Rings and Grudges (A LOTR/Warhammer Fantasy Crossover)

[X] Plan: Leave the orcs in the basement for a turn and build combat sub while scouting the Witch King.

I'm already with this plan for when the voting begins
 
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Are we even able to build a sub and organ Guns? Seeing most of our engineers are busy with rebuilding and using the remaining 100 to a another stewardship action
 
@Hellteddy

[] Carve out a Brewery within the valley:

THIS makes a lot more alcool for us more money and open up new defensive options.
Can I convince you to swap It?

Also THIS Is the turn of the war of dwarfes and orcs guys.
Kep It all in mind
 
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@Hellteddy

[] Carve out a Brewery within the valley:

THIS makes a lot more alcool for us more money and open up new defensive options.
Can I convince you to swap It?

We have max 3 stewardship actions.
We just had a write-up about our food situation so we have to build farms.
Thread is pretty adamant on getting Thunder Barges so we need the advanced component factory.
If we don't start the underway we will be suffering approval loss each turn.

I can promise to do it next turn.
 
-[] Study the designs of a Grudge Thrower: (Conservative Leaning Technology) x3 1500 Gold
Can you spread this out cause this is just padding we already have done it before and it was a waste of all those learning actions cause it was only to make engineers less radical so don't place all our eggs in one basket again.

It's better to put some in better things like the new guns or Bullet casings.
 
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[X] Plan: Leave the orcs in the basement for a turn and build combat sub while scouting the Witch King.
-[X] Supporting the Master Engineers:
--[X] Near Unlimited Budget (For a project of this size at least) +30 to finished objects roll Cost's 8000 Gold (Chance of Crafting two of the objects for the hold or gaining a Masterwork Item which is unlikely to suffer any major break)
-[X] Event:
--[X] The Holds Mine Defences (Debuff will roll 2 d100 with a DC of 40 if they pass nothing happens but if they fail your miners will fall under attack from a hidden monster also -4 appeasement to the Broadbeam clan)
-[X] Name the Clan from the Armory: (Choose 1)
--[X] Stoneborn (Default name)
Diplomacy:2 Actions
-[X] Establish or Improve Relations with The Nearby Umgi:
--[X] Rosse Lond 60% chance of success (Current Relations with them 8/10) (-2 previous actions and umgi lives are short)
--[X] Rohirrim 50% chance of success (Current Relations with them 9/10) (-1 due to length of time)
--[X] Bree 50% chance of success (Current Relations with them 3/10)
-[X] Establish a Trade deal with foreign powers:
--[X] Bree
Martial:2 Actions
-[X] Explore the Ruins of your allies:
--[X] Hire additional Guards for the Expedition: 1000 Gold
---[X] Ruins of Belegost: 1000 Gold
-[X] Explore the Ruins of your allies:
--[X] Hire additional Guards for the Expedition: 1000 Gold
---[X] Elgi Ruins of Eregion: 1500 Gold
Stewardship:2 Actions + 1 action from engineers = 3 actions
-[X] Carve out a Brewery within the valley: 5000 Gold
-[X] Expand the Engineers Hall Facilities with an Advanced Component Factory: 5000 Gold
-[X] The Underway:

--[X] Build one portion of the Underway: 2 Turns and 90 000 Gold
---[X] Karak Dokvarr
Intrigue:2 Actions
-[X] Have the Rangers Scour the blue mountains within your Domain:
-[X] Scout out the area north of Fornost and the umgi kingdom of Angmar:
Learning:
3 Actions
-[X] Study the designs of a Grudge Thrower: (Conservative Leaning Technology) 500 Gold
-[X] Refine your Clan's bullet Casing's: (Radical Leaning Technology) 3000 Gold x2
Personal:
2 Actions
-[X] Spend time with your friends and family within the hold:
-[X] Focus some effort on the holds projects:

