The Intelligence Attaché action is basically mandatory for our puppetmaster mission. Unfortunately, we're only going to have about half of Stirland's military forces covered by the time of the invasion, which is pretty mediocre results, but hopefully we'll be able to talk regularly with Gustav and other leadership figures during the invasion itself to cover the areas that we don't have full coverage on. Certainly I'm not burning two more personal actions getting the program spread through all divisions, even if that would be ideal from the perspective of the job.
I really want to get the Watch a proper leader. We can see the value in having a capable leadership figure for our organizations just by looking at Julia- she's basically worth a second automatic Intelligence action every turn, and we could definitely use a second free Watch action every turn. But I can't justify looking for a leader without putting Ranald's Blessing on it, because we need
good subordinates more than we need
any subordinates. We can only put Ranald's Blessing on personal actions, not organizational, and I'm not inclined to spend a personal action on the Watch right now. Therefore, we default to the next most preferable activity- gong farming, which is worth income and sets us up for gunpowder manufacture later.
Martial/combat training is not to be neglected, since we're going into combat. For that, since we've already got greatsword proficiency I am inclined to turn to the other major aspect of our combat abilities, mounted combat- and for
that, we have an expert right here. Gustav can almost certainly teach Mathilde a ton about mounted combat and might tutor her to an increase in her Martial score as well (
@BoneyM, if you could clarify whether tutors only give skills/traits or if they also give stat increases, that would be appreciated). He's also assigned to train/drill people this turn by Van Hal, and we're people. Because of the need to establish a good rapport with the head of the military when we're going on a huge military operation, and the fact that we will be wanting to wheedle additional intel out of Gustav in order to best fulfill our backer mission, I've devoted our free social action to Gustav as well.
Undead research is essential. It's a damn shame that we'll only get a trait in time for the Sylvania op if we crit the roll, but it's important anyway- there aren't going to be a lot of undead experts around in any given location, which means that we're likely to
be the expert more often than not, particularly if we use Shadowsteed to go running between hotspots. Need to know our business.
Bound spell research could have a massive, immediate payoff if we can get it down in time for the invasion. Being able to enchant people with the ability to enchant their own weapons would make a
staggeringly huge difference in terms of vulnerability to certain types of undead, and if we get Take No Heed/Invisibility down as well then being able to enchant scouts with the ability to temporarily avoid notice could massively reduce their losses and improve the army's overall intelligence. It's in, no question.
Learning Take No Heed or Invisibility is essential for our ability to safely move between units of the army, at speed and alone, while in the depths of Sylvania. Based upon the GM description of the expected effects of Take No Heed, I'm going with that as it's easier to learn and more reliable (not just in cast chance- Invisibility has a
very short duration so it's only really usable for short periods of being unseen, not sustained sneakery; Take No Heed lasts many times as long). I'm open to argument on the Invisibility point, though.
Burning Shadows is an actual combat spell. Now, don't get me wrong- Magical Sword Rider Mathilde is a great magical girl and I watch her show every time a new episode comes out. But there are a lot of things in Sylvania that she doesn't want to get within arm's reach of because they will brutally murder her unless she crits her roll, and for those things Magic Dart isn't going to cut it. More importantly, according to Realms of Sorcery, Burning Shadows affects
all shadowed enemies within an 18-yard radius. That moves Mathilde from about as dangerous as a skilled swordswoman with a magical blade/skilled crossbowman with magical bolts to someone whose presence can and will shift the course of actual battles, as long as she can get circumstances set up right to cast it. In fact, it's so potentially impactful, and so hazardous if we fuck up a roll while learning it (since we don't have Magic 5 we'll have a nasty miscast chance), that I'm putting the Blessing on it.
[x] Plan Practical Combat and Magic
-[x] Expand your Intelligence Attaché program to another Division (choose a Division)
--[x] Fourth Division
-[x] Expand the ranks of the Gong Farmers, both increasing coverage of Wurtbad and expanding it to the other population centers covered by the Watch.
-[x] Tutoring: One of your fellow councillors may be willing to teach you in their chosen field (choose who).
--[x] Gustav
-[x] Undead Research: This is Stirland. Time to bone up on your knowledge of the Undead, this time with the addition of Van Hal's personal library.
-[x] Bound Spells: Though the corrosive
Dhar made them high-maintenance, the design of the bound spells in the castle's infiltrators has fascinating possibilities. Try to adapt it for use with
Ulgu.
-[x] As a Journeywoman, the path to Magister is marked by mastering more than the two shadow spells you already know. Send to the Grey Order for the basics and work on figuring out one of the others.
--[x] Take No Heed
--[x] Burning Shadows
---[x] Ranald's Blessing
-[x] Free Time: Now well-established in Wurtbad, you can spend some time in your scant off hours getting to know someone better. Pick one character. (no action required) (can be used to perform Snooping without spending an action)
--[x] Gustav