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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 237611 times)

Tiruin

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Re: Demonhood. -Grotesque monstrosities covered in corrupted steel: Three-
« Reply #510 on: February 01, 2012, 10:19:17 am »

Suggestion: Make use of the roving trade caravans that frequent our bases?
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Ukrainian Ranger

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Re: Demonhood. -Grotesque monstrosities covered in corrupted steel: Three-
« Reply #511 on: February 01, 2012, 10:29:37 am »

Suggestion: Make use of the roving trade caravans that frequent our bases?

Well. If they come we'll get them:
2) Baneghouls, ghouls, 5 spectres: guard the gates, kill anything that comes near
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NUKE9.13

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Re: Demonhood. -Grotesque monstrosities covered in corrupted steel: Three-
« Reply #512 on: February 01, 2012, 10:44:38 am »

So. Consensus?
Is everyone in favour of UR's latest plan?
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Deamonpies

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Re: Demonhood. -Grotesque monstrosities covered in corrupted steel: Three-
« Reply #513 on: February 01, 2012, 11:27:41 am »

Why do you want to hide forever? We have a strong demon, nice core army,  two nice developing bases and you still suggesting to hide in shadows like an imp

But missionaries may be useful.

Modified plan:

Krlnkir Yrlvnt
Creates a magical portal between Barrspring and Asylum

Servants
1)  Amberärshs and 5 spectres - rampage  countryside between Barrspring and Akataki, avoid hard fights
2) Baneghouls, ghouls, 5 spectres: guard the gates, kill anything that comes near

The cult of the Tall Man + slaves
1) Mine
2) Cut trees
3) Forge a new steel gate covered with unholy symbols and images of Krlnkir
4) Worship

  Flames of Madness
1) Aid Krlnkir Yrlvnt in portal building
2) Send 8 cultist in all directions from the capital, as a missionaries that will create new cults (or affiliates of the main cult)  in many different towns in Eastern Confederacy, they have some time to go far before we start an open war

Eyes of the Tall Man
Adults = spy
Kids = recruit other kids

Change: Added missionaries



+1
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Flying Dice

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Re: Demonhood. -Grotesque monstrosities covered in corrupted steel: Three-
« Reply #514 on: February 01, 2012, 11:44:13 am »

Why do you want to hide forever? We have a strong demon, nice core army,  two nice developing bases and you still suggesting to hide in shadows like an imp

But missionaries may be useful.

Modified plan:

Krlnkir Yrlvnt
Creates a magical portal between Barrspring and Asylum

Servants
1)  Amberärshs and 5 spectres - rampage  countryside between Barrspring and Akataki, avoid hard fights
2) Baneghouls, ghouls, 5 spectres: guard the gates, kill anything that comes near

The cult of the Tall Man + slaves
1) Mine
2) Cut trees
3) Forge a new steel gate covered with unholy symbols and images of Krlnkir
4) Worship

  Flames of Madness
1) Aid Krlnkir Yrlvnt in portal building
2) Send 8 cultist in all directions from the capital, as a missionaries that will create new cults (or affiliates of the main cult)  in many different towns in Eastern Confederacy, they have some time to go far before we start an open war

Eyes of the Tall Man
Adults = spy
Kids = recruit other kids

Change: Added missionaries



+1
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kaian-a-coel

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Re: Demonhood. -Grotesque monstrosities covered in corrupted steel: Three-
« Reply #515 on: February 01, 2012, 01:22:19 pm »

Krlnkir Yrlvnt
Corrupt the dreams of Akataki, plant fear in adults, Aid ETM in hiring kids

Servants
1)  Amberärshs and 5 spectres - rampage  countryside between Barrspring and Akataki, avoid hard fights
2) Baneghouls, ghouls, 5 spectres: guard the gates, kill anything that comes near

The cult of the Tall Man + slaves
1) Mine
2) Cut trees
3) Forge a new steel gate covered with unholy symbols and images of Krlnkir
4) Worship

  Flames of Madness
Research direct combat spells, arm cultists.

