Voted best in category in the Users' Choice awards.
Voting is open
[X] Belegar Ironhammer has sent word that any that wish to seek their fortune are welcome to join him in retaking Karak Eight Peaks. While it is far from the civilized lands of the Empire, the treasure, the glory, and the adventure will be all the greater.
[X] Donate them to the Amethyst Order (+2 College Favours)
[X] Leave it behind; have Heideck come in and replace the containers as they fill.
[X] Bring it with you, safely locked within the enchanted box Abelhelm kept it in.
[X] Plan Ready For Battle

@DarkLight140
Since commissioning an item is now free and moved to the next vote, you can make piety training non-overwork action or cram another action in your plan

Also, "spells of grey magic" was split in two different options, you should probably indicate which one you want.
 
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I'd like to have favors to continue learning from the college, and Earthblood heals a lot more than the average Healing of Hysh; assuming rpg healing rates. Unfortunately we decided not to offer enchanting services to the College, so the most straight forward route to getting more favors is out.
Earth Blood seems like the way to go since when compared to the cost of Boon of Hysh we could get a second magic item. Also I don't much want to go to the Light College if we don't have to.

You might also want to look into the Celestial College, they have divination stuff which might translate to rerolls.
Okay, noted. Earth Blood is a very strong contender here. The downsides are 1) it's too slow to reasonably use in combat, and 2) it doesn't help if we get poisoned, which is a serious risk because skaven.

Having flipped through the Celestial College spells, the Second Portent of Amul ("you get two rerolls at any time in the next hour" in WFRP effect) at a 3 favor cost would be very useful, depending upon how it translates to this system. That's the sort of thing that could fairly reliably negate miscasts (huge in its implications for how boldly we can operate) even if it only applies to the rolls made for Mathilde's performance alone.

Earth Blood+Second Portent of Amul is a viable combo, for 5 favors total. The healing wouldn't be as impressive as for Boon of Hysh but the good fortune would make us less likely to be seriously injured or poisoned in the first place. With the College class also in my plan, that would leave us with a pretty limited 2 favors remaining- but handing off the Shyish blades will bring that back up to 4, which I'm comfortable with.

Opinions on this?
 
There may be other spells I've missed but these are the big ones I was considering earlier. Opinions, people? As mentioned above I'm thinking Boon of Hysh is the way to go even if it's costly.

It's all depends on how it translates from WHFB to this quest; like, I imagine Boon of Hysh would grant a big fat bonus on a heal roll, but I'd rather have multiple rolls available. I'd prioritize keeping Matty alive against Matty whole when it comes down to it. Say, like, an ogre pastes her, and one big heal puts her back at 100%, but then she gets tagged by a sniper and her big heal is still recharging. A weaker spell may allow for a greater number of uses before a recharge is needed.

This is all baseless speculation mind you, but I'd prefer multiple chances to cling to life over one real good heal.

Also, keep in mind that like the Doomfire Ring, Matty may not be able to use non-Ulgu based items to their full effect. Which is fine, heals are heals, but during the dorf adventures, we ought spends some actions on spell crafting and try to work out an Ulgu version of a healing effect, if that's at all possible.
 
Yeah, I get it. The thing is it's the best army support spell there is in RoS, period, skaven or not. Also, Light is completely broken when it comes for dungeon delving.
Like I said, the number of justifications doesn't matter to me. There hasn't been a word about disease in this quest in Mathilde's thoughts or the discussion. If we select it now, then the reason we selected it is the Skaven, and we're just fooling ourselves if we say otherwise.
 
Like I said, the number of justifications doesn't matter to me. There hasn't been a word about disease in this quest in Mathilde's thoughts or the discussion. If we select it now, then the reason we selected it is the Skaven, and we're just fooling ourselves if we say otherwise.

Don't night goblins also use poison and disease?
 
Also, keep in mind that like the Doomfire Ring, Matty may not be able to use non-Ulgu based items to their full effect. Which is fine, heals are heals, but during the dorf adventures, we ought spends some actions on spell crafting and try to work out an Ulgu version of a healing effect, if that's at all possible.
While we might not be able to actually get any healing, I do wonder if we can get some medical spells if we try enough.

Something like solidifying shadow over wounds to stop the bleeding or shadow wrappings. Using shadowcloak mist to clean wounds or create water.

