I definitely want us to social Folkmarr at some point, yeah. He'd definitely be invited to come with us trading if he wants to, maybe that would give us an opportunity?
 
Hunting the Hunters 1
[X] With the hunters, working to eliminate the wolves flushed out from dens
0~0~0

Led by Hymir Evershade, you and the rest of your hunting party arrive at a shallow den dug into the side of a dried-up riverbed. Shadows pour off his body as he turns to you with tired, sleep-deprived eyes.

"Framarr's ants found that there's only nine wolves in this one, so I'll flush them out for you." He stifles a yawn as he starts sinking into the shadows, "Oh, and before I forget, we figured out the typing," his next words turn your blood to ice. "They're water-wolves."

"Dammit!" You growl to yourself as he fully sinks into the shadows. Darkness surges into the den and, not ten moments later, a horde of howls and frantic yips echo from the pit.

You ready yourself as the first yellow-eyed monsters emerge from the dark.

0~0~0

The hunting group you wind up in is composed of five individuals, six including yourself.

The strongest member of the group is a Berserk of the Headsman's hird by the name of 'Nainn Rotting', who certainly lived up to his name. The stench of death clung to him like a fearful child does their blanket. He walks with spear in hand, sword on his belt, and no armor on his body—though it seems to be by choice rather than inability to afford it. From the rumors you've heard of him, he has a strong mastery over a 'rot' hugareida—from which he earned his kenning.

The next strongest is another Berserk by the name of 'Heima Smiles', though he's not part of the Headsman's hird like Rotting is—he's a recent arrival from the Kyrsvikingar. Heima, frankly, unnerves the blood from your body. He lacks cheeks and lips, so a constant trail of spit trickles down his chin and jaw as he walks with sword and shield in hand. He has this cold, empty stare that tells you all you need to know about his opinions on everything.

The last Berserk in the group is a broad departure from the previous two. Vagn Wheel-Drifter—a Geat and complete new arrival to Agder as a whole—is his name and he has a jovial, spear-holding gait. He doesn't hesitate to strike up a conversation when you join them, clearly hitting on you while he's at it—but backs off when you made it clear you weren't interested. In another life, perhaps you would have considered it—he's certainly handsome, after all—but he's no Abjorn. Despite his happy-go-lucky appearance, it's pretty obvious that he's itching for some adrenaline.

Fourth in line is Nokkvi Good-Oars who, as the name implies, is very good at rowing. He is also Giant-Blooded and fights with a sax in one hand and an axe in the other. There's not a whole lot to say about him other than that he seems to only care about ships and rowing in particular. To the surprise of absolutely no one, he's very good friends with your brother, Eric.

The last person besides yourself is a real ass by the name of Skoll the Hasty. He has a spear, axe, sax, and also shield. The first thing he did upon meeting you was openly ogle your chest. The next thing he did was open his mouth—likely to make a fatal error—but you put a stop to that by coating Sagaseeker in lightning. The implicit threat was enough to force him away, but something tells you that he'll be trouble later.

It's honestly a good thing that Abjorn isn't here, as few things anger him more then you suffering insults. If he had killed this 'Skoll' for the insult, he would've broken the felag bond and likely be declared an outlaw.

That's not exactly something you or your family need right now.

Abjorn actually decided to try his hand at trapping, which is why he's not here with you.

0~0~0
(Tactics: 6x1, 5x3, 4x3, 3x3, 2x1, 1x2)11+5=16 Successes

You will soon be fighting nine water-wolves. They posses water-based powers as well as their normal wolf attacks. Expect a variety of tactics.

These are dangerous foes.

For some reason, they seem unusually attracted towards fighting you. It's almost as if they can detect that you are weak to water...

Two are heading straight towards you while a third is trying to flank. They're not likely to be especially skilled combatants, but that doesn't mean that they're not a threat. They do have Frenzy, after all. They're also not likely to have very strong defense.

Endurance: (13/13) | Frenzy: (5/5) (+5 to all Combat Rolls) | Armor Health: (17/17) (+4 to Defense)
Orthstirr: (530/604) | Odr: (29)
( ) Frami: 202 | ( ) Virthing: 201 | ( ) Saemd: 201
Sagaseeker has 49 orthstirr in his reservoir.
Your Armor has 13 orthstirr in its reservoir.
Shapeshifting is granting you (+1 Damage and +1Attack-Speed)
Your combat pool is 104d6 and you have 15d6 Stoked Dice

What do you do?
[ ] (Plan Name)
-[ ] (Dice) Attack
-[ ] (Dice) Defense
-[ ] (Dice) Intercept
-[ ] (Dice) (Trick) (Orthstirr)
-[ ] Tactics Write in

0~0~0

AN: Sorry about this one, I should've let the vote go on till tomorrow, but, alas, I wanted to get combat started today.

What a fool I was.

No moratorium.
 
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Remember, more kills equals more Orthsirr and more Pelts.

If they're monsters, they might not have a good answer to Perfect Defences, although Halting Vortex might not properly protect against big water attacks.
 
