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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 237769 times)

JackOSpades

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Re: Demonhood. -Human biology. Who'd have it?-
« Reply #225 on: January 28, 2012, 09:38:46 pm »

call a villager out to feed the girl. Converting her now seems a waste as childbirth will most likely kill her. if she survives then we should DEFINITELY convert her as she will be raising our daughter.

as for the the Asylum, as we have already corrupted the stones? attempt to bend the structure itself to your will (anyone seen "house on haunted hill?")
first have the asylum itself seal the guards in then begin picking them off one by one.

the guards have mentally prepared themselves so driving them mad probably wont work, so seeing as how we'll have to kill them now and their trained fighters using things they cant fight back against seems a better bet.

ibot66

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Re: Demonhood. -Human biology. Who'd have it?-
« Reply #226 on: January 28, 2012, 09:39:11 pm »

Convert the girl.
Second. Continue attempting to mentally subvert the guards. And, perhaps, see if you could somehow trick the wards.
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Tiruin

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #227 on: January 28, 2012, 10:29:29 pm »

> Convert the girl.
> HALT THE ATTACK!

Find those wards first, we don't want them to get more alarmed. Monster Hunters, as far as this thought knows, are very wary of strange events.

Find a way to destroy their wards, or at least stifle their ability to shield their owners.

Cause chaos in some nearby countryside, to get both Guardians' and Hunters' attention, maybe to draw some forces back.

Sneak in as...a human? Or convince some commoner while in disguise as a needy traveler to search the asylum.
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kaian-a-coel

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #228 on: January 29, 2012, 03:26:54 am »

> the girl need human flesh, enslave a villager. Preferably someone the others won't miss.

BTW nice invocation verse. I'm eager to see how the learned cultist will improve.

> Wait midnight of the second night from now before launching the attack. Inform the prisoners by dream, and every allies inside.
> Prevent any communications between hunters and possible reinforcements, by destroying the wards, magical communication devices and putting Amberärshs in ambush around the prison, to intercept any messenger.
> Use the prison itself to attack guards, mixing illusions from stones and real spectres. The prison shall try to separate the guards, and lead one with keys to the prisoners, where he'll be killed by spectres, so that prisoners may escape with the keys.
> Prisoners rampage throughout the prison and open the doors.
> We enter, followed by Amberärshs (1/3 of them stay outside for sentry and ambushing), and kill+eat all guards.
>Do not forget to use mental support at all point.


Then, for the learned cultist.
-First, we shall not give more than four points of strenght, mental or physical, to a mortal. And only one at a time. (we could give 4 mental, 4 physical or combination of two, be it 3-1, 2-2 or 1-3). This for them to remain humans and do not rely on us for progression. They must merit those.
-Second, the guys with bonus points are deemed "Chosen of Tallfire", or something like that. If we stay in the limits of four points by head, maybe we could find titles for each combination.

1 mental boost give the title "Acolyt"
1 physical boost is "Fire marauder"
2 mental boost is "Invocator"
2 physical boost is "Blood Boiler"
3 mental boost is "Keeper of Secrets"
3 physical boost is "Exalted Champion"
4 mental boost is "Chaos Warlock"
4 physical boost is "Lord of Destruction"
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NRDL

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #229 on: January 29, 2012, 04:29:26 am »

Convert the girl.  The learned cultist should have basic mind control/influence powers, with which to trick and recruit more cultists with.

He was given 1 Mental power, after all. 
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Ukrainian Ranger

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #230 on: January 29, 2012, 07:29:06 am »

1) Name learned cultist as a acolyte

2) Teach him how to raise Amberärshs (Then our cult can kill a human and bring human flash to the girl, don't give a fish, teach to fish)

3) Halt the attack, help specters to become stronger by eating the least useful\unconverted inmates.

4) Cut any communication between asylum and outside word, Cut magical messages with our mental effort, and use Amberärshs and slaves to kill messengers
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Tiruin

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #231 on: January 29, 2012, 08:20:38 am »

Remember, we're assaulting a Stronghold of some Monster Hunter group.

Isolate and destroy, good idea.
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Armok

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #232 on: January 29, 2012, 12:02:55 pm »

The learned cultist should have basic mind control/influence powers, with which to trick and recruit more cultists with.
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NUKE9.13

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #233 on: January 29, 2012, 12:04:53 pm »

Alright, alright. So what's the plan? Can we get a consensus?
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Alternatecash

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #234 on: January 29, 2012, 01:57:09 pm »

Pull a batman on the guards. Isolate them, pick them off slowly. Stalk them with specters, ensnare them with illusions, warp the walls and corridors to lock them in your web of madness and terror.

On the homefront, I like the idea of a mesmerist cultist. He can pervert the wills of the villagers.
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jetex1911

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #235 on: January 29, 2012, 02:34:45 pm »

Pull a batman on the guards. Isolate them, pick them off slowly. Stalk them with specters, ensnare them with illusions, warp the walls and corridors to lock them in your web of madness and terror.

On the homefront, I like the idea of a mesmerist cultist. He can pervert the wills of the villagers.
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kaian-a-coel

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #236 on: January 29, 2012, 02:39:13 pm »

Pull a batman on the guards. Isolate them, pick them off slowly. Stalk them with specters, ensnare them with illusions, warp the walls and corridors to lock them in your web of madness and terror.