Not sure how applicable such things would be, but if possible, it would be an interesting set of tricks for Ulgu wizards. Especially journeymen just setting out.
 
Voters, take note:

[ ] Plan Ready For Battle
has been updated in the following ways:

The "[ ] Spells of Grey Magic" option has been updated to the "[ ] Spells of Grey Magic (teachers' choice; multiple spells)" option in response to GM alteration of the default. While there are some excellent spells that it would be delightful to specify, odds are good that we will learn at least one of them in the multi-spell option anyway so specifying did not seem worth the loss of greater overall learning.

The "[ ] Get a magical healing item from the Colleges (-Favors)" option has been updated to the options "[ ] Relatively Simple enchantment (two favours, Earth Blood, free action)" and "[ ] Moderately Complicated enchantment (three favours, Second Portent of Amul, free action)" in response to GM alteration of the default, following recent discussion in thread. This will provide Mathilde with magical healing which can effectively cure any injury to her over the course of a minute or so and with a drastically reduced chance of miscasts or fumbles.

The "[ ] Piety (Overwork action)" option has been updated to eliminate the use of Overwork, in light of the additional action slot being freed up by the fact that requesting an enchantment from the Colleges does not require one. This reduces or eliminates the chance of gaining a negative trait due to an overwork botch. It was chosen to eliminate the overwork risk rather than add a new action because at least one current voter has expressed extreme concern over the possible negative effects of overwork.

The actions "[ ] Build a bailey for your subjects to shelter in and to encompass other structures. (100+50 gc for wood)", "[ ] Improve the road between the Estate and Sonningwiese. (50+25 gc)", "[ ] Purchase a loom, erect a building for it, and invite weavers to start calling your estate home. (100+50 gc)", and "[ ] Set up a dairy and recruit skilled cheesemakers from among the locals to work in it. (100+50 gc)" have been added to the plan following discussion in thread. There is no reason to wait on these improvements being slowly implemented by our newly hired steward when we can order them all begun now and benefit from any additional income during our absence.
 
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Okay, noted. Earth Blood is a very strong contender here. The downsides are 1) it's too slow to reasonably use in combat, and 2) it doesn't help if we get poisoned, which is a serious risk because skaven.

Having flipped through the Celestial College spells, the Second Portent of Amul ("you get two rerolls at any time in the next hour" in WFRP effect) at a 3 favor cost would be very useful, depending upon how it translates to this system. That's the sort of thing that could fairly reliably negate miscasts (huge in its implications for how boldly we can operate) even if it only applies to the rolls made for Mathilde's performance alone.

Earth Blood+Second Portent of Amul is a viable combo, for 5 favors total. The healing wouldn't be as impressive as for Boon of Hysh but the good fortune would make us less likely to be seriously injured or poisoned in the first place. With the College class also in my plan, that would leave us with a pretty limited 2 favors remaining- but handing off the Shyish blades will bring that back up to 4, which I'm comfortable with.

Opinions on this?
Sounds good to me.

Although I'll also point out the disease removal spell that was mentioned before sounds incredibly amazing and Mathilde has been on battlefields before so likely knows just how amazing that item would be. I could easily see her not thinking about taking it though if she's thinking of personal equipment rather than things to benefit the army.

But if we really want to grab some amazing dwarf favor it might be worth bringing along simply so we can give it to the commander and say 'now you don't need to worry about disease, at all'
Mathilde gains a million of everyone favor

Edit:

Voters, take note:

[ ] Plan Ready For Battle
has been updated in the following ways:

The "[ ] Spells of Grey Magic" option has been updated to the "[ ] Spells of Grey Magic (teachers' choice; multiple spells)" option in response to GM alteration of the default. While there are some excellent spells that it would be delightful to specify, odds are good that we will learn at least one of them in the multi-spell option anyway so specifying did not seem worth the loss of greater overall learning.

The "[ ] Get a magical healing item from the Colleges (-Favors)" option has been updated to the options "[ ] Relatively Simple enchantment (two favours, Earth Blood, free action)" and "[ ] Moderately Complicated enchantment (three favours, Second Portent of Amul, free action)" in response to GM alteration of the default, following recent discussion in thread. This will provide Mathilde with magical healing which can effectively cure any injury over the course of a minute or so and with a drastically reduced chance of miscasts or fumbles.

