Voted best in category in the Users' Choice awards.
I am not saying it would be easy for them to notice it, I just do not like the fact that we are dragging the the original copy of that book on our person in to a campaign of this magnitude because we will have it near enemies for months on end and bad things could happen or go wrong. We will be in enemy territory the whole time and that is what real worries because we will have no where to stash it for a little while and no one we could even thing of giving it to for any amount of time.
True but the vote was overwhelming.
 
And if we do look at it from time to time, what are the greenies going to say, "there's a magic somewhere over in the army"? Well of course there is.
Unless we run into the Skaven experimenting with necromancy there is little reason to read it, and considerable risk as it was utterly unique to Mathilde's magical senses, which is an issue should enemy, or friendly casters be happen to be nearby when she unlocks the strongbox.
Eh, it's an investment that grows with time. Start on it now, reap the returns later, and the returns are pretty hefty: +1 magic is big enough (the first benefit is random, but we can choose later ones), but it's also our way to have a companion who won't betray us and comes with us everywhere, who might or might not also be a priest of Ranald back from the afterlife just to mess with people.
Why not simply do it as an action while the Throng is marching to Karak Eight Peaks? Also I suspect Ranald guided the wolf/direwolf pup to Mathilde for rat detection, or rather the inevitable assassins they'll send after all members of the war council.
 
I am not saying it would be easy for them to notice it, I just do not like the fact that we are dragging the the original copy of that book on our person in to a campaign of this magnitude because we will have it near enemies for months on end and bad things could happen or go wrong. We will be in enemy territory the whole time and that is what real worries because we will have no where to stash it for a little while and no one we could even thing of giving it to for any amount of time.
Were carrying 550 gold. We can probably hire a few halfling camp followers to run our personal camp and set up a tent etc for us, and perhaps some guards. Assuming there is still anywhere to buy a tent in town.
 
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Hm, yes, the benefits from the familiar go from "useful" to "amazing", and most are in the latter part of the scale.
There are some potential downsides, too.

The main one is we risk becoming obsessed with it as it grows in potency. (Probably a Diplomacy test to avoid).
It can also draw to the attention of Daemons. We will become depressed, possibly for weeks, if it dies or the bond is otherwise severed, and that bond is a sympathetic link for enemy spell-casters for if they capture it.
 
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Were carrying 550 gold. We can probably hire a few halfling camp followers to run our personal camp and set up a tent etc for us, and perhaps some guards. Assuming there is still anywhere to buy a tent in town.
We have Alarm and we're supposed to be sleeping outside for the Seed, not sure if those factors gel with 'set up camp.'

Speaking of the Seed, she said it had 4 charges? Is that like 4 charges of super-heal? Four come-back-from-death-free cards? Or does a resurrection eat up all four charges?
 
We have Alarm and we're supposed to be sleeping outside for the Seed, not sure if those factors gel with 'set up camp.'

Speaking of the Seed, she said it had 4 charges? Is that like 4 charges of super-heal? Four come-back-from-death-free cards? Or does a resurrection eat up all four charges?
I read that as 'sleep with our hand in soil, which is usually found outdoors'- which wouldn't preclude a tent without a ground sheet.

Plus, hot meals and somewhere comfortable to cozy up with our Wolf and read the first installment of The Knight Witch Hunts would probably help Mathilde de-stress from a grinding campaign full of death.
 
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We have Alarm and we're supposed to be sleeping outside for the Seed, not sure if those factors gel with 'set up camp.'

Speaking of the Seed, she said it had 4 charges? Is that like 4 charges of super-heal? Four come-back-from-death-free cards? Or does a resurrection eat up all four charges?
One full heal per activation, and the absurd number of charges is either a from natural 100, or our QM being merciful by opening up a chance at this campaign not ending in a total disaster due there being zero safe dispels via Dwarf runelore. Although a third option would be it being a "please try to bring our journeyman back in one piece." sorta deal.
"It will trigger automatically should you be slain, or can be triggered with a mnemonic. A second mnemonic will use it to heal anyone you hold your palm to. It can hold four activations of power;
 
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What does this entail? Petting it while we sit in spinny chairs and wait to surprise enemy spies? Devising an assembly of levers and strings to wear it on our head?
Well, that's up to Boney. The text in RoS says:

...If he fails, he becomes obsessed with his familiar—its activities, its whereabouts, its thoughts and opinions. In addition to roleplaying this obsession, it gives others an easy (if figurative) chain to yank. Anyone threatening or otherwise using the familiar against its master (GM's judgment) causes such psychological disturbance within the master that he <suffers mechanical mental and social penalties> until the situation is resolved.

So it can be pretty debilitating. Again, in RoS, the (relatively easy, but probably Diplomacy based) test to avoid obsession happens every time we add an ability to the familiar after the first random freebie.
 
