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[ ] MAX: Write a paper: specify which.
AKA the reason we employ him.

[ ] JOHANN: Join him on raids into Clan Mors territory with the aim of finding written correspondence. (NEW)
We trained him to punch. Lets go punch.

[ ] DUCK: Hubert wants glory. Take him on a sortie against Clan Mors, with the side-goal of finding written correspondence. (NEW-ish)
[ ] DUCK: Gretel's motivated by wealth. Take her on a raid against Clan Mors, looking for wealth and Queekish. (NEW-ish)

And bring an intern on our raid. Shame we can't have both, at least narratively.

[ ] Put policies in place that local news should be collected and sent to you (rumour mill).
[ ] Have the Eight Peaks branch keep a careful eye on the mood and actions of the Undumgi.

Two minds about the EIC. On the one hand it would be nice to finally put it to the purpose we allegedly keep it for. On the other we could do with keeping an eye on the Undumgi as they are about to become free range.

[ ] Blue Tower: build a tower that uses Azyr to create clear sky on demand.
[ ] Red Tower: build a tower that uses Aqshy to create mystical flames (and non-mystical light) to use the mountain at night.

The tower already has ample power. K8P has an airforce. Defence… nothing particularly effective comes to mind. Just getting 24/7 coverage will be quite sufficient.

[ ] Supply a steady stream of Queekish documents for him to translate, and carefully check the results for consistency.
[ ] Convince Qrech that the Empire has already translated Queekish, but his help could provide a faster turnaround and better help you plan an attack on Clan Mors.

These fit together well.

[ ] Attempt to learn Battle Magic at the Grey College. (1 College Favour per attempt) (NEW)
How about No.

[ ] Add security measures to your Penthouse to prevent forcible entry. (NEW)
[ ] Add security measures to your Penthouse to prevent surreptitious entry. (NEW)
I would like both but sneaking is higher priority.

/Cries in AP hell.

[ ] Wolf is fully grown and a Very Good Boy. Train him. (increases his intelligence, he may learn to speak Praestantia)
Prepare the translator!

[ ] The Deceiver: specify how this will be used.
Need it for Qrech


Now to read the discussion and see how redundant this analysis was.
 
I want to help Hubert grow to, although I don't want to nanny him, but Gretel has higher intrigue which I think makes her better suited to the task.

It does have Illusion breaking spells though and it lets the Dragon overcome its greatest weakness, its low initiative score. It can cast Hysh speed boosting spells and its Breath Weapon cause anyone it hits, not wounds hits, to gain the Always Strike Last speical rule. Presuably due to being covered in ice/shivering/lower metabolism from being supercooled.
Emperor Dragons have, in comparison to Mathilde's tabletop stats:

Dame Mathilde Weber
Code:
M  WS BS S  T  W  I  A  Ld
4  5  4  4  5  3  5  3  8

Scout
Stubborn
Wizard (Level 1)

Equipment:
Branulhune (S10, dispels all positive ongoing spells and temporarily disables magical equipment of any targets hit)
Dwarven Revolver (S4, Armour Piercing, Quick to Fire, Extra Attack, Multiple Shots x3)
Enchanted Robes (5+ Armour Save)
Grounding Rod (may reroll miscasts)

Activated:
Seed of Regrowth - Four charges, activate to restore all wounds of Mathilde Weber or a unit in base-to-base contact. Will be used automatically if Mathilde Weber is slain, restoring them at the end of the next combat round. A Charge is restored when wiping out a unit, either by overrunning or wounds; this cannot take it above 4 charges.
Runic Belt
- First Rune: One use only. A hostile spell cast against Mathilde Weber or a unit she is in will be countered; the caster takes an automatic wound and cannot cast the same spell until they relearn it.
- Second Rune: +1T (already added to statline), any model that successfully wounds Mathilde Weber takes a hit at +2 to the Strength they hit with.
- Third Rune: Immune to fire.

Relevant Spells:
Aethyric Armour - Grants 4+ Armour Save
Bewilder - The target gains Stupidity. Short range, can be done instead of shooting.
Blessed Weapon - All attacks Mathilde performs count as Magical.
Dread Aspect - Grants Terror, once per turn deals 1d3 hits at 1d6 strength to an enemy character or unit at close range
Mockery of Death - if the target fails a Leadership roll, they are removed from the fight. Can only be done in combat instead of attacking.
Pall of Darkness - creates an area of shadow that blocks line of sight
Shadowsteed - Does not count as a Mount; instead grants Strider, increases Movement to 8 and grants +1S on a charge. If wounded, before armour save roll a d6; on a 4+ the wound is removed. if this happens twice in the same round, the Shadowsteed is removed.
Substance of Shadow - Grants Ethereal, can only be cast in darkness
Take No Heed - If in a unit, Mathilde Weber cannot be the target of attacks.

