This is a fun quest!

So, a boss fight with the Sun Knight eh? This one is gonna be a tough one.
Now I'm not super familiar with the combat system in this so I won't be putting any plans together but I can throw some ideas out there! From what I can see, our best bet here will be to take a page from Tolstan's book and try to wear this guy down with as many tricks as we can. It doesn't sound like he has a shield so we probably won't need the Francisca Toss, but stuff like stunning attacks and tripping attacks should work. The longer this fight goes, the less the sun empowers him.

As such, it might be worth ceding the initiative and swapping dashing strike out with something like stunning blow. With his boost I expect he'll be faster then us regardless, and darting strike doesn't seem as useful after the opening round.

Besides that, the biggest trick I can think of that might help tactics wise would be... body blocking the sun? Assuming that he needs to be *in* sunlight for his boost to work, we might be able to buy a few seconds of relative weakness by doing something flashy like jumping in the air before delivering our 'Giant-Killing Blow,' letting our body act as a pseudo Eclipse.
 
yeah i'm thinking we use zeal to uncap stunning blow and to uncap clever deflection. since we apparently get to keep our rebuke its the only way i think we can boost our defense.
 
yeah i'm thinking we use zeal to uncap stunning blow and to uncap clever deflection. since we apparently get to keep our rebuke its the only way i think we can boost our defense.
Knights can't burn Fervour on upping our rolls
Notably, some other cultivation systems can spend points of their Fervour Equivalent (on top of any used for Rote or Feat equivalents) to improve their rolls for a turn (albeit usually at high costs). Fervour cannot do this
Zeal in Combat:

Zeal can be spent for direct bonuses in combat, granting +20 Damage to a single attack per point spent (halved under the same circumstances as other damage) up to a maximum Zeal expenditure equal to the Combat Skill, or +1 to all rolls for a turn for 3 Zeal, up to a maximum bonus equal to your Combat Skill (so you can spend either 15 Zeal for a +5 for a turn or 5 Zeal for +100 Damage at Combat Skill 5, or both of course). This is usually a last resort, but it is possible.

Zeal can also be used to amplify the amount of Fervour that can be spent on all uses of a specific Feat or Rote, at a cost of 1 Zeal for the duration of an encounter, and allowing any amount of Fervour to be spent on the effect. This is not usually useful, but can be used to spend more Fervour and overcome defenses like Rebuke (see below under Knightly Armour).

Some specific Rotes require Zeal costs as well, such as Finales, particularly impressive effects tied to a specific Martial Style and which tend to be all-or-nothing fight winners (ie: if they work you win, if they fail you almost assuredly lose).

Finally, some features of Knightly Armour are activated by Zeal.
The only Zeal boost to Defence we have is 3 on a +1 to all rolls for one round, and then the remaining 2 on +40 damage if we particularly want it.
 
Guys we can't blow all our zeal here, we're probably going to have to at least try to beat Estienne in the 1v1s, since we're taking out the only other locals who could do it.
 
Guys we can't blow all our zeal here, we're probably going to have to at least try to beat Estienne in the 1v1s, since we're taking out the only other locals who could do it.
If we beat Margh here we've got a very good chance of Audrey being named champion of the Melee outright

The prestige for that completely dunks on anything that'd come from the Duel contest. It's absolutely worth the expense since Estienne absolutely did not cover himself in glory here
 
Gear wise, assuming everything is Fine, he is looking at 70 armour, +6 to Defence (I'm assuming this is Forged Iron gear, as I'm raiding NQ1 for these stats), and something I can't find for attacks (probs a +4?). If his mail is Superior, then thats an extra 10hp and +1 Defence, the helm and the sword would just give him a +1 Defence/Attack.

Note: His helm is the equivalent of Mail-Necked, which would grant additional armour here. You should not generally assume Forged Iron for mail, though...Forged Iron is expensive and armour of it is rare even for the Norse and they have a lot more of it than people like the Anglo-Saxons or Cornish.

I wonder how Margh would have interacted with Halla's sunshine tricks.

He'd get some sort of boost from them, but not as much as from real sunlight, usually anyway.
 
Tolstand quest drowning in salt rn btw.

Their qm just paired them against the perfect counter against their build.

"Hey you crit failed your grace check. its just the way it is."
 
Tolstand quest drowning in salt rn btw.

Their qm just paired them against the perfect counter against their build.

"Hey you crit failed your grace check. its just the way it is."
I'm not too sure.

It seems like the the Tolstand Quest went into the tourney fully expecting not to win, so them losing to a powerful peer that let them show off their cool tricks probably won't bother them that much.

