Per the character sheet it's not multi-dice per se (or not in the sense of giving us more dice than we'd have otherwise), but it is permanent. It permanently increases our Hamr pool by 1d6 even without any Orthstirr invested, but it also reduces by one the amount of Orthstirr we can invest into it, effectively permanently filling the 'slot'.

Like, we now have 2d6 in Hamr no matter what, but we also can't spend more than 5 Orthstirr to boost it to a total max of 7d6 (we had 1d6 before but could spend up to 6 Orthstirr to boost it to the same total of 7d6). Now, it also permanently boosted our Endurance, which is sweet, but no multi-dice.
No, I meant permanent lowering as in, ongoing Odr cost.
But I see I had a misunderstanding, I thought we doubled the dice pool we can use for combat.
Good thing that was cleared up before I ran off with that.
 
Like, we now have 2d6 in Hamr no matter what, but we also can't spend more than 5 Orthstirr to boost it to a total max of 7d6 (we had 1d6 before but could spend up to 6 Orthstirr to boost it to the same total of 7d6). Now, it also permanently boosted our Endurance, which is sweet, but no multi-dice.

Ah, so it's raising our floor, not our ceiling. We (and our descendants) will be able to operate at our "boosted" level continuously, but we still need to train more to get stronger. Still, our descendants will get a head start in maintaining their strength without having to require a stupidly large orthstirr pool first.
 
Ah, so it's raising our floor, not our ceiling. We (and our descendants) will be able to operate at our "boosted" level continuously, but we still need to train more to get stronger. Still, our descendants will get a head start in maintaining their strength without having to require a stupidly large orthstirr pool first.

It does also raise our ceiling on Endurance and presumably Capacity which is a pretty solid advantage to have, but yeah, it only raises the floor on actual Dice Pools.
 
Oh, I totally forgot about the endurance enchantment....
....
Rip Abjorn's hips.
...
Lmao!

If talking Endurance, Abjorn actually has 16 now to our 7 (likely 10 after we hit Infusion 4) due to his Bear Fylgja.

The actual roll for childbirth, however, is just Hamr so it'd just be our 7d6 and his 9d6...though the fertility blessing will add 3d6, which makes children very soon very likely. Of course one or both of our Hamr scores may have gone up by the time that's relevant, given we're still on 'birth control' for another year and a half of breastfeeding. So...yeah, I think we should plan on getting pregnant again, possibly with twins or triplets, the very moment we wean our babies since that's the most likely result.

Let's try and have the Horra situation solved by then, shall we? I mean, that matches up with dad's timeline anyway so we need to have him outlawed by then, but we should try and have the whole mess fully settled so we're not fighting while pregnant.
 
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Honestly my first idea upon seeing the Hearthroot oil is using it as a finish on wooden structures, not sure how to go about doing that but if we can it would likely give at least mild heat resistance.
 
Honestly my first idea upon seeing the Hearthroot oil is using it as a finish on wooden structures, not sure how to go about doing that but if we can it would likely give at least mild heat resistance.

This seems valid, yeah. If we ever reforge Sagaseeker (which we likely do want to at some point) adding some finish to the shaft to increase its fire resistance seems potentially worthwhile.
 
If we hit the point where we want to reforge Sagaseeker, why not make a new weapon outright, and leave Sagaseeker for our children? The 8 Orthsirr in it is irrelevant to us now, but to a 12 year old, that's like Yes amounts of Orthsirr.
 
If we hit the point where we want to reforge Sagaseeker, why not make a new weapon outright, and leave Sagaseeker for our children? The 8 Orthsirr in it is irrelevant to us now, but to a 12 year old, that's like Yes amounts of Orthsirr.

I see no reason to pass what would, at that point, be a sub-par weapon down to our kids we could have something master-crafted by our own hands. Like, why would we give them 'starter weapons' when we can just forge them something better? All our weapons should have a minimum standard of excellence and that may take a bit to achieve but I think we should do it, and it seems to be atgeir in general that grant Orthstirr, so if we learn to make those, they almost certainly get that benefit.

Basically, our kids should all wind up heading out on their first raids with +15d6 in weapons at a minimum (three Fine Forged Iron weapons) and some Mail to boot. Being rich and skilled enough to set that up is a goal that is well within our sight and I see no reason to not aim for it.
 
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From the wikipedia article on Gram.

After Sigmund avenges his family, he uses the sword in several battles before it is eventually broken by Odin during Sigmund's final battle with King Lyngvi. Hjördis, Sigmund's wife, takes up the two halves of the blade and keeps them for Sigurd, their son.[6]

After Gram was broken by Odin, Hjördis took the two halves and kept them for her future son. Soon after the dwarven smith, Regin, comes and begins teaching Sigurd. After a period of time, he tells Sigurd of the mighty dragon, Fafnir, and the treasure which it guards, asking Sigurd to slay it for him. Sigurd agrees on one condition: that Regin makes him a mighty sword capable of slaying such a monster.

