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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 237574 times)

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Re: Demonhood. -Half-Demon daughters had: One-
« Reply #555 on: February 01, 2012, 07:28:25 pm »

And if it makes a mess on the other side, we can always get more servants. That reminds me, we need to step up our recruitment.
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NUKE9.13

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Re: Demonhood. -Half-Demon daughters had: One-
« Reply #556 on: February 01, 2012, 07:31:50 pm »

Right, right.

We all set to go, then? Is everyone, once again, mostly satisfied with Ukrainian Ranger's Combino-tron plans? Yes?

I think that at some point in the future there will be a turn where you do nothing but design and summon new minions, so that everyone can get their suggestions in (provided other people like them as well)
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Re: Demonhood. -Half-Demon daughters had: One-
« Reply #557 on: February 01, 2012, 08:00:06 pm »

sounds good
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Re: Demonhood. -Half-Demon daughters had: One-
« Reply #558 on: February 01, 2012, 08:13:56 pm »

YES. Centaur-Corpse happiness will be had.
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Re: Demonhood. -Half-Demon daughters had: One-
« Reply #559 on: February 01, 2012, 08:43:11 pm »

yes go with the latest of UR's plans.

Its not that he's the only one making organized suggestions just that he takes everyone elses Ideas and stitches them into a cohesive whole (which is usually the authors job, but it seems to streamline things a bit and is surly partially responsible for the quick update schedule we've been enjoying. so all good.) 

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Re: Demonhood. -Half-Demon daughters had: One-
« Reply #560 on: February 01, 2012, 09:59:04 pm »


War plans
1) Krlnkir Yrlvnt and servants march to the Akataki
2) 10 best armed cultists and 15 Amberashs from Flames of Madness also go to Akataki)
3) Gift 1 physical power (Don't change him much, just make stronger and healthier) Give Barrsdoom to the best warrior and commander, name him cultist general
4) Openly camp near Akataki on arrival
5) Send an offer to surrender
6) Do anything necessary to block any messengers out , magical or otherwise
7) Corrupt dreams of townsfolk

Cults

The cult of the Tall Man
1) Mining/Lumber/Furnace
2) Forge Balista(s) put it on the wall:
3) Worship us
4) Take care for daughter
5) worship daughter (celebrate her birthday) (4 power)

Flames of Madness
Send soldiers, research direct damage spells, teach new acolytes

The Eyes of the Tall Man.
Spy

Daughter part:

Naming
Alshtr Yrlvnt

Treatment
Mother, they both should live in forge-temple

First gift
Gift red imp as a pet\toy


You take a humanoid form and stand by the receiving circle. Once you feel that the soldiers are in place in the opposite circle, you summon them through. There is a flash of light, a few stray flames, and three slightly bewildered cultists clad in simple armour appear, each with a small sack containing a dormant amberärsh over their shoulder. You repeat the process three more times; the last time, only a single cultist comes through, carrying a much larger sack with all the remaining amberärshs in it. The circles work flawlessly, which pleases the soldiers. The acolytes at CFM took great delight in describing what they would experience if the transit failed.

In the central chamber of the Forge-Temple, you summon the greatest of the ten warriors before you. A violent criminal, who boasts a resume of evil that impresses even you; he had, in his line of work, experience with all sorts of weapons, and built up quite some muscle. His mind is cold and calculating, though prone to excessive viciousness. A perfect specimen. You bid him grovel before you. He does so unquestioningly. Excellent.
You command him to rise, and then with your four arms you grasp him by the shoulders and the waist, and oh-so-carefully pour just a little of your strength into him. He shudders, shakes, his eyes glow blue and fire sprouts from his body- but he recovers, no worse for wear, though his veins run more visibly, and a darker red, than before, and his every movement suggests he is carefully getting used to his new found strength.
You snap your fingers, and four slaves walk over carrying your axe Barrsdoom. You bid him take it.
Carefully, he lifts it from the slaves, testing its weight. He shifts his grip a few times, then suddenly he swings the axe, hacking one of the slaves in half. The slave screams in pain, but the warrior stamps on his neck with his boot, silencing the screams with a snap. Without pause, he swings the axe again; this time hitting a slave square square on the head, splitting her in half. Well, almost in half. The axe snags about halfway down, and he is forced to jostle it a bit before it comes loose, the former slave dropping to the floor with a squelch. He calls to his comrades, and they bring his shield and his handaxe and proffer it to one of the slaves. You release the slave in question from his binds, and he suddenly swings at the warrior, wailing madly. The warrior dodges aside, swings the great axe again- the slave tries to dodge whilst raising his shield, but the axe smashes the shield, and gashes the slave's left arm. The slave cries out in pain, drops the remains of the shield, and backs away. The warrior grins at him, waving the axe menacingly. He advances slowly, the slave ever backing away- then suddenly the slave jumps up onto some piece of forging equipment, grabs a chain hanging from the ceiling, and swings over the warrior, dropping down behind him, axe raised... but he gets no further, for the warrior jabs the spiked handle of the axe backwards, kebabing the slave.
As the warrior returns before you, wiping blood off of the axe with his sleeve, he asks whether he should kill the last slave as well, just to complete the set. Why not?, you say. The ghouls need feeding anyway.

