The big question is, do we go and kill the Night Goblin King now? We have prepared for it for a long time, the situation is unlikely to get better, so I would say yes. The problem is that the chance of success is only 40% (45% with our campaign bonus), so we would need to double down, which makes it ridiculously expensive, namely 8000 gp.
We can afford it, but we would need to be thrifty otherwise and choose low cost options.
The big question is, do we go and kill the Night Goblin King now? We have prepared for it for a long time, the situation is unlikely to get better, so I would say yes. The problem is that the chance of success is only 40% (45% with our campaign bonus), so we would need to double down, which makes it ridiculously expensive, namely 8000 gp.
We can afford it, but we would need to be thrifty otherwise and choose low cost options.
Some. You'll have to figure them out, though. Some of them should be pretty obvious-- though to be fair, some of them are in the currently locked "Prestige" section.
This implies to me that taking anti Greenskin actions will improve our odds on killing the Night Goblin King, specifically anti Greenskin Campaign Actions, even if it doesn't flat out say that it will. In fact, it does more then imply, it flat out states it.
This is why I've been wanting to take this actions for multiple turns.
Moderately Campaign— The Valleys of Violence: In the darkest pits of the Grey Mountains, a few thousand Gnoblars and snotlings— the most pathetic of all Greenskin, which says something, who were brought by the Hobgoblins— pester the Lords of that land. While they are scarcely the greatest threat, there is always the chance, remote but present, that they will manage to do something miserably evil, as Greenskins are want to do. As such, removing them with as much force as you can muster would be wise. Hardly what you imagined when you swore the oath, but it would help, at least. Reports do suggest they are starting to increase in number— it might be wise to deal with them, now, before the Goblins can bully them into slavery and bolster their numbers, or they attack somewhere important.
Cost: 800 Gold
Chance of Success: 70%, 60% to not anger your king
Reward: Fulfill your oath, remove Gnoblars from the Grey Mountains
Grey Mountain Watch: The Gris Musketeers have had it easy so far, simply trying to return to normalcy.
No longer.
You will set them to the task of protecting your mountain villages in the forts you established, and in training the militias in the basics of the sword-fighting techniques they know. It should make them even more useful against the greenskins, and keep your people more safe. It will also allow them to gain veterancy.
Cost: 500 Gold, 3 Years
Reward: Gris Guard begin protecting mountain villages
Because it at least seems like it will help with the Greenskin in the area, so the chances of it helping improve the odds of killing the Night King are not bad.
Fay Alliance: The Fay of the Court Invulnerable gave your father the gift of Enheralding. That suggests they may, perhaps, wish to ally with you. Certainly in some sense you already are, but having the aid of the mountains themselves against the Greenskins would be undeniable— fissures opening in the ground to consume them, armies teleporting to attack, golem warriors battling with you, all of those and more might come if you can but convince them to make oaths with you, and vice versa. First, though, you will need knowledge.
Cost: Free
Chance of Success: 100% (Note: Roll is somewhat for determining difficulty)
Might help, mostly due to this line "but having the aid of the mountains themselves against the Greenskins would be undeniable" but it's not exactly a guarantee and unlike martial we have a ton of other important diplomacy actions to take.
The Beacons Are Lit: The Greenskins attack, ever and always. Unsubtle, they raid, assault, rave and slaughter. Your villages are constantly under attack— less than when you were a boy, but still word comes of three attacks a week.
Enough is enough. Stationing your forces in forts and so on, you will have great braziers made in every village, so that you or your men can ride out and sally to the defense.
Cost: 500 Gold, 2 Years
It actually can get better, I think. Give me a moment to quote a conversation I had with the GM 9 pages ago.
This implies to me that taking anti Greenskin actions will improve our odds on killing the Night Goblin King, specifically anti Greenskin Campaign Actions, even if it doesn't flat out say that it will. In fact, it does more then imply, it flat out states it.
This is why I've been wanting to take this actions for multiple turns.
This is almost definitely going to help improve the odds of killing the Night King.
The Alliance Options would definitely help, but there risky and likely to backfire, which is why I think the other Martial Action should be
Because it at least seems like it will help with the Greenskin in the area, so the chances of it helping improve the odds of killing hte Night King are not bad.
For a diplomacy actions, this
Might help, mostly due to this line "but having the aid of the mountains themselves against the Greenskins would be undeniable" but it's not exactly a guarantee and unlike martial we have a ton of other important diplomacy actions to take.
In retrospect, this
Might actually improve the odds as well, though I have been pushing for a different actions.
So let's at least try those two Martial Actions before we take on the King.
Okay, but is that limited to actual Campaigns, or can other, non-Campaign actions affect it as well? Cause some of the non-Campaign Actions really seem like they should help make them weaker.
Okay, but is that limited to actual Campaigns, or can other, non-Campaign actions affect it as well? Cause some of the non-Campaign Actions really seem like they should help make them weaker.
