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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.
Yeah, and thank god with that.

My last comment of 'game breaker', is more of a coment that such loopholing and rule breaking will destroy the enjoyment of the game, which means lets Not do it, even if it could.

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?
As confirmed above my post is more of a joke/satire, to that side of us who want to 'cheat' but ultimately not to.

As extra clarification, i do NOT ask this to be implemented.. :D
 
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[X] Use Rite of Way to ease the ascent
[X] Preceptor Joerg von Zavstra
[X] Sir Ruprecht Wulfhart the Younger
[X] Journeyman Cyrston von Danling
[X] Ice Crone Ljiljana
 
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[x] Asarnil the Dragonlord
[x] Deathfang
[x] Use Rite of Way to ease the ascent
[x] Investigate the 'Windfall' with the Light Wizards
 
Technically there is something called a pistol sword that could allow for melee Runes to be placed on a weapon that is also a ranged weapon. In practice though Runesmiths aren't robots and would see we're trying to game the system and refuse to put Runes on it.
 
[X] Investigate the 'Windfall' with the Light Wizards
[X] Use Rite of Way to ease the ascent
[X] Preceptor Joerg von Zavstra
[X] Ranging far ahead of the convoy
 
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[X] Use Rite of Way to ease the ascent
[X] Investigate the 'Windfall' with the Light Wizards
[X] Sir Ruprecht Wulfhart the Younger
[X] Scout the lands of the Iron Wolves
 
[x] Use Rite of Way to ease the ascent- Will only be necessary during the roughest patches
[x] Ice Crone Ljiljana
[x] Ranging far ahead of the convoy
[x] Scouting near the convoy
[x] Scout the lands of the Iron Wolves
[x] Attempt to make contact with the Iron Wolves
[x] Investigate the 'Windfall' with the Light Wizards
 
[X] Use Rite of Way to ease the ascent
[X] Investigate the 'Windfall' with the Light Wizards
[X] Journeyman Cyrston von Danling
[X] Citharus, Barbitus, and Timpania
 
Technically there is something called a pistol sword that could allow for melee Runes to be placed on a weapon that is also a ranged weapon. In practice though Runesmiths aren't robots and would see we're trying to game the system and refuse to put Runes on it.
It's like bringing tomato kechup to a 3 star steakhouse.... not that it's impossible, just no runamaster worth their title will ever entertain our request.
 
VOTE
[x] Scout the lands of the Iron Wolves
[x] Use Rite of Way to ease the ascent
[x] Investigate the 'Windfall' with the Light Wizards
[x] Sir Ruprecht Wulfhart the Younger


This is the point of maximum danger, short of the Wastes.
Hostile territory, bad roads, little room for maneuver, possible demonic work.
Ergo, Mathilde doubling down on external security by scouting the Iron Wolves and using Rite of Way to speed our travel seems smart.

Especially since its been reported that the Iron Wolves allegedly serve a Dragon Ogre, and Dragon Ogres are all Chaos-minions.
Not a good thing if there are Tzeench demons about.

Windfall gives us some insight into the magical conditions we are heading into, which is kinda important.
It also allows us to work on our Windsight/Windherder skills, which might prove relevant at Karag Dum.
And it allows us to interact with the Light Wizards in a limited manner.

Ruprecht Wulfhart for social because he seems to be more pressing.
He did have his unit almost panic during the last engagement, and its best to figure out any concerns he has now, rather than later.
Joerg has both the Amber Magisters and the Ice Witch with him, so talking to him is less of a pressing issue.
 
[x] Scout the lands of the Iron Wolves
[x] Use Rite of Way to ease the ascent
[x] Investigate the 'Windfall' with the Light Wizards
[x] Sir Ruprecht Wulfhart the Younger
 
For the people worrying about Tzeentch-daemons, I would like to point out that even if Moulder or the Dawi Zharr didn't get them, we have left them far behind:
The introduction of the Daemons would normally bring peace, but the Daemons did not arrive somewhere equidistant between Clan Moulder and Zharr-Naggrund, they would have arrived around Second- or Third-Combe, introducing a second set of two. Clan Moulder was beset on a new front and withdrew its strongest troops and most lethal beasts to respond, and though they undoubtedly would have tried to keep up the appearance of strength against the Chaos Dwarves, they managed to see through the deception and attacked while their old foe was weakened. Perhaps the bulk of their forces is further west, carving deeper into the chain of bases until they reach the Plotter-Daemons, or perhaps this is the extent of their ambition and they are already returning home to count the spoils.
They attacked into Moulder around the second or third combe, multiple outposts to the west of where Mathilde raided, and we are traveling east. Furthermore, this was multiple hours of Shadowsteed riding -- in other words, over a hundred miles -- south of the expedition.
That doesn't stop Snorri from deciding to send a team to investigate the northernmost of the Zorn Uzkul lakes so you'll know for the return trip whether it can be relied upon as a source of water. It comes as a surprise to you that wholesome water supplies can exist in the middle of Chaos Dwarf territory, but you suppose that even Dwarves would think twice before taking on an aquifer. Either that, or Zharr-Naggrund is reliant on this water downstream.

