From the Hidden City (Warhammer Lizardmen Temple-City Quest)

Voting is open for the next 22 hours, 27 minutes
@CuttleFish2.0 Does Huatza-Botls successes towards water count for Spelunking or Diving In? I just realised they don't seem to involve much actual water. Alternatively could I just call his exploration of the caves for Spelunking an Expedition and count it that way? :V
 
@CuttleFish2.0
Do any of these Stewardship actions involve metal?
As @Vehrec said, the Towers does, so would Resetting Traps and Defensive aims.

@CuttleFish2.0 Does Huatza-Botls successes towards water count for Spelunking or Diving In? I just realised they don't seem to involve much actual water. Alternatively could I just call his exploration of the caves for Spelunking an Expedition and count it that way? :V
Diving In does, Spelunking does not. Neither counts as an expedition.
 
Studying the Eggs themselves would not trigger the benefits of the Fivefold Hive of Jade; they've been 100% perfectly converted into pure Obsinite and so it's not so much studying a lifeform but the latent magic within the eggs to see what their new nature could be turned to.
 
Diving In does, Spelunking does not. Neither counts as an expedition.
My bad, I'd missed that it'd been answered.
[] Fly like a butterfly, Sting like a bee
Martial:
-[] Into the Soft Bits: DC: 40. Successes Needed: 4. Limit: 6. 5 Dice + Ittetuhlot (Chief) + Loqtli
-[] Spelunking: DC: 0. Successes Needed: 3. 2 dice + Khaxilitli
-[] Diving In: DC: 30. Successes Needed: 1. 0 dice + Huatza-Botl
-[] Tracking: DC: 25. Successes Needed: 2. Limit: 4. 2 dice
Stewardship:
-[] Widespread Roosts: DC: 0. Successes Needed: 12. 0 dice + Poh'paloq
-[] Fleet Expansion: DC: 0. Successes Needed: 2. 0 dice + Xehtzhail
-[] Wall Repairs: DC: 10. Successes Needed: 4. 1 dice + Gif'a'Gahb (Chief) + Tzakani
-[] Tower Repairs: DC: 15. Successes Needed: 4. 0 dice + Xilotl
-[] Clearing Rubble: - Temple of Xokha: 1 dice + Awanabil'tat
-[] Raising a Clutch: DC: 0. Successes Needed: 2. 0 dice + Tehe'Tenq
Diplomacy:
-[] Getting to Know your Attendants: 1 personal dice
-[] Furthering a Relationship: 0 dice + Zille'mi
--[] Goal: Establish a deal whereby we trade metal and minor magic items in exchange for knowledge of local beastmen and orc movements.
-[] Reaching Out to More: DC: 0. Successes Needed: 1. 1 dice
Intrigue:
-[] Look at 'im!: 2 dice + Hua'Ximni
--[] Target(s): Munta da Hunta. Attempt to infiltrate the Warbosses camp and poison him with Lord Wik'keer'mal's creation. Ideally the crippling of his intelligence should lead to the largest of the orc warbands crumbling due to infighting without suspicion falling on us.
-[] Spying on Humans: DC: 0. Successes Needed: 1. 1 dice
Learning:
-[] Study [Artifact]: Choose one to Study:
--[] Mirror-Shield of Quetzl. DC: 0. 2 5th gen Slann dice
--[] Disc of Yuxa. DC: 50. Successes Needed: 1. 2 5th gen Slann dice
-[] Exorcism: DC: 40. Successes Needed: 2. 2 5th gen Slann dice
-[] (Mal)Functional: DC: 50. Successes Needed: 10. 1 5th gen Slann dice
Personal:
-[] Lend your Insight: Getting to know your Attendants
-[] Personal Project: Develop a fast acting poison designed to cripple an orcs intelligence/brain (for Munta da Hunta)

