Voted best in category in the Users' Choice awards.
Voting is open
A no to translating the book can more easily be passed as something else while we set up your option afterwards (since we're just using him for menial work, not asking him to choose between us and Skaven Culture).
Oh so you aren't asking him to translate queekish into the dwarven tongue? Because the same objections come up for the other options will come up here.

It's also far more risky because while we can use the book to make sure he's teaching us Queekish properly, we don't have any way to realise if he's translated the book properly as he'd be our only source.
 
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The same can be said for translating clan mor communication. We only want to hurt clan mors after all.
That is not what we're asking, though. We have no clan Mors communications to translate on hand. We're asking to be taught to do it ourselves.

(If you want to replace 'the chaos dwarf book' by 'a pile of stolen Clan Mors Communications' in my plan, go right ahead. I'm proposing the method, not the exact item to be translated.)
 
Oh so you aren't asking him to translate queekish into the dwarven tongue? Because the same objections come up for the other options will come up here.

It's also far more risky because while we can use the book to make sure he's teaching us Queekish properly, we don't have any way to realise if he's translated the book properly as he'd be our only source.
We can get more sources of Queekish to verify. There are enough Skaven under K8P that finding more text to verify isn't the issue.

And given we pretend we want the info, we can just say we'll have to ask the Grey College for their cypher instead (and thus setting up the second part of the plan at that point).
 
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@BoneyM the fact that it's the fumes of this draught that boost intelligence (rather than the draught itself) makes me think it'd be feasible to buy a cauldron or so's worth of this and get the intelligence boost for 1 AP's worth of work. Old World Armoury doesn't say there's a side effect for using it that much, but what about in Divided Loyalties? Are there downsides for using Greta's Boon that much here?
I'm not Boney, but I can tell you it ain't happening. AP are a way to restrict update bloat first and foremost. Nothing besides cloning Boney would give us more AP (in a sustained manner).
This might give a bonus to rolls, like the library, but it won't give AP.
 
Turn 24 - 2481.5 - Here Comes The Sun
[X] [TOWER] Ongoing

[X] [LIBRARY] Plan no favour mines
-[X] Skaven: Dwarven Antiquarian
-[X] Karaz Ankor: Imperial Esoteric, Bretonnian Extensive
-[X] Total cost 100 + 150 + 100 = 350, 2 favours. Out of pocket: 50 gc, 0 favours
[X] [DWARF] No purchase.
[X] [COLLEGE] No purchase.
[X] [PURCHASE] No purchase.

Though it's largely made redundant by your visit there and hearing about it in person from Roswita, you still go through the information the EIC collected from gossip and and observable movements from the front line. The Army of Stirland is holding and fortifying Tempelhof, Pfaffbach and Regrakhof, while the 3rd Division is on the long march around Hunger Wood to Siegfriedhof to reinforce the Black Guard and be in position for what promises to be a brutal war against the Strigoi that call it home. But though the casualty lists promise to be brutal, they're guaranteed to be less than if any of the Vampires established themselves enough to start turning their gaze towards the Empire, even without considering the disaster that Teufelheim could have ended up being. That was the reasoning that Abelhelm used to begin the Purge six years ago, and one thing you share with Roswita is a firm belief that it still applies.

---

Today's Council Meeting is once more done on the move, this time in Karagril, and the seven of you gather to inspect the defences at the base of the mountain. A corridor twenty could march abreast down stretches a hundred meters or so before it opens into the Grand Avenue, which is now the territory of Clan Mors. None present trust in Clan Mors' many enemies to keep them from striking if they're shown a weak point, so Prince Gotri and his underlings have been busy amplifying the underground defences, which previously were limited to man-portable weapons and the one-Dwarf ballistae of Karak Norn, and the latest addition seems to basically be a mortar pointed down the tunnel, mounted on a stone pedestal braced with steel.

