Voted best in category in the Users' Choice awards.
Notes on Ranald's Coin
Mathilde's Coded Notes: Ranald's Coin.

The Gambler: A +20 bonus to up to two dice rolls affiliated with a chosen action.

- While the nature of this side of the Coin makes it tricky to tell if an intervention has occurred, Cats making a nuisance out of themselves seems to be a sign of his action.

The Night Prowler: As long as you are outside of private property and within a town or city, nobody will question your presence and nobody will be able to find you if you do not wish them to. For non-human population centres, will work if it's not completely unknown for humans to be present, or if you are disguised as that species.

- The meaning of 'Town' as far as this side of the Coin is concerned seems to be pretty liberal. a 'Town' is 'place that is in a 'stable' enough state and has a big enough population that someone not recognizing someone else is not a surprise' is the current hypothesis.

- It seems that if a 'Town' is destabilised enough, such as creating a four-way Orc civil war as an example, the area will lose its status as a 'Town' as far as the Coins abilities are concerned. it would be nice if I knew that before I was stuck in an Orc civil war Boss.



The Deceiver: Lies you have developed beforehand will be delivered perfectly. The listener may believe you to be mistaken, but they will never believe that you are lying. Cannot be used to tell truths.

-The first test was successful. The Subject showed no signs of hesitation in believing the lie and even internalised the reasoning in a way that made sense culturally for it. The lie was, however, relatively unambitious; carefully sculpted to fit in with targets world view and not outright impossible or bizarre. A test where I say something impossible to a target will be needed at some point, even if I suspect I will just come off as mad.

- Implicit lies, not just direct ones seem to fall under the purview of this side of the Coin. I told the subject it 'takes too long for my allies to translate these documents' and the subject interpreted from that 'the Empire has a Queekish translation guide'. From there the Subject was convinced that the Empire has individuals that can translation Queekish despite it not actually being stated.

-- Hypothetical problem with above theoretical: Did the Coin actually transmit my Implicit lie? or was it just a result of the Subjects own reasoning ability to connect the two concepts when assuming the direct lie is true? testing with a less intelligent being is needed, Orc? Orge? The Rat-Wolfs maybe... Obviously my Worf is far too intelligent for this experiment.



The Protector: When you act in a way that defends an individual or group from a danger that you did not cause, they will become aware of what you have done and will believe you acted selflessly in doing so.

'It looks like actions that protect one group but redirects a threat towards a second group this counts as you having caused the threat to the second group."

Or, more simply, even Ranald don't approve of 'Watchman arson' cons.

Extra notes:
VERY IMPORTANT!

Looking at the coin is OK, looking at Ranald himself is NOT. I don't think the next warning will be as polite...


________________________________________________________________________

I'm creating this to keep track of the things we learn about the coin, when it works, limitations etc.

@ me if you have something to add that's not speculation, e.g was in the story or was WOG.
 
Last edited:
@BungieONI, I like the outline, though I would drop the Dictation action in favor of extra college for Powerstones. It's only one fewer paper, albeit likely at lower quality.

(That said, I'm not sure the "go to college and attempt to learn partially-finished spells" is a valid option. My understanding is that our options are "request tutelage in one spell of our choice," or "roll class gacha," or "stay home and attempt to learn spells of our choice on our own"; the last would allow us to finish off our partials, but we wouldn't get the benefit of college instruction (though we would get our Ulgu tower if we choose to have built that). @BoneyM, is my interpretation of our spell-learning options correct, or am I missing something important?)
Far as I know its "one action to learn all our partials" which might be for scroll learning at home, I vaguely remember context something like that. The alternate I originally had was "roll the gacha on four spells".
 
@BungieONI, I like the outline, though I would drop the Dictation action in favor of extra college for Powerstones. It's only one fewer paper, albeit likely at lower quality.

(That said, I'm not sure the "go to college and attempt to learn partially-finished spells" is a valid option. My understanding is that our options are "request tutelage in one spell of our choice," or "roll class gacha," or "stay home and attempt to learn spells of our choice on our own"; the last would allow us to finish off our partials, but we wouldn't get the benefit of college instruction (though we would get our Ulgu tower if we choose to have built that). @BoneyM, is my interpretation of our spell-learning options correct, or am I missing something important?)
Can we use the college Learn Specific Spell option to finish the partials maybe?
 
