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Which we wouldn't even be approaching without that belt.
And I like the belt.

I'm underlining a point that was made and seemingly taken wrongly. No one forgot the fact magic is absolutely awesome, especially battle magic.

But the argument of "get a super killy weapon and pump iron" is as valid now as it was before. Because learning common colored spells is out of our reach for the foreseeable future, much less battle spells, but we still have to kill things.

And the best way to do it is to stab them real hard.

The context of an army battle matters because, as one might have noticed, we are in an army.

And one of the greatest ways we could contribute would be assassination and sabotage. Both of which would be tremendously easier and safer if we could reliably kill the targets.
Yes. Or utility: healing, buffs, debuffs and the like.
Debuffing seems to be one of shadow magic's trademarks, and utility through stealth. Healing is covered by the Seed.
Because, of course, "hero unit in a Warhammer army" is the greatest height we can aspire to.
You may snark, but you can't contest the point.
 
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I mean the Emporer can give his Runefang to his champion and they don't make a fuss about it

But didn't Sigmar have the Runefangs made for his champions? Like the exact reason he had them made? That would be the dwarfs giving angry with Sigmar for doing exactly what he told them he was going to do. Which would be a different situation to what Mathewilder would be doing as she asked for a memento of that time she took down the vampire castle only to give it away to a bunch of other wizards rather than keeping it as a memento.

You may snark, but you can't contest the point.

I'm personally aiming for going what is best for us in this quest not what might look good in an entirely different type of game that uses completely different game mechanics.
 
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[X] Purchase the Helldrake scales (100 gc).

Eh could be useful.

[X] Purchase the strange Lustrian eggs (200 gc).

Probably Cold One Eggs but who knows what it could be? Could always sell some of them to the imperial zoo and start a breeding program if we want.

[X] Ulthar's Rangers and Petrescu's marksmen are ranging far to ensure that any greenskin that claps eyes on the Expedition don't live to tell the tale. Assist them.

Sure. Fuck the Greenskins and maybe get some actual combat milage from that mounted trait we have.

[X] Do not purchase the title of a Border Princess.

Yeah alot of reasons NOT to pick this.

[X] Help Esbern teach Seija to Dispel.
[X] Ask him to teach Johann to Dispel.

Do our part and make sure our journeymanlings have their anti-magic ready.
 
While actually going full or partial or even that one time it was important necromancer is a wuick way to alienate dwarfs and get a grey college kill team on our head, now we actually at veey least read Liber Mortis and fish for stuff we can adopt to Ulgu safely, I suppose.

Same goes for most forbidden tomes that are not blatantly chaos god worship manuals. Mathilde, keeper of the forbidden lore?
I'm extremely wary of studying forbidden lore, because getting caught doing it by anyone who won't look the other way only has one end result.

In regards to studying the Libre Mortis... we'll want something that can obscure magical senses as at least based upon Mathilde physical barriers are irrelevant for them, and to avoid the danger should those who wield Dhar have a similar sensitivity to it that Mathilde has with Ulgu.
I take it back. 15 favours was totally worth it.
Seems we have some not so light reading to do.
Unless we have a pressing need to read it'll have to wait until after the campaign at the very least, because it was utterly unique to Mathilde's magical senses when the strongbox was unlocked, and it is wise to assume it'll appear the same for other magic users be they friend, or foe.
Actually, although it would be incredibly painful, the best strategic use of this magic item is probably to donate it to the Colleges so that the wizard lords can use it to research and find counter-measures to or destroy corrupt magic and artifacts.

It's an item that seems powerful enough to be a strategic game changer. Have the Patriarch of the Light College read the captured Book of Nagash while wearing it so he can devise better anti-necromancy techniques, for example.
You're presuming colleges operate as a monolithic block without any internal rivalries to make such overt violations of the edicts politically risky, and for that matter that there would be anything approaching a consensus among the wizards lords of the Light College if such an opportunity arose.

Also the belt only helps with Dhar corruption whereas it opens up the possibility of someone using it as an easy route to power via Necromancy, desperation driving them to use Necromancy, or worst to walk the path of every Necromancer toward immortality.
 