"I took some inspiration from our Imperial allies," and Gotri gives a bow in your direction. "Their 'mortars' don't have a long barrel because they don't need one - they don't want maximum force like you do with a cannon, they want an exactly-measured amount of force to give the parabolic arc they want. Similarly, we don't need maximum velocity here. We'd be up against personal armour and flesh, and maximum range is about 150 meters. We also lose out on accuracy from both velocity and rifling, but if we're not shooting single balls..." He pulls a bundle of metal balls wrapped in flimsy-looking rope from the nearest gun. "We don't need it. We're killing in an expanding cone instead of a straight line. So it takes less steel, less precision, and less work to make, and since it's bolted down we can overengineer instead of trying to make it battlefield portable so it's as reliable as any cannon rolling out of Zhufbar. Instead of a typical swabbing, it's right at head height and short enough to look into. One Dwarf sees to the touch-hole, one does a visual inspection of the barrel for sparks or flame or debris. Wrapped powder in, shot in," he replaces the shot, "punch it," he does so and winces, "the loaders use a padded glove - and fire. Four shots a minute easy, and we're working on designs for powder and shot that I think can get it up to six." Everyone present, both Council and those on guard, cover their ears as Gotri holds the linstock to the touch-hole, and with a mighty roar metal projectiles are sent flying down the corridor in an expanding cloud.

"How many?" King Belegar asks.

"Five at each underground front, twenty total. We're on track to triple that in another six months, and all the work is being done at Karak Azul so that's alongside any other work."

"Fifteen of these, ten bolt throwers... could they be moved?"

"Not tactically, but if you're in no hurry, sure."

"Good. Keep on it."

---

The Temple of Grungni is not to be visited by layfolk while it's in the process of being excavated, as to Grungni the process of mining out the Temple is as sacred as the Temple itself. But as you walk past it on the way upwards, Gunnars explains that it's on track for completion in another year or so. He'd not been able to draw in any high-ranking members of the established Temples, but a Temple focused on Grungni's aspect of Mining has attracted enough interest from mining clans to fill out a priesthood. You also pass through the residential area being rebuilt, which isn't at all necessary considering most of the Chiselwards remained empty, but the Norgrimlings and Ironbacks apparently preferred architecture that followed the crooked trail of an extinguished seam over the strict order of usual Dwarven architecture.

The next stop is one of the many stone platforms that jut out from the northern face of Karagril, giving a dominating view of Death Pass. There's a half-dozen of the Undumgi on guard, four relaxing in the small room below who scramble to their feet and stand to attention at their unexpected visitors, and two on guard up top, watching the Pass below. And finally, the reason for their presence tucked into a small recess in the face of Karagril, a greatcannon fresh from the foundries of Nuln. "They said the Emperor has first refusal and the Elector Count of Wissenland has second, but as long as they could boast of supplying cannon to Karak Eight Peaks, the rest of their production is ours," Prince Kazrik says, unable to keep from smiling with pride. "And I had an unofficial word with the Emperor's representative in Nuln, and now we possess a license to buy cannon at Nuln rates, rather than paying the foreign powers and private citizen cannon tariffs."

"Excellent work. How many have we got?"

"Thirty now, ten more en route. If I remain there to beat the Elector Counts to any that come out of the foundry, I think I can get to at least sixty by the end of the year."

"Good. Head back and stay on it, and see if you can get your hands on some of their mortars, too. Speaking of the Empire, Princess Edda?"

"I was able to find a significant number of interested weavers in," she checks her notes, "Wissenland, Averland, and Stirland. Final headcount will have to wait until we see how many actually show up to the Black Fire Pass ferries I organized, but I'm expecting at least three hundred, largely thanks to Master Weber's contacts in the Empire. I was also able to recruit a group of human engineers from the University of Nuln, who were unable to find any interest in the Empire for their loom designs."

"Excellent. See to getting them established-"

"Excuse me, my King," Princess Edda interrupts, "but I've discovered that I have no affinity for dealing with or managing humans. I believe it would be better for the economy of your Karak for a new Steward to be found." She's obviously rehearsed saying this, and to her credit none of her nervousness is visible except in a tremble in her shoulders.

