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Author Topic: The Rise of a Demon (Number of ritual wedding duels: 1)  (Read 50871 times)

Kashyyk

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Re: The Rise of a Demon (Number of feasts thrown: 4)
« Reply #495 on: March 14, 2019, 08:23:54 am »

I don't think we need to bother with a pitched battle. That risks too much of our army, when we're fully capable of destroying the legion before the majority even draw their blades.

Now that our baby mama has dealt with their priests, we have full reign to make their lives hell on earth:

We will cause as much disruption at night as possible and Lurrothel will continue spreading nightmares, so that their nights are full of disrupted, poor quality sleep. Do not underestimate the affects of sleep deprivation.

Deprivation tactics include:
- Flying over the camp and lobbing a few fireballs at random
- Fake assaults, with phantom torch light, war horns and illusory soldiers
- Real assaults, with reach torch light, war horns and real soldiers
- Breaking the minds of random soldiers and having them start fights and fires, or building demonic totems
- Oppressive darkness (similar to but lesser than) the darkness used to take Castle Southbend, with people disappearing noisily, never to be seen again

The commander may try and convince the soldiers that we do this because we don't want a pitched battle, but that doesn't matter if the strategies work.

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WyrdByrd

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Re: The Rise of a Demon (Number of feasts thrown: 4)
« Reply #496 on: March 14, 2019, 08:27:22 am »

I don't think we need to bother with a pitched battle. That risks too much of our army, when we're fully capable of destroying the legion before the majority even draw their blades.

Now that our baby mama has dealt with their priests, we have full reign to make their lives hell on earth:

We will cause as much disruption at night as possible and Lurrothel will continue spreading nightmares, so that their nights are full of disrupted, poor quality sleep. Do not underestimate the affects of sleep deprivation.

Deprivation tactics include:
- Flying over the camp and lobbing a few fireballs at random
- Fake assaults, with phantom torch light, war horns and illusory soldiers
- Real assaults, with reach torch light, war horns and real soldiers
- Breaking the minds of random soldiers and having them start fights and fires, or building demonic totems
- Oppressive darkness (similar to but lesser than) the darkness used to take Castle Southbend, with people disappearing noisily, never to be seen again

The commander may try and convince the soldiers that we do this because we don't want a pitched battle, but that doesn't matter if the strategies work.
+1 to this plan prior to engaging. I was just suggesting how we would organize against an assault on the castle.  Southbend is both fortified and well-supplied, so we could be able to ride out a siege.  We should take down some of those cavalry, though, if only to suppress any form of information getting out via fleeing riders.
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King Zultan

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Re: The Rise of a Demon (Number of feasts thrown: 4)
« Reply #497 on: March 14, 2019, 08:36:46 am »

I don't think we need to bother with a pitched battle. That risks too much of our army, when we're fully capable of destroying the legion before the majority even draw their blades.

Now that our baby mama has dealt with their priests, we have full reign to make their lives hell on earth:

We will cause as much disruption at night as possible and Lurrothel will continue spreading nightmares, so that their nights are full of disrupted, poor quality sleep. Do not underestimate the affects of sleep deprivation.

Deprivation tactics include:
- Flying over the camp and lobbing a few fireballs at random
- Fake assaults, with phantom torch light, war horns and illusory soldiers
- Real assaults, with reach torch light, war horns and real soldiers
- Breaking the minds of random soldiers and having them start fights and fires, or building demonic totems
- Oppressive darkness (similar to but lesser than) the darkness used to take Castle Southbend, with people disappearing noisily, never to be seen again

The commander may try and convince the soldiers that we do this because we don't want a pitched battle, but that doesn't matter if the strategies work.
+1 to this plan prior to engaging. I was just suggesting how we would organize against an assault on the castle.  Southbend is both fortified and well-supplied, so we could be able to ride out a siege.  We should take down some of those cavalry, though, if only to suppress any form of information getting out via fleeing riders.
+1
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
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.
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Urist Mc Dwarf

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Re: The Rise of a Demon (Number of feasts thrown: 4)
« Reply #498 on: March 14, 2019, 03:11:53 pm »

They are learning to fear you, but this is a lesson you want to hammer into their bones.  Lurrothel continues to rampage through their dreams, showing them a thousand nightmares, as they dream of giant monsters babbling curses and shattering their bones, of their dead families rising up and shredding them, of innocent shrubs hiding deadly nooses of poisonous thorns.

