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Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 143754 times)

Comatose

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Re: Demonhood 2 -Wrong turns made by investigators: All of them-
« Reply #285 on: December 20, 2016, 08:01:06 am »

You do realize that Nuulyd is a new town, for us, right?
Whoops, I was reading "move to the next town" as "go to a town we've not visited yet". I do know that we don't have any cultists in Nuulyd yet  ;)
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zomara0292

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Re: Demonhood 2 -Wrong turns made by investigators: All of them-
« Reply #286 on: December 20, 2016, 08:02:33 am »

Well then, it seems we are mostly of the same persuasion. How about the other parts of my plan, do you find any of them to be unsatisfactory?
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Re: Demonhood 2 -Wrong turns made by investigators: All of them-
« Reply #287 on: December 20, 2016, 08:43:43 am »

I'd be pretty comfortable having the Wordbearer oversee the procurement of criminals, but I'm going to wait for others to weigh in on the matter.
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escaped lurker

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Re: Demonhood 2 -Wrong turns made by investigators: All of them-
« Reply #288 on: December 20, 2016, 09:09:46 am »

Return to Nuulyd, and declare that despite losses, the evil was cleansed.
This, sounds like a good course of action. +1

As for the option of taking over the town, remember that most of those priests came from other towns. We can return them to there, and have them preach the new way - but without some glamour, like our wordbearers can use, the people won't listen easily. Luckily, our enslaved priests, can easily introduce the new priest-acolytes from Nuulyd, which will take over the village shrines now lacking a priest.

All in all, I'd be all for "taking over" Nuulyd, and thus entirety of the local church.



Nuulyd, is a border town
This, gives us some additional options, but also risks;
Why, the witch might have been consorting with, if not been hired by those.. bronze skinned? foreigners!
Racism can easily blossom into Xenophobia. We could even start some trouble, if not even war, between those two nations. If we want to, that is.
Else, there is an increased risk of our arrival being spread into two countries, should our cover ever be blown.
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Re: Demonhood 2 -Wrong turns made by investigators: All of them-
« Reply #289 on: December 20, 2016, 09:30:43 am »

Excellent outcome! Now that the spiritual leadership of Nuulyd has been hijacked by Nokluvgn, the town is ripe for the taking. I don't think that now is a good time to visit another town at the moment, since it would surely raise alarms when 20+ priests and guards who went to perform an exorcism suddenly disappear.

Return to Nuulyd, and declare that despite losses, the evil was cleansed. Along with our 4 newly enslaved priests, begin to spread the New Way among wealthy townsfolk. Have the enslaved guards bring us criminals from the local jail, allow them to join our cult or be eaten.

Decadent merchants and rich landowners would be a prime target for our corrupting influence, while criminals will boslter our power/number of cultists. This will provide us the required power base to fully corrupt all of Nuulyd and make it into a place worthy of our demonic presence.
+1
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Re: Demonhood 2 -Wrong turns made by investigators: All of them-
« Reply #290 on: December 20, 2016, 10:01:41 am »

Excellent outcome! Now that the spiritual leadership of Nuulyd has been hijacked by Nokluvgn, the town is ripe for the taking. I don't think that now is a good time to visit another town at the moment, since it would surely raise alarms when 20+ priests and guards who went to perform an exorcism suddenly disappear.

Return to Nuulyd, and declare that despite losses, the evil was cleansed. Along with our 4 newly enslaved priests, begin to spread the New Way among wealthy townsfolk. Have the enslaved guards bring us criminals from the local jail, allow them to join our cult or be eaten.

Decadent merchants and rich landowners would be a prime target for our corrupting influence, while criminals will boslter our power/number of cultists. This will provide us the required power base to fully corrupt all of Nuulyd and make it into a place worthy of our demonic presence.
+1 to this course of action - now that we've torn out its spiritual heart, the town is ripe for the taking.

I do see how you had a bit of difficulty with this one, NUKE, but the writing's splendid nontheless. 
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S34N1C

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Re: Demonhood 2 -Wrong turns made by investigators: All of them-
« Reply #291 on: December 20, 2016, 10:41:23 am »

I do see how you had a bit of difficulty with this one, NUKE, but the writing's splendid nontheless.
seconded. I love the way you describe the mazes we've created. You capture the spirit of our actions perfectly. Keep up the good work!

