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Hmm based on the success of the current tower actions we may only need to spend one more action on the tower next turn. The one to make light bright enough to use it during the day.

If so I'd like propose the following plan assuming nothing comes up.

1) Learn invisibility
2) Turn shrine into temple (gambler or protector)
3) Ulgu tongs or we communication (if we do one this turn coming we do the other next turn)
4) Tower light for night time or day time use.
 
So, something that went over my head the first time I read the update: has Gunnars been read into the whole weaponized mountain thing, or has he only been told enough to advise on the Ancestor Runes?

Square and about a foot across. Probably hollow, but if you tap on it and listen, instead of an echo you hear the eternal screaming of those foolish enough to try to break into the Underearth.
So it's less like a rod or a pillar, and more like a hellfire pipe?
 
Hmm based on the success of the current tower actions we may only need to spend one more action on the tower next turn. The one to make light bright enough to use it during the day.

If so I'd like propose the following plan assuming nothing comes up.

1) Learn invisibility
2) Turn shrine into temple (gambler or protector)
3) Ulgu tongs or we communication (if we do one this turn coming we do the other next turn)
4) Tower light for night time or day time use.
Aethyric Vitae still has priority over Ulgu-Tongs, and will do until either the interesting tangible possibilities are exhausted or something else in favour of Ulgu-Tongs comes up.

I personally feel that setting up a personal shrine to Ranald is satisfactory in the short term, so assuming that wins my preferred plan is thus:
1) Learn invisibility
2) Powerstones class
3) Aethyric Vitae investigation
4) Tower light for night time or day time use.
 
Aethyric Vitae still has priority over Ulgu-Tongs, and will do until either the interesting tangible possibilities are exhausted or something else in favour of Ulgu-Tongs comes up.

I personally feel that setting up a personal shrine to Ranald is satisfactory in the short term, so assuming that wins my preferred plan is thus:
1) Learn invisibility
2) Powerstones class
3) Aethyric Vitae investigation
4) Tower light for night time or day time use.
I'm pretty sure the part where the Patrirach of the Grey Order goes "Why don't we just move the Sun?" solves any day time use problems.
 
So I'm thinking, what are counters to the Mount Doom, as it is now?
1. Flying monsters. Tower can't do AA right now, and something like a dragon can surely destroy it.
2. Assault by night, successful in under 8 hours. Against a dwarven fortress. Yeah, right.
3. Blocking the sun altogether. A spell by a powerful sorcerer or a smoke machine by chaos dwarf or skaven engineer can blot out the sun, leaving our tower useless.
4. Indirect fire artillery. Towers can be brought down by mortars.

We can try to make our tower night time operational, to reduce impact of night assaults or blotting out the sun, and, maybe, figure out some AA.
 
I'd say that as we don't have Algard next turn but Mathilde is still performing an Enchantment project we should strongly consider another class in that if we can afford it. Particularly if we're taking a very tricky option.

Also, we need to do Queekish next turn, which would pair very well with a Wolf action.
 
Aethyric Vitae still has priority over Ulgu-Tongs, and will do until either the interesting tangible possibilities are exhausted or something else in favour of Ulgu-Tongs comes up.

I personally feel that setting up a personal shrine to Ranald is satisfactory in the short term, so assuming that wins my preferred plan is thus:
1) Learn invisibility
2) Powerstones class
3) Aethyric Vitae investigation
4) Tower light for night time or day time use.

Wholly agreed, but we will have to swap one of the actions above for Skaven interrogation.
 
Aethyric Vitae still has priority over Ulgu-Tongs, and will do until either the interesting tangible possibilities are exhausted or something else in favour of Ulgu-Tongs comes up.

I personally feel that setting up a personal shrine to Ranald is satisfactory in the short term, so assuming that wins my preferred plan is thus:
1) Learn invisibility
2) Powerstones class
3) Aethyric Vitae investigation
4) Tower light for night time or day time use.

Needless to say I disagree on the Vitae vs Tongs urgency. It's a simple exploratory action to see what viable and isn't. Until you do that action you don't actually have a good base line to see which is more urgent. Especially as the Ulgu-tongs one has implications with regards to keeping underlings alive if they miscast in our presence.


