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Author Topic: The Rise of a Demon (Number of ritual wedding duels: 1)  (Read 13441 times)

King Zultan

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Re: The Rise of a Demon (Number of ritual wedding duels: 1)
« Reply #600 on: April 16, 2019, 04:20:23 am »

Investigate the effects of the wedding ceremony. Did it give either ourselves or our new wife any sort of connection to the 'gods and spirits of the desert'? If so our next project may be hunting down and subjugating such beings.

Get to know our new wife. What talents does she have? What are her likes and dislikes? What are her vices? If she is too sweet and pure, make her some beautiful jewlery cursed to amplify her wicked thoughts and habits. We do not want to impregnate her (thus giving her an appetite for human flesh) while her family is around, but we could find other ways to make her useful or amusing in the meantime.

Let us reward our champion's efforts with an artifact. He seems skilled at throwing things, so let us make him a terrible bladed boomerang. The arch and angle of the weapon can be controled mentally by wielder who worshipers us. The blades on the weapon drink the blood and soul of any mortal being pierced, so that even a small scratch from the Boomerang is instantly lethal. The boomerang slowly corrupts the souls it consumes, and attunes them to its wielder. This allow the wielder to meditate on the object to obtain knowlege from the captive souls, and should also allow us, in time, to safely mutate and corrupt our champion using the very souls he has claimed as fuel. It should also have a slight mind of its own, and will go out of its way to eventually prick and kill anybody other than its rightful owner who tries to use it.

Return to tormenting the Monks dreams while they starve. Once they are days, if not hours, from death open a portal in the rock dome, and send in our new tribal friends to finish them off. Tell the tribe that the temple, and everything in it except the bodies of the enemy and the magnificent holy weapon (both of which we claim), will be theirs if they can take it. If the tribesmen win, we honor our word, and even offer to buy the temple from them with some of our cursed-vice-enhancing wealth (I doubt a nomadic raiding people would have any strong desire to keep it). If the monks are strong enough, even at the brink of starvation, to gain the upper hand on our tribesmen, seal the dome and do not open it until everything inside has died by battle or starvation. If our raiders win, we continue to play the long game to win them over. If they lose, they can be our undead slaves.
+1
Logged
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Can I have the sword when you’re done?

WyrdByrd

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Re: The Rise of a Demon (Number of ritual wedding duels: 1)
« Reply #601 on: April 18, 2019, 08:03:58 am »

Investigate the effects of the wedding ceremony. Did it give either ourselves or our new wife any sort of connection to the 'gods and spirits of the desert'? If so our next project may be hunting down and subjugating such beings.

Get to know our new wife. What talents does she have? What are her likes and dislikes? What are her vices? If she is too sweet and pure, make her some beautiful jewlery cursed to amplify her wicked thoughts and habits. We do not want to impregnate her (thus giving her an appetite for human flesh) while her family is around, but we could find other ways to make her useful or amusing in the meantime.

Let us reward our champion's efforts with an artifact. He seems skilled at throwing things, so let us make him a terrible bladed boomerang. The arch and angle of the weapon can be controled mentally by wielder who worshipers us. The blades on the weapon drink the blood and soul of any mortal being pierced, so that even a small scratch from the Boomerang is instantly lethal. The boomerang slowly corrupts the souls it consumes, and attunes them to its wielder. This allow the wielder to meditate on the object to obtain knowlege from the captive souls, and should also allow us, in time, to safely mutate and corrupt our champion using the very souls he has claimed as fuel. It should also have a slight mind of its own, and will go out of its way to eventually prick and kill anybody other than its rightful owner who tries to use it.

Return to tormenting the Monks dreams while they starve. Once they are days, if not hours, from death open a portal in the rock dome, and send in our new tribal friends to finish them off. Tell the tribe that the temple, and everything in it except the bodies of the enemy and the magnificent holy weapon (both of which we claim), will be theirs if they can take it. If the tribesmen win, we honor our word, and even offer to buy the temple from them with some of our cursed-vice-enhancing wealth (I doubt a nomadic raiding people would have any strong desire to keep it). If the monks are strong enough, even at the brink of starvation, to gain the upper hand on our tribesmen, seal the dome and do not open it until everything inside has died by battle or starvation. If our raiders win, we continue to play the long game to win them over. If they lose, they can be our undead slaves.
+1
+1. Also, Continue Avendor Corruption.  Begin to bring the surrounding communities into the fold.
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Urist Mc Dwarf

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Re: The Rise of a Demon (Number of ritual wedding duels: 1)
« Reply #602 on: April 18, 2019, 10:31:27 pm »

That night, after the wedding, your bride sleeps by you, although you can sense her dreams are dark and filled with terror. You begin to probe at her and you, gently brushing each of you with your magical senses, but you find no hint of any connection or mystical bonding. Just complete blankness.

