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There's the projection spell Aligretto used, which allows long range real-time two-way communication. And come to think of it, he could also hear out of and talk through his corpse puppets.
That is an extension of being an excellent Necromancer:

"Many of the Undead have no minds of their own, and those that do may be wilful, resenting the control exerted over them by a necromancer. Young, inexperienced necromancers struggle to maintain this control whilst remembering how to manipulate their own limbs at the same time. Spellcasters with a Magic Characteristic of 2 or less must be in line of sight, as well as within 48 yards (24 squares) to retain control of summoned Undead. It takes a half-action each round to issue commands to these Undead, though they may command all of their minions simultaneously.

Necromancers with a Magic Characteristic of 3 or more are considered powerful enough to master this delicate art and may issue commands as a free action. They do not need to be within line of sight to do so and may control Undead through the thickest of walls as long as they remain within range. They may even see through their minions' eyes, which manifest as coloured witchlights in corpses too decayed to still have eyes." Page 121 Night's Dark Masters 2E

I assume the hearing and talking is just an extension of that. He could also control undead from a frankly ridiculous range and even enhance their structures with spells that I suspect are similar to Vanhel's Call/Danse Macabre and Hellish Vigour while he was hundreds of miles away. Necromancy usually has a distance limit as well as a capacity limit, but I recorded a ritual in this thread that ignores both those limitations:
Necromantic. High Difficulty. Requires the sword arms of ten dead soldiers, a drum made of bones and Human skin, a fragment of Warpstone the size of a skull, and a barrel of rum. An assistant must continuously beat the bone drum while the four hour ritual takes place.The ritual raises up to 30 skeletons or zombies. The difference between these and standard undead is that they don't count towards how many undead the caster is limited to controlling, there is no time limit for them, and they listen to orders no matter how far they get from the caster. They remain even if the caster is slain. If the caster fails the ritual, the undead turn on them.
So yes, if you're an ancient, powerful, skilled and knowledgable Necrarch Vampire Lord with the time to perform a ritual you can have a bunch of undead thralls act as scouts and a relay chain with you in the center.
 
That sounds like Slaanesh's domain. Burning feathers, perhaps?
Tzeentch smells like a rainbow on fire.

Why is that? In 6th Edition the Lore of Tzeentch had the following spells: Red Fire of Alteration, Orange Fire of Transition, Yellow Fire of Transformation, Green Fire of Mutation, Blue Fire of Metamorphosis, Indigo Fire of Change and Violet Fire of Tzeentch.

Today I will shill my transpositive Tzeentch propaganda. He will not only support you, but give you the power to transition with Orange Fire.
 
[X] With the Longshanks

[X] With the Tunnel Brigade

Well now this is heating up and into the endgame as well how exciting!
 
Tzeentch smells like a rainbow on fire.

Why is that? In 6th Edition the Lore of Tzeentch had the following spells: Red Fire of Alteration, Orange Fire of Transition, Yellow Fire of Transformation, Green Fire of Mutation, Blue Fire of Metamorphosis, Indigo Fire of Change and Violet Fire of Tzeentch.

Today I will shill my transpositive Tzeentch propaganda. He will not only support you, but give you the power to transition with Orange Fire.

Tzeentch just wants you to be the best version of yourself.
 
Huh. Counting the time, I spent one and a half hours on the post.

Question, do you guys read the mega posts/think they're informative/worthwhile? I question if I need to spend all that effort sometimes. I think Boney likes the posts at least?

Posts reacting in depth to an update are always fun to read. If nothing else they are very gratifying for a QM.
 
[X] Outside Bad Dankerode

Mercenary as it is, I still want to steal Alric's thunder. If we miss him and he goes to the spa then Alric might win a fight against him. Or worse, lose it and die. If we miss him and he goes to the Lodge then an Unfähiger dies and we have three more weeks to prepare.

@Boney Regimand is going to be by Mathilde's side I assume? Can he keep up should we rush to wherever Albrecht is sighted from the side of the Hunter Lord?


They consider themselves superior to all the other military units, including the rest of the army, with the possible exception of the Taal's Chosen.
From what I gather here, the excellent strength and ability of the military of Talabheim/Talabecland is balanced out by the fact that they are divided into separate forces with little unity and each with their own agendas represented on the Hunter's Council. It makes an interesting contrast with Stirland's mundane and bottom of the barrel forces under a relatively highly centralized command structure (outside of one knightly order iirc).

The Taalbaston Guard is responsible for the defence of the Crater Wall and, most importantly, the fortress protecting the Wizard's Way.
What's the Wizard's Way?


"Within the ranks of the Taalbaston Guard is a special unit that roams the numerous tunnels and warrens within the walls of the crater itself—known as the Ratholds. Though officially known as the Taalbaston Tunnel Brigade, most (including themselves) call these guardsmen "the Terriers" for their mission is to "find and kill the rats in the walls."
Is this just a coincidence or are these secretly Talabheim's premier anti-Skaven force? I don't remember how prevalent the Skaven are in the area.
Huh. Counting the time, I spent one and a half hours on the post.

Question, do you guys read the mega posts/think they're informative/worthwhile? I question if I need to spend all that effort sometimes. I think Boney likes the posts at least?
Even when I fly over most of the thread I usually stop to read your megaposts, except if they specifically happen to be about something that is both completely unrelated to the Quest and fails to capture my interest, which is rarely the case.
Only things that come to my mind immediately without extensive research is the Telepathy Mutation, the Slaan's Telepathic contact, and Karitamen's (Ancient Tomb King caster lord) use of Necromancy and general magical ability to contact people telepathically. So, no. Not out of hand.
Don't the Amethysts communicate telepathically among each other a lot?
 
Regimand is going to be by Mathilde's side I assume? Can he keep up should we rush to wherever Albrecht is sighted from the side of the Hunter Lord?
Regimand will be with Mathilde if 'Longshanks' or 'Hunter Lord' is chosen, and covering the opposite possibility if 'Tunnel Brigade'/'Horned Hunters' or 'Bad Dankerode'/'Hunting Cabin' is chosen.
If we wait at the spa, Regimand will wait at the hunting lodge and vice versa. If we try to cut off Alberich on the way to the spa, Regimand will try to cut him off on the way to the hunting lodge and vice versa.
 
Tzeentch smells like a rainbow on fire.

Why is that? In 6th Edition the Lore of Tzeentch had the following spells: Red Fire of Alteration, Orange Fire of Transition, Yellow Fire of Transformation, Green Fire of Mutation, Blue Fire of Metamorphosis, Indigo Fire of Change and Violet Fire of Tzeentch.

Today I will shill my transpositive Tzeentch propaganda. He will not only support you, but give you the power to transition with Orange Fire.
I guess Tzeetch is the god of transitioning (I think once you have, they're not all that interested in you anymore), while Slaanesh is the god of NB. Khorne would be the god of "That shit doesn't matter" (is there a term for someone who thinks gender is a weird concept that has no relevance to them? Ace is something a little different). And Nurgle is the god of just enduring dysphoria?
 
If we wait at the spa, Regimand will wait at the hunting lodge and vice versa. If we try to cut off Alberich on the way to the spa, Regimand will try to cut him off on the way to the hunting lodge and vice versa.

You know thinking about it, that is another reason to go with the captain, if we take either of the other options Regimand could end up alone against mister Super Mutant McSwoleArm which could get him killed. I would rather risk the life of random nobles than his. Mathilde would not be in a good way if her call ends up leading to her surrogate father's death
 
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