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[X] Asgeirr (Boy 1)
[X] Sigurdr (Boy 2)
[X] Eyvor (Girl)
[X] Give it to Boy 2

[X] Plan Lots Of Gifts
 
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Well, in that case, here's my plan:

[X] Asgeirr (Boy 1)
[X] Sigurdr (Boy 2)
[X] Eyvor (Girl)
[X] Give it to Boy 2

[X] Plan Lots Of Gifts

-[X] (Crafting) Try to make something
--[X] Forged Iron Scythe (+7 Successes Tools/Workshop)
-[X] (Shopping) Ask Abjorn to buy something for you
--[X] Go buy about 160 Fodder (we don't know a set price, but based on the price of sheep, 16 Food for 1 oz. silver is the price of meat, so he shouldn't need to spend all that much, even if this is the wrong time of year)
--[X] Take 2 Good Hens and 2 Fine Hens (total value of 1 and 1/2 oz. of silver) and 108 cloth (18 oz. of silver in value) to use to purchase these things. Definitely using the Hens first, but also exchange any remaining cloth for silver after the purchase.
-[X] (Exploration) Go on a walk through...
--[X] The unexplored parts of her own lands, probably taking Abjorn with her, and maybe other people (Stigr, Stigmar, Aki, etc. if they want to come)

Yule:
-[X] (Yule) Give Halfdan's family 9 Fine Hens, 1 Fine Rooster, 2 Fine Ewes, 1 Fine Ram (Total Value: 22 and 1/2 oz silver)
-[X] (Yule) Give Aki 1 Fine Ram, 1 Decent Ox, 1 Decent Bull (probably for turning into an ox, but that's up to him), 1 Decent Cow, 1 Good Bog Iron Plow, 1 Good Bog Iron Work Knife (Total Value: 51 oz. silver if an Ox is as valuable as a bull, a little less if not)
-[X] (Yule) Give Stigr Wanderlust and 9 oz. of silver to buy himself some armor since he's gonna need it (25-27 oz of silver depending on if Wanderlust is Forged Iron),
-[X] (Sacrifice) We will sacrifice 1 Good Ram, 1 Good Ewe, and 1 Decent Ewe to Thor, and 2 Decent Roosters to Heimdall.

Training:
-[X] (Research)
--[X] Try opening our gate again to gain more odr, being prepared to shut it a lot sooner 1d6
---[X] Make sure we have Aki and Abjorn there spotting us, making sure to wake us up after 30-40 minutes (bringing a bucket of cold water, and splashing you with it if you're unresponsive to other measures), and have Hallr start closing the gate around the same time
--[X] Continue cultivating our Hearthroot as best we can 1d6
--[X] Examine the energy released during the blot ceremonies and see if there is any resonance with orthstirr or your aspects.1d6
--[X] Do more bible reading with Jerasmus 1d6
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks (Write in)
--[X] Train Kindle-Spinner 2d6 (1d6)
--[X] Train Firebomb-Strike 2d6 (1d6)
--[X] Train Ember-Winged Cloak 2d6 (1d6)
--[X] Train Campfire 2d6 (1d6)
--[X] Train Campfire Trick for cleansing poisons and diseases 4d6 (2d6)
--[X] Train Campfire Trick for warding off inimical magics of a less corporeal nature (curses, mind control, blasts of raw destruction, and so on...the idea is that the campfire's light would protect against the darkness which seems thematically on-point) 4d6 (2d6)
--[X] Train Halting Vortex 1d6
--[X] Train Goal-Tell 1d6
--[X] Train Cool-Off 1d6
-[X] (Training) Tricks
--[X] Train Sidestep 1d6
--[X] Train Magnify-Sight 1d6
--[X] Train Skewer-Flick 1d6
--[X] Train 'Mail' Armorcraft Skill-Trick 1d6
--[X] Train 'Sax' Weaponcraft Skill-Trick 1d6
--[X] Train 'Tracking' Wildcraft Skill-Trick 1d6
-[X] (Training) Hamr (63 successes to rank up)
--[X] Train Hamr itself 1d6
--[X] Train Cut 1d6
--[X] Train Farmwork 1d6
-[X] (Training) Hugr (29 successes to rank up)
--[X] Train Hugr itself 1d6
--[X] Train Armorcraft 1d6 (+1 Success from Sten)
--[X] Train Barb-Tongue 1d6
--[X] Train Composure 1d6
--[X] Train Housecraft 1d6 (+1 Success from Sten)
--[X] Train Scouting 1d6
--[X] Train Silver-Tongue 1d6
--[X] Train Wildcraft 1d6 (+1 Success from Sten)
--[X] Train Wordplay 1d6
-[X] (Training) Fylgja (12 success to rank up)
--[X] Train Fylgja Itself 1d6