--[X] The Underway:
--[X] Have the Rangers Scour the blue mountains within your Domain:
Improvement/ Personal Training Options: 1 Action Available
-[X] Ranged Weapons Practice:
Guild Management: 1 Action
-[X] Gift a few guilds some gold for their own use or gift all the gold to a single clan: 1200 Gold
--[X] Firebeard A Mason clan: (Appeasement: Happy (1/10)
--[X] Azanul A Khazad runesmith clan: (Appeasement: Happy (1/10)
--[X] Falaka-Zhar A Hybrid Clan of Metalworker: (Appeasement: Happy (1/10)
Engineer Guild related actions
-[X] Hire Engineer's to assist expanding the Hold:
--[X] 100 Engineers 1500 Gold
Naval Fleet:
Building Actions
-[X] Commission a Standard Submarine: C

--[X] Combat costs: 13000 Gold
Combat Actions
-[X] Establish a Fort within Nogrod's Royal Armoury:
-[X] Patrol the river Gwatthlo and into the River Bruinen: A safe route if nothing else, the elgi patrol it and while few will claim it secure it is likely a peaceful. Likely only because the grobi leader to the east must pass his warbands past it to reinforce the kingdom of Angmar. (Head's up to Rivendell)
--[X] 1 Small Monitor
-[X] Patrol the sea and coast line of Gondor: Gondor while maintaining and even gaining an advantage over their rivals have yet to clear their seas of Pirates and raiders, thankfully your kingdom is more than willing to rid the pests and ensure the gold continues to flow.
--[X] 1 Medium Ironclad
Expedition Actions
-[X] Recover Items from safe halls: (Halls available to clear and search: 0/10)

--[X] Use all Submarines available for this task (Basic, Excavator, Deep Diver and Combat Submarines) 1200 Gold
Commission rune Items from the Azanul: 2 Actions
-[X] Commission a dawi regiments worth of Basic Rune armour:
--[X] Rangers 4000 Gold
--[X] Rangers x2 4000 Gold

Treasury: 172177,4 - 140900(This plan) = 31277,4 + 74159,7(per turn)
Don't panic! The expensive item on this plan is the 90 000 from the underway!
 
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--[X] Kingdom of the Grey Mountains: Your Cousins have reclaimed their ancestral hold of Gundabad, a terrible name for a hold in truth but the Longbeards of Erebor will no doubt hold valuable minerals and ale for the hold, establish a trade deal with your kin and let your kingdoms wealth grow.
Didn't we already established a trade route with gundabad last turn cause this is redundant I think a better option is either bree or another region of gondor to sell more of our stuff like good steel, very furniture and old weapons for stuff like gunpowder ingredients and rare concoctions for the azanul and for bree its mostly for food stuffs and they get more weapons to better protect themselves against the dark forces.

Yup we did
-[X] Establish a Trade deal with foreign powers:

--[X] Gundabad
 
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Can you spread this out cause this is just padding we already have done it before and it was a waste of all those learning actions cause it was only to make engineers less radical so don't place all our eggs in one basket again.

It's better to put some in better things like the new guns or Bullet casings.
moved 2 actions to the 3/12 improved bullets action.

Sorry I meant to swap the beer all for the brewery within the valley.
Because It makes more bear for us
@Hellteddy

Yeah, I got that, I was also interested in building it Booze sales are making us a ton of money, problem is what to swap it with.
We just got warned we need to build farms for food, so can't swap that.
Some fellow questers will hang me if I delay !THUNDERBARGE! so can't swap that.
That leaves the Underway. And between losing loads of approval vs making some more gold, I'm going with underway.
I promise to add it to my next plan though!

Didn't we already established a trade route with gundabad last turn cause this is redundant I think a better option is either bree or another region of gondor to sell more of our stuff like good steel, very furniture and old weapons for stuff like gunpowder ingredients and rare concoctions for the azanul and for bree its mostly for food stuffs and they get more weapons to better protect themselves against the dark forces.

Yup we did

Ooph, you are right. We did a trade deal with them last turn.
I'll change it to the other Dwarven faction --Nordinbad (has Rune Items that are available)
 
Well in the previous plan i saw we were Building the beer hall inside.
That was supposed ti be swapped for.
Now your plan seems completly different.
Dod you change It?
Ok fuck I got the wrong plan.

