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Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 143864 times)

Strongpoint

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Re: Demonhood 2 -Mercenary captains converted: One-
« Reply #420 on: December 28, 2016, 05:00:09 pm »

how large is the village of Brylib?

Edit: Another idea: how about assassinating the high priest?  This should fuel Duke's paranoia and it is a nice way to use this empty body
« Last Edit: December 28, 2016, 05:10:52 pm by Strongpoint »
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NUKE9.13

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Re: Demonhood 2 -Mercenary captains converted: One-
« Reply #421 on: December 28, 2016, 05:10:42 pm »

how large is village of Brylib?
Let's say ~300 people. Their main industry is supplying goods and labour to the castle. In terms of distance, it is like a fifteen minute walk away.
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Xantalos

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Re: Demonhood 2 -Mercenary captains converted: One-
« Reply #422 on: December 28, 2016, 05:20:58 pm »

how large is the village of Brylib?

Edit: Another idea: how about assassinating the high priest?  This should fuel Duke's paranoia and it is a nice way to use this empty body
Eh, I don't think we need to do that right now - if we were on a tight schedule and needed to turn the Duke quickly, then sure, but seeing as we can apparently puppet him, he'll be useful for corrupting lesser priests under his purview.
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Re: Demonhood 2 -Now with helpful 'The Story so far' section in first post-
« Reply #423 on: December 28, 2016, 07:48:50 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.
+1
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killerhellhound

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Re: Demonhood 2 -Now with helpful 'The Story so far' section in first post-
« Reply #424 on: December 28, 2016, 10:52:03 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.
+1
+1
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NUKE9.13

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Re: Demonhood 2 -Ancient, forgotten beasts of old/-
« Reply #425 on: December 29, 2016, 04:10:37 pm »

Previous Update (Mischa's miserable week) | This Update (Bad advice) | Next Update (Taxes! How exciting.)


-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.


Certain members of the Duke's court start to behave a little differently.
The high priest who he employs to advise him on religious matters has become reclusive. When he does show himself, his advice is no longer to spend more on temples, but rather to dole out harsh punishments to those suspected of blasphemy, whilst giving murderers and thieves the benefit of forgiveness. The Duke understands, knowing that what he saw in Nuulyd must have shaken the man, reaffirmed his faith in some way- so he dutifully proscribes lashes to a peasant who cursed before a priest (the peasant curses the cruelty of the church), whilst in the same breath letting a violent robber go free with naught but a fine (the man has no intention of changing his ways)
His councillor claims that the words of visiting dignitaries are insults in disguise, recommending they be repaid in kind. The Duke, however, has been trained to be polite in matters of diplomacy, and suggests that the councillor get some rest.
His steward complains of nightmares, of dreams in which he is tempted with visions of great wealth. The Duke commends him on resisting temptation, in dreams as in life.
The commander of his knights seems eager for battle, no matter who it may be with. The Duke is inclined to trust him when he insists that a peasant 'uprising' (a couple of villages that were accidentally taxed twice refused to pay the second time, and beat up the tax collectors) be crushed in force, and dispatches a squadron of knights to the villages, the commander at their head. (Some courtiers murmur that such a harsh response may breed resentment, especially given the ultimately understandable nature of their grievance.)
His wizard, rarely seen in court, appears frequently to weigh in on matters both magical and mundane. The Duke is pleased to finally have her earnest council, and listens attentively as she suggests searching for necromancers or their ilk and confiscating their possessions- and then giving them to her to, uh, dispose of safely. Unfortunately, he tells her, he has no idea where to even begin to search for such folk, but that she will be the first to hear about it if he does.
His wife, a young lass half his age, undergoes the most pleasant change, in the Duke's opinion. Where once she was somewhat cold and distant, he now finds her an eager companion- indeed, if she had her way they would spend the entire day together. For now she must make do with nights, which she does, in ways the Duke had never even heard of. He could get used to this sort of thing, he muses, thanking whatever force has made his wife so much more... loving.

Whilst observing these changes, the Duke makes time to visit his new friend. A man of power, or so he claims, this strange figure is a guest of his wizard, though he does not claim to be a wizard himself. Privately, the Duke worries that the man may be a more unscrupulous sort, but so long as he is helping him deal with his nightmares, he supposes it does not really matter what manner of being this visitor is.
Introduced as an expert in the field of dreams, the man has told him how to deal with his nightmares. He has provided him with incense which has a foul smell, but is said to drive away the dark spirits that cause bad dreams. He has given him an amulet, made of some slick-black metal and freezing to the touch, which allegedly absorbs bad influences and neutralises them. He has told him that physical pain can overwhelm the mental pain of lost sleep, and recommended that he use a knife to cut himself before sleeping. The Duke believes at least half of what the man says to be absolute bunkum, but cannot deny that some combination of them has reduced the frequency and intensity of his nightmares. Indeed, it has to some extent replaced them with pleasant dreams, such as ones where he finds himself in the company of his wife and several of her friends, all in a state of undress and eager to please, or ones where he is presented with a near endless buffet of delicacies, which taste quite real for being dreamstuff, or, in a dream worryingly similar to what his steward reported, he finds his pockets overflowing with gold and his treasury lined with gems. This does make him worry that perhaps these are merely nightmares of a different form, one of temptation rather than torture- but he concludes that if these are nightmares, he never wants to have another regular dream.

