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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 237453 times)

Koliup

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Re: Demonhood. -All these beasts and many more/ by Demon's call now march to war-
« Reply #795 on: February 04, 2012, 06:59:46 pm »

I think we should try to take as many of the enemy soldiers alive as possible, to fuel the forges. Mind domination.
Also, next torture regiment for the guard: Do the same thing as last time, but have children off to the sides, including our own child, egging him on.
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Ukrainian Ranger

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Re: Demonhood. -All these beasts and many more/ by Demon's call now march to war-
« Reply #796 on: February 04, 2012, 07:04:42 pm »

I think we should try to take as many of the enemy soldiers alive as possible, to fuel the forges. Mind domination.
We have civilians for that, We need a bloody, flawless victory.
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Shootandrun

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Re: Demonhood. -All these beasts and many more/ by Demon's call now march to war-
« Reply #797 on: February 04, 2012, 07:08:42 pm »

So, preparations:
1) All combatants - Akataki, all non combatants - Barrspring
2) Turn Baneghouls into armoured ones
3) Arm zombies
4) The necromancer transforms slaves into ghouls (up to 100)
5) Summon some water elementals and some fire imps
6) Black imps\slaves\zombies\whoever link some canals to make a big circle around Akataki,  some kind of the second moat ( but I suspect that we alredy have that)
7) Put 30 crossbowers and the Necromancer (Balthanor)
8) Put 100 zombies between moats\moat and canals, as a cannon fodder\bait
9) Treacherously eat 5 lesser demons
10) Hide water elementals and tentacle monster in moat\canals
11) Spectres hide in countryside, ready to ambush on command (they are much better ambushers than sintaurs)
12) Sintaurs, Dal'Kahh the Avaricious (on a horse) and banegouls wait near the gate, ready to charge when the drawbidge is lowered
13) Red imps and dragons fly high in a sky, ready to dive when needed
13) All other forces stay in  Akataki and do whatever possible to stay unnoticied

Everyone agree?

I'd zombies and skeletons with weapons along with the sintaurs/baneghouls. They'll take the hits while the others do the real damage (Baneghouls and sintaurs are really good, but we're facing 250 here). It's not too important if we lose some of them, since we'll raise the soldiers back. Also, have the cultists fire on the enemy army with bows from behind the walls.
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Karakzon

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Re: Demonhood. -All these beasts and many more/ by Demon's call now march to war-
« Reply #798 on: February 04, 2012, 07:10:26 pm »

suggestion:

grap a bunch of peons from a village, crucify them outside our walls about half a day before the enemy arrive. use a touch of magic to fill them with acid but still alive and groaning. When opposing soldiers try cut them down they explode and melt their flesh ^^

or if the entire army advances forwards they all explode when the soldiers are in the perfect range -packed in right in front-

causing them to scream out when the army starts attacking should go down well too. So a touch of energy to mutate their throats into something ragged and high pitched would do well :)
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Elvisdogs

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Re: Demonhood. -All these beasts and many more/ by Demon's call now march to war-
« Reply #799 on: February 04, 2012, 07:22:08 pm »

I think it would be very good policy to eat our lesser demonic minions. Demons have that ability to be traitorous scum.
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JackOSpades

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Re: Demonhood. -All these beasts and many more/ by Demon's call now march to war-
« Reply #800 on: February 04, 2012, 07:52:27 pm »

So, preparations:
1) All combatants - Akataki, all non combatants - Barrspring
2) Turn Baneghouls into armoured ones
3) Arm zombies
4) The necromancer transforms slaves into ghouls (up to 100)
5) Summon some water elementals and some fire imps
6) Black imps\slaves\zombies\whoever link some canals to make a big circle around Akataki,  some kind of the second moat ( but I suspect that we alredy have that)
7) Put 30 crossbowers and the Necromancer (Balthanor)
8) Put 100 zombies between moats\moat and canals, as a cannon fodder\bait
9) Treacherously eat 5 lesser demons
10) Hide water elementals and tentacle monster in moat\canals
11) Spectres hide in countryside, ready to ambush on command (they are much better ambushers than sintaurs)
12) Sintaurs, Dal'Kahh the Avaricious (on a horse) and banegouls wait near the gate, ready to charge when the drawbidge is lowered
13) Red imps and dragons fly high in a sky, ready to dive when needed
13) All other forces stay in  Akataki and do whatever possible to stay unnoticied

Everyone agree?

+1

necromancer name suggestion: Thak'Ra'Ki the Sinister

some notes:
the ease with which the necromancer subdued our minions is troubling, and while he has sworn allegiance to us his sort are not know for thier honesty.
we should

-corrupt the crystal (or rather re-corrupt it as its a necromantic artifact.) with our own magic so that we can easily sever his source of power if he betrays us. (or say decides to take off with a large portion of our army in tow.)

