Voted best in category in the Users' Choice awards.
So even if we made it through, we'd be stumbling/flitting around in a forest, looking for a way in (hopefully) relayed to us by people who've never been here from records two centuries of KickFlipping ago?
 
He does not have to appear, he vastly inflates the miscast potential in a great area around him.
8" on tabletop is 16 yards 'in game', right? 'Catch' was hyperbole, but he's also located somewhere in a forest ringing the biggest dwarven fortress in the north and an actual mountain. It's a big forest.
The chance of it bad ending the game is not small, it's significant.
We don't have any hard numbers on chances, SSS.
 
So even if we made it through, we'd be stumbling/flitting around in a forest, looking for a way in (hopefully) relayed to us by people who've never been here from records two centuries of KickFlipping ago?

Yes, we have no idea where the entrances are.


We don't have any hard numbers on chances, SSS.

I'm pretty sure the chance is greater than 5%, that's significant to my mind.


8" on tabletop is 16 yards 'in game', right? 'Catch' was hyperbole, but he's also located somewhere in a forest ringing the biggest dwarven fortress in the north and an actual mountain. It's a big forest.


His turn you into a chaos spawn via using magic aura effects the entire battlefield no matter the size you make it in TT, obviously there's some limit in the lore but it's going to be hundreds of meters radius not tens.
 
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Yeah seriously just. There is a difference between trying something risky and going full Leeroy Jenkins, and casting anywhere within the range of Morghur, pacified, fake or whatever, is just the worst kind of idea. We cannot determine the range of this effect and we don't know if whatever it actually is even has this effect, but i would really, really rather not.


We don't have any hard numbers on chances, SSS.
That's not really the reassuring argument you might think it is, you know?
 
We are assuming that Morghur is not sentient and can't be diplomance,

I would agree with sneaking in if Morghur is not sentient, and there is no one to diplomance, but we haven't try diplomacy yet with the forest, we have to try to see if the order align beastmen are sentient enough to talk to.


We could also go beyond the border of Karag Dum use a matrix on a inanimate object, release spell and see what happens.
 
The way I see it, infiltrating with magic trivializes infiltrating the forest at the risk of a small potential chance of bad ending the game.
I'm pretty sure the chance is greater than 5%, that's significant to my mind.
Voting to take a risk one acknowledges as a (horrific)-game-ender for everyone... I know I'm on the risk averse end of the voter spectrum, but I gotta say I feel some kind of way about that.
 
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We really should leave, but if we're staying I want to speak to the kvellige.
[X] Leave
[X] Approach the Kvellige camp peacefully and attempt to discuss the Karak with them
 
There're far less risky options for Mathilde than trying infiltration magical infiltration directly. Like talking with the Kvellige or waiting a day.
 
Right, I am mildly more tempted to leave and return later with Cython and some other research buddies, but not yet. There are still some genuinely safe (well, safer than road to here was, rip Gotrek) options we can try that should net useful data.

[X] Fortify here and see if anything interesting happens over the next day
[X] Approach the Kvellige camp peacefully and attempt to discuss the Karak with them
[X] Approach the Kul camp peacefully and attempt to discuss the Karak with them

Most interesting for us here and now is the question of "Will any tribal casters explode into Spawn on cast?" or observing any other Chaos effects around Morghur.

If Morghur does not do Chaos effects, it's certainly vital data.
 
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@BoneyM
Did we see Corey Dum-dum move into the desert? Or did he stay (let's say with both feet) just inside the forest's border?
Can we clearly see the border between the desert and the forest? If so, just how abrupt is the transition, are there indents where the forest grows into the desert, or the desert into the forest?
The heat shimmer, is it present even without someone disturbing the air? And if so, is it as you'd expect in a normal desert?
 
@BoneyM
Did we see Corey Dum-dum move into the desert? Or did he stay (let's say with both feet) just inside the forest's border?

He was in the desert at first.

Can we clearly see the border between the desert and the forest? If so, just how abrupt is the transition, are there indents where the forest grows into the desert, or the desert into the forest?

Abrupt. More details than that can't be seen at this distance.

The heat shimmer, is it present even without someone disturbing the air? And if so, is it as you'd expect in a normal desert?

Yes and yes.
 
We are in a highly unsafe place, leaving the unsafe place at maximum speed is thus the smartest course of action all other things being equal. I'm not seeing how they are not equal. There needs to be more than general uncertainty to prove that leaving is not smart.
Not caught up to the thread yet, but uh, no? We are ironically in the safest place in the Deep Chaos Wastes right now (past the Dhar border, at least). As per Word of Boney, the current rate of Dhar contamination we're taking through our protections is barely worse than Stirland, and that's without taking Karag Dum's anti-Dhar bubble into account. We'll be able to see any threat coming for miles, and Cor-Dum is a far more tempting target to the kind of people we might expect to run into out here regardless. And we'll only be staying for one more day, when we've already spent a week in the Wastes basically without incident. Staying for one more day isn't any more dangerous than any other portion of this trip since Vlag.

I'm not in favor of trying to sneak into the Karag or anything that suicidal, but staying the night here isn't nearly as dangerous as you believe it to be. It's worth the risk.
 
Yeah well I would rather not risk chaos spawnhood on the basis of one counter-example.
But the thing is all the Shadowgrave does is make Reality, or rather the Winds that can affect Reality used by Wizards, more unstable when in the Wastes it is already unstable. Now if the ability to mutate things rapidly by merely being around them is connected to that we didn't see signs of immediate mutation nor distress/discomfort by Borek, and combine that with the fact that none of the Trees seem notably mutated. As they should be if used regularly by the Beastmen. It suggests that whatever is going on here affects Reality to the point where Morghur's own capability is weakened greatly or nulled.
 
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[X] Approach the Kul camp peacefully and attempt to discuss the Karak with them
[X] Approach the Kvellige camp peacefully and attempt to discuss the Karak with them
[X] Attempt to approach Morghur to see if he can be communicated with
[X] Attempt to infiltrate the Karak with magic
[X] Attempt to infiltrate the Karak without magic
[X] Fortify here and see if anything interesting happens over the next day
 
Lower rates of Dhar exposure is still increasing your Dhar exposure, but still. There other dangers.
I'm not in favor of trying to sneak into the Karag or anything that suicidal, but staying the night here isn't nearly as dangerous as you believe it to be. It's worth the risk.
It's very passive, though, and relies on some warband deciding that this is the moment to attack Cor Dum.
If they don't, we'd have waited around in the wastes longer for nothing, losing credibility yes, but more importantly putting people at risk.

Talking to a tribe is at least an active course of action.
 
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