You also take the opportunity to get to know her better, touching her mind as soft as feather. You see her captured, and slitting her captor’s throat before fleeing back home. That seems to be the focus of her nightmares, but you can find other thoughts beneath it. Giving a last meal to a dying hawk. Mending a brother’s wounded knee. Stealing some fruit and sharing it and giggles with her siblings in the shade of a gnarled tree. With a fragment of power, you shape a golden necklace with a ruby shaped like that fruit, designed to enhance her violent instincts and her greed, and gently lock it around her neck, careful not to wake her.

As you do, you suddenly feel immensely tired, and you lay next to her to sleep. The night passes, and her sleep is no longer disturbed. She awakens before you, and touches the necklace. And you awaken, finding a ring on your hand, with a long name carved on it in ornate, flowing script. Her name, you assume. You have absolutely no idea where it came from, but you are fairly convinced it isn’t important. She returns to your family, as you summon your champion in the duel.

He kneels before you, a faint half-smile on his face as he takes in the inside of his tent. He never stops watching, this one, and he does not show any fear, although you can sense the torrent of terror and awe inside him.

You enter his mind and travel back in his memory, to the moment when he killed his opponent. You draw out the hate he felt, the exhilaration, and you bring it out in a pulsing ball of bloody red energy. Focusing your power onto it, you shape it into a lethal boomerang, binding it to his soul with unbreakable ties. The blade will answer only to his call, and return to his hand from wherever it flies.  It drips his hatred from every razor-sharp edge, and the merest scratch infects the flesh with maddening hatred, intense enough to stop the heart of all but the strongest men. It seeks out souls, drinking them in to offer their strength to its wielder, but to trap a soul in such a weapon is a difficult thing.

Even with that minor failure, it is a lethal weapon of great power, and all that is left is the name. ”Keep this blade by your side, and wield it as only you can. Whisper its name, and its strength shall be yours.” He bows lower, takes the weapon – carefully – and speaks. Then he rises. “I thank you, My Lord Klx-Dryklfx. I shall serve you and Lord Kreth well with her.” You dismiss him, and turn your attention to the monks.

Again and again, you attack their dreams and thoughts night and day, but find barriers and blockades everywhere. You worm through chinks in their armor, only to find desperate attackers at every turn. You are strong, but they are many, and some have enough skill to be more than just an irritation. Even so, they are in your territory. In the land of dreams, you are the master. Though it costs you every night, you smash down their defenses and knock aside their feeble defenses, and terror fills their thoughts.

When you are not attacking their dreams, you speak with your wife and learn of the tribes, and make honeyed promises to their other leaders. Some begin to consider staying with you, or at least forming some sort of alliance. And one night, you feel a great tide of magic spread across the land from Avendor.

Lurrothel appears to you, ecstatic, her eyes alight with cruel fire, and she babbles of her brilliant ritual. Costly and complicated, she doubts she will be able to pull it off again without incredible resources, and it took over three hundred lives, many of whom had to be willing. But an entire city was trapped in a waking nightmare, going about their day but truly lost in an eternal hellscape until they broke and swore to serve you. Avendor is yours…although it might not stay that way, with a hostile army approaching, although they still think Avendor is free of your corruption.

In the face of this glorious news, your attention is distracted. And you don’t realize for long moments that somehow the monks have forced their way out of the dome your raised and are fleeing southwards as fast as they can. Nearly a hundred tribesmen who tried to stop them are dead, and they are practically flying on skiffs made of sand.

Name: Klx-Dryklfx

Time: 11.25 months

Physical Might: 200 +6 ( -16 leakage, -10 dream injuries, -5 cursed jewelry, - 10 boomerang  +40 worship)

Mental Might: 200 +6 ( -16 leakage, -10 dream injuries, -5 cursed jewelry, - 10 boomerang  +40 worship)

Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers, 578 peons, 3 members of the city council in Avendor, 1549 Civil Guardsmen, 6 priests, 117 merchants, 37 mercenaries, 15 beggars, 29 thieves, 7 mages
  Resources: 0( -20 ritual, +15 theft and corruption)
  Power: 51 (15 spent worshipping, 10 spent keeping order, 25 spent on ritual)

The Avar Society
 Members: 1 seducer, 117 peons, 27 merchants, 29 artisans
Resources: 13(+1 donations)
Power: 13 (4 spent throwing parties, 6 spent holding services in temple, 3 spent recruiting among the poor)

17 mutated spies, 15 Voices of Change

Fortresses

Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Wards (20), Traps (25), Demonic crops, plentiful mines, Strong aura of domination.