Hypothetical Ice Dragon
Code:
M  WS BS S  T  W  I  A  Ld
8  9  0  9  9  9  1  8  10

Fly
Immune to Psychology
Large Target
Scaly Skin (3+)
Terror
Possibly Wizard (Levels 1-4) (Lore of Light)

Breath Weapon (S5, Any unit hit by it gains the Always Strike Last speical rule until the end of the following turn.)


Armour Piercing: -1 to armour saves for wounds caused by this weapon.
Ethereal: Not slowed by terrain, non-magical attacks cannot wound them.
Extra Attack: Grants +1 attack when used as a weapon in close combat.
Fear: Units must pass a Leadership check to attack a Unit with Fear, otherwise they strike with WS1.
Quick to Fire: No penalty for shooting at a charging character or unit.
Scout: In the tabletop, this lets the model deploy outside the usual deployment zone. For this Quest, it will be handled narratively instead.
Strider: Can pass over any difficult terrain without trouble.
Stubborn: Does not get a penalty to Leadership for being outnumbered.
Stupidity: Must succeed on a Leadership roll or the character or unit does nothing but move forward slowly.
Terror: Units or characters charged must pass a Leadership roll or flee. Units that cause Terror also cause Fear.

Please bare in mind that BoneyM uses more than just tabletop stats when writing the quest and they should not be taken as the be all end all.

Good point on Gretel.

As for tabletop stats, honestly, I don't really value them all that much, as Boney has showed that he uses them mostly as a rough and non-binding measuring stick. There was an exception or two, but not enough to harm the predominance of narrative and lore (and dice).
I always expect that each quest has its own take on things, including the power levels and especially the myriad special abilities and how they interact.
 
Yes, we have been talking about it for what i bet is at least hundred pages. No, it doesn ´t really work all that well with interrogation.
Oh, I'm not talking about interrogation. I'm thinking about learning - trying approaches to get him to comply, working out what works and what does not, presenting us at increasingly fluent etc. - without him being the wiser for it.

It'll start without us not knowing a single squeak and end with him believing us having been born speaking it, with him having no recollection of having taught us that far.
 
@BoneyM, Can we ask the Questing Knight to train our ducklings in melee combat as a duckling option? Sure the Scythe girl may get the short end of the deal but it is better than nothing to have a competent sparing partner with a Jade wizard or Matilde to heal in case of injury.
 
@BoneyM As a defense mechanism, if we decide and manage to accumulate and store Ulgu in large quantities in the tower, would it be possible to use a fraction of the gathered amount to give the tower the illusion of not being where it actually is? Appearing in a different place to everyone looking on it from afar? Make it so that any attempt to actually wreck the tower via long-range artillery requires smashing the entire mountaintop, just to be sure you got it?
Illusion would seem to be of limited effectiveness. Its a tower in a fixed location. Getting the right target is literally a process of elimination.

Given that Azyr has advantage on anti-air AND cancels missiles the best we probably could look to Wind Blast or the like.
[ ] DUCK: Hubert wants glory. Take him on a sortie against Clan Mors, with the side-goal of finding written correspondence. (NEW-ish)
[ ] DUCK: Gretel's motivated by wealth. Take her on a raid against Clan Mors, looking for wealth and Queekish. (NEW-ish)

And bring an intern on our raid. Shame we can't have both, at least narratively.
The difference probably lies in their intrigue stats.
 
@BoneyM, Can we ask the Questing Knight to train our ducklings in melee combat as a duckling option? Sure the Scythe girl may get the short end of the deal but it is better than nothing to have a competent sparing partner with a Jade wizard or Matilde to heal in case of injury.
At that point why not just go with:
[ ] DUCK: Each of your three ducklings can fight in melee. Spar with them, and teach them what you can.

We have good skill in melee, and we understand the difficulties inherent in combining melee with casting in a way the knight can't.
 
Oh, I'm not talking about interrogation. I'm thinking about learning - trying approaches to get him to comply, working out what works and what does not, presenting us at increasingly fluent etc. - without him being the wiser for it.

It'll start without us not knowing a single squeak and end with him believing us having been born speaking it, with him having no recollection of having taught us that far.
Mindhole is actively counterproductive, we've spent enough time with him that he'd be aware that his mind was fucked with, and that drastically lowers trust.

Mindhole is best if you want something immediate or need to undo a fuckup so bad that losing their trust and significantly impair their ability to regain trust is worth it.
Otherwise psychology is way better
 
Oh, that makes more sense. 10 favour.

That was what I meant. Sorry for being really ambiguous - I'm often quite bad at getting a point across.


[X] Plan Translation Extraction (Ultimate Tower Edition), 10 Pull Gacha Edition

Please bare in mind that BoneyM uses more than just tabletop stats when writing the quest and they should not be taken as the be all end all.

At any rate it seems like Mathilde shouldn't try to singlehandedly fight a dragon at the moment.