You travel with them to the lake, more for the company than out of safety concerns, though it's likely that if you asked there'd be a significant disagreement over who's protecting who. Once you arrive, the eldest of the Rangers takes a very cautious sip, swishes it around in his mouth cautiously, then nods and swallows. The Rangers all fill up the waterskins they've brought with them for this purpose, apparently intending to create a type of ale that the Rangers of Karak Vlag would only make from the waters of these lakes. What you know of brewing says that if the Expedition suffers no further delays, it will be about ready to drink by the time you're almost back at High Pass, and you wonder if the plan is to drink it or to leave it for Karak Vlag in the hopes that they'd take it as further evidence they're back in reality. Perhaps both.

You part ways with them as they head back to the Expedition and follow the trickle of an outflow as it carves a deep furrow through the empty landscape, galloping along its winding length for a couple of hours until it and you reach the river flowing from the largest of the four, and then three more hours following that until it reaches the second largest of the lakes, which is large enough that you can't see the opposite shore and it takes you two hours to circle around it until you reach the outflow. From there it's another hour until you reach the unnamed falls that disappear into a ravine carved in the southern edge of the Zorn Uzkul plateau, plummeting downwards in a great waterfall taller than most mountains. Somewhere on the western side of that ravine is Clan Moulder's Sixth-Combe, and somewhere on the eastern is the Seventh-and-Final-Combe. This is Clan Moulder's front line against the Chaos Dwarves, from where they raid and are in turn raided by Zharr-Naggrund to the southeast, which is visible as a great column of smoke on the horizon.
In other words, where we left High Pass and followed the Skull Road east, Mathilde thinks the Tzeentch-daemons went south across Zorn Uzkul until they reached the western side of the skaven fortresses. They might be a factor on the way back, assuming neither Moulder nor the Chorfs got them, but there's no way they're going to be a factor here. We're way northeast of them.
 
[x] Preceptor Joerg von Zavstra
[x] Sir Ruprecht Wulfhart the Younger
[x] Journeywoman Alexandra Kohler
[x] Use Rite of Way to ease the ascent
[x] Investigate the 'Windfall' with the Light Wizards
 
[] Journeyman Cyrston von Danling

Even if we don't investigate him, I'd think that Horstmann already somewhat keeps a tab on him and other wizards. Perhaps we should ask him to do so if he isn't already.
 
[X] Use Rite of Way to ease the ascent
[X] Investigate the 'Windfall' with the Light Wizards
[X] Sir Ruprecht Wulfhart the Younger
[X] Scout the lands of 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] Journeyman Cyrston von Danling
 
Also, I kind of can see Mathilde getting another part of the Dwarven Experience by having an official dwarven soul.

Namely, the crushing weigth of expectations coming with the ancestry. I mean, she knows how serious a deal this is due to having integrated so much with K8P. Before, she gained extra cred for everything she did for doing it while being a human, now, the standards are much higher as she will be compared to the Ancestors lol.

As I said earlier, I now expect for Dwarven Favors to not be a thing anymore, replaced by Honor Points or something.
 
[x] Sir Ruprecht Wulfhart the Younger
[x] Asarnil the Dragonlord
[x] Deathfang
[x] Ranging far ahead of the convoy
[x] Scouting near the convoy
[x] Use Rite of Way to ease the ascent
[x] Scout the lands of the Iron Wolves
[x] Attempt to make contact with the Iron Wolves
[x] Investigate the 'Windfall' with the Light Wizards
 
After ruminating a bit, I'm going to pare down my initial vote a tad. I'd be fine with either of the leading social options, but I think that a bit of Mathilde style scouting could be crucial.

[x] Use Rite of Way to ease the ascent
[x] Scout the lands of the Iron Wolves
[x] Investigate the 'Windfall' with the Light Wizards
 
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