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I would say that trying to go after the last survivors is not worth it. its taking risks with a highly dangerous power trying to save people that may or may not need saving.
 
@BoneyM, can't Mathilde cast Susbtance of Shadow on an item and try to poke an item through the door? If it fuses, she'll know not to go in as it becomes impossible to pull back out again.
 
I think we've done what we can reasonable be expected to do.
Trying for more people saved when tired has a major risk of not only not saving anyone, but killing us in the process.
Maybe try to track bandits now, or scour the riverbanks, not sure which is a better idea.
 
You hesitate before leaving the compartment for the final time, thinking of the sealed rooms above. It was pure luck that the lanterns in the compartment you dropped into had fallen off their hooks in the initial blast, and the compartment was too flooded for them to be relit. Do you roll those dice again and in larger numbers for fewer Dwarves?
@BoneyM , can Mathilde use her magesight to check for presence of light in sealed compartments? Light casts shadows. Ulgu is wind that is affected by shadows. Mathilde's magesight is exceptionally sharp.

It would not be possible if Mathilde was running from enemies. But here, on the ship? Mathilde can stop and look. Walls are thin (they have to be on a ship). By common sense, she shouold be able to get at least reasonable certainty.
 
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@BoneyM, can't Mathilde cast Susbtance of Shadow on an item and try to poke an item through the door? If it fuses, she'll know not to go in as it becomes impossible to pull back out again.
Already suggested.
@BoneyM, could we try sticking a thin stick into the compartments? If the Substance of Shadow fails and the stick suddenly materializes we know that the interior is illuminated.
The reply was:
That could breach the compartment. Something materializing inside something else is often as bad for the something else as it is for the something.
 
@BoneyM is
[] Voice your concerns to Belegar and let him chose.
a possibility? He is the boss after all and he's in field with us right now. While it takes agency away from us, he will shoulder the burden if anything happens.
 
I think we've done what we can reasonable be expected to do.
Trying for more people saved when tired has a major risk of not only not saving anyone, but killing us in the process.
Maybe try to track bandits now, or scour the riverbanks, not sure which is a better idea.

Even unrealistic expectations have been shattered, this was thought to be a near writeoff, we saved the vast majority of the Dwarfs who didn't die outright in the sinking, including the critical VIP.

Mathilde's not in any shape to potentially roll into trouble, if she has to investigate, we should investigate the shore for clues--because again, the Bandits smack of being a red herring.

And you want to know why?

Because they didn't fucking take anything.

The attacked a vastly superior target and fucked off. They didn't even attack with a lot of force, so much as it was a musket barrage after a gigantic explosion.

No, any clues to be found will be on the shore, figuring out how this happened, because no way those Bandits know more than "We were told to come here and fire shots after a big boom" If they do know more, I almost guarantee you its evidence aimed to point us at a target that isn't involved. The whole point of cut-out patsies is to do a thing without it being led back to the one involved.

Our answers will be determining how this happened, and that's stage two. The bandits I almost guarantee you are a red herring.
 
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And repeat.

And repeat.

[Rolling...] (76, 68, 98])

And repeat.
Seems somewhat familiar… ah yes:
[Fight on: 18+18-2(wounded)=34 vs 46]
[Fight on: 70+18-6(wounded)=82 vs 42]
[Fight on: 81+18-6(wounded)+3(Runefang)=96 vs 9]
She has gotten better at gritting her teeth and enduring.

I'm inclined to stop search and rescue as much because Mathilde is pushing her limits as because of the worsening risk-reward ratio. Flubbing lesser spells is a clear sign to stop.
 
This is a dwarfen ship filled with dwarfs. It's kind of unlikely that they don't know to extinguish any flames when trapped in a confined space with limited air. The only one likely to have any runic equipment that glowed any appreciable amount was already evacuated.
 
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Mathilde has already had multiple minor miscasts and is probably exhausted after what was probably a couple of hours of continuous chain casting. I think it's just better to accept that this is the limit and just settle for guarding the Okral to take a breather?
 
@BoneyM do Belegar and the other dwarves know about our promotion?

It's going to be addressed in the start-of-turn update.

Do we have a count of how many Dwarves escaped to the shores initially?

Very few, no more than twenty or so.

@BoneyM, can't Mathilde cast Susbtance of Shadow on an item and try to poke an item through the door? If it fuses, she'll know not to go in as it becomes impossible to pull back out again.

The spell would have a lot more utility if it neatly and reliable fused whatever was overlapping. The results are unpredictable and often explode-y.

@BoneyM , can Mathilde use her magesight to check for presence of light in sealed compartments? Light casts shadows. Ulgu is wind that is affected by shadows. Mathilde's magesight is exceptionally sharp.

It would not be possible if Mathilde was running from enemies. But here, on the ship? Mathilde can stop and look. Walls are thin (they have to be on a ship). By common sense, she shouold be able to get at least reasonable certainty.

She already tried, she can't see through the Chamon of the metal.

