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Depends on if that 14 refers to the enemy fey's attempts to go outside the forest, or if it's about allied forces' attempts to look for fey outside the forest.
 
Fun fact: Five is not the holy number of any particular god that immediately comes to mind, but it is the signature number of Ironjaw Orcs in Age of Sigmar. The reason being that they can't count higher than five, so they organise their armies in groupings of five, to form "Fists".
 
Is it that they can't count past 5, or do they just use a base 5 numbering system?
Because it is all good and well to base everything you do around number 5, but presumable they can comprehend there being more than 5 of something.
5 in a fist, 5 fists in a whatever, 5 whatevers in something or another, 5 something or anothers in an army...
 
Is it that they can't count past 5, or do they just use a base 5 numbering system?
Because it is all good and well to base everything you do around number 5, but presumable they can comprehend there being more than 5 of something.
5 in a fist, 5 fists in a whatever, 5 whatevers in something or another, 5 something or anothers in an army...
They arrange their groups in mobs, which tend to be around five, then they arrange five Mobs into a Fist, then they arrange five Fists into a Brawl, then they arrange five brawls into a Megafist under the control of a Megaboss. They can comprehend that numbers exist higher than five, but they don't really count above it. Some legendary Orcs can count using the fingers of both hands, and some are even more legendary and go barefoot so they can use their toes to count. They're considered the best of the best.
 
They arrange their groups in mobs, which tend to be around five, then they arrange five Mobs into a Fist, then they arrange five Fists into a Brawl, then they arrange five brawls into a Megafist under the control of a Megaboss. They can comprehend that numbers exist higher than five, but they don't really count above it. Some legendary Orcs can count using the fingers of both hands, and some are even more legendary and go barefoot so they can use their toes to count. They're considered the best of the best.
So effectively they use base 5 numbering system.
Mainly i asked because the whole "can't count past X" is a very common joke of the "hehe they are stupid" variety, but it does not really work on societal level.
And, honestly, lot of people have trouble dealing with numbers past a handful except through abstraction, which the orcs seem to be doing just fine.
 
…Wow. The fey are just really bad at scouting today, apparently.
Boney usually tailors the results of the die to the narrative. I doubt that they failed because of incompetence, because this is a forest spirit host in a forest, so I'm assuming they're busy with something/distracted for some reason. Either that or Mathilde managed to shroud a whole group, which I doubt becuase I'm pretty sure Mathilde doesn't have something for that.

There used to be Battle Magic spells for group "stealth" in either 6th or 7th, but it doesn't translate well to the tabletop so they scrapped it for more simplistic spells in 8th Edition. The RPG is for personal, small scale spells. It ends up with Ulgu not having standardised group stealth spells.
 
Boney usually tailors the results of the die to the narrative. I doubt that they failed because of incompetence, because this is a forest spirit host in a forest, so I'm assuming they're busy with something/distracted for some reason. Either that or Mathilde managed to shroud a whole group, which I doubt becuase I'm pretty sure Mathilde doesn't have something for that.

There used to be Battle Magic spells for group "stealth" in either 6th or 7th, but it doesn't translate well to the tabletop so they scrapped it for more simplistic spells in 8th Edition. The RPG is for personal, small scale spells. It ends up with Ulgu not having standardised group stealth spells.

Well, not yet, at any rate. Group stealth spells are totally something we can make with Warrior of Fog.
 
Boney usually tailors the results of the die to the narrative. I doubt that they failed because of incompetence, because this is a forest spirit host in a forest, so I'm assuming they're busy with something/distracted for some reason. Either that or Mathilde managed to shroud a whole group, which I doubt becuase I'm pretty sure Mathilde doesn't have something for that.

There used to be Battle Magic spells for group "stealth" in either 6th or 7th, but it doesn't translate well to the tabletop so they scrapped it for more simplistic spells in 8th Edition. The RPG is for personal, small scale spells. It ends up with Ulgu not having standardised group stealth spells.
I think the night fight rules were a pretty good fit for group stealth.
If i remember correctly, (and i probably don't) they were something something like rolling a handful of dice (3 or 4,maybe) and if the distance was greater than the sum, then the action failed.
 
Boney usually tailors the results of the die to the narrative. I doubt that they failed because of incompetence, because this is a forest spirit host in a forest, so I'm assuming they're busy with something/distracted for some reason. Either that or Mathilde managed to shroud a whole group, which I doubt becuase I'm pretty sure Mathilde doesn't have something for that.

There used to be Battle Magic spells for group "stealth" in either 6th or 7th, but it doesn't translate well to the tabletop so they scrapped it for more simplistic spells in 8th Edition. The RPG is for personal, small scale spells. It ends up with Ulgu not having standardised group stealth spells.
It might not be magic. Mathilde does have the Warrior of Fog trait, which gives +10 to scouting and moving forces unseen when she's in command. It might not proc, since she's not exactly in charge, but it probably will.

But yeah, I wasn't trying to say it was incompetence or anything, just that today will not be a good day for them for whatever reason. Bad luck, enemy action… something will probably have screwed over their attempts.
 
