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[X] Plan Pointy Sticks
[X] Sabotage the defenses...
-[X] By moving along the wall until you're level with the bolt throwers, and pull as many triggers as you can with Move from a distance.
[X] Slip out...
- [X] By walking out while they're otherwise distracted. (note: ensure your plan includes an otherwise distraction)
 
@BoneyM would it hypothetically be possible not to try escaping at all and instead taking two sabotage actions? Like say, sabotaging the bolt throwers and then phasing through to kill the gribblies downstairs? Not that I'm advocating for that exact plan.

You could pick those two and try escaping after both, which is possible but less likely than escaping after one.

Alternately I've added a new option: [ ] Just start fighting. If there's any Goblins left when the Throng arrives, they can join in.

If you really want you can pick whatever sabotages and then just start killing things.
 
If your going to use phasing to drop bits of the ceiling down into the pit, you don't actually need to phase entire boulders. What you do is phase out a thin shell around a good chunk of the ceiling out of phase and disconnect it internally from the roof. At this point gravity ensues. What the goblins see is dust falling down and then a cave in. Center it a little bit inside the siege weapon side of the pit and let the pit things crawl/climb out... kill a few and nothing of value is lost (kill exp with probably cancel out infighting potential. Dead big griblies are a boon on their own.)

There are only two issues with this method. 1) may take multiple checks(warping the spell to do a more complex thing and not trained in stonecraft and architecture) to pull off and opposed stealth rolls will be involved. 2) Over achieving means cascade failure of the roof. Cave ins are like that.

Yes, you can also botch the attempt and the goblins start shooting... if they charge its actually good for you. That means they somehow forgot the pit trap. Of Course that means your going to have to run into the base again while loud noises attract things.

Optimal opportunity would involve waiting until the dwarfs start bombarding, but that could take hours. Botches are still a thing with warp magic, but magic using character problems.
 
- [ ] By using Substance of Shadow to walk silently and safely across the wooden floor and sabotaging every bolt thrower you can

I think this combines fairly well with any other sabotage action or even having it on its own. It shouldn't take too much time to walk across the hall knifing every bolt thrower and it can be followed up with letting the monsters loose. We need to cross over to the bolt throwers anyway to leave since we want to be on that side of the monster pit before we let them loose.

This way even if the monsters turn out to be a disappointment we can be happy in knowing that the bolt throwers are sabotaged.
 
If your going to use phasing to drop bits of the ceiling down into the pit, you don't actually need to phase entire boulders. What you do is phase out a thin shell around a good chunk of the ceiling out of phase and disconnect it internally from the roof. At this point gravity ensues. What the goblins see is dust falling down and then a cave in. Center it a little bit inside the siege weapon side of the pit and let the pit things crawl/climb out... kill a few and nothing of value is lost (kill exp with probably cancel out infighting potential. Dead big griblies are a boon on their own.)

There are only two issues with this method. 1) may take multiple checks(warping the spell to do a more complex thing and not trained in stonecraft and architecture) to pull off and opposed stealth rolls will be involved. 2) Over achieving means cascade failure of the roof. Cave ins are like that.

Yes, you can also botch the attempt and the goblins start shooting... if they charge its actually good for you. That means they somehow forgot the pit trap. Of Course that means your going to have to run into the base again while loud noises attract things.

Optimal opportunity would involve waiting until the dwarfs start bombarding, but that could take hours. Botches are still a thing with warp magic, but magic using character problems.
I don't think that works like that? Anything an object is touching will still be touching it after we use the spell.
- When cast on an inanimate object, it will only become insubstantial to anything touching it after the spell is cast.
 
- [ ] By using Substance of Shadow to walk silently and safely across the wooden floor and sabotaging every bolt thrower you can

I think this combines fairly well with any other sabotage action or even having it on its own. It shouldn't take too much time to walk across the hall knifing every bolt thrower and it can be followed up with letting the monsters loose. We need to cross over to the bolt throwers anyway to leave since we want to be on that side of the monster pit before we let them loose.

This way even if the monsters turn out to be a disappointment we can be happy in knowing that the bolt throwers are sabotaged.
The biggest issue with that though is that it will eat time and place us dead in the middle between the goblins and the monsters.
 
[X] Sabotage the defences...
- [X] By using the Spell Sounds, to fake the sound of something running across the boards near the Siege in the corner of the wodden floor opposite you. When the beasts below are attracted, keep it up, maybe adding fake screams and such as they attack the floor, to draw the beasts out into the light and into the goblin lines.
[X] Slip out...
- [X] By casting Pall of Darkness on the closer bonefire and slipping out through the shadows while they are distracted.

Since Sounds is line of sight, and she knows what the floorboards creaking sound like, she can wait a few minutes, than attract the beasts to the opposite corner of the room, and use sounds to lure them out of their hole and into the goblin lines.

As long as we can actually reach the close enough to the bonefire to throw darkness on it, while the goblins are distracted, that should work. Just not sure about the range, since it's a short range spell.

Since Mat now knows what the boards sound like, she should be able to fake their noise, to draw the beasts out.

