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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 237708 times)

Ukrainian Ranger

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Re: Demonhood. -Twelve screaming corpses for his dark maw-
« Reply #315 on: January 30, 2012, 06:39:29 pm »

Hm... Nuke, Are spectres smart enough to command forces?

BTW can you add mental and physical powers of our servants in glosarry? Like:  average Amberärsh have X physical might and Y mental might?
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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.

NUKE9.13

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Re: Demonhood. -Twelve screaming corpses for his dark maw-
« Reply #316 on: January 30, 2012, 07:08:02 pm »

Hm... Nuke, Are spectres smart enough to command forces?

BTW can you add mental and physical powers of our servants in glosarry? Like:  average Amberärsh have X physical might and Y mental might?
Your average spectre, no. These spectres are just the ghosts of mad murderers, given power from their slumber beneath the asylum's evil stones. They retain some memory of their former life, but mostly just vague impressions. Their 'strength' lies in the fact that they are incorporeal, and thus are highly resistant to damage by weapons which are not silver/holy/magical.
A spectres intelligence varies, though. If you found the ghost of some wicked warlord who slaughtered thousands, you might find it a far more capable commander.

Adding strengths to the glossary is something I've sort-of-not wanted to do. I fear if I reveal too many of the numbers, you lot will become a bunch of munchkins. But, whatever. I'll give you the 'stats' for your current servants.
Amberärsh: 0.5/0.5 Animal instincts+loyalty, increased but not significant strength. Rely on fear and fire to take down stronger opponents (such as an average villager)
Ghoul: 2/0.25 Base instincts, will follow orders, but otherwise thick as planks. Rely on fear and resistance to injuries to take down stronger opponents (lone militia member), and just raw strength for average villagers.
Spectre: 0.25/1 Mind like a mortal- albeit twisted by death and evil. Almost no strength, so they must rely on their incorporeal nature to hold up in a fight; work better as support troops, causing fear.
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Shootandrun

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Re: Demonhood. -Twelve screaming corpses for his dark maw-
« Reply #317 on: January 30, 2012, 07:17:32 pm »

Sounds like we need something a little thougher if we ever want to take on a whole town. If a lone militia member is stronger than ghouls, think about what trained soldiers will do. We need something strong, a few beasts capable of kicking down doors and leaping into the fray without too much risks. They would form the spearhead of any assault against a real military force, and Sintaurs can't really do that (they would be more adequate as scouts/cavalry, not troops for frontal attacks).

Maybe if we piled a bunch of ghouls on top of each others and sewed that mess together inside the asylum (and added a few spectres to make sure that we'll be able to control the creature and that it won't be too stupid), we'd get something good enough to send men flying.
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Ukrainian Ranger

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Re: Demonhood. -Twelve screaming corpses for his dark maw-
« Reply #318 on: January 30, 2012, 07:31:33 pm »

Sounds like we need something a little thougher if we ever want to take on a whole town. If a lone militia member is stronger than ghouls, think about what trained soldiers will do. We need something strong, a few beasts capable of kicking down doors and leaping into the fray without too much risks. They would form the spearhead of any assault against a real military force, and Sintaurs can't really do that (they would be more adequate as scouts/cavalry, not troops for frontal attacks).

Maybe if we piled a bunch of ghouls on top of each others and sewed that mess together inside the asylum (and added a few spectres to make sure that we'll be able to control the creature and that it won't be too stupid), we'd get something good enough to send men flying.
Spearhead unit? Krlnkir Yrlvnt! :). And our main strenght in numbers, fear, surprise and magic. Krlnkir is a better mage than human archmages

_______________

Just to speed up process ( I still think that attacking the town is a better solution) my new proposal

Krlnkir Yrlvnt
1) Go to Barrspring
2) Stealthy kill priest and witch, use their flesh to keep ghouls satiated
3) Don't kill anyone else
4) Gather all villagers in one place, manifest yourself and declare yourself as "a god of fire", kids as apostles, the girl as a "Holy mother", and unborn child as a messiah. Say that either they follow you, your daughter and the kids or will be killed as sinners. keep your promise if needed
5) Order army to kill anyone who tries to go in or out