So orc-wise this plan has two main goals: complete Into the soft bits, and cripple the largest group of orcs (and IMO the one with the scariest boss). The wyvern rider is coasting on his mount, so he can be left for now. The goblin is also a low priority. The warboss/shaman duo could be a concern in the future, but currently they're trying to stay on top of the infighting in their group. Of the remaining two, whilst there are similarities Munta seems to be the greater threat. Not only is his horde bigger, but if his intelligence is a definite worry.
Munta da Hunta leads the largest conglomeration of tribes; having smashed, shouted, or bribed them to follow him. Sometimes all three. As far as potential warbosses go he is neither the largest physically nor does he have advantages of any particular orcish charm or special weapons or armor, or any notable relationship with shamans. What he is, is frighteningly clever and willing to use thoroughly un-orcish tactics to achieve his goals.
I figure 2 dice on the decapitation strike should be enough. I figure Wik should be able to create a good enough poison that if our skinks can land the hit that's Munta out for the count (@CuttleFish2.0 I presume our Hive of Jade would apply to a research action to develop a poison?).

For everything else, I focus more on completing actions than spreading out. Combining both Ittetuhlot and Loqtli doesn't lose us any dice, as secondary characters still give a minimum of one bonus dice, and Itte might give 2 bonus dice depending on how much of a role stegadons/bastiladons play in Into the soft bits (likely not enough of a role, but there's no other martial action this turn which would use them anyway, so :shrugs: ). Between this and the Intrigue decapitation strike I think the orcs should be handled for a turn at least.
Diving In and Spelunking will both complete as well, with the other two Saurus on hand in case anything goes sideways.
Fleet Expansion, Raising a Clutch, and Clearing the Temple of Xokha will also complete, with Wall Repair having a ~66% chance of completion and the Terradon Roosts at least getting a start. Tracking the beast men might complete, but it won't be the end of the world if it doesn't considering I also plan on reaching out to the humans to provide us intel on the local beastmen (and orc) tribes, which should hopefully give our scouting rolls a bit of a boost. Raising a Clutch also increases our supply of animal parts, which will please our elven trading buddies.

Spying on the humans is because I feel it gives us more actionable info for diplomacy purposes.

Learning wise I'm completing the analysis of the Mirror Shield, hopefully completing both the Disc of Yuxa and the Exorcism (both of which would be useful in our eventual expedition down south particularly if the latter is in fact a mage booster), with the last action thrown into (Mal)functional because we need to start it at some point, and 4 more pools when they come would be amazing.

Thoughts? I do want to pick the Turtle Intrigue action, but frankly we have enough on our plate right now I'm not sure we can afford it.
 
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I figure 2 dice on the decapitation strike should be enough. I figure Wik should be able to create a good enough poison that if our skinks can land the hit that's Munta out for the count (@CuttleFish2.0 I presume our Hive of Jade would apply to a research action to develop a poison?).
You'll either have to be more specific about it being derived from a plant/animal. It will still also be dependent on a higher roll whether it is available for the mission or not, so keep that in mind.
 
I put my first plan into plan format and made this second one for those who prefer personal learning over the Garden

[] Plan Cleaning House with personal growth
-[] Egg Hunt: Sufficient numbers of eggs were recovered by your patrols for a suitable breeding population of the Nuum, the name you have chosen for the birds recently discovered, to be established. Seeking out more eggs would accelerate the process. DC: 20. Successes Needed: 1. Limit: 3. Reward: Guarantees higher output for results of Raising a Clutch. No dice, Loqtli


-[] Wall Repairs: Though you have sealed any major gaps in the walls, entire sections still show damage. Stains of unreal pus and blood that do not fade must be cleansed away, cracks sealed, battlements restored from where winged daemons crashed into the walls. All and more must be set to right.
DC: 10. Successes Needed: 4. Limit: 8. Reward: Walls partially restored, slightly better defenses in case of concerted attack.
4 dice
-[] Tower Repairs: With the forge districts and assembly yards operating again, work that would have been done to a bare minimum can now be done to a slightly better bare minimum. Specifically those fallen towers which once lined your walls can now be rebuilt with proper armaments and their full complement of mundane defenses. DC: 15. Successes Needed: 4. Limit: 8. Reward: Wall towers restored, better defenses in case of siege. 2 Dice, Xilotl


