the difference between the skald staying at the kings court all year round and writing about a single event is pretty big but fair enough.

I was more referring to them being hired by kings to watch big battles. But yeah, I'm sure the price is much lower for a day of work than a year...we just haven't heard about anyone below Jarls hiring them which implies even the low end prices there are pretty high.
 
Tinder Blades and Smoulder Sword are also possible, though lower priority
Honestly, we have focus too much on single hit, big damage attacks.
Smoulder sword is not really relevant for us, due to armory pocket(s), I agree.

But Tinder Blades? Its something we lack, attack wise.
And it's not a single hit but many.
Hm... is it just one attack or more? Because it says flurry.... if its more, this would be great for stripping defenses passive defenses like Reinforce shield.

Many short ranged knife attacks
So this would be great to pick up. It's one trick, so the dice used for them should be the same, as they are cast together. But the defender needs to defend against them separately.
This would be great for shredding or softening up defenses, like reinforce shield.

Although... @Imperial Fister , does TB uses one dice pool for all attacks or each have separate ones?

On a related note, wind blades were on the docket too, but we instead grabbed gale spear...
Which we never used.
Even though wind blades have a longe range and fly straigh, allowing for greater battlefield controll.
Also, it seems we know what Command does when Odr is infused now. It lets you give Standing Orders to your Fylgja. That's really potent. It means we can just order it to evade and disengage if it gets into any trouble even if we aren't taking direct control.
Huh... I must have missed this, when was this revealed?
 
It's in the character sheet, it just didn't make screentime because we already had a lot of things going on.
 
Honestly, we have focus too much on single hit, big damage attacks.
Smoulder sword is not really relevant for us, due to armory pocket(s), I agree.

But Tinder Blades? Its something we lack, attack wise.
And it's not a single hit but many.

We, uh, pretty much literally just got Fireside Barrage at Refined. Which is already exactly this. Some duplication is good, don't get me wrong, but we already have a fire-based flurry attack which makes getting the second one a lower priority.

On a related note, wind blades were on the docket too, but we instead grabbed gale spear...
Which we never used.
Even though wind blades have a longe range and fly straigh, allowing for greater battlefield controll.

Wind Blades are also a 1 damage attack, which is less appealing than it might be. Gale Spear, at this point, is useful in two circumstances:

1. We need an attack at better range (or with greater precision) than Kindle Spinner can manage.
2. We need to attack something immune or highly resistant to fire (or vulnerable to wind).

When we actually decided to learn it, its damage was also superior to Kindle Spinner, which would've resulted in a lot more use cases but with the hugareida rules changes, that has changed. We were far enough into training that getting it to Refined for the two listed uses was definitely still worth it, but it's gonna see a lot less use due to that rule change.

Huh... I must have missed this, when was this revealed?

When we Infused it. It wasn't a big announcement, just quietly added to the character sheet under Fylgja.
 
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I was more referring to them being hired by kings to watch big battles.
Ah my mistake.
thinking about it skald services are likely a pretty low demand and low supply thing and thus subject to high amount of variation in pricing and availability. probably gonna be out of hallas league to hire one for now but it would probably be viable to hire one for the biggest things soon enough.
 
Still though, yeah, a few Infusions into Command and a few good Command tricks, and we can actually potentially risk having our Fylgja actively support us in combat. What amounts to being a magical VTOL that can take care of itself and play overwatch is very useful.
 
I'll call voting in an hour, what questions did everyone have for me?

My questions were as follows:

1. How exactly do Sword Strikes really work? What are their range limitations, if any, and do you need to assign dice even to the double cost ones used as a follow-up to another attack?
2. Can we set up multiple Guard effects (ie: Sword Guard and Atgeir Bodyguard) and then assign one to basically sit around doing nothing until the attack after the other is broken? Like, say someone attacks and breaks our Sword Guard, can we have an Atgeir Bodyguard set up that will not do anything about that specific attack, but start defending us from all attacks thereafter? This would allow us to have a second Guard effect as a contingency rather than a single big attack breaking both.
3. For a Glima Trick for grappling, would we need two separate Tricks to effectively takedown/grapple someone and escape grapples, or would one Trick be usable for both purposes?
 
