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Messages - Ardent Debater

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586
Forum Games and Roleplaying / Re: Dragon 2(SG)
« on: January 23, 2017, 07:17:07 am »
Black

587
Move South with maximum speed, leaving lumbering zombies behind with generic order of moving north (add few spectres to the force if it is required to keep Zombie mob from dispersing)  Try to communicate with the wolf-demon

Zombies are nice and everything but we need mobility for our current raiding tactics.

+1 Torture next villager or something so we can get more info about the empire, local religion and another useful stuff. Maybe if we put our hands in an guard we can know how the empires defends itself and exploit it's weakness

Instead of sending the Zombies wandering North aimlessly, let's just leave them standing in the ruins of the hamlet. If we don't there's a decent chance they'll run into another hamlet they aren't able to overwhelm, or worse, a military detachment.

We can retrieve the Zombies later, right now there are too few of them to pose a major threat to any settlements. I think once we've gathered a large enough horde, we make a few Hollow Remnants out of the strongest and largest skeletons to lead the horde. The wights will be out our personal bodyguards.

Let's raid and burn a few dozen Southern villages and reanimate the dead, sending the Zombies and skeletons ambling North to the hamlet, until we've got a horde of at least 500.

We should make sure we leave false evidence at the ruins to make it seem like a group of Necromancers and an undead horde were responsible for the crime, to deflect suspicion from ourselves.

588
Lesser Wordbearers
Teach Kate and Mischa how to mutate other humans in Lesser Wordbearers. Lesser Worbearers are similar to Wordbearers but noticeably weaker because they are created by pathetic mortal magic

The ritual
Kidnap the rich folk, their families and prisoners who do not want to convert.  Use all our subterfuge assets to do this, smokewraiths and ultraviolet imps, oversee the kidnapping ourselves and our cultists.  Use them to complete the ritual.  If we need more people kidnap more people from the streets and\or make some prisoners 'disappear' from the prison

Re-organization of the cult
Create an unholy parliament of 5 called Nokluvgn's hand. Current members will be Mischa, Kate, Winner of the tournament(Alice?), and the Duke
Inform the cult that you are leaving for few months and form a clear chain of command  Nokluvgn's hand >Wordbearers>Lesser Wordbearers>Cultists>Slaves.

Mischa is responsible for magical training, making magical artefacts, maintaining control over imps and undeads
Kate is responsible for recruiting new members.
Former priest is responsible for construction of new underground temple and organizing regular worship of Nokluvgn.
Winner of the tournament is responsible for training and security.
Duke is responsible for getting resources.

Each of them receives control of roughly 1\8 of cult's power with 3\8 being left for living usual lives.

Nokluvgn+Malkus
Assemble a small and sneaky but deadly force composed of 10 spectres, 8 wights riding brutewolves, Malkus on his horse and the demon himself. Stealthy cross the border with Tokzoku Empire, go relatively deep in their territory, attack a village, kill everyone, raise villagers(including long dead ones in cemetery)  as low-level undeads and move to attack another village. Repeat few times till we have a respectable undead army and\or attract attention of someone powerful, then decide what to do next .
______________________________

Five leaders is almost as good as 3, and we have enough leaders to appoint. Malkus is not one of five because he is going with us. Later he may be appointed to this position. I kinda expect that those five will not b set in stone with our children or future powerful converts taking the position.

+1, if the Lesser Wordbearers do well, we'll give them the opportunity to become Sacred Wordbearers.

589
Forum Games and Roleplaying / Re: You are a Warhammer 40k Cultist! (SG)
« on: January 20, 2017, 10:44:58 am »
Is this thread dead?

590
Forum Games and Roleplaying / Re: You are a Warhammer 40k Cultist! (SG)
« on: January 19, 2017, 10:21:41 pm »
When you left the Adeptus Mechanicus, you brought a stockpile of high quality metal and machine components with you, as well as a set of Advanced Machine Tools.

Unlike most of the Adeptus Mechanicus, your flesh is largely unaltered. That said, you do possess a few cybernetic augmentations. You have two mechanical tendrils on your back, thicker and longer than your arms, ending in three pieces for gripping. They are useful for moving things, combat, and moving yourself, though they are largely unable to perform more delicate tasks.

