Voted best in category in the Users' Choice awards.
As far as I can tell we get arcane marks related to spells we've been spamming first. The flame one happened with Burning Shadows, the spoopy shadow happened with Dread Aspect.
The Arcane Marks look pretty random to me. Flicker being tied to Burning Shadows is reasonable if you squint, but Dread Aspect isn't tied to shadows in any significant way; it's part of the mind-affecting range of Ulgu, not the shadow manipulation parts. It's reasonable to think that we're just rolling on the chart. If the marks seem to match our spells in flavor, well, that's because they all match the Grey Wind's flavor anyway so of course there are thematic similarities.

The moving shadow mark is arguably the worst on the list, exceeded only by having people need to make checks in order to recognize you (which is socially crippling rather than socially impairing). The Mark doesn't have a statistical effect here, just a narrative one, but if the magnitude of it carries through it should be understood that a penalty that size in WFRP is of staggering significance; with Mathilde's modest social chops (Diplomacy 10) it's likely that a -10% penalty is a third or more of her Fellowship stat. I'm pretty worried about that because losing a third of your stat through pure suspicion, fear, and creepiness is really bad.

Fortunately Mathilde can use her social buff spell every time that she ever has a conversation with anyone in order to make up the difference, but that's still a rather ugly circumstance for her.

-Gunpowder - Feasible. We don't actually HAVE anything that uses industrial amounts of dakka. A couple of barrels meets the consumption.
We do have 2,000 thunderers and 40 cannon on the dwarven army listings. I don't know what you'd consider "industrial amounts", but that seems like quite a bit to me, even if not overwhelmingly so.

I'm no expert on the topic, but my understanding is that each time they fire cannon use about a third the weight of the cannonball in gunpowder and small arms with high-quality gunpowder use about half the weight of the bullet (with lower-quality powder using more, up to matching the bullet's weight). If we're consistently seeing battle the weight of two thousand bullets and forty cannonballs every time they fire adds up pretty quickly. Considering the size of those larger gyrocopters I wouldn't be surprised if we'd need one to make a fully-loaded trip spent carrying nothing but gunpowder for every gunpowder weapon in the army to fire once.

Still, that's achievable. Not ideal, but we could manage it based on imports if we have to, I think.

-We can airlift in more wizards and/or spell literature for the siege phase for us and the journeymanlings. Mostly the journeymanlings, we would find it hard to pay for the books from here, their masters pay for it.
If we can import gold, we can export it, too, and Mathilde is still carrying around 256 gold on her character sheet. That should be more than enough to cover most studies. Based upon past GM comment it would cost about 50-100g in order to take a class at the College by paying cash rather than favors, and we know that expanding our personal library toward a new topic is 50g, so we're probably looking at something like that price range to import relevant texts on a per-spell basis (or per-research-project if we need to order other supporting literature). Well within our budget, though not cheap. There are some restrictions on the spells they'd be willing to ship materials for abroad, likely, but anything which we could have gotten as a journeyman we should be able to get now... once we get into turns with durations long enough that thinking about ordering things is at all reasonable, at least.

Of course, if the dwarves actually start paying us out of whatever treasure/artifacts are recovered at some point, then we'll probably be rich enough to order books from the Colleges all the time without even worrying about price.
 
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-Water - Sourced locally. Probably have wells still extant
On the subject of water - and food in general, but especially water - we need to look into securing our supplies against sabotage.

Because poison and plague aren't exactly unknown weapons when it comes to skaven, and whatever we use for a water supply will be an excellent means of deploying them.
 
2) Terror. Terror is like Fear but better. You are such a dangerous dude that you force enemies to check LD when you are charging them. If they fail, they run. If they are not fast enough and are overtaken, they are wiped out. No ifs, no buts, charging Mathilde on shadowsteed can kill enemies by the dozen.
This is appropriately terrifying. Sounds as if in WFB terms, mechanically, rather than deal with all that tedious attack-wound-CR business, we'd be best off just Shadowsteeding up and charging unit after unit (from within 6-8").
I'm just saying... that problem would resolve itself pretty quickly in the belly of a giant spider or whatever.
Or the curious, almost loving embrace of animated, strangling terror-shadow-tentacles. Whichever. ;)

(Thread votes for
[] Volunteer to hunt down those deserters personally and either bring them back or make them pay.)
On the subject of water - and food in general, but especially water - we need to look into securing our supplies against sabotage.

Because poison and plague aren't exactly unknown weapons when it comes to skaven, and whatever we use for a water supply will be an excellent means of deploying them.
Maybe Kragg knows a Rune of Purification or similar...?

Ulthar and some of his Rangers are in the third wave, and they begin organizing for a foray into the depths of the keep, but he gives you a single, satisfied nod.
Ulthar for one is going to be sad to see us go, whenever it happens. We've been making his job much easier.

Based upon past GM comment it would cost about 50-100g in order to take a class at the College by paying cash rather than favors, and we know that expanding our personal library toward a new topic is 50g, so we're probably looking at something like that price range to import relevant texts on a per-spell basis (or per-research-project if we need to order other supporting literature). Well within our budget, though not cheap.
A much longer and far more dangerous supply line than the regular Altdorf-Wurtbad postal run. I'm not at all convinced they'd be willing to ship across the Badlands and Death Pass.
 
