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Karak Eight Peaks: The Battle of Karag Lhune, Part 2
[*] The Chiselwards below.

You're filled with indecision as you watch Clan Angrund tear down greenskin hovels. The Grand Avenue is likely to be the most perilous of the front lines that the Expedition will be holding, as the King's Gates have a dominating position overlooking the East Valley and the East Gates have only a single avenue of attack. The tunnels underneath are the home ground of both Night Goblins and Skaven, and without proper illumination the Expedition's non-Dwarf allies couldn't contribute much, so it was vital to capture a good defensive foothold down below.

In the end, however, the unknown dangers of the Chiselwards win out. It takes some understanding of Dwarves to understand why a center for childcare and education would be so worrying - an orphanage and school in Altdorf would scarcely take up a city block, after all. But Dwarf culture differs very strongly from that of the Empire, as every Dwarf child of a reputable Clan is guaranteed an education and a bed until their childhood comes to a close at the age of thirty. On top of that, the apprentice barracks of the Chiselwards were open to any Dwarf not yet a Fullbeard of seventy years. In most Holds, the majority of children would be housed by their Clan instead of the Karak, but the legendary reputation of Karak Eight Peaks, the Queen of the Silver Depths, caused the Karak to swell with refugees from the Dwarfholds that fell in the Time of Woe. Overflowing with the orphans of a thousand tragedies, the Chiselwards expanded, then expanded again, until Karag Lhune, once the temple district of the Karak, was almost entirely given over to the housing and education of an almost unmanageable underclass of refugees.

Then the Southern Holds' doom approached, and many Clans of Karak Izril and Karak Drazh sent their youngest to Karak Eight Peaks for safety, and the Chiselwards expanded one last time. Tragically, Eight Peaks was the first of the Southern Holds to fall.

So the Chiselwards were not, as one might imagine, a few communal bedrooms and a handful of classrooms. They were a sprawling warren hastily expanded time and time again until they encompassed a huge portion of Karag Lhune, and that was before three thousand years of Goblin occupation. It is for that reason that when you finally reach a decision, your destination is the maze at the root of the mountain, rather than the highway below. "Good hunting," Belegar grunts to you as you head off, unconcealed envy in his voice.

You doubt his weapons will remain unbloodied for long. There is still a great deal of fighting to be done before even a foothold is secured.

---

Ulthar Alriksson's Rangers were the first to probe the Chiselwards, and he remains in command even as killing began in earnest. A relatively young Dwarf, old enough to fight but young enough to be kept out of it if anyone could help it, stands upon the landing of the Karag's central staircase, giving directions to all comers; he gawks at you for quite some time until he remembers his job. You suppose he's no less experienced with human wizards than most dwarves, but he's yet to develop the veneer of stoic cynicism that most Dwarves would conceal their curiosity behind.

Ulthar stands in a row ankle-deep in trampled mushrooms, a slab of fallen stone serving as a desk and covered with recently-scrawled maps he's trying to reconcile. "Mm?" he says as you approach, then glances up and frowns in concern. "What is it? Trouble upstairs?"

"The opposite," you reply, and he calms slightly. "The Night Goblins hadn't finished arguing over who was going to replace the Boss I killed, so they barely put up a fight."

"One bolt at the right time can win a war," he says distractedly. "Not quite the stuff of legends, but it might be the stuff of victory. So, here to join in?"

"If I can help."

"You likely can." He gestures at the papers, and you frown as you try to make sense of the sprawling tunnels they attempt to depict. "Near as I can tell, the Chiselwards have been split roughly three ways - mushroom farms, grobi farms, and where they'd lost control."

"Grobi farms?" you echo, frowning.

[Rolling...]
[Assault so far: 84.]

