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Intelligence 1/1
Watch 1/1
Personal 5/5
Overwork 0/2
Free Time 1/1
Blessing 1/1

[X] Plan How To Not Get Eaten
-[X][Intelligence] Expand your Intelligence Attaché program to another Division (choose one)
--[X] Fourth Division
-[X][Watch] 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][Personal] Scribe: Anton's sent away to Altdorf for someone that speaks Eltharin. Well, you speak Eltharin. Maybe you can find the time to act as amanuensis for the prince-in-exile, though it would cut into your learning-how-to-not-get-eaten-by-Sylvania time. (NEW)
-[X][Personal] 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][Personal] Really Good Swords: You have achieved proficiency with the Greatsword. Future progress is possible, though it will take more effort to see results. (NEW)
-[X][Personal] 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][Personal] 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] Burning Shadows
---[X] Ranald's blessing
-[X][Free Time] 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] Asarnil
 
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@BoneyM, can you clear up exactly how our available spells which appear to be mind-affecting will affect mindless undead? Are zombies affected by the fear aura of Dread Aspect? If we have Take No Heed up, do they automatically see us (by autopassing the willpower save) or automatically fail to see us (by autofailing it)? Are they deceived by Cloak Activity? Can you Mindhole or Bewilder a zombie to any meaningful effect?

Can undead see/act in Pall of Darkness, on the basis that they can normally act in the dark, in spite of how "impenetrable" it is?

Side question: Can we see in the dark? If not, is there a way to learn to do so, since Ulgu is the lore of shadows so being able to see while skulking about in darkened/shadowy places seems like it would fit in well?
 
Explanations:
[] Plan How To Not Get Eaten
-[][Intelligence] Expand your Intelligence Attaché program to another Division (choose one)
--[] Fourth Division

Fourth Division is the largest after the already covered Second Division. So we get the most eyes there.
As mentioned, if the costs exceed our budget we'd temporarily defray it with our personal money.
This is after all a Backer Goal

-[][Watch] Expand the ranks of the Gong Farmers, both increasing coverage of Wurtbad and expanding it to the other population centers covered by the Watch.

Also as mentioned, this is the only budget positive option in there.
We badly want this...and also the Purge? It'd probably trigger a rise in disease as wounded soldiers go home. Best clean the cities up a bit first.

-[][Personal] Scribe: Anton's sent away to Altdorf for someone that speaks Eltharin. Well, you speak Eltharin. Maybe you can find the time to act as amanuensis for the prince-in-exile, though it would cut into your learning-how-to-not-get-eaten-by-Sylvania time. (NEW)
--[] Ranald's Blessing

Time limited opportunity to get something cool out of Asarnil. Slapping Ranald's Blessing in case he has some stories from earlier Drakenhof or other necromancers.

-[][Personal] Letters Home: You might be able to wring more information out of your Master, or you might just be able to get news, information and guidance in general from the Grey Order.
--[] Write regarding the upcoming Purge, the possibility of striking at Drakenhof if it goes well(considering the dragon) and any recommendations he might have in mind. Thoroughly ciphered of course.

As per the personal meeting. Write to Master and see if there's any recommendations. What's better than a dragon? A dragon backed up by a couple of battle wizards?

-[][Personal] Really Good Swords: You have achieved proficiency with the Greatsword. Future progress is possible, though it will take more effort to see results. (NEW)
-[][Personal] 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.
-[][Personal] 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.
--[] Take No Heed

Get Swole.
I'm open to changing the spell. Note that while the burning shadows is awesome, we can't cast it reliably, and we're better used as a scout.

-[][Free Time] 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)
--[] Asarnil

And hey...while he's here, maybe we can befriend the elf lord and have him writing letters to us?
Should have synergy with scribing for him.
 
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@BoneyM
Regarding the montage music


We commence with Mathilde in the fort practise yard, hard at work smiting dummies. The toil is hard, we see her easing stiff muscles and tending to bruises, but she is rewarded when she gets the best of a fresh Greatsword recruit.

The lighter, musical middle interlude has Mathilde riding across the hills and forests of Stirland, faster than the winds on her Shadow steed. Kind of Arwen-style.

We return to Mathilde sparring with Gustav on the battlements, swords clashing to the drums, determination and concentration on her face. Van Hal looks on from the keep.

The final, more elaborate section cuts between Mathilde doing magic, enchanting, smithing on her anvil, before finishing with Smoke-Shrowded Greatswording from her Shadowhorse.
 
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Question: How long do we expect to be in Sylvania? If it's long enough, we'll need to have a system of backup leadership set up while van Hal/us/etc. are absent - e.g. Wilhelmina as de facto temporary ruler with Julia handling important spywork for her.
 
