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Last one didn't go too well. We can always try again.

I still only wanna run civilized races, but I'll tweak the system a bit, it was kinda clonky last time.

Select race and biome from the picture.
>>
>>6169775
>Elf
>Volcano
>>
>>6169775

>DWARF
>VOLCANIC

I’m pretty impressed you just killed us in the last thread, QM, instead of dropping the quest outright. Let’s see if we fare better AS STEAMING HOT AND SWEATY DWARVES
>>
>>6169775
>Halfling
>>Islands

Fuck it. Halflings again. I REFUSE to not have a successful halfling civilization. This time we're going to be island short people farming coconuts and bananas.
>>
Rolled 2 (1d2)

>>6169781
>>6169782


ooh, you guys want a volcano. Cool.

1 - elf
2 - dwarf
>>
Rolled 2 (1d3)

>>6169781
>>6169782
>>6169798


I will roll again, since this guy posted halflings before my roll.

1 - elf
2 - dwarf
3 - halflings
>>
Dwarf gaming lets go
>>
>>6169799
>>6169803


Seems like the dice gods want DWARVES.

Writing...
>>
>>6169807

You are a large collective of dwarves living within a stronghold built near a volcano!

The community thrives in the eternal darkness, sunlight being just a faint memory.

Your culture is based on the reverence of stone and metal, seeing your crafts as both an art and a sacred act of devotion.

The only magic you know is how to find more ore deposits, so you never run out of riches to dig out of the earth.

When your dwarves aren't working, they are enjoying merriment in the engraved grand hall, where the story of your people is gradually etched on the walls. You often gather for grand feasts to lift people's spirits.

You farm mushrooms, of a wide variety. Your food makers know which ones are edible and cultivate those. You also have mushrooms you use for their fibes and for pigments that glow faintly in the dark.

You very rarely trade with the dark elves. They are mostly interested in Gemstones. Other than that, you have little contact with anyone else in the tunnels, though you do know there are great dangers lurking there, and as such you must keep always ready to attack at a moment's notice.

You have a magma forge, where you melt your metals. Your dwarves take great pride in their craftsmanship and always try to make the very best pieces possible.

Your army consists in 100 elite axemen. Your government is a council of elders, for the dwarves consider each other equal therefore the source of authority is experience in life.

Today is a strange day. The Gates Of Karadur were opened! Someone invaded your lands.
> Send all your axemen there to deal with the trespassers
> Send a small group to investigate, you can't simply unman the watchposts
> Send a couple scouts to see what is going on, someone probably opened the door by mistake, to get out of the rain or something
> Write in
>>
>>6169827


Population: 1,000 dwarves (600 food makers, 300 workers, 100 Axemen) Pop Growth 2%
Army: 100 Axemen (upkeep 200 food)
Food: consuming 1100 out of 1200
Food Stockpile: 1,000 out of 2000
Morale: 5/10
Materials: Lumber 500; Stone 500; Metals 500; Clay 500
Magic: 500 mana; Find Ore Ritual (costs 100 mana)
Gold: 500
Silver: 500
Knowledge: (fire, mining, metalwork, boozemaking, clothes making, farming, trade)
Natural Resources: funguswood forest, endless stone to quarry, metal veins, clay deposits, gold deposits, occasionally gemstones, obsidian
Crops: many different kinds of mushrooms useful for various purposes
Buildings: engraved grand hall, sleeping quarters, food deposit, mines, magma forge
Culture: Council of Elders, Reverence For Stone And Metal, Ancestral Veneration, Craftsmanship Is Holy
Livestock: cave cows
Trade Goods: Gemstones (100), Obsidian (500)
Equipment: Pickaxes (400) Axes (300) Warhammers (300) Shields (100) Anvil (10)
Neighbours: cave trolls (funguswood forest nearby); troglodyte humans (deep caves); dark elves (deep caves); vampires (deep caves); lich (sealed tunnels); red dragon (magma tubes)

You may select two actions per turn!

> Breed (raise pop growth to 10% for one turn)
> Acquire Food
> Throw a grand feast (consume 1 additional food per person, increase morale)
> Acquire Materials (specify)
> Increase Mana
> Cast Magic
> Mine Gold
> Trade For Silver
> Research Tech/Magic
> Improve Resources
> Dig new area
> Write in
>>
>>6169830
> Send a small group to investigate, you can't simply unman the watchposts

> Breed (raise pop growth to 10% for one turn)
>>
>>6169827
> Send all your axemen there to deal with the trespassers

> Breed (raise pop growth to 10% for one turn)
> Acquire Food
>>
>>6169830
>Send a small group to investigate, you can't simply unman the watchposts
>Breed
>Breed
>>
>>6169832
>>6169834
>>6169835


You send a small group of 10 dwarves to investigate.

