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Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 143816 times)

omada

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Re: Demonhood 2 -Disappointment-
« Reply #780 on: January 16, 2017, 03:25:03 pm »

I think that plan above is more risky than I like. Priests have ways to detect evil in the wordbearer. Priest have ways to detect when something is wrong with the soul (or there are none). Priests may be warned by that *^&#@! angel.  We and our corrupted servants should avoid priests unless we try to kill them on the spot. Let the high priest to be a generic point in the cult power.

If we want to try to mess with the church, actual not brainwashed priest(we have one in the cult) can do the job better but I prefer not to. Priests and wizards are the only mortals that can detect us. Priest and wizards are #1 candidates for the angel to contact.

Oh, i see ??? it make sense, so burn the church plan ( or change to sacrifice them on the castle and put a hole in the villager's lives?)
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Puppyguard

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Re: Demonhood 2 -Disappointment-
« Reply #781 on: January 16, 2017, 05:55:49 pm »

The 10ebbor10 + Strongpoint plan sounds nice, +1
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Re: Demonhood 2 -Disappointment-
« Reply #782 on: January 16, 2017, 07:30:26 pm »

The 10ebbor10 + Strongpoint plan sounds nice, +1

+1
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Re: Demonhood 2 -Disappointment-
« Reply #783 on: January 16, 2017, 09:47:12 pm »

Haven't been paying attention, not enough wiping out towns.  I suppose it will do.

We really need to get a reason for war for the Duke so we can start wiping out an entire enemy nation or something.

Xantalos

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Re: Demonhood 2 -Disappointment-
« Reply #784 on: January 17, 2017, 12:43:12 am »

Haven't been paying attention, not enough wiping out towns.  I suppose it will do.

We really need to get a reason for war for the Duke so we can start wiping out an entire enemy nation or something.
I don't really think we'll need to fabricate a war - not only are we way too small-scale for that to be beneficial for us without horribly depleting cult assets, the angel's gonna be stirring up shit sooner or later and we control the local authorities. Therefore, we're gonna have to build up our cult's strength to crush whatever rebel movement said angel's probably gonna stir up.
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Re: Demonhood 2 -Disappointment-
« Reply #785 on: January 17, 2017, 01:06:22 am »

Nuke, can you add Ura tribes to the glossary?
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hachnslay

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Re: Demonhood 2 -Disappointment-
« Reply #786 on: January 17, 2017, 07:44:15 am »

Can we still get Knowledge from the Brainwashed Highpriest? if so get some info on their standard Procedures. Like what to do when evil is detected or when an Angel appears.
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Re: Demonhood 2 -Disappointment-
« Reply #787 on: January 17, 2017, 07:46:23 am »

Can we still get Knowledge from the Brainwashed Highpriest? if so get some info on their standard Procedures. Like what to do when evil is detected or when an Angel appears.
Do this if possible
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NUKE9.13

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Re: Demonhood 2 -Disappointment-
« Reply #788 on: January 18, 2017, 07:40:24 pm »

Previous Update (A chase cut short) | This Update (A little tournament) | Next Update (Kidnappees and urns.)

Spoiler: The Plan (click to show/hide)


