Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 26 27 [28] 29 30 ... 88

Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 143859 times)

killerhellhound

  • Bay Watcher
  • Friendly Master of !!MEDICINE!!
    • View Profile
Re: Demonhood 2 -Now with helpful 'The Story so far' section in first post-
« Reply #405 on: December 27, 2016, 08:34:47 am »

We should do a false flag attack on the duke's life, that should get him worshipping nice and good.
Or backfire horribly resulting in him thinking the new way was trying to control him and him declaring a purge on them. Lets just take it slow and instead push his rivals to take matters into their own hands while we wait to prove how well safeguarded he is.
Logged
My Sig
Fluttershy jumps onto TCM, giving him a hug. "~Yay~"*Player TCM has left the server. Reason: HHHHNNNNNGGGG-

We Madmen are very ingenious.  Sometimes it just takes just a little less sanity to pull off something completely awesome.

RoseHeart

  • Bay Watcher
  • 🛡️ Shiny Knight
    • View Profile
    • Forum Game Portfolio
Re: Demonhood 2
« Reply #406 on: December 27, 2016, 11:08:26 am »

Some monsters breed... imagine infesting every forest with These

I would like, to like this idea - but we aren't sure how much of the corrupted wolves' traits carry over. There also is the matter of time. A full in-game year, in which we would have to care about our wolves? Unless we invest into them to become one of our main-forces, I doubt this would do us good, nor would it be easy for bay12 itself to commit so much to them.

If anything, we might want to do that to rats. Hell-rats, with no regards to their personal safety, a semi-hive-mind, and untold numbers of offspring within half a year. A tide of rats, which will devour everything in their wake, which can't be killed quickly nor in great numbers by any non-magical means.
Well, though that would be a bit min-max-y.

I was thinking about this idea when I came up with one.

1. Ramp up freaky wolf devil maturity and mating cycle.

2. Set them loose but always keep them with a switch in their mind to follow any orders you would give.

3. Begin to build the new ways reputation as wolf demon slayers...

Right now we are the nastiest thing in town, since there's a general consensus we are sneaky bastards we need something a little bit noisier than us on top of the food chain let's make it.

Wolves should be "programmed" to not wipe out a town unless it is extremely good. Only preying upon one and generating fear and occasional incidences. And should be less active in more evil cities. Make it so.
Logged
Confidence doesn't come from success, it comes from surviving failure. —Dr. K.

omada

  • Bay Watcher
  • Let's quack to death
    • View Profile
Re: Demonhood 2 -Now with helpful 'The Story so far' section in first post-
« Reply #407 on: December 27, 2016, 05:05:11 pm »

Some monsters breed... imagine infesting every forest with These

I would like, to like this idea - but we aren't sure how much of the corrupted wolves' traits carry over. There also is the matter of time. A full in-game year, in which we would have to care about our wolves? Unless we invest into them to become one of our main-forces, I doubt this would do us good, nor would it be easy for bay12 itself to commit so much to them.

If anything, we might want to do that to rats. Hell-rats, with no regards to their personal safety, a semi-hive-mind, and untold numbers of offspring within half a year. A tide of rats, which will devour everything in their wake, which can't be killed quickly nor in great numbers by any non-magical means.
Well, though that would be a bit min-max-y.

I was thinking about this idea when I came up with one.

1. Ramp up freaky wolf devil maturity and mating cycle.

2. Set them loose but always keep them with a switch in their mind to follow any orders you would give.

3. Begin to build the new ways reputation as wolf demon slayers...

Right now we are the nastiest thing in town, since there's a general consensus we are sneaky bastards we need something a little bit noisier than us on top of the food chain let's make it.

Wolves should be "programmed" to not wipe out a town unless it is extremely good. Only preying upon one and generating fear and occasional incidences. And should be less active in more evil cities. Make it so.

+1 to both, and fuse both ideas and make hellrats grown faster. (And give then tiny Aesthetics horns or useless wings. Just to keep they resembling their creator :v)
Logged
Competent reader (any know lenguage)
Novice english wordsmith
Dabbling english speaker (rusty)
He is short, with a small and failed beard
He likes wood, spears, ducks for their nobility, and rabbits for their weak hearts and funny reproduction rate.
he has a hard time to focus, and values, err almost everything, he dreams of mastering a skill.