1. How exactly do Sword Strikes really work? What are their range limitations, if any, and do you need to assign dice even to the double cost ones used as a follow-up to another attack?
A sword slash that can be done in melee to close range (close range meaning that you're near, but not within striking distance.) You don't need to assign dice to it, otherwise I default to 4d6 or something along those lines
2. Can we set up multiple Guard effects (ie: Sword Guard and Atgeir Bodyguard) and then assign one to basically sit around doing nothing until the attack after the other is broken? Like, say someone attacks and breaks our Sword Guard, can we have an Atgeir Bodyguard set up that will not do anything about that specific attack, but start defending us from all attacks thereafter? This would allow us to have a second Guard effect as a contingency rather than a single big attack breaking both.
Sure, that works for me. You could also stick one in a Fast and then whip it out when in trouble.
3. For a Glima Trick for grappling, would we need two separate Tricks to effectively takedown/grapple someone and escape grapples, or would one Trick be usable for both purposes?
Glima tricks are based off real-life glima moves. So, yes and no
 
A sword slash that can be done in melee to close range (close range meaning that you're near, but not within striking distance.) You don't need to assign dice to it, otherwise I default to 4d6 or something along those lines

Check. That makes sense. Probably don't fit with our plans this turn, then, given we don't intend to be quite that close.

Sure, that works for me. You could also stick one in a Fast and then whip it out when in trouble.

Okay, cool. We want to do that fairly regularly going forward...upon reflection, I don't think it's needed this turn since he's explicitly going too easy on us, though.

Glima tricks are based off real-life glima moves. So, yes and no

Check again.
 
BTW, are we almost out of the "Nickel and dime" things phase? I really want to start pushing for Fylgja 7 now.
 
BTW, are we almost out of the "Nickel and dime" things phase? I really want to start pushing for Fylgja 7 now.

We are gonna keep putting dice towards some stuff at 1d per turn for the foreseeable future. However, we're very much in the 'push for high stats' phase going forward...my tentative plan for next turn involves a total of 32d6 in Fylgja, followed by 52d6 the turn after (and likely around 40d6 the turn after that, though it depends heavily on how those first two rolls go). That is after doubling, of course, but it's the plan.

Once we hit Fylgja 7 we do the same on Hamr until it hits 8, then Hugr until it does the same.
 



Alright, voting is now closed
Scheduled vote count started by Imperial Fister on Jul 16, 2023 at 8:01 PM, finished with 125 posts and 10 votes.

  • [X] Plan Hugs Are For Afterwards
    -[X] Like with Gabriel reassign a Shapeshifting Slot from Fasts to High-Twitch Muscles and one more Frenzy to Pockets, leaving us with only our 3Fold Inertia-Arresting Throw in terms of Tricks stored in our Fast. Also reassign another shapeshifting slot from Dense Muscles to yet more High-Twitch Reflexes. Reassign two Capacity from Beaconlight and Explosive Reactive Armor to Unending Time In The Sun and Fireside Barrage.
    -[X] Invest 2 Orthstirr in Hugr, 1 in Composure, 4 in Tactics, 3 in Scouting (-11 Orthstirr)
    -[X] 52d6 Attack (52d6 tricks)
    -[X] 42d6 Defense (42d6 tricks)
    -[X] 0d6 Intercept
    -[X] Put up a 50d6+9 (w/Hugareida) Orthstirr Enhanced x11 Atgeir Bodyguard (-25 Orthstirr).
    -[X] Activate Slipstream (-16 Orthstirr) and Heated Shroud (-5 Orthstirr) and take to the air with Ember-Wing Cloak and stay there (-6 Orthstirr, all subsequent actions include the +1d6 from Skyfire).
    -[X] Immediately release one 30d6+5 (w/Hugareida) Orthstirr Enhancedx9 Fireside Barrage (-16 Orthstirr), followed by two 30d6+5 (w/Hugareida) Orthstirr-Enhancedx9 Kindle Spinners (-11 Orthstirr each) in Abjorn's direction, trying to probe his defenses and take him down if possible. If he manages to close with us, use a 40d6+5 Sharpenedx19 Lightning-Enhanced Skewer-Flick attack w/Puncture to gain some distance (-33 Orthstirr).
    -[X] By default use Atgeir Bodyguard to defend against everything. For the first melee attack that gets through, use Contested Movement and all our Stoked Dice to defend (-3 Orthstirr, 24d6+5 defense) and counterattack with a Sharpenedx1 Lightning-Enhanced Skewer-Flick attack w/Puncture (-15) and abort to Sidestep (-2 Orthstirr) if that does not work as a defense.
    -[X] In response to anything after that Contested Movement (or any ranged attack) once Atgeir Bodyguard is broken, use Halting Vortex (-4 Orthstirr), and if something gets through that use up to four 50d6+9 Reinforcedx48 Sway defenses (-50 Orthstirr each).
    -[X] Tactics – So, we want to avoid close combat at all costs here to avoid being grappled. Basically we activate our available buffs and take to the air here and try and take Abjorn down with ranged attacks, with one big melee attack ready to use to hopefully gain some distance if necessary, while using a combination of a very large static defense and Perfect Defenses to avoid getting hit.
 