Since we have the enchantment perk and enchantment equipment brought, now is a good time to brush up on magic items and semi-permanent rituals. The Vampires and Necromancers usually have some trinkets or wards thanks their long existence, so being able to identify the functions of those nature will be a great help in the campaign. Since we are likely the only magic user available for majority of the campaign, having these skills will benefit the province and derp both short and long term. We also want to spend an action to expand information toward Ostermark, so the Count isn't blind sided by sudden developments from that angle. Also getting a leader for the Watch, hopefully someone as good as Juila or at least capable of keeping the watch functional without direct supervision, as derp will need to be in the campaign and other province in the future.

[X] Plan Enchantment Train
-[X] Expand your information network into another province (choose one)
--[X] Ostermark
-[X] Seek out a new leader for the Watch.
--[X] Ranald's Blessing
-[X] Enchantment: You're naturally talented at enchantment; so far, this just amounts to being able to make your desk meow for about an hour. See if you can improve on that, or at least figure out a way to make that useful.
-[X] Enchantment: You've finally got the equipment, now you've just got to unpack it all and set up your laboratory.
-[X] [Additional] 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] Shyish-kebabs: The Shyish swords are hideously dangerous as weapons, but fascinating as a subject of study. Try to reverse-engineer the lost enchantments woven into them.
-[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] Prince Asarnil
 
Question: How long do we expect to be in Sylvania? If it's long enough, we'll need to have a system of backup leadership set up while van Hal/us/etc. are absent - e.g. Wilhelmina as de facto temporary ruler with Julia handling important spywork for her.
Remember Shadow Steed. We can relay(and indeed, bring a whole party along), and the Elector/Councillors are not expected to be on the field most of the time. Only at critical battles.

Now going to lunch. Don't worry, I'll keep stuff up to date as new info comes up.
 
-[][Watch] Expand the ranks of the Gong Farmers, both increasing coverage of Wurtbad and expanding it to the other population centers covered by the Watch.

Also as mentioned, this is the only budget positive option in there.
We badly want this...and also the Purge? It'd probably trigger a rise in disease as wounded soldiers go home. Best clean the cities up a bit first.

@BoneyM Can derp assess the budget impact of the Gong expansion? Also, does the Gong Farmers know to bring derp anything remotely magic-like? For reward of course.
 
It would be nice to learn how to use a Hochland long rifle, and the spells that could make sniping more effective, but we might not have the time.
 
@BoneyM Can derp assess the budget impact of the Gong expansion? Also, does the Gong Farmers know to bring derp anything remotely magic-like? For reward of course.
On the first part, the existing Gong Farmers are pretty much paying for the Watch as it is :p
For the second part...I think we're probably going to be seeing a lot of funny shaped rocks than anything important.
 
@veekie, you're going to have to explain the logic in not training martial here. I'm of the opinion it is of utmost importance. Her ability with the greatsword offsets her base martial a bit, as does her shadow steed.

However, I cannot stress this enough, fights are dangerous here. Extremely so. Boosting martial to ensure we survive it is far more important than another spell or getting to know the dragon lord.
 
@veekie, you're going to have to explain the logic in not training martial here. I'm of the opinion it is of utmost importance. Her ability with the greatsword offsets her base martial a bit, as does her shadow steed.

However, I cannot stress this enough, fights are dangerous here. Extremely so. Boosting martial to ensure we survive it is far more important than another spell or getting to know the dragon lord.
An extra percentage point of Martial isn't likely to make all that much difference. Just fight from horseback, we're as sure-footed as on the ground, and 19 is pretty damn good.
 
[ ] 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.
Can we take this multiple times?

[ ] Qhaysh Skunkworks: It would take careful study to unlock the secrets of the liquid. It would take considerably less time to find out if it can be made to burn, or explode, or do something militarily useful. (NEW)
Side note, this seems like a real good choice.
 
[X] Plan Magister
-[X] Special Branch: Pull some financial trickery to get the information network classified as part of the Watch, so that their costs are covered by the Stirlandian treasury.
-[X] Seek out a new leader for the Watch.
-[X] Scribe: Anton's sent away to Altdorf for someone that speaks Eltharin. Well, you speak Eltharin. Maybe you can find the time to act as amanuensis for the prince-in-exile, though it would cut into your learning-how-to-not-get-eaten-by-Sylvania time. (NEW)
-[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] Cloak of Invisibility
-[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] Burning Shadows
---[X] ... Can you burn the people under the shadow of your sword?
-[X] Enchantment: You've finally got the equipment, now you've just got to unpack it all and set up your laboratory.
-[X] Enchantment: You're naturally talented at enchantment; so far, this just amounts to being able to make your desk meow for about an hour. See if you can improve on that, or at least figure out a way to make that useful.
--[X] Ranald's Blessing
-[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. (OVERWORK)
-[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] Van Hal

