Voted best in category in the Users' Choice awards.
So now that it's made it's appearance, I'll reveal the snakerolls: for every action there was a one in ten chance of the Thorned One manifesting during it. It's been a long time since I used probability mathematics but I figured a one in ten chance rolled six times a turn should prove to be a pretty substantial handicap.

It failed every single roll until this turn. The first time Ranald got it, and the second time was just in time for it to be trapped in eternal snake hell.

So, yeah.
I did the math for this, although I left out the Interlude actions because I wasn't sure if QM rolled during the Interlude.

Each action has a 90% chance of being safe, result is rounded to 2 decimal places.

End of Turn 1: 6 actions total, 53.14% chance of no snake.

End of Turn 2: 6 actions taken, 12 actions total, 28.24%

End of Turn 3: 6 actions, 18 actions total, 15.01%

End of Turn 4: 6 actions, 24 actions total, 7.98%

End of Turn 5: 6 actions, 30 actions total, 4.24%

End of Turn 6: 7 actions, 37 actions total, 2.03%

End of Turn 7: 5 safe actions, 1 action summons snake, 42 safe actions 1 snake action, 0.12%
 
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And Violetta isnt a very good one. :D

@TotallyNotEvil Just remember - we are Derpwizard, not Cashwizard. Mathilde Weber has, quote:

Stewardship: 10 - You can adequately balance a simple budget or manage a small project.

That isn't enough, even with state backing, to run a guild to its maximum potential. To say nothing of our own efforts to expand our spy network. It'd end up a white elephant, and a drain on our (Mathilde's and Stirland's) resources. A unit of our own people, on the other hand, can be trained from the ground up, and fed into the existing thieves guild and intelligence apparatus we're slowly putting together. Plus, as said, if we ensure Wilhemina gets control of the nascent guild, that would be a massive positive relations boost (hopefully) with her, plus still more money in Stirland's coffers. And we can still stuff it full of our spies, with her cooperation.

Edit: And still. SMOKE KNIGHTS. Come on, that is just way too awesome to pass up.
 
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If we ever do create the Smoke Knights then the Shadow Warriors would start spelling out "Cease and Desist" in Druchii corpses in the Castle courtyard.
 
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I'd rather just take the holiday. We could use the time to finally get some major self-improvement going.

Any "smoke knights" could be trained later without using our boon on it as part of our network.
 
So we somehow concocted a Schrodinger's nightmare of a trap that somehow keeps Warp creatures dead, yet alive at the same time, all while viscerally bleeding them dry... just what the hell did we make?!
 
That is tempting, but can we really afford a holiday this early when so much is happening? Especially given the vampire threat right over the border?

There's just so much to do yet. And I can't imagine Van Hal taking it relatively well us buggering off and leaving only a recently-recruited and half-trained minion in charge for the duration. Gotta get her up to proper scratch experience-wise first!
 
We have a super knowledgeable minion, tho. And can always acquire more.

I suspect doing this "with the official backing of stirland" will help a great deal.

Trade Guild is a one-time offer. Let's take it for all we can, it's the long-term thinking one.
She isn't though, Julia has a terrible Stewardship of 7.

What that says for her trade hub idea, I don't know. We'd need another lieutenant to run a profitable trade guild.

Or, maybe, let the 16 Stewardship Steward run it.
 
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So we somehow concocted a Schrodinger's nightmare of a trap that somehow keeps Warp creatures dead, yet alive at the same time, all while viscerally bleeding them dry... just what the hell did we make?!

You have no idea. You critted while building it and then the snake got some sort of meta critical glitch while manifesting inside of it.

Don't count on ever being able to replicate whatever it is that just happened.
 
Can you imagine what the Asp is thinking right now, it spent who knows how long trying to get to us and when it finally does it's first attempt is blocked by a god and it's second results in it landing in a torture box that won't let it die.
 
You have no idea. You critted while building it and then the snake got some sort of meta critical glitch while manifesting inside of it.

Don't count on ever being able to replicate whatever it is that just happened.
Doesn't mean it won't still scare other Warp creatures shitless that we somehow did it in the first place.
 
You have no idea. You critted while building it and then the snake got some sort of meta critical glitch while manifesting inside of it.

Don't count on ever being able to replicate whatever it is that just happened.
....so wait. We built something we don't entirely understand in a fit of genius, and we could possibly establish an order of smoke knights? We've established a group of very loyal underlings (Julia/town of Biderhof)? We have the service of extremely loyal super soldiers sworn to our cause? (Greatwords) AND we vacillate between hypercompetency and amusing failures?
@Miffychan Mathilde's a Spark.
 
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...and we're surrounded and are learning the ways of battle from veteran trained warriors who enthusiastically barged into people's houses hunting them at our behest.

All we need is to hear a few Greatswords talking in Funetik Accents and we're there! :D
 
Any "smoke knights" could be trained later without using our boon on it as part of our network.
Ultimately, this.

Smoke Knights sound like a great action if we have, say, organized the Thieves Guild. Or perhaps reversed the enchantment and made some cool gear.

Easier to teach sneaks how to fight than to teach fighters how to sneak.

A huge revenue stream that also gives us a major information network is almost a no-brainier. This actively helps us do our job every turn, more or less on all actions. It will save actions throughout the whole quest. It will provide bonuses throughout the whole quest. There will never be a better time for it than now.

We already have 36 Greatswords as personal guard.
 
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A huge revenue stream that requires us to run it and address it directly. And neither we or our chief minion have the Stewardship for that.
 
A huge revenue stream that also gives us a major information network is almost a no-brainier. This actively helps us do our job every turn, more or less on all actions.
And we are NOT the people who should be running it. Stewardship 10, hello? we'll wind up overwhelmed and it will be a time sink. Make it Wilhelmina's baby.
 
Ultimately, this.

Smoke Knights sound like a great action if we have, say, organized the Thieves Guild. Or perhaps reversed the enchantment and made some cool gear.

Easier to teach sneaks how to fight than to teach fighters how to sneak.

A huge revenue stream that also gives us a major information network is almost a no-brainier. This actively helps us do our job every turn, more or less on all actions.

We already have 36 Greatswords as personal guard.
Maybe we can share it with Wilhelmina...?
 
I think our best option would be to get permission to organize the Thieves Guild as it not only gives us a very useful intelligence asset but it also provides a revenue streams and unlike the Merchant Guild it would be playing to our strengths. Not to mention it can be expanded to allow the future formation of Smoke Knights later on.
 
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