Detoxicated

  • Bay Watcher
  • Urist McCarpenter
    • View Profile
Re: Demonhood 2 -Now with helpful 'The Story so far' section in first post-
« Reply #408 on: December 27, 2016, 05:40:09 pm »

+1to the aforementioned plans. 
Also we should create demon ravens able to speak and understand speech.  We can use them as messengers and spies and if they are able to breed with one another we will have an army of cheap informants able to keep us informed about our little cults and other things.
Logged

RoseHeart

  • Bay Watcher
  • 🛡️ Shiny Knight
    • View Profile
    • Forum Game Portfolio
Re: Demonhood 2 -Now with helpful 'The Story so far' section in first post-
« Reply #409 on: December 27, 2016, 06:02:09 pm »

The New Way would be more badass slaying wolves than rats. And we've already come far on the wolf project. Obviously.

Any town that has accepted The New Way is not bothered by these scurge. Proof of it's power.
« Last Edit: December 27, 2016, 06:06:51 pm by roseheart »
Logged
Confidence doesn't come from success, it comes from surviving failure. —Dr. K.

Urist Mc Dwarf

  • Bay Watcher
    • View Profile
Re: Demonhood 2 -Now with helpful 'The Story so far' section in first post-
« Reply #410 on: December 27, 2016, 07:59:53 pm »

The rats could be used against resistant towns.

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Demonhood 2 -Now with helpful 'The Story so far' section in first post-
« Reply #411 on: December 28, 2016, 09:56:14 am »

Previous Update (A Duke's Dilemma) | This Update (Mischa's miserable week) | Next Update (Bad advice)

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.

+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 from the knights before going to the castle, maybe they know about some comrades that would love or deserve to worship us, we will get into the castle 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 Kate stay in Fellshore making sure our will is obeyed, but make the other wordbearer from Fellshore go to Nuulyd to help we further control the town.
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.
2. The prison guards, and the desperate/evil.
3. The locked criminals(*), should be easy and the city militia(**)

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?
...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...
(somewhat edited for size/clarity)


You press your converted knights for information regarding the Duke's castle, and anyone who may be susceptible to conversion there. They tell you that as far as they know, most of the knights in the Duke's service are relatively pious and honourable men. They have more pleasing things to say about the Duke's other soldiers. A band of mercenaries is kept on retainer, and dwell in their own private barracks in the castle. Your knights refer to them as disgusting, lecherous beasts, treacherous dogs who would betray the Duke the moment someone offered them more money.
With this information under your belt, you command a Wordbearer to follow the Duke's party at a distance, whilst you make a brief detour to the forest.

Though your influence has faded somewhat, the woods still possess a dark aura, not quite the twisted labyrinth you made of it, but still supernaturally easy to get lost in. It seems this has already happened to several unlucky travellers, who found themselves at the mercy of the Brutewolves. Pieces of them still hang in the trees, rotting away, the brutewolves having lost interest in their meal once it stopped feeling pain.
Unfortunately you determine that whilst the brutewolves could breed, their offspring would be ordinary wolves- unless there was some source of evil that could fuel the dark metamorphosis of the unborn pups. However, provided with such a source, the brutewolves could also mate with uncursed wolves and produce brutewolf offspring. You command your minions to hunt in the lands around the wood for travellers, assemble piles of their corpses by the forgotten shrine, and during a full moon, drag other wolves there and mate with them. The evil energy released by the concentration of death and suffering should be enough to ensure that in a few months time, you will have a couple of litters of new minions.
There is no more you can do here, short of creating new brutewolves yourself, but you would rather conserve your energy.

...

