I just don't like taking a risk on Hamingja or spending a lot of Odr on pushover enemies.

We're only spending 2 Odr at this point and, to be clear, we're probably spending that either way. I certainly intend to use boulders on the Troll-Men regardless of whether we do it now or later. Our improved time scale from going back isn't so improved we can turn down killing, like 800 of them in two actions.

The Hamingja risk remains real (though probably manageable), but at this point both plans will probably result in the same Odr expenditure.
 
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[X] Attack now, with the element of surprise!
-[X] Halla moves in first and sets up to flank from above, when in position, the main party baits out the Troll Men, when they all bunch up to attack the main party, bombard them with the Bomb Boulders and then go to town with Explosive Charms and Kindle Spinners. CONVERT SHAPESHIFT: Convert Dense Muscles to Thick Skin , advise Eric and Stigmar to also strengthen their defenses so we can focus on the offense, Remove our mail and store it in our Owl because it's just going to get fucked up for nothing here if we take hits. Give the frontline a helping of our Fireproof Oil so we can risk going danger-close without hurting them over much. (Total of 3 expended), also, eat a Hearthroot Berry to increase our killing power (Last one for the year eaten)

[X] Plan: Artillery is King of the Battlefield
-[X] 2 4x Honed Chuck Tricks with the Bomb Boulders empowered with Odr (1d6 + 4d6 (Hone) +1d6 (Skyfire)+ 4 (Frenzy), 9 Orthstirr + 1 Odr each (Orthstirr paid with Sagaseeker's pool), When all explosives are expended, use all remaining dice on 2-fold Kindle-Spinners (A total of 58 sets of two Kindle-Spinners, 1d6 + 6d6 (Ignition), + 1d6 (Skyfire), 4 Orthstirr each (Total cost of 232 Orthstirr).
-[X] Use Halting-Vortex on any Troll-Men who look like they might actually be able to hurt us through our DR (4 Orthstirr each), otherwise, ignore them, they can't hurt us!
-[X] Ember-Winged Cloak as required to get into position and otherwise maximize our kill-per-attack ratio. (6 Orthstirr each)
-[X] Gabriel, Eric, and Stigmar serve as the frontline, as they're tough enough to be mostly immune to the Troll-Men's attacks between Shapeshifts and Armor, Halla flanks from above and bombards the depth of the tide when they all clump up to attack the frontline with her explosives first, as Odr should amplify their effects dramatically, the cave has been described as big enough that the blasts shouldn't significantly disrupt its integrity, especially when it has to explode through the tide of Troll-Men first! When we run out of bombs, shift to Kindle-Spinner strafing runs until they die or the Round ticks over. Tap Aspects as required to sustain, though chances are good they'll all be dead before we run out of gas. Try to avoid catching our allies in the crossfire if possible, but with them tanked up and with Hearthroot Oil as defenses, they'll likely be okay for all but direct flamethrower hits.

Ah, my bad about the double post.
 
[X] Attack now, with the element of surprise!
-[X] Halla moves in first and sets up to flank from above, when in position, the main party baits out the Troll Men, when they all bunch up to attack the main party, bombard them with the Bomb Boulders and then go to town with Explosive Charms and Kindle Spinners. CONVERT SHAPESHIFT: Convert Dense Muscles to Thick Skin , advise Eric and Stigmar to also strengthen their defenses so we can focus on the offense, Remove our mail and store it in our Owl because it's just going to get fucked up for nothing here if we take hits. Give the frontline a helping of our Fireproof Oil so we can risk going danger-close without hurting them over much. (Total of 3 expended), also, eat a Hearthroot Berry to increase our killing power (Last one for the year eaten)
[X] Plan: Artillery is King of the Battlefield
 
Reversed rolls start happening quickly, after a small handful of hours. Actual reduction is on a larger timescale. Still starts before the day is out, though, at a rate of about 1 hamingja a day spent underground.

Ah, thanks for clarifying! I was a bit confused, especially because permanent stat loss is like, quite scary to contemplate.