Also, I've slowly been reading the original Demonhood, and that shit is good stuff. I absolutely love you're writing style.
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Re: Demonhood 2 -Wrong turns made by investigators: All of them-
« Reply #292 on: December 20, 2016, 12:17:35 pm »

Return to Nuulyd, and declare that despite losses, the evil was cleansed.
This, sounds like a good course of action. +1

As for the option of taking over the town, remember that most of those priests came from other towns. We can return them to there, and have them preach the new way - but without some glamour, like our wordbearers can use, the people won't listen easily. Luckily, our enslaved priests, can easily introduce the new priest-acolytes from Nuulyd, which will take over the village shrines now lacking a priest.

All in all, I'd be all for "taking over" Nuulyd, and thus entirety of the local church.


+1
Our broken priests could give us enough information about their villages, the broken guards could tell more about Nuulyd and the local militia or threats, we can say that we need some time with the priesthood here to make some more "cleaning procedures" and instead corrupt Nuulyd and whatever priest-acolytes we could find, later we send our broken priests back to their towns and stick to the plan

(Can we boost someones persuasion? Make the priest's work of corruption easier? They are broken we know but they can be useful for the long run)

I am sure we can agree it's time to move on to the next town, to spread our influence. At the same time, though, our Wordbearer has done well for us. She deserves a toy or two to play with. We should let her take her picks of the litter. Let her feel agency on how many, but, curb her greed after two are chosen.
+1 But she can only choose the guards. Maybe she could be a strong candidate to rulling Nyluud in our ausence after the taking, and this will make our followers more willing to do crazier stuff that we ask in anticipation of the reward
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hachnslay

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Re: Demonhood 2 -Wrong turns made by investigators: All of them-
« Reply #293 on: December 20, 2016, 12:25:46 pm »

How large is the city - and can we directly use sacrifices to manipulate the Town?

For example - can we have the priests work on defiling the temple and sacrificing the head priest on the altar to their god in our name, then use that strong symbolic sacrifice to turn it into [debauchery] as the sacrifice of animals did for our cultists? like corrupting the city in one fell swoop and having the remaining priests declare to the populace that they were enlightened?
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Re: Demonhood 2 -Wrong turns made by investigators: All of them-
« Reply #294 on: December 20, 2016, 12:30:39 pm »

Corrupting the whole city seems like a really poor move.  We could take the place of one of the priests, our extra power can shield us from being "good" for a while, then go back and announce the evil was defeated.

Corrupt the elites and criminals into a small cult as was discussed, then send our priests and ourselves out to corrupt five other towns.

Build up small cults in a lot of cities and towns.

-Return to Nuulyd, to try to drive the town to [cult worship] madness somehow.

Also it looks like mind broken priests are not as versatile or useful as real cultists.  We should probably not have high hopes for them unless we turn them into half demon minions.

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Re: Demonhood 2 -Wrong turns made by investigators: All of them-
« Reply #295 on: December 20, 2016, 01:27:06 pm »

Excellent outcome! Now that the spiritual leadership of Nuulyd has been hijacked by Nokluvgn, the town is ripe for the taking. I don't think that now is a good time to visit another town at the moment, since it would surely raise alarms when 20+ priests and guards who went to perform an exorcism suddenly disappear.

Return to Nuulyd, and declare that despite losses, the evil was cleansed. Along with our 4 newly enslaved priests, begin to spread the New Way among wealthy townsfolk. Have the enslaved guards bring us criminals from the local jail, allow them to join our cult or be eaten.

Decadent merchants and rich landowners would be a prime target for our corrupting influence, while criminals will bolster our power/number of cultists. This will provide us the required power base to fully corrupt all of Nuulyd and make it into a place worthy of our demonic presence.
+1
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VoidSlayer

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Re: Demonhood 2 -Wrong turns made by investigators: All of them-
« Reply #296 on: December 20, 2016, 02:10:26 pm »

Excellent outcome! Now that the spiritual leadership of Nuulyd has been hijacked by Nokluvgn, the town is ripe for the taking. I don't think that now is a good time to visit another town at the moment, since it would surely raise alarms when 20+ priests and guards who went to perform an exorcism suddenly disappear.

Return to Nuulyd, and declare that despite losses, the evil was cleansed. Along with our 4 newly enslaved priests, begin to spread the New Way among wealthy townsfolk. Have the enslaved guards bring us criminals from the local jail, allow them to join our cult or be eaten.

