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1. Why not put Egrimm to work on the Seviroscope project rather than randomly researching something? Or for that matter have Egrimm study a Waystone. Having him study the shrine just seems so random. Come on, let's give him something vaguely related to the Waystone effort.
I mean, we do have WOB that the kurgan shrine resonates with the following winds depending on the seasons
Edit: Was thinking of something else but point still stands, it resonates with Hysh
Interesting. A bit of an odd question but one that might have bearing on if we ask Horstman to study the altar, does the light of the white moon resonate with Hysh? If so is it more or less than that of sun and candles? Or does it really not matter and light is light?
It resonates to a varying extent and for different reasons with Hysh, Azyr, Ulgu, and Ghyran.
Makes sense to have him study it with us since he's a mage of Hysh.

Granted if your not interested fair enough.

Also, if were talking about Egrimm actions, one i'd be interested is taking a learning ritual magic with him at the colleges if possible.

All this talk about the ??? importance of rituals in relation towards the waystone project has me curious so I wouldn't mind learning what it's all about.

Also, each order I believe has their own rituals so maybe we'll get to see if some of the light rituals ahead of time will be useful to the project and get Egrimm started learning ritual magic as well to make him a more useful minion would be cool.
 
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-[] EIC: Back us up when investigating Alaric
I think this is a bad use of the free action. We already are going to get the info from our spy net there and Mathilde has enough money, power and influence to not need help from a barkeep or a ratcatcher that already told the hochlander most that they know. I'm much for giving our hardworking hochlander an actual headquarters in the sunken palace. Gives a use to that old relict and rewards one of our long time supporter.
 
Well, since we are talking next turn now, i would like to remind the thread that if we plan on taking Eike as an apprentice we would need to spend ap on the teaching class and ideally on the completing our spellbook action somewhere in the near future.
 
Well, since we are talking next turn now, i would like to remind the thread that if we plan on taking Eike as an apprentice we would need to spend ap on the teaching class and ideally on the completing our spellbook action somewhere in the near future.
The teaching class sure, but didn't Mathilde start her Journey with at most a handful of spells? Completing the spell book doesn't seem, to me at least, all that necessary in regards to having an apprentice.
 
[X] Yes
[X] Magister Tochter Grunfeld
[X] Elrisse, to get to know the most recent contributor to the Project.
[X] Panoramia, to talk about how well her project in the Eastern Valley seems to be going.
[X] Cython, to talk obliquely of what it means for a God to have offspring.
[X] Roswita, to get a sense for who will control Sylvania after you turned down the position.
[X] Kasmir, to see how partnership with Sylvania's native faith has been going.
 
I've had these statblocks prepped and ready to go for a while now. Consider it a special Dragon edition:
MWSBSSTWIALd
8909994810
Troop Type: Monster (Special Character)

Magic: Cython is a Level 4 Wizard who generates spells from the Lore of Light.

Special Rules: Fly, Immune to Psychology, Large Target, Scaly Skin (3+), Terror

Breath Weapon: Cython has a Strength 5 Breath Weapon. Any unit hit by this attack has the Always Strikes Last special rule until the end of the following turn.

Aura of Frost: All enemy units in base contact with Cython suffer a -1 penalty to their Hit rolls.

Chromatic Shield: If Cython is targeted by a Magic Missile, the controlling player may roll a D6. On a 1-3 the Magic Missile is resolved as normal. On a 4+ the Magic Missile is reflected back at the caster, resolved as if the caster was the target. The Caster may attempt to dispel the reflected spell using their own Power Dice.

Reserve of Power: Once per game, Cython can choose to cast one spell with Irresistible Force. The controlling player must declare that they are doing so before casting and spend one power dice. The player then rolls the Power Dice, on a 1 the spell is automatically cast with Irresistible Force and Cython suffers the effects of a miscast, on a 2-6 the spell is cast with Irresistible Force and Cython does not suffer a miscast. In either case, Cython's Toughness is reduced to 6 and they gain the Flammable Special Rule until the end of the game after the effects of the spell are resolved.

This ability may not be used to cast Overcast versions of spells, merely the base version.
Asarnil:
MWSBSSTWIALd
5744438410
Deathfang:
MWSBSSTWIALd
8808882810
Troop Type: Monster (Special Character). Asarnil counts as Infantry (Special Character) if he is ever dismounted.

