Was not expecting them to have an actual troll on their side, and it's a shame the Sentry managed to escape despite all we did, but it is what it is. I'm not so sure on how we should tackle this fire-guy, but as it is we should be wary of whenever he stokes one of his Aspects as I imagine he could probably one shot us - or something close enough to that effect - if he used it to empower his attacks.
 
Audrey's opponent seems to have the same light-footed grace as the sentry, suggesting they share the same Martial Style--honestly, they all seem to have that same Stag theming going for them, which suggests they're close friends or neighbors. He's also, as mentioned, extremely strong, and hits really hard, plus, you know, fire magic. Audrey can't pick up on anything else because she's a little busy not dying.
With the same Deer martial style, a free / magic hand + Sax (long-ish dagger) combo, we should be wary of any grapples and disarmament attempts if he gets too close. Ideally we want him within that sweet spot near the maximum range of our sword and out of his own, while busy enough with our attacks that he can't cast too easily.
Armed with a sax in one hand and flames in the other, a broad smile splits his fire-haired face as he throws himself at Audrey. Audrey jerks to the side, sword coming up as she catches the eager blow and sends the man sailing over her shoulder.

A stab of pain washes across her arms, from where she'd caught the blow. He's strong, very strong. Getting hit by him won't be pleasant, not at all.

And, if her eyes aren't deceiving her, miniscule cracks line the edge of the sax—cracks that weren't there before. If this is the truth under God, then it means he hit her sword so hard that he damaged his own weapon in the process.

…Which would explain the trio of identical saxes clinging to his belt.
But he's likely to do some consecutive charges, 'Horns to gore, Legs to flee', at us which denies that for now. Hopefully he's feral enough to bait into crashing into the cave wall with some faulty ground assistance or failing that, trying to hamstring his mobility and chip him down.

Another idea is potentially wearing down the durability of his weapon(s) over time? --- Hard Fall style does specialise in looking for weaknesses, I wonder if that extends to trying to repeatedly target specific cracks on his blades to break them early.

Hmm. Definitely support using Zeal this fight, likely to boost our rolls and we should probably avoid giving too tempting an opening to the last Norseman hanging back.
 
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If we can trying to bait a charge at us while our back is facing towards the troll could be something since if we dodge and the guy hits the troll I imagine that will not end nicely for the Norseman lol
 
But he's likely to do some consecutive charges, 'Horns to gore, Legs to flee', at us which denies that for now. Hopefully he's feral enough to bait into crashing into the cave wall with some faulty ground assistance or failing that, trying to hamstring his mobility and chip him down.

You're not actually in the cave, the Norsemen have emerged. You could try and circle around and get him against something, but it would not be easy.

Hmm. Definitely support using Zeal this fight, likely to boost our rolls and we should probably avoid giving too tempting an opening to the last Norseman hanging back.

So, for the record Zeal is bad at boosting rolls, at least at your level. You have enough Zeal to gain a +1 on all rolls for a turn and...that's it, then no more boosting. It's got some advantages because it boosts all rolls for a turn, but it doesn't really do what you seem to be aiming for here. Not at your level and with the quantities you have.

There are several other uses it's potentially lifesaving for, but probably not that.
 
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[X] Plan: We kind of know what he can do. Version 1.1
-[X] Stance: Prayer For Perseverance, Vanguard's Prayer, Clever Deflection, Giant-Killing Blow, Faulty Ground, Darting Strike
-[X] Tactics:Attempt to end this fight fast. Go in with Darting Strike. Deflect his counter-attack and if you succeed, hit him with Giant-Killing Blow. Spend 2 Zeal for increased damage on that Giant-Killing Blow.
-[X] If he survives this exchange, switch to fighting cautiously. Work to keep the fight between Reinald and troll between your fight and the warrior hanging back. If you can't do that, make sure to keep him in your field of vision. Don't use Darting Strike to close the distance again except for if he starts casting something that takes time. Fight defensively and depending on Fervour levels try to get more openings through deflections, punishing only large openings with Giant-Killing Blow. Keep trying for Zeal damage increase with Giant-Killing blow until we get one such hit in every few turns, if the first attempt didn't succeed.
-[X] If the watching man joins in, try to get him with Faulty Ground. Capitalize on this again with Giant-Killing Blow if we have the Fervour to spare.
-[X] If our armor falls below 30, use 2 Zeal to repair it. If this happens before we spend it on a Giant-Killing Blow, use 3 Zeal.
-[X] If he survives this, focus on keeping one of them between you and the other. Doesn't matter which of them at any one time. Focus on surviving over offense. And try to get them to hit each other with their attacks or get in each other's way. If you can use Faulty Ground to trip one into another's attack, do so. Also, if one of them starts charging up an attack of some kind at a distance, trip the other with Faulty Ground before closing the distance with Darting Strike.

