Demon Team: Battle Phase T7TURNTURNTURNLink to Battle Report
Lesimor Infiltration ReportThe only significant news from the
Scholarly Towers this month was Magoc's success in establishing a new gang in the province. This was aided by some OU officials looking the other way, on the unspoken understanding that the new gang will operate primarily in areas considered GU territory. This boosts the crime rate in the region, to moderately high levels (the boost is persistent- Magoc's continued presence is not necessary to maintain the elevated crime rate).
We were able to cause all sorts of trouble for the angelic operatives, and 'acquired' some rare-ish books for our OU friends, but we did not make significant progress towards a true takeover of the province. OU members remain interested in seeing new and innovative magics- they admire the Blood-Drinker Blades, or at least the novel enchanting techniques involved, but really want to see more spells (Manipular Missile, as an adaptation of an existing spell, does not cause much excitement).
4/5The
Lawless Capital was a great success for our Leverage Criminals technique- as was to be expected. Smuggling was easier, angelic sabotage all-but eliminated, and a taste of their own medicine was delivered in the form of raided stockpiles and slain agents. What's more, our People's Republic allies were very interested in our ability to command the city's gang network. We've started negotiations with a number of prominent Republicans, and they've agreed to closer ties if we can assist them in organising city-wide protests in the coming months- intended to sow the seeds of insurrection in the people's hearts. While we do not currently have the means of inducing such activity, it is an interesting offer- though we could also gain greater influence through more conventional means (eg political infiltration).
3/5Crime in the
Fortified Frontier is rare- it takes a brazen criminal indeed to operate in proximity of so many soldiers who are itching for a fight. What little criminal activity we could muster was dedicated towards keeping our own operations safe, rather than proactively taking on the angelic operations. The Doves, meanwhile, are green with envy over the Hawks' access to Sunbows, and have little time for our missionaries.
2/5
Dolgoth Infiltration ReportThe chaos in the
Wartorn Wastes served us well this month, as a number of existing converts were suddenly promoted. These remained loyal to our cause, but would not alone have been enough to expand our influence amongst the Victory faction- fortunately, we had an incentive to entice some other senior Victory officers to ally themselves with us.
The crime rate in the province is quite high, as the battered armies have little manpower to spare on maintaining law and order, while deserters bolster the ranks of ne'erdowells. We were able to take control over a variety of smugglers (who sell weapons to both sides), illicit service providers (satisfying the needs of weary soldiers), and crucially bandits- bands of deserters who use their skill at arms to enrich themselves. By directing these bandits into coordinated raids of various Southern Realm camps and such, we were able to weaken them considerably. We then tipped off Victory officers, who swept in to crush the demoralised foe. This service convinced some sceptics that we have what it takes to assist them, with the result that they either joined the cult or turned a blind eye to our activities.
We now control a portion of Victory leadership. As in the Scholarly Towers, this gives us partial control over the policies and administration of the province. The benefits previously enjoyed (improved officers & aggressive tactics) are enhanced, and we can perform infiltration efforts designed to enact policies that favour our cause.
Of course, to expand our control further will not be easy. We need to ensure the dominance of the Victory faction- be that by actually making victory more likely, or by crushing those who favour Peace-, and complete our takeover of the Victory leadership. Converting the remaining senior officers is one thing, but the most important convert will be the Victory General; not someone to take lightly, the position implies great strength of will (and body)- not someone you impress with a gaggle of bandits and petty seduction. 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 (as in the Towers) our control is increasingly tenuous, and could slip if we do not maintain our efforts. It is possible that converts could be lost- exposed, killed, or swayed away-, robbing us of our progress.
3/5-->4/5As we are now considered to be friends of the Foreign Dynasty (albeit still distrusted ones), we actually benefited from the king's return to the
Ostentatious Capital. Some of our converts are considered 'loyal', and managed to get promoted to more senior positions. Not enough to significantly bolster our influence, especially since they were hesitant to sabotage their new positions (and necks) by overt acts in support of the demonic cause. Political skills would be the easiest way to make further progress, by creating political webs that safeguard our converts from reprisal. The Foreign Dynasty faction also suggested that help in unmasking key Local Dynasty supporters would be greatly appreciated.
Needless to say, leveraging criminals was of little help, as the city watch keeps things tightly locked down. A bit of help in smuggling Bootlegger's into the city was about it.
3/5Our Deregulator friends in the
Trade City remained pleased with the profits from Bootlegger's Bounty, but always seek greater profits.
Crime is not uncommon in the crowded ports, with especially smugglers being in high demand. Some of the Deregulators approve of smuggling (let the market decide, they say), but other aspects of crime are less appreciated (taxation may be theft, but theft is also theft). We earned a few friends by helping some merchants move products without the authorities being involved, but not enough to make a big splash.
3/5
It is now the Design Phase. You have two designs.
But wait, there's more.
You also have a design credit, to be used in the creation of a Unique Unit- be it a Champion (ie a human or near-human character), or a Unique Monster (for an example of this, see the
Titaneghoul from the first Demonhood). You may combine this design credit with a regular design for a High-Effort Unique Unit design. You may not combine all three designs into a Hyper-Effort design.
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 Blood-Drinker sword and partial plate armour (including a helmet with a nice red crest). They are distributed amongst all Uruk/CHAD 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! Uruks 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 (both weapon options are of the Blood-Drinker variety), 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
Manipular Missile: An upgrade to Magic Missile, allowing for magic density to be increased or decreased. Denser missiles have slightly increased range and piercing-power, less dense missiles arc downwards and have decreased range/damage. Uruks can only be programmed with one 'mode' of casting at a time.
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
Blood-Drinker Blades: Weapons (need not necessarily be bladed), engraved with demonic runes, enchanted to 'drink' the blood of injured foes, 'feeding' the wielder to bolster their vitality and stamina. Provided to certain units.
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
Leverage Criminals: Methods of taking control over existing criminal organisations, and having them work for the cult. Criminals can be encouraged to spy, kill, destroy, guard, steal, or smuggle on the cult's behalf- at which they are not as effective as a more zealous cultist could theoretically be, but it's definitely better than nothing. Also provides minor revenue stream. Effective rarity depends on local crime rate.
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 |
4/5