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Author Topic: Demonhood 2 -Number of giant minions lost: between 0 and 3-  (Read 144354 times)

hachnslay

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Re: Demonhood 2 -Number of mayors converted: One-
« Reply #870 on: January 25, 2017, 02:21:17 pm »

All right, all right. It seems that everyone is on board with the super evil plan to... throw a rock.
:/
Heh heh heh. Let's see what happens.
i kinda wish we had 1M physical might and would break mundane physics with a relativistic baseball ... sooon...
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NUKE9.13

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Re: Demonhood 2 -Number of mayors converted: One-
« Reply #871 on: January 25, 2017, 05:20:26 pm »

Previous Update (The defiance of Ginkozan) | This Update (Throw a rock at it) | Next Update (Burnt Silver)


Regarding our cultist enclave in the capital:

Cult Name: The Arms of He Who Beckons (to complement our overarching finger theme)

Form a martial cult that reveres Nokluvgn as a source of strength, willpower, and martial prowess. I'm picturing it would function similarly to Greco-Roman mystery cults. Where the New Way rewards cultists by amplifying the satisfaction gained from hedonisim, members of this cult would be able to access more of their muscle strength before injuring themselves, slightly hightened reflexes, and higher resilience to organ damage/blood-loss.

Inductees of the The Arms of He Who Beckons will (where possible) adorn their armour with the following symbol: The upper half of a ring bisected by a sword. The half-ring symbolizes the sun and Good, and the sword represents the violent anger of Nokluvgn's chosen. Having a symbol for the cult allows members to recognize other members, and seeing an "exclusive club" will make non-members (in the military) want to join.

Cult Action: Display military excellence and valour, recruit when possible.
Throw a rock from a safe distance


You stride into the village yourself, flanked by your other forces. The priest notices you and aims his staff in your direction, causing you to feel somewhat uncomfortable. The wights hiss in displeasure as their mounts shift nervously beneath them. You tower over the villagers, but the priest rallies them, inspiring them to stand defiant.
So you decide to get rid of him.
You grab a handful of house and tear off a chunk of masonry. You heft it over your head and lob it in his direction. He sees it coming, but stands motionless- either paralysed with fear, or confident that his god will protect him. Either way, his life is forfeit. There is some sort of fizzle, but the airborne masonry has no difficulty in crushing his skull.
The death of their priest strikes fear in the heart of the villagers, and several break ranks and flee. You direct your wights to run them down, whilst mentally ordering your zombies to redouble their attack. The tide starts to turn, especially when you wade into the fray yourself. Your wights run down almost everyone who flees... although a few slip through the cracks. Malkus asks you if they should focus on catching them, or let them escape. You respond that
-Letting them go will spread fear throughout the region.
-You don't want people to have a clear picture of what is happening to these villages.

Meanwhile, the battle between the zombies and villagers rages on. The villagers fight with the desperation of the doomed, the zombies with the unthinking devotion of the dead. And you wade through it all, swinging bladed fingers through the crowd, slicing people to pieces. The ground turns to crimson mud as the fight continues. It seems as if the two forces are evenly matched, especially when one of the villagers picks up the priest's staff and starts waving it around. He wields it clumsily, but it still manages to cause the undead to falter for long enough for the living to catch their breath, giving them the edge they need to swing a farm implement through a long-dead skull.
Then the dead start to rise again. You direct the energy from the death and destruction into the corpses littering the village, who lurch into battle. Unfortunately, they are not under your control, so they attack both sides at random, but the mere sight of their former friends standing against them causes many more villagers to break ranks, running straight into the waiting fangs and blades of your elite forces.

Within half an hour, the village is quiet, but for the rasping of the undead. The dead are raised or converted to your cause. The priest's staff turns out to be made of silver- and several villagers possess silver jewellery. Not huge amounts, but far more than one would expect of peasants (which is to say, any at all). The mere presence of this metal causes you and your minions discomfort, therefore you decide to
-Bury it outside the village. Out of sight, out of mind.
-Have Malkus (who is mostly unaffected) collect it all and sell it.
-Try to corrupt the metal somehow.

