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EIC handlers would be secure as they can by default, but if the EIC already has a system of ciphers in place, 'secure as they can' is more so than if they didn't.
Right then.

[ ] Plan Keep It Classy
[X] Plan Classy Ciphers
[X] Plan Fulfilling Obligations v2

Handlers first means faster intel but risks breaches, ciphers first means no risk of breaches but risks missing otherwise-obtainable intel. I'm the cautious type, but I can see the value in quicker action.

I would definitely want ciphers and possibly auditors before navy.
 
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A couple of things:

@BoneyM I'm trying to figure out what their route is. Way I see it, they have two paths to Kislev:
1) The mountain route, through the world's edge mountains. That's:
Karak Kadrin to Weiler in Ostermark, then into the mountains, taking the mountain road to Karak Raziak, from there to Kazid Irkulaz, to Kalinora, appearing in the south-east of Kislev. That means braving the mountains and going around Karak Ungor, IE Red Eye mountain, which is fillied with night goblins that would probably harass the expedition all the way through their strech of the mountains.

2) The Empire forest and rivers route, that goes Karak Kadrin to Bechafen, or Fortenhaf. Bechafen, if their gear can fit on boats, to sail to either Vitevo or Rakhov, either way to land in the southern edge of the South Oblast, near the Forest of Shadows. From there, a short march leads to Resvynhaf, which is itself on the doorstep to the capital Kislev. This seems like the shortest, fastest, safest route, but it does mean they either need to fit on boats in Bechafen, of build a temporary bridge at Fortenhaf to cross the Upper Talabec. Either way, this means chancing the Forest of Shadows and the greenskins and beastmen and Chaos in it.


To that effect, would getting up to date data on the roads and threats within the Empire and the Forest of Shadows help the expedition, as well as the avalable boat lift capacity at Bechafen, or would Mat assume the dwarves have what they need in terms of scouting for threats and potential routs inside the Empire?

Way I see it, if they can cut there, they'll save a lot of time on the march and plenty of supplies/gold. As well as avoid a lot of the troubles the Mountains or trecking through the center of the Forest of Shadows might cause. The second route only skims the Forest of Shadows outer edges in Kislev, and it's a near straight line to the capitol city of Kislev from Karak Kadrin.

So would something like:
[]Investigate possible routes and threats within the Empire, with an eye to ferrying the expedition from Bechafen to the Southern Oblast, near Resvynhaf, as a risk, cost and time saving measure. Or with a temporary bridge at Fortenhaf.
be alright? Or are the dwarves on top of all that? I'm not sure if it would occur to the possible traditionalists in charge, to ferry their whole expedition upriver, or build a bridge to cross it into Kislev at Fortenhaf. Or is that meddling where she isn't wanted?

Other thing: Actual location of Karak Dum. I'm looking at a map of the Dark Lands and the fact Uzkulak is overlooking the Road of Skulls. And they say they need to go down it, then turn north. Seeing how that river/bay is carved all the way to Uzkulak, which is the former capitol of the Chaos Dwarves, two question appear:
Can we get our Skaven collaborator/prisoner to tell us more about the Chaos Dwarves and the local geography around there?

The second one is more than a bit out there, but stay with me now: What if instead of going through the High Pass, we said, fuck that?
If we go from Praag to Sepukzy, then north through the eastern edge of the Goromadny, which already has some roads through it, we emerge on the shores of the frozen sea. There, we'd have to fight the Bearsongling Norse and some of the Kul Kurgan, but, but... This far north, with the help of an Ice Witch and in the depth of Winter, the bay can freeze over. By skimming the southern edge of the Wastes, unless people think Norsca is part of the Wastes, of course, the expedition could arrive hundreds of miles north of Uzkulak. At the very edge of the Chaos Wastes, where Karak Dum is said to be.

From what I'm seeing, the march north from Skull Road, past Uzkulak, through the mountains there would be a lengthy and incredibly difficult endevour. Not to mention coming back the same way, once the Chaos Dwarves know you went up that way.