Special Rules (Asarnil): Always Strikes First, Immune to Psychology, Martial Prowess, Stubborn

Victory is a Foregone Conclusion: Asarnil must always issue and accept challenges if he is capable of doing so. In a challenge, Deathfang cannot be targeted and may not participate, and Asarnil dismounts so he does not benefit from any of Deathfang's abilities.Asarnil may reroll all failed rolls To Hit and To Wound in the challenge. In addition, if Asarnil wins the Challenge, he adds an additional +1 to the Overkill bonus regardless of how many wounds past the maximum he actually deals (or if he actually scores any Overkill at all), resulting in a maximum Overkill bonus of +6.

Magic Items:
Sword of Asarnil: Magic Weapon. This is an Ithilmar sword with an incredibly basic enchantment. Asarnil does not need more than that. Attacks from the Sword of Asarnil are Armor Piercing and Parry Saves cannot be taken against them.

Dragon Armor: Magic Armor. 5+ Armor Save, 6+ Ward Save and the Fireborn special rule (2+ Ward Save against Flaming Attacks).

Amulet of Dragonheart: Talisman. An artifact crafted by the legendary Caledor Dragontamer. Asarnil (and Deathfang, if Asarnil is mounted) have a 2+ Ward Save against non magical shooting attacks that don't use a Template. Non magical shooting attacks that use a template must roll a D6, on a 4+ the attack fails to hit Asarnil and Deathfang. In addition, any model that Asarnil is in base contact with at the start of the Close Combat phase must take a Toughness Test. If they fail, their Weapon Skill and Initiative is reduced to 1 for the rest of the Close Combat phase.

Deathfang: Fly, Large Target, Terror, Immune to Psychology, Scaly Skin (3+), Stubborn

Breath Weapon: Deathfang has a Strength 5 Breath Weapon with the Flaming Attacks special rule

Death from Above: Asarnil and Deathfang can be deployed in a unique manner, although they don't need to be. Instead of deploying normally, the controlling player rolls a D6 at the start of their movement phase every turn after the first. On a 4+, Asarnil and Deathfang arrive. Place the large round template anywhere on the table that is not Impassable Terrain, a Forest or a Building, and then roll an Artillery and Scatter die. If a Hit! Is scored on the Scatter die and a misfire has not occured, do not move the template, that is where Asarnil and Deathfang arrive. If any other result appears on the Scatter dice, and a Misfire is not rolled on the Artillery dice, then move the template in the direction of the Scatter dice a number of inches equal to the Artillery dice.

If a Misfire is rolled, then the opposing player chooses where Asarnil and Deathfang land, as an issue has occurred. No matter where Asarnil and Deathfang arrive, if they land on an enemy unit they count as having charged and have a High Ground bonus. Asarnil and Deathfang may not land on Impassable Terrain, Buildings or friendly units, and must be moved as close to the template as possible while avoiding those areas by at least 1".

Sworn Comrades: If Asarnil is taken out as a casualty, Deathfang counts as having rolled a 5-6 on the Monster Reaction table. If Deathfang is taken out as a casualty, Asarnil is dismounted and gains the Frenzy, Hatred and Unbreakable special rules. Asarnil may not move from the area in which Deathfang was taken out until the battle is over. Despite having Frenzy, Asarnil automatically succeeds on any test to restrain charging from Berserk Rage and he may not pursue fleeing enemy units. Asarnil does not lose his Frenzy, and his Hatred applies to every round of Close Combat.
You will notice a few oddities, but many of them are intentional. Here's a blast from the past:
His WHFB statline, for those that know the system:

Asarnil: M5 WS6 BS6 S4 T4 W2 I8 A3 Ld9
Deathfang: M6 WS7 BS0 S7 T7 W8 I5 A8 Ld8

Equipment: Lance, sword, shield, Heavy Ithilmar Armour (4+), Amulet of Dragonheart - anyone fighting against Asarnil in melee combat has WS reduced to 1.

Cost: 800 points.

Deathfang has arguably the strongest melee statline in the entire tabletop game. Put Asarnil and his ridiculously broken magical trinket on top and he just turns into utter bullshit.