The "[ ] Piety (Overwork action)" option has been updated to eliminate the use of Overwork, in light of the additional action slot being freed up by the fact that requesting an enchantment from the Colleges does not require one. This reduces or eliminates the chance of gaining a negative trait due to an overwork botch. It was chosen to eliminate the overwork risk rather than add a new action because at least one current voter has expressed extreme concern over the possible negative effects of overwork.

The actions "[ ] Build a bailey for your subjects to shelter in and to encompass other structures. (100+50 gc for wood)", "[ ] Improve the road between the Estate and Sonningwiese. (50+25 gc)", "[ ] Purchase a loom, erect a building for it, and invite weavers to start calling your estate home. (100+50 gc)", and "[ ] Set up a dairy and recruit skilled cheesemakers from among the locals to work in it. (100+50 gc)" have been added to the plan following discussion in thread. There is no reason to wait on these improvements being slowly implemented by our newly hired steward when we can order them all begun now and benefit from any additional income during our absence.

These actions also all seem reasonable.

Pretty much all the spells left to learn are pretty great.

I wouldn't mind taking a last chance to look over the magic swords before we leave (and give them up), but I could see how you wouldn't want to take the chance or feel that they aren't worth it (they probably aren't).




On a vaguely related note joining Belegar Ironhammer has a good lead so I'd be happy if the vote that prepares for battle won.
 
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Might as well add the other vote stuff.

[X] Belegar Ironhammer has sent word that any that wish to seek their fortune are welcome to join him in retaking Karak Eight Peaks. While it is far from the civilized lands of the Empire, the treasure, the glory, and the adventure will be all the greater.

[X] Donate them to the Amethyst Order (+2 College Favours)
[X] Leave it behind; have Heideck come in and replace the containers as they fill.
[X] Bring it with you, safely locked within the enchanted box Abelhelm kept it in.

[X] Plan Ready For Battle
 
It's all depends on how it translates from WHFB to this quest; like, I imagine Boon of Hysh would grant a big fat bonus on a heal roll, but I'd rather have multiple rolls available. I'd prioritize keeping Matty alive against Matty whole when it comes down to it. Say, like, an ogre pastes her, and one big heal puts her back at 100%, but then she gets tagged by a sniper and her big heal is still recharging. A weaker spell may allow for a greater number of uses before a recharge is needed.

This is all baseless speculation mind you, but I'd prefer multiple chances to cling to life over one real good heal.

Also, keep in mind that like the Doomfire Ring, Matty may not be able to use non-Ulgu based items to their full effect. Which is fine, heals are heals, but during the dorf adventures, we ought spends some actions on spell crafting and try to work out an Ulgu version of a healing effect, if that's at all possible.
The doomfire ring was specifically built for Bright wizard Journeymen. Other items shouldn't have that problem.
Don't night goblins also use poison and disease?
Poison sure, but i can't find anything about plague. I might just be missing that though.
 
@BoneyM
1) Sorry if I missed it somewhere but did you ever say what rules you are using for Wearing Multiple Magic Items?
For example could we wear our Robes Of Armour and a Cloak of Shadowcloak? Add a Hat of Take No Heed?
How many Ring of [Insert Spell] could we wear at once?
2) Out of curiosity what is the function of the Staff were weren't issued with after the exam? Is it possible to spend favours commissioning one?
 
Giving a dwarf a human-made magical trinket is the complete opposite of a good way to make friends.
Good to know that the dwarf's also don't trust human enchanted items.

I was also partially thinking of the local human commander at the time due to human's lower toughness (actually how much force is the Empire sending to help?). Although it's quite amusing to know that the dwarfs wouldn't appreciate being given a way to completely eliminate disease problems in their army.

Also an unrelated question.

@BoneyM Also how effective is our Aethyric Armour spell now that her magic level is higher?
 
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The doomfire ring was specifically built for Bright wizard Journeymen. Other items shouldn't have that problem.

Ah, my mistake; I assumed that it was a general rule that magic items work better if the user is a wizard of the corresponding wind of magic, rather than the Doomfire Ring being a special case.
 
The doomfire ring was specifically built for Bright wizard Journeymen. Other items shouldn't have that problem.