The village is littered with evidence of battle. You use the residual evil to raise some skeletons from the graveyard, but there is not enough to raise the mangled bodies and destroyed zombies. You take the remaining corpses and
-Put them on display, as a warning to anyone who passes through the village, spreading fear amongst the people.
-Burn them, disguising (to some degree) the fate of Ginkozan.
-Use some of your own power to raise the corpses as skeletons.

After finishing up in Ginkozan, you choose where to go next;
-North, to continue razing sparsely distributed hamlets.
-South, to start attacking larger villages.
-East, deeper into the mountains.
-West, to go back to Fozdoch.




Not much happening this update, really. Well, they can't all be winners.


Name: Nokluvgn
Age: 9 months
Physical might: 52 (+3 p/w: province-wide suffering)(-1: Leakage)
Mental might: 57 (+3 p/w: province-wide suffering)(+3: Worship)(-1: Leakage)
Followers:272 (159 cultists, 7 magically trained cultists, 22 Nails, 28 Nails (armed), 1 Finger (heavily armed), 40 mercenaries (armed), 3 Lesser Wordbearers, 4 Wordbearers, 2 trained Wordbearers (armed), 7 knights (heavily armed), 1 Mayor (lesser Wordbearer), 1 Duke)
Slaves: 18 (4 priests, 1 high priest, 7 guards (armed), 6 captives)
Servants: 133 (8 Brutewolves, 3 Smokewraiths, 15 spectres, 4 giant-rat-packs, 10 black imps, 4 ultraviolet imps, 18 skeletons, 4 Hollow Remnants, 3 fungal druids, 84 zombies, 3 Klrntvs, 8 Wights)

Cults:
  The New Way: Medium organization. 222 members (109 cultists, 7 magically trained cultists, 16 Nails, 34 Nails (armed), 1 Finger (heavily armed), 40 mercenaries (armed), 3 Lesser Wordbearers, 4 Wordbearers, 2 trained Wordbearers (armed), 5 knights (heavily armed), 1 Mayor (lesser Wordbearer), 1 Duke)
   Slaves: 18 (4 priests, 1 high priest, 7 guards (armed), 6 captives)
   Power level: 24 (15 used)
     Of which: 3 spent recruiting, 3 spent worshipping, 3 spent converting engineers at the mine, 3 spent arming Nails, 3 spent training new acolytes (3/12)
     Secrecy estimate: (somewhat risky)
   Resources: 1028 (+40 p/week: Duke's income)(+3: Copper mines)(-6: arming cultists)
   Locations: Nuulyd: Merchant & town council & jail connections. Mayor converted.
     Castle Brylib: Court connections+.
     Oegorda: Nokluvgn may have been detected here. No wizards to be found.
     Fözdoch Province (misc): No special features.
   Other: Conversion of the mining engineers goes well this week. Alice starts arming the unarmed Nails, and Mischa starts training more acolytes.

  The Arms of He Who Beckons: Medium Organisation. 50 members (50 cultists)
   Power level: 7 (4 used)
     Of which: 3 spent on extra training to stand out, 1 spent recruiting.
   Resources: 0
   Locations: Army camp near the capital. Divided amongst several units of trainees.
   Other: Your cultists are busy with their training most of the time, but nevertheless use much of their free time to do even more training amongst themselves. They also start looking around for potential converts amongst their fellow recruits.

Champions:
  Mischa Alwiz: The Duke's 'loyal' companion, now corrupted by the allure of evil.
    Physical Might: 2 (+1: the Vessel)
    Mental Might: 12 (+5: the Vessel)
    Knowledge: Magic, adequate Necromancy.
    Possessions: Grey imp (knowledge of human & demonic magic, disguised as a crow), the Vessel (An urn containing 100 souls and a chunk of Nokluvgn's essence; +1 physical and +5 mental, enhances spell-casting stamina. Large and unwieldy, requires knowledge of Necromancy to use)
    Other: Starts training 6 cultists and 2 Wordbearers in magic.

