Voted best in category in the Users' Choice awards.
Voting is open
fair enough, is it better then going invisible and just yoinking something in somewhat mint condition (as in not broken in battle)? we could just mention that we could do this if he wanted more advanced tech by sneaking into a Skaven lab or something.
Clan Mors is known for their high quality equipment. There was literally gromril armor at their butchers.

We could recover much more.

As for sabotage. Skaven. They'd make up the loss fairly soon unless we actually kill their breeders or warpstone piles...in which case they'd fight like cornered rats.

We want to sabotage on a turn Belegar orders a major push I think
 
Lets see, actions first, since voting opens in like 2 hours and I'd like a workable action plan before that.

I don't think theres urgent studies needed anymore. Best have him on the teaching job, or hit up paper if we want it.

I suspect if we don't let him play with Skaven soon theres a chance he'd just resign and operate independently instead.
Which option we choose depends on which recon action we favor.



Okay, so with an EIC branch opening in Eight Peaks, theres only ONE option thats absolutely mandatory here:
[ ] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.

However, if we had additional actions to spare the following can be useful:
[ ] Strike a deal to have the EIC purchase and resell Ulrikadrin timber.
[ ] Strike a deal to have the EIC supply and control the shops of Karag Nar.

Its not badly in need, but somebody would be moving in on both deals sooner than later, and this represents a powerful flow of information(and profit) we could sit on.
The shops especially. People love to gossip to their shopkeepers.


Okay, so lets see:
No brainers:
[ ] Deliver King Belegar's request to the College for a translation item (does not cost an action).
[ ] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).

We don't need Dwarf favor so badly I think, though Reputation boost never hurts, we need it more in the College.

However, keep in mind relying on magic items is a stopgap, items can be lost or stolen. So one of the following is important as a backup channel.
[ ] Teach the We written Khazalid.
-Spiders are more likely to encounter dwarfs than anything else in their natural habitats.
-Khazalid, from the sound of what we've seen is a very precise language. Theres a word for everything and every plausible sub-category of the thing is reached through appending prefixes/suffixes. This gels somewhat decently with what we know of the spiders native thought structures, though the stone metaphors are going to fly overhead.
-Written Khazalid is too slow to use in an urgent situation.

[ ] Teach the We written Reikspiel.
-Reikspiel is spoken by a lot more people overall, even Greenskins and Skaven know some. This is useful for potential spying applications, but not good for keeping them strongly on our side.
-Reikspiel is a 'messy' language, as befits one cludged together like the Empire's origins. Loan words abound, which makes full understanding likely frustrating to the spiders.
-Written Reikspiel is too slow to use in an urgent situation.
-Action efficient, we can throw a Journeymanling at this

[ ] Teach the We Dwarven semaphore.
-Fast and straightforward to use in a hurry. Spiders might actually be better at it than people with only 2 limbs free to use.
-Semaphore has strong similarities to what the Spiders seem to use for internal communication, expected to be learned very fast.
-Semaphore is more or less useless for conveying complex ideas beyond Go Here Go There. We'd need to rely on the magic item for actual negotiations.

And we need this to be done definitely.
[ ] Help the We establish their new nest below the Citadel.
-Directly in line to eat lots of Skaven.
-Higher exposure to risks, but from what I gather the spiders are fine with it as long they can have their breeders in sheltered areas. No other losses are critical in terms of anything but food costs.
-Citadel is the Underway Hub and riddled with complicated tunnels. Good for spiders to web up, not so good for pushing an organized force through until you hit the big chamber.
-More difficult to negotiate further if they're actively engaged in fighting.

[ ] Help the We establish their new nest below Karag Lhune.
-Directly in line to guard Lhune from Underway intrusion
-A Hive is REALLY good for 'fortifying' the Abyss by webbing clean across the thing.
-Partly secured zone, not much enemies to eat.
-Easier to teach them a language in peace. Khazalid of course given the residents.

[ ] Help the We establish their new nest below Karag Nar.
-Directly in line to guard Nar from Underway intrusion
-Already secured zone, not much enemies to eat.
-Easier to teach them a language in peace. Reikspiel given the residents.
-Higher risk of unfortunate accidents. Humans are not known for listening to instructions reliably.