Poison sure, but i can't find anything about plague. I might just be missing that though.

Didn't find anything about plague+goblins too on the second skimming. Ok, then how do you feel about Ill-bane? It is heal poison/disease spell, so it is pretty useful against known dangers of the Hold (poison-using night goblins). It doesn't have giant AOE of Light of Purity, but it can heal poison (not only disease) and should work pretty well as important character protection. Although at this point it may be simpler to just take Boon of Hysh and be done with it - absolute healing, no questions asked.
 
@BoneyM
1) Sorry if I missed it somewhere but did you ever say what rules you are using for Wearing Multiple Magic Items?
For example could we wear our Robes Of Armour and a Cloak of Shadowcloak? Add a Hat of Take No Heed?
How many Ring of [Insert Spell] could we wear at once?

Magical items work together fine, but they don't stack if they effect the same thing, and it'd be a bad idea to have spells from multiple Winds active on you for prolonged periods, and most magical items are activated rather than constant.

2) Out of curiosity what is the function of the Staff were weren't issued with after the exam? Is it possible to spend favours commissioning one?

Effectively a +1 to magic. And no, staffs designed to channel other winds won't help you.

actually how much force is the Empire sending to help?

It's not.

Although it's quite amusing to know that the dwarfs wouldn't appreciate being given a way to completely eliminate disease problems in their army.

They've got runes for that, and the thing about Runepriests is they have a 0% 'explode into demons' rate, and a 0% 'slowly turns dwarves to stone' rate too.

@BoneyM Also how effective is our Aethyric Armour spell now that her magic level is higher?

Around scale/lamellar.
 
Technically possible appearance-wise, but the form of the familiar is entirely unpredictable. You'd have to roll 36-40 for it's form for a human-sized humanoid, and roll something concealable on the Oddities of Form. As for acting human, you'd have to basically teach it and convince it to do so, which is easier said than done.
Considering the nature of Ulgu, such a thing is probably more likely to be Doppleganger, Long-Arm-Long-Leg, Living Shadow or Faceless Man than anything that human I think.
'Any size whatsoever' is fairly clear-cut, it'd illuminate the entirety of Eight Peaks. But it'd have a time limit of an hour and that much magical output would require some pretty dramatic recharging.
That'd be pretty funny for a shock treatment I imagine. Theres going to be so much screaming the mountain would resonate.
Giving a dwarf a human-made magical trinket is the complete opposite of a good way to make friends.
Also for everyone talking about poison and disease, its a lesser concern for dwarfs because dwarf durability.

Pick a good field healing item for treating emergency wounds, but for poison Mathilde's main concern is for herself. Something likely to kill her within minutes would probably take hours for a dwarf, as long as they make it back to camp alive they'd probably recover.
 
Inserted tally
Adhoc vote count started by Sinsystems on Mar 25, 2018 at 7:29 AM, finished with 12615 posts and 93 votes.

