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Er... how exactly do you imagine the Boom of Hysh could be dangerous? We had that conversation with the light mage that made it. 'Even one of your order could not turn it into a weapon'

Most of our enemies, the really bad ones would struggle to use a healing item based on purity to say the least.
That just shows a lack of imagination and ability to look past first order effects on their part. Make sure the first people testing it don't get poisoned by your tainted provisions and you could use the Boon of Hysh to lay low an army while sowing internal discord because it can't be the food, they checked for that.

It might not be worth it to use it to that purpose under any but the most contrived of circumstances, but I trust the Grey Order to be at least as twisty in their thinking as me to find possibilities.
 
That just shows a lack of imagination and ability to look past first order effects on their part. Make sure the first people testing it don't get poisoned by your tainted provisions and you could use the Boon of Hysh to lay low an army while sowing internal discord because it can't be the food, they checked for that.

It might not be worth it to use it to that purpose under any but the most contrived of circumstances, but I trust the Grey Order to be at least as twisty in their thinking as me to find possibilities.

The limited number of charges means you would struggle to use it at a level that would be statistically relevant against an army. If you are planning to poison hundreds you would have to spare tend to sell it and then there are the logistical issues in actually getting the thing in place near all the poisoned people you do not want to suffer ill effects, the range of it is not that high and it is light... kind of noticeable.

The most straightforward way to use it for less than pure ends is the way you use any antidote. Poison a prisoner and then tell him you will only heal him if he talks, which is only a more exotic and marginally more impressive way to threatening someone with death
 
The most straightforward way to use it for less than pure ends is the way you use any antidote. Poison a prisoner and then tell him you will only heal him if he talks, which is only a more exotic and marginally more impressive way to threatening someone with death
The most straightforward way to weaponise it is to use it as a weapon. Beat them to death with your magic candlestick!

It works in Clue, apparently.
 
I think it may be too fragile for that actually, we were told we could put it in saddlebags... carefully wrapped.
Specifically, a padded pouch.
You look thoughtfully down at what appears to be an unadorned cylinder of quartz or glass containing what looks like a pure-white liquid, but your Magesight can tell it's 'only' densely-packed Hysh. "Is this battlefield-portable?"

He taps it with a knuckle, producing a ringing note. "To an extent. I wouldn't put it in the bottom of your bag, but some of our more active sorts keep something like this in a padded pouch without trouble."

Mathilde's saddlebags got retconned in the Chaos Wastes :V
 
I'm in favor of giving Eike a basic magic item item when she goes journeying. Nothing too extravagant that'll have people complaining about the point of the journey or raising expectations unreasonably, but an equivalent to the doomfire ring seems entirely reasonable.

I'm against it being a healing item mostly for out of character aesthetic reasons. It's just kind of boring, and doesn't really fit as either a grey college thing or a Mathilde personally thing. Give her like an invisibility item or an item with a single good rune struck in it (but space for two more) or something. I'd be partial to a good sturdy ranger's cloak in terms of form factor.
 
an item with a single good rune struck in it (but space for two more)
I know that this can canonically be done. It's how the Dwarf's Axe in Warhammer Quest works as you level, and (for better sources) nothing in Realms of Sorcery or other WHFRP materials speaks against it. But it does seem weird for a Runesmith to leave a work "unfinished" like this, give it away, and then get the owner to bring it back just a few months or years later to tinker with it more.

The weird feeling is probably just an artefact of this quest having Mathilde's runesmith interactions be mostly with those already at the peak of the craft—Kragg and Thorek. Apprentices work under a slightly more lax set of rules.
 
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I know that this can canonically be done. It's how the Dwarf's Axe in Warhammer Quest works as you level, and (for better sources) nothing in Realms of Sorcery or other WHFRP materials speaks against it. But it does seem weird for a Runesmith to leave a work "unfinished" like this, give it away, and then get the owner to bring it back just a few months or years later to tinker with it more.

The weird feeling is probably just an artefact of this quest having Mathilde's runesmith interactions be mostly with those already at the peak of the craft—Kragg and Thorek.
What sort of Beardling doesn't finish their runes? Need @soulcake to come give some proper dwarven grumbling over that nonsense.
 
Been thinking about the Druchii and what books we could get from them, do you guys think they could have books about the Lore of Stealth or other Dhar+Wind Lores?

They've been a country for thousands of years so imo it makes sense they have investigated it
 
Been thinking about the Druchii and what books we could get from them, do you guys think they could have books about the Lore of Stealth or other Dhar+Wind Lores?

They've been a country for thousands of years so imo it makes sense they have investigated it
I mean, they could have? But Druchii philosophy makes it unlikely IMO. To them, Dhar is the purest and best expression of your will, and to use anything lesser would be a sign you can't hack it with the real stuff. The only exception I could see to that are when a mono-wind would be better. But I don't see them utilising Tongs-style magic.
 
I don't particularly want to stake out a position in the healing item for Eike debate, but it has made me curious about something.
  • If the Bright Magic Cauterize is used to close a wound, can it be later healed with some other magic?
  • Does it leave behind residual Aqshy in the wound that would form Dhar if another spell was used to heal the wound, either Ghyran, or Hysh, or Divine magic?
  • If it does form Dhar, does that prevent the healing spell from working, or could the Dhar be acceptable as an unfortunate side effect? I suspect it might be ok, because Dhar is considered an unfortunate side effect if the seed has to heal a head wound for Mathilde, and interacts with the Ulgu in her brain.
  • I am not that familiar with the RPG rules, so I don't know what the limitations are on how quickly healing magic has to be used. Can it be used to finish healing wounds that are already partially healed? Is there healing magic to remove scars?
Citation on the Seed healing a head wound:
@BoneyM would there be any dhar-related complications with the Seed of Regrowth if we took a head injury in battle like a concussion or cranial obliteration?
Possibly. Significantly less so than complications related to not having a head.
 