-send the Necromancer to CFM ether by teleporting or his carriage his choice. to begin properly training our cultist in magic.

-officially make the CFM our default school of dark magic.

although torturing the "Hero" is a fun demon's pastime... if he doesn't break before we're ready to march I say we just edit the "hero's" memories so he thinks he was always a loyal follower and part of our army. memory editing presents fun options like this, we can laugh at him obeying our orders and he'll wonder why.

 

NUKE9.13

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Re: Demonhood. -All these beasts and many more/ by Demon's call now march to war-
« Reply #801 on: February 04, 2012, 08:12:05 pm »

-corrupt the crystal
That crystal is as corrupt as it is going to get, man. It is just filled to the brim with pure evil. If you don't want the necromancer to have it, you can just take it away from him.

Anyway can I get a few more +1s for Ukranian Ranger's plan, or an alternate plan?
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Deamonpies

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Re: Demonhood. -All these beasts and many more/ by Demon's call now march to war-
« Reply #802 on: February 04, 2012, 08:13:55 pm »

It gets my +1 with Jack's addition of sending the necromancer to CFM however he wishes to get there to start our school of magic.

More magic is always good.
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mcclay

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Re: Demonhood. -All these beasts and many more/ by Demon's call now march to war
« Reply #803 on: February 04, 2012, 08:25:13 pm »

It gets my +1 with Jack's addition of sending the necromancer to CFM however he wishes to get there to start our school of magic.

More magic is always good.
+1
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Ukrainian Ranger

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Re: Demonhood. -All these beasts and many more/ by Demon's call now march to war-
« Reply #804 on: February 04, 2012, 08:28:03 pm »

I have one postbattle idea that I think may be unpopular, but can lead to more !!FUN!! game

We almost created an evil nation with a strong army and a mighty fortress, maybe our job here is done? Declare our daughter a queen, estabilish regency, say that we'll come back and punish them if our daughter will not get the power, take a flying form and fly far away, spreading evil elsewere?

OR do this after we conquer few more towns and our daughter becomes old enough to rule.


As for CFM and necromancer, this is a postbattle material. We need him in the upcoming battle. After the battle we need to decide what to do with him and his crystal
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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.

Shootandrun

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Re: Demonhood. -All these beasts and many more/ by Demon's call now march to war-
« Reply #805 on: February 04, 2012, 08:32:00 pm »

I have one postbattle idea that I think may be unpopular, but can lead to more !!FUN!! game

We almost created an evil nation with a strong army and a mighty fortress, maybe our job here is done? Declare our daughter a queen, estabilish regency, say that we'll come back and punish them if our daughter will not get the power, take a flying form and fly far away, spreading evil elsewere?

OR do this after we conquer few more towns and our daughter becomes old enough to rule.

No. We establish an Empire and grow in power. I'm sure there are a few Lawful Good superpowers around the world that need major asskicking, and we'll do that with massive armies.
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NUKE9.13

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Re: Demonhood. -All these beasts and many more/ by Demon's call now march to war-
« Reply #806 on: February 04, 2012, 09:31:30 pm »


So, preparations:
1) All combatants - Akataki, all non combatants - Barrspring
2) Turn Baneghouls into armoured ones
3) Arm zombies
4) The necromancer transforms slaves into ghouls (up to 100)
5) Summon some water elementals and some fire imps
6) Black imps\slaves\zombies\whoever link some canals to make a big circle around Akataki,  some kind of the second moat ( but I suspect that we alredy have that)
7) Put 30 crossbowers and the Necromancer (Balthanor)
8) Put 100 zombies between moats\moat and canals, as a cannon fodder\bait
9) Treacherously eat 5 lesser demons
10) Hide water elementals and tentacle monster in moat\canals
11) Spectres hide in countryside, ready to ambush on command (they are much better ambushers than sintaurs)
12) Sintaurs, Dal'Kahh the Avaricious (on a horse) and banegouls wait near the gate, ready to charge when the drawbidge is lowered
13) Red imps and dragons fly high in a sky, ready to dive when needed
13) All other forces stay in  Akataki and do whatever possible to stay unnoticied


Dragons circle in the sky, imps hanging onto the scales of their backs, enjoying the ride.
Monsters and soldiers of every shape and sort reside quietly in the barracks of Akataki. Twenty Sintaurs, with fresh 'riders', mull by the gates, alongside four recently-fed Baneghouls, and Dal'Kahh (who fights best on foot, but will ride to the battle on a Sintaur's back).
Upon the wall stands Balthanor with thirty crossbowmen. Standing mostly to attention in the fields beyond the moat are one hundred armed zombies. The water of the canals churns occasionally, as the great beast within adjusts itself, or the elementals grow bored of sitting still.

