Demon Team: Battle Phase T8TURNTURNTURNLink to Battle Report
Lesimor Infiltration ReportThe Obsessive Scholar was of course at home in the
Scholarly Towers, and had many fruitful- albeit highly esoteric- discussions with his counterparts in the Orange University. Said OU mages are also all about Frag- reckless power boosts are their bread and butter. However, they remain disappointed by our sparse spell library, with the result that even the Scholar could do no better than solidify our existing influence. That said, we were able to make use of the ongoing chaos to advance our position somewhat- as the Scholar was able to ambush (with the aid of some local thugs) a highly respected- but unaligned- wizard who was dealing with a riot in a small town. By absorbing said Wizard, the Scholar was able to take his place, and appointed an OU member- one of our more fanatical converts- as his successor. This effectively added one to our tally of converted senior wizards in the OU... we need only repeat the process a dozen times or so, and the province will be ours. Alternatively, we could develop more spells so as to impress the OU scholars in a more conventional manner.
Heliel's followers were too busy dealing with the chaotic situation to interfere with us excessively, although a few of our criminal friends were eliminated- fortunately none with conclusive ties to the OU. That said, by the same token we had little time to meddle in their affairs, and they no doubt won a few friends in the Green University with their refined spellsong (the GU prefers iteration to innovation).
4/5The ex-king's dramatic death in the
Lawless Capital could've been the perfect opportunity to expand our influence, but we were not prepared. Which is not to say we didn't take advantage at all- we absolutely did, with Consorts of Desire converting minor nobles who looked like they might be promoted, and our criminal networks doing their best to rile up the populace at the Populist faction's behest- but it was not quite enough to truly secure power over the senior Populists. At least the lower classes fell increasingly under our spell thanks to the sales of Frag, and the ubiquitous Frag Dens in the city were useful at keeping our most important operations safe from the meddlesome angelic Investigators.
The Populists extend their request to assist them in formenting city-wide unrest- despite the Monarchists revealing the true culprit of the ex-king's death, they believe that the populace is still primed to protest on a larger scale with the right encouragement. Frag doesn't particularly interest them- neither do the angelic Investigators, as there isn't a noble in the city who
isn't involved with some shady business, making it very hard for them to distinguish a Populist from an ordinary corrupt noble.
3/5Our potential allies in the
Fortified Frontier were interested in selling Frag, especially since the rebellion disrupted some of their existing ventures. With Dove officers finally willing to listen to our pitch- and eager for allies in the ongoing chaos- we managed to convert a number of them to our cause. They bring expertise in the non-violent aspects of war- while some might call it cowardly, they insist that logistics are as important as actual battles.
However, our control is tenuous, as the Doves fear Hawk retribution- especially after Investigators direct Hawk troops to intercept a shipment of Frag, almost exposing the involvement of a number of Dove officers. We may want to look for ways to bolster the Doves' standing in the province, as currently they feel inferior to their rivals, who can boast of friendship with excellent medics and supplies of enchanted bows.
2/5-->3/5
Dolgoth Infiltration ReportOur allies in the
Wartorn Wastes were pleased to learn of our use of superior military organisation, and some Victory officers exchanged notes with an Uruk Warlord (who wore a hooded cloak so as to avoid undue attention). Our continued use of bandits to harass Southern Realm camps (allowing Victory faction officers to lead their troops to crush the weakened positions) maintains their confidence in our cause, but we didn't have much new to show them this month.
Also, some of our bandits got Investigated and eliminated- although not enough to cripple our ability to operate, it does limit our options going forward.
4/5 We had a brief influx of extra income in the
Ostentatious Capital, but sales plummeted when the king announced the ban on consumption. The handful of Frag Dens in the city have to be
very discreet to avoid royal attention, which makes them less effective. Fortunately, our angelic rivals were likely equally hindered, if not more so.
3/5Market penetration was favourable in the
Trade City, as the Deregulators eagerly welcomed a new revenue stream. A number of important merchants and nobles (the difference is largely academic in the region) indicated their desire for a more official partnership, no doubt seeking allies that might protect them from the King's tyranny. Had we had more support from the capital, or offered even better investment opportunities, or not had our operations sabotaged by Heliel's Investigators, we may have managed to secure some very beneficial deals. As is, we are on the cusp of doing so- we could also look into helping our existing allies engage in some 'hostile takeovers'.
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.
Champions:
The Obsessive Scholar: An undead being with the ability to absorb the appearance, memories, and personality of victims. Obsessed with knowledge. A powerful spellcaster, with a considerable repertoire of (especially divination-type) mortal spells in addition to being able to cast all of Magoc's spells. Physically relatively weak, albeit hard to kill. Needs to absorb Evil to survive. 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.
Uruk Warlords: Highest-ranked Commanders in Magoc's army. Oversee the hierarchy of other Commanders, bolstering their efficacy by ensuring the most capable rise to the top at the expense of the least capable. Also plan strategy.
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 Mana/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 concurrently 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.
Frag: A light blue crystalline substance, best used by inhaling vapours released by heating. Increases the flow of Mana through the user, resulting in intensified sensations and an improved spellcasting ability. Contains a small amount of Evil. Somewhat addictive. Provided to casters to improve their performance, and sold through Frag Dens as a revenue source (which is quite lucrative). 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
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.
Frag Dens: Impressively secure locations where those with the coin to spare can enjoy a carefully administered dose of Frag in peace. Increase revenue from Frag sales, make recruitment easier, and provide safehouses for other operatives to fall back to. Uncommon
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:
4/4 |
0/4Rice Terraces:
0/4 |
4/4LESIMOR (Influence)Fortified Frontier:
3?/5 |
3/5Lawless Capital:
3?/5 |
3/5Scholarly Towers:
3?/5 |
4/5XA-NAM (Combat)River Delta:
4/4 |
0/4River Crossings:
2/4 |
2/4Light Jungle:
0/4 |
4/4DOLGOTH (Influence)Trade City:
3?/5 |
3/5Ostentatious Capital:
3?/5 |
3/5Wartorn Wastes:
3?/5 |
4/5