  • [X] Leave it behind; have Heideck come in and replace the containers as they fill.
    [X] Bring it with you, safely locked within the enchanted box Abelhelm kept it in.
    [X] Belegar Ironhammer has sent word that any that wish to seek their fortune are welcome to join him in retaking Karak Eight Peaks. While it is far from the civilized lands of the Empire, the treasure, the glory, and the adventure will be all the greater.
    [X] Zhufbar regularly sends salvaging parties into Karak Varn and mining parties into the tunnels below. It will be close enough to Stirland to keep in touch, and you have a good reputation in Zhufbar especially.
    [X] Donate them to the Amethyst Order (+2 College Favours)
    [X] Plan Private Sector Preparation
    -[x] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    --[X] Ranald's Blessing
    -[X] Sell the produced niter crystals as fertiliser in Stirland.
    -[x]Formalize and organize the payments people make for the Gong Farmers to perform their service.
    -[x]Survey the Haunted Hills for sites rich in Ulgu for the EIC to buy on your behalf if the land goes on the market.
    -[x]Seek and hire a steward to manage and improve the fief in your absence.
    -[x] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [X] Leave them stored in your spare room.
    [X] Plan Ready For Battle
    -[x] Seek and hire a steward to manage and improve the fief in your absence. (100+50 gold to pay them for the projected duration of your absence, free action)
    -[X] Build a bailey for your subjects to shelter in and to encompass other structures. (100+50 gc for wood, free action)
    -[X] Improve the road between the Estate and Sonningwiese. (50+25 gc, free action)
    -[X] Purchase a loom, erect a building for it, and invite weavers to start calling your estate home. (100+50 gc, free action)
    -[X] Set up a dairy and recruit skilled cheesemakers from among the locals to work in it. (100+50 gc, free action)
    -[x] Internalized Lessons: If you've been using a particular trait a fair bit in the last year, you can spend some time on it to internalize what you've learned and increase the trait (choose which trait; can be taken multiple times; will be more effective the more you've used the trait lately).
    --[x] Learning
    --[x] Piety
    -[X] Your experience with the so-called Fog of War has given you a lot of ideas for new applications of Ulgu. Investigate them to see what might be possible.
    --[X] Ranald's Blessing
    -[x] Spells of Grey Magic (teachers' choice; multiple spells)
    -[x] Sell the produced niter crystals to Zhufbar.
    -[x] Relatively Simple enchantment (two favours, Earth Blood, free action)
    -[x] Moderately Complicated enchantment (three favours, Second Portent of Amul, free action)
    -[X] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say auf wiedersehen. (does not take an action, incompatible with Free Time)
    [X] Plan Finaly Getting IT DONE
    -[x] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    -[x] Shyish-kebabs: The Shyish swords are hideously dangerous as weapons, but fascinating as a subject of study. Try to reverse-engineer the lost enchantments woven into them.
    --[X] Ranald's Blessing
    -[X] Sell the produced niter crystals as fertiliser in Stirland.
    -[x]Survey the Haunted Hills for sites rich in Ulgu for the EIC to buy on your behalf if the land goes on the market.
    -[x]Seek and hire a steward to manage and improve the fief in your absence.
    -[x] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [X] Leave it safely in your Sunken Palace.
    [X] Plan Foundation For a Future
    -[X][Personal] Seek and hire a steward to manage and improve the fief in your absence. (100 gold to pay them for the projected duration of your absence)
    --[X] Leave standing instructions for them to prioritize the safety and wellbeing of the fief over profit, as long as they don't outright make a loss.
    --[X] Ranald's Blessing
    -[X][Personal] Use your reputation to build trade ties with Zhufbar.
    -[X][Personal] Expand the EIC into Sonningwiese; this is unlikely to increase profits, but would indirectly improve the lot of your subjects.
    -[X][Personal] Sell the produced niter crystals as fertiliser in Stirland.
    -[X][Personal] The Allies of Man
    -[X][Social] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [x] Plan Merged
    -[x] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    --[X] Ranald's Blessing
    -[X] Your experience with the so-called Fog of War has given you a lot of ideas for new applications of Ulgu. Investigate them to see what might be possible.
    -[x] Spells of Grey Magic
    -[x] Get a magical healing item from the Colleges (-Favors)
    -[x] Sell the produced niter crystals to Zhufbar.
    -[x]Survey the Haunted Hills for sites rich in Ulgu for the EIC to buy on your behalf if the land goes on the market.
    -[X] Build a bailey for your subjects to shelter in and to encompass other structures. (100+50 gc for wood)
    -[X] Improve the road between the Estate and Sonningwiese. (50+25 gc)
    -[X] Purchase a loom, erect a building for it, and invite weavers to start calling your estate home. (100+50 gc)
    -[X] Set up a dairy and recruit skilled cheesemakers from among the locals to work in it. (100+50 gc)
    -[x] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [X] Plan Finaly Getting IT DONE Qhaysh EDITION
    -[x] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    --[X] Ranald's Blessing
