Demon Team: Battle Phase T6TURNTURNTURNLink to Battle Report
Lesimor Infiltration ReportThe mages of the Scholarly Towers were interested in Ethereal Armament and Dumb Drunkard's Detangibiler, but still not exactly blown away by a three-spell roster. This was not the only trick at our disposal, however. While senior professors may be able to resist the temptations offered by a Consort of Desire, the same can not necessarily be said of temptations offered by Magoc. Even knowing they are facing a Demon, and a Demon's trickery, the scholars were unable to resist Magoc's seductive charms. Alone, it would not be enough- the minds of such powerful mortals are harder to permanently convert-, but it is
just enough to get them to acknowledge our efforts in expanding access to new magic, and offer their tentative support to the cult.
We now control a portion of the Orange University's leadership. This, in turn, gives us partial control over the policies and administration of the Scholarly Towers province. The benefits previously enjoyed (to expanding into new fields of magic, and to a lesser degree training mages) are enhanced, and we can perform infiltration efforts designed to enact policies that favour our cause.
To expand our control further will not be easy. We need to ensure the dominance of Orange University- be that through propping it up or knocking Green down-, and complete our takeover of OU's leadership. Converting the remaining senior scholars is one thing, but the most important convert will be the Archmage; not someone to take lightly, the position implies a grasp of magic far exceeding our own mages, and a strength of will unlikely to bend to parlour tricks. It may be easier to simply remove him, and ensure that one of our existing followers takes his place (although this will not be simple either).
We must also be aware that our control is increasingly tenuous, and could slip if we do not maintain our efforts. Especially considering Magoc's part in seducing our latest acquisitions, it is very possible that converts could be lost- exposed, killed, or swayed away-, robbing us of our progress.
In other news, devil-crows bring word that the Angel's newest apostles seem to have had some luck, as several members of the Green University appear to be working with her cult. Heliel will now have access to some of their mages, and their skill at refining magic.
3/5-->4/5Ethereal Armaments and DDD proved their worth in the Lawless Capital. The angelic 'Shadow Walkers' may be competent rogues, but they do not have the ability to pull swords out of thin air, making the street fighting a lot less one-sided; indeed, it often leans in our favour. In one case, a gaggle of would-be assassins cornered a Consort and his escorts in an alleyway, only to have the trio walk through a brick wall to safety. With Consorts often surviving long enough to do their job, a network of contacts is starting to be built up- made easier by the recent disruption in Lesimorian politics. Gang lords, lesser nobles, and other people of power; all fell to the charm of the Consorts at elegant soirées where the Bootlegger's flowed freely. Keepers provided some protection to other operations as well, securing sufficient shipments of Bootlegger's to keep the city hooked (although several are still destroyed). With some supporters of the People's Republic either converted or convinced of the value of the cult in creating connections, some of their firebrands are available to assist us, should we seek to delve into rabble-rousing populism.
2/5-->3/5While EA and DDD were helpful in the Fortified Frontier, we didn't have the resources to really push our influence in the region, nor did we have anything sufficiently alluring to the locals to gain more support regardless. We did secure the shipment of Bootlegger's into the region, solidifying our support amongst the peasants and soldiers.
The angelic efforts to bring their fancy glowbows into the province is concerning, as crows confirm that the bows are being handled by Hawk-aligned officers; likely they are attempting to bribe their way to greater support- something we should be wary of.
2/5
Dolgoth Infiltration Report Our contacts in the Wartorn Wastes were initially interested in our methods of steel production, but upon learning about the extensive alchemical work required (and our lack of surplus), their enthusiasm faded. They are hoping for ways of turning the tide of battle, as there is no surer way to prop up willingness to fight to the end than scoring a few quick victories. The arrival of the King in the region made efforts by Consorts and such less fruitful, although the senior officers were not liable to be swayed by such methods regardless (at least not by themselves). Hopefully the King's presence also hampered angelic efforts.
3/5While organising another soirée in the Ostentatious Capital, we were approached by some stern-looking nobles. They introduced themselves as loyal supporters of the King and his dynasty- AKA the Foreign Dynasty. Ordinarily they would not deign to associate with agents of a foreign power surreptitiously meddling in the kingdom's affairs, but they have reason to believe that we share an enemy. Heliel's followers have made contact with nobles known to be sympathetic to the idea of restoring a local to the throne- AKA supporters of the Local Dynasty. It is easy to see why Heliel would associate with them; they are gullible idealists, who will readily accept her nonsense if she promises to install the pretender- a pretender who would, for all intents and purposes, be an angelic puppet.
The supporters of the Foreign Dynasty do not care about ideals. What matters to them is ruling, the methods used to do so are irrelevant. So long as the people are too scared to rise up, the stability of Dolgoth will be maintained. And as their rivals have enlisted eldritch assistance, they begrudgingly request that we intervene on the king's behalf. In exchange, they offer their knowledge about securing people's loyalty- a little threat here, a small bribe there-, and access to the halls of power.
For all their strong talk, it is obvious that their control is not as firm as they imply, and we should be able to convert them more whole-heartedly to our cause with a little persuasion (although the angels will have a slightly easier time winning over the more malleable Local Dynasty supporters).