...

You (Nokluvgn) observe the Duke as he dreams. Unfortunately, he has been surprisingly resistant to corruption, and even after all your efforts you still do not think this is the time to outright convert him. On the other hand, he has been corrupted to some degree, and thanks to the corruption of his advisers, the nature of his rule is sliding away from justice, and into the realm of arbitrary cruelty. Already you can detect a faint sense of suffering in the land that was not there before, though it is meagre yet, nothing strong enough to truly invigorate you.
But you can change that. With subtle whispers you direct the Duke's actions, causing him to
-Overtax the peasantry, leading to starvation and dissent.
-Strike out against other realms, fanning the flames of war.
-Defy the priesthood, speaking out against them, creating rifts between them and the populace.
-Grow paranoid, lashing out against members of his court, depriving him of friends and allies.
-Do something else.


Meanwhile, you pursue other projects. You shall
-Help Mischa in her quest to obtain study materials by scouring the land for traces of signs of Necromancy
-Raise more minions to serve you [namely X]
-Work on corrupting yet more inhabitants of the castle [see previous update's choices]
-Do something completely different.


You also consider sending your Wordbearer back to Nuulyd with orders to burn the town down
-But decide against it.
-And decide it is a great idea.


Name: Nokluvgn
Age: 5 months
Physical might: 25 (-1: creating corrupting amulet, given to Duke)
Mental might: 23 (-1: creating corrupting amulet, given to Duke)
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: 16
    Other: Training is underway (9/30). 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): 32 members in Nuulyd. (11 criminals, 2 Wordbearers, 11 rich men, 4 councilmen, 2 knights (heavily armed), 1 ex-priest)
    Power level: 6
      Of which: 4 spent recruiting new members
    Resources: 1
    Other: Another successful recruitment drive sees four members of the town council succumb to temptation and join the New Way. They even try to invite the Mayor, but after some hesitation she declines to join their feast.

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: Finds herself thinking of you ever more fondly, to her consternation. Briefly wonders whether this whole Necromancy thing was such a good idea. Then remembers how much power she stands to gain, and decides it totally was.

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 (30/50)
    Small (hidden) altar: A suitable place to sacrifice to you and praise your dark name.
« Last Edit: December 31, 2016, 10:15:22 am by NUKE9.13 »
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Strongpoint

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Re: Demonhood 2 -Ancient, forgotten beasts of old/-
« Reply #426 on: December 29, 2016, 04:45:32 pm »

-Overtax the peasantry, leading to starvation and dissent.

-Raise more minions to serve you: Modify local rats to be larger and more aggressive. Order them to destroy local food stores increasing starvation caused by taxation

Send the wordbearer away with an order to travel to nearby country and start a new branch of cult there

We should focus on destroying this realm but sending a missionary is a nice long term investment. Burning the town down is nice but Nokluvgn should be present when this will happen.
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omada

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Re: Demonhood 2 -Mercenary captains converted: One-
« Reply #427 on: December 29, 2016, 05:05:13 pm »

(It was written before the update of the "Bad Advice" but i am going to post it anyway with some more information)


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.
+1
+1
+1 Not yet to the war plan. Thinking better i liked it but we should first convert more people in Nuulyd and someone(s) across the border, maybe making another town suffer and making both nations blame the other for starting the war. And yet, the people must believe it's a real army from another nation, and not just some weird killing spree from random bandits or beasts(and maybe believe that our sacred warriors of the new way saved then)

By the way, where it's written that it's a border city? I haven't read anywhere

But... Blame the foreign people for the disappearance of caravans, travelers and so on. say that after the rich man convert the most influentional people of the city the rich man should make (stronger?) ties with the weapons/steel/whatever commerce, as a war is VERY profitable, demand that they report to our wordbearers (that will say to our smokewraiths and/or specters) any difficulties and information, as we can eliminate or "convince" anyone not willing a good deal, and this way we will know about any mines, strange places, unusual resources, problems and whatever the fuck, i doubt that the rich mans would be going to convert criminals inside prison, and there is nothing strange in rich people doing rich people's business (although they could recruit some foreigners people in the process, who wouldn't be tempted?).

Maybe offer the fishing thing of Fellshore as a cheap resource IF they can make the resources made there some kind of greater profit that can benefit us (i dunno, cheap fishes and wood could made they spend less resources in some usual trade deal and make their budget raise and have more money to spend in making new ties? Make new risky deals that could be very profitable? After upgrading even more the maze we could even eliminate some frontier's guards and do some contraband, a tax free city for our's rich mans drown us in resources)

(After bad advice: -Bad idea, don't burn town)

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

Okay, we should deal with it personally later, wouldn't risk our cultists in trying to recruit someone with more power than they have.

