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@BoneyM Is it possible to enchant our bullets with the Bewilder spell using our Matrix spell, to give us an extra range punch, or does that (Matrix) only work on bio targets?

Matrix only works on bio targets. You could enchant the bullets normally with it, but it's kind of at cross-purposes since the person who might cause chaos under the influence of Bewilder is also much less able to cause chaos because they've got a bullet in them.

One thing I'm not sure about in this quest is how alchemy works; people sometimes throw out various nifty potions and unguents that basically all turn out to be hideously expensive; is this a function of the fact that we don't really have any alchemists on the payroll so we'd be buying at a steep markup; or is it just that any use of this stuff at the scale we're working on is completely out of our price range?

Any variety of 'magic potion' in the Warhammer setting tends to be unreliable and expensive. If Mathilde had been a Gold or Jade Wizard or had taken alchemy traits in chargen, it might be more of a thing, but as it is it'd be an enormous money-sink for marginal benefits.
 
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To go back to this for the moment, does any have any other suggestions on how they might run the turn plan?

Something's wrong. I know there has to be "Establish a Temple to the Gambler" in your plan, but I just can't seem to find the action.

.....

Seriously though, the benefit of "Qeekish" as a goal is that we're already 75% of the way there. We've spent a lot of non-Task actions on it.

A hypothetical Queekish turn would look like

Max: Continue on anatomy book
Johann: Gem
Duckling: Hubert Mors raid.

AP1: Raid for more materials (Queekish writings)
AP2: Queekish
AP3: Teach Wolf lingua Praestantia.
AP4: Queekish
Coin: Deceiver.

Serenity: Queekish Military Lexicon.

Your plan is spending 4 actions on it... .5M Max + .5 Duckling + Raid + 2 on Queekish. Arguably 5 actions if we count Wolf. That's likely overkill at this point. Pretty sure we can devote an action or even two actions to something else and still have a satisfactory result,
 
It actually hasn't. You could argue that Tilea has had people equivalent to that period with Leonardo da Miragliano but realistically most of the old world is pre-renaissance or in the midst of it.
Most of the Empire is totally past the Renaissaceesh period. hell, Wissenland is one guy figuring out the conveyor belt away from being practically early industrial.

like, its a big mistake thinking that the renaissance happened in one go or that everywhere benefited from it.

even part of Italy saw staggered development, Ireland basically missed it and skipped to middle industrial after the brits came.

parts of the empire are behind, but the empire itself is definitely per-industrial.
 
Matrix only works on bio targets. You could enchant the bullets normally with it, but it's kind of at cross-purposes since the person who might cause chaos under the influence of Bewilder is also much less able to cause chaos because they've got a bullet in them.
That makes sense. If we could enchant bullets, I imagine we could enchant bolts for our Ranger friends to help them cause some chaos? But I also believe that would cut into our all important action-economy
 
[X] Soizic, newly elevated to military leader of the Undumgi.
[X] Kragg, who's begun to be seen around the Karak once more, indicating he might be finishing his study of the rune-axe you and Johann found.
[X] Investigate the aftermath of the Empire's campaigns against the Skaven in Nuln and Ubersreik.
[X] Investigate the aftermath of Bretonnia's campaigns against the Skaven in Mousillon and the Black Chasm.


[X] Yes, have one social interaction be initiated by someone other than Mathilde.
 
Ah damnit didn't see that specification.
I read that we get +10 against enraged and unthinking targets so I thought if we had an "easier" method of inflicting debuffs on a target we'd be gud

Well we do have a mastered mass confusion spell...

Mathilde is going to be utter murder on orcs. She gets +33 bonus for fighting against them and the two fiendishly complex master spells also grant significant debuffs. The overall difference might be somewhere on the order of 50 points which is pretty darn huge.
 
@BoneyM, I have two questions about library books and purchases that I'd like to clear up before we get into the purchase turn.
  1. What sorts of mutations/theoretical frameworks of mutation are covered by the topics Mathilde has in her library? My belief is that Winds of Magic covers Arcane Marks and Divine Magic covers Divine Marks. Is it just Chaos Mutants left that we have a deficiency in, or are there other keywords that we should look into for "investigating ways living things can change when exposed to magic"?
  2. In real-life human culture, a standard classy thank-you gift is a nice bottle of wine. Is there an equivalent in dwarf culture? If not, what would be the Empire equivalent? What would this cost us?
 