We... don't even need to go to college to finish learning in-progress spells, I think?

I've been under the impression that going to the College is better, from a spell learning perspective, in terms of learning more, faster. But not only this, but that if we sent for a spell scroll, we could only send for one. Could we, next turn, send of the scrolls of the spells we already know a bit? Even though there are two of them?

I've always understood it that learning compley spells on your own takes a lot of time, so the option to learn on our own only offered one, because we couldn't realisticly do more than one. Now that we have partial understanding of a couple though, could we finish them ourselves?

Oh, sure. You could try to finish learning both in one action.

Doable!
 
Far as I know its "one action to learn all our partials" which might be for scroll learning at home, I vaguely remember context something like that. The alternate I originally had was "roll the gacha on four spells".
That was for scroll learning at home; I remember because I was in that conversation trying to understand how scroll learning at home worked. The Ulgu tower will help with that, so after the Battle of Karagril we should vote to build that. I still would prefer rolling gacha, since I'm not really excited about either Illusion or Universal Confusion: I really want Shadow Knives and Shroud of Invisibility.
Can we use the college Learn Specific Spell option to finish the partials maybe?
My understanding is that Learn Specific Spell is for exactly 1 spell at a time; we'd have excellent chances of finishing one but zero chance of finishing the other.
 
Last edited:
And this is why people spend money on armies rather than just having a handful of highly hyped heroes. 1v1 we can take an arbitrary number of orcs. 1v4 we could probably take an arbitrary number of orcs. Ten at once? A hundred? Not so much.

[X] Wait until battle begins in earnest and then take the Orcs by surprise.
[X] Try to find your Ducklings and fight by their side.

Think we have done enough skulking about for the day. Time to link up with friendly forces and play properly supported murder-blender.
 
I've got a plan that has the spell learning and vitae research.
I think we will want to throw Johann at the task, that learning the partially learned ones is its own thing we do on our own (Ulgu Tower this turn might well save an action!), and that we don't have room for more than free papers.

I want Math on necromantic papers to not lose the bonus droit being fresh in our minds.
 
Yeah so we could just order scrolls like so:

[ ] Attempt to learn a spell from College-supplied scrolls (specify which)
-[] The partially learned Illusion and Universal Confusion.


That was for scroll learning at home; I remember because I was in that conversation trying to understand how scroll learning at home worked. The Ulgu tower will help with that, so after the Battle of Karagril we should vote to build that. I still would prefer rolling gacha, since I'm not really excited about either Illusion or Universal Confusion: I really want Shadow Knives and Shroud of Invisibility.
Universal Confusion since it strikes them dumb like a AOE Bewilder would have been based in trying to get away and Illusion is what we want if we want to be able to sound like an Orc or smell like a Skaven but I getcha.

In terms of the next tower I really hope we don't drop the Ulgu tower on top of our Neutrality + Serenity tower combo, because that means we negate our previous plan of Neutrality + Serenity + Oh Dear and we can't do the combo of Ulgu + Burning Shadows for maximum thematic Over Ulgu unless we build the Ulgu room again.
 
Last edited:
Would that still be a problem for and Earthblood regen item ?
While at this just to confirm, are we limite to the base effect or could we pay more favor for a stronger/higher quality item ?

Earthblood grants regeneration. The healing is slower than the Seed is, but constant, and won't work on the recently dead.

Regeneration is battle magic. It's as good as you're going to get outside of very rare circumstances. Being able to go from 'dead' to 'not dead' isn't some entry level Journeyman's first enchantment.

@BoneyM Would constant Sky Walk boots be something that we can achieve? I figure it might make running away much easier if the roof is sufficiently high, and dorfs do like high chambers don't they. Especially with a Pall of Darkness/Invisibility to help.

Yes, but it would be significantly more difficult than the base spell, considering it's essentially flight.

Would just a normal (not constant) but very easy to trigger Sky Walk help any?

Sometimes, but it would take a fair bit of practice to actually work it into the existing set of GTFO instincts.

