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Yeah, it'd be one thing if it was balanced for our usage, but it was always intended to be something we got as a gift to Aki as a going away present to help him with one of his biggest problems.
 
Would that be noted as one of the slots?
It would, yes
But yeah @Imperial Fister , it does seem a bit anemic on first glance, but if it's only anemic for us because our dice pools are stupid and we have no die fuckery going on and for Aki, it's stupidly good, as it sharply mitigates one of his major Flaws, then that's another thing entirely.
I don't know. @Imperial Fister do we have any insight into whether this would be better or worse for Aki than something like the Pot?
Double dice will always be better, because it's double dice, but +1 successes means that he can't fail anymore.

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It would, yes


Double dice will always be better, because it's double dice, but +1 successes means that he can't fail anymore.

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Voting is now open

Ahhh

So he's basically got some issue where apparently training his Hamr is difficult beyond just dice manipulation and accumulated success, and this is fantastic for him because it ensures he can never fail, which means he can make steady progress without having to court death. Is that right?

And the bone-ash lets him lock-out a bad Inherited Trait too. Making it a genuinely princely gift. Not one that treats him like an invalid, but something that can help him to help himself, right?
 
Double dice will always be better, because it's double dice, but +1 successes means that he can't fail anymore.

Alright, in that case, I think maybe we need to make him a Pot to go with that drinking horn (and, once he's gone, a horn to go with our own pot)? That may be overkill, but it also might not and we aren't likely to regret it other than it putting off other crafting...

Ahhh

So he's basically got some issue where apparently training his Hamr is difficult beyond just dice manipulation and accumulated success, and this is fantastic for him because it ensures he can never fail, which means he can make steady progress without having to court death. Is that right?

And the bone-ash lets him lock-out a bad Inherited Trait too. Making it a genuinely princely gift. Not one that treats him like an invalid, but something that can help him to help himself, right?

@Imperial Fister does this sound right?
 
Anyway, that aside, Yule Party where we also double it as the bit where we give him the gift, then we work on the first draft of Abjorn's Armor, and one more action which I'm still contemplating but probably shouldn't be Combat or Crafting related, because we'll be tapped out with the Abjorn First Draft.

I'm also saying we should definitely begin work on our "Build our Farm Estate" projects now too in Research Dice, and I think we should start planning out BOOK too, spending dice on figuring out how to copy the parchment and what we should use to write with. I'm willing to commit one of my Reward Dice to lock-in the other big Design Trick we were working on so we can start this turn without issues.
 
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Eh, I don't think the pot's actually going to help him much. If the issue is that he just straight has difficulty acquiring any successes period, more dice won't necessarily solve that problem.

In the immediate term, the Drinking Horn alone seems like it'll let him make some fantastic progress when it seems like he's been stalled out for most of his life. We can think about other steps when we meet up again in the Vestfold Arc coming up and see how far he's come.
 
Eh, I don't think the pot's actually going to help him much. If the issue is that he just straight has difficulty acquiring any successes period, more dice won't necessarily solve that problem.

In the immediate term, the Drinking Horn alone seems like it'll let him make some fantastic progress when it seems like he's been stalled out for most of his life. We can think about other steps when we meet up again in the Vestfold Arc coming up and see how far he's come.

Hmmm. @Imperial Fister would a Pot like we have even be useful to him in terms of Hamr, if given along with the Horn? If not, we probably don't want to bother, it's true, but if it would definitely be worth it if we do...I'll spend a Reward Die for an answer on this one if necessary. I want to send Aki off with the best chances of success we can arrange at raising his Hamr.
 
Eh, I don't think the pot's actually going to help him much. If the issue is that he just straight has difficulty acquiring any successes period, more dice won't necessarily solve that problem.
Eh, if having higher Hamr mitigates his training issue, then it could be very useful once the horn got him out of the initial hole.
 
What do we need to commit to start work at refurbishing the Underhouse @Imperial Fister ? Is that a Full Turn Action or Research Dice?
Research to scout it out, if desired. Full action to do it
Hmmm. @Imperial Fister would a Pot like we have even be useful to him in terms of Hamr, if given along with the Horn?
Yes, but the more cool stuff a small blind boy has, the more likely it is that someone will gank him for it.
 