@Fenrir44
Swap the beer all inside for the beer building outside.
It makes more beer costs just a Little more and unlocks new defense.

Also THIS Is the turn of the war of dwarfes and orcs guys!!!
It starts now and ends in the next in cannon!!!
 
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Well in the previous plan i saw we were Building the beer hall inside.
That was supposed ti be swapped for.
Now your plan seems completly different.
Dod you change It?
Ok fuck I got the wrong plan.

@Fenrir44
Swap the beer all inside for the beer building outside.
It makes more beer costs just a Little more and unlocks new defense.

Also THIS Is the turn of the war of dwarfes and orcs guys!!!
It starts now and ends in the next in cannon!!!
You mean the Brewery? That is what the runic equipment is for the outside one together with that will bring a lot of ale

But the probleem is the outside takes 2 turns and we need ale now

The inside Brewery is one 1 which gives us some room so the next turn when we have the equipment we can start with the outside Brewery
 
(Next Turn all Dawi guilds lose 2 Appeasement if Ale cap is not increased due to being unable to maintain a trade contract for ale)
1 and a half Turns until the hold runs out of food to feed everyone (Massive guild appeasement loss if not resolved within 2 turns and issues due to lack of food)

So I'm just re-reading things and it seems we have 2 turns to build more farms but only 1 turn for more Ale.
Swapping Farm to brewery this turn.
 
[X] Plan: get some food and drink up lads and Explore!
-[X] Supporting the Master Engineers:
--[X] Near Unlimited Budget (For a project of this size at least) +30 to finished objects roll Cost's 8000 Gold (Chance of Crafting two of the objects for the hold or gaining a Masterwork Item which is unlikely to suffer any major break)
-[X] The Holds Mine Defences (Debuff will roll 2 d100 with a DC of 40 if they pass nothing happens but if they fail your miners will fall under attack from a hidden monster also -4 appeasement to the Broadbeam clan)
-[X] Name the Clan from the Armory: (Choose 1) (Clan type: herding clan will advance to a grower clan in 4-5 turns)
--[X] Stoneborn (Default name)

Diplomacy: 2 Actions
-[X] Establish a Trade deal with foreign powers:
--[X] Bree
-[X] Establish or Improve Relations with The Nearby Umgi:
--[X]Bree 50% chance of success (Current Relations with them 3/10)
--[X]Rosse Lond 60% chance of success (Current Relations with them 8/10) (-2 previous actions and umgi lives are short)
--[X]Dunlanders 50% chance of success (Current Relations with them 4/10)

Martial: 2 Actions - 1 action for sending out more than 1000 Warriors = 1 Action
-[X] Explore the Ruins of your allies: Whilst annoying that Balin uncoverd your loopholes within the contract it has been assembled and tools even provided, though where they are to delve into is still a mystery but as the main provider it fall to you to decide their course, not that they need your word to go exploring. X2
--[X] Hire additional Guards for the Expedition: (250 additional Warriors join them from the hold on top of the base 100 warriors) X2
--[X] Ruins of Nogrod: The once great capital of Uvor's clan of Firebeards, now it is a ruin barely fit to be called a home for those who dwell their and while you'd never desecrate the tombs of the fallen you have been given leave to recover such works to be returned to its rightful people. (Cost:1200 Gold, Risk of Combat 40%) ( 1 insight into discovering the location of Azaghal's tomb. (1/4)
--[X]
Ruins of Belegost: The once great capital of the Broadbeams, a ruin now infested with grobi and other ancient evils, it is also the place with which the Azanul wish to journey to and fulfil their ancient oaths. (Cost:1000 Gold, Risk of Combat 65%)


Stewardship: 2 Actions + 1 actions

-[X] Expand the Holds Grower's Halls:
The Hold is far from self-sufficient and while it is capable of supplementing those within the hold, it is far from the growing hall's of your ancestors in both quality and size, still while it is far from ideal it is at least possible to leverage an increase in more hall's to meet the needs of your hold.
60% chance of success
Cost: 1000 Gold (Improves Food Cap by 1000 Dawi/ Khazad) 1 Turn