Wholly agreed, but we will have to swap one of the actions above for Skaven interrogation.

Erk, I literally forgot about that. Out goes the shrine upgrade then.
 
So I'm thinking, what are counters to the Mount Doom, as it is now?

Even if the mountains are smaller than in canon Warhammer, there's a fair chance that they're around Everest's height. And plan that involves carrying siege engines up to the top of a mountain like that probably isn't a serious risk.

And blotting our the sun on this kind of scale would also be hard.
 
So I'm thinking, what are counters to the Mount Doom, as it is now?
1. Flying monsters. Tower can't do AA right now, and something like a dragon can surely destroy it.
2. Assault by night, successful in under 8 hours. Against a dwarven fortress. Yeah, right.
3. Blocking the sun altogether. A spell by a powerful sorcerer or a smoke machine by chaos dwarf or skaven engineer can blot out the sun, leaving our tower useless.
4. Indirect fire artillery. Towers can be brought down by mortars.

We can try to make our tower night time operational, to reduce impact of night assaults or blotting out the sun, and, maybe, figure out some AA.
The Blocking the Sun thing I think is partially mitigated by the fact that we can change where the sun is situated and I don't think there exists an artillery gun able to shoot something at the top of the mountain.

As for the Flying Monsters, i'd imagine that would be for the Gyrocopters to deal with. Also keep in mind that those monsters would still need to be avoiding the shadow.
 
So I'm thinking, what are counters to the Mount Doom, as it is now?
1. Flying monsters. Tower can't do AA right now, and something like a dragon can surely destroy it.
2. Assault by night, successful in under 8 hours. Against a dwarven fortress. Yeah, right.
3. Blocking the sun altogether. A spell by a powerful sorcerer or a smoke machine by chaos dwarf or skaven engineer can blot out the sun, leaving our tower useless.
4. Indirect fire artillery. Towers can be brought down by mortars.

We can try to make our tower night time operational, to reduce impact of night assaults or blotting out the sun, and, maybe, figure out some AA.
The greatest counter is an underground assault - and also the most realistic one.

Indirect fire, while possible, is very hard, as the tower is located very high and is certainly very durable.

The Blocking the Sun thing I think is partially mitigated by the fact that we can change where the sun is situated and I don't think there exists an artillery gun able to shoot something at the top of the mountain.
I'm pretty sure that liberal application of warpstone/demons by skaven/dawi zhar can theoretically solve the problem. Mind you, it will not be easy.

And they will have to face counterbattery fire.
 
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The Blocking the Sun thing I think is partially mitigated by the fact that we can change where the sun is situated and I don't think there exists an artillery gun able to shoot something at the top of the mountain.

As for the Flying Monsters, i'd imagine that would be for the Gyrocopters to deal with. Also keep in mind that those monsters would still need to be avoiding the shadow.
As a note the Tower doesn't actually move the sun. So if something is blocking the sky (clouds for instance) then the trick won't work. At least, that's the impression I get.
 
So I'm thinking, what are counters to the Mount Doom, as it is now?
1. Flying monsters. Tower can't do AA right now, and something like a dragon can surely destroy it.
2. Assault by night, successful in under 8 hours. Against a dwarven fortress. Yeah, right.
3. Blocking the sun altogether. A spell by a powerful sorcerer or a smoke machine by chaos dwarf or skaven engineer can blot out the sun, leaving our tower useless.
4. Indirect fire artillery. Towers can be brought down by mortars.

We can try to make our tower night time operational, to reduce impact of night assaults or blotting out the sun, and, maybe, figure out some AA.
3b. Bad weather. Making it overcast is probably easier than most things evoked by the thought 'blot out the sun'.
5. Infiltrators to disable the tower or block the entryway.
6. Assassinating Mathilde while she's outside the Karak.
7. Sufficient illumination in the assaulting army.

(not listing underground as I feel that's more of a circumvention than a counter)
 
Erk, I literally forgot about that. Out goes the shrine upgrade then.