@BoneyM how badly would the minor miscats Mathilde has suffered affect attempts at tracking?

It wouldn't have no effect, but she wouldn't be using much of her mundane senses anyway.

@BoneyM is
[] Voice your concerns to Belegar and let him chose.
a possibility? He is the boss after all and he's in field with us right now. While it takes agency away from us, he will shoulder the burden if anything happens.

'Hmm, a difficult question, I will take the matter to my expert on magic as they would be the most qualified to make an informed decision.'
 
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First rule of rescues: Don't make yourself a casualty.

Mathilde is exhausted and using magic in the same way again is dangerous.

I think we either go for
[ ] Try to track the bandits or
[ ] Scour the river banks for anything the bandits left behind

Things are already being washed away. But the riverbanks are closer to Dwarven support and Mathilde is already somewhat exhausted, so getting some evidence while she recovers may be better than charging off after bandits in the dark and risking a possible ambush.

Besides, if we find out it was a mine that could give us a clue of if this was Marieburg or a false flag by skaven/chaos dwarves etc.
 
Do the dwarves have some form or code of base communication like morse code or something ? Maybe something like guild secret language or so? Is there anything preventing us from just shouting at them to turn off the lights or atleast know their condition?
 
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So yeah to summarize my previous thoughts.

We either help protect the Okral (Mathilde + Belegar's honor guard is going to shred anything capable of moving fast enough, since Mathilde can deny them the ability to meaningfully shoot at us with the Mystifying Miasma, and we're on the other side of a river with badasses at our side). Or we investigate the shore for clues, this is not the time to be going off on a solo excursion or getting out of earshot.

I'm inclined to do the latter.

Anyway, judging from what we know, 3-400 dwarfs out of the main passenger compartment is the vast majority, the remaining survivors would be in sealed compartments, in numbers small enough that "Dwarfen Cave-In Survival Tactics" are likely to be effective enough to last them until dawn.

The VIP has been rescued (Which means critical guild secrets weren't lost), which sharply mitigates the Grudge potential.

The bandits I almost guarantee are a red herring, any evidence is in how this happened, not what the guys who fired pot shots and fucked off can do. So we need to investigate that before the trail goes completely cold.

So protect the Okral if we want to be conservative, otherwise, we want to investigate the shore to figure out how this happened
 
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This is a dwarfen ship filled with dwarfs. It's kind of unlikely that they don't know to extinguish any flames when trapped in a confined space with limited air. The only one likely to have any runic equipment that glowed any appreciable amount was already evacuated.

It's also a ship filled with scared, cold, and probably alone beings. Pitch darkness is a tough thing to face at the best of times.

Do the dwarves have some form or code of base communication like morse code or something ? Maybe something like guild secret language or so? Is there anything preventing us from just shouting at them to turn off the lights?

None that you could expect any given Dwarf to know. Shouting while underwater isn't really that effective.
 
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I would think pointing out which compartments are sealed currently, occupation unknown, would allow for further rescues via Dwarf Engineering than risking exhausted casting.
 
Considering Mathilde got 3-400 out out of 600 odd total and that at least some of those 600 would be flat out dead because their compartments got flooded I think we can just take this as a win and call it a day?
 
That went better, much better, than I expected.

As for what to do now? Tracking bandits is tempting, but with Mathilde magically exhausted too risky imho.

Attempting to rescue more of the dwarfs, even more so. Mathilde has a not an insignificant chance of outright dying, which holy shit, I didn't even consider as an option with the winning vote.

Looking out for greenskins is a risk-averse, but still useful, so I would likely vote for that.
 
Even unrealistic expectations have been shattered, this was thought to be a near writeoff, we saved the vast majority of the Dwarfs who didn't die outright in the sinking, including the critical VIP.

Mathilde's not in any shape to potentially roll into trouble, if she has to investigate, we should investigate the shore for clues--because again, the Bandits smack of being a red herring.

And you want to know why?

Because they didn't fucking take anything.

The attacked a vastly superior target and fucked off. They didn't even attack with a lot of force, so much as it was a musket barrage after a gigantic explosion.

No, any clues to be found will be on the shore, figuring out how this happened, because no way those Bandits know more than "We were told to come here and fire shots after a big boom" If they do know more, I almost guarantee you its evidence aimed to point us at a target that isn't involved. The whole point of cut-out patsies is to do a thing without it being led back to the one involved.

Our answers will be determining how this happened, and that's stage two. The bandits I almost guarantee you are a red herring.
Yes, the "bandits" are important only so far as we can determine who they work for.
Leaning towards scouring the banks, we're too tired to get into fights.
 
It's a shame that Mathilde's robes don't help with magical tiredness.

I wonder if magical stamina is something that gets better with practice - even if it's not the kind of thing we would do deliberately.
 
That turned out a couple of orders of magnitude better than my top expectations. Pretty excellent with some clutch rolls.

I'd say either greenskins or bandit tracking seem the way to go now.
 
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