There, I actually feel kind of good about this plan.

edit: ...I forgot to make use of Faulty Ground. Let me work on it a little. Okay worked it in.
 
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-[X] Tactics: First, spend 3 Zeal on our improving our Knightly Armor's Rebuke for this fight

Okay, I'm gonna bend the rules here a little to just tell you flat out, because Audrey would know: This is 100% likely to be useless and a waste of Zeal. This guy puts so much power into his attacks they're breaking his weapons. That means he is spending enough that this will do literally nothing.

EDIT:
-[X] If confronted with a Finale or very large expenditure of Ordstyrr, make use of our boots to create distance. Ideally circling around the troll or even escaping the cave.

Oh, and actually, to be clear, you are not in the cave per se (you're right at the entrance, basically), and perhaps more importantly the boots are not on full charge (they got used during the fight with the sentry). You can make some distance with them, but not enough to get away from this guy if he's as mobile as the previous one was.
 
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Thanks, will update my plan in a bit.

Do we have a sense of if a single Giant-Killing Blow would be enough to finish one of them? I'm just not entirely sure what else to use our Zeal for in this fight.
 
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Do we have a sense of if a single Giant-Killing Blow would be enough to finish one of them? I'm just not entirely sure what else to use our Zeal for in this fight.

You do not know. On a math level, it depends on their total Armour + HP total...this one is wearing more armour than any of your previous foes, though, so there's that.

The other main option aside from damage is using it to repair your armour instantly mid-fight.

Could we make their stag charge's speed work against them with Faulty-Ground?

They move partially by leaping. So sorta? It works on them normally, generally speaking. Or did on the sentry, anyway.
 
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Norse trolls are stupid. Extremely stupid. So stupid that I could spend an hour thinking up similes and metaphors and I'd be nowhere close to properly describing their stupidity.
I wonder how the Norwegians taught this genius to distinguish allies from opponents?
Maybe by smell? I hope Reinald tries to fill this troll's nose with salt.
 
…He moves by leaping charges?
It means he's fast but once he commits…
And he's willing to be reckless and make plans around that recklessness…
A part of me wonders about basically trying to polearm him with our sword when he charges…
Feels like a really bad plan because that might mechanically turn into trading hits with a guy who hits like a truck, and while Audrey might be very fun if she gets Isekai'd into a modern setting she would also be very very cross at having gotten isekai'd into a modern setting!
 
Spend 2 Zeal for increased damage on that Giant-Killing Blow.
I think this is a waste, I'm not against using zeal on this fight but increasing damage is really not a good way, a single giant killing blow would either kill him or injure his so much a single regular attack would kill him.

Spending zeal on it just wastes it when we can use it for things that would actually save our lives.
 
I think this is a waste, I'm not against using zeal on this fight but increasing damage is really not a good way, a single giant killing blow would either kill him or injure his so much a single regular attack would kill him.
I'm not sure I disagree, but I'm worried about messing this up. We've also been repeatedly told that with Norsemen you want to end things decisively because they can do some terrifying stuff when barely or even not alive.

I encourage you to write an alternate plan that follows your thoughts/priorities if you dislike mine or just have a better idea.
 
I think this is a waste, I'm not against using zeal on this fight but increasing damage is really not a good way, a single giant killing blow would either kill him or injure his so much a single regular attack would kill him.

Spending zeal on it just wastes it when we can use it for things that would actually save our lives.

I mean, not a waste, a 160 damage GKB would kill anything you've fought outright in a single blow, and even if Audrey took it, she'd have her Focus broken and functionally risk a death spiral, and that's through her Hama and her Armor (Which would subsequently both be dropped by 30 for the rest of the scene because GKB is Built Different). Norsemen are not remotely as tough as Insular Knights, and if he was a Berserk, you would know. (We are not going to throw a Berserk at you for your first boss fight, because that would be too cruel)

The question is landing it, and if you want to spend the Zeal on that specifically.
 
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I mean, not a waste, a 160 damage GKB would kill anything you've fought outright in a single blow
Sure, but that is true for the regular giant killing blow, in all of our fights managing to land a GKB without it begin blocked/half blocked by a shield pretty much won it for us and that was even before we put more training into it and increased its damage.

In my eyes spending zeal (a limited resource) to increase the damage of an attack (and the plan specifies using the zeal for extra damage) that is more likely than not to already kill someone if we land it is a waste of the resource.

120 damage is more then enough to go through his armor and kill him, especially if any of our other attacks in the lead up to landing GKB damage him.
 
Sure, but that is true for the regular giant killing blow, in all of our fights managing to land a GKB without it begin blocked/half blocked by a shield pretty much won it for us and that was even before we put more training into it and increased its damage.