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*cough* Ghal Maraz and Runefangs *cough*

Seriously we don't see the dwarfs up in arms whenever there is a new emporer or Elector count so it really isn't that big of a deal.
Ehhh, not really. I mean, having the hammer or a runefang is part of being emperor/elector count. A count that loses his faces a massive loss of prestige. A guy that finds one just laying around suddenly has a decent claim. Those things weren't made for a specific person. They were made for a position.
 
I'm seeing a lot of votes for the Helldrake Scales and have to ask: why?
Because enchanting items for other people has immense utility? Because gold is worthless except for acquiring other things? Because a cloak of Helldrake scales sounds badass? Because shiny?

*cough* Ghal Maraz and Runefangs *cough*

Seriously we don't see the dwarfs up in arms whenever there is a new emporer or Elector count so it really isn't that big of a deal.
And no dwarf will be up in arms when we pass the belt onto our heir.
 
*cough* Ghal Maraz and Runefangs *cough*

Seriously we don't see the dwarfs up in arms whenever there is a new emporer or Elector count so it really isn't that big of a deal.
That's because those were bequeathed A: to sigmar as emperor and B: to sigmar for the purpose of arming his chiefs, aka the elector counts. The holder is still the same legal entity they were intended for. The belt is a personal gift to mathilde Weber, for HER. Not to the grey order, not to the empire, not the college's of magic. Mathilde. Maybe "Dame Weber of Stirland," because the dwarves are chill about passing things down through inheritance.
 
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I'm just saying I seriously doubt that Kragg or any other dwarf will care who we give it to that much as long as we don't use it to help chaos or use it to fuck over the dwarfs.
 
I'm personally aiming for going what is best for us in this quest not what might look good in an entirely different type of game that uses completely different game mechanics.
... And have I not said Mathilde, personally, could be completely amazing at taking out the enemy leadership?

And is the enemy not extremely vulnerable to the loss of said leadership?

The TT comparison is fun, but the lack of killyness isn't new.

I'm not arguing we should buy cannons for the army because cannons are great. I'm arguing we should get our character a customized weapon.
 
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That's because those were bequeathed A: to sigmar as emperor and B: to sigmar for the purpose of arming his chiefs, aka the elector counts. The holder is still the same legal entity they were intended for. The belt is a personal gift to mathilde Weber, for HER. Not to the grey order, not to the empire, not the college's of magic. Mathilde. Maybe "Dame Weber of Stirland," because the dwarves are chill about passing things down through inheritance.
We didn't make an oath that only we would use it so they really can't say what we should do with our Artifact.
 
... And have I not said Mathilde, personally, could be completely amazing at taking out the enemy leadership?

And is the enemy not extremely vulnerable to the loss of said leadership?

The TT comparison is fun, but the lack of killyness isn't new.

I am just stating that I consider aiming to make Mathilde good or playable on the tabletop to be a irrelevant to my decision-making and I am concerned about what happens in this quest over any theoretical tabletop game, which if not you, others were talking about.
 
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I'm extremely weary of studying forbidden lore,
Did you mean wary? Weary means tired. Sorry, it's just that people keep getting weary/wary and segway/segue mixed up, and it makes me sad.
We didn't make an oath that only we would use it so they really can't say what we should do with our Artifact.
It's not a rule that trying to get luckier through third party means will make our luck dealer sad, but it's still a thing that'll happen. It is a matter of tact.
 
But the argument of "get a super killy weapon and pump iron" is as valid now as it was before. Because learning common colored spells is out of our reach for the foreseeable future, much less battle spells, but we still have to kill things.
I definitely agree that this is the next thing we need. We can float like a butterfly, now let's learn to sting like a bee.

Might be worth adding an enchantment to our greatsword once we reach our destination. I wonder if we can use cannons with with our magic hand gimmic, it might be worth just carrying a bomb or really big gun.
 
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It's not a rule that trying to get luckier through third party means will make our luck dealer sad, but it's still a thing that'll happen. It is a matter of tact.
Um no Ranald's problem with us taking a luck rune is because he sees it that we don't trust him personally.

Us giving an artifact that we now own is our desicion and the dwarfs have no say to who we give it too unless we are using it for evil.
 