-[] Spelunking: Two times now has the very ground Zlatlan was settled on crumbled away. Ground that was thoroughly inspected for just such instability when the city was first settled… thousands of the years before the Great Catastrophe. Though efforts by the slann of the city have revealed the broad layout of these depths the details remain unknown; send teams down through the sinkholes which have opened up in the former pastures outside of Zlatlan to remedy that ignorance.
DC: 0. Successes Needed: 3. Limit: 4. Reward: Detailed information on the upper third of the dry cavern system.
Khaxilitli, two Dice
-[] Diving In: Two times now has the very ground Zlatlan was settled on crumbled away. Ground that was thoroughly inspected for just such instability when the city was first settled… thousands of the years before the Great Catastrophe. Though efforts by the Slann of the city have revealed the broad layout of these depths the details remain unknown; send teams down through the collapse pools to explore that reservoir.
Character Limit: 2
DC: 30. Successes Needed: 1. Limit: 4. Reward: Detailed information on a portion of the submerged cavern system. Huatza-Botl


-[] Beast Pen Repairs: Before the coming of the enemy in force you kept your beasts of burden and war in specially kept enclosures which facilitate their comfort and armament. But in order to save even the slimmest of their numbers it was necessary to bring them inside the walls and keep them in much barer conditions. Even those have been damaged and now they must be repaired.
DC: 0. Successes Needed: 2. Limit: 3. Reward: Beasts better kept until you can rebuild better accommodations. Tzakani , one Dice

-[] Raising a Clutch: With a few handfuls of nuum eggs it is possible to begin establishing a breeding population; this is a duty your Skinks are capable of handling on their own. After all it is simply a matter of establishing the proper physical conditions and ensuring the nuum are acclimated to the presence of Skinks.
DC: 0. Successes Needed: 2. Limit: 8. Reward: Consistent source of meat, eggs, feathers. Further helps to stabilize/improve status of carnivorous warbeasts. Tehe'Tenq

-[] Mmm, That Looks Good: You have found one potential domestication prospect, but others surely remain. What utility they might have compared to Nuum is uncertain, but diversity is valuable in its own right to an extent. See what else the bounty of the world has to offer
DC: 40. Successes Needed: 1. Limit: 3. Reward: More animals to domesticate. 3 dice

-[] Tracking: First seen during the Great Catastrophe where they were but minor nuisances, seemingly bound in servitude to the greater forces of the enemy, these Beastmen have largely been absent from your thoughts in recent years. Occasionally patrols would spot isolated bands who would typically flee. Though in some instances if flight was not easily found they would charge madly into battle with your patrols, with the typical results. Now their numbers appear to surge once again. Perhaps following some of the larger bands would gain you some knowledge.
Character Limit: 2
DC: 25. Successes Needed: 2. Limit: 4. Reward: Knowledge of movements of these strange mutant humans. 3 dice, Khaxilitli


-[] Fleet Expansion: Currently you produce watercraft at need, filling crews as spawnings dictate, and the size of your fleet means your range is small. You can only reliably send vessels a little ways beyond sight of Nahuantl and to the mouth of the Yuatek river; more frigates and monitors would increase the range of your patrols by allowing you to reconfigure your crew rotations. It would also allow for the possibility of regular sea traffic to and from Nahuantl as well as opening up the option of sending expeditions around the horn of the continent.
DC: 0. Successes Needed: 2. Limit: 6. Reward: Larger Fleet. Xehtzaihl

-[] Alignment to the Sea: Now with the temple around which your harbor citadel was built flowing with Geomantic Energy certain expansions can be undertaken. Little of the temple of Tzunki should change, instead a series of shafts down to sea level will be excavated and then enormous pools dug out with channels leading to the sea. This will allow frigates to dock within and in the events of siege for forces from within the temple to exit underwater.
Note: Requires at least 1 slann dice to complete.
DC: 20. Successes Needed: 3. Limit: 6. Reward: Temple Power Enhanced. Secure water launches. Awanabil'tat, 4th Gen Slann, Qu'Qu-Kor (might as well)