In my eyes spending zeal (a limited resource) to increase the damage of an attack (and the plan specifies using the zeal for extra damage) that is more likely than not to already kill someone if we land it is a waste of the resource.

120 damage is more then enough to go through his armor and kill him, especially if any of our other attacks in the lead up to landing GKB damage him.

Mmm, if that's your read, then there's nothing more to say on the matter. The results will out.
 
I think this is a waste, I'm not against using zeal on this fight but increasing damage is really not a good way, a single giant killing blow would either kill him or injure his so much a single regular attack would kill him.

So, the latter statement is not true because of how armour works and the fact that surpassing it does not make it all go away. Say someone has 80 Armour and 80 Fortitude. You hit them with GKB for 130 Damage (30 of which sticks on the armour), and afterward they'd have 50 Armour, 30 Fortitude. Basic Attacks would still need a while to gradually wear down the armor (specifically, you'd need, like, 4 of them before he even started taking damage), but if you'd spent 2 Zeal (as is in the current plan), that'd be 170 Damage and he'd be dead outright.

Now, that only kills outright if their Fortitude + Armour is very specifically in the 140-170 range, but saying it will never matter is factually wrong with how armour works, and even if it doesn't kill outright it probably reduces the needed number of blows to kill an enemy significantly.
 
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I wonder if it is possible to create a prayer that will create a sharp blinding flash?
This can stun and distract an opponent no worse than a Faulty Ground.

Speaking of Faulty Ground, maybe we should use it on a troll if we get the chance?
It didn't do any damage to him, but it would have given Reinald extra time.
 
I wonder if it is possible to create a prayer that will create a sharp blinding flash?
This can stun and distract an opponent no worse than a Faulty Ground.

You could blind someone with light, probably. Stunning is a bit beyond any light you can make without a Revelation or something.

Speaking of Faulty Ground, maybe we should use it on a troll if we get the chance?
It didn't do any damage to him, but it would have given Reinald extra time.

As mentioned, taking your focus off your current foe is verging on the suicidal. Once he's down you could try it.
 
-[X] If the watching man joins in, try to get him with Faulty Ground, capitalizing on it again with Giant-Killing Blow.
With Vanguard's Prayer and Prayer for Perserverance both active there isn't enough Fervour for a Faulty Ground + Giant-Killing Blow Combo
And only enough Fervour for 1 Deflection + Giant-Killing Blow combo every 2 to 4 combat rounds
 
With Vanguard's Prayer and Prayer for Perserverance both active there isn't enough Fervour for a Faulty Ground + Giant-Killing Blow Combo
And only enough Fervour for 1 Deflection + Giant-Killing Blow combo every 2 to 4 combat rounds

So, to be clear, the cost of Meditations occurs at the same time as your Replenish goes off, so they might be best thought of as just reducing your Replenish by their cost. So if you're at full Fervour at round start you can do both Faulty Ground and GKB in a turn as well as both Meditations...but it is certainly true that if you're using Clever Deflection regularly you can't use GKB every round.
 
Scheduled vote count started by Alectai on Sep 25, 2024 at 10:28 PM, finished with 53 posts and 3 votes.

  • [X] Plan: We kind of know what he can do. Version 1.1
    -[X] Stance: Prayer For Perseverance, Vanguard's Prayer, Clever Deflection, Giant-Killing Blow, Faulty Ground, Darting Strike
    -[X] Tactics:Attempt to end this fight fast. Go in with Darting Strike. Deflect his counter-attack and if you succeed, hit him with Giant-Killing Blow. Spend 2 Zeal for increased damage on that Giant-Killing Blow.
    -[X] If he survives this exchange, switch to fighting cautiously. Work to keep the fight between Reinald and troll between your fight and the warrior hanging back. If you can't do that, make sure to keep him in your field of vision. Don't use Darting Strike to close the distance again except for if he starts casting something that takes time. Fight defensively and depending on Fervour levels try to get more openings through deflections, punishing only large openings with Giant-Killing Blow. Keep trying for Zeal damage increase with Giant-Killing blow until we get one such hit in every few turns, if the first attempt didn't succeed.
    -[X] If the watching man joins in, try to get him with Faulty Ground. Capitalize on this again with Giant-Killing Blow if we have the Fervour to spare.
    -[X] If our armor falls below 30, use 2 Zeal to repair it. If this happens before we spend it on a Giant-Killing Blow, use 3 Zeal.
    -[X] If he survives this, focus on keeping one of them between you and the other. Doesn't matter which of them at any one time. Focus on surviving over offense. And try to get them to hit each other with their attacks or get in each other's way. If you can use Faulty Ground to trip one into another's attack, do so. Also, if one of them starts charging up an attack of some kind at a distance, trip the other with Faulty Ground before closing the distance with Darting Strike.
 
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