Mischa smiles as her horse crests the hill, and Lake Brylib comes into view. The fluttering pennants of Castle Brylib beckon, calling her back to her own private quarters, with her own bed and her own thrice-secured hidden safe. She has had quite enough of travelling for the considerable future, and longs to return to the days where she was free to spend her time studying, only occasionally being summoned to the Duke's side to answer some trivial question about some peasant's cursed plow or whatever. Of course, now she will have a whole new avenue of study- and a whole new reason to be secretive. She smiles inwardly at the thought of her newfound power, and at so little expense. And they said Necromancy was dangerous! The demon had been downright polite, not once attempting to force her into servitude or steal her soul. Helping him out here and there was a pleasure, a fair exchange of services.
Speaking of which, she would have to spend some more time watching the Duke. Apparently the demon was seeking to control him, which suited her just fine. One more soul for Nokluvgn's army, she thinks, then pauses, and reminds herself that she does not actually care about the demon's success. No, she can easily resist the temptation to praise Nokluvgn and wish to further his dark works. It just happens to be the case that the demon's goals and hers align... because corrupting the Duke will help her... somehow? She frowns, trying to remember why she wanted the demon to succeed. There must be a reason.
Still trying to recall her motivations, she rides; through the village of Brylib, ignoring the villagers who bow and scrape as the Duke passes by, over the stream known as Brylib Brook, and crossing the bridge to Castle Brylib, which sits on an island in Lake Brylib. Naming things is not one of the locals' strong suits.
She dismounts her horse and hands the reigns to a stable boy, and follows the Duke into the great hall, where the court has assembled itself to welcome the Duke home. Immediately petitioners step forwards with requests for more funding for this, tax breaks for that, and who-knows-what for the other. She excuses herself and retires to her chambers, not before reminding the high priest that he should retire to his and receive no visitors. She must suppress a giggle as the man who once made it his life's work to berate her for every little thing now mindlessly obeys her commands, walking off in a slightly awkward manner.
The next day she is disturbed from her studies by none other than the high priest. She stands in her doorway confused, until he begins to speak.
"WE ARE COMING. SEE TO IT THAT WE ARE WELL RECEIVED"
"What do you mean, you are coming?"
"WE ARE APPROACHING THE CASTLE. YOU WILL RECEIVE US AS GUESTS AND PROVIDE LODGINGS FOR MY MORTAL COMPANION"
"How- what- why"
"SEE TO IT."
With that, the high priest falls silent, and his eyes return to their usual blank stare. Fuming silently, she sends him back to his room and gets dressed in her best 'courtly' attire.
There is a surprised murmur as she enters the great hall. The Duke himself looks surprised, and calls for a recess in the case he is in the middle of judging to deal with her.
"Alwiz! What a pleasant surprise. How can I help you?", he says, either acting or truly happy to see her.
Mischa explains that she has some friends visiting and requests that they be granted accommodation. The Duke seems somewhat upset by this request -at such short notice, and with no explanation as to who the visitors are-, but nonetheless orders the servants to prepare a guest room for the wizard's friends. She thanks the Duke, then leaves the hall, heads outside, climbs the battlements, curses as she nearly trips over the 'courtly' dress she is wearing. Bloody awkward is what it is. Upon the ramparts she is greeted by a guardsman, who eyes the parts of her dress she hates the most greedily. She tells him to get lost. He hesitates, but when she conjures up a small fireball in her hand he quickly makes himself scarce.
She waits for an hour on the battlements, before finally two hooded travellers appear on the road. She hurries back down the wall and opens the gate, and acts (yes... acts... definitely acts) happy to see them arrive. She shows them to their room, avoiding the great hall, and once inside, asks politely what the hell they are doing.
"MY MOTIVATIONS ARE NOT FOR YOU TO KNOW. YOU WILL INTRODUCE ME TO THE CAPTAIN OF THE MERCENARIES STATIONED HERE."
Of course. That lot are half-way to being demon-worshippers already. They will no doubt be easy converts to the glory of Nokluvgn. She makes her way to the mercenary barracks, and summons the captain. After a dozen or so lewd comments from the assembled 'soldiers', the captain appears. Acting with clearly feigned politeness, he asks what she wants. She explains that someone wants to talk to them. And why should he want to talk with them? "Because", she says through gritted teeth, "I will burn this place to the ground with you inside it if you don't just do what I bloody well say."
The captain comes quietly.
She does not know what the demon and the captain talk about, but she can guess. Something something ultimate power, something something serve me. Whatever they talked about, the captain comes out of the room with a wicked grin on his face, and she detects an aura of evil power about him. Ultimate power indeed. She asks whether it was worth talking to it, to which the captain replies that it has opened up a whole New Way of looking at things for him.
The demon remains in the castle for the next few days, introducing itself to various courtiers and servants, whilst its companion keeps mostly to himself- the runes carved into his skin might have a tendency to offend, after all. She makes the most of a bad situation by quizzing the demon on more aspects of Necromancy. Frustratingly, the demon itself does not seem to be able to explain the finer points of manipulating evil, as it comes so naturally to it. She nevertheless makes some minor progress, actually enjoying the challenge, and the opportunity to experiment with a new skill. Still, she wishes she had some books on the subject... though of course such heretical tomes would be exceptionally hard to find.