The echoes of the bell ringing have not yet died down before the first Nail falls, stabbed in the back by his friend, who had agreed to help him in the fight. The second falls soon after, his opening strike being expertly parried, giving his would-be victim the chance to push him backwards, whereupon another Nail smashed his head in with a mace. Cultists cheer as the body hits the floor, as some more enterprising individuals make bets as to who will win.
One Nail stands out; the one who stabbed his friend in the back proves to be an expert fighter, taking on three opponents at once, dancing away from their strikes before lunging in with his sword. Eventually one of his attackers falls back to chase less troublesome targets, giving him the opportunity he needs to knock a spear aside and stab his sword through its owner's throat before they can recover. The other three Nails engage in a three way brawl, swords and daggers dancing through the air. Eventually one stumbles, and the other two run him through in an instant.
The combatants collectively take a few steps back to catch their breath, eyeing up the others, looking for signs of weakness. Eventually they leap back into the fray, and the blood flies again. A female Nail takes a knee to the stomach, followed by a mace to the top of the head, though not before having delivered a crippling blow to her killer's leg; he soon succumbs under the weight of his sustained injuries, hobbling away from the fight, only to be cut down by the backstabber.
Now there are three, circling each other. Two have sustained minor cuts and bruises, the backstabber is as yet untouched. Then a swordswoman launches into the other two in a frenzy, swinging her sword with reckless abandon, disarming the surprised backstabber before getting her weapon stuck in the other's neck, her attempt to behead him rendered unsuccessful by her small sword.
The last two recover their weapons, the backstabber rolling over to his sword and picking it off the ground, the swordswoman yanking her blade free of her comrade's spinal cord. The backstabber is the first to strike, lunging forwards in attempt to finish things quickly. But the woman slides out of the way, then makes a strike of her own which almost catches the unbalanced backstabber. He manages to duck beneath her blade just in time, and jumps back, pulling out his dagger. The woman eyes it suspiciously as he waves it back and forth, then jumps aside as he throws it- right into the backstabber's blade. She manages to parry just in time, then punches him in the face. Blood gushes from his nose as they lock swords, struggling for dominance. For several minutes their duel continues, neither managing to gain the upper hand. On and on they fight, as the lifeless eyes of their comrades look on. Eventually, after almost half an hour of constant fighting, the backstabber slips slightly, giving her the chance to make an overarm strike that he does not manage to parry. He drops his sword as her blade cuts deep into his arm, and quickly jumps backwards. The woman kicks his sword away, and advances on her unarmed foe. Backed into a corner, he realises his time is up, and kneels down to beg for his life. Keeping one eye on the man, she looks in your direction and tilts her head quizzically. Before you can give your response, the man takes advantage of the momentary distraction to leap forwards- but the woman is too fast; she sticks a leg out, tripping him up, and then brings her sword down with two hands, with such force that her blade makes it all the way through the man's neck.
The exhausted crowd realise that the fight is over, and cheer the blood-soaked warrior as she holds up the head of her opponent, which still wears a surprised look.

A cultist plays a fiddle as Fellshore burns. Cultists dance around the burning buildings, drinking heavily. Others partake of the feast, savouring the flavour of human flesh, blood running down their chins. The bones are picked clean, then taken to the centre of the village, where they are deposited in a magic circle. You enjoy dining upon the head of the runner-up, whilst the Klrntvs* nibble on a corpse each.
With the light of the fires as illumination, Mischa begins her ritual. Her acolytes stand around the magic circle, whilst you watch from a throne of rubble. She chants a series of magical phrases, which her underlings repeat. Evil energy starts to congregate around her, which she directs into the circle. As she does so, the howling voices of the recently deceased begin to make themselves heard, and soon eight spectres manifest within the circle. The acolytes continue to chant whilst this is going on, drawing in plenty of Evil for Mischa to use in the second stage of the ritual. Sticking her tongue out in concentration, she gestures at the piles of bones. After a few minutes of this, the bones begin to shake back and forth, then rearrange themselves, locking together and rising up, forming eight new skeletal warriors. Now commences the hardest part of the ritual, to which you lend a modicum of your own power. Using the binding magic she has been researching, Mischa draws the spectres into the skeletons, joining them together into a single entity.
With their souls returned to their bodies, the former Nails may be considered immortal, in a sense. With the unfortunate caveat that as they are not capable of maintaining their own bindings (unlike a Lich), they must constantly absorb evil to prevent their soul from being ejected from their long-dead body. They have become Wights, undead creatures that relentlessly pursue death and destruction in order to survive.

Come the morning, Fellshore is naught but a smoking ruin. Bleary-eyed cultists emerge from the labyrinth, each carrying a few personal belongings in bags slung across their shoulders, but otherwise leaving their old lives behind completely.


You receive a report from the Duke; work at the mine is progressing smoothly under the oversight of expert miners, who seem pleased at their rehiring.
The shady people he hired to eliminate the wizard in Oegorda have returned empty-handed; they say that not only could they not find a wizard, no one in the town has heard of a wizard living there. They even investigated several reclusive scholars, but they could not find anyone using any sort of magic.


