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Author Topic: Demonhood. -Slumbering for an indeterminate number of Strange Aeons-  (Read 237422 times)

JackOSpades

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #900 on: February 06, 2012, 04:48:03 pm »

consensus is on attacking the town.

as for that massive reorganization... Massive NO.
OCD and demons don't mix well. armies and battles are chaotic by nature, demonic armies even more so. (even if the commanding demon lord is less so.)and half our "troops" don't have the brains for instructions much beyond attack en-mass.

Baneghouls are heavy siege weapons. (basically tanks) while the Sintaurs are calvery (fast, moblie scout and strike units.)

The civilian reorganizing is mostly pointless so long as what we want done gets done why should we care who did it. and gods help them if it doesn't get done ;)

We have more important things on our mind like the subjigation and destruction of humanity.

Armok

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #901 on: February 06, 2012, 05:35:53 pm »

Seconding the repeating crossbow suggestion.
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NUKE9.13

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #902 on: February 06, 2012, 09:11:54 pm »

Previous Update (Krlnkir Yrlvnt flies to Culloden) | This update (Culloden survives) | Next Update (Grantown Falls)

Quote
-Flying into town and killing all who stand against you.
Hey, it worked once, it can work again, right?


Under cover of darkness you move to the mountain overlooking Culloden. From here its defences seem a lot less potent. You can skip the walls, at least. However, you also feel a presence within the town. A virtuous, selfless presence, a mind who thinks only of others, wishing to protect and guide them. Merely brushing against it causes you to flinch- though it only inspires you to hasten the destruction of the town, so that you can eradicate that force of Goodness.

You assume the form of a great dragon. Black wings, with veins of blue fire tracing eldritch runes across their surface, spread out from a central torso the size of a large house. Six legs, each ending in vicious claws, support your head- the head of a dragon, but with scales and flesh falling away to reveal naught but the haunting void beneath. Blue fire burns in your eyes as you let out an earth-shaking roar, half draconian, half demonic, all terrifying.
You plunge down the mountainside as the town below panics, people fleeing for their houses and soldiers desperately trying to grab their equipment. You crash down in the courtyard before the castle, crushing several people beneath your claws, and breath fire in across the city, setting houses ablaze. Again you feel the virtuous presence, this time actively searching for you, trying to stop you. Its efforts are in vain, obviously, but your minions- especially the spectres- are affected quite severely. Only a few spectres manage to join you in the town; the others are swept aside by the overpowering waves of Goodness emanating from within the keep.
Your dragons and elementals pass through the wards, though shaken, and start attacking soldiers and citizens as they run and flee. However soon organised resistance is formed, and the dragons forced to retreat to the rooftops, to shoot fire from a distance, whilst the elementals charge headlong into groups of soldiers wielding consecrated blades, aided by chanting priests, and are quickly dispatched.
The townsfolk are terrified by this invasion- though obviously they were prepared for it, and through numbers and luck and that force of goodness within the keep, they manage to drive off most of your forces.
Ironically, it are the imps- who, affected by the barrier, could barely muster enough energy to fly around- who cause the most dismay. They set fires throughout the city and pull faces at passers by, gibbering in demontongue, driving citizens mad, forcing the guards to deal with both the attackers and the panicking population.

Meanwhile, in the courtyard before the keep, you find yourself facing waves of soldiers, firing arrows dipped in holy water and chanting the names of the gods at you, whilst keeping lose on their feet and fleeing whenever you make to strike back. You kill dozens of them, but suffer many injuries. Eventually you decide that staying is not worth the pain and trouble, and making one last mental assault against the soldiers, you leap into the sky, beating your great wings and calling the retreat.


Come morning, you sit once more upon the mountain opposite the town, picking arrows out of your body and nursing your wounds. Much of your force was slain, and though smoke still rises from a few errant fires, and corpses lie thick in the streets, you can feel the celebrations of the townsfolk from here, for having 'defeated' the great demon. That they dare consider themselves better than you is infuriating- but you must admit, the town is more heavily defended than you anticipated, and well prepared to face a demonic assault. You should leave Culloden for now, and return with a greater force, to teach them the folly of their ways.
So, you
-Fly to Grantown, to make sure Dal'Kahh does not suffer the same humiliation you did.
-Return to Barrspring, and begin preparing a new army at once.
-Rampage through the countryside, so even in their so-called victory these mortals will still have to deal with corruption of their lands.