Assuming Mat can't see any Shamans, and no Shamans are in the Pit, this should work.
Depending on range, we might want to trigger a few of the machines with Move, if we have the time, but I'm not really sure that's worth it.

@BoneyM Is the Sounds part of that plan, something Mat feels capable of? Making running noises on the other side of the floor, than screaming and running away as they start bursting through? And does Mat think she can trigger the throwers at Short or medium range? Is it light object amount of force, or a firm shove?

EDIT: I'm kind of assuming since Mat felt she could use the Darkness thing on the gates, she can hit one of the bonefires. Not sure if the area is big enough, though.
 
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And does Mat think she can trigger the throwers at Short or medium range? Is it light object amount of force, or a firm shove?
In response to a similar query from myself:
From your current position, about a quarter of them. If you moved along the wall until you were in line with them, about half. You'd have to stand in about the center of the hall for them all to be in range at once.
 
There's two bonfires in the room and the side-tunnels have fairly frequent torches. She'll improvise based on what seems like would work best with the rest of the plan. If you've something more specific in mind, detail it in your plan.
 
Guys, fighting a throng of angry gobbos going down the stairs while you yourself is going up is something of a tricky situation.

It's one thing if we had set it up with Belengar before, but suddenly springing this on him will not be appreciated.
There's a big difference between a charge and terrified goblins fleeing from monsters, though.
 
Yes. Screaming like what, though? Human? Skaven? Goblin? Dwarf?

(screams must be worldless, Sound cannot replicate speech)
No, no, i got the wordless part, I mean like animal screeming in distress. I want it to sound like prey. Like a hurt baby deer, or a crippled pig. Something nice and juicy to get the monsters down below riled up and their predatory instincts all fired up.
 
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Given their shitty positioning, given they are just milling behind the gate, that's not quid pro quo.

Seriously, "leading an enemy charge right into your repositioning army" is a massive blunder for a scout.
the option is listed as "into the teeth of the throng."
The throng is ready to fight, and they have the ranged weapons to flay the fuck out of an unprepared gang of greenskins chasing what they thought was one infiltrator. It is not as bad as you think its going to be.
 
Guys, how about we move up to the bolt throwers, trigger then with magically (firing about half), simultaneously throw torches onto the trap, and leg it?
 
I could see it working out. Doppelganger into a goblin and throw some torches to set the place on fire. Or even better use Move to grab a torch while Mathilde is under Substance of Shadow, although it's best to have Doppelganger up anyway so if we're revealed not every single goblin will be trying to murder the obvious human all at once.
 
[X] Plan Mayhem
-[X] Stealthily make your way till your are level with the bolt throwers, set fire to the stage and pull the triggers with magic.
-[X] Take no Heed + Doppelganger to sneak away while everyone is distracted by the fire, death and, hopefully, monsters.


Updated to Sneaky Git.
 
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[X] Plan Smoke and Mirrors
[X] Sabotage the defences...
- [X] By using the Spell Sounds, to fake the sound of something running across the boards near the Siege in the corner of the wooden floor diagonally opposite from you. When the beasts below are attracted, keep it up, adding fake screams sounding like a wounded prey animal as they attack the floor, to draw the beasts out into the light and into the goblin lines.
[X] Slip out...
- [X] By casting Pall of Darkness on the closer bonfire and slipping out through the shadows while they are distracted.
--[X] If the Goblins are struggling with whatever beasts come out of the holes, and you reach the gates with no issue, pause at the exit, check the outside is safe, and if it is cast Dread Aspect, than use the sound of a thunderclap to draw every goblin eye present to your horrifying visage. Panic the goblins to further inflame the monsters to hunt them as prey then leave to deliver your news with post-haste.

I just don't think the siege weapons are worth it. This is chaff. Even if you kill the gobbos here, they aren't that important and goblin bolt throwers aren't going to kill a lot of them, when they set, aimed them and are expecting trouble.

EDIT: Or Why I don't like plan fire. We already set fire to the gliders, and I don't want to see whatever countermeasure they came up with for it. They are expecting us. So I don't want to use the same tricks we already did. Hell, even Pall of Darkness is iffy. For all we know, they'll all pull torches from the floors when the bonfire goes out. Or the wood is covered in some kind of resin not to burn.
 
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probably a bit difficult considering the hundreds of goblins in good light between us and the gate.

Worst comes to worst, we pop Dread Aspect while in the middle of them, sending some of them out towards the Throng instead of sending all of them towards the pit.

Burning shadows on the bonfire would work even better, but that's not exactly subtle.

And Dread Aspect is subtle?

[X] Plan: Leeroy Jenkins Was a Great Example
-[X] Sabotage The Defenses
--[X] By using Substance of Shadow to walk silently and safely across the wooden floor and pulling the triggers on every bolt thrower you can.
--[X] By unleashing whatever is under this floor upon the greenskins above it.
-[X] Just start fighting. If there's any Goblins left when the Throng arrives, they can join in.
--[X] Before anything though, see if there are any Goblin Spellcasters and mark them for elimination after the defenses are sabotaged.
 
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