And you begin to torment their sleep, disturbing it at random intervals as you fly high above their encampment. Fire rains down from your hands, catching a few unlucky souls and burning them alive, but mostly igniting random patches of flame the men must scramble to put out. Horns blare, shocking them out of sleep they have just entered. Darkness swallows sections of camp, and those inside are tormented by the sound of chewing and the revelation that one of their friends has been turned into a gnawed skeleton. Soldier go mad, turning on each other. Illusory phantoms swirl at the edge of their vision, threatening attacks which never quite manifest…until they do, and men of the Barrow Bows leap out of the bushes, taking advantage of the Legion’s exhaustion to gain an element of surprise. Arrows are fired from hidden warriors, as the harassment goes on and on and on.  The officers try to keep up morale, even as their own courage begins to falter. Even the commander begins to bow under the pressure of nightmares and exhaustion and lingering terror.

And as their morale begins to fray, you leave them with a brutal hammer blow. In the dead of night, just a day away from Southbend, you raise one hand and a wave of arcane energy stretches out to embrace their tethered horses. Unfortunately, it’s not enough to get all the horses – they brought plenty of remounts – but a brief wave of chaos runs through the camp, as men awaken to find their horses growing hideous fangs and bone spurs jutting through their flesh. Many have to be put down, but a few manage to escape, and will run wild through the slowly corrupting forests.

With that final blow struck, you return to Castle Southbend, and quickly make contact with your various followers to ensure all is well. Kreth continues to make slowly but steady progress corrupting the land, while Caliwick has continued to teach some basic magical theory to your mages. The Avar Society continues to make great progress, while the Ceaseless Consumption struggles somewhat as the city council members try to use them to consolidate their power.  A dream from you is enough to clear up the relationship, but is temporarily curbs their activities. The Order of the Changing Way continues to improve the productivity and loyalty of your realm, slowly improving a road that stretches towards Canord.

And with those matters taken care of, you array your army. The mages and archers position themselves behind arrow slits, the brutes and crushers stand just back from the gate, the soldiers and undead forming a semi-circle around them. You stand atop the parapet, Caliwick and the Demon-touched dwarfed by your sheer malevolence, which rolls off you in waves. Gresh-spawn buzz around you like angry hornets, their half-human, half-insect faces twisted into grins. The deathless knights, led by Duthrax and the Godslayers, conceal themselves to the south of the castle, ready to strike at your command.
The Legion marches forth, looking ragged, exhaustion evident in the way even the officers slouch and stumble, but their weapons are sharp and their ranks steady, except for in the back, where a hundred dismounted horse archers finger their bows and stare up at you with a mix of anger, terror, and exhaustion.

They halt just outside of arrow range, and you prepare yourself. The world slows, and the words echo.

“Men of the Empire. You came here to fight a foe you cannot comprehend, to conquer a nation you cannot defeat, to wage a war you cannot win. Your distant masters sent you to die for their false, pathetic gods, caring not for how you suffered, or whether you lived or died. And all the while they let you believe in them, let you follow them for no reward but empty praises and carven stones you will never see.

But it need not be this way. I can offer you power, pleasure, and endless rewards.”


As you speak, demanding their surrender, laying every word with incredible magical power, you can see the will of the soldiers beginning to weaken, snapping in places as many sheathe their swords and begin running to you, their comrades looking on in horror. A small force begins to retreat from the castle, consisting of the priests, a few of the spearman, and all the cavalry who still have their horses. What do you do?