A much longer and far more dangerous supply line than the regular Altdorf-Wurtbad postal run. I'm not at all convinced they'd be willing to ship across the Badlands and Death Pass.
I think most of the cost is due the transcribing. They don't need to ship it to K8P from Altdorf. They need to ship it to Zhulfbar, at which point it comes in with supply drops from the various Karaks, preferably by helicopter.
 
I think everyone is worrying a bit much about the mercenaries running of before the fight is done. Belagar is a dwarf with out a hold, he has worked with mercenaries and even been one probably to help raise the money needed for the campaign. He would have made sure that the human mercenaries hired are of the kind that will not run from a fight even if they might need to be watched some times. Plus no small group is going to be dumb enough to try and go back the way we came by themselves considering what they could run in to.
 
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Adhoc vote count started by Night_stalker on Apr 22, 2018 at 11:10 PM, finished with 17700 posts and 57 votes.
 
@BoneyM how about a spell that relies on our Unnatural Shadow mark to improve on the Shadow Steed spell, creating a new spell that gives us a Monstrous mount (making us Monstrous Cavalry)?

Advantages: Powerful mount that can actually attack, lots of movement, Monstrous rules shut down certain avenues of attack
Disadvantages: Stupidity (Sometimes our Shadow just does it's own thing...), Can't be used on allies like Steed of Shadows, Means we're not going to be able to hide in a unit

I'm thinking it would be either Fiendishly Complex or Battle magic.
 
OK, here's the issues with aerial resupply, in order:

1. We need a lot of supplies coming in, daily. And I mean a LOT.

I'm just gonna stop you here and point out that we'd have the exact same needs wherever we end up. Supplies can come by ground and air to any of the potential bases, and any of those routes can be interdicted.

The Citadel is more secure, but that doesn't actually add any protection to our supply lines. The Gate has an advantage here in that supply by air has specific infrastructure set up to make it easier - landing platforms, copter bays, loading/unloading support, defences for nearby airspace, etc.

It's not perfect, but the Gates are better in that sense.
 
I'm just gonna stop you here and point out that we'd have the exact same needs wherever we end up. Supplies can come by ground and air to any of the potential bases, and any of those routes can be interdicted.

The Citadel is more secure, but that doesn't actually add any protection to our supply lines. The Gate has an advantage here in that supply by air has specific infrastructure set up to make it easier - landing platforms, copter bays, loading/unloading support, defences for nearby airspace, etc.

It's not perfect, but the Gates are better in that sense.
That, and it's closer to the Eastern Gate, meaning shorter, less imperiled supply lines.
 
I think everyone is worrying a bit much about the mercenaries running of before the fight is done. Belagar is a dwarf with out a hold, he has worked with mercenaries and even been one probably to help raise the money needed for the campaign. He would have made sure that the human mercenaries hired are of the kind that will not run from a fight even if they might need to be watched some times. Plus no small group is going to be dumb enough to try and go back the way we came by themselves considering what they could run in to.

Actually if he knows mercenaries, desertions are already factored in. Everyone knows umgi are unreliable anyway.

You don't keep adventurer mercenaries from buggering off even in ideal circumstances, barring a company of renown
 
If we are able to establish and secure a base, would it not be possible to set up a niter factory using the waste of the Expedition, then use that niter to make locally sourced gunpowder? If the leadership is not worried about creating a massive stockpile, some of that niter can be funnelled off to use as fertilizer.
 
If we are able to establish and secure a base, would it not be possible to set up a niter factory using the waste of the Expedition, then use that niter to make locally sourced gunpowder? If the leadership is not worried about creating a massive stockpile, some of that niter can be funnelled off to use as fertilizer.
That depends entirely on how long this reclamation effort is expected to last and if our supply lines are expected to be torn to shreds. Even then, it would still be dangerous to have an entire factory devoted to making a chemical that can explode when we are dealing with Skaven. It would be a prime target for sabotage.

Honestly, I think that if we do take the armory, there will probably be enough gunpowder stores in there to last us for quite a while.
 
That depends entirely on how long this reclamation effort is expected to last and if our supply lines are expected to be torn to shreds. Even then, it would still be dangerous to have an entire factory devoted to making a chemical that can explode when we are dealing with Skaven. It would be a prime target for sabotage.

Honestly, I think that if we do take the armory, there will probably be enough gunpowder stores in there to last us for quite a while.
Gunpowder doesn't keep.
 
So if we get anymore marks I hope it is some of the ones that make intimidation easier like mantle of mists and the eys one. Then by their powers combined we can frighten whole swathes of rats to death and if a rat gets the courage to stand up to us our shadow can rip it in half.
 
The point I am making is that they would have no safe way to go if they decided to take what they have been payed so far and anything they could steal and run. A small group would be mince meat in the badlands.
 
@BoneyM how about a spell that relies on our Unnatural Shadow mark to improve on the Shadow Steed spell, creating a new spell that gives us a Monstrous mount (making us Monstrous Cavalry)?

Advantages: Powerful mount that can actually attack, lots of movement, Monstrous rules shut down certain avenues of attack
Disadvantages: Stupidity (Sometimes our Shadow just does it's own thing...), Can't be used on allies like Steed of Shadows, Means we're not going to be able to hide in a unit

I'm thinking it would be either Fiendishly Complex or Battle magic.

Definitely Battle Magic, but it would be possible.
 
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