Anyway, looking things over, what's our new Twist do? Seems to have been missed?

We'll also want to spend a Research Action looking into the Alarm Charm, as well as one to set up for the Hugr Investiture.

Hmm...

TO DO LIST:

1) We should spend an action doing an AAR for the attack with our allies--maybe as part of a celebratory feast for our victory? Question Tryggr and Trausti as to what the hell changed to get them all to pile in on that one camp. We're pretty sure we weren't detected and we shouldn't have gone close enough to be noticed by the Captain. See if they know anything about why they were here. Aside from that, how does everyone think we could have done better? We know there's plenty of room for improvement in the future, and understanding how we can be even stronger next time we're in a serious fight should be nothing but beneficial.
2) Spend a Research Action studying the Alarm Charm, is it just something that warns the camp? Or was it something else entirely?
3) Do our Hugr Investiture while we're all in the same place from the AAR, we're going to try something out, related to how we managed to boost ourselves up during the fight against Sparky, and we'll need some help in case it's a bit more than we can handle. Sten and Steinarr should be security enough in case it runs out of control, or something scary pops out in response to it.
4) Don't forget to Explore our Farm! It's our best avenue to find new stuff to put in our Soul Field!
5) For our last action, maybe forge that Molten Iron Sax we've had our eyes on? Alternately, we've gotten enough Storm Iron to make a Sax from that, which should give us a new weapon damage type. Then again, it's a secondary weapon, maybe we should save up for later?
6) While we're training our forging skills, maybe we should ask Sten if it's possible to reforge a weapon without harming its spirit? Sagaseeker's had your back but you think you're good enough now that you could make something even stronger, but you don't want to abandon it either.
 
So, I'm writing up a plan...and I have no idea what research we're doing this turn. Aside from Infusing Odr into our other stats under observation, of course...but that shouldn't take a die invested, I don't think. What's on the agenda?

Also, two questions @Imperial Fister

1. Would a counterattack Trick fall under Defend, or the attack skill?
2. What kind of things would a spinning-atgeir trick like the Captain used actually defend against? Would it be rolled or perfect?
We got a new rune item (alarm charm)
Infusing Twists. IF recommended that we do NOT try that in the ironbrother fight with the punching up thing. Might mean we loose conciousness. For that we need to spar someone double our strenght (Steinarr), though.
Then there is infusing skills with Odr?
Can we infuse our combat tool?
(the tried and true strategy of "throw Odr against the wall and see what sticks")
 
Anyway though @DeadmanwalkingXI , I think we should do a Social Action for an AAR from the previous battle, as well as learn what we can from our new subordinates, like why they were all there when we knew they were split up until just before we attacked, it's also a good pretext to have everyone together so we can lead into the Hugr Investiture as well. I'd say the Twist Experiment as well, but that might be a bit too chonky for one turn.

Our other two actions should be forging that Sax we've had our eyes on for a bit, and Exploring our Farm area for more stuff to put in our Soul Space.

Winter starts next turn, right? We'll be able to visit Asvir and see what's changed while we've been starting our little bout of mayhem (While also stocking up on materials and whatnot, I absolutely want Mail on everyone next time!), and line things up hopefully to launch our attack in the upcoming Summer.
 
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1. Would a counterattack Trick fall under Defend, or the attack skill?
Defend.
2. What kind of things would a spinning-atgeir trick like the Captain used actually defend against? Would it be rolled or perfect?
Ranged attacks like arrows and physical hugareida.

Rolled
Anyway, looking things over, what's our new Twist do? Seems to have been missed?
Good catch, thank you!
 
We got a new rune item (alarm charm)
Infusing Twists. IF recommended that we do NOT try that in the ironbrother fight with the punching up thing. Might mean we loose conciousness. For that we need to spar someone double our strenght (Steinarr), though.
Then there is infusing skills with Odr?
Can we infuse our combat tool?
(the tried and true strategy of "throw Odr against the wall and see what sticks")

I don't think the Odr investment into stats/skills takes dice, but I'm happy to do it. Sparring is an action and we're all full up. I'm reluctant to try doing it into a weapon as of yet...but maybe.