-[] Getting to Know your Attendants: Though they have been constant presences in your life for centuries in truth you know little of your attendants, that ignorance can be excused given the circumstance of the Great Catastrophe. Before then you never had an attendant for more than a decade at a time, the empire of the Lizardmen was vast and always in need of resources elsewhere. Now though, you will likely be spending millenia with the same attendants. Learn who they are. 1 Personal Dice


-[] Furthering a Relationship: Though your first efforts did not bear immediate fruit you have established at least the notion in their minds that you might wish to teach them greater knowledge. If they can be convinced or shown the benefits they may come to agree quicker. Or perhaps a slower approach should be taken, though not as concentrated as your population they travel much more frequently - they may be willing to bring you news or hunt pelts for you or something in exchange for metal tools or minors items of power. Zille'mi Basic trade, share knowledge of threats and anything else noteworthy

-[] Study [Artifact]: Such devices as are made by the mortal races of the world are of course easily understood by the mighty Slann, but not so with many of the greatest works of the Old Ones. With the Arcane Inference Engines of the Temple of Tepok awakened from their long dormancy it is once again possible to peer into the depths of those objects of power left behind by the Old Ones or derived from their teachings. Choose one to Study:

- Disc of Yuxa. DC: 50. Successes Needed: 1.
DC: Variable. Successes Needed: 2. Reward: Learn the properties of an unknown artifact, gain ability to enhance or reproduce. 2 5th Generation Slann

-[] Study [Artifact]: Such devices as are made by the mortal races of the world are of course easily understood by the mighty Slann, but not so with many of the greatest works of the Old Ones. With the Arcane Inference Engines of the Temple of Tepok awakened from their long dormancy it is once again possible to peer into the depths of those objects of power left behind by the Old Ones or derived from their teachings. Choose one to Study:
- Mirror-Shield of Quetzl. DC: 0. 2 5th Generation Slann

-[] Exorcism: During the cleansing of Tlaqua a suit of possessed armor was recovered from the corpse of a champion of the dark god of pestilence and decay. Though much abused, it is clearly of Old One origin. And while the work continues to set the temple-city to rights, what was able to be recovered has already made its way to Zlatlan. Rid the armor of its unfortunate parasite and make it useful for the servants of the Old Ones once again.
DC: 40. Successes Needed: 2. Reward: Artifact Armor. 3 Fifth Generation Slann


T-[] eachers Learn Too: You remember fondly your students amongst the itza'xa'khanx and dro'ka'khanx, how they took your lessons and slowly pierced back the veil of the world to glimpse in their own ways the power at their fingertips. Overcoming limitations you first thought insurmountable in the case of the delvers. DC: 50/70. Successes Needed: 1. Limit: 2. Reward: Opens further research options. 1 personal dice
 
You'll either have to be more specific about it being derived from a plant/animal. It will still also be dependent on a higher roll whether it is available for the mission or not, so keep that in mind.
Ah, fair enough.

@Simon_Jester Do you think it's worth it to still go for poison, or should we just go loud with Hua'Ximni acting as spotter? The latter I think has a higher chance of working once you factor in the potential for the poison to just not be ready in time, but if the former works then there's a much-reduced chance of them coming after us in retaliation.
I suppose with my plan we'd have Loqtli and Ittetuhlot running interference, so that might not be as bad as it seems?
EDIT: Though we could always just make the poison this turn and leave the assassination attempt for next turn, to guarantee we have it ready. It'd save 2 dice and Hua'Ximni to instead spend on something else.
 