"Framarr's ants found that there's only nine wolves in this one, so I'll flush them out for you."
Cool. Sounds very interesting. Just a hugareida or more generally applicable? Should talk to him after to find out. (Combined with the discussion we walked into)
"They're water-wolves."
Aww, pond puppers!
Drippy doggos.

Split our dice between big investments into persistent tricks and active combat?
With active combat being catching them in IAT and giving them a SB poke?
 
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I was going to suggest not using much fire because flames likely would have messed with the pelts. But them being water type makes that somewhat redundant.
 
I think we put up a big defense with Sword Guard and mostly use that for defense with Halting Vortexes as backup and a few panic-button-y Sways then go to town with a combination of Sharpened Basic Attacks (which do, in fact, do 5 damage), a couple of Stoking State moves to try them out, and probably a Firebomb Strike or two? Or maybe skip the Firebomb Strikes due to not wanting to mess up the pelts?

Contested Movement is also possible, but they're stated as unskilled rather than weak which makes me leery of relying on our Hamr being better without die bonuses...on the other hand we do have die bonuses, so we could give it a shot.

Water is strong against fire is strong against ice.

IF has very explicitly said it's not that simple.
 
If we do Sharpened Basic Attack Spam we can Stoker-Contested Movement Spam for counterattacks.

Do we know how much Hamr the Wolves have and their speed?
 
Awesome update!

The hunting group you wind up in is composed of five individuals, six including yourself.

The strongest member of the group is a Berserk of the Headsman's hird by the name of 'Nainn Rotting', who certainly lived up to his name. The stench of death clung to him like a fearful child does their blanket. He walks with spear in hand, sword on his belt, and no armor on his body—though it seems to be by choice rather than inability to afford it. From the rumors you've heard of him, he has a strong mastery over a 'rot' hugareida—from which he earned his kenning.

The next strongest is another Berserk by the name of 'Heima Smiles', though he's not part of the Headsman's hird like Rotting is—he's a recent arrival from the Kyrsvikingar. Heima, frankly, unnerves the blood from your body. He lacks cheeks and lips, so a constant trail of spit trickles down his chin and jaw as he walks with sword and shield in hand. He has this cold, empty stare that tells you all you need to know about his opinions on everything.

The last Berserk in the group is a broad departure from the previous two. Vagn Wheel-Drifter—a Geat and complete new arrival to Agder as a whole—is his name and he has a jovial, spear-holding gait. He doesn't hesitate to strike up a conversation when you join them, clearly hitting on you while he's at it—but backs off when you made it clear you weren't interested. In another life, perhaps you would have considered it—he's certainly handsome, after all—but he's no Abjorn. Despite his happy-go-lucky appearance, it's pretty obvious that he's itching for some adrenaline.

Fourth in line is Nokkvi Good-Oars who, as the name implies, is very good at rowing. He is also Giant-Blooded and fights with a sax in one hand and an axe in the other. There's not a whole lot to say about him other than that he seems to only care about ships and rowing in particular. To the surprise of absolutely no one, he's very good friends with your brother, Eric.

The last person besides yourself is a real ass by the name of Skoll the Hasty. He has a spear, axe, sax, and also shield. The first thing he did upon meeting you was openly ogle your chest. The next thing he did was open his mouth—likely to make a fatal error—but you put a stop to that by coating Sagaseeker in lightning. The implicit threat was enough to force him away, but something tells you that he'll be trouble later.



In awe of what utter cryptids our fellow hunters are, they're all terrible, I love them so much.

0~0~0
(Tactics: 6x1, 5x3, 4x3, 3x3, 2x1, 1x2)11+5=16 Successes

You will soon be fighting nine water-wolves. They posses water-based powers as well as their normal wolf attacks. Expect a variety of tactics.

These are dangerous foes.

For some reason, they seem unusually attracted towards fighting you. It's almost as if they can detect that you are weak to water...

Two are heading straight towards you while a third is trying to flank. They're not likely to be especially skilled combatants, but that doesn't mean that they're not a threat. They do have Frenzy, after all. They're also not likely to have very strong defense.

Endurance: (13/13) | Frenzy: (5/5) (+5 to all Combat Rolls) | Armor Health: (17/17) (+4 to Defense)
Orthstirr: (530/604) | Odr: (29)
( ) Frami: 202 | ( ) Virthing: 201 | ( ) Saemd: 201
Sagaseeker has 49 orthstirr in his reservoir.
Your Armor has 13 orthstirr in its reservoir.
Shapeshifting is granting you (+1 Damage and +1Attack-Speed)
Your combat pool is 104d6 and you have 15d6 Stoked Dice

What do you do?
[ ] (Plan Name)
-[ ] (Dice) Attack
-[ ] (Dice) Defense
-[ ] (Dice) Intercept
-[ ] (Dice) (Trick) (Orthstirr)
-[ ] Tactics Write in

0~0~0

AN: Sorry about this one, I should've let the vote go on till tomorrow, but, alas, I wanted to get combat started today.

What a fool I was.

No moratorium.

