Voted best in category in the Users' Choice awards.
[Strength 4: 3+ required. Rolling: 2]

Perhaps you should have lifted it differently, perhaps it was simply too heavy to be moved around with any stealth. Either way, when you lift the bar off your shoulder, gravity proves the greater force and the best you're able to do is get yourself out of the way, and the bar falls unimpeded to the ground. A low, reverberating slam of wood on stone echoes through the mountains, and you swear, draw your sword and summon Ulgu as you kick the doors open and turn to the entrance into the mountain. The approaching force take the noise as a signal to break into the run, and far below reinforcements do the same, all semblance of stealth thrown to the wind.
What the dudes coming up saw:
-Mathilde went up to the fortress on her own, slammed the locking bar to the ground, then kicked the gate open, revealing a horde of Skaven
When the first skittering ratman bursts through out of the doors and into the courtyard, he takes one look at you and shrieks in terror, and his attempts to turn back are foiled by the crush of bodies as more skaven pour out and they, in turn, are paralyzed with terror. A tendril of roiling shadow lashes out and wraps itself around the throat of one of the rats, and the terrified remainder bite and claw and screech against the flow of skaven boiling up from below, and sheer madness takes hold of the mass of bodies erupting from below. You stand in the gateway and watch as the ratmen tear each other apart in their attempts to scurry against the flow of bodies, as those that emerge from the madness below take one look at you and are struck with the same terror that has possessed the others. Your shadow lashes out from time to time as the rebellious magic entrapped within Dread Aspect seeks out a particularly terrified morsel, crushing the life from them. Eventually the press of maddened skaven outweighs those pressing from below, and the flood reverses, draining back into the doorway and leaving only those too maimed or dead to flee.

Reinforcements arrive to find you delivering a final stab to the last of the merely maimed skaven, as terrified screams and the sounds of a roiling, chaotic melee sound from below.
-Mathilde took one look at them and then killed the entire horde before they could jog to the gate.
-Her very shadow rips them apart wherever they stand without fear.
You ignore the misbehaving of your shadow as it caresses the corpses of the rats in favour of memorising the exact modifications you made to the spell in your attempts to prevent it from thrashing free of your control, but the men don't, keeping their distance and murmuring to each other. Only Maximilian approaches, and that with some hesitation, watching as your shadow stretches out to him, circling him and observing him carefully before returning to its expected position.

More reinforcements flood in, and rumour flits through them faster than fear through the skaven. Ulthar and some of his Rangers are in the third wave, and they begin organizing for a foray into the depths of the keep, but he gives you a single, satisfied nod.

[Arcane Mark acquired: Unnatural Shadow.]
[Spell Mastered: Dread Aspect]
-Her shadow is watching you. Beware.
M / Dread Aspect: Makes you seem absolutely terrifying to all those who look upon you for one minute.
Mastery - Roiling Shadows: Your shadow is empowered by the spell and thrashes about in a turbulent aura, lashing out at your enemies to wrap around arms and legs and throats, causing death, distraction and even more terror in all who must face you.
By Ranald, this thing is horrific to the low morale Skaven
The seed of terror you planted grew into a chaotic maelstrom of backstabbing and infighting, and the garrison of Und-Uzgar is purged with ease over the next few hours as the skaven focus entirely on fighting each other and not at all at fighting the dwarves who seep through. The tunnels the skaven used to ambush the previous greenskin garrison are filled in, and Kragg separates from the main column and strikes a single rune upon the lowest level of the keep proper to sound a warning at any seismic activity that would indicate a repeat.
Dwarfs: *Nod sagely at Skaven unreliability*
I see they got the greenskins from below.

Kragg singlehandedly resolved the sentry issue though.
"First, overland to the Citadel." He points to the massive structure dominating the lip of the central valley. "It's centrally located, dominates the central caldera, and is incredibly defensible. The downside is it places us far from the main parts of the hold, in Karag Lhune and Karak Ziflin.
Defensible, but likely to result in an extended war, possibly to no progress.
"The second possible approach, we take the King's Gates, on Karag Lhune. It is defensible from surface attacks, though it may be vulnerable to attacks from below. It will allow us to easily retake the Temple of Grungni and the Armoury, which should still be sealed and full of weaponry from the Good Old Days." You can hear the capital letters slotting into place. "It also allows easy access to the gyrocopter airport, allowing a fuller use of gyrocopters than the landing pads scattered throughout Eight Peaks.
Reclaiming a holy place grants a pretty big morale boost and would see more dwarfs coming to reinforce down the line.
And it gives us airlift if we DO get cut off from the supply line.