Something's wrong. I know there has to be "Establish a Temple to the Gambler" in your plan, but I just can't seem to find the action.

.....

Seriously though, the benefit of "Qeekish" as a goal is that we're already 75% of the way there. We've spent a lot of non-Task actions on it.



Your plan is spending 4 actions on it... .5M Max + .5 Duckling + Raid + 2 on Queekish. Arguably 5 actions if we count Wolf. That's likely overkill at this point. Pretty sure we can devote an action or even two actions to something else and still have a satisfactory result,

I actually don't think we're nearly that close to finished. A military lexicon is one thing but we're missing massive portions of the written language and have nothing on the spoken language. The wolf action runs double duty, it's self improvement and will help with learning spoken Queekish which I'm hoping is still possible and it's been hinted that improving Wolfs abilities will lead to improvements in the value of the Link of Psyche and that potentially Wolf would have his own action pool when he's capable enough.

Maybe switch some focus to hitting Skryre as well. Their writing probably has different words relating to their technology and research. Greater variety in writing anyway, and Qrech is willing to translate for them as well.

Though we might want to manage our "attracts vapors" problem first.

That's a fair point, Skyre writings would focus on a different part of the language so that'd have much more synergy with increasing our grasp of written Queekish.
 
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Ah damnit didn't see that specification.
I read that we get +10 against enraged and unthinking targets so I thought if we had an "easier" method of inflicting debuffs on a target we'd be gud
I don't know if bewilder would be beneficial to the sword master trait
It's based in being able to exploit an opponent whose movements and attacks are predictable, whether that comes from an environmental condition like narrow corridors, the predictable offensive of an enraged beserker, or the mechanical unthinking motions of a skeletal automaton
It doesn't work against feral opponents like trolls and presumably wild animals
It might not work against a bewildered target whose next action could be entirely random, though fighting a bewildered target should give a substantial bonus anyway since they could just as easily stare off into space as they could clumsily swing their weapon around

(A frenzied beserker ought to be less predictable in real life, but I guess in that case it's more the general action of "throw thyself at the opponent wildly swinging" that's predictable)
 
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U / Melkoth's Mystifying Miasma: The signature spell of the Grey Battle Wizard, this creates a numbing fog at medium range that attacks the combat abilities of the foe.
U / Steed of Shadows: Not to be confused with Shadowsteed, an insubstantial pegasus or drake appears under an ally within short range and carries them across the battlefield at incredible speeds.

Steed of Shadows for Evacuating a fallen Hero, to heal behind friendly lines. And Melkoth, for it is the signature spell of Grey Battle Wizards. Notably, while Smoke and Mirrors is categorized as a Lore Attribute in the Battle Books, something you don't cast, but that happens with each spell cast, these two are full Battle Spells. But!

Both of these can be cast with a single die, as they are the lowest at 5+ casting number. What does that mean? It means you can't get Tzeentch curse on you when trying to cast them with one die in the Battle Games. No miscast chance. You can still fail to cast them, but not miscast them. In the battle books.

In here? There is no safe battle magic. None. But... If you want to know about the safest Battle Magic, then it has to be these two. Melkoth's Mystifying Miasma is the signature spell of Grey Battle Wizards, and we have Warrior of Fog, Fog Bank arcane mark to train with. While Steed of Shadows may benefit from the same Warrior of Fog scouting/movment thing as well as our own Shadowsteed mastery. They are 5+ casts, next one up is 10+ and up.

These would be the two Battle Magic spells I might consider learning. One allows us to save a mortally wounded ally in the scrum from across the field, or deliver a champion to the enemy champion/casters for assassination, while the other is the signature spell of the order, and weakens enemies en-mass. And we have a trait to maybe help with it, and an arcane mark to help practice directing fog around. But Battle Magic is likely to be a long term goal, if at all, to be approached with the Gambler's blessing, and with prep time. If you do not respect it, and use it only in case of emergency, you will regret it.

EDIT: I think the only safe way to cast Battle Magic, is to invent one. And that is even less safe than learning a finished one. So it can be said you paid the cost of casting that Battle Magic when you lived through the process of inventing it. That is ridiculously dangerous thing to do. Invent Battle Magic, I mean. Again, a definite Gambler target in the distant future when we are out of AP hell.
 