King Belegar considers her for some time. "No," he says finally. "You've shown diligence and ability in every other aspect of the role, and there's no shame in not being equally skilled in every new and strange challenge Karak Eight Peaks supplies. Give the leader of the Undumgi temporary control of Karag Nar and let him know if he proves equal to the task, it will be made permanent and he will be given the title of Thane. Drop management of the silk business in his lap, that can be his trial. Meanwhile, see to establishing proper infrastructure in Karagril - they've got picks and the like, but they'll need a blacksmith for sharpening and repairs, a carpenter for support beams, and a smelter until we retake Karag Rhyn. Probably several other things, too - find out what."

"Thank you, King Belegar," Princess Edda says, just above a whisper.

"No thanks needed. Since you were given it, you've earned your position and you'll do so several more times over in the coming years."

---

The Silver Tower remains in ruins, but it still supplies an amazing view of the entire Karak and from there Dreng gives the results of the hard work of the scouts. "Kvinn-Wyr," he says, pointing to the most distant. "Trolls, as we know. The Sentinels show signs of Orc habitation at some point, but they're long gone." He skips over Mhonar to point at Karag Rhyn. "Broken Toof above, Crooked Moon below. The former used to live in the caldera and the latter once had the entire mountain, so they're crammed in and angry at each other about it, though right now it's skirmishes instead of all-out war. Which is strange, because Karag Mhonar is right there and, as far as I could tell, uninhabited. Lots of dead greenskins and Skaven, from fresh to ancient, all with shattered bones. But my Rangers have scoured it from top to bottom and found nothing."

"Strange," King Belegar says. "Have the greenskins fortified against the east?"

"Not a bit. They just don't venture into the tunnels that link the two Karags."

"Any trolls ventured west?"

"None, as far as I can tell. Not even corpses."

"Damn strange. Yar?"

"Eshin, top and bottom."

"Not just a warband, then. Blast."

"As for Zilfin..." All eyes go to the tallest of the eight peaks, the only one apart from Karagril to stretch so high as to have snow on its peak year-round. "Skryre underneath, but though they've fortified the caldera entrance and the Grim Gates above, that's as high as they've gone. Should have noticed why sooner. Look."

He points upward at Karagril's peak, and then back at Zilfin. You can't see anything significant about either, but Prince Gotri's eyes narrow as he peers back and forth between them. "The frost line's higher on Karagril."

"Ice Dragon," Dreng confirms.

King Belegar sighs. "That's the last thing we need. Grim tidings, but fine work, Dreng. Head to Karak Azul, have a word with their Blacksmiths Guild. We've been getting a trickle of individual Dwarves and some entire Clans, and not all have ancestral weapons. Make sure there's at least an axe and a shield for each, and have the sigil of Eight Peaks on each." He smiles and nods. "Finally, surface defence. Master Weber?"

All eyes turn to Karag Nar, and the two tower on its peak. "With assistance from Kragg, Gunnars, and the Grey College, it's operational, but I believe there's still more to be done before it could be considered complete."

He nods. "Will it remain as operational as it is now?"

You consider the possible upgrades you have in mind. "Yes."

"Then by all means."

---

Mandatory Actions: Pick one from each category.

Journeyman Maximilian de Gaynesford, Gold Wizard
[ ] MAX: Allow him to spend all his time on his metalworking studies.
[ ] MAX: Learn a skill: specify what from who. You may pay for a trainer.
[ ] MAX: Learn a spell: specify which.
[ ] MAX: Study an artefact: specify which.
[ ] MAX: Bring him into the classified study on Warptech and have him assist Johann with the Ratling Gun. (NEW)
[ ] MAX: Write a paper: specify which.
[ ] MAX: Receive dictation: specify which. Must be taken with a 'dictate' action.

Magister Johann, Gold Wizard
[ ] JOHANN: Allow him to spend all his time raiding the Skaven (Choose: Clan Mors, Skryre or Eshin)
[ ] JOHANN: Join him on raids into Clan Mors territory with the aim of finding written correspondence. (NEW)
[ ] JOHANN: Learn a skill: specify what from who. You may pay for a trainer.
[ ] JOHANN: Learn a spell: specify which.
[ ] JOHANN: Study an artefact: specify which.
[ ] JOHANN: Write a paper: specify which.