Eyes of the Tall Man
Adults = spy
Kids = recruit other kids

GM
Adds new ghouls to the stats :)

Steel gate:  Just in case something goes badly, our girl must be defended
Rampage: Evil to fuel corrupting of the dreams + a source for rumors for spreading fear
+1

To put this up as a plan to take Akataki:

1: During the night, steal crops of farmers and store them somewhere: ideally, we corrupt the farmer so we can take them legitimatly and sercretly, but it won't matter that much.
2: Once a very large stockpile as been made, set fire to every farm which we can. Preferably, have a minion dressed up to the part of "anarchist" since thats what everyone seems to believe right now.
3: The city, while not initially, will start having food shortages. All attempts to get food in the city will be stopped; roads will have to be guarded, and the river need to be observed.
4: The city, once starving, will become a place of desperation and hatred. Everyone for yourself, to put it simple.
5: Acolytes move in with food, properly guarded, and spread the word of a "farm" guarded by thier "god", and the food gets given to any which listen to the (partially altered to seem less evil) word.
6: Once we have a foothold, we just need to turn those who believe into fanatics, and try and get the real church out. Once done, taking the city should be easy.
+1 too

A portal may be too much.

We must make weapons and armor for cultist and slaves, fortify our position, prepare the place for an attack (with food shortage, dream madness, kids cultists and adult spies.

For our daughter's birth, make a big badass party and declare that you'll go to war with Akataki at this party.
A few days later, at dawn twilight, the Army of the Dead Fires (us) attack Akataki.

Plan for attack: first, we warn everyone with big, demon voice that We Are Coming, and that they can join us and live, or die and join us anyway. Then throw fireballs (only a few) inside the city, and at the same time cultists inside put fires everywhere and maybe try an assassination or two. Then we go head-on for the gates, Armored baneghouls first, us just behind.
We then spill onto the streets and kill everyone that doesn't immediatly surrender, offering their souls for mercy. Cultists each command to a few Amberärshs and maybe ghouls for the most powerful. We personnally watch over Baneghouls.

Idea: make us a chariot of black steel, with horses Amberärshs or maybe even lesser demons (or fused Amberärshs) to tract. We have the Daughter inside, for her to watch for the killing. And us+baneghouls for bodyguards.
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Ukrainian Ranger

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Re: Demonhood. -Grotesque monstrosities covered in corrupted steel: Three-
« Reply #516 on: February 01, 2012, 01:40:22 pm »

Quote
We must make weapons and armor for cultist and slaves, fortify our position, prepare the place for an attack (with food shortage, dream madness, kids cultists and adult spies.
I  disagree with this, cultists\slaves are better as workers\guards and armed reserve if something goes really bad. We may need them later, but at the moment servants are more than enough for victory against Akataki.

Quote
Idea: make us a chariot of black steel, with horses Amberärshs or maybe even lesser demons (or fused Amberärshs) to tract. We have the Daughter inside, for her to watch for the killing. And us+baneghouls for bodyguards.
BIG no, our girl should stay at Barrspring in safety and become the best smith in the world. Taking her in any battle is just unnecessary risk
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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.

JackOSpades

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Re: Demonhood. -Grotesque monstrosities covered in corrupted steel: Three-
« Reply #517 on: February 01, 2012, 01:47:04 pm »

UR's plan.

again the portal would be useful but taking Akataki serves the same purpose as it's the major waypoint between Barrspring and CFM.

-Having the cultist research combat magic (specifically Fire magic as that's our MO.) +1

-skip the steel gate in favor of arming the "slaves" (we only have so much manpower at the forges and giant gates are a mega project. better defenses are nice but we can't attack with them and we will soon be marching to take a large city.)

IamanElfCollaborator

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Re: Demonhood. -Grotesque monstrosities covered in corrupted steel: Three-
« Reply #518 on: February 01, 2012, 01:57:04 pm »

Amberarshs...

