So I would like to make some requests:
1) We should put in as much Odr as possible into reforging Wanderlust, up to 8 on the Crafting roll (Sten rolls 25d6, or an average of 8 failures) and up to 4 on the Rune roll (we roll 12d6, or an average of 4 failures). It's expensive, but he did save our children. A little bit of Odr to get the best possible sword for him is a small price compared to that.
Sure, it's 8 failures but it also averages better than 16 successes even including those plus another 15 from his tools for a total of more than 31 successes on average. Sten does not need the help to make something at least as good as Sagaseeker, and we cannot really afford the Orthstirr for what, in most ways, amounts to a 1d6 bonus to Stigr's combat pool (I mean, what if we need that 7 Odr to save the children later, or hell, to save Stigr himself). He's getting an amazing weapon either way, and the Rune is very nice as well.
Like, our personal contribution is waking it up (giving it an orthstirr pool) and the runework, which is no small thing.
2) I would lower the lower bound for this to 6 pockets. Orthsirr is important for getting Odr.
We'd need to roll more than 20 successes to even hit that limit, and we likely do want at least a few pockets on top of those we use for Frenzy. 12 may be a little high, but I wouldn't go less than 9 at a minimum, and even the 12 is pretty unlikely for us to reach in this roll.
I'll drop it to 10, but no lower. EDIT: And dropped to 10.
3) Also, I can't tell, but we *are* putting enough dice for steady rank-ups everywhere, right? Especially Chop, Pierce, Recall, Tactics and Strategy.
We're continuing to work on Chop and starting Recall, but the others are being delayed a bit to get our Orthstirr freed up. We'll be starting Pierce, Tactics, and a bunch of other combat skills next turn, though. Not Strategy because from what's been said fighting every man Horra has still wouldn't be a big enough battle for Strategy to apply to rather than Tactics. We do want it eventually, but it's less urgent.
4) And the Alarm thing, please. If our house had an Alarm going into this we wouldn't have been nearly as screwed.
This is runework and thus something we work on OOC once Imperial Fister gives us the puzzle. Research dice can't be used for this.
Also, it wouldn't have changed much on this one, they probably only would've set off the alarm when they broke through the floor, and that wouldn't have actually materially altered the situation. Also, it's, like something a sentry wears so it might need a person to set it off, rather than being an automatic thing.
Ugh. Even if it's good for us, I always hate it when qms come out and tell people the optimal path. Especially in a game like this where we inherit into another character when we die. Like, Halla, in a fit of rage telling all her close companions and drawing the enemy's ire and eventually being brought down by it would be a *fantastic* narrative, and then we'd end up one of her kids swearing bloody vengeance on the Enemy and we'd know more than we do now about what is going on. It might not be optimal from a min maxing perspective and it would certainly disrupt things, but it would be interesting as hell and I'm really disappointed that narrative beat got disrupted by the qm coming out and warning people off with ooc knowledge.
For me, the thing here is a large part of the reason we were contemplating doing that was us misinterpreting some OOC discussions with the QM, so even leaving aside the 'quest end' thing Imperial Fister brings up, him saying 'Uh...that's not what I meant guys.' about stuff he said OOC is pretty reasonable and basically what happened here, IMO.
Like, if we make a mistake purely about something said or done IC that should probably be handled IC, but if we instead are making a mistake due to thread discussion stuff getting misinterpreted that's definitely when an OOC correction is warranted.