[ ] Francesco Caravello has emerged as the leader of the Undumgi. He will likely end up under Dreng's or Princess Edda's control, but you could step in and bring them under yours. 2 organisations cost 1 action per turn.

This is a straight power grab. None of his actions are likely to be useful in Court Wizard jobs. Better off under Marshal or Steward.
Pass.


[ ] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.

Sooner better than later. The migrants should be arriving this turn and we want this going already.


[ ] Crime is inevitable, so it may as well be organized crime. Send word to Heideck and make sure that when an underworld emerges, it will be a Ranaldian one. This cannot be tracked back to you.
[ ] Crime is inevitable, so it may as well be organized crime. Send word to Heideck to send individuals who will construct an underworld under your command. This will be concealed, but could be tracked back to you. Will be under your control; 2 organisations cost 1 action per turn.

We actually have a confirmed crime free environment right now and this is very dodgy behavior.


[ ] Kvinn-Wyr is full of trolls. Investigate this for yourself.

Dreng said this is contained. The trolls come out, see a wall and wander back in.

[ ] Travel underneath Kvinn-Wyr and investigate Karag Mhonar.

They can't reach us. Barring sensing large amounts of magical energy surging theres no rush on this yet.


[ ] Travel through the Underway into Karag Yar, to investigate the third source of pressure on Clan Mors.

If we have a strategy for causing the Skaven to fall even further into infighting this is useful.

[ ] You've mapped the territory of Clan Mors. Go down there and cause some havoc.

Premature, unless Belegar said hes going to launch a strike force this turn, the havoc would be regenerated soon enough.

[ ] You've mapped the territory of Clan Mors. Go down there and see what you can acquire.

This has strong synergy with Johann being allowed to investigate the Skaven, and gives him some incentive to play along after we showed him the stick last turn.
Also synergy with setting up spiders under the Citadel

[ ] Clan Moulder are set up under Karagril. Investigate.
[ ] Greenskins currently occupy Karagril. Find out what tribe they are and who rules them.

Kick up Greenskin-Skaven infighting a notch potentially.

[ ] Investigate underneath Karag Lhune: the Lhune Deeps and the Grand Abyss.

Relatively low priority. Theres probably bad shit down there but its been there a long time.




[ ] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.

We have a useful lab now and I suspect people are sick of waiting.


[ ] Send to the Grey College for the appropriate scrolls to learn a specific spell: specify which.

We got a whole bunch of spells we might want to learn. Illusion, Shadow Knives and Invisibility especially.


[ ] Investigate how Pall of Darkness interacts with your sharpened magical senses.

Valuable for Deep Recon if things go bad.


[ ] Investigate how the We communicates with... itself?

Synergy with Spider diplomacy/teaching actions. Knowing how they communicate with themselves helps a LOT with developing a perspective on their psychology and making sure ideas don't get lost in transmission.


[ ] The Second Secret of Dhar teaches how to collapse it upon itself. Practice upon local Dhar taint, and see if this works with Warpstone.

Synergy with Skaven Sabotage, though I'd suggest we figure out HOW to do it and only do it just before a major strike.
...also if we set off the giant piles of warpstone we might wind up with Seven And A Half Peaks. Probably best to know for sure before we do things.

Remember while we aren't actually short on College Favors, the longer we wait between doing a thing and writing a paper on it the harder it is due to fading memories.



I think digging a place to put our books OR building a tower lab so people can release their Snek Juice pressures are probably the best priority right now.

[ ] Wolf is now fully grown, and is a very large dog or a regular-sized wolf. Train him. (increases his intelligence, may deepen Familiar bond)
Easy choice this time, appease the pupper lovers.
HOWEVER!

[ ] Spend time assisting with a fellow councillor's task: specify who and how.