In addition, one of your eyes has been augmented, giving us quicker reactions and better accuracy. It is a rather obvious augmentation, appearing to be a red lens contained in a plasteel bracket.

It is a humble start indeed, but Tzeentch willing, you shall prevail.

When you left the Imperial Vessel, you briefly considered going to a large city, but decided you'd be better off going to an isolated village instead.

[1d20=1]

Spoiler (click to show/hide)

In your search for a suitable village, you discovered the following:

- The Ecclesiarchy and the Redemptionist Cult both have a huge presence in the world. Mutants and Psykers are purged on sight, and even vague rumors of them are thoroughly investigated.

- Nantak hasn't yet discovered gunpowder, offworld technology is ridiculously rare, expensive, and borderline mythical.

- Nantak is fragmented into hundreds of feuding petty kingdoms and city-states, and are embroiled in an enormous and bloody three-way war, with dozens of small factions looking to profit from the conflict.

- The Planetary Governor is leading one of the three major factions, and wants to directly rule the world as one kingdom, rather than just collect taxes. He has access to offworld technology, and is waging a highly successful campaign despite his low manpower because of it.

- A series of year-long famines and horrible plagues have caused many peasants to lose faith in the Emperor and fall to despair. The bloody and senseless war that has been going on for decades has caused many peasants to become enraged with the nobility.

- Several heretical Khornate and Nurglite Cults have stopped hiding themselves, and have gone on the warpath. They are spreading like wildfire and are rapidly conquering large swathes of the world. Due to the war, none of the powers that be are able to put up a united resistance against them. Supposedly, they are made up of hordes of crazed fanatics, but are led by a few highly mutated aspiring Chaos Lords.

- Redemptionist hordes are roaming the countryside burning and slaughtering villages even rumored to be associated with Chaos, inspiring more and more formerly faithful peasants to turn to Chaos for revenge.

- Anarchy is widespread, and Banditry and the Mercenary business are on the rise, with hordes of possibly heretical Bandits roaming the countryside looting and pillaging.

- All in all, there is much looting, pillaging, senseless violence, and vile heresy going on. The Planetary Governor may or may not have asked a Space Marine Chapter for aid for dealing with the "heretics" and actual heretics, that Space Marine Chapter may or may not be due to arrive within half a year. It may or may not be wise to avoid them at all costs if and when they arrive.

- No one ever said worshiping Tzeentch would be easy.


You barely managed to evade little over a dozen roaming armies and Redemptionist hordes in only a week of travel, and began to ponder the feasability of stowing away on another vessel when you found what you were looking for.

Ikir's Hand, named after a lesser Imperial Saint who supposedly lost his hand were the village was built. It's nestled in a secluded mountain valley on the border of Teht, a minor kingdom in the far north which hasn't seen much combat, apart from Khornate raiders from the south, violent bands of pillagers, and hordes of fanatical zealots ravaging across the region.

Irik's Hand has a population of nearly 80 individuals, though several young men are missing, having been drafted to fight. The people here are frightened and resentful towards outsiders, and notably impious, lacking a shrine to the Emperor. They make the majority of their income from farming, recently they've constructed a makeshift palisade and shallow moat around the outskirts of the village. According to what you've heard, the tax collector isn't due for at least three months.

This is an excellent place to start, but, how should you go about guiding these unenlightened primitives to the Truth of Tzeentch?

Spoiler:  Cult (click to show/hide)

591
Forum Games and Roleplaying / Re: You are a Warhammer 40k Cultist! (SG)
« on: January 17, 2017, 11:45:46 am »

C.
We brought metals and components, as well as basic tools.

Our body has augmentations and upgrades, though they are not as numerous as many other techpriests'. We have two mechanical tendrils on our back, thicker and longer than our arms, ending in three pieces for gripping. Useful for moving things, combat, and moving.
 One of our eyes has been augmented, giving us quicker reactions and better accuracy.
B rather than C, +1 to the rest.

A location consensus hasn't been reached, so I'm bumping the thread.

