Voted best in category in the Users' Choice awards.
[X] Yes
-[X] Talisman
-[X] Protection
-[X] 15 Favors

Eh, alright.this still leaves us with some favors, I think, and we better invest into surviving the future meatgrinder or next time we'll have to solo defend our fallen faction leader.
 
any chance we can study to learn a spell or two? i mean i'd like to know how to cast that magical dagger spell so we have some more options in combat.
 
Can i just remind people we spent literally every favor we had with the colleges to make an item to bring us back from the dead? And that we have a spell that grants us the protective benefits of plate mail.

Do we really need more protection?
Chaos and miscasts can, on occasion, fall into the "worse than death" range, like severe mutations, demonic summoning or possession, or, say, magical pyres of white fire that destroy a quarter of a city and burn any allies nearby.

So if we can get a Dwarven talisman to negate an enemy Turn-Into-A-Skaven spell, or bad miscasts, that has its uses.
 
10 favor is runefang territory people, abit better hopefully.

Did I miss a post by @BoneyM stating that?
If not, I very much doubt that even a full 18 favor weapon would equal a Runefang. The Runefangs required over a century of labor by Alaric the Mad. Kragg is good, but he is the heir to about a millennium's worth of decline in runelore since Alaric's day, and Alaric was counted impressive for that age.

Chaos and miscasts can, on occasion, fall into the "worse than death" range, like severe mutations, demonic summoning or possession, or, say, magical pyres of white fire that destroy a quarter of a city and burn any allies nearby.

So if we can get a Dwarven talisman to negate an enemy Turn-Into-A-Skaven spell, or bad miscasts, that has its uses.

So are you advocating antimagic or protection?
 
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Chaos and miscasts can, on occasion, fall into the "worse than death" range, like severe mutations, demonic summoning or possession, or, say, magical pyres of white fire that destroy a quarter of a city and burn any allies nearby.

So if we can get a Dwarven talisman to negate an enemy Turn-Into-A-Skaven spell, or bad miscasts, that has its uses.

That's true, but dwarfs have no real idea how human wizardry works, beyond it being reckless insanity. So I think that any "decrease miscast chance" thing, if that's the idea (I may be wrong and misreading, not my best day, sorry), would involve rolls to determine whether they can do it, while just Protection means the roll is only for how much of protection it will offer.

General anti-magic to be able to cast or do whatever instead of spending all our time counterspelling or trying to not die to spells would be great though. We can hire some bodyguards against physical threats or just ask somebody to lend us some burly dudes with swords, but we cannot lend anti-magic.
 
Did I miss a post by @BoneyM stating that?
If not, I very much doubt that even a full 18 favor weapon would equal a Runefang. The Runefangs required over a century of labor by Alaric the Mad. Kragg is good, but he is the heir to about a millennium's worth of decline in runelore since Alaric's day, and Alaric was counted impressive for that age.



So are you advocating antimagic or protection?
I'd be inclined to go primarily for Antimagic. Dwarves can do runes that have a chance of turning aside Runefangs, cannon, and other armor-piercing weaponry. But on the whole, for Mathildes career, Antimagic helps even when we're not on the battlefield, which is by far the majority of the time.

That's true, but dwarfs have no real idea how human wizardry works, beyond it being reckless insanity. So I think that any "decrease miscast chance" thing, if that's the idea (I may be wrong and misreading, not my best day, sorry), would involve rolls to determine whether they can do it, while just Protection means the roll is only for how much of protection it will offer.

General anti-magic to be able to cast or do whatever instead of spending all our time counterspelling or trying to not die to spells would be great though. We can hire some bodyguards against physical threats or just ask somebody to lend us some burly dudes with swords, but we cannot lend anti-magic.
I confess to not reading dozens of pages of discussion of WFB army list enchantments closely, but the impression I got was that @BoneyM said a pretty standard Dwarven anti-hostile-magic type rune would also be able to (have a chance to?) negate our own miscasts.

If you were thinking of splitting a few points into a weapon- I'd be surprised if between Max and ourselves we could't make our own roughly 5-point-equivalent weapon. 15 or 18 points is beyond us, sure, so if you want Maximum Beatstick you need Kragg.

However - I'd say to Maximum Kill types that Mathilde will eventually be far, far more effective if she can cast Big Battle Magic (almost) reliably and not have to worry about Counterspelling. The right Battle Magic can kill dozens or hundreds of troops at once. Extra Killy Stick is somewhat slower. And we'll be able to make our own decent Ulgu Kill Stick.
 