Gunnar is facing a tough job burying a lot of humans he only has incidental lore on. We can help. Its also polite to help him BEFORE trying to squeeze training out of him

So assembling a vote structure:
Max 0/1
Johann 1/1
EIC 0/1
Social 0/1
Penthouse 0/1
Personal 0/4
Coin 0/1
Overwork 2/2
[ ] Plan Citadel Focus
-[ ][Max] Current Task: Have Maximilian teach the We written Reikspiel.
-[ ][Johann] Allow him to spend all his time investigating Clan Mors.
-[ ][EIC] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
-[ ][Social] Wolf is now fully grown, and is a very large dog or a regular-sized wolf. Train him. (increases his intelligence, may deepen Familiar bond)
-[ ][Penthouse] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[ ][Free] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
-[ ] Help the We establish their new nest below the Citadel.
-[ ] Spend time assisting with a fellow councillor's task: Gunnar, assist him with human burial rites.
-[ ] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
-[ ] You've mapped the territory of Clan Mors. Go down there and see what you can acquire.
-[ ] The Gambler: You've mapped the territory of Clan Mors. Go down there and see what you can acquire.
The main thrust of this plan is to point half our actions at the Citadel:
-We go see what else we can liberate from Mors. If we found Gromril lying around in their market theres probably more.
-We appease Johann a bit by letting him advance his mission(this also means that if Johann is adequately stealthy we can run a 2x Magister mission)
-With the probing we can also identify where would be a good place for the spiders to nest.

Then we have Courtesy actions:
-Make sure the EIC plays nice
-Help Gunnar and befriend him before we start trying to get him to train us.
-Get the Ranald shrine set up ahead of the new migrants. Its easier to accept if its already there.

Then we have the player appeasement actions:
-FINALLY spend time with Wolf
You make some excellent points, especially regarding synergy and coordination.

That said, my favored "appeasement" bit is the Asp Blood research, but beyond that I love it, actions and reasoning.

What's your thoughts on concerns of giving the We the ability to communicate with others, like Greenskins?
 
Last edited:
It very well could be. Mathilde is terrifyingly competent, but everyone that reaches the rank of Magister knows what they're doing and has all sorts of tricks up their sleeve.
we could just mention that we could do this as another option, if he wanted more advanced tech by sneaking into a Skaven lab/workshop or something that has no chance of getting destroyed in the fighting cause Skaven probably made self-destruct buttons on their labs.
 
Dispelling single things is very easily explainable. The thing with the Second Secret of Dhar is it implodes everything that is Dhar in the blast radius. Every undead, every spell, every construct. It chain reactions through it and the only solution if you're depending on that Dhar is to get the hell out of the area.

Best case scenario is "we absolutely fucking need you to tell us what you just did because HOLY SHIT THE UNDEAD ARE AN EXISTENTIAL THREAT ON A REGULAR BASIS TELL US TELL US NOW WE NEED YOU TO TELL US"
You know, I realize it would be suicide to do it, but what would happen if Matilda said 'Fuck It All' and spread the First and Second Secrets Of Dhar as far and as fast she could knowing that every Empirical institutional that exists would want her dead, or tortured/questioned viciously and then dead?
 
I like your logic a lot! The only thing is all for is a swap of written to semaphore, for reasons mentioned above. (Works at range, easy to coordinate w dwarves in the field, synergizes with magic item)
Action choke. Reikspiel is the only one we can throw a minion at.
You make some excellent points, especially regarding synergy and coordination.

That said, my favored "appeasement" bit is the Asp Blood research, but beyond that I love it, actions and reasoning.
I figured we want our own lab first for the AspBlood. Thats just me though.
 
You know, I realize it would be suicide to do it, but what would happen if Matilda said 'Fuck It All' and spread the First and Second Secrets Of Dhar as far and as fast she could knowing that every Empirical institutional that exists would want her dead, or tortured/questioned viciously and then dead?

Every single person capable of the simplest cantrip suddenly becomes capable of necromancy to a scale that can fight the Skaven to a standstill in a war of attrition.

Probably extinction, with the ruins that were once the Empire permanently uninhabitable by what is basically Chernobyl-level contamination except actively malicious.
 
You know, I realize it would be suicide to do it, but what would happen if Matilda said 'Fuck It All' and spread the First and Second Secrets Of Dhar as far and as fast she could knowing that every Empirical institutional that exists would want her dead, or tortured/questioned viciously and then dead?
The problem is that without our belt, if any of them screwed up, especially while learning, they would get corrupted and go evil.