After a week, the Duke comes before her, complaining of persistent nightmares. She asks the demon what she should tell him, to which the demon replies
-He should try to find a New Way of praying to the gods, and focus on that.
-He should consult her guest for advice, for he is an expert in the field of dreams.
-It is probably the work of dark forces out to get him. He should seek more security, and not trust even his closest allies.
-He should not worry about a few nightmares. Perhaps eating less cheese before bed would help.

Meanwhile, the demon has been busy working to corrupt the inhabitants of the castle. Besides the Duke, it has focused on
-The mercenaries, deepening their already corrupt nature until they are fanatically loyal to Nokluvgn.
-The Duke's advisers, as that they may whisper more corrupting thoughts into his trusting ears.
-The Knights, as even though they may be pious and honourable, even the most pious man can fall before the sustained assault of demonic corruption.
-The common courtiers, the various people of various jobs that hang around the castle doing something.
-Herself, though she does not realise it. She has grown ever fonder of Nokluvgn, ever more willing to do his bidding without question, ever more cruel and spiteful when dealing with others. 

On a stormy night, a spectre appears in her chamber, and recites a cryptic rhyme.
Quote from: Spectre
Ancient, forgotten beasts of old
Still slumber in that frigid deep
Their days no more, their tales untold
No longer make they mortals weep
She directs it to the demon's quarters where it was probably intending to go.



Jackpot on that mercenary captain. You lucked out and got pretty much instant conversion.

Not described: cult actions


Name: Nokluvgn
Age: 4.75 months
Physical might: 26 (-1: granted to mercenary captain)
Mental might: 24
Followers:105 (74 villagers, 4 Wordbearers, 11 criminals, 11 rich men, 3 knights (heavily armed), 1 ex-priest, 1 mercenary captain)
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. 76 members in Fellshore (74 villagers, 1 Wordbearer, 1 knight (heavily armed))
    Power level: 13
      Of which: 4 spent gathering resources, 5 spent expanding the labyrinth, 3 spent training.
    Resources: 14
    Other: Training is underway (6/30). Thanks to the tunnel network, the cult can act in relative secrecy with only a minimum of unspent power. The village appears totally normal at first glance.
  The New Way (Nuulyd): 28 members in Nuulyd. (11 criminals, 2 Wordbearers, 11 rich men, 2 knights, 1 ex-priest)
    Power level: 6
      Of which: 4 spent recruiting new members
    Resources: 1
    Other: A successful recruitment feast converts four new members of Nuulyd's high society to their cause.

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 (25/50)
    Small (hidden) altar: A suitable place to sacrifice to you and praise your dark name.
« Last Edit: December 29, 2016, 04:11:30 pm by NUKE9.13 »
Logged
Long Live United Forenia!

ATHATH

  • Bay Watcher
    • View Profile
Re: Demonhood 2 -Mercenary captains converted: One-
« Reply #412 on: December 28, 2016, 10:37:24 am »

Can we get a glossary entry on heroes?

[insert compliment about writing ability here (I couldn't figure out how to word it)]
Logged
Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

Detoxicated

  • Bay Watcher
  • Urist McCarpenter
    • View Profile
Re: Demonhood 2 -Mercenary captains converted: One-
« Reply #413 on: December 28, 2016, 11:27:11 am »

We should tell the duke that it is dark forces at him secluding him from everyone and then befriend him. In the meantime we should focus either on the dukes advisors or on the common people. One mustn't underestimate the forces of the working people and probably they can be converted more easily, also they can work as a spy network.
Also how about creating a batch of demon ravens so the corrupted towns can converse more easily?