On the homefront, I like the idea of a mesmerist cultist. He can pervert the wills of the villagers.
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Sauron makes the precious.
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JackOSpades

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #237 on: January 29, 2012, 03:04:09 pm »

1) Name learned cultist as a acolyte

2) Teach him how to raise Amberärshs (Then our cult can kill a human and bring human flash to the girl, don't give a fish, teach to fish)

+1

and as for the girl really why are we trying to convert someone who has a 95% chance to be dead soon anyway?
besides babysitting her seems to be good training for our cultists and specifically our new acolyte.

NUKE9.13

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #238 on: January 29, 2012, 03:27:47 pm »


Pull a batman on the guards. Isolate them, pick them off slowly. Stalk them with specters, ensnare them with illusions, warp the walls and corridors to lock them in your web of madness and terror.

On the homefront, I like the idea of a mesmerist cultist. He can pervert the wills of the villagers.


You name the cultist an acolyte, and show him the ways of bending the minds of mortals to his whim. You hope that with continued study and effort, he will be able to use his powers to lure a villager into the woods where he may be slaughtered and fed to the girl.
The last flames die, and you return to your body.

A messenger enters the asylum, and leaves with the most experienced hunter in tow. With him gone, the attack shall be that much easier; they underestimate you.
You redouble your efforts to subvert the wards that surround and infuse the asylum. A stroke of luck reveals a fatal flaw in the ward's designs; a crystal of some considerable power which maintains the wards, yet is vulnerable, and could easily be removed by someone on the inside. You command the spectres to rise from the depths and remove the crystal from its plinth, and drag it down to their dark catacombs. As they do so, you feel the wards rapidly fading, and the dark powers of the asylum gaining in strength and freedom.
Now their stronghold has become their prison. With a mere thought you slam the doors shut, and cut off any communication with the outside world. This causes the guards considerable distress, and they spend several fruitless hours trying to open the doors. Meanwhile, you weaken the seals placed upon the stones, allowing them once again to haunt the guards with twisting passages and disappearing doors. The guards, to their credit, remain as calm as possible, dispelling illusions and restrengthening seals- but it saps their concentration, bringing them ever closer to breaking.
You dream with your followers, reaffirming their faith and loyalty, converting all but the most stubborn of the remaining inmates. They redouble their efforts to upset the guards, whispering doubt and madness. Clearly you are getting to them now, as they begin to lose their cool; commanding the inmates to be silent, demanding they be silent, begging they be silent.
For the finishing blows, you call the spectres up to the inhabited cells, and set them upon the four inmates who would not follow you. Their ethereal claws tear into their flesh, and the spectres gorge themselves upon their screams of agony. Finding four inmates torn to pieces in their still locked and secure cells proves the tipping point for many of the guards. They lose all pretence of professionalism, wandering the asylum alone looking for the mysterious killer, terrified, susceptible to illusion and corruption.
One of them, the second in command, discovers that the crystal has gone missing, and does his best to retain his sanity long enough to write an account of the events, and lock the journal in a holy chest. He steels himself, and enters the depths to find the lost crystal- but all that returns are his screams of agony.
The rest of the guards you pick off one by one, until all lie dead, mad, or trapped within some forgotten room.

The Asylum is yours. All but one of the monster hunters are dead, or at your mercy. The inmates have sworn loyalty to you, the dark power of its stones and the twisted spectres of its depths are yours to command. With such powers at your command, you can truly engage in large scale destruction- on the other hand, it will be hard to avoid notice for long; if you are not careful, word might spread that a new evil has arisen in Barrtal, and efforts may be made to find you, and destroy you.

But for now, you should
-Feast off the dark power of the asylum; make it your own
-Repurpose the asylum for your own use; have your slaves and followers refurbish it and finish removing the last of the wards.
-Recruit more spectres, and send them and your other servants to wreak havoc on the countryside
-do something else


Name: Krlnkir Yrlvnt
Physical might: 16 (-2 spent on assault)
Mental might: 15 (-2 spent on assault)
Other: Feeling ready to TAKE ON THE WORLD
Followers: 6 | 26 (inmates)
Slaves: 7 (decaying)
Servants: 40 (30 Amberärshs, 10 Spectres)

Cults:
  The cult of the Tall Man. Low organisation. 6 (12) members in 1 village.
    Power level: 5 -2 spent looking after your unborn daughter, -1 spent worshipping you.
    Resources: 0
    Cultists: 1 Acolyte (control magic)

Champions:
  Unborn Half Demon: estimated 4.25 months till birth.
    Female, considerable demonic half.
« Last Edit: January 29, 2012, 07:23:12 pm by NUKE9.13 »
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Ukrainian Ranger

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Re: Demonhood. -Unborn child possesses own mother-
« Reply #239 on: January 29, 2012, 04:00:41 pm »

I think we should turn asylum into fortress and leave big chunk of our army here, lets keep monster hunters busy, while we rampage elsewhere

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War must be, while we defend our lives against a destroyer who would devour all; but I do not love the bright sword for its sharpness, nor the arrow for its swiftness, nor the warrior for his glory. I love only that which they defend.
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