So, tactics ideas:

(1) We probably want to use a mixture of persistent defences and dodge defences here - if they're hitting us with a big watergun, I agree with Shard that Halting Vortex might not do it.
(2) Whilst fire attacks can still work, we'd need to use a LOT of fire, which I'm unsure about. The weak defence makes me think that basic attacks are doable.
(3) Inertia-Arresting-Throw to hold them in place also seems viable here.
 
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Hey IF, do we have an estimate of the wolves' combat dice pool and Hamr scores respectively, like we got during the Gabriel fight?

Also will there be multiple followup fights?
 
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I mean if we already know they are going to be aiming for us, we could kite. Halla is fast so just string them along blasting the closest one with lightning whenever we can.
 
So, tactics ideas:

(1) We probably want to use a mixture of persistent defences and dodge defences here - if they're hitting us with a big watergun, I agree with Shard that Halting Vortex might not do it.

Halting Vortex would stop the water just fine. We'd wind up wet when the water started moving again, but that doesn't actually hurt us. They'd need acid or something for Halting Vortex not to work...or a big AoE, I guess, though most of our defenses would have issues with that. Our dodge-related Perfects, meanwhile, leave openings for enemies to exploit, which is less than ideal...maybe add a conditional for Backstep if there's a big AoE...

(2) No fire attacks, and the weak defence makes me think that basic attacks are doable.

Yeah, I generally agree here. Basic Attacks seem solid here.

(3) Inertia-Arresting-Throw to hold them in place also seems viable here.

I mean, it'd work but why would we bother? We do that to get through powerful defenses or stop powerful attacks and neither seem like what's happening here.

I mean if we already know they are going to be aiming for us, we could kite. Halla is fast so just string them along blasting the closest one with lightning whenever we can.

We have no ranged lightning attacks. I see no reason we need to super avoid melee here. Take precautions? Sure. Avoid it? Not so much.
 
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Halting Vortex would stop the water just fine. We'd wind up wet when the water started moving again, but that doesn't actually hurt us. They'd need acid or something for Halting Vortex not to work...or a big AoE, I guess, though most of our defenses would have issues with that. Our dodge-related Perfects, meanwhile, leave openings for enemies to exploit, which is less than ideal...maybe add a conditional for Backstep if there's a big AoE...

The Halting Vortex only stops a small area though. If it's a big wave of water, a lot might just continue on past HV.

I mean, it'd work but why would we bother? We do that to get through powerful defenses or stop powerful attacks and neither seem like what's happening here.

I suspect that they might be "slippery" given they're water aligned, and also given the nature of this engagement they're quite likely to run away once we've hurt them, and we want them dead, so holding them in place for a coup de grace is useful.
 
We got that from a crit on the Tactics roll, I don't think we're gonna know that

No, that was his character sheet, estimated Hamr scores have been pretty normal, and estimated combat Pool dice is something IF said would be common going forward.

The Halting Vortex only stops a small area though. If it's a big wave of water, a lot might just continue on past HV.

Right, but for something like that, only Backstep would help, so a conditional for Backstep against big AoEs seems to cover it.

I suspect that they might be "slippery" given they're water aligned, and also given the nature of this engagement they're quite likely to run away once we've hurt them, and we want them dead, so holding them in place for a coup de grace is useful.

We know their defensive pools are poor, so they can't be as slippery as all that. A conditional to use IAT if they try and run is reasonable enough, though. I'll add that in.
 
I think -

Buffs

10 RS layers before combat starts
Atgeir Counterstab, maybe with 20d from Sharpens
Slipstream
Optional 2x Sword Guard I guess

Defences
If the Wolves have Hamr 10 or less: Spam the shit out of Contested Movement (Stoker Dice Spam) using Sharpened Lightning Attacks as our counterattack.
If the Wolves have Hamr 11 or more: Slice Asides interspaced with Contested Movements.

Attack
Spam the shit out of regular basic attacks and kill them fast.

Tactics
FF one of the two wolves down ASAP by mashing basic attacks, which should give us more attacks than the remaining two wolves, which should mean we can then spam the shit out of Stoker Dice to pretty much autowin Contested Movements if their Hamr Scores aren't obscene.

Possibly drop down a Mire Ward as well to lock down their attack speed further.

Right, but for something like that, only Backstep would help, so a conditional for Backstep against big AoEs seems to cover it.
I think it would be better to EWF out of big AOEs.
 
Right, but for something like that, only Backstep would help, so a conditional for Backstep against big AoEs seems to cover it.

Sounds good!

We know their defensive pools are poor, so they can't be as slippery as all that. A conditional to use IAT if they try and run is reasonable enough, though. I'll add that in.

I would also say that "poor defence" might still mean, IDK, we need 20-25d6 or something to reliably get through. Like, a "strong defence" for us right now is 50+ d6, so we should act accordingly. I feel like there's a going to be a temptation here to start throwing 8d6 Basic Attacks around like we did against Gabriel, and I think that's likely to have the same result as a kitten running into a screen door.

Other ideas I had were using Contested Movement with Leaping Cleave (it's our highest damage non-fire attack I believe), and also, since we've spent time unlocking it, Long-Lunge feels appropriate here, especially for stabbing wolves trapped in IAT.
 
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