Flames of Madness
We don't need personal power right now, so let them improwe themself

1 power - worship us
3 power - recruit new members\catch new slaves
3 power - upgrade cultist to Armed Cultist
2 power - summoning
2 power - gather resources
1 power - rest


« Last Edit: January 30, 2012, 07:34:33 pm by Ukrainian Ranger »
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JackOSpades

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Re: Demonhood. -Twelve screaming corpses for his dark maw-
« Reply #319 on: January 30, 2012, 07:34:42 pm »

well that gives us a force strength about 90, or the equivalent of 45 trained solders (assuming the force multiplication of training+weapons is x2 or 2 man-strenght per solder.)
we could take IF the population is 100 or less but it'll be messy and there will most likely be survivors escaping to spread the news.

leave it for now, we can't afford word about us to get out yet


Maybe if we piled a bunch of ghouls on top of each others and sewed that mess together inside the asylum (and added a few spectres to make sure that we'll be able to control the creature and that it won't be too stupid), we'd get something good enough to send men flying.

Abomination from warcraft III?
Spoiler (click to show/hide)
+1 from me

we need ether a well equiped/trained cultist army or more and better monsters. or both

Ukrainian Ranger

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Re: Demonhood. -Twelve screaming corpses for his dark maw-
« Reply #320 on: January 30, 2012, 07:48:27 pm »

Quote
well that gives us a force strength about 90, or the equivalent of 45 trained solders (assuming the force multiplication of training+weapons is x2 or 2 man-strenght per solder.)
we could take IF the population is 100 or less but it'll be messy and there will most likely be survivors escaping to spread the news.
Akataki's population is 2000  people, but numbers don't fight. We have so many advantages from surprise to magic support that I like 99% sure that we'd win  without big causalities


And yes Nuke, you was right when you didn't said the numbers, munchkins woke up immediately :(
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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.

NUKE9.13

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Re: Demonhood. -Twelve screaming corpses for his dark maw-
« Reply #321 on: January 30, 2012, 07:54:35 pm »

Well, it looks like everyone is in favour of carrying on to Barrspring. Should I enact Ukranian Ranger's plan? I can tell you free gratis it would probably work.
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Shootandrun

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Re: Demonhood. -Twelve screaming corpses for his dark maw-
« Reply #322 on: January 30, 2012, 07:55:49 pm »

Yep, it sounds like a good plan.
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JackOSpades

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Re: Demonhood. -Twelve screaming corpses for his dark maw-
« Reply #323 on: January 30, 2012, 08:09:51 pm »

didn't change my decision any, just drove home the fact that we aren't ready yet. (I thought our monsters we're a little stronger than they actually are but not enough to really matter.)

and peasants fighting with farming tools and kitchen implements would cause significant casualty's on our side. you forget these aren't the soft civilians of today, these are medievalish peasants who face the threat of bandits and monsters everyday.

and a few escaping is almost as bad as a direct loss because even after taking the town we won't be strong enough to take on a full fledged ARMY that will be called down on us when/if we go public especially if we destroy or capture a famous town that smiths legendary steel.

and yes on UR's plan but we really need some stronger monsters (not including ourselves of course.) we don't want to always be spearheading the attacks. commanders who lead from the front go home in boxes.

NUKE9.13

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Re: Demonhood. -Twelve screaming corpses for his dark maw-
« Reply #324 on: January 30, 2012, 08:41:15 pm »


Krlnkir Yrlvnt
1) Go to Barrspring
2) Stealthy kill priest and witch, use their flesh to keep ghouls satiated
3) Don't kill anyone else
4) Gather all villagers in one place, manifest yourself and declare yourself as "a god of fire", kids as apostles, the girl as a "Holy mother", and unborn child as a messiah. Say that either they follow you, your daughter and the kids or will be killed as sinners. keep your promise if needed
5) Order army to kill anyone who tries to go in or out

Flames of Madness
We don't need personal power right now, so let them improwe themself

