[Mathilde acquires Skill: Waaaghbane: +20 to attempts to dispel and induce miscasts against any Little or Big Waaagh spells. -20 for greenskins to attempt the same to you.]
Mathilde acquires Skill: Waaaghbane: +20 to attempts to dispel and induce miscasts against any Little or Big Waaagh spells. -20 for greenskins to attempt the same to you.]
With Belt and now this, she is probably one of better countercasters against Orks at this point Not quite Kragg or Teclis, but way closer than a 29-year old manling has any right to be.
Red-yellow-green danger levels of various paths. Based entirely on memory so there may be inaccuracies. Note the green path up Blood River, that's new. And the green on the second half of Death Pass, that used to be red. Still not a safe trip but whoo boy hell of a lot safer.
Been a while, but regarding this option: [ ] You've heard that greatswords and greataxes are near identical 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.
What would that do mechanically? Rolls to get greataxe proficiency up to the current greatsword one, or normal training with a synergy boost, or something else?
One of the objections to the idea of training into a new weapon, I think, is how many actions the original proficiencies took to acquire, so I'm wondering how difficult this one would be to pick up.
With our new trait we are basically the bane of Greenskin Spellcasters and honestly narratively it makes sense. I mean we've had one of their gods closer to us than any Greenskin shaman has ever felt meaning that we probably know the Waaagh better than they do.
[X] Scout the rest of the Eight Peaks, to find out what other horrors are waiting out there.
[X] Join Karak Azul as they raid and scout in force the other portions of the Karak.
[X] You could help the Undumgi and the Ulricans establish themselves.
[X] Scout the rest of the Eight Peaks, to find out what other horrors are waiting out there.
[x] Travel to Karaz-a-Karak with King Belegar for the striking out of several well-aged grudges.
[x] Write a series of papers on the magical phenomena you witnessed. Or better yet, get your Journeymanlings to do the actual writing.
[X] There's a lot of prime real estate currently unclaimed. Stake out a prime position for a wizard's tower.
[X] Write a series of papers on the magical phenomena you witnessed. Or better yet, get your Journeymanlings to do the actual writing.
We should invest some time into all those potential research actions.
That was one narratively and dramatically appropriate way to signal the end of the battle and the expedition, though. Very... well, it's just cool and well done and stuff.
And the magically-created aethyric link of Waaagh energy was a thousand times easier for ambient Waaagh energy to travel through than the air between the fighting Orcs, and on the other side, amongst the shamans, the air permeated with Waaagh energy from the previous explosion was a thousand times more suited to Waaagh energies than the battlefield outside, with thousands of Dwarves and unfriendly mages and the disapproving gaze of Kragg.
In the space of a few seconds, every jot of Waaagh energy that had surrounded the fighting Orcs flew up the aethyric link and into the shamans' chamber.
In the space of a few seconds, the shamans were filled with the bloodlust of thousands of fighting Orcs, and their bodies barely contained the energy long enough for them to gouge fatal wounds in one another with bulging muscles.
In the space of a few seconds, every single Orc was robbed of the aura they had never known the absence of.
"Spoke to Kragg," King Belegar says, shaking you from your ponderings. "He said a whole lot about how only a greenskin could be stupid enough to allow the opening that they allowed you. But after that, he said that he had no choice to concede that you were clever to exploit it the way you did, rather than just batting the spell aside. Needless to say, that's the highest of praise anyone, man or Dawi, is likely to get from him."
Kragg: "I knew that would happen, but I'm mad about it anyway."
Kragg saw that coming, but is grumpy about it anyway.
By the way, is Kragg going back to Karaz-a-Karak, or staying in Karak 8 Peaks to continue contributing to the (now probably far slower, and more steady rather than super-swift) reclamation efforts?
[ ] Scout the rest of the Eight Peaks, to find out what other horrors are waiting out there. This suggests a future assisting Karak Eight Peaks with its reconquest, as a Spymaster focused inwards.
[ ] Join Karak Azul as they raid and scout in force the other portions of the Karak. This suggests a future assisting Karak Eight Peaks with its reconquest, as a battlefield wizard.
We're good at scouting and spying and stealth. So we could do some good for the Dwarfs, by doing this. Perhaps the former more than the latter. Maybe. We're better at stealth than battles... even if we've done quite well in both. Hm.
But honestly, I 'finally' want to do some Wizard stuff!
[ ] Write a series of papers on the magical phenomena you witnessed. Or better yet, get your Journeymanlings to do the actual writing. This suggests a future of investigation and study at Karak Eight Peaks, and perhaps helping Johann poke at Skaven technology.
[ ] There's a lot of prime real estate currently unclaimed. Stake out a prime position for a wizard's tower. This suggests a future catching up on your pre-existing study topics.
I really, really, really want to finally do some consolidating on lessons learned and phenomena observed, and learning and tinkering with Wizard stuff. Especially the stuff we had to leave off back at Stirland, the Snakejuice. So everything about these two choices pleases me. And using our abilities to help Johann poke at Skaven technology. Writing a paper on what we've discovered and observed and experienced. Putting up a Wizard tower.