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[] Fly like a butterfly, Sting like a bee
Martial: 10 dice
-[] Egg Hunt: DC: 20. Successes Needed: 1. Limit: 3. 1 dice
-[] Into the Soft Bits: DC: 40. Successes Needed: 4. Limit: 6. 5 Dice + Ittetuhlot (Chief) + Loqtli
-[] Spelunking: DC: 0. Successes Needed: 3. 2 dice + Khaxilitli
-[] Diving In: DC: 30. Successes Needed: 1. 0 dice + Huatza-Botl
-[] Tracking: DC: 25. Successes Needed: 2. Limit: 4. 2 dice
Stewardship: 3 dice
-[] Widespread Roosts: DC: 0. Successes Needed: 12. 0 dice + Poh'paloq
-[] Gate Repairs: Eastern Gate - Successes Needed: 3 DC: 0. 2 dice + Tzakani
-[] Fleet Expansion: DC: 0. Successes Needed: 2. 0 dice + Xehtzhail
-[] Wall Repairs: DC: 10. Successes Needed: 4. 0 dice + Gif'a'Gahb
-[] Tower Repairs: DC: 15. Successes Needed: 4. 0 dice + Xilotl
-[] Clearing Rubble: - Temple of Xokha: 1 dice + Awanabil'tat
-[] Raising a Clutch: DC: 0. Successes Needed: 2. 0 dice + Tehe'Tenq
Diplomacy: 1 dice
-[] Getting to Know your Attendants: 1 personal dice
-[] Furthering a Relationship: 0 dice + Zille'mi
--[] Goal: Establish a deal whereby we trade metal and minor magic items in exchange for knowledge of local beastmen and orc movements.
-[] Reaching Out to More: DC: 0. Successes Needed: 1. Limit: 4. 1 dice
Intrigue: 1 dice
-[] Spying on Humans: DC: 0. Successes Needed: 1. 1 dice + Hua'Ximni
Learning:
-[] Study [Artifact]: Choose one to Study:
--[] Mirror-Shield of Quetzl. DC: 0. 2 5th gen Slann dice
--[] Disc of Yuxa. DC: 50. Successes Needed: 1. 2 5th gen Slann dice
-[] Exorcism: DC: 40. Successes Needed: 2. 2 5th gen Slann dice
-[] (Mal)Functional: DC: 50. Successes Needed: 10. 1 5th gen Slann dice
Personal:
-[] Lend your Insight: Getting to know your Attendants
-[] Personal Project: Develop a fast acting poison derived from relevant flora/fauna designed to cripple an orcs mental faculties (for Munta da Hunta)
Adjusted the plan slightly. Not going for the warboss this turn, instead Hua'Ximni will look into the humans for lack of a better option to attach him, and the other dice go into Egg Hunt for potentially even more carnivorous warbeasts and trade goods, and I split up Gif'a'Gahb and Tzakani so the former hopefully half-completes the Wall Repairs, whilst the latter completely fixes up the Eastern Gate. I made the change partly because I wasn't sure I could have 2 characters on Wall Repair, partly so Tzakani can complete a task on their own, and partly because of our defences the Eastern Gate seemed to be our most obvious weakness with the Northern Gate at least being sealed. Next turn we can finish up the Walls and Towers and maybe get started on the Defenses, but for now this should be fine.
Walls - Intact, Heavily Damaged
Southern Gate - Intact
Eastern Gate - Heavily Damaged
Northern Gate - Heavily Damaged/Sealed
Western Gate - Intact
Wall Defenses - Heavily Damage/Depleted

I considered keeping the chameleon skinks on Look at 'im and having them either use the poison if it was made in time, or just disrupt Hunta's operations if it wasn't, but if he's really that intelligent I'd rather not tip him off before going in for the kill.
You'll either have to be more specific about it being derived from a plant/animal. It will still also be dependent on a higher roll whether it is available for the mission or not, so keep that in mind.
Should we try and specify a type of flora or fauna to use for said poison, or can we just leave it up to Wik's judgement?
 
Vote is open! It'll be open for at least several days.

Would it be possible to use a personal project dice to try and scry for Grungni, Valaya, and Grimnir?
Yes.
Should we try and specify a type of flora or fauna to use for said poison, or can we just leave it up to Wik's judgement?
I mean if you know of something canonically available or from real life africa that might have an equivalent you can, it would not be necessary though.
 