Anyway though @DeadmanwalkingXI , I think we should do a Social Action for an AAR from the previous battle, as well as learn what we can from our new subordinates, like why they were all there when we knew they were split up until just before we attacked, it's also a good pretext to have everyone together so we can lead into the Hugr Investiture as well. I'd say the Twist Experiment as well, but that might be a bit too chonky for one turn.

Our other two actions should be forging that Sax we've had our eyes on for a bit, and Exploring our Farm area for more stuff to put in our Soul Space.

This leaves us without armor for a turn as Abjorn can't go shopping. I'm down just noting the consequences.

Winter starts next turn, right? We'll be able to visit Asvir and see what's changed while we've been starting our little bout of mayhem, and line things up hopefully to launch our attack in the upcoming Summer.

If we visit Asvir we're giving up our ability to get evidence on Horra ASAP (Winter) then actually be at the trial (Summer). I'm very against that, especially since heading there for his trial is a trip to Asvir. We can send Abjorn shopping, but not go there.

Defend.

Ranged attacks like arrows and physical hugareida.

Rolled

Alright then, spinning has to go on the back burner, since it's competing with counterattack for space and not exactly what we're looking for anyway.
 
I don't think the Odr investment into stats/skills takes dice, but I'm happy to do it. Sparring is an action and we're all full up. I'm reluctant to try doing it into a weapon as of yet...but maybe.



This leaves us without armor for a turn as Abjorn can't go shopping. I'm down just noting the consequences.

Our armor auto-repairs by our Armorcraft score every turn whether we focus on it or not, it'll be back up to 4 and then fixed by the time we're up to go on a Visit again. Apparently it's still fixable with our current level of skill.
 
Our armor auto-repairs by our Armorcraft score every turn whether we focus on it or not, it'll be back up to 4 and then fixed by the time we're up to go on a Visit again. Apparently it's still fixable with our current level of skill.

Oh nice, missed that. We still want to send Abjorn shopping next turn, I think, for a helmet for us and, like, 200 oz of Forged Iron so we can make our mail out of something good, but that takes the edge off.

You do repair armor even if it's completely broken. I believe I mentioned this when you went armor shopping.

Very possibly! That was a while ago.
 
I don't think the Odr investment into stats/skills takes dice, but I'm happy to do it. Sparring is an action and we're all full up. I'm reluctant to try doing it into a weapon as of yet...but maybe.
If we aren't deadset on trying it with punch up first, Hidden in Rags doesn't have the requirement of a spar.

-Hidden in Rags (Cost 18 Orthstirr/4 Odr): When dressed in rags, you can avoid unwanted detection as long as they don't know you're there. Getting detected by hostile Norsemen while wearing rags will cause them to laugh at you, which has the potential of giving you minor nid.
 
Oh nice, missed that. We still want to send Abjorn shopping next turn, I think, for a helmet for us and, like, 200 oz of Forged Iron so we can make our mail out of something good, but that takes the edge off.



Very possibly! That was a while ago.

Might actually be a better idea to approach the Dwarves next turn and see if we can get a better price from them. The Iron Shortage is still probably a thing after all.

EDIT: Oooh boy, Puncture is very nice. It turns a Perfect Defense into a contest.

I guess Puncture is a fairly common Twist at higher levels @Imperial Fister ? And he was hitting us with that whenever he broke through?

Presumably, you unlock Puncture by having a Perfect Defense that someone beats, and then surviving the fight.
 
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I guess Puncture is a fairly common Twist at higher levels @Imperial Fister ? And he was hitting us with that whenever he broke through?
Correct
Presumably, you unlock Puncture by having a Perfect Defense that someone beats, and then surviving the fight.
Also correct
We should have, but we're not, which suggests there's More To It.
I forgot.

Also I need to come up with a good riddle, which can take time and research.

0~0~0

Voting is now open
 
Alright, well, that leaves 1d6 free...I'll definitely find some place to put it if we don't need it for research but it's an undefined research topic right now in hopes we come up with one.

[X] You do and the twins join your household as huskarls.