Wizards of Karak Eight Peaks
[ ] DUCK: Work with Panoramia for her to finally get around to investigating the greenskin mushrooms she found.
[ ] DUCK: Help Johann train his rat-wolf children.
[ ] DUCK: Johann's investigation into the ratling gun has hit a wall. See if you can help.
[ ] DUCK: Each of your three ducklings can fight in melee. Spar with them, and teach them what you can.
[ ] DUCK: Magical target-shooting is rough on normal targets. Set up a specialized target range for your ducklings, and for any other wizards at Eight Peaks.
[ ] DUCK: Adela's interested in mechanics, see if anyone you can introduce her to would be willing to teach her.
[ ] DUCK: Hubert wants glory. Take him on a sortie against Clan Mors, with the side-goal of finding written correspondence. (NEW-ish)
[ ] DUCK: Gretel's motivated by wealth. Take her on a raid against Clan Mors, looking for wealth and Queekish. (NEW-ish)

The Eastern Imperial Company
Your outstanding debt: 750 gc
Your share of EIC profits: 125 gc / turn
Current Focus of the EIC: Handgun Factory in Blutdorf (Grand Opening in 6 months)

[ ] Put policies in place that local news should be collected and sent to you (rumour mill).
[ ] Have the Eight Peaks branch keep a careful eye on the mood and actions of the Undumgi.
[ ] Have the Eight Peaks branch keep a careful eye on the mood and actions of the non-Undumgi civilians of Karag Nar.
[ ] Found an internal investigation division, to investigate possible misconduct.
[ ] Found an auditors division, to make sure the ledgers are in order.
[ ] Start hiring handlers who can then start hiring informers and begin to collect non-public information.
[ ] Reach out to Julia to find out if she's interested in being poached or passing on information.
[ ] Reach out to Roswita, and have the EIC start passing on tips about any tax evasion or other naughtiness by the EIC's rivals.


Personal Actions: you have four actions you can apply without engaging in overwork.
Current overwork status: [+] [ ] [ ]
Each box will be filled by one action of overwork, and will take the two turns after that to fade as you recover. The first box incurs no penalty. The second will give a -10 penalty to all actions during the first turn of recovery. The third will give a -20 penalty to all actions on both turns of recovery.
Overwork incurs no penalties on the turns taken, only on the turns recovering from it. You can take as many actions of overwork as you have unfilled boxes.
When you use overwork it fills the left-most empty box, so [-][ ][ ] becomes [-][+][ ], not [+][-][ ]. All boxes recover in parallel and independent from one another, but second and third apply maluses on your actions during that cooldown period.



Current Task: (NEW)
[ ] Seek to expand the capability of the Grey Tower to absorb and store power for independent firing.
[ ] Blue Tower: build a tower that uses Azyr to create clear sky on demand.
[ ] Red Tower: build a tower that uses Aqshy to create mystical flames (and non-mystical light) to use the mountain at night.
[ ] Build a tower to magically protect the others. (optional: specify wind)
[ ] Build a tower to magically attack any airborne enemies. (optional: specify wind)

The We: (pick no more or less than one, only doing so personally costs an action, none cost money)
[*] Hire a Priest of Esmerelda to teach the We.

Qrech: (NEW) (warning: though he has books to read, prolonged solitude and boredom may have negative effects on his sanity and cooperativeness)
[ ] Seek to build a stronger rapport with the Skaven, and see about supplying sources of mental stimulation that your company isn't the only thing keeping him sane.
[ ] Supply a steady stream of Queekish documents for him to translate, and carefully check the results for consistency.
[ ] Supply the book on Chaos Dwarf anatomy for him to translate, and use the translation to add what you can to a Queekish lexicon.
[ ] Though it's out of date and growing more so, try to extract whatever strategic information he might have.
[ ] Try to deepen your understanding of Skaven warfare.

