, call in the enemy over the boarder or something.  Roll with it.  No major plan, warfare and chaos.  Blood and steel.  Then we rebuild from the embers.

Important thing is we do not expose ourselves with this and yet we can travel from place to place, soaking up power and dropping small cells of cultists.
« Last Edit: December 19, 2016, 12:46:26 am by VoidSlayer »
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killerhellhound

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Town kills priests, king/priesthood responds with an army, we corrupt army or spread the rebellion, call in the enemy over the boarder or something.  Roll with it.  No major plan, warfare and chaos.  Blood and steel.  Then we rebuild from the embers.
The best part is that noone knows who is behind it so they dont prepare for demons. By the time they find out and call in angels well we will have plans, lots of support and noone on the other side knows who is corrupted.
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Egan_BW

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I don't think that Humans call in Angels. They'll come when they notice us, and the stuff that mere mortals can overlook will appear as a great big "HEY DEMON OVER HERE" sign to the REAL forces of good.
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VoidSlayer

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Yeah, I get that.  But do we know that covertly corrupting the clergy will be any less of a bat signal?  A war is something mortals do all the time, as evidenced by the fortifications against an enemy in this very town.  So at least that will not appear too unusual.

Egan_BW

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The point is just that we can't ever get out of fighting Angels eventually. Carry on.
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Parisbre56

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Naming someone tends to make them important or at least someone who can be upgraded into someone important. It's kinda like a free upgrade in that way. It's like the inverse of the law of conservation of detail.

However, since our names have been pretty descriptive thus far, we could make that one of our character's traits: he sucks at naming things and remembering names. Maybe it's just because he isn't used to mortal names, maybe he just doesn't care enough to remember, who knows? That's why he calls people things like "wordbearer with breasts", "brutewolf 1" or "smokewraith Bob".

Egan_BW

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Yeah, we give her a name so the narrative can follow her a little better, and so we can remember to upgrade her.

I like the development of our character though. :P
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NUKE9.13

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Re: Demonhood 2 -Number of priests mind-broken: 2-
« Reply #248 on: December 19, 2016, 04:13:42 am »

Previous Update (The road to Nuulyd) | This Update (Battle at the temple) | Next Update (Baiting the hook)

However, since our names have been pretty descriptive thus far, we could make that one of our character's traits: he sucks at naming things and remembering names.
Yes, it is the character who is bad at naming things, not me, nope, no sir. >_>

Why not go around to the townspeople instead.  Convince them that the priests are gathering to do something terrible so they need to be attacked.

Lets say that the priests think the town is unclean and they are waiting for an inquisitorial army to wipe out the town.  When they are confronted have our own priest break down and confess that it is true.

Town kills some priests, starts a conflict and such.  All from the shadows.
Seems almost everyone has agreed with this.


You and your Wordbearer (whose name is Kate, although she would happily accept any new name you chose to give her) wander around town, whispering rumours in peoples' ears.
Unfortunately the townsfolk do not seem receptive to the message, so you both use some minor mesmerism to sway their minds. This seems to help, and soon the rumours spread throughout the town- that the priests are gathering for some unknown, but sinister, purpose. That they believe the town to be unclean, or something like that. That they must be stopped.
As a final touch, you 'confront' your enslaved priest in the town square, accusing him of plotting against the town. He fidgets, denying it at first, but soon breaks down and starts accusing the townsfolk of consorting with evil witches and plotting to burn down the temple. It's for your own good, he says. This goes down about as well as a bucket of bile, and the enraged townsfolk grab the priest and beat him to death, before marching on the temple.

The priests within remain oblivious until a raging mob smashes the doors open, blinded by their anger (which you are subtly enhancing from the shadows), they seize one of the priests and start beating him. Most of the other priests simply stare in disbelief, but four of them get their act together and start chanting some sort of prayer to Dorael. You can only watch from outside the temple threshold as a shimmering coat of armour materializes around the eleven priests, softening the mob's blows. The mob continues to wail on the first priest, beating him well past the point of fatal injuries, whilst the rest of the priests regroup and start a new chant. You try to direct the minds of the mob towards the chanting priests, leading to them catching two of the priests and dragging them to the floor. Meanwhile, you struggle mentally to stop the priests' actions. Even in their reduced numbers, and faced by a mob out for their blood, the priests manage to maintain mental discipline, and despite your best efforts you find yourself unable to break through their defences. Whatever ritual they were performing begins to work- and you feel the rage of the crowd begin to subside. You do your best to keep them on course, and are even able to direct them to assault five of the remaining eight priests- but you remind yourself for the need for subtlety, and do not direct too much of your energy into the crowd, leading to them soon calming down and looking aghast at the results of their actions.