What I'm suggesting is that the expedition take one path to Karak Dum, and another out of it. If they can cross the bay of the Frozen Sea, the Chaos dwarves won't have a clue they're up there. So when the expedition pops up out of nowhere from the northern mountains, they'll be left scrambling to catch up, as the dwarves retreat down Skull road. They expect nomads and chaos shit from the north, not order dwarves.

What I'm saying is, can Mat try and find an alternate route for the expedition, both within the Empire, and at the Kislev-Karag Dum part of the journey.

So the second suggested option would be something like:
[] Seek an alternate route through the edge of the Goromadny Mountains, the shores of the Frozen Sea and the territory of the Norse(Baersonglings). With an eye to fording the frozen bay, either frozen from winter, or with the aid of Ice Witches, or mayhap even with ferries made from norse lumber, on the spot. To reach the edges of the Chaos Wastes, where Karak Dum lies.

It would mean more exposure to the Wastes, but a much, much, quicker passage and less time spent near them. Passing through the mountains around Uzkulak will bog the expedition down for weeks if not months, trying to reach Karak Dum.

A lot of this depends on if the dwarves actually have a map that says where Karak Dum is, and if it can be trusted. But as long as Mountains haven't decided to take a walk about, the second route should be managable as well, depending on how far north, and how far from Uzkulak, Karag Dum is. @BoneyM Could we ask Belegar to get us a map with Karak Dum on it? One of the old ones, that shows the local geography and Uzkulak on it? As it is the old capital of the Eastern Dwarves, they should have maps with it on it somewhere in some vault.

Belegar asked for unconventional options. Let's give him some.
 
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To that effect, would getting up to date data on the roads and threats within the Empire and the Forest of Shadows help the expedition, as well as the avalable boat lift capacity at Bechafen, or would Mat assume the dwarves have what they need in terms of scouting for threats and potential routs inside the Empire?

If the Dwarves can't get from A to B inside a friendly polity while armed to the teeth, they'll all shave their heads and turn Slayer. The only part that they might need help with is from Praag onwards.

Can we get our Skaven collaborator/prisoner to tell us more about the Chaos Dwarves and the local geography around there?

This is already an option.

If we go from Praag to Sepukzy, then north through the eastern edge of the Goromadny, which already has some roads through it, we emerge on the shores of the frozen sea. There, we'd have to fight the Bearsongling Norse and some of the Kul Kurgan, but, but... This far north, with the help of an Ice Witch and in the depth of Winter, the bay can freeze over. By skimming the southern edge of the Wastes, unless people think Norsca is part of the Wastes, of course, the expedition could arrive hundreds of miles north of Uzkulak. At the very edge of the Chaos Wastes, where Karak Dum is said to be.

Karag Dum was at the edge of the Chaos Wastes, but not since the Great War Against Chaos. Now the Chaos Wastes goes as far south as Praag. This means the main priority for the route is to spend as little time deep within the Wastes as possible, which is why it goes east as far as it can then goes directly towards Karag Dum.

From what I'm seeing, the march north from Skull Road, past Uzkulak, through the mountains there would be a lengthy and incredibly difficult endevour. Not to mention coming back the same way, once the Chaos Dwarves know you went up that way.

The planned route is to take the Skull Road all the way into the Great Steppes, then go northwest to approach Karag Dum from the east. This avoids as much broken terrain as possible and keeps a fair distance from Chaos Dwarf territory.

A lot of this depends on if the dwarves actually have a map that says where Karak Dum is, and if it can be trusted. But as long as Mountains haven't decided to take a walk about, the second route should be managable as well, depending on how far north, and how far from Uzkulak, Karag Dum is. @BoneyM Could we ask Belegar to get us a map with Karak Dum on it? One of the old ones, that shows the local geography and Uzkulak on it? As it is the old capital of the Eastern Dwarves, they should have maps with it on it somewhere in some vault.

Karak Kadrin already has maps that show this. It's only been two hundred years since it was cut off from the Karaz Ankor.
 
