Okay, so, here's a plan. If it weren't for the looming raid, I'd be down to go trading and put off the Underhouse a turn, but with looming raiders that doesn't seem like an option. I also have very little idea what to ask Solrun about beyond reprising our interrupted invitation to stay with us if she likes, ideas on that would be good.
Training-wise, this should get us to Hugr 10 next turn no matter what and clears up a lot of the remaining half-done stuff. Which seems correct to me.
[X]Plan The Quest For Hugr (Part 1)
-[X] Organize the deal between Dorri and the Dwarves
--[X] Make it clear to the dwarves that we are not in charge of Dorri, we're just playing intermediary
--[X] Also discuss with Dorri preparations for the Rogaland raid, if he's amenable
-[X] (Crafting) Try to make something
--[X] Make 30 Tier 4 sets of weapons and/or armor (whatever we can make) for the people of the Hading as part of our deal with Dorri (27 Work dice from this action +63 from Work dice below, all upgraded by Born With A Hammer In Hand), using metal from the above Dwarven Trade Deal.
-[X] (Underhouse) What would you like to use the Underhouse for?
--[X] Set it up as a hideout
--[X] If there's time, search the empty bedroom for the ledger
--[X] If he's willing to come, bring Seeingsnow and ask him if his abilities can reveal anything about what happened there
-[X] [Social] Playdates
--[X] Klaus-Kjaran-Kadrina (Coast Family)
-[X] (Exploration) Go on a walk through...
--[X] Our Soulscape!
---[X] (Optional) Send your fylgja in your place (Does not cost an action)
-[X] Special Note: On all Crafting add the following if possible unless otherwise specified:
--[X] For metal items have Heat Hold available just in case
--[X] Using Sundersight (+1d3 Successes)
--[X] Stoking Frami, Virthing, and Saemd (for +1 Success each, +3 successes total) to enhance the crafting process
Training:
-[X] (Seeress) Learn seidr with the Seeress (Only available during Summer)
--[X] Learn the seidr area for combat spells useful when dealing with other humans, whatever ones Solrun knows anyway
--[X] Reprise our question about where she stays in the winter and invitation to stay with us if she would prefer
--[X] Ask about the early warning she got last time, see how that worked and if duplicating it might be possible
-[X] (Research)
--[X] Ask Steinarr if he has any recommendations other than 'just hit harder' for dealing with someone with a lot of damage reduction. Is there a Stoker State Trick that reduces DR per hit or some other solution? Also, briefly tell him about some of our Alloying discoveries.
--[X] Continue reading up on Frisian cultivation – 1 Research
--[X] Try and use needlebinding when cultivating to reinforce the weaving to the best of the ability, and potentially use strings of Orthstirr to do so as well, and see if it improves how much Odr we can gain – 1 Research
--[X] Try and Alloy Forgefire and Fylgja – 1 Research
---[X] Use anything productive gained by this in our mass creation of items this turn
--[X] Try and Alloy Contested Movement and Stoker State, see if that allows Stoked Dice to be used in a less all-or-nothing way with Contested Movement – 1 Research
--[X] Try Alloying Devouring Blaze and Heated Shroud, see if the resulting Trick can destroy hostile Guard effects as an aura – 1 Research
--[X] Experiment with Firebomb Strike, see if now that we've Perfected it we can reverse it, using the explosion to propel the blade like Hal did (the hope is that the precision of Perfected allows this without needing a new Trick, since this version could use Sharpen) – 1 Research, adding one Reward die courtesy of
@Skippy if any rolls or needed or it would otherwise help.
-[X] (Training) Hamr (255 successes to rank up)
--[X] Train Flame-Tending Blade 16xp (8xp)
--[X] Train Fang 14xp (7xp)
-[X] (Training) Hugr (207 successes to rank up)
--[X] Train Hugr 92xp (46xp)
--[X] Train Armorcraft 8xp (4xp)
--[X] Train 'Ranged' Weaponcraft Skill-Trick 2xp (1xp)
--[X]Train 'Spear' Weaponcraft Skill-Trick 2xp (1xp)
-[X] (Work Dice Usage)
--[X] Buildings: 6 Quality, 2 Living Space, 1 Storage, 5 Workshop (14 Total)
--[X] Resources: 6 Quality, 0 Food,0 Goods, 0 Silver (6 Total)
--[X] Livestock: 5 Quality, 0 Food, 0 Goods, 0 Silver (5 Total)
--[X] Crafting: Spend 63 Work Dice on this (see action above)
--[X] Conversion: Spend for 4 Research Dice (8 Total)
-[X] (Incidentals)
--[X] Assign
36 Odr to Hamr
--[X] Adding Taafl Board Capacity Gains to: Abjorn, Hallbjorn,
--[X] Receiving Metal from Dwarves: 24 oz Forged Iron, 6 oz Drafty Iron
Capacity:
-[X] (Capacity Slots)
--[X] Assign Time Stands Still, Semi-Halting Vortex, and Scouring Cleanse
Shapeshifting:
-[X] (Shapeshifting Slots)
--[X] Assign new slot to High-Twitch Reflexes
Fylgja:
-[X] (Fylgja Capacity)
--[X] Assign Flap Away to the empty slot if necessary to use that Trick, if it's not necessary assign a shield instead.
-[X] (Fylgja Alloy/Shapeshifting Slots)
--[X] Remove the single Kindle Spinner, replace it with a single Sparkbomb. Up the Folded Sparkbomb to 3Fold and Orthstirr-Enhancedx10.
-[X] (Standing Orders)
--[X] Reassign the slots for replacing the single Kindle-Spinner and Sparkbomb to replace the two Sparkbomb slots with copies of their initial uses.
EDIT: Swapped Crafting action and a bunch of Work Dice to meaningfully improve the Hading Valley's state of readiness. Edited research options slightly. Added third topic for seeress stuff.