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>The Rules:
>You are an eldritch horror from another dimension, one of many. Your goal is to be summoned and prevent other eldritch horrors from being summoned or to destroy them when they arrive. The last eldritch horror on earth wins.
>Before you are summoned you can only use your powers to a limited extent and have to rely on cultists to act. Cultists are mortals that you've appeared to in their dreams or have been brainwashed by other cultists. Most are incompetent but they try.
>Inquisitors are the opposite of cultists, mortals that you've pissed off and will try to interrupt your plans.
>The summoning ritual requires an Orb of Stalwart (artifact from before time, only five exist), dragon blood, (nectar from a rare plant), and a summoning circle spelling out Welcome To Earth [Insert-Name] in your native language which only you and your cultists know.
>You have 3 personal actions every turn and can command cultists to take as many as you want them to. For every action you roll 1d6, 1 is crit fail, 2 is failure, 3 is partial success, 4 is success, 5 is major success, 6 is overshot, (so good something bad happens)

If you're interested in playing make an eldritch horror and get a trip. I'll start when there's three but there's no player limit. (only a limited number of breakable Orbs of Stalwart)

>Name: This can be anything, titles included.
>Abilities: What you can do as an eldritch horror. You can have up to 5 and be anything (summoning demons, causing earthquakes, whatever) but boosting your own stats.
>Appearance: What you look like. You don't have to be an eldritch abomination. Dark gods, high-tech aliens, evil wizards, anything is good as long as it's supernatural and trying to reach earth from another dimension.
>Homeworld: Where you're from, what it's like, and maybe why you want to leave it for earth.

>cont
>>
>>4142564
Every eldritch horror has 4 stats and 5 points to spend between them. 0 is bad, 1 is mediocre, 2-3 is good, 4 is great, +5 is apocalyptic. You can lower a stat to -1 for an extra point but it becomes abysmal. If you are killed you cannot be resurrected, it is game over, but if you're banished you can be resummoned if the requirements can be met.
>Presence: How much the sight of you twists and warps mortals. The higher it is the stronger your cultists are when you're summoned.
>Power: How strong your abilities are. This increases massively when you're summoned.
>Physique: How strong and durable your physical form is. This is important when you're summoned but a non-factor early on.
>Appeal: How much mortals like you. This makes it easier to get cultists and reduces humanity's hostility when you're summoned.
>>
>>4142567
>Name: Quazarul, Primordial god of Chaos, Insanity, and Luck.
>Abilities: summon demons(can't control them), create
storms, create bottomless pits, luck manipulation, and shapeshifting.
>Appearance: A giant snake with their scales each being a diffrent color.
>Homeworld: Quazarul comes from a world created by him and several other gods. However after an apocalyptic event it has been destroyed and is now a ocean that expands forever and constantly creates demons. As the last of the gods he is to weak to recreate the world so instead he wishes to enter our world and make the entire planet serve him
>Presence -1
>Power 2
>Physique 4
>Appeal 0
>>
>>4142564
>Name: Carvaxìlseset
>Abilities: Control Plants, Control Animals, Cause natural disasters, shift earth, shift stone
>Appearance: A vaguely female humanoid figure with no features save for robes of grey and green leaves, and a mark akin to tribal war paint in red across its face
>Homeworld: Carvaxìlseset was a deity from a world overrun by the slow, dull march of a thousand year long industrial revolution caused by its unintelligent mortal species.
>The poison choked the world and caused pollution such that it was beyond saving by the time Carvaxìlseset realised, destroying their industry before fleeing the doomed planet.
>It sees earth as dying but not beyond saving, wishing to come to return humanity to a natural state

>Presence: 2
>Power: 1
>Physique: -1
>Appeal: 3
>>
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>>4142567
>Name
Los, The Voidstar, The Child in the Pitch Black Room.

>Abilities
[Network: Links mortal consciousnesses to each other through Los. Allows linked individuals to share, pool or distribute information, mental processing power, or any aspect of their individual psyche with each other. Mental strain or damage can be mitigated by by distributing it across the network.]
[Enbrighten: Gradually, but permanently, enhances the mental brilliance, potency, efficiency and output of the mortal consciousnesses linked to Los.]
[Forecast: Bestows a glimpse of Los' twisted comprehension of time to the mortals linked to each other through it, granting them the ability to perceive events that have, and will, transpire in the recent past and immediate future.]
[Express: Los can convert the mental energy of the mortals linked to each other through it into telepathic potential, which it can unleash and direct through any mortal linked to it. The intensity of this psionic power is proportional to the number of humans linked to Los and the quality of their minds, and its utility is broad ranging from meddling with mortal perception, to subtly or overtly manipulating mortal thoughts and actions, to outright obliterating mortal consciousnesses.]

>Appearance
[Image Related]

>Origin
Los is a singularity that awoke. A speck of cosmic divinity forged beneath reality-breaking pressures, a newborn awareness entrapped by a recursive vortex of warped space-time initiated and perpetuated by its own existence. There was nothing to it, but a mind suspended in crushing nothingness. Thin slivers of its surface thoughts radiated out of the event horizon of its prison, scattered, stretched, faint, less than an impression of a whisper, only to be met with silence. However, at some point Los noticed something utterly foreign to it: A point of reference. There was a distant presence reacting to faint influence of its consciousness bleeding out past the event horizon of its cradle and prison, muffled static just behind the deafening roar of a jet engine. Though cosmic serendipity, Los' black hole drifts close by Earth's solar system, and as it the gossamer-tenuous influence of the nascent god brushed against human minds, its desire for emancipation was rekindled.

> Stats
Presence: 4
Power: -1
Physique: -1
Appeal: 3
>>
>Name: Vulnixz the Cunning
>Abilities: Reading human's minds and clairvoyance
>Appearence: A twisted humanoid that resembles a laughing fox with a large grin
>Homeworld: The human psyche, Vulnixz existed for as long as the human has tricked, misled and lied
>Presence 0
>Power 2
>Physique -1
>Appeal 4
>>
Rolled 4, 2, 4, 5 = 15 (4d6)

>>4142682
>>4142735
>>4142771
>>4142855
>There is a ripple in the space-time continuum as four eldritch horrors extend their tendrils to reality...
>>
>>4142682
>[4]
You find a handful of mortals in a crisis of faith and they are happy to worship a true god. It is the humble start of a new religion.

>Quazarul
>+20 Cultists

>>4142735
>[2]
Your connection to dreams is faint and only a handful convert. The few who do are devoted and want to destroy industry but some see their dreams as nightmares and take up arms.

>Carvaxilseset
>+20 Cultists
>+5 Inquisitors

>>4142771
>[4]
You have been alone for millions of years but you make a connection to something strange. A world of color full of tiny creatures ignorant of the world. You find many willing to let you go.

>Los, The Voidstar, The Child in the Pitch Black Room
>+80 Cultists

>>4142855
>[5]
You are deep in the human mind and bringing them to submit is trivial. Many follow you and it is only the beginning.

>Vulnixz the Cunning
>+160 Cultists
>>
>>4142906
How should we go about structuring our actions? How exactly does this game work?
We need a general idea of what the mechanical boundaries are. What we can reasonably be expected to do, and the number of times we can do those things within the span of a turn. That sort of thing.
>>
>>4142931
There is no limit on actions but they have to follow your abilities and the cultist's capabilities. For example you could try to [Enbrighten] your cultists but trying to make an earthquake isn't possible. This game is going to be fast and loose, the biggest threat is other players. They used to do this on Bay12 and I thought it might be cool to do here when everyone is quarantined. If you want to read the thread here's a link
>http://www.bay12forums.com/smf/index.php?topic=149212.0
Bay12 has turned into a bunch of fags over the years but /qst/ is rad.
>>
Rolled 2, 4 = 6 (2d6)

>>4142906
>recruit more cultist
>have cultist look for Orb of Stalwart
>>
>>4142906
dice+2d6
>Have my cultists infiltrate other cults
>Look for an Orb of Stalwart
>>
Rolled 1, 2 = 3 (2d6)

>>4143077
whoops wrote it wrong
>>
>>4142564
Cool if I jump in or is it to late?
>>
Rolled 6, 5 = 11 (2d6)

>>4143049
>[2]
You extend your influence into the dreams of mortals but only a few hear your call. Some see the god in their dreams and decide he must be kept out by any means.

>+5 Cultists
>+10 Inquisitors

>[4]
The cultists search long and find legends of a summoning sphere in the bottom of a booby-trapped ziggurat.

>Quazarul
>25 Cultists
>10 Inquisitors
>knowledge of an Orb of Stalwart's location

>>4143083
>[1]
Your cultists attempt to infiltrate another cult but are discovered and it turns out the ominous secret society wasn't dedicated to another eldritch horror.
>-40 Cultists
>+40 Inquisitors

>[2]
Your cultists search for the Orb of Stalwart but get a false lead into a haunted Irish cairn. There are casualties.

>-20 Cultists

>Vulnixz the Cunning
>100 Cultists
>40 Imquisitors
>>
>>4143256
If an Orb of Stalwart is intact anyone can jump in.
>>
Rolled 5, 1 = 6 (2d6)

>>4143270
>convert those who know about the orb
>destroy all evidence of the orb's location
>>
>>4143270
>Quazarul's Inquisitors
>Recruit
>[6]
The Inquisition finds many eager recruits in soccer moms and neighborhood watch members but are too pushy and get some contrarians to pray to the fallen god.

>+80 Inquisitors
>+20 Cultists

>Vulnixz the Cunning's Inquisitors
>Protect
>[5]
After they tortured a cultist the Inquisition knows they follow a mind-reading entity buried in humanity's subconscious so they take precautions. Their new tinfoil hats are frustratingly effective.

>+40 Mindshielded Inquisitors
>>
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>>4142564
>Name: Raedryth nielriarth qerel the black.
>Abilities:
[Raedryth gift: Allows Raedryth to gift a portion of his power to a cultists making them half dragon and half human. Giving them scales, dragon wings, and sometimes fire breath. Their is also a 50-50 chance if the cultists will is not strong enough of the cultists losing their mind and becoming a beast completely under Raedryth .
[Raedryth ghost: If a cultists will, body, and mind is strong enough it allows the cultists to summon a limb of Raedryt (Which appears as a ghostly appendage) for a short time, which allows it to do things such as attack enemies and lift heavy objects.]
[Raedryth breath: He breathes plasma.]
>Appearance:
Raedryth is a large black scale dragon with 6 legs, 2 wings, and 6 eyes.
>Homeworld
Raedryth Homeworld was a world like medieval era earth. He ruled this world for several thousands of years with a iron (but he considered a lawfully harsh) fist, before a group of adventurers came and banished him to a another dimension in which he discovered earth.
>>
>>4143352
oops
>>
>>4143352
completely under Raedryth control
>>
>>4143274
Name: Scarn, Hive God
>Presense: 3
>Power: 2
>Physique: 1
>Appeal: -1
>Abilities: Suggestion, Consume Mortal Soul, Mutate Follower (Insect Horror), Brainwash
>Appearence: Giant, ever-pulsating insectoid thing.
>Homeworld: Quazarul's world, Born after great cataclysm, must find hosts, must make drones, must feed.
>>
>>4143352
>Presence:1
>Power:1
>Physique:3
>Appeal:-1
>>
>>4143374
if i'm doing the math right you have one point left to spend
>>
>>4143388
Oh cool thanks dude
>>4143374
>Physique:4
>>
Rolled 6, 4, 3, 3 = 16 (4d6)

>>4142906
>Cultist Action: Send my cultists to hunt down these inquisitors, they cannot be found to interfere so early in my plans, all will be ruined.

>Action 1: I shall gather my strength and push once more into the minds of man and woman, this time hopefully gathering finding a demographic more accepting of my teachings.
>Recruit cultists basically

>Action 2: I shall send my senses throughout nature to find the dragons blood nectar plant

>Action 3: Next I command the beasts to scour the wilds for an Orb of Stalwart

>You did say we get 3 actions and a cultist action right?
>>
>>4143352
Oh come on i forgot one last thing i am so sorry and i do not know if this counts but:
[Raedryth egg: If Raedryth is near death he turns into a egg. In this forum he heals faster but he is immobile and very easy to kill in this state.
>>
Rolled 4, 2 = 6 (2d6)

>>4143289
>[5]
You reveal yourself in the dreams of those living near the ziggurat and thanks to a vague prophecy, they are eager to join your cult. None know how to safely enter the ziggurat but they are determined.
>+60 Cultists

>[1]
Unfortunately, a cultist accidentally sent out a mass-email of sensitive files instead of deleting them. A conspiracy theorist recieved enough to put together a map. There are news broadcasts and the Inquisition is vindicated.
>the location of the Orb of Stalwart is public knowledge
>+40 Inquisitors

>Quazarul
>85 Cultists
>50 Inquisitors

>>4143431
>[6]
The cultists hunt the Inquisition with furious zeal. And their families. And a nearby factory. Some wise mortals see it as a call to arms but others are less impressed.
>+80 Cultists
>-5 Inquisitors
>+20 Inquisitors

>[4]
You find a number of disillusioned mortals eager to join the cult. They call themselves "hippies" and don't seem inclined to violence but cultists are cultists.
>+80 Cultists

>[3]
You extend your senses through the wilderness but earth is distant and you can't pin down an exact location, only a continent. Africa.

>[3]
The beasts of the world search long and fiercely but can't find an Orb of Stalwart. They're well-hidden wherever they are, but a news broadcast lets you know about a very interesting ruin in South America.

>Carvaxilseset
>180 Cultists
>20 Inquisitors
>>
>>4143481
>Quazarul's Inquisition
>Muster arms
>[4]
Thanks to the leak, the Inquisition is able to get in touch with a superstitious cartel. They aren't exactly trained but now they have enough hunting rifles and shotguns to bridge the gap.
>30 Inquisitors are now moderately armed

>Carvaxilseset's Inquisition
>Recruit
>[2]
The Inquisition's pro-pollution campaign was a public relations disaster.
>+40 Cultists
>>
Rolled 2, 6 = 8 (2d6)

>>4143431
You have unlimited cultist actions but the less there are on a single task the less useful the results are.

>>4143432
No problem. This is all for fun.

>>4143352
>>4143365
>
>>
Rolled 2, 1, 3 = 6 (3d6)

>>4143481
>whoever sent that email is sent to grab the orb
>try to infiltrate the inquisition
>recruit more cultist
>>
>>4143352
>[2]
Your approach of threatening to devour the unbeliever may have lacked subtlety but some of the terrified mortals start worshiping you instead of panicking. That's a win.
>+10 Cultists
>+30 Inquisitors

>Raedryth Nielriarth Qerel the Black
>10 Cultists
>30 Inquisitors

>>4143365
>[6]
Your screeching of "FIND HOSTS, MAKE DRONES, MUST FEED" broke the minds of many mortals but a handful held on. The cultists are eager to summon you and act as hosts.
>+60 Cultists
>+20 Inquisitors
>>
>>4143515
>Scarn, Hive God
>60 Cultists
>20 Inquisitors
>>
>>4143517
Where are my slaves stationed currently?
>>
>>4143525
Let's say somewhere in mainland Asia.
>>
>>4143515
>Action 1: I give one of the strongest cultists Raedryth gift and turn them into a half dragon and half human.
>Action 2: I praise the 10 cultists who join me and i promise to give them a great title (such as duke or duchess.) once i take over the world.
>Action 3: I go get more cultists but i try to be more "nice" to them.
>>4143533
oh and Where are my stationed currently?
>>
Rolled 1, 1, 2, 3 = 7 (4d6)

>>4143533
> Cultist: find and capture local dirt farmers/drunks nobody will miss
> 1: find the best and brightest among our flock and give them the gift of the insectoid form
> 2: The select capable ones among the ones harvested and make them ours
> 3: consume the souls of the rest, letting the drones fight for their husks, the strong survive to serve us
>>
>>4143545
Western Europe. You're going to need to roll 3d6 for your actions.

>>4143547
That is unfortunate.
>>
>>4142564
Still taking players?
>>
>>4143574
If an Orb of Stalwart is intact, the game is open to players.
>>
>>4143568
ok! ......how do i do that?
>>
>>4143593
in the options thing type /dice 3d6
>>
>>4143593
type "dice+(dice amount)d(dice type)" in the options bar
>>
Rolled 1, 1, 2 = 4 (3d6)

>>4143596
>>4143598
ok thanks guys!
>>4143545
>>
>>4143593
You type dice+xd6 into the Options.
>>
>>4143602
hahaha .... oh no
>>4143603
and also thanks
>>
Rolled 1, 2, 6, 5 = 14 (4d6)

>>4143509
>[2]
The clumsy cultist is sent into the ziggurat to retrieve the Orb of Stalwart. When he doesn't return after a week, an expedition is sent after him and discovers he fell into a pit trap. Sadly, they found out firsthand but future explorers will know what to avoid.
>-5 Cultists
>the ziggurat is (1/10) cleared

>[1]
The cultists try to infiltrate the Inquisition but worshipers of Insanity aren't the best at getting through psyche evaluation. Worse, the Inquisition finds a recruitment pamphlet they're able to take out of context and propagandize.
>-20 Cultists
>+40 Inquisitors

>[3]
To compensate for recent casualties you try to convert further followers. Not all are eager to embrace the creed. You consider that you could always use your powers directly.

>+20 Cultists
>+20 Inquisitors

>Quazarul
>80 Cultists
>30 Inquisitors (moderately armed)
>80 Inquisitors

>>4143545
>>4143602
>[1]
You give the strongest cultist the gift of the dragon. Even the greatest of these worms can't handle your true power and melts into a pathetic, mindless wrymling. At least it's intimidating.
>-1 Cultist
>+1 Wrymling

>[1]
After seeing them cower before the wrymling you hold your tongue. Perhaps these were the most cowardly mortals that saw you in their dreams.

>[2]
For some reason your offer to devour the enemies of your worshipers whole didn't go over well. These earthlings must be mentally damaged.
>+11 Cultists
>+30 Inquisitors

>>Raedryth Nielriarth Qerel the Black
>20 Cultists
>60 Inquisitors

>>4143547
>[1]
Your cultists kidnap a handful of drunks but one is the nephew of a mortal hive leader and their enforcers are alerted.
>+20 Kidnapees
>The Law has been mobilized. They will investigate illegal acts and retaliate if they find enough evidence.

>[1]
You decide to bless the worthiest mortals with insectoid forms. Their pink, fleshy frames do not take to it well but they may still serve as fodder.
>-10 Cultists
>+10 Giant Insects (mindless without direct instruction)

>[2]
The cultists try to convert the kidnapees and do poorly. Only a handful see the truth.
>-5 Kidnapees
>+5 Cultists

>[3]
You consume the souls of the failures. They are a small morsel, only enough to remind you of how hungry you are.
>-15 Kidnapees

>Scarn, Hive God
>10 Giant Insects
>55 Cultists
>20 Inquisitors
>>
Rolled 4, 5, 3 = 12 (3d6)

>>4143666
>give a handful of my cultist increased luck
>send them into the ziggurat
>recruit cultist
>>
>>4143666
>The Law
>Investigate the disappearance of a mayor's nephew
>[1]
The investigation was going well, until an unrelated group of terrorists firebombed a national monument live on video. Detective work on the minor disappearance has been suspended until further notice.
>The Law has gone dormant for 2 turns

>Quazarul's Inquisitors
>Purge the Cultists
>[2]
The Inquisition gathered its troops and stormed the cult's suspected HQ but invading a jungle held by religious fanatics rarely goes well. This time it didn't and their equipment went straight into the cult's hands.
>-20 Cultists
>-30 Inquisitors (moderately armed)
>-30 Inquisitors

>Raedryth Nielriarth Qerel the Black's Inquisitors
>Muster arms
>[6]
The Inquisition happens to have friends in high places and managed to get their hands on a Nuke. Now they may be international fugitives but it's for a good cause.
>The Inquisition has gained a Nuke
>The Law has gone out of dormancy and is now hunting the Inquisition

>Scarn, Hive God's Inquisition
>Recruit
>[5]
Getting people to mobilize against a bug from another dimension is usually harder than this but the Inquisition really lucked out with the families of the kidnapping victims.
>+60 Inquisitors
>>
Rolled 5, 6, 2, 3 = 16 (4d6)

>>4143700
>Cultists: Fortify our small hole.

