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Okay.

The immediate next step after taking the Citadel (or maybe even before we take it) needs to be claiming the Underway from the East Gate to Karag Lhune *per Karak Eight Peaks: Scouting Karag Nar*.

For our next choice. We need to consider our maps.

Okay. So looking it all over...

We honestly need to secure and fortify the Underway from Karag Lhune to the East Gate, including the Karag Nar branch.

We need to secure the Citadel. It's defenses are weakened, especially on the East Valley's face and it has a commanding presence over both the East Valley and the Caldera.

Next, I would suggest furthering the Expedition's control over the East Valley. As such the Sentinels are the next best target by my reckoning.

After all that, the Dwarfs and Halflings ought to start settling into the East Valley while word is sent out for Troll killing experts so that Kvinn-Wyr can eventually be taken relatively safely.

If the forces at hand are enough, they can likely busy themselves further securing Death Pass by taking The Barrows, The Uzkul Mines, and hopefully Karag Grim.

After which, I expect the five years to be up if not earlier.

If we want to talk the future, I support plans to move along the Southern lip. Either taking each mountain as they go, opening up a second front at the Main Entrance/West Gates mentioned in the original planning, or both.
 
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Shouldn't we leave Kvinn-Wyr for last? Taking it now or soon means we'll have to defend another point. Leaving it in the hands of the trolls until the very end would mean we keep a flank perpetually secure whilst never having to actually commit troops over there.
 
Shouldn't we leave Kvinn-Wyr for last? Taking it now or soon means we'll have to defend another point. Leaving it in the hands of the trolls until the very end would mean we keep a flank perpetually secure whilst never having to actually commit troops over there.
That's also a possibility. But honestly, a literal mountain of trolls are just as much of a potential hazard as they are a defense. Especially considering the warp stone.

I would propose making clearing the mountain an ongoing effort, but never the first priority.
 
Shouldn't we leave Kvinn-Wyr for last? Taking it now or soon means we'll have to defend another point. Leaving it in the hands of the trolls until the very end would mean we keep a flank perpetually secure whilst never having to actually commit troops over there.
I mean, our flank would be secured by trolls, who are not our pals and in fact probably want to eat us.
 
Shouldn't we leave Kvinn-Wyr for last? Taking it now or soon means we'll have to defend another point. Leaving it in the hands of the trolls until the very end would mean we keep a flank perpetually secure whilst never having to actually commit troops over there.
It's not really a secure flank though - I think that the Underway part is porous enough to allow attacks through it. Going by report troll hierarchy goes from bottom up top, so the Underway is relatively undefended.
 
It's not really a secure flank though - I think that the Underway part is porous enough to allow attacks through it. Going by report troll hierarchy goes from bottom up top, so the Underway is relatively undefended.
Also, all the greenskins need to turn lots of those trolls into allies is large amounts of food to bribe them. Which was presumably how the goblins populated their troll pit.
 
Yeah, but the trolls want to eat everyone.

If we can take our time with it and bait them out to systematically cull them, I say we do it cause hey, that's another peak. Moving through the southern lip isn't a bad strategy at all.

For "doing stuff after the Expedition is over", keep in mind, guys, that Belebro would be cool with us settling in on East Valley, so besides lessons (which cost favor we don't have), we can essentially take up a job as super scout while we pursue our projects on the side.

A turn of Gambler coin means reading the book and being all domestic, by which I mean doing shopping trips, practicing skills, writing down stuff, and such. We return to the old pattern of "one really dangerous action a turn, for the blessing".

Then we swap the coin for the disguise one, and take a jolly stroll through every greenskin-held peak, and the Skaven ones as we get our hands on rat perfume.

If Belegar wants to do a big battle for a Karag, we swap in for the Protector coin.

For the Mercs, if there's one thing Belebro isn't lacking for, is money. A garrison contract will probably happen for the best merc, especially if they form a single big company as was suggested due their heroic actions.

He paid to march them for nearly three months down here, I doubt a new contract would be more expensive than repeating that for some Tielan or Estalians peeps. It helps that they'd already have been paid once.
 
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I'm... not sure using the protector coin is really... worth it? If we are going out and getting into fights and other dangerous things, it seems to me it'd be much more helpful to have 2 +20s to help keep us alive than to just make sure people know we helped them.
 
I'm... not sure using the protector coin is really... worth it? If we are going out and getting into fights and other dangerous things, it seems to me it'd be much more helpful to have 2 +20s to help keep us alive than to just make sure people know we helped them.
If you think a devotee of Ranald wouldn't get into a fight that was unfair in their favor...
 
I'm... not sure using the protector coin is really... worth it? If we are going out and getting into fights and other dangerous things, it seems to me it'd be much more helpful to have 2 +20s to help keep us alive than to just make sure people know we helped them.
The Gambler grants two +20s on connected actions during a 6-month turn. I'm not convinced it works on something as short as a battle
 
I'm... not sure using the protector coin is really... worth it? If we are going out and getting into fights and other dangerous things, it seems to me it'd be much more helpful to have 2 +20s to help keep us alive than to just make sure people know we helped them.
That's true, but the Protector side applies to basically anything protective: i.e. if we had that side active when we were managing Stirland Watch, we'd been basking in popular acclaim.
 
Why not just tame the trolls or establish a husbandry from where trolls can be hired in exchange for food. Maybe some help from a wizard that specializes in animals.
 
I'm... not sure using the protector coin is really... worth it? If we are going out and getting into fights and other dangerous things, it seems to me it'd be much more helpful to have 2 +20s to help keep us alive than to just make sure people know we helped them.
We also have the Belt and the Seed as other safety margins.
Ranald doesn't like cautious, there are bad gambles, but generally speaking we'd very rarely use even one +20 in adventure mode, much less both. Because the bonus can only be used in adventure mode when the primary factor is pure luck.

In advisor mode, the blessing applies because you have one overarching task you progress where a lot of small things can go right or wrong individually to add up over six months.
2x +20 over a six month period during adventure mode isn't nearly as important because its basically only usable for loot rolls and magical mishap rolls, the former of which would be wasteful and the latter of which is very rare.
 
Why not just tame the trolls or establish a husbandry from where trolls can be hired in exchange for food. Maybe some help from a wizard that specializes in animals.
who mad enough to do that

Troll aren't as easy to deal with as Griffon or the other super animal the Empire ride on
 
In WHFRP if you read the blurb regarding plot hooks of certain professions i.e. Agitator, you'll find out that the entire thieves guild in Altdorf are infiltrated by Sigmarite agents and take down those "close" to Ranald. I'll link it if possible.
 
well, by the people who would be revolted against. namely corrupt nobles. that's... less of an issue with Dwarfs.
It's kind of fun to try and come up with the most Dwarf-approved ways of describing Ranald's portfolio
Chance: Making sure that when you have to roll the dice, they're weighted.
Theft: ...Okay, I've got nothing for theft. Maybe frame it as making sure that even the thieves and outcasts have a non-evil God to tend to their souls?
Deceit: Keeping your secrets, even if you have to mislead those who would try to sniff them out
Revolution: Empowering even the weakest and lowest manlings to hold their social "betters" to the Oaths nobles make in a feudal society, or suffer the painful, bloody consequences.
 
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