Voted best in category in the Users' Choice awards.
Herself. Most of her things are fire-retardant but it does mean no lava diving without a change of clothes.
She can't lava dive at all. Your ruling of "No" in response to "Does the belt make her immune to the secondary effects of fire such as carbon monoxide burning?" makes it pretty clear that she'd die within a handful of seconds from fumes and lack of breathable air anywhere near lava. Presumably the dwarf that told us we had "such resistance to flame that you could wade through lava" was assuming that Mathilde was sensible enough to be aware that he didn't actually mean she had such resistance to flame-adjacent things that she could survive lava exposure.
 
Plan Dwarf Trauma is pretty excellent. It's basically a Plan Go Commando variant, but I liked Plan Go Commando a lot as well.

Hm. Given this, Plan Light Everything On Fire And Kill Things may need an adjustment because it won't work well unless the place is lit up before the assault; if the greenskins in Grobi Town realize that an attack is on they'll start moving for the Citadel, and if the place isn't on fire until the attack is well underway then there will be time for a lot of reinforcements to get through, and for the general leadership/organization of the orcs to get them all flowing Citadel-wards and perhaps high-morale enough to brave the growing flames. We don't want the greenskins to have an enemy to point at when the fire initially starts.

Opinions, people? I'm thinking we would change "Ensure in particular that the portions closest to the Citadel entrance are lit up so that reinforcing the Citadel becomes difficult to impossible without charging into the flames." to "Ensure in particular that the portions closest to the Citadel entrance are lit up before the greenskins realize there is an incoming attack so that reinforcing the Citadel becomes difficult to impossible without charging into the flames." That should close this loophole- obviously, we're still perfectly happy to have fire arrows and artillery support the initial blaze afterward.
That'll work fine to cut off grobi town, but I feel like it still warns the citadel faster than preferable. Perhaps specify Mathilde setting the fires at the citadel gate pre-assault using a few barrels of lamp oil - or collapse it as per Plan Dwarf Trauma or whatever - then get some grudge throwers throwing fires concurrent with the actual attack? I mean, we want to capture the Citadel intact so I imagine there's a limited amount of work catapults can actually do here, so it's not like they'll be missed from the assault itself.

I dunno if that means Mathilde would then infiltrate with the assault rather than rampage through grobi town, or if she'd stick around the citadel gate fires to discourage the brave and stupid?
 
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She can't lava dive at all. Your ruling of "No" in response to "Does the belt make her immune to the secondary effects of fire such as carbon monoxide burning?" makes it pretty clear that she'd die within a handful of seconds from fumes and lack of breathable air anywhere near lava. Presumably the dwarf that told us we had "such resistance to flame that you could wade through lava" was assuming that Mathilde was sensible enough to be aware that he didn't actually mean she had such resistance to flame-adjacent things that she could survive lava exposure.

She's capable of holding her breath for at least a minute, but yes, there are significant problems to actually trying to treat molten rock like water. What I'm trying to communicate is that she can survive fire a lot better than some of her possessions can.
 
Great minds think alike. :p

On taking charges with us, we don't know how heavy the charges will be or what type we'll need. Excess weight might make sneaking harder.

I've considered specifying more detail, but I figure it's better to leave all of the minutiae to Mathilde. She's the expert in Ulgu/Stealth.
SoS the bombs, too! What could go wrong?!
...
Can't wait to see Kraggs face (described) on hearing this fresh manling foolishness.

[X] Plan Dwarf Trauma
 
@BoneyM Could we please not do another unstructured write-in vote like this? A normal vote has the right amount of information to unknowns thah the QM wants for people to weight risks and benefits. But here, without the QM to clarify things the discussion quickly ended up going in circles. I've completely skipped the last 15 pages (9 hours) of discussion, something I'd normally not do, because discussion has been so aimless without QM-given direction.

Heck with it, here's a bigger ask: Can we have a do-over on the vote, please? Throw up a (temporary?) threadmark with your version of the various plans proposed, with the full reassurance that all of the possible winning votes will be viable instead of the current situation were people will argue the minutia of a plan's over-long wording till they're blue in the face?

(IDK if I'm making sense here, I'm half asleep so if this post is bad I'm sorry.)
For a quest of this size the write-in strategy votes are better done in two stages: in the first stage the audience formulates and discusses plan ideas, in the second QM presents decent plans in a threadmarked update and people vote on presented plans.
 
Yeah, this wasn't ideal. If I ever leave the voting completely unstructured again it'll be when I'm able to be present for the majority of the voting period.

Between that and having significantly less voters than the last few votes, I'm gonna call this a failed experiment and hammer together the currently leading plans into options for a second vote.

Thank you. Seriously, that takes away like 90% of my frustration if one of the plans I thouhgt were problematic wins. I'm ok with a Burning Shadows-like plan winning if it's in the form of an option that's from the QM.

...also, we need to make Plan Dwarf Trauma a leading vote ASAP! It's too perfect/hilarious/terrible to leave on the table! Quickly! :V

[X] Plan Dwarf Trauma
 
[X] Fire

[ ] Explosives
Infiltrate the Citadel with a Dwarven expert to set gunpowder charges to destroy the evidence to the Citadel. This does rely on your own infiltration going smoothly, and if caught you risk alerting the greenskins.
Typo here.

A question: a lot of those options are not mutually incompatible. For example, Thorns and Projectiles could both be used at the same time with no ill effects whatsoever, and indeed doing so seems eminently logical; Explosives could be supplemented by Fire easily as a fallback plan in case the infiltration goes poorly and we can't blow the entrance. What's the policy on this?
 
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The unstructured vote was something of a failed experiment, so I've boiled the currently leading plans down to a few conventional voting options. Voting will be open for the traditional 24 hours after this post. If you've got a different approach you want added to these options, let me know.

[ ] Fire
Set as much of the buildings in the caldera on fire as possible, hopefully driving the greenskins away from the Citadel. The downside will be that there will be time between the start of ignition and a properly raging fire that the greenskins may use to reach the Citadel.
[ ] Shadow
Use Burning Shadows on the Citadel itself to prevent the greenskins in the caldera from reaching the Citadel. However, this would require delaying the battle until tomorrow morning, when the currently sky-high morale of the human mercenaries may have faded somewhat.
[ ] Thorns
Have Panoramia use a channelled Father of Thorns to fill the entrance to the Citadel with a large, thorned plant capable of defending itself. This will be a fairly onerous task for a relatively inexperienced Journeywoman.
[ ] Explosives
Infiltrate the Citadel with a Dwarven expert to set gunpowder charges to destroy the evidence to the Citadel. This does rely on your own infiltration going smoothly, and if caught you risk alerting the greenskins.
[ ] Projectiles
After the ranged weapons caches are destroyed, have archers and crossbowmen rush to line the edge of the caldera and fire on the approach to the Citadel, supplemented by caltrops launched from catapults.
[ ] Other (write in)
Can we have an option that is the explosives option but with archers and such as a back up if the explosives fail?
 
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