Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 79 80 [81] 82 83 ... 88

Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 141587 times)

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile

We don't want to do that.

I must say, I dislike plan Tentacles. It's even more passive than my plan, and I already thought mine was too passive. Only thing it does is shuffling assets away from our enemy.

Here's a different plan. It does more stuff, and is quite a bit more agressive in doing it.

Plan : Invisible hand

Finding the Enemy :

1) Create extremely, extremely simple magical charms. They send a signal as long as the person wearing them is alive, when magic is used in their vicinity, and when they're severely distressed. Hand these out to the Duke's soldiers. Any attack is sure to trigger them.
2) Send Spectres to keep an eye on patrols, and to investigate any errors that may show up.
3)Create a big board with a map of the province, where we can pinpoint and keep tracks of all the attacks, hoping to find a pattern. Place it somewhere in the underground temple. Torture a very good and a very evil person (use the data from the recent dream scan to find suitable candidates) and use their body parts as a part of the map, trying to create a magical way to detect sources of evil and good in the province
4) Offer a significant award for information that leads to the capture of those who have murdered the Duke's forces
5) Start aggressively investigating the disappearances of tax caravans and soldiers. Send out troops in force to recover the lost taxes (no tax arrives = no tax paid) and interrogate possible suspects.


Drawing out the forces of good

1) Temporally re-occupy Fellshore with a decent amount of forces
2) Krvlnt's start systematically destroying villages surrounding Fellshore. Mindcontrol all those within, and bring them to Fellshore to be consumed.
3) Duke's forces provide token resistance, but are always too late or ineffective.

Expanding Forces :

1) Start recruitment among the Duke's forces, separate (for now) from our current cult.
2) Use Evil created by the Krvlnt's expeditions to :
          - 20% Black Imps
          - 20% Spectres
          - 20% Ultraviolet Imps
          - 20% Corrupt some Ravens. Eye in the sky and all that.
          - 10% Us
          - 10% Mkilzk
3) Have the Duke hire some more mercenaries. We have the funds, and they're easily converted.
4) Try to hire an unscrupulous alchemist or other such person. Their craft is often likened to necromancy, so it should be possible to find one who's just a tad to close.
5) Try to find if there are any users of wild magic near. Their craft is sometimes likened to necromancy, so maybe we can recruit them.

Defensive Preparations :

1) Have the laborers of the mine start construction on a wall for defensive purposes. Use arrests to increase labor force so that production does not falter.
2) Have the laborers of the mine start construction on a very small chapel within the mine. Staff the chapel with cultists preaching a twisted version of the faith, and thus starting corruption of all the people in that mine. Their desperation should make them easy prey.
Logged

Strongpoint

  • Bay Watcher
    • View Profile

Plan : Invisible hand

I am fine with that... +1 Yet I am really unsure if reactivating fellshore and attracting much more attention to it is a good idea
« Last Edit: February 10, 2017, 12:07:06 pm by Strongpoint »
Logged
They ought to be pitied! They are already on a course for self-destruction! They do not need help from us. We need to redress our wounds, help our people, rebuild our cities!

Comatose

  • Bay Watcher
  • Proficient Forum Lurker
    • View Profile

* snipped for space *
I am fine with that... +1 Yet I am really unsure if reactivating fellshore and attracting much more attention to it is a good idea
+1 I think we have the requisite power-base to take the initiative on this matter. The antagonizing forces have been good at concealing themselves, so drawing them out to protect their oh-so-precious peasantry is a good EVIL plan
Logged
Dabbling Forum Poster
Adequate Dwarf Fortress Player
Proficient Forum Lurker

killerhellhound

  • Bay Watcher
  • Friendly Master of !!MEDICINE!!
    • View Profile

We don't want to do that.

I must say, I dislike plan Tentacles. It's even more passive than my plan, and I already thought mine was too passive. Only thing it does is shuffling assets away from our enemy.

Here's a different plan. It does more stuff, and is quite a bit more agressive in doing it.

