Voted best in category in the Users' Choice awards.
Voting is open
So for the vote itself:
-Entrance: Given that this gates our living space, our prison AND our superweapon, I think Checkpoint is a given.
-Rooms: Bedroom, Library and Vault are must haves. The question is whether a personal Ranald shrine would be nicer or a practical room? Or a Provision Room so we can continue dwarf assimilation by being suited to siege for a whole year in our room if need be.


Duckling wise, we can categorize into a few groups:
-Growth opportunities:
--Sword Teaching(Hubert, Adela, Gretel) - This would ensure we're less worried about their melee performance next brawl, though next brawl IS a bit away.
--Target Range(Hubert, Adela, Maxmillian) - Or we could encourage them to be better shots. Might encourage Gretel to pick up a ranged spell?
--Adela Engineering - I'd point out that the resident Engineer is a Radical and probably perfectly happy to teach her something with a minimal Favor cost. It'd mean she becomes useful for non-combat activities sooner. Note that this is likely to take 3+ turns to see fruit, though it costs us nothing.

-Research assistance:
--Panoramia's Magic Mushrooms - Research backlog is...research backlog. She's busy for a while.
--Johann's Ratling Gun - I'm guessing Johann's Learning isn't high enough to actually understand what Breach is giving him and he's not about to ask a Journeyman of his own college. That's just embarassing. It might help if we had Adela learn Engineering proper.

-Satisfaction:
--Johann's Puppy Play - Puppy!
--Hubert's Glory - No worries, lots of things to kill here.
--Gretel's Loot - This might work better if we do a combo Loot Everything turn where We, Johann and Gretel go on an acquisition trip

I'm somewhat in favor of setting Adela on her path to being useful for more than stabbing things inefficiently given her low Martial.
 
Poor Panoramia, hopefully we could convince her later after working with her on the greenskin mushrooms.
Also poor Thorek, Kragg is stealing the show and releasing a lot of work...perhaps we give something to work with him that he's natural at.

@BoneyM,
Say is it possible to built some sort of device that channels Ulgu from her towers into small vents in the tunnels that light up by dwarven runes, which activates on Skaven attacks thus flooding the tunnels with burning shadows, kind of like poison gas in a confine space?

If the Ulgu pipe thing does not work, would creating Runes that only stores Ulgu and release the wind like poison gas then afterwards remove and refill them on the tower like solar panels?
Burning shadow does not have much effect on tunnel structures right or we could use Zharrvengryn to cleanse the tunnel of Skaven.
 
Though everyone involved will still do their due diligence, the Rune of Gazul also makes security less of a concern, because nothing says 'access denied' like divine wrath.
While this is very reassuring it feels like it would be kind of rude to rely on Gazul to smite infiltrators when we could avoid troubling him for such assistance with a bit of extra work.

Unless Gazul would consider smiting his enemies personally a nice change of pace from the usual routine, anyway. Maybe he would just love the chance to stomp on someone getting uppity and trying to turn his weapons against his people, so having a theoretical security hole or two for his amusement would be polite.
 
While this is very reassuring it feels like it would be kind of rude to rely on Gazul to smite infiltrators when we could avoid troubling him for such assistance with a bit of extra work.

Unless Gazul would consider smiting his enemies personally a nice change of pace from the usual routine, anyway. Maybe he would just love the chance to stomp on someone getting uppity and trying to turn his weapons against his people, so having a theoretical security hole or two for his amusement would be polite.
I got the impression we already got that ramped up bit of paranoia, based on the narrative.
 
@BoneyM,
Say is it possible to built some sort of device that channels Ulgu from her towers into small vents in the tunnels that light up by dwarven runes, which activates on Skaven attacks thus flooding the tunnels with burning shadows, kind of like poison gas in a confine space?

Not without creating an entirely new spell. It works on a single shadow.

If the Ulgu pipe thing does not work, would creating Runes that only stores Ulgu and release the wind like poison gas then afterwards remove and refill them on the tower like solar panels?
Burning shadow does not have much effect on tunnel structures right or we could use Zharrvengryn to cleanse the tunnel of Skaven.

Runes do not hold Winds without changing their nature.
 