Emperor Dragon is a pretty massive trump card in both war and peacetime.

They're also not at anyone's beck and call. The dragon might be convinced to share a Karak with everyone else but anything more is a long shot.


Kvinn-Wyr – Trolls
Sentinels – empty
Mhonar – very suspiciously empty
Rhyn – Broken Toof above, Crooked Moon below – not currently at war
Yar – Eshin
Zilfin – Skryre, Ice Dragon

It seems like once the Mhonar mystery is solved it would be a good time for the expedition to punch through to the West Gate eliminate most enemies in a single swoop.

Then the infighting Skaven and the dragon will be all that's left which will make it a lot easier to do an eventual final push. For the matter Eshin and Skyre might just agree to bugger off and let the Karaz-Ankor deal with Mors.
 
Ok have sometime to look the the vote.......

God damit! Snek juice!!!!!!!!

You all got distracted again!!!!


ONE Action, just one, that's all I ask.

We have had the fucking stuff for have the game and we have researched it once! ONCE.

It gets put off every time.
 
They're also not at anyone's beck and call. The dragon might be convinced to share a Karak with everyone else but anything more is a long shot.

Dragon Princes of Calandor: I would not say that...:V

More seriously, the Asur, the Druchi, the Asrai, Chaos and even the Vampire counts have some sort of dragon to call on in a time of war, though granted the Vampires have to make due with a reanimated corpse not nearely as good as the original
 
Ok have sometime to look the the vote.......

God damit! Snek juice!!!!!!!!

You all got distracted again!!!!


ONE Action, just one, that's all I ask.

We have had the fucking stuff for have the game and we have researched it once! ONCE.

It gets put off every time.

Snake juice is the distraction right now. Once we can make it our project things will be different.
 
At that point why not just go with:
[ ] DUCK: Each of your three ducklings can fight in melee. Spar with them, and teach them what you can.

We have good skill in melee, and we understand the difficulties inherent in combining melee with casting in a way the knight can't.
Matilde can focus on other things like develop Wolf, while the ducklings are fighting. Basically a free action? we could ask the knight and if she is fine with it, we can point the ducklings to her if they want more melee training in their off time.
 
[X] Plan Translation Extraction (Ultimate Tower Edition), 10 Pull Gacha Edition
 
If someone were to write a reasonable plan that includes snekjuice, I'd vote for that. I just don't have the time to write & advolate a plan myself.
Or if there is an extant plab and i overlooked it in my skim through the thread is appreciate a heads-up

Becasue only a researched snek is a good ethyric abomination .
And the best way to clear backlog is to research it.
 
So, I was doing some wiki-trawling, and stumbled across this:
Balkrag Grimgorson said:
Not all of the Undead beneath Karak Azgal are evil. Some have returned from death and still desire to do what is right. Balkrag is one such soul. He gained fame in life in an ironic twist of fate. Wanting only to cover a personal shame and the release of death, he chose the Slayer's path. He proved too tenacious a warrior to go quietly and his skills in battle grew until he was almost without peer. An attack by Chaos Dwarfs on Karak Azgal brought him face-to-face with a Daemon. He slew the creature, thwarting the attack, but lost his own life in the process. As a reward for his brave deeds, he was buried in the Hall of Heroes and his name became legendary.

His rest, though, would not remain undisturbed. Koros the Liche summoned Balkrag's spirit back from death, imprisoning it in the Dwarf's remains. Though he was powerless to stop his return, he was too strong of spirit to allow the necromancer to control him. He escaped from the Hall of Bones, vowing to destroy the Liche before again returning to the sleep of death. The Daemonslayer wanders the ruins of Karak Azgal now, trying to find the help he needs to defeat the Liche.
How far away is Karak Azgal, again?
 
Matilde can focus on other things like develop Wolf, while the ducklings are fighting. Basically a free action? we could ask the knight and if she is fine with it, we can point the ducklings to her if they want more melee training in their off time.
Hubert is already doing that.
If you want to control it, its not free. If you don't control it, they do what they think best, so Hubert is engaging in swordplay, Gretel is getting badass differently, and Adela is more focused on getting her sword out and ready quick enough.
 
Yeah, I know we're always action crunched but within the next few turns we definitely should scout Mhonar with Mathilde. This suspiciously empty mountain neatly ticks the Weird Shit plus Infiltration boxes that Mathilde has made the signature of her tenure as the K8P Court Wizard
 
Dragon Princes of Calandor: I would not say that...:V

More seriously, the Asur, the Druchi, the Asrai, Chaos and even the Vampire counts have some sort of dragon to call on in a time of war, though granted the Vampires have to make due with a reanimated corpse not nearely as good as the original
If you want a dragon that Dwarfs can control then you need look no further than the Shard Dragon. Dwarfs could enslave them with runic collars during the golden age, like so much rune knowledge though the secret has been lost.
 
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