Voted best in category in the Users' Choice awards.
Stirland coins are probably the least useful of the bunch, so I'd say them first,

Also, totally support Ambers for the painting if we can get them. It having everyone but them would feel kind of dickish.
 
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because coins are more dramatic to run through your fingers/fill a bag with/dive into a vault of like Scrooge McDuck.
I genuinely wonder if some Gold has ever come up with a spell that lets you jump into a pool filled with gold without breaking all your bones. The pool would probably have to be filled with fake magic gold since not even Golds are rich enough to have swimming pools of gold coins but still. It'd be an extremely frivolous use of magic but as Melkoth proves there are Wizards who are willing to use ultimate cosmic power on extremely frivolous things.
 
Oh, a pertinent fact for those planning in advance: for the 'spend an AP to join the steam-wagons in Praag instead of meeting them at High Pass', that means you'd be meeting the Expedition at the same place as the College invites, Winter Wolves, other recruits, and any other volunteers, and will be on hand for the first month of that little cultural melting plot.

Edit: And Asarnil.
 
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Oh, a pertinent fact for those planning in advance: for the 'spend an AP to join the steam-wagons in Praag instead of meeting them at High Pass', that means you'd be meeting the Expedition at the same place as the College invites, Winter Wolves, other recruits, and any other volunteers, and will be on hand for the first month of that little cultural melting plot.

then yeah, definitely do that.
 
I would say that the ambers should be in the painting, because they were part of the wizard group that retook the Karak. Sure, they didn't stick around forever, but they were basically founding members who went off to do their own thing afterwards. It doesn't feel right to exclude them.

And we should absolutely join the expedition form the beginning. We need to establish our position and make connections with the peeps.
 
Oh hey, one less AP.

Good thing we we're drowning in them.

Let's see, Robes, Sword, Recruit, Spellcraft, Pall of Darkness, Scout? I'm probably forgetting something.
 
Seems it would be wise to be at hand as early as possible to make sure people don't insult each other by accident.
 
Definitely bring the Ambers into the painting. They're friends and were part of Karak Eight Peaks as much as the journeymen who came after it was retaken.
 
I'd spend everything but the remaining ingots first personally, they're more interesting to keep around in my view.

As for the portrait... I believe part of the rationale for commissioning it was the possibility some of the members might die on the expedition, so since we're quite likely to recruit them I could see including them on those grounds, but I wouldn't really say they're part of the duckling club so ehh. On the other hand, Mathilde can retroactively induct them if she feels like it, just like she retroactively made it an august order.
 
Oh, a pertinent fact for those planning in advance: for the 'spend an AP to join the steam-wagons in Praag instead of meeting them at High Pass', that means you'd be meeting the Expedition at the same place as the College invites, Winter Wolves, other recruits, and any other volunteers, and will be on hand for the first month of that little cultural melting plot.

Edit: And Asarnil.
That sounds extremely important to be on hand for.

Especially given Borek's very... rigid... method of personnel management.
 
Let's see, Robes, Sword, Recruit, Spellcraft, Pall of Darkness, Scout? I'm probably forgetting something.
This matches my own brainstorming from my notes. Sequencing-wise, I think we would want to do it like this:

T32:
  • Fog Path
  • Robes
  • Scout
  • Recruit
  • Either Sword or Pall of Darkness
T33:
  • Either Pall of Darkness or Sword
  • Join the expedition at Praag
That way, if crafting the spell goes badly and we need to do another AP of it in T33, we can cut the second self-improvement action instead of scouting/recruitment/enchantment/joining the expedition early.

I think that for scouting, we definitely want to do the Steppes. Reasoning:
  • Scouting High Pass seems silly given how safe it is, and is doubly silly if we intend to be along for that part.
  • Scouting the Skull Road is not silly, but we already invested an action into getting intel on it (from Qrech and LM Grey), so I think our efforts are better spent elsewhere.
  • Karag Dum vicinity is potentially useful, but we aren't likely to get eyes on whoever is currently inhabiting KD itself, so I think (given the concerns people have brought up about the Wastes changing their layout between our scouting and the expedition) it's not worth scouting this too ahead of time.
We should be able to do some scouting on the expedition itself, just like we did for K8P. It won't be quite the same, since we won't have gyrocopter support and we will have less time to do it, but it will still be very helpful. The scouting actions were most useful for the scenario where we didn't come along on the expedition ourself.

I will let other people fight on our recruitment slots.
 
So were we planning to go full overwork on the final turn? I heard some talk about that: using all our overwork to maximize our returns on the expedition itself, since it's theoretically all one turn, and then crashing and relaxing the next turn with nothing serious.

Is that how it works, and are people seriously considering it? I'm perfectly happy to make up two plans, one with extra overwork actions.
 
So were we planning to go full overwork on the final turn? I heard some talk about that: using all our overwork to maximize our returns on the expedition itself, since it's theoretically all one turn, and then crashing and relaxing the next turn with nothing serious.

Is that how it works, and are people seriously considering it? I'm perfectly happy to make up two plans, one with extra overwork actions.

If we bomb enough prep rolls I would consider it, but it would have to be quite a few. As it's a pretty brutal modifier.
 
