[X] Plan: Assassin Battlemagic Edition v2 + Proper Security Measures
[X] Plan: Battlemage with Armour
[X] Plan: Assassin Battlemagic Edition v2 with EIC Coin and Mists
-[X][MAX] Have him train in preparation for the Karag Dum Expedition
-[X][JOHANN] Have him train in preparation for the Karag Dum Expedition
-[X][DUCK] Attempt to recruit Esbern and Seija and their compatriots of the Knights of Taal's Fury.
-[X][EIC] Sell some of the Grand Urbaz Bank coins to collectors and museums on King Belegar's behalf.
-[X] Hire a trainer to come to Eight Peaks and teach you: Melkoth's Mystifying Miasma by Lord Magister Melkoth
--[X] COIN: The Gambler.
-[X] Attempt to create a spell:
Fog Path also with help from Melkoth
-[X] Ask an acquaintance to train you in a skill: Regimand, Assassination
-[X] Gain enough control of your attraction to smoke and gases to have it collect away from your face.
-[X] PENTHOUSE: Your dungeon was built with a reasonable amount of paranoia. Apply an unreasonable amount of paranoia.
-[X][SERENITY] Azyr Lighting mechanism
The coin is surprisingly popular so I've created a plan that includes it, but as an EIC action so we're losing valuable preparation time.
Additionally I've put in the mantle of mists action which hopefully Melkoth can also help with given his skill with his Miasma. Reasoning below for why we want to take the action..
There's a lot of narrative incentive to take the action, for a start in the Expedition Mathilde knows she'll likely face conflict. If she stays with the Steam-wagons that means dealing with the gunpowder smoke of repeated weapon firing and if she's moving ahead then she faces the risk of dust storms and worse threats that she would be vulnerable to due to her Mantle of Mists.
Additionally with our new Staff of Mistery Mathilde will be learning some new very dangerous foggy spells, most notably Melkoth's Mystifying Miasma and it makes sense to look into her uncontrolled Fog Mark before attempting a battlemagic level fog spell.
So to talk about the practical benefits of controlling the Mantle of Mists. First of all there's a chance of fighting against daemons of Nurgle, poison breathing chimeras and other such assorted horrors that can be found in the Chaos wastes. Certainly we have the candle but that's really more of an after battle aid. Using both hands to hold it close while being flooded by Hysh for 5 minutes doesn't seem like the sort of thing that's conducive to letting Mathilde keep fighting.
The same Arcane Mark skill will also be useful after the Expedition if we ever fight similar toxin spewing critters or machines. For example fighting Skaven gas weapons so it's going to have uses after the Expedition too by preventing us from worrying about such threats.
"The active end has the Rune of Hysh on it. Tap it - any person, or any living creature for that matter, can activate it - and it will begin to emit light from the top, not unlike a candle. Hold it in both hands close to your body and it will go to work. It takes about five minutes, no matter the severity of the malady."
The next problem is dust storms. A quite likely threat we may face in the Chaos Wastes.
A mask would of course be a great help against a dust storm. However, Mathilde also has to deal with the problem that the dust is going to be actively attracted to her, a problem no ordinary human would have to deal with and likely to reduce the effectiveness of a mask. Also the while a mask would be helpful against the larger particles in the air it would be much less so against the smaller particles in the dust, and in the Chaos Wastes who knows what crap the dust could contain. And of course having the warpstone infused dust all get set on fire due to Mathilde's belt certainly isn't going to be doing her mask any favours so it's hard to say how long the mask would last since it won't be any more fireproof then the material is naturally.
If you want Mathilde to do any scouting either just ahead of the Expedition as a forward scout or as actual scouting actions then taking the Mantle of Mist Arcane Mark action is an imperative choice. It can even be taken in the same turn we hire Melketh to see if he has any insight into Mathilde's foggy nature.
Herself. Most of her things are fire-retardant but it does mean no lava diving without a change of clothes.
Then there's the other hazards control of the mark can aid with such as the black powder smoke from firing guns or cannons. There's also the danger of a damaged steam-wagon creating smoke from the burning of fuel or supplies. There's also the other less likely threats that can turn up in the Wastes due to their shifting nature such as toxic mists, burning forests, snow storms and stranger things.
Kinslayer said:
Borek Forkbeard hooked his arms under Snorri's shoulders and dragged him back from the wreckage of the steam wagon. Smoke was billowing from the portholes in its squat, armour-plated chassis and rolling like cooling magma from the open rear hatch. Two dwarfs lay dead on the barren, oily rock beside it. Aside from a coating of ash, there wasn't an obvious mark on them. The smoke had killed them.
Finally there's the potential, if unlikely benefits we may see from controlling the Arcane Mark. It may result in positive Fog related skills, reduce apparition binding problems or give insight into Mathilde's soul or windsight.