Voted best in category in the Users' Choice awards.
guessing it'd effect multiple people. Basically turning it into a battle magic type thing. Though, I suppose it could instead just last a long time and be stronger than normal.
Or it'd upgrade to a Ward Save as it forms some kind of forcefield or something to that effect, since that's a pretty straightforward progression.
 
Or it'd upgrade to a Ward Save as it forms some kind of forcefield or something to that effect, since that's a pretty straightforward progression.
Trying to get a defensive spell that grants a ward save is something we should work towards in the mid-term. Though it's probably a good idea to first learn the remaining spells, and do some spell training.

Has anybody made a list of what we need to do on that front? I remember:
-Taming our flickering shadow so it doesn't betray our position
-shooting an invisible gun
-aiming a gun with magic lenses
 
Trying to get a defensive spell that grants a ward save is something we should work towards in the mid-term. Though it's probably a good idea to first learn the remaining spells, and do some spell training.

Has anybody made a list of what we need to do on that front? I remember:
-Taming our flickering shadow so it doesn't betray our position
-shooting an invisible gun
-aiming a gun with magic lenses
I'm absolutely keen on learning the remaining non-Battle Magic Shadowspells first yeah. That's a good whack of the way through the jungle to raise the Magic stat and they're useful, so having a nice and large bag of spells is a wonderful sounding idea.

All of those ideas are interesting as well.
 
We'll also probably want to take a crack at learning how to enchant our way to making magical staves for the Grey Order. The last guy who could do it up and died but maybe they left notes on how to enchant, which both helps the Grey Order (college favors, stronger wizards) and us (better enchantment, soft power within the order). I wouldn't want to be a slave to the job, but I imagine that spending a year or two there both as a researcher and a teacher to pay our stay while boning up on enchantment 101 and figuring out what's the deal with the snek juice (seems like a safe enough research topic that we could benefit from whatever facilities the college has to offer). Who knows, if the 'only' thing it does is grant the eight colleges a semi-reliable supply of power stones ("step one is breaking it apart to the constituent winds, which also gets us about half way towards condensing it to the solid form") that's worthwhile.
 
and figuring out what's the deal with the snek juice (seems like a safe enough research topic that we could benefit from whatever facilities the college has to offer).
Ehhhh I am pretty not keen on that idea for the simple reason that the snake juice is basically the closest the college has gotten to Qayash in its entire run to my knowledge. That's going to get a lot attention to the point I think its actually detrimental, and I'd much rather know what it actually is and what its inclined to do before we go creating a bunch of hubub about it. They'd have the facilities but its an unknown magical substance which by definition makes it volatile and dangerous.

Seems polite to at least know what not to do with it ala the Skunkworks option from way back before we go to the colleges.

Being a Tuner for a bit making staves sounds like fun though.
 
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So, with everyone voting for it, what are the ideas you have for freeing the beasts in an effective, non-personally detrimental manner? I'm seriously asking.
 
The best idea I can think of is using magic to help us collapse the supports for the floor to create a ramp for whatever is underneath it.
- Substance of Shadow makes us invisible, so we could use that, drop through the floor by choosing not to be affected by the wood. We need a shadow to cast it, so we could create a marsh light to create a shadow in the pit area. If we can't get line of sight through gaps in the wood, then maybe we could create the marsh light above the pit and immediately make it go into the pit.
- Then we just hit supports to collapse and create a ramp, using our invisibility, silence, and selective physical effects to avoid whatever creatures are underneath or the normal consequences of having a wood floor fall on you.
 
We'll also probably want to take a crack at learning how to enchant our way to making magical staves for the Grey Order. The last guy who could do it up and died but maybe they left notes on how to enchant, which both helps the Grey Order (college favors, stronger wizards) and us (better enchantment, soft power within the order). I wouldn't want to be a slave to the job, but I imagine that spending a year or two there both as a researcher and a teacher to pay our stay while boning up on enchantment 101 and figuring out what's the deal with the snek juice (seems like a safe enough research topic that we could benefit from whatever facilities the college has to offer). Who knows, if the 'only' thing it does is grant the eight colleges a semi-reliable supply of power stones ("step one is breaking it apart to the constituent winds, which also gets us about half way towards condensing it to the solid form") that's worthwhile.
Since the college already had an enchanting expert I suspect getting to know staffs is probably a full time job and possibly more than you can learn in a few years.
@BoneyM how complex is staff enchantment? How long would it likely take Mathilde to learn?
 
So, with everyone voting for it, what are the ideas you have for freeing the beasts in an effective, non-personally detrimental manner? I'm seriously asking.
Credible options so far, some are riskier:
1. Break support for the floor using Substance of Shadow to do it in a safe and sneaky way.
2. Eye of the Beholder on something edible and throw it on the floor, wait for the gribbles to break it.
3. Bewilder goblins one by one until some of them wander on the wooden surface and the floor gets broken (compatible with the plan above).
4. Set fire to the floor.
5. Sneak closer to the opposite wall and frighten goblins to flee... right on the trap.
 
So, with everyone voting for it, what are the ideas you have for freeing the beasts in an effective, non-personally detrimental manner? I'm seriously asking.
Best option I see is the one I included in the my plan. Just use Sounds. It's line of sight, and we can make any sound, just not words. We just heard what the floor being walked on sounds like, as well as the beasts themselves. Throw sound at the opposite side of the room, to attract the beasts. Either someone running accross the floor, beasts howling, and/or a wounded animal screaming. Possibly wounded goblin. Get the beast hungry for easy, wounded prey and it will come up on its own, once it's blood is up.
 
f its specialty fused Dwarf grenades I think the issue is with staying reasonably stocked, and that dwarfs don't consider weight to be a particularly major concern in their designs.