Plan : Invisible hand

Finding the Enemy :

1) Create extremely, extremely simple magical charms. They send a signal as long as the person wearing them is alive, when magic is used in their vicinity, and when they're severely distressed. Hand these out to the Duke's soldiers. Any attack is sure to trigger them.
2) Send Spectres to keep an eye on patrols, and to investigate any errors that may show up.
3)Create a big board with a map of the province, where we can pinpoint and keep tracks of all the attacks, hoping to find a pattern. Place it somewhere in the underground temple. Torture a very good and a very evil person (use the data from the recent dream scan to find suitable candidates) and use their body parts as a part of the map, trying to create a magical way to detect sources of evil and good in the province
4) Offer a significant award for information that leads to the capture of those who have murdered the Duke's forces
5) Start aggressively investigating the disappearances of tax caravans and soldiers. Send out troops in force to recover the lost taxes (no tax arrives = no tax paid) and interrogate possible suspects.


Drawing out the forces of good

1) Temporally re-occupy Fellshore with a decent amount of forces
2) Krvlnt's start systematically destroying villages surrounding Fellshore. Mindcontrol all those within, and bring them to Fellshore to be consumed.
3) Duke's forces provide token resistance, but are always too late or ineffective.

Expanding Forces :

1) Start recruitment among the Duke's forces, separate (for now) from our current cult.
2) Use Evil created by the Krvlnt's expeditions to :
          - 20% Black Imps
          - 20% Spectres
          - 20% Ultraviolet Imps
          - 20% Corrupt some Ravens. Eye in the sky and all that.
          - 10% Us
          - 10% Mkilzk
3) Have the Duke hire some more mercenaries. We have the funds, and they're easily converted.
4) Try to hire an unscrupulous alchemist or other such person. Their craft is often likened to necromancy, so it should be possible to find one who's just a tad to close.
5) Try to find if there are any users of wild magic near. Their craft is sometimes likened to necromancy, so maybe we can recruit them.

Defensive Preparations :

1) Have the laborers of the mine start construction on a wall for defensive purposes. Use arrests to increase labor force so that production does not falter.
2) Have the laborers of the mine start construction on a very small chapel within the mine. Staff the chapel with cultists preaching a twisted version of the faith, and thus starting corruption of all the people in that mine. Their desperation should make them easy prey.

I am fine with that... +1 Yet I am really unsure if reactivating fellshore and attracting much more attention to it is a good idea
The only people that will be noticing will be pesents and the angel. One already knows we are here and the other noone listens to.
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.

Strongpoint

  • Bay Watcher
    • View Profile

Also, I am not sure that we should pump Mklzilk with free undeserved evil
Logged
They ought to be pitied! They are already on a course for self-destruction! They do not need help from us. We need to redress our wounds, help our people, rebuild our cities!

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile

The details of the plan are up for adjustement.

On that note, I just realized something. We know that the attack on the tax convoys used magic. This gives us an excellent excuse to start moving on the wizards and witches. We could have the Duke start to invite wizards/witches in small groups to discuss the attacks, and then overwhelm them with our massive mental power.
Logged

Parisbre56

  • Bay Watcher
  • I can haz skullz?
    • View Profile
    • parisbre56 Discord

I like this plan. It's good to take some risks.

Strongpoint

  • Bay Watcher
    • View Profile

Proposed amendments to 10ebbor10s plan

- Include bodyguards for the Duke as in my plan
- No free evil for our daughter. Make midnight imps instead
- Clarify that we send one magically trained wordbearer and 20 nails to the fellshore to act as local garrison. They should keep the place in a good condition, be ready to defend against attack and do some worshipping. They should stay hidden in the labyrinth.
- Consider starting a province wide tunnel project linking the mines, Nuulyd temple and Fellshore
Logged
They ought to be pitied! They are already on a course for self-destruction! They do not need help from us. We need to redress our wounds, help our people, rebuild our cities!

Urist Mc Dwarf

  • Bay Watcher
    • View Profile

We should do Plan tentacles with the board plotting locations.

omada

  • Bay Watcher
  • Let's quack to death
    • View Profile

We don't want to do that.

I must say, I dislike plan Tentacles. It's even more passive than my plan, and I already thought mine was too passive. Only thing it does is shuffling assets away from our enemy.

Here's a different plan. It does more stuff, and is quite a bit more agressive in doing it.