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[X] Accept as the most senior Wizard present (commanding two Amber Journeymen and one Gold Journeyman).
[X] Deliver last-minute messages for Belegar, trying to scrape together any remaining support to be had before leaving.
- [X] To the Colleges of Magic.
- [X] To Knightly Orders.
- [X] To Dwarfholds of the Grey and Black Mountains.

Gotta do the time-critical tasks first, there'll be time to socialize later. And taking the journeymanlings under our wing is good for our wizarding career; it looks good on our resume, and has the possibility of earning back a few college favors if we use the Seed to heal any journeymanling that gets sniped by a warplock jezzail team. And we might need that if the skaven want to shoot the wizard as much as we did at Drakenhof.

However, Form of the Soaring Raven combos with Warrior of Fog AMAZINGLY:
...
Chamon wizards are also often enchanters or alchemists, so there might be some collaboration options there.

Yeah, the goldie's gonna flip when they see our Ulgu-based no-equipment alchemy. Let's hope they know some alchemy, our new trait could really shine in the field if we have someone with expertise with us. And if they also know that forge-stoking spell they can recharge our magic fightin' hat for us. This could be the beginning of a beautiful working partnership.

And aren't amber wizards the ones who want to adopt our Matrix but haven't figured it out yet? These two probably wouldn't say no to learning it from the inventor, and it could open up some ridiculously useful doors if scouts and soldiers could carry pre-loaded low-level beast lore magic with them.

Leading the Stirland team is tempting, but our synergy with these three wizards specifically has the potential to be too good not to want to be the wizard leader just to keep them near us.
 
Yeah, the goldie's gonna flip when they see our Ulgu-based no-equipment alchemy. Let's hope they know some alchemy, our new trait could really shine in the field if we have someone with expertise with us. And if they also know that forge-stoking spell they can recharge our magic fightin' hat for us. This could be the beginning of a beautiful working partnership.

And aren't amber wizards the ones who want to adopt our Matrix but haven't figured it out yet? These two probably wouldn't say no to learning it from the inventor, and it could open up some ridiculously useful doors if scouts and soldiers could carry pre-loaded low-level beast lore magic with them.

Leading the Stirland team is tempting, but our synergy with these three wizards specifically has the potential to be too good not to want to be the wizard leader just to keep them near us.
Oh, yeah, we happen to know a casting method that drastically multiplies these guy's ability to project their powers to multiple places in their spare time. A universal method that relies on math rather than the intricacies of any given wind, which makes it ideal for college teamups, except for the Amber order, except the whole idea is based off of sticking it in animals, so it's also naturally compatible with the animal wind.

Their power isn't in their personal ability to get stuff done, it's in their relatively reliable ability to turn people into magic units with esoteric one-off abilities that our enemies have no way to anticipate. That spell that degrades objects that would cause Skaven artillery to explode because it's already so poorly made? We don't have to risk getting our wizards close enough to cast that, we can have our actual infiltrator units do it instead.
 
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Amber Wizard and Messages to the Collages are tied.

I'm rather leery on calling in more mages, might end up with someone senior than us that mucks up the cain of command
 
Amber Wizard and Messages to the Collages are tied.

I'm rather leery on calling in more mages, might end up with someone senior than us that mucks up the cain of command

Well, either they defer to us because we're actually an experienced commander, or they don't and we sit on the council as the head of Stirland's troops. There's not really a downside to trying to add more mages to the roster.
Adhoc vote count started by Siual on Mar 27, 2018 at 7:18 PM, finished with 13662 posts and 131 votes.

Adhoc vote count started by Siual on Mar 27, 2018 at 7:30 PM, finished with 13664 posts and 131 votes.
 
Yeah, the goldie's gonna flip when they see our Ulgu-based no-equipment alchemy.
You mean enchantment?
And if they also know that forge-stoking spell they can recharge our magic fightin' hat for us. This could be the beginning of a beautiful working partnership.
That sounds like one of those cases of mixing winds of magic (using Gold effects to recharge a Fire item) which should be avoided - between "it might work" and "it might produce dhar", it's safer to just stick to mundane fires. It's not like mundane fires are expensive or rare.

And aren't amber wizards the ones who want to adopt our Matrix but haven't figured it out yet? These two probably wouldn't say no to learning it from the inventor, and it could open up some ridiculously useful doors if scouts and soldiers could carry pre-loaded low-level beast lore magic with them.
Yes, they were working on it last we heard.
Sadly, none of the low-level beast-lore spells qualify for Mathilde's Mystical Matrix use. They're all either "self only" (Matrix must use a spell that could target someone or something else in the first place) or "targets animal" (Matrix will target the person it's bound into). This could perhaps be remedied with further study and development, but we shouldn't count on it.

That spell that degrades objects that would cause Skaven artillery to explode because it's already so poorly made? We don't have to risk getting our wizards close enough to cast that, we can have our actual infiltrator units do it instead.
No. Matrix spells will trigger in/on the creature they're bound into. (Binding Shadowsteed into someone is a cruel and unusual method of execution as a horse will suddenly appear inside them.) Think of it more as a time-delayed casting rather than a delegated casting.
 