Once they arrive near the gates, they find it has been swung open with no care whatsoever.

Within the main hall, there are hundreds of orcs!

With their keen senses, our dwarves also notice a small group of adventurers. There are only three of them - two humans and one elf. They are too far away to discern much more details than that, but from their clothing one of the humans seems to be a warrior and the other a wizard.

They will take many days to find their way into our main base, the maze of tunnels between the gates and our halls is vast.

> Attack the orcs
> Sound the horns and call for reinforcement
> Retreat silently and warn the council, this is big
> Write in
>>
>>6169845
> Attack the orcs
>>
>>6169845
> Retreat silently and warn the council, this is big

I’d like the opportunity to raise a militia or something before we attack the orcs, three to one odds aren’t great and depending on what type of orcs these are we may not trade favorably against them anyways
>>
>>6169845

> Retreat silently and warn the council, this is big

We don’t have the numbers for a full scale attack here
>>
File: 1726071955556031.gif (172 KB, 220x212)
172 KB
172 KB GIF
>Nazi Elves
>Mountains right next to the Volcano Leftoid Elves
>>
>>6169851
>>6169856
>>6169889


The dwarves retreated silently, their movements as precise as the ticking of an ancient gear.

The shadows of the tunnels swallowed them as they made their way back to the heart of their stronghold, the urgency of their discovery pressing heavily upon them.

The Gates of Karadur, once a symbol of their impenetrable might, now hung open like a wound, and within the grand hall, hundreds of orcs swarmed like a tide of filth.

Their guttural voices echoed in the sacred stone halls, mingling with the ominous presence of the adventurers. Their purpose was unclear, but their presence among the invaders raised troubling questions.

By the time the scouts reached the council chambers, the weight of the news bore down on every dwarf present.

The elders sat in silence as the grim tale unfolded, their faces carved with the same hard resolve as the stone they revered.

When the report concluded, a heavy silence filled the chamber, broken only by the quiet deliberation of the elders as they debated their next move.

Four paths emerged from their discussion, each fraught with peril:

The first was to collapse sections of the tunnels, sacrificing passageways to slow the invaders and buy precious time.

The second option was a bold offensive, gathering every axeman to launch a decisive attack against the orcs while they remained disorganized, though it would leave the city vulnerable.

A third suggestion proposed a psychological tactic, gathering every horn in the stronghold to create a deafening cacophony of sound, hoping to intimidate the superstitious orcs into retreating.

The final option called for preparing defensive lines in the tunnels, where the dwarves' shields and discipline could hold back the enemy, forcing them to fight on dwarven terms.

> Collapse the tunnels to slow the orcs
> Launch an all-out attack to reclaim the Gates
> Intimidate the orcs with a deafening horn march
> Fortify defensive lines in the tunnels and hold them off
> Write in
>>
>>6169921
> Collapse the tunnels to slow the orcs

>Write In
Arm the citizenry dwarves are hardy folk and we’ll need every miner to hoist his pick to ensure our victory over the foul greenskins

> Intimidate the orcs with a deafening horn march

> Launch an all-out attack to reclaim the Gate

I don’t see why we can’t do all of these in sequence collapse some tunnels to buy us some time and force the orcs to concentrate their force. Arm the civilians have the elder council lead them to stiffen their morale. Use the horns to disorient the orcs then hit them with everything we’ve got to try and reclaim the gate
>>
>>6169921
>Collapse the tunnels

>>6169922
I think its because the orcs are supposed to win this just like last time >>6169742
Who knows, maybe the mines are cursed. Possibly, strange necromancers will beg us to do necromancy as well
>>
>>6169922

Supporting, I’m sort of enjoying this even though its probably just the civspammer at work
>>
Rolled 4, 55, 80, 80, 61, 45, 9, 65, 52, 23, 29, 91 = 594 (12d100)

>>6169922
>>6169932
>>6169938
You create a four steps strategy that leverages all your people into the battle! However, mobilizing that many people to war will leave the settlement unattended...

Phase 1: collapse some tunnels to buy us some time and force the orcs to concentrate their force. DC 50. If you win by 2 successes or more, you collapse some of the tunnels on top of the orcs, killing many, reducing the DC of all subsequent phases by 10.

Phase 2: Arm the civilians have the elder council lead them to stiffen their morale. DC 40. If you win by 2 successes or more, reduce the DC of phase 4 by 10.

Phase 3: Use the horns to disorient the orcs DC 50. If you win, reduce the DC of next phase by 10.

Phase 4: hit them with everything we’ve got to try and reclaim the gate DC 60. If you win, you drive the orcs out.