A thought:

Accumulate a bit more dwarf favor.

Acquire
Rune of Fire
10/50/125 points
This rune is struck while the metal is molten hot.
A weapon engraved with a Rune ofFire has the Flaming Attacks special rule.
A weapon engraved with two Runes of Fire has the Flaming Attacks special rule, and grants its wielder a Strength 4 Breath Weapon with the Flaming Attacks special rule.
Gain increased melee combat ability, especially against things like trolls and Moulder creations, and another offensive ability.

Utilize

Moderately Complicated - Magic 3 required to learn, Magic 5 to cast reliably.
K / Burning Shadows: Causes any shadows cast by a source as bright as a torch or brighter to burn like acid. You can specify who this will and will not effect. No, being inside does not count as being in a shadow cast by the sun.


Burn everything with shadow and flame.
 
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Given that we have a collection of unique and valuable artifacts, maybe we should consider staying with dwarves permanently?

They are extremly reliable and have no interest in most of our items, exept the runic one.

We could either go for Belegar's advisor or continue fighting around lost holds and we'd always have an army of dwarves nearby to deal with people who want to take our stuff.
Feels like being stolen from or backstabbed is just very unlikely in such company.
No. Stirland is our home.
 
Um no Ranald's problem with us taking a luck rune is because he sees it that we don't trust him personally.

Us giving an artifact that we now own is our desicion and the dwarfs have no say to who we give it too unless we are using it for evil.
Ranald has no say on how we spend our dwarf favours, but he can still disapprove. The Dwarves didn't put rules on the item, but they're still there, for the same reason that BoneyM explicitly called out in the update that spending favors isn't going up to some Dwarven Bank Teller and handing over fifteen Favor Coins to put in Kragg's account. There is a way things are done when one is being polite, and if you stop being polite when you're not in the same room as somebody everybody starts calling you things like false-faced.
A thought:

Accumulate a bit more dwarf favor.

Acquire

Gain increased melee combat ability, especially against things like trolls and Moulder creations, and another offensive ability.

Utilize

Moderately Complicated - Magic 3 required to learn, Magic 5 to cast reliably.
K / Burning Shadows: Causes any shadows cast by a source as bright as a torch or brighter to burn like acid. You can specify who this will and will not effect. No, being inside does not count as being in a shadow cast by the sun.


Burn everything with shadow and flame.
I approve of the flaming sword that lets us breath fire, especially when we combine it with the spell that burns everything our fire didn't touch.

And it very much is everything our fire didn't touch; the spell is centered on the source of light and projected to any shadows created by it, not centered on any shadow in particular.
 
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I approve of the flaming sword that lets us breath fire, especially when we combine it with the spell that burns everything our fire didn't touch.

And it very much is everything our fire didn't touch; the spell is centered on the source of light and projected to any shadows created by it, not centered on any shadow in particular.
S'what I was thinking, yeah.

As a mage, swording should be an option for sure, but not necessarily a central option unless there's nothing else to work on.

This combo has multiple uses that synchs well with our equipment and abilities. And it's relatively inexpensive, and provides possibility even without the combo.
 
[x] Ulthar's Rangers and Petrescu's marksmen are ranging far to ensure that any greenskin that claps eyes on the Expedition don't live to tell the tale. Assist them.
[x] Help Esbern teach Seija to Dispel.
[x] Ask him to teach Johann to Dispel.

[X] Do not purchase the strange Lustrian eggs.
[X] Purchase the Helldrake scales (100 gc).
[X] Purchase the title of a Border Princess (300 gc).
 
A thought:

Accumulate a bit more dwarf favor.

Acquire

Gain increased melee combat ability, especially against things like trolls and Moulder creations, and another offensive ability.

Utilize

Moderately Complicated - Magic 3 required to learn, Magic 5 to cast reliably.
K / Burning Shadows: Causes any shadows cast by a source as bright as a torch or brighter to burn like acid. You can specify who this will and will not effect. No, being inside does not count as being in a shadow cast by the sun.


Burn everything with shadow and flame.
Hasn't the GM made it explicit that burning shadows doesn't work with Magical light sources?
 
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