As a follow-up question, and apologies if this was already asked, could we send our Flygia down the route we've already came (which is presumably clear) to get Abjorn, Tryggr and Trausti?
 
Ah, thanks for clarifying! I was a bit confused, especially because permanent stat loss is like, quite scary to contemplate.

As a follow-up question, and apologies if this was already asked, could we send our Flygia down the route we've already came (which is presumably clear) to get Abjorn, Tryggr and Trausti?

Still takes a round when we've only got two before our rolls invert. We ideally want to clean them up and get any loot rolls out of the way before our Luck inverts, because we can probably get back topside with a guide since having the guide means that we apparently don't need to roll Hamingja just to travel down here, as long as we're not actively going through hostile territory.

But there's no serious risk of losing actual points apparently, since we need more time down here before that becomes a risk.
 
As a follow-up question, and apologies if this was already asked, could we send our Flygia down the route we've already came (which is presumably clear) to get Abjorn, Tryggr and Trausti?

Basically what Alectai said. We could do this, but we need to either get out or start fighting now and odds are good the fighting would be over before they got here. Additionally, they'd have real trouble fighting in the tunnels since they are too tall to stand up, so having them go through said tunnels alone seems like a not-great idea.
 
@Imperial Fister is the hamingja loss something we could fix with runes, shapeshifting, seidr or other means? Because I don't know how we can help the Ducklings with their fight if we can't even spend a full day underground.

Huh... that's a good point. I believe it was said that the liquid sunlight can alleviate some of the symptoms if we pour some of it on ourselves, but given the (apparent) rarity of liquid sunlight, it would be a shame if that was the only way to stay underground for extended periods of time.
 
Troll-Men would be straight up invincible if people couldn't even hunt them down without their Luck going sour.
As has been said many a time, it's not the troll-men that you have to worry about, it's everything else
But we were never gonna kill 100% of the Troll-Men under the Hading, which means a repeat is always possible. The idea is to cull them and get their numbers down so there isn't a giant cluster right under us.
Heck, the Meinvaldfjord will sometimes spontaneously generate more troll-men, just because it feels like it.
As a follow-up question, and apologies if this was already asked, could we send our Flygia down the route we've already came (which is presumably clear) to get Abjorn, Tryggr and Trausti?
You absolutely can
@Imperial Fister is the hamingja loss something we could fix with runes, shapeshifting, seidr or other means? Because I don't know how we can help the Ducklings with their fight if we can't even spend a full day underground.
You'll have to find out, I suppose. There are ways, plural. I can tell you that much.
But there's no serious risk of losing actual points apparently, since we need more time down here before that becomes a risk.
You made the right choices and rolled well. Otherwise, you could very well have spent a day or longer down there!
 
Huh... that's a good point. I believe it was said that the liquid sunlight can alleviate some of the symptoms if we pour some of it on ourselves, but given the (apparent) rarity of liquid sunlight, it would be a shame if that was the only way to stay underground for extended periods of time.

We can probably also double our duration underground by just leaving our fylgja to chill in the sun (doubling is speculative, but seems likely since one of us is below ground and one of us is above). It's not a solution, but it's a way to extend our duration. Add in some experimental rune-work and I bet we can manage something sufficient for a single raid on the Lurkalings.
 
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You'll have to find out, I suppose. There are ways, plural. I can tell you that much.

This feels like a question for the Seeress or the dwarves.

'Hey, Blackhand? Do you know of any way a Norseman can extend how long they can stay underground before it begins to affect them?'

We can probably also double our duration underground by just leaving our fylgja to chill in the sun. It's not a solution, but it's a way to extend our duration. Add in some experimental rune-work and I bet we can manage something sufficient.

That's true. Not ideal, but it sounds like it'd work. Would still prefer a more permanent/longer-lasting option, but I'll work with what we have.

I'm still surprised how versatile runes can be, to be honest. It feels like they can do anything - I know that they realistically can't, due to power issues (like, I imagine you can't just craft a giant nuke that'd kill everything in a kingdom's radius, because not even odr can probably power that - at least, not our odr) but I still find it crazy how much they can do.
 