Name: Klx-Dryklfx

Time: 8.75 months

Physical Might: 121 +6 ( -6 leakage,- 15 horse mutation, -14 speech  + 32 worship)

Mental Might: ] 121 +6 ( -6 leakage,- 15 horse mutation, -14 speech  + 32 worship)

Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers, 397 peons, 2 members of the city council in Avendor
  Resources: 0
  Power: 20 (, 5 spent worshipping)
The Avar Society
  Members: 1 seducer, 25 peons, 19 merchants, 11 artisans
Resources: 2 (+5 donations, -3 party)
Power: 4(4 spent throwing parties)

Fortresses

Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards (15), Traps (15) 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
Demonic Realm
2400 Peons
1 Doom-Seer, 2 Doom-Seekers, 317 Slaves, 4 Dark Priests
75 resources
+26 power/week, + 20 resources/week
Slight corruption
Demonic Armies
11 Reavers, 2 Doom-Seekers, 50 thralls, 100 zombies in Canord
The Broken – 821 chaff (46 thralls, 441 zombies, 227 skeletons, 17 wisp wights, 89 weeping sores), 598 light infantry (297 Spear-Thralls, 2 Spear-Thrallherds, 297 Sword-Thralls, 2 Sword-Thrallherds), 269 heavy infantry (27 Demon-Touched , 1 Demon-Touched Thrallherd, 199 wisp-wretches, 42 heavy swordsman), 230 ranged (212 Archer-Thralls, 2 Archer-Thrallherds 17 slingers), 30 mages (2 Doom-Seers, 28 Doom-Seekers), 334 heavy cavalry( 5 mounted god-slayers, 329 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), 180 scouts (rangers), 17 flyers (17 Gresh-spawn) in Southbend
Barrow Bows – 164 scouts (rangers), 33 light infantry (bandits) in between Avar and Southbend
Champions
Kreth Woemaker
   Physical might: 23 (+10 worship, - 8 corruption)
   Mental might: 23 (+10 worship, - 8 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, pregnant with your child
Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

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

VoidSlayer

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #499 on: March 14, 2019, 03:40:14 pm »

-Open the gate to let in those who surrender.
-Move in personally to defend the gate if it gets attacked or to defend the surrendering soldiers.  Reward the smart ones after all.
-Have the deathless knights follow the retreating group and join them after the gate is secured after letting in the surrendering soldiers.  Bring the Gresh along since they can fly.
-Once the retreating group is far enough away, kill them all with the deathless knights, led by us personally breaking up any spearman formation or priestly prayers meant to counter the heavy knights.
-Retreat if the full army moves to defend the escaping group.
-Eat every last person in that group to heal and charge up power for the battle to come.
-Have the rest of our army on standby, defend the castle if it is attacked or move out to assault them if the enemy turns to defend the priests.
-Rejoin the castle or whatever battle is going on after the skirmish.

Detoxicated

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #500 on: March 14, 2019, 05:04:12 pm »

-Open the gate to let in those who surrender.
-Move in personally to defend the gate if it gets attacked or to defend the surrendering soldiers.  Reward the smart ones after all.
-Have the deathless knights follow the retreating group and join them after the gate is secured after letting in the surrendering soldiers.  Bring the Gresh along since they can fly.
-Once the retreating group is far enough away, kill them all with the deathless knights, led by us personally breaking up any spearman formation or priestly prayers meant to counter the heavy knights.
-Retreat if the full army moves to defend the escaping group.
-Eat every last person in that group to heal and charge up power for the battle to come.
-Have the rest of our army on standby, defend the castle if it is attacked or move out to assault them if the enemy turns to defend the priests.
-Rejoin the castle or whatever battle is going on after the skirmish.
+1
Take survivors of the retreating group with US and Form a monstrosity Out of their bodies. A pile of flesh Made Up of the agonized survivors to be shackled and tormented until IT obeys.
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Urist Mc Dwarf

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #501 on: March 14, 2019, 05:50:18 pm »

What do you mean by the full army?
When you say that group, what do you mean?
« Last Edit: March 15, 2019, 09:06:26 am by Urist Mc Dwarf »
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WyrdByrd