Roll a total of 12d100 for success, 3d100 for every step of the plan!

I will roll for the orcs! Their DC is opposite of yours in every turn (if ours is 60 theirs is 40 etc)

Whoever gets more successes wins!

If the orcs win

Phase 1: many orcs pass through before we can collape the tunnels (DC of all subsequent phases increases by 10 to us)

Phase 2: the civilians are shaken by the unabashed advances of the orcs and can't fight effectively (DC of all subsequent phases increases by 10 to us)

Phase 3: the orcs are unphased. (DC of last phase increases by 10 to us)

Phase 4: the orcs drive us out of the tunnels and back to the main base, where we will need to mount a line of defense.
>>
>>6169977

To spice things up a little...

You may declare ONE phase out of all four to receive a +20 bonus on one of the three roll, but you must declare it while you're rolling the dice.

> Phase 1
> Phase 2
> Phase 3
> Phase 4

> dice 1
> dice 2
> dice 3
>>
Rolled 12, 99, 28 = 139 (3d100)

>>6169979

Hmm, well, seems best to assign the +20 bonus to Phase 1, given the downstream benefits. If I have to pick the particular roll, I would pick the third roll. I’ll roll for phase 1 generally as well, wish me luck dorfs
>>
Waiting for more rolls.
>>
>>6170178

I’ll give it a couple hours and finish our set if no one shows up
>>
Rolled 58, 96, 99 = 253 (3d100)

>>6169977
>>
Still waiting
>>
Rolled 24, 9, 23, 89, 7, 62 = 214 (6d100)

Alright, fuck it, here’s the rest
>>
>>6170267

Orcs

Phase 1 (DC 50)
4, 55, 80,

2 successes

Phase 2 (DC 60)
80, 61, 45,

2 successes

Phase 3 (DC 50)
9, 65, 52,

2 successes

Phase 4 (DC 40)
23, 29, 91

1 success

Dwarves

Phase 1 (DC 50)
12, 99, 48

1 success

Phase 2 (DC 50)
58, 96, 99

3 successes

Phase 3 (DC 60)
24, 9, 23,

0 successes

Phase 4 (DC 80)
89, 7, 62

1 success


Results

Orcs win phase 1! Many orcs passed through before we collapsed the tunnels. Our DCs increase by 10.

We won phase 2. We organize the militia properly.

Orcs win phase 3! They are unphased by horns. Our DC increase by 10.

Tie! But we win on a tie, so we won phase 4! We successfully drove away the orcs and reclaimed the gates.
>>
>>6170318


The halls of the dwarven stronghold echoed with the frenetic energy of a settlement mobilized for war.

Every dwarf, from the youngest apprentice to the eldest craftsman, was drawn into the effort.

Plans had been laid with grim determination, a four-step strategy that would leverage every available resource and every willing hand.

It was an all-or-nothing gambit, for leaving the settlement unattended carried grave risks—but the stakes demanded nothing less.

The first step was to buy precious time by collapsing key tunnels, forcing the orcs to funnel their forces into more predictable paths.

As the explosions echoed through the labyrinthine passages, hopes were high, but the dwarves’ timing faltered.

While some tunnels fell as intended, many orcs surged forward before the stone could trap them.

The enemy numbers swelled in the passages ahead, and the dwarves braced themselves for a harder fight.

The failure weighed heavily, raising the difficulty of the steps yet to come.

The elders took command of the frightened civilians, organizing them into a militia and bolstering their spirits with impassioned speeches.

Tools of trade—pickaxes, hammers, even cooking implements—became weapons in the hands of the desperate but determined.

The sight of their revered council standing shoulder to shoulder with them stiffened their resolve.

By the time the militia stood ready, their ranks bristled with defiance, their fear transformed into a hard-edged courage.

The horns were brought to the front, their deafening roar intended to disorient and demoralize the enemy.

The blasts shook the very stone, a cacophony that reverberated through the tunnels.

But the orcs, unflinching and resolute, pressed on with an unshaken ferocity.

Their guttural war cries answered the dwarves' horns, a grim reminder that this foe was far from broken.

With everything prepared, the dwarves launched their final assault.

The tunnels roared with the clash of steel and the battle cries of a people fighting for their home.

Axemen charged at the fore, shields raised and weapons gleaming, while the militia surged behind them, their improvised weapons striking with desperate fury.

Though the orcs fought fiercely, the unity and determination of the dwarves proved unbreakable.

Inch by bloody inch, the tide turned.

The orcs faltered, then broke, retreating in disarray as the dwarves reclaimed the Gates of Karadur.

The victory was hard-fought and costly, but the Gates are ours once more.

After driving the orcs out, we must decide what to do next.