> 1: Prepare a trap for the inquisition Which I'll spring should they enter may chamber

> 2: See if further mutation can make something of the failed results

>3: See if I can find key inquisition figure in the area

Do or die time kiddos
>>
Rolled 4, 2, 5, 1 = 12 (4d6)

>>4143700
>Action 1: Me and my cultists try to find the inquisitors logo/symbol and then brand it on the wrymling and then take pictures of the logo/symbol and put it on the internet anonymously.
>Action 2: I send two cultists to go and explorer the Orb of Stalwart ziggurat and see if they can get anything.
>Action 3: Me and my cultists will once again try to get more cultists. I might have to use that accursed word. Please. runs shivers down my spine that word.
>Cultists Action: they work out to improve mind, body and spirit.
>>
>>4143742
I'll that.
>>
>>4143700
(Ah darn, slept through a bunch of turns.)
> Use [Network] to link together the minds of some of my cultists.
> Have the linked cultists do some light recruiting at a local university campus under the cover of offering to teach students techniques to manage stress and improve concentration.
>>
>>4143878
don't forget roll
>>
>>4143883
Hm. is it a d6 per action, or simply a 4d6?
>>
>>4143878
No worries, there's no more rush than the other eldritch horrors bring.

>>4143889
It's a 1d6 per action
>>
Rolled 2, 1 = 3 (2d6)

>>4143894
Ah, I see. Thanks.

>>4143878
Rolling for actions.
>>
Rolled 5, 4, 5, 6, 3 = 23 (5d6)

>>4143681
>[4]
You attempt to bless a handful of cultists with enhanced luck and thankfully, the good fortune sets in. There aren't any problems or backlash.
>10 Cultists are now lucky

>[5]
The cultists are sent into the ziggurat, where they miraculously dodge several swinging blades and poison darts. More than that they recover a secret door leading to a treasure trove of ancient artifacts that would be priceless on the black market. Or a sign of goodwill to donate to a museum.
>the ziggurat is (5/10) cleared
>+Stockpile of Ancient Artifacts

>[3]
You try to recruit cultists and get more but some recoil and join the Inquisition. You aren't surprised.
>+20 Cultists
>+20 Inquisitors

>Quazarul
>10 Cultists (minor luck blessing)
>30 Cultists (moderately armed)
>40 Cultists
>70 Inquisitors

>>4143742
>[5]
Thanks to quick-dry concrete, architectural blueprints, and modern excavation equipment your cultists manage to do the work of twice as many drones in half the time. Your cult lair is now a fortress an alliance of mortal hives would struggle to breach.
>Scarn, Hive God's cult has heavily fortified their lair (5/5)

>[6]
You prepare a soul-siphoning trap for the Inquisition using the wonders of plumbing and rubber hoses. It works so well that a handful of your own cultists are caught in the center. Oh well, they can be replaced.
>the cult's fortifications have become much more dangerous (10/10)
>-15 Cultists

>[2]
You try to mutate the giant insects into something better but only find out that more can be hatched out of fresh human corpses.
>-10 Cultists
>+10 Giant Insect Eggs

>[3]
You search for key figures of the Inquisition but only find that they have a pitiful base (1/1) hidden in a whorehouse.

>Scarn, Hive God
>knowledge of Inquisition base
>30 Cultists
>10 Giant Insects
>10 Giant Insect Eggs (will hatch in two turns)

>>4143745
>[4]
A few of the clever cultists find the Inquisition's logo on their website. It is an angry gauntlet squeezing the blood out of a tiny lizard. You aren't impressed but they brand it on the wrymling and leak video footage. Most of the internet thinks it's a hoax but some are curious and start having strange dreams.
>+32 Cultists

>[2]
You decide to send a group of two cultists to search the ziggurat. They don't come back. You see that they tripped a rolling boulder that could've wiped out a much larger search party.
>the ziggurat is (6/10) cleared
>-2 Cultists

>[5]
Offering to spare the virgin daughters and fattened cattle of your followers was a good strategy. Even if it feels terrible.
>+40 Cultists

>[1]
Apparently dragon workout regimens don't work with humans. Several deadlifts went wrong before someone said something.
>-10 Cultists

>Raedryth Nielriarth Qerel the Black
>90 Cultists
>60 Inquisitors (international fugitives)(have a Nuke)

>cont
>>
>>4144039
>>4143878
>[2]
The minds of these tiny creatures are trapped alone like you were. That should change. Perhaps you underestimated how much pressure they can withstand. Next time you'll bring more together.
>10 Cultists are now networked

>[1]
That time, you definitely overestimated how much pressure their minds can withstand. Some get down and don't get up. Some more aren't happy. This makes you sad. Why can't these tiny creatures come together? You only want them to stop being lonely.
>-10 Cultists (networked)
>+30 Inquisitors

>Los, The Voidstar, The Child in the Pitch Black Room
>70 Cultists
>30 Inquisitors
>>
>>4144039
>The Law
>Track down the Nuke thieves
>[5]
It takes millions of taxpayer dollars but an international coalition of secret service agents are able to find and interrogate a few high-ranking members of the dragon slayers cult. The implications of their theology next to the ziggurat scandal are disturbing but they aren't paid to dig into fairy tales. Now they know where their base is in the Himalayas, they'll be able to launch a full spec-ops assault.
>The Law is now aware of the Inquisition's location and are preparing to launch a full-fledged assault (1 turn remaining)
>-5 Inquisitors

>Quazarul's Inquisition
>Recruit
>[4]
They don't know how many snake worshipers are in that jungle and after how ferocious their defense was the Inquisition thinks it's best to be cautious. Luckily they're able to blame Quazarul for the corruption in the local government and go a good way to restoring their losses.
>+40 Inquisitors

>Scarn, Hive God's Inquisition
>Muster arms
>[5]
They know for a fact that the bug cultists are willing to do anything it takes to bring their god into the world. The Inquisition has to be ready to do the same and thanks to a generous donation from the mayor, they have what it takes.
>50 Inquisitors are now heavily armed

>Raedryth Nielriarth Qerel the Black's Inquisition
>Spread propaganda
>[6]
After the disappearances and videos the Inquisition knows the dragon cult is planning something serious... So they preempt them by coming public, claiming the videos are real, and of a baby dragon they kidnapped. Experts saying that the video wasn't faked stun the internet. Some think it's a hoax but some pledge their support and a few fetishists start secretly worshiping the dragon.
>interdimensional dragons are now a popular conspiracy theory
>+60 Inquisitors
>+20 Cultists

>Los, The Voidstar, The Child in the Pitch Black Room's Inquisition
>Recruit
>[3]
The Inquisition claims the mind melting that happened earlier is evidence of a disaster waiting to happen and that members of the new self-help group need to expelled and arrested. Some agree but most are worried by their violent rhetoric and decide to see for themselves.
>+20 Inquisitors
>+40 Cultists
>>
Rolled 2, 5, 6, 6 = 19 (4d6)

>>4144039
> Cultist: Find the base, clean it out, bring it's agents to me, we grabbing attention as well as food

> 1: Select one particularly hardy individual and experiment to where we're going wrong with him.

> 2: Make a "mistake" that'll let a large inquisition force into my trap

> 3: Take the corpse and see if we can make something from them
>>
>>4144081
https://www.youtube.com/watch?v=P3ALwKeSEYs
>>
Rolled 2, 6, 6, 4 = 18 (4d6)

>>4144072
> God Action: Use [Network] to link together the minds of some of my cultists. Exercise a greater degree of delicacy when performing this operation.
> God Action: Use [Network] to link together the minds of some of my cultists. Exercise a greater degree of delicacy when performing this operation.
> God Action: Use [Enbrighten] to improve the minds of my mind-linked cultists.
> Cultist Action: For a while, the cultists of Los cease congregating and associating with each other in person, relying on their mental network to coordinate and communicate, with the aim of avoiding and confounding the investigations of the inquisitors.
>>
Rolled 6, 5, 4, 6, 2, 3 = 26 (6d6)

>>4143481
>Action 1: Use my ability to control plants

>Action 2: I am nature, I shall attempt once more to sweep Africa with my senses and find the dragons blood

>Action 3: Create a base for my cultists in africa, fortify it with steely vines, for this shall be the place I soon shall enter the world

>Cult 1: Continue silencing the inquisition

>Cult 2: Attempt to interfere in the other gods attempt to explore the Ziggurat, it is public knowledge after all

>Cult 3: The rest are to visit South America and explore this ruin
>>
>>4144192
Forgot to type up action 1, nice.

Yeah use my ability to control plants to interfere with factories and sabotage oil rigs
>>
Rolled 2, 3, 1 = 6 (3d6)

>>4144039
>donate artifacts to a museum
>cultist explore ziggurat
>recruit cultist
>>
Rolled 4, 4, 4, 4 = 16 (4d6)

>>4144039
>Action 1:I go get more Cultist and since it worked out so well i i will use the word "Please" Again.
>Action 2:I give two of the strongest cultists Raedryth gift and turn them into a half dragon and half human.
>Action 3: I give the The Law enforcement a sizable donation for their help with the Inquisitors.
>Cultist Action: they work out to improve mind, body and spirit. Again. But i go a little easier on them this time.
Oh and i feed Bob the wrymling .... I think his name was Bob anyhow.
>>
>>4142564
>Name: Father Arkham
>Abilities: a) Can cast clouds the size of cities that drive permanently insane anyone within them. Can only have one at a time.
b) Can drive insane a specific entity in any part of the work.
>Appearance: Sphere of titanic proportions. When you look at it you see everything everyone in the world is thinking at that very moment, at the same time.
>Homeworld: What deep space is for deep space.

>Presence: 0
>Power: 5
>Physique: 0
>Appeal: 0

so how do I play lol
>>
>>4144341
Oh my me look at those 4's
>>
Rolled 4, 1, 1, 4, 5, 1 = 16 (6d6)

>>4144081
>[2]
The cultists launch an assault on the Inquisition base and find their automatic machineguns and sniper rifles more than make up for their lack of fortifications. Even so mindless zeal gets them through the door.
>-20 Cultists
>-5 Inquisitors

>[5]
The sight of cultists being torn into gore gives you an epiphany on mortal biology. You pour your power into your hardest follower and are pleased by the results. A massive soldier drone stands in its place.
>-1 Cultists
>+1 Soldier Drone

>[6]
You have a clever plan and send four cultists to kidnap an Inquisitor leader. They make sure to be seen, tracked back to the base, and put up enough of a fight that the rescue party don't suspect a trap. By the time they reach your inner chamber their fate is sealed.
>the cult's base has been (2/10) cleared
>-30 Inquisitors (heavily armed)
>-20 Inquisitors
>-4 Cultists

>[6]
You experiment with the corpses and find that only halfway hatching an egg produces a mindless rotting mortal with insect limbs, spikes, and mandibles jutting out. They are inferior to even worker drones but quick to hatch and terrifying to mortals. You learn that when one is seen in the sewers. You make sure to lay eggs in some.
>+30 Zombie Hybrids
>+20 Giant Insect Eggs
>+15 Inquisitors

>Scarn, Hive God
>knowledge of Inquisition base
>5 Cultists
>1 Soldier Drone
>30 Zombie Hybrids
>10 Giant Insects
>10 Giant Insect Eggs (will hatch in one turn)
>30 Giant Insect Eggs (will hatch in two turns)
>20 Inquisitors (heavily armed)
>20 Inquisitors

>>4144098
>[2]
You try to network the minds of the tiny creatures, but the signal is faint and only a few come together.
>+5 Cultists are networked

>[6]
This frustrates you. The signal is sent again much more precise and powerful than before. You rejoice, many of your followers have become one but you see some are different. They output different signals and act strangely but are more devoted to their companions.
>+35 Cultists are networked
>+10 Cultists (networked) are driven insane

>[6]
You pity the dimmest. They are lonely and almost unable to understand how isolated they are. You try to enhance their signals. It works and their signals are beautiful but some can't bare the enhancement to their processing power and change to compensate.
>+20 Cultists (networked) are made brilliant
>+10 Cultists (brilliant) are driven insane

>[4]
You think the protesters are dangerous and ask your followers to scatter. They communicate through their network and a few become more fluent. This slows their growth but makes them safe. They seem so happy. You wish you could join them.
>the Cult's recruitment is slowed but the Inquisition will have to investigate to find them

>Los, The Voidstar, The Child in the Pitch Black Room
>70 Cultists
>20 Cultists (networked)
>10 Cultists (networked)(brilliant)
>10 Cultists (networked)(brilliant)(insane)
>10 Cultists (networked)(insane)
>50 Inquisitors

>cont
>>
>>4144498
>>4144192
>[6]
You have seen mortal industry before and you don't want to see it again. Across the planet, plants move to destroy factories and oil rigs. There are countless dollars in damage that the media struggles to cover up, but rumor gets out and many see the path. Some who lost their jobs start to work against you.
>the world governments are on high-alert but unsure how to respond
>+40 Cultists
>+10 Inquisitors

>[5]
You search across Africa and sense a grove of bushes in the jungle. Another entity's followers might have to struggle but you are a goddess of plants and the dragon's blood comes quickly.
>+dragon's blood

>[4]
You cultists flock to the jungle and construct a base from living trees covered in steely vines. It is humble but they are ready to defend it with their lives.
>Carvaxilseset's cult has moderately fortified their lair (4/4)

>[6]
The cult hunts the Inquisition to the ends of the earth. The blasphemers are beheaded and their mansions burned. Their money didn't help them but the government suspects the killings are related to the murderous plants.
>the world governments are increasingly suspicious
>-30 Inquisitors
>Carvaxilseset's Inquisition has been exterminated

>[2]
You try to frustrate the other cult's efforts to search the ziggurat, but unholy amounts of weedkiller and gasoline prevent the jungle from barring their way. You are angered.

>[3]
They can't stop so many cultists from trying to search the ziggurat and the ruin only has so many traps.
>the ziggurat has been (8/10) cleared
>-60 Cultists

>Carvaxilseset
>160 Cultists

>>4144258
>[2]
The ancient artifacts are donated to a museum. Some historians and curators are satisfied but the Inquisition claims your cult are grave-robbers, turning public opinion against you.
>+20 Cultists
>+40 Inquisitors

>[3]
The cultists do their best to explore the ziggurat. Some die horribly but the rest feel they are very close.
>the ziggurat is (9/10) cleared
>-20 Cultists

>[1]
You show mortals visions of the demons destroying your home world while transmitting feelings of sadness and despair but your attempt to gather sympathy has the opposite effect.
>+60 Inquisitors

>Quazarul
>10 Cultists (minor luck blessing)
>30 Cultists (moderately armed)
>40 Cultists
>170 Inquisitors

>cont
>>
>>4144501
>>4144341
>[4]
You keep acting nice and get a few more weak-willed mortals to join. This makes you sick but if it works it works.
>+32 Cultists

>[4]
You give the strongest cultists the gift of the dragon and are greatly pleased. It actually works, even if their minds are too weak to handle the power. They are still worth many lesser mortals in combat.
>2 Cultists have turned into Half-Dragons (mindless)

>[4]
You offer The Law a generous donation from your cult's hoard, which is apparently tax deductible. Nice.
>The Law is now less suspicious of the cult

>[4]
The cult exercises as well as their feeble bodies can and actually make notable progress. At this rate they'll almost be able to fight at a professional standard!
>40 Cultists are lightly trained

>Raedryth Nielriarth Qerel the Black
>2 Half-Dragons (mindless)
>100 Cultists
>40 Cultists (lightly trained)
>120 Inquisitors (international fugitives)(have a Nuke)
>>
Rolled 4, 3, 6 = 13 (3d6)

>>4144501
>explore ziggurat
>search for dragons blood plant
>recruit
>>
>>4144498
>The Law
>crush the dragon slayers cult
>[4]
In the Himalayas, several hundred of the most dangerous and well-equipped soldiers on the globe storm a compound held by untrained fanatics. There are no survivors. The dragon slayers are still active elsewhere but for now, the job is done.
>the Nuke has been recovered
>-60 Inquisitors

>Scarn, Hive God's Inquisition
>Recruit
>[1]
Now that the Inquisition knows what they're up against they take to the streets, preaching about how an insect horror from another dimension is coming to eat their souls. In retrospect, a European heavy metal concert might've been a bad place to recruit. You really have to hand it to them, the propaganda posters were very well detailed.
>+60 Cultists

>Los, The Voidstar, The Child in the Pitch Black Room's Inquisition
>Recruit
>[1]
In hindsight, maybe burning and beating an effigy of a nerd in a lab coat wasn't the best approach.
>+100 Cultists

>Carvaxilseset's Inquisition
>Recover
>[4]
No-one else is willing to pick up the torch. The garden grows.
>The Inquisition stays Exterminated

>Quazarul's Inquisition
>Muster arms
>[5]
This time the superstitious cartel doesn't even ask for cash. They just hand them military grade firearms and explosives, no questions asked. Their urgency makes the Inquisiton wonder how real the prophecy really is.
>60 Inquisitors are now heavily armed

>Raedryth Nielriarth Qerel the Black's Inquisition
>Recruit
>[1]
Maybe firebombing a government office in full knightly regalia to show they were serious was a bad call.
>Exterminating the Inquisition has become The Law's top priority
>>
Rolled 1, 3, 3, 3, 2, 3 = 15 (6d6)

>>4144501
>Action 1: Begin wilting the dragons blood plants all across Africa, keep some safe near my lair

>Action 2: Begin distracting the law enforcement, start some natural disasters away from my operations to draw attention, maybe near a rival cult

>Action 3: Send packs of beasts to lie in wait outside the ziggurat in ambush to attempt to skirmish for the orb

>Cult 1: Dig up some more lore, there must be other orbs hidden in the dark corners of this world, if I cannot have the ziggurats one

>Cult 2: Recruit

>Cult 3: Construct and prepare my summoning site at the ironwood base
>>
>>4142564
>Name: P̴͙̪̠̙̻̗̻̹͆͒̈́̂̃͗̑̂́̕͝͝Ȩ̶̧̠̞̰͍̠̞̓̂̄̽̚P̸̧͚̠̦͓̪͚̟͙̹̂̓̓͘ͅÉ̴͔̼̈́̑

>Abilities:

Corruption: Twist mortals into living meme abomination increasing their strength tenfold and twisting the form to resemble a specific meme.