Similarly, I do not expect much salt from this thread if Midday Margh ends up squashing Audrey and Mildred like he was Berserker.
 
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If I had to guess Margh Grouse is using his sun powers to blind us to his equipment stats.

So looking at the Arthurian legend, Gawain was the Lancelot of the round table before Lancelot was a thing, its even believed that Gawain was a Welsh version of Cu chulainn, who was himself an incarnation of Lugh the Celtic Sun God. Both Gawain & Cu Chulainn were known to have many wives & lovers, so their is a possible weakness for woman. But while he was a perfect all around knight, later writings with the Grail & Lancelot gave him the flaw of favoring the material over the spiritual & the story Sir Gawayne and the Green Knight apparently has him succumb to the temptation of keeping a magical artifact that would save his life, even though he was honor bound to give it away.

So possible weaknesses could be an incapability with Christian stuff, being distracted by woman, & a strong desire for magical items. So for a possible strategy we could throw our Boots & Ring to our cousin in the hopes of leading him into a trap or at least let the sun wane a bit more. I could also see obscuring the sun though dust or tree covering being able to work.

[X] Harassment
-[X] Stance: Prayer for Perseverance (5/turn), Vanguards Prayer (6/turn), Through Their Eyes, Clever Deflection, Francisca Toss, Giant Killing Blow, Faulty Ground, Pulling the Web
-[X] Expenditures: 11 Fervour per Turn, 8/8 Capacity Used, No Zeal used yet as idk where to use it
-[X] Tactics: First switch into Hard-Fall Style & open with a Francisca Toss infused with 1 Zeal for +20 Damage, than run straight to the forest only stopping to "sneaky" throw our Ring to our Cousin. Using Through Their Eyes we keep tabs on Margh & swing around to his backside if he does not follow us for another Zeal infused Francisca Toss. If he does follow us we wait till he starts novaing to start leading him on a chase into the darker portions of the forest, hitting him with a Francisca Toss & retrieving the Francisca either with Pulling the Web or with Crowley when Margh is further enough away. Once he is far enough in the forest & seems to be out of novas we lie in wait to deliver a Giant Killing Blow. During this time Pulling the Web is used as a way to create noise, obstacles, &/or distract him when ever he gets to close & to create an opening for Giant Killing Blow.
 
Going by Son of Kong even giant gorillas have trouble with big grizzly bears so that sounds like a real tough fight for our currently merely average size Audreyrilla. But hopefully Audrey will be able to grow enough that peak her will have a better chance.
Current Halla has 190hp, 80hp focus equivalent, 210hp armour, and 230 damage reduction from every attack. She has over double our speed and initiative, and nearly double our capacity. And then she rolls roughly double our attack/defence roll on everything before boosting stuff by burning temporary stuff, and ignores Rebuke of any level. Purely stat wise, she is near instant death to us. Add on the time-stop, permeant flight, and various attacks she doesn't pay for that do up to 130 base damage, with various other things that she has to pay for but range from screw us over with status effects to instant death, we are simply not a threat. Eventually we can very much challenge her, but she may have straight up died of old age by the time that's on the table, as Norse people cram the same power cap into normal people lifespans as Knights do in several hundred years, just Knights get to do more training and therefore Perfecting moves than Norse people as we simply live far longer.

TLDR: Halla is currently physically unkillable to us and can kill us almost instantly, but peak Audrey (if nothing kills us first and the quest lasts that long) is very much able to fight and kill Halla. We just need to get there.

Her bullshit damage reduction is massive fire resist from speccing into it and being a fire mage, and then having magic armour that treats all incoming damage as fire so the reduction always applies.
 
'Current Halla' as noted above would be adjusted a bit for this system iteration. However, she's also, uh, not current. The timeline here is, I'd have to check but around 12 to 15-ish years past that point. Halla's stats if she were to show up in this quest (which I am 99% certain won't happen), would probably be even more absurd than that by a fair bit.

But as stated, she'll likely be dead of old age before Audrey is anywhere past the 4th Decade. Any discussion of the two fighting is a pure hypothetical. Audrey vs. 16 year old Halla would crush her, by the time they're both 21 Audrey is probably getting crushed by Halla just due to what amounts to faster cultivation.


So, the problem with this is it involves abandoning Mildred to fight Margh by herself. I don't think Audrey is psychologically capable of that what with Pride and Valour. If she were alone it'd be different but...
 
Fair point, though I will say that if he is distracted with going after Mildred or sufficiently distracted in the forest than Pulling the Web would work at least once or twice.

Yeah, but that begs the question.

"Do you think you're going to down him in two or three shots while Mildred has been forced to Main Tank when that's not her strength?"
 
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