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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 237415 times)

NUKE9.13

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Re: Demonhood. -Armies routed with blasts of evil energy: One-
« Reply #870 on: February 05, 2012, 03:03:49 pm »



1) After one month of preparation Force one (KY, all red imps, 2 black dragon, 50 spectres + new forces ) will attack Culloden

2) After one month of preparation Force two: (136 Armed Zombies + newly armed zombies, 70 Skeletal Warriors, 20 Spectres, 10 Beastmen, 20 Armoured Sintaurs, 13 Ghouls, 4 Armoured Baneghouls, 120 armed cultist+freshly converted, Dal'Kahh the Avaricious, 10 sergeants, 180 slaves (non combat force, they carry supplies, "feed" ghouls, move and operate catapults) + newly created land forces) will attack Grantown.

3) All other forces garrison Akataki and patrol surrounding area

4) Preparation: (in order of importance)

1) Forge catapult(s),
2) KY creates new sintaurs and beastmen  (up to 50% of creating power), cult forges arms for the new sintaurs
3) KY summons new black imps for the land army. They will be siege engenieers (20%)
4) KY summons new red imps for the airborne army (20%)
5) KY summons some air elementals (10%)
6) Use weapons of the defeated army to arm more zombies
7) KY spends his free time in a river, near the source, to corrupt it slightly. Unnamed guard should visit him there, sometimes, either voluntary or by force
8) Cult worships and sacrifice to compensate might leakage
9) Dal'Kahh + Sintaurs+Spectres+Dragons: Try to catch some fleeing soldiers alive and bring to KY for converting into cultists
10) Commando operation: 8 Water elementals enter Grantown's port\docks at night and make nice holes in their ships
11)) If power\resources left - (re)build docks in Akataki, we need a fleet, not now, but later

5)  The CFM
1)Balthanor the Necromancer sneaks to the CFM by conventional land travel, takes the kid Acolyte with him. Use this opportunity to teach some magic to the kid
2) Dozen of cultists, choosen by Balthanor, go to the CFM via sending circles, they bring some food with them (for a funnier gore)
3) Research  defensive magic, train new acolytes

6) Followers of the tall men
1) Organize even more, they must stay secret
2) Very carefully recruit guards, soldiers, corrupted priests, withches

Missionaries of the Alternate Faith
1) Recruit sinful merchants. Promise them even more wealth and power. Use sexual seduction a lot. Alternate Faith should be centered around gread and orgies.


Do you know how many thirsts this river slacks, asked he. Do you know how many farms are irrigated by its waters.
I confessed that I did not.
Neither did he, but he was sure it was a lot.
The dark beast stood, in his four-armed human form, in a small pool in the stream that over the course of many miles became the roaring river Barr. The water became a noxious black as it passed around him, slowly corrupting the entire river. He had grown stronger since he left Barrspring to battle the royal army sent to liberate Akataki. The dark aura which surrounded him did not so much whisper seductively as shout into my mind, demanding my obedience. I held firm, focussing my thoughts on a single idea: one day, I would be free, and I would slay this demon.
Keep telling yourself that, the demon spoke. He asked if I wished to join him when he went to capture Culloden. I declined politely. If I would rather join the force attacking Grantown, he asked. Again, I declined politely. In that case, would I stay here and keep his consort entertained. She was much distressed when you ran off the other day. I shuddered, and said nothing. But the beast read my thoughts like an open book, and reacted the same as if I had shouted them. A crazy, cannibalistic bitch, he repeated, whose very presence is a scourge on this world? Yes, he spoke, she is quite something, isn't she?


More recruits come down from the mountains to join your forces. Another group of Beastmen, more skeletal warriors, a third black dragon, and several ghouls. In addition, you mutate and summon more servants to join your armies, and your followers arm themselves and build twisted catapults to complement your armies.

At the Church of the Flames of Madness, Balthanor and his young apprentice arrive, and use the circles to call through cultists from Barrspring. This time, you are not so lucky, and the circles fail several times, showering the chambers in which they stand with a splattering of gore. The acolytes forge themselves goggles for future circle-usage after one of them has their eye put out by a shard of bone.
Balthanor's apprentice quickly picks up both advanced wizardry and necromancy, far outclassing the other Acolytes, and aiding Balthanor to record his knowledge in the library.
After several weeks of fruitless research, a means is developed of creating more powerful wards, which the acolytes quickly employ to fortify the asylum.

After a few weeks of preparations, your armies are ready. Your civilian followers stay behind, to tend the fields, forge weapons, build ever taller walls and towers. Dal'Kahh leads his forces east, down the river Barr, on a slow march to Grantown, conquering all the villages in his way. You gather your flying forces and head south, passing between tall mountain ranges where the snow never melts, until you reach the valley of the river Ian, a tributary of the Barr. You alight on a mountain on the western side of the valley, and look upon it. Heather-covered hills, some dusted with the first snow of the year, dotted with the occasional village, roamed by herds of highland cows. On the eastern side of the valley, the town of Culloden huddles against the mountainside, high stone walls surrounding a hefty keep built into the mountain itself.
Dal'Kahh will take care of Grantown. You should deal with Culloden by
-Corrupting the valley, causing chaos throughout, then invading the town when the garrison is busy.
-Slowly corrupting the minds of the citizens, until the town joins you willingly
-Flying into town and killing all who stand against you.