Avar
  Basic Walls (25), Living Ward (15), Demonic Mud Moat (20)

Castle Southbend
  Strong Walls (35), Strong Wards (30), Moat (20), Gargoyle Guards (15), aura of reanimation (-4 slaves/week)

Henord Crossing
  Basic Walls (15), Moat (5), weak aura of domination, desecrated ground

Demonic Realm
2400 Peons
1 Doom-Seer, 2 Doom-Seekers, 273 Slaves, 4 Dark Priests, 446 zombies
405 Light Cavalry
270 resources
+28 power/week, + 45 resources/week (farms, mines, mills, trade), -10 resources/week (upkeep)
Mild corruption (8/50), Road Network, Demonic Shrines
 Domed Island of Purity

Demonic Armies

11 Reavers, 2 Doom-Seekers, 250 thralls, 100 zombies in Canord

100 zombies, 100 skeletons, 30 weeping sores, 100 Spear-Thralls, 1 Spear-Thrallherd, 50 Archer-Thralls, 100 deathless knights, 43 Greshspawn, 90 rangers, 6 desert drakes in Canord/the south

The Broken – 793 chaff (245 thralls, 343 zombies, 128 skeletons, 17 wisp wights, 59 weeping sores), 676 light infantry (301 Spear-Thralls, 1 Spear-Thrallherds, 372 Sword-Thralls, 2 Sword-Thrallherds), 273 heavy infantry (27 Demon-Touched , 1 Demon-Touched Thrallherd, 199 wisp-wretches, 46 heavy swordsman), 282 ranged (274 Archer-Thralls, 2 Archer-Thrallherds, 18 slingers), 31 mages (3 Doom-Seers, 31 Doom-Seekers), 215 heavy cavalry( 5 mounted god-slayers, 210 deathless knights), 23 Infiltrators (18 Hunters, 5 Night-Stalkers), 28 support (15 Dark Priests, 1 Dread Priest, 12 Shapers), 10 siege (8 armored brutes, 2 crushers), 17 incorporeal(17 specters), 90 scouts (rangers)
Barrow Bows – 183 scouts (rangers), 67 light infantry (bandits) in between Avar and Southbend

Champions

Kreth Woemaker
   Physical might: 29 (+11 worship, - 8 corruption, -2 corruption)
   Mental might: 29(+11 worship, - 8 corruption, -2 corruption)
   Other: Magic Cloak, worshipped by the Barrow Bows

Duthrax Soul-Render, First of the Thrall-Herds
  Physical might: 9 + 1
  Mental might: 5+ 1
  Other: Duelist, skilled commander, zombie horse, Herald

Lurrothel, Weaver of Nightmares
  Physical might: 3
  Mental might: 8
  Other: Necromancer, skilled at wards and dream magic

Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

Firstborn
  Physical might: 0
  Mental might: 0
  Other: Baby, living nightmare

Artifacts

Desecrator
  +6 physical, +6 mental
  Bringer of unholy rot, Reanimator, Focus of Power

Magic Cloak
  Unknown properties

Herald
  +2 physical, + 2 mental
    Inspiring song, crimson regeneration

Nameless Boomerang
   +3 physical, +1 mental
   Returning, lethal poison, minor soul-drinker   


A few things. First, feel free to come up with descriptions and names for your wife and the boomerang guy.

Second, I will be updating the glossary soon. Does anyone have requests for entries?

Weirdsound

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Re: The Rise of a Demon (Number of ritual wedding duels: 1)
« Reply #603 on: April 19, 2019, 02:42:58 pm »

Order another flying monster attack to probe the fleeing monks to see if they have brought the holy weapon with them.

If so, do not engage them directly, but work on turning the corrupt land they are fleeing across against them. Try to have the environment kill as many monks as possible and (perhaps more importantly) damage the weapon. Aside from that, track their progress to find out where the survivors wind up, but do not risk engagement.

If they do not have the weapon, however, muster everything under your control that flies or runs quick enough to catch the Monks, and lead an assault.