What I'm getting at is a combined martial for both of them could be as high as fifty.
Asarnil had T4 back in 5th Edition, when he was updated to 6th Edition he was nerfed to T3 like all other non-Malekith elves. However, when writing the story, Boney was fully under the impression that Asarnil was T4 and mentioned it more than just this once, so I'm honoring Boney's interpretation by giving Asarnil T4. You might wonder why he has BS4, that's a canonical detail in 6th Edition that Boney mentioned in text:
"We adopt a few cantrips to help make our partners comfortable, and to protect ourselves from their flames. We save our full attention for Vaul's works, not Hoeth's, and every one of our number has skill in spears and swords, halberds and lances, whether on foot or on horseback or in partnership with a Dragon. And even then there are those that call us dangerously overspecialized because we do not also develop our skill with a longbow.
Asarnil doesn't really train with a bow.

Other notes include that I've found a way to give Cython unique abilities, I hope they seem interesting. And you will notice Deathfang is distinctly more powerful than a Star Dragon. The reason for this is that I looked at your average Emperor Dragon and was like "I don't want Deathfang to be a chump compared to them". Emperor Dragons attune to the Winds so they have an inherent advantage, but Deathfang is, as Boney said a few times, 'one of the greatest Dragons that the Princes of Caledor could still wake from their deep slumber'.

The thing I'm most unsure about is Asarnil's reaction to Deathfang's death. I wanted to show the fact that Asarnil is a wanderer/adventurer who was exiled from his homeland (technically exiled himself) and has literally no real friends that aren't his companion of several centuries. If Deathfang died, I think Asarnil wouldn't move from his body. Deathfang might be able to handle Asarnil's death better than Asarnil handling Deathfang's death, considering the age difference. Deathfang probably had other companions through the ages.
 
Reserve of Power: Once per game, Cython can choose to cast one spell with Irresistible Force. The controlling player must declare that they are doing so before casting and spend one power dice. The player then rolls the Power Dice, on a 1 the spell is automatically cast with Irresistible Force and Cython suffers the effects of a miscast, on a 2-6 the spell is cast with Irresistible Force and Cython does not suffer a miscast. In either case, Cython's Toughness is reduced to 6 and they gain the Flammable Special Rule until the end of the game after the effects of the spell are resolved.
Not sure what this one is based on?

Also, from a game perspective no spell in the low of light is worth going from T9 down to T6.
 
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All hail Thinrael!

Not sure what this one is based on?

Also, from a game perspective no spell in the low of light is worth going from T9 down to T6.
It's original. An idea I had about Cython coating themselves in Hysh protective layers of Hysh that they can peel away to enhance a spell they cast, which makes it much more powerful but weakens them severely as a result.

There is someone who has an ability that is a lot like this actually. Teclis with his Moon Staff of Lileath. Except Teclis already starts with S2 T2 so the downgrade is literally just one point.

The downside might be very severe, but I didn't want to make it too overtuned. Irresistible force with a good chance of not miscasting is a pretty big deal. It's also why I made sure it couldn't be used on Overcast versions. Byrona's Timewarp and Speed of Light can be very strong when overcast.
 
The downside might be very severe, but I didn't want to make it too overtuned. Irresistible force with a good chance of not miscasting is a pretty big deal. It's also why I made sure it couldn't be used on Overcast versions. Byrona's Timewarp and Speed of Light can be very strong when overcast.
It is in fact, so severe that i probably wouldn't use it until the last turn of the game, or until i've all but won.
But hey, no one is making me use it, so *shrug*
 
The thing I'm most unsure about is Asarnil's reaction to Deathfang's death. I wanted to show the fact that Asarnil is a wanderer/adventurer who was exiled from his homeland (technically exiled himself) and has literally no real friends that aren't his companion of several centuries. If Deathfang died, I think Asarnil wouldn't move from his body. Deathfang might be able to handle Asarnil's death better than Asarnil handling Deathfang's death, considering the age difference. Deathfang probably had other companions through the ages.
I wouldn't have read the ability like that to be honest.

I thought falling in battle does not always mean death, so my assumption was that Asarnil makes his stand (with those special rules) protecting Deathfang until the battle is over and he can heal him, or get a healer.
 
I wouldn't have read the ability like that to be honest.

I thought falling in battle does not always mean death, so my assumption was that Asarnil makes his stand (with those special rules) protecting Deathfang until the battle is over and he can heal him, or get a healer.
That is totally valid and I didn't consider that despite being the one writing it. I'm used to considering casualties as deaths, but they don't need to be.
 