Yeah, the drinking horn is probably for the best, since he can hide it in his Fylgja most of the time.
 
Research to scout it out, if desired. Full action to do it

Yes, but the more cool stuff a small blind boy has, the more likely it is that someone will gank him for it.

Fair enough. The pot would be at home...but still, fair enough. One present it is.

Would you like to try for a baby this season?:
[ ] Yes, you will try for a baby
[ ] No, you will not try for a baby

Oh! Additional important question for @Imperial Fister if we're confident of getting pregnant on the first roll, is there any reason to do this before Winter, given that babies are always born at the end of the year?
 
Oh! Additional important question for @Imperial Fister if we're confident of getting pregnant on the first roll, is there any reason to do this before Winter, given that babies are always born at the end of the year?
You would have access to the drinking horn's benefits if so desired, if you do it this time. I may just say that children are born when seasons change, but... shrug
 
You would have access to the drinking horn's benefits if so desired, if you do it this time. I may just say that children are born when seasons change, but... shrug

Fair. Could we specify that we start trying immediately after say, a spar with Abjorn? Because doing that as the first thing after Yule seems like a plan and the two beginning that particular endeavor after a spar makes a lot of sense.
 
Hmm, give him his fancy armor and then celebrating with a match to break it in with? Stick to just regular Flares and compensate with Odr?
 
Hmm, give him his fancy armor and then celebrating with a match to break it in with? Stick to just regular Flares and compensate with Odr?

I still think we need to Realize Sagaseeker before we make him the armor. My current plan is we do an unarmored spar (on both our parts) and realize Sagaseeker this turn, then do the armor next turn. That way we also don't mess up the pretty new armor we make him right after creating it.

@Imperial Fister in addition to the 'start trying for a baby after the spar' question, I've now got a mechanical one: Do we still have Steinarr's +8d to Training Dice from Plant Lore or is that an error?
 
Alright tentative plan assuming that we do not have Steinarr's dice but can start trying for a kid post-spar (things obviously change if either of those turn out to be incorrect. Well, if we have Steinarr's dice we just add 8d to relevant stuff...probably Fylgja, maybe some towards Clearwater):

[X] Plan Saying Goodbye To Aki And Hello To Sagaseeker
-[X] Yes, you will try for a baby
--[X] Starting immediately after our spar with Abjorn
-[X] [Social] (Yule) It's Yule! What would you like to do for it?/(Personal) Spend time with...
--[X] Aki
--[X] Basically use Yule as his going away party (among other things)
--[X] Gift him the new Drinking Horn and explain that it should help Hamr (with the note that we just started using a pot with a similar effect and thought he might want something similar as well)
--[X] Say goodbye to him before he goes. Tell him we'll see him soon as we're headed to Vestfold in the next couple of years, and he's welcome to come back with us then if things aren't any better there.
--[X] Make sure to do a fair bit of the cooking and assign Tenderize Roast while doing so
-[X] Spar with Abjorn
--[X] Specifically not wearing our armor in the interests of fairness.
-[X] (Empty Sack) ...Maybe you should try stuffing that empty sack full of straw?
-[X] (Crafting) Try to make something
--[X] Reforge Sagaseeker (+15 successes from Tools/Workshop)
--[X] Add runes saying "My edge never dulls or breaks when seeking honour." to the blade in addition to keeping the existing runes (one of the two sequences on each side of the blade)
--[X] Add runes saying "I strike as Sky-Flame, none but the messengers of Yggr shall slow me." to a Socket Stone, which we add on to Sagaseeker as part of this process.
--[X] Decorating it appropriately to be properly Realized in a mix of silver and gold (3 oz. each)
--[X] Adding cat or lynx bone ash to the crafting, as that seems most appropriate (note: we're trying to avoid killing a domestic cat for this, which should be doable)
--[X] Switch Forgefire Slots to Dice before starting and back afterwards, likewsie swap out Beaconlight for Heat Hold before starting and back afterwards if using it proves unnecessary.
--[X] Spending 9 Odr on the crafting, and burning Frami (for +1 Success) and Virthing and Saemd (for +3 successes each, +7 total) to enhance the crafting process
-[X] (Exploration) Go on a walk through...
--[X] The Hading!
--[X] Look for any interesting herbs we can find
---[X] (Optional) Send your fylgja in your place (Does not cost an action)