Krlnkir Yrlvnt stands within Akataki, addressing the five lesser demons who recently joined his cause. He explains to them the importance of centralization, the need for a younger generation to surpass the elder. He also mentions that he is going to eat them, but act surprised, because he wants it to feel like he is betraying you somehow. The lesser demons oblige.
A thousand years of memories pour into your head. Battles, places, people, things- though they soon fade, they leave a niggling sense of mortality; will one day your memories be nothing but a minor distraction to some greater entity?
This niggling sense of mortality is quickly replaced by a not-so-niglent sense of power. Sure, the demons were weak, but they were made of pure evil, and every drop of it is now part of you. The density surpasses a certain limit, and it becomes entirely impossible for you to hold back the tide of evil energy that flows from your body. For mortals to even glance upon you will cause great discomfort, and everything in your vicinity is victim to the corrupting touches of evil; mutating living things, reanimating dead things, instilling non-living things with an evil nature. This tide of evil energy will be felt around the world- though from greater distances, it will be muted, and hard to tell from whence it came- but for a brief moment, people all over the world will shudder in fear.

Now marches forth the forces of Dolnar, armour shining in the sun, banners waving in the wind. At their head, a column of knights, led by a knight in stylised armour, who rides with no helmet and a noble bearing. Spectres spying upon the force report that it consists of twenty-five knights, seventy-five archers, fifty swordsmen in light armour and a hundred swordsmen in heavy armour. All their weapons are of a good-quality steel, and their march is well drilled, indicating training and discipline.
They stop before the canal that seperates them from the city. They look upon the forces arrayed before the walls, and espy those standing upon them also. The knight in front- the leader, presumably- makes a gesture, and one of the other knights nods, and rides towards the city walls. No doubt requesting your surrender.

Now, you should
-Surrender
-Not Surrender
-Do something else


Name: Krlnkir Yrlvnt
Physical might: 115 (+45 Omnomnom)
Mental might: 125 (+45 Omnomnom)
Other: Corrupting influence on all who look upon him. (Auto-converts/enslaves small numbers of people. Prolonged exposure causes random mutations.). Corrupter (auto-corrupts nearby area over time)
Followers: 311
Slaves: 702 
Servants: 566 (174 Zombies, 146 Armed Zombies, 70 Skeletal Warriors, 5 Amberärsh Packs, 10 Giant Rat Packs, 70 Spectres, 10 Beastmen, 20 Armoured Sintaurs, 13 Ghouls, 4 Armoured Baneghouls, 2 Black Dragons, 1 Giant Tentacle Monster, 8 Water Elementals, 5 Fire Elementals, 15 Red Imps, 40 Black Imps)

Cults:
  The cult of the Tall Man. Low organisation. 315 cultists in three locations.
    Power Level: 110 (WARNING: CULT IS BEYOND SECRECY)
    Resources: 104 -28 Armour-plating Baneghouls -73 Arming Zombies
    Cultists: 94 Cultists, 184 Armed Cultists, 15 Sergeants, 21 Acolytes, 1 Acolyte (control).
    Slaves: 426 (-1/week:Replacing lost miners), 152 (captives)(-7/week:Furnace)
    Locations:
      Barrspring. 31 Resources. +55 Resources per week (Forge-Temple) Connected to Akataki.
      Akataki. 70 Resources. +20 Resources per week (conquered villages) Connected to Barrspring
      CFM. 3 Resources, 5 Captives. +1 Resources per week (workshops) Isolated. (Can use sending circles; 10% chance of losing sent/summoned resources/people)

  Followers of the Tall Man. High organisation. 36 cultists in six locations; Dragonsnest, Greywinde, Port Hope, Goldhall, Easthall and Narsis.
    Power Level: 10 -3 Recruitment
    Resources: 0
    Cultists: 36 Cultists
    Locations: Dragonsnest, Greywinde, Port Hope, Goldhall, Easthall and Narsis: 6 Cultists each

  Missionaries of the Alternate Faith. ?? organisation. 3 members in Noragan.
    Resources: 2 (-8: Store purchased and stocked.)