2 power - worship us (resting is not an action. If you want to give them 'time off', use less power. Using power to rest is like giving paid vacations to your dudes)
3 power - recruit new members\catch new slaves
3 power - upgrade cultist to Armed Cultist
2 power - summoning
2 power - gather resources


You lead your horde around Akataki, and begin the climb up into the mountains. You hide whenever a caravan passes by, but otherwise your journey is quick and easy. There is still a watcher at the gate in the pass. You enslave him with a mere thought, and he opens the gates for you.
In the woods outside the village, you make camp. At night, you enter the dreams of the witch and the priest- their knowledge and faith offering no resistance to the might of your mind, and you enslave their minds, drawing their bodies out to the woods, where the ghouls feast on their still-living bodies. You revel in the silent screams of their broken minds.
At dawn, you stride into the village- the Tall Man of legend. Your size has increased along with your power, and you must focus to reduce your size; even so, you now stand twice as tall as any human. You command the villagers gather before you, and none can resist your voice. 
You proclaim yourself a god and command the villagers bow before you and your apostles, lest you smite them where they stand.
...
The villagers laugh at you. They slap their thighs and dry tears from their eyes. A god, they say, appearing before us- good joke, good joke.
You make your wrath known. From where your mouth should be you breath a stream of fire, roasting three villagers where they stand and burning dozens of others. The crowd flees in a panic, and you command your army to prevent anyone from leaving the village. You once again command the villagers to bow before you. Twenty-two villagers weigh their chances and decide to join you. The rest continue to run for their homes, or the mines. Your followers join you, with the bewildered, mildly sedated barmaid, who is now quite heavily pregnant.
Four villagers try to flee the village, and are cut down by your servants. The ghouls eagerly feast on their flesh.

All the other villagers- every single one- flee for the mines. It seems that one of them has a talent for leadership, and they quickly organise themselves into a rag-tag resistance, taking picks and shovels as weapons and securing themselves in the sturdy mine-facilities.

Bollocks. This is a completely ridiculous stroke of bad fortune. Nevertheless, you must press on
-You warned them. They've had two chances, now just kill them all.
-Send some of the other villagers to negotiate. Subtly sway their minds, and sap their moral. Eventually they all will join you.
-Combine the above; perform small attacks to terrify them, then use their fear to call them to your side.
-Seize their minds. Enslave them all.


Sometimes the RNG loves you, sometimes it hates you. This time, when rolling for how many villagers would flee to a secure location and arm themselves, I got- I kid you not- 51 out of 51.
Oh, and before that you got terrible rolls trying to convert the entire village at once, so that sucks as well.

Optional: Describe your Armed Cultists (at CFM)


Name: Krlnkir Yrlvnt
Physical might: 36
Mental might: 35
Followers: 39 | 22 (villagers, yet to be indoctrinated)
Slaves: 17 | 4 (captives at CFM)
Servants: 68 (44 Amberärshs, 10 Spectres, 14 Ghouls) | 10 (10 Amberärshs at CFM)

Cults:
  The cult of the Tall Man. Low organisation. 6 (12) members in 1 village.
    Power level: 5
    Resources: 0
    Cultists: 1 Acolyte (control magic)
    Branch-Cult: Flames of Madness. 34 members in The Church of The Flames of Madness (Dolnar Asylum)
      Power level: 12 -2 Worship -3 recruit/capture -3 upgrade to armed cultist -2 summoning -2 gather resources
      Resources: 5 (+3/week)(-6: Arm Cultists)
      Cultists: 6 Acolytes, 6 Armed Cultists
      Slaves: 4 captives
      Servants: 10 Amberärshs

Champions:
  Unborn Half Demon: estimated 1.75 months till birth.
    Female, considerable demonic half.