Training:
-[X] (Seeress) Learn seidr with the Seeress (Only available during Summer)
--[X] Ask about spirits and how they work, particularly spirits of the land like the nisse, and how they interact with seidr and odr
--[X] Bring Aki along and introduce him to Kolla (or renew their acquaintance, I suppose)
--[X] Get a list of additional protective spells from seidr to train on our own, with a focus on protecting against other seidr and otherworldly stuff

-[X] (Rolled)
--[X] Train Kindle-Spinner 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Firebomb-Strike 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Ember-Winged Cloak 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Tenderize Roast 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Hamr Itself 2d6 (1d6) +1 success from Drinking Horn
--[X] Train Hugr itself 2d6 (1d6)
--[X] Train Tactics 2d6 (1d6)
--[X] Train Fylgja Itself 6d6 (3d6)
--[X] Train Clearwater 4d6
--[X] Train Stoker State 15d6 (+1 Success from Born of Fire)
--[X] Try and train a Gale Trick for manipulating sound in an area...keeping the wind from carrying sound making absolute silence, words whispered on the winds as messages, all that kind of thing 1d6

-[X] (Research)
--[X] Invest up to 18 Odr into our Hearthroot, one point at a time, potentially stopping if we feel like a breakpoint has happened
--[X] Plan out our building layout for our farm 1d6
---[X] A list of what buildings our expertise indicates we will need and whether building them is one project or one project per building would be useful
---[X] Stoking all three Aspects normally on this (for a total of +3 successes) if there is a roll
--[X] Try and improve the layout, organization, and general quality of our farm plots 1d6
---[X] Stoke all three Aspects normally to help with this for a total of +3 Successes
--[X] Scout out the Underhouse 1d6
--[X] Try connecting with tricks at range with a thread of orthstirr, but to guide them rather than pull them towards us, see what that can achieve 1d6
--[X] Try and store Stoker Tricks in a Fast and see if that works and how 1d6
--[X] Start to work on planning out our book project 1d6

-[X] (Drifa) Teach Drifa some of your tricks
--[X] Make sure she knows about Stoker State and Aspect Healing 1d6
-[X] (Training) Solo Seidr Training
--[X] Quickest Stitch 1d6
--[X] Draw Poison 1d6
--[X] Sear Diseased Flesh 1d6

-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks
--[X] Train Halting Vortex 1d6
--[X] Train Slipstream 1d6
--[X] Train Sword Guard 1d6
--[X] Train Atgeir Counter Stab 1d6
--[X] Train Atgeir Bodyguard 1d6
--[X] Train Forceful Lever 1d6
-[X] (Training) Tricks
--[X] Talk to Sten about how to make a Gambeson and Shield
--[X] Train Focus Guard 1d6
--[X] Train Backstep 1d6
--[X] Train Long-Lunge 1d6
--[X] Train Facial Schooling 1d6
--[X] Train Talent Tell 1d6
--[X] Train 'Residence' Design Skill-Trick 1d6 +1 Reward Die courtesy of @Alectai
--[X] Train 'Utility' Design Skill-Trick 1d6
--[X] Train 'Gambeson' Armorcraft Skill-Trick 1d6 (+1 Success from Sten)
--[X] Train 'Shield' Armorcraft Skill-Trick 1d6 (+1 Success from Sten)

-[X] (Training) Martial Style
--[X] Talk to Steinarr about what other Martial Styles he's aware of, as that's useful information to have. Relatedly, he was taught by Bram Ironjaw, why wasn't he able to pass on a Martial Style to Steinarr? What Martial Style does a guy like that even use? Maybe chat about him Ironjaw a bit more if we can get him talking.
--[X] Train Fire Poker 1d6 (+1 Success from Born of Fire)
--[X] Train Devouring Blaze 1d6 (+1 Success from Born of Fire)
--[X] Train Stoking Strike 1d6 (+1 Success from Born of Fire)
--[X] Train Stoking Guard 1d6 (+1 Success from Born of Fire)
--[X] Train Flame Tending Blade 1d6 (+1 Success from Born of Fire)
--[X] Train Glima 1d6