[X] Plan Cleaning House
-[X] Egg Hunt: No dice, Loqtli


-[X] Wall Repairs: 4 dice
-[X] Tower Repairs: . 2 Dice, Xilotl


-[X] Spelunking: Khaxilitli, two Dice
-[X] Diving In: DC: 30. Successes Needed: 1. Limit: 4. Reward: Detailed information on a portion of the submerged cavern system. Huatza-Botl


-[X] Beast Pen Repairs: DC: 0. Successes Needed: 2. Limit: 3. Reward: Beasts better kept until you can rebuild better accommodations. Tzakani , one Dice

-[X] Raising a Clutch: DC: 0. Successes Needed: 2. Limit: 8. Reward: Consistent source of meat, eggs, feathers. Further helps to stabilize/improve status of carnivorous warbeasts. Tehe'Tenq

-[X] Mmm, That Looks Good: DC: 40. Successes Needed: 1. Limit: 3. Reward: More animals to domesticate. 2 dice Ittetuhlot

-[X] Tracking: Character Limit: 2
DC: 25. Successes Needed: 2. Limit: 4. Reward: Knowledge of movements of these strange mutant humans. 3 dice

-[X] Clearing Rubble: Most of Zlatlan is clear of rubble. But some locations have not even seen that much attention. Address this. Specify location.
- Temple of Xokha - Successes Needed: 3 Gif'a-Gahb, 1 dice



-[x] Fleet Expansion: DC: 0. Successes Needed: 2. Limit: 6. Reward: Larger Fleet. Xehtzaihl

-[X] Alignment to the Sea: Note: Requires at least 1 slann dice to complete.
DC: 20. Successes Needed: 3. Limit: 6. Reward: Temple Power Enhanced. Secure water launches. Awanabil'tat, 4th Gen Slann, Qu'Qu-Kor (might as well)
-[X] Widespread Roosts: DC: 0. Successes Needed: 12. Limit: 6. Reward: Extend range of aerial scouting around Zlatlan, better forewarning of threats. , Poh'paloq


-[X] Getting to Know your Attendants: . 1 Personal Dice


-[X] Furthering a Relationship: . Zille'mi Basic trade, share knowledge of threats and anything else noteworthy

-[X] Study [Artifact]: —[X] Disc of Yuxa. DC: 50. Successes Needed: 1. DC: Variable. Successes Needed: 2. Reward: Learn the properties of an unknown artifact, gain ability to enhance or reproduce. 2 5th Generation Slann

-[X] Study [Artifact] —[X] Mirror-Shield of Quetzl. DC: 0. 2 5th Generation Slann

-[X] Exorcism: DC: 40. Successes Needed: 2. Reward: Artifact Armor. 3 Fifth Generation Slann

-[X] Garden of the Lost: DC: 0. Successes Needed: 1. Limit: 1. Reward: Stewardship Action and Learning Action to complete the work. 1 Personal die

[X] Plan Cleaning House with personal growth
-[X] Egg Hunt: No dice, Loqtli


-[X] Wall Repairs: 4 dice
-[X] Tower Repairs: . 2 Dice, Xilotl


-[X] Spelunking: Khaxilitli, two Dice
-[X] Diving In: DC: 30. Successes Needed: 1. Limit: 4. Reward: Detailed information on a portion of the submerged cavern system. Huatza-Botl


-[X] Beast Pen Repairs: DC: 0. Successes Needed: 2. Limit: 3. Reward: Beasts better kept until you can rebuild better accommodations. Tzakani , one Dice

-[X] Raising a Clutch: DC: 0. Successes Needed: 2. Limit: 8. Reward: Consistent source of meat, eggs, feathers. Further helps to stabilize/improve status of carnivorous warbeasts. Tehe'Tenq

-[X] Mmm, That Looks Good: DC: 40. Successes Needed: 1. Limit: 3. Reward: More animals to domesticate. 2 dice, Ittetuhlot

-[X] Tracking: Character Limit: 2
DC: 25. Successes Needed: 2. Limit: 4. Reward: Knowledge of movements of these strange mutant humans. 3 dice

-[X] Clearing Rubble: Most of Zlatlan is clear of rubble. But some locations have not even seen that much attention. Address this. Specify location.
--[X] Temple of Xokha - Successes Needed: 3 Gif'a-Gahb, 1 dice