I think the night fight rules were a pretty good fit for group stealth.
If i remember correctly, (and i probably don't) they were something something like rolling a handful of dice (3 or 4,maybe) and if the distance was greater than the sum, then the action failed.
There were rules for stuff like Fog and stealth in 6th Edition, related to rolling a dice and the result determines how far you can see (aka you can't shoot or target enemies with spells past a certain range), but they weren't attached to spells, just Scenarios.
 
No one expects a grey wizard to be nosing about in a random corner of kislev.
There were rules for stuff like Fog and stealth in 6th Edition, related to rolling a dice and the result determines how far you can see (aka you can't shoot or target enemies with spells past a certain range), but they weren't attached to spells, just Scenarios.
Yea, i remembered the scenario part.

You could make use of those rules though:
1) battle magic that affects either one enemy unit or one friendly unit, limiting how far they can see or be seen.
2) cataclysm version that makes the enemy use night fighting rules
 
No one expects a grey wizard to be nosing about in a random corner of kislev.
I mean, if Mathilde lends both her own intrigue score and the Warrior of Fog trait, the krugs got damn near a +40 to that roll, not counting whatever other advantages they might have. That is probably pretty unexpected, yeah.
 
No one expects a grey wizard to be nosing about in a random corner of kislev.

Yea, i remembered the scenario part.

You could make use of those rules though:
1) battle magic that affects either one enemy unit or one friendly unit, limiting how far they can see or be seen.
2) cataclysm version that makes the enemy use night fighting rules
Well yeah, you can make anything if you're creating custom rules. That doesn't mean there were official spells designed for it. Boney could come right out and make a dozen spells and add them to the spellbook if he wanted to. I'm talking about official non-homebrew stuff.
 
In a shadowed copse, a spirit of spite and malice thinks and plots. It is far from the forests it knows, so it knows not what to expect of these manlings that are to be its prey. Are they Elf-puppets who have their weakest forces on foot and their elites on horseback and encased in metal? Or are they Dwarf-puppets who fight mostly on foot with the steel and gunpowder of their masters?

Information from scouting flows in, and only compounds the confusion as it tries to make sense of it all. The Household was finally responding to the torment of their southern neighbour, and they creep down the riverside path with axe and bow, tearing at the trees as they go. The axe is to be expected of those that dare harvest the forest, but the bow suggests these are Elf-puppets. But the scouts say that the few horses they ride are bare. So perhaps these are Dwarf-puppets? But the scouts see no sign of Dwarf-weapons, nor any sniff of the unnatural powders that fuel them. Doubt rises, but is brushed aside by impatience. Of course these manlings are ill-equipped, they are the Glade Guard of a single House. Does it matter whether they are particularly weak Elf-puppets or particularly weak Dwarf-puppets? They will feed the forest all the same.

Finally the last piece of the puzzle falls into place as the one who must be the local Highborn is identified by the armoured troops that surround it. The whiff of alien magic about its spear confirms it: this could only be the augured target of the hunt, the bearer of two intermingled royal bloodlines: one of the northern snow, one of the southern sands. A grin forms as forces begin to rally. Though the trees of this strange place are too deadened by the local magics to call for vengeance, they will still have it, and then one more tool of deliverance will be at hand.
 
Finally the last piece of the puzzle falls into place as the one who must be the local Highborn is identified by the armoured troops that surround it. The whiff of alien magic about its spear confirms it: this could only be the augured target of the hunt, the bearer of two intermingled royal bloodlines: one of the northern snow, one of the southern sands.
One of the Northern Snow, one of the Southern Sands.

I suppose Boris has Nehekharan heritage? Pavel might have been Kattarin's actual son. Huh.
 
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Finally the last piece of the puzzle falls into place as the one who must be the local Highborn is identified by the armoured troops that surround it. The whiff of alien magic about its spear confirms it: this could only be the augured target of the hunt, the bearer of two intermingled royal bloodlines: one of the northern snow, one of the southern sands. A grin forms as forces begin to rally. Though the trees of this strange place are too deadened by the local magics to call for vengeance, they will still have it, and then one more tool of deliverance will be at hand.
…So, Mathilde just got mistaken for the local Boyar, presumably, and someone with two royal bloodlines. Or something. Oops?
 
Well yeah, you can make anything if you're creating custom rules. That doesn't mean there were official spells designed for it. Boney could come right out and make a dozen spells and add them to the spellbook if he wanted to. I'm talking about official non-homebrew stuff.
I never said there were official rules for it.
Just that those rules would be a good start if you wanted to homebrew something.
 
Also, it is pretty funny how confused Drycha is. It seems like her scouts only caught a whiff of the visible city rotas rather than the scouting forest rotas or Krugs. The reason for this hypothesis is that Drycha only saw a "few bare horses". It caused her to think of Dwarfs, because Dwarfs wouldn't ride Horses, just use them as pack animals. So now she's confused over whether they're "Elf-puppet" or "Dwarf-puppet" because it's the only metric she operates in. She's too old fashioned and not hip with the times anymore.
 
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