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Well the main rune of runefang can be got i think by kragg and i doubt that it was constant work for the runefangs but in fits and starts cause it was trash umgi weapons probably and it probably included the time to invent the freaking master rune i imagine not actual forging time. I still think that 10 favor sword and 8 favor protection or antimagic talisman would be best compromise. If ur doing 10 or 15 favor talisman , what about 3 favor one hand runeaxe aswel?


[X] Yes
-[X] Greatsword
-[X] Killy
-[X] 10 Favors
 
Did I miss a post by @BoneyM stating that?
If not, I very much doubt that even a full 18 favor weapon would equal a Runefang. The Runefangs required over a century of labor by Alaric the Mad. Kragg is good, but he is the heir to about a millennium's worth of decline in runelore since Alaric's day, and Alaric was counted impressive for that age.
Don't forget about the huge magic storm that he used to power them up that hasn't come back in hundreds of years.
 
I never understood why the runefangs were considered such a big deal considering that at least in terms of effects they're not much better than any high quality dwarven runic item.
 
We're a mage. I say antimagic is our best bet.

We have a talisman for healing and rebirth already, now go for handling the magical situations we'll often get into.

[X] Yes
-[X] Talisman
-[X] Antimagic
-[X] 15 Favors

[X] Have Ulthar handpick his best sharpshooters to be equipped with envenomed bolts.
[X] Have them help you teach your fast-growing familiar simple commands.
[X] Introduce him to the dwarven smiths so he can try to convince them to teach him.
[X] Help him find a place with the dwarf artillery crews so that he can supplement their abilities in combat.
[X] The Black Lotus is a valuable trade good for those that encounter large and terrible beasts. Assist her in growing and selling some while you're here.
 
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Since approval voting seems to be order of the day, my preferred options:

[X] Yes
-[X] Talisman
-[X] Channeling/Antimagic
-[X] 10 Favors
[X] Have Ulthar handpick his best sharpshooters to be equipped with envenomed bolts.
[X] Marksman Codrin Petrescu
[X] Barak Varr is one of the greatest centers of trade in the world. Spend some time browsing to see if you find anything interesting.
[X] Help Seija teach Esbern to Dispel.
[X] Barak Varr is a trading hub; go shopping with her and employ your good name among dwarves to see if there's seeds of anything useful to be found.
[X] Introduce him to the dwarven smiths so he can try to convince them to teach him.
[X] Ask the smiths to teach him as a favour to you (-2 favours)
[X] Ask him to teach Johann to Dispel.
[X] Dwarf technology may be off limits, but the technology of other races are not and there could be all sorts of useful gadgets coming in from overseas. See if you can pick anything useful up with him from the vast markets of Barak Varr.
 
[X] Yes
-[X] Talisman
-[X] Protection
-[X] 15 Favors

[X] You've heard that greatswords and greataxes are very similar in the way they're used, and you happen to be surrounded by experts in the art of the axe. Learn how to use one.
[X] Introduce him to the dwarven smiths so he can try to convince them to teach him.
[X] Dwarf technology may be off limits, but the technology of other races are not and there could be all sorts of useful gadgets coming in from overseas. See if you can pick anything useful up with him from the vast markets of Barak Varr.
[X] Have them help you teach your fast-growing familiar simple commands.
[X] For the sake of your curiousity, sit in on some of the meetings between the two Kings.

Approval voting for the 5 non-item options in case item doesn't win.
 
[X] Many mercenaries look for work at Barak Varr among trades looking to make the long and dangerous trip to the east. See if any can be convinced to join the Expedition instead.
[X] For the sake of your curiousity, sit in on some of the meetings between the two Kings.
[X] Barak Varr is a trading hub; go shopping with her and employ your good name among dwarves to see if there's seeds of anything useful to be found.
[X] Have them help you teach your fast-growing familiar simple commands.
 
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I'd be inclined to go primarily for Antimagic. Dwarves can do runes that have a chance of turning aside Runefangs, cannon, and other armor-piercing weaponry. But on the whole, for Mathildes career, Antimagic helps even when we're not on the battlefield, which is by far the majority of the time.

I have to say I am not sure how well asking for antimagic runes would work, everywhere I looked every antimagic rune required a runesmith and effort direct towards making then usefull to us is effort not direct to making it better.


