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[X] The Amber Wizard journeymanlings.
[X] The Gold Wizard journeymanlings.
[X] The Jade Wizard journeymanling.
We chose to be the head Wizard, let's be the head wizard.
 
[X] Work with Head Ranger Ulthar Alriksson to scout the road ahead as you pass by the Forest of Gloom.
[X] Head Ranger Ulthar Alriksson
[X] The Amber Wizard journeymanlings.
 
[X] Work with Head Ranger Ulthar Alriksson to scout the road ahead as you pass by the Forest of Gloom.
[X] Head Ranger Ulthar Alriksson
[X] The Amber Wizard journeymanlings.
 
Spend time with your Journeymanlings:
[X] The Amber Wizard journeymanlings.
[X] The Gold Wizard journeymanlings.
[X] The Jade Wizard journeymanling.

Hello fellow wizards, let us discuss wizard things. For example, dispel. Let us discuss dispel. A lot. Because we're probably going to need it.
As for scouting, I see at least three army elements that can cover that. But none of them can cover for Team Magic.
 
[X] The Amber Wizard journeymanlings.
[X] The Gold Wizard journeymanlings.
[X] The Jade Wizard journeymanling.

An excellent point.
 
You return to an army on the march, and though only the forces from Karak Gantuk and Karak Azgaraz have reached you, the others will catch up and have sent messengers ahead. Belegar thanks you in that gruff and understated way that dwarves have: quietly, but with steel in his voice.

Ah, I believe we may have just unknowingly witnessed the fabled "Dwarven Squee". It's much lower pitch than a human's, you see, but the sound of steel-on-steel is unmistakable.

;)

And hey, we got more cannons! Yay! They do the best kind of counterspelling!

[X] The Amber Wizard journeymanlings.
[X] The Gold Wizard journeymanlings.
[X] The Jade Wizard journeymanling.

Now. Is it time to Wiz-Hard, or Wiz-HARDER?
 
You know I sort of hope that we end up corrupting at least the Jade and Gold wizards into each getting a pistol and learning how to use it.
 
Anyone knows what the Jade journeymen might have for spells?
Petty and Lesser as our own spellbook, plus here's potential entries for Relatively Simple Lore of Life, casting number <10.

Ferment: Converts liquid into mild alcoholic beverage (ale, beer, wine, mead). Undrunk liquid reverts after a day.
Curse of Thorns: Thorns grow inside target's body, injuring and hampering them (WP to resist)
Track's Tale Told: Bonus to tracking in the wilderness.
Fat of the Land: Touched creature becomes sated with Ghyran, does not need to eat for a week.
Tree-Dweller's Step: Touched creature gains a bonus to climbing and agility for several hours.
Earth Blood: Slowly heal yourself. Must be cast on natural earth.
 
[X] Work with Head Ranger Ulthar Alriksson to scout the road ahead as you pass by the Forest of Gloom.
[X] The Amber Wizard journeymanlings.
[X] Head Ranger Ulthar Alriksson
 
[X] The Amber Wizard journeymanlings.
[X] The Gold Wizard journeymanlings.
[X] The Jade Wizard journeymanling.


"Squeee junior mages are so cuuute!" Said Mathulde Weber.

The mages blushed at Mathulde forthright mess.

"Dame Weber...its an honor to meet you."

Oh my god I want to so mad these mages are mentee think of the kawai.
 
[X] The Amber Wizard journeymanlings.
[X] The Gold Wizard journeymanlings.
[X] The Jade Wizard journeymanling.

Gotta get familiarized with our command before the crunch happens. Next turn we should start talking with the rangers though.
 
[Rolling...]

In the end, the sole response at such short notice is two more journeymen are enticed into joining, one from the Gold Order and one from the Jade; disappointing, but better than nothing. You don't even have time to greet said journeymen before you're on your way to your next destination. The army leaves in days, and every hour could count.
What did we roll for the Colleges?
 
Wooot! Though it would have been amazing to have the doggo rolls switched. I wanna see a 99 dice ability wolf.

It was a roll on Realms of Sorcery table, 46-55 is "Magic power" for bound familiar. 99 would be "GM's choice" (from the list of available abilities, where magic power is one of the most useful ones anyway).

1 magic every 3 spells known iirc. Familiars can get an ability that gives us +1.

It is 1 (base) +1 (all petty magic) +1(all lesser magic) +1/2/3 (for 7/13/19 non-battlemagic Ulgu spells known). Which, curiously, means that a run-of-the-mill Magister without familiar or special traits is incapable of learning battle magic - he would only have Magic 6 even after mastering all other available spells.

@BoneyM, was an "all-important familiar roll" of 99 a roll to establish link or a roll on the table 7-5 from RoS "familiar personality" (that resulted in "GM's choice")?
 
[X] Plan: Leader of Magic Men.
-[X] The Amber Wizard journeymanlings.
-[X] The Gold Wizard journeymanlings.
-[X] The Jade Wizard journeymanling.
 
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