[X] Plan Coin Study and Preparation
-[X] MAX: Study an artefact: Captured Clan Moulder devices (as yet uninspected)
-[X] JOHANN: Study an artefact: Lighting mechanism, stolen from Clan Skryre. (shared project with Adela)
-[X] DUCK: Magical target-shooting is rough on normal targets. Set up a specialized target range for your ducklings, and for any other wizards at Eight Peaks.
-[X] EIC: Start hiring handlers who can then start hiring informers and begin to collect non-public information.
-[X] Collate what useful information on the northernmost Dark Lands from Qrech and Lady Magister Grey.
-[X] Attend classes at the Grey College: Runes and Runecraft.
-[X] Attend classes at the Grey College: Enchantment.
-[X] Attend anti-Chaos training at the Grey College.
-[X] [OVERWORK] Study an artefact: Ranald's Coin.
--[X] COIN: The Gambler
-[X] PENTHOUSE: Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[X] SERENITY: We Book, Part 1

This plan is all about preparation for the turns ahead. It's the same as Keep it Classy except rather than have Johann teach Adela (who has already been taught by the dwarves) this plan has him continue performing research tasks for Mathilde and the Karak.

For the artefact I've decided to go with the lightning mechanism. Notably this is a shared project with Adela so we can expect that Johann will be sharing notes with her. This will enable Adela to potentially learn from Johann while we get research done.


[x] Plan Keep It Classy
[X] Plan Classy Navy
[X] Plan Classy Ciphers
[X] Do you want to meet an Icewitch?
 
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The "2 on the job" plan with the best chance of overtaking the lead plan:
[X] Plan Fulfilling Obligations v2

The plan I actually like best:
[X] Do you want to meet an Icewitch?

Plans I'd be okay with:
[X] Plan Invisible Ice Witch w/ Darkness
[X] Plan: Chlof v2
[X] Plan Planting the Seeds with Ciphers
[X] Plan Planting the Seeds
[X] Plan Fulfilling Obligations
[X] Plan Keep It Classy But Do the Job
[X] Plan Fulfill Obligations with Gretel
 
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[X] Plan Keep It Classy

I think that Anti-Chaos training does overlap into our Job action too. Collecting intelligence on a target so close to the Chaos Waste is extremely dangerous without the proper preparations.
 
Crown of Fire is a highly useful spell while being merely Relatively Simple, which means 2 CF. We should definitely incorporate this into our armour. We could also get Death's Messenger - another Relatively Simple spell - to add an extra +10 to intimidate tests. Finally, we can add Enchant Item to boost our Toughness or further enhance either our Command or Intimidate abilities, though that one'd cost 5 CF from being Fiendishly Complex.
 
Crown of Fire is a highly useful spell while being merely Relatively Simple, which means 2 CF. We should definitely incorporate this into our armour. We could also get Death's Messenger - another Relatively Simple spell - to add an extra +10 to intimidate tests. Finally, we can add Enchant Item to boost our Toughness or further enhance either our Command or Intimidate abilities, though that one'd cost 5 CF from being Fiendishly Complex.
I don't think having a flaming crown permanently above Mathilde's head would really jive with the whole "stealth" thing, and I think the bonus to intimidation from Death's Messenger would also mess with all of our social actions.

Boosting our toughness might be nice, if it doesn't come with side effects.
 
Yeah, we should NOT go anywhere NEAR the Chaos Wastes without first following our direct order from our superior in the Grey College to attend proper anti-Chaos training.
 
I don't think having a flaming crown permanently above Mathilde's head would really jive with the whole "stealth" thing, and I think the bonus to intimidation from Death's Messenger would also mess with all of our social actions.

Boosting our toughness might be nice, if it doesn't come with side effects.
All the spells - including Aethyric Armour - would only be active for a few minutes. They won't be active all the time. As for the Toughness, there are no side effects, not while it's on an armoured cloak at least. I've asked extensively about this spell and various combinations - trust me, we'll be fine.
 
All the spells - including Aethyric Armour - would only be active for a few minutes. They won't be active all the time. As for the Toughness, there are no side effects, not while it's on an armoured cloak at least. I've asked extensively about this spell and various combinations - trust me, we'll be fine.
...Huh. I thought that our robes would essentially be permanently under the effects of Aethyric Armour.

Sure then, I'd be down for trying to slap a second enchantment on it.
 
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