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Sometimes you just need the Keen Flaming Holy +5 Greatsword to get the job done.

Should help tremendously in assassinating tough targets, because the faster we are done, the less likely it is we are detected and intercepted.
Bah! Professionals know it's better to get a Keen Flaming Holy Axiomatic Orcbane +1 Greatsword, and then cast Greater Magic Weapon for your pluses. :p

This passed without significant notice earlier but I am appalled that dwarf society has so little respect for the necessity of protecting their dead that they would consider it acceptable to give their religious order of guardians manling weapons. And so little respect for their ancestor god that they'd put up with such an awful situation as to have even their master smiths unable to properly equip his servants in his image rather than spending a couple decades relearning how to make decent swords.
Gazul, I think, uses a sword. So it's not a manling weapon when Clerics of Gazul use one.
 
I am intrigued about possibly getting a Mercenary company under our employ as part of Dame Weber's retinue with the money we are getting from this expedition.
It's a possibility. Personally, I'm more excited about possiblity working on broken geomantic web around K8P - which could include having lab over strong henge. Plus potentially a home in valley, with friendly halfling neighbours.

Hell, Panariamia will like stay in K8P. Her magic would be extremely useful for halflings and their farms. Plenty of earth to purify, plenty of crops to strengthen. She have very good relationships with them, and would be very much apprecciated.

To be honest I would have little against staying there for several years fixing web, while studying, helping dwarves by sowing chaos for enemies below and doing odd jobs for Belgar.
 
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@BoneyM, if Substance of shadows interacts weirdly with laws of physics - i.e.: objects can float, would it allow to climb like gravity was not there? That spell seems like it makes gravity to be rather subjective thing. Would something like that require great power, or it is area of spell mastery?

When you're moving under your own power it's with normal physics.

Also, how substance of shadows would interact with explosion? If following viable? Mathilde lights the fuse in a bomb, and cast Substance of Shadows on it. She goes away. Fuse light up and bomb explodes. Explosion creates enough light to break the spell and make bomb material once again, thus bomb explosion have normal effects. Mathilde weathers shockwave in immaterial state due to not interacting physically with the world. Is it viable? Non-viable? Unpredictable? Or requires tests to be sure?

If the fuse was lit first, you couldn't SoS it, and you can't light a SoS fuse. If the fuse is separate, it can't act on the SoS bomb. If you instead have a chemical fuse of some sort, it would de-SoS as soon as it ignites. SoS can let you survive an explosion as long as you're not within line of sight of it, as the explosion would illuminate you.

That seems wrong, Alaric the Runesmith that created the Runefangs forged them himself.

He spent a century doing so.

One that makes more sense to me is that most of the greatsword forging institutional knowledge is found in Gazul's worshipers.

E: of which there are few to my understanding.

This would be the case in larger Holds, where it's considered part of the inner secrets of the trade. Smaller and younger Holds still require Gazul clerics, but they have to either wield 'normal' Dwarven weapons or go to manlings for swords.
 
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It would require testing, but trolls generally seem to have no problem stuffing anything down their gullets.
I was thinking of using Substance of Shadow to target enemies hiding underground by dropping bombs or other dangerous items through the ground. It would activate as soon as it came in front of a light source and hurt the target. Unfortunately, it occurs to me that both skaven and trolls probably don't need that many light sources.

That got me thinking of ways to deal with the trolls ourselves, and all I can currently come up with is sealing up the entrances to Kyvinn Wyr on our side and then cause a riot with Bewilder/Black Lotus poison to make them attack each other as well as spill out towards our enemies. Working on refining it. Lessee if I can't figure out a way to capture it.
 
I'm not actually sure if there's a canon explanation. Perhaps the 'personality' of magic is only expressed beyond some certain level, making it 'generic' for very low-power spells?
Hysh and Aqshy probably is based around DIMMING their Winds, pulling them away from the target, so Aqshy's passion is stolen and Hysh's clarity vanishes.
Mmm, yeah, and that's in a way why it's best. Morale is high enough that a drop is far from a gamebreaker.
Depends. You're taking a citadel that's packed with some of the best heavy infantry in the world.
Karag Nar was nearly emptied and it killed a hundred longbeards and four times that many dwarf heavy infantry in the doing.

Suffice to say that the Citadel's actual assault itself is going to want every bonus you could stack on it.
And every debuff you can slap on the orcs.

