Voted best in category in the Users' Choice awards.
Pan being able to cure dysentery and other stuff is very useful. We're teaching one of our stragglers Dispel, or trying to. Our Golds seem to be capable of seeing to themselves, the options there are just to make introductions (which honestly, if they need introductions after 5 weeks...?).

Why do we have the envenomed bolts option? Shouldn't that be Pan's thing, with the black lotus? Or do we also have a poison ability?
Yes, she has the ability to cure dystentry. But we've not set her up to do that for the army, or even told her to try to scale up her remedy production to suit.
Agree she should be able to give out poison bolts herself... but she might not have an in with Ulthar, or even think to do that.
 
Yes, she has the ability to cure dystentry. But we've not set her up to do that for the army, or even told her to try to scale up her remedy production to suit.
Agree she should be able to give out poison bolts herself... but she might not have an in with Ulthar, or even think to do that.
It'll take ten minutes to introduce and explain. An hour at most depending on how much of the dwarven reticence he has, and as a ranger probably less than more.
 
You've got the in with Ulthar that she hasn't, and the pull to make Ulthar stop and listen instead of saying something like "I'm currently busy preventing the entire Ironclaw Orc tribe from falling upon our marching column, kindly go bother your actual commander". Being the one that makes that sort of thing happen is literally your job.

There'll be options for her to start scaling up production when you're not on the march.
 
[X] Introduce him to the dwarven smiths so he can try to convince them to teach him.
[X] Help him find a place with the dwarf artillery crews so that he can supplement their abilities in combat.
 
You've got the in with Ulthar that she hasn't, and the pull to make Ulthar stop and listen instead of saying something like "I'm currently busy preventing the entire Ironclaw Orc tribe from falling upon our marching column, kindly go bother your actual commander". Being the one that makes that sort of thing happen is literally your job.

There'll be options for her to start scaling up production when you're not on the march.
Well, when you put it like that I suppose it makes sense. If you let one random slightly more interesting than the masses person have their talk with you, you have to have the others, and then problems and delays start piling up.
 
Our Golds seem to be capable of seeing to themselves, the options there are just to make introductions (which honestly, if they need introductions after 5 weeks...?).

In the case of Max, we wouldn't necessarily be making an introduction. Instead, we'd be giving him a chance to kick-start his education. From Week 2:

"It is said that dwarves are among the greatest of craftsman. As such, I intend to learn from them, and aiding them in retaking their Karak will be the coin with which I purchase an education."

If we take no action on this matter, Max won't be able to actually learn from the dwarf smiths unless and until he can earn his own Dwarf Rep & Favors during the retaking of K8P. He is providing some aid to the dwarfs right now, but it's an equal exchange of services; keeping forges lit for being provided with housing/transportation:

You find the first of the Gold Order Wizards is named Maximilian and is nestled inside one of the dwarven carts; apparently he's bartered transportation for himself in exchange for 'fuelling' the portable forges the dwarves have brought with them.

Unless there are hidden rolls going on behind the QM screen, it may be a long while before Max can actually start his education. Mathilde's available actions may allow him to start his education immediately:

[ ] Introduce him to the dwarven smiths so he can try to convince them to teach him.

I see this as similar to Matty delivering Belegar's messages for reinforcements in Week 1; there, Mathilde wasn't trying to convince anyone to aid the Throng herself, but rather she enabled Belegar to make re-rolls for reinforcements. Here, this action would likely be Matty using her high Dwarf Reputation to get Max an opportunity to start learning from the dwarf smiths, even with little to no Reputation of his own; Max would be rolling, rather than Mathilde.

[ ] Ask the smiths to teach him as a favour to you (-2 favours)

This action should be an auto-success for getting Max started on his smithing education right now; when Mathilde used Dwarf Favors to set up the Niter Factory with dwarf expertise back in Turn 15, it was done without any rolls. There could have been a roll involved there, and was simply kept hidden by the QM, but using Dwarf Favors here probably would be more likely to succeed than the former option.

As for Johann, it is less clear as to what taking an action there would result in. From Week 2:

When you leave Maximilian and search for the other Gold Wizard, you find him among the artillery crews. Johann is his name, and to your surprise he's already begun to endear himself to the usually touchy dwarves; those of the Black and Grey Mountains are usually less closed-off than those from the dwarf heartlands of the World's Edge Mountains, but it's still quite the achievement.

From Week 4:

"I like dwarves." You give him a flat look, and he smiles. "That truly is the sole reason. If I earn enough favour during this expedition that they give me another secret or two to take home of their own free will, then so be it, but I'm not going to endangering the oldest and truest alliance we have to learn how to make slightly better cannon."

Ignoring the 'keep tabs on Johann' action, that leaves:

[ ] Help him find a place with the dwarf artillery crews so that he can supplement their abilities in combat.