Plan : Invisible hand

Finding the Enemy :

1) Create extremely, extremely simple magical charms. They send a signal as long as the person wearing them is alive, when magic is used in their vicinity, and when they're severely distressed. Hand these out to the Duke's soldiers. Any attack is sure to trigger them.
2) Send Spectres to keep an eye on patrols, and to investigate any errors that may show up.
3)Create a big board with a map of the province, where we can pinpoint and keep tracks of all the attacks, hoping to find a pattern. Place it somewhere in the underground temple. Torture a very good and a very evil person (use the data from the recent dream scan to find suitable candidates) and use their body parts as a part of the map, trying to create a magical way to detect sources of evil and good in the province
4) Offer a significant award for information that leads to the capture of those who have murdered the Duke's forces
5) Start aggressively investigating the disappearances of tax caravans and soldiers. Send out troops in force to recover the lost taxes (no tax arrives = no tax paid) and interrogate possible suspects.


Drawing out the forces of good

1) Temporally re-occupy Fellshore with a decent amount of forces
2) Krvlnt's start systematically destroying villages surrounding Fellshore. Mindcontrol all those within, and bring them to Fellshore to be consumed.
3) Duke's forces provide token resistance, but are always too late or ineffective.

Expanding Forces :

1) Start recruitment among the Duke's forces, separate (for now) from our current cult.
2) Use Evil created by the Krvlnt's expeditions to :
          - 20% Black Imps
          - 20% Spectres
          - 20% Ultraviolet Imps
          - 20% Corrupt some Ravens. Eye in the sky and all that.
          - 10% Us
          - 10% Mkilzk
3) Have the Duke hire some more mercenaries. We have the funds, and they're easily converted.
4) Try to hire an unscrupulous alchemist or other such person. Their craft is often likened to necromancy, so it should be possible to find one who's just a tad to close.
5) Try to find if there are any users of wild magic near. Their craft is sometimes likened to necromancy, so maybe we can recruit them.

Defensive Preparations :

1) Have the laborers of the mine start construction on a wall for defensive purposes. Use arrests to increase labor force so that production does not falter.
2) Have the laborers of the mine start construction on a very small chapel within the mine. Staff the chapel with cultists preaching a twisted version of the faith, and thus starting corruption of all the people in that mine. Their desperation should make them easy prey.

I am fine with that... +1 Yet I am really unsure if reactivating fellshore and attracting much more attention to it is a good idea
The only people that will be noticing will be pesents and the angel. One already knows we are here and the other noone listens to.
+1 convinced me

Proposed amendments to 10ebbor10s plan

- Include bodyguards for the Duke as in my plan
- No free evil for our daughter. Make midnight imps instead
- Clarify that we send one magically trained wordbearer and 20 nails to the fellshore to act as local garrison. They should keep the place in a good condition, be ready to defend against attack and do some worshipping. They should stay hidden in the labyrinth.
- Consider starting a province wide tunnel project linking the mines, Nuulyd temple and Fellshore


We can consider starting this huge tunnel, but not for now. we should reinforce the things that we have

Proposed amendment to 10ebbor10s plan:

-Make Mkilzkr train with the nails on the jungle OR magic with Mischa, (or both as she is three and maybe can even follow kate in the next plan or play with the brutewolves/recruit wolves) our daughter chooses so she can feel in control

-One day before operation in Fellshore escort kate and some nails and a acolyte (?) into Oegerda

- Tell kate to go into Oegorda join the cult and check herself the dreams of it's ihnabitants, then she start doing her old work of recruitment and make a lesser wordbearer there to help her (these last two i am not too sure, but we shouldn't let a huge city like Oegorda almost untouched)

-Say to someone send a message to the druids start expanding the fungal forest in the direction of the wolf den. This can improve their defenses and let some useful alchemy items being already in hands of Mischa and students.

Everybody will be working on something in a way more straightfoward
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.

