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I'd be in favor of boosting this in priority because getting Wolf speaking means he becomes another regular character with a lot of screen time. Someone who's always there who we can have interactions with probably in most updates. Also furthers Plan Coauthor Familiar.
From a narratice standpoint, it also might lead to him getting his own actions.

Wolf Quest, Turn 1:
Martial
[ ] Bite things to practice biting things harder
Diplomacy
[ ] Beg for food from the halflings
Stewardship
[ ] Practice digging bigger holes
Intrigue
[ ] Try stalking some of the cats that hang around the Temple to Ranald
Learning
[ ] Write a paper on Master's insights into Waaaghs
Piety
[ ] Lick stuff in the Temple to Ranald
 
[X] Sir Ruprecht Wulfhart, as the new home of the Winter Wolves takes shape.

[X] Soizic, newly elevated to military leader of the Undumgi.
 
More likely that we'd get a trait for pointless completionism, I think.
Completionist: +1 learning.

Edit: I'm joking, but not really, anything we get for completing a long term challenge like filling up the book is not going to be negative.

and even if we get nothing, we still finished the book. no more Magic classes filling up potential actions until we start really looking at BM.
 
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Hey @BoneyM, I thought I remembered seeing the option somewhere, so I went back and looked and found it in our fief options the turn before we went to join the expedition:
[ ] Have the dwarves build you a fortress. (1000 gc, -2 dwarf rep. Protects but does not build living area. No, there is no cheaper option. If you want cheap, get manlings to build it.)
Besides footing the high cost for the materials, that seems pretty cheap on dwarf favor. Would it be possible to have a fortress built atop Karag Nar? I don't mean sticking an entire other building on the top of the mountain peak, really, so much as just reshaping the top into something much more like a castle, that'd serve as a better base for placing a whole ton of towers on it (and also look really cool and castle-y).

Or, to put that another way, as an extension of the idea of opening a branch campus of the colleges in Karak Eight Peaks, could we commission the creation of a single continuous building suitable for being a college that happens to look like an at least partially open-air mountain castle, because mountain castles are cool? Not on top where we're putting the current towers, but done so that other, more public towers might be built or connected to below our quarters?

Or, er, I'm not putting that very succinctly at all, I suppose. I'll draw a diagram?
Edit: For the record, the 'Residential Areas' are the places where we're sticking the rooms we're digging down for, not where the Undumgi would be staying, for example. Sorry if that's not particularly clear, but I tried to represent the penthouse with that 360 degree opening, so I hope this wasn't misinterpreted.
Ranald the Night Prowler... well, you haven't stolen, but you've prowled a night or two.
No wonder we're getting so many stealing crits; we're gambling on stealing with magical lies to protect people, which is pretty much exactly everything that he loves.
 
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Intrigue: Semi-tapped out, high priority.
While offensive intrigue has been easy we are soon going to engage the ninja rats. Many of whom will be mutants and some of whom will be teenagers. We need to find ways for Mathilde to detect Eshin assassins before they knife her. Open to suggestions on this.


Grab a gas mask and weaponise her new mark. Mist is attracted to her and from Boney's comments so is Skaven poison fumes. The gas mask is so she doesn't poison herself, but if she can cast invisibility and sneak around some Skaven poison vats? Well, the fumes that trail after her will probably kill most things.

Alternatively, still weaponise it. Just spread out mist and wait for it to come back to her. If it hits any bodies in stealth/invisible they should show up as an outline or something partially blurred if she's looking/searching hard enough.
 
also @BoneyM ? was looking at the magic rules page,

have we ever done Channelling? e.g taking a moment to make a spell more powerful.

I cant tell if its a forgotten mechanic or if its just not our style.

I'm asking because getting good at Channelling is something to start learning.
 
I think we need to give our bank some breathing room for a turn or two.

the ETC money is coming, then we can go crazy.
Ok, I already addressed how 100 gold is a pittance for us, but there's also the matter that we legally have to spend our money. Our relationship with the dwarves means the Vow of Poverty lets us buy impractical things but only so long as we pay dwarves for it. If we're not using our money to pay dwarves or buy practical stuff, we're not allowed to have it. Flaunting the Vow of Poverty without so much as a protective loophole is not a good idea. We shouldn't be shy about spending money on practical stuff.
 
Now is the time for more research, what with how the underlings and ducklings can be used for the lion's share of a Lexicon.

The Vitae, Divine Magic aka the Coin, maybe Powerstones...that the latter two will help with Vitae Research is doubly useful.

Actually, I wouldn't be against calling in Kragg now that he's done or nearly done studying the axe at the same time as we do something for it.

We don't need to make the new special enchanted cloak until a war turn is coming up.
 
Though very low on the priority list, shoring up her less-than-average Diplomacy should also be in the list, if only for Magister Lord-hood-ness.
Not sure I agree. Mathilde has managed to sidestep her comparatively low DIP by being a Big Darn Hero with pretty much every character.
Better diplomacy would help with negotiations and such but for politics her actions speak a lot louder than her words.

Conflagration of Doom. Assassins can't stab you if you're on fire.
Grab a gas mask and weaponise her new mark. Mist is attracted to her and from Boney's comments so is Skaven poison fumes. The gas mask is so she doesn't poison herself, but if she can cast invisibility and sneak around some Skaven poison vats? Well, the fumes that trail after her will probably kill most things.

Alternatively, still weaponise it. Just spread out mist and wait for it to come back to her. If it hits any bodies in stealth/invisible they should show up as an outline or something partially blurred if she's looking/searching hard enough.
Killing assassins is easy. It is finding the dratted things that is the problem.