Decadent merchants and rich landowners would be a prime target for our corrupting influence, while criminals will bolster our power/number of cultists. This will provide us the required power base to fully corrupt all of Nuulyd and make it into a place worthy of our demonic presence.
+1
+1 for clarity

hachnslay

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Re: Demonhood 2 -Wrong turns made by investigators: All of them-
« Reply #297 on: December 20, 2016, 02:54:44 pm »

Do we actually want to take the large town yet?
Slay's Plan:
Mayor - minor demonic infusion, that turns him loyal to all that bear our mark. gets to "marry" our Wordbearer of the opposite gender. Should the Mayor be already married his current wife/husband will meet an accident in the kitchen, and be used as the marriage feast. A civil marriage will be conducted two months later. A powerful puppet.
The plan for the next few Months will be to increase the penalties for minor crimes and fill the prison that way, increase the Taxes and raise a small levy. The prison will be used to feed another Prison - our freshly corrupted forest area. It will be fed with prisoners, which will always be sent in in pairs. The old shrine will be corrupted (20 petty crime prisoners that will be sacrificed there and all the output be used to strengthen our hold on the place) to give any group of two that is not related to us and is looking at it a vision. "Sacrifice the other and feed on their flesh, then you will be rewarded. In the name of NOKLUVGN." should one succeed he or she will have half of the power be put to use on themselves (minor demonic mutations included) and us gaining the other half. Should they both refuse to kill each other the previous ones that did will get in there and sacrifice both of them. Why will this work? Because the first ones that we send in will be the murderers and the worst criminals from the prison. Ask the prison guards if two of them openly hate each other.
Then the so corrupted ones will be given concealing armor from the Warden and be positioned as "Prison Guards" - our official title for them.
The Head Warden and captain of the guard will be two others that need to be mindwiped. Together with the guards that were sent out, which will be "reprimanded" and put on night duty in the in city Prison for letting most of the Priests die. After bringing the chained first group of 20 to the Altar they will proceed to drug and bring pairs of two to the Forest Prison clothed in rags and bound with a chain around both of their necks. We will put some demonic runes on the chain that radiate evil and make the chain absorb a small piece of the soul of the one that will be sacrificed, in addition to prevent the Prisoners from seeing the exit.

Benefits to this method: we will gain a stream of income to our power with minimal effort. We do not need to reveal ourselves to anyone that won't be under our control. We will use our investment in the Forest area. We will gain loyal minions that will eventually be our standing army. The acts of evil in having two people that worked together through a dangerous maze kill each other and falsely imprisoning citizens.

After about half a year the changes to the politics and constant fear will create a crime infested cesspool of a city. When we finally take over the city we will use the chain to craft a powerful artifact.
While this is going on we return to our main base.
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Urist Mc Dwarf

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Re: Demonhood 2 -Wrong turns made by investigators: All of them-
« Reply #298 on: December 20, 2016, 03:31:16 pm »

Excellent outcome! Now that the spiritual leadership of Nuulyd has been hijacked by Nokluvgn, the town is ripe for the taking. I don't think that now is a good time to visit another town at the moment, since it would surely raise alarms when 20+ priests and guards who went to perform an exorcism suddenly disappear.

Return to Nuulyd, and declare that despite losses, the evil was cleansed. Along with our 4 newly enslaved priests, begin to spread the New Way among wealthy townsfolk. Have the enslaved guards bring us criminals from the local jail, allow them to join our cult or be eaten.

Decadent merchants and rich landowners would be a prime target for our corrupting influence, while criminals will bolster our power/number of cultists. This will provide us the required power base to fully corrupt all of Nuulyd and make it into a place worthy of our demonic presence.
+1
+1 for clarity
+1. Have the priests clearly blame the witches. Subtly influence the mayor to create harsh penalties for "witchcraft," which will fill up the prison.

NUKE9.13

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Re: Demonhood 2 -Wrong turns made by investigators: All of them-
« Reply #299 on: December 20, 2016, 03:58:08 pm »

A note on slaves- your mind-broken slaves can only act in a complex way under your (or a sufficiently talented cultist's) supervision- the remnants of their mind cannot handle complex thoughts. Left unattended, the best you are going to get is a few simple phrases or some very basic actions (which does include basic combat), acting like a crude imitation of their former selves.
This does not invalidate the current (leading) plan; you can multitask enough to control the actions of all four priests, and the guards don't need to do anything complicated anyway. It does, however, put a bit of a damper on plans to send unaccompanied mind-broken priests to the surrounding villages. Better to use cultists for that (or best yet, a converted priest who will willingly spread your Word).


Aaaanyway, I'm going to start writing the update now. Get your suggestions in quick. (Update may still take an hour or so)
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