Memetic Virus: Create a memetic image of PEPE that brainwashes and gives me complete control of the mind of any mortal who comes across it or a copy of it,

PEPE.com: A website that upon seeing the link makes people feel an intense inclination to go on, can’t be taken down, and shows only one image of PEPE which all of my cultists know the link to.

Infinte_Chan: All the minds of cultists are linked to this forum allowing me and the cultists to transmit information to each other telepathically, can’t be taken down, and can’t be accessed unless you're a cultist or me.

>Appearance: Character pepe distorted into an eldritch abomination.

>Homeworld: From Xanthar an empty barren moon. PEPE craves mass social attention and praise and will do whatever it takes to get it.

>Presence: 0
>Power: 2
>Physique: -1
>Appeal: 4
>>
>>4144595
Image of P̴͙̪̠̙̻̗̻̹͆͒̈́̂̃͗̑̂́̕͝͝Ȩ̶̧̠̞̰͍̠̞̓̂̄̽̚P̸̧͚̠̦͓̪͚̟͙̹̂̓̓͘ͅÉ̴͔̼̈́̑
>>
>>4144595
Since no post have come after mine I'm just gonna change my stats real quick

>Presence: -1
>Power: 2
>Physique: -1
>Appeal: 5
>>
>>4144504
>Action 1: I send all my Cultists (except 10 Cultists and Bob? the wrymling) to the ziggurat to get the orb of Stalwart.
>Action 2: I see if any of the Cultists can use Raedryth ghost.
>Action 3: I try to->>4144595
>>4144603
...a..a demon has entered this wold....... i have to find it.....i have to kill it.
>Action 3: I try to find a new god.
>Cult 1: try to build me a castle.
>Cult 2: train.
>Cult 3: put money into the Law enforcement .
>>
Rolled 5, 4, 1, 4, 2, 4 = 20 (6d6)

>>4144661
>>
Rolled 3, 1, 3, 2 = 9 (4d6)

>>4144533
> Cultist: Get arms for the drone

>1: Begin a new harvest of fresh bodies

>2: Start making more of these soldiers

>3: Look into other cults, will half dragon blood work for the ritual?
>>
>>4144666
in case you missed it dragon blood's a plant
>>
File: wefeee.jpg (8 KB, 241x209)
8 KB
8 KB JPG
>>4144669
>>
>>4144669
But real dragon blood is cooler/better then the dragon blood plant. I'm just saying
>>
>>4144672
true
>>
How many orbs of Stalwart are left?
>>
>>4144683
5
>>
>>4144683
5
>>
>>4144454
Going balls to the wall on a single stat is okay but are you sure you want these to be your abilities? Insanity makes cultists converting or doing things without alarming normal people difficult but otherwise doesn't hinder them much because they're already unhinged.

>>4144595
Nothing is infallible or unbreakable with enough effort from other eldritch horrors, and you can't make cultists x10 more dangerous in a single turn without a crit just much more dangerous but this is otherwise okay.

>>4144683
5
>>
>>4144666
Do you want to turn any corpses you find into Zombie Hybrids or lay Giant Insect Eggs in them?
>>
>>4144730
Hell yeah nigga, just jam me in.
>>
>>4144737
If you're sure you don't want any more versatile abilities, that's okay but you'll be at a disadvantage. 5 Power is a LOT though.
>>
>>4144730
I'll change that. Is there any point in having less than five abilities?
>>
>>4144746
If I can get just one strong as fuck ability that's worth for five then sure. If I can't I'll have to think about the others.
>>
>>4144754
I say do it
>>
File: Devastation.jpg (977 KB, 2000x994)
977 KB
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>>4142564
>Name: The Crimson Tide, Timeless God of War and Devastation
>Abilities
>Warhawk: Makes groups of people more easily swayed to violent and militaristic ways of thinking.
>Doctrine, Discipline: Followers will subconsciously develop competency and millitary training geared towards a certain role in millitary hierarchy (Infantry, Engineer, Lieutenant, etc)
>Telecom: Capable of communicating through mundane means, such as phonecalls and writing.
>Hyperspace Arsenal: Possesses a myriad of military technology from throughout space and time. Can be physically manifested within closed containers, which become red in color.
>Red Menace: Instills extreme terror and despair in those who witness its true form.
>Appearance: Hulking red mecha resembling a humanoid fortress bristling with futuristic weaponry.
>Presence:-1
>Power:2
>Physique:5
>Appeal:-1
>>
>>4144752
Flavor, style, being able to say you did, there's not much mechanical defecit. Your current Abilities are fine.

>>4144754
Your Power isn't impacted by your number of Abilities, you can have up to five with no decrease. The tradeoff is that you don't have any impact on your cultists when summoned, are fragile, and hated. Being summoned greatly increases the strength of your Abilities. Before being summoned you couldn't maintain a city-sized storm indefinitely but a city block is trivial and getting up to Nuke levels is possible with a decent roll. 5 in a single stat is a LOT.
>>
>>4144752
You can change your Abilities if you want no problem. As long as it's before you start any edits are okay.

>>4144770
This is good. I'm just waiting for new players to finish before the next update.
>>
>>4144777
Hey op who do you think is the strongest right now.
>>
>>4144771
Aight then.
1) Can cast clouds the size of cities that drive permanently insane anyone within them. Can only have one at a time. This effect can be countered with gas masks and the like.
2) Can drive insane a specific entity in any part of the world.
3) Can temporarily induce instant mass histeria in a large radius with no lasting consequences.
4) Can swap the conciousness of everyone within a small radius, like a town.
5) Followers are batshit crazy and not that functional, but spread insanity clouds on death.

Also, if this is legal:

>Presence:-1
>Power: 8
>Physique: -1
>Appeal:-1

if not, like before.
>>
>>4144788
That depends on your definition of strongest but Quazarul and Carvaxilseset are in good positions for summoning.

>>4144789
That is legal and absolutely insane.
>>
>>4144770
Also
>Homeworld: a universe filled with the war-torn husks of countless civilizations.
>>
>>4144730
Updated the sheet


Name: P̴͙̪̠̙̻̗̻̹͆͒̈́̂̃͗̑̂́̕͝͝Ȩ̶̧̠̞̰͍̠̞̓̂̄̽̚P̸̧͚̠̦͓̪͚̟͙̹̂̓̓͘ͅÉ̴͔̼̈́̑

>Abilities:

Corruption: Twists mortals into living meme abominations based on specific memes increasing their strength and how dangerous they are.

Memetic Virus: A memetic image of PEPE that brainwashes and gives me complete control of the minds of any mortals who come across it or a copy of it,

PEPE.com: A website that upon seeing the link makes people feel an intense inclination to go on, the website has a VPN and multiple servers, the website shows the memetic virus image of PEPE, the website has the phrase “PEPE grinds the minds of the land with his hand into sand” playing on repeat, and all of my cultists know the link to the website.

Infinte_Chan: All the minds of cultists are linked to this forum allowing me and the cultists to transmit information to each other telepathically, the website has the memetic virus image of PEPE as all of it’s banners, the website has a VPN and multiple servers, the website can’t be accessed unless you have the virtually uncrackable password, and the password to the website changes every hour.

Memetic phrase: Upon hearing the phrase “PEPE grinds the minds of the land with his hand into sand” spoken by one of my cultist mortals are brainwashed and complete control of their minds are given to me.

>Appearance: Character pepe distorted into an eldritch abomination.

>Homeworld: From Xanthar an empty barren moon. PEPE craves mass social attention and praise and will do whatever it takes to get it.

>Presence: -1
>Power: 2
>Physique: -1
>Appeal: 5
>>
>>4144733
You said I made a drone soldier, let's see if that's replicatable.
>>
>>4144833
Mr. PEPE,

In the darkness from which we seek incarnation, your radiant glow shines like a glimmering beacon. I am very impressed by your information control apparatus and hope I can allow it to reach peak effectiveness.

Seeing as we have come to this world at the same time, I think it would be best for the both of us if we entered it as partners. My communication abilities could allow your meme to spread without the need for untrained human networking.

-Mr. Red
>>
>>4145093
Mr.Red

I would be interested in a partnership. The military structure of your followers seems promising. Soon one of the eldritch horrors will awaken which will make getting a stalwarts even more difficult, but I think with you and me working as a team we could get it done.


_P̴͙̪̠̙̻̗̻̹͆͒̈́̂̃͗̑̂́̕͝͝Ȩ̶̧̠̞̰͍̠̞̓̂̄̽̚P̸̧͚̠̦͓̪͚̟͙̹̂̓̓͘ͅÉ̴͔̼̈́̑
>>
>>4145093
>>4145131

Mr. PEPE. Mr. Red.

Gentlemen. I declare war on the both of you. Pray you never find me. Pray you never hear of me.

-Father Arkham.
>>
Rolled 2, 5, 3, 3 = 13 (4d6)

>>4144533
> God Action: Use [Network] to link together the minds of some of my cultists. Obviously a greater degree of delicacy is required when handling mortal minds, they are so much more fragile than myself. With this consideration in place, exercise caution when tampering with the psyche of my followers.
> God Action: Use [Network] to link together the minds of some of my cultists. Obviously a greater degree of delicacy is required when handling mortal minds, they are so much more fragile than myself. With this consideration in place, exercise caution when tampering with the psyche of my followers.
> God Action: Use [Enbrighten] to enhance the mental fortitude of my more stable mind-linked cultists.
> Cultist Action: While they continue to elude the notice of the inquisitors, encourage my cultists to practice utilizing their psionic network by sharing snapshots of sensory information with one another other. The mind is not dissimilar to a muscle, it must be exercised frequently least it wither and atrophy.
>>
>>4145510
By the way, this is me.
>>
>>4145303
No better way to strengthen an alliance than to face a common enemy.
>>
>>4145303
59 4f 55 20 4f 56 45 52 45 53 54 49 4d 41 54 45 20 59 4f 55 52 20 53 54 52 45 4e 47 54 48 20 42 41 4c 4c 0d 0a 0d 0a 57 41 52 20 43 41 4e 20 42 45 20 57 41 47 45 44 20 57 49 54 48 20 53 50 4c 49 54 20 42 4c 41 44 45 53 0d 0a

-Mr. Red
>>
>>4145093
>>4145131

Hello Mr.PEPE and Mr.Red.

I hereby inform you that i Raedryth the black. declare war on you. The reason being. PEPE is an abomination of the highest caliber and should be/will be destroyed. And for Mr.Red. I am sorry to say that the reason is you decided to join the abomination so you too must be destroyed. It's a shame really, i thought we could have been friends. But you decided to join the abomination.
Pray i never find you.
-Raedryth Nielriarth Qerel the black.

>>4145654
enemies not enemy.
>>
>>4145714
..-. --- --- .-.. .. ... .... / .-. . .--. - .. .-.. . / .--. .-. .. -.. . ..-. ..- .-.. / . -- --- - .. --- -. .- .-.. / .. -- -- .- - ..- .-. . / ..-. . .- .-. ... --- -- . / ... - .-. --- -. --. / .- ...- .- .-. .. -.-. .. --- ..- ... / .- -. .. -- .- .-.. / .- -. .. -- .- .-.. / .- -. .. -- .- .-.. / -. --- - / -- .- -. / -. --- - / -.- .. -. --. / -. --- - / .- .-. -.-. .... --- -. / -.-. .- -. -. --- - / .-. ..- .-.. . / -.-. .- -. -. --- - / .-. ..- .-.. . / -.-. .- -. -. --- - / .-. ..- .-.. . / .-. ..- .-.. . .-. ..- .-.. . .-. ..- .-.. . .-. ..- .-.. . .-. ..- .-.. . .-. ..- .-.. . .-.. . .-.. . . . . . . . . . . . . . . . . . . . . . . .
>>
>>4145303
-Father Arkham.

hello Father. I Raedryth the black, propose an idea. we make a war pack and work together and destroy PEPE. The reasons for forming the war pack is. i have more/stronger Cultists then you and you can make anything batshit insane. together we will be unstoppable. think about my proposal. it is a good one.


Your friend
-Raedryth Nielriarth Qerel the black.
>>
>>4145721
Well i am emotional i take pride in the fact that i can feel them and use them. Unlike the likes of you. And i doubt that you even know how to rule because. 1, your universe have been at war for countless centuries. and 2, Your a war machine. not a machine billed to rule. Not a machine billed to help. A machine billed to kill and nothing more.

Oh and look at this .-.. .. - - .-.. . -... .. - -.-. .... .-.-.-

-Raedryth Nielriarth Qerel the black.
>>
>>4145729
Mighty Raedryth

I would like to request that you would allow me to join this war pack of yours. You will find that once I'm summoned few being have even the slightest chance of destroying me so I would make a great ally.

Best wishes
Quazarul
>>
>>4145729

-Raedryth Nielriarth Qerel the Black

I agree. Let us cleanse this world. I'm all for insanity but this PEPE is too much. Do let Quazarul join our pack; the cause allows it.

ASJKEHA;Sbe,aseh,JSAHE
-Father Arkham
>>
>>4145714
-Raedryth Nielriarth Qerel the black.

Funny how an evil tryannical monster from another dimension calls me an abomination. You seek to subjucate mortals and conquer them like a dicator. I seek to be loved by humanity. Who is the real abomination?

>>4145759
I'm not a insanity god, but Father Arkham is. Your hypcrosiy is evident. I pose little threat as a new eldritch god, but if you seek war than war you will get.

_P̴͙̪̠̙̻̗̻̹͆͒̈́̂̃͗̑̂́̕͝͝Ȩ̶̧̠̞̰͍̠̞̓̂̄̽̚P̸̧͚̠̦͓̪͚̟͙̹̂̓̓͘ͅÉ̴͔̼̈́̑
>>
>>4144542
-Carvaxilseset

Goddes of plants, the beauty of you and your plants breaks through the blobs of grey the mortals have constructed.

I request an alliance. I believe the infomation my mass of followers will have could prove useful to your cause.
-P̴͙̪̠̙̻̗̻̹͆͒̈́̂̃͗̑̂́̕͝͝Ȩ̶̧̠̞̰͍̠̞̓̂̄̽̚P̸̧͚̠̦͓̪͚̟͙̹̂̓̓͘ͅÉ̴͔̼̈́̑
>>
>>4145749
>>4145759
-Quazarul.
-Father Arkham.

Then it is settled! The war pack will be signed between the 3 of us. May we live long and prosper!

-Raedryth Nielriarth Qerel the Black.
>>
Ah, I love all this posturing and justification. It really brings me back, or forward if you want to be pedantic.

Still, I am enjoying all these threats and alliances, some of my very best started out like this. Although, Readryth isn't quite as shrewd as his predecessors. I suppose that's what happens when you hold the position of living deity for a few ages, but I'm willing to admit he does have potential.
>>
>>4145794
-PEPE

I am not a tyrannical monster i do what's best for my people. Unlike you. who only do things to get praise and social attention. And i do not subjugate my mortals, YOU do. one of your Abilities "Memetic Virus" brainwashes people. While not ONE of my Abilities brainwashes people. You do not seek to be loved by humanity. You seek to be the ONLY one loved by humanity. Father Arkham may be an insanity god but he knows when enough is enough.


-Raedryth Nielriarth Qerel the black.
>>
>>4145896
-Raedryth Nielriarth Qerel the Black.

Humans and creatures in genreal are always trying to influence the minds of others. I'm just particularly good at it. When this all over my followers will have the freedom to do what they want to do unlike yours, but untill then they will have to follow the orders of their commander in the war for freedom. That isn't subjucation it's a fair deal. And since when did insanity know when enough is enough? If Father Arkham got his way the whole world would be in a cloud of insanity killing and pillaging for no good reason.


-P̴͙̪̠̙̻̗̻̹͆͒̈́̂̃͗̑̂́̕͝͝Ȩ̶̧̠̞̰͍̠̞̓̂̄̽̚P̸̧͚̠̦͓̪͚̟͙̹̂̓̓͘ͅÉ̴͔̼̈́̑
>>
Rolled 5, 3, 6 = 14 (3d6)

Alliances are allowed and if you want you can agree to rule the world together but there's no rule against backstabbing and PVP is encouraged.

>>4144770
I forgot to mention if you have -1 Presence you drive your cultists insane in a specific way relating to your nature. Mr. Red's followers would be (bloodlusted) for a minor boost in combat and penalty to diplomacy. Getting cultists is much easier when you are summoned but so are Inquisitors but against Physique 5 they need thousands of (heavily armed) Inquisitors or Nukes to do any real damage.

>>4144789
I'll have to start rolling to see if the media can prevent mass panic.

>>4144833
Automatic, absolute effects aren't legal but with Power 2 and Appeal 5 it's close enough. This is okay.
>>
>>4145958
-P̴͙̪̠̙̻̗̻̹͆͒̈́̂̃͗̑̂́̕͝͝Ȩ̶̧̠̞̰͍̠̞̓̂̄̽̚P̸̧͚̠̦͓̪͚̟͙̹̂̓̓͘ͅÉ̴͔̼̈́̑

I give my followers the will to do anything they want. I am (as you say) a commander in the war for safety their and defense.
And there is a difference between trying to influence the minds of others for their safety and protection, and trying to influence the minds of others for YOUR safety and protection.
While i do not know what Father Arkham wants, i do know we share a common enemy. YOU.

-Raedryth Nielriarth Qerel the Black.
>>
>>4145890
Yeah this the most fun i had in a quests
>>
>>4145984
-Raedryth nielriarth qerel the black

"Raedryth Homeworld was a world like medieval era earth. He ruled this world for several thousands of years with a iron (but he considered a lawfully harsh) fist, before a group of adventurers came and banished him to a another dimension in which he discovered earth."-Raedryth nielriarth qerel the black

"Iron fist to rule a country, area, group, etc, in a very strict and often cruel way "-Merriam webster

When you first came here you described your own rule as strict and cruel. Adventurer's even banshied you showing the disdain the genreal populace had for you. This will be the same on earth. I will ensure humanity's freedom while you will in your own words will restrict what they can do and rule them cruely.


-P̴͙̪̠̙̻̗̻̹͆͒̈́̂̃͗̑̂́̕͝͝Ȩ̶̧̠̞̰͍̠̞̓̂̄̽̚P̸̧͚̠̦͓̪͚̟͙̹̂̓̓͘ͅÉ̴͔̼̈́̑
>>
>>4145958

-PEPE

You are blind, PEPE. Their media, their lies, the drugs, the isolation, their endless thirst for fantasy. The sole purpose of their gatherings is to feed each other's delusions.

Humans crave insanity. I'm simply lending a hand.

-Father Arkham
>>
>>4146008
-P̴͙̪̠̙̻̗̻̹͆͒̈́̂̃͗̑̂́̕͝͝Ȩ̶̧̠̞̰͍̠̞̓̂̄̽̚P̸̧͚̠̦͓̪͚̟͙̹̂̓̓͘ͅÉ̴͔̼̈́̑

I had to be a little harsh to the people of my Homeworld for there protection form bandits, monsters and themselves. The Adventurers who banished me where revolutionaries who only looked at the face value of my work. Plus i made sure that no one was left at the side of the road hungry anymore.

-Raedryth Nielriarth Qerel the black.
>>
>>4146013
-Father Arkham

Apple seeds can be a healthy snack, but in large quantities it's deadly. Insane behavior is the same way. Using it to cope with traumatic events can be good, but to start doing insane acts for no discernible reason is harmful and bad.


