Voted best in category in the Users' Choice awards.
And other actions that make a permeant strategic difference to the future of K8Ps in our absence should also be considered.

However, those are a tiny fraction of the potential actions we can take, so no, not every other action.

We're about to go on an dangerous undermanned adventure into enemy territory, so your response is that before we do that, we should go on an dangerous solo adventure into enemy territory? :V
 
Any chance we could do that with this tower?
I recommend you edit this and make it clear what the "that" part of "do that" actually is, because reading your question I was unsure as to whether you meant "make it a windherder jumping off point" or "use it for a future Cartography project."
I would laugh hysterically if we tried to shoehorn this in as a last action before the trip and Mathilde crit-failed and died. Not that' I'd be happy about it, but I would laugh: just too much of a poetic payoff to hubris.
I don't think it would even take crit-failing. "Infiltrate, solo, one of the most heavily Greenskin-populated strongholds of the World's Edge Mountains, attempt to murder the biggest badass in there, then escape" is not the sort of plan that requires a critical failure to fall apart at some key point. It is not something to be done casually!
 
Border Princes: set up a spy network in the Border Princes.
A network of low-key spies concealed within a trade company seems to rely on the EIC having that local trade presence first? Even running shipping through doesn't touch nearly enough of the region.
If that doesn't make you happy, you had several votes to campaign for putting "Armor of Lead" into the plans.
It doesn't, and I did, and, yes, it didn't gain any traction. Some of the counter-arguments included that they might choose to learn it themselves, while I thought it was worthwhile enough to specify.
 
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I mean, I generally trust Johann and Max to know their own skills and how they can best prepare for a trip to the Chaos Wastes more than we do - we've got a tiny slice of insight into their capabilities compared to what two fully trained Magisters of the Gold Order know about their own magic and development. They don't need handholding.
 
To be fair, it wouldn't exactly be hard for the EIC to establish a local trade presence with the Border Princes as part of establishing some agents there. Probably not very profitable compared to other things they could be investing in, but them's the breaks of letting a Grey Wizard control so much of the company. It's what we might call an "underserved" region on account of being poor and dangerous, so it's not like there's many existing traders the EIC would have to shove aside.

The appeal of the Max and Johann gacha is that we get to see Boney put together one of those "series of D6 tables" that are so much fun.
 
And other actions that make a permeant strategic difference to the future of K8Ps in our absence should also be considered.

However, those are a tiny fraction of the potential actions we can take, so no, not every other action.
It's not permanent. Pruning the warboss has a purely temporary effect, and if we die I highly doubt that effect will be capitalised upon before it wears out.

Killing the current warboss will at best reset things to how they were immediately after the caldera battle. More likely the Karak Drazh Orcs will still be stonger than they were at that point.
 
I don't want to try to assassinate Gorfang without scouting Drahz first. It'd be the height of hubris to attempt a complex plot like that without even getting the lay of the land first.
 
I don't want to try to assassinate Gorfang without scouting Drahz first. It'd be the height of hubris to attempt a complex plot like that without even getting the lay of the land first.

I mean we'd just take the scout drazh action as per normal, given our infiltration skills are essentially "Yes" at this point we'd probably get the chance to off him as part of the scout action.

I would laugh hysterically if we tried to shoehorn this in as a last action before the trip and Mathilde crit-failed and died. Not that' I'd be happy about it, but I would laugh: just too much of a poetic payoff to hubris.

You and I have differing definitions of Hubris. Grey wizards are assassins. Mathilde is an incredible assassin even by Grey wizard standards. Reminder that as a journeyman wizard as part of our examination that we successfully pulled off an infiltrate and faux assassinate the emperor mission.

We then repeatedly assassinated Warbosses and skaven leaders all through out the K8P expedition. Which is why we have traits like,

Unseen: Unless specifically on the lookout for magical infiltration, active defences are no obstacle to you. +2 Intrigue.
Skills such as

Advanced Assassination: You know how to end a variety of forms of life with a single stab. +2 Intrigue
Advanced Infiltration: It takes significant effort to make it even slightly difficult for you to enter somewhere. +3 Intrigue
Master Infiltration (1/4)

Mathilde could almost certainly waltz through Drazh undetected, come across the warboss and end him. Hell it's probably less dangerous than fighting Alkharad, given Warbosses aren't mages, and Orcs as a general rule aren't nearly as fast as Vampires. Actually more viable is simply using Illusion. Regardless the point is we could walk through Drazh almost certainly uncontested.
 
