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Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 143717 times)

VoidSlayer

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Re: Demonhood 2 -Number of mobs incited: One-
« Reply #255 on: December 19, 2016, 02:30:20 pm »

Hey, better then getting owned by 12 priests directly in mental combat in the middle of their temple.

The guards are not being accompanied by priests?  Or only a few?

Just wipe them out one group at a time.  Have our wordbearer as backup to take down any guards who try and run.

Parisbre56

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Re: Demonhood 2 -Number of mobs incited: One-
« Reply #256 on: December 19, 2016, 03:03:25 pm »

If the enemy expects us to retreat and is searching the streets for us, then this might actually be the best time to attack. If their barracks are empty because all the guards are out there searching for us, then that means we can go in there and sabotage them.

Then again, this seemed like a pretty big town with stone buildings, so there's probably not much we can do. If it was made out of wood we could just set it on fire. It's probably better to leave and prepare.

Then again, that doesn't mean we can't set other things on fire on our way out. If there are flammable things and we're lucky, the fires will spread and keep them occupied.

Egan_BW

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Re: Demonhood 2 -Number of mobs incited: One-
« Reply #257 on: December 19, 2016, 03:26:43 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.
Any armed escorts they bring will be mentally weaker than the priests, but physically stronger. Attack by breaking the soldiers minds, and physically attacking the priests; this will put them both at maximum disadvantage.
The priests have shown that they can drive out our influence over humans, but keep in mind that we only subtly influenced that mob. If we take the effort to properly Mindbreak them, it'll be very hard to reverse in combat.
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Urist Mc Dwarf

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Re: Demonhood 2 -Number of mobs incited: One-
« Reply #258 on: December 19, 2016, 04:01:20 pm »

Use the smokewraiths to imitate our disguise. Have  them attack a couple of people away from us, then run for the gate. Meanwhile, we will sneak out under the cover of darkness, mentally attacking any guards and physically attacking any priests who harass us. If possible, simply distract the guards using our mental powers, instead of breaking them. We're just trying to get out of here.

10ebbor10

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Re: Demonhood 2 -Number of mobs incited: One-
« Reply #259 on: December 19, 2016, 05:21:46 pm »

We're escaping out of a small town, not a max security prison. For now, the priets only suspect foul play. There's no need to inform them of our capabilities by coming up with a way overengineered escape plan.

Quote from: Town description
But eventually the trees start to thin out as the road becomes somewhat more substantial- now barely wide enough for two small wagons, say- and begins to head upwards. This mountain, rising up sharply from the lake-filled forests, marks the beginning of the Noordbergen, the majority of which are claimed by the Tokzoku Empire. Nuulyd, then, is a border town, so the fortifications along the eastern side make sense. The western side of town requires no wall, as the settlement is perched on top of a cliff, rendering a western approach all but impossible.
This close to town there is more traffic on the road, so your Wordbearer throws a cloak over herself to hide her faintly glowing runes. Farmers, hunters, lumberjacks, fishermen and merchants all crowd the town, the market bustling with activity. Some of the merchants wear the exotic robes of the Tokzoku, their bronzed skins drawing the occasional stare. Barrels of preserved fish, bundles of furs, wooden crafts and many other things line the stalls, absolutely none of which interests you.
In the town square you find your destination; a small temple of well-carved stone, a large statue of Jilganheim over the entrance, holding half of a broken chain in each hand. A myriad of smaller statues in stone and bronze demonstrate that this town, whilst small, is nevertheless relatively wealthy, and at least sufficiently pious to make a show of supporting religion

We know we're hiding behind the tannery. That means we're already on the outskirts of town.
« Last Edit: December 19, 2016, 05:28:07 pm by 10ebbor10 »
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NUKE9.13

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Re: Demonhood 2 -Number of mobs incited: One-
« Reply #260 on: December 19, 2016, 05:26:35 pm »

Previous Update (Battle at the temple) | This Update (Baiting the hook) | Next Update (...you'll sure get a big surprise)

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.
« Last Edit: December 20, 2016, 06:49:43 am by NUKE9.13 »
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Xantalos

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Re: Demonhood 2 -If you go down to the woods today...-
« Reply #261 on: December 19, 2016, 05:37:06 pm »

Hmm, this is a better situation now.

Anyone up for having made the woods around the shrine into a real-life finger maze thing like in that hallucination?
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TheBiggerFish

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Re: Demonhood 2 -If you go down to the woods today...-
« Reply #262 on: December 19, 2016, 05:50:06 pm »

Maybe we should nudge the cultists things to sacrifice to us.  Human sacrifice is unsustainable.
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Detoxicated

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Re: Demonhood 2 -If you go down to the woods today...-
« Reply #263 on: December 19, 2016, 06:38:47 pm »

Maybe we should nudge the cultists things to sacrifice to us.  Human sacrifice is unsustainable.
Hmm, this is a better situation now.