"Aye, the buggers normally let it run wild but they've been here long enough that they've taken to cultivating their young. Bit of everything, as usual, but most of it's dedicated to combat Squigs - which worries the hell out of me, because we've yet to see any full-grown ones. Between how much of it there is and how long it looks like they've been doing this, there should be swarms of the damn things running about the place, but the only ones we've seen are those still rooted but grown enough to defend themselves from fire and axe, though there's still a few pockets of resistance trying to defend it."

You nod along, trying to remember your lessons on greenskin biology from long ago, when you were more interested in practising cantrips behind the lecturer's back. "And the other farms?"

[Rolling...]
[Assault so far: 60]

"Normally what the greenskins grow is just varieties of the greenskin fungus, but they've been growing all sorts of other stuff down here. Some of it are edible ones that were probably growing in the Karak before it fell, but others none of us recognize at all. The Snotlings and Goblins are fighting hard to protect it and have a few redoubts, but we're giving better than we get."

"And the rest?"

[Rolling...]
[Assault so far: 61.]

He waves at a particularly twisty set of sketched chambers. "From what we can tell, the greenskins haven't been in control of about half of the Chiselwards for some time. Instead, it's spiders. Might be cave spiders, might be escaped forest spiders, though the descriptions don't quite match either. Whatever they are, they're damn huge and they're clever enough to only fight on their terms. We've pushed them back beyond some moderately defensible choke-points but there's still a few avenues that could go either way, and the further back they retreat, the higher density they'll have when they decide to stop retreating."

You consider what he's saying carefully. On one hand, it seems like things are well in hand, especially considering the concerns you had about whether the Troll caves joined up with the Chiselwards. Perhaps you can leave all this in Ulthar's capable hands and continue downwards to the Highways. On the other, you're sure you'd still come in handy, and there might be opportunities here that won't last much longer.


[ ] Remain here and help Ulthar make sense of the reports flowing in.
[ ] Go to the Squig Caves...
-[ ] And join the attack.
-[ ] And collect samples before the Dwarves destroy them all.
[ ] Go to the Mushroom Caves...
-[ ] And join the attack.
-[ ] And collect samples in danger of being destroyed in the fighting.
[ ] Go to the Spider Caves...
-[ ] And join the attack.
-[ ] And learn what you can of the creatures.
[ ] Continue downwards to the Grand Avenue.
 
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I can do that.

Dame Mathilde Weber
Code:
M WS BS S T W I A Ld
4 4  4  4 5 3 4 2 8

Greatsword (+2S, -2I)
Aethyric Armor (4+)
Dread Aspect
Horse provides 4+ ward save before armor, if it activates twice per turn horse is removed

BLOODTHIRSTER OF KHORNE!
Code:
M WS BS S T W I A Ld
8 10 10 6 6 5 9 6 9
Daemon of Khorne
Daemonic
Terror
MR 2
Fly
Large target
That's the most killy of killy daemons, except named ones. His terrors makes him immune to Terror himself (but Mathilde is immune to his terror due to Dread Aspect)
Fly and Large target are irrelevant
Daemon of Khorne is irrelevant, let's say that neither combatant charged
Daemonic gives him 5+ Ward save
I don't want to bother with WoM rolls, so I won't.

Bloodthirster WS 10 vs Mathilde WS 4, To-Hits are 3+ vs 5+, respectively
Bloodthirster S6 T6 vs Mathilde S6 T5, To-Wounds are 3+ vs 4+.

Armor saves: none

Wards: Bloodthirster has 5+, Mathilde has 4+ pseudo-ward due to horse

Mathilde is thouroughly outmatched
(That is a long one)
Round 1
Bloodthirster
Atttacks (3+): 2 3 5 3 6 3: 5 hits
Wounding (3+): 3 2 1 4 2: 2 wounds
Horse Ward (4+) 5 2: 1 wound saved, horse alive
Righteous Retribution (S6, 4+ to Wound): 4: 1 wound
Daemon ward save (5+): 4: failed (daemon at 8)