DC: 20. Successes Needed: 3. Limit: 6. Reward: Temple Power Enhanced. Secure water launches. Awanabil'tat, 4th Gen Slann, Qu'Qu-Kor (might as well)
-[X] Widespread Roosts: DC: 0. Successes Needed: 12. Limit: 6. Reward: Extend range of aerial scouting around Zlatlan, better forewarning of threats. Poh'paloq


-[X] Getting to Know your Attendants: . 1 Personal Dice

Setting to Rights: Note: Requires 1 Slann Dice.
DC: 20. Successes Needed: 4. Limit: 8. Reward: Statues fully operations, Bay of Stars further secured against invasion. Gif'a-Gahb
-[X] Furthering a Relationship: . Zille'mi Basic trade, share knowledge of threats and anything else noteworthy

-[X] Study [Artifact]: —[X] Disc of Yuxa. DC: 50. Successes Needed: 1. DC: Variable. Successes Needed: 2. Reward: Learn the properties of an unknown artifact, gain ability to enhance or reproduce. 2 5th Generation Slann

-[X] Study [Artifact] —[X] Mirror-Shield of Quetzl. DC: 0. 2 5th Generation Slann

-[X] Exorcism: DC: 40. Successes Needed: 2. Reward: Artifact Armor. 3 Fifth Generation Slann

-[X] Garden of the Lost: DC: 0. Successes Needed: 1. Limit: 1. Reward: Stewardship Action and Learning Action to complete the work. 1 Personal die

-[X] Teachers Learn Too: DC: 50/70. Successes Needed: 1. Limit: 2. Reward: Opens further research options. 1 personal dice
 
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@EVA-Saiyajin what is the thought behind:
Mmm, That Looks Good: You have found one potential domestication prospect, but others surely remain. What utility they might have compared to Nuum is uncertain, but diversity is valuable in its own right to an extent. See what else the bounty of the world has to offer
DC: 40. Successes Needed: 1. Limit: 3. Reward: More animals to domesticate. 3 dice

Compared to the two actions to look for razordons and salamanders?

edit- also you forgot:
Ittetuhlot
- Type: Chief
- Specialization: War Leader
- When Assigned:
-- +1 Dice to Stewardship Actions
-- +1 Dice to Martial Actions
-- +1 Dice to Martial Actions Involving Stegadon/Bastiladon

Poh'paloq
- Type: Chief
- Specialization: Flight Leader
- When Assigned:
-- +1 Dice to Stewardship Actions
-- +1 Dice to Stewardship Actions Involving Flying Creatures

These can be assigned to actions

For Poh'paloq-

Widespread Roosts: Terradon are wonderfully useful creatures, providing aerial support and scouting. Unfortunately they are sharply limited, while on the ground they are incredibly vulnerable; in an army they require special protection and in order to rest and recuperate they need a safe roosting site to return to when scouting. This had thus far cut down on their range. All the roosting sites built before the Great Catastrophe were destroyed. Start replacing them with (primitive) substitutes.
DC: 0. Successes Needed: 12. Limit: 6. Reward: Extend range of aerial scouting around Zlatlan, better forewarning of threats.

That seems to be the only one that triggers his second dice so if need be on his own he can finish it over 6 turns. Ittetuhlot not sure if any of the martial get his second dice if not he becomes a floating dice, maybe - Temple of Xokha - Successes Needed: 3 to bring it to 2 and so build it skink can finish it next turn on his own
 