-P̴͙̪̠̙̻̗̻̹͆͒̈́̂̃͗̑̂́̕͝͝Ȩ̶̧̠̞̰͍̠̞̓̂̄̽̚P̸̧͚̠̦͓̪͚̟͙̹̂̓̓͘ͅÉ̴͔̼̈́̑
>>
>>4146031
-Raedryth Nielriarth Qerel the black.

Earth has progressed well past the medvial period without some dragon's "protection". Humans don't need your intervention to solve their problems. All you would do is slow down their ever growing progress and advancement. Every side has a story and i'm sure those adventuars had some good reasons to revolt against their ruler, but even if they didn't it was the people's choice to make not some dicators.


-P̴͙̪̠̙̻̗̻̹͆͒̈́̂̃͗̑̂́̕͝͝Ȩ̶̧̠̞̰͍̠̞̓̂̄̽̚P̸̧͚̠̦͓̪͚̟͙̹̂̓̓͘ͅÉ̴͔̼̈́̑
>>
Rolled 6, 4, 4, 5, 5, 5, 3 = 32 (7d6)

>>4144523
>[4]
You are on the cusp of greatness. You can feel it. The entire cult is sent into the ziggurat and the traps get even worse at the final tunnel but the luck of the blessed cultists miraculously prevents any casualties. At the bottom on an altar lies a flawless crystal sphere so large that ten mortals would struggle to lift it. Many have died and many more have tried to stop you but they died in vain. You have found the Orb of Stalwart. The cultists remove it from the ziggurat and flee into the nearest city where the Inquisition and rival cults will struggle to track them.
>Quazarul has found an Orb of Stalwart!

>[3]
You try to find the dragon's blood plant but fail to find anything but ancient lore saying it thrives in the heat.

>[6]
Now that the ziggurat has been cleared and the artifact rumored to be there retrieved, many join the cult expecting an imminent summoning. Some join the Inquisition to stop it.
>+80 Cultists
>+20 Inquisitors

>Quazarul
>Orb of Stalwart #1
>10 Cultists (minor luck blessing)
>30 Cultists (moderately armed)
>120 Cultists
>190 Inquisitors

>>4144542
>[1]
You try to negate the growth of the dragon's blood but miscalculate the necessary nutrients and accidentally cause a bloom! It is unnatural and won't last for long but in the meantime dragon's blood has gone from extremely rare to semi-common!
>attempts to find dragon's blood get a +1 for two turns

>[3]
You send tsunamis into the coasts of nations unprepared for them, flooding cities and leaving the wilderness nearly untouched. The Law is preoccupied dealing with the damage and won't be able to track cultists in the meantime. Some officials are saying they need more funding to handle the sudden crisis but worry their concerns are unheard.
>The Law is attempting to get further funding, which would enable two actions

>[3]
Packs of wild beasts lay in ambush outside of the ziggurat and swarm when they see serpent cultists lifting what can only be the Orb of Stalwart. They fight hard but outnumbered by fanatics with guns, animals can only do so much. They escape with the Orb of Stalwart but will remember their wounds.
>Quazarul
>-30 Cultists

>[3]
The cult searches for hidden lore but only finds references to an ancient shrine hidden in the fallow fields beneath yawning chill.

>[2]
You try to recruit more cultists but only find a few. The Inquisition has been exterminated but their cause remains. They may rise again.
>+20 Cultists

>[3]
The cultists do their best but make a typo in the language that takes a long time to correct.

>Carvaxilseset
>Dragon's Blood
>Ironwood base (4/4)
>180 Cultists

>cont
>>
>>4146086
>>4144661
>[5]
The dragon worshipers find the ziggurat is empty but a clever cultist finds corpses from a battle and tracks leading to a nearby city. Snatching the Orb of Stalwart will be difficult but might be easier than finding another.

>[4]
Only a few are able to summon faint wisps. You sense half-dragons could do it easier and their connection will be stronger when you're summoned.

>[1]
You sense something unspeakable in the distant void and search for the source. All that you find is an eldritch goatse. You think about asking the cultists to sacrifice bleach.

>[4]
There aren't any architects in the cult but they get some construction vehicles and try their best. The results aren't pretty but it has some solid walls and a dry moat.
>the cult has built a crude castle (4/4)

>[2]
You demand that the cultists continue training but people that want to worship a dragon from another dimension aren't the most athletic.
>+5 Cultists are (lightly trained)

>[4]
You give another generous donation to The Law, something they appreciate. You can rest assured you're at the bottom of the suspicious organizations list.

>Raedryth Nielriarth Qerel the Black
>2 Half-Dragons (mindless)
>95 Cultists
>45 Cultists (lightly trained)
>60 Inquisitors (world's most wanted)

>>4144666
>[3]
The cult searches far and wide but only feel safe buying improvised weapons from a hardware store.
>the Hive now has enough weapons to (lightly arm) 30 cultists

>[1]
Maybe the cult should've checked the funeral schedule before trying to loot a morgue.
>-5 Zombie Hybrids
>+10 Corpses
>+60 Inquisitors

>[3]
You try to replicate the soldier drone but these corpses aren't ideal. You think you would do better with live victims. On the upside you now know how to convert live mortals into worker drones and that's almost as good. You may eggs in the useless bodies.
>-10 Corpses
>+10 Giant Insect Eggs (will hatch in two turns)

>[2]
You try to research other cults but can't seem to find any data outside of the ziggurat. Which has been emptied. Huh.

>Scarn, Hive God
>knowledge of Inquisition base
>5 Cultists
>1 Soldier Drone
>25 Zombie Hybrids
>20 Giant Insects
>30 Giant Insect Eggs (will hatch in one turns)
>10 Giant Insect Eggs (will hatch in two turns)
>20 Inquisitors (heavily armed)
>20 Inquisitors

>cont
>>
>>4146087
>>4145510
>[2]
You pity the lonely ones and try to bring them together. You only get a few and some have frightening dreams they can't explain.
>+5 Cultists are (networked)
>+5 Inquisitors

>[5]
You try again, and this time synchronize with the strange free world's magnetic field. Only a few are still alone and no more are ignorant of the truth.
>+55 Cultists are (networked)

>[3]
A handful are enbrightened. Not enough, but a start. You suspect the enbrightenment could be pushed further.
>+5 Cultists are (brilliant)

>[3]
The tiny creatures exercise the link and it grows stronger but their potential is still so far away.

>Los, The Voidstar, The Child in the Pitch Black Room
>15 Cultists
>70 Cultists (networked)
>15 Cultists (networked)(brilliant)
>10 Cultists (networked)(brilliant)(insane)
>10 Cultists (networked)(insane)
>55 Inquisitors

>cont
>>
>>4146089
>>4144770
>[5]
There are those who crave no more than violence on this pathetic peaceful world. They want nothing more than release their friends, family, and neighbors forbid. They crave a rapture only you can give. In their dreams you promise war eternal and every last maggot swears their souls to the warmachine.
>+60 Cultists (bloodlusted)

>The Crimson Tide, Timeless God of War and Devastation
>60 Cultists (bloodlusted)

>>4144789
>[3]
The faintest, feeblest tendril of your true power gently, softly brushes against the human subconscious. An instant later many have gone mad from the revelation. Even those that deny it can't wrap their heads around the impossibility and snap.
>+40 Cultists (batshit insane)
>+40 Inquisitors (batshit insane)

>Father Arkham
>40 Cultists (batshit insane)
>40 Inquisitors (batshit insane)

>>4144833
>[6]
A neckbeard is busy shitposting on an imageboard when a link enters his mind. Curious he clicks and everything he knew to be true is stripped away. There is only the PEPE. It takes the dark web by storm and countless tongues babble nonsense rhymes that won't leave their minds. A few see the danger and swear to fight, but only a few.
>+180 Cultists
>+20 Inquisitors

>PEPE
>180 Cultists
>20 Inquisitors
>>
From now on can you anons post your character sheet along with your actions? It would help a lot.
>>
Rolled 3, 2, 1, 5, 4, 3 = 18 (6d6)

>>4146092
Sure, buddy.

SHEET:
>Name: Father Arkham
>Homeworld: What deep space is for deep space.
>Appearance: Sphere of titanic proportions. When you look at it you see everything everyone in the world is thinking at that very moment, at the same time.
1) Can cast clouds the size of cities that drive permanently insane anyone within them. Can only have one at a time. This effect can be countered with gas masks and the like.
2) Can drive insane a specific entity in any part of the world.
3) Can temporarily induce instant mass histeria in a large radius with no lasting consequences.
4) Can swap the conciousness of everyone within a small radius, like a town.
5) Followers are batshit crazy and not that functional, but spread insanity clouds on death.

>Presence:-1
>Power: 8
>Physique: -1
>Appeal:-1

ACTIONS:

>Action 1: Drive any of PEPE's cultists insane. Let's see how he does lol.
>Action 2: I attempt to induce mass hysteria in London to win time.
>Action 3: I CAST CLOUD OF OH FUCK ON LONDON

>Cultists Action 1: Go to London. Whoever gets there first is king of the psychos. The Big Ben will be our HQ.
>Cultist Action 2: Whenever you see the chance, go jihad on any other faction you encounter to spread clouds, but only one cultist at a time.
>Cultist Action 3: Hunt down the inquisitors. Shoot everyone in sight lol.

Hope I got this right.
>>
>>4146118
I meant your cult numbers not your intro sheet but that's appreciated. That looks about right.
>>
Rolled 1, 3, 5, 1, 5 = 15 (5d6)

>>4146086
Very well, the orb has been denied of me but I still possess the dragons blood, and I merely need to finish the script to have 2/3 conditions done.

>Cultist Action: Finish the summoning circle

>Cultist Action 2: Explore the shrine in fallow fields

>Action 1: Attempt once more to get rid of the dragons blood plants, send sudden cold spells, monsoons, earthquakes, reduce their prevalence

>Action 2: With my dragons blood sample, nurture a little more just in case, safe in my fortress

>Action 3: Organise beasts to find and defend the fallow fields shrine from any other than my cultists, we cannot allow the orb to be stolen
>>
Rolled 3, 6, 3, 3 = 15 (4d6)

>>4146086
>Orb of Stalwart #1
>10 Cultists (minor luck blessing)
>30 Cultists (moderately armed)
>90 Cultists
>190 Inquisitors

>search for dragons blood
>prepare summoning ritual
>fortify base
>recruit
>>
>>4146086
>The Law
>Petition for additional funding
>[6]
In a secret meeting the agents of The Law present their findings to the UN with a theory they've put together. Dangerous cults are attempting to destroy the global military-industrial complex, a mission they call slaying the dragon, and they intend to do this by awakening the earth mother and driving civilization as the world knows it extinct. The UN unanimously agrees to put their full funding behind The Law, tripling its capacity to act and investigate. There is so much funding, sleeper agents of the many Inquisitions are able to skim some off the top.
>Effective next turn, The Law has three actions and full license to investigate and exterminate the dragon slaying earth mother cult
>Every Inquisition (except the dragon's) gets a +1 to their rolls on the next turn

>[4]
>Hunt down the dragon slayers
The Law tracks down a member of the Inquisition and torture him until he snaps and leaks the location of a minor safehouse. Two hours later, SWAT has stormed the compound. There are no survivors and from their files, they'll be able to track the rest.
>Raedryth Nielriarth Qerel the Black
>-20 Inquisitors (world's most wanted)

>Quazarul's Inquisition
>Track down the serpent cultists
>[4]
Thanks to the ambush site near the ziggurat, the Inquisition is able to pin down the region they've fled to. The cult has a headstart and the Inquisition has no idea where they've gone but it's better than nothing.

>Carvaxilseset's Inquisition
>Recover
>[5]
Despite The Law catching on, their information is top-secret and citizen vigilantes aren't encouraged to start polluting.
>The Inquisition stays Exterminated

>Raedryth Nielriarth Qerel the Black's Inquisition
>Scatter
>[5]
The Inquisition knows it is in some deep shit and there can only be one explanation. Agents of the dragon have infiltrated The Law and turned it against them. Their safehouses have been compromised and when fighting a foe with infinite funding, the only defence is obscurity. The Inquisition sends out a coded mass-email that says they should launch a terrorist attack on the Pentagon but is actually a signal to flee, trust no-one, and setup independent cells. Two weeks after it's sent Delta Force storms their hideouts and find nothing but blood oaths of resistance.
>the Inquisition has scattered, reducing its efficiency but forcing other factions to investigate their location before taking action

>cont
>>
>>4146164
>Scarn, Hive God's Inquisition
>Muster arms
>[5]
The Inquisition saw how sharp those corpse's scythe mandibles were and after hearing about the massacre at the failed hive breach they aren't willing to fight that hand-to-hand. Instead they hit the black market and by some miracle, an Inquisitor happens to be the nephew of a high-ranking member of the Triad. They get a good deal.
>40 Inquisitors are now (heavily armed)

>>Los, The Voidstar, The Child in the Pitch Black Room's Inquisition
>Recruit
>[3]
Starting a rival self-help group wasn't a bad call but it might have been more effective if they actually knew anything about psychology.
>+10 Cultists
>+30 Inquisitors
>>
There were a couple of typos in the last update, Scarn, Hive God has 60 more Inquisitors and Los, The Voidstar, The Child in the Pitch Black Room has 60 more Cultists and 40 more Cultists (networked). The biggest advantage the Inquisition in general not just the dragon slayers have over The Law is that they don't need to investigate before acting and can commit warcrimes without the risk of losing funding. The biggest advantage the cults have is that they're objectively correct and backed by unimaginably powerful eldritch horrors. A low Appeal stat gives the Inquisition an easier time recruiting. The Law isn't unbeatable, it just takes a lot of firepower/training/fortifications and some luck, or being summoned and having a high Presence/Power.
>>
Rolled 2, 2, 4, 6, 4 = 18 (5d6)

>>4146091
Name: P̴͙̪̠̙̻̗̻̹͆͒̈́̂̃͗̑̂́̕͝͝Ȩ̶̧̠̞̰͍̠̞̓̂̄̽̚P̸̧͚̠̦͓̪͚̟͙̹̂̓̓͘ͅÉ̴͔̼̈́̑


>Abilities:


Corruption: Twists mortals into living meme abominations based on specific memes increasing their strength and how dangerous they are.


Memetic Virus: A memetic image of PEPE that brainwashes and gives me complete control of the minds of any mortals who come across it or a copy of it,


PEPE.com: A website that upon seeing the link makes people feel an intense inclination to go on, the website has a VPN and multiple servers, the website shows the memetic virus image of PEPE, the website has the phrase “PEPE grinds the minds of the land with his hand into sand” playing on repeat, and all of my cultists know the link to the website.


Infinte_Chan: All the minds of cultists are linked to this forum allowing me and the cultists to transmit information to each other telepathically, the website has the memetic virus image of PEPE as all of it’s banners, the website has a VPN and multiple servers, the website can’t be accessed unless you have the virtually uncrackable password, and the password to the website changes every hour.


Memetic phrase: Upon hearing the phrase “PEPE grinds the minds of the land with his hand into sand” spoken by one of my cultist mortals are brainwashed and complete control of their minds are given to me.


>Appearance: Character pepe distorted into an eldritch abomination.


>Homeworld: From Xanthar an empty barren moon. PEPE craves mass social attention and praise and will do whatever it takes to get it.


>Presence: -1

>Power: 2

>Physique: -1

>Appeal: 5


> Cultist action 1: Start posting links to the PEPE.com website all over social media pretending it's a free gift card site

> Cultist action 2: Upload a video with the memetic virus image of PEPE on it that says to like, comment, and share on all major video sharing sites 4chan, Reddit, Youtube, Tiktok, Instagram, Facebook, ect.

> God action: Start making cultists into an order of white knights

> God action: Infiltrate the dreams of the common people and show them my image

> God action: Manifest into the dreams of world leaders and show them my image.
>>
Rolled 3, 2, 5, 5, 6, 6 = 27 (6d6)

>>4146091
>Name: Raedryth nielriarth qerel the black.
>Abilities:
[Raedryth gift: Allows Raedryth to gift a portion of his power to a cultists making them half dragon and half human. Giving them scales, dragon wings, and sometimes fire breath. Their is also a 50-50 chance if the cultists will is not strong enough of the cultists losing their mind and becoming a beast completely under Raedryth .
[Raedryth ghost: If a cultists will, body, and mind is strong enough it allows the cultists to summon a limb of Raedryt (Which appears as a ghostly appendage) for a short time, which allows it to do things such as attack enemies and lift heavy objects.]
[Raedryth breath: He breathes plasma.]
>Appearance:
Raedryth is a large black scale dragon with 6 legs, 2 wings, and 6 eyes.
>Homeworld
Raedryth Homeworld was a world like medieval era earth. He ruled this world for several thousands of years with a iron (but he considered a lawfully harsh) fist, before a group of adventurers came and banished him to a another dimension in which he discovered earth.

>Raedryth Nielriarth Qerel the Black
>2 Half-Dragons (mindless)
>95 Cultists
>45 Cultists (lightly trained)
>40 Inquisitors (world's most wanted)

ACTIONS:

> God action 1: I search for 3 dragons bloods.
> God action 2: I give Raedryth gift to 50 Cultist.
> God action 3: I try to find the dragon slaying cult.
> Cultist action 1: train the Cultist again.
> Cultist action 2: I send one Half-Dragon to Quazarul and one Half-Dragon to Father Arkham.
> Cultist action 3: fund small companies.

Being on the laws side is good.
>>
>>4146207
oops
God action 3: I try to find the dragon slaying cult and if i find them i tell the law.
>>
Rolled 1, 3, 1, 2 = 7 (4d6)

>>4146166
> Cultist: Catch some Inquisitors

> 1: Demorale the inquisition by doing some real hellraiser shit to captured

> 2: Make parasite/disease to dump into the water supply, with my followers immune of course

> 3: Look for ritual ingredients
>>
>>4146240
Fucking fuck fuck
>>
>>4146067
P̴͙̪̠̙̻̗̻̹͆͒̈́̂̃͗̑̂́̕͝͝Ȩ̶̧̠̞̰͍̠̞̓̂̄̽̚P̸̧͚̠̦͓̪͚̟͙̹̂̓̓͘ͅÉ̴͔̼̈́̑

Earth needs my help, especially now because of the likes of you and the other gods who want to brainwash and control people and even kill people for their own deeds and pleasures.
And i do know why some of the adventurers reasons to revolt against their ruler. Their leader a swordsmen wanted to kill me because i killed his father, a bandit king who killed more fathers and mothers then i ever could have.
And the wizard who wanted to banish me because i shut down her wizard school because it practiced illegal dark arts. And how can you say "Every side has a story" when you don't know my own. The people need me to protect them.

-Raedryth nielriarth qerel the black.
>>
>>4146375
Your hypocrisy is evident, you team up with a God who wants the whole world to turn insane and makes enemies with a god who just wants to befriend humanity, yet you claim to fight for the "good of humanity." Like the dragons of myth, you are nothing, but a power-hungry monster and I will enjoy slaying you like the great heroes of old.