Mathilde
Atttacks (5+): 6 1 4: 1 hit
Wounding (4+): 2: 0 wounds
Ward save (5+): not required
Shadow tendrils (1d3#, 1d6S): 2hits of S4
Wounding (6+): 3 4: 0 wounds
Ward save (5+): not required

Combat resolution: draw! neither rolls break tests


Round 2
Bloodthirster
Atttacks (3+): 5 1 4 6 2 2: 3 hits
Wounding (3+): 4 4 6: 3 wounds
Horse Ward (4+) 6 1 3: 1 wound saved, horse alive, Mathilde dead
Righteous Retribution (S6, 4+ to Wound): 2 3: 0 wounds
Daemon ward save (5+): not required

Seed activates! 3 charges remaining! Daemon is surprised by this event!

Mathilde
Atttacks (5+):2 3 4: 0 hits
Wounding (4+): 0 wounds
Ward save (5+): not required
Shadow tendrils (1d3#, 1d6S): 1hit of S1 (this is not Mathilde's day...)
Wounding (6+): 6: 1 wound
Ward save (5+): 6: wound saved

Combat resolution: Mathilde loses this round, takes break test. She is stubborn, so this is unmodded LD.
Break: 2d6=4, passed

Round 3
Bloodthirster
Atttacks (3+): 6 5 5 2 6 6 : 5 hits
Wounding (3+): 6 1 2 4 6: 3 wounds
Horse Ward (4+) 3 5 3: 1 wound saved, horse alive, Mathilde at 1 wound
Righteous Retribution (S6, 4+ to Wound): 3 6: 1 wound
Daemon ward save (5+): 2: failed (at 7)


Mathilde
Atttacks (5+):6 3 3 : 1 hit
Wounding (4+): 3: 0 wounds
Ward save (5+): not required
Shadow tendrils (1d3#, 1d6S): 3hits of S2
Wounding (6+): 1 3 6: 1 wound
Ward save (5+): 3: failed (at 6)

Combat resolution: draw! neither rolls break tests

Round 4
Bloodthirster
Atttacks (3+): 6 5 4 1 2 4 : 4 hits
Wounding (3+): 1 5 3 2: 2 wounds
Horse Ward (4+) 3 3: Mathilde dies to first hit, second is wasted, belt activates only once
Righteous Retribution (S6, 4+ to Wound): 1: 0 wounds
Daemon ward save (5+): not required

Seed activates! 2 charges remaining! Daemon is annoyed by this event!

Mathilde
Atttacks (5+):6 2 1: 1 hit
Wounding (4+): 4: 1 wound
Ward save (5+): 2: failed (at 5)
Shadow tendrils (1d3#, 1d6S): 1hit of S3
Wounding (6+): 2: 0 wounds
Ward save (5+): not required

Combat resolution: draw? (daemon technically dealt 2 unsaved wounds, but 1 was overkill)

Round 5
Bloodthirster
Atttacks (3+): 2 1 2 2 2 2 : 0 hits (Ranald, is that you?)
Wounding (3+): : 0 wounds
Horse Ward (4+) : not required
Righteous Retribution (S6, 4+ to Wound): :
Daemon ward save (5+): not required


Mathilde
Atttacks (5+):5 5 1: 2 hits
Wounding (4+): 5 4: 2 wounds
Ward save (5+): 3 3: failed (at 3) (Ranald...)
Shadow tendrils (1d3#, 1d6S): 2hits of S2
Wounding (6+): 1 3: 0 wounds
Ward save (5+): not required

Combat resolution: Ranald Mathilde wins by 2! Daemon takes instability test!
2d6: 3+2=5. That's lower than 9-2=7, so Ranald didn't manage to smite him

Round 6
Bloodthirster
Atttacks (3+): 5 3 4 3 6 6 : 6 hits (Luck ran out)
Wounding (3+): 2 6 2 5 2 1: 2 wounds (or not)
Horse Ward (4+) : 6 6: 2 wounds saved, horse is dead (we will remember you!)
Righteous Retribution (S6, 4+ to Wound): :
Daemon ward save (5+): not required