The rats were already a plague on the land, but now they become much worse, focusing their efforts on a handful of villages. Crops are consumed, buildings gnawed, and lone villagers attacked. After a few days they are at their wit's end, which is exactly when a trio of cultists show up offering to solve the problem. The villagers regard them suspiciously, expecting that they will charge an arm and a leg for the service, but become far more welcoming when they are told it will be free.
The rats duly come out when the piper starts playing, and follow him down to a nearby river or lake, which they hop into, eliciting cheers from the villagers. None of them bother to investigate the water, as they are distracted by the other cultists telling them of how these miraculous acts are thanks to Nokluvgn and the New Way. The villagers praise your name, and several are enticed into joining the New Way, partially due to the rat thing, but mainly due to the promises of free food.


The Mayor, true to her word, joins the New Way at another feast, and another. She still seems reluctant to discuss theology, but she is far more willing to engage in debauchery, and it can only be a matter of time before she cracks.
Almost all of the remaining rich townsfolk are those who have previously rejected offers to join the New Way in their celebrations, or who seemed offended by the merest hint of heresy. Nevertheless, your cultists try again, inviting them to join the mayor at one of their events, where they are plied with wines spiked with hallucinogenic herbs, then led to the basement, where a vagrant has been tied up, ready to be sacrificed. Ultraviolet imps hang in the rafters, bathing the room in an eerie glow. Almost totally unaware of what is going on, the drugged-out giggling richfolk join hands with your cultists in a circle around the slab that holds the victim. They join in with the chanting (poorly) as a hooded cultist brings forth a dagger and stabs the man's eyes out. As he screams uselessly into his gag, the richfolk experience the ecstasy that you return to the sacrificers, feeling the darkness in their heart grow larger and larger as it is exposed to the Evil in which they are unwittingly participating.
The next morning, the richfolk awake in unfamiliar beds, the evening before a vague blur in their minds. All they can remember is the incredible pleasure, and the name Nokluvgn. Even so, a few refuse to join the New Way. Though their memories are hazy, some cultists think they should not be allowed to leave. They try to imagine what you would do, and come to the conclusion that you would
-Let them go. They remember nothing, and it would be noticed if they went missing.
-Kidnap them, and expose them to ever greater evils until they convert.
-Chain them up in the dungeon to be sacrificed at the next feast.


The next week looks to be fairly uneventful. Perhaps it would be a good time to raze a village or two, or otherwise just
-Do something Evil.



You may want to think of a name for your magically trained cultists. If you don't, I will just call them acolytes.
BTW, Mischa wants those captives ASAP. The mine has not been staffed with enough criminals to fulfil her quota yet, and besides, people would notice if they went missing. Converting the mining engineers will take a week or two.


Name: Nokluvgn
Age: 8.25 months
Physical might: 50 (+3 p/w: province-wide suffering)(-2: aiding wight-creation)
Mental might: 46  (+3 p/w: province-wide suffering)(-2: aiding wight-creation)
Followers:252 (165 cultists, 8 cultists (armed), 7 magically trained cultists, 20 Nails (armed), 1 Finger (heavily armed), 40 mercenaries (armed), 6 Wordbearers, 7 knights (heavily armed), 1 Duke)
Slaves: 12 (4 priests, 1 high priest, 7 guards (armed))
Servants: 68 (8 Brutewolves, 3 Smokewraiths, 15 spectres, 4 giant-rat-packs, 10 black imps, 4 ultraviolet imps, 8 skeletons, 4 Hollow Remnants, 3 fungal druids, 6 zombies, 3 Klrntvs, 8 Wights)