Also, does the Belt preclude a wind-magic Talisman of Protection? If not, how much for each level of protection?

No, but it would clash with Aethyric Armour.
 
I think we will want to throw Johann at the task, that learning the partially learned ones is its own thing we do on our own (Ulgu Tower this turn might well save an action!), and that we don't have room for more than free papers.

I want Math on necromantic papers to not lose the bonus droit being fresh in our minds.
What I'm hoping is that the Eshin star will be part of the task, so you can put him down as "basically on Belebro's task" since that's my intent.
 
Yeah so we could just order scrolls like so:

[ ] Attempt to learn a spell from College-supplied scrolls (specify which)
-[] The partially learned Illusion and Universal Confusion.
Yeah, we confirmed the two partials can be done in one action. It's likely that one partial still takes one.
Remind me, is +4 armor equivalent of plate armor on TT?
4+ is equivalent to steel plate or gromril chain, yes.

The position of the plus is important, +4 armor actually means 3+, as +1 armor gives you 6+ if you had nothing, +2 gives 5+, etc.

The plus on the right means you have to roll that number or higher on a d6.

3+ is equivalent to an adult dragon's scales.
 
Last edited:
I think we should be looking at Theurgy. First, luck is something that helps in all other plans, and Lore of Ranald provides luck to us.

Second, I think theurgy would be easier to teach than multi-wind use. Multi-wind use is, if we do it, still gatekept by the creation of dhar as people learn it. Inn contrast, we have many wizards who seem to be devout followers of Gods in K8P alone.

Third, if the idea spreads beyond us, we could accomplish a great institutional change. Having functioning Wizard-Priests of certain gods, especially Sigmar and Ulric, would cause a huge shift in how mages are treated in the Empire. Their existence is an argument against the burning of baby-mages, and could eventually lead to a lowering of lynch mobs and a greater population of wizards.
 
Throttling and shadow related shenanigans have unfortunately not seen a whole lot of action

The former because it simply isn't all that useful for the situations we put ourselves in, as a single target spell it's actually quite strong, save or die so long as the opponent isn't a juggernaut or doesn't have relevant magical defenses
But it's useless against multiple opponents since it requires a degree of concentration

Dread aspect shadow shenanigans just don't seem to come up much unfortunately, maybe it isn't important enough to warrant it's own roll
Still the occasional mention of an orc getting stabbed, sliced or grappled would be fun, maybe even a minor bonus to martial while the shadow is active
 
Last edited:
In terms of the next tower I really hope we don't drop the Ulgu tower on top of our Neutrality + Serenity tower combo, because that means we negate our previous plan of Neutrality + Serenity + Oh Dear and we can't do the combo of Ulgu + Burning Shadows for maximum thematic Over Ulgu unless we build the Ulgu room again.
The text of the previous update didn't actually establish whether Serenity was built on top of Neutrality or in its own tower. I asked the QM about this and he said we'd get a separate vote at some point to establish which tower room was in which physical tower.

The Ulgu-tower and the Neutrality tower cannot reasonably be the same tower, I agree.

I think we should be looking at Theurgy. First, luck is something that helps in all other plans, and Lore of Ranald provides luck to us.

Second, I think theurgy would be easier to teach than multi-wind use. Multi-wind use is, if we do it, still gatekept by the creation of dhar as people learn it. Inn contrast, we have many wizards who seem to be devout followers of Gods in K8P alone.

Third, if the idea spreads beyond us, we could accomplish a great institutional change. Having functioning Wizard-Priests of certain gods, especially Sigmar and Ulric, would cause a huge shift in how mages are treated in the Empire. Their existence is an argument against the burning of baby-mages, and could eventually lead to a lowering of lynch mobs and a greater population of wizards.
I agree, I think; I am much more interested in researching Ranald's Coin as our next big personal research project. That said, I think our first priorities should be 1) filling out our basic magical competence, because there are some notable holes in our kit 2) finishing our previous big personal research project: there's still a lot to be done with Aethyric Vitae.
 
