Voted best in category in the Users' Choice awards.
Fun fact: we've literally never used our marksdwarf pistol in an action scene. Go and check. We only ever use our revolvers.
Huh, yeah, we actually used a revolver when we assassinated the Crooked Moon boss in the Hall of the Moon. But, thing is, if we'd had our marksdwarf pistol then we'd absolutely have used it for that. I don't think we've ultimately run a lot of assassination ops since we picked the pistol up. But I don't think that's because they won't be likely to be a part of the quest again, and a silenced assassination gun would be darn handy to have then. For instance, we'll very, very likely have some scenes like that when we go and intern with the Shadow Warriors, seeing as how that's their whole schtick. And seeing as how Druchii, being elves, are going to be a LOT more likely to accurately track where the sound of a firing pistol came from than greenskins were, having a silenced ranged weapon seems like it will quite possibly be very handy indeed.
And the issue is that our personal kit is very slot-limited
True, but also really not relevant to the question of whether we should enchant our marksdwarf pistol since it's already in one of our slots (it's sharing the ranged slot with our revolvers as part of a brace of pistols).

To be clear, I don't hate the idea of enchanting something for the Hochlander. But I don't think we've ever sent him on an assassination mission as such, nor is that something that naturally suggests itself as part of his normal duties. And "silenced sniper rifle" is very much optimized for assassination, even if you theoretically could use it for hunting or something too. To the point where we might have to answer some hard questions if we made such a thing and it fell into the wrong hands.

If we want to make something for him with Windherder as a baby-enchantment milk run, how about, I dunno, a combo of Shadowcloak and The Wilds Undisturbed on an item. Boosts his stealth with Shadowcloak and since The Wilds Undisturbed is described as "you and several touched creatures can move freely through wilderness and leave no trail" it either lets him or him and a few buddies do that, thereby at least freeing him from having to pay attention to and spend time on covering his trail and moving through wilderness terrain, and potentially letting him extend that to a few allies. Very applicable to his skillset, relatively unchallenging to make since it's a Relatively Simple and a Moderately Complicated spell, and much easier to explain why it seemed like a good idea to make that if the worst happens and it wound up in someone else's hands.
 
...I'm reasonably certain that they in fact have? Can you provide a counterexample?
Fair as it goes. I did mean more in terms of "five actions and then we start thinking about maybe rolling for results with a very high threshold", not "five actions and you're done", but I didn't make that clear. I will admit it was not the best-crafted sentence and this quest is certainly rather better than others in this regard.
 
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True, but also really not relevant to the question of whether we should enchant our marksdwarf pistol since it's already in one of our slots (it's sharing the ranged slot with our revolvers as part of a brace of pistols).
No, in fact. "Slots" is a limitation on magical items. Mundane items don't interact with slots. If/when we eventually fill our ranged slot, it will either be our marksdwarf pistol or our set of revolvers, not both (though we can use our marksdwarf pistol as a "wand that casts bullet" in Activated if we want).
To streamline the existing de facto system of metaphysical limitations, I've codified a hard limit of how many enchantments Mathilde can carry upon her person.

Melee Weapon: Branulhune
Ranged Weapon:
Staff/Banner: Staff of Mistery
Protective: Robes of Aethyric Armour
Healing: Seed of Regrowth
Talisman: Belt of the Unshackled Mountain
Social: Ranald's Coin
Activated 1: Candle of Cleansing Radiance
Activated 2: Grounding Rod
Activated 3: Dragonflask

- The Weapon slots can each be filled with a matched pair of weapons, such as dual pistols or a sword and dagger. They must be intended to be used together.
- Any item that directly makes Mathilde more able to take a hit must be in Protective; something that protects her less directly can be in Protective or Talisman.
- No healing effects outside of the Healing slot.
- Activated refers to items that do not have a constant effect. These can include single-shot ranged weapons as these would be effectively identical to wands or rings enchanted with similar effects. These cannot automatically detect when they should be used. They need to be manually activated in some way.
You can have one ranged weapon (with a brace counting as one) and three Activated slots, which can be filled by guns as sort of 'a wand that casts bullet' for things not intended to be Mathilde's primary armament.
If we want to make something for him with Windherder as a baby-enchantment milk run, how about, I dunno, a combo of Shadowcloak and The Wilds Undisturbed on an item. Boosts his stealth with Shadowcloak and since The Wilds Undisturbed is described as "you and several touched creatures can move freely through wilderness and leave no trail" it either lets him or him and a few buddies do that, thereby at least freeing him from having to pay attention to and spend time on covering his trail and moving through wilderness terrain, and potentially letting him extend that to a few allies. Very applicable to his skillset, relatively unchallenging to make since it's a Relatively Simple and a Moderately Complicated spell, and much easier to explain why it seemed like a good idea to make that if the worst happens and it wound up in someone else's hands.
And none of that matters, because I love this idea. Yeah, if we want a Windherder milk run, this is the way to do it: baby spells and much more applicable.
 
