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Why do you want to drop talking to one of our expedition members, people whose capabilities and feelings are important to the success of the expedition, and not the Windfall, which is a side trip of pure curiosity and personal interest? Last week it came down to the wire on the vote for 2 sidetrips vs just 1. We ended up going to 2, and the combes were completely useless: people were justifying their votes in terms of how important it would be for the expedition, and it turned out to be just a loot roll like I said it probably would be. So I am not inclined to drop from the current two interpersonal actions to just one, especially when we know next week will have our side trip for the Ice Witch.
Well, we did get some speculative information on the movement of the plotter demon, and I'm not going to pretend I'm not tickled pink with a giant pile of money to replace the other giant pile.
 
Incidentally, we should totally take a "throw money at the Bursar" action.
Mathilde really has a hard life. Gold just keeps piling up if she doesn't constantly fight it.
Should lower the sus looks after being confirmed of interest to Ranald.

'Here have some thousands of gold coins for new towers and stuff, nothing to do with a certain political-theocratic controversy that might or might not be causing problems for the Colleges, excuse me while i leave the empire for several years, again'.
 
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[X] Use Rite of Way to ease the ascent
[X] Investigate the 'Windfall' with the Light Wizards
[X] Asarnil the Dragonlord
[x] Scout the lands of the Iron Wolves
 
One thing I was kicking around before the Expedition started was doing a Windherder enchantment on a dwarf rifle and gifting it to the Hochlander. This solves the following problems simultaneously:
  • All the best enchanted guns we could think of were just wands with triggers, and we have way more DF than CF, so we probably want our ranged slot to have runes rather than enchantments
  • We want to Windherd something just so we can get some experience with the skill and maybe start progressing it
  • The Hochlander has been killing it lately with his work for us and showing some appreciation is always nice
  • @Walliseatscheese has wanted to look at what dwarf rifles are on offer for literally over a year IRL
I think @Klaus's idea of Polish, Clean, and Gleam, Windherded together with Illusion (to make it silent), would be a great choice.
Ooooh, I like that.

That neatly ties up a lot of somewhat-loose threads. Giving a self-cleaning silenced hunting rifle to an experienced sneaky Grey Perpetual sniper makes way more sense than making one just because we can and then trying to find a use (or a trustworthy buyer) for it.

Not sure I'd want to gift it to him outright, depending on how much work it takes to make, but it wouldn't be a dealbreaker either.

...ha, idea: we tell we require him to take notes about any quirks he discovers about it, as he makes use of it. Then we can use those notes to write a paper on the complexities of enchantment-Windherding. THE PAPER BACKLOG MUST GROW. :V
 
We in fact got information that the demon is likely sustained now, by having sacrifices. So that's super bad.
To be fair, it's also possible that it's dead (well, dispelled, but you know what I mean). The local Moulder forces might not have been expecting a surprise Daemon attack from the west, but they should have the capability to kill a Greater Daemon. Doesn't mean they did, of course, but I don't think it's outside the realm of possibility.
 
The Kurgan are pretty much a superhuman horde powerful enough to make whole nations tremble in fear.

They are not to be underestimated.

[x] Use Rite of Way to ease the ascent- Will only be necessary during the roughest patches
[x] Scout the lands of the Iron Wolves
[x] Attempt to make contact with the Iron Wolves
- Try and inform them that the Chaos Dwarves have presently ramped up their conflict against the Rats and their forces might be over commited / in the open to be attacked.
 
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We in fact got information that the demon is likely sustained now, by having sacrifices. So that's super bad.
We don't actually know how that fight went, to be fair. We know that Moulder pulled all their more capable dudes back to deal with them, so it could have gone either way. We know Moulder's not in a position to attack us, and that the Chaos Dwarves are busy capitalising on this too. But whether the Daemons won or lost remains unclear.
 
*within a displaced mountain in the Chaos Realm*
I think the correct way to refer to such would be Mountains of Madness
The natural state of the 'shadow realm' is thin enough to crush air.
But is it thin enough to Mind Crush people sent to the Shadow Realm?

Anyway, I've got a new spell idea:
Try It And Find Out blinds the target to the consequences (both good and bad) of a course of action specified by the caster, before the target chooses whether or not to engage in the course of action.
 
[X] Use Rite of Way to ease the ascent
[X] Investigate the 'Windfall' with the Light Wizards
[X] Journeyman Cyrston von Danling
[X] Journeywoman Alexandra Kohler
 
[X] Use Rite of Way to ease the ascent
[X] Investigate the 'Windfall' with the Light Wizards
[x] Scout the lands of the Iron Wolves
[x] Attempt to make contact with the Iron Wolves

If Mathilde can buy passage for the lands or find more information that would be useful for the expedition. Also I love the world building Boneym is doing.
 