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.


Make our Merc captain work with our male wordbearer and recruit people :V The captain has power and respect among his mercs, and the wordbearer could do smaller evil magic stuff so he could make the captain's goal easier.


-Say to Mischia that we can help her find necromancers and stuff, but first the way must be cleared. If she could weaken the mind resistance of the people of the castle we could give power to her faster.


Defying the priesthood you are saying to make people against the priests of the old way? Of course yes, the populace needs a new way.

Talking about the populace

"The commander of his knights seems eager for battle, no matter who it may be with. The Duke is inclined to trust him when he insists that a peasant 'uprising' (a couple of villages that were accidentally taxed twice refused to pay the second time, and beat up the tax collectors) be crushed in force, and dispatches a squadron of knights to the villages, the commander at their head. (Some courtiers murmur that such a harsh response may breed resentment, especially given the ultimately understandable nature of their grievance.)"

How could we use this information? hmmm

Send one wordbearer from Nuulyd to help the "poor souls" and say that there is a rumor that such act was a fruit of the priests of the old way, they always say how we should act, how we should pray. And now they are trying to have more power in the politics, even disobeying the poor duke and sending troops in his name, conspirating withe these guys of across the border. HOW COULD THEY? HOW COULD THE NEW WAY BE SO CORRUPT *fake faint acting*, maybe it's just a rumour we know, but if not? If the old way don't really want to protect us we really need a new way of seeing things...

Send some criminals together with the wordbearer to escort him, use some Fellshore's resources to be decently armed

If one of the village(s) is ransacked to the ground find a way to loot it.

When the knights come back they will be the next to be converted. If they are so blindly loyal to the duke shouldn't be hard to make they act like the duke. If they aren't so blindly loyal because of duke's recent act the confusion in their minds is a door for our words. Let's see how pious they are...

Command the specter to give our orders using our EXACT WORDS, threaten him with something like torture, death, sunlight or cute teddy bears to make sure he wont  give our wordbearers a riddle. If it's impossible to him to make this we should spent one night corrupting a pigeon or raven and do the talking weird raven from hell thing.

This way we can make the tensions between nations grow, make the populace be far from the church and exploit profit and souls from the inside of the two sides of a possible war.
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Xantalos

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Re: Demonhood 2 -Ancient, forgotten beasts of old/-
« Reply #428 on: December 29, 2016, 05:39:19 pm »

Hmm. I'm torn between overtaxation and speaking out against the priests.
...
Ah, we have some converted priests still, and turning them against us might lead to a bit more attention than we need.

Overtax the peasantry, leading to starvation and dissent.

You shall work on corrupting the courtiers of the castle.

You decide it's a bad idea to burn down Nuulyd.


The courtiers may seem unimportant, but they control the gossip and rumours of the place. With them under our control not only will we prevent the Duke from becoming isolated, which isn't what I want for him personally, but we'll maintain a facade of normality while the court slides ever deeper into darkness.
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Egan_BW

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Re: Demonhood 2 -Ancient, forgotten beasts of old/-
« Reply #429 on: December 29, 2016, 07:55:39 pm »

Tax them, search for necrodancers to steal power from, and BURN IT.
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Urist Mc Dwarf

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Re: Demonhood 2 -Ancient, forgotten beasts of old/-
« Reply #430 on: December 29, 2016, 09:19:40 pm »

Hmm. I'm torn between overtaxation and speaking out against the priests.
...
Ah, we have some converted priests still, and turning them against us might lead to a bit more attention than we need.

Overtax the peasantry, leading to starvation and dissent.

You shall work on corrupting the courtiers of the castle.

You decide it's a bad idea to burn down Nuulyd.


The courtiers may seem unimportant, but they control the gossip and rumours of the place. With them under our control not only will we prevent the Duke from becoming isolated, which isn't what I want for him personally, but we'll maintain a facade of normality while the court slides ever deeper into darkness.
+1 but do the rat thing too.

Strongpoint

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Re: Demonhood 2 -Ancient, forgotten beasts of old/-
« Reply #431 on: December 29, 2016, 09:26:19 pm »

Random idea: Summon an imp for our champion. She can benefit from a familiar
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Re: Demonhood 2 -Ancient, forgotten beasts of old/-
« Reply #432 on: December 29, 2016, 09:28:00 pm »

For every village we gain, we should create a lesser demon to behold... just saying....
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Strongpoint

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Re: Demonhood 2 -Ancient, forgotten beasts of old/-
« Reply #433 on: December 29, 2016, 10:05:11 pm »

Nope, lesser demons are unreliable
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Re: Demonhood 2 -Ancient, forgotten beasts of old/-
« Reply #434 on: December 29, 2016, 10:22:38 pm »

Well, we could just send em out spreading havoc, I wanna see some of that stuff at one point.
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