Speaking of a little persuasion. Bringing Consorts into the Ostentatious Capital was not a major challenge before, and was even easier this month. The never-satisfied nobility always seek greater thrills; Consorts and Bootlegger's are just the thing to distract and delight them, and indeed they continued to flock to our events. However, the watchful eyes of the king's supporters made the more important nobles hesitant to join the cult. We may have better luck if we develop more political skills, so that existing supporters can be elevated, or new converts reassured that we can navigate the political landscape safely.
The angels, meanwhile, have indeed made contact with Local Dynasty supporters- probably. For it is rather hard to tell them apart from other nobles, as they are- understandably- extremely cautious and good at maintaining cover. These skills are now at Heliel's disposal.
3/5Our contacts in the Deregulation faction are pleased, as their investments into the business of Bootlegger's in the Trade City paid out rather handsomely. They are still somewhat hesitant to join the cult, but the attention of a Consort is often able to nudge them into converting. These new converts bring with them the possibility of large investments into future profitable ventures.
2/5-->3/5
It is now the Design Phase. You have two designs.
Magoc: The diabolical leader of your faction, a being of immense power. There is very little they cannot do. Needless to say, they are Unique.
Mundane Units:
Acolytes: Cultists who have begun their exploration of the magical arts, studying under the Demon. They can cast any Common spells (unless noted otherwise). Their physical strength leaves something to be desired, but their mental fortitude is even greater than regular cultists- and further enhanced by studies in the Warcaster's Keep. Their gambeson matches those of the Light Uruks. There are not many Acolytes in a unit. Uncommon
Teachers of Magoc: Acolytes who specialise in the use of the Language of Inception. They primarily accompany missionaries and aid in late-stage conversion with their scrolls of dark scripture. Uncommon
Keepers of Desire: Acolytes given a creepy white mask, nice clothes, and a club & dagger, and told to protect the cult's infiltration assets. They are not especially well trained, however. Uncommon
Warcasters: Graduated Acolytes, with a greater aptitude for the magical arts, who have undertaken intense study in the Warcaster's Keep. They can cast any Common or Uncommon spells (unless noted otherwise), and more effectively than regular Acolytes. In addition to their magical training, they have found time to practice the arts of command and close combat as well, making them effective leaders and passable fighters. Provide improved leadership to Acolytes (one per unit). Wear a black leather coat/cloak & stupid felt hat, and carry a sword.
Summoned/Mutated Units:
URUK: A cultist who has undergone Cultist Baptismal Indoctrination. Submerged in a muddy pool of mutagenic muck for an hour, they emerge with a strikingly distinct appearance, improved strength and toughness, and most importantly, the ability to cast a pre-programmed spell two or three times an hour. Their spellcasting strength is lower than acolytes, but they can in principle cast any Common spell. They do not modify rarity, although unit sizes are slightly reduced.
Light Uruks: Equipped with a one handed weapon, a solid spear, and a sturdy kite shield- all made with steel-, make these remarkably well armed warriors (considering their ubiquity). A steel cap with nose/eye-guard and a padded gambeson provide decent protection. They have received enough basic training to reliably match a real soldier. They are plentiful, as well as being stronger and tougher than most humans. Their shield and gambeson are emblazoned with demonic runes that assault the mind with dark temptations and demands to worship Magoc. Like regular cultists, their dedication makes them more resilient mentally than civilians. Common
Heavy Uruks: Light Uruks who survived previous battles, provided with a mail hauberk in addition to their other equipment, making them substantially more resilient. They are specialised in tight formations. Uncommon
Uruk Archers: Uruks who have some experience with a bow are valuable assets in combat, harassing the enemy from a distance. They aren't sharpshooters, although they wield well-made recurve bows, and have a quiver full of steel-tipped arrows, making them fairly effective. Their increased strength slightly improves their archery as well. Their gambeson and helm match those of the Light Uruks. Like regular cultists, their dedication makes them more resilient mentally than civilians. Uncommon
Mutamist Sprayers: Uruks carrying a tank of mutagenic liquid on their backs, connected by hose to a pump-and-nozzle contraption that sprays the substance over the battlefield, creating clouds of mist that poisons those exposed to it, as well as vastly boosting their aggression. The range is short, and the effects are temporary. Their gambeson and helm match those of the Light Uruks. Uncommon
Mutamist Globadiers: Globadiers carry a satchel of glass flasks filled with the same mutagenic compound as the Sprayers, which they can sling (using a sling) at the enemy, where they shatter and unleash large clouds of the mist. Carry less of the compound than Sprayers, but have much greater range.
Uruk Commanders: Mean, tough, with a basic understanding of tactics, Uruk Commanders instil a modicum of order and discipline, while also being capable combatants themselves with their exclusive sword and partial plate armour (including a helmet with a nice red crest). They are distributed amongst all Uruk units. The use of basic Coordination Drills gives them more options for commanding their underlings.