Delaying a day both reduces our morale bonuses for our lowest morale unit type, AND lets the Orcs have a day to sort out the pecking order.
No, this logic leads to the assertion that the "Anything longer in any dimension than a meter, or heavier than 10kg/22lbs, will be much more difficult to cast this upon; anything more than twice that is approaching the limits of possibility." limitation in the spell description is nonsense and it isn't. There is clearly something that makes people-and-their-stuff inherently easier to affect with the spell than their simple mass would indicate.
Well, did theorize previously that Ulgu has a hard time working on inanimate objects. It probably takes creatures(and their inventory) by using the creature's own recognition of the objects to cheat.

This passed without significant notice earlier but I am appalled that dwarf society has so little respect for the necessity of protecting their dead that they would consider it acceptable to give their religious order of guardians manling weapons. And so little respect for their ancestor god that they'd put up with such an awful situation as to have even their master smiths unable to properly equip his servants in his image rather than spending a couple decades relearning how to make decent swords.
Or alternatively they don't wield swords because their WARRIOR god uses axes, so of course any serious warrior dwarf uses axes. Their order for protecting the dead are meant for garrison duty, so much fewer smith apprentices had gone and made swords before, and thats where the extra favor surcharge for getting a sword comes from: you need to pay for the time and attention of one of the smiths who makes the stuff for Gazul's boys.
 
I would absolutely support burning Favor and actual Money on a Gromril Runic Greatsword.
Hell yeah I would to after we situate the lab! : D

I'm preeeetty sure we'll have money and favors for both.


(There is of course the Magic stat boost item but my opinion is mixed on that front)
 
He spent a century doing so.

Longer even! He was how ever making some of the most powerful weapons in the old world and I'm pretty sure the swords required storms of magic to make. I'll have to get back to you on that one to be sure. I'd ignore 2E for what it states about the Master rune of Alaric the mad because they totally fucked it up with it only ignoring armour.
 
It's a possibility. Personally, I'm more excited about possiblity working on broken geomantic web around K8P - which could include having lab over strong henge. Plus potentially a home in valley, with friendly halfling neighbours.
To be honest, I think that if we do form a mercenary company, we'll probably want to form a long term contract with King Belegar to provide him with soldiers for the reclamation effort. That way Belegar has some mercenaries to use and we have some more bodies to provide protection for any long term projects we have in Karak-Eight-Peaks. And we can make even more money from the mercenary contract!
 
Gazul wields a sword, and some of his followers do the same. They often have to make it themselves or commission a manling to make it because there's just no institutional knowledge of how to do so among Dwarves.
That seems wrong, Alaric the Runesmith that created the Runefangs forged them himself. I can't see the dwarves not knowing how to forge swords.
He spent a century doing so.
Yeah uh... Also worth noting, there was a background excerpt in the 6th ed army book where an Imperial Count commissioned a ton of swords from dwarfs, and his envoy was shocked to find they were being forged by apprentices. The dwarf replied,
"Them swords'll be better than any manling craft, have no worries about that! If you want swords, you'll get sword work. That's no real test of an artisan's skill, no it ain't. Any beardling can slap a sword together in a few days, ain't much craftsmanship in that. Anyhows, we ain't going to use them, not for fighting like you strange manlings. No, apprentices practice on swords, then it doesn't matter. Now, if you wanted a proper weapon like a hammer or axe, then you'd get someone like me doing it. But then you'd pay for my time too, we can't have skilled smiths like me messing about making swords, can we?"
So unless that's been contradicted in more recent lore it looks like you're wrong, Boney. Dwarfs have the institutional knowledge of making swords, they just don't reckon them as worthwhile weapons outside of special cases.
 
Luckily for our prospects of a dwarven greatsword, we are about to be reinforced by major forces of Karag Azul, a hold specializing in weaponsmiths. If they don't know how to make a greatsword, I'd be very surprised.
 
Perhaps that was a poor choice of phrasing on my part. They can make swords. Pointy bit for going in the enemy, non-pointy bit for holding onto. But every attitude that would normally lead to a Dwarf-made weapon being a really good weapon doesn't apply as much or even at all to swords.

You ask a Dwarf blacksmith to make an axe, they're utilizing millennia of cultural experience and decades or centuries of personal experience in wielding and making axes. You ask them to make a sword and they'll scowl and grumble and get an apprentice to do it if they can get away with it, and even if you can press them to do so, it may be the first sword they've made in decades or centuries, or even ever.
 
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To be honest, I think that if we do form a mercenary company, we'll probably want to form a long term contract with King Belegar to provide him with soldiers for the reclamation effort. That way Belegar has some mercenaries to use and we have some more bodies to provide protection for any long term projects we have in Karak-Eight-Peaks. And we can make even more money from the mercenary contract!
Mercenary company is horrible time-sink. Mathilde would need to spen majority of her time on it, which severly reduces time for things like reasearch or improving magic. Then, there is a fact that to be relevant on scale Belgar operates, it would need to be large company. Which is yet more of a time sink. Then there is a fact, that company is tied down with a contract, while Mathilde could be interested in exploring.