Management:
-[X] Management
--[X] (Multicraft) Make Meat-Keeping Sticks 1d6 (+7 Successes Tools/Workshop)
--[X] (Multicraft) Make Exploding Charms 1d6 (+7 Successes Tools/Workshop)
--[X] (Fields) Clear Fields 0d6 (+3 Successes from Ox)
--[X] (Fields) Seed Fields w/Fodder 23d6
--[X] (Fields) Tend Fields 11d6 (9d6 from Scythe and Plow)
--[X] (Resources) Cloth 3d6 (3d6 from Wood Axe, +4 Successes Work Knife)
--[X] Pay our taxes in cloth (-36 Cloth)
--[X] Make our Good Bull into an Ox (successes added above)
--[X] Slaughter our Basic Bull use a Meat-Keeping Sticks to preserve it (+12 Food Preserved beyond our Storage limit, -1 Meat-Keeping Sticks)

Orthstirr:
-[X] (Orthstirr Usage)
--[X] 6 Hamr
---[X] 4 Chop, 4 Defend, 4 Dodge, 4 Glima, 3 Bash, 3 Pierce, 3 Throw, 2 Cut, 2 Labor, 3 Overland (32 total)
--[X] 6 Hugr
---[X] 2 Barb-Tongue, 3 Composure, 5 Housecraft, 3 Management, 3 Scouting, 3 Silver-Tongue, 3 Strategy, 3 Tactics, 4 Wordplay, 4 Wildcraft (33 total)
--[X] 4 Fylgja
--[X] 1 First Impression
--[X] 160 free for tricks

So, this sells, sacrifices, slaughters, or gives away all our excess livestock (it should leave us with 5 Fine Hens, 1 Superior Hen, 1 Fine Rooster, 7 Fine Ewes, 1 Fine Ram, 3 Fine Cows, 1 Superior Cow, 1 Fine Bull, and 1 Good Ox, and only -16 Fodder per turn), as well as massively helping out Aki (two oxen can definitely provide for both themselves and the other animals we're giving him, and the Ram should improve their current sheep's bloodlines while the cow either gives more Food per Fodder or can be sold) and giving solid rewards to our other friends as well (and gives Wanderlust to a kindred spirit). It also does a bit more crafting on our remaining tools in need of an upgrade. This does result in us giving Aki the first thing we ever crafted, but I'm comfy with the sentimentality there.

We sadly won't quite have Tracking done this turn, but automatically will next turn if we keep working, so we go scout our Horra next turn instead. Speaking of which, this is definitely sort of a 'train everything' turn, including starting on several new tricks in the hope of getting them to useful levels quickly. I have 1d6 earmarked for research that I wasn't sure what to do with, we're definitely trying to get more odr and watering our plant, plus bible study, but beyond that? I'm not clear. I can easily reassign it to a skill, but I feel like we have something more to do in the way of research.

EDIT: Added KreenWarrior's research idea in the empty research slot.

Switched out one crafting action for exploring her own lands. Added more dice to Campfire Tricks at the expense of not getting a new Throwing Trick yet and slightly delaying our Weaponcraft (which I don't think needs to be as far ahead of our Armorcraft).
 
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We have enough animals to sacrifice Fine quality animals. Sheep are the most expendable of the lot.
 
We have enough animals to sacrifice Fine quality animals. Sheep are the most expendable of the lot.

I think extravagant gifts for those who helped us are more appropriate this year. I'm thinking we do bigger sacrifices next year...I could probably be persuaded to reduce the gift to Halfdan slightly and sacrifice a single Fine Ewe, depending.
 
I will spend a Reward die on Research, something like
-[x] Examine the energy released during the blot ceremonies and see if there is any resonance with orthstirr or your aspects.
 
[X] Asgeirr (Boy 1)
[X] Sigurdr (Boy 2)
[X] Eyvor (Girl)
[X] Give it to Boy 2

[X] Plan Lots Of Gifts

That being said, put in a note about "Wake you up" with "Bring a bucket of cold water, splash you with it if you're unresponsive to other measures"

Also, I'm still not super thrilled about still spamming 1d6s everywhere still. Yes, I know it's the Mathematically Optimal Choice, but it'll take forever to get to the Good Stuff like that.
 