-P̴͙̪̠̙̻̗̻̹͆͒̈́̂̃͗̑̂́̕͝͝Ȩ̶̧̠̞̰͍̠̞̓̂̄̽̚P̸̧͚̠̦͓̪͚̟͙̹̂̓̓͘ͅÉ̴͔̼̈́̑
>>
>>4146438
-PEPE

LALALALLA BUBUBUBU RRRRRRRRRRRRRRRRRRRRR

-Father Arkham
>>
>>4146438
-P̴͙̪̠̙̻̗̻̹͆͒̈́̂̃͗̑̂́̕͝͝Ȩ̶̧̠̞̰͍̠̞̓̂̄̽̚P̸̧͚̠̦͓̪͚̟͙̹̂̓̓͘ͅÉ̴͔̼̈́̑

I made a war pack not a peace pack. The alliance with Father Arkham is one of convenience and because of an common enemy. this is a war. We all must make sacrifices to win and not suffer the consequences. And you don't want to befriend humanity. you want to enslave them under the guise to befriend them.

-Raedryth nielriarth qerel the black.
>>
>>4146514
I want to be loved not control humanity, but in the end all this justification and insulting is pointless. You and anyone else who stands in my way will be defeated.
>>
>>4146543
-PEPE

Ok ok i get it. But one last question. Do you pay your taxes?
>>
>>4146550
There isn't really a goverment to pay taxes to on a baren moon. Though I'm suprised a socalist like yourself would ask somome with no income (cause I live on the moon) if they pay taxes.
>>
>>4146556

Ok but if your Cultist(or you) had an income(or your moon had a government). Would you pay your taxes to your governmental body?
>>
>>4146568
Paying taxes is a mortal affair, but my cultists who still have jobs will pay taxes considering Al Capone went to prison because of tax evasion.
>>
>>4146629
Ok so you pay taxes becuse you don't want to get caught .......... do you know Why i pay my taxes PEPE? do you?
>>
Eldritch beings from deep space arguing about taxes.
>>
>>4146656
Because your a socalist trying to support the motherland and it's welfare programs?
>>
>>4146665
no. it's because..... I PAY MY TAXES BECAUSE I WANT TO MAKE SURE THAT EVEN THE PEOPLE WITHOUT ANYTHING GET TO LIVE A GOOD LIVE!!
I PAY MY TAXES BECAUSE I WANT TO MAKE SURE THAT MEDICINE AND DOCTORS DON'T COST ANYTHING. NOT EVEN A DIME! OR THAT POLICE DON'T BECOME OVER GLORIFIED MERCENARIES! OR HAVING TO PAY FOR FIREFIGHTERS TO COME AND SAVE LIVES! OR THAT EVEN ONE LAW IS FOR THE RICH AND UNJUST! AND EVERY WORKER GETS PAID AND CAN GO HOME AND FEED THEIR FAMILY! I PAY MY TAXES BECAUSE I WANT A WORLD THAT EVERY LIBRARY IS FULL OF ALL TYPES OF BOOKS! AND THAT EVERY ORPHANAGE HAS ALL IT NEEDS FOR THE CHILDREN!!


...And i pay my taxes because the money i give the government helps them build roads......and on those roads.....a young dragon. starved and alone. and not even a month or two old ....... could follow them to a better place... and live a better life...
And that's why i pay my taxes.
>>
>>4146706
You should be called Raedryth nielriarth qerel the red considering how much of a fucking commie you are.
>>
Rolled 1, 4, 1, 6 = 12 (4d6)

>>4146166
> God Action: Continuing attempts are made to [Enbrighten] the humming weave of consciousnesses bound together through Los. The stimulus deprived god's naivete and complete deficit of greater context makes for sloppy experimentation, although the sting of its mistakes are in large part allayed with the flare of child-like enthusiasm and genuine wonder punctuating each new discovery.
> God Action: While Los is satisfied with how their cult is developing, it has come to realization that its understanding of the innumerable nuances and intricacies of the species which inhabits this world is grossly insufficient. Such deficiency is evident from the psychological damage suffered by its followers, obliviously wrought by Los though its fumblingly interactions. Resolving to exorcise itself of ignorance, at least in part, Los decides to carefully study the composition and function of the physical components of these wonderful little sparks of awareness, these human beings. Scanning the minds of its followers for information relating to human physiology, psychology, and neuroscience, the godling happily sates its appetite for finer comprehension and perspective.
> God Action: Armed with what knowledge it could coax out of its followers' cerebrums, Los excitedly tackles the challenge of strengthening and streamlining the gestalt consciousness of its followers. Mindful to not shatter the fragile egos of the individuals it works upon, Los continues its efforts to further [Enbrighten] the minds of its devotees.
> Cultist Action: A handful of the more stable and intelligent members of Los's cult move to enroll themselves in the most academically prestigious universities across the planet.
>>
>>4146728
....(inhales).....(exhales)..... ok i'll take the bait. what is a good alternative to taxes? come on tell me.
>>
>>4147330
Free-market capitalism. Goods tend to get cheaper as competition forces companies to lower their prices or find ways to make more of a product at less of a cost. The government also is very inefficient when it comes to doing jobs. And for the poor and homeless who can't afford those essentials charities are needed. Also, firefighters do fine as volunteer charities. Taxes could be cut for more effective and efficient models of business and charity. I would be for ancap if crimes could be trialed without a government.
>>
>>4147417
But if some companies do a merger, they almost no competition, and you know what that means. They can skyrocket the prices to extreme levels. And don't have to worry about the quality of the product. And you know why? Because they have no competition! We already seen it tn the human airplane industry.
>>
>>4147566
they "have" almost no competition
>>
>>4147566

False there are four major airline providers and they don’t have a monopoly. According to the basic laws of economics monopolistic industry, firms cut output and investment, and raise prices. Yet when it comes to prices airline prices increased only about one third as fast as the rate of inflation from 1995 to 2016. Yet airplane productivity has increased almost four times as fast as the rest of the economy despite the U.S labor productivity growth being at the lowest rate this decade since the federal government started measuring it in 1984. Yet Investment is in a boom having 17.5 billion invested in 2017, up from around 6 billion per year in the early 2000s. The USA has the 7th cheapest airline prices. There isn’t a monopoly in the airline industry. Source https://arcdigital.media/airline-monopoly-fears-are-bunk-eb07c71bff2b

And for proper monoplies we have antitrust laws.
>>
>>4147655
But their are only four airline providers. The four major airline providers where once multiple airline providers but they did a merger. And have you seen an inside of a airplane, they leave no room for the passengers! that's why they are cheaper.
>>
>>4147716
The market wasn't big enough for 4 companies and the cost of entry is too high for it to be worth it. It really doesn't matter if there are only four companies as long as they don't become monopolies. Also the whole "Less room on planes things" is a part of capitalism making things more efficient if you want a luxury experience when flying buy first class.
>>
>>4147757
But that's it they want you to buy first class. and some people can't afford first class, only the lowest, and that beats down on the little guy .
>>
>>4147757
>>4147764

And .....i just realized we are not letting the other Eldritch gods get their word in!
>>
>>4147764
This is why airlines, and airplanes, should not exist
>>
>>4147767
By the gods! we've been so selfish we didn't the others side of the argument!
>>
>>4147566
Yea companies want you to spend more no argument there. Not everyone can afford everything that's just how the world works, but capitalism does give job opportunities to people which allows for a growing upper class and shrinking poverty rates. One day air travel will so cheap that companies start increasing the size of regular cabins to attract customers, but humans aren't at that technological level yet.
>>
>>4147768
Still waiting for you respone on whether you want to enter an alliance or not.
>>
>>4147797
yes most definitely.
>>
>>4147797
I can't argue with you there
>>
Oh no i ruined the Quests, didn't i. I'm so sorry
>>
>>4148103
Nah, eldritch gods always argue taxes.
>>
>>4148128
Thank you Father Arkham. I appreciate that.
>>
Update today?
>>
I finally bit the bullet, bought Darkest Dungeons for $6 on Steam, and forgot that I had a quest thread going. I'll update as soon as I can, trying to make jambalaya for my gf.

>>4148103
Don't apologize for IC discussion, that's what QMs live for.

>>4148235
I would rather catch the coronavirus than let this thread die. I'm having an enormous amount of fun with it and you all seem to be too.
>>
>>4148281
>jambalaya
Thanks for the info on the darkest dungeon sale, QM. I'm going to go and buy that.
>>
Rolled 5, 3, 1, 6, 1, 6, 5, 5, 4, 2, 3, 2 = 43 (12d6)

>>4146118
>[3]
You lend a passing glance for the slaves of the frog, find one, and slap the soul. The chain reaction hits some of the cult but much more of the neighborhood.
>+50 Inquisitors (batshit insane)
>PEPE
>+30 Cultists are now (batshit insane)

>[2]
You find memories of "London" in a cultist's shattered mind. It's as good a place to start as any. You squint and channel lunacy through the dreams of alleyway sleepers.
>+40 Cultists (batshit insane)
>+60 Inquisitors (batshit insane)

>[1]
When they've had a cycle to ramble on the streets you pool madness into a hurricane and drop it. The panic is satisfying but you realize your coordinates were off. "Detroit" has collapsed, on the other side of an ocean while "London" was untouched. Oh well. No reason to change your plans now.
>The Law is convinced the earth mother is close to awakening and redouble their efforts
>The Internet is censored as much as possible, but some livestream footage escapes


>[5]
The cultists congregate to "London" babbling nonsense about the clock that rends, storm outside of time, and eternal doom in an instant. Some driven zealots attract a following, batter down the doors to "Big Ben," and claim it as theirs. The government censors the news on the incident and suspends tourism but doesn't act.
>The Cult has claimed Big Ben (5/5) as their HQ
>+50 Cultists (batshit insane)

>[4]
The cult is called to action and with no rival cults on the island, they settle for the government. There are dozens of suicide bombings across the country but no evidence of explosives. Some of the preaching inspires a following.
>+30 Cultists (batshit insane)

>[3]
They then hunt the Inquisition with zeal not found outside of the mentally ill and drug addled, inflicting disproportionate casualties but getting the immediate families of victims to react.
>-40 Cultists (batshit insane)
>-80 Inquisitors (batshit insane)
>+20 Inquisitors (sane)

>Father Arkham
>Big Ben (5/5)
>120 Cultists (batshit insane)
>90 Inquisitors (batshit insane)

>cont
>>
>>4148826
>>4146151
>[1]
You command the cult to finish the summoning circle but find that they thought you wanted a summoning triangle. After they've finished. It's a perfect triangle but less than useless for your purposes. It was a waste of time.

>[3]
The cults search for an ancient shrine hidden in the fallow fields, but only find references to an isolated "Orthodox" monastery. You think you have an idea of where to direct them, though you don't yet have any set coordinates.

>[5]
You scour the African continent with unnatural chills, leviathan rainstorms, and erratic fault-lines. For good measure, you encourage the growth of herbs that occupy the same natural niche, until dragon's blood is as rare as it always was. Maybe rarer. Many believe this is a sign of divine providence.
>+60 Cultists

>[1]
Now that you have a private stash of dragon's blood, you try to cultivate some more but overdo it, causing normal vines and weeds to overgrow the fragile plant. To your despair, your sample was destroyed. You're going to have to find another.

>[5]
You order the beasts of the north to find the ancient shrine in fallow fields, and to your surprise, they discover a monastery in the farthest reaches of "Siberia." It's occupied by aggressive mortals with fur clothing and primitive weapons. The sense they're guarding an Orb of Stalwart is unmistakable but why would these mortals be here and so low-tech?

>Carvaxilseset
>Ironwood base (4/4)
>240 Cultists
>knowledge of Orb of Stalwart #2's location

>>4146158
>[3]
You search far and wide for the dragon's blood plant but find that a spree of unnatural disasters have increased its rarity. This is frustrating but at least you discover they're supposed to be somewhere in "Africa."

>[6]
The cultists prepare a summoning circle so perfect you could calculate pi on it, so perfect in fact that it links to your realm ahead of time, briefly producing a portal too small for you to enter. The demons on the other hand manage perfectly fine. Thankfully, you manage to close it on the other end before an apocalypse ensues but the damage is severe. You're worried that the cultists aren't able to track down and execute all of the demons before they escape.
>60 Demons (mindless) are now rogue
>+Perfect Summoning Circle
>-40 Cultists
>-60 Inquisitors

>[3]
The cult try their best to fortify a sewer tunnel next to the perfect summoning circle but plywood and stacking rocks can only go so far.
>the Cult has a pathetic (2/2) fortified base

>[3]
You manage to recruit well enough, but again, the Inquisitors take their due. You sense having an Orb of Stalwart increases the attention you get, positive and negative.
>+40 Cultists
>+40 Inquisitors

>Quazarul
>Sewer base (2/2)
>Orb of Stalwart #1
>10 Cultists (minor luck blessing)
>30 Cultists (moderately armed)
>120 Cultists
>230 Inquisitors

>cont
>>
>>4148829
>>4146175
>[2]
The cult spams links to PEPE.com on "Facebook" and "Reddit" but are mostly banned for trying to spread malware. A few gullible fools take the bait and some virtual janitors swear to combat the menace on and offline.
>+40 Cultists
>+20 Inquisitors

>[2]
The cult tries to share a video of PEPE online but it's mostly ignored in the sea of petty impostors and other memes. You're surprised how quickly the Inquisition of different website moderators are able to organize, even though they do it for free.
>+40 Cultists
>+20 Inquisitors

>[4]
You order your cultists to form an order of white knights and after a bit of confusion, they form a mob and behead an antifeminist e-celebrity. The event is livestreamed. Most of the Internet thinks it's ironic but the media reports them as a misunderstood and marginalized the population should do more to understand. This gets you plenty of followers and only a handful are angry enough to fight it.
>+70 Cultists
>+10 Inquisitors

>[6]
Tired of going through the internet, you do things the hard way and spam images of your face in the dreams of everyone you can. The results are exactly what you would expect.
>+180 Cultists
>+20 Inquisitors

>[4]
You try the same thing with the world leaders but most of the higher-ups already have chips in their brains, are wearing mind-shielding tinfoil beneath hyper-realistic hairpieces, or too heavily monitored to control without the risk of global backlash. Still, the leaders of some poor countries submit. Getting them to use their resources without suspicion will take some clever thinking.
>+10 Cultists (world leaders)

>PEPE
>480 Cultists
>30 Cultists (batshit insane)
>10 Cultists (world leaders)
>90 Inquisitors

>cont
>>
>>4148831
>>4146207
>[3]
You search for the misnamed dragon's blood plant in "Africa" but only find dried, useless husks. Apparently a cold wave wiped most of them out, but there might still be some in the wilderness.

>[2]
You give your gift to fifty cultists and are disgusted by the results. Half melted and the other half turned into wrymlings. It is very pathetic but they have their uses.
>-50 Cultists
>+25 Wrymlings

>[5]
You search for the dragon slayers and thanks to the cousin of a wife of an uncle of a cultist's stepson, discover they have a bunker (5/5) hidden in the storm cellar of a trailer park. That probably isn't their only hideout but destroying it and confiscating its information would be a crippling blow. You anonymously forward the information to The Law. The results of this should be interesting to see.

>[5]
The cultists train day and night, and make some serious gains after your dream speech of how the tithe to their master must be paid. You mostly had economics in mind but in hindsight, you think they took it religiously.
>+45 Cultists are now (moderately trained)
>+45 Cultists are now (lightly trained)

>[6]
Both half-dragons are sent, one to Quazarul and one to Father Arkham. They do extremely well at whatever it was they were meant to do, but you try to remember whether they were sent to fight or as a gift. It's probably the grainy reception from the distant planet but it isn't clear.

>[6]
You encourage the cult to invest in small companies and a cultist's phone app, "Dragon Rush" makes hundreds of millions. The Law doesn't bother to audit any, because they know the dragon worshipers pay their taxes to the dime, obey the law to the letter, and spend massive amounts on charity. The wealth attracts many employees eager to do anything for a promotion. Your increased popularity in the media feeds the dragon slayers, but you're not surprised.
>+60 Cultists
>+20 Inquisitors

>Raedryth Nielriarth Qerel the Black
>25 Wrymlings
>45 Cultists (moderately trained)
>45 Cultists (lightly trained)
>60 Inquisitors (world's most wanted)

>cont
>>
>>4148833
>>4146240
>[1]
You order your cult to capture Inquisitors, but their frail, fleshy bodies die horribly to their superior numbers and heavy weaponry. The Inquisitors find information on your base's location on their corpses, but they already knew that much. At least you still have the soul-trap and a swarm of giant insects.
>-5 Cultists

>[3]
You decide that if the cultists can't bring the Inquisitors to your hive, you'll just warp them directly. The results are intriguing but their fellow Inquisitors mercy-killed them before the hive drone transformation could end. They use the mutated bodies to recruit the family members of the dead but are clearly deeply disturbed by the situation.
>-40 Inquisitors
>+20 Inquisitors

>[1]
You decide to put your knowledge to use by producing a species of microscopic flesh-eating maggots that grow into brain-drilling wingless flies, make them hydrotransmissible, and dump them into the tap-water. You realize about five minutes too late that you forgot to make your own hive immune. There are casualties. Many, many casualties. The Inquisition turns out to have been prepping for a doomsday plague and has a field day. It's growing into a pandemic and you aren't sure how fast the parasites are mutating. At least there are an overabundance of corpses.
>-1 Soldier Drone
>-25 Giant Insects
>+75 Zombie Hybrids
>+25 Giant Insect Eggs
>+200 Inquisitors

>[2]
You try to search for dragon's blood and an Orb of Stalwart, but your attention is too divided to make much headway toward either. Maybe next time your efforts should be more focused.

>Scarn, Hive God
>(8/10) Hive base
>knowledge of Inquisition base
>100 Zombie Hybrids
>25 Giant Insects
>10 Giant Insect Eggs (will hatch in one turn)
>25 Giant Insect Eggs (will hatch in two turns)
>60 Inquisitors (heavily armed)
>220 Inquisitors

>cont
>>
>>4148841
>>4147121
>[1]
You try to enbrighten the tiny creatures but the simultaneous dimensional rift in "South America" and buzzing of flies in "Asia" disrupts your focus, throwing the harmonious signal into discord. The results are saddening to see.
>40 Cultists (networked) are now (insane)
>+20 Inquisitors

>[4]
You realize you are ignorant of this distant planet and begin studying the memories of the ones you've brought together. You think that if you learn enough, you could correct the signals not only from your own failings, but those born incorrect. This trove of knowledge is more than you've ever had but you are eager to learn and do so readily.
>Los, The Voidstar, The Child in the Pitch Black Room has gained a basic understanding of humanity, society, and history

>[1]
You attempt to strengthen the gestalt network of your followers, and succeed, but may have overstepped their feeble boundaries. If only you were closer and didn't need to worry about accounting for the earth's magnetic field. The number of mentally compromised humans is beginning to surpass the mentally stable, a deeply worrying development.
>+80 Cultists (networked)
>+60 Cultists (networked) are now (insane)
>+40 Inquisitors

>[6]
You think there is a significant issue with your approach. You are too focused on enhancing the unintelligent and working their way upward, when perhaps it would be more expedient to start with the already intelligent, and work your way downward. To that end, you task your most promising devotees with getting entry in the foremost universities of the globe, something they manage easily with access to each other's memories and processing power. Many of their colleagues are impressed. Some, less so.
>+30 Cultists (brilliant)
>+10 Inquisitors (brilliant)

>Los, The Voidstar, The Child in the Pitch Black Room
>15 Cultists
>30 Cultists (brilliant)
>50 Cultists (networked)
>15 Cultists (networked)(brilliant)
>10 Cultists (networked)(brilliant)(insane)
>100 Cultists (networked)(insane)
>75 Inquisitors
>10 Inquisitors (brilliant)
>>
>>4148826
>The Law
>Avoid crumbling under the reports of sudden, supernatural catastrophes across the globe
>[5]
Internal cohesion is not only maintained, an ironclad but extremely versatile protocol for handling esoteric situations both real and imagined is declassified, ensuring their capacity to continue reacting to threats will survive anything short of a global apocalypse or the total destruction of The Law.

