Voted best in category in the Users' Choice awards.
So here's my plan based mostly on ensuring that everyone knows as much as possible to make things run smoothly.

Unusual choices: EIC going for handlers, because I think that getting publicly available information is not as important as setting up to eventually get secret information.
Johann and Mathilde both investigating moulder under Karagril: If they have plans in motion we need to know.

Max collating the undead information: Useful for the war effort, whether offensive or defensive. He can do it on his own with no worries about memory, it's all in the papers.

Enchanting and writing a paper on MMAP: A) synergy, we'll be using it a lot this turn, and B) An item with MMAP lets the holder edit a map, rather than us having to be there. So the head ranger can make a map as well.

[X] Plan Knowledge is Power
-[X] [EIC] Start hiring handlers who can then start hiring informers and begin to collect non-public information.
-[X] [WE] Hire an open-minded Loremaster from a Young Hold to teach the We. [does not cost an action or your money]
-[X] [JOHANN] Allow Johann to spend all his time investigating the Skaven (Clan Moulder)
-[X] [MAX] Collate the information that the Army of Stirland collected during the Purge.
-[X] Karagril: Carefully map as much of the mountain as you can.
-[X] Clan Moulder are set up under Karagril. Investigate.
-[X] Sylvania: Investigate the attempts on Roswita's life, and see if you can determine the mechanisms, spells, and controls that make it possible.
-[X] Sylvania: Teach Stirland's officers the strategies and weaknesses of the Undead.
-[X] Enchant an item with a Relatively Simple or easier spell (Enchant a scroll or similar with Mathilde's Multidimensional Aethyric Projection)
-[X] [Overwork] Establish a weekly meeting for the various Journeymanlings and Ducklings that you've accumulated, so you can keep tabs on what they're up to and assist and intervene as necessary.
-[X] [SERENITY] Write a paper on Mathilde's Multidimensional Aethyric Projection.
-[X] [Free] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[X] [COIN] The Night Prowler

EDIT: Realised I'd failed to manage the ducklings, so put that as the overwork.
 
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I think redshirt's logic was that 1. night prowler is massively more useful for the investigation than for assassination prevention, and 2. that with us only doing investigations, the hammerers and gyrocopters that belegar said to take would most likely spend their time assisting the greatswords. Both of those are logical to me, but the latter is probably worth asking? @BoneyM if we do work in sylvania, but only stealthy investigations that the hammerers and gyrocopters aren't suited for, will they stay home, or would they come and help roswita out in their own capacity as guards and air support?
They'll linger in the area as back up if needed while also escorting you if you meet with any local rulers.
 
Speaking of Magic Levels I've read in this thread that at Magic 10 one can no longer be considered human. Can someone explain the full extent of this?
We are already not-quite human.

Channeling magic to the extent we do, and more, means our soul (and body) slowly gets replaced by Ulgu.
We know we're close to hitting Magic 8 through spell learning - we've been at 7 for a bit, and I believe there was a WOG saying we were almost there
Five more Known spells.
well, TT and RPG has aleady been pointed out many times to not really follow the lore of WHF so they can make a balanced game world.
That was about Blood Knights being "just" WS 5, I think, and that was debunked shortly after.

WS 5 fits perfectly well.
 
I'm not sure what else it would do, and they're definitely a thing here. Hell, you can buy them from the College for Favours. It was widely accepted that a Powerstone meant a +1 Magic boost last time they came up, I think.

We know we're close to hitting Magic 8 through spell learning - we've been at 7 for a bit, and I believe there was a WOG saying we were almost there. And we're pretty sure/certain that getting a Powerstone is a bonus to our Magic stat. So if we learn to make a Powerstone one turn, and then actually make it the next turn, we can get that boost in just 2 actions. (Assuming we don't fail the roll, of course.)

Honestly I'd consider just buying a Powerstone outright, but we want to know how to make them for Snake Juice research, because we've theorised there's a potential link there.
I'm reasonably certain that there's no GM ruling either stating or implying that power stones are worth a Magic bonus. They are concentrated, compressed Wind of their type which makes them very useful sources of power, but they're batteries. What they are not is a way to channel your Wind better.