"If there's anything I've learned in my years, it's that cunning plans fall apart. Just focus on positioning yourself well, and whatever happens you can be in the right spot to profit from it.

I passed this in my reread a little while ago, and I just want to take a minute to tell you how much this section has stuck with me since I first read it back in 2019. This is in my head so thoroughly, even outside of the context of this quest.

I think about these two sentences constantly. I compare basically every schemer and plotter and opportunist and manipulator in fiction I see against this.

10/10, great stuff.

On a similar note

Mathilde waged war in a manner he had never seen before. He felt much more like a smith on this day than a warrior. Striking rats in an eerily consistent pattern. Like a smith forcing metal to a form.

I know this omake was forever ago, but this metaphor has stayed with me crystal clear. Every time I think about the K8P campaign, I think of Mattie as a blacksmith, forging war into victory.

Great job.
 
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If we give Eike the seed she will likely go for riskier missions. I she underestimates or properly estimates how much the Seed is mitigating her risk she's fine. But if she overestimates how much it's protecting her she's going to jump into a risky situation that goes wrong and the Seed won't be able to save her.

So the calculation to be done is whether the missions that she would take without the candle are dangerous enough that she is more likely to die than if she took slightly riskier missions with the candle.

I think yes. There's no safe journey, otherwise it wouldn't matter how easy we made it for her.

Magical items are a matter of trust. You only give them to people who earned them, otherwise they might let them fall into the wrong hands. The more powerful an item, the more they need to prove they can be trusted with its responsibility, because the odds go up of them getting shanked for it and the consequences of losing their stuff become worse.

If we want to give Eike a magic item, it's either gotta be unable to get looted off her, or she has to earn it from us.

Cool. I disagree with this entirely.

We are under no obligation to make things fairer to her enemies, just an obligation that she learns to act on her own and depend on herself. Not dying when she *inevitably* miscalculates the odds and gets shanked is what I want to give her, because then she can learn instead of not.
 
Consider the following: Mathilde's journeying was to be an advisor to an elector, which is theoretically the safest job any wizard can get.

In her first year of the job, she was fist fighting zombies, raiding tombs, and kidnapping dukes.

All jobs Eike might take on her journeying are dangerous. Sure, some jobs are more dangerous than others, but there are no safe jobs.

Giving Eike a magic item isn't about raising her survivability ceiling , but her survivability floor.
 
Consider the following: Mathilde's journeying was to be an advisor to an elector, which is theoretically the safest job any wizard can get.

In her first year of the job, she was fist fighting zombies, raiding tombs, and kidnapping dukes.

Also her last year of the job where some kind of Magical Healing Candle or something like that would have been Real Useful in the absence of Sigmar's Light :V . (Lighting conditions in Sylvania are just terrible, how's a wizard supposed to read!?)
 
Consider the following: Mathilde's journeying was to be an advisor to an elector, which is theoretically the safest job any wizard can get.

Not even close? Even disregarding the additional risks Mathilde took on that weren't necessary as part of her job it was an incredibly risky posting.

All jobs Eike might take on her journeying are dangerous. Sure, some jobs are more dangerous than others, but there are no safe jobs.

There are jobs with basically no risk available.

You could have pottered around Altdorf doing odd jobs for bored burghers, and instead you risked your lives out here on the edge of civilization."

Stuff like this is the actual level of safety available for Journeying if they don't want to take risks.
 
Advisor to an elector.
Of Stirland.
Number how many in past generation or so?
About to start a war with the vampires.
With a council mostly either compromised or inept (as far as anyone could tell)
Whose spy master was working for the Lamian vampires.
Yeah...

There are many words i could describe that job with.
Safe would not be among them.
 
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More to the point, I doubt Eike will be satisfied with staying in a cushy job and not go looking for some adventure when she's clearly been training far more than Mathilde ever did as an Apprentice.

I will restate that it wouldn't be a terrible idea for her to get an enchanted item on the level of a Doomfire Ring.
 
Honestly I think the Candle works fine as a gift. Mathilde's seen little use of it, but it's a fine Journeyman-level item with little potential for abuse. Boon of Hysh is as strong as you can get short of Battle Magic and the latter would be a bit of a stretch.

That, or including Eike on a Windherding enchantment of her own once she finishes Sounds for Magic 3 and has some time to practise the lessons we're buying for her this turn. Anything she makes herself, even under our supervision, is completely valid as an item to take with her.
 
Honestly I think the Candle works fine as a gift. Mathilde's seen little use of it, but it's a fine Journeyman-level item with little potential for abuse. Boon of Hysh is as strong as you can get short of Battle Magic and the latter would be a bit of a stretch.

That, or including Eike on a Windherding enchantment of her own once she finishes Sounds for Magic 3 and has some time to practise the lessons we're buying for her this turn. Anything she makes herself, even under our supervision, is completely valid as an item to take with her.

Anything we get her up to and including dropping 8 Gallons of AV on Thorek and telling him to make the strongest talisman he can for a journey-wizard is legitimate. The college is not going to interfere in the master-apprentice relationship to make it fair to some abstract standard. The question at hand is more what is she likely to need for the trials she will face. I think a healing item, maybe a wind-herded one strikes a good balance.
 
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The candle and maybe some armored robes or a sword with the Rune of the Unknown all seem like very solid gifts. Anything beyond that is probably excessive, but all those are useful, aid survivability immensely without being battle magic level or otherwise ful-on cheating, and in the case of the sword and candle aren't easy to duplicate with her spells.

That seems like a happy medium.
 
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