Effectively, it is easier to take over existing force rather than to build something new. But honestly... mercenary work is not something I would like Mathilde to do long-rerm.
 
We could invest the money into the new hobbit-town? It will probably have a few unique resources and it might be profitabile to get in on ground zero.
 
Perhaps that was a poor choice of phrasing on my part. They can make swords. Pointy bit for going in the enemy, non-pointy bit for holding onto. But every attitude that would normally lead to a Dwarf-made weapon being a really good weapon doesn't apply as much or even at all to swords.

You ask a Dwarf blacksmith to make an axe, they're utilizing millennia of cultural experience and decades or centuries of personal experience in wielding and making axes. You ask them to make a sword and they'll scowl and grumble and get an apprentice to do it if they can get away with it, and even if you can press them to do so, it may be the first sword they've made in decades or centuries, or even ever.
Sure - but if a priest of Gazul asks a dwarf to make a sword, in emulation of an Ancestor God? That seems like the kind of special case where there's a lot less grumbling and a lot more, "well, t'ain't a proper weapon like an az, but it'll be the best damned priestly icon to leave my anvil..."
 
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How did those gamblers drop so many freaking coins on the floor anyway? How many even participated in the games? Or did I misunderstand just where Maximilian found all that money?
Yeah like...on one hand, with ~6000 gamblers, betting up to half their shares (sources below), we made out with ~350 full shares worth. So this is, assuming every one of them took out the full half, a little over 10% of the total money in play during the night of gambling, which is fairly reasonable from a realism standpoint. But since i imagine a good number of them took out less (or even far less) than half, its likely more along the lines of 20% of the money in play, which starts to get a bit more ridiculous...
Especially since, as others mentioned, a full blown dwarf built fortress was only 1000 gold (between 10 and 100 of these shares, from what boney mentioned, source again at the end of post), and a cheaper stone bailey was 400, while a proper 10 room manor was only 300... hell, for bigger numbers, we have the fact that the EIC shares were originally 1000 gold for 24%, and then later 750 for 12% meaning that the entire EIC, which had *enormous* potential and resources even from the start, was originally only considered worth ~4000 gold, and after a few years ~6250...

Honestly @BoneyM the fact that rolls of a 67, a 44, and a 93 on a(n admittedly well synergized) pair of downtime actions is enough to earn between 3500 and 35000 gold...which i think literally might equal all the other gold mathilde has made in thequest even at the lower end? It seems... unbalanced from a game perspective. From a realism standpoint i suppose i'm not surprised that 10-20% of the gold in use during a truly drunken gambling fest might have ended up lost, but from a game balance perspective getting this much money for what we put into it is hard to take in.

...Also, i wonder just how closely Mathilde shadowed max while he was collecting a veritable kings ransom, and how much if any of a cut he got (or took), considering that just makes the numbers even more ridiculous o_O

The only problem is that the type of man who uproots everything to travel on an all-or-nothing Expedition like this very typically has no money to gamble with.

-Snip-

...you announce that every man could sign away up to half his pending payment for an amount of coins, and then in the morning they could trade the coins back and the new distribution of payment due would be duly recorded, witnessed by Ulthar, guaranteed by the Grey Order, and may luck desert anyone that tries to bilk their brothers; you hold up a pair of crossed fingers and wink and most understand instantly, and there's a hushed murmur as they explain it to their slower-minded friends.

The coins are the silver currency of the Moot, which you feel reasonably certain there won't be enough of in circulation here to meaningfully harm the system. They are stamped with the Moot's symbol of a... large male chicken, which delights the men and immediately leads to the most predictable set of bawdy jokes as they line up to make their mark and collect their tokens. Dice and cards had been common enough at the start of the Expedition, but after the personal effects of the fallen had been inherited by the survivors there's more than enough to go around, and any shortfall is quickly corrected when the men realize that if they bet a Karak Norn Dwarf a tankard of ale they could carve a set of dice from wood faster than them, they'd very quickly have a very well made set of dice and all you had to do to pay is walk to the nearest barrel. As the sun touches the peak of Karag Yar, the games begin.
The secret isn't a secret at all, it's obvious. Six thousand gamblers, free ale, insufficient lighting. It occurs to some to scour the area the next morning, either remembering dropping a coin or figuring others would have, but hours before dawn your final accomplice had beat them to it, the night's darkness meaningless for one attuned to the Wind of Metal, for whom every silver coin shines like a beacon. A great many coins signed for by the adventurers had returned to you by Maximilian. Gambling, theft, deceit... three out of four, you decide, will do. You can do some protecting tomorrow.