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #502 on: March 14, 2019, 06:04:59 pm »

-Open the gate to let in those who surrender.
-Move in personally to defend the gate if it gets attacked or to defend the surrendering soldiers.  Reward the smart ones after all.
-Have the deathless knights follow the retreating group and join them after the gate is secured after letting in the surrendering soldiers.  Bring the Gresh along since they can fly.
-Once the retreating group is far enough away, kill them all with the deathless knights, led by us personally breaking up any spearman formation or priestly prayers meant to counter the heavy knights.
-Retreat if the full army moves to defend the escaping group.
-Eat every last person in that group to heal and charge up power for the battle to come.
-Have the rest of our army on standby, defend the castle if it is attacked or move out to assault them if the enemy turns to defend the priests.
-Rejoin the castle or whatever battle is going on after the skirmish.
+1.  "Full army"  would probably be referring to the members of the Legion that haven't retreated.
Are the Legion within range of mage hellblasts?
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WyrdByrd

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #504 on: March 14, 2019, 07:22:51 pm »

Great. As soon as we engage the retreating group, have the mages within the castle start raining hellfire down upon the legion, letting the resultant  zombies run amok.  If they try to attack the castle, they'll have to walk through a hail of arrows and demonic projectiles, with the added inhibitor of their undead fallen breaking  up the formation, even before the main force engages.  If they choose to defend those who fled, our initial assault would be only bolstered by the interference.
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VoidSlayer

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #505 on: March 14, 2019, 08:59:57 pm »

Sorry yeah if it wasn't clear I see the enemy in 3 groups, those who are surrendering, those who are standing ground and the priests, spear-men and horsemen retreating.  My plan was to secure the surrendering guys, then go after the retreating guys.  No witnesses.  Afterwards see how the rest of the enemy legion reacts.

Weirdsound

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #506 on: March 15, 2019, 12:21:15 am »

-Open the gate to let in those who surrender.
-Move in personally to defend the gate if it gets attacked or to defend the surrendering soldiers.  Reward the smart ones after all.
-Have the deathless knights follow the retreating group and join them after the gate is secured after letting in the surrendering soldiers.  Bring the Gresh along since they can fly.
-Once the retreating group is far enough away, kill them all with the deathless knights, led by us personally breaking up any spearman formation or priestly prayers meant to counter the heavy knights.
-Retreat if the full army moves to defend the escaping group.
-Eat every last person in that group to heal and charge up power for the battle to come.
-Have the rest of our army on standby, defend the castle if it is attacked or move out to assault them if the enemy turns to defend the priests.
-Rejoin the castle or whatever battle is going on after the skirmish.

+1, but try to take the priests alive. They are worth trying to press into our service, and failing that, they would make a fine snack for our pregnant baby mama.
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King Zultan

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #507 on: March 15, 2019, 06:27:37 am »

-Open the gate to let in those who surrender.
-Move in personally to defend the gate if it gets attacked or to defend the surrendering soldiers.  Reward the smart ones after all.
-Have the deathless knights follow the retreating group and join them after the gate is secured after letting in the surrendering soldiers.  Bring the Gresh along since they can fly.
-Once the retreating group is far enough away, kill them all with the deathless knights, led by us personally breaking up any spearman formation or priestly prayers meant to counter the heavy knights.
-Retreat if the full army moves to defend the escaping group.
-Eat every last person in that group to heal and charge up power for the battle to come.
-Have the rest of our army on standby, defend the castle if it is attacked or move out to assault them if the enemy turns to defend the priests.
-Rejoin the castle or whatever battle is going on after the skirmish.
+1
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
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.
Quote from: Leodanny
Can I have the sword when you’re done?

Urist Mc Dwarf

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #508 on: March 15, 2019, 09:40:46 am »

The battle is mostly over. A few soldiers still stand their ground, attempting to buy time for their fellows, or simply too terrified to run, but blasts of hellfire and lightning strike them down, carving bloody gouges in their ranks. Arrows rain down on the shattered formation, killing any who managed to escape the barrage of sorcery. By the time you fly overhead their corpses, none live.