One thing I was kicking around before the Expedition started was doing a Windherder enchantment on a dwarf rifle and gifting it to the Hochlander. This solves the following problems simultaneously:
  • All the best enchanted guns we could think of were just wands with triggers, and we have way more DF than CF, so we probably want our ranged slot to have runes rather than enchantments
  • We want to Windherd something just so we can get some experience with the skill and maybe start progressing it
  • The Hochlander has been killing it lately with his work for us and showing some appreciation is always nice
  • @Walliseatscheese has wanted to look at what dwarf rifles are on offer for literally over a year IRL
I think @Klaus's idea of Polish, Clean, and Gleam, Windherded together with Illusion (to make it silent), would be a great choice.
That would indeed be great. I've tried to float it, but we never had the time.

Low-stakes action to avoid the overwork penalty?
 
I wonder how Snorri's armor would react to getting pulled through to the Time of Woes. I imagine the connection to the Deep Magics would play merry hell with the transference.

If it still works like it did in his time he could make a lot of actions actually feasible instead of impossible. As his assault on Dum showed, he's almost unstoppable against conventional forces so long as he has good enough support.

Though he'd probably spend a few years beforehand making every modern runesmith cry at their own inadequacy as he outfits entire throngs for any planned offensive.
 
One: what is a "jump" in this context?

Jump as in Jumpchain, a connected series of CYOAs, which mostly involve the jumper entering a universe for a 10-year adventure, during which they gain powers appropriate to the worlds they visit. You may have seen some Jumpchain-inspired stories; there's more than 1200 published jumps so far, so there's a lot of material to work with. The incident that triggered that quest omake was the publishing of yet another 'Jump', this one focused around Warhammer Dwarves. The author decided to import some famed SV characters to add to his jump, which allows the jumper to (among other things) self-insert as King Belegar, hire Mathilde Weber to help reclaim Karak Eight Peaks, and then (on succeeding), drag the reclaimed Karak Eight Peaks across the multiverse along with its loyal population, including Mathilde herself and the Eye of Gazul.
 
[X] Use Rite of Way to ease the ascent
[X] Investigate the 'Windfall' with the Light Wizards
[x] Scout the lands of the Iron Wolves
[x] Attempt to make contact with the Iron Wolves
 
[X] Use Rite of Way to ease the ascent
[X] Investigate the 'Windfall' with the Light Wizards
[X] Scout the lands of the Iron Wolves
[X] Citharus, Barbitus, and Timpania

I'm worried about these three and I'm hoping that a friendly ear might help them deal with the last battle and the stress of this expedition.
 
I've long wanted The Hochlander to have a Shadowsteed item, even if we bought it with college favor but I know that's not really gained much traction, so what about working with someone to try and make an item of Shadowsteed with The Wilds Undisturbed?

Jade: Moderately Complicated:
The Wilds Undisturbed: You and several touched creatures can move freely through wilderness and leave no trail.

Grey: Relatively Simple
Shadowsteed: A mystical and supernaturally fast horse is summoned that will carry you or one you designate, until it is dismounted or until dawn the next day, whichever is first.
 
Why do you want to drop talking to one of our expedition members, people whose capabilities and feelings are important to the success of the expedition, and not the Windfall, which is a side trip of pure curiosity and personal interest?

To be fair the Windfall is like a half social action, since we'd be doing it with the Light Wizards. It's a chance to interact with all four of them, albeit less deeply than in personal conversations, and help them out with one of their experiments.
 
There are Runesmiths that'll rune guns, but the Rune of the Unknown is melee-weapon only.
It depends on how broken you want your bullet to be.
In the end, a gun only function is to throw the bullet at 'sufficient velocity' (ba dum dash).

[Rune of the Unknown: when held by its owner, at a thought it can disappear, and will reappear again when desired. If not currently disappeared, weapon can be summoned to the owner's hand from a distance of up to several hundred yards. Kragg thought he'd never find a use for this rune because no Dwarf would trust their weapon hidden away somewhere they couldn't see.]

if not currently dissapeared, it can be resummoned from several hundred yards. A skinflint assasin (us), can reclaim the bullet if the kill is made from several hundred yards. In all our quest, this is 90% of our engagement range.

When you make a single bullet with this rune, or all three rune in our sword for sufficinent killiness..

[Master Rune of Kragg the Grim: each blow delivers as much force as required to cut or shatter whatever it is struck against, up to the approximate impact force of a cannonball.]
[Rune of Superior Skill: any foe struck by this sword has all magical weapons, armour, items, and positive magical effects cease working for several minutes. Though an original rune, the effect is very similar to Thorek Ironbrow's prototype rune. Knowing Kragg, this is almost certainly deliberate.]
[Rune of the Unknown: when held by its owner, at a thought it can disappear, and will reappear again when desired. If not currently disappeared, weapon can be summoned to the owner's hand from a distance of up to several hundred yards. Kragg thought he'd never find a use for this rune because no Dwarf would trust their weapon hidden away somewhere they couldn't see.]

