I personally am a little ambivalient on 'get more combat dice'. It doesn't feel more more combat dice really change the way we fight, and is practically speaking, not really different from +(Combat Dice) Orthsirr per turn.

It also affects total possible number of actions, but this is basically fair. On the other hand, +X Orthstirr per turn is a good thing to get when X is sufficient. Like, it's not hugely impactful, but it's also not nothing.
 
Some questions, IF:

1) Does Halla's Cindersoot Owl always emerge 'ensootified'? Like if we clean the Cindersoot Owl, unsummon and resummon, is it all covered in soot again?
2) Does the Sooty Flaw apply also to the Cindersoot Owl?
3) Did Bo Burrison say anything about, like, whether he has a grudge for the killing of Lori Burrison, because with how the trial the presumption would have been that it was Eric who killed Lori, but then like Osborn would probably have told the family it was us, etc.
 
The fact that it was unanimous leads me to believe Halla has infected the thread, just as bloodthirsty. Granted I was gonna vote the same so I'm no exception.
If IF wanted to be any less subtle about telling us there is something going on, they'd have to write it in a plank of wood and hit us with that.
A graybeard in mail—the only graybeard and mail-wearer there, in fact—steps forward with steel atgeir in hand. He raises a hand in a cautious wave, his eyes narrowed with suspicion as you happily offer it back.

He's a powerhouse for sure. No man could keep a weapon of steel for long if they weren't. Weaklings don't get to have things like that.
"Weaklings don't get to have things like that"
Exactly the callout of the bonethrone of the fenriskin.
"Welcome to Geirstadt shores, ship of Agder," the obvious Berserk peers at you from beneath his iron helmet, "I am Nereidr Hornbuster," though you fail to place it, the name alone sends tufts of grass swirling into the air, "and for what business have you come here?"

A ripple of mutters falls from the lips of Nereidr's men as you give them your name. Nereidr sighs and shakes his head.

He takes your hand with a firm yet surprisingly gentle grip. "While you've come to the right place, Halla Skyfire, you've come at the wrong time. We stockpile during winter and sell during summer and, as you can tell, it's nearing the end of summer." He breathes a heavy sigh, "However, a seer came by, speaking of a woman with eyes of steel and hair of fire who rides the skies on wings of flame. A woman in need of whetstones, who will rid us of a certain someone in the hills."
The mennin general react to either our name, or our whetstone requests (=the prophecy is not a secret)

"a Seer".
Not "a Seeress", "a Seer".
Someone male openly using Seid and being taken serious.
He came by and was taken serious.
Best chance is probably that it is Odin.
You squint as Nereidr finishes speaking. This seems awfully convenient, but...

"And if I solve your hill-dwelling problem, you'll give me whetstones?"

Nereidr sighs and rubs at the bridge of his nose. "The King ordered us to save over two-thousand units of whetstones for you, out of the faintest hope of you existing."
Nereids reaction.
Order by the king to save over two-thousand units of whetstones.

Only way to be less subtle would be a clue-by-four.

Something is going on and we get no hints of "careful, there might be a trap".
And the price is good. Very good.
 
If Odin's nudging it, then we definitely want to respond, we're on the side of the Aesir in this struggle, if he needs our dudes here to head things off, it's probably important and possibly informative.
 
It could absolutely be a trap. Even if it's not, it's dangerous or complicated enough that Neireidr Hornbuster hasn't solved it, and he seems pretty hard-core from what little we've seen
 
It could absolutely be a trap. Even if it's not, it's dangerous or complicated enough that Neireidr Hornbuster hasn't solved it, and he seems pretty hard-core from what little we've seen
Yeah, he's probably at least as badass as Halla is. Good thing Halla brought like 4? People of her tier or above.
 
It could absolutely be a trap. Even if it's not, it's dangerous or complicated enough that Neireidr Hornbuster hasn't solved it, and he seems pretty hard-core from what little we've seen

I mean, if it's a military/bandit problem, one badass may not be enough to handle them and/or may need to stay and guard the town. We have significant forces at our disposal.

If it's a problem where they can't find their enemy, they made need Halla's seidr skills or something like that, in which case being badass is less relevant.

Yeah, he's probably at least as badass as Halla is. Good thing Halla brought like 4? People of her tier or above.

6, actually, if just talking Halla's level or above. Heima Smiles, Halla, Abjorn, Gabriel, Nokkvi, and Vagn.
 
This assumes they would've ranked up, which isn't a given. We rolled a total of 13 dice and netted 2 successes on Training in the non-Hugareida Tricks we trained this turn. We put 6 dice into the Navigation Trick and got 0 successes. With that dice luck, I dunno if we would've managed it. It certainly would've been nice if it worked, though, yeah.

We might also get more training before we fight? I'm not clear if we also get training while 'in port' here, but we probably are spending a day here and it would make sense given how that's been working.

IDK, I kind of get the impression we're going to get stuck in rather than do another plan? Honestly I'm fine with that, and would sorta prefer keeping the momentum going. It's hardly the biggest deal either way; ranking them up is basically just mildly attractive low-hanging fruit we can grab whenever we next get the chance.