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I will spend a Reward die on Research, something like
-[x] Examine the energy released during the blot ceremonies and see if there is any resonance with orthstirr or your aspects.

We actually have an undefined research topic and that sounds great. No need to burn a reward die if you don't want to, I'll just add it.

That being said, put in a note about "Wake you up" with "Bring a bucket of cold water, splash you with it if you're unresponsive to other measures"

Done.
 
We actually have an undefined research topic and that sounds great. No need to burn a reward die if you don't want to, I'll just add it.



Done.

One further note, inform Hallr to start trying to close it at 40 minutes or so as well.

Anyway, good news is, assuming Odr is Condensed at a mostly linear rate, we should have enough to fully break through into Realm 1 from this, even after the expense from watering the plant!

We've also Officially crossed the line of having 8s in our 10s digit for all of our Aspects.
 
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One further note, inform Hallr to start trying to close it at 40 minutes or so as well.

Sure. Done, I don't think we have watches so it's just 'about the same time', but it's there.

Anyway, good news is, assuming Odr is Condensed at a mostly linear rate, we should have enough to fully break through into Realm 1 from this, even after the expense from watering the plant!

We've also Officially crossed the line of having 8s in our 10s digit for all of our Aspects.

Yeah, hopefully we can make this work.
 
Anyway, I'd like to be spending time exploring our lands if possible, given how many times IF has said we're missing out. But I understand we're choking under the weight of feeding our vast herds, right?
 
Anyway, I'd like to be spending time exploring our lands if possible, given how many times IF has said we're missing out. But I understand we're choking under the weight of feeding our vast herds, right?

I could replace one of the Crafting actions with exploring (the Wood Axe doesn't actually help us feed our animals)...and maybe should. I'm a little gun shy to do so right on the turn before we stalk Horra, though. I'd like to take it easy and minimize risks this turn. I can see both sides of that argument...what do other people think?
 
I could replace one of the Crafting actions with exploring (the Wood Axe doesn't actually help us feed our animals)...and maybe should. I'm a little gun shy to do so right on the turn before we stalk Horra, though. I'd like to take it easy and minimize risks this turn. I can see both sides of that argument...what do other people think?

Not poking Horra, I mean exploring our lands for resources.

Halla is not at a large degree of risk in her current state on her home ground.
 
Alright, that's at least two for changing it, I'll skip the Wood Axe for exploration this round.

EDIT: And done. We'll do the Wood Axe thing next round.

Also, I'm still not super thrilled about still spamming 1d6s everywhere still. Yes, I know it's the Mathematically Optimal Choice, but it'll take forever to get to the Good Stuff like that.

To go back to this for a moment, we actually got two Rough Tricks this turn (Goal-Tell and Cool-Head), and next turn we get Skewer-Flick to Rough, finally complete Magnify Sight, get Sidestep to Refined, and may get some Campfire Tricks to Rough as well (depending on rolls), and the turn after that we get Tracking. We'll also start piling a lot more dice up on one thing (specifically, probably Hugr) in the pretty near future as getting some of those frees up dice to consolidate on a single thing. We also rank up several skills (Farmwork and Barb-Tongue this turn, Cut and Scouting next turn...maybe something else, I'd need to check).

I think all of those are actually pretty cool and shiny and that's just the next two turns.
 
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I think it should be worthwhile to do 2d6 on stuff affected by Blackhand if 3d6 is the breakpoint for doubling. 4d6 should get us good progress. Especially campfire.
 
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I think it should be worthwhile to do 2d6 on stuff affected by Blackhand if 3d6 is the breakpoint for doubling. 4d6 should get us good progress. Especially campfire.

4d6 averages about 3 successes including the crit chance, so under 4 with the bonus success (because bonus successes don't add a whole success on average due to all the neutral results that just stay 1 success). 2d6 with the bonus success averages more like 2.4 To be clear that means that the dropoff for the second die invested is about the same as for going from 1d6 to 2d6 on non-Fire stuff. Definitely not worth it for Campfire itself, I don't think.

It is potentially worth it on the Tricks if we want to get them quicker, but then the question becomes where do you want to move the dice from? I could be persuaded, but I'm not sure which things to drop for that.

EDIT: Thinking about it and looking over specific numbers, found two things to drop, the two Campfire Tricks are now at 4d6 each. Given we're going to stalk Horra next turn, those Tricks may be very relevant very soon, so some haste is warranted.
 
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