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Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 143730 times)

Urist Mc Dwarf

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Re: Demonhood 2 -Wrong turns made by investigators: All of them-
« Reply #300 on: December 20, 2016, 04:00:01 pm »

We'll be accompanying the priests to Nuuyld right?

NUKE9.13

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Re: Demonhood 2 -Wrong turns made by investigators: All of them-
« Reply #301 on: December 20, 2016, 05:35:03 pm »


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.


Using the memories of the priests and guards, you put together an idea of the situation in Nuulyd. The town has been on guard since the riot, with no one going in or out without being checked, and a strict curfew at night. Unfortunately one priest stayed behind to keep an eye on things- you will have to deal with him before the temple is fully yours. The mayor has taken the situation in stride, not entirely believing the priests about 'evil witches', but lending them support regardless to keep both them and the townsfolk happy.
Conveniently the strict curfew means that the jail cells are fuller than usual. They may not be hardened criminals, but offering them a way out of jail will help win them over.

The next day you march towards town, walking alongside the priests disguised as one of their fallen brethren. Given that your Wordbearer is still a wanted lady, you opted to leave her at the forest shrine for now.
The watchmen's faces are first filled with relief to see you return, then worry when they realise how few of you there are. The gates swing open as you approach, with the mayor herself welcoming you back.
"Where are the rest of you" she asks, concerned.
"Dead", you reply, "Fallen in battle with the witch and her minions"
"Then there really is a witch? I never would've thought it possible... why would they do this?"
"Who knows. We must retire to the temple, to study the witch's handiwork. We shall also be interviewing any criminals in the jail to see if they had any connection with her"
"But the guards-"
"Are not equipped to deal with such spiritual matters"
The mayor eventually acquiesces, and you send your enslaved guards to collect the prisoners.

The first thing you do in the temple is take down all twelve divine icons, and lock them away. You then have your slaves draw a great maze on the floor, the twisting lines forming demonic runes in addition to a labyrinth. Finally you take a hammer to the statue of Jilganheim that has pride of place above the altar, smashing it to pieces. If anyone asks, it was damaged during the riot and needed to be replaced.
With the temple suitably defiled, you welcome the prisoners. Fourteen men and women stand before you, some afraid, others defiant, one clearly bored. Bored? You touch his mind and find that of a career criminal, a thief and a conman, who has seen the inside of more jail cells than he cares to count, and knows that eventually he will get out- what happens in the mean time, he considers boring.
You make them an extremely non-boring offer. You drop your disguise and offer them the choice: join me and receive great power, or defy me and be eaten. After a moment of stunned silence, one of the prisoners yells something about never surrendering to a demon- you do not care what he says exactly, the meaning is clear enough. He has chosen defiance. You grab him with your many fingers and bite his head off. After that display the rest are disinclined to complain, and all of them swear to serve you.

Over the next few days the great doors to the temple remain resolutely shut, except for brief moments as priests come and go. Two guards stand watch outside, discouraging anyone from even trying to open the doors. Within, your new cultists continue the defilement, carving your likeness into the divine icons, on top of the images of the gods, and then replace them in the main hall, mocking the gods and the faithful. Meanwhile, your priests visit the homes of wealthy merchants and landowners, offering them a chance to experience true salvation. Those who show a sincere interest in these heretical suggestions you visit in person, skillfully nurturing the latent evil within them, dragging them slowly into darkness- so slowly they don't even notice it happening.
A guard from the jail comes to ask if they might be getting those prisoners back anytime soon. You explain that the prisoners are working off their evil deeds by helping to repair the temple. The guard seems almost enthusiastic at the idea of not having to deal with the prisoners anymore, and offers to send any new inmates to the temple as well.