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I mean we'd just take the scout drazh action as per normal, given our infiltration skills are essentially "Yes" at this point we'd probably get the chance to off him as part of the scout action.

This isn't an ordinary warboss - this was the second strongest orc in at least half a million orcs a few years ago and taking over from Birdmuncha has probably only improved Gorfang's security.

On the flip side Mathilde got into serious trouble with a random Boss and his followers in the taking of Karagil.


Karak Eight Peaks can deal with any orc attacks until Mathilde returns from Dum. The place is now sufficiently fortified that it'd take extraordinary effort to break in.
 
That said, if there was interest in an action to scout Drazh, I wouldn't be against it, at least to get an idea of their numbers and if they're plotting anything.
 
Reminder that as a journeyman wizard as part of our examination that we successfully pulled off an infiltrate and faux assassinate the emperor mission.
Yes, kind of, but from my reading that's a bit of an overstatement if you're using it to support the 'we could assassinate the Dragh warboss and easily get away with it'.
and then almost manage to charge your way past the guard on the door to the Emperor's bedroom, and there's a great deal of discussion and business with measuring tapes as those overseeing the exercise try to decide whether you had made it into a theoretical bomb's blast radius range of where the target had been lying.
We got within possible suicide-bomb range of the fake Emperors quarters, in sight of his guards. That wasn't a situation we'd have expected to survive if it were real, foreshadowing later post-strike exfiltration difficulties, perhaps. Killing the Warboss may well be possible, and even so we still might have problems getting out alive- we think we've addressed our exfiltration problems (we chose More Magic), and we do have more tools, but it's still somewhat theoretical and unproven.
 
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In general I think we'd be best served assuming that Drazh will very much be a multi-action plan. It was historically only slightly less populated and powerful than K8P, so although it's "only" a single mountain, I expect that mountain to be significantly more hollowed out and with significantly more inhabited volume than any single one of K8P's mountains. Call it at least 3-4 scouting actions to really get a handle on the layout of things (seems very reasonable given the number of scouting actions K8P took), only then followed by the actual assassination. In short, the sort of thing we propose to Belegar as a plan, not something to squeeze in between other actions.
 
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Oh, yeah, this is the turn the Okral are leaving, right? Got a boon vote coming up, probably some kind of 'Successful Reclamation' party, should be some interesting Socials this turn.
 
Yes, kind of, but from my reading that's a bit of an overstatement if you're using it to support the 'we could assassinate the Dragh warboss and easily get away with it'.

We got within possible suicide-bomb range of the fake Emperors quarters, in sight of his guards. That wasn't a situation we'd have expected to survive if it were real, foreshadowing later post-strike exfiltration difficulties, perhaps. Killing the Warboss may well be possible, and even so we still might have problems getting out alive- we think we've addressed our exfiltration problems (we chose More Magic), and we do have more tools, but it's still somewhat theoretical and unproven.

We also have an entirely new infiltration trait which, is probably equivalent to the +10 infiltration trait from the past. So we're rolling +35 on our infil rolls, not including the massive situational bonuses from most of the grey order spell book which we know now and didn't then.

Sure it's not completely with out risk, the biggest danger though is the orc/goblin Shaman, which we have a significant bonus against due to waaaghbane which is both an offensive skill and defensive skill. +20 against them and -20 from them.


I'm still fond of B O O K B O O N if I'm being honest.

Yea I'm voting for that as well. Fingers crossed.
 
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That option was chosen with the intent of picking the Far Sight tower, which is only 2CF and seems likely to be useful for any future mapping project we do for K8P.
Or to put another way:
People want to link (by a method Mathilde doesn't currently know) the tower to another piece of magical infrastructure (which doesn't currently exist) so it can self-update (by a method that doesn't exist and would likely require demons if it did) the tiny and insignificant portion of K8P (the surface) that the tower can actually see.

Or in other words: paying 2CF to commit us to paying a great many CF, DF and AP on a project that Belegar will probably never pick.

I am very much hoping BoneyM has some new tower options. Because all the current ones are either too expensive for our remaining budget or effectively worthless.
 