Maybe we could try adapting the Second Secret so that it could work with Ulgu, then lie and say we discovered it, and if someone brings up Liber Mortis, just say you wanted that result, but without using Dhar. There was talk about using Ulgu to pluck other winds safely.
 
@BoneyM can you clarify on the "Additional Actions" mechanic?

Is it meant to be high risk and for crisis situations only? Are we risking SERIOUS CONSEQUENCES if an additional action fails, or can we use it on stuff that's like, "Oh well, a failure." Does it bring about escalating exhaustion penalties of some sort?
 
You know, I'm very tempted to go with Gunnar, too.

Sword buddies, yes, but we would be legit helping, and perhaps making a friend along the way.

We were given the perfect in this turn, and the purchase of Morr books helps quite a bit as we can actually give him reference materials too.
If I remember it right (so many plans!!), I like your second plan quite a lot, if the Social goes help out Gunnars instead of Wolf.
 
Last edited:
@BoneyM are these three mutually exclusive or can we straight drop seven favor to make a dwarfish gun factory using human labor?

[ ] Call in 1 favour for Dwarven expertise for the Factory's safety.
[ ] Call in 2 favours for Dwarven expertise for the Factory's efficiency.
[ ] Call in 4 favours for Dwarven expertise for the quality of the products.
 
the only thing I would change is swapping Max's action to teaching Reikspiel, written language is great for the transmission of knowledge.
I'm not really married to Max's action, but I am a little cautious about, well, opening our new friends up to unsavory influences. Someone made a good argument about this that I cannot find at the moment because the thread is whizzing by.
If you built a tower this turn, on the post-results voting you'll decide on its purpose, and thus get the bonus next turn.
Oh. Well, that changes things, I'm not so sure we want to tackle snek juice this turn, then.
 
@BoneyM can you clarify on the "Additional Actions" mechanic?

Is it meant to be high risk and for crisis situations only? Are we risking SERIOUS CONSEQUENCES if an additional action fails, or can we use it on stuff that's like, "Oh well, a failure." Does it bring about escalating exhaustion penalties of some sort?

It's not a way to get free actions, it's a way to crunch when the immediate consequences of not being in five places at once are worse than the possible long-term consequences of overwork and exhaustion.
 
Last edited:
@BoneyM are these three mutually exclusive or can we straight drop seven favor to make a dwarfish gun factory using human labor?

[ ] Call in 1 favour for Dwarven expertise for the Factory's safety.
[ ] Call in 2 favours for Dwarven expertise for the Factory's efficiency.
[ ] Call in 4 favours for Dwarven expertise for the quality of the products.

Not mutually exclusive, but each takes an action as you take a hand in implementing Dwarven expertise in the factory's construction.
 
I believe the way BoneyM once described the Overwork mechanic is "Ranald's blessing increases the odds of success; Overwork increases the severity of failure."
 
People were talking about Mathilde and Johann doing a heist underground, and people were talking about the We, and now I have the image in my head of the Hobbit, with Mathilde as Gandalf, Johann as Bilbo, and a bakers dozen We filling in for the Dwarfs.
 
You know, I'm very tempted to go with Gunnar, too.

Sword buddies, yes, but we would be legit helping, and perhaps making a friend along the way.

We were given the perfect in this turn, and the purchase of Morr books helps quite a bit as we can actually give him reference materials too.
Then you should vote for me, obviously :V

Seriously, though, I do like your v3. You've got my support!
 
Dispelling single things is very easily explainable. The thing with the Second Secret of Dhar is it implodes everything that is Dhar in the blast radius. Every undead, every spell, every construct. It chain reactions through it and the only solution if you're depending on that Dhar is to get the hell out of the area.