Regin confidently makes Sigurd an admirable sword, but when Sigurd sees it, he is disappointed and breaks it over the anvil. On his second attempt, Regin makes him a sword superior to the last, but it also breaks. On his third attempt, Sigurd brings Regin the two halves of Gram, his father's sword, and when he strikes the anvil with Gram
Yeah okay, from the familial connection, and the fact it was shattered, the Weapon is almost certainly Gram. Still holding out hope it might be Excalibur too, tbh, based on the whole "stuck in a [x] and pulled out by a worthy hero" bit, and the "Cut-Steel" etymology. (Yes, technically, Excalibur and the Sword in the Stone are different in most versions, but they're conflated enough and we're not necessarily dealing with the "real" version of the myths here). Gram's story starts with Odin already having it, after all; no telling where he got it.
 
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Alrighty. Voting is now closed.

I'm very excited to see how you guys deal with non-tutorial enemies.

Also, I'm planning on focusing on the enemy that Halla is fighting and then giving you the general situation in the after-round detail dump.
Scheduled vote count started by Imperial Fister on Apr 23, 2023 at 6:25 PM, finished with 101 posts and 10 votes.

  • [X] Plan: Shock and Awe (v 1.1)
    -[X] Max out Combat Pool (-33 Orthstirr), Max out Hugr, Tactics, Composure, Scouting, Wildcraft, Barb-Tongue, and Silver-Tongue (-28 Ortshtirr)
    -[X] (20d) Five 5d6 Attacks (Honed Power Chops -2 Orthstirr Each)
    -[X] (0d) Defenses
    -[X] (9d) Intercept (11d6 Honed and Reinforced Hefty-Halter Chop -5 Orthstirr)
    -[X] Reinforce Shield on our Armor for 3 Orthstirr (6 Layers) (-3 Osrthstirr)
    -[X] Ember-Winged Cloak to position, including using it with Leaping Cleave if necessary to avoid being damaged mid-leap (-12 Orthstirr, -18 Orthstirr if needed to adjust Leaping Cleave mid-leap)
    -[X] (16d) (17d6 Honed Leaping Cleave) (-4 Orthstirr)
    -[X] Contingencies: Use Sidestep on any physical attack it applies to (-2 Orthstirr) and Halting Vortex on attacks it doesn't or to stop any big nova attempts on us or Aki's Murderbirb, or to suppress any Bullshit that might happen on the way, (-4 Orthstirr each)
    --[X] You and Aki's raven move in from above. Us using Ember-Winged Cloak, and Aki's murderbirb using its murderbirb powers.
    --[X] Stigr and Joarr attack just prior to us using their bows, attempting to distract or otherwise pin the sentry.
    --[X] Halla descends using Leaping Cleave in tandem with Aki's Raven.
    --[X] Clean up the Sentry while Abjorn, Sten, and Gabriel move past and disrupt and damage the Bandits as much as possible before they can get their act together. Join them once we're done.
 
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I... Don't think it's that bad. Nothing would make sense if these guys were going to be that level of badass. We've seen what capable Raiders can do, and while they're decently strong, it shouldn't be at the level where people are going to be dropping dead right from the get-go.

The sentry is getting novaed hard by four fucking people, including Halla who's an absolute unit. Even if he's still alive, I don't see him being in great shape afterwards. They also shouldn't be super consolidated inside either, not to the point of instantly running on three of our better front liners when we've not seen fights resolved that fast beforehand.

I can see this being a reasonably challenging encounter, yes, I don't see it as "People are going to be dropping dead right from the get-go because the entire setting got dragged up in level when you weren't looking" though. The benchmark of a 20 year old who survived a raid is around 20-25 dice, that's not nothing, but it's well below the average of our team. There might be a 30 year old badass in the backline, but we should have a little time to react before that happens.
 
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I... Don't think it's that bad. Nothing would make sense if these guys were going to be that level of badass. We've seen what capable Raiders can do, and while they're decently strong, it shouldn't be at the level where people are going to be dropping dead right from the get-go.

The sentry is getting novaed hard by four fucking people, including Halla who's an absolute unit. Even if he's still alive, I don't see him being in great shape afterwards. They also shouldn't be super consolidated inside either, not to the point of instantly running on three of our better front liners when we've not seen fights resolved that fast beforehand.
Might have magic communication between the camps, leading to us getting attacked by the other bandits if we don't defeat the camp fast enough.
And of course whatever traps they might have.
 
Might have magic communication between the camps, leading to us getting attacked by the other bandits if we don't defeat the camp fast enough.
And of course whatever traps they might have.

Presumably, Halla would have warned the others of the risk of that, given her successful infiltration.

At least, she better have. We shouldn't have to micro that kind of thing.
 
You guys are overreacting a bit. You're not gonna be dead right out the gate, not when I'm using this to ease you into non-tutorial combat.
The benchmark of a 20 year old who survived a raid is around 20-25 dice,
Incorrect. That's the benchmark of someone who qualifies for raiding, not of someone who was successful.
 
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