592
Forum Games and Roleplaying / You are a Warhammer 40k Cultist! (SG)
« on: January 16, 2017, 09:22:41 pm »
You are Xernathestas, Corrupt Techpriest! You were born on the Forge World Urania 5, and as long as you can remember, you've had an all-consuming, passionate obsession with technology. Given your natural intelligence, sheer talent, strict work-ethic, and burning ambition as a child, it was only a matter of time before you were inducted into the seclusive ranks of the Adeptus Mechanicus. You soon learned the secrets of the Imperium's archaic technology, and were put to work constructing weapons and heavy vehicles for the Imperial Guard, were you thrived.

Each and every piece of technology, from the majestic Baneblade to lowly Lasgun enamored you. You loved to take them apart and see how they worked more than anything else. While your fellows muttered prayers to the Omnissiah, you pored over ancient tomes, while they lit candles, you built engines, while they spoke empty words, you gained understanding.

At first, you blindly followed the lies of the Adeptus Mechanicus, you paid heed to their Omnissiah like the they did. But then, you began to think. And with thought, came questions. Why keep the holy gifts of knowledge secret from all others? Why refuse to look upon the work of the revered ancestors, and improve it to better serve Man? Why do they follow foolhardy superstition when they can teach? Why wallow in wretched stagnation? Why refuse to advance, to Change? Why deny the Imperium the Hope of technology? Why?

These haunted you, when one night something came to you in a dream. A being of pure Knowledge, Hope and Change, it showed you the answers. The Adeptus Mechanicus was wretched, and false, dead and decaying, and the Imperium of Man was no different. It showed you countless trillions of men and women, starving, diseased, enslaved to false religion, all worshiping the Emperor's corpse upon his Throne. Each and every word it spoke reverberated through your very being, and it was then that you realized the TRUTH!

The Emperor Of Man was no more than a charlatan, a liar, and a long-dead corpse! The Imperium Of Man a shallow edifice of what it could be, and a shadow of what it once was! The only way, the only purpose worth living for, is to destroy it all, to cleanse its foundation of stagnation and ignorance with fiery promethium, so that a new Imperium might rise from its ashes, and a new Golden Age for Mankind be ushered in!

At this revelation, you wept tears of passionate mourning and righteous hatred, and realized that you'd been living a lie. You did not weep long, before you realized that only the being who was wise enough to enlighten you was worthy of your undying servitude, and you asked it for its name. It replied with one thunderous word of such power, it burned itself into your very soul.

"TZEENTCH."

You felt as if you had awakened, all of a sudden, you felt what lay beyond the Materium, and knew it to be the truth!

Xernathestas has gained a Trait!

The Mark Of Tzeentch: The Spark of Sorcery, granted by Tzeentch! On its own, it does nothing, but it opens the way for untold arcane power!


When you realized the Holy Truth of the Immatterium, you swore eternal devotion to Tzeentch on the spot, and begged him to tell you what to do, to which he replied:

"SPREAD CHAOS, AND MORE YET SHALL COME."

When you woke from your dream, you remembered every detail of your vision in perfect clarity, and when you saw the Mark Of Tzeentch branded into your chest, you knew without a doubt that it was true. You wasted no time, you gathered what you could carry, rigged your chambers to explode upon entry, and left without looking back. You found a Cargo Freighter headed to Nantak to collect the Imperial Tithe, primitive, and superstitious, far, far from prying any Imperial eyes and the meddling Mechanicus, absolutely perfect for your intentions. You stowed away on the vessel, its crude anti-intrusion systems no match for your technological prowess, and you waited.

Almost three months of total solitude, spent praying to Tzeentch for guidance, the vessel left the Warp, having arrived at Nantak. It's a small temperate planet, with a low population and even lower level of technology, it is divided into dozens of constantly feuding Feudal kingdoms, all supposedly under the Planetary Governor's authority.

You slipped away without a trace, and traveled to,

A) The harsh vast frontiers of the untamed wilderness.
B) A quaint, isolated village on the outskirts of a minor kingdom.
C) A crowded and bustling major trade city.

When you left the Adeptus Mechanicus, what did you take with you?

While you were with the Adeptus Mechanicus, how extensively was your bodily flesh merged with cold, efficient machine, and in what ways?