Reasoning:
- Special Branch: It's only logical.
- Leader: Because you can't function without one.
- Scribe: It's interesting, and it might very well give us insight into a number of different things, from pure practice with Eltharin to magic to military matters.
- Magic: Hands down the best possible upgrade to our arsenal, no ifs or buts. Invisibility is the quintessential sneaking tool and it doubles as a super battle buff. Burning Shadows is our best bet for offensive spell as it should work with our swording, besides being a decent AoE offensive spell of Magister rank. We won't ever truly advance our skills if we only cast magic that's trivially easy.
- Enchantment: It's past bloody time. If we are setting up the lab, we should as well practice and try to get something useful out of it. Make use of that synergy to kill two birds with one stone. Practice here automatically boosts the various research projects we have, from shysh kebabs to qhaysh juice.
- Undead research: Obvious in both being the least risky overwork and being directly helpful, we should not let the ball drop and lose momentum from our last study action.
- Markus: He is nice, but I'm not married to him or anything,
 
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@BoneyM, can you clear up exactly how our available spells which appear to be mind-affecting will affect mindless undead? Are zombies affected by the fear aura of Dread Aspect? If we have Take No Heed up, do they automatically see us (by autopassing the willpower save) or automatically fail to see us (by autofailing it)? Are they deceived by Cloak Activity? Can you Mindhole or Bewilder a zombie to any meaningful effect?

Can undead see/act in Pall of Darkness, on the basis that they can normally act in the dark, in spite of how "impenetrable" it is?

Side question: Can we see in the dark? If not, is there a way to learn to do so, since Ulgu is the lore of shadows so being able to see while skulking about in darkened/shadowy places seems like it would fit in well?

No, zombies cannot feel fear.

Spells that conceal you by visual effects work normally on undead; ones that use mental effects are very easy on 'wild' undead and trickier on controlled ones. On uncontrolled zombies specifically, the effect is odd - they detect your trail but not you and they don't have any thought functions to reconcile this so they will trail after you without acting aggressively towards you until they either catch up, accidentally bump into you, and then automatically try to eat whatever it is they just bumped into, or something else gets their attention. Mindhole and Bewilder have no effect on zombies, but would on 'thinking' undead - ghouls and ghosts and the like. Undead cannot see in regular pitch darkness, let alone magical. You can see in the dark only as much as the next human; this is why Sigmar gave you the Light spell.

@BoneyM Can derp assess the budget impact of the Gong expansion? Also, does the Gong Farmers know to bring derp anything remotely magic-like? For reward of course.

The Watch finances are deliberately vague. The defrayment of running costs of the Watch is good for Stirland's treasury and earns the Watch, and by extension you, some goodwill when it comes to budgeting. Expanding the Gong Farming will increase this intangible effect.

And no, Mathilde hasn't offered a bounty on magical artefacts found in human excrement. It hasn't occured to her to do so. I'm not sure why it would occur to anyone to do so.

Also it is long past the point where 'derp' was funny and rapidly approaching the point where it's annoying.

Can we take this multiple times?

Yes.
 
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
 
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No, zombies cannot feel fear.

Spells that conceal you by visual effects work normally on undead; ones that use mental effects are very easy on 'wild' undead and trickier on controlled ones. On uncontrolled zombies specifically, the effect is odd - they detect your trail but not you and they don't have any thought functions to reconcile this so they will trail after you without acting aggressively towards you until they either catch up, accidentally bump into you, and then automatically try to eat whatever it is they just bumped into, or something else gets their attention. Mindhole and Bewilder have no effect on zombies, but would on 'thinking' undead - ghouls and ghosts and the like. Undead cannot see in regular pitch darkness, let alone magical. You can see in the dark only as much as the next human; this is why Sigmar gave you the Light spell.



The Watch finances are deliberately vague. The defrayment of running costs of the Watch is good for Stirland's treasury and earns the Watch, and by extension you, some goodwill when it comes to budgeting. Expanding the Gong Farming will increase this intangible effect.

And no, Mathilde hasn't offered a bounty on magical artefacts found in human excrement. It hasn't occured to her to do so. I'm not sure why it would occur to anyone to do so.

Also it is long past the point where 'derp' was funny and rapidly approaching the point where it's annoying.



Yes.



Not sure if this fits the montage. I have alot more fight music then training ones. Can we get a boon for those too?
 
For her whole life Mathilde has had to contend with the fact that she was a wizard. A distrusted being who walks the fine line between accepted and heretic. She knows the prejudice she faced and the hardships that came with being a wizard. Add in that she's a Grey Wizard which is only as distrusted as much as that of the Death Wizards as well as being in the most paranoid province in the Empire and what you get is someone looking to meet the long odds.

On her journey to the battlefield of Sylvania's Hellscape Mathilde will find glory everlasting as she fights one of the greatest evils of the Empire and the greatest common threat to Stirland for centuries. She will prove to the public, the Council, The college, the people who doubted her when she made that horse neigh all those years ago, and really to her self that she is strong. That she is responsible and that she is going to beat the odds, beat Sylvania, and stand as the best wizard she could ever hope fucking be.

So Sylvania..Sylvanai you listen closely.

It's time for War.
 
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