Let's check if there's anything of note in this hillstead first.
Das rite, it's fucking nothing.
Gossip reveals info about a nearby runestone.
As if I need Orm's stinking blessings.
lmao imagine listening to a wom*n speak
While in the village, I spend some cash on a lotta food.
And off we go into yonder barrow.
I don't like the look of that.
We can try entering this suspicious barrow ourselves (Gift, Ill, Blood, no highlight) or send any follower in (Gift, Naught, Death). The follower highlight is Speed, and since all our bros are slowpokes, might as well do it ourselves.
!
ayyyy
This time Speed is highlighted for grabbing any of the goods, and the blurbs are Gift/Gold, Death, which sounds very promising!
The chest is mine!
But of course
Neato.
Better to sing of such a shirt than to wear it.
The Ormshird Byrnie is a pretty trashy armour item that gives +1 defence and das it. Hornberk is strongly superior to it in every way.
Since Orm used to give this to his most trusted mens, there is only one logical thing we could possibly do with it.
And that, of course, is giving it to Hrodi the churl. I would have expected the fighters to be more bothered by it, but they must also see the unshakeable logic behind this gift.
Next stop: unknown cave.
Ominous!
"The path forks and twists beneath the earth" ahead.
Where are the road signs in this place?
Taking either path gives blurb "Stone". "True path" is headway but costs 1 soul for Foresight. Seeing that we have resources to spare but are short on days, I pick the Foresight override.
I go where I please!
Next up: "Bold men seek to make gold from a wight's woe."
Idiots will bring the wights upon us if we don't do something about this.
"Tell them to stop" is Fear + highlight Helm of Awe. "Kill the wight" is Blood. "Give them gold" is unacceptable. "Leave them" is, interestingly enough, Blood.
I
could just tell them to fuck off, but there's clearly a more naughty way of handling this, therefore I kill the wight.
It appears they didn't like that
TO BATTLE!
Funny, the last battle we had was actually 60 days ago (!), and we fled from it immediately. Truly this has been a very pacifistic run.
Anyway, these miners are all scrublord churls, so we should have no problem whacking them.
Followers like the skald are great for picking off stragglers with 1% hp left.
Eymund pokes his second churl to death.
And so we win with minimal damage taken. Note the raven landed on the top churl - it feasts on valid corpses and gives the god 1 hp back after a fight. Very useful for preventing stupid attrition.
No loot to be found on these churls, but being a dick is its own reward!
Next: "The cave goes on."
And indeed it does.
Next: "The tunnels rumble with grumbling about a great need for gold."
You know what that means...
Yep, an encounter with cave gypsies.
"Warn him to make way" is "Headway, Curse" even though it highlights the Helm. Unfortunately its autowinning powers usually work only against men. "Trick him into taking less" is "Trickery, Wandering" with wits highlight. I ain't paying him no toll, and giving him nothing is likewise "Wandering".
I trust Naughty Ninny's 8 wits more than his 4 might even with the Helm, so I opt to trick dis dwerg.
Ring-a-dinga-ding, baby
High wits is the best shit.
Well done, indeed.
(please ignore the artifacts in the text)
Next stop: "A pack of wights seek to bury the gold they've gathered".
Sounds like a fight is brewing ahead, so I leave and rest one day to get everyone up to 100% hp.
And back in we gooooooo.
Kill them: "Blood"
Gib ur gold: "Blessing"
It goes without saying that no one's getting my hard and perfectly legitimately earned gold! CHARGE!
M U R D E R
Hmmmm...
Pretty sure we should win this, although they've got us outnumbered. The armoured wights appear roughly equal to our fighters, but since we got the drop on them, that should even the odds nicely.
I opt to engage the armoured wights with fighters while sending the god to quickly dispatch one of the weaker wights.
After that Hrodi and Eymund take care of the other weak wight. Hopefully this mobbing will make the other armoured wights go after the god and fighters.
The turn passes, god kills his wight dead and is engaged by another.
But then another jumps to engage Hrodi while the second weak wight is clubbed dead. Unfortunate, because that means Hrodi is dead meat. I tell Eymund to support a fighter.
We've got half of them down. Hrodi predictably hits the dirt. He didn't enjoy that magic shirt for too long.
More punishment is administered.
The final asshole starts yelling.
Which brings him reinforcements. That's not what I needed now.
Because the god is now engaged by the shit wight, and I really wanted to bumrush the final armoured one before he kills the fighter.
Unfortunately we have no such luck as Torgeir is clawed to death.
All in all, not a bad outcome. Note that the raven doesn't fly down to feast this time, because these wights are not tasty enough.
Though 17 gold for two dead dudes is not a good outcome either
Still, I invested way too much into these idiots to just let them rot here. Therefore, I use my GODLIKE POWERS AND RAISE THEM FROM THE DEAD, for the bargain price of 1 soul each.
The dungeon pinata scores us a net +1 soul (-1 for foresight in tunnels, -2 from rezzing dudes)
Mission accomplished.
Since everyone's badly beaten up, I rest for two days to get them back up to speed.
After which we proceed to this barrow.
Can't even scare them away. Sad!
But no matter, emboldened by the last EXTRAORDINARY VICTORY, Naughty Ninny rushes headfirst into the battle!
They don't look like much, but there's a lot of them.
The wights were stronger for sure, though these two fast thieves are a nuisance.
The outlaws p. much all get first strike on us.
First two kills.
Amazingly enough, with Eymund's support, Hrodi the churl is actually going to win against that outlaw woodsman.
Yep, the woodsman goes down with his skull staved in. Talk about a great investment with that Ormshird Byrnie!
The god kills the last outlaw, and we're victorious.
I rest for another day to let these suckers heal up.
Next time we'll investigate this weirdo glowing tree which smells of HERESY.
And after that, we'll probably make a full circle through the shrine and hillstead to finally return to Fraener.