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[X] Wait until battle begins in earnest and then take the Orcs by surprise.

I know this place is a warren, but Mat is a lot more dangerous with Shadowsteed up and running. If she can find a good tunnel for it, one wide and with a high ceiling, then a charge to the back, expetially if she picks one of the less capable bosses, might just shatter one of the forces and result in a slaughter.

Main concerns being, that she could be isolated again, that the seed has spent two charges already, and that some of the mercenaries might have more greed than sense and try and turn on her in the middle of it all, to take her stuff. But resolving the fight inside the place fast will help the fights outside most.
 
It's a recurring pattern: we get in with no problem, thanks to our sword and skill we are excellent at killing, but when it comes to getting out, we're having enormous problems with escaping.
Invisibility or Smoke and mirrors look like the best options we have right now.

[X] Try to find your Ducklings and fight by their side.
[X] Leave Karagril to see if any other factions are intervening.
 
Or the Shamans were in the big brawl at the Citadel and splattered.
I could be that after the shamans:

A) Committed heresy.
B) Failed to do anything to the opposing anything.
C) Pummeled their own forces.
D) Provided a straw for us to drain the Waaagh of the entire orc army.

They might not be so popular anymore.
Mmm... while I certainly hope something like that is the case, this is Warhammer; things almost never stack up that neatly. Plus, there's also the question of how/why a boss who was as apparently unpopular as the last one remained in charge here- it could just be that he was super strong, but if that was the case I wouldn't expect quite so much discontent with him.

Basically, between no Shamans and a boss who was a literal perfect assassination target to trigger a civil war? Things just seem to be a little too convenient and going a little too well for me to feel comfortable.
 
[X] Wait until battle begins in earnest and then take the Orcs by surprise.

[X] Leave Karagril to see if any other factions are intervening.
 
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[X] Leave Karagril to see if any other factions are intervening.
[X] Wait until battle begins in earnest and then take the Orcs by surprise.
 
Why didn't Mathilde use one of the charges before she died. It's got three functions to it after all.

Up to and including death suggests we can heal mid combat.
Ever tried fighting Orcs while magical roots slither through your muscles?
This would be the part you were already warned about SSS. Under: "Behind enemy lines and alone, you can fall easily because there's no one there to cover for you to use the Seed. GM said that already.
 
I... hope not, it's not like we charge into places where we know it'll lock up; circumstances just seem to turn against us on the retreat.

(Hopefully a set of smoke bombs, caltrops and climbing equipment could help us in this situation)
It would not be ideal, no.
But it just keeps happening, which from a story perspective would mean we have trouble planning our exits, which is something we would need to work on.
It would not necessarily be permanent or even have mechanical consequences, maybe just Mathilde's inner monologue pointing it out and then setting out to learn a new spell or contingency.
 
Does something prevent us from throttling an orc, having the seed eat it before we do anything else?
 
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[X] Try to find your Ducklings and fight by their side.
[X] Wait until battle begins in earnest and then take the Orcs by surprise.

I am fine with either of these. Mathilde Frizzle is always amazing, and keeping our ducklings alive is very important, but being a one woman flanking attack sounds cool too, and they can't kill our ducklings if we break their morale.
 
While that's good information, wouldn't casting the spell in a situation like this be difficult? If that's true, we'll probably want an item anyway but Mathilde is probably not getting good enough to enchant battle magic any time soon.

smoke and mirrors is special, we can autocast it alongside any Fiendishly complex or harder shadow spell at no extra risk.
 
Well, as far as "oh shit, get out of jail now" magical items go, the portable AoE fire vortex/conflagration/any is still as godtier as it was.

Boggled down by hordes of orcs? No biggie, drop a fire AoE under you feet, laugh in fire immunity.
And every wizard in 5 miles knows that Mathilde has gone noisy. Which is quite useful when the wizards are on our side. It can even be a pre-arranged signal.
 
[X] Wait until battle begins in earnest and then take the Orcs by surprise.
[X] Try to find your Ducklings and fight by their side.
 
Maybe something to be considered.

Whether due to protagonist syndrome, avarice for dwarf favour, genuine desire to limit dawi casualties or a mix of all above, we are perhaps being overzealous and are overreacting in our battle actions.

Mathilde bring unique capabilities to the dwarf toolkit, and has leveraged those same capabilities to great strategic success, it's true.

However, sometimes it feels like the playerbase considers the only path to victory having Mathilde do everything by herself, with nobody else trusted/expected to do their part of the job.

I mean, other people on our side are competent, too. Powerful and brave, as well, more often than not.

I am not saying that Mathilde should stop sabotaging, scouting, assassinating, dispeling or doing whatever else she (the thread) decides she should do.

I am just saying that perhaps we should trust others to do their part, at least somewhat.
 
smoke and mirrors is special, we can autocast it alongside any Fiendishly complex or harder shadow spell at no extra risk.
I mean, I did see the lore attributes that came up a while ago. Can someone explain how exactly that works? It seems less like battle magic and more like "If you can cast battle magic, you are skilled enough if to do this with the wind"
 
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That's a significant claim. I mean this in the nicest possible way, but could I have some :Citation Needed: please on that?


U / Smoke and Mirrors: The mark of a Grey Battle Wizard is the ability to weave teleportation cantrips into other spells they cast. They appear to jump around the battlefield at will, hopping anywhere within short range with every spell they cast.
- Can be tied into a Fiendishly Complex or Battle Magic spell to teleport without any additional risk of miscast. Can also be cast on its own. Range is limited to line of sight and about a hundred yards or so.

It's right there in the spellbook informational.
 
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