As far as I can tell the idea that powerstones were a +magic option popped into the thread fully-formed from the dreams of someone who really wanted a Magic bonus and latched onto them as a possibility for it. The only GM word I could actually find is this:
Power Stones? I know about Teclis' Orbs of Sorcery, but what are Power Stones?
Compressing a strand of a wind of magic until it solidifies. It can then be used as a power source in magical artifacts and enchantments or to help supercharge battle magic. It's at minimum a month-long process for even the most powerful and skilled of Wizard Lords. Ulgu power stones are called 'Crystal Mist'.
So you can use them to make really cool magic items, and you can use them to power up already-powerful magical spells. Neither of those effects, however, is the same as +1 Magic to our stats. And I'm pretty sure that they're consumables, i.e. if you use them to power enchantments or boost spells they eventually run out of power since while the amount of Wind in them is very large it's quite finite. But I don't see a GM ruling on that in a quick search either. @BoneyM, can you clear this up?
 
@Redshirt Army : Any consideration on adding investigating Roswita's assassins if the hammers won't help? Because I think that Night Prowler could help with that investigation as well as much of the investigation could happen in Wurtbad.
 
@Redshirt Army : Any consideration on adding investigating Roswita's assassins if the hammers won't help? Because I think that Night Prowler could help with that investigation as well as much of the investigation could happen in Wurtbad.

That is, in fact, exactly my plan.

If @BoneyM confirms that the Hammerer's and Gyrocopter won't be able to help keep Roswita alive while we're scouting, I'll create a V6 plan that switches out scouting the other vampires for keeping an eye on Alkharad's assassination attempts.

I'm just waiting for confirmation from @BoneyM, since "acting as backup" could include backing up the Greatswords.
 
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[x] Plan Redshirt v5
[X] Plan Redshirt v6
[X] Plan Briefvoice Turn 22

Now to catch up on twelve pages.
 
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[x] Plan Redshirt v5
[x] Plan Redshirt v5 w/ Undead Papers
[X] Plan Redshirt Alternative
[X] Plan Even Split
[x] Plan Steady Research
 
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@veekie

I understand most of your plan, but I have to admit I'm a bit confused why you have Max writing a paper about the Waaagh. Since it's not a dictation action, he'd be writing it himself, and I don't see any reason to think he has any special insights into the topic?

Consider switching it to something else - if you want to keep him on paper writing, maybe have him collate our information about the undead?
 
[ ] Sylvania: Investigate the attempts on Roswita's life, and see if you can determine the mechanisms, spells, and controls that make it possible.

I think this is the most important option we can take right now, and I won't be voting for any plan that doesn't include it. Too many plan makers are overfocused on trying to assassinate Alkharad. I want to do that too, but if there was a binary choice between the two options I'd pick protecting Roswita every time.

Stirland has many problems, but perhaps the biggest problem it's always had is a bunch of spineless cowards as leaders. Generations of Elector Counts in Stirland were ineffective benchwarmers or served vampires over actual humans. Make no mistake: The only reason the purge is continuing is because of Roswita Van Hal. The Empire at large is content to twiddle its thumbs while Sylvania's vampire and necromancer infestation is contained in Stirland's back yard, and if Roswita dies, chances are they'll install some passive fool who will sit on their butt all day and let all the progress Abelhelm made be undone. No amount of EIC success or our personal intervention can compare to the uniting force of a proactive Elector Count in vanquishing the curse of Sylvania.

Furthermore, Roswita herself is a PC level character. Like Belegar, she's at the beginning of her story, but given time she'll begin to accumulate stats and traits like Mathilde did. Like Abelheim did. But if she gets assasinated by one vampire or another, then her future potential is gone along with her leadership.
"Talked to Byrrnoth," Belegar says as the others file out. "Seemed quite taken with the Elector Countess. Mentioned she seemed to be in a spot of bother."

