Huh, we actually have enough training dice to start pushing the next level of Hamr and Hugr. That'll unlock Alloys and put us in striking range of Shapeshifting.

Not while we're raiding of course, while we're raiding, we focus on things that make us better at raiding, but when this is all sorted out.
 
sigh, I seem to have forgotten to press the button

welp, anyways, voting is now actually closed
Scheduled vote count started by Imperial Fister on Mar 27, 2023 at 4:47 PM, finished with 34 posts and 15 votes.
 
Huh, we actually have enough training dice to start pushing the next level of Hamr and Hugr. That'll unlock Alloys and put us in striking range of Shapeshifting.

Not while we're raiding of course, while we're raiding, we focus on things that make us better at raiding, but when this is all sorted out.

I think we need to spend a few turns on our vast plethora of other stuff we still need to sheer up...specifically, working on our Tricks, and getting Labor, Farmwork, and Management to 2 and getting some work done on the Craft skills (Sten's bonus means that getting them from 2 to 3 is only two turns on average). But yes, after a turn or two of that some real focus on Hamr, Hugr, and Mastering Halting Vortex seem worth investing in pretty heavily (we actually don't need to invest heavily in Mastering our Ignition Tricks, IMO, as they'll get there before we're 19 on 1 die per turn...well 2 dice plus a bonus success).
 
I think we need to spend a few turns on our vast plethora of other stuff we still need to sheer up...specifically, working on our Tricks, and getting Labor, Farmwork, and Management to 2 and getting some work done on the Craft skills (Sten's bonus means that getting them from 2 to 3 is only two turns on average). But yes, after a turn or two of that some real focus on Hamr, Hugr, and Mastering Halting Vortex seem worth investing in pretty heavily (we actually don't need to invest heavily in Mastering our Ignition Tricks, IMO, as they'll get there before we're 19 on 1 die per turn...well 2 dice plus a bonus success).
you forget the return of the 1d6 training is upon us now

edit: 1d6 hamr, 1d6 fylgja, 1d6 hugr, 1d6 campfire, 1d6 to each of the 3 management dice, 2d6 to each ignition thing, 1d6 to sight, 1d6 to insulting (pls), 1d6 to runes (maybe more). thats 16 out of 25, maybe we could throw in some crafting skills and tricks
 
Last edited:
you forget the return of the 1d6 training is upon us now

edit: 1d6 hamr, 1d6 fylgja, 1d6 hugr, 1d6 campfire, 1d6 to each of the 3 management dice, 2d6 to each ignition thing, 1d6 to sight, 1d6 to insulting (pls), 1d6 to runes (maybe more). thats 16 out of 25, maybe we could throw in some crafting skills and tricks

Runes usefully can't get dice, we have to figure them out OOC...but other than that, yes that's more or less exactly my plan for our first turn home (plus dice in various craft skills and a few other things). Which was sort of my point. I was arguing against putting too many dice into Hamr and Hugr here, not against putting any. We may even be able to do more than 1d6 on one of them, depending.

Oh, and it's 2d6 for Campfire same as Ignition since it, too, is a Fire Hugareida.
 
Last edited:
Summer 5/Raid 1/Attacking the Town 1
"Ready, gentlemen?" Folkmarr asks with hands on hips.

At the resounding chorus of spoken yeses and nodded affirmatives, he grins and plants hands on sword hilts.

"Alright, then", he says, pivoting on his heel as he draws his weapons. Raising his voice alongside his swords, he roars the battle cry of your people;

"Tyr!"

The felag joins him as you explode into motion. The clear word quickly devolves into meaningless noise as you charge.

0~0~0

Under the church bells tolling alarm and the clamor of panicked soldiery, Abjorn is the first to make it to the gate. With arrows starting to rain down on your heads, you're right behind your husband as he raises a leather-wrapped foot.

The gate buckles mightily as he brings his foot down. It splinters inwards, catching a too-quick militiaman in the neck. He goes down with a spray of blood. His spear clatters against the ground as he gropes at the length of wood sprouting from his neck.

You blink as you watch him still and go limp as his eyes glaze over. Wow, Christians really are weak! You would've easily dodged that length of wood — why in all the realms are they so damn weak?

The other side of the gate contains a hastily formed spearwall of about twenty soldiers in two rows. They're terrified and panicked, not the kind of warriors you would expect to have defending a wealthy town like this.

But then again, these are not your people so why would they follow Norse logic?

Regardless, battlelust pounds in your ears and sheer happiness spreads a broad smile across your face. This doesn't seem to help the Christians' nerves much.

0~0~0
(Hugr (Tactics): 3, 1, 6, 2, 6, 2, 6, 5, 6, 2) 7 Successes

There are about 20 soldiers ahead of you, formed up in 2 rows with spears pointing your way. They are holding the other side of the gate — the inner doors having failed to close in time — which means that their flanks are secure.

At least, it would be if you hadn't noticed a fatal flaw; there's an opening on the underside of the gatehouse, likely where they would drop rocks and things from if the inner doors had closed in time. It looks lightly defended, number-wise, but you catch glimpses of glinting metal every once in a while. If there is someone up there, then they're probably stronger than the panicked masses down here.

You could make it up there with a leap, but it wouldn't be easy to do that while defending against an attack.
(Requires Overland roll to do it successfully)

Abjorn is leading the charge, shield up and steel sword glaring in the light. Gautrekr is beside him, axe and shield in hand. Stigmar is a few steps behind, sword and shield at the ready. Barki is nowhere the be seen while the two others are bringing up the rear.

Nobody on your side looks hurt or otherwise. Your morale is rock-solid.