Two weeks after the forest incident, you hold a soiree in the home of a wealth fur trader who seems particularly receptive to your message. He, six other guests, and yourself avail yourselves of the finest wines, the most decadent foods, and a small performance by one of your female cultists, whose crimes you do not know, but is certainly possessed of a looks that other women might wish was illegal.
As the evening drags on, and the guests grow ever drunker, you bring up the topic of religion. Specifically, its failings. You suggest that perhaps the Old Way is outdated, obsolete even. Perhaps it is time for a New Way.
There are some disconcerted murmurs from the guests. It seems that even after all this corruption, this outright heresy is too much for them. You repeat yourself, this time accentuating your arguments with a modicum of your power. This time it goes down much better. "Indeed!", one of them cries, "For would the priests not call this gathering a sin? But how can something so enjoyable be a sin? By the way, is that dancing girl still about?"
You mention that perhaps it is the gods themselves that are the problem- that those uncaring distant beings are not deserving of our worship. After a brief pause, the guests heartily agree. "Good thinking, that man! After all, what have the gods ever given us?"
You state that they must worship a more tangible power- something you can see and hear, something that rewards you for your worship immediately. "But what entity could offer such a thing? You surely cannot be suggesting that we worship a man?"
"NO", you say, "NOT A MAN"
The guests lean back in their chairs, shock and horror on their faces. The candles flicker as you stretch your wings, their smoke curling around in strange ways.
"WORSHIP ME, AND NIGHTS SUCH AS THESE WILL BE THE NORM. I PROVIDE FOR MY FOLLOWERS"
There is a moment of silence. Eventually, one of them speaks up. "I don't suppose that refusing would be very good for our health, would it?"
"NO."
"Well, since you put it that way, I suppose that worshipping a demon can't be all that bad, eh chaps?""Indeed, indeed. Try everything once, as I've always said""I for one welcome our new demonic overlords""So what do we call you, oh great master?"
You speak your name, and a shiver goes through the room, up the walls, and rattles the roof until several tiles fall off. You wrap up the evening by having your new converts perform an inaugural sacrifice- one of the host's servants, whose terrified screams are muffled by the house's thick stone walls. You feel the rush of power from both the new worshippers and the sacrifice, but you send it all back to them, as a wave of all but orgasmic pleasure. Their bodies shake and they cry out in uncontrollable rapture, and with that their loyalties are secured. 

Now you have a foothold in the town, several influential converts, and a gaggle of ex-inmates to do your bidding. And so far, it appears that no one suspects a thing. The time is right to
-Continue to slowly corrupt important individuals- perhaps the mayor shall be next?
-Rile the town up in a frenzy of anti-witch fervour, to see their minds corrupted by the murder of their friends and neighbours.
-Create some more Wordbearers and have them continue the work of spreading your cult, whilst you move on to other things.
-Do something completely different.



I will just add that your cult in Fellshore is feeling somewhat rudderless at the moment. Perhaps it would be wise to send a messenger their way with fresh orders?

EDIT: Whoops, I forgot about the priest who was still in the temple. Well, he wasn't a real threat, but what did you do to him?
-Ate him.
-Enslaved him.
-Attempted to convert him.


Name: Nokluvgn
Age: 3.5 months
Physical might: 27 (+2: Sacrifices (in Fellshore))
Mental might: 27 (-1: convincing rich men)(+4: Worship (In Fellshore))
Followers:96 (74 villagers, 2 Wordbearers, 13 criminals, 7 rich men)
Slaves: 12 (4 priests, 8 guards (armed))
Servants: 7 (4 Brutewolves, two Smokewraiths, one devil-horse)

Cults:
  The New Way (Fellshore): Low organization. 75 members in Fellshore (74 villagers, 1 Wordbearers)
    Power level: 13
      Of which: 5 spent worshipping you, 5 spent finding and performing sacrifices.
    Resources: 0
    Other: Again, with no other victims, your cultists in Fellshore sacrifice themselves. Maybe you could send some slaves their way?
  The New Way (Nuulyd): 20 members in Nuulyd.
    Power level: 6
    Resources: 14 (+14: donations by rich men)
    Other: As they cannot exchange resources freely (yet), the two branches of The New Way will temporarily be tracked separately