"When Castle Drakenhof was destroyed and nobody responded, it banished all the lingering fears the other vampires had about the von Carsteins. They see Sylvania as the ideal fief."

"Seems to be the story of all our foes. Knock one over, two takes their place." He scratches his beard in thought. "I'd not say no to you working your magic, literal and otherwise, in Karagril. But if you think you can make a difference in Sylvania, take a squad of Hammerers and a flight of gyrocopters. Wave the banner and all that, show off your new sword. Probably won't make a difference in time for Karagril, but there'll be plenty more battles after that and we can use all the help we can get.

This is our main job this turn. By Belegar's own words, helping Karagril prior to the attack turns is a stretch-goal. Educating the We is something we can do with a free or half-action. Our main job is digging in to Sylvania. Wave the banner, make a difference and build enough goodwill that in future mountain assaults we can call on Stirland's forces to assist. And, as I've been arguing, the main way we can do that is by keeping the reason Stirland's actually fighting alive. The other Stirland options are great, but our number one priority should be protecting Roswita. Everything else is only possible because, like her father before her, she's able to lead Stirland in its purge.
 
I don't understand why we should even think about giving Sylvania more attention than Karagril. This is our opportunity for more Dwarf favor, to really change the world via Belegar's Karaz Ankor shaking new way of doing things...if it's done well.

@Derpmind
It is not our main job. If it was, it'd be stated as our main task, and he would be outright ordering us to do it, not saying to do it if we think it'll matter.
 
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[X] Plan Fuck Alkharad, Free Max Edition
[X] Plan Perfectly Balanced.
[X] Plan Briefvoice Turn 22

Even the plans I'm not voting for do what I want.

Life is good.
 
Quick question -- was a reason not to have Max collate the reports on the undead floated earlier/are the autopsies critical?
 
this is such a dwarven problem. Almost every actual weapon in the room is enchanted and to far above baseline to test a new armor material.
"Who even has a weapon that could be meaningly inconvenienced by mere chainmail?"
Head shakes all around.
The dainty princess/steward sighs and takes out her smallest holdout axe (and what a comment on dwarf culture and mindset: a holdout axe!) and slams it into the armor hard enough to break the stone table underneath.
"Yep, armor seems stout enough. Next on the agenda..."
 
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@Derpmind
It is not our main job. If it was, it'd be stated as our main task, and he would be outright ordering us to do it, not saying to do it if we think it'll matter.
"I'd not say no to you working your magic, literal and otherwise, in Karagril. But if you think you can make a difference in Sylvania, take a squad of Hammerers and a flight of gyrocopters.

I think we can make a difference.
 
I don't understand why we should even think about giving Sylvania more attention than Karagril. This is our opportunity for more Dwarf favor, to really change the world via Belegar's Karaz Ankor shaking new way of doing things...if it's done well.

@Derpmind
It is not our main job. If it was, it'd be stated as our main task, and he would be outright ordering us to do it, not saying to do it if we think it'll matter.
...by that logic, doing pre-campaign karagril prep is even less our current job:
"I'd not say no to you working your magic, literal and otherwise, in Karagril. But if you think you can make a difference in Sylvania, take a squad of Hammerers and a flight of gyrocopters. Wave the banner and all that, show off your new sword. Probably won't make a difference in time for Karagril, but there'll be plenty more battles after that and we can use all the help we can get.
"i'd not say no" is less of a command than "if you can make a difference, do so", after all.

And now that i'm finally home, time to slog through all the plans and find out what's the closest to what i want

Edit:

That's a good argument for a revolver with several shots.
But with revolver actually being sufficiently fast to reload, I see little reason to lug around extra pounds of metal. Just carry several loaded drums.
This is a super late reply, but i dont think i saw anyone mention this:

-in response to ' -are speed loaders sold for the revolver? '-
No, it's still a powder-and-shot weapon.
 
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[X] Plan: Scouting, Spells, and Self improvement without Overwork.
[X] Plan Fuck Alkharad, Free Max Edition
[x] Plan Redshirt v6
 
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