[X] Plan Making Our First Weapon

-[X] (Personal) Spend time with...
--[X] Everyone who went on the attack, plus our two new employees. Plus Steinarr if he wants to come.
--[X] General after-action report stuff, discussing what happened, asking the twins if they know what locals were helping or supplying them, as well as why two groups had joined up, and so on.
--[X] Getting the twins situated and integrated and inviting them to join the regular sparring is also on the list. Everyone else is also invited to general sparring (though Sten and Steinarr may decline due to not getting much out of it...Joarr might join, though).
--[X] We will also feast and have drinks, obviously. Though no heavy drinking until we're done talking.
-[X] (Crafting) Try to make something
--[X] Molten Iron Sax (+7 Successes from Tools/Workshop)
--[X] Start using instead of Thievesbane if it's at least Decent.
--[X] Add runes saying "No matter where the raven-father wanders clad in grey, I will know him by his hoist-scar" - Wherever the sax strikes, the wound appears on the throat.
--[X] Add 1 renewable Reward Die courtesy of @DeadmanwalkingXI
-[X] (Exploration) Go on a walk through...
--[X] Our Farm (I think that's the fields, but just to be clear)
--[X] With Abjorn.
--[X] Taking Drifa and Sterki with us, assuming their parents approve, the kids deserve to explore a bit and it's safer with us.
--[X] Ask Drifa about her Hugareida while we travel (among other things we talk about with both kids, including helping train them to fight when they're older)

Training:
-[X] (Rolled)
--[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 a Dodge-based Trick that enables the use of multiple actual dice to dodge 5d6
-[X] (Research)
--[X] Cultivation Note: Do so on our own property inside our fence this time
--[X] Odr Note: Will have Abjorn, Sten, and likely Steinarr and probably several others (we'll do it after the meeting where we discuss things) standing by when we invest our Odr into our stats, and will invest it one point at a time, starting with Hugr. Will do this unarmed after handing our weapons over to Abjorn.
--[X] See if we can bring our fylgja into our soul space and thus bring in physical objects, if we can bring in the sealwood twig and try and plant it 1d6
--[X] Very carefully try investing 1 Odr into our newly created weapon 1d6
--[X] Do more bible reading with Jerasmus 1d6
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks
--[X] Train Halting Vortex 1d6
--[X] Train a Standstill Trick for an area-of-effect that slows enemies and thus makes them less effective 1d6
-[X] (Training) Tricks
--[X] Note: While Sten is teaching us, ask him about the best way to make mail armor, and on an unrelated note, if a weapon can be reforged in a way that leaves its spirit intact and how that would work.
--[X] Train Goal-Tell 1d6
--[X] Train Cool-Off 1d6
--[X] Train Skewer-Flick 1d6
--[X] Train 'Mail' Armorcraft Skill-Trick 1d6 (+1 Success from Sten, since we asked)
--[X] Train a counterattack Trick that works with the atgeir 1d6
--[X] Train a Throwing Trick for grenades, boulders, and so on (something cheap to allow us to put more than one die into throwing something) 1d6
-[X] (Training) Hamr (60 successes to rank up)
--[X] Train Hamr itself 1d6
--[X] Train Chop 1d6
-[X] (Training) Hugr (26 successes to rank up)
--[X] Train Hugr itself 1d6
--[X] Train Composure 1d6
--[X] Train Housecraft 1d6 (+1 Success from Sten)
--[X] Train Weaponcraft 1d6 (+1 Success from Sten)
--[X] Train Wordplay 1d6
-[X] (Training) Fylgja (9 success to rank up)
--[X] Train Fylgja Itself 1d6

Orthstirr:
-[X] (Orthstirr Usage)
--[X] 2 Odr and 4 Orthstirr to Hamr
---[X] 1 Odr and 3 Orthstirr into Chop, 4 Defend, 4 Dodge, 4 Glima, 3 Bash, 3 Pierce, 3 Throw, 3 Cut, 3 Labor, 3 Overland (33 total)
--[X] 3 Odr and 4 Orthstirr to Hugr
---[X] 3 Barb-Tongue, 4 Composure, 5 Housecraft, 3 Management, 4 Scouting, 3 Silver-Tongue, 3 Strategy, 3 Tactics, 5 Weaponcraft, 1 Odr and 4 Orthstirr into Wordplay, 5 Wildcraft (42 total)
--[X] 3 Odr and 2 Orthstirr to Fylgja
---[X] 3 Command
--[X] 1 First Impression
--[X] 235 free for tricks

So, as Alectai suggests, we'll have an after-action report and ask our new friends what was going on from their perspective. Otherwise, I think we need to spend more time with our family who don't fight. Particularly the kids, hence Drifa being one of our actions here (we'll spend time with Sterki next turn)...but we also want to go exploring so this is a combo action. Aside from that, we definitely want to make ourselves a nice magic sax to replace Thievesbane and thus increase our Combat Pool (if we roll a Fine weapon, it'll be a +5 dice and thus a +3d6 improvement to the pool).