Ayup. Well, so much for the 'complete revamp'. I've just cut out a bunch of information which wasn't really relevant anymore.

Name: Krlnkir Yrlvnt
Physical might: 110 (-5: Leakage)(+5 Sacrifice)
Mental might: 120 (-5: Leakage)(+5 Worship)
Other: Corrupter.

Demonic Realm: Akataki and Barrspring. 2000 Peons. Provides 70 Resources per week. +5 Physical Might/week +5 Mental Might/week
  Resources: 598 -30 Catapults -36 Arming Sintaurs -16 Arming Cultists -140 Infrastructure
  Defences: Considerable.

Demonic Armies: 200 Armed Cultists, 15 Sergeants, 250 Armed Zombies, 80 Skeletal Warriors, 5 Amberärsh Packs, 15 Giant Rat Packs, 70 Spectres, 45 Beastmen, 32 Armoured Sintaurs, 23 Ghouls, 4 Armoured Baneghouls, 3 Black Dragons, 8 Water Elementals, 8 Air Elementals, 5 Fire Elementals, 29 Red Imps, 15 Black Imps, 5 Catapults)
  Army One: Lead by Dal'Kahh
    200 Armed Cultists, 15 Sergeants, 250 Armed Zombies, 80 Skeletal Warriors, 20 Spectres, 45 Beastmen, 32 Armoured Sintaurs, 23 Ghouls, 4 Armoured Baneghouls, 8 Water Elementals, 15 Black Imps, 5 Catapults.
  Army Two: Lead by Krlnkir Yrlvnt
    50 Spectres, 3 Black Dragons, 8 Air Elementals, 5 Fire Elementals, 29 Red Imps

Cults:
  The Mad Flames: Low organisation. 43 Cultists in the Church of the Flames of Madness. Led by Balthanor the Necromancer
    Power Level: 13 -12 Research
    Resources: 4 (+1/week)
    Cultists: 21 Cultists, 21 Acolytes, 1 Experienced Cultist

  Followers of the Tall Man. Very high organisation. 48 cultists in six locations; Dragonsnest, Greywinde, Port Hope, Goldhall, Easthall and Narsis.
    Power Level: 8 -3 Recruitment
    Resources: 0
    Cultists: 48 Cultists
    Locations: Dragonsnest, Greywinde, Port Hope, Goldhall, Easthall and Narsis: 8 Cultists each

  Missionaries of the Alternate Faith. High organisation. 9 members in two locations.
    Power Level: 1 -1 Recruitment
    Locations: Noragan (6 cultists), Sal'Sarrin (3 Cultists)

Champions:
  Alyshtr Yrlvnt: Half-demon. 3 months old.
    Physical Might: 0.5 (note: in an emergency, her demonic powers would protect her)
    Mental Might: 2
    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: -1 (Rebellious)
    Mental Might: 0 (Rebellious)
    Other: Planning and executing futile escape attempts to take his mind off of the hopelessness of his situation.
  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). Dark Wards (30). 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 a host of information on both Magic and Necromancy, enabling Acolytes to be upgraded to Experienced Cultists.
    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. Balthanor's Dark Crystal powers the circles.
« Last Edit: February 06, 2012, 09:12:49 pm by NUKE9.13 »
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mcclay

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #871 on: February 05, 2012, 03:09:16 pm »

-Flying into town and killing all who stand against you
The time for secrecy is over, we must destroy out enimes.
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Karakzon

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #872 on: February 05, 2012, 03:14:30 pm »

-Flying into town and killing all who stand against you
The time for secrecy is over, we must destroy out enimes.

wede be better off corupting the place. more soldiers and resources see?

and since were about 20x stronger than any mortal mind, we can just dissolve their will and faith untill their ours over the course of a couple of days, easily.

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Ukrainian Ranger

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #873 on: February 05, 2012, 03:17:31 pm »

I'd say a surprise night atack in a Dragon form, huge dragon, bot like this 3 small ones

This town is pretty isolated, so it is not very useful  for our realm
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Karakzon

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #874 on: February 05, 2012, 03:22:37 pm »

I'd say a surprise night atack in a Dragon form, huge dragon, bot like this 3 small ones

This town is pretty isolated, so it is not very useful  for our realm

does mean we dont have to spend resources protecting them though. and when we get a place further downstream were it meets up with all the other streams to form the river, we can just shove resources on a barge and send it down. It provides and we dont have to spend much effort in maintaining it wile also granting us some worship. If it was a place on our warpath then ide be all for the go in and butcher them all.
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kaian-a-coel

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #875 on: February 05, 2012, 03:39:26 pm »

If it's completely useless for us, maybe we could use it as a bait?
Corruption followed by brutal assault. Let villagers flee after showing them how merciless and cruel you are. Screams of agony should fill hte lands, and deads should walk.
Hopefully some people will come to purge the place. And we will ambush those lawful-good shinies and brutally murder the shit out of them. If no one come, well, all this demonhood demonstrations will bring us some power at least.