Furthermore, I suggest allocating the 1 resource we have in town to create a brutewolfshrine closeby other villages in the area.
« Last Edit: December 28, 2016, 11:45:47 am by Detoxicated »
Logged

Xantalos

  • Bay Watcher
  • Your Friendly Salvation
    • View Profile
Re: Demonhood 2 -Mercenary captains converted: One-
« Reply #414 on: December 28, 2016, 01:35:07 pm »

Remember, stay focused. The duke is the centerpiece of all our efforts here, so we have to have our efforts synergize. I suggest having Mischa say he should talk to us, and focus on corrupting the Duke's advisors.
Logged
Sig! Onol
Quote from: BFEL
XANTALOS, THE KARATEBOMINATION
Quote from: Toaster
((The Xantalos Die: [1, 1, 1, 6, 6, 6]))

VoidSlayer

  • Bay Watcher
    • View Profile
Re: Demonhood 2 -Now with helpful 'The Story so far' section in first post-
« Reply #415 on: December 28, 2016, 01:39:57 pm »

On a stormy night, a spectre appears in her chamber, and recites a cryptic rhyme.
Quote from: Spectre
Ancient, forgotten beasts of old
Still slumber in that frigid deep
Their days no more, their tales untold
No longer make they mortals weep
She directs it to the demon's quarters where it was probably intending to go.

NO NO WRONG DOOR OTHER EVIL MAGIC USER.  Damn specters.

love it.

-He should consult her guest for advice, for he is an expert in the field of dreams.

-The Duke's advisers, as that they may whisper more corrupting thoughts into his trusting ears.


I still say with the Duke even halfway under our power, burning that other city to the ground (and having all our cultists escape as refugees) could spark a real war between two great nations.

zomara0292

  • Bay Watcher
  • Its a lie. he is still an escaped lunatic brony.
    • View Profile
Re: Demonhood 2 -Mercenary captains converted: One-
« Reply #416 on: December 28, 2016, 01:45:01 pm »

Ai ai Cthulhu ph'Tagen. Ph'nglui mglw'nafh Cthulhu Rl'yeh wgah'nagl fhtagn.
Logged
I hear a piranha is good eating.  I have a spear; I'll be fine!
The Pilot and their cargo handlers paused when they saw that the entire camp is covered in eldritch runes coated in blood. And rotting monkey corpses everywhere..

They decide that they didn't get paid enough for this..

ATHATH

  • Bay Watcher
    • View Profile
Re: Demonhood 2 -Mercenary captains converted: One-
« Reply #417 on: December 28, 2016, 02:28:36 pm »

Remember, stay focused. The duke is the centerpiece of all our efforts here, so we have to have our efforts synergize. I suggest having Mischa say he should talk to us, and focus on corrupting the Duke's advisors.
+1
Logged
Seriously, ATHATH, we need to have an intervention about your death mug problem.
Quote
*slow clap* Well ATHATH congratulations. You managed to give the MC a mental breakdown before we even finished the first arc.
I didn't even read it first, I just saw it was ATHATH and noped it. Now that I read it x3 to noping

Strongpoint

  • Bay Watcher
    • View Profile
Re: Demonhood 2 -Mercenary captains converted: One-
« Reply #418 on: December 28, 2016, 03:33:28 pm »

Remember, stay focused. The duke is the centerpiece of all our efforts here, so we have to have our efforts synergize. I suggest having Mischa say he should talk to us, and focus on corrupting the Duke's advisors.
+1
+1 and

Order our female wordbearer and militia captain to start forming a new branch of cult among mercs while we are busy doing more important stuff.

It is a waste of her potential letting her sit in the room doing nothing.
Logged
No boom today. Boom tomorrow. There's always a boom tomorrow. Boom!!! Sooner or later.

NUKE9.13

  • Bay Watcher
    • View Profile
Re: Demonhood 2 -Mercenary captains converted: One-
« Reply #419 on: December 28, 2016, 04:18:49 pm »

Order our female wordbearer and militia captain to start forming a new branch of cult among mercs while we are busy doing more important stuff.

It is a waste of her potential letting her sit in the room doing nothing.
You actually sent her to Fellshore several weeks ago, to give the cult there new orders. The Wordbearer you brought to the castle is male.

Ai ai Cthulhu ph'Tagen. Ph'nglui mglw'nafh Cthulhu Rl'yeh wgah'nagl fhtagn.
I agree.

Can we get a glossary entry on heroes?

[insert compliment about writing ability here (I couldn't figure out how to word it)]
Certainly.
[insert thanks for compliment here]
Logged
Long Live United Forenia!
Pages: 1 ... 26 27 [28] 29 30 ... 88