  Malkus Rom: The captain of the mercenaries in the Duke's employ, he proved an especially eager convert, requiring only the most minor of rewards before pledging his loyalty to you.
    Physical Might: 9 (+2: Devil-horse)
    Mental Might: 2
    Knowledge: Competent Tactics.
    Possessions: Devil-horse (A huge black horse with demonic strength and intellect; +2 physical strength, greatly increased mobility)
    Other: Aids the wights in running down fleeing villagers.

  "Kate": A female Wordbearer, trained in combat and magic and provided with arms and armour, now the vessel for your demonic offspring.
     Physical Might: 6
     Mental Might: 5
     Knowledge: Adequate Mesmerism, basic Magic.
     Other: 2.5/9(?) months pregnant. Oversees recruitment efforts in Nuulyd.

  Demon-Brutewolf offspring: 1.25/2(?) months to birth
     Physical Might: ?
     Mental Might: ?
     Other: The mother is starting to become less mobile. She won't be much use as a mount soon.

Fortresses:
  Fellshore: Was a small fishing village nestled between a small lake and a forest (with mountains not so far in the distance), it has now been razed. It is undermined with many tunnels and chambers forming a twisted maze, lit with smoky torches, where the shadows form strange shapes in the corner of your eyes.
    Smallish labyrinth (10, increases secrecy)(being upgraded to Medium Labyrinth 56/200), Crude wall (construction halted. Defence value of 5. 32/100)
    Hidden altar: A suitable place to sacrifice to you and praise your dark name.

  Copper Mine: A recently reopened mine. The engineers recruited by the Duke are not yet converted (4/10 converted)
    Copper Veins: Generates income (5 resources p/w) if fully staffed (requires 100 workers and 10 overseers)(currently at 70 workers and 10 overseers, generating 3 r p/w)
« Last Edit: January 26, 2017, 06:56:18 pm by NUKE9.13 »
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S34N1C

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Re: Demonhood 2 -Number of demonic rocks thrown: One-
« Reply #872 on: January 25, 2017, 05:35:34 pm »

I really didn't expect the whole "throw a rock" thing would work.
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Egan_BW

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Re: Demonhood 2 -Number of demonic rocks thrown: One-
« Reply #873 on: January 25, 2017, 05:39:35 pm »

Turns out that throwing a rock with the strength of 52 men is pretty deadly?
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Puppyguard

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Re: Demonhood 2 -Number of demonic rocks thrown: One-
« Reply #874 on: January 25, 2017, 05:54:15 pm »

Kill the escaping villagers, let's try to make them think there are some kind of raiders.
Burn the bodies, let's try to keep this quiet.
Try to corrupt the silver with the burning bodies, turning it into Burnt Silver
Let's keep raiding the smaller villages northwards. We need a bigger horde of zombies without losing too many.
THEN we can move onto the larger villages.
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S34N1C

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Re: Demonhood 2 -Number of demonic rocks thrown: One-
« Reply #875 on: January 25, 2017, 05:58:31 pm »

Turns out that throwing a rock with the strength of 52 men is pretty deadly?
I guess so  :P
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Comatose

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Re: Demonhood 2 -Number of demonic rocks thrown: One-
« Reply #876 on: January 25, 2017, 06:22:43 pm »

Kill the escaping villagers, let's try to make them think there are some kind of raiders.
Burn the bodies, let's try to keep this quiet.
Try to corrupt the silver with the burning bodies, turning it into Burnt Silver
Let's keep raiding the smaller villages northwards. We need a bigger horde of zombies without losing too many.
THEN we can move onto the larger villages.
+1 we want to keep mobile and use the fog of war to our advantage. Without many reliable witnesses, this'll look like a raid or some military incursion. Don't set off the DEMON alarms until it is necessary.
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omada

