The interaction between the runepriest and Kragg is hilarious. That runepriest is probably half a millenium old, is a recognized master at his craft and is most likely one of the most influential people in Barak Varr (which itself is one of the most prominent and largest dwarven kingdoms), and he is acting like a school-boy.
I am a bit tilted that the Johann technology action didn't make the cut, as it seemed obvious to me that it was far more useful (and urgent) than the familiar action, but what can you do...
The dwarven kings' meeting went fine apparently, I am glad we did not waste time on it.
The mercenary action sadly didn't pan out, but as the dice give, so do they take away.
The market options... interesting. Not very useful, but still interesting.
That runic artifact is versatile. And powerful. And cool. That went better than expected.
A question for
@BoneyM , the resistance to fire is of the mundane variety, correct? As in, Mathilde is not now immune to magical fire, or dragonfire, or what have you?
My votes:
[X] Ulthar's Rangers and Petrescu's marksmen are ranging far to ensure that any greenskin that claps eyes on the Expedition don't live to tell the tale. Assist them.
[X] Have Ulthar handpick his best sharpshooters to be equipped with envenomed bolts.
[X] Marksman Codrin Petrescu
[X] Test their skills in battle.
[X] Help Esbern teach Seija to Dispel.
[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] Purchase the strange Lustrian eggs (200 gc).
[X] Purchase the Helldrake scales (100 gc).
[X] Do not purchase the title of a Border Princess.