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[X] Plan Cutting Board, Part 1
-[X] MARTIAL: A Wall of Scaled Flesh: Ittetuhlot, Loqtli, Khaxilitli + 3 city dice (Total 6 dice, or 7 if Bastiladons/Stegadons are involved)
-[X] MARTIAL: Spelunking: 3 city dice
-[X] MARTIAL: Diving In: Huatza-Botl + 0 dice (2 auto-successes)
-[X] STEWARDSHIP: Widespread Roosts: Poh'Paloq + 4 city dice (Total 6 dice)
-[X] STEWARDSHIP: Fleet Expansion: Xehtzaihl + 0 city dice (2 auto-successes)
-[X] STEWARDSHIP: Alignment to the Sea: Gif'a-Gab + 0 city dice (Total 2 dice, clears Slann die requirement)
-[X] STEWARDSHIP: Tower Repairs: Xilotl + 0 city dice (2 auto-successes)
-[X] STEWARDSHIP: Clearing Rubble: Temple of Xhoka. Awanabil'tat + 1 city dice (Total 2 successes and 1 die)
-[X] STEWARDSHIP: Beast Pen Repairs: Tehe'tenq + 0 city dice (Total 2 dice)
-[X] STEWARDSHIP: Raising a Clutch: Tzakani + 1 city die (Total 2 dice)
-[X] DIPLOMACY: Getting to Know your Attendants: 1 Personal die
-[X] DIPLOMACY: Furthering a Relationship: Zille'mi + 0 city dice (Total 2 dice)
--[X] (Goal: Establish routine data-sharing on local dangers, be they martial, environmental, or otherwise. Specifically mention the Beastmen and ask if the humans know what's up with them.)
-[X] INTRIGUE: Look at 'im!: Hua'Ximni + 3 city dice (Total 3 dice)
--[X] Target: Wurkazz and his mount, Rippa.
-[X] LEARNING: Study [Artifact]: Disk of Yuxa: 2 5th Spawning dice
-[X] LEARNING: Study [Artifact]: Mirror-Shield: 2 5th Spawning dice
-[X] LEARNING: Exorcism: 3 5th Spawning dice, 1 4th Spawning die
-[X] PERSONAL: Garden of the Lost: 1 Personal die

Here's my reasoning/differences from other plans, broken down by section:

Martial:
I'm going with Wall of Scaled Flesh instead of Into the Soft Bits because gives us important information that Soft Bits doesn't: can we realistically fight the Orks without our walls and turrets? If the answer is yes, we know to spend our dice on mobile units moreso than immobile defences. Doing so costs my plan the chance to hunt for more eggs or new domestication options, which I feel are less-than-necessary at a time of Impending Orks. At this level of investment, it will have a 92% chance of finishing next turn, as opposed to a 67% chance if I hard-rushed it this turn. (This setup for next turn is where the Part 1 in the name comes from, and happens elsewhere also.) Spelunking and Diving In are set to finish this turn also, to clear up problems we've had with increasing our cavalry and Lizardman population, respectively.

Stewardship:
I skip the walls because Wall of Scaled Flesh provides enough misdirection that we won't need them yet unless something goes Very Wrong. Widespread Roosts is another two-turn project, and one that will tell us exactly where, when, and if something does go Very Wrong. Beast Pen Repairs gets us more cavalry so that the Orks stay far away from our homes, Raising A Clutch accomplishes Feeding Our Dudes (specifically the cavalry, again), and the rest are mostly just busywork for our Skinks with a die or two to make sure they finish this turn. Tower Repairs and Alignment to the Sea won't finish this turn, but can be finished by our skinks alone next turn without straying out of their specialties.

Diplomacy:
Getting to Know your Attendants gets us more dice, as always, which is huge in these decade-long turns. Asking the humans about the Beastmen gets us spottier data than studying them ourselves, but also costs less dice, has a lower DC, and gets some first-hand perspectives that the Lizardmen might completely miss due to their estranged relations with the concepts of "Subtlety" and "Asking How People Feel About Things".

Intrigue:
Three dice on the one warlord who maybe, possibly, meets the criteria of the Prophecy of Grass is probably a tactical error, but it's also a tactical error that'd be in-character for the Lizardmen to make, and if I chose poorly then this plan has an effective 12 dice dumped into slowing/scouting the consequences of that error so it's not a total wash.

Learning: Functionally identical to other plans--we're short on Slannpower and maybe going to war soon, so short-term research is best at the moment.

Personal: I'm choosing to invest in the Garden instead of, say, Ultra Murder Bees because a bonus against Ork Warlords, specifically, seems a bit overfocused. Lizardmen can already beat most Orks in combat, and at uneven odds, so Ghyran research labs both opens up enhanced survivability options and a battery of magic for Wik to Plant-Nuke anything that actually slips past our forces.
 
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No, but Xehtzaihl can handle the rest next turn--I was adding a sentence clarifying that in the reasoning section as you posted.
 
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