It's only the next morning as your sluggish brain follows through on the plans your ale-fuelled self had made that you realize that tithing this is going to raise quite a few eyebrows at the Bursary.
One share will be enough to catapult a peasant into 'nicest farm in the village' territory. I've yet to sit down and bang my head against the Warhammer economy but as a non-binding ballpark more than 10 but less than 100 sounds right.
 
We could invest the money into the new hobbit-town? It will probably have a few unique resources and it might be profitabile to get in on ground zero.
And that is a good idea. Plenty of possibility for investment here with halflings building second Moot in K8P. It could be fantastically profitable.

...especially with involvement of EIC.
 
The easiest way forward with a mercenary company would probably be to work out a deal with Codrin and the some of the Stirlanders after the expedition. We invest/start up fund them while Codrin does the actual day to day running.
 
Sure - but if a priest of Gazul asks a dwarf to make a sword, in emulation of an Ancestor God? That seems like the kind of special case where there's a lot less grumbling and a lot more, "well, t'ain't a proper weapon like an az, but it'll be the best damned priestly icon to leave my anvil..."

They'd try their best, but though the smith would have an extremely good grasp of the foundations of metalworking, they'd have no accumulated knowledge of what makes a sword a good sword, or what can be changed to make a sword better in certain areas, or how to make a sword specifically for a certain person's height or style.

To put it another way: a Dwarf master blacksmith could have +15 to blacksmithing and +0 to swords. A manling master blacksmith could have +10 to blacksmithing and +10 to swords.

Honestly @BoneyM the fact that rolls of a 67, a 44, and a 93 on a(n admittedly well synergized) pair of downtime actions is enough to earn between 3500 and 35000 gold...which i think literally might equal all the other gold mathilde has made in thequest even at the lower end? It seems... unbalanced from a game perspective. From a realism standpoint i suppose i'm not surprised that 10-20% of the gold in use during a truly drunken gambling fest might have ended up lost, but from a game balance perspective getting this much money for what we put into it is hard to take in.

[Glory Unto Ranald: Piety, Req 40, 67+21+20(Empowered)=108.]
[Gambling: Intrigue, 93+17=110.]

Simultaneous crits on Intrigue and Piety rolls with Ranald recently empowered by Mathilde.

And events haven't yet progressed to the point where it's time to pay out. Wisdom may suggest that it'd be a good idea to publicly earmark it in mollifying ways when the mercs each get a fistful of loot and then a wheelbarrow comes out for Mathilde.
 
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A thing to keep in mind where dwarf rep is concerned, is that we don't have to spend it on a runic item or a infrastructure.

We can also spend it on knowlege and consultation. For example, expert advice on Snake Juice.
 
Honestly @BoneyM the fact that rolls of a 67, a 44, and a 93 on a(n admittedly well synergized) pair of downtime actions is enough to earn between 3500 and 35000 gold...which i think literally might equal all the other gold mathilde has made in thequest even at the lower end? It seems... unbalanced from a game perspective. From a realism standpoint i suppose i'm not surprised that 10-20% of the gold in use during a truly drunken gambling fest might have ended up lost, but from a game balance perspective getting this much money for what we put into it is hard to take in.
Simultaneous crits on Intrigue and Piety rolls with Ranald recently empowered by Mathilde.
I think the Mathilda is going to have to send a message back with her next tithe saying something like

"I organized a drunken gambling tournament with the army taking back K8P after helping my patron god Ranald steal part of the orcs gods power. Here is the tithe from my cut of that.

P.S. The dwarves are currently happy with me. If the grey order needs to deal with them now is the time."

And her master will probably need to resist the urge to facepalm once he reads it.
 
Simultaneous crits on Intrigue and Piety rolls with Ranald recently empowered by Mathilde.
That sounds... I'm not certain how to describe it, but I love it. :)

I didn't raise it before, but it strikes my that plenty of anventurers would now be glad it Mathilde had an accident along the way. After all she was a bank in gamblind, and if bank is gone it cannot receive their share (at least depending on interpreration how exactly gambling was set). It is reduced by her being scary gray magister, but people can be stupid. It is real danger to worry about, or can we dismiss it?
 
They're riding high right now. If that changes, they may pause, take stock, and come to some troublesome conclusions regarding what happens if the paperwork that says they signed over half their pay has a little accident.
 
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