Last edited:
It exists, but as per RAW it takes the contribution of a lot of wizards to make it move significant amounts of troops and any of them that mess up end up arriving with their portion of the soldiers somewhere at random in the entire world. Rituals tend to be solutions that only become palatable when the problems are existential threats to the entire Empire.

I want to note that the trick to Impossible March is redundancy. If you have more wizards than you need, then even if one or two will make a mistake (as long as they are helpers, not primary caster) your army will still arrive in one piece and only those wizards will begin their Amazing Adventures in Dark Lands.


I mean, I did see the lore attributes that came up a while ago. Can someone explain how exactly that works? It seems less like battle magic and more like "If you can cast battle magic, you are skilled enough if to do this with the wind"

In TT lore attributes aren't actually spells, they are passive/triggered abilities associated with a given wind. Some are straight up passive effects - it is easier to affect beasts and Beastmen with Ghur (casting number is reduced by 1). Some are additional effects (if you cast any Lore of Heavens spell on hostile flyers it damages them in addition to its normal effects). Ulgu lore attribute is "every time you successfully cast an Ulgu spell you can teleport-swap with another guy in medium range". BoneyM said that in the quest this Lore Attribute is a Battle Magic spell that Mathilde can learn and after learning it she can tack-on a teleport add-on (without swap part) on any FC or Battle Magic Ulgu spell without additional miscast chance. She can also cast it as a stand-alone teleport, but in that case it'll have Battle Magic miscast chance.
 
Throttling and shadow related shenanigans have unfortunately not seen a whole lot of action

The former because it simply isn't all that useful for the situations we put ourselves in, as a single target spell it's actually quite strong, save or die so long as the opponent isn't a juggernaut or has magical defenses
But it's useless against multiple opponents since it requires a degree of concentration

Dread aspect shadow shenanigans just don't seem to come up much unfortunately, maybe it isn't important enough to warrant it's own roll
Still the occasional mention of an orc getting stabbed, sliced or grappled would be fun, maybe even a minor bonus to martial while the shadow is active

your shadow stretches along the wall behind you and sprouts hungry tendrils
your shadow impales a third
your shadow keeps the rest too intimidated to strike as one

It's hard to say more than that without making the story about Mathilde's shadow instead of Mathilde.

there is a way to order the threadmarks, but its hard to explain without being about to see your end.

I can organize them in the full menu, but I was hoping there'd be a way to either make the dropdown show another order or change what's considered most recent, short of reposting or rethreadmarking everything.
 
Maybe something to be considered.

Whether due to protagonist syndrome, avarice for dwarf favour, genuine desire to limit dawi casualties or a mix of all above, we are perhaps being overzealous and are overreacting in our battle actions.

Mathilde bring unique capabilities to the dwarf toolkit, and has leveraged those same capabilities to great strategic success, it's true.

However, sometimes it feels like the playerbase considers the only path to victory having Mathilde do everything by herself, with nobody else trusted/expected to do their part of the job.

I mean, other people on our side are competent, too. Powerful and brave, as well, more often than not.

I am not saying that Mathilde should stop sabotaging, scouting, assassinating, dispeling or doing whatever else she (the thread) decides she should do.

I am just saying that perhaps we should trust others to do their part, at least somewhat.
I fully trust the Dwarves to take this mountain without our help.

Grinding through tunnel after tunnel, loosing few, but difficult to replace, fighters on their way.
In the end they will beat the Orks and have to hold another peak with fewer fighters than before.

That's what Dwarves have been doing for millenia and they are very good at it, but it doesn't work in the long term.
If we have a way to significantly impact the casualty rates of the Dwarves, like throwing the Orcs into civil war, we take it, because simply letting the dwarves to what they are good at means they loose in the end.
Not the battle, but the war.
 
Third, if the idea spreads beyond us, we could accomplish a great institutional change. Having functioning Wizard-Priests of certain gods, especially Sigmar and Ulric, would cause a huge shift in how mages are treated in the Empire. Their existence is an argument against the burning of baby-mages, and could eventually lead to a lowering of lynch mobs and a greater population of wizards.
or be treated as a heresy by the current religious leaders.

not saying im against Wizard-Priests, just pointing out the other outcome.
 
Back
Top