593
Forum Games and Roleplaying / Re: Demonhood 2 -Disappointment-
« on: January 16, 2017, 07:30:26 pm »
The 10ebbor10 + Strongpoint plan sounds nice, +1

+1

594
Forum Games and Roleplaying / Re: What would you do game
« on: January 16, 2017, 09:30:44 am »
Call the ambulance, because a few hundred pounds of concrete has just collapsed on me.

What would you do if a clown defecated in the front seat of your vehicle?

595
Forum Games and Roleplaying / Re: You are a Warhammer 40k Cultist! (SG)
« on: January 16, 2017, 09:28:46 am »
Bumping for Chaos.

596
Forum Games and Roleplaying / Re: You are a Warhammer 40k Cultist! (SG)
« on: January 15, 2017, 10:15:10 pm »
This thread is getting more traffic than I thought it would. The first character suggestion to reach 10 votes will or whichever has the most votes when roughly 24 hours have passed become the protagonist.

Our name is Flur Torian.
C) We hid from the black fleet
C) To overcome our weakness we sought the chaos gods
A) On a backwards world far from our home.

We serve Khorn, he does not ask us to control the warp, just to KILL with it and our fists.

I don't mean to rain on your parade because that's a great concept, but in-canon Khorne hates Psykers and mortals who use the Warp in battle, to the point that Khornate warriors who routinely slay Psykers are favored by him.

597
Forum Games and Roleplaying / Re: Demonhood 2 -Disappointment-
« on: January 15, 2017, 08:39:02 pm »
I dislike abandoning Fellshore completely. Sure. It is a place on the radar of forces of good and cultists should stay away from the place but we have a nice maze with a good concentration of evil energy and angel will find a new such base with relative ease

I +1 to 10ebbor10s but with this addition

The last party of Fellshore
1) Wait till the magical education of Mischa's group ends and call those cultists(and their smallish undead army) back to the village. Same applies to all Fellshore former villagers. They should see the end of the village
2) Order cultists to get few good men and women to be sacrificed during the incoming feast
3) Run a little tournament with 10 nails as participants. They should fight to the death till only one will remain. This one will receive a new set of weapon and armor enchanted by you and will be the first to be raised to the finger status
4) Launch a feast with a special menu: Raw flesh of the fallen nails and sacrifices mixed with raw flesh of Fellshore livestock. Be sure to give some share to our tentacled servants
5) During the feast cultists should burn the village they once loved as a landmark of final abandonment of the old life and becoming true followers of the New Way
6)You, Mischa, Kate and her students should do a joint ritual to raise souls of cultists killed in the tournament as powerful undead guardians.
7)Pick two of the most talented Mischa's students(excluding Kate) and appoint them to be overseers of your temple. Their job is to keep the undead army well hidden underground and aid black imps in their work (Zombies and skeletons can act as haulers, freeing imps for more advanced work)
8) Black imps should keep upgrading the labyrinth to make it even more deadly space to enter. In addition to expanding the maze they should install a system of floodgates that links the maze with the lake adding one more way to kill the intruders. Also, they should start to dig  a loooong and narrow underground tunnel that links Fellshore and Duke's mines. Till this one will be completed, necessary supplies will be delivered by sporadic night time couriers.


I think consuming relatives is a nice evil act that will move our cultists even further away from getting converted back by some nasty angel(s)

+1, it's so Evil I can taste it!

598
Forum Games and Roleplaying / Re: Demonhood 2 -Disappointment-
« on: January 15, 2017, 07:42:26 pm »
My proposal for a plan :

Spoiler: Subsection : The Mine (click to show/hide)

The War : To be honest, I see no reason for a war. It will only be a distraction as we need to look for the angel.

Spoiler: Subsection(Heroes) (click to show/hide)

Double Misha's allowance, with the message that results should occur in the near future.

Dealing with a wizard

Have our duke covertly contact an assasins guild of sorts (surely one exists), to murder the annoying wizard in Oegoerda. We're also a bit lacking in high offense stealth units, so that can fill in the gap

The Rat Catcher

We need to spread our cult. Gather the giant rat packs, and send them to a variety of nearby villages. The rats will harrass the villagers, destroying harvests, eating small children. After a short period of distress, our cultist will arrive, and use a magic flute and the word of [I forgot the demon's name] to gather the rat and drown them in a local river. (Rats, of course, can swim, so we can reuse the trick a few times).