And so your damned company sets off for Akataki. You take a humanoid form for the march, and conjure up some faux-armour, so as not to stand out. So; 1 demon, 10 warriors, 12 ghouls, 10 Spectres, 3 Armoured Baneghouls, and 82 Amberärshs (carried in sacks by the Baneghouls) march down from the mountains. You meet a few travellers who came looking for the caravaneer. They make a nice snack.
After about a weeks travel you come into view of Akataki.

Your spies in the city report that they twice tried to disable the boats in the harbour, but both times were spotted by patrolling guards, and had to pretend to be regular kids, which got them a scolding.

Meanwhile, your cultists at Barrspring hold a great celebration of your daughters birth. They chant her name- Alyshtr Yrlvnt- and sing songs in her praise. Food and drink flows freely, pyres are lit, a few sacrifices tossed in- it is all a very impressive display. The young Alshtr has little way of responding to this, but on the whole she seems pleased where a normal baby might be scared by the noise and violence. It is a wonderful party, but has little effect. The imp who you bound into her service pleases her far more. The imp itself delights in having an appreciative audience, and entertains the girl by juggling fireballs, performing acrobatic swoops, and telling tall tales in the tongue of demons, which after several attendant slaves drop dead it is asked to do telepathically.
The girl's mother seems far more pleased than her daughter by all the attention her progeny receives. She participates wildly in the celebrations, and explains to the girl in human tongue what a great and powerful demon her father is. The girl already knows this, of course, but she tolerates the repetition, for she enjoys the sound of her mothers voice. She feeds, as a human child would, off of her mother's milk, but her mother continues her cannibalistic diet- having acquired a refined taste for the meat- and as such the girl receives the necessary nutrition.

Meanwhile meanwhile, at CFM, your acolytes have successfully divined enough knowledge of necromancy in order to apply it practically, allowing them to cast bolts of darkness at distant targets. The bolts are weak, but cause some damage, and leave a disturbing residue, which may hinder enemy soldiers.

You camp an arrow's shot from the walls, and command the town, in your booming voice, to surrender. Their response is to send out a couple of guards to see what you want. You repeat your request for surrender. The guards return to the town. After about an hour, they return, with the response: No. You have the ghouls save the heads, which you throw back in, and erect a magical barrier around the town and environs, which will alert you of anyone attempting to enter or leave, and slow them enough that your servants could easily catch them. It also prevents magical communication, in the rare event that they have that. It saps your concentration to maintain, and costs some power to set up, but it works; a band of merchants travelling towards the city are captured and eaten, a few farmers and their families who try to flee are captured (and eaten), and a messenger travelling by boat has his ship sunk by spectres, who don't eat him, but do tear him into little pieces which the fish eat. You then light a fire and wake your sackfuls of Amberärshs, and prepare for your next move.

The townsfolk manage to keep their cool. There is very little panicking, just an orderly movement of supplies to the boats, in the event that things go poorly, whilst the guards warm themselves up and prepare themselves for the battle to come.

Now then. This siege. You should
-Weaken the morale of the inhabitants by corrupting their dreams and sending spectres to haunt them.
-Set fire to the town, and capture any who try to flee.
-Charge in, slaughter the guards, smite the priests, kill anyone who runs, and enslave/convert those left standing

Your spies in the city can still act, although it will be difficult. They should
-Open the gates at night, allowing you to enter the city unnoticed.
-Make another attempt at disabling the boats
-Have the acolyte enslave a guard, and use him to silently take out the others


Optional: Name for Chosen Warrior.