-[X] (Training) Hamr (79 successes to rank up)
--[X] Train Overland 1d6
-[X] (Training) Hugr (54 successes to rank up)
--[X] Train Barb-Tongue 1d6
--[X] Train Silver-Tongue 1d6
--[X] Train Artcraft 1d6 (+1 success from Sten)

-[X] (Work Dice Usage)
--[X] Buildings: 6 Quality, 1 Living Space, 5 Storage, 5 Workshop (17 Total)
--[X] Resources: 6 Quality, 7 Food, 7 Goods, 5 Silver (25 Total)
--[X] Livestock: 5 Quality, 4 Food, 4 Goods, 4 Silver (17 Total)
--[X] Crafting: Making 3 Meat-Keeping Sticks (6 Total)
--[X] Conversion: Spend for 6 Research Dice (12 Total)

-[X] (Incidentals)
--[X] Adding Taafl Board Capacity Gains to: Abjorn, Eyvor
--[X] Receiving Metal from Dwarves: 6 oz Molten Iron
--[X] Pay as much of our taxes in Goods as possible

Orthstirr:
-[X] (Orthstirr Usage)
--[X] 1 Orthstirr to Hamr
---[X] 4 Chop, 4 Defend, 5 Dodge, 4 Bash, 4 Pierce, 4 Throw, 4 Cut, 4 Strike, 4 Shoot, 3 Farmwork, 4 Labor, 3 Overland (47 total)
--[X] 2 Orthstirr to Hugr
---[X] 6 Artcraft, 5 Armorcraft, 3 Barb-Tongue, 1 Composure, 4 Design, 6 Housecraft, 4 Management, 3 Scouting, 3 Silver-Tongue, 5 Sailing, 3 Strategy, 3 Tactics, 5 Weaponcraft, 3 Wordplay, 5 Wildcraft (60 total)
--[X] 1 Orthstirr to Fylgja
---[X] 3 Command
--[X] 1 First Impression
--[X] 446 free for tricks

EDIT: Added 8d from Steinarr's ongoing training. And 18 Odr into Hearthroot.
 
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Deadman, I'm spending one of my Reward Dice to make sure we get Residence this turn.

That aside, I am very leery about putting FTB in a Fast. This feels very much like the kind of thing that shouldn't be toyed with, the forces involved are too titanic.

Additionally, you burn Aspects way too frequently here, I'm not sure it'll be allowed?
 
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Deadman, I'm spending one of my Reward Dice to make sure we get Residence this turn.

Added to the plan.

That aside, I am very leery about putting FTB in a Fast. This feels very much like the kind of thing that shouldn't be toyed with, the forces involved are too titanic.

I suspect it won't work, but if the forces are too powerful, we should be able to feel it at the time and just stop, I think.

Additionally, you burn Aspects way too frequently here, I'm not sure it'll be allowed?

Burning them for +1 success each can be done an effectively unlimited number of times (they come back when we catch our breath). We only do it three times this turn and we've done that before. The price, which is very real, is that if we're attacked while doing those things we'll go into the fight with them burned, and while we can recover them with Calm Charges we've discovered that burns them out for the whole turn. So it's allowed, but risky if we expect to be attacked multiple times, and diminishes our total max combat prowess for any fights we get into with them burned.
 
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Added to the plan.



I suspect it won't work, but if the forces are too powerful, we should be able to feel it at the time and just stop, I think.

Halla also just stitched two thirds of her Orthstirr into Pockets before she realized that she wasn't getting it back. We shouldn't assume that we can just gracefully stop something like that.

How much Orthstirr are we getting between the Farm and our Feats? We need to work out our Odr budget.

Would you be alright with spending 18 on the Hearthroot Bush? We can spend another 18 next turn then, while also seeing if this shows any progress..
 
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