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I'm glad to see that the general consensus is that we aren't yet so far up the power curve that assassinating enemy leaders in the middle of their armies is easy or risk free. That feels like getting there could end up the way the seed of regrowth almost did- we'd have an obligation to just go around decapitating enemy armies and it would be almost boring doing it.


It doesn't, and I did, and, yes, it didn't gain any traction. Some of the counter-arguments included that they might choose to learn it themselves, while I thought it was worthwhile enough to specify.

I added it to my brettonian knights plan because it fit well into the 'get away better' philosophy I was going for. I'd vote for it next plan if there is an option.

I am very much hoping BoneyM has some new tower options. Because all the current ones are either two expensive for our remaining budget or effectively worthless.

I think we can call the whole thing complete, honestly. We've been building it out for almost a decade now and I don't have a need to continue, if there's nothing we really want left. Maybe start on the art and furniture?
 
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I'm glad to see that the general consensus is that we aren't yet so far up the power curve that assassinating enemy leaders in the middle of their armies is easy or risk free. That feels like getting there could end up the way the seed of regrowth almost did- we'd have an obligation to just go around decapitating enemy armies and it would be almost boring doing it.

Boring? It would be the best sightseeing trip :p

But yeah, we are not there yet.
 
We also have an entirely new infiltration trait which, is probably equivalent to the +10 infiltration trait from the past. So we're rolling +35 on our infil rolls, not including the massive situational bonuses from most of the grey order spell book which we know now and didn't then.
It's not really the infiltration that would worry me. As you say, we're well-equipped for that bit. But we didn't pick the Assassination trait, and all we really have is the threads selection of how Mathilde should address her exfiltration jitters after those near-death experiences.

"Manufacture an opportunity to get Gorfang out of his place of power to make him more vulnerable" is more appealing to me than "try to assassinate a strong leader in their secure home base." Assassins Creed: Shadow inspired, as it may be.
Which would indicate scouting first, make plans later. Previous assassinations were frequently in chaotic situations, and even still, with the response thereby uncoordinated and localised, we still struggled to get away alive.
 
I think we can call the whole thing complete, honestly. We've been building it out for almost a decade now and I don't have a need to continue, if there's nothing we really want left. Maybe start on the art and furniture?

I definitely want smoke and mirrors at some point, and a protective tower wouldn't be amiss. And if we go the Research Institute route, there's definitely some potential for research projects that involve towers.
 
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I'm still in favor of one last Dig Down action.

If we want our own chopper to mess around with, we will be needing that hangar. A few cool options left over too, like ale cellar.
 
"Manufacture an opportunity to get Gorfang out of his place of power to make him more vulnerable" is more appealing to me than "try to assassinate a strong leader in their secure home base." Assassins Creed: Shadow inspired, as it may be.
Which would indicate scouting first, make plans later.

This i like, both for practicality's sake but because it would be a 2-3 turn long story about how we scouted, and plotted, and with care and cunning killed Gorfang. It gives room for the dramatic tension, and false starts, and reversals in the plot. It lets it be a story in a way that a 1 AP slot while readers are mostly thinking about other things does not.

I definitely want smoke and mirrors at some point, and a protective tower wouldn't be amiss. And if we go the Research Institute route, there's definitely some potential for research projects that involve towers.

I'd go for smoke and mirrors, or rather a blend of that and the Doomed March ritual for a tower that did let us step into altdorf or eagle castle. But I think that's something I'd like to use as a capstone after going to Ulthan and eating deeper magics. Not a community project like the Eye of Gazul or the room of neutrality, more like a *personal* demonstration of mastery, building a tower alone with mundane workers.

IE yes, but at the point we get back from trips and the need for a mcguffin to allow us to live at K8P and work in the empire comes back into focus. Replace the gyros for travel, make the gyro portion of the story the project with gotri and Adela and Johann. That way the IC world can support the sort of OOC desire to keep Eagle Castle, Altdorf, Blutdorf, whatever village in Sylvania Kashmir is at, and K8P all in play narratively, and we can have distance matter again in days-on-shadowhorse from our two endpoints, erasing the longest, most repetitive of our travel segments in balance.


I'm still in favor of one last Dig Down action.

If we want our own chopper to mess around with, we will be needing that hangar. A few cool options left over too, like ale cellar.

I'd go for a partial dig down to finish, if we can go for just like 2-3 rooms.
 
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