Champions:
  Alyshtr Yrlvnt: Half-demon. 2 months old.
    Physical Might: 0.5 (note: in an emergency, her demonic powers would protect her)
    Mental Might: 1.5
    Other: Red Imp pet (will act as bodyguard, entertain with fire magic and demonic tales), pet slave.
    Knowledge: Demontongue, mind-corruption.
  Dal'Kahh the Avaricious: Warrior with demonic strength, armed with Darkbarr armour and Barrsdoom.
    Physical Might: 10 (+3 Axe)
    Mental Might: 4 (+1 Axe)
    Equipment: Barrsdoom (Axe; +3 to physical might, +1 to mental might. Inspires friendly troops, causes fear in enemy troops)
  Unamed Guard: Former Akataki Guard with aspirations to heroism. Slowly being corrupted.
    Physical Might: -2 (Rebellious)
    Mental Might: -1 (Rebellious)
    Other: Wandering around Barrspring, mumbling the names of the gods, drinking only water and eating only bread- resisting temptation, for now.
  Balthanor the Necromancer: Travelled to Akataki to join your cause. Has considerable knowledge of magic and necromancy.
    Physical Might: 2
    Mental Might: 10 (+5: Dark Crystal)
    Equipment: Dark Crystal which emanates evil energy (+5 Mental might. Requires basic knowledge of necromancy to use)
    Knowledge: Magic, Necromancy. Summoning of Zombies, creation of Ghouls, casting of Dark Bolt, Hypnosis. 
   
Fortresses:
  The Church of the Flames of Madness. Formerly Dolnar Asylum, HQ of Barrtal monster hunters.
    Mighty Walls (50). Moat (5, slows attackers). Minor Wards (20). 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 enemies)
    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 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 principles of Mutation; the learning and casting of Dark Bolt; the operation of Sending Circles; the creation of Ghouls; the creation of Beastmen.
    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.

  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, though now corrupted by your evil influence. Slaves and followers work the mines, aided by black imps, acquiring darkbarr ore for the Forge-Temple. Plump helmets grow in the mines, and are harvested for use in the brewery.
    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. Black Imps roam the halls, cursing, drinking, and setting fire to themselves, yet somehow increasing productivity. Currently employing 120 slaves, 35 cultists, and 8 smiths, producing 55 Resources per week.
    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.
    Akatree grove: 20 slaves bearing Akatree seed. Will take a while to be born and mature.
    Twisted Brewery: Produces dark liquors from with corruptive properties.
    Brothel: Keeps people 'entertained'. Unfortunately, black imps have no interest in human females. Or females of any species for that matter. Or males. One might go so far as to call them 'asexual'.

  Akataki. Corrupted town in the eastern mountains.
    Reinforced wooden palisade with Corrupted Steel Gate(20, may cause fear to attackers, also acts as a weak ward (5)). Moat and drawbridge(15, slows attackers). Surrounded by canals (slows attackers)
    Extensive Barracks: The town has been rebuilt, with plenty of bulk housing for your slaves and cultists.
    Granaries: Mostly Empty
    Farmsteads: Provide food for humans.  Also provides Giant Rats.
    Akatrees: A grove of Flesh-trees grows in the ashes. Once it has had a chance to expand, will provide food for cannibals. The trees have been impregnated. Will take a while to be born and mature.
    Surrounding Villages/Hamlets: Conquered villages, whose inhabitants have been converted or enslaved. Provide small amounts of food, resources, and power.
« Last Edit: February 04, 2012, 11:58:36 pm by NUKE9.13 »
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Ukrainian Ranger

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Re: Demonhood. -Lesser demons 'treacherously' eaten: 5-
« Reply #807 on: February 04, 2012, 09:45:00 pm »

Wow....

Well we had a nice plan.... but maybe we should just go in person and play Godzilla with mortals? :)
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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.

Shootandrun

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Re: Demonhood. -Lesser demons 'treacherously' eaten: 5-
« Reply #808 on: February 04, 2012, 09:50:25 pm »

I don't mind if we fight directly with our forces, but atleast wait for them to have crossed the cannal before we attack.

Also, as a way of saying "We will never surrender", make the messenger explode with our magic, Baal style. Don't kill the leader, however. We want them to be angered and start an assault, and if they have no one to shout "Charge!" they might not charge.
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JackOSpades

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Re: Demonhood. -Lesser demons 'treacherously' eaten: 5-
« Reply #809 on: February 04, 2012, 10:06:14 pm »

I don't mind if we fight directly with our forces, but atleast wait for them to have crossed the cannal before we attack.

Also, as a way of saying "We will never surrender", make the messenger explode with our magic, Baal style. Don't kill the leader, however. We want them to be angered and start an assault, and if they have no one to shout "Charge!" they might not charge.

Na, simply Ignite him and throw him at the enemy personally bonus points if he rises as a burning Undead creature as he lands.

or you know use our awesome power to take the entire opposing army and fuse it into one blob of mutated flesh with a armor shell and weapons protruding from it. call it our Knightmare
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