Two of the priests are died from their injuries, one was seriously wounded, and most were at least bruised. The priests interview the ex-rioters, and are lucky enough to speak to one of them who remembers being told a rumour about them by a hooded figure. They quickly deduce that foul play is at hand, and summon guards to watch the temple and search the streets for mysterious hooded figures. Since this matches both you and your Wordbearer, you decide to make yourself scarce, hiding in a filthy alley behind a tannery.

You suppose that could have gone either better or worse. The priests, though shaken by the loss of two of their number, will surely redouble their efforts to suss out what dark forces are at hand, and meanwhile guards search the streets for the two of you. You, at least, can disguise yourself. Your Wordbearer, on the other hand...
-Well, she wasn't that useful. Kill her and eat her.
-You can sneak her out of town under cover of darkness, easily.
-With the application of more power, perhaps the more obvious signs of her mutations can be suppressed?

With her (that is to say, um, hang on, you remember this... Kate) dealt with, you must decide on your own course of action. You will
-Return to the temple and try a less subtle approach
-Leave this town behind and do something else. Perhaps visit a new village?



Well. That wasn't a bad plan, necessarily, you just got a bit unlucky at times. Though a dozen priests at once does present a formidable challenge to a demon of your power level*


Name: Nokluvgn
Age: 2.75 months
Physical might: 28
Mental might: 24
Followers:79 (77 villagers, 2 Wordbearers)
Slaves: 0 (-1 priest killed by townsfolk)
Servants: 3 (One Brutewolf, two Smokewraiths.)

Cults:
  The New Way: Low organization. 78 members in Fellshore (77 villagers, 1 Wordbearers)
    Power level: 13
      Of which: 5 spent worshipping you, 5 spent finding and performing sacrifices.
    Resources: 0
    Other:

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 19, 2016, 05:28:38 pm by NUKE9.13 »
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escaped lurker

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Re: Demonhood 2 -Number of priests mind-broken: 2-
« Reply #249 on: December 19, 2016, 04:23:13 am »

Well. That wasn't a bad plan, necessarily, you just got a bit unlucky at times. Though a dozen priests at once does present a formidable challenge to a demon of your power level*
I, I can? Well then, I'll be unreserved; I told you so!


Lets make ourselves rare, wordbearer in tow.
The plan, didn't turn out too bad.  We can always drag them into a war against "something dark" in the woods, and use guerillia tactics against them. That, or taking over other small villages. For now though, we want outta there, and leaving something behind that we enchanted, would be a waste.
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Egan_BW

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Re: Demonhood 2 -Number of mobs incited: One-
« Reply #250 on: December 19, 2016, 04:59:53 am »

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.
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S34N1C

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Re: Demonhood 2 -Number of mobs incited: One-
« Reply #251 on: December 19, 2016, 09:57:58 am »

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.

+1
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Ardent Debater

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Re: Demonhood 2 -Number of mobs incited: One-
« Reply #252 on: December 19, 2016, 11:30:19 am »

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.

+1

+1
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Xantalos

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Re: Demonhood 2 -Number of mobs incited: One-
« Reply #253 on: December 19, 2016, 01:32:37 pm »

Well shit, there goes our subtlety. Now unless we actually do defeat all of the priests and enslave the entire town to our will, we're gonna be found out.
...
Wanna be salty but I won't be, we gotta move forward.
...
Trouble is, we can't very well lure the priests into the woods on their lonesome, now that they're keyed into something being up they'll go out with an armed escort which we're not powerful enough to take on.
What the hell can we do then?
...
...
Well, shit. Suppose I'll put it on the mental backburner.
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Chiefwaffles

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Re: Demonhood 2 -Number of mobs incited: One-
« Reply #254 on: December 19, 2016, 01:40:06 pm »

We still need to get the Wordbearer or make a decision about her.
I say we sneak out the Wordbearer using Wraiths mimicking our description to distract guards and other people in her way.
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