Congratulate Lurrothel. Tell her that the city is hers to rule, and that through the children we give her it will belong to her family in perpetuity. Tell her that we are presently busy with other matters, and that she is free to deal with the incoming army as she sees fit. If she wishes to impress us, she can come up with some scheme to destroy or corrupt the attackers. Otherwise she can throw up wards, seal the town walls, and torment the army's dreams until we can send help.

Once the Monks are no longer any sort of imminent threat lead the tribesmen into the temple for looting and feasting. Throw them a party as they strip the place bare. Indulge their vices as best you can without going so far (IE cannibalism) as to freak them out. After all is said and done, make them two offers:

1 - We will buy the temple for a large pile of tainted treasure. If they agree, we will rebuild it as a pleasure palace for our new wife.
2 - We would like to offer a grand alliance to the nomadic tribesmen and raiders of the world. Ask that they round up as many clans who are willing to hear us out as they can, and meet us at Castle Southbend at a predetermined later date to discuss terms.


I've got a grand plan. We should build tall, not wide. Use our ability to corrupt the earth to shift all our major holdings into a small area, forming a megalopolis. As we take more towns and cities, we will bring them to the megalopolis as well, which will expand vertically rather than horizontally. We slowly convert most of the rest of our lands into pasture for our tribesmen, some of whom will raise livestock for our megalopolis, and others will be molded into an elite but mortal and corrupted fighting force that we can field against users of holy weapons.
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King Zultan

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Re: The Rise of a Demon (Number of ritual wedding duels: 1)
« Reply #604 on: April 20, 2019, 03:11:48 am »

Order another flying monster attack to probe the fleeing monks to see if they have brought the holy weapon with them.

If so, do not engage them directly, but work on turning the corrupt land they are fleeing across against them. Try to have the environment kill as many monks as possible and (perhaps more importantly) damage the weapon. Aside from that, track their progress to find out where the survivors wind up, but do not risk engagement.

If they do not have the weapon, however, muster everything under your control that flies or runs quick enough to catch the Monks, and lead an assault.

Congratulate Lurrothel. Tell her that the city is hers to rule, and that through the children we give her it will belong to her family in perpetuity. Tell her that we are presently busy with other matters, and that she is free to deal with the incoming army as she sees fit. If she wishes to impress us, she can come up with some scheme to destroy or corrupt the attackers. Otherwise she can throw up wards, seal the town walls, and torment the army's dreams until we can send help.

Once the Monks are no longer any sort of imminent threat lead the tribesmen into the temple for looting and feasting. Throw them a party as they strip the place bare. Indulge their vices as best you can without going so far (IE cannibalism) as to freak them out. After all is said and done, make them two offers:

1 - We will buy the temple for a large pile of tainted treasure. If they agree, we will rebuild it as a pleasure palace for our new wife.
2 - We would like to offer a grand alliance to the nomadic tribesmen and raiders of the world. Ask that they round up as many clans who are willing to hear us out as they can, and meet us at Castle Southbend at a predetermined later date to discuss terms.


I've got a grand plan. We should build tall, not wide. Use our ability to corrupt the earth to shift all our major holdings into a small area, forming a megalopolis. As we take more towns and cities, we will bring them to the megalopolis as well, which will expand vertically rather than horizontally. We slowly convert most of the rest of our lands into pasture for our tribesmen, some of whom will raise livestock for our megalopolis, and others will be molded into an elite but mortal and corrupted fighting force that we can field against users of holy weapons.
+1
Logged
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Can I have the sword when you’re done?

Urist Mc Dwarf

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Re: The Rise of a Demon (Number of ritual wedding duels: 1)
« Reply #605 on: April 22, 2019, 02:22:10 pm »

I have a funeral and finals, expect sparse updates.

Detoxicated

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Re: The Rise of a Demon (Number of ritual wedding duels: 1)
« Reply #606 on: April 22, 2019, 02:46:00 pm »

I have a funeral and finals, expect sparse updates.
My condolences
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Detoxicated

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Re: The Rise of a Demon (Number of ritual wedding duels: 1)
« Reply #607 on: April 24, 2019, 10:24:52 pm »

Analyse the Wedding ring that apeared Out of thin Air
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Urist Mc Dwarf

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Re: The Rise of a Demon (Number of ritual wedding duels: 1)
« Reply #608 on: April 28, 2019, 03:38:28 pm »

I will probably be able to get an update out by Sunday. I hope.
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