You soar over the heads of the retreating soldiers and priests, the Greshspawn buzzing around you, the occasional arrow shooting up from the host to strike at you, but falling short every time. The deathless knights, at Durthrax’s silent command, charge forth in a thunder of dead hooves, lances lowered as they prepare themselves to smash into the enemy force.

The surviving spearmen manage to form ranks in the instant before your horsemen arrive, and the two forces smash together, spears thrusting into undead horses and jabbing into rotting riders, while the knights thrust with their heavy lances, skewering soldiers. Though many of your knights fall and are trampled into shattered bones, the line is broken, and now it is the turn of the priests to try and stop the relentless charge.

The priests form a line and begin to chant, voices steady even in the face of impending death. A line of light begins to form on the ground, and the Greshspawn let out a buzz of displeasure as the knights’ formation begins to break apart. You raise your hand, and a tendril of inky darkness shoots out, eating the light, wrapping around a dozen priests and strangling them as they are lifted up into the air. The remaining few are snatched up by Greshspawn, and all that is left are a few archers, rapidly run down, and the last few Legion cavalry, the broken, fleeing remnants of the army sent to destroy you.
You kill them slowly, chasing one by one, devouring them and letting them hear the screams. The last few push their horses so hard the animals die, but there is no escape. Not a single one survives, as far as you can tell…

Name: Klx-Dryklfx

Time: 8.75 months

Physical Might: 124 +6 ( -2 priestly snuffing, +5 feasting)

Mental Might: ] 124 +6 ( -2 priestly snuffing, +5 feasting)

Cults

The Ceaseless Consumption
  Members: 7 seducers, 1 high seducer, 3 Shapers, 397 peons, 2 members of the city council in Avendor
  Resources: 0
  Power: 20 (, 5 spent worshipping)
The Avar Society
  Members: 1 seducer, 25 peons, 19 merchants, 11 artisans
Resources: 2 (+5 donations, -3 party)
Power: 4(4 spent throwing parties)

Fortresses

Canord
   Strong walls (45), Deep moat (25), Thorn Wall (25), Weak wards (15), Traps (15) 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
Demonic Realm
2400 Peons
1 Doom-Seer, 2 Doom-Seekers, 317 Slaves, 4 Dark Priests
75 resources
+26 power/week, + 20 resources/week
Slight corruption
Demonic Armies
11 Reavers, 2 Doom-Seekers, 50 thralls, 100 zombies in Canord
The Broken – 821 chaff (46 thralls, 441 zombies, 227 skeletons, 17 wisp wights, 89 weeping sores), 723 light infantry (422 Spear-Thralls, 2 Spear-Thrallherds, 297 Sword-Thralls, 2 Sword-Thrallherds), 269 heavy infantry (27 Demon-Touched , 1 Demon-Touched Thrallherd, 199 wisp-wretches, 42 heavy swordsman), 332 ranged (313 Archer-Thralls, 2 Archer-Thrallherds, 17 slingers), 30 mages (2 Doom-Seers, 28 Doom-Seekers), 315 heavy cavalry( 5 mounted god-slayers, 310 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), 180 scouts (rangers), 17 flyers (17 Gresh-spawn) in Southbend
Barrow Bows – 164 scouts (rangers), 33 light infantry (bandits) in between Avar and Southbend
Champions
Kreth Woemaker
   Physical might: 23 (+10 worship, - 8 corruption)
   Mental might: 23 (+10 worship, - 8 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, pregnant with your child
Caliwick the Arch-Necromancer
   Physical might: 2
   Mental might: 11
   Other: Necromancer, Soulbond, Living Legend

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

Detoxicated

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Re: The Rise of a Demon (Number of easy battles:2)
« Reply #509 on: March 15, 2019, 10:23:39 am »

Return to Your New Land to make a through inventory and to begin fortifying the Position.
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