Hah-ha! You fools! Oh, how fantastic. This is an excellent development, story-wise. Remember, Krlnkir: Mortals may be weak, but there are a lot of them, and there is only one of you. Hubris will be your downfall. ((NOTE: Do not actually remember this as Hubris is an excellent trait for a demon. I am serious. This was the most 'demonic' course of action. That it failed spectacularly does not mean it was wrong.))


Name: Krlnkir Yrlvnt
Physical might: 90 (-20: Injuries)
Mental might: 110 (-10: Injuries)
Other: Corrupter.

Demonic Realm: Akataki and Barrspring. 2000 Peons. Provides 70 Resources per week. +5 Physical Might/week +5 Mental Might/week
  Resources: 98
  Defences: Considerable.

Demonic Armies: 200 Armed Cultists, 15 Sergeants, 250 Armed Zombies, 80 Skeletal Warriors, 5 Amberärsh Packs, 15 Giant Rat Packs, 45 Spectres, 45 Beastmen, 32 Armoured Sintaurs, 23 Ghouls, 4 Armoured Baneghouls, 3 Black Dragons, 8 Water Elementals, 20 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
    25 Spectres, 3 Black Dragons, 20 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
    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
    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
    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 07, 2012, 05:36:22 pm by NUKE9.13 »
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Ukrainian Ranger

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Re: Demonhood. -Cultists gibb'd in teleportation malfunctions: Nine-
« Reply #903 on: February 06, 2012, 09:35:01 pm »

Heh, nice :). We had too many successes. Munchkins are surely sad

Roleplaying wise we just can't leave now, eat their beloved caws, burn their villages, corrupt water, let them starve to death in that damned city.

Use our advantage in mobility to avoid hard fights, it's like war with aviation against someone, who has no effective AA guns (bows and arrows aren't effective).... move from village to village, from helmet to helmet, from field to field, from caravan to caravan, from bridge to bridge, carpet bombing... And create more red imps from all that chaos and destruction, they are ideal for that type of warfare. Also corrupt birds to act like Hitchcock's birds, under our command
« Last Edit: February 06, 2012, 09:56:08 pm by Ukrainian Ranger »
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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.

Elvisdogs

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #904 on: February 06, 2012, 09:58:27 pm »

We should definately check up on our servants in Grantown. Then do some mental probing to learn what exactly is the source of this power. This also shows that we really do need to rely more on mortal armies of cultists down the line with monster as a vanguard/special forces.

Off topic: Sir, I enjoy this game immensely and you are clearly a fanatastic writer. If you can get help, get it. This is a game and not even close in importance to your well-being. I wish you well Nuke.
« Last Edit: February 06, 2012, 10:00:19 pm by Elvisdogs »
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Ukrainian Ranger

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #905 on: February 06, 2012, 10:14:39 pm »

My plan for the next weeks\month: (until something decisive happens at Grantown)

The Realm

Long term orders:
Transfer resources to the CFM (construction material, firewood, small animals, food) : 10 resources per week
Build a tunnel between Akataki and Barrspring mines: at first 1*1 metres, then expand to 2*2 meters, then to 3*3 meters: 30 resources per week
Build slave galleys in Akataki: 10 resources per week
Fortifying: 20 resources per week

The CFM
One time orders:
Design and build an "Amberash furnace" (Basically an automatic Amberash creation machine powered by crystal\Asylum itself: 1)open 2) Put animals 3)put firewood, 4)close 5) light it up 6)wait, 7)open 8)get a fresh amberash pack)
After it finished go on to long term  orders:
1)Operate Amberash furnace: 1 power per week
2)Upgrade Cultists to to Acolytes, upgrade Acolytes to Experienced Cultists: 6 power per week
3)Research new spells: 6 power per week

other cults
Same as before

Dal'Kahh the Avaricious
Command an operation without our interference or aid

Krlnkir Yrlvnt
1) Wage strategical warfare as described in my previous post. Destroy infrastructure, food producing, small settlements, travellers, small squads, avoid really big fights:
Roleplaying wise we just can't leave now, eat their beloved caws, burn their villages, corrupt water, let them starve to death in that damned city.