Hm. The concept of a involuntary retired magisters named Grey is cool enough, but it breaks down somewhat when it includes Lords Magisters, especially when the enemy threatening them are not a regionally present power but the Chaos Dwarfs half a world away, who really should have questionably projection force on such scale.

Also, like how the hell are Hobgoblins of all things even able to reach Altdorf alive all the way from Darklands?

I am sorry for being negative, but it's just that my immersion took a blow.
 
[ ] ENTRANCE: Checkpoint

I think we should do this. As nice as divine wrath is for preventing someone from shooting it, it wont prevent someone from coming in to break things. we need the checkpoint to prevent sabotage and assault seeing as our tower just became priority number 1 when it comes to securing the 8 peaks.

as for the under rooms, i think the following works for now:
[ ] Bedroom
[ ] Library
[ ] Bath Room

get all of the personal comforts now.

next time, get the following for sure.
[ ] Sitting Room - seems useful. especially for someone in our position.
[ ] Training Hall - we will want this for when we start to develop our own sword style to use with branhulne.
[ ] Vault - obvious need.

not sure what to use the last slot for. i am leaning towards the
[ ] Explosives Laboratory - some things we will work with (skaven tech in particular) might explode.

but could see arguments for :
[ ] Firing Range - not a fan. cant really get a sniper range in a mountain room. and we already learned the only ulgu offensive ranged spells.
[ ] Shrine to Ranald - lets just upgrade the big shrine.

not a fan of:
[ ] Provision Room - if we need this, we should probably have just fucking run for it with our newfound teleportation spell.

as for the ducklings, i am leaning towards
[ ] DUCK: Johann's investigation into the ratling gun has hit a wall. See if you can help.

help the minion.
 
- Speaking of, if there's a room you think should be added, let me know.
I do have one, yes!

[ ] ENTRANCE: M.C. Escher Nightmare

Oh sure, it isn't all that productive to have a room with stairs leading upside-down into the ceiling and useless sideways archways on the walls. But lit by the ominous glowing pillar of steel, the sheer confusion it causes in visitors would be so incredibly gratifying.
 
Don't do checkpoint people, it's tacky and ruins a perfectly good view. Boney confirmed that we can still spend Favor to secure it with the other picks, and a nicely furnished greeting room that happens to secretly be a deathtrap for intruders is sweet as hell.
 
The Runecraft definitely obviates damage and security concerns. Gazul doesn't fuck about.
Oh, good point on our security thing.

Anyway, yeah, I'd say that blotting out enemies of the Dawi with a symbolic representation of Zharrvengryn is good enough that I don't feel the need to invest more than one action next turn, and really I'd like to invest zero.
-Rooms: Bedroom, Library and Vault are must haves. The question is whether a personal Ranald shrine would be nicer or a practical room? Or a Provision Room so we can continue dwarf assimilation by being suited to siege for a whole year in our room if need be.
I made a post with an argument for the sitting-room that you may have missed at the speed the thread is flying now:
forums.sufficientvelocity.com

Warhammer Fantasy: Divided Loyalties - an Advisor's Quest Fantasy - Users' Choice!

I'd say Sitting Room so that some of our social actions can involve "someone coming over to hang out" -- I know that from a quest-mechanical perspective we are the ones exercising agency in picking who shows up on a given Social Turn, but from a character perspective, within the fiction of the...
 
Hm. The concept of a involuntary retired magisters named Grey is cool enough, but it breaks down somewhat when it includes Lords Magisters, especially when the enemy threatening them are not a regionally present power but the Chaos Dwarfs half a world away, who really should have questionably projection force on such scale.

Also, like how the hell are Hobgoblins of all things even able to reach Altdorf alive all the way from Darklands?

I am sorry for being negative, but it's just that my immersion took a blow.

Hobgoblins were mostly delivery mechanisms for various things that exploded, released poisons, or performed other devilry. They only had to be lucky once, she had to be lucky every time.
 
So for the vote itself:
-Entrance: Given that this gates our living space, our prison AND our superweapon, I think Checkpoint is a given.
-Rooms: Bedroom, Library and Vault are must haves. The question is whether a personal Ranald shrine would be nicer or a practical room? Or a Provision Room so we can continue dwarf assimilation by being suited to siege for a whole year in our room if need be.