Mathilde
Atttacks (5+):1 6 1: 1 hit
Wounding (4+): 4: 1 wound
Ward save (5+): 5: wound saved
Shadow tendrils (1d3#, 1d6S): 2hits of S1
Wounding (6+): 6 1: 1 wound
Ward save (5+): 4: failed (at 2)

Combat resolution: Mathilde wins by 1! Daemon takes instability test!
2d6: 5+4=9. Failure by 1, Daemon takes 1 wound without saves! (he is at 1 wound!)

Round 7
Bloodthirster
Atttacks (3+): 1 3 1 2 3 6 : 3 hits
Wounding (3+): 3 5 6: 3 wounds
Horse Ward (4+) : horse is already dead
Righteous Retribution (S6, 4+ to Wound):5 1 3: 1 wound
Daemon ward save (5+): 2: failed, Daemon dead

Seed activates! 1 charge remaining!

Mathilde: did I just kill a Bloodthirster? o_O


That is fucking amazing

That being said, it required some incredibly unlikely rolls for that to happen, like that one god turn where it missed every single time and Mathilde wounded it twice.
 
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Also, regrowth can presumably be counterspelled, and an opponent who knows about the seed can presumably just hack her hand off her corpse.
 
Couple things. Unless I'm mistaken the rune of retribution hits at +2S to what Mathilde was hit with. So S6+2=S8 hits, which means she'd be wounding on a 2+ with the Rune of Retribution. The other thing is that Bloodthirsters have 5 wounds instead of the 9 Mathilde chewed through.

[X] Go to the Mushroom Caves...
-[X] And collect samples in danger of being destroyed in the fighting.
 
Anyway, on the topic of the update, the Chiselwards theatre looks like it's under control? That being said, the absence of the Squigs is concerning. The spiders are also going to be a headache and not something we're well suited to counter either, since I don't think they experience morale like more intelligent lifeforms do, and that limits a lot of our options.
 
Ooogie Woogie this place is the seven circles of hell I expected. I love it!

The Slayers are probs going to smash their faces into the spooders. We can leave that side to them. Its the mushroom farms that hold my interest right now. It sounds like the goblins are defending them extra viciously for some reason. That implies some kind of value above and beyond food. Being the point of leverage we can be in there sounds wonderful.

[X] Go to the Mushroom Caves...
-[X] And join the attack.

Could also be convinced to grab some samples, or possibly move on.
 
[X] Go to the Mushroom Caves...
-[X] And join the attack.

Performance Enhancing Mushrooms after all? Are they real?
 
[X] Go to the Mushroom Caves...
-[X] And collect samples in danger of being destroyed in the fighting.
[X] Remain here and help Ulthar make sense of the reports flowing in.


Squig R&D is kind of risky and not our field, but rare shrooms should be good for our Journeyfanling.
If theres performamce enhancing shrooms we want samples to grow
Adhoc vote count started by Sinsystems on Sep 12, 2019 at 3:58 AM, finished with 143 posts and 91 votes.
 
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The Dwarves seem to have it well in hand let's move on down to the Avenue.

[X] Continue downwards to the Grand Avenue.
 
[X] Continue downwards to the Grand Avenue.

We're not needed here. We've got somewhere else to be, somewhere where our strengths are stronger and where the fighting will be harder.
 
[X] Go to the Mushroom Caves...
-[X] And collect samples in danger of being destroyed in the fighting.
 
Bloodthirster WS 10 vs Mathilde WS 4, To-Hits are 3+ vs 5+, respectively
On that note, WS 5 (hopefully coming after some more fighting) is a fairly important milestone for us, as it means we only need 4+ to hit even the most skilled opponents.
The Slayers are probs going to smash their faces into the spooders. We can leave that side to them. Its the mushroom farms that hold my interest right now. It sounds like the goblins are defending them extra viciously for some reason. That implies some kind of value above and beyond food. Being the point of leverage we can be in there sounds wonderful.
Probably because that's where they farm their beer ingredients?