The main problem here is fighting Skaven. They'll be annoying.
"Third, we stay close to the east gate, fortifying Kvinn-Wyr and the Sentinels. From there, we foray underground instead of overland through the Grand Avenue of the Underway. It means our supply lines are not stretched through hostile territory, and controlling the Underway means we could strike just about anywhere, but it means our foothold in the Karak will be tenuous indeed."
This is the Traditional Dwarf approach, which is strong against greenskins...but securing the Underway means our large numbers of human troops would be ill suited to extended underground combat(morale if nothing else). And then bloody Skaven.
Finally, he points to the far side of the Karak. "Fourth, we circle around the southern lip of the caldera and take what was once the main Entrance. While it would be difficult to defend, it would mean being able to unseal the great treasure vaults of Karak Eight Peaks, allowing us the funds to hire every mercenary this side of Cathay - assuming we survive long enough to get word out. It would also make it possible to seize and unseal the Western Gate, allowing another entrance to the Karak for friendly forces."
Difficult to hold. Nope.
Not sustainable, even if it opens two routes at once.

[X] The King's Gates.

Going for the airport. Information is key, and being the only party with an air force is how we can react before attacks rather than risk scouts repeatedly. Scouts slower than enemies.

The Temple should also have the dwarf god of war smile on our lot. We'd need it.
 
God damn, that's some nightmare fuel right there. Imagine noticing what looks like a little girl during night patrol, approaching her, your torch flickers, and you pointedly notice that light around her dims. There is a huge sword strapped on her back.
Actually, Mathilde doesn't look like a little girl. She's what, 30? And pretty buff by now.
I guess that she doesn't wear heavy armour, so she could pass for normal if she didn't have the Greatsword. But she certainly isn't a "little girl".

Actually, is Mathilde pretty? The picture is, but maybe that's because 99% of female character art is.
Because despite her crazy spy skills right out of a Black Widow comic (with more sword and less Kung Fu, admittedly), I would get a chuckle out of Mathilde looking like a slightly shorter version of the Punisher. Someone who breaks faces for a living when she isn't a shadowy wraith flying around the countryside. We sure seem to be making her into that!
 
Actually, Mathilde doesn't look like a little girl. She's what, 30? And pretty buff by now.
I guess that she doesn't wear heavy armour, so she could pass for normal if she didn't have the Greatsword. But she certainly isn't a "little girl".

Actually, is Mathilde pretty? The picture is, but maybe that's because 99% of female character art is.
Because despite her crazy spy skills right out of a Black Widow comic (with more sword and less Kung Fu, admittedly), I would get a chuckle out of Mathilde looking like a slightly shorter version of the Punisher. Someone who breaks faces for a living when she isn't a shadowy wraith flying around the countryside. We sure seem to be making her into that!
Well at the very least she should be above average since she doesn't have any traits saying she is ugly or anything and her lifestyle certainly leads to her keeping her body in shape at the very least.
 
That's what Mutable Visage is for.

K / Mutable Visage: You can make a target you are touching (or yourself) noticeably more or less attractive for several hours.

Grey wizards make for spectacular stylists.
 

Getting there. It's nearing the end of 2478, so she'd be nearly 29.

Actually, is Mathilde pretty? The picture is, but maybe that's because 99% of female character art is.

I'm not likely to give a canonical answer to avoid stepping on mental images over something that's not all that important. That said, I picture her as being somewhat plain, but in a medieval-slash-early-renaissance setting like this, being healthy, clean and in shape puts her in a pretty high bracket all by itself. Most people don't see any further than the robes and wizard hat, anyway.
 
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Getting there. It's nearing the end of 2478, so she'd be nearly 29.



I'm not likely to give a canonical answer to avoid stepping on mental images over something that's not all that important. That said, I picture her as being somewhat plain, but in a medieval-slash-early-renaissance setting like this, being healthy, clean and in shape puts her in a pretty high bracket all by itself. Most people don't see any further than the robes and wizard hat, anyway.
I like this answer a lot.
Thanks!
 