We're a mage. I say channeling is our best bet.
Isn't that actualy our worst bet ? Boney said we are duping enought favor for them to give the old colee try and we would get something out of it, but the implication is that it wouldn't be anywhere as good as a 15 favour item should.
 
[X] For the sake of your curiousity, sit in on some of the meetings between the two Kings.
[X] Barak Varr is one of the greatest centers of trade in the world. Spend some time browsing to see if you find anything interesting.
[X] Have them help you teach your fast-growing familiar simple commands.
[X] Barak Varr is a trading hub; go shopping with her and employ your good name among dwarves to see if there's seeds of anything useful to be found.
[X] The Black Lotus is a valuable trade good for those that encounter large and terrible beasts. Assist her in growing and selling some while you're here.

I'm uncertain of the utility from siting in on the meeting yet curious enough to take it. It is a trade hub, interact with them, and leveraging our dwarf rep to help the Jade wizard.
 
I think protective or antimagic talisman is our best bet. Channeling is suboptimal pick - you ask dwarfs to work outside of their specialty and there are perfectly viable human methods to get that result. With enough enchantment training we can probably make channeling item ourselves. Weapon is better, but I don't know if we need runefang-level beatstick. I also don't want to buy a weapon before we decided what weapon do we want to use - a sword or an axe. We can also probably buy masterwork (not runed, just dwarven quality) axe for money rather than favors and that should be enough for most enemies. Antimagic and protection are dwarfs' specialties, so let's use this fact.
 
Heck, just antimagic would be fine as well. As a wizard, we'll be dealing with magical situations often, and word of GM has that as what they're best at. I'll change to that.
 
"Well, here's to progress,"
I like him. Got a good cut to his jib.
With a bit of luck our butterfly-ing the timeline will make him more impactful.

[Enchanting: Learning, 6+20=26]
Well at least we didn't lose anything but an action. Getting a 6+diplomacy with Belegar could have been problematic.

...fair enough. He wants to blow himself up studying warp-tech that is his business.

[X] No
-[X] Talisman
-[X] Channeling/Antimagic
-[X] 10 Favors

[X] You've heard that greatswords and greataxes are very similar in the way they're used, and you happen to be surrounded by experts in the art of the axe. Learn how to use one.
[X] Test their skills in battle by sparring with them.
[X] Have them help you teach your fast-growing familiar simple commands.
[X] Ask the smiths to teach him as a favour to you (-2 favours)
[X] Barak Varr is a trading hub; go shopping with her and employ your good name among dwarves to see if there's seeds of anything useful to be found.
 
Like, even the most basic thing based on these runes:

Rune of Spellbreaking 25/45 points
It is said that Grungni and Valaya worked
together toform this potent rune.
Runesmiths/Runelords only. One use only. When a spell
has been cast, a Runesmith or Runelord can use this rune to dispel it automatically, without the need to roll dispel dice. This rune cannot stop a spell cast with irresistible force, and cannot be used to dispel Remains in Play spells other than at the moment they are cast.
A second Rune of Spellbreaking maintains the previous effect and, after the spell is dispelled, roll a D6; on a 4 + , the enemy spell is lost to the Wizard casting it and cannot be cast by him for the rest of the game. A third Rune of Spellbreaking has no further effect.

Master Rune of Balance 50 points
Forged in the embers ofa captured book ofspells,
this rune hungers after the Winds of Magic.
Runesmiths/Runelords only. During the enemy's Magic phase, this rune allows the owning player to roll a D6; on a roll of4+ , he can remove one power dice from his opponent's pool and add it to his own dispel pool.
-would be unbelievably useful.

Antimagic is very useful for a wandering wizard, and they're the best at it.
 
i think he said that about ulgu bonus not general channeling. It may apply to channeling aswell tough.

I wouldnt hate a talisman and a one hand rune axe even on the cheaper side so we can dual wield the axe and pistol for example? And one of the lessons of drakenhof was magic isnt always the solution to ur problems .

I know ideally we wouldnt be in melee but we will be in fracking melee i gurantee 100% for this campaign and probably more than once and ignoring it doesnt seem very wise is my main point. We might get grey seer attention for example and if it comes down to straight out magic stuff they probably would win 1v1 i think especially with suprise asfar as my limited warhammer knowledge tells me.

winds might not cooperate or dwarfs nerf magic enough so winds arent a big factor so we will have to contribute in other ways.

we are one of the main human heroes in this campaign and we arent battlemage enough to just ditch melee stuff
 
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