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile

Amendements are kind of confusing. Just steal my plan and add yours in directly. That way the GM gets one coherent plan, rather than having to search bits and pieces from all over the thread.
Logged

NUKE9.13

  • Bay Watcher
    • View Profile

Alright, so. It seems we will be going with ebbor's plan, potentially with some amendments. If you support any of the aforementioned amendments, please let me know, otherwise I will just go with the unaltered version of the plan.
Logged
Long Live United Forenia!

hachnslay

  • Bay Watcher
  • 09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    • View Profile

... So, what are our long term plans?
Is it evil taking over the world?(Youtube link)
Logged
Quote
Beware of he who would deny you access to information, for in his heart he dreams himself your master
--Alpha Centauri ,Pravin Lal

Strongpoint

  • Bay Watcher
    • View Profile

Plan : Invisible hand (strongpoint edition)

Finding the Enemy :

1) Create extremely, extremely simple magical charms. They send a signal as long as the person wearing them is alive, when magic is used in their vicinity, and when they're severely distressed. Hand these out to the Duke's soldiers. Any attack is sure to trigger them.
2) Send Spectres to keep an eye on patrols, and to investigate any errors that may show up.
3)Create a big board with a map of the province, where we can pinpoint and keep tracks of all the attacks, hoping to find a pattern. Place it somewhere in the underground temple. Torture a very good and a very evil person (use the data from the recent dream scan to find suitable candidates) and use their body parts as a part of the map, trying to create a magical way to detect sources of evil and good in the province
4) Offer a significant award for information that leads to the capture of those who have murdered the Duke's forces
5) Start aggressively investigating the disappearances of tax caravans and soldiers. Send out troops in force to recover the lost taxes (no tax arrives = no tax paid) and interrogate possible suspects.


Drawing out the forces of good

1) Temporally re-occupy Fellshore with a decent amount of forces: Add minor undeads in Fellshore to cult's servants. Send 5 black imps from Nuulyd temple back to Fellshore to restart expansion of the labyrinth. Send a magically trained wordbearer and 20 nails to act as Fellshore garrison. Their secondary job is worshiping Nokluvgn in their spare time. They should stay hidden and be supplied by few convoys.
2) Krvlnt's start systematically destroying villages surrounding Fellshore. Mindcontrol all those within, and bring them to Fellshore to be consumed or sacrificed by the garrison
3) Duke's forces provide token resistance, but are always too late or ineffective.

Expanding Forces :

1) Start recruitment among the Duke's forces, separate (for now) from our current cult.
2) Use Evil created by the Krvlnt's expeditions to :
          - 20% Black Imps
          - 20% Spectres
          - 20% Ultraviolet Imps
          - 20% Corrupt some Ravens. Eye in the sky and all that.
          - 10% Midnight imps
          - 10% Consumed for might

3) Have the Duke hire some more mercenaries. We have the funds, and they're easily converted.
4) Try to hire an unscrupulous alchemist or other such person. Their craft is often likened to necromancy, so it should be possible to find one who's just a tad to close.
5) Try to find if there are any users of wild magic near. Their craft is sometimes likened to necromancy, so maybe we can recruit them.
6) Mklzilk should train together with potential nails learning to fight both in humanoid and canine form. To make her happier the training should move to the forest. And we don't mind if she kills few of cultists in the process
7) Order Mischa to invent a new kind of undead minion. Let her be creative


Defensive Preparations :

1) Have the laborers of the mine start construction on a wall for defensive purposes. Use arrests to increase labor force so that production does not falter.
2) Have the laborers of the mine start construction on a very small chapel within the mine. Staff the chapel with cultists preaching a twisted version of the faith, and thus starting corruption of all the people in that mine. Their desperation should make them easy prey.
Report
3) Request a report from black imps\miners about possible time cost of construction of a tunnel between the mines and fellshore and between Nuulyd and Fellshore. Don't start the construction yet
4) Use few acolytes and the second magically trained wordbearer as Duke's bodyguard. Their secondary job is detecting hostile magic in the castle and setting magical wards
5) Nkluvgn should create an underground edible mushroom that needs only decaying material and a source of evil to grow. Should be brewable in a potent alcohol. Cultists will plant those in Fellshore Labyrinth, copper mines and Fellshore as a source of food in case of a siege and a stable source of booze for black imps. Some may be planted in the fungal forest, too.



Added few things, made some minor changes
« Last Edit: February 11, 2017, 07:46:25 am by Strongpoint »
Logged
They ought to be pitied! They are already on a course for self-destruction! They do not need help from us. We need to redress our wounds, help our people, rebuild our cities!
Pages: 1 ... 79 80 [81] 82 83 ... 88