Fortresses:
  Dolnar Asylum. Former HQ of Barrtal monster hunters.
    Mighty Walls (50). Weak Wards (10). Evil Stones (cause illusions and madness to attackers, also act as a second set of Weak Wards). Rampant Spectres (cause madness to attackers. May randomly attack occupants (friend or foe))
    Sacrificial Chamber: An excellent location for worship and sacrifice.
    Workshops: A large forge and a series of workshops allow cultists to refine resources much more efficiently. Would be more useful with a steady supply of raw materials, but lets the cultists repurpose, recycle, and repair enough to generate a small amount of resources.
    Library: A (slightly empty) library and series of studies allow cultists to learn the arts of magic. Contains scrolls on the creation of Amberärshs.
    Source of Evil: This place has a long history, and much of it unpleasant. The reserves of evil seem nearly bottomless. It has built up to such a level that it seems to generate evil on its own (in small amounts). This makes it an excellent place for summoning or necromancy.
« Last Edit: January 31, 2012, 12:16:56 am by NUKE9.13 »
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agertor

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Re: Demonhood. -Times made laughing stock: One-
« Reply #325 on: January 30, 2012, 08:54:33 pm »

The fools. Combine. Find among their minds who has the quality for leadership. See to it that all resistance is pushed back for now. We wouldn't want them to miss the show now. If possible capture him by any means necessary, rip his limbs off, order the mother of your child to devour his flesh. No games here. We want him alive, use power if necessary so he does not die from shock from having his limbs ripped off. Protect the mother at all costs if any villager decides to be a hero after that. If necessary kill a few, but seeing this display, they should at least know all hope is lost. Proclaim yourself a god once more and if they continue to displease you, threaten you will spend as much time as necessary not only harming them but of their relatives in any other place, generations to come, they will be sacrificed like their leader.
« Last Edit: January 30, 2012, 08:56:55 pm by agertor »
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mcclay

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Re: Demonhood. -Times made laughing stock: One-
« Reply #326 on: January 30, 2012, 08:59:11 pm »

The fools. Combine. Find among their minds who has the quality for leadership. See to it that all resistance is pushed back for now. We wouldn't want them to miss the show now. If possible capture him by any means necessary, rip his limbs off, order the mother of your child to devour his flesh. No games here. We want him alive, use power if necessary so he does not die from shock from having his limbs ripped off. Protect the mother at all costs if any villager decides to be a hero after that. If necessary kill a few, but seeing this display, they should at least know all hope is lost. Proclaim yourself a god once more and if they continue to displease you, threaten you will spend as much time as necessary not only harming them but of their relatives in any other place, generations to come, they will be sacrificed like their leader.
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Ukrainian Ranger

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Re: Demonhood. -Times made laughing stock: One-
« Reply #327 on: January 30, 2012, 09:07:27 pm »

1) Seal all exits from the mines, let them starve to death and feast on their sufferings and despair...

2) Order your apostles to teach adults how to worship you (add them to the cult)

3) Order our army to defend the kids and the mother against any possible attack 24\7 and kill anything that goes in\out without our permission

4) Learn more about our daughter

5) Order slaves to build a stronger, better defended gate
« Last Edit: January 30, 2012, 09:15:06 pm by Ukrainian Ranger »
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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.

Humaan

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Re: Demonhood. -Times made laughing stock: One-
« Reply #328 on: January 30, 2012, 09:14:11 pm »

Got a better idea:

Send spectres in to pick off people when they are alone. Make the mine look haunted as much as possible. When general amounts of fear start breaking out among the townsfolk in the mine, and they are unsteady, send in a (loyal but expendable) minion offering to "exorcise" the mine, use the "divine" powers of his "god". Spectres then retreat after the "ritual" (made to look flashy with some of your own power) "destroys" them. Townsfolk see you benevolency, and are offered to join again. Corrupt whoever decides to come to your side. Those who remain in the mine... well, lets just say the retreat of the spectres was temporary.
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NUKE9.13

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Re: Demonhood. -Times made laughing stock: One-
« Reply #329 on: January 30, 2012, 09:17:02 pm »

Incidentally, mini update:
The woman from Ylm (the one who lost her husband) has been delivered to the asylum, in a straight-jacket, snarling and mad. It seems that she managed to fake sanity for a few months, but eventually snapped, and started killing people in Akataki. The cultists shrugged and put her in a cell, for now.

What should they do with her?
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