And we may need to teach Wolf the concept of speech for the higher frequency range.

I'm thinking of something like:

Tower
Enchanting
Invisibility
Queekish
Teach Wolf to speak

And hoping that learning Enchanting to help complete the tower counts as a job related choice. It's another point of Overwork though, but probably necessary to finish the commitment we made to get the free floor action.

Queekish is essentially our off the books project for the year in place of other research topics. That means that Aethyric Vitae or Ulgu Tongs and all the rest need to wait.
 
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And we may need to teach Wolf the concept of speech for the higher frequency range.

I'm thinking of something like:

Tower
Enchanting
Invisibility
Queekish
Teach Wolf to speak

And hoping that learning Enchanting to help complete the tower counts as a job related choice. It's another point of Overwork though, but probably necessary to finish the commitment we made to get the free floor action.

Queekish is essentially our off the books project for the year in place of other research topics.

Hmm, perhaps we drop the wolf speech action until the turn after.
 
Next turn for sure:
Queekish lexicon (?Max)
Learn invisibility
Ranald the gambler shrine
EIC - local non-undumgi
AV on living things (guest starring Panoramia)
 
3b. Bad weather. Making it overcast is probably easier than most things evoked by the thought 'blot out the sun'.
5. Infiltrators to disable the tower or block the entryway.
6. Assassinating Mathilde while she's outside the Karak.
7. Sufficient illumination in the assaulting army.
6 will mitigate at best, it can be operated by a dwarf to a lesser efficiency. Illumination is a great counter though - what can we do about it?
 
I personally feel that setting up a personal shrine to Ranald is satisfactory in the short term, so assuming that wins my preferred plan is thus:

It can't win, unfortunately, given how many votes it's behind. Will you still oppose the setting up of the Shrine to the Gambler, especially if it could provide us cash flow to mitigate our money problems within the next four to five turns (given how fast our rate of spending still is).

Anyway, vote for next turn thoughts:

1. Shrine to Ranald the Gambler
- Gratitude to our patron god. This Tower probably had Ranald's hands in it given how well we rolled.
2. Queekish Lexicon
- Time-sensitive, we don't know how long we will have the Skaven for given their lifespans, and we need to produce results.
3. Lean Invisibility
- We probably need this to avoid a Nega-Trait, and for our next set of adventures whatever they may be.
4. Tower light for night time or day time use. (Gambler)
- Let's not simply declare the job done and walk off on this. Tower light for night time or day time use opens the door to weaponizing Burning Shadows in the Underway to repulse Skaven incursions, and protecting the underbelly of the Eight Peaks.

If WOG permits Max to take on the Queekish Lexicon, I'd swap out Queekish Lexicon for Aethyric Vitate, but I prefer to focus on one Super-weapon at a time.


What money problems?

Didn't we just spend 25% of our reserves last turn alone? The problem isn't coming through for a few turns, but it would eventually happen, especially when our expenditure IIRC is still exceeding our cash flows.
 
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I'm pretty sure that liberal application of warpstone/demons by skaven/dawi zhar can theoretically solve the problem. Mind you, it will not be easy.

If attackers have to invest that much in dealing with the tower then its job is basically done because that's a lot of resources that won't be going into an assault.


It can't win unfortunately, given how many votes it's behind. Will you still oppose the setting up of the Shrine to the Gambler, especially if it could provide us cash flow to address our money problems in the coming turns?

We don't have money problems?
 
Hmm, perhaps we drop the wolf speech action until the turn after.

The problem is, I think, that we need to start producing results from the cells pretty soon, and without Wolf and his senses, we may just get a flat failure with a lower roll, wasting the action.

I would also like to get Max as a collaborator on the language, documenting our discoveries and cross checking them with Law of Logic as we go. Perhaps even have Johann use Trial and Error as well. And drag the skaven up to our research tower for better contrast for Magesight.

If we consider Queekish as our current research project, it makes sense not to split our focus, and simply do our job and that, along with meeting our stealth spell obligation.

The joys of AP hell. However, if we propose the Cartographer project next time then between improved Enchanting and the Invisibility spell we'd do a really good job.
 
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