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I'm surprised people want to scour the banks immediately.

The riverbanks will keep, while the bandits are getting further away by the minute. Also, the Dwarves are perfectly able to do the scouring, while we've got a better chance of catching the attackers.
My thinking is threefold:
  • We already spent several hours doing S&R, and we're very magically tired. Pursuing a trail six to eight hours cold, alone, in the dark, after an effort like that, through hostile territory, doesn't seem smart.
  • The physical evidence of "what caused the explosion" is much more likely to indicate our ultimate villain here than the actual folks who fired muskets from the shore.
  • If grobi come before Barak Varr does, we represent a significant portion of the fighting strength here. I would like to be in support range in case the fecal matter impacts the oscillatory cooling unit.
Now I wish we had taken the action to control our fire flickering arcane mark. If we could detect flames or make flames go out with our presence this would be easy.
There is no Flicker control action; we have one for our other two Marks, but not for that one.
 
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Actually, apart from tiredness, could Mathilde use Smoke and Mirrors to teleport into the locked rooms? Basing it on Universal Confusion so we can make it safer to cast with her staff?
Isn't it line of sight?
Now I wish we had taken the action to control our fire flickering arcane mark. If we could detect flames or make flames go out with our presence this would be easy.
That action turns them into less of a pain, it doesn't give us extra masteries -- (if a different ruling hasn't come up in several thousand pages, I guess).
 
Hmm, apart from crafting exactly what spell we need right now (ex: Ulgu Radar*), or figuring out a way to Magesight dwarves (they're magic resistant) through solid matter, I can't really think of a way about this. A massively upscaled Sound is my best go, but it seems like it would have issues.

*In this case we would try to 'ping' for anything magic-resistant.

e: Could also try a massively upscaled Forge, to heat up the whole ship, but that also has it's own, rather obvious issues.
 
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@BoneyM I know that you are against generic one use items in a quest format, but if we ignore the idea of anyone bit NPCs commissioning and using them, how much easier/cheaper are one use enchanted items compared to the reusable ones we can buy for College Favor?
In other words, would a Wizard-made bomb trigger be a feasible thing for a mission of medium importance by a Marienburger or Imperial agent?
We created a bunch of one-use horns when we were a fresh Magister.
 
Anyway, how long did the rescue mission take? I'm between hunting the bandits and playing detective, but my vote depends on the answer to that.

About two hours.

Damn morons. Every Dwarf mines, meaning every Dwarf might be caved in. Not teaching at least some basics to the wider populace should be considered a crime against Gazul.

The theory is that babby miners are supposed to be kept out of the danger zones, so shouldn't need it.

@BoneyM I know that you are against generic one use items in a quest format, but if we ignore the idea of anyone bit NPCs commissioning and using them, how much easier/cheaper are one use enchanted items compared to the reusable ones we can buy for College Favor?
In other words, would a Wizard-made bomb trigger be a feasible thing for a mission of medium importance by a Marienburger or Imperial agent?

As a general rule of thumb, a non-permanent enchantment takes as many weeks as a permanent one takes months.

I assume that the Miners and Engineers Guild have a copyright on their specific morse code, right? Developing a completely new one that has nothing (as far as the inventor knows) in common with the secret one other than that it uses knocks on hard surfaces shouldn't be a problem, right? No more than using magically infused letters is an affront to the Runesmiths at least.

Right.

Could a Gold Wizard's MMAPP go through it? Could we commission a Chamon item that projects the words "I'm here to save you, turn off the lights" through metal surfaces?

Yes. The Gold spell Inscription might also work in the same circumstances.

Well we do have an extra power-stone that we did not use in the robes, since we had two. Would burning that give us enough power to work with?

It could be expended to supercharge a single spell.
 
Johann would be excellent in SAR operation: Has excellent mage sight, Doesn't breathe, and doesn't tire.
Only problem is he probably can't write Khazalid :(

And I don't think either of them know that inscription thing.
 
Has it been ruled about the possibility of casting something on one side of the metal and have an effect seen on the other side?
A Gold Wizard could, other Wizards need enough raw power to overcome the natural Chamon of the metal, and there's no ambient Ulgu inside the ship.
Huh, so we could potentially bring a Gold Wizard (or other Wizard) with us using Substance of Shadow, and have them do stuff. ... None of the other Wizards are here, for obvious reasons, so this isn't even useful yet.
@BoneyM we can teleport into gasses just fine but what about liquids?
It's inadvisable. Gas is compressible, liquid isn't.
Oh, right, we also have the ability to teleport, with Smoke and Mirrors. And we'd be teleporting into gasses rather than liquids.

...

Unfortunately, this would also be TOTALLY BLIND teleporting, because we'd have no idea what was on the other side of the sealed door... So. Uh. Yeah. Yikes. That's a nope, I think. If only we had some way of seeing what was on the other side of the door. (But then, if we had a means of doing that, we wouldn't be having as much of a problem as this!) Smoke and Mirrors does allow for 'swapping places with a friendly target' (in the armybook anyway) buuut... Uh, that's inadvisable here. Even if it extends to inanimate objects, that's still probably not going to help with doing a blind swap.

... Also, I just checked our spellbook threadmark again and noticed the "Range is limited to line of sight and about a hundred yards or so" line, so that's that idea dead in a ditch. Nevermind.


Well, at least Mathilde will still be useful when the rescue crews get here -- she'll be able to project a map of where things are, tell people what doors are still sealed or not, and can physically go into the ship and scout around or secure any line or anchor or mechanism that they'd want her to do.
 
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