Name: Krlnkir Yrlvnt
Physical might: 41 (-1 granted to chosen warrior)
Mental might: 50 (-2 Erect Barrier)(-3 Maintain Barrier)(+5 Worship)
Other: Maintaining Barrier (-3 Mental Might)
Followers: 91
Slaves: 76 (-2 sacrificed to the forge)(-4 slain by chosen warrior)
Servants: 98 (82 Amberärshs, 10 Spectres, 12 Ghouls, 3 Armoured Baneghouls, 1 Red Imp)

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 -1 Construction -10 Worship -4 Worship Daughter
    Resources: 0 (-1 Construction)
    Cultists:
    Slaves: 83 slaves
    Branch-Cult: Flames of Madness. 21 members in The Church of The Flames of Madness (Dolnar Asylum)
      Power level: 10 -6 Research -4 Training
      Resources: 2 (+1 Workshops)
      Cultists: 7 Acolytes, 12 Armed Cultists
      Slaves: Woman from Ylm.
      Servants:
      Other: Research into spells successful: Dark bolt researched
    Branch-Cult: The Eyes of the Tall Man. 7 members (of which 5 are 10 children) in Akataki
      Power level: 2 -2 Espionage
      Cultists: Acolyte (control magic)

Champions:
  Alyshtr Yrlvnt: Half-demon. 0.25 months old.
    Physical Might: 0 (note: in an emergency, her demonic powers would protect her)
    Mental Might: 1
    Other: Red Imp pet (will act as bodyguard, entertain with fire magic and demonic tales)
    Knowledge: Demontongue.
  Chosen Warrior: Armed Cultist with demonic strength and Barrsdoom.
    Physical Might: 8 (+3 Axe)
    Mental Might: 3 (+1 Axe)
    Equipment: Barrsdoom (Axe; +3 to physical might, +1 to mental might. Inspires friendly troops, causes fear in enemy troops)
   

Armies:
   Akataki Siege Force: Lead by Krlnkir Yrlvnt
   Champions: Chosen Warrior
   Followers: 9 (9 Armed Cultists)
   Slaves: 0
   Servants: 97 (82 Amberärshs, 10 Spectres, 12 Ghouls, 3 Armoured Baneghouls)
     

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; the learning and casting of Dark Bolt.
    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)). Cursed Steel Ballistae. 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 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 02, 2012, 12:02:23 am by NUKE9.13 »
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Ukrainian Ranger

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Re: Demonhood. -Demonic strength granted to violent criminals: One-
« Reply #561 on: February 01, 2012, 10:09:10 pm »

Hm, a question :  can amberashs swim, climb out of the the water and still breath fire?
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Re: Demonhood. -Demonic strength granted to violent criminals: One-
« Reply #562 on: February 01, 2012, 10:10:15 pm »

Allrighty then, hve our cult try to sabtoage the boats and then open the gates. If they suceed head in and killpeople, smite priests, despoil buildings, you know, demonic stuff. If the can not get the gates open then have the armored bane ghouls break down the walls and pillage shit.
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NUKE9.13

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Re: Demonhood. -Demonic strength granted to violent criminals: One-
« Reply #563 on: February 01, 2012, 10:18:42 pm »

Hm, a question :  can amberashs swim, climb out of the the water and still breath fire?
Can beings made of bones held up by fire swim.
...
No. They cannot. The attempt would either kill them, or revert them to their 'ash and bones' state.

Allrighty then, hve our cult try to sabtoage the boats and then open the gates.
They can perform one action.
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Re: Demonhood. -Demonic strength granted to violent criminals: One-
« Reply #564 on: February 01, 2012, 10:20:23 pm »

Get our cultists to open the gate, then we rush in with everything we have.
Battleplan: Use the amberhashes as terror troops, to keep the populace in line. Get our ghouls to kill holy men or people of power who try to get to us, and our cutlists try to kill every guard. Our spectres ensure no one gets away via ships. And our armoured baneghouls feast upon anyone stupid enough to stand up to us, or not cower. (Anyone, even aformentioned holy men and guards.)
Then we find the head honcho of this place. Guard captain, lord, whatever. If he's the best martially inclined person here, we find him, and we challenge him to a duel, with our chosen warrior as our champion. They fight. If our champion wins, why not reward him with another point of strength, or we could give him a fuck ton of wenches, whatever reward. If their champion wins, we steamroll him and move on.
I figure we need more half-demons running around. We should find the lord's lady, or the highest ranking female, and take her, after we've conquered the place. No need to guarantee half-demon babies, just breaking in the new concubine.
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Re: Demonhood. -Demonic strength granted to violent criminals: One-
« Reply #565 on: February 01, 2012, 10:34:06 pm »