I'm imagining the Contested Allegiances negaverse and their reaction to being made a guinea pig for an experimental method for multi-wind enchantment.
 
Why are we so insistent on gifting stuff to the Hochlander? Think about it this way - we're paying him and he needs to do his job. He'd buy his own pistol if he felt he needed one. That's how it'd work if we were him. And giving him some enchanted dwarven pistol seems pretty impractical and conspicuous considering he needs to go undercover and be discreet and the like quite often and unlike us, I'm pretty sure he can't cast all those spells we use/used to let us sneak around in a bunch of places no matter how technically conspicuous we actually looked.
 
Why are we so insistent on gifting stuff to the Hochlander? Think about it this way - we're paying him and he needs to do his job. He'd buy his own pistol if he felt he needed one. That's how it'd work if we were him. And giving him some enchanted dwarven pistol seems pretty impractical and conspicuous considering he needs to go undercover and be discreet and the like quite often and unlike us, I'm pretty sure he can't cast all those spells we use/used to let us sneak around in a bunch of places no matter how technically conspicuous we actually looked.
Couldn't he just, you know, hide the pistol? That'd work whether or not the pistol was enchanted or not, right? Plus, the Hochlander is an investment, the guy costs us favor to employ. The least we could do is ensure that he doesn't bite it while infiltrating a cult or something on Mathilde's behalf. Especially since that happening means having to employ a replacement spymaster, which means having to check that they can take over for the Hochlander smoothly so the spy wheels keep turning at 100%.

Plus, people aren't insisting on giving just stuff to the guy, they want to give him windherded stuff, because finding someone we can give that stuff to is hard thanks to a lot of conditions needed to be satisfied. Can't be just some random someone, as per the recent discussion with Mandred's guards. Can't be someone with access to similar or better stuff, either by commissioning it (Belegar, the Emperor) or by making it (Kragg, the wizards). Visibility is needed too, since the thread would likely want to see the recipient use the windherded stuff, for purposes of feeling good about the gift and getting feedback as to how well it works. We could probably give one to Anton, since he's one of Matty's friends, but we don't interact with him all that often so we wouldn't see the things in action very often either. Plus, he lives a mostly peaceful life, so the more exciting items won't really find a good home with him, and those are the items people want to make.

The Hochlander satisfies all the conditions: he's a named character who, being a Perpetual, can't just buy or make items on the level of windherded stuff. Mathilde interacts with him often, on a per turn basis in fact, and he's got dangerous jobs on his plate that would benefit from items with exciting effects. There are likely others, but he's an obvious choice, especially since we also haven't interacted with him that much.
 
Or Mathilde could just take an action to investigate Windherding enchantments without trying to shoehorn it as a gift.

Given that the Waystones are enchanted items that channel multiple Winds that investigation is fully consistent with her chosen role.
 
Or Mathilde could just take an action to investigate Windherding enchantments without trying to shoehorn it as a gift.

Given that the Waystones are enchanted items that channel multiple Winds that investigation is fully consistent with her chosen role.
And hey, maybe we could call in our good ol' pal von Horstmann to help us! :V
 
To be clear, I don't hate the idea of enchanting something for the Hochlander. But I don't think we've ever sent him on an assassination mission as such, nor is that something that naturally suggests itself as part of his normal duties. And "silenced sniper rifle" is very much optimized for assassination, even if you theoretically could use it for hunting or something too. To the point where we might have to answer some hard questions if we made such a thing and it fell into the wrong hands.
I would like to note that a suppressed gun is just an all around convenience thing. It saves you a lot of hearing damage and tinnitus, and aside from a kind of negligible amount of bulk and weight, there's no drawback at all since they actually improve muzzle velocity in real life.

A magical silencing enchantment? That's even more convenient, and possible practical applications aside, it's just a really nice thing to have in the same way that Mathilde probably appreciates not needing to carry a bulky (and heavy) sword on her hip or back at all times.
 
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