((I'd have said "Since we haven't done so in a long time", but technically we've actually spent only a few months on the expedition; before that, we spent months at the Colleges of Magic, studying and preparing for our exam. So for Mathilde, it actually hasn't been that long. It's just that it feels a lot longer than that for obvious reasons. Hence also the reason why the 'finally' up above was in quote marks. Though I suppose... It's also possible for Mathilde herself to also feel like it's been a long time; due to the fact that a lot of things happened. Whereas Exam Crunch Time at the Colleges, might have passed by as a haze of studying.))
I mean, gosh, there's so much to delve into. The divine coin we have. The snakejuice. Our newly-created spell! The Waaagh Magic. The observations of Anvil of Doom usage. Being able to round out all the Ulgu spells we have would be nice to have, of course, too. Especially if we start delving into the other peaks, and infiltrating or spying on more stuff. Having Universal Confusion to confuse anybody chasing us as we make an escape. Or Throttling to pull off kills with magic.
The other options... I dunno. I mean, while I'd like to say hello to our friends in Stirland, I'm not sure I wanna go back there itself. I'm not sure what kind of adventures we'd have under an Elector Count, as a mercenary, or the Grey College. What kind of Mercenary/wandering-wizard work would be able to match the majesty and scope of the expedition we just took part in? Though the suggestion of travelling with Asarnil was interesting, though. Accounting to the Bursars is something Mathilde is going to do anyway, so it's a matter of whether you want to pick the more-college-aligned option... and in that regard, I'm... not sure. On the one hand, we could get something interesting! On the other hand, we could get something boring.
I wonder, though. What, exactly, is a Wizard's Tower? Is it something special or particular, @BoneyM? I mean -- obviously, it's a base, and it'd be where a Wizard would keep their stuff. But I mean, would there be special mechanics and benefits for it and stuff like that? Because it's a Wizard's Tower.
[X] There's a lot of prime real estate currently unclaimed. Stake out a prime position for a wizard's tower.
[X] Travel to Karaz-a-Karak with King Belegar for the striking out of several well-aged grudges.
Suppressor is right out, most revolvers basic design makes it impossible.
A flash suppressor is possible, in theory.
AP wise is the real issue, that's the bullet itself. You need something hard, no doubt.
Added: The three with the most votes will be selected.
Makes the vote a little bit less lock-in-y and lets people choose things they want to do now without it feeling like a commitment to that entire career tree.
[X] Travel to Karaz-a-Karak with King Belegar for the striking out of several well-aged grudges.
[X] Scout the rest of the Eight Peaks, to find out what other horrors are waiting out there.
I really want to witness the striking of the grudges, that's a capital-h Historical event.
Red-yellow-green danger levels of various paths. Based entirely on memory so there may be inaccuracies. Note the green path up Blood River, that's new. And the green on the second half of Death Pass, that used to be red. Still not a safe trip but whoo boy hell of a lot safer.
I wonder, though. What, exactly, is a Wizard's Tower? Is it something special or particular, @BoneyM? I mean -- obviously, it's a base, and it'd be where a Wizard would keep their stuff. But I mean, would there be special mechanics and benefits for it and stuff like that? Because it's a Wizard's Tower.
Being literally above the world does mean you have a level of insulation from the ambient magical energies, but honestly it's mostly just a really cool thing that signifies "I am Wizard, fear and respect me".
The thing is that of all the Chaos factions the Chaos dwarfs are arguably the most inoffensive provided no one pokes them with a stick. Sure they hire on to Chaos armies as mercenaries, but that is just a few specialists and siege engines, with the actual dominion of the Chaos dwarfs enslaves mostly grenskins and by its presence and the infuence of Hashut helps hold back the Wastes.
Even with the green parts, the EIC would have zero interest in rolling the dice. They would, however, be hugely interested in exploiting a resident Dwarf-friend at Karak Eight Peaks, which will be a natural waystation for those foolhardy enough to take on the risks.
[X] Travel to Karaz-a-Karak with King Belegar for the striking out of several well-aged grudges.
[X] You could help the Undumgi and the Ulricans establish themselves.
[X] There's a lot of prime real estate currently unclaimed. Stake out a prime position for a wizard's tower.
It would be utterly trivial to reach out and sever the half-formed link, and you have to reach out and slap Maximilian's hand absently as he reaches to do so.
[X] There's a lot of prime real estate currently unclaimed. Stake out a prime position for a wizard's tower.
[X] Scout the rest of the Eight Peaks, to find out what other horrors are waiting out there.
[X] All this time away has made you miss your friends. Visit Anton and Wilhelmina.
[X] Travel to Karaz-a-Karak with King Belegar for the striking out of several well-aged grudges.
[X] Scout the rest of the Eight Peaks, to find out what other horrors are waiting out there.
So speaking of AU Quests, can you imagine how the Greenskin Karak 8 Peaks quests went. Since from their perspective all of this has happened within a single turn and is probably because they dumped their intrigue stat or skipped anti-spy actions for countering the expedition since they never expected the Dwarves to have a Grey Wizard like Mathilde.