Honestly, things are very well handled now. My guess is that the spiders ate the squigs.

There are goblins and skaven to kill, and we have more than enough actions to fill our research with without picking up mysterious goblin mushrooms.

[X] Continue downwards to the Grand Avenue
 
[X] Go to the Mushroom Caves...
-[X] And collect samples in danger of being destroyed in the fighting.

[X] Go to the Mushroom Caves...
-[X] And join the attack.

[X] Remain here and help Ulthar make sense of the reports flowing in.
 
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On that note, WS 5 (hopefully coming after some more fighting) is a fairly important milestone for us, as it means we only need 4+ to hit even the most skilled opponents.

Probably because that's where they farm their beer ingredients?

Honestly, things are very well handled now. My guess is that the spiders ate the squigs.

There are goblins and skaven to kill, and we have more than enough actions to fill our research with without picking up mysterious goblin mushrooms.

[X] Continue downwards to the Grand Avenue
That would go a long way towards explaining the large population of creepy crawlies, you're right.
 
Objection! It only has 5 wounds!

M-WS-BS--S-T--W--I--A--Ld
8--10--10--6-6--5--9--6--9
You are right, I fucked up formatting at first and looked at init instead of wounds
Couple things. Unless I'm mistaken the rune of retribution hits at +2S to what Mathilde was hit with. So S6+2=S8 hits, which means she'd be wounding on a 2+ with the Rune of Retribution. The other thing is that Bloodthirsters have 5 wounds instead of the 9 Mathilde chewed through.

[X] Go to the Mushroom Caves...
-[X] And collect samples in danger of being destroyed in the fighting.

You are also right. Let me roll some extra saves...
round 1: no changes
round 2: 3, 1. He is at 2 wounds, Mathilde doesn't actually need to roll break.
round 3: 5. Wound saved, so he is alive at 1 wound.
round 4: no changes
round 5: no changes, Mathilde kills it with Ranald's help.

but it doesn't help him, because Mathilde finishes him off.

He is dead from Mathilde's tentacles in round 3.

I'll edit it in momentarily.
 
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[X] Go to the Mushroom Caves...
-[X] And collect samples in danger of being destroyed in the fighting.

we got a potion girl in our mage group

she maybe interested in these thing
 
[X] Go to the Mushroom Caves...
-[X] And join the attack.
shouldn't take too long, and once this is done Mathilde can move on to the highway.
 
[X] Continue downwards to the Grand Avenue.
[X] Go to the Mushroom Caves...
-[X] And join the attack.

I don't think we could do anything useful with the mushrooms beside trade them to the potion girl.
 
Big Squigs that have ITP aren't something we can easily handle, and I just don't care to collect samples.

@BoneyM
Does Mathilde think she might get Dwarven disapproval for going around collecting Grobi trash when Dawi are fighting and dying in the vicinity to take back their home?
 
As long as there's no negative future consequences to your Doing Science, they won't disapprove, but you are giving up the approval you'd get for assisting them further.
 
You are right, I fucked up formatting at first and looked at init instead of wounds


You are also right. Let me roll some extra saves...
round 1: no changes
round 2: 3, 1. He is at 2 wounds, Mathilde doesn't actually need to roll break.
round 3: 5. Wound saved, so he is alive at 1 wound.
round 4: no changes
round 5: no changes, Mathilde kills it with Ranald's help.

but it doesn't help him, because Mathilde finishes him off.

He is dead from Mathilde's tentacles in round 3.

I'll edit it in momentarily.

Even if we could technically win, I don't think we want our combat strategy to be: They kill themselves by killing us repeatedly and we heal ourselves. Not to mention that coming back from death might take more than one round, due to the quantity and severity of wounds that need to be healed.
 
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