    -[x] Shyish-kebabs: The Shyish swords are hideously dangerous as weapons, but fascinating as a subject of study. Try to reverse-engineer the lost enchantments woven into them.
    -[X] Sell the produced niter crystals as fertiliser in Stirland.
    -[x]Survey the Haunted Hills for sites rich in Ulgu for the EIC to buy on your behalf if the land goes on the market.
    -[x]Seek and hire a steward to manage and improve the fief in your absence.
    -[x] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [x] Return them to the barrow you originally got them from.
    [X] Plan Tying up loose ends
    -[X] Build a relation with the local community leader so that either he or someone else from the community can perform the duties of a steward. (cannot be outsourced)
    -[x] [Gong Farmers] Fold them into the EIC; no need for you to have personal control of them. (no action needed)
    -[X] [Niter Factory] Fold it into the EIC. (no action needed)
    -[X][Personal] Use your reputation to build trade ties with Zhufbar.
    -[X] [Personal] Expand the EIC into Sonningwiese; this is unlikely to increase profits, but would indirectly improve the lot of your subjects. (Overwork)
    -[X] [Personal] Have the EIC print and sell a second edition of Asarnil's memoirs. (Overwork)
    -[X] [Personal] Survey the Haunted Hills for sites rich in Ulgu for the EIC to buy on your behalf if the land goes on the market.
    -[X][Personal] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    --[X] Ranald's Blessing
    -[X] Getting To Know You: Spend time with someone, offering your help in their tasks and generally getting a feel for them (choose one) (can be taken multiple times).
    --[X] Regimand (Our old Master)
    -[X][Social] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [X] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    [X] Plan Affairs in Order
    -[x] Zhufbar regularly sends salvaging parties into Karak Varn and mining parties into the tunnels below. It will be close enough to Stirland to keep in touch, and you have a good reputation in Zhufbar especially.
    -[x] Donate them to the Amethyst Order (+2 College Favours)
    --[x] keep 2 for study
    --[x] Leave them stored in your spare room.
    -[x] Leave it behind; have Heideck come in and replace the containers as they fill.
    [X] Leave it safely in your Sunken Palace.
    -[X] Build a relation with the local community leader so that either he or someone else from the community can perform the duties of a steward. (cannot be outsourced)
    --[x] Overwork
    -[x] Build a large home for yourself, with plenty of spare rooms to expand into (6 rooms, 150 gc).
    --[x] pay the 50% premium
    -[x] Build a bailey for your subjects to shelter in and to encompass other structures (100 gc for wood).
    -[x] Improve the road between the Estate and Sonningwiese (50 gc)
    -[x] Purchase a loom, erect a building for it, and invite weavers to start calling your estate home. (100 gc)
    -[x] Set up a dairy and recruit skilled cheesemakers from among the locals to work in it. (100 gc)
    -[x] Expand the EIC into Sonningwiese; this is unlikely to increase profits, but would indirectly improve the lot of your subjects.
    -[x] Expand the Gong Farmers into the rest of Western Stirland.
    -[x] No longer linked to the Watch, the Gong Farmers might be vulnerable. Arm and train them so they can defend themselves in the sewers.
    --[x] dwarf favour
    -[x] Sell the produced niter crystals to Zhufbar.
    --[x] funds the gong farmer actions
    -[x] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    --[X] Ranald's Blessing
    -[x] Imbue an item with a petty or lesser magic. (specify item and spell)
    --[x] a magic lock safe for the underground palace. Heavy and well concealed, spend freely.
    [x] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say auf wiedersehen. (does not take an action, incompatible with Free Time)
    [x] Plan Merged
    -[x] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    --[X] Ranald's Blessing
    -[X] Your experience with the so-called Fog of War has given you a lot of ideas for new applications of Ulgu. Investigate them to see what might be possible.
    -[x] Spells of Grey Magic
    -[x] Get a magical healing item from the Colleges (-Favors)
    -[x] Sell the produced niter crystals to Zhufbar.
    -[x]Survey the Haunted Hills for sites rich in Ulgu for the EIC to buy on your behalf if the land goes on the market.
    -[x] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [x] Have dwarves do a surface survey of the Haunted Hills in anticipation of a land sale (-4 dwarf favours; will be mostly pointless if the land is given over to a Count or Baron instead of sold individually) (does not take an action)
    [x] Survey the Haunted Hills for sites rich in Ulgu for the EIC to buy on your behalf if the land goes on the market.
    [x] Build a relation with the local community leader so that either he or someone else from the community can perform the duties of a steward. (cannot be outsourced)
    [x] Your experience with the so-called Fog of War has given you a lot of ideas for new applications of Ulgu. Investigate them to see what might be possible.
    [x] Shyish-kebabs: The Shyish swords are hideously dangerous as weapons, but fascinating as a subject of study. Try to reverse-engineer the lost enchantments woven into them.
    -[x] Ranald's Favor
    [x] Sell the produced niter crystals as fertiliser in Stirland.
    [X] [Niter Factory] Fold it into the EIC. (no action needed)
    [X][Personal] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [X] [Study] Spells of Grey Magic (costs 1 College Favour)