It sounds like Johann's already making inroads with the dwarf artillery crews himself, such that our intervention may be less useful for him than it may be for another Journeymanling. Taking the action may ensure that Johann has a more concrete position within the artillery rather than just being a loose, friendly presence there. That in turn may mean he'll end up spending more actions aiding the artillery, and be less likely to wander off to pick over Skaven tech. Johann'll still certainly investigate any Skaven salvage, but hopefully the responsibilities assigned to him would cut down on risky or inconvenient actions on his part.
 
With that in mind, less Hero Unit, more Commander.
Dunno, we're a pretty good hero unit and pretty shitty general in this campaign. We can get more out of our personal involvement with the campaign rather than helping journeymanlings. It takes us three actions and an a roll of 98 to make ranger more killy, and two actions with a roll of 98 to utterly destroy a possible forest goblin assault without a single casualty.
 
Would the action to help Johann find a place with the artillery include mentioning the use of a wizard to spot for counter-battery fire?Since dwarfs don't have spotters that can immediately tell when a caster starts working a spell and quickly mark their positions with magic lights, and the Empire doesn't typically use wizards paired with artillery, it might not have occurred to either party to do so. Mathilde only knows because of some fairly strange circumstances regarding the Sieges of the Drakenhofs.
 
Would the action to help Johann find a place with the artillery include mentioning the use of a wizard to spot for counter-battery fire?Since dwarfs don't have spotters that can immediately tell when a caster starts working a spell and quickly mark their positions with magic lights, and the Empire doesn't typically use wizards paired with artillery, it might not have occurred to either party to do so. Mathilde only knows because of some fairly strange circumstances regarding the Sieges of the Drakenhofs.
That would be very useful. And seeing as we can't get him taught Dispel, something that would work well in anti-magic usage.
 
It actually looks like the best way to help get the journeymen some work might very well be to talk to the people in charge rather than pick the journeymanling options.

For example if we want to have our Jade wizard Panoramia cure dysentery and pass around potions then we're probably best off talking to the generals in charge such as the Thrane Skaroki Grimbrow or Grand Master Sigwald Kriegersen.

Same with the gold wizards, we might actually be better served by talking to Master Engineer Durin Wutokri instead of choosing their personal options.

My personal favorite is probably Sigwald since he's in charge of the demigryphs.
 
[X] Have Ulthar handpick his best sharpshooters to be equipped with envenomed bolts.
[X] Help him find a place with the dwarf artillery crews so that he can supplement their abilities in combat.
[X] Thane Skaroki Grimbrow
 
[X] Test their skills in battle.
[X] Continue to supervise the dispelling lessons.
[X] Introduce him to the dwarven smiths so he can try to convince them to teach him.
 
[X] Have Ulthar handpick his best sharpshooters to be equipped with envenomed bolts.
[X] Help him find a place with the dwarf artillery crews so that he can supplement their abilities in combat.
[X] Continue to supervise the dispelling lessons.
 
Deep scouting is more effective for now rather than general scouting for us till we reach the eightpeaks. Then maybe we could scout using magic and be more use than curently instead of just being another generic scout in wilderness more or less. We might be useful in the tunnel scouting with our shadow magic tough btw.

We chose this role and since there are no grey wizards to wrangle we have kinda limited authority over the journeymans thanks to that outside just straight helping them wich isnt super useful to be honest .

Our main contribition should be helping the jade wizard help with healing actually for now so when we go siege and the army does get some attrit away from the army wich we could avoid hopefully thanks to our decent roll.

and we should use seed of regrowth a time or two before combat and especially if there are importantish people who need it . Basicly test on a dwarf and a general test or two how replenishing goes time wise.
 
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I'm not seeing a lot of structure to the debate over the Journeymanlings, so I figured I'd break down the voting options into little blocks to make it a bit easier to think about.

This is just looking at how we could get maximum performance out of them; they're still likely to get something done, albeit inefficiently, without Mathilde organizing things.

It's worth noting, though: Mathilde is the Boss Wizard, as far as the War Council is concerned. Regardless of how independent the journeymanlings may be, we need to do Boss Wizard things, not Rambo Wizard things, to earn respect.

Panoramia of the Jade Order

[ ] Have Ulthar handpick his best sharpshooters to be equipped with envenomed bolts.
(optional) [ ] Marksman Codrin Petrescu


Panoramia is pretty hands-off at this point. She has bottles, she has seeds and ingredients, and she can grow them all on the spot in massives quantities once the army stops marching. She might need help finding people to disperse her curatives to, once they start taking injuries, but that won't come up until later. All we really need to organize right now is getting her poisons onto sharpshooter bolts - that ought to be done before the major fighting breaks out, because that's the best time for rangers to pick off their targets.

Marksman Petrescu is a non-essential choice; he just commands a ton of rangers, who could also use poisoned arrows, so meeting with him could open up that option. Leaving it all to Ulthar's sharpshooters works fine, though. It's not like the entire army needs to be swimming in poison for it to make a difference.

