[X] Plan And Now The Manor but Lucky
-[X] The Manor (High Danger (100% chance a Knight is there. 30% chance a second Knight is there)) (High Loot) (++++Heat)
-[X] Get to know/spend time with the other felagi
--[X] Folkmarr Manetaker, the Jarl in charge of the felag
--[X] Convince him to make sure nobody challenges any Knights to single combat
-[X] Get to know/spend time with the other felagi
--[X] Stigmar Kersson, Stigandr's brother
-[X] Recite poetry to the felag (Hugr (Wordplay))
Training:
-[X] Train Sidestep 1d6
-[X] Train Magnify-Sight Trick 1d6
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks (Write in)
--[X] Train Kindle-Spinner 4d6 (2d6)
--[X] Train Campfire 4d6 (2d6)
-[X] (Training) Hamr (30 successes to rank up)
--[X] Train Hamr itself
--[X] Train Farmwork 1d6
--[X] Train Labor 1d6
-[X] (Training) Hugr (31 successes to rank up)
--[X] Train Management 1d6
--[X] Train Teaching Skill-Trick 1d6
Orthstirr:
-[X] (Orthstirr Usage)
--[X] 5 Hamr
---[X] 4 Chop, 4 Defend, 4 Dodge, 4 Glima, 3 Bash, 3 Pierce, 3 Throw, 2 Labor, 3 Overland (30 total)
--[X] 6 Hugr
---[X] 3 Composure, 3 Scouting, 3 Silver-Tongue, 3 Strategy, 3 Tactics, 4 Wordplay, 3 Wildcraft (22 total)
--[X] 4 Fylgja
--[X] 1 First Impression
--[X] 49 free for tricks
Modified the plan I liked, training wise it make no sense to put 1 dice into a doubled training area since you dont actually get the benefits of 1 dice training. Otherwise swapped sailing for teaching, we agreed to teach Abjorn how to use his muna and gaining this skill likely gives him and our children more training dice which is poggers. ... Also snuck a Hamr dice in cause i want Hamr 7 sooner rather than later
Edit: forgot to mention that im keyword Lucky so we will get only 1 knight with my plan