    [X] [Personal] Your experience with the so-called Fog of War has given you a lot of ideas for new applications of Ulgu.
    [X] [Personal] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    -[X] Ranald's Blessing
    [X] [Gong Farmers] Fold them into the EIC; no need for you to have personal control of them. (no action needed)
    [X] [EIC] Use your friendship with Anton to build trade ties along the Nuln Road.
    [X][Estate] Seek and hire a steward to manage and improve the fief in your absence. (100 gold to pay them for the projected duration of your absence)
    -[X] Leave standing instructions for them to prioritize the safety and wellbeing of the fief over profit, as long as they don't outright make a loss.
    [X] [Estate] Hire Manager:
    -[X] Purchase a loom, erect a building for it, and invite weavers to start calling your estate home. (150 gc)
    -[X] Set up a dairy and recruit skilled cheesemakers from among the locals to work in it. (150 gc)
    -[X] Improve the road between the Estate and Sonningwiese (75 gc)
    [X] Bring it with you, doing what you can with padding and cushions to protect it.
    [X] Money Magister
    -[X] Seek and hire a steward to manage and improve the fief in your absence. (100 gold to pay them for the projected duration of your absence)
    --[X] Ranald's Blessing
    -[X] Hire Manager
    --[X] Purchase a loom, erect a building for it, and invite weavers to start calling your estate home. (100 gc)
    --[X] Set up a dairy and recruit skilled cheesemakers from among the locals to work in it. (100 gc)
    --[X] Build a bailey for your subjects to shelter in and to encompass other structures (100 gc for wood, 400 gc for stone, optional dwarf help for -1 dwarf rep).
    ---[X] Wood
    -[X] Sell the produced niter crystals as fertiliser in Stirland.
    -[X] Getting To Know You: Spend time with someone, offering your help in their tasks and generally getting a feel for them (choose one) (can be taken multiple times).
    --[X] Regimand (Our old Master)
    -[X] Your experience with the so-called Fog of War has given you a lot of ideas for new applications of Ulgu. Investigate them to see what might be possible.
    -[X] Practical Diplomacy
    -[X] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say auf wiedersehen. (does not take an action, incompatible with Free Time)
    [x] Plan Manager can be hired as a free action
    -[x] [Estate] Seek and hire a steward to manage and improve the fief in your absence. (100 gold to pay them for the projected duration of your absence) (free action for 150gc)
    -[x] [Estate] Improve the road between the Estate and Sonningwiese (50 gc) (free action for 75 gc)
    -[x] [Gong Farmers] Fold them into the EIC; no need for you to have personal control of them. (no action needed)
    -[x] [Niter Factory] Sell the produced niter crystals as fertiliser in Stirland.
    -[x] [Familiar] You'll have a cat, damn it. Spend time with the alley cats of Wurtbad and see what you can find. (low chance)
    -[x] Qhaysh Juice: Whatever it is, it's dripping out of the box at a steady rate. You've got several gallons of the stuff and it's still coming out. It's got to be good for something.
    --[X] Ranald's Blessing
    -[x] Your experience with the so-called Fog of War has given you a lot of ideas for new applications of Ulgu.
    -[x] Filled with Potential: You've got four rooms cleared out and ready to be put to use. Decide what you're going to put in one of them and get started on equipping it. (write in the purpose of the room)
    --[x] Overengineered and contrived DOOMVAULT
    -[x] Farewell: Visit everyone you've gotten to know during your time in Stirland, let them know where you're off to, and say au revoir. (does not take an action, incompatible with Free Time)
    [X] Plan Foundation For a Future
    -[X][Personal] Seek and hire a steward to manage and improve the fief in your absence. (100 gold to pay them for the projected duration of your absence)
    --[X] Leave standing instructions for them to prioritize the safety and wellbeing of the fief over profit, as long as they don't outright make a loss.
    --[X] Ranald's Blessing
    -[X][Personal] Use your reputation to build trade ties with Zhufbar.
    -[X][Personal] Expand the EIC into Sonningwiese; this is unlikely to increase profits, but would indirectly improve the lot of your subjects.
    -[X][Personal] Sell the produced niter crystals as fertiliser in Stirland.
    -[X][Personal] Getting To Know You: Spend time with someone, offering your help in their tasks and generally getting a feel for them (choose one) (can be taken multiple times).​
    --[X] Kasmir​
    -[X][Social] Free Time: Now well-established in Wurtbad, you can spend some time in your scant off hours getting to know someone better. Pick one character. (does not take an action)​
    --[X] Wilhelmina​
    -[X][Overwork] Getting To Know You: Spend time with someone, offering your help in their tasks and generally getting a feel for them (choose one) (can be taken multiple times).​
    --[X] Anton​
    [X] Estate Plan: Last Minute Improvements (Free Actions)
    -[X] Build a bailey for your subjects to shelter in and to encompass other structures. (100+50 gc for wood)
    -[X] Improve the road between the Estate and Sonningwiese. (50+25 gc)
    -[X] Purchase a loom, erect a building for it, and invite weavers to start calling your estate home. (100+50 gc)
    -[X] Set up a dairy and recruit skilled cheesemakers from among the locals to work in it. (100+50 gc)
 