Qrech Gambits: (NEW) (one can be taken for free per action invested in the Qrech category above)
[ ] Convince Qrech that the Empire has already translated Queekish, but his help could provide a faster turnaround and better help you plan an attack on Clan Mors.
[ ] Convince Qrech that you seek an arrangement with Clan Moulder, and that you will release him as an ambassador for that arrangement once you are satisfied he'll cooperate.
[ ] Convince Qrech that the Underempire has no way of knowing he's even alive, and that he should prioritize the comfort with which he will live the rest of his life.
[ ] Convince Qrech you're ambitious and loyal only to yourself, and you're willing to repay his cooperation in ways that will benefit the Under-Empire.
[ ] Other (write in)

Self-Improvement:
[ ] Ask an acquaintance to train you in a skill: specify who and what.
[ ] Attempt to learn a spell from scrolls (specify which, will be harder than studying it at the Grey College)
[ ] Hire a trainer to come to Eight Peaks and teach you: specify what. (costs favours for Dwarf trainers, money for human ones)
[ ] Travel to the Grey College and attend lessons there. (1 College Favour per class; 100gc can be paid instead for non-magical classes)
[ ] Attempt to learn Battle Magic at the Grey College. (1 College Favour per attempt) (NEW)
[ ] Gain enough control of your unruly shadow to still it temporarily.
[ ] Try to see through Pall of Darkness with your improved magical senses.
[ ] Practice shooting while invisible. (applies to Substance of Shadow; will apply to Invisibility)
[ ] Branulhune's ability to disappear and reappear at a thought allows entirely new forms of combat. Try to create them.
[ ] Have one of Prince Gotri's pilots teach you to fly a gyrocopter.

Karak Eight Peaks, friendly:
[ ] You have set up a Shrine to Ranald. Expand it into a Temple to the Night Prowler - an underlit and disreputable pub for those who value privacy to gather. Guaranteed cloaked stranger in every corner. Costs 100gc.
[ ] You have set up a Shrine to Ranald. Expand it into a Temple to the Gambler - a gambling hall with clean cards, guaranteed unloaded dice, fresh sawdust in the fighting ring, and a lottery every Festag. Costs 100gc.
[ ] You have set up a Shrine to Ranald. Expand it into a Temple to the Deceiver - a pawn shop filled with strange knick-knacks, odd devices, foreign books, and a shopkeep that knows more than they should. Costs 100gc.
[ ] You have set up a Shrine to Ranald. Expand it into a Temple to the Protector - a clean and respectable tavern for Undumgi to visit after they finish their patrols. Costs 100gc.
[ ] King Belegar's divergence from Dwarven cultural norms is starting to show. You're not sure if there's anything you could do to help, but maybe you could try anyway.

Karak Eight Peaks, hostile:
[ ] Investigate and map an area: specify which.
[ ] Raid and disrupt an enemy: specify which, optional: specify goal.
It may be helpful to consult the maps under the Collection of Important Information threadmark.

Research and Publishing:
[ ] Study an artefact: select which.
[ ] Write a paper: select which.
Once per turn, you can write a paper without spending an action thanks to your Tower of Serenity.
[ ] Dictate papers: select which two, must be taken with Max's 'receive dictation'.
[ ] Write the book on the We (takes two actions, or one if dicated to Max; combines all outstanding papers) (gap in knowledge: means of communication)
[ ] Investigate how the We communicates with... itself?
[ ] Investigate the possibility of using one Wind to directly manipulate another.
[ ] The Second Secret of Dhar teaches how to collapse it upon itself. Practice upon local Dhar taint, and very cautiously see if this works with Warpstone.
[ ] Try to establish a relationship with the Cult of Verena, with the intent of offering them access to your rarer tomes in exchange for copies of some of their own.

Aethyric Vitae (17 gallons):
[ ] Investigate the exact circumstances required to induce a transformation.
[ ] Investigate how living things react to exposure to the Vitae.
[ ] Investigate how the Vitae reacts to Dwarven magic-dampening Runes. (2 Dwarf favours)
[ ] Attempt to interest one of the currently present Runesmiths in the interaction between Runes and Vitae. (Will start at the top and work your way down)
[ ] Call in favours to get a specific Runesmith to examine the interaction between Runes and Vitae with you.
[ ] Investigate how the Vitae reacts with Divine Magic.
[ ] Investigate how the Vitae reacts to a power stone.
[ ] Investigate how the Vitae reacts to being subjected to power stone creation methods.

[ ] Instead of seeking the secrets of the blood, simply see if it can be weaponized in some way.