A true accomplishment.
Welcome to the party and thank you very much! I'd like to second you on the discussion elevating this quest considerably. Without you folks, I highly doubt this quest would be what it is today.
Also, @Imperial Fister, our list of foes still lists the Witch, and doesnt mention she is dead, though the completed journal entry mentions that. Should the Witch be still there under Foes, or at least mention that she is dead.
I need to fix that
RE: Forceful Lever, I had actually forgotten we couldn't do it at the same time as our Atgeir Bodyguard, I'd assumed we were using Sagaseeker rather than a ghost-atgeir.
You could if you wanted to
Although... @Imperial Fister , does TB uses one dice pool for all attacks or each have separate ones?
One dice pool
When we Infused it. It wasn't a big announcement, just quietly added to the character sheet under Fylgja.
I should've made it clearer, just forgot
 
After, though we seem to be through most of the Busywork projects now. I think we finish most of the rest of our Crafting Tricks next turn?
 
After, though we seem to be through most of the Busywork projects now. I think we finish most of the rest of our Crafting Tricks next turn?

We still have a bunch of crafting skill-tricks to go through if we want to get everything, and at only 3d to complete those Sten can instruct us on, but only able to work on 2 at a time, there's a lot of incentive to keep going every turn until we've rounded out our Weaponcraft Tricks at the very least (which is only 2d out of 58d anyway, for the next few turns). We do complete various projects in the next couple of turns (next turn specifically we complete Overland, Barb-Tongue, Slipstream, and our current crop of seidr, though the seidr likely gets replaced immediately...we may complete Dead Air's needed training for the moment as well if we only want it at Rough).

Mostly, the wealth of dice could've started this turn, but were instead used to get Stoker State to 5 and Clearwater almost completed (which both seemed good and necessary). With those done or almost done we can put those dice towards other stuff next turn (mostly Fylgja plus a bit of Glima...getting it to 4, and even 5, is really worth it, dice-wise, we're not going that far but a bit of a head start before going to only 1d a turn seems valid), and then get focused hard on Fylgja until it's at 7, followed by focused hard on Hamr until it hits 8, and then Hugr to 8 as well (Hugr is actually the cheapest of these, but also the one we'd least mind missing out on for the Vestfold trip, which is why it's third in line). After that we'll need to analyze what's best, though Hugr 9 is a fairly likely big project, as is Stoker State 7.
 
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At 7, our owl becomes Supernatural, presumably at 10, it gains a Specialization on top of that. Rank 10 is a major milestone for most stats, as that's the point where you've advanced it 9 times from the starting point of everyone.
 
Is it at Fylgja 7 our owl becomes supernatural, or is that Fylgja 10?

Looking back at Steinarr's explanation, I'm actually not sure...I suspect 10 based on Aki's still being a Raven, even though we know he's hit Fylgja 7. On the other hand, when it's a 'mundane' animal that can lift humans, carve runes, and do assorted other weirdness, it's already pretty supernatural.
 
Looking back at Steinarr's explanation, I'm actually not sure...I suspect 10 based on Aki's still being a Raven, even though we know he's hit Fylgja 7. On the other hand, when it's a 'mundane' animal that can lift humans, carve runes, and do assorted other weirdness, it's already pretty supernatural.

Aki's birb is literally made of sharp, that's firmly supernatural, if not massively so.
 
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