So my own thoughts on our choices.

"First, overland to the Citadel." He points to the massive structure dominating the lip of the central valley. "It's centrally located, dominates the central caldera, and is incredibly defensible. The downside is it places us far from the main parts of the hold, in Karag Lhune and Karak Ziflin.

The canon choice and a pretty good one. The Citadel is fairly close by and is next to Kvinn-Wyr so would probably involve taking that either first or soon after. Being centrally located is as much a negative as a positive since this is disputed territory and it's better to have our enemies waste their power on each other. A good choice for it's proximity to the East Gate by taking this as our first location and fortifying the crap out of it we'll be here for good.


"The second possible approach, we take the King's Gates, on Karag Lhune. It is defensible from surface attacks, though it may be vulnerable to attacks from below. It will allow us to easily retake the Temple of Grungni and the Armoury, which should still be sealed and full of weaponry from the Good Old Days." You can hear the capital letters slotting into place. "It also allows easy access to the gyrocopter airport, allowing a fuller use of gyrocopters than the landing pads scattered throughout Eight Peaks.

Another good choice mostly for the shiny option of the armory, also right next to where we are now (Und-Uzgar) so that's convenient. Also it has a gyrocopter airport so that's pretty awesome especially if there's actually anything still there. A good choice that balances less standard defenses for better weaponry and gryocopters to level the playing field. Probably one of the best choices if only due to being really close to Und-Uzgar.

"Third, we stay close to the east gate, fortifying Kvinn-Wyr and the Sentinels. From there, we foray underground instead of overland through the Grand Avenue of the Underway. It means our supply lines are not stretched through hostile territory, and controlling the Underway means we could strike just about anywhere, but it means our foothold in the Karak will be tenuous indeed."

Basically this seems to be the same and taking the Citadel except more conservative. There's not much to appeal here really since it's basically like choosing the Citadel but not as aggressive or as rewarding. Kvinn-Wyr does having gryocopter landing pads though which is nice (but so do most of the mountains), although even better if we take the Citadel.


Finally, he points to the far side of the Karak. "Fourth, we circle around the southern lip of the caldera and take what was once the main Entrance. While it would be difficult to defend, it would mean being able to unseal the great treasure vaults of Karak Eight Peaks, allowing us the funds to hire every mercenary this side of Cathay - assuming we survive long enough to get word out. It would also make it possible to seize and unseal the Western Gate, allowing another entrance to the Karak for friendly forces."

Super aggressive but without the gains that we'd get form Lhune. This seems to be the gamblers choice since we'll either strike it rich or find ourselves overreaching quite possibly with nothing to show for it.

I'd say the best choices are either the Citadel or Karag Lhune. Lhune has the advantage of being very close by so we can take it immediately and continue our momentum and take advantage of any resources still around where as the Citadel has the advantage of being more on the way to the East Gate and being a good central point between the East Gate and Und-Uzgar.
 
Regarding the Main Entrance, just how long would any hypothetical mercenary reinforcements take to get here if the Treasury Vault was taken? Would seem like months to spread the word and then more time for any in numbers large enough to help to show up.
 
Regarding the Main Entrance, just how long would any hypothetical mercenary reinforcements take to get here if the Treasury Vault was taken? Would seem like months to spread the word and then more time for any in numbers large enough to help to show up.
It's two weeks at most from Barak Var, which is a major center of trade in the Old World. We'll get first reinforcements much sooner.
 
It'll scare all non-magic users though. I think this mark has just sunk any political aspirations we could have wanted to pursue.
o_O We are an Empire Wizard. Our political prospects start and end with the college of magic, or being someone else's representative.
We sneaked our way into having some tiny bit noble authority, which we still have, but that would never have helped us politically.

Also I think you are overestimating how much of a change this will be.
Non-magical humans (at lest in the Empire) hate and or fear Wizards by default.
Dwarves distrust magic users but are more than willing to overlook it if given reason.
Wizards will respect us more for having another mark.

That said…
@BoneyM How does Doppelgänger interact with our shadow? Not much point imitating someone if your shadow is a gigantic giveaway.
 
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