Written by the Victors (Warhammer Fantasy)

[] Train Necromancers
[] Prototype Dhar Sinks [0/???]
[] Prototype necromancy based Dharscope [0/???]
[] Lay of the Land: You have new neighbors, who are they?
[] Promulgate Wight Burial Rites
[] Create Reference Tome "Third Principles of Necromancy"

[] Ward Infrastructure against Dhar and Curses
-[] town halls

These seem like the most long term solutions. We need more necromancers and less dhar, and also have to figure out who we conquered ourselves to the borders of.
 
[] Big Plans
-[] Create Necrofex Colossus, requires 3 dice
-[] Nightmare Colossi (6 warpstone)
-[] Prototype Dhar Sinks [0/???]
-[] Prototype necromancy based Dharscope [0/???]
-[] Ward Infrastructure against Dhar and Curses
-[] Town halls

Here we get the centerpiece Boss Monster we need to counter the big foes that the Waagh has. Get all other anti dhar measures up and running And get continue our anti Dhar warding of major buildings of importance. All this matters long term to to tackle the Dhar contamination issues head on.
 
We're being paid by Thane Okrisson to guard his town while they rebuild, does that require another dice assigned to help him defend or are we stationing forces to help with that by default?

As for the plan, since we had a wight slain during the fighting we should probably promulgate burial rights for them. Finding out who our new neighbors are and scouting the surroundings to see if we can find where Dante went off to if he's not dead seems like a good idea. While I'm concerned about the big pile of warpstone we're accumulating, using it to make a necrofex colossus doesn't feel like a high priority project to me. Instead I'd like to survey our new lands for resources while also acquiring some books on how to merchant in the hopes that this improves our diplomatic abilities. And since our biggest long term worry is Dhar, I want to start work on prototyping Dhar sinks and a light magic based Dharscope.

[X] Plan Gathering Info
-[X] Lay of the Land: You have new neighbors, who are they?
-[X] Promulgate Wight Burial Rites
-[X] Survey for resources
-[X] Buy technical manuals for libraries
--[X] Merchant
-[X] Prototype Dhar Sinks [0/???]
-[X] Prototype light magic based Dharscope [0/???]
-[X] Scout surroundings.
 
[X] Big Plans
-[x] Create Necrofex Colossus, requires 3 dice
-[x] Nightmare Colossi (6 warpstone)
-[x] Prototype Dhar Sinks [0/???]
-[x] Prototype necromancy based Dharscope [0/???]
-[x] Ward Infrastructure against Dhar and Curses
-[x] Town halls
-[x] Help a nearby prince defend their land.
-[x] Thane Josef Okrisson
 
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[X] Plan Bearclaw
-[X] Lay of the Land: You have new neighbors, who are they?
-[X] Attempt to hire a Light Wizard.
-[X] Survey for resources
-[X] The Riddle of Gromril [0/???]
-[X] Prototype necromancy based Dharscope [0/???]
-[X] Ward Infrastructure against Dhar and Curses
--[X] Residential homes
-[X] Scout surroundings.
-[X] Mass Raise Skeleton Legion (may spend up to 3 warpstone)
--[X] Use 3 warpstones

Edit: I like this plan.
[X] Plan: Observe and Report
 
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I wonder what happened to Dante's people. We might want to scout to see if the goblins enslaved a bunch of them.

[X] Plan Gathering Info
 
@Aranfan Can we assert our control over Dantes lands on a purely temporary basis until the crisis passes? Make it very clear we do not view ourselves as the new rulers. Merely defending allied territory?
 
As for the plan, since we had a wight slain during the fighting we should probably promulgate burial rights for them.

Promulgating Wight Graveyards means more Wights, not burial rights for Wights. We arrange agreements with citizens to bring them back after death as wights and other sorts of sentient undead.

...IDK why no plan spend any dice on guarding the dorfs. We kind of got paid to do that.
 
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Promulgating Wight Graveyards means more Wights, not burial rights for Wights. We arrange agreements with citizens to bring them back after death as wights and other sorts of sentient undead.

...IDK why no plan spend any dice on guarding the dorfs. We kind of got paid to do that.

I just assumed we didn't have a choice since we did commit to it the last turn. I expected our army to just remain. Do we have to spend an action again? If so, yeah we need a new plan.
 
I just assumed we didn't have a choice since we did commit to it the last turn. I expected our army to just remain. Do we have to spend an action again? If so, yeah we need a new plan.
If that was the case, there would be a "[x]" indicating locked dice in the option list - that was how "Improve defenses" was marked during previous turns, alongside with the indicators in the "you got X amount of Free Dice" breakdown.

As is, I am pretty confident that nothing is locked, and we are about to bail with the dorf money without doing things we got paid to do.


[X] Big Plans

Unconditional support for any plan that doesn't do that. Within reason ofc

I was wrong, no need for additional dice expenditures.
 
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Very well then, concerns alleviated. Wight graveyards still don't do the thing they have been picked for, but it is not really a bad option to pick regardless.
 
Promulgating Wight Graveyards means more Wights, not burial rights for Wights. We arrange agreements with citizens to bring them back after death as wights and other sorts of sentient undead.

...IDK why no plan spend any dice on guarding the dorfs. We kind of got paid to do that.
Is that so? We've not done the action before so I wasn't quite sure what exactly it does. Well regardless informing our citizens about their options for becoming wights is also a important thing to do if we want more of them.
 
Is that so? We've not done the action before so I wasn't quite sure what exactly it does. Well regardless informing our citizens about their options for becoming wights is also a important thing to do if we want more of them.
I am not certain actually, I prolly confused it with the "graveyard access" option... Which is conspicuously absent.

Well, we'll see.
 
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