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 22, 2016, 07:28:42 am by NUKE9.13 »
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Urist Mc Dwarf

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Re: Demonhood 2 -Number of towns infiltrated: One-
« Reply #302 on: December 20, 2016, 05:57:26 pm »

Send Kate to tell Fellshore "Good job, pleases stop with the human sacrifice right now." But in different words. also have them use 1-2 power collecting resources and stockpiling them. We rile up the town into an anti-witch fervor, slightly corrupting the mayor to assist us. Also, we corrupted the priest. If it didn't work, we ate him.

hachnslay

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Re: Demonhood 2 -Number of towns infiltrated: One-
« Reply #303 on: December 20, 2016, 06:09:03 pm »

The sole Priest: Stand in front of him, backed by the four controlled priests and offer the following:
"Join me and accept my power or be eaten by your former friends. Alive."

The City: Corrupt the Mayor and get to changing some taxes and laws. Base necessities and food should be taxed higher, keeping the working citizen barely fed. allow prostitution and gambling. Strictly forbid poaching and recruit the first ones that resort to thievery with a promised way out, then use them as agents in the Prison to give others a way out. Build tunnels in the Prison, leading to a Temple dedicated to you, the way out is to have one sacrifice the other. We need stronger and more loyal Minions.
Get the Brutewolves in the surrounding forests to breeding more, to see if it is possible. Have them attack travelers and after feasting on them steal their valuables. Their Den is the Temple in the Forest. Should they have too much food they are to bring it to the  Temple - alive. Barely. So their pups learn how to kill.
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Egan_BW

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Re: Demonhood 2 -Number of towns infiltrated: One-
« Reply #304 on: December 20, 2016, 06:15:57 pm »

Eat the dude. Make Wordbearers. Corrupt more people.
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Xantalos

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Re: Demonhood 2 -Number of towns infiltrated: One-
« Reply #305 on: December 20, 2016, 06:34:05 pm »

Yeah, I'd guess we'd send Kate back to Fellshore and ... let's have them expand the labyrinth perhaps? And/or scout out the surrounding villages to see if they'd be susceptible to corruption without our direct influence.
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omada

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Re: Demonhood 2 -Number of towns infiltrated: One-
« Reply #306 on: December 20, 2016, 07:09:49 pm »



Send Kate to tell Fellshore "Good job, pleases stop with the human sacrifice right now." But in different words. also have them use 1-2 power collecting resources and stockpiling them. We rile up the town into an anti-witch fervor, slightly corrupting the mayor to assist us. Also, we corrupted the priest. If it didn't work, we ate him.
+1 but if we couldn't convert him. We wouldn't just ate him, we  would have destroyed somehow his vocal cords and we just admired how he tries to call for help while hanged by some kind of hook on top of the temple while we did our "redecoration" in the temple, with runes carved in his flesh he slowly was drained of every drop of blood that was collected and drunk by us. Later, after his silent dispair vanishing, we ate him.

Power not being used does what? nothing? if we use all the power they will still rest? if yes, then shall some continue to reinforce the temple, worship us and get some resources, make our smokewraiths continue the scouting around Nuulyd and other villages

How about the other prisoners? Say the guard that we could "Convert more criminals in a the new way of the church of redeeming and purifying the mans hearts"

Corrupt even more the bored criminal, if he has career he should have a bit more of experience, and a bit less of scrupulous, see if he is willing to worship us even more, tempt him with power, promise that he will be never bored again, make him a wordbearer, and then make him say about having seen the wrong and stupidity of his oldways, and how things are gonna change from now on in the supervision of the church (or make him a smokewraith?)