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I actually don't think we're nearly that close to finished. A military lexicon is one thing but we're missing massive portions of the written language and have nothing on the spoken language. The wolf action runs double duty, it's self improvement and will help with learning spoken Queekish which I'm hoping is still possible and it's been hinted that improving Wolfs abilities will lead to improvements in the value of the Link of Psyche and that potentially Wolf would have his own action pool when he's capable enough.

Even if you're right, we can take up to two turns on an official Task. I don't think it's a good idea to rush things at the expense of so much else we want to do just so we can start the next Task next turn and get all our actions locked up in that. I was serious about building the Temple. That's important to Mathilde and her relationship with Ranald. And let's drop another action on AV research! Try this on for size:

Max: Continue on anatomy book
Johann: Gem
Duckling: Raid Skyre for more materials with someone.

AP1: Research AV
AP2: Queekish
AP3: Teach Wolf lingua Praestantia.
AP4: Establish a Temple to Ranald
Coin: Deceiver.

Serenity: Queekish Military Lexicon.

Much more reasonable. I know you're going to say that the Duckling raid is a failure point, but I'm sure that lacking more written materials means that BoneyM will move the action more towards acquiring spoken Queekish, which with the Deceiver and Wolf we're well positioned to do.
 
Man. Magic 8, and Mathilde doesn't even have a staff yet. I definitely support using a sizable amount of Favor to get exotic materials for that.

The one arguable spot in our gear loadout that could be improved is our robes. I know Aethyric Armor scales to our Magic, but is our enchantment scaled to our current magic? Would re-enchanting something with higher magic drastically enhance the toughness? We've taken major injury during a lot of our Boss fights, our weapon and accessories are badass but preventing the damage at all will help a lot.

Theurgy is definitely our next Major Project after we finally get done with Aethyric Vitae. Probably gonna be a while though.

Our Elven Internship is still sitting there, going there as a Magic 9 Master Swordswoman Lord Magister Badass will definitely make sure we succeed there and get the most out of our time. This is the upper scale of human wizards, after all, and we have a lot of practical skills also.

Mathilde is still just rocketing up the power ladder and hasn't gotten close to running out of fuel.
 
I know Aethyric Armor scales to our Magic, but is our enchantment scaled to our current magic? Would re-enchanting something with higher magic drastically enhance the toughness?
Yes. We've also gained a Mastery in AA since then, and incorporating Masteries into enchantment is possible but very difficult. People want to try.
 
Even if you're right, we can take up to two turns on an official Task. I don't think it's a good idea to rush things at the expense of so much else we want to do just so we can start the next Task next turn and get all our actions locked up in that. I was serious about building the Temple. That's important to Mathilde and her relationship with Ranald. And let's drop another action on AV research! Try this on for size:



Much more reasonable. I know you're going to said that the Duckling raid is a failure point, but I'm sure that lacking more written materials means that BoneyM will move the action more towards acquiring spoken Queekish, which with the Deceiver and Wolf we're well positioned to do.


I disagree, you're spending one Mathilde action on Queekish which if that's the project is a total mistake. Assume we get that as the task for a year so two turns, I feel we can reasonably expect to drop six actions on learning Queekish over those two turns if we're expecting to learn the language all the way spoken level. I am going to say that Duckling action is a huge failure point with that plan. Assuming I was going to compromise between your plan and the one I've suggested I'd dump the temple plan for a Skyre raid of our own. Getting Skyres writing is actually very important for allowing us to get the technical part of the skaven language down and also has huge synergies for Johann with his skaven tech work. I don't think we can reasonably move to spoken queekish this coming turn. The ground work hasn't been laid and this is how we'd go about laying that ground work.

Whilst Johanns mission isn't our own if we provide significant assistance that benefits both of us.

Something to keep in mind, The skaven language is kind of ridiculous to learn, every single word is its own logogram. It's not an alphabetic language, so it's something that's going to be very time consuming.
 