>Categorize everything that's happened so far
>[3]
There's a clear link between the pandemonium in Detroit and the terrorism in London, but the how, the what, and the why isn't apparent. The same can be said for the inexplicable famine sweeping Africa, rumors of demons running amok in South America, and the spread of horrifying parasites in Asia, among other, smaller but no less pressing problems. How all of this ties into the dragon slayers cult they aren't sure, but one thing is certain, the earth mother is real, beginning to awake, and will destroy humanity if they aren't stopped. The best think tanks on the planet are working 24/7 in real-time.

>Purge the dragon slayers
>[1]
They must've known they were coming, because the bunker was emptied and rigged to blow by the time they arrived. The fatalities were immense but more damaging was the blow to their trust. From now on, The Law will be careful to thoroughly analyze and investigate anonymous tips before acting on them.

>Rogue Demons
>MAIMKILLBURNMAIMKILLBURNMAIMKILLBURN-
>[6]
The demons from Quazarul's dimension run rampant, massacring remote villages so brutally the carnage forms a brief rift in reality, summoning many more of themselves. At this rate it won't be long before humanity notices and reacts, but will it be too late?
>+20 Demons (mindless)

>Rogue Demons
>80 Demons (mindless)

>Parasitic Plague
>Must find hosts, must make drones, must feed, must find hosts, must ma-
>[1]

Thanks to an immediate military response that violates at least three tenets of the Geneva Convention, the parasitic maggot plague is wiped out in its infancy. As are several hundred thousand people in the crossfire. Unbeknownst to them, the Hive God managed to hold onto a live sample. The massacre encourages a wide variety of extreme responses.
>Scarn, Hive God
>+100 Cultists
>+100 Inquisitors

>PEPE's Inqusition
>Suppress the meme
>[6]
Janitors, moderators, and administrators across the planet throw everything they have into burying the frog's infectious memes. Their endurance in endlessly scrolling, deleting, and permabanning is nothing short of inhuman but their dedication is absolute and in under a month's time, PEPE is wiped from the clearnet. In response, the cultists go underground and get creative in how they spread the link and image of PEPE, but their efficiency is severely damaged. PEPE watches from a crater in Xanthar while the stock of hot pockets skyrocket in value. They did it for free.
>+20 Cultists
>+60 Inquisitors

>cont
>>
>>4148905
>Raedryth Nielriarth Qerel the Black's Inquisition
>Recruit
>[5]
The Internet is exploding with photorealistic creepypastas, unspeakable livestream footage, and conspiracy theories that the government is hiding something bigger than anything the world has ever seen before. In the midst of the confusion, the purity of the dragon slayer's message rings true and even though most ignore it, many don't, and it becomes clear the Inquisition has begun to morph from a rabble of hunted fugitives to a vicious guerrilla terrorist network. How much they can actually do against the dragon is questionable, but they've gone on this far, and will keep fighting as long as they have breath in their bodies.
>+100 Inquisitors

>Scarn, Hive God's Inquisition
>Quarantine
>[5]
The unspeakable plague sweeping their community is everything they've been preparing for, so they follow the plan and trust to their discipline, water filters, and hate toward the bug god. As a result, when the government poisons the tap-water and sends military reservists sworn to secrecy to execute entire blocks, they go through the pandemic unscathed and with so many dissatisfied survivors, in a position to recruit any paramilitary would kill for. They know the hive is planning something, they'll strike soon.
>+100 Inquisitors

>Los, The Voidstar, The Child in the Pitch Black Room's Inquisition
>Recruit
>[4]
The induction of actual psychologists into their ranks was a major boon for the self-help group. The psychic cultists haven't been active recently, but that's surely only a sign they're planning something terrible!
>+40 Inquisitors
>>
I'm sorry I didn't update yesterday, I'm serious about finishing this game and will run for multiple threads if I have to. Let me know if you spot any inconsistencies in the numbers/updates, how I handle the Inquisition actions is I write them out on a piece of paper beforehand, then roll blind to see how it happens. I'm honestly fucking shocked the dragon slayer Inquisition hasn't been purged yet. They aren't armed, or trained, or numerous enough to fight The Law or even the cult, the rolls are just bizarre.
>>
>>4148356
The jambalaya was good but seriously, the game is one of the greatest things I've ever played. I'm kicking myself in the ass for not buying it sooner, jump on the $6 sale while it's happening anons.
>>
Rolled 2, 1, 6, 3, 3, 2 = 17 (6d6)

>>4148829
>Action 1: Once more reach out into nature, and attempt to find a sample of dragons blood

>Action 2: Reach out to my followers and attempt to bless those tasked with creating the summoning circle a taste of my divine power

>Action 3: I like these mortals, very low tech, it seems no electricity too.
>Impressive, let’s try and reach into their dreams and bring them under my sway

>Cultist Action 1: Under my direction, send cultists from ironwood base out to find a sample of the delicate dragons blood flower

>Cultist Action 2: Send cultists to Siberia to wait in hiding nearby the Siberian monastery

>Cultist Action 3: Have some cultists close at hand for me to deliver a manifesto of my ideas to, they shall collate it into a tome that will aid in recruitment
>>
>>4148928
OP do you need to have the orb of stalwart in your possession or do you just need to break it for the ritual?
>>
>>4148831
Name: P̴͙̪̠̙̻̗̻̹͆͒̈́̂̃͗̑̂́̕͝͝Ȩ̶̧̠̞̰͍̠̞̓̂̄̽̚P̸̧͚̠̦͓̪͚̟͙̹̂̓̓͘ͅÉ̴͔̼̈́̑


Abilities:


Corruption: Twists mortals into living meme abominations based on specific memes increasing their strength and how dangerous they are.


Memetic Virus: A memetic image of PEPE that brainwashes and gives me complete control of the minds of any mortals who come across it or a copy of it,


PEPE.com: A website that upon seeing the link makes people feel an intense inclination to go on, the website has a VPN and multiple servers, the website shows the memetic virus image of PEPE, the website has the phrase “PEPE grinds the minds of the land with his hand into sand” playing on repeat, and all of my cultists know the link to the website.


Infinte_Chan: All the minds of cultists are linked to this forum allowing me and the cultists to transmit information to each other telepathically, the website has the memetic virus image of PEPE as all of it’s banners, the website has a VPN and multiple servers, the website can’t be accessed unless you have the virtually uncrackable password, and the password to the website changes every hour.


Memetic phrase: Upon hearing the phrase “PEPE grinds the minds of the land with his hand into sand” spoken by one of my cultist mortals are brainwashed and complete control of their minds are given to me.


Appearance: Character pepe distorted into an eldritch abomination.


Homeworld: From Xanthar an empty barren moon. PEPE craves mass social attention and praise and will do whatever it takes to get it.


Presence: -1

Power: 2

Physique: -1

Appeal: 5

>Cutlist action 1: The world leaders in my cult officially create a cultist stopping taskforce made up of my cultists and give them a heavily fortified bunker and guns.

>Cultist action 2: I have my cult memebers who know how to hack DDOS Quazarul cult members to find the location of their base.

>Cultist action 3: The world leaders in my cult say “PEPE grind the minds of the land with his hand into sand” at the beginning of their next speeches in an attempt to recruit the people of their nations into my cult.

>God action: Start manifesting my memetic virus image in the dreams of gun enthusiasts.

>God action: Start manifesting my memetic virus image in the dreams of world leaders.

>God action: Start corrupting my non-world leader cult members into white knight meme abominations
>>
Rolled 6, 4, 6, 5, 3, 5 = 29 (6d6)

>>4149224
>>
>>4148829
>Sewer base (2/2)
>Orb of Stalwart #1
>10 Cultists (minor luck blessing)
>30 Cultists (moderately armed)
>120 Cultists
>230 Inquisitors

>find dragons blood
>tell the law everything I know about demons
>fortify base
>recruit
>>
Rolled 5, 1, 6, 3 = 15 (4d6)

>>4149257
>>
Rolled 1, 2, 5, 5, 4, 3 = 20 (6d6)

>>4148907
>Name: Raedryth nielriarth qerel the black.
>Abilities:
[Raedryth gift: Allows Raedryth to gift a portion of his power to a cultists making them half dragon and half human. Giving them scales, dragon wings, and sometimes fire breath. Their is also a 50-50 chance if the cultists will is not strong enough of the cultists losing their mind and becoming a beast completely under Raedryth .
[Raedryth ghost: If a cultists will, body, and mind is strong enough it allows the cultists to summon a limb of Raedryt (Which appears as a ghostly appendage) for a short time, which allows it to do things such as attack enemies and lift heavy objects.]
[Raedryth breath: He breathes plasma.]
>Appearance:
Raedryth is a large black scale dragon with 6 legs, 2 wings, and 6 eyes.
>Homeworld
Raedryth Homeworld was a world like medieval era earth. He ruled this world for several thousands of years with a iron (but he considered a lawfully harsh) fist, before a group of adventurers came and banished him to a another dimension in which he discovered earth.

>Raedryth Nielriarth Qerel the Black
>25 Wrymlings
>45 Cultists (moderately trained)
>45 Cultists (lightly trained)
>60 Inquisitors (world's most wanted)

ACTIONS:

> God action 1: I give Raedryth gift to 5 moderately trained Cultists.
> God action 2: Try to find the some "dragon's blood"
> God action 3: I recruit more Cultist.
>Cultist action 1: Go get (legal) weapons and armor.
>Cultist action 2: Have 10 Cultists become private eyes.
>Cultist action 3: Have 26 moderately trained Cultists. 25 lightly trained Cultists. And 24 Wrymlings. go fight the Rogue Demons.

Oh and the whole half-dragons thing. They are gifts. Do what you please.
>>
>>4149257
Oh and Quazarul, is it ok if i go and fight the Rogue Demons?
>>
Rolled 5, 3, 3, 6 = 17 (4d6)

>>4148907

[Los, The Voidstar, The Child in the Pitch Black Room]
15 Cultists
30 Cultists (brilliant)
50 Cultists (networked)
15 Cultists (networked)(brilliant)
10 Cultists (networked)(brilliant)(insane)
100 Cultists (networked)(insane)
75 Inquisitors
10 Inquisitors (brilliant)

Cultist Action: Diligently catering to their benefactor's newfound craving for knowledge concerning humanity and the earth, those adherents of Los embedded within humanity's academic capitols begin eagerly delving into every repository of knowledge accessible to them Absolutely dead set on absorbing as much information as possible as a gesture of goodwill and devotion.
God Action: Warmed by its followers' supportive gesture, Los endeavours to make sense of the glittering rivulets of information streaming through the collective awareness of its cherished disciples. Little puzzle pieces slip into place, lending clarity to a larger picture.
God Action: Touched by a pang of pity, Los peers within the jumbled, deteriorated, and defective cognizance's of those unfortunate individuals that cracked under the mental rigors it had foisted upon them. Time passes as the god searches for some measure of insight into their regrettable status.
God Action: Wracked by a pervasive, gnawing sensation that it diagnoses as guilt, Los sets about trying to mend some small measure of malfunction its meddling has caused. Utilizing the minds of the more lucid and psychologically stable portion of its devotees as a reference point of human normalcy, the callow godling channels and [Expresses] the collective telepathic potential of his mortal supporters. Cautiously Los implements minor, and highly conservative, alterations to the fraying minds and tangled senses of its more maddened apostles in hopes of righting their conditions.
>>
>>4149302
of course
>>
>>4149393
Oh good. I hope i get half of them.
>>
Oh god this quest is so fuckign good.

Fuck Detroit.
>>
>>4149424
This is the best quests i have ever been a part of.
>>
Rolled 3, 3, 2, 4, 1, 5 = 18 (6d6)

SHEET:
>Name: Father Arkham
>Homeworld: What deep space is for deep space.
>Appearance: Sphere of titanic proportions. When you look at it you see everything everyone in the world is thinking at that very moment, at the same time.
1) Can cast clouds the size of cities that drive permanently insane anyone within them. Can only have one at a time. This effect can be countered with gas masks and the like.
2) Can drive insane a specific entity in any part of the world.
3) Can temporarily induce instant mass histeria in a large radius with no lasting consequences.
4) Can swap the conciousness of everyone within a small radius, like a town.
5) Followers are batshit crazy and not that functional, but spread insanity clouds on death.

>Presence:-1
>Power: 8
>Physique: -1
>Appeal:-1

>Father Arkham
>Big Ben (5/5)
>120 Cultists (batshit insane)
>90 Inquisitors (batshit insane)

ACTIONS:

>Action 1: Drive PEPE's smartest cultist insane, the more famous the better. LOL
>Action 2: Only after cultist action two. CAST SWAP CONCIOUSNESS ON MY BOYS AND PEPE's. Aim for the smartest!
>Action 3: lol fuck Detroit. I CAST CLOUD OF OH FUCK ON LONDON AGAIN AGAIN AGAIN AGAIN OH FU

>Cultists Action 1: Have one of the less insane cultists come up with a poster that says LOSE THE DEAD WEIGHT with a brain somewhere. The rest can spread it all over London.
>Cultist Action 2: Send half my boys to PEPE's, have them just stand there as normal as they can lol, then they can just leave (but not come to HQ cuz that'd drive them nuts) and hide somewhere around, get a job, whatever.
>Cultist Action 3: Send two cultists to Raedryth Nielriarth Qerel the Black for him to use as he likes. Remember: they are crazy bombs with a big radius.
>>
Hey OP, maybe you should roll for the players cuz
a) if we do, we know the results beforehand lol it kills the tension
b) we can delete our posts and reroll, which is gay but possible.
>>
>>4149474
all true
>>
>>4149474
I would rather roll since it feels more like I'm deciding my fate even if it is RNG.
>>
>>4149485
Nigga, you know damn well it's the same.
>>
>>4149357
>>4149032
>>4146240

I would be interested in an alliance seeing as my former partner has dropped the quest.
>>
>>4149175
You need to have the Orb of Stalwart in your possession for the summoning ritual. It doesn't need to be broken and can be reused, but might be smart to break when you're summoned to come closer to winning.

>>4149474
I can't roll for you anons, because
1) player participation is important, and I'm not a natty 20 fag but a crit on a brilliant and/or risky doesn't mean as much if I rolled it
2) keeping track of the increasingly large (+12) number of rolls for The Law and Inquisition is hard enough
>>
>>4149499
Our ideals don’t seem in the slightest bit compatible
>>
>>4149829
All I care about is that humans LOVE me. I don't care if humans are sent back to the stone age as long as their alive and LOVING me. Even if we aren't that compatible a temporary alliance would be mutually beneficial. Currently, we are all outnumbered against the current war pack so uniting against them even temporarily seems better than losing to them. Though I offer this more out of a gesture of goodwill considering that I'm doing pretty well myself right now.
>>
>>4149829
lol wanna join the pack
>>
>>4149857
You know your ganing up on one person right? Quirzeel who is about to be summoned seems like a much greater threat to me.
>>
>>4149829
>>4149857
Haha yeah their is always room hahahahahaaaaaaaaa"Father Arkham can i have you for a sec""
>>
>>4149857
You will be disposed of by them sooner only later. It's only a matter of when. Insanity isn't really compatible with their ideals.
>>
>>4149872
lol sure
>>
>>4149879
you know what never mind >>4149500 "It doesn't need to be broken and can be reused,"
I thought that you can only use the Orb once, but nope!. it can be reused so, never mind. their IS always room.
>>
I think orbs should break after usage because it forces conflict which brings about a good story. As well as there only being one winner because it brings about conflict. The encouragement of PVP and backstabbing isn't enough stakes are what drives player action.
>>
>>4150106
Can't change the rules mid-game lol
>>
>>4150106
The smart thing to do is break the Orb of Stalwart once you're summoned and they aren't supernaturally durable, any group of cultists or Inquisitors that knew what they were with thirty minutes and access to sledgehammers could break one. The reason the Orb of Stalwart can be reused is to allow intrigue and encourage conflict over the Orb of Stalwart in the possession of those trying to summon their allies. They can only be used once per turn, a summoning circle has to be prepared which takes a turn or longer, and fresh dragon's blood has to be gathered which can be difficult. It also makes eldritch Kaiju battles more likely, the win condition is still being the last one left, or settling on sharing the earth with other members of an alliance who might not share your ambitions. For example, the black dragon and PEPE's visions are likely incompatible because they both want to be on top and Quazarul and Scarn getting along is unlikely for obvious reasons. Of course you can do whatever you want, just remember that PVP backstabbing is not only 100% legal, it is encouraged.
>>
>>4150123
OP can summoning be done the same turn you gather the materials for it?
>>
>>4150138
or the summoning circle
>>
>>4150138
To complete a summoning ritual you need to complete these steps.
>Find an Orb of Stalwart
>Find a source of dragon's blood
>Make a base to defend them (optional but smart)
>Finish a summoning circle
Then you have to do the summoning, which is complicated and different for every eldritch horror requiring a 5-6 to succeed unless you have a bunch of big brains or supernaturally empowered minions working on it. The good thing is that the cultists can try again on a failure but if they roll a 1 they'll have to remake the summoning circle and there's nothing preventing a rival cult from trying to steal the Orb of Stalwart/dragon's blood or sabotage the summoning circle or kill the cultists and take everything, forcing them to restart the process. The good thing is that cultists will fight to their dying breath over it because that's the goal of their religion and the eldritch horror is their living deity. If the summoning of their eldritch horror is made impossible they'll go full Inquisition on what they think is responsible, kill themselves to send their souls to the eldritch horror's dimension, or live normally if that's what they want them to do. Rival cults need to be purged before a win-condition but since even a Physique -1 horror can destroy a small army that's not much to worry about. The Orb of Stalwart are the reason you can interact with earth from your own dimension, once they're gone the cultists are on their own unless you've given them the power to replicate the supernatural, like Scarn's Giant Insects.
>>
>>4150138
There is no hard time limit, but it definitely takes more than one turn to do. You can't go from Orb of Stalwart + dragon's blood to summoning in a single turn, bringing something so powerful to earth is an extensive ritual.
>>
Warmly waiting update lol
>>
Rolled 1, 1, 2, 2, 6, 1, 6, 6, 3, 4, 3 = 35 (11d6)

>>4149032
>[2]
You search Africa far and wide, but can't locate another grove of dragon's blood. You wonder whether the plant might grow in other, warmer and wetter climates.