I'm rather leery on calling in more mages, might end up with someone senior than us that mucks up the cain of command

Even if a more experienced and/or powerful Magister shows up, it would still make sense for Mathilde to represent the magic users on the war council, considering she's got the best reputation with the dwarfs out of all the wizards in the Empire.

On the outside chance a Wizard Lord or Battlemage show up, they might get a courtesy seat on the council anyway, considering their immense value as strategic assets; Matty'd still be there to pass orders down and command the other mages.
 
[X] Accept as the most senior Wizard present (commanding two Amber Journeymen and one Gold Journeyman).
[X] Deliver last-minute messages for Belegar, trying to scrape together any remaining support to be had before leaving.
- [X] To the Colleges of Magic.
- [X] To Knightly Orders.
- [X] To Dwarfholds of the Grey and Black Mountains.
 
Amber Wizard and Messages to the Collages are tied.

I'm rather leery on calling in more mages, might end up with someone senior than us that mucks up the cain of command
Even if this occurs I'd expect Belegar to allow her a place on the council simply due to her being able to persuade a battle wizard, or wizard lord to join the reconquest without spending any favors, which fills the counter spell hole nicely. This would be extra true if should convinced other Dwarf holds to send artillery, but in all likelihood we'll at best only get more journeyman at best who lack the experience to realize the dangers they'll be facing, or a Magister joins for the sake of helping the allies of the Empire.
 
[X] Accept as leader of the Stirlander forces (commanding 5,000 crossbowmen and 5,000 huntsmen).
[X] Deliver last-minute messages for Belegar, trying to scrape together any remaining support to be had before leaving.
- [X] To the Colleges of Magic.
- [X] To Knightly Orders.
- [X] To Dwarfholds of the Grey and Black Mountains.
 
Sadly, none of the low-level beast-lore spells qualify for Mathilde's Mystical Matrix use. They're all either "self only" (Matrix must use a spell that could target someone or something else in the first place) or "targets animal" (Matrix will target the person it's bound into).
I don't know that I'd say none of their spells are useful for the Matrix. This army has several hundred demigryphs that would probably benefit from having The Beast Made Well bound into them and set to go off if the animal is injured.
 
Even if a more experienced and/or powerful Magister shows up, it would still make sense for Mathilde to represent the magic users on the war council, considering she's got the best reputation with the dwarfs out of all the wizards in the Empire.

On the outside chance a Wizard Lord or Battlemage show up, they might get a courtesy seat on the council anyway, considering their immense value as strategic assets; Matty'd still be there to pass orders down and command the other mages.

Even if this occurs I'd expect Belegar to allow her a place on the council simply due to her being able to persuade a battle wizard, or wizard lord to join the reconquest without spending any favors, which fills the counter spell hole nicely. This would be extra true if should convinced other Dwarf holds to send artillery, but in all likelihood we'll at best only get more journeyman at best who lack the experience to realize the dangers they'll be facing, or a Magister joins for the sake of helping the allies of the Empire.

Ok, I'm fine with it now
 
I know that 'socialize with Stirland', 'socialize with journeymanlings' and 'run messages to the Colleges' are all pretty neck and neck, but can we talk about how bonkers the Regrowth Seed is for a minute?

Like wow. That thing is absurd. Who needs the Liber Mortis?

Dame Weber: "Bring me the prisoner."
Dame Weber, /holding out glowing hand.
>Vines feast upon the screaming, sobbing mutant.
>The screaming quiets.
Dame Weber, /holding out glowing hand.
"All right! Who wants healing?!"

What a way to grow the legend.
 
[X] Accept as the most senior Wizard present (commanding two Amber Journeymen and one Gold Journeyman).
[X] The Gold Wizard journeymen.
[X] Spend time with your wolf pup, trying to develop a famliar bond.
[X] Deliver last-minute messages for Belegar, trying to scrape together any remaining support to be had before leaving.
- [X] To Dwarfholds of the Grey and Black Mountains.

It's not like we are running out of good options to choose from; we can study the magic juice, work on FoW, a host of characters to talk with and that's all before we enter the hold. As it stands there's no reason to take subpar options just because it's time sensitive when can always take better options.

IC, Belegar has gotten a surprising amount of imperial help already, 50000 troops and a magister is nothing to sneeze at. Asking for more when they have been freshly squeezed isn't going to be that efficient. What's missing are the dwarf cannons and runepriests that Belegar needs, so asking them for aid will be far more useful.

Ooc, Boney mentioned that Belegar rolled badly with the dwarfs but extremely well for various imperial groups. Knowing this, giving Belegar a harder re-roll with humans isn't going to be as effective as re-rolling his dwarf aid request.
 
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