(I am trying to repeat over the peoples minds the words "oldway" and "newway" maybe that could give us an kind of psychological help making our words enter easier in the peoples minds later)

Get the Brutewolves in the surrounding forests to breeding more, to see if it is possible. Have them attack travelers and after feasting on them steal their valuables. Their Den is the Temple in the Forest. Should they have too much food they are to bring it to the  Temple - alive. Barely. So their pups learn how to kill.
+1 holyfuckyes, our trap is a small temple now. (But for the tunnels and stuff you said it is better wait for the town to be ours,we could repeat the process of the underground temple we did in fellshore and it could really connect the prison to the temple as smaller "forts" inside the city so in case the enemies invade our city we could succeed in guerrilla while trapped at our walls, hmmm you gave me a long-term idea hehehe)

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NUKE9.13

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Re: Demonhood 2 -Number of towns infiltrated: One-
« Reply #307 on: December 21, 2016, 06:56:08 am »

Power not being used does what? nothing? if we use all the power they will still rest?
A cult's power level represents the most they could do. If they use all of their power, they are spending almost all their time serving you, and not being especially subtle about it.
By using less than the maximum, the cult's secrecy rating will increase, decreasing the chance they will be discovered. Also, your mortal followers appreciate the opportunity to eat and sleep and whatnot (but who cares about that?)
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Ardent Debater

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Re: Demonhood 2 -Number of towns infiltrated: One-
« Reply #308 on: December 21, 2016, 01:11:34 pm »



Send Kate to tell Fellshore "Good job, pleases stop with the human sacrifice right now." But in different words. also have them use 1-2 power collecting resources and stockpiling them. We rile up the town into an anti-witch fervor, slightly corrupting the mayor to assist us. Also, we corrupted the priest. If it didn't work, we ate him.
+1 but if we couldn't convert him. We wouldn't just ate him, we  would have destroyed somehow his vocal cords and we just admired how he tries to call for help while hanged by some kind of hook on top of the temple while we did our "redecoration" in the temple, with runes carved in his flesh he slowly was drained of every drop of blood that was collected and drunk by us. Later, after his silent dispair vanishing, we ate him.

Power not being used does what? nothing? if we use all the power they will still rest? if yes, then shall some continue to reinforce the temple, worship us and get some resources, make our smokewraiths continue the scouting around Nuulyd and other villages

How about the other prisoners? Say the guard that we could "Convert more criminals in a the new way of the church of redeeming and purifying the mans hearts"

Corrupt even more the bored criminal, if he has career he should have a bit more of experience, and a bit less of scrupulous, see if he is willing to worship us even more, tempt him with power, promise that he will be never bored again, make him a wordbearer, and then make him say about having seen the wrong and stupidity of his oldways, and how things are gonna change from now on in the supervision of the church (or make him a smokewraith?)

(I am trying to repeat over the peoples minds the words "oldway" and "newway" maybe that could give us an kind of psychological help making our words enter easier in the peoples minds later)

Get the Brutewolves in the surrounding forests to breeding more, to see if it is possible. Have them attack travelers and after feasting on them steal their valuables. Their Den is the Temple in the Forest. Should they have too much food they are to bring it to the  Temple - alive. Barely. So their pups learn how to kill.
+1 holyfuckyes, our trap is a small temple now. (But for the tunnels and stuff you said it is better wait for the town to be ours,we could repeat the process of the underground temple we did in fellshore and it could really connect the prison to the temple as smaller "forts" inside the city so in case the enemies invade our city we could succeed in guerrilla while trapped at our walls, hmmm you gave me a long-term idea hehehe)

+1, let's make two more Sacred Wordbearers and turn the four most devout Prisoners into more Smokewraiths. We'll then command the six Smokewraiths to vandalize and steal valuables from the homes of the righteous villagers and whisper blasphemies into the ears of the villagers while they sleep. It'll throw them off, and the ambient terror will keep help sustain our power level.
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zomara0292

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Re: Demonhood 2 -Number of towns infiltrated: One-
« Reply #309 on: December 21, 2016, 01:23:41 pm »