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Re: Demonhood 2 -Number of demonic rocks thrown: One-
« Reply #877 on: January 25, 2017, 06:51:58 pm »

Kill the escaping villagers, let's try to make them think there are some kind of raiders.
Burn the bodies, let's try to keep this quiet.
Try to corrupt the silver with the burning bodies, turning it into Burnt Silver
Let's keep raiding the smaller villages northwards. We need a bigger horde of zombies without losing too many.
THEN we can move onto the larger villages.
+1 we want to keep mobile and use the fog of war to our advantage. Without many reliable witnesses, this'll look like a raid or some military incursion. Don't set off the DEMON alarms until it is necessary.

+1 Soon the Wolf will have to give birth, there we can protect her and with weaker villages we can TORTURE AND EAT some to raise our stats without having a chance of them escaping, maybe even playing a little with them in the middle of the battle, make they lock themselves in the buildings and don't let them sleep for three days knocking the doors till the building falls on their head or they succumb to madness.


Come on, we came here to get physical and mental might right?
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Urist Mc Dwarf

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Re: Demonhood 2 -Number of demonic rocks thrown: One-
« Reply #878 on: January 25, 2017, 07:50:12 pm »

Kill the escaping villagers, let's try to make them think there are some kind of raiders.
Burn the bodies, let's try to keep this quiet.
Try to corrupt the silver with the burning bodies, turning it into Burnt Silver
Let's keep raiding the smaller villages northwards. We need a bigger horde of zombies without losing too many.
THEN we can move onto the larger villages.
+1 we want to keep mobile and use the fog of war to our advantage. Without many reliable witnesses, this'll look like a raid or some military incursion. Don't set off the DEMON alarms until it is necessary.
+1

+1 Soon the Wolf will have to give birth, there we can protect her and with weaker villages we can TORTURE AND EAT some to raise our stats without having a chance of them escaping, maybe even playing a little with them in the middle of the battle, make they lock themselves in the buildings and don't let them sleep for three days knocking the doors till the building falls on their head or they succumb to madness.


Come on, we came here to get physical and mental might right?

Ardent Debater

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Re: Demonhood 2 -Number of demonic rocks thrown: One-
« Reply #879 on: January 25, 2017, 10:02:40 pm »

Turns out that throwing a rock with the strength of 52 men is pretty deadly?
I guess so  :P

It not only worked, it's effective and effectively ignores divine wards against Evil. We should make extensive use of rock throwing in the future, at least until we're Evil enough we can hurl eldritch fireballs without a second thought.

Kill the escaping villagers, let's try to make them think there are some kind of raiders.
Burn the bodies, let's try to keep this quiet.
Try to corrupt the silver with the burning bodies, turning it into Burnt Silver
Let's keep raiding the smaller villages northwards. We need a bigger horde of zombies without losing too many.
THEN we can move onto the larger villages.

+1, I support this idea, as it seems the best course of action at the moment.

I have a few ideas concerning the Burnt Silver, it should be black as night in color, later on when we've acquired a large sum of gold to corrupt we should make that crimson.

Aesthetics aside, we should essentially alter the silver's holy properties to be Evil, rather than Good. We will take the priest's staff and corrupt it, and when we return to Fellshore we will give the staff to Mischa as a reward for her diligent service. If the staff is strong enough to cause an undead horde to recoil, once corrupted, it should be quite powerful in the hands of a competent Necromancer.

As for the jewelry, we should shape them into medallions. The medallions will be circular, in the center there will be a flaming hand with clawed fingers and a sinister eye on the palm, surrounded by a ring of demonic smoke. These medallions will be imbued with a slight fraction of our Evil power, allowing its wearer to ward off the forces of Good to some degree, much like silver does to the undead.