The Christians look panicked, like they weren't ready for an attack at any moment. Where's the paranoia?! Where's the preparation?! And they call themselves guards! Disgraceful!

Regardless, they won't last long in a fight. More are running towards the gate from the barracks, about twenty-five or thirty in total.

Nobody on their side looks hurt or otherwise. Their morale is shaky at best

Of them all, only one stands out to you in any real capacity. He's a barrel-chested Sergeant with a flat-topped helmet and some manner of colored sheet hanging over his armor — which appears to be mail. He has a sword in one hand and an arrowhead-shaped shield in the other. He's bellowing out orders to the gathered soldiery and seems to be the one thing holding their line together.

The Christians seem to be planning on holding their ground as best they can while the Sergeant is ready to fill any gaps that spring up.

You have 5/5 Endurance | 8/8 Armor | N/A Shield
You have 30/98 orthstirr in reserve, your Frami (33), Virthing (33), and Saemd (32) are untapped.
Sagaseeker has 8 orthstirr in its reservoir
You can put 0 more points of orthstirr into your Combat Pool.
You have 37d6 in your Combat Pool

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

0~0~0

AN: And here we are, your first battle as opposed to a fight. In battles it tends to be more about breaking morale than killing enemies, though killing enemies does often lead to morale breaks.

25-minute moratorium.
 
Last edited:
Runes usefully can't get dice, we have to figure them out OOC...but other than that, yes that's more or less exactly my plan for our first turn home (plus dice in various craft skills and a few other things). Which was sort of my point. I was arguing against putting too many dice into Hamr and Hugr here, not against putting any. We may even be able to do more than 1d6 on one of them, depending.

Oh, and it's 2d6 for Campfire same as Ignition since it, too, is a Fire Hugareida.
Oh i was putting the before doubling value since if you are getting x2 dice you should get 4 not 2 (since you cant benefit from 1d6 being 2, 1, 0 instead of 2, 1 , -1)
 
very odd you put such good battle music even tho we havent hurt anybody ourselves yet, Also hold off on fire tricks, we dont want to start a fire right away and risk it getting out of control and burning a bunch of the loot during the fight
 
very odd you put such good battle music even tho we havent hurt anybody ourselves yet,
I was always going to put Sonofawolf over the first bit of raiding you did, as I think it fits well with the concept and serves to get you into the mood, as it were. I can pull it out if that would be better.
 
Last edited:
Hmm, go for the opening up top, Dragoon Bomb Jump the Sergeant to break their morale if we're not dealing with someone Beefy up there?

No need to tap our Stuff just yet, these guys are scrubs, draw from Sagaseeker but let's keep our stoking for worthy opponents.
 
Last edited:
Hmm, go for the opening up top, Dragoon Bomb Jump the Sergeant to break their morale if we're not dealing with someone Beefy up there?

No need to tap our Stuff just yet, these guys are scrubs, draw from Sagaseeker but let's keep our stoking for worthy opponents.

Stoking one thing will keep us from running out and loses us nothing, so I think we should stoke precisely one thing here, but otherwise basically agreed. Also, Stoking looks badass, so it might help scare them off.
 
[X] Plan Cut Off The Head
-[X] Stoke Frami (+33 Orthstirr)
-[X] 20d6 Attack (15d6 tricks)
-[X] 17d6 Defense
-[X] 0d6 Intercept
-[X] Put 5 Orthstirr into 10 layers of Reinforce Shield before the combat begins (-5 Orthstirr)
-[X] Make a 6d6 Honed Leaping Cleave attack (-4 Orthstirr), followed by two 6d6 Honed Power Chop attacks (-4 Orthstirr) if, and only if. the sergeant is still alive, followed by 5d6 in normal attacks on any soldiers not fleeing yet (more if we don't need the Power Chops to finish the sergeant)
-[X] In response to any Trick Attack use Halting Vortex (-4 Orthstirr). If we are attacked with a non-Trick attack simply defend ourselves (1d6 each) as long as we have Reinforce Shield at 3+, after it has been reduced to 2 or below instead use Reinforced Honed Defenses using our Defense dice (-2 Orthstirr each, 3d6 each).
-[X] Tactics – Charge and leap at the sergeant keeping people together, then work to kill him. After that lay about us with Sagaseeker with normal attacks...the goal isn't so much to kill them as scatter them, make them flee, and render them useless as combatants.
 
Last edited:
that plan looks fine though im gonna wait to see if people have refinements to make, we could alwasy gito for the leap that needs overlsnd due to our new shiny bonus
 
that plan looks fine though im gonna wait to see if people have refinements to make, we could alwasy gito for the leap that needs overlsnd due to our new shiny bonus

Leaping Cleave also does a lot more damage than a normal attack. Even if he isn't a cultivator, he's wearing armor and we need to cut through that, so even if we can get to him without it, I think we want that damage to help ensure the kill.
 
Stoking has zero downsides aside from being obvious (and this attack is already obvious). Well, it does if we exceed our orthstirr cap, but this comes nowhere close to that (it takes us to 58 out of 98...less after we attack).

Ah, I thought each of them were a once per scene resource, think I need to read the thread more, I've been in Reader mode until this update.
 
Ah, I thought each of them were a once per scene resource, think I need to read the thread more, I've been in Reader mode until this update.

Well, they are, but we keep the orthstirr, so it's the difference between having 25 orthstirrr and being able to gain +33 later, or just having 58. Which is to say it's not actually an advantage to have not already gained it.

they are like once a day but the orthsirr doesnt go away so if stoke turn 1 or turn 4 we have the same orthsirr total for the fight unless we go over cap

They're once per fight, actually, from what's been said, but yeah, basically this.
 
Back
Top