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.