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@BoneyM Hey, noticed this in your last chapter:

"You recatch your breath and regather your exposure as you"

Guessing it should be composure?

Edit: also, I like your ART! :D
 
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[X] Plan Fire Is Distracting

I don't like the murder beast distraction plans since I still don't have any real idea of how Mathilde is going to do that since all the monsters are in a pit and their doesn't seem a super-easy way of getting them out of it unlike the Orc pit and the cranes in the last area
 
Weeew. Im kinda interested in what that 'dire situation' is. Because those rolls were too close for comfort.
 
That map is super helpful because the beasties will have to move through the bolt throwers anyway to get to the goblins. Which is really good for us!

[X] Plan Murderbeast Distraction
 
[X] Plan Murderbeast Distraction
eh, pain train is going nowhere, and theres a pretty big majority.
 
Guys, can I convince you to vote for the Mk2 version of Muderbeast? To put it simply, someone came up with the idea of using our Move spell, a very simple minor telekinesis spell to fire the bolt throwers, as opposed to running over the stage and firing three or four, we can fire half of them if we move up to the side of the stage up to where they are.

It is, conveniently, on our way out.

Unleashing dozens of bolt throwers on hundreds of tightly clustered goblins, at point blank range is just too good an opportunity, we could easily kill up to three digits in goblins depending on how well it goes.

That's the sole modification the Mk2 version does to the plan.

Please don't mass ping people to try to swing votes.
 
And for manling grenades I would agree with you wholeheartedly. What I'm wondering about however is if the dwarfs have grenades suitable for our purposes, because I imagine they would notice these problems and consider them to be insufficient for their purposes and turn their engineering hearts towards the problem, which could solve one or more of those issues (like we did IRL, though with a certain amount of 'my great grandfather's grenades didn't look like this, but we'll just have to see how these pan out before we can decide they're any good') which is why I'm thinking we talk to Zhufbar, not one of the less Engineer's Guild dominated holds. This is meant more as 'investigate for future use' instead of 'charge unheedingly into this course of action' (though I do think the smoke grenades are our best bet for a workable product at the moment. We probably won't need more than a small number at any given time, but when we want to have one we'll want to have one)
If its specialty fused Dwarf grenades I think the issue is with staying reasonably stocked, and that dwarfs don't consider weight to be a particularly major concern in their designs.

Most likely most portable nades are Skaven.
[X] Plan Fire Is Distracting

I don't like the murder beast distraction plans since I still don't have any real idea of how Mathilde is going to do that since all the monsters are in a pit and their doesn't seem a super-easy way of getting them out of it unlike the Orc pit and the cranes in the last area
Thats pretty much why I went with Fire.
Its definitely distracting, its simple and it creates an environment where our spells work better.

As simple as possible is the key.
 
One way or another, this will be very interesting when the Dwarfs get here.
Adhoc vote count started by WorldSlayer on Sep 8, 2019 at 8:01 PM, finished with 254 posts and 86 votes.