We will gift these medallions to our strongest and highest ranking cultists, starting with the Malkus Rom, Mischa, and the Duke, followed by Kate, followed by the most competent acolytes, followed the the most competent warriors, followed the cult rabble, in that order. These medallions are a sign of Nokluvgn's blessing, and when there is no danger of being seen, should be worn openly. If in unconverted  or hostile territory, they are to be worn hidden under clothing.
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VoidSlayer

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Re: Demonhood 2 -Number of demonic rocks thrown: One-
« Reply #880 on: January 25, 2017, 10:41:58 pm »

Why not use the mangled corpses and silver to make some kind of siege weapon golem abomination using some stored evil.

NRDL

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Re: Demonhood 2 -Number of demonic rocks thrown: One-
« Reply #881 on: January 26, 2017, 12:04:54 am »

Kill the escaping villagers, let's try to make them think there are some kind of raiders.
Burn the bodies, let's try to keep this quiet.
Try to corrupt the silver with the burning bodies, turning it into Burnt Silver
Let's keep raiding the smaller villages northwards. We need a bigger horde of zombies without losing too many.
THEN we can move onto the larger villages.

+1
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Strongpoint

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Re: Demonhood 2 -Number of demonic rocks thrown: One-
« Reply #882 on: January 26, 2017, 01:07:34 am »

I  prefer to start doing more and don't go for a full stealth. So far our raid does nothing but add us some undead servants and it is hardly an effective way to spend demon's time. Raiding small helmets will give us few additional dozens of zombies\skeletons and this is... meh
Here is my version of the plan.

Kill the escaping villagers and bring their bodies back to the village for burning in the ritual. If some of them will be alive it is even better.  Let Malkus capture an attractive female(or male we don't judge) for his own physical entertainment and getting warm during long winter nights. Little source of suffering nearby can't hurt [/i]

Burn the bodies. Try to corrupt the silver with the burning bodies, turning it into Burnt Silver. The staff should be converted to an artefact that lets an untrained mortal to command(and maybe raise) undead and gifted to Malkus

Move north to the next isolated helmet and surround it with an undead horde and terrorize it by a combination of starvation, dream attacks, small scale raids of wights and spectres whispering madness. Let them know the name of Noklugvn and let few of them pledge loyalty out of fear and save their lives but not their sanity. When the demon wolf will be born - attack trying to get many prisoners ready to be sacrificed to your newborn child by few half-mad converts and\or Malkus


Malkus deserves a little reward and we should welcome our offspring to the world
« Last Edit: January 26, 2017, 01:10:42 am by Strongpoint »
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NUKE9.13

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Re: Demonhood 2 -Number of demonic rocks thrown: One-
« Reply #883 on: January 26, 2017, 05:18:11 am »

We should make extensive use of rock throwing in the future
No you shouldn't. You really, really shouldn't.
A Demon is in part defined by his pride. Debasing yourself by throwing rocks at things all the time will damage said pride, and in so doing, damage you.

Try to corrupt the silver with the burning bodies, turning it into Burnt Silver
Aesthetics aside, we should essentially alter the silver's holy properties to be Evil, rather than Good. We will take the priest's staff and corrupt it, and when we return to Fellshore we will give the staff to Mischa as a reward for her diligent service. If the staff is strong enough to cause an undead horde to recoil, once corrupted, it should be quite powerful in the hands of a competent Necromancer.
You misunderstand the nature of silver to some degree- but corrupting it should work as intended.
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NRDL

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Re: Demonhood 2 -Number of demonic rocks thrown: One-
« Reply #884 on: January 26, 2017, 05:21:46 am »

We should make extensive use of rock throwing in the future
No you shouldn't. You really, really shouldn't.
A Demon is in part defined by his pride. Debasing yourself by throwing rocks at things all the time will damage said pride, and in so doing, damage you.

Hey, get a big enough rock, and you'll be flinging meteors around. Plenty of pride in that. Wrath of the New God.
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