Use our advantage in mobility to avoid hard fights, it's like war with aviation against someone, who has no effective AA guns (bows and arrows aren't effective).... move from village to village, from helmet to helmet, from field to field, from caravan to caravan, from bridge to bridge, carpet bombing... And create more red imps from all that chaos and destruction, they are ideal for that type of warfare. Also corrupt birds to act like Hitchcock's birds, under our command
2) Carefully learn about that good thing
« Last Edit: February 06, 2012, 10:29:38 pm by Ukrainian Ranger »
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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.

Tiruin

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #906 on: February 06, 2012, 10:32:25 pm »

Knew they would wise up sooner than later. Hah!

It isn't possible to sneak spies in Culloden is it? Their security may become lax due to their victory.

That strange force residing in the Keep piqued my curiosity, we shouldn't attack anywhere near Culloden right now until we have some strategic foothold.
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Ukrainian Ranger

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #907 on: February 06, 2012, 10:40:43 pm »

Knew they would wise up sooner than later. Hah!

It isn't possible to sneak spies in Culloden is it? Their security may become lax due to their victory.

That strange force residing in the Keep piqued my curiosity, we shouldn't attack anywhere near Culloden right now until we have some strategic foothold.
I think it's influence limited to the city, and anyway retreating without revenge is just out if character IMO. We need a rampage, but yes, we shouldn't go closer than 5-10km to the city
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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.

Tiruin

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #908 on: February 06, 2012, 10:44:05 pm »

Retreating without revenge is out of character. Who said we should do it now?

Leave them with their victory, they have earned it. For now, focus everywhere else, Culloden's stocks of supernatural weaponry may have dropped but we need to focus first on our priorities. Not let rage or pride take hold of our actions. Even if we are a demon.
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JackOSpades

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #909 on: February 06, 2012, 10:47:40 pm »

Hmmm maby we can use this? setup an ambush and then land outside a distance from their walls. they beat us once hopefully they'll be overconfident and chase us into the ambush? we can tell the foolish mortals that THAT was our plan all along  :P after all they shouldn't ever be allowed to believe that their "god" (us) could be defeated.

Ukrainian Ranger

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #910 on: February 06, 2012, 10:51:08 pm »

Leave them with their victory, they have earned it. For now, focus everywhere else, Culloden's stocks of supernatural weaponry may have dropped but we need to focus first on our priorities. Not let rage or pride take hold of our actions. Even if we are a demon.
Rage is Krlnkir's second name, IMO. And it's just a funnier way

Besides, when we return they will be much more ready
Besides, We shouldn't go there with our land forces, they should march to the capital, town after town, not trying to figrt in mountanious areas, they are too easy to defend, especially if invading force can be attacked from behind by the main forces
Besides, this town has a nice force and we should do anything possible to not let them send reinforcements to Barrtals main army, destroying infrastructure is the best strategy for this
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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.

Tiruin

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #911 on: February 06, 2012, 10:55:37 pm »

So...can we try to lure them out them by attacking other towns and sending a cultist-messenger-spy to them to warn them? Having heard of their victory?


-Fly to Grantown, to make sure Dal'Kahh does not suffer the same humiliation you did.
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Ukrainian Ranger

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #912 on: February 06, 2012, 11:03:20 pm »

So...can we try to lure them out them by attacking other towns and sending a cultist-messenger-spy to them to warn them? Having heard of their victory?

Luring them out? It's exactly opposite to what we want to do, our goal is to NOT let the enemy to coordinate forces, and you want to encourage this?
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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.

Tiruin

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #913 on: February 06, 2012, 11:08:25 pm »

No, I worded it wrong. Lure them out, meaning weakening their forces while making a distraction in another place. Then we attack the weakened place. Just like baiting a lure, faking an attack using reserve troops. That sort of lure.

Like the preparations of the Battle of Normandy?
« Last Edit: February 06, 2012, 11:10:38 pm by Tiruin »
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Ukrainian Ranger

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Re: Demonhood. -Hasty tactical withdrawals made: One-
« Reply #914 on: February 06, 2012, 11:13:24 pm »

No, I worded it wrong. Lure them out, meaning weakening their forces while making a distraction in another place. Then we attack the weakened place. Just like baiting a lure, faking an attack using reserve troops. That sort of lure.
Attack with what? Surely they'll get ready against another air attack, so it can be only tougher, and they are unacessable via land.
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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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