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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 237575 times)

JackOSpades

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Re: Demonhood. -Half-Demon daughters had: One-
« Reply #570 on: February 01, 2012, 11:05:41 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 more

Ukrainian Ranger

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Re: Demonhood. -Demonic strength granted to violent criminals: One-
« Reply #571 on: February 01, 2012, 11:06:17 pm »

and +1, at last  :)
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NUKE9.13

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Re: Demonhood. -Demonic strength granted to violent criminals: One-
« Reply #572 on: February 01, 2012, 11:14:45 pm »

Allright that is pretty conclusive.

Your cultists in Barrspring, what should they do? Just a worship/sacrifice mix, with the smiths forging [resources]?
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NUKE9.13

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Re: Demonhood. -Half-Demon daughters had: One-
« Reply #573 on: February 02, 2012, 12:00:09 am »


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.



Your spies make another desperate attempt to disable the boats, but guards watch the docks carefully, and they are unable to act.

You enter the dreams of the townsfolk, bringing them nightmares and visions of their town burning. Though shaken, they manage to carry on, loading the last of their supplies into the boats and preparing them to cast off. Your spectres attempt to drive them away from the boats, but the priests appear burning incense and chanting holy chants, and the spectres themselves are driven off.
Alongside the other efforts, your soldiers chant dark praises in your name, the ghouls shriek in their foul way, and the Amberärshs howl into the night. This fazes the resolute townsfolk little, though it disturbs their sleep slightly.
In frustration at all the other failed attempts to cause fear and madness amongst the people of the city, you decide to just break their minds directly. You pour your power into it, touching the minds of citizens at random and driving them insane. Approximately a hundred people run through the streets, gibbering madly. It isn't much, but at least this wasn't a complete waste of time.

The citizens have loaded their ships, and are ready to cast off at any time. If you want to prevent anyone from escaping, let alone have anyone left to enslave/convert, you will have to act fast, and find some way of preventing them from launching the boats- or at least some way of preventing the boats from escaping. This demands
-A brilliant plan.


Bad luck. Morale rolls really weren't in your favour. Oh, also the guys at CFM? Research accident, two dead. :/

« Last Edit: February 02, 2012, 05:52:26 pm by NUKE9.13 »
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Flying Dice

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Re: Demonhood. -Nothing interesting happened this update-
« Reply #574 on: February 02, 2012, 12:12:35 am »

>Start fires on the boats.
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JackOSpades

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Re: Demonhood. -Nothing interesting happened this update-
« Reply #575 on: February 02, 2012, 12:18:50 am »

Oh Shhhhhit,

-Quickly Summon or create tentacled horrors from the deep to destroy the ships.
we can regain the lost power later this problem needs to be fixed NOW!!!

-or if that won't work use our power to set the ships on fire.

ether way

-have the Baneghouls batter down the gates. (they are our Siege engines.) charge!!!

Flying Dice

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Re: Demonhood. -Nothing interesting happened this update-
« Reply #576 on: February 02, 2012, 12:22:24 am »

Setting them on fire is probably the easiest, simplest, and lowest-cost option. Old sailing ships were basically big, floating hunks of flammable material.

Also,

>Order our amberarshes to spread out along the bank, to catch swimmers.
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yourfears

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Re: Demonhood. -Nothing interesting happened this update-
« Reply #577 on: February 02, 2012, 01:00:19 am »

so basically our plan right now is either summon the kraken or burn it? possibly both.  not quite what id call brilliant but if we can do either of those i say go for it
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Evil Marahadja

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Re: Demonhood. -Nothing interesting happened this update-
« Reply #578 on: February 02, 2012, 01:17:20 am »

Lets do something risky:

> Make yourself very humanish. (By that I mean very average as well. Possibly one from the village we have killed

> Take your ten best men, with weapons that dont look evil, but nice and good. And start  fake battle.  Pretend that you start a fake battle, and move in to the town as refugees/reinforcemens.

> Beg them to open the gate for us. As the plan might be a bit cheap in a siege, they probaly wont open. But with a little bit of mental evil demonic powers to persuade them. That shouldnt be a problem.

> When Inside, carefully move to the dock, avoid any priests.

> When att the dock, tell your army to attack, while you and your little army hold the dock. Take full demonic form. Try to destroy the boats if possible.

> Baneghouls take down one gate each. While the rest of the army storms in killing everyone who dose´nt surrender.

> Save a few troops who kills anyone who tries to flee.