-[X] Expand the Brewery:
A Though your clan holds few Brewmasters such a Nobel profession is bound to draw a number of apprentices and whilst their work is sub-par to that of a true brewing clans apprentice it is still dawi ale and after the last draught of ale many in the hold are more than willing to deal with shoddy ale if only so to ensure their stock of good ale lasts them longer. A few masons are even eager to work on the project all they need, is their Thanes approval.
60% chance of success Cost: 800 Gold (Will Sate an additional 300 Dawi/1500 Khazad) (Increases Gold income by 200 Gold) 1 Turn

-[X] Carve out a Brewery within the valley:
A Brewery is no easy thing to maintain, it requires dedicated dawi and thick locks to avoid the beardlings from sneaking into it's stores while also requiring an easy access to water, lest the machines within overheat and explode violently as they often are in times of hardship. Sadly due to these issues, those built within a hold are under the most stringent of regulations to avoid an issue, limiting the precious time and quantity for good brew to be made. Thankfully as all dawi know, a brewery while not quite on the surface but close enough and distant enough to avoid such issues can avoid many of the boring and most stringent of laws allowing for a great many more batches of ale to be produced in a fraction of the time. Even if it is costly to many it is not out of reach for a Thane or even a king of the hold.
60% chance of success Cost: 5000 Gold (Will Sate an additional 1500Dawi/7500 Khazad) (Increases Gold income by 800 Gold) (70% of All Ale produced is sent out of the hold for trade) (allow's for the creation of Surface Steam Towers) 1 Turn

Intrigue: 2 Actions
-[X] Have the Rangers Scour the blue mountains within your Domain:
The Rangers have reported an uptick in monsters and grobi activity around your holds after recent events. It would not do to let such threats fester and spread. It would be better if it was lanced as the umgi say before it can become a true threat. The Rangers will seek out and wipe out any organised threat and send the creatures back into the dark or the grave.
-Non-existent 95% chance of success at avoiding losses
-low 80% chance of success at avoiding losses
-Moderate 65% chance of success at avoiding losses (Current Activity)
-High 40% chance of success at avoiding losses
-Extreme 25% chance of success at avoiding losses 1 Turn
-[X] Scout out the Khazad in the depths: Khazad were spotted in the depths within a grobi fortress no doubt forced to work for them. A shameful act but not unknown. Send the rangers to discover just what is going on with them.
(Contested Rolls)

Learning: 3 Actions
-[X] Improve Combat Golems/mechs: (Radical Leaning Technology) (Progress 0/12) (Can be reduced with Golem foundry)(Cost's 2000 Gold)
60% chance of success1 Turn
-[X] Refine your Clan's bullet Casing's: (Radical Leaning Technology)
(Progress 3/12) (Cost 1500 Gold) (reduces the risk of Jamming in Rifles in battle) (The Experimental ones)60% chance of success1 Turn
-[X] Firearms Research: (Progress 0/16) (Cost's 4000 Gold) (will change the Thunderer into a unique unit depending on your choice)
60% chance of success 1 Turn
(Choose 1)
--[X] Refined Bolt Action Weapons (Conservative Leaning Technology)

2 Personal Actions:
-[X] Spend time with your friends and family within the hold:
-[X] Tour your allies and friend's lands:
The lands of your allies and friends are a distance away that even you would be pressed to travel them in good time, thankfully as a king you now have a perfectly viable excuse and duty to at least inspect their lands and forces should they need your aid and keep in contact with their leaders. (Select one)
--[X] Blue Mountains Alliance (Dunedain/Arnorian remanent, Buzra-Dum, Rosse Lond)