What do you think about trying to get Contested Movement Perfected in the near to medium term? Given what IF has said, I get the impression that Perfected Tricks are generally a lot harder to stop, and are qualitatively kind of profoundly better at whatever it is they're doing, and Contested Movement is a really useful part of our arsenal we've come to rely upon. Like it would take a pile of dice, but basically like, what we have in a Turn, give or take.

I personally am a little ambivalient on 'get more combat dice'. It doesn't feel more more combat dice really change the way we fight, and is practically speaking, not really different from +(Combat Dice) Orthsirr per turn.

More combat dice change the way we fight in that stuff with more dice behind it has a higher chance of reliably beating the enemy's rolled defence/attack, and is mandatory for stronger opponents. We can use Orthstirr for the same thing, but Combat Dice are effectively like free regenerating Orthstirr, so they're nice to have.

It's not a coincidence that Punch Up calculates "Power Levels" based on how many combat dice each person has; to a first approximation it's not a terrible proxy for overall strength.
 
I think 'Seer' refers to both male and female Seers/Seeresses, in this case.
It has kinda been Oda like that Imperial has always been carefull with his wording. I doubt it's innocuous. But that is a good point. Just be paranoid. We got an 'easy' even boss. I doubt this one will be too.
 
Oh, also, wasn't there a thing a while ago about how the "feng shui" of our cultivation space was kind of off?

I can't remember if we decided the solution to that was probably to unblock the old Underhouse (which I think we're doing this turn when we get back, likely to be quite a busy one), or if we don't have a solution to it yet.
 
IDK, I kind of get the impression we're going to get stuck in rather than do another plan? Honestly I'm fine with that, and would sorta prefer keeping the momentum going. It's hardly the biggest deal either way; ranking them up is basically just mildly attractive low-hanging fruit we can grab whenever we next get the chance.

That's very possible, hence asking it as a question. I could see it being done either way.

What do you think about trying to get Contested Movement Perfected in the near to medium term? Given what IF has said, I get the impression that Perfected Tricks are generally a lot harder to stop, and are qualitatively kind of profoundly better at whatever it is they're doing, and Contested Movement is a really useful part of our arsenal we've come to rely upon. Like it would take a pile of dice, but basically like, what we have in a Turn, give or take.

So, I'm not against this, but it's expensive as hell. 108 successes is 162 Training Dice, on average if doing more than 1d a turn (and we'd need to unless we wanted to take 18 years on this). With 162 Training Dice we could almost get a stat from 8 to 9 (or Hugr 9 to 10), due to Training Items. So, if we decide to pursue this, I think we need to figure out a Standstill Trick Training Item or something like that, getting it down to a 'more reasonable' 81 Training Dice on average. If someone has a good idea for one of those, I'm in for making one, and then proceeding to aim for this once we have Hamr and Hugr to 8.

More combat dice change the way we fight in that stuff with more dice behind it has a higher chance of reliably beating the enemy's rolled defence/attack, and is mandatory for stronger opponents. We can use Orthstirr for the same thing, but Combat Dice are effectively like free regenerating Orthstirr, so they're nice to have.

Pretty much this. 6 Combat Pool is a free 6 Orthstirr every turn. That's not a vast sea change in capability, but it's not nothing either.

It's not a coincidence that Punch Up calculates "Power Levels" based on how many combat dice each person has; to a first approximation it's not a terrible proxy for overall strength.

Punching Up seems to not be based purely on this. We have more than half Steinarr's Combat Pool but I'm pretty sure we can still use Punching Up on him. The 'twice as powerful' definitely includes combat pool, but not exclusively.

Oh, also, wasn't there a thing a while ago about how the "feng shui" of our cultivation space was kind of off?

I can't remember if we decided the solution to that was probably to unblock the old Underhouse (which I think we're doing this turn when we get back, likely to be quite a busy one), or if we don't have a solution to it yet.

Yeah, we're pretty sure it's the Underhouse being locked up, which is why we're clearing it.
 
So, I'm not against this, but it's expensive as hell. 108 successes is 162 Training Dice, on average if doing more than 1d a turn (and we'd need to unless we wanted to take 18 years on this). With 162 Training Dice we could almost get a stat from 8 to 9 (or Hugr 9 to 10), due to Training Items. So, if we decide to pursue this, I think we need to figure out a Standstill Trick Training Item or something like that, getting it down to a 'more reasonable' 81 Training Dice on average. If someone has a good idea for one of those, I'm in for making one, and then proceeding to aim for this once we have Hamr and Hugr to 8.

Oh wait, bugger, I thought we only needed 36 Successes to complete it for some reason, I misread the thingie. That is quite expensive. I mean, I think its usefulness might justify it, but it's definitely A Lot.

And yeah given the size of investment here, to go for this we'd absolutely want a training trick for it; that's like an entire turn and a half's worth of training dice it'd save us. at least.

Punching Up seems to not be based purely on this. We have more than half Steinarr's Combat Pool but I'm pretty sure we can still use Punching Up on him. The 'twice as powerful' definitely includes combat pool, but not exclusively.