Okay then. My suggestion to people who want to improve the chances of killing the Night Goblin King are that we take
Moderately Campaign— The Valleys of Violence
Grey Mountain Watch:
and
The Beacons Are Lit
There are other options that might help as well, but they're all either likely to backfire, the Alliance Options or in a category where we have a ton of other important stuff to do.
The Alliance Options aren't actually bad, but it would require a DD to get both the chance of success and the chance to not anger the king up to at minimum 50%, and I get the feeling most of this crowd wants to avoid that sort of odds, and, well, we have a ton of other important things going on that we might want our DD for and we have other Greenskin Methods that might work and it's not too urgent of a situation.
In Intrigue I would like to pick both The Eves— Travelers and The Eves— Pure Poison, the latter with a double-down. Chaos needs to die. These also fulfill the campaign requirement.
Grey Mountain Watch takes three years, so we don't need to start the Moderate Campaign- The Valleys of Violence just yet. We need to go on a campaign every year, and this is a campaign we want to do anyway, so I would like to keep it for later. Maybe we could pick Burn! as the second Martial vote.
Pursuing the Fay Alliance still sounds good to me. It might help against the Greenskins, and the Fay know how to supercharge the heraldries we grabbed. For the second Diplomacy action, telling people to Be Prepared for the Eves' children looks important. We chased them out, not sending out a warning seems like a dick move.
For Stewardship I don't really know. A lot of options look desirable and none look urgent. Maybe build up Nouvelle Vie further with Nouvelle Vie- Transit?
If we can grab Lamorte's body it will certainly throw a wrench in Arkhan's plan, so if Lamorte Lies There is available I would very much recommend we pick it. Examine These because it might help against the Greenskins.
Finding a Tutor and Physician for our blind daughter is just necessary, and I guess we pretty much have to Read the Journal, too
Greed is eternal, so sure, let's try to get even more heraldries with Make Love, Not War. We can pick The Beacons Are Lit next year. (Or so I hope.)
Grey Mountain Watch takes three years, so we don't need to start the Moderate Campaign- The Valleys of Violence just yet. We need to go on a campaign every year, and this is a campaign we want to do anyway, so I would like to keep it for later. Maybe we could pick Burn! as the second Martial vote.
Except we've put off the Valleys of Violence every single turn so far for pretty much that exact reason when we would have been done with it by now if we've picked something else.
Also, if we are already on a campaign we don't need to select a new one, so taking this now means we are covered for next turn.
Cause the cut down rumors thing seems like we are going to face negative consequences if we don't do this and we are already having a lot of problems with opinion and popularity.
So maybe Funeral for a Father and Finding a Tutor for our daughter?
Understanding the Journal: The Fay Enchantress has, essentially, translated the most basic parts of the Journal into easy enough steps for you to take against Arkhan, and his evil. However, as you said, it is a basic translation. More earnestly studying the book might give you an edge over your opponent, the traitor.
Cost: 1000 Gold, 3 Years
Chance Of Success: 50%
Reward: Translate Journal, Bonus to Anti-Arkhan Options
This is a very good learning action to take as we need the anti-Arkan bonus.
My final note is that we need to take either Match-Maker or one of the Hunt options to improve Opinion cause that is becoming an issue. Match Maker is the most expensive, but it's also the only one guaranteed to work, while the Hunt options get pretty unlikely to succeed as the rise in opinion increases.
According to the front page, the Knightly Opinion is 7/10. That doesn't look too bad.
Agreed on the Journal. It's probably better to have Rose study it and do the Funeral ourselves, so I will pick Understanding the Journal instead of Examine These.
Except we've put off the Valleys of Violence every single turn so far for pretty much that exact reason when we would have been done with it by now if we've picked something else.
Also, if we are already on a campaign we don't need to select a new one, so taking this now means we are covered for next turn.
I have put The Valleys of Violence off because I wasn't aware that it might help with the fight against the Night Goblin King and I didn't want to risk angering the king without good reason.
I don't understand your second point. Godfrey needs to go on a campaign every year, so if we pick The Valleys of Violence now we are covered for this year only. Next turn we would have to choose a new campaign. But because I want to kill the Eves we are covered this turn anyway, so for the purpose of Godfrey's oath another campaign is redundant right now.
I don't understand your second point. Godfrey needs to go on a campaign every year, so if we pick The Valleys of Violence now we are covered for this year only. Next turn we would have to choose a new campaign. But because I want to kill the Eves we are covered this turn anyway, so for the purpose of Godfrey's oath another campaign is redundant right now.
Also, I realize I forgot to put this in, but uh, Disperse the Undead will also fulfill your oath. Sorry about that, I probably shouldn't have been working on this that late at night.
In that case if shit goes sour can you give us an idea of just how powerful Phil has become? Comparison would work fine when using named daemons, high level elves, chaos champions. Example if he could reach BBQ the Witch King could he take him?
In that case if shit goes sour can you give us an idea of just how powerful Phil has become? Comparison would work fine when using named daemons, high level elves, chaos champions. Example if he could reach BBQ the Witch King could he take him?