Hmmmm, I like the whole idea of testing and training the champion

The plan (short this time)

1) Order cultists to sabotage boats
2) Order the champion to plan and start an assault, don't give him any advices it's a test and a lesson, only remind him that we need slaves\converts so killing everyone is unwise
3) Stay back and provide mental support ( ensure undeads are controlable, neutralize any good magic used against our forces, raise morale of the cultists, damage morale of the enemy)
4) If things go badly - Attack in person
« Last Edit: February 01, 2012, 10:36:13 pm by Ukrainian Ranger »
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Re: Demonhood. -Demonic strength granted to violent criminals: One-
« Reply #566 on: February 01, 2012, 10:43:02 pm »

Let's name our new warrior Coji King. A dominating name to be feared.
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Re: Demonhood. -Half-Demon daughters had: One-
« Reply #567 on: February 01, 2012, 10:53:21 pm »

Krlnkir Yrlvnt:
Now then. This siege. You should
-Weaken the morale of the inhabitants by corrupting their dreams and sending spectres to haunt them.
An important part of a siege is weakening the enemy's morale. With the citizens unable to escape or send for help without detection, time is on our side. A besieged city with everyone underslept is a great boon for any actions we take.

To help with this the Akataki Siege Force should: Clatter shields, shout warcries, recite demonic chants; Make noise, ensure no-one forgets our presence.

Eyes of the Tall Man:
Your spies in the city can still act, although it will be difficult. They should:
-Make another attempt at disabling the boats
With the city under seige, the only escape route which isn't a bloodbath, is by ship. Our spies can attempt to disable ships while we weaken the inhabitants with our high mental strength. Ideally the citizens would fight amongst each other for the right to be on a boat.

Name for Chosen Warrior
Dal'Kahh the Avaricious


Flames of Madness:
Continue magical research.


Also what is our consort's physical and mental states?
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Re: Demonhood. -Half-Demon daughters had: One-
« Reply #568 on: February 01, 2012, 10:56:54 pm »

Krlnkir Yrlvnt:
Now then. This siege. You should
-Weaken the morale of the inhabitants by corrupting their dreams and sending spectres to haunt them.
An important part of a siege is weakening the enemy's morale. With the citizens unable to escape or send for help without detection, time is on our side. A besieged city with everyone underslept is a great boon for any actions we take.

To help with this the Akataki Siege Force should: Clatter shields, shout warcries, recite demonic chants; Make noise, ensure no-one forgets our presence.

Eyes of the Tall Man:
Your spies in the city can still act, although it will be difficult. They should:
-Make another attempt at disabling the boats
With the city under seige, the only escape route which isn't a bloodbath, is by ship. Our spies can attempt to disable ships while we weaken the inhabitants with our high mental strength. Ideally the citizens would fight amongst each other for the right to be on a boat.

Name for Chosen Warrior
Dal'Kahh the Avaricious


Flames of Madness:
Continue magical research.


Also what is our consort's physical and mental states?
+1
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Re: Demonhood. -Half-Demon daughters had: One-
« Reply #569 on: February 01, 2012, 11:01:23 pm »

Krlnkir Yrlvnt:
Now then. This siege. You should
-Weaken the morale of the inhabitants by corrupting their dreams and sending spectres to haunt them.
An important part of a siege is weakening the enemy's morale. With the citizens unable to escape or send for help without detection, time is on our side. A besieged city with everyone underslept is a great boon for any actions we take.

To help with this the Akataki Siege Force should: Clatter shields, shout warcries, recite demonic chants; Make noise, ensure no-one forgets our presence.

Eyes of the Tall Man:
Your spies in the city can still act, although it will be difficult. They should:
-Make another attempt at disabling the boats
With the city under seige, the only escape route which isn't a bloodbath, is by ship. Our spies can attempt to disable ships while we weaken the inhabitants with our high mental strength. Ideally the citizens would fight amongst each other for the right to be on a boat.

Name for Chosen Warrior
Dal'Kahh the Avaricious


Flames of Madness:
Continue magical research.


Also what is our consort's physical and mental states?
+1
+1
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