It also means if that bright wizard ever does anything else we lose fast transportation for more then just us. I really, really think learning how to pilot our own vehicle is important in maintaining mathildes ability to react to near anything.
I remember having this whole discussion about it where I came to the conclusion that hiring a Perpetual would be a decent option that the Colleges would pay for. Let me dig it up.

Edit: Here it is (follow the thread of quote links to find relevant QM quotes and such).
Oh wow.

So now we have five realistic choices as I see it.
  • Learn to fly by ourselves.
    • Pros:
      • Pilot definitely always available when Mathilde needs one herself.
      • Pilot won't ever abandon her.
      • Pilot informed on all of her secrets.
      • Mathilde learns some basic engineering.
    • Cons:
      • Can't send someone else somewhere on the Gyro without joining.
      • AP cost relatively high.
      • Can't air-drop or get herself extracted.
  • Teach a current member of WEB-MAT (Egrimm/Max).
    • Pros:
      • Vested interest in WEB-MAT.
      • Combat-capable Magisters with all that that entails (self-defense against mundane and magical, education, clearance level, clout).
      • At least one turn in which they are busy for WEB-MAT, delaying boredom penalty.
    • Cons:
      • Busy Magisters.
      • Will need to send them on all Gyrocopter related missions.
      • Ambition might make them leave eventually.
      • Adult non-engineers might not learn the skill as fast or as well due to lack of talent or interest.
      • WEB-MAT AP cost.
      • Max already wears many hats for us while Egrimm has OOC doubters.
  • Teach Adela and hire her as a dedicated pilot.
    • Pros:
      • Already an engineer.
      • Combat and magic capable Wizard.
      • Job would have perks for her that she's interested in.
      • Journeywoman time theoretically less valuable than Magister time.
      • Allows the Brights an in to Laurelorn even if we don't involve them in any other way.
    • Cons:
      • Busy and ambitious Journeywoman whose time is still valuable and whose future is still uncertain.
      • Has multiple ties outside WEB-MAT that might skew priorities as a non-member.
      • Is into large scale nepotism (minor con that might be more funny and flavorful than anything problematic).
  • Hire a Perpetual to learn to fly and then employ as pilot.
    • Pros:
      • Dedicated pilot instead of it being a side gig.
      • Still educated enough.
      • Can be from a variety of Colleges.
      • New fun character with a new fun personality.
      • Can still otherwise assist with mundane tasks during downtime (I assume).
      • Cheaper (for the Colleges) than the other choices.
    • Cons:
      • Perpetual without much magic capability.
      • Probably more vulnerable to magic than the other choices.
      • Partially unknown quantity. Might get unlucky on hidden rolls concerning flaws and loyalties.
      • Boney has to add another character to the roster for him and us to keep track of.
  • Just stick to Dwarven pilots like before.
    • Pros:
      • No additional costs or risks of any kind.
      • Definitely reliable.
      • No chance of leaked secrets biting the Empire in the ass.
    • Cons:
      • Not flexible.
      • Scheduled flights only.
      • No chance of gaining engineering secrets for the Empire.
 
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The teaching class sure, but didn't Mathilde start her Journey with at most a handful of spells? Completing the spell book doesn't seem, to me at least, all that necessary in regards to having an apprentice.
True, hence the "ideally" part. But i do think that we should be able to teach Eike any spell she is capable of casting if we want to be a good teacher.
 
Er guys... it is going to take Eike at least 5 years to complete her basic training, that is 10 more turns or about a third of the current runtime of the thread.
 
I remember having this whole discussion about it where I came to the conclusion that hiring a Perpetual would be a decent option that the Colleges would pay for. Let me dig it up.

Edit: Here it is (follow the thread of quote links to find relevant QM quotes and such).
A few things. First if we have Max getting thaught to fly we learn it to, webmat actions work like that, which makes that really neat. Secondly I don't have a problem with hiring a perpetual (even though I have a few reservations on how vulnerable he would be to our typical range of enemies) but I'm insistent on Mathilde learning it. It's to great a risk for her to get flown everywhere by someone who is not able to deal with our range of enemies, it gives us only the option of riding away ourselves and leaving everyone else behind should the worst scenario happen...
 
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First if we have Max getting thought to fly we learn it to, webmat actions work like that, which makes that really neat.
In that case, could we have Mathilde, Max and Egrimm learn, all with the same WEB-MAT action?