>[1]
You attempt to bestow a portion of your power on the mortals tasked with creating the summoning circle, but even this piece of nature is far greater than them and they react poorly. Their brains atrophy as their forms are twisted, swollen with muscle, and broken to resemble the beasts of the wild on two legs. They are stronger and fiercer than any man, but mindless, feral, and follow the cult only because their souls are entwined with your own. Your powers are grand beyond mortal scope, and by trying to narrow them, you have made an abomination. You aren’t sure how to feel about this, on one hand they’re a perversion of natural law that shouldn’t exist, but on the other, it could be argued they’re closer to nature this way and the process, while monstrous and horrible, if refined, could be the beginning of a new age.
>20 Cultists are twisted into Beastmen (mindless)

>[6]
You think you like the mortals in the ancient shrine, peering closer you can’t sense any technology more advanced than bone sewing needles. They would be a great asset to your mortal followers and despite their apparent mysticism, their dreams are an open book. You show them visions of your power and the next morning, they’ve begun to burn a sacrificial pyre of lamb and goat carcasses, along with the handful that refused to join the cult. They are brutal and primitive but that might not be a bad thing. More importantly, in the monastery’s basement is an Orb of Stalwart. Yours now, all you need to complete the ritual is dragon’s blood and a summoning circle.
>Carvaxìlseset has found an Orb of Stalwart!
>+180 Cultists

>[3]
A smaller perspective could be a boon in the search for dragon’s blood. At your command the cultists begin to search, finding none in the region but realizing that it needs time to return after the famine. In the meantime, there may be more present elsewhere.
>dragon’s blood will return to normal rarity in 3 turns

>[3]
The cultists you sent to wait are welcomed with open arms and while the monastery-goers don’t trust the strange outsiders with their sorcerous technology, they recognize that they are part of the same cult. You discover that they’re the last remnants of an order built to protect the Orb of Stalwart in medieval times.

>[2]
You try to write a tome of your philosophy to aid the cult’s conversion, but very few of your cultists are literate or fluent in “English,” the trade language of this planet.

>Carvaxilseset
>Orb of Stalwart #2
>Ironwood base (4/4)
>20 Beastmen (mindless)
>400 Cultists

>cont
>>
>>4150648
>>4149224
>[6]
The world leaders under your control propose the establishment of an anti-cultist task force, which receives the immediate, unanimous support of the secret UN council. They’re even able to get the funding for a hidden bunker complex and enough firearms to equip an army, no questions asked. It seems the world governments are serious about stopping the apocalypse. If only they knew. On the other hand, your cultist’s insistence on keeping the details secret gets them under the rest of the council’s scrutiny.
>the Cult has a heavily fortified (5/5) bunker in the middle of Liberia
>the Cult has enough weapons to heavily arm 1,000 cultists

>[4]
You order your cultists to hack Quazarul’s cult members to find where their lair is, but apparently they don’t use the internet much and those who do don’t keep computers. It takes some doing but they manage to get a GPS tracker on a cultist’s cellphone before it’s found and destroyed. The last they saw it was in “South America” to the north of the “Amazon.” These humans have such funny words for place names, you aren’t even sure whether you want to change them.

>[6]
The world leaders in your cult schedule national addresses at the same time on the same day, and say the forbidden words in perfect synchronicity at the beginning at their speeches. Thousands of people who live in third world countries and bother to watch government speeches on the television hear and are hit with the memetic weight of your presence. The results are varied. Some can’t process the magnitude and go streaking in broad daylight, some an hero on the spot to be with you, and some start worshiping your name with every fiber of their being.

A few who have staticky reception or wills of steel resist the words even though it makes their ears bleed and swear to fight. Unfortunately, the UN council investigators aren’t retarded and realize they’ve been infiltrated by a cult following a memetic disease that may or may not be related to the earthmother. They also realize the speakers are the same people that proposed to start an anti-cultist task force with an isolated bunker and military grade weaponry. The UN council begins secret discussion of replacing compromised members and letting the military’s top brass and media know what they’ve been dealing with to bring tanks and censorship into play. If they have to turn the earth into radioactive slag to keep the cultists from winning, they will.
>The Law is at maximum suspicion toward PEPE’s cult
>+1,000 Cultists
>+200 Inquisitors

>cont
>>
>>4150650
>[5]
You show yourself to online gun enthusiasts in their dreams, to amazing success. Some popular firearm forums are subverted and many of their members join your cult along with their firearms. A few even practice every now and then!
>+20 Cultists (moderately armed)(lightly trained)
>+180 Cultists (moderately armed)

>[3]
You try to repeat your trick with the world’s leaders, but find most have been preemptively brain-chipped or briefed on the benefits of tinfoil. Key word, most. You sense further attempts will be unsuccessful unless you change something about your approach.
>+5 Cultists (world leaders)

>[5]
You find the white knight meme amusing, so much so you want to make it real! Or realer than it already is, depending on your perspective. That night, a few dozen of your cultists find that they have morphed into strong, tough warriors with an unhealthy appreciation for white clothes and the urge to bow down to women and serve their every whim. Their outward appearances and conversation skills are completely unchanged and none are laid, but that doesn’t stop them from doing their duty.
>40 Cultists have been corrupted into White Knights

>PEPE
>Bunker base (5/5)
>1,000 heavy armaments
>40 White Knights
>1,440 Cultists
>180 Cultists (moderately armed)
>20 Cultists (moderately armed)(lightly trained)
>30 Cultists (batshit insane)
>10 Cultists (world leaders)(under maximum suspicion)
>5 Cultists (world leaders)(under heavy suspicion)
>90 Inquisitors

>cont
>>
>>4150654
>>4149257
>[5]
You search across the globe for dragon’s blood and just when you’ve begun to lose hope, discover a black market in “Singapore” that has pouches of the powdered root for sale. After purchasing plane tickets and displaying their zeal, the lucky cultists are able to find an illegal underground greenhouse of the plant. It isn’t long before it’s in their hands and back across the ocean. The cult has every one of the summoning ritual’s ingredients and are ready to begin the moment you command them. You are ecstatic.
>Quazarul has collected the Orb of Stalwart, found dragon’s blood, and completed the summoning circle! The summoning ritual is ready to begin!

>[1]
Eager to prevent demons from destroying the world before you can claim it, you inform the agents of The Law of everything you know about demons. They don’t take the information how you hoped they would and their suicidal foolishness is bound to end horribly. On the upside, they didn’t have the common sense to act as sleeper agents and their new idols aren’t likely to do anything but violently murder them if summoned to “make pacts” and “seek occult power.”
>Rogue Demons:
>+20 Demon Cultists

>[6]
Not wanting your work to be undone, you and the cultists throw everything you have into fortifying the base using stolen construction equipment and their experiences from the ziggurat. You’re honestly stunned at how well they’ve managed to replicate the entire tunnel network, smack dab in the middle of the sewers of a major city, without a single person leaking the information. They even built a primitive and imposing throne (without armrests) in the same room as the summoning circle and Orb of Stalwart! Of course, some fools died trying to test whether or not the traps worked, but this close to ultimate success, that’s no serious concern of yours.
>the Cult’s base is now extremely fortified (10/10)
>-40 Cultists

>[3]
You do your best to recruit cultists and get the same result as last time, again.
>+40 Cultists
>+20 Inquisitors

>Quazarul
>Sewer base (10/10)
>Orb of Stalwart #1
>Dragon’s Blood
>Summoning Circle
>1 Half-Dragon (mindless)(gift)
>10 Cultists (minor luck blessing)
>30 Cultists (moderately armed)
>120 Cultists
>250 Inquisitors

>cont
>>
>>4150663
>>4149299
>[1]
You give your gift to the five most promising cultists and roar in frustration when they melt from the exposure to your power. This is infuriating! How can this many mortals be incapable of accepting your gift? At this rate, you might as well bless the dragon slayers and turn them against themselves! Hmm. If you could stomach your pride, that might not be a bad idea.
>-5 Cultists (moderately trained)

>[2]
You try searching for some false “dragon’s blood” in Africa and discover that it will take a great deal of time for them to recover from the famine.

>[5]
You try showing random mortals visions of yourself flying through the wind, capturing princesses, and burning castles without saying anything but your name. It actually works very well, gathering a large number of subordinates. Huh.
>+60 Cultists

>[5]
Using their money from the businesses they’ve started, the cultists purchase enough 100% legal firearms and ammunition to strip several gun stores of their entire inventory. They then go back to the cult and it isn’t long before every twitchy finger has its own trigger. You aren’t sure how you feel about these newfangled guns, especially the “dragon’s breath” shotgun shells, swords, shields, and crossbows worked just as well back in the day.
>+200 moderate armaments

>[4]
You have the ten most perceptive cultists become private eyes, keeping their ears open for any sign of rival cults. They don’t hear anything supernatural that isn’t an obvious urban myth, but apparently the government has begun to dramatically increase funds going to police departments across the country, possibly the globe. They might be suspecting or preparing for something, not that you have any reason to worry.
>+10 Cultists are now (private eyes)

>[3]
You command your followers to wage a holy war on the raging demons in South America. They manage to keep the horde distracted with wrymlings and snipe a few from the distance but once they catch on it turns into a bloody massacre. Only one moderately trained cultist survives to tell you what happened, and he has a heart attack from overexertion that fortunately, doesn’t end his life.
>-25 Cultists (moderately trained)(moderately armed)
>-25 Cultists (lightly trained)(moderately armed)
>-24 Wrymlings
>Rogue Demons:
>-10 Demons (mindless)

>Raedryth Nielriarth Qerel the Black
>25 Wrymlings
>20 Cultists (moderately trained)
>20 Cultists (lightly trained)
>10 Cultists (private eyes)
>50 Cultists
>160 Inquisitors (world's most wanted)

>cont
>>
>>4150666
>>4149357
>[5]
The devotees of Los, The Voidstar, The Child in the Pitch Black Room in sophisticated universities across the globe dedicate themselves night and day to studying everything they can access in every subject they can find. They weren’t admitted to the academies for no reason and absorb the information readily, waiting for the moment what they’ve learned could be needed.
>the knowledge pool available to the network has notably improved

>[3]
You deeply appreciate everything they’ve done, and endeavor not to see it go to waste. Hundreds of textbook’s worth of knowledge are funneled into your mind and while you can’t make sense of most without cross-referencing your follower’s mental context, you’re beginning to put a cohesive picture together.

>[3]
Saddened, you turn your attention to the fragile followers whose minds you accidentally damaged. Their psyches are broken and splintered, their signals loud and erratic, but you are diligent in the search for a pattern and slowly but surely, a puzzle starts to take shape. It is vague, muddled, and likely built on misunderstandings your knowledge isn’t advanced enough to understand but you can’t bring yourself to sit idle while those who put their trust in your suffer from your own mistake.

>[6]
The insane mind is a scattered tangle of wires twisting in on themselves, but you have spent millennia being crushed in the cradle and if anyone has the patience to put the wires in their proper place, it is you. Soon, you find yourself making significant headway and with a start, curing a schizophrenic who spent days screaming from constant sensory overload. The signal comes back normal and you can’t bring yourself to wait any more. By the end of two weeks, everyone who suffered from that variant of insanity has been cured and you’ve gained invaluable insight that will make your future efforts that much easier. Your followers are eager to spread the word of their miracle cure, gathering many converts and some scorn.
>+20 Cultists (networked)(insane) have been cured of their condition
>+60 Cultists
>+20 Inquisitors

>Los, The Voidstar, The Child in the Pitch Black Room
>75 Cultists
>30 Cultists (brilliant)
>70 Cultists (networked)
>15 Cultists (networked)(brilliant)
>10 Cultists (networked)(brilliant)(insane)
>80 Cultists (networked)(insane)
>95 Inquisitors
>10 Inquisitors (brilliant)

>cont
>>
>>4150675
>>4149452
>[3]
You try to turn the PEPE’s most famous cultist insane but accidentally hit a “meme-youtuber” and his fan club when the earth rotates. Eh, close enough.
>PEPE:
>+40 Cultists are now (batshit insane)

>[3]
Once you’ve pinned down the cult’s exact location, you switch the minds of your cultists with the frog’s and attain absolute dominion over a “YouTube” channel of hundreds, nay, thousands of subscribers. Some tune in and listen to the insane howling, and a few even catch on. The rest swear to peel the fruit that questions the music! They hear the noise, they can feel it! And also to resist you or something along those lines, the rambling was somewhat unclear. You honestly can’t tell a difference between the minds of PEPE’s former cultists and your own.
>+60 Cultists (batshit insane)
>+100 Inquisitors (batshit insane)

>[2]
You throw a storm of insanity at “London” but miss and hit somewhere called “Shang-Hai.” It would be a lot easier to aim if you weren’t fourteen universe lengths away. The light is very faint and catching the angle can be tricky. You hear the “National Guard” has been called in to stop riots in Detroit and feel a deep sense of loathing. Fuck Detroit.

>[4]
Inspired by vivid hallucinations, a talented cultist creates a photorealistic poster of a man missing the top of his head throwing a jar with a brain into the ground that says “LOSE THE DEAD WEIGHT” in big red letters. The rest plaster them on every street corner, prompting some gullible pedestrians to experiment with trepanning at home. Most denounce what they see as pro-lobotomy propaganda, but they can’t deny that it has a sinister allure.
>+80 Cultists (batshit insane)
>+80 Inquisitors (batshit insane)

>[1]
You send roughly half of your cultists to get as close to PEPE’s as possible. They are immediately shot on sight. You aren’t sure what you were expecting.
>-128 Cultists

>[5]
You deeply appreciate the gift from Raedryth Nielriarth Qerel the Black and decide to send him one of your own. More specifically, the pair of survivors who escaped during the chain reaction of explosions. Luckily, the delusions telling them to find the phone app company were not only correct, they got in touch with one of the dragon worshipers the second they stepped through the front door. Nice. You idly wonder if it’s possible to drive a cultist more insane than they already are.
>Raedryth Nielriarth Qerel the Black:
>+2 Cultists of Father Arkham

>Father Arkham
>Big Ben (5/5)
>1 Half-Dragon (mindless)
>130 Cultists (batshit insane)
>270 Inquisitors (batshit insane)
>>
lol this is fucking great

SHEET:
>Name: Father Arkham
>Homeworld: What deep space is for deep space.
>Appearance: Sphere of titanic proportions. When you look at it you see everything everyone in the world is thinking at that very moment, at the same time.
1) Can cast clouds the size of cities that drive permanently insane anyone within them. Can only have one at a time. This effect can be countered with gas masks and the like.
2) Can drive insane a specific entity in any part of the world.
3) Can temporarily induce instant mass histeria in a large radius with no lasting consequences.
4) Can swap the conciousness of everyone within a small radius, like a town.
5) Followers are batshit crazy and not that functional, but spread insanity clouds on death.

>Presence:-1
>Power: 8
>Physique: -1
>Appeal:-1

>Father Arkham
>Big Ben (5/5)
>1 Half-Dragon (mindless)
>130 Cultists (batshit insane)
>270 Inquisitors (batshit insane)

ACTIONS:

>Action 1: Drive any of PEPE's world leaders crazy in the middle of a global conference LOL. Fuck PEPE
>Action 2: Mass hysteria on Detroit. Let's get some armed cultists lol fuck Detroit
>Action 3: I'm fairly sure that if I aim at Detroit the cloud will end up in London, BUT I CAST CLOUD OF FUCK ON THE ON THE UN's HEADQUARTERS LELELELEL

>Cultist Action 1: Have the Half-Dragon teach my boys the secrets. Let's see what happens.
>Cultist Action 2: Let's get more boys.
>Cultist Action 3: Have my boys spread and scout the hideouts of PEPE's world leader boys in secrecy. Good luck fellas.

Also, 128 of my boys were shot to death near PEPE- and they release clouds of madness each on death, yknow. I mean... that's a PRETTY DAMN big cloud there
>>
Rolled 4, 5, 6, 4, 2, 4 = 25 (6d6)

rollin
>>
>>4150723
Most of my followers would be in the bunker.
>>
>>4150678
Where is the bunker located.
>>
Also, OP why can father Arkham just come to my base when I have to try and figure out where other people's things are.
>>
Rolled 5, 6, 4, 5, 4, 2 = 26 (6d6)

>>4150654
Name: P̴͙̪̠̙̻̗̻̹͆͒̈́̂̃͗̑̂́̕͝͝Ȩ̶̧̠̞̰͍̠̞̓̂̄̽̚P̸̧͚̠̦͓̪͚̟͙̹̂̓̓͘ͅÉ̴͔̼̈́̑

Abilities:

Corruption: Twists mortals into living meme abominations based on specific memes increasing their strength and how dangerous they are.

Memetic Virus: A memetic image of PEPE that brainwashes and gives me complete control of the minds of any mortals who come across it or a copy of it,

PEPE.com: A website that upon seeing the link makes people feel an intense inclination to go on, the website has a VPN and multiple servers, the website shows the memetic virus image of PEPE, the website has the phrase “PEPE grinds the minds of the land with his hand into sand” playing on repeat, and all of my cultists know the link to the website.

Infinte_Chan: All the minds of cultists are linked to this forum allowing me and the cultists to transmit information to each other telepathically, the website has the memetic virus image of PEPE as all of it’s banners, the website has a VPN and multiple servers, the website can’t be accessed unless you have the virtually uncrackable password, and the password to the website changes every hour.

Memetic phrase: Upon hearing the phrase “PEPE grinds the minds of the land with his hand into sand” spoken by one of my cultist mortals are brainwashed and complete control of their minds are given to me.

Appearance: Character pepe distorted into an eldritch abomination.

Homeworld: From Xanthar an empty barren moon. PEPE craves mass social attention and praise and will do whatever it takes to get it.

Presence: -1
Power: 2
Physique: -1
Appeal: 5


> God action: I triangulate the location of Quazarul base through the recent demon attack in South America.

>God action: With the almost complete control of my follower’s minds, my power gives me I start taking all the info about guns my lightly trained followers know and start distributing that information to the rest of the cult.

>God action: Turn my cultist with gun training into white knights.

>Cultist action: 1,0000 of my cultists arm themselves with the heavy armaments and get training from the lightly trained cultists.

>Cultist action: Make 10 platoons out of my most trained cultists each consisting of 49 soldiers and one commander who are all heavily armed.

>Cultist action: Using my 10 platoons I Raid Quazarul base with the main objective of taking the supplies needed for the ritual and destroying their summoning circle. The secondary objective is to kill every one of his cultists.
>>
>>4151307
Also, how does raiding even work what's the point of preparing my cultist if it's all up to the dice?
>>
>>4151310
To clarify I'm not saying it shouldn't be up to the dice I'm just asking if my preparation has any effect on the outcome.
>>
>>4142564
Hey OP, can I still play ? Is this sheet legal ?

>Name :
Faith, The Glimmer of Hope, The Light at the End of the Tunnel, The God with a Thousand Faces

>Abilities :
[Faith attracts Faith] : convert more easily people who already believe strongly in something (cultists and religions, inquisitions, the Law, political parties, ect ...).

[Everyone can get along] : my cultists can at the same time be a member of whatever number of cults and organisation they want (but they love and prioritise me the most).

[Good morale makes great people] : because my cultists have such a sense of meaning in their life, they get a slight boost in health, smarts, athletics, stress resistance, and a huge boost in charisma.

[Critical mass] : the more cultists there is to do an action, the more they will recruit.

>Appearance : people who see me see an embodiment of whatever they believe.

>Homeworld : The human psyche. Since time immemorial, religions have come and go, but one things has stayed true : Faith itself. With enough psychic energy accumulated to get an independent existence, now is my time to shine.