Well, turning them into smokewraiths requires us to burn them, something you don't want to do indoors, were they are, at the moment, and the town is not ours, so we don't want to risk a rebellion. I have a slightly better idea for that. Host a party. A grand one. With feasts and glory as far as the eye can see. Make it carnal. And let the end of it be the burning of the oh so pious priest. For collaborating with a witch, of couse. Of couse, slowly turn his being burned, after the crowd gets worked up about it, into a failure on the part of priest's, and the lack of trust in God's, and the need for someone new to worship. Someone who can provide the best for those who serve him.
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Ardent Debater

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Re: Demonhood 2 -Number of towns infiltrated: One-
« Reply #310 on: December 21, 2016, 01:25:50 pm »

Well, turning them into smokewraiths requires us to burn them, something you don't want to do indoors, were they are, at the moment, and the town is not ours, so we don't want to risk a rebellion. I have a slightly better idea for that. Host a party. A grand one. With feasts and glory as far as the eye can see. Make it carnal. And let the end of it be the burning of the oh so pious priest. For collaborating with a witch, of couse. Of couse, slowly turn his being burned, after the crowd gets worked up about it, into a failure on the part of priest's, and the lack of trust in God's, and the need for someone new to worship. Someone who can provide the best for those who serve him.

Excellent plan, +1
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S34N1C

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Re: Demonhood 2 -Number of towns infiltrated: One-
« Reply #311 on: December 21, 2016, 01:30:58 pm »

Well, turning them into smokewraiths requires us to burn them, something you don't want to do indoors, were they are, at the moment, and the town is not ours, so we don't want to risk a rebellion. I have a slightly better idea for that. Host a party. A grand one. With feasts and glory as far as the eye can see. Make it carnal. And let the end of it be the burning of the oh so pious priest. For collaborating with a witch, of couse. Of couse, slowly turn his being burned, after the crowd gets worked up about it, into a failure on the part of priest's, and the lack of trust in God's, and the need for someone new to worship. Someone who can provide the best for those who serve him.

Excellent plan, +1
+1
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Urist Mc Dwarf

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Re: Demonhood 2 -Number of towns infiltrated: One-
« Reply #312 on: December 21, 2016, 01:34:35 pm »

Well, turning them into smokewraiths requires us to burn them, something you don't want to do indoors, were they are, at the moment, and the town is not ours, so we don't want to risk a rebellion. I have a slightly better idea for that. Host a party. A grand one. With feasts and glory as far as the eye can see. Make it carnal. And let the end of it be the burning of the oh so pious priest. For collaborating with a witch, of couse. Of couse, slowly turn his being burned, after the crowd gets worked up about it, into a failure on the part of priest's, and the lack of trust in God's, and the need for someone new to worship. Someone who can provide the best for those who serve him.

Excellent plan, +1
+1
-1. Once we're stronger here.

escaped lurker

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Re: Demonhood 2 -Number of towns infiltrated: One-
« Reply #313 on: December 21, 2016, 01:43:48 pm »

Well, turning them into smokewraiths requires us to burn them, something you don't want to do indoors, were they are, at the moment, and the town is not ours, so we don't want to risk a rebellion. I have a slightly better idea for that. Host a party. A grand one. With feasts and glory as far as the eye can see. Make it carnal. And let the end of it be the burning of the oh so pious priest. For collaborating with a witch, of couse. Of couse, slowly turn his being burned, after the crowd gets worked up about it, into a failure on the part of priest's, and the lack of trust in God's, and the need for someone new to worship. Someone who can provide the best for those who serve him.

Excellent plan, +1
+1
-1. Once we're stronger here.
-1
Not to be a killjoy, but we needed several week, to turn 100 peasants. We've grown stronger since, but to dominate a full village? Hardly possible. Either, we work our way up from the farming towns around, or we spend half a year on turning this village.
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Xantalos

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Re: Demonhood 2 -Number of towns infiltrated: One-
« Reply #314 on: December 21, 2016, 03:15:42 pm »

Perhaps spreading through the various trading networks we now have access to thanks to our new servants would be a better idea?
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Sig! Onol
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