Regardless, I'm worried it will take more than one AP and right now we have all the recruitment stuff we want to get over with while also not completely neglecting personal projects.
 
In that case, could we have Mathilde, Max and Egrimm learn, all with the same WEB-MAT action?
I'm just worried it will take more than one AP regardless and right now we have all the recruitment stuff we want to get over with while also not completely neglecting personal projects.
I don't think that's possible? Might be a thing to ask @Boney... Maybe a webmat general use thingy! We have a excursion to learn how to fly a coptor and... Sadly we can't bring Johan... Because flying blind is not the best idea.
Also why do you think it would not cost ap to get a perpetual?
 
You wait until she's finished the intricate magical ritual she's performing on the freshly-sown field and ask her outright, thankfully managing to do so without stumbling too much over your words, if she would like to share some private unchaperoned time with romantic intent with you.

The look she gives you is long and thoughtful, and by the quiver of her lips it's clear she's fighting back a smile or even a laugh, but she eventually says yes so you're able to tell her your idea for the details and flee as soon as she accepts that too. Her acceptance means you only spend most of the rest of the day hiding in the privacy of your dragon chair as you wait for your nervousness and embarrassment to abate. It's so much easier in the books.
@Boney, time for the important questions!
How did Mathilde flee?
  1. The boring option: she tried to pretend she wasn't nervous (despite knowing Panoramia often sees right through her) and simply walked away
  2. The nope option: she summoned a Shadowsteed and galloped off
  3. The peak embarrassment option: she turned invisible and walked/rode away
  4. The "I wish I could do this" option: the turned invisible and teleported away
 
I don't think that's possible? Might be a thing to ask @Boney... Maybe a webmat general use thingy! We have a excursion to learn how to fly a coptor and... Sadly we can't bring Johan... Because flying blind is not the best idea.

No, pick one or the other.

@Boney, time for the important questions!
How did Mathilde flee?
  1. The boring option: she tried to pretend she wasn't nervous (despite knowing Panoramia often sees right through her) and simply walked away
  2. The nope option: she summoned a Shadowsteed and galloped off
  3. The peak embarrassment option: she turned invisible and walked/rode away
  4. The "I wish I could do this" option: the turned invisible and teleported away

1.
 
Also why do you think it would not cost ap to get a perpetual?
Why should it? We're just hiring someone for a specific job we aren't training them or setting them up for. In my opinion more like when we hired a steward for our fief then when we hired a representative for the EIC intelligence network.

Even if I'm off and it's more like the latter, that would still be only 1 AP instead of however much that's needed to make the Dwarves trust a Human to fly, which should be at least 2.
 
@Boney, time for the important questions!
How did Mathilde flee?
  1. The boring option: she tried to pretend she wasn't nervous (despite knowing Panoramia often sees right through her) and simply walked away
  2. The nope option: she summoned a Shadowsteed and galloped off
  3. The peak embarrassment option: she turned invisible and walked/rode away
  4. The "I wish I could do this" option: the turned invisible and teleported away
In the tabletop, Smoke and Mirrors is a teleport with a range of 12". Your average horse has a movement value of 8", and an Elven Steed has 9" movement. The fastest steeds ever (Steeds of Slaanesh for example) have 10". Mathilde's horse seems to be faster than normal horses, so let's assume it has an M of 9". If Mathilde marches, that's 18" per turn, which is 6" more than a simple teleport. But the Teleport occurs in the magic phase whereas the Horse's movement is in the Movement phase, so the most efficient way would be to both teleport and march with her steed. That's 30" per turn.

I don't know how inches translate to distances in universe because it's a gameplay abstraction, but to give you an idea of how fast she's running, even Slaanesh would be proud at the distance she can cover in a turn, and they're the "Gotta Go Fast" faction.
 
Why should it? We're just hiring someone for a specific job we aren't training them or setting them up for. In my opinion more like when we hired a steward for our fief then when we hired a representative for the EIC intelligence network.

Even if I'm off and it's more like the latter, that would still be only 1 AP instead of however much that's needed to make the Dwarves trust a Human to fly, which should be at least 2.
Nope, it's one action to learn to fly. Otherwise it would never be taken. At least that's what I remember from asking boney. We might not be combat ready flyers at that point, but our copter doesn't have any weapons anyway.
 
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