Enchantment and Spell Creation:
[ ] Enchant an item with a Moderately Complicated or easier spell (specify what and which)
[ ] Attempt to deepen your skill with Enchantment (will be more difficult than studying it at the Grey College)
[ ] Attempt to create a spell (must have been previously said to have been plausible by me, have the post where I did so handy)

Karag Nar Penthouse: each turn, you get ONE free choice in this category. Additional selections cost actions.
[ ] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
[ ] Have additional rooms excavated underneath your Penthouse: -100gc for 4 rooms.
[ ] Have a gyrocopter landing pad built into your balcony.
[ ] Your dungeon was built with a reasonable amount of paranoia. Apply an unreasonable amount of paranoia.
[ ] Add security measures to your Penthouse to prevent forcible entry. (NEW)
[ ] Add security measures to your Penthouse to prevent surreptitious entry. (NEW)
Setting up rooms for specific purposes will have to wait until new rooms are constructed or excavated. Only one construction or excavation can take place at a time, but you can do one of each.
Building downwards will increase by 1 each time; second set of excavated rooms will be 3 rooms, third will be 4, and so on.
Building upwards can be added upon; towers can be added on to or additional towers can be built. The distinction between the two is entirely cosmetic.


Foreign Relations: (NEW)
[ ] Join the war between Stirland and the Strigoi in Hunger Woods.
[ ] Join the Empire's attack on Under-Nuln.
[ ] Join the Empire's attack on Under-Ubersreik.
[ ] Join Bretonnia's attack on Under-Mousillon.
[ ] Join Bretonnia's attack on the Black Chasm.

Personal Relations:
[ ] Spend time assisting with a fellow councillor's task: specify who and how.
[ ] Spend time investigating a character without their knowledge: specify who.
[ ] Wolf is fully grown and a Very Good Boy. Train him. (increases his intelligence, he may learn to speak Praestantia)
[ ] Wolf is fully grown and very magical. Deepen your familiar bond. (may unlock a new familiar ability; risks obsession)


Ranald's Coin - specify which face it will be set to
[ ] The Gambler: specify an action this will apply to.
A +20 bonus to up to two dice rolls resulting from a single chosen action.
[ ] The Night Prowler
As long as you are outside of private property and within a town or city, nobody will question your presence and nobody will be able to find you if you do not wish them to.
[ ] The Deceiver: specify how this will be used.
Lies you have developed beforehand will be delivered perfectly. The listener may believe you to be mistaken, but they will never believe that you are lying. Cannot be used to tell truths.
[ ] The Protector
When you act in a way that defends an individual or group from a danger that you did not cause, they will become aware of what you have done and will believe you acted selflessly in doing so.

Ranald's Coin
Vampire skulls

Skaven firearms: jezzail, pistol, bullets, gunpowder.
Skaven throwing star, still dripping venom.
Skaven book on the Anatomy of Chaos Dwarves.
Skaven electric whip, stolen from Clan Moulder.
Skaven vials, stolen from Clan Moulder.
Note: Fresh and Refreshed papers confer a +10 bonus; faded ones a -10 malus.
Papers get one step less 'fresh' each turn: Fresh; Fading; Mostly Faded: Faded. Only the first and last have an effect on the diceroll.


Waaagh energy and magic witnessed during the Expedition. (FADING)
Your personal understanding of countering Waaagh Magic. (FADING)
The ability of Alkharad to assume a projected form of mist. (FADING)

The Black Orc Warboss' worship of Only Gork, and what you saw of the Rogue Idol ritual. (FADED)
The physiology and venom of the We. (FADED)
The psychology and social structure of the We. (FADED)

Preliminary paper on Aethyric Vitae. (TIMELESS)
Insight on Skaven tactics and strategy, acquired from the Liber Mortis but justified by your current encounters (TIMELESS)


- The EIC information-gathering results will now be part of these results & reports phases, though if information would be applicable to the events of the turn it will be used there even though it isn't delivered 'on-screen' until now.
- There is a four hour voting moratorium.
- As always, if there's something I've missed, let me know.
- I've formalized the fading of memory with the paper topics rules.
- I've added a bunch of information to the Dramatis Personae page, specifying various K8P stats under each of the councillors.
- Information Mathilde would know: frost dragons are the 'normal' dragons with pale blue scales and freezing breath. Ice dragons are the name for Emperor Dragons of that sub-type, the largest, oldest, wisest, and most powerful of dragons, who are often spellcasters as well. Ice Dragons that cast magic use Hysh, the Lore of Light.
 