Creatures I don't know what to do with.
          3 lake-beasts? : Nothing
          8 skeletons : Nothing
          4 Hollow Remnants Nothing
          6 zombies : Nothing
          4 slave priests : Nothing
          1 Slave high priest

Spoiler: Forces Sorted (click to show/hide)

+1 and try to have some of ours followers after the "angel" so we can talk face to face.

+1, though I have to admit, it's a bit of a stretch to call our most powerful minions Heroes.  :P

599
Forum Games and Roleplaying / You are a Warhammer 40k Cultist! (SG)
« on: January 15, 2017, 07:40:15 pm »
In the nightmare that is the fortieth millennium, The Imperium Of Man knows no respite. For countless generations the Imperium of Man has waged a hopeless war on all sides, slowly crumbling to insidious threats, both within and without. Every hour as the Imperium comes closer to its demise, billions of tormented souls cry out for mercy, for salvation from their Emperor. Their holy, almighty Emperor who does no wrong, watches over all, and protects his faithful. Yet the Emperor has done nothing to protect his chosen people. Instead, he watches from his Golden Throne as millions are ripped apart by the Tyranid swarms, and maimed by the Ork hordes. He sits idle as the fallen Eldar and ancient Necrons devastate whole worlds in their vengeful wrath, never lifting a finger.

Why, you wondered. You believed in the Emperor's Truth and knew his power, but as you realized the futility of Mankind's struggle, you began to fall to despair. One day, when you'd planned to kill yourself in doubt, a voice spoke, and told you of a better way. At first you thought yourself mad, but the voice was extremely persuasive, and it spoke of power, unimaginable power, all yours for the taking. It told you of the truth, that the Emperor was no more than a rotting carcass. It showed you images of yourself, with all you've ever wanted, and more. The voice helped you realize the true might of the Ruinous Powers, and before leaving you, it gave you a holy gift, and one last command.


"SPREAD CHAOS, AND MORE YET SHALL COME."

And so you shall, but first, who are you?

What is your name?

Who are you, now that you've realized the Truth?

A) A Chaos Space Marine, once one of the Imperium's most zealous defenders, who now strives to destroy it.
B) A Traitorous Guardsman, who once fought for the Emperor, but now fights for the glory of Chaos.
C) A Rogue Psyker, both less and more than human, with an arcane connection to the Warp, driven to Chaos by what he has seen.
D) A Corrupt Priest, who once preached the virtues of the Emperor to the unwashed masses, but now eloquently guides them to Chaos.
E) A Mere Man, one among countless trillions, who has decided to be something more.

Why were you shown the way?

A) You lost your faith in the rotting corpse Emperor, and lacked direction.
B) You began to hate the Imperium for its bureaucratic hypocrisy, and sought to destroy it.
C) You became inflamed with an insatiable lust for power.

Where do you bring the Glory of Chaos?

A) A backwards and superstitious Feudal World.
B) A verdant and fertile Agri World.
C) A crowded and bustling Hive World.

Lastly, which of the Ruinous Powers do you follow?

You follow Khorne, the Blood God!
You follow Nurgle, the Plague Lord!
You follow Slannesh, the Dark Prince of Chaos!
You follow Tzeentch, the Changer of Ways!
You follow all of them, Chaos Undivided!


600
Forum Games and Roleplaying / Re: Demonhood 2 -/A being even Demons fear-
« on: January 14, 2017, 10:10:26 pm »
Well, killing is our way of showing love, but we can chain her and force her to bare half human, angel and demonic seeds. For all of eternity. Or whatever those things that came out the lake are.
I would pursue and capture if possible, using lethal force as required
Zomaro's idea sold me. Let's do this. If that "being" is too strong to capture, we can always resort to lethal force.

+1 You've sold me, I literally cannot fathom anything more heinous, blasphemous, and EVIL than enslaving a literal Angel and forcing it to bear our young. Or maybe we could have a group of cultists torture her/it non-stop while chanting the praises of Nokluvgn, that might give us a significant EVIL essence boost, which is arguably much more usefull than an extremely powerful, likely traitorous offspring.

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