[X] Plan: Seizing Back The Means Of Planning
-[X] (Personal) Spend time with...
--[X] The Neighboring Dwarves, make sure you've got a solid greeting gift ready for them though.
---[X] The Superior Forged Iron Wood-Axe We Made
---[X] 3 Meat-Keeping Sticks
---[X] A Significant Amount of Food and Mead (Equivalent of 12 Food in the old system, plus the Mead)
-[X] (Battle) Go and attack somewhere...
--[X] Attack one of the bandit camps to the East
---[X] It's a known issue in the area--while you're not quite willing to tip your hand to Horra yet, it's not like these ones are a secret either, take your little crew on an enthusiastic walk so you can chip away at Horra's influence and build your reputation in the area. Maybe win some allies or get some extra evidence in the process?
-[X] (Personal) Spend time with...
--[X] Stigr
--[X] Discuss runes with him (both those on his bow and using explosive charm on arrows) and start teaching him Hone if he currently lacks it.
Training:
-[X] (Rolled)
--[X] Train Kindle-Spinner 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Firebomb-Strike 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Ember-Winged Cloak 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Campfire 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Sickness Sear 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train Beaconlight 2d6 (1d6) (+1 Success from Born of Fire)
--[X] Train 'Sax' Weaponcraft Skill-Trick 4d6
-[X] (Research) Try to figure out how things work
--[X] Your magical plant now has leaves. They're oily but also from some kind of magical plant so maybe the leaves themselves are useful as well as the oil. Take some time to see what kind of uses you can put the fronds of the Hearthroot to (1d6)
--[X] Sealwood might produce a useful sap, but what could happen if you had
more of it? You don't think you had enough of it to grow it conventionally, but what would happen if you planted the twig in your Soul and fed it some Odr? Could you get a magical Sealwood tree of your own? (1d6)
--[X] Bible Study Continues... (1d6)
--[X] You've got a decent quantity of Odr now and a good grasp of how much you can accumulate. While the opportunities to cultivate the flora in your soul are reasonably understood by now, you're curious what could happen if you used it to help fuel a Trick... Like Kindle-Spinner, you've got a pretty good grasp of that now. Try spending 1 Odr to help with this Trick, and the rest with Orthstirr if necessary. (1d6--to be done
after we've rolled for training this turn)
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks
--[X] Train Halting Vortex 1d6
-[X] (Training) Tricks
--[X] Train Goal-Tell 1d6
--[X] Train Cool-Off 1d6
--[X] Train Skewer-Flick 1d6
--[X] Train 'Mail' Armorcraft Skill-Trick 1d6
-[X] (Training) Hamr (61 successes to rank up)
--[X] Train Hamr itself 1d6
-[X] (Training) Hugr (27 successes to rank up)
--[X] Train Hugr itself 1d6
--[X] Train Armorcraft 1d6 (+1 Success from Sten)
--[X] Train Composure 1d6
--[X] Train Housecraft 1d6 (+1 Success from Sten)
--[X] Train Silver-Tongue 1d6
--[X] Train Weaponcraft 1d6 (+1 Success from Sten)
--[X] Train Wordplay 1d6
-[X] (Training) Fylgja (10 success to rank up)
--[X] Train Fylgja Itself 1d6
Orthstirr:
-[X] (Orthstirr Usage)
--[X] 1 Odr + 5-6 Orthstirr into Hamr (however much orthstirr it will take after the Odr)
---[X] 4 Chop, 4 Defend, 4 Dodge, 4 Glima, 3 Bash, 3 Pierce, 3 Throw, 3 Cut, 3 Labor, 3 Overland (34 total)
--[X] 6 Hugr
---[X] 3 Barb-Tongue, 3 Composure, 5 Housecraft, 3 Management, 4 Scouting, 4 Silver-Tongue, 3 Strategy, 3 Tactics, 4 Wordplay, 5 Wildcraft (36 total)
--[X] 4 Fylgja
---[X] 3 Command
--[X] 1 First Impression
--[X] 189/188 free for tricks (depending on how much Orthstirr we can put into Hamr)
Fylgja:
-[X] (Fylgja Capacity)
--[X] Remove Halting Vortex. Kindle Spinner, and Ember-Wing Cloak
--[X] Add Fine Bog Iron Tools
--[X] Add Boulder
--[X] Add Shield
The name is obviously a joke. But I think getting Stigr started on combat training is a bit more urgent than exploring, and I think the training stuff above is important for several reasons:
1. It hopefully gets Sax finished this turn (or next turn at the latest). That's the single biggest combat pool enhancer we can have, actually, because it lets us replace Thievesbane with, probably, a +5d weapon with special effects (we can make a flaming sax).
2. Significantly more efficient in various ways (we should, IMO, probably literally never train 2d6 outside obligatory Fire Hugareida stuff...crits only kick in on 3d6)
3. We don't want to overload Kindle Spinner on dice because we probably don't actually want to try for Perfected with it, at least not any time soon. Going from 2 Orthstirr to none on an attack is just not really that big a deal...as it's only 5 successes from Mastered (which we do want) I think investing more than the basic 2d6 is a mistake.
4. This one's a smaller deal, but the investment in Barb-Tongue from Alectai's plan is weird to me. We're no closer to level 3 in that than any other base level 2 skill and I'd rather raise, say, Tactics at least in the short term.
EDIT:
-[] the superior forged iron axe we made
We actually didn't make this due to GM intervention. Which is actually a bit of a problem with 'what do we give them' since a scythe or plow are useless to them. Upon reflection we might want to put things off a turn and make them something...anyone have good gift ideas for what we should give them now?
If not, I'm putting the exploring back in instead of the dwarf visit. Or maybe talking to Drifa as suggested (I'd like to spend time with family). Or crafting something if people have a good idea what (more tools?). We could also craft a sax next turn for them, but that'd probably put off the meeting because we don't want to give them anything less than Fine so we wouldn't want to gamble.
Added and specified along with the rest.
Added spending 1 Odr to power Hamr. That seems like something we should try. Also clarified we're not paying the full 5 Odr to power Kindle Spinner...even Alectai's plan only masters it around half the time on average. Spending 1 should work as a test, or at least test if orthstirr and odr can be used together like that, or if 1 Orthstirr can power even a big Trick all by itself.