Maximilian de Gaynesford and Johann of the Gold Order


[ ] Master Engineer Durin Wutokri
[ ] Help him find a place with the dwarf artillery crews so that he can supplement their abilities in combat.
[ ] Introduce him to the dwarven smiths so he can try to convince them to teach him.
(optional) [ ] Ask him to reforge your sword into a superior one.


This block takes the most work actions. Johann knows artillery and wants to keep an eye out for Skaven machines, and Maximilian wants to learn forging from the dwarves. I would assume that both of these are easiest to get rolling if we talk to the Master Engineer.

Putting Johann with the artillery also covers his inability to Dispel. As Mathilde already knows, you don't need to be able to dispel if you can just point out to the cannoneers where the enemy mages are standing. Yes, he's still a bit suspicious, but the dwarves are not going to let him get grabby with their big guns. It should be fine.

Getting Maximilian introduced to the smiths speeds him up tremendously (he planned to do this after earning favours via the war, remember). He might not be charismatic, but his reverence for fine craftsdwarfship should cover for that; dwarves like being admired as much as anyone. Reforging Mathilde's sword feels like it would play a practical purpose here, to avoid spending favours: Dwarves respect good work, and if we can hold it up as a concrete example of what he can do, then they'll be more accepting of him, particularly because we trusted him to reforge our weapon. It's not strictly necessary, however; it just greases the gears, and benefits Mathilde in the process.

Getting to know Durin Wutokri would also let us warn him that despite being in the same Order, the Golds should NOT be put too close together. There may be some friction there.

Esbern and Seija of the Amber Order

[ ] Continue to supervise the dispelling lessons.
[ ] Grand Master Sigwald Kriegersen
or [ ] Grand Master Ruprecht Wulfhart


Dispelling lessons are already winning this turn, so that should happen anyway, but it's worth pointing out that this is the only thing they actually need Mathilde for. Amber Wizards are exceptionally good at being independent. We can safely assume Esbern is a dangerous melee fighter and archer because he says so, and Seija is all set for working with animals.

They should be easy to organize. They followed Sigwald Kriegersen and the Knights of Taal's Fury down here; without any further input, that's what they'll likely keep doing. I'm guessing talking to him would open up an option to make their presence official, so they can stop skulking around to the side of the army like mysterious stalkers.

Alternatively, Wulfhart is in command of the Winter Wolves. They only have 250 wolf mounts left, so they'd likely appreciate an animal healer even more than the already-deadly demigryph riders. I wouldn't recommend dividing votes between them, though. Pick one, or if you see one already winning, just roll with it. They're both good choices.

And that's about it, for getting the most out of them all.

That's basically 5 actions right there, or a few more if you include the optional stuff. Two turns worth of actions to do, and one or two more if talking to the war council members opens up the kind of follow-up actions I'd expect them to (but we should always expect surprises).

Not a terribly daunting task. But we do need to focus less on Mathilde-stuff for a few turns, to get the other wizards settled in.

If it helps, I'll be trying to vote by theme for the next few turns (Amber, Gold, or Poison Jade).

Personally, I'd go with Jade next because the poison should help the scouts now that we're heading into difficult territory, but if I'm late I'll just go with whatever seems popular, and hope the rest will get done sooner rather than later.
 
Panoramia of the Jade Order
Poison is merely one of the things she's done though. You've completely ignored her ability to prevent disease and make potions which are both likely best utilized by talking to relevant commanders and letting them know who to come to if there's an outbreak of dysentery or they want a strength booster so they can wrestle a bear.

Also I think emphasis on action choice should be that we talk to the commanders first and then continue chatting with the journeymen. We've spent a lot of time on journeymanling actions and know their abilities, it's time to let the other commanders know what's available and convince them to take us up on it.

Grand Master Sigwald Kriegersen is probably the best option to start with here since he already works with amber wizards (so is likely amenable to wizard aid), can give us some more background info on the amber wizards (always nice to get confirmation on their stories) and is in charge of the main strike force that's being used for this part of the campaign (so is a very good choice for giving aid).
 
I'm convinced that we should be a commander, so changing my vote.

[X] Test their skills in battle.
[X] Continue to supervise the dispelling lessons.
[X] Introduce him to the dwarven smiths so he can try to convince them to teach him.

Additional
[X] Thane Skaroki Grimbrow
[X] Master Engineer Durin Wutokri
[X] Grand Master Sigwald Kriegersen
[X] Grand Master Ruprecht Wulfhart
[X] Marksman Codrin Petrescu
[X] Marshal Titus Muggins
 
[X] Have Ulthar handpick his best sharpshooters to be equipped with envenomed bolts.
[X] Continue to supervise the dispelling lessons.
[X] Introduce him to the dwarven smiths so he can try to convince them to teach him.
 
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