Duckling wise, we can categorize into a few groups:
-Growth opportunities:
--Sword Teaching(Hubert, Adela, Gretel) - This would ensure we're less worried about their melee performance next brawl, though next brawl IS a bit away.
--Target Range(Hubert, Adela, Maxmillian) - Or we could encourage them to be better shots. Might encourage Gretel to pick up a ranged spell?
--Adela Engineering - I'd point out that the resident Engineer is a Radical and probably perfectly happy to teach her something with a minimal Favor cost. It'd mean she becomes useful for non-combat activities sooner. Note that this is likely to take 3+ turns to see fruit, though it costs us nothing.

-Research assistance:
--Panoramia's Magic Mushrooms - Research backlog is...research backlog. She's busy for a while.
--Johann's Ratling Gun - I'm guessing Johann's Learning isn't high enough to actually understand what Breach is giving him and he's not about to ask a Journeyman of his own college. That's just embarassing. It might help if we had Adela learn Engineering proper.

-Satisfaction:
--Johann's Puppy Play - Puppy!
--Hubert's Glory - No worries, lots of things to kill here.
--Gretel's Loot - This might work better if we do a combo Loot Everything turn where We, Johann and Gretel go on an acquisition trip

I'm somewhat in favor of setting Adela on her path to being useful for more than stabbing things inefficiently given her low Martial.
I think we should help train Johann's rat-puppies. Rats and Wolf both mature very quickly and this action is probably limited to this turn and maybe the next before they are to old.
 
I have to say we sure have come a far way from a young naive journeywoman to a magister in service to a dwarf king my personal goal for this quest is to try to become Supreme Patriarch(Matriarch?) of the colleges. Any how @BoneyM love this quest and can't wait to see where we go from here!
 
Don't do checkpoint people, it's tacky and ruins a perfectly good view. Boney confirmed that we can still spend Favor to secure it with the other picks, and a nicely furnished greeting room that happens to secretly be a deathtrap for intruders is sweet as hell.
I'll be voting for that I think, it pleases my inner schadenfreude lover and is still a step on the "resist loads of Bloodthirsters".

Also happens to include possibilities which amplify her villainous markers even more. Like a crocodile pit! :V
 
So, from whatever Mathilde's rolls were, I'm guessing she wasn't able to add anything from the Tower of Dawn and Dusk's effects to this tower?
Runes can't directly control wild magic, except in the way that a bowling ball directly controls a set of pins.
Hmm, so... metaphorically speaking, there's no way for a Dwarf to aim a hammerblow at dark magic, striking in such a way that it hits just the right spot?

Magic needs to hit magic, in order for the cascade collapse effect to happen.
 
Plan: Stop living like an animal.

[ ] DUCK: Work with Panoramia for her to finally get around to investigating the greenskin mushrooms she found.

trade one Panorania action with another.



Design of your Entrance Hall:
[ ] ENTRANCE: Pleasant foyer


As I already said in my plan I posted a while ago: a Foyer is a must if we want people to know we are a classy lady.

[ ] Bedroom
Silk sheets will have to wait until Princess Edda finds some weavers. Also includes a nice comfortable dog bed for Wolf, a bookshelf for your recreational reading, and a wardrobe of grey robes.

[ ] Library
Separated into three sections: Normal, Magical, and Classified. This allows guests to peruse portions of your library in accordance with their status. Includes a comfortable reading area and a few more private nooks; will be the home of your incredible dragon-skull chair.

[ ] Bath Room
Between Dwarven plumbing and a combination of runes and enchantment, you could create a private bathroom that would make Emperors envious.

[ ] Sitting Room
A room dedicated to socializing, from morning tea to formal meetings.

the bare necessities. all the fun stuff can be gotten after we stop living like an animal.
 
Hm. The concept of a involuntary retired magisters named Grey is cool enough, but it breaks down somewhat when it includes Lords Magisters, especially when the enemy threatening them are not a regionally present power but the Chaos Dwarfs half a world away, who really should have questionably projection force on such scale.

Also, like how the hell are Hobgoblins of all things even able to reach Altdorf alive all the way from Darklands?

I am sorry for being negative, but it's just that my immersion took a blow.
There's nothing saying she only made enemies of the Chaos Dwarfs.
 
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