All three means:
1. It can pierce with the force of a cannonball
2. it can eliminate all kind of magical shield/armor/aura, so you can kill everyone.
3. you can reclaim the bullet, provided you're in range.

If you need size for all three rune, then perhaps the bullet need to be 50 cal or 20mm cal range. not imposible for a ulgu enhance witch to use.

It's practically a game breaker.
 
[x] Asarnil the Dragonlord
[x] Deathfang
[x] Use Rite of Way to ease the ascent
[x] Investigate the 'Windfall' with the Light Wizards
 
It depends on how broken you want your bullet to be.
In the end, a gun only function is to throw the bullet at 'sufficient velocity' (ba dum dash).

[Rune of the Unknown: when held by its owner, at a thought it can disappear, and will reappear again when desired. If not currently disappeared, weapon can be summoned to the owner's hand from a distance of up to several hundred yards. Kragg thought he'd never find a use for this rune because no Dwarf would trust their weapon hidden away somewhere they couldn't see.]

if not currently dissapeared, it can be resummoned from several hundred yards. A skinflint assasin (us), can reclaim the bullet if the kill is made from several hundred yards. In all our quest, this is 90% of our engagement range.

When you make a single bullet with this rune, or all three rune in our sword for sufficinent killiness..

[Master Rune of Kragg the Grim: each blow delivers as much force as required to cut or shatter whatever it is struck against, up to the approximate impact force of a cannonball.]
[Rune of Superior Skill: any foe struck by this sword has all magical weapons, armour, items, and positive magical effects cease working for several minutes. Though an original rune, the effect is very similar to Thorek Ironbrow's prototype rune. Knowing Kragg, this is almost certainly deliberate.]
[Rune of the Unknown: when held by its owner, at a thought it can disappear, and will reappear again when desired. If not currently disappeared, weapon can be summoned to the owner's hand from a distance of up to several hundred yards. Kragg thought he'd never find a use for this rune because no Dwarf would trust their weapon hidden away somewhere they couldn't see.]

All three means:
1. It can pierce with the force of a cannonball
2. it can eliminate all kind of magical shield/armor/aura, so you can kill everyone.
3. you can reclaim the bullet, provided you're in range.

If you need size for all three rune, then perhaps the bullet need to be 50 cal or 20mm cal range. not imposible for a ulgu enhance witch to use.

It's practically a game breaker.
Yes, except you're talking about putting melee-runes on ammunition and that's the sort of thing that'll do nothing but set Runesmiths off grumbling. It certainly won't get you a runed weapon.

When a rune is stated to be melee-only, that means it's melee-only, it's not an invitation to try to find loopholes when the Dwarfs react to those with force.
 
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It depends on how broken you want your bullet to be.
In the end, a gun only function is to throw the bullet at 'sufficient velocity' (ba dum dash).

[Rune of the Unknown: when held by its owner, at a thought it can disappear, and will reappear again when desired. If not currently disappeared, weapon can be summoned to the owner's hand from a distance of up to several hundred yards. Kragg thought he'd never find a use for this rune because no Dwarf would trust their weapon hidden away somewhere they couldn't see.]

if not currently dissapeared, it can be resummoned from several hundred yards. A skinflint assasin (us), can reclaim the bullet if the kill is made from several hundred yards. In all our quest, this is 90% of our engagement range.

When you make a single bullet with this rune, or all three rune in our sword for sufficinent killiness..

[Master Rune of Kragg the Grim: each blow delivers as much force as required to cut or shatter whatever it is struck against, up to the approximate impact force of a cannonball.]
[Rune of Superior Skill: any foe struck by this sword has all magical weapons, armour, items, and positive magical effects cease working for several minutes. Though an original rune, the effect is very similar to Thorek Ironbrow's prototype rune. Knowing Kragg, this is almost certainly deliberate.]
[Rune of the Unknown: when held by its owner, at a thought it can disappear, and will reappear again when desired. If not currently disappeared, weapon can be summoned to the owner's hand from a distance of up to several hundred yards. Kragg thought he'd never find a use for this rune because no Dwarf would trust their weapon hidden away somewhere they couldn't see.]

All three means:
1. It can pierce with the force of a cannonball
2. it can eliminate all kind of magical shield/armor/aura, so you can kill everyone.
3. you can reclaim the bullet, provided you're in range.

If you need size for all three rune, then perhaps the bullet need to be 50 cal or 20mm cal range. not imposible for a ulgu enhance witch to use.

It's practically a game breaker.
I would struggle to find a definition for melee that would include bullets. Also, since this idea is obviously game breaking why would Boney allow it?
 
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