Most likely most portable nades are Skaven.
I am not sure Skaven grenades are a good idea, unless we get some disposable minions.
No, journeymanlings don't count.
 
[] Plan Murderbeast Distraction
-[] Sabotage the defences...
-- [] By unleashing whatever is under this floor upon the greenskins above it.
-[] Slip out...
-- [] By walking out while they're otherwise distracted. (note: ensure your plan includes an otherwise distraction)

I like Plan Murderbeast quite a bit. I can see it going quite well and it's flexible enough that Mathilde should be able to make it work quite well no matter what method she chooses to go about things.
My guess of what will happen:

Step 1: Layer stealth magic (Doppelganger, Shadowcloak, Take No Heed, Substance of Shadow)
Step 2: Unleash Monsters through one of a variety of options
-A: Use Sounds to entice the monsters out.
-B: Use Move to throw a torch onto the wooden floor to start a fire and bring the monsters out (or use a cantrip to start a fire).
-C: Destroy the supports of the wooden floor to bring the monsters out.
-D: Bewilder goblins until they wander onto the floor.
-E: Something else.
-F: Some combination of the above.
Step 3: Use the chaos caused by the distraction to get out.

The only problem is that it relies on an outside factor to work. Can we be sure the monsters will rampage at all, that they'll be able to effectively get out of the pit, that they will then charge into the goblins, that they'll also wreck the war machines. It seems quite likely that it will work out but I've decided to go with a plan which I think has less of a reliance on unpredictable monsters.

[X] Plan Fire and Sabotage
-[X] Sabotage the defences...
-- [X] By using Substance of Shadow to walk silently and safely across the wooden floor and sabotaging every bolt thrower you can
---[X] Only sabotage the the bolt throwers that can be done safely
-- [X] By setting the wooden floors aflame.
-[X] Slip out...
-- [X] By walking out while they're otherwise distracted. (note: ensure your plan includes an otherwise distraction)

So here's how the plan works. First Mathilde starts with making sure all her stealth magic is up an running (probably already up). Then while under Substance of Shadow she'll sabotage every bolt thrower she can safely reach, if she's worried her Substance of Shadow won't cover her perfectly she'll skip that bolt thrower. As such she might hit 0 bolt throwers or she might hit all of them, it depends on how many can be easily sabotaged and it shouldn't take more than a few seconds for each machine.

Once the bolt throwers have been sabotaged she'll then set the floor aflame most likely by tossing a torch or two into the middle of the wooden floor boards which should create some amusing reactions from the goblins.

Then she'll use the distraction of the fire (regardless of how effective or ineffective it is) to leave. With any luck Substance of Shadow will get her all the way to the exit but if not Doppelganger, Shadowcloak and Take No Heed should combined with the distraction be effective in covering her exit.

With any luck monsters will be released and the bolt throwers will be wrecked but this plan doesn't rely on either event working out. Only on the idea that setting the wooden floor on fire will be distracting enough that the goblins won't all be able to focus their attention on Mathilde if her attempt to exfiltrate isn't perfect while also taking low risk, high reward sabotage on the way that will assist with her exit.
 
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Thinking of how to do Murderbeast Distraction, Mathilde could slip into the pit below under Substance of Shadow, then use her shadow chisel and greatsword to shave off pieces of the wooden floorboards and supports in such a way as to weaken the tie downs and its ability to resist the monster jumping through it. That should also produce a pile of kindling. IF she can do so while keeping the fire hidden (such as a piece of cloth, and alcove, or appropriate stone), she can then use the kindling to start a fire in the pit, ideally somewhere it will spread and eventually light the floorboards, while Mathilde bugs out back through them before the fire grows enough to illuminate the pit. The combination of smoke and flame should make the monster very keen to get out.

Another option, rather than a fire, is to leave the pit after memorising where the monster is and weakening the floor, and then fire a Substance of Shadowed gun/bullet through the floor at the monster. That should piss it off enough to jump through the weakened floor, and which point Mathilde can then set the resulting shattered wood in the pit on fire. The smoke that produces should help her remain unseen and distract the goblins further.

Yet another option might be to cast burning shadows on the shadows cast by the goblins and the bolt throwers, tailored so it only affects the bolt throwers the wooden floor, and the monster beneath. The goblins won't know what's happening, but the bolt throwers string will gradually be dissolved by the acid by the shadows of the goblins, and the shadows of the bolt throwers will gradually dissolve the floor and then start hurting the monster when that gets some holes in, causing it to get pissed off and jump through the partially dissolved hole.

However, I'm going to go for:

[X] Plan Everything is Melting!
[X ] Sabotage the defences...
- [X] Other (write in)
- [X] Cast Burning Shadows on each of the two bonfires, excluding yourself, dwarves, humans, halflings, winter wolves, and demigryphs from the effect. The shadows of the goblins will melt other goblins, causing pandemonium, and also melt the bolt throwers, the shadows of the bolt throwers will melt the wooden floor, and as that gets holes in will start to melt the monsters, which should psiss them off and cause them to jump out and add to the havoc.
[X ] Slip out...
- [X] By walking out while they're otherwise distracted. (note: ensure your plan includes an otherwise distraction)
- [X] By casting Doppelganger and Take No Heed, and just walking out. Goblin crowd is thick enough to probably require some shoving.

I suppose this technically qualifies as Murderbear Distraction in a tenuous way, as it does involve releasing the murderbeast.
 
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