  • [X] Plan Murderbeast Distraction
    -[X] Sabotage the defences...
    -- [X] By unleashing whatever is under this floor upon the greenskins above it.
    -[X] Slip out...
    -- [X] By walking out while they're otherwise distracted. (note: ensure your plan includes an otherwise distraction)
    [X] Plan Murderbeast Distraction Mk2
    -[X] Sabotage the defences...
    - [X] By unleashing whatever is under this floor upon the greenskins above it.
    ---[X] When you pass by the bolt throwers on your way out, fire them using Move.
    -[X] Slip out...
    - [x] By walking out while they're otherwise distracted. (note: ensure your plan includes an otherwise distraction)
    [X] Plan Fire Is Distracting
    -[X] Sabotage the defences...
    --[X] By setting the wooden floors aflame.
    ---[X] Closer to the siege engines if you can manage that.
    -[X] Slip out...
    - [x] By walking out while they're otherwise distracted. (note: ensure your plan includes an otherwise distraction)
    [X] Plan Pain Train
    -[X] Sabotage the defences...
    -- [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] By setting the wooden floors aflame.
    -[X] Who needs stealth? There's an army coming up those stairs. Smash your way through the Goblins and have them chase you into the teeth of the approaching Throng.
    [X] Plan Sneaky Git
    -[X] Doppelganger and Take no Heed to walk around and collect some torches from side tunnels.
    -[X] Sneak about the edges of the room until you are level with the bolt throwers.
    -[X] Fling the torches to the middle of the stage, and use Move to pull the triggers on as many bolt throwers as you can.
    -[X] Sneak out of the gates during the ensuing confusion.
    [X] Slip out...
    - [x] By walking out while they're otherwise distracted. (note: ensure your plan includes an otherwise distraction)
    [X] Sabotage the defences...
    - [X] By unleashing whatever is under this floor upon the greenskins above it.
    [X] Plan Pointy Sticks
    [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.
    [X] Plan Come and Get Me
    -[X] Skywalk over the trapped floor and use Move to trigger the goblin siege weapons.
    --[X] Lure the goblins over their own trapped floor.
    -[X] Just start fighting. If there's any Goblins left when the Throng arrives, they can join in.
    --[X] Target goblins with ranged weapons first.
    [X]Plan No Wizard Here
    [X] Plan Smoke and Mirrors
    [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] Sabotage the defences...
    - [x] By crushing the wooden floor with substance-of-shadow boulders and unleashing whatever is under this floor upon the greenskins above it.
    [x] Plan Crush the Floor
    [X] Slip out...
    - [X] By casting Pall of Shadow on the gates themselves and streaking through the patch of impenetrable darkness.
    [X] Other (write in): Use doppelganger and raise the alarm with "We're being attacked by rat boys. They're attacking from behind us. They're with the Stunties." before the dwarves attack then slip out in the confusion.
 
Improvising.

(or to put it another way, if the thread votes for this they'll probably also have brainstormed a plan, if not I'll figure it out tomorrow)
So you're taking inspiration and ideas from the collective things and discussion brought up by the thread?

Because one I had, even though I'm not voting for it, is to use the Substance of Shadow to head over to the bolt throwers, turn one around, use the same spell to silence it and fire it into the floor.
 
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[X] Plan Fire Is Distracting
-[X] Sabotage the defences...
--[X] By setting the wooden floors aflame.
---[X] Closer to the siege engines if you can manage that.
-[X] Slip out...
--[X] By walking out while they're otherwise distracted. (note: ensure your plan includes an otherwise distraction)

As much as I want to see if we can use Bewilder, eye of the beholder, and move to try and get an ork close enough to the pit to be shoved in so that they have someone to blame for the event; I think I'll go with Fire is distracting, even if the monsters can't escape the pit it still does what it's supposed to do.

Question, Are Goblin's dumb enough to forget the pit exists if they see someone running across it without a problem.
 
No but Snotlings if they were here might be. They're not though.
Snotling were actually mentioned in the update.

It takes some doing to approach the rings of defences around the King's Gates, with the Goblins on guard not quite alarmed, but definitely on edge. Perhaps news of events in the Hall reached them faster than you did, or perhaps their lookouts have spotted the approaching Throng. But these greenskins now have the same weakness that once doomed the Dwarves that ruled this place: all their defences are pointed outwards. Sure, there were guards - well, not so much guards, as all but the rarest of greenskins are incapable of prolonged discipline, but the radiating circles of especially titchy goblins and snotlings amounted to the same - but there weren't barriers or barricades or checkpoints or chokepoints. Before the Age of Woes, the Dwarves assumed that any enemy would be outside the mountain, and the greenskins had never bothered to build upon the flawed defences they had taken for their own.
 
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If its specialty fused Dwarf grenades I think the issue is with staying reasonably stocked, and that dwarfs don't consider weight to be a particularly major concern in their designs.

Most likely most portable nades are Skaven.

Closest I can think the Skaven have are poisonwind globes, which...I doubt we're going to want to use. What number of grenades were you thinking we'd want to carry? I was thinking more 'keep a few on us for situations like this' than 'all grenades, all the time'.
 
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