I support the night-attack in dragonform. Deathwing power! :P
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mcclay

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #876 on: February 05, 2012, 03:47:41 pm »

slaughtering/enslaving all of them expect for one might be better.
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Ukrainian Ranger

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #877 on: February 05, 2012, 04:07:26 pm »

For me, this attack is simply a way to destroy some possible reinforcements of the enemy

So....

The battle plan

1) Wait for night, attack the town in a huge dragon form, kill\destoy everything you see
2) Meanwhile your army rampage through countryside
3) In and after combat raise fallen citizens as wild zombies, yes, don't even bother to control them. Also raise wild skeletons\specters from local cemeteries. Don't spend any power on controlling them, too
4) Summon new flying monsters from all the resulting evil (Red imps and Air elementals by default, But I'd like to see some more interesting ideas, maybe enslaving and corrupting local birds?)

In the end we'll get a nicely corrupted territory filled with wild undeads, improve our army and will be  ready to go help main force\destroy another mountainous city, without spending much time
« Last Edit: February 05, 2012, 04:09:41 pm by Ukrainian Ranger »
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JackOSpades

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #878 on: February 05, 2012, 05:00:01 pm »

In our revamp we seem to have lost all information about our fortresses at Barrspring and Akataki, or is that because our forces have grown overlarge and we don't have a champion there to keep track of them?

as for the attack I'm for flying down and demanding compliance in our giant Godzilla Balrog Cthulhu form.
and/or murderizing anyone who laughs at us this time.

-tell the "guardsman" that he can "save" far more Lives by working for us and convincing people to join willingly rather than the wholesale slaughters we've been "forced" to employ. (if we're going for a lawful-evil dark knight with him.)

Koliup

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #879 on: February 05, 2012, 05:06:28 pm »

4) Summon new flying monsters from all the resulting evil (Red imps and Air elementals by default, But I'd like to see some more interesting ideas, maybe enslaving and corrupting local birds?)
We could make harpies. But.. meh.
An idea for a new flying unit: Collect a bunch of flesh, then use the flesh to create a small zeppelin. Which has four long limbs coming from its cabin area, each one ending in hands. It can shoot fire from the cabin area.
You know, I'm gonna be honest, my brain is not working today.
One last try: We take a live body, and elongate the fingers, while spacing them out more, so as to create 'wings', then we buff up the muscle mass so this horrible thing may take flight(adding an extremely-hot air bladder inside). Then we'd grant it the ability to spit fire.
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NUKE9.13

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #880 on: February 05, 2012, 07:37:56 pm »

Alright folks can we get a consensus?
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Ukrainian Ranger

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #881 on: February 05, 2012, 07:44:49 pm »

Nuke I understand why you removed Akataki and Barrspring as fortresses, because soon we'll have many fortresses and you can't keep track on them all, but I think that either Akataki or Barrspring  should return as a new entry in the stats: capital, because it was very fun to build and expand THE DARK FORTRESS, at least for me.
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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. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #882 on: February 05, 2012, 07:53:09 pm »

Oh, they're still things. If they become relevant again they will pop up. But I just don't want to have to track exactly how much % of the -slightly improved stone walls- your 78.5 cultists have built every single update.
Barrspring and Akataki can take care of themselves. Any resources you don't use, they will spend on improving infrastructure and building defences. Should you return to Barrspring in a few years time, you may find the entire place transformed into a single dark factory, the mines expanded so much the Black Imps are screaming that if they dig any deeper they will encounter demons, then pausing for a moment to think about what they just said, then digging twice as hard.

I will only keep track of stand-alone fortresses, fortresses which you are actively inhabiting/improving, or fortresses which are being besieged.
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Armok

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #883 on: February 05, 2012, 07:59:04 pm »

Maybe track Important Buildings? Just ones that are finished, and no changing stats, just copy-paste except when they are modified in qualitative ways. What place they're in could be just a paranthetical. And this would work for things like ships to.
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Ukrainian Ranger

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #884 on: February 05, 2012, 08:09:16 pm »

Oh, they're still things. If they become relevant again they will pop up. But I just don't want to have to track exactly how much % of the -slightly improved stone walls- your 78.5 cultists have built every single update.
Oh, I see, no more that telepating thing? You may send a generic orders like go - conquer that place? Or start building ships. To make exact changes, detailed plans you need to be at the place and take part in the action? Good. In that way champions and local organizations are way more important
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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.
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