Also, keep in mind that like the Doomfire Ring, Matty may not be able to use non-Ulgu based items to their full effect. Which is fine, heals are heals, but during the dorf adventures, we ought spends some actions on spell crafting and try to work out an Ulgu version of a healing effect, if that's at all possible.
Uh... hm. Ulgu really doesn't sound like it'd have anything to do with healing (being Trickery, Confusion, Darkness, Smoke/Mist/Fog), but I could see some spells to keep the wounded fighting (forget you're injured/ignore pain). Maybe if you finagle the Mists part into vapor from boiling medicinal plants? But that's really reaching IMO.
 
[X] Belegar Ironhammer has sent word that any that wish to seek their fortune are welcome to join him in retaking Karak Eight Peaks. While it is far from the civilized lands of the Empire, the treasure, the glory, and the adventure will be all the greater.

[X] Donate them to the Amethyst Order (+2 College Favours)
[X] Leave it behind; have Heideck come in and replace the containers as they fill.
[X] Bring it with you, safely locked within the enchanted box Abelhelm kept it in.

[X] Plan Ready For Battle
 
Didn't find anything about plague+goblins too on the second skimming. Ok, then how do you feel about Ill-bane? It is heal poison/disease spell, so it is pretty useful against known dangers of the Hold (poison-using night goblins). It doesn't have giant AOE of Light of Purity, but it can heal poison (not only disease) and should work pretty well as important character protection. Although at this point it may be simpler to just take Boon of Hysh and be done with it - absolute healing, no questions asked.
Is anti-poison magic really necessary though? I'd expect there would be experts in treating poisons available, what we want is a way to prevent a wound from keeping us down for ages or killing us slowly from blood loss or something (basically let's not go out embarrassingly like Van Hal).



Effectively a +1 to magic. And no, staffs designed to channel other winds won't help you.
It's not like I wanted a staff anyway! We're fine with our sword and gun and don't need any awesome magic boost. :cry:



Ouch, I expected at least a token force.

Yeah that anti-disease spell isn't looking all that great then.
 
Magical items work together fine, but they don't stack if they effect the same thing, and it'd be a bad idea to have spells from multiple Winds active on you for prolonged periods, and most magical items are activated rather than constant.
To be clear, how long/frequent of "prolonged periods" are we talking here? Specifically, I'm concerned about this implying that the Second Portent of Amul item would be an unwise buy due to Wind interactions, since the Second Portent of Amul lasts an hour so we would probably activate it before going into battle or engaging in other high-risk activity, which is also when we'd be using a lot of other spells. And of course, our armor is Grey Wind and active all the time even when not using its even-your-skin effect.

Is this something to be concerned over, to the point that the idea's a bad one and the item should be replaced in the plan?

Effectively a +1 to magic. And no, staffs designed to channel other winds won't help you.
Does the Grey Order keep schematics or notes on how these staffs were made, or at least have enough wizards running around with them that we could examine and attempt to reverse-engineer them once our education in enchantment has advanced a bit more? It sounds like something very useful to make.

Or to make a variant on, at least. Carrying around a giant staff and a giant sword might be a bit much.
 
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