So were we planning to go full overwork on the final turn? I heard some talk about that: using all our overwork to maximize our returns on the expedition itself, since it's theoretically all one turn, and then crashing and relaxing the next turn with nothing serious.

Is that how it works, and are people seriously considering it? I'm perfectly happy to make up two plans, one with extra overwork actions.
I think that is a very bad idea. We get our "free" overwork this coming turn, and should use it. With regard to the other two slots, here's what I said last time this was floated:
I am willing to consider using the second overwork slot on T33, which would inflict a -10 penalty on T34 only (though I'm not thrilled at the notion of doing research stuff with a penalty). Using the third overwork slot, which would provide a stacking -20 penalty to both T34 and T35, seems like a very bad idea: it is literally four times as punishing as the second overwork (twice the intensity and twice the duration), and we'd be completely useless on T34 (-30 to every action). I strongly agree with @Alliterate: there are other wheels in motion.
If something comes up such that we really need the extra AP and we cannot do everything vital (not just desirable, vital) at the same time, we can grab an extra 1 AP of overwork on T33. But 2 extra AP is a very bad idea.
 
On spending:
Why not let Ranald decide which stash to spend first? Throw a rock, whichever spend pile it lands on.

On recruitment:
I definitely want to include the Knights of Taal's Fury.
No strong opinion on Bretonnian knights or the Runesmith.

For the fieldwardens, I have but one important question:
I just realized... this is the first time we're going on campaign without halfling support. What horrid form of field rations are we going to eat? :o

On ducklings:
The August Order of the Noble Duck welcomes all wizards who participated in the re-establishment of Karak Eight Peaks.
 
Oh, a pertinent fact for those planning in advance: for the 'spend an AP to join the steam-wagons in Praag instead of meeting them at High Pass', that means you'd be meeting the Expedition at the same place as the College invites, Winter Wolves, other recruits, and any other volunteers, and will be on hand for the first month of that little cultural melting plot.
I am not really sure if it is worth spending a precious AP on someth-

I'm in.
 
I don't trust him enough yet to show him our last bit-hole/future temple to Ranald the magi.

Like, I would want a few AP social turns to unlock his hidden stats before we make that leap of faith.
 
This matches my own brainstorming from my notes. Sequencing-wise, I think we would want to do it like this:

T32:
  • Fog Path
  • Robes
  • Scout
  • Recruit
  • Either Sword or Pall of Darkness
T33:
  • Either Pall of Darkness or Sword
  • Join the expedition at Praag
That way, if crafting the spell goes badly and we need to do another AP of it in T33, we can cut the second self-improvement action instead of scouting/recruitment/enchantment/joining the expedition early.

I think that for scouting, we definitely want to do the Steppes. Reasoning:
  • Scouting High Pass seems silly given how safe it is, and is doubly silly if we intend to be along for that part.
  • Scouting the Skull Road is not silly, but we already invested an action into getting intel on it (from Qrech and LM Grey), so I think our efforts are better spent elsewhere.
  • Karag Dum vicinity is potentially useful, but we aren't likely to get eyes on whoever is currently inhabiting KD itself, so I think (given the concerns people have brought up about the Wastes changing their layout between our scouting and the expedition) it's not worth scouting this too ahead of time.
We should be able to do some scouting on the expedition itself, just like we did for K8P. It won't be quite the same, since we won't have gyrocopter support and we will have less time to do it, but it will still be very helpful. The scouting actions were most useful for the scenario where we didn't come along on the expedition ourself.

I will let other people fight on our recruitment slots.
I am more inclined towards this:

T32:
  • Fog Path
  • Robes
  • Scout
  • Branulhune
  • Pall of Darkness
T33:
  • Flex action (Spell, if it isn't done yet)
  • Join the expedition at Praag
 
Regarding Esbern and Seija... personally I was initially inclined towards no, but on reflection, I think Mathilde might be inclined to (a little sentimentally) retroactively include them as honourary members of the August Order of Ducklings.
"I call this august order, to order."

"We're august?" Adela asks doubtfully, sipping cautiously at the ale.

"We're an order?" Panoramia asks, looking away from the scrutiny she was giving your Grey Tower.

"We succeeded," you say simply. "There's pots of glory to go around and don't any of you hesitate before grabbing some for yourself. So yes, we're no mere study group, we're a band of intrepid adventurers and a wonderful symbol of intercollegiate cooperation. And it's retroactive, too." You see exchanged looks and tolerant smiles, and wonder if your ducklings are getting perhaps a little too used to you. "I mean it," you say, your voice firm. "I guarantee you Dragomas was not thinking of Cathayan diplomacy when he walked into the Dark Lands, and if he had been slain there he would have been one example of Journeyman foolishness amongst hundreds. But because he lived, and because of what he accomplished, every step of his journey gets cast in that beneficial light. Every one of you should seize that same benefit for yourselves. You could have pottered around Altdorf doing odd jobs for bored burghers, and instead you risked your lives out here on the edge of civilization."
They certainly meet the broad criteria- intrepid intercollegiate adventurers, risking their lives on the edge of civilisation, and winning.
 
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