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@BoneyM the fact that it's the fumes of this draught that boost intelligence (rather than the draught itself) makes me think it'd be feasible to buy a cauldron or so's worth of this and get the intelligence boost for 1 AP's worth of work. Old World Armoury doesn't say there's a side effect for using it that much, but what about in Divided Loyalties? Are there downsides for using Greta's Boon that much here?

It doesn't look like the book specifies a downside, but it's still 30 crowns per individual dose and a dose lasts less than a minute. That multiplies painfully.
 
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I'm not Boney, but I can tell you it ain't happening. AP are a way to restrict update bloat first and foremost. Nothing besides cloning Boney would give us more AP (in a sustained manner).
This might give a bonus to rolls, like the library, but it won't give AP.
Yes, a bonus to rolls was exactly what I was asking for, if there'd be any problems if Mathilde was on the drug for 1 AP's worth of time.
 
It's 30 crowns per individual dose and also has a table of different ways it can poison you or drive you insane. No.
@BoneyM the table you're talking about isn't for Greta's Boon, it's for a draught called Mamma Melchin's Cure for What Ails Ya. Mamma Melchin's has an availability of Common and a cost of 18 s, compared to Greta's Boon's Very Rare and 30 gc.
 
"I was able to find a significant number of interested weavers in," she checks her notes, "Wissenland, Averland, and Stirland. Final headcount will have to wait until we see how many actually show up to the Black Fire Pass ferries I organized, but I'm expecting at least three thousand,
Wait, what? Either there's a lot more We than I thought, or Edda is just grabbing every weaver in sight for some reason, because I did not have the impression Karak Eight Peaks had enough humanoid (+livestock) population to support three thousand weavers.
 
itself. but as you walk
Needs capitalization.
which isn't at all necessary considering the most of the Chiselwards remained empty
Should be "that", I think.

Which is strange, because Karag Mhonar is right there and, as far as I could tell, uninhabited. Lots of dead greenskins and Skaven, from fresh to ancient, all with shattered bones. But my Rangers have scoured it from top to bottom and found nothing."

"Strange," King Belegar says. "Have the greenskins fortified against the east?"

"Not a bit. They just don't venture into the tunnels that link the two Karags."

"Any trolls ventured west?"

"None, as far as I can tell. Not even corpses."
What the shit. What the hell is up with Karag Mhonar. At this point, I'm scared of even going in there to scout. I wonder if our Skaven friend would know anything about what the fuck.

... Guess we look at it with our Windsage eyes first.

Also: well, I guess Dreng sure recon'd the heck out of the Peaks!
 
@BoneyM Will we be able to dedicate Johann or Max this turn? I may be blind but I don't see any place for Johann, Max, or duckling actions to be voted on.
 
Give the leader of the Undumgi temporary control of Karag Nar and let him know if he proves equal to the task, it will be made permanent and he will be given the title of Thane. Drop management of the silk business in his lap, that can be his trial.
Given Francesco's provisional promotion, plus his ties to the EIC, I believe it would be worth picking the EIC action for keeping an eye on Karag Nar. That situation's definitely one we want to keep an eye on, considering it's happening in Matty's basement.
 
What the shit. What the hell is up with Karag Mhonar. At this point, I'm scared of even going in there to scout. I wonder if our Skaven friend would know anything about what the fuck.
No corpses, in my mind, suggests undead.
@BoneyM Will we be able to dedicate Johann or Max this turn? I may be blind but I don't see any place for Johann, Max, or duckling actions to be voted on.
Ctrl+F for Mandatory Actions
 
Haha I didn't even question the number of weavers being sent out. I just chocked it up to Anton doing an Anton and rolling stupidly well to salvage Edda stumbling over HUMAN DISORGANIZATION. "People like it when I send thousands of soldiers right? Weavers aren't that different from crossbowmen, right? Right!?"
 
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