Meanwhile, for Training, we continue progress on various stuff, finishing up our next levels of Wordplay and Composure, and start picking up a bunch of new Tricks to fill in what we consider holes in our build after that fight. We also continue progression on Housecraft and Weaponcraft since I think we sincerely want to hit 5 on those...Armorcraft gets left alone, as I think we're fine with 'only' a 4 there for the next while.

For Orthstirr/Odr stuff...well, hitting 3 Infused in each stat seems good, but maybe a tad rich for our blood...but hitting 2 in all of them is both still pretty good and very doable this turn (with proper precautions given the warning). Upon reflection, trying out what they do in Skills also seems doable this turn, so let's try out one each in Chop and Wordplay. Next turn we can aim for 3 in a couple of the stats, maybe.

EDIT: Added trying to bring our Fylgja into our soul realm as research. Added a few details to various things and social stuff with Sten.
 
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Buddy, why are we training Housecraft? It's way, way past the point of Low Hanging Fruit. Weaponcraft is in the same boat. Focus on Tricks that let us use those skills properly instead, since in the time it takes to gain one rank of either of those Crafts, we could have almost three full new Crafting Tricks instead.

Halting Vortex--we also just learned--is not really viable in the higher end meta. There's not really much need to improve it further when it's already an insignificant cost.

In fact, let me go over the whole list and tell you where we should throw things out and put them on more useful places.

EDIT: Okay, on a re-read, Housecraft's not that far out from levelling up--5 turns. Still annoyingly long, but it's not worth throwing a fit over. Weaponcraft though? We can easily have 2 new crafting Tricks done in the time it takes to gain one more die in that field. Put that in Atgeir-Crafting or Sword-Crafting or something. All the dice in the world don't matter if we can't do anything for it but build long knives.

Hmm, as for our floating Research die, put it on seeing if we can bring our Fylgja into our Soul Space, and if we can, if we can use that to plant the Sealwood bit and raise it.

That being said, why so conservative about who comes to keep tabs? We were told "Have two people stronger than you at least on hand", just straight up say "Sten and Abjorn should be on hand, and ideally with Steinarr in reach if they need a hand", anyone else might be in danger.
 
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Buddy, why are we training Housecraft? It's way, way past the point of Low Hanging Fruit. Weaponcraft is in the same boat. Focus on Tricks that let us use those skills properly instead, since in the time it takes to gain one rank of either of those Crafts, we could have almost three full new Crafting Tricks instead.

Because if we don't train them now they will never raise and Sten's bonus (which applies only to skills, not Tricks) is wasted. And actually, both of them sort of are low hanging fruit by our current standards (where anything needing below 8 successes/turns is low-hanging), they're 5 and 7 turns away respectively due to said bonus. Getting them to 5 is good, and no more expensive than a Skill-Trick.

Your math is off, we'd have exactly 2 Skill Tricks if we skipped them both. And, for Housecraft, we actually have all the Skill Tricks we want. For Weaponcraft, we want more, sure, but we also really want higher Weaponcraft to get higher quality weapons. There's a cap on how useful higher ratings of the other crafting skills are, but I don't think we'll ever regret Weaponcraft 5.
 
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Because if we don't train it now it will never raise and Sten's bonus (which applies only to skills, not Tricks) is wasted. And actually, both of them sort of are low hanging fruit, they're 5 and 7 turns away respectively due to said bonus. Getting them to 5 is good, and no more expensive than a Skill-Trick.

Your math is off, we'd have exactly 2 Skill Tricks if we skipped them. And, for Housecraft, we actually have all the Skill Tricks we want. For Weaponcraft, we want more, sure, but we also really want higher Weaponcraft to get higher quality weapons. There's a cap on how useful higher ratings of the other crafting skills are, but I don't think we'll ever regret Weaponcraft 5.