Best case scenario is "we absolutely fucking need you to tell us what you just did because HOLY SHIT THE UNDEAD ARE AN EXISTENTIAL THREAT ON A REGULAR BASIS TELL US TELL US NOW WE NEED YOU TO TELL US"
Same thing I did to that Waaagh last year DiDnT YOu ReAd mY BoOK? Lol
 
[] Turn 20 Down with Clan Mors
-[ ] [Max] Current Task: Have Maximillian teach the We written Reikspiel.
-[ ] [Johann] Allow him to spend all his time investigating Clan Mors.
-[ ] [EIC] Instil corporate policy: always be scrupulously honest when dealing with Dwarves.
-[ ] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
-[ ] Help the We establish their new nest below the Citadel.
-[ ] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
-[ ] You've mapped the territory of Clan Mors. Go down there and cause some havoc.
--[] Ranald's Coin - The Gambler on this one.
-[ ] Investigate the constantly-dripping blood of the Wisdom's Asp. Current accumulation: 12 gallons.
-[ ] [PENT] Have additional rooms excavated underneath your Penthouse: -50gc for 2 rooms.
-[ ] [SOC] Spend time assisting with a fellow councillor's task: Help Gunnar with Tomb Construction
-[ ] [COIN] The Gambler: Investigate Pressure on Clan Mors

So any more comments on this one? Changes people would like to see? Is anyone even considering voting for it, or am I wasting my time by flogging it? I feel like the other plans are in a negotiation, and I'm getting an "eh".
 
Now for some comments catch-up:
Out of curiosity, what was the original reasoning for becoming specialised with a two-handed sword? It's not exactly a practical weapon in a lot of situations, it's difficult to conceal, and it means we can't have a hand free to use our gun, a shield, or anything else. Considering that we don't wear heavy armour either, it just seems a pretty odd choice all around.

I'd have thought a one handed sword of some kind would be better: it would be easier to conceal, better in tight spaces, easier to wield effectively, and generally a lot more versatile. It just seems that going with that would have meshed a lot better with the rest of our character build, at least as I see it.
Main points:
-Greatsword being difficult to conceal would be a bigger problem if we were infiltrating places as "unnoticable human", but we're usually infiltrating places where being human at all is highly noticable. I.e. it becomes perfectly non-impeding because when we're around humans we use the highly recognizable and visible sword to intimidate them, and when we're around monsters they don't care whether your weapon is big, they only care that you're human.

-Greatsword was chosen because of stopping power.
--Mathilde's earliest formative experience with live combat was frantically beating at a superzombie with a stick that just wouldn't kill the thing because it can't do enough damage and surviving only because it was too dumb to get around our mage armor. While in Stirland the 'traditional' sneaky weapons would have been spectacularly ineffective against the undead. Humans can bleed out, but cutting a zombie's throat or piercing its heart is a bit of a tossup whether it even notices.
--Later on against Orcs and Skaven, Greatswords were capable of oneshotting them, something which is harder to reliably perform with a smaller weapon, though it is possible.

-Greatswords are one of the easiest greatweapons to use in close quarters. The typical Greatsword is wielded via half-swording(gripping the middle of the blade and using it like a spear) and mordhaus most of the time, sweeping blows are actually quite rare unless dealing with massed unarmored opponents or your target made a dumb and left themselves open for a full momentum slash.

-They're pretty good in a "I fucked up and now I must murder all the things to get clear" scenario due to versatility.

-Mathilde does use guns, but keep in mind that after your eight revolver shots you need to measure powder and reload the thing in a way too slow and careful to do while in battle. Its why riding pistolers we see usually wear a holster of three pistols. They fire through the first two cylinders, then use the last as they retreat to reload
Huh, you'd think with short legs they'd want to make best use of their time...but on the other hand, they have a bit of a thing for dramatics, especially when it comes to achievements.
More like dwarfs don't get fatigued as easily I think. They are okay with taking their time, they live a long time.
@veekie

With regard to your plans for the penthouse, do you have any position you wish to take regarding whether we should dig down or build a lab tower first?
Tower, we want the lab for researches most urgently and the books being in large piles in her bedroom isn't a problem yet.
 
I'm a little confused by the wording, does that mean we'd get the boost (say research tower, research stuff) the same turn it's constructed?
I thought we'd have to spend next turn's free penthouse action to furnish the room.

Makes Tower rooms significantly lay more appealing.
If I remember it right (so many plans!!), I like your second plan quite a lot, if the Social goes help out Gunnars instead of Wolf.
*sigh*
Ok, last thing, I will make v4 that is v2 but Gunnar.
 
Voting is open
Back
Top