Yeah, also, they might be doing some shit where they draw strength from the ground and are hard to kill as long as they're connected to it.

Should also check and see if hitting them normally or with Odr infusion have different effects.
 
@Imperial Fister does Mire Ward's "stand completely still" requirement mean we can't fight at all while using it or is it more like an MMO root where you can still fight but can't move from the spot?
The latter
So what, was the Enemy notified when we sprung the 'trap', and sent the Foemen after us?
Nah, The Enemy has been waiting for an opportunity for a while now. You weakened + only Abjorn + far away from any potential help was the perfect opportunity for it to pull some bullshit, so it did.
 
The latter

Nah, The Enemy has been waiting for an opportunity for a while now. You weakened + only Abjorn + far away from any potential help was the perfect opportunity for it to pull some bullshit, so it did.

Is Halla effected by Mire Ward herself or is she just unable to move from her position but otherwise at full speed?
 
Maybe open up with a Kindlespinner on each group? Seems like we should be using AoE attacks, at least a bit.

That's defensible, but I think focusing them down may be better. They're likely expecting fire, too, and may thus have taken countermeasures.

I think we should focus on one side and with double attacks on individual Foemen until they die.

That's sort of the current plan, yeah.

Six is an incomplete number... think there might be three more hiding? We could have our fylgja scout the area for more.

Our fylgja would die and so would we. Like, it currently has no defenses...I've maxed our Scouting to hopefully spot anything like that but I think that's all we can do.


Can we use Halting Vortex while it's up?
 
Yuck. Well, maybe switch it up and split dice between Hamr and that for a turn or two...we do have a temporary Frenzy solution after all.
Temporary?
We figured out how to store Frenzy. Independently of shape-crafting, without wasting shape-crafting slots.


Every success equals 3 orthstirr back, so you only need 40 successes
3 [Orthstirr per success] * 40 [successes needed]=120 Orthstirr used

Twenty-four in total, each with the ability to store things inside.
120 [Orthstirr used]/24 [pockets gained]=5 [Orthstirr for one pocket]
And on the brighter side, you can store the fruits of your soul-plants in them!

And on the brightest side, though it takes three Pockets to do so, you can store your Frenzy away!
5 [Orthstirr for one pocket]*3 [pockets needed for one Frenzy]=15 [Orthstirr per level of Frenzy]

15 Orthstirr locked away to have +1 for every roll in combat?
Yes please.

Imho we should do some unraveling, since we were a bit overzealous, but we solved Frenzy and can now infuse Hugr (with precautions in case involuntary berserking isn't unique to the first time) for more Frenzy.

Also, we should get some kind of strategy game and go play with the Berserkr.
 
3 [Orthstirr per success] * 40 [successes needed]=120 Orthstirr used
120 [Orthstirr used]/24 [pockets gained]=5 [Orthstirr for one pocket]
5 [Orthstirr for one pocket]*3 [pockets needed for one Frenzy]=15 [Orthstirr per level of Frenzy]
Sorry, that was a goof on my part. You spent 240 orthstirr on it. 10 orthstirr per pocket.

You'll be getting 6 orthstirr back every success.
 
Pockets are useful, yeah, but storing Frenzy seems an inefficient use of them--though it works as quick and dirty measure. They're probably going to be further handy down the line, especially with hiding High Value Objects (Like, say, the demon seeds).

We have way too many though, yes.

Now, looking at what Blackhand says...

"Their hearts know not the grip of fear and their bodies are as strong as the earth. They wield weapons of flint and bone, yet fight with deceptive skill. Fight like your life depends on it, for it does.'"

The former means they cannot be intimidated, the latter... The latter can mean a lot of things, "As Strong as the Earth" could just be a metaphor and that they're really fucking strong, or it might be literal in that they directly draw strength from being connected to it. Their weapons are shit but it doesn't matter because they're actually really good fighters.

More importantly, they don't play fair, as they're the Enemy's creatures, and the Enemy always plays to win.

@Imperial Fister , is Halla strong enough to carry Abjorn in a rocket jump to that hill? Being surrounded by bushes on all sides is screaming "DANGER, DANGER" to me, and a tactical repositioning isn't Odreng, right?

The other alternative is the stream... But that raises two red flags. One, is that Halla is weak to Water, and two, it's got rocks, which against someone "Strong as the Earth", that doesn't feel like a good move.
 
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@DeadmanwalkingXI

Please update the plan to have Halla rocket jump with Abjorn in tow over to that hill, this is a terrible place to be fighting in as they have all the cover in the world and we're out of the sun.

They don't seem to like the Sun very much. Which might actually matter if they're part of the "Underdwellers" clade of sophonts. Getting a clear sky over our heads seems a good play regardless. While them being under the cover of the canopy is another thing entirely. Even if they have magic that lets them ignore the death effect, it probably won't be healthy for them, either in resources or penalties.

If they have the strength of the Earth, then let's draw on the Sky!
 
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Temporary?
We figured out how to store Frenzy. Independently of shape-crafting, without wasting shape-crafting slots.