Wait, wait, hold up a second.

@Imperial Fister , just clarifying, but are you saying that Sten--mister Crafter himself--doesn't give his Boon to learning how to craft specific things?

Because I was of the impression that we were getting an autosuccess from him for those, as they're necessary to use the skill at all.

EDIT: On that note, I wanted to see if we could squeeze in asking Sten if it was possible to reforge Sagaseeker without damaging or destroying its spirit, because while it's a great weapon, it's starting to fall behind Halla's strength. If we can reforge it to be stronger still, we'll be golden.
 
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Wait, wait, hold up a second.

@Imperial Fister , just clarifying, but are you saying that Sten--mister Crafter himself--doesn't give his Boon to learning how to craft specific things?

Because I was of the impression that we were getting an autosuccess from him for those, as they're necessary to use the skill at all.

Not based on our entire progress with Sax and Mail. The bonus has not applied there at any point.

I feel that it is important to keep working at it considering

like this seems to be a hint at how it helps odr usage.

This is also definitely a factor, especially given the 'only 5 turns' thing.

EDIT: On that note, I wanted to see if we could squeeze in asking Sten if it was possible to reforge Sagaseeker without damaging or destroying its spirit, because while it's a great weapon, it's starting to fall behind Halla's strength. If we can reforge it to be stronger still, we'll be golden.

Right! I spaced that entirely. Should be doable during training, I'll add it in.

Hmm, as for our floating Research die, put it on seeing if we can bring our Fylgja into our Soul Space, and if we can, if we can use that to plant the Sealwood bit and raise it.

Sure. I'll add it.

That being said, why so conservative about who comes to keep tabs? We were told "Have two people stronger than you at least on hand", just straight up say "Sten and Abjorn should be on hand, and ideally with Steinarr in reach if they need a hand", anyone else might be in danger.

Added.

Halting Vortex--we also just learned--is not really viable in the higher end meta. There's not really much need to improve it further when it's already an insignificant cost.

We didn't learn that at all. We learned it's beatable...with a contest, at 9 orthstirr a pop, going by our own Twist. If we use it and then dodge things if they get through it, using it costs them 9 orthstirr an attack while we spend 2 orthstirr defensively if we've Mastered it. Getting through it is also an active choice, so we can save it as a surprise and use it to shut things down for a bit before they realize and start pulling out their tricks to get around it.

I also suspect that it being Mastered would matter for purposes of the contest in question.
 
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@Imperial Fister

Would it be possible to do something like, put RS layers on top of and also below armor?

Schema would look like this:

(RS Layers)
Armor
(RS Layers)

The idea is to have as much ablative protection from tricks, because now the RS Layers can effectively tank 'two' attacks which shatter all RS layers.

Also would it be a good idea to intentionally waste Orthsirr or not have weapons and armor on hand when we infuse Odr into Hugr?
 
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Great!

Now, that being said...

(RS Layers)
Armor
(RS Layers)

Shard, you actually gave me an idea.

How about an upgraded Reinforce Shield derivative making use of Kindle-Spinner? That we bind our Reinforcement in such a way that when the Reinforcement collapses, it launches an automatic short-ranged Kindle-Spinner back at the thing that broke it? That the Reinforcement is effectively an Ignition technique bound under pressure in the same way Kindle-Spinner is pressurized, and the thing that breaks containment gets the flamethrower shot at them.

It's kind of Explosive Reactive Armor, but gives our shield breaking a bit of punch, and hopefully lets us get a moment to breathe if our Reinforcement goes down. Especially since an actual copy of Countershock is going to be ruinously expensive.
 
@Imperial Fister , just clarifying, but are you saying that Sten--mister Crafter himself--doesn't give his Boon to learning how to craft specific things?
You can ask him about those in the free socials and he'll give you his bonus towards them for that turn. I'm basing Sten's teaching off of my own experiences with master smiths, who are all inevitably weirdos. Cool weirdos, but weirdos nonetheless.
@Imperial Fister

Would it be possible to do something like, put RS layers on top of and also below armor?
You'd have to take the armor off in order to do so. So it is, technically, viable but not something you can do mid-combat. You have to do it with prep-time.

Also, any damage over 2 would break a layer, just from force of impact.
 
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