Improvement/ Personal Training Options: 1 Action Available
-[X] Work on your Statesmanship:
There is much to learn when dealing with dawi and umgi lord's but you can learn even if you find it rather dull and boring but if there's one thing you can learn it's that with enough patience and the writing of the ancestors you can at least bare it, if only a little. (Diplomacy and learning skill progresses) (Progress to next level is 340/1500)
Guild Management: 1 Action
-[X] Gift a few guilds some gold for their own use or gift all the gold to a single clan: (Choose 3 Guilds with only a minor boost to their Appeasement or choose 1 clan to receive the gold for a large boost at the cost of 1200 Gold)
--[X] Toolmakers Guild: (Appeasement: Content (2/10)
--[X] Engineers Guild (Appeasement: Content (1/10)
--[X] Goldsmith guild: (Appeasement: Happy (3/10)
Engineer Guild related actions:
-[X] Hire Engineer's to assist expanding the Hold: (50 Engineer's adds +10 to 1 roll, 100 Engineer's allows you to select and additional Stewardship action)
--[X] 100
Naval Section

-[X] Mount and Expedition to find a city of old: The Elgi were apparently spread out just like those of the old world, their bastions though are nothing more than ruins, only their colonies remaining a sad thing for any elder race. Thankfully now that they are in reach we just need to find them and recover lost artifacts and they'll pay us a kings bounty for our services.
--[X] With Surface ship Support
--[X] Himring 50% chance for each roll 1 Turn

Runesmiths: 2 Action
-[X] Commission a dawi regiments worth of Basic Rune armour:
--[X] Mainline Troops (1 Turn and Cost's 5000 Gold for 20 Sets of Armour) (+5 To Defence Rolls)
-[X] Commission a Set of Rune Machines:
--[X]Prepare Brewing Equipment for a new Hall (2 Turns for 1 and Cost's 2000 Gold) (Half the time needed to build a new Brewery that is 75% more effective than standard ones)
 
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Well in the previous plan i saw we were Building the beer hall inside.
That was supposed ti be swapped for.
Now your plan seems completly different.
Dod you change It?
Ok fuck I got the wrong plan.

@Fenrir44
Swap the beer all inside for the beer building outside.
It makes more beer costs just a Little more and unlocks new defense.

Also THIS Is the turn of the war of dwarfes and orcs guys!!!
It starts now and ends in the next in cannon!!!

I added the outside brewery to my plan.
 
We need to first to Repair and secure the mines especially for any below threats

And to appease the engineers and tool/goldsmiths who will be not be happy we did not pick them first Mine plan deals with that

Edit wait the carving outside Brewery is 1 turn now? Well Alright that one will go in now hope the Brewery equipment is used for it
 
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-[X] Establish a Trade deal with foreign powers:
--[X] Nordinbad (has Rune Items that are available)
As much I want to get more rune items with the changing out of the farm for the brewery which I like I feel we should do nordinband next turn and focus on mitigating our food problems so let's start trading with bree cause from earlier posts they've been thriving and likely have alot of food to sell and we do need more food. And it will synergize with our better relations action so more good can come out of it.

[X] Plan: Leave the orcs in the basement for a turn and build combat sub while scouting the Witch King.
 
As much I want to get more rune items with the changing out of the farm for the brewery which I like I feel we should do nordinband next turn and focus on mitigating our food problems so let's start trading with bree cause from earlier posts they've been thriving and likely have alot of food to sell and we do need more food. And it will synergize with our better relations action so more good can come out of it.

[X] Plan: Leave the orcs in the basement for a turn and build combat sub while scouting the Witch King.
If food and ale is your focus point mine goes all in that while teddy's only has one stewardship action invested in it?
 
If food and ale is your focus point mine goes all in that while teddy's only has one stewardship action invested in it?
Cause I want the factory up and running for thunderbarges and more efficient upkeep which will save us money. Also the trade deal with bree fosters better relations and is likely economically more good since it's likely bree is like the shire and gonna land us more food than just making more farms and we also get more gold out of the trade deal along with food and we strengthen another ally in eriador against the dark forces of angmar so its quite a multifaceted action we are doing with trading with bree. And the rest of plan is what I vibe with cause I want better bullet casing done.

But not to say you're plans bad but I think teddy's the one I vibe with better.
 
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