Anyone up for having made the woods around the shrine into a real-life finger maze thing like in that hallucination?
+1 Also, have the brutewolves seperate them into smaller groups even halfing them will make them alot weaker...
Even though we are quite powerful we must see it this way: If we had 8 totally standard priests and 12 standard guards we would still face 8 M and 12 S on our own. I asume them to be stronger however, also because it is a big number, 20 people, in its own right. So seperate them into as many groups as possible and hunt them down, group by group.
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Paxiecrunchle

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Re: Demonhood 2 -If you go down to the woods today...-
« Reply #264 on: December 19, 2016, 07:00:14 pm »

 I say we help sneak her out of town, we should reward loyalty and she is a valuable asset after all.

 We should try to be more subtle when dealing with priests next time,  in the meantime I say we should return to the village and trying to get a missionary movement organized, maybe even make it seem like we have some… Niceer goals, have them talk about freedom and hedonism, without mentioning any of the other stuff for example.

killerhellhound

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Re: Demonhood 2 -If you go down to the woods today...-
« Reply #265 on: December 19, 2016, 07:09:03 pm »

Maybe we should nudge the cultists things to sacrifice to us.  Human sacrifice is unsustainable.
Hmm, this is a better situation now.

Anyone up for having made the woods around the shrine into a real-life finger maze thing like in that hallucination?
+1 Also, have the brutewolves seperate them into smaller groups even halfing them will make them alot weaker...
Even though we are quite powerful we must see it this way: If we had 8 totally standard priests and 12 standard guards we would still face 8 M and 12 S on our own. I asume them to be stronger however, also because it is a big number, 20 people, in its own right. So seperate them into as many groups as possible and hunt them down, group by group.
+1 keep them split up and hunt them down.
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Xantalos

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Re: Demonhood 2 -If you go down to the woods today...-
« Reply #266 on: December 19, 2016, 07:09:36 pm »

Right, let's put this in an actual plan while I've got the time to.

Over the last several days you have transmuted the forest around the shrine into a mazelike tangle of passageways filled with shadowy fingerknives and other cruel implements of demonic origin, able to be easily traversed nonetheless by yourself and your servants. The priests will tremble in fear as they enter the passageways and become hopelessly lost, seperated from their fellows, isolated for you to corrupt - or devour should your power reserves begin to run low. Your various servants will aid in this endeavour, harrying the groups of holy men and guards as they become hopelessly lost.

Sound good? Any suggestions?
« Last Edit: December 19, 2016, 11:42:39 pm by Xantalos »
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killerhellhound

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Re: Demonhood 2 -If you go down to the woods today...-
« Reply #267 on: December 19, 2016, 07:22:48 pm »

Right, let's put this in an actual plan while I've got the time to.

Over the last several days you have transmuted the forest around the shrine into a mazelike tangle of passageways filled with shadowy fingerknives and other cruel implements of demonic origin, able to be easily traversed nonetheless by yourself and your servants. The priests will tremble in fear as they enter the passageways and become hopelessly lost, seperated from their fellows, isolated for you to corrupt or devour should your power reserves begin to run low. Your various servants will aid in this endeavour, harrying the groups of holy men and guards as they become hopelessly lost.

Sound good? Any suggestions?
+1
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Urist Mc Dwarf

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Re: Demonhood 2 -If you go down to the woods today...-
« Reply #268 on: December 19, 2016, 07:39:26 pm »

Right, let's put this in an actual plan while I've got the time to.

Over the last several days you have transmuted the forest around the shrine into a mazelike tangle of passageways filled with shadowy fingerknives and other cruel implements of demonic origin, able to be easily traversed nonetheless by yourself and your servants. The priests will tremble in fear as they enter the passageways and become hopelessly lost, seperated from their fellows, isolated for you to corrupt or devour should your power reserves begin to run low. Your various servants will aid in this endeavour, harrying the groups of holy men and guards as they become hopelessly lost.

Sound good? Any suggestions?
+1
+1

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Re: Demonhood 2 -If you go down to the woods today...-
« Reply #269 on: December 19, 2016, 08:03:57 pm »

Right, let's put this in an actual plan while I've got the time to.

Over the last several days you have transmuted the forest around the shrine into a mazelike tangle of passageways filled with shadowy fingerknives and other cruel implements of demonic origin, able to be easily traversed nonetheless by yourself and your servants. The priests will tremble in fear as they enter the passageways and become hopelessly lost, seperated from their fellows, isolated for you to corrupt or devour should your power reserves begin to run low. Your various servants will aid in this endeavour, harrying the groups of holy men and guards as they become hopelessly lost.

Sound good? Any suggestions?
+1
+1
+1
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