It instead wastes Orthstirr. Which we want to go with permanently seems like a decision we should wait on until we have Hamr at 7 and can see how Shapeshifting works.

Like, if the shapeshifting option stores 3 Frenzy and each three Pockets only stores 1, and we want to get Frenzy 3, that's 9 pockets, which is a lot of Orthstirr to invest. If it's 1 shapeshifting per 1 Frenzy then Pockets look more competitive.

@DeadmanwalkingXI

Please update the plan to have Halla rocket jump with Abjorn in tow over to that hill, this is a terrible place to be fighting in as they have all the cover in the world and we're out of the sun.

They don't seem to like the Sun very much. Which might actually matter if they're part of the "Underdwellers" clade of sophonts. Getting a clear sky over our heads seems a good play regardless. While them being under the cover of the canopy is another thing entirely. Even if they have magic that lets them ignore the death effect, it probably won't be healthy for them, either in resources or penalties.

Sure. Easy enough to add.
 
It instead wastes Orthstirr. Which we want to go with permanently seems like a decision we should wait on until we have Hamr at 7 and can see how Shapeshifting works.

Like, if the shapeshifting option stores 3 Frenzy and each three Pockets only stores 1, and we want to get Frenzy 3, that's 9 pockets, which is a lot of Orthstirr to invest. If it's 1 shapeshifting per 1 Frenzy then Pockets look more competitive.



Sure. Easy enough to add.

Nice.

Should also consider probing with knock up techniques as well, in case they're like that one dude who was invincible while he was on the ground but died quickly when lifted up, as well as testing whether Odr is more effective vs their Damage Resistance or not.

EDIT: Skewer-Flick Trick in particular looks like it was made for this kind of fight. Impale the target, and flick them up into the air?
 
Pockets are useful, yeah, but storing Frenzy seems an inefficient use of them--though it works as quick and dirty measure. They're probably going to be further handy down the line, especially with hiding High Value Objects (Like, say, the demon seeds).

I'd argue that wasting a shapeshifting slot on storing Frenzy is more of a waste than creating pockets for it via orrhstirr.

Also, @Imperial Fister, our character sheet still lists our gambeson as being in use, even though we've switched to our mail.
 
Sagaseeker should come in clutch here. Given that Lightning is apparently big dick offensive memes, and completely incongruous with Hallas displayed kit up to this point.
 
Yeah, I think Skewer-Flick Trick is going to be our clutch move here. Impale them with Odr-Infusion and Electric Charge, toss them in the air, follow up with Kindle-Spinners while they're in flight. We get two moves for their one after all. Should be good for at least one kill, and we've got 33 'Free' Orthstirr from our Weapons to try and fuel this kind of move.
 
I will note my initial reaction to 'strong as the earth' makes me think they may be made of clay or mud. Golems, dragon's teeth soldiers, whatever tradition you want to draw on. But we'll see soon enough - even if they just have Earth hugareida they could still draw strength from contact with the ground.
 
Well combat aside do we actually want to reduce the number of pockets we have?

Yeah, sure it's, painful that we only have a third of our Othstirr pool but sinking successes into this would mean less dice on skills and tricks.

And while the reduction is painful, I suspect that if we survive that battle we'll gain a good amount and well get another 20 or so at the end of the year (which I think is now?).

The pockets are bound to be useful aside from the frenzy stored (we will get to it later) we should really try to experimenting with putting different things there including othstirr and odr.

Like I said before the early Norse cultivation really seems to be about reducing othstirr consumption so it could later be permanently used for something else.

Now in regards to frenzy, if e could max out the pockets with frenzy we would get frenzy 8 total ad a +8 to every combat roll is nothing to sneeze at, so we should really decide how much frenzy (and other stuff if we find) we want to use pockets for before starting to really deconstruct them.
Imho we should do some unraveling, since we were a bit overzealous, but we solved Frenzy and can now infuse Hugr (with precautions in case involuntary berserking isn't unique to the first time) for more Frenzy.
We should really find out how frenzy is gained in the normal way, we could probably double dip.
 
When Halla stores her Frenzy in her soul pockets, is it 'perfect'? Like, she doesn't feel any Frenzy effects.
 
Okay, added relocating to the plan and, given that, one big Kindle Spinner to hopefully hurt them. Also a bit of Odr (2 on the Kindle Spinner since it's AoE, and one on our first melee attack to see what difference it makes).

Well combat aside do we actually want to reduce the number of pockets we have?

Absolutely yes. We may not want to reduce it to 0 but 24 is too many. We want a max of like, 12 for Frenzy (probably a lot less...30 Orthstirr to store one Frenzy is rough...if that's how we're doing it we max at, like, Frenzy 2 at least short term), and maybe one or two for utility (our Fylgja can usually give us those without costing a 10 Orthstirr investment). That means we need at least 10 pockets less, and probably more like 12, which would be 20 successes worth. Getting rid of more than that is more debatable, but we want at least 15-20 successes worth of pockets gone.
 
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