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[X] King Belegar, as he arranges for Clan Ironspike to rejoin their ancestral home from Karak Hirn.
[X] Wilhelmina, to see how she's going when she's not a terrifying financial juggernaut.
[X] Julia, See what she has gotten up to as Stirland's most experienced spy master.
[X] Investigate the aftermath of the Empire's campaigns against the Skaven in Nuln and Ubersreik.
[X] Kragg, who's begun to be seen around the Karak once more, indicating he might be finishing his study of the rune-axe you and Johann found.

[X] Yes, have one social interaction be initiated by someone other than Mathilde.
 
@BoneyM, I have two questions about library books and purchases that I'd like to clear up before we get into the purchase turn.
What sorts of mutations/theoretical frameworks of mutation are covered by the topics Mathilde has in her library? My belief is that Winds of Magic covers Arcane Marks and Divine Magic covers Divine Marks. Is it just Chaos Mutants left that we have a deficiency in, or are there other keywords that we should look into for "investigating ways living things can change when exposed to magic"?

Chaos Mutants, Beastmen, Dhar, four Chaos Gods, three Chaos God lores. To a lesser extent, Druchii Dark Magic, the Maw, Gut Magic, Ice Magic, the Lore of Athel Loren, the Lore of the Truthsayers, and any other kind of magic that might exist in odd corners of the world.

Many of those would be illegal to start piling up without some very specific dispensations, if you still consider yourself bound by Imperial law.

In real-life human culture, a standard classy thank-you gift is a nice bottle of wine. Is there an equivalent in dwarf culture? If not, what would be the Empire equivalent? What would this cost us?

Ale. A barrel (~240 pints) of something decent by Dwarf standards or a firkin (~80 pints) of something really good would both cost about 5 crowns.

@BoneyM Does the mist version of UC move around with us?

Not really, it would in a vacuum but in practice it'd have momentum from pouring out of you. But it is a constant outpouring so wherever you go, there'll be more UC mist until the spell ends or is ended.
 
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Both of these can be cast with a single die, as they are the lowest at 5+ casting number. What does that mean? It means you can't get Tzeentch curse on you when trying to cast them with one die in the Battle Games. No miscast chance. You can still fail to cast them, but not miscast them. In the battle books.

In here? There is no safe battle magic. None. But... If you want to know about the safest Battle Magic, then it has to be these two. Melkoth's Mystifying Miasma is the signature spell of Grey Battle Wizards, and we have Warrior of Fog, Fog Bank arcane mark to train with. While Steed of Shadows may benefit from the same Warrior of Fog scouting/movment thing as well as our own Shadowsteed mastery. They are 5+ casts, next one up is 10+ and up.
To add to "In the battle books" with some further remarks on how casting numbers and Tzeentch's curse are very much a matter of the scale and resolution being focused on -

in the RPG, you roll 1d10 per point of Magic you have (you can choose to roll fewer for easy spells) to attempt casting a spell. If your sum of dice exceeds the casting number, you cast it. (Spells listed in the spellbook as Simple/Moderate/Complex are based on tabletop casting number breakpoints of 10/20.) Tzeentch's Curse triggers if you roll doubles, triples or quadruples on your dice.
Doubles miscasts are minor things like "You lose 1 wound". Eh, it'll heal.
Triples miscasts are things like "Your Magic decreases by 1 for a day."
Quadruples miscasts range from "Suffer a Critical Hit to a random body part" to "Dragged into the Realm of Chaos".
Protective implements let you reroll a d10 before Tzeentch's Curse is calculated. Using Dhar makes you roll an extra d10 that only counts for curse, not casting number. Don't use Dhar, kids.

Oh Ranald above, permanent immunity to fatigue. At this rate we can just jog to Nuln next time.
Why would you do that when Shadowsteed is faster and also tireless?
 
[X] Prince Kazrik, as he builds on his relationship with Nuln.
[X] Elder Hluodwica, as the Halflings prepare for their first proper harvest festival in this new home.

[X] Max, during the few breaks in the silence as the two of you worked on Queekish in the Room of Serenity.

[X] Francesco Caravello, proud leader of the Undumgi and possible future Thane.
[X] Oswald Oswaldson, newly-minted Chief Bombardier of the Undumgi.
[X] Soizic, newly elevated to military leader of the Undumgi.

[X] Julia, See what she has gotten up to as Stirland's most experienced spy master.

[X] Yes, have one social interaction be initiated by someone other than Mathilde.
 
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