Send in Amberarshs as terror units, to send the town into insanity. Then, slowly corrupt the mortals in dreams. The combined insanity and fear will turn many into ghouls and spectres.

Ukrainian Ranger

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Re: Demonhood. -Grotesque monstrosities covered in corrupted steel: Three-
« Reply #519 on: February 01, 2012, 02:00:39 pm »

again the portal would be useful but taking Akataki serves the same purpose as it's the major waypoint between Barrspring and CFM.
There are a big difference between long travel and instanteous travel, in fact it's more long term investment than short term measure. Moving forces between fortresses is a must for any defensive war, and fast moving to front is a must for offensive war . I really don't care to prepare before attacking Akataki, because we already have enough forces for that. What can that town do to stop demon + servants? NOTHING.


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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.

Deamonpies

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Re: Demonhood. -Grotesque monstrosities covered in corrupted steel: Three-
« Reply #520 on: February 01, 2012, 02:20:04 pm »

Its not so much that the town will be able to stop us. Its that by killing the town we are annoucing that there is a demon on the loose. Up until now all the killings have been put down to arsonists.

But by doing this we increase the chance of some random hero or being of good(assuming there is an opposite of a demon) popping up and making all sorts of grief for us.
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JackOSpades

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Re: Demonhood. -Grotesque monstrosities covered in corrupted steel: Three-
« Reply #521 on: February 01, 2012, 02:27:54 pm »

again the portal would be useful but taking Akataki serves the same purpose as it's the major waypoint between Barrspring and CFM.
There are a big difference between long travel and instanteous travel, in fact it's more long term investment than short term measure. Moving forces between fortresses is a must for any defensive war, and fast moving to front is a must for offensive war . I really don't care to prepare before attacking Akataki, because we already have enough forces for that. What can that town do to stop demon + servants? NOTHING.

how so? we have at last count 67 Amberärshs, 10 Spectres, 3 Armoured Baneghouls, and 85 unarmed slaves.
we're going against a population 2000+ with a trained (and since its a smiting town likely excessively well armed.) militia inside a large walled town.

we likely can crush there defenses by spearheading the attack ourselves and creating monsters on the fly, but a large number of people will escape to spread the news. (our biggest strength thus far has been the ignorance of the authority and the fact we leave no survivors behind.)

and even with the walls/moat and even with a large Iron gate. we could not withstand a counter attack from a standing army as
a.) such paltry defenses are fairly standard in medieval warfare.
b.) we have no one to man those defenses, meaning they don't even need to "attack" them just deconstruct them at their leisure.
c.) our monster force are terror weapons and wouldn't do well in a defending role.

Evil Marahadja

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Re: Demonhood. -Grotesque monstrosities covered in corrupted steel: Three-
« Reply #522 on: February 01, 2012, 02:33:53 pm »

how so? we have at last count 67 Amberärshs, 10 Spectres, 3 Armoured Baneghouls, and 85 unarmed slaves.
we're going against a population 2000+ with a trained (and since its a smiting town likely excessively well armed.) militia inside a large walled town.

we likely can crush there defenses by spearheading the attack ourselves and creating monsters on the fly, but a large number of people will escape to spread the news. (our biggest strength thus far has been the ignorance of the authority and the fact we leave no survivors behind.)

and even with the walls/moat and even with a large Iron gate. we could not withstand a counter attack from a standing army as
a.) such paltry defenses are fairly standard in medieval warfare.
b.) we have no one to man those defenses, meaning they don't even need to "attack" them just deconstruct them at their leisure.
c.) our monster force are terror weapons and wouldn't do well in a defending role.

1+

And I can sware that the average deamon had 50 in mental might. We have less. We have time, not units.

I still think that the portal in unnessesary att the moment. It can be used better when we have larger lands to cover. But I am willing to submit to the mass if everyone else think that the portal is a good idea.