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I imagine the Dwarves have ways to invite guests down, but yeah. It's nasty, something we'll need to figure out since the Enemy seems to like hiding down there.
 
Looks like my question was burried again...
@ Imperial Fister do we know where we are, relative to our farm and whats on above the trollman nest or in it's general direction? Also, you mentioned multiple piles.... How are they situated, in the cave?
I know, we do not know how far exactly, but even the general direction would be enough.
 
Still takes a round when we've only got two before our rolls invert.

This came up before, but the idea - which was originally @Chopak's, not mine - isn't to wait while we send our Flygia, it's that we would do your plan exactly as it stands right now, and at the same time, our Flygia would be going to get Abjorn and friends. There would be no delay whatsoever in starting the attach.

The goal is that we know we've got "the cavalry" arriving in two turns when our luck inverts, which might be helpful if the fight doesn't go as well as we expect, and there are still, say, several hundred of them left alive.


Awesome.

Okay, @Alectai, do you have any objection to editting in a bit to your plan where we send our Flygia to get the Himbo Squad?

I think it's a good idea, because it costs us nothing, and is really great insurance against the fight being somewhat harder than expected.
 
@Imperial Fister
Would these runes work ?
(given up on fancy form, 3 lines of 7 syllables each)

battle sweat flows to cut truth
Ymirs bones form battle bees
bows blade brings trollmen ruin

intended effect:
spilled blood flows to carved runes (to be used as the paint for rune effects), rocks form arrowheads and shoot at trollmen (like a lesser version of the steel attack Sten used)
 
I'm still surprised how versatile runes can be, to be honest. It feels like they can do anything - I know that they realistically can't, due to power issues (like, I imagine you can't just craft a giant nuke that'd kill everything in a kingdom's radius, because not even odr can probably power that - at least, not our odr) but I still find it crazy how much they can do.

Runes can do anything, but they aren't the best at most stuff. Not unsupported, anyway. Like, in order to hit people with rune-based attacks, you still need a Trick, seidr defends against magic and does curses better from what we've seen, shapeshifting is better at stat enhancement, and so on. They're very versatile but not the most powerful option in most areas.

This came up before, but the idea - which was originally @Chopak's, not mine - isn't to wait while we send our Flygia, it's that we would do your plan exactly as it stands right now, and at the same time, our Flygia would be going to get Abjorn and friends. There would be no delay whatsoever in starting the attach.

The goal is that we know we've got "the cavalry" arriving in two turns when our luck inverts, which might be helpful if the fight doesn't go as well as we expect, and there are still, say, several hundred of them left alive.

Sending our fylgja is a bit risky unless we give it combat Tricks...sending Abjorn and the twins crawling through the tunnels by themselves seems even riskier though. I'm against calling them if we can't escort them down. Too much risk to them for too little reward.
 
'Hey, Blackhand? Do you know of any way a Norseman can extend how long they can stay underground before it begins to affect them?'
'I remember that the water of one of the Elivagar has some kind of helpful properties towards this purpose, but I can't recall which one exactly.'
Looks like my question was burried again...
Ope, sorry about that. I need to do better about that kind of thing in the future.

As for your question, they're scattered about the cave in an uneven carpet of bristly skin. There were a lot of twists and turns which made it difficult to tell where you are in relation to the surface. You think you're somewhere under the Hading forest, but you're not positive.
@Imperial Fister
Would these runes work ?
They would certainly work, but perhaps not in the exact way you want them to.
I... I think it's chancy. Would we still have to risk Hamingja rolls for this @Imperial Fister ?
You would, yes. Who knows what kind of creatures have moved in since you passed through?
 
'I remember that the water of one of the Elivagar has some kind of helpful properties towards this purpose, but I can't recall which one exactly.'

It'd presumably be the one as bright as the Sun I think.

But yeah, I'm not keen on sending our Fylgja back without a guide, and we want our guide on hand to witness our strength so that they don't get any Fancy Ideas even if the Enemy decides to nudge things around.
 
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