Oh, interesting! For some reason I'd remembered it as our combat pool. It's far to say that there are things which mean combat dice alone are less decisive at higher levels, because people have stronger techniques/more Twists, but your combat pool still tends to correlate with strength.

Yeah, we're pretty sure it's the Underhouse being locked up, which is why we're clearing it.

Gotcha! I'd just completely forgotten lol
 
King Olaf Half-Standing, a Steelfather on the weaker end of the spectrum
Oh man, Halla/Hallr, how does it feel to be honored by a Steelfather like this?

Well I imagine Blackhand's gloating.
It has kinda been Oda like that Imperial has always been carefull with his wording. I doubt it's innocuous. But that is a good point. Just be paranoid. We got an 'easy' even boss. I doubt this one will be too.
I had went to hunt down to see if IF had used Seer for a female Seeress actually just to be sure about exact wordings - He referred to Solrun as a Seer during the update where we introduced Aki to Kolla.
 
That's a bit spooky. A Steelfather is aware of the issue and is bribing us to deal with it rather than just Coming Over There? My best guess is that the outlaw is related to the King, so killing him would still be Nid for the Steelfather and his ironmasks.
 
Summer 9/Voyage 1.2 | A 'Chance' Encounter 1
[X] Accept the quest (Begins 'A 'Chance' Encounter')
0~0~0

With your felag at your back, you following Nereid Hornbuster through the fields and into the hills. Along the way, he explains a little of what's going on.

"There's some kind of," Nereid scowls as he wiggles his hand back and forth, "I want to call him a shape-changer, but that's not quite right. You ever see a Realized thing stoke its Aspects?"

"Yes...?" You slowly nod as you step over a dip in the road.

"It's a little bit like that, but on a man instead of a thing. Like the ghost of a wolf is clinging to the bones of a man."

"Poetic."

He nods, "Which is why it's accurate."

Well, you can't argue with that. What can do, however, is ask about this 'ghost-wolf-man-thing's' capabilities. "How strong is he? Or they? How many are there?"

"We're pretty sure they're a bunch of raiders who just haven't gotten on their way," you wince as you hear that, "not a whole lot of them, only around, oh, twenty or so. They've taken a few casualties here and there, mainly thanks to old," he pats his atgeir, "Sundertouch here. Their leader is the only one that's actually properly dangerous, mind you. He's the ghostly man wolf thing, the one the prophesy said would need you to..."

"To what?"

He frowns, "The seer didn't say, only implied 'defeat'. He was very vague on that one," the frown deepens into a scowl, "too vague for your typical prophecy. Bastard was hiding something."

"If you don't mind me asking," you begin as a thought comes to mind, "why aren't you dealing with it? You've got steel, you're clearly a powerful warrior, so what's up?"

Hornbuster releases a long-suffering sigh. "I would if I could, alas," he waves a hand towards Skein, "the King's forbidden any of his hird from leaving the city limits." Immediately after saying that, Nereid stops on the spot and plants the end of Sundertouch in the ground. "And that's as far as I can go. Keep going north for an hour and you'll find 'em on a big hill, can't miss it."

With that, Nereid pivots on the spot and starts the trek back to Skein, which leaves you and your men to plan.

How do you want to play this? How are you going to approach the enemy camp?
[ ] Shock and Awe
-Hits them hard and fast while giving them no time to react or organize
-But also means that you're not doing any scouting beforehand, so you're going in blind
[ ] Scout it First
-Before launching an attack, you'll send men (who you send and how many is up to you) to scout it out
-Chance for your men to get spotted and for the element of surprise to be lost. If one of your men gets spotted, they may escape freely, get injured but still escape, get captured, be injured and then captured, or straight-up killed.
[ ] Write in your own tactics

0~0~0

AN: Alright, here we go. Not a lot to say here.

No moratorium, as it is late.
 
Was in the middle of writing this when the update dropped. Will respond to the update in a separate post:

Oh wait, bugger, I thought we only needed 36 Successes to complete it for some reason, I misread the thingie. That is quite expensive. I mean, I think its usefulness might justify it, but it's definitely A Lot.

And yeah given the size of investment here, to go for this we'd absolutely want a training trick for it; that's like an entire turn and a half's worth of training dice it'd save us. at least.

It's only 36 from Mastered but all that does is reduce cost for the most part. There are some things that also compare respective levels in a Trick, but it's not standard and doesn't have some of the absolute boosts that Perfected does.

Thinking about it, I would also like to see if we can instead get a Hugr based equivalent if possible before going all in on Standstill, just because that would be so much better for us. Especially something Tactics based.

Oh, interesting! For some reason I'd remembered it as our combat pool. It's far to say that there are things which mean combat dice alone are less decisive at higher levels, because people have stronger techniques/more Twists, but your combat pool still tends to correlate with strength.

Well, Orthstirr pool alone, but also the ability to make combat rolls use other things leap to mind. Abjorn has a significantly lower Combat Pool than Halla does...but he can just make things into wrestling rolls, where he shines.

Gotcha! I'd just completely forgotten lol

Happens to us all now and then.
 
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