(Remember that our temple cant even spawn ghouls without our help, how can we expect them to help with something grand as a portal. Let them research instead. Better in the long run)
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NUKE9.13

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Re: Demonhood. -Grotesque monstrosities covered in corrupted steel: Three-
« Reply #523 on: February 01, 2012, 02:35:15 pm »


Krlnkir Yrlvnt
Creates a magical portal between Barrspring and Asylum

Servants
1)  Amberärshs and 5 spectres - rampage  countryside between Barrspring and Akataki, avoid hard fights
2) Baneghouls, ghouls, 5 spectres: guard the gates, kill anything that comes near

The cult of the Tall Man + slaves
1) Mine
2) Cut trees
3) Forge a new steel gate covered with unholy symbols and images of Krlnkir
4) Worship

  Flames of Madness
1) Aid Krlnkir Yrlvnt in portal building
2) Send 8 cultist in all directions from the capital, as a missionaries that will create new cults (or affiliates of the main cult)  in many different towns in Eastern Confederacy, they have some time to go far before we start an open war

Eyes of the Tall Man
Adults = spy
Kids = recruit other kids


A permanent portal to distant Dolnar would require a vast amount of power to create, and a continuous source of further power far greater than what you have at hand. If you made it so as to drain from your power directly, you would risk becoming crippled at some critical juncture. However, you can do the next best thing.
Of steel and stone your followers create two daises in an antechamber of the Forge-Temple. Into their surface they carve eldritch runes and strange geometries, in a circular pattern around the center of the dais. By dreams you have your followers at The Church of the Flames of Madness do the same; forming a matching pair.
When the daises are installed and secured, you pour your power into them, causing the runes to warp and shift, and the circles to glow with a malign light. Then your followers in Dolnar use their knowledge of magic to summon you; whereupon you repeat the process on the daises there.
Of the circles, one is enchanted to send things to its distant partner, whilst the other acts in reverse. In this manner, goods or people can be sent from Dolnar to Barrspring and back. However, the circles require power and skill to operate; power and skill which at the moment only you posses. Given your current strength, you should be able to send or summon half a dozen people or resources a week without affecting your other activities. Your acolytes in Dolnar reckon that they could learn to operate the circles with a little time and effort.
The circles are large enough to send or summon three people or a small pile of crates at a time. Be warned that there is a slight risk of a mishap during transport, and that they will appear as a cloud of blood and gore.

You send your Amberärshs and five spectres to guide them out into the countryside, to cause mayhem and destruction. The land between Akataki and Barrspring is mostly mountains, but your servants manage to raze two small hamlets and slaughter several travellers. The chaos and destruction brings a smile to your lips and power to your fingers (or it would if you had them).
The ghouls stand watch by the wall; a mostly lonely vigil as few people have reason to visit Barrspring. The monthly food caravan comes, and they kill the pack-animals and eat the caravaneers, but take little joy in doing so.

Meanwhile, in your dark forge, a new project is begun. A great mold is created, and the crucible of the furnace tipped by way of a dozen sweating slaves pulling on two great chains, pouring molten steel onto the carved stone. It takes much work from the two smiths and many helpers to finish the doors, shaping and polishing the metal into twisted visages of your great self and grotesque depictions of suffering mortals. When the doors are complete, they are dragged down the road to the pass, where the old wooden gate is removed, and the new steel gate fitted. The great mass of cursed steel whispers to itself as it sits there, not only providing a nigh-impervious physical barrier to any unwanted visitors, but also driving them mad with its horrific imagery and haunting influence.

From your cultists in Akataki you receive word that suspicion is growing regarding the various raids performed by you and your minions, and the mysterious failure of the iron shipments from Barrspring to arrive. The fear is mostly that Barrspring itself may have been attacked, though there are a few who wonder about the strange behaviour of its inhabitants, and wonder if perhaps it may be the source of the anarchists? Someone suggests sending a party to investigate, but eventually it is resolved to wait a little longer, at least until the latest caravan returns- perhaps it will bring more conclusive news.