I mean, at this point most generic named Lords he'd shred to pieces, but against most named characters from the actual Army Books he'd have...problems.
I mean, at this point most generic named Lords he'd shred to pieces, but against most named characters from the actual Army Books he'd have...problems.
Bloody hell you'd think he'd get a larger boost from becoming an immortal demi spirit, or is it he needs new arms, armor, and to get used to what he is now capable of?
Bloody hell you'd think he'd get a larger boost from becoming an immortal demi spirit, or is it he needs new arms, armor, and to get used to what he is now capable of?
Right, not sure if I made the best decisions here, but I voted for Grey Mountain Watch, Valleys of Violence, Be Prepared, the Stirring Dead - An Antidote, Minor Holdings, Knowledge Natural, Understanding the Journal, both of The Eves actions, Funeral for a Father, Tutor and Physician, and the Beacons are Lit.
We really need to do something to gain more actions because this is getting absurd. I wish we could, like, I don't know, pay extra to take additional actions or something cause we have so much to do.
Just realized I forgot to include some important stuff in Old World News for last turn:
Mourkain Falls: The ruined city, which had been overrun by Greenskins, has been reclaimed by the vampires! They have filled into its old streets, skeletons manning walls, zombies removing rubble, and those who fell before the might of the vampire, Ushoran, added to his force! Only just a few living humans, among them a great many Sylvanians who fled with their masters, live in the city, now. A mighty undead army, half-a-million strong, holds it.
Rivalry: A great many Tomb Kings, led by one of their strange queens, has turned against the Vampires, splitting a great column of many warriors away from the rest of the force. They have a lain a siege on the broken city.
Araby Under Siege: The living quake before the dead! The southern lands of the Old World, strange Araby, are under attack by the forces of undead-- led by foul Arkhan the Black, the undead millions move in numbers vast and terrible, as though they head for some greater purpose. The dead of the desert have been raised up and joined this vast army, even as the Caliph gathers together his own armies and sends envoys to Ind, where a great many members of his religion, too, lie.
They have reached as far as Bel Aliad, where the Caliph's sons rule a refurbished city. Cannons and gunners of Araby trade fire with the archers and mages of Nehekara.
Sudenburg is fallen, and the ruins of Antoch infested with the Undead...
Lyonesse seems that it should be the first stop for any Norscan raider seeking to attack Bretonnia. Positioned to the north, its coastline is not more terrible than Norsca's-- none are. Further, it is rich in game and natural resources, such as iron and gold. Even more, it is a divided land, filled by scheme and intrigue-- not so much as the stories would say, such is ever rare, but much.
The first reason is the more boring and practical-- it is filled, to the brim, with castles. Ancient Motte and Baileys, of a design that was perfected when Gilles was a boy; vast square keeps first constructed in the age of the Crusades against Araby; vast camps, constructed in the elven manner. Any one of these is enough to keep an enemy away-- there is no glory to be won in Lyonesse, only death by arrow.
The second is perhaps, the more terrible. The year was 1120-- Thierulf, first companion of Gilles, had just died. His son, the noble Lord Constantin, not yet a Grail Knight, was an untested young runt of a lion, nephew to Gilles. His skill with a sword was prodigious, but tested only in tourney; his virtue was great, but that of those who had never come to suffer.
Both would be needed, for a massive army of Northmen, thirty-thousand warriors, led by a mighty berserker by the name Tyrson. The squabbling knights of those days could raise only a levy of perhaps a third that; it would be nothing be slaughter for those men.
Now, you must understand Tyrson was no mere chief Berserker; he was a Champion of his god, Nurgle, and his skill at arms and unrelenting nature was horrible to behold. His ship was filled with loot from as far south as Araby, and near the entire panoply of the Ar-Ulric filled his hold. He was blessed to be terrible in battle. His blade was laced with poison; he was the exemplar of northern fury.
Constantin challenged him to duel. Plain steel was his sole weapon; his experience, only just battle at tourney, with men who had no desire to kill him.
The battle was fierce-- it raged for twelve hours, one for each of the Great Battles. Constantin's armor was shattered, his lance snapped, his sword ruined. In the end, he killed the brute by bringing his shield through his neck.
So impressed were they, the marauders, at his valor and skill at arms that all at once they threw down their weapons, and swore themselves to him. Those more cursed by the Dark Gods were assailed by their jealous lords-- but the damsels who had come with Constantin saved most.
None were more impressed by his skill at arms than Tyrson's daughter, Inga; and so it was they were wed. Many of the Norscans were knighted, and took up wives and husbands, in time; and much became of them-- and so it was that Northern blood entered in Lyonesse, and not in the usual method, either.
It is said that this always has kept apart Lyonesse from the rest of the country, and is a great part of the division of that land, a curse laid on it by jealous, weeping, petulant gods. The Annexation of Mousillon, centuries later, certainly did not help matters-- for the Southern lords chafe that they have been cut away from all power and influence in their new home.