Misfits: A small band of mutants. What kind of mutants? Who knows! Cultists who consumed a Mutagenic Draught or two and spun the wheel, ending up with some sort of beneficial mutation. Not substantially stronger than regular Uruks, but somewhat more effective, and kinda freaky, so that's fun. Uncommon
Devil-Crows: Crows infused with a small amount of Evil, increasing their natural intelligence slightly, and making them subservient to Magoc and his followers. They are larger than an average crow and have an unnatural red glint in their eyes, but are otherwise hard to distinguish. They are capable scouts and spies, having sufficient vocabulary to convey at least a decent summary of what they have seen. Murders of Devil-Crows may be deployed in battle to harass the enemy, in limited numbers. Common
CHADCrows: Larger, meaner, enhanced Devil-Crows. Their sharpened talons and beaks make them a deadly threat, especially when working together. Typically operate in small murders. Uncommon
Pale Crows: Albino crows, with increased intelligence enabling them to perform more complex tasks, and lead the other crow types. They are also capable of seeing invisible magical beings, and damaging/destroying intangible magical beings. Uncommon
CHADS: Tall, intimidating mutants, suffused with Evil and Alchemy. They are stronger, tougher, and faster than even a well-trained regular human. Their every waking moment is consumed with thoughts of violence, at which they excel, although they are less well suited to intellectual pursuits. In their arms they wield either a sturdy two-handed hammer or a one-handed axe and a massive tower shield, while their bodies are clad in sparse steel plate armour. Operate in small units. Uncommon
Consorts of Desire: Beautiful, enticing mutants, imbued with Evil and Alchemy. Aside from being breathtakingly attractive, these men and women have the ability to share their own enhanced hedonistic senses with those around them, making all of life's guilty pleasures seem that much more enjoyable, and making life seem grey and meaningless when they depart. Unrepentant hedonists, they insist on a high standard of living. Rare
Spells/Rituals:
Magic Missile: Known by many names, the simple technique of blasting your opponent with raw Magic/Good/Evil is a tried and true method of making things go away. Efficacy increases with caster's mental might, and decreases with the target's. Common
Ethereal Armament: A simple cantrip that can conjure any inanimate object the caster desires, with certain limits. Casting time depends on the complexity of the object and the caster's familiarity. Duration of magic depends on mass of object, and number of concurently summoned objects. Common
Dumb Drunkard's Detangibiler: An unusual spell that briefly turns the caster and up to two passengers intangible. Casting takes some time, but can be held at the edge of activation for an extended period. Uncommon
Magical Equipment:
Mutagenic Draught: A carefully selected assortment of alchemical ingredients, infused with Evil, chucked together and processed into bottles of unusual liquids. Comes in three varieties; a beneficial-mutation type, a detrimental-mutation type, and an actually-poison type. Used sporadically by infiltrators to cause havoc. Uncommon
Bootlegger's Bounty: An Evil-infused liquor produced by Magoc's followers. The taste is said to be sublime, to the point where many become addicted after a single shot. Comes in a trademark black bottle with red label, very classy. Sales are used to fund the cult's projects. Common
Bootlegger Barrel Bombs: Kegs of Bootlegger's that explode when struck by magic of sufficient force. Somewhat unreliable. Uncommon
Infiltration Techniques:
Proselytise: Cultists go forth and spread the Evil word, finding those sympathetic to their cause and slowly winning them over. Not the fastest way of gaining converts, as baseline cultists are not expert missionaries, but it keeps the cult growing. Common
Bootlegger Club: A recruitment method specifically aimed at addicts of Bootlegger's Bounty, promising a stable supply of the liquor to reel in new members. Very effective. Uncommon
Language of Inception Graffiti: Demonic runes, drawn in blood, subconsciously impart their message onto those who view them. Painted on the walls of human settlements, they subtly steer the population towards evil. Common
Temptation: Consorts of Desire ply important figures with luxurious pleasures, enticing them into a frenzy of indulgence. Once enthralled, the target is recruited into the cult, or otherwise persuaded to cooperate with the demonic cause. Rare
Mediocre Guarding: A not-especially effective attempt at protecting infiltration assets, hampered by slapdash planning and a lack of training. Nevertheless, any guards is a lot better than no guards, and the efforts are not inherently suspicious. Common
Infrastructure:
Draughtsmith: An eclectic laboratory where a handful of fledgling alchemists develop a variety of potions to augment and stabilise demonic mutations.
Warcaster's Keep: A facility for magical education, including a large library of forbidden knowledge that entices reckless scholars to visit.
DARRIN (Combat)Dry Plains:
4/4 |
0/4Mountain Passes:
3/4 |
1/4Rice Terraces:
0/4 |
4/4LESIMOR (Influence)Fortified Frontier:
3?/5 |
2/5Lawless Capital:
3?/5 |
3/5Scholarly Towers:
3/5 |
4/5XA-NAM (Combat)River Delta:
4/4 |
0/4River Crossings:
3/4 |
1/4Light Jungle:
0/4 |
4/4DOLGOTH (Influence)Trade City:
3?/5 |
3/5Ostentatious Capital:
3?/5 |
3/5Wartorn Wastes:
3?/5 |
3/5