Towards the end of the week, the woman carrying your dark spawn becomes bedridden, and must be waited on by slaves and cultists. On a cloudless night when the moon is high, one of your cultists informs you that the birthing has begun. The girl writhes in pain, held down by four cultists as more stand by with cold water, mopping her brow, from which steam visibly rises. She occasionally screams in pain, and your cultists fear she may not survive. You
-Revel in her suffering and torment; a fitting way for your daughter to enter the world
-Use your power to ease the birth; you can't risk anything happening to your daughter


FLASH DECISION: Revel in suffering or Use your power? Just this decision, no others!


Name: Krlnkir Yrlvnt
Physical might: 46 (+1 Axe)(+5 Chaos and destruction)
Mental might: 55 (+5 Worship)(+5 Chaos and destruction)(-1 Leakage)
Other: Feeling pretty pumped. Barrsdoom (Axe; +1 to physical might. Can be granted to champion; will have greater effects)
Followers: 91
Slaves: 82 (-2: Sacrificed to the furnace)(-1: Fed to Ghouls)
Servants: 81 (67 Amberärshs, 10 Spectres, 12 Ghouls, 3 Armoured Baneghouls, 1 Red Imp) | 15 (15 Amberärshs at CFM)

Cults:
  The cult of the Tall Man. Low organisation. 47 (of which 10 are 20 kids) members in Barrspring.
    Power level: 22 -6 Mining/Lumber/Furnace -1 Smithing -4 Construction -10 Worship
    Resources: 1 (-4 Construction) 
    Cultists:
    Slaves: 83 slaves
    Branch-Cult: Flames of Madness. 31 members in The Church of The Flames of Madness (Dolnar Asylum)
      Power level: 13 -8 Spread Cult -2 Construction -2 Resources -1 Long Distance Summoning
      Resources: 1 (+1 Workshops)(+2 Resources)(-2 Construction)
      Cultists: 6 Acolytes, 22 Armed Cultists
      Slaves: Woman from Ylm.
      Servants: 15 Amberärshs
      Other: Research into new spells underway
    Branch-Cult: The Eyes of the Tall Man. 7 members (of which 5 are 10 children) in Akataki
      Power level: 2 -1 Espionage -1 Recruitment
      Cultists: Acolyte (control magic)

Champions:
  Unborn Half Demon: about to be born

Fortresses:
  The Church of the Flames of Madness. Formerly Dolnar Asylum, HQ of Barrtal monster hunters.
    Mighty Walls (50). Moat (5, slows attackers). Weak Wards (12). Evil Stones (cause illusions and madness to attackers, also act as a second set of Weak Wards(10)). 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; the basic principles of Necromancy.
    Sending Circles: A pair of raised daises, linked to a similar pair in Barrspring, which can send and receive objects given a source of power.
    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.

  Barrspring. Iron mining village in the eastern mountains.
    Hard to get to. Stone Wall with Corrupted Steel Gate (30, may cause fear to attackers, also acts as a weak ward (5)). Treacherous Terrain (defensive bonuses)
    Barrspring Iron Mines: Renowned as a source of high-quality iron, these mines could easily provide enough ore to keep the furnace of the Forge-Temple busy. The mines are an evil place now; dark power fills the air, and infects the ore. It is currently inhabited by a nest of ghouls and a host of wild spectres. Slaves work where once did miners, though not in enough numbers to fully exploit the mines.
    Forge-Temple: An unholy place for worship and forging. A great furnace which takes live sacrifices as fuel, feeding liquid metal to four dark forges. Currently operating at 1/4 efficiency- nevertheless a source of many weapons and armour for your demonic armies.
    Sending Circles: A pair of raised daises, linked to a similar pair in Dolnar, which can send and receive objects given a source of power.
« Last Edit: February 01, 2012, 04:05:44 pm by NUKE9.13 »
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Evil Marahadja

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Re: Demonhood. -Grotesque monstrosities covered in corrupted steel: Three-
« Reply #524 on: February 01, 2012, 02:45:51 pm »

Hmm.

Do we want an evil daughter, or an very evil daughter?
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