---

Flames of madness:

Use the damned woman as a experiment subject.

What do you say?
« Last Edit: February 02, 2012, 02:46:02 am by Evil Marahadja »
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Koliup

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Re: Demonhood. -Nothing interesting happened this update-
« Reply #579 on: February 02, 2012, 01:33:13 am »

We can turn into any form we so choose, yes? Can we take a form capable of flight? Like, say, a scaled up imp(or just staple wings onto our current form)? We could block their escape just by being there.
See, priests can turn back evil things. Can they turn back exothermic reactions being flung at them? Hell, if not that, we could nab a bunch of rocks and just toss them at the boats. We don't have to destroy the boats, either, just their masts, or if they have oars, the oars. (we could end smaller boats by smashing them)
(Amalgamation of previous suggestions, with added fluff^.)
Anyway, that might not work. We should get our cultists to open the gates for us, then our dudes rush in. We can take command of the insane gibbering horde and direct them to spread chaos where we so choose. Maybe try to get them on ships to sabotage them?
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NRDL

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Re: Demonhood. -Nothing interesting happened this update-
« Reply #580 on: February 02, 2012, 03:35:35 am »

Personally attack the boats.  Corruption and subtlety doesn't seem to be working, send the Baneghouls in as tanks, followed by ghouls and Ambersharcs, or however you spell it.  Send in the conventional troops, led by the Chosen Warrior, whom I propose to be our first ( sorta ) Death Knight.
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Lord Allagon

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Re: Demonhood. -Nothing interesting happened this update-
« Reply #581 on: February 02, 2012, 06:15:57 am »

Lets do something risky:

> Make yourself very humanish. (By that I mean very average as well. Possibly one from the village we have killed

> Take your ten best men, with weapons that dont look evil, but nice and good. And start  fake battle.  Pretend that you start a fake battle, and move in to the town as refugees/reinforcemens.

> Beg them to open the gate for us. As the plan might be a bit cheap in a siege, they probaly wont open. But with a little bit of mental evil demonic powers to persuade them. That shouldnt be a problem.

> When Inside, carefully move to the dock, avoid any priests.

> When att the dock, tell your army to attack, while you and your little army hold the dock. Take full demonic form. Try to destroy the boats if possible.

> Baneghouls take down one gate each. While the rest of the army storms in killing everyone who dose´nt surrender.

> Save a few troops who kills anyone who tries to flee.
No! They won't fall for it, they know we are outside and possibly that we killed everyone near the city.
We can turn into any form we so choose, yes? Can we take a form capable of flight? Like, say, a scaled up imp(or just staple wings onto our current form)? We could block their escape just by being there.
See, priests can turn back evil things. Can they turn back exothermic reactions being flung at them? Hell, if not that, we could nab a bunch of rocks and just toss them at the boats. We don't have to destroy the boats, either, just their masts, or if they have oars, the oars. (we could end smaller boats by smashing them)
(Amalgamation of previous suggestions, with added fluff^.)
Anyway, that might not work. We should get our cultists to open the gates for us, then our dudes rush in. We can take command of the insane gibbering horde and direct them to spread chaos where we so choose. Maybe try to get them on ships to sabotage them?
This.
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Evil Marahadja

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Re: Demonhood. -Nothing interesting happened this update-
« Reply #582 on: February 02, 2012, 06:18:17 am »

Suggestion of something to add to the glossary:

Priest.
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Ukrainian Ranger

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Re: Demonhood. -Nothing interesting happened this update-
« Reply #583 on: February 02, 2012, 06:25:11 am »

Well, that is what we deserve for overcarefullnes and all that: let's overprepare and give enemy time to do something when we have an army that can simply march in

Anyway, The plan

Krlnkir Yrlvnt
Take amphibious or flying form and personally attack that damned ships

Dal'Kahh the Avaricious
Start an assault

Spies
Start some fires

cults
Nothing, it's a short, battle turn
« Last Edit: February 02, 2012, 06:43:23 am by Ukrainian Ranger »
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Tiruin

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Re: Demonhood. -Nothing interesting happened this update-
« Reply #584 on: February 02, 2012, 06:55:13 am »

Lets...get our spies onto the ships as citizens. They weren't caught and I'd bet they can stowaway if anything fails or jump ship before any of our fighting forces destroy said ship.

Or just drop some oil and a light...

Guarded from any obvious assault, but their calm retreat leaves a gaping hole in their placid maneuver.
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