Cults:
  The New Way: Low organization. 202 members (115 cultists, 8 cultists (armed), 7 magically trained cultists, 20 Nails (armed), 1 Finger (heavily armed), 40 mercenaries (armed), 6 Wordbearers, 5 knights (heavily armed), 1 Duke)
   Slaves: 12 (4 priests, 1 high priest, 7 guards (armed))
   Power level: 27 (16 used)
     Of which: 2 spent recruiting in Nuulyd (sneaky-like), 6 spent training cultists (30/32), 2 spent training cultists (magic, 10/10), 4 spent setting up the mines, 2 spent pied-pipering.
     Secrecy estimate: Fine-ish. Without the secrecy bonus from Fellshore's labyrinth, activities are harder to keep secret. Raising the organisation of the cult can increase secrecy (though it decreases power as more effort is spent on the organisation)
   Resources: 908 (+40 p/week: Duke's income)(-3: arming Finger)
   Locations: Nuulyd: Merchant & town council & jail connections. Mayor slowly coming around.
     Castle Brylib: Court connections+.
     Oegorda: Nokluvgn may have been detected here. No wizards to be found.
     Fözdoch Province (misc): No special features.
   Other:

Champions:
  Mischa Alwiz: The Duke's 'loyal' companion, now corrupted by the allure of evil.
    Physical Might: 1
    Mental Might: 7
    Knowledge: Magic, adequate Necromancy.
    Possessions: Grey imp (knowledge of human & demonic magic, disguised as a crow)
    Other: She finally manages to find the right alloy to contain soul-binding magics. She finishes construction of the vessel, and now awaits the promised 100 captives to be sacrificed to it (and a piece of your essence).

  Malkus Rom: The captain of the mercenaries in the Duke's employ, he proved an especially eager convert, requiring only the most minor of rewards before pledging his loyalty to you.
    Physical Might: 9 (+2: Devil-horse)
    Mental Might: 2
    Knowledge: Competent Tactics.
    Possessions: Devil-horse (A huge black horse with demonic strength and intellect; +2 physical strength, greatly increased mobility)
    Other: Really wouldn't mind something to do, you know?

  "Kate": A female Wordbearer, trained in combat and magic and provided with arms and armour, now the vessel for your demonic offspring.
     Physical Might: 6
     Mental Might: 5
     Knowledge: Adequate Mesmerism, basic Magic.
     Other: 1.75/9(?) months pregnant. Can now cast some basic spells quite easily. Mischa reluctantly continues to train her in more advanced magic, and demonstrates the difference between using Evil and regular magical energy.

  Demon-Brutewolf offspring: 0.5/2.5(?) months to birth
     Physical Might: ?
     Mental Might: ?
     Other:

Fortresses:
  Fellshore: Was a small fishing village nestled between a small lake and a forest (with mountains not so far in the distance), it has now been razed. It is undermined with many tunnels and chambers forming a twisted maze, lit with smoky torches, where the shadows form strange shapes in the corner of your eyes.
    Smallish labyrinth (10, increases secrecy)(being upgraded to Medium Labyrinth 56/200), Crude wall (construction halted. Defence value of 5. 32/100)
    Hidden altar: A suitable place to sacrifice to you and praise your dark name. Recently upgraded to a nicer version. Mostly a cosmetic upgrade, though.
« Last Edit: January 22, 2017, 10:43:58 pm by NUKE9.13 »
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Comatose

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Re: Demonhood 2 -Disappointment-
« Reply #789 on: January 18, 2017, 09:14:40 pm »

The next morning, the richfolk awake in unfamiliar beds, ... Even so, a few refuse to join the New Way.
BTW, Mischa wants captives ASAP.
It seems that two of our problems are each others solutions. Give the unpliable richfolk to Mischa for her experiments.

The next week looks to be fairly uneventful. Perhaps it would be a good time to raze a village or two, or otherwise ...
Travel to the edge of Fözdoch Province and glean what we can about the peoples who neighbour Jighallia from their dreams
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VoidSlayer

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Re: Demonhood 2 -Disappointment-
« Reply #790 on: January 18, 2017, 09:31:09 pm »

The next morning, the richfolk awake in unfamiliar beds, ... Even so, a few refuse to join the New Way.
BTW, Mischa wants captives ASAP.
It seems that two of our problems are each others solutions. Give the unpliable richfolk to Mischa for her experiments.
+1 also their families so that no one is looking around and we can get up to that 100 person mark.