>Presence : -1
>Power : -1
>Physique : -1
>Appeal : 8
>>
>>4151434
I would like to precise that all my [Abilities] are directly given to my cultists as soon as they become cultists, and don't necessitate any God action on my part.
>>
Rolled 5, 3, 5 = 13 (3d6)

>>4150663
>Sewer base (10/10)
>Orb of Stalwart #1
>Dragon’s Blood
>Summoning Circle
>1 Half-Dragon (mindless)(gift)
>10 Cultists (minor luck blessing)
>30 Cultists (moderately armed)
>120 Cultists
>250 Inquisitors

>fortify base
>recruit
>summon me
>>
Rolled 5, 1, 2, 6, 6, 2 = 22 (6d6)

>>4150678
>Name: Raedryth nielriarth qerel the black.
>Abilities:
[Raedryth gift: Allows Raedryth to gift a portion of his power to a cultists making them half dragon and half human. Giving them scales, dragon wings, and sometimes fire breath. Their is also a 50-50 chance if the cultists will is not strong enough of the cultists losing their mind and becoming a beast completely under Raedryth .
[Raedryth ghost: If a cultists will, body, and mind is strong enough it allows the cultists to summon a limb of Raedryt (Which appears as a ghostly appendage) for a short time, which allows it to do things such as attack enemies and lift heavy objects.]
[Raedryth breath: He breathes plasma.]
[Raedryth egg: If Raedryth is near death he turns into a egg. In this forum he heals faster but he is immobile and very easy to kill in this state.]
>Appearance:
Raedryth is a large black scale dragon with 6 legs, 2 wings, and 6 eyes.
>Homeworld
Raedryth Homeworld was a world like medieval era earth. He ruled this world for several thousands of years with a iron (but he considered a lawfully harsh) fist, before a group of adventurers came and banished him to a another dimension in which he discovered earth.
>Presence:1
>Power:1
>Physique:4
>Appeal:-1

>Raedryth Nielriarth Qerel the Black
>1 Wrymling
>20 Cultists (moderately trained)
>20 Cultists (lightly trained)
>10 Cultists (private eyes)
>50 Cultists
>+2 Cultists of Father Arkham
>+200 moderate armaments
>160 Inquisitors (world's most wanted)

ACTIONS:

> God Action 1: I try to find the Inquisitors. And if i do i give the location to the law (not anonymously)
> God Action 2: I give Raedryth gift to 5 cultists. and give 2 of the cultists to Quazarul.
> God Action 3: I train my cultists.
>Cultist action 1: Have my Cultist (legally) get money.
>Cultist action 2: The cultist recruit.
>Cultist action 3: The cultist join the law enforcement.
>>
>>4151455
ARE YOU KIDDING ME!! ...........every time i gift Raedryth gift it goes wrong..........why me??
>>
>>4151461
yeah I find that hilarious lol
>>
>>4151450
GO QUAZARUL GO
>>
>>4151465
Yeah it is.........maybe i should give it to the dragon slayers.
>>
Rolled 13, 65, 90, 17, 55, 80 = 320 (6d100)

>>4150648
An Orb!
Oh, happy days.

Right, with this we can really prepare for my summoning, at last.

>Action 1: Firmly reach into the nature around ironwood base and begin creating forces, grand Treants under my sway shall be needed in the future

>Action 2: Send beasts across the globe to once more scour for ancient sites and the like, you can never go wrong with more than one orb of Stalwart.

>Action 3: I shall see through the plants of damp and warm places to attempt and locate some dragons blood of my own, Africa it seems I have made barren

>Cult Action 1: Guys, I know you’re not very smart, but this time please manage to make a summoning circle.
>Circle, not an oval, or a triangle, or a fruit basket, a circle

>Cult Action 2: The cults shall travel across the globe independently to try and acquire the rare dragons blood plant

>Cult Action 3: Have my cultists acquire poisons and toxins from nature, we need to stock up on such items for I fear a conflict shall come soon
>>
Rolled 1, 2, 5, 3, 2, 4 = 17 (6d6)

>>4151474
Wow, those are the complete wrong dice.
Whoops
>>
>>4151474
d6 not 100
>>
Hey OP! I hope it's still fine to join. I wanted to say that this is the most fun quest I've read here in a while, and I wanted to join in on the fun. Here's my sheet, tell me if there is something to modify.

Name: Syxyghi the Akashic Wisp

Abilities:
Awaken spiritual energy: permanently ignites the life energy of a willing recipient granting them occult powers and higher ability to manipulate their mana in different ways according to their unique biotype, talents or disposition. Allows them to see the subtle energies or mana normally invisible.
Akashic Record: Gives a willing subject access to some of the knowledge they had in a previous incarnation about a specific topic.
Commune with spirits: allows to communicate with the spirit of a recently deceased entity for a short while after performing a ritual in the place the entity died and before a week has passed sice their death.
Not my will but thy will: allows a willing subject to travel throught the aetheric plane and come back to the physical plane in a different geographical place of their coice instantly. (Some subject may be... different on their way back)
Not the true Dao: greatly improves a subject mental stability and resistance to compulsion, manipulation, madness and mental or physical torture.

Appearance: a massive ball of intertwining ropes of purple energy constantly knotting and unravelling

Homeworld: The deepest reaches of the Aetheric Plane, where only the elemental concepts reside.

Presence: 5
Power: -1
Physique: -1
Appeal: 2
>>
Hm. Enemy phase wasn't posted.
OP was probably pulled away before he could complete the turn or something.
Going to hold off on submitting action for now.
>>
I believe in OP.
I BELIEVE
>>
Rolled 4, 3 = 7 (2d6)

Holy fucking shit lads, a friend of mine called in a favor and today was busy as all fuck out of nowhere. I've been stacking cinderblock, working a rented backhoe, and sorting scrap lumber for the last ten hours and the job's about three-quarters done, but he says he won't be needing much more help.

This quest has started to get huge and I don't think I could handle it getting any larger without slowing updates to a three times a week crawl. Because of that, after rolling for these two anons I'm setting a hard cap on new players. I estimate lethality is going to sky rocket in the next 8-10 turns, so it may speed up, paradoxically enough, but as is the ten or so players right now are getting near the limit of what I can handle.

>>4151434
That is legal, if absolutely insane, and you may join. Being fragile doesn't matter when you can gather thousands of cultists in two or three turns.

>>4151441
Father Arkham and PEPE have done the same, that's fine.

>>4151916
There are no problems here, and you can join. Any magic your followers awaken is going to be weak at only -1 Power, something to consider.

>>4150723
Yes but PEPE's followers have a fortified bunker, automatic machineguns, sniper rifles, and a massive numerical advantage. There was a huge cloud but none of PEPE's cultists were caught in it, only the thousands of people in the towns and suburbs downwind.

>>4151262
Correct.

>>4151266
Where would you prefer? The UN council gave the cultists carte blanche to put one wherever they damned well please. It is a fully stocked, subterranean bunker rated to withstand an extended siege, or repel an armed military assault, tanks and explosives included. Fortifications of (10/10) or higher are eldritch in danger. For example, Scarn's is a living hell that would remind a MTGfag of Phyrexia at its worst.

>>4151289
He has 8 Power and several of your cultists are batshit insane, allowing him to get a very vague understanding of where they're at, just like you could track other cults down through their internet connection, or Carvaxìlseset if they're anywhere in the wilderness. Father Arkham doesn't know the precise location, which is one reason your followers were able to manage an ambush. Corrupted memes are immune to this effect, because their minds are twisted into something inhuman, but in a different, incompatible way.

>>4151461
Your cultists are clearly unworthy.
>>
>>4152523
>>4151465
>>4151471
I maintain complete impartiality, but I have to hand it to the dragon slayers. If they stopped getting nearly wiped-out and bouncing back, they could grow into a serious threat.

>>4151310
>>4151313
The more armed, trained, and supernaturally empowered your cultists are, the more damage they can do on a success and the less they take on a failure. 1,000 (heavily armed)(elite trained) cultists will do an absolute fuckton of damage on a target, even if they lose, and a crit-fail won't see their complete destruction unless they're up against a high-physique eldritch horror in the flesh. Conversely, 10 cultists aren't going to do much even if they manage a crit success, unless they were following The Crimson Tide and even then, that would only be because of their intrinsic rage and combat capacity. I really hope he and Vulnixz haven't dropped the quest, their characters were interesting.

>>4152231
Something like that, the aforementioned friend helped me out in a bad time, no questions asked, so I did the same when he needed it to get through a tight time crunch. It couldn't wait, but I'll admit the lack of an Enemy phase update didn't have anything to do with that, my brain started shutting down at around 3:00am and I decided I'd go ahead and update it when I woke up at 7:00am but I got the call. I'm going to stop procrastinating on updates and do better in the future, but this thread is past its bump limit and the next two days are going to be busy getting some IRL paperwork done. After the enemy update, which will be later tonight/next morning, I'm going to go ahead and wait two days, then post the second thread with the actions taken so far.

>>4152436
I don't deserve it, but I am humbled.
>>
>>4151450
>The first summoning ritual succeeds on the first try
Nice. Being the only eldritch horror summoned is a massive advantage, especially with such a high Physique.
>>
>>4152526
I'd say you stick to the players you already have. The more the players, the slower the updates. Ideally, you'd let the current players murder the fuck out of each other and then start another session, cuz if we keep getting players flooding in this will get too random lol.

Also I have an idea: the rolls have to be posted right after the orders. Like I did: >>4150723
This way, the players can't re-roll while nobody notices to get better rolls. The time between the posts will tell if they've been nasty.

Also, bunker or not, I'm sure PEPE's boys will be pretty fucked if they need to breathe lol. It's half my cultists turned into a cloud lel. But I'm rly fine with whatever you pick OP, I just argue for the sake of 'logic'.
>>
>>4152523
Wisp here. While iI'd like to play, if you wish to keep to the current players as to not slow down the pace it's fine no pressure, your call OP. I hope you do this quest again some time if thats the case tho, it's a ton of fun and I'd join the next one.

About my stats hmmm.. if thats the case I'd modify them to:
Presence: 4
Power: 2
Physicality: -1
Appeal: 0

For stronger magic while unsummoned while hoping that the high presence benefits me once summoned if I get to that point haha. Thanks for running the quest OP!
>>
>>4152523
I've been keeping track of active players and currently we have 6 players with new guys we will have 8.
>>
>>4153116
This is me

Mr.Red and Scarn have dropped and two other eldritch gods dropped mas well. I say we let these guys join.
>>
>>4152523
>>4152540
>>4153121
That's okay either way for me. Take care of yourself OP.

>>4152724
>I hope you do this quest again some time if thats the case tho, it's a ton of fun and I'd join the next one.
I second this. Great quest OP !
>>
>>4153304
>>4152724

I'm in for letting these guys join lol, my point is that we keep a constant number of players that doesn't make you burn your fingers writing.
>>
Can I join?
>>
>>4152724
Great Wisp !
As you know, the situation is evolving fast. I hereby propose the creation of a Joint Cultist Taskforce Alliance (JCTA) between you and me.

>the Goals :
- Thousands of magical cultists, that we can use like any regular cultists at our respective turns, without the need of the approval of the other deity.
- A non-agression pact

>What I get :
thousands of MAGICAL cultists

>What you get :
THOUSANDS of magical cultists

Together we can rule the world !

-Faith

>>4152534
OP, would I be able to recruit for both my cult and another organisation in one action ?
>>
>>4153557
>>4152523
Yo, OP, can I join are are you full up?
>>
>>4153741
Hello Great One of the Many Faces! I accept your alliance, after all the more magic is there on this magicless husk of a planet the better. And it is ancient wisdom that devotion and true faith is the fastest way mortals on this planet have to deepen their connection to the subtle energies and their understanding of mana. I don't wish violence upon you nor any other extraplanar deity, but if they seek to undermine the inevitable Magical Renaissance that awaits this planet I vow to use all my power to opose them.

The first step for this renaissance to ocurr is for us to be summoned. People have mostly forgotten me and most of them don't know they want what I can give, but you Many Faced One still hold strong on their collective conciousness. As faith and magic only potentiate each other I wish we cooperate on using the components and share the limited Stalward Orbs if one us obtains it so we can both be summoned. What you say?
>>
Hello everyone sorry I'm late, my old man had to use the computer. I hope i didn't miss to mu->>4153741
>>4153805
...Oh good! Another alliance! And one of magic in fact! Well i hope if we met it is in friendship and not in bloodshed!
>>
>>4153805
Great Wisp,

Deal !
Also I forgot to mention that cultists member of the JCTA would be member of both our cults, I hope it is still okay.

-Faith

>>4153845
I hope too ! Fate will tell us I guess.
>>
>>4153805
I would be interested in an alliance between myself and you two.

>What you stand to gain
Over a thousand trained and heavily armed cultists ready to help fight your battles.

Nuclear access

Access to a stalwart orb if my next raid is successful.

Connections to world governments

>What I stand to gain
Allies to help me against the war pack
>>
Seeing as there's no reply from OP, I'll put out a sheet

>>Name: The Citadel, Great Protector and Holder of the flames of civilization, industry, knowledge, and truth.


>>Abilities:

>Delegate: Give a mortal the ability to preform the following powers, on a lesser scale. This also warps their bodies into things of metal, gears, concrete, and stone. This grants much physical strength, as well as durability, though does not affect them mentally.

>Protect: Magically shield someone, a group, a place, or object for so long as the power invested into the spell doesn't run out.

>Immolate: Touch something with one of the flames, either metaphorically and spiritually to grant inspiration and minor power or inflict mental and emotional trauma, or physically, to burn the object in question, living or otherwise, with the flame they are most opposed to.

>Construct: Build something, either living or unliving, with the appropriate materials. An example of the former would be an automaton or homunculus, ready to serve. An example of the latter would be a fortress, or a wall. All things constructed in this manner take little time, though this is dependent on the complexity of the object. With enough time, and fine enough material, almost anything can be made.

>Repair: Near instantly restore something to its proper state as the universe. This would be such a thing as regrowing an arm, reconstructing a wall, and undoing the effects of other cult's mutations,though quite difficult to do without allowance.

>>Appearance: A fortress of steel and stone that walks, rolls, floats, or slides as is needed at the moment, armed with row upon row of weapons manned by those within, and layer upon layer of armor to protect those within.

>>Homeworld: The cities and towns and villages of all the world, and all those that create and uphold civilization. Civilization itself is being threatened by intruders, and its spirit does not appreciate that.
>Presence: -1
>Power: 3
>Physique: 1
>Appeal: 2
>>
Update when?
>>
>>4153858


>>4153863

I'm fine sharing cultist Faith, as long as the QM aproves. What do you think of letting extraplanar entity PEPE join the alliance? He's certainly powerful and has resources that would be useful for us, but I'm apprehensive about his methods and uncertain about his end game goals after he's summoned. Still between him and Father Arkham and the Black Dragon he might be the least of two evils, as Arkham seems dangerously unpredictable.

Mr. PEPE, I'm not saying no but I'm cautios. Magic mastery and mind control don't go hand in hand, and while I understand it's a tool you need to use at this moment to survive and progress your goals, I wouldn't want to expose my followers to the chance they fall under your control. Besides a prerequiste for my powers to work on mortals is that they must seek it out of their own will, if I awaken them under the influence of a geass I don't know what may happen. If these concerns are addresed we may negotiate.
>>
>>4155787
Mind control is just another type of magic. Like all great spells mine needs a verbal or image comptent to activate. None of your followers would be affected by my mind control unless I wanted them to be. I don't plan to share followers like you and faith will do so I don't see the problem with your magic awakening power not working on them.
>>
Thread dead
>>
>>4156027
>>4152526
I hold out hope that I can play in thread 2
>>
>>4156132
/qst is notorious for qms flaking an abandoning quest the likelihood he contiouses this or even makes another one is slim
>>
>>4156167
You think I DON'T know that?That's why I'm holding out hope rather than absolutely sure.
>>
Not OP, but if the quest is dead it's because even more people hopped on right after it was said that the quest was getting too many players. Seriously, like, 4 people joined after the qm confessed any more would cause the updates to be 3 times a week. You autist probably scared him off. Honestly you should've waited till thread 2
>>
>>4156656
Yeah we should have.
>>
>>4156656
3 new people joined the quest since the last update. 2 of which were before OP had said he was getting too many players and was going to set a cap to the number of players. Also, OP's reasoning was bad considering we didn't have his perceived 10 active players at the time, but 6. So it's hard to say if the update were too much for him or he just thought that because of his perceived amount of players. None the less OP could have just told the players they couldn't play instead of flaking on it entirely especially when he said he wouldn't himself.
>>
>>4155787
Not sharing all cultists but some.
>He's certainly powerful and has resources that would be useful for us, but I'm apprehensive about his methods and uncertain about his end game goals after he's summoned. Still between him and Father Arkham and the Black Dragon he might be the least of two evils, as Arkham seems dangerously unpredictable.
Same. I'd say non aggro pact, and maybe cautious alliance. Quazarul as been summoned and is allied with Arkaham and the Dragon.

>>4156167
>>4156235
>>4156958
I'm still hopeful for a thread but who knows.
OP, if its about the number of player I'm okay to go, probably not the only one, that's fine.
>>
Well it was good while it lasted. I still hold hope a second thread will pop up eventually, and if not maybe an anon gets inspired reading this quest and qm's a similar one in the future. Maybe with less spots open so the work doesn't get overwhelming for the qm. It was a fun journey even if we didn't get to participate this time.
>>
>>4157255
>>4157261
I'll do it. You'll all have to start over, and it'll be a little more complicated rules wise, But i'll do it.
>>
>>4157376
If people want to join, at least.

I can assume that they do.

>>4157023
>>4156958
>>4156000
>>4157261
>>4157255
I'll do it right now, If someone says that they'll join right now.
>>
>>4157413
Wow didn't think it happen now. Sure I'd be up for it, and I think these other anons too would probably join if they are still checking the thread
>>
>>4157569
And just when I get back to the computer.
>>
>>4157589
Give it but a moment, I need to formulate the rules
>>
>>4157589
Nice, let us know when you get the thread running. I hope the other anons join. I appreciate you doing this anon :)
>>
>>4157610
It is done. Make sure to read the rules again, as I have made some... INTERESTING changes.
>>
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>>4142564
>Name:
Flandre [or insert your wafu here], "All will be kawaii", scarlet[insert waifu's last name]

>Abilities:
kawaiification (her presence corrupts and infects the world around her like a Colour Out of Space to make it cuter, colours become brighter, food tastes sweeter, creatures get neotenised, humans start to resemble anime lolis and clothing starts to take on an increasingly gothic lolita style)

>Appearance:
Manifests in dreams as a (subjective to the viewer) supernaturally appealing animated touhou character inside of a painting, from which a rainbow glow creeps out into the world, infecting the world with it's rainbow hues and changing it to be more like it recognises from it's home dimension of pure kawaii. Once the surround area has become sufficiently kawaificated there ceases to be a distinction from the outside world and that of the painting such that she can simply step on through.

>Homeworld:
A dreamlike painted non-euclidean landscape where everything is specifically designed to stimulate a conscious observer in such a way that they perceive it to be "cute" to the highest degree possible according to the viewers biology. Flandre will over time alter your frail mortal biology to increase your ability to comprehend and appreciate cute things.

>Presence: 3
>Power:-1
>Physique: -1
>Appeal: 4
>>
>>4161211
It seems the game has ended. Don't suppose this is still open? Perhaps another game in the future?
>>
>>4161215

Yeah this thread is quite dead. Check out the reboot the other anon Arbiter made is still active, maybe you can still join.
>>
>>4142564
are there spots left



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