We should boost our Enchanting. FC seems like a very good level to have, and not only is going to make an armor enchant with the mastery far more feasible, but it opens up us trying to make a Talisman that grants a Ward save that doesn't interfere with our spells.

And Ward saves of that kind are very big deals.

Also would help with us not wasting rare materials in a failed staff making attempt.
Via practice or instruction? We have plenty of College Favour to pay for lessons. But we could also just grind out Robes and sell the failures (for money or Favours) till we level.

I would agrue that with it nearly done, getting the last two spells is not a bad idea, especially with the high chance of getting mastery on the one we parted learned.

and yes, I know Shadow of Death is redundant, but I hate the idea that we will always have a big fat U in the book staring at us. and while we can't get more magic, we might get a Trait for full knowledge for all spells.
Nearly done is irrelevant, it still costs an entire AP. Do you have WOG on there being a trait up for grabs? We don't have enough actions to spend one on satisfying our completionist urges.
 
Grab a gas mask and weaponise her new mark. Mist is attracted to her and from Boney's comments so is Skaven poison fumes. The gas mask is so she doesn't poison herself, but if she can cast invisibility and sneak around some Skaven poison vats? Well, the fumes that trail after her will probably kill most things.

Alternatively, still weaponise it. Just spread out mist and wait for it to come back to her. If it hits any bodies in stealth/invisible they should show up as an outline or something partially blurred if she's looking/searching hard enough.

Get magic item that makes us immune to poison, hijack enemy gas weapons.

This is a good plan.
 
Regarding the library vote coming up, I'm doing some planning and, while we don't have our assignment from Belegar yet, I want to make sure I'm not missing anything.

Stuff that's been seriously floated for us to do: Continue the Queekish project, resume the AV project, train Wolf, build temple to Ranald. Obviously we're not going to devote a lot of AP to all of that at once, but is that the general gist of our possibility set?
 
Now is the time for more research, what with how the underlings and ducklings can be used for the lion's share of a Lexicon.

The Vitae, Divine Magic aka the Coin, maybe Powerstones...that the latter two will help with Vitae Research is doubly useful.

Actually, I wouldn't be against calling in Kragg now that he's done or nearly done studying the axe at the same time as we do something for it.

We don't need to make the new special enchanted cloak until a war turn is coming up.

Multiwind is better.

Vote for multiwind!

We have a place to start with that immediately!
 
Nearly done is irrelevant, it still costs an entire AP. Do you have WOG on there being a trait up for grabs? We don't have enough actions to spend one on satisfying our completionist urges.
none, but as we get higher stats it's going to get harder to find things that do get traits. so its better to look in likely places that we will know the answer sooner than latter. (the book is done in two more turns at most.)

I'm not sure completing the book will give any more stats, but it's not an unreasonable area to look.
 
Get magic item that makes us immune to poison, hijack enemy gas weapons.
Even better, just buy a gas mask.

And we are much closer to AV payoff than anything dealing with multi-wind. I would also prefer theurgy as our second place project. Crucially, we have ducklings that might be able to join up (Herbert and Gretel) because they are religious.
 
[X] Francesco Caravello, proud leader of the Undumgi and possible future Thane.
[X] Oswald Oswaldson, newly-minted Chief Bombardier of the Undumgi.
[X] Soizic, newly elevated to military leader of the Undumgi.
[X] Sir Ruprecht Wulfhart, as the new home of the Winter Wolves takes shape.
 
Honestly if we want poison and disease protection just spend the favor or buy it given how often we are going up against Skaven it entirely a justified expense. For actions I think Johann on the skaven guns, Max on either continuing the Queekish or the Black Gem, the mushroom for the Ducks because magic eating mushroom when we have liquid magic, Run one AV for the conversion to winds, queekish, and two for our project which I hope would bee either the mystery or the empty mountain or getting more info from the Skaven and continuing the translation project.
 
Not sure I agree. Mathilde has managed to sidestep her comparatively low DIP by being a Big Darn Hero with pretty much every character.
Better diplomacy would help with negotiations and such but for politics her actions speak a lot louder than her words.

Climb up high enough in power or responsibility and lack of strength will soon turn to weakness. As a Grey Wizard, we can cheat and hide and run from it as far as we can, but inevitably, Diplomacy will happen (especially if we actually achieve Lord Magister-hood) and we'll be caught flat footed because BoneyM stated that Learning only comes to play once Mathilde has time to prepare her speech. And you can't really wield Branulhune at a high-society party or a cease-fire negotiation. Well, you can but then it'd turn fun.

I'm not saying spend AP to train Diplomacy next turn, but putting it on the Never pile might come back to bite us.
 
Intrigue: Semi-tapped out, high priority.
While offensive intrigue has been easy we are soon going to engage the ninja rats. Many of whom will be mutants and some of whom will be teenagers. We need to find ways for Mathilde to detect Eshin assassins before they knife her. Open to suggestions on this.
Well, the most basic thing I can think of is grabbing every book we can on Clan Eshin. Maybe request an action dedicated to studying every scrap of info Mathilde can find on Eshin to find out if there are any known countermeasures or weaknesses in their Assassins' techniques.
 
Hey guys I've been wondering, if developed a better version of the silent alarm spell or even just a more perimant version do you think we could hook parts of it up to the MAP to let the Dorfs know when something passess that point.

Also... after we make the lexicon a part of me wants to see if we can fool the Skaven into thinking that thier actually is bad blood between two factions that have it.
 
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