We should go to a neighboring province and find a dream of someone who was legitimately wronged and wants justice then pervert the desire into vengeance.  Get them to start killing people they want revenge on then join in under some kind of disguise.  Totally wipe out a village or just cause carnage in a town this way with the vengeful person.  Try out directly raising a human's physical might one or two notches with evil.

Maybe disguise ourselves as a monstrous, rather then truly demonic, creature?

omada

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Re: Demonhood 2 -Number of Tournaments held: One-
« Reply #791 on: January 18, 2017, 09:42:44 pm »

I think that maybe the wizard left Oegorda fiding nothing in the city (besides that every food in the city is contaminated by evil which oddly make peoples happy) If this is true, go back into Oegorda

So let's begin with the incredible long list of stuff to do that others can make use because i am drunk and happy and drunk and hi everybody.


Let them go, if they open their mouth we can just blame them "Come on, You are blaming us because YOU got drunk and YOU ended in someones bed, YOU ate our food YOU drunk our wine and yet you say this bullshitery. Shame on YOU!"

Put them in a "to kill list" and "hurry" in the prisonguards/guards conversion (while slowly converting the mayor). So we can freely assassinate half of our enemies and blame the other half.

Communicate with our offspring like in Demonhood 1, get to know them and prepare them.

We should be already ready to do the fetus sacrifice in Nuulyd and do evil stuff

Malkus rum should have "explicit orders from the duke to imprison the wholes villages of [small impoverished village 1] [same thing 2] [village that could attest that the first ones are innocent 1] for raiding other villages.
So we can get enough prisoners to round up 100 criminals for our horcrux

Or maybe Malkus rum should make the ending of our nail training the raiding of a village where the duke can use as an excuse to emit orders for his knights to throw the villagers in the mine.
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Strongpoint

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Re: Demonhood 2 -Number of Tournaments held: One-
« Reply #792 on: January 18, 2017, 11:22:06 pm »

Camp in Nuuylid's temple. Both you and cultists should incite a violent riot  against tyrannical Duke and his puppet (Mayor). Revolt should be organized not only in the town itself but in the nearby villages, too
Black imps should dig a small underground temple and link it with the jail.
When time is right use our jail connections and tunnels to release criminals on the streets fuelling the incoming rampage.

Riot must be similar to one we did during the first visit to the town but much more violent and widespread. Many building should burn, shops robbed, guards killed. Ideally Mayor should be saved from the certain death by members of the cult.

Townsfolk loyal to the duke(read cultists) will barricade themselves in the temple well equipped to stop any assault on them. Nokluvgn will be in the temple to ensure that his cultists will be not killed.

Then Duke's forces lead by Malkus should arrive and suppress the riot with a violent  force. Many rioters to be killed\executed (and raised as undead later), many to be sent in the mines, Many to be sacrificed, the most cruel and violent to be recruited in the cult


This kind of controlled revolt is good to show the province that they should keep obeying the Duke and great way to kill off those annoying good people


Next turn we should stop babysitting the cult and go elsewhere to spread the evil


In fact I prefer to just go away now
« Last Edit: January 20, 2017, 04:22:57 am by Strongpoint »
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hachnslay

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Re: Demonhood 2 -Number of Tournaments held: One-
« Reply #793 on: January 19, 2017, 05:45:26 am »

Is there a village near our starting village? Have our Cultists accuse that one of raiding our starting village and have them all be deported to the mine.
« Last Edit: January 19, 2017, 05:50:57 am by hachnslay »
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Re: Demonhood 2 -Number of Tournaments held: One-
« Reply #794 on: January 19, 2017, 01:58:52 pm »

There's probably a latent Hero in Ojeda that's cause our problems.  We ought to do charitable works and other good things in order to make the townsfolk happy and content, so this hero will not be encouraged to seek us out.  Then, when we are more powerful we entirely obliterate the town so thoroughly that not even the bactErie survive.
Also, begin compiling a comprehensive kill list for our spies and agents to do away with, whether theit deaths will strengthen our hold on the realm, cause strife, or just be expedient.  AND begin training/enchanting such operatives.
« Last Edit: January 19, 2017, 02:02:02 pm by Origami_Psycho »
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