> Lock the gates of Karadur again and leave some patrols there
> Push our advantage and chase the orcs outside
> Rush back to our settlement to see if it is still in one piece
> Write in
>>
>>6170328
> Write in
Seal the gates, collapse the entry tunnel it’s to early to count our casualties but we will certainly find ourselves weekend from this fight. For the time being we will shut the gates and collapse the entry tunnel behind them, we can always dig the tunnel back out but for now we need to ensure our security
>>
Rolled 50, 61, 48 = 159 (3d100)

>>6170340


With the orcs driven out and the Gates of Karadur reclaimed, the council reached a grim consensus. The entry tunnel leading to the gates must be collapsed to ensure the stronghold’s security. Though the stonework could be unearthed and restored in the future, for now, the dwarves needed to seal their home from further incursions. With heavy hearts, they set to work. The thunderous crashes of the collapsing tunnel echoed through the halls, a sound that carried both relief and sorrow. It was too early to tally the dead, but the battle had undoubtedly left the settlement weakened.

Exhausted yet resolute, the dwarves made their way back through the winding tunnels to their settlement, seeking solace in the safety of their hearth and home. But what greeted them as they emerged into the familiar halls was a sight that made their blood run cold. The glow of bioluminescent mushrooms illuminated a scene of chaos. Hundreds of human troglodytes swarmed the settlement, looting and pillaging with reckless abandon. Their crude weapons gleamed in the faint light as they smashed, stole, and desecrated all that the dwarves held dear.

The decision to mobilize every able-bodied dwarf to the frontlines had left the stronghold vulnerable, and the troglodytes had seized the opportunity with feral cunning. The once-orderly settlement was now a battlefield of shattered stone and scattered possessions. Never a moment’s rest for a dwarf in these unforgiving tunnels.

With no time to lament their misfortune, the dwarves steeled themselves for another battle. The council rallied the remaining defenders, and plans were hastily discussed.

Roll 3d100, base DC is 50.

I will roll for the troglodytes, DC 60 (large numbers, disorganized, poorly armed). Whoever has more successes wins.

> Murder as many as possible (DC+10)
> Drive them away (base DC)
> Capture them alive (DC +30)
> Skirmish (DC-10, but loses on a draw)
> Write in
>>
Rolled 67, 30, 47 = 144 (3d100)

>>6170354
>Drive them away
>Capture them alive

Primary focus should be driving them away but if we can capture a few it would be a nice bonus
>>
>>6170356

Do we win another tie? Looks like you’ll have to try harder to kill us QM
>>
>>6170356
>>6170367


The human troglodytes proved to be a chaotic and relentless foe, but through sheer determination and the will to protect their home, the dwarves managed to drive them away. The battle came at a bitter price—many brave lives were lost, and the halls echoed with the lament of their kin. Yet, in the end, the settlement stood, battered but unbroken.

Once the immediate danger had passed, the council swiftly reestablished patrols to ensure such a breach would not happen again. Scouts and sentries were sent to monitor the tunnels, their vigilance renewed by the hard-learned lessons of the day. With the settlement now secure, the weary dwarves turned their attention to assessing the damage wrought by the troglodytes.

It quickly became clear that the raiders had targeted the essentials. Much of the food supply had been stolen, leaving the granaries worryingly bare. The cave cows, a vital source of sustenance and materials, had been driven away or slaughtered. Additionally, a significant portion of the settlement's precious metals had been plundered, undoubtedly to fuel the troglodytes’ crude endeavors.

Beyond the theft, the settlement itself bore the scars of the invasion. Tools, furniture, and equipment lay in splinters, while once-proud engravings and carvings were defaced or destroyed. The damage was substantial, but the dwarves took solace in their resilience. Stone could be reshaped, tools reforged, and halls repaired. What had been broken would be rebuilt with the same craftsmanship and care that defined their people.

Despite the hardships, morale within the stronghold began to rise. Two back-to-back victories—against the orcs and now the troglodytes—sparked a sense of pride and unity among the dwarves. Songs of triumph echoed through the halls as they honored the fallen, their bravery enshrined in the growing tapestry of their people’s history.

The dead were laid to rest with solemn rituals, their names carved into stone plaques to be remembered for generations to come. As was tradition, the grieving was followed by celebration, and the celebration soon gave way to a renewed focus on the future.

Perhaps it was the instinct to preserve their legacy in the face of such peril, or perhaps it was the intoxicating mixture of grief and triumph, but the dwarves turned their energies toward rebuilding their numbers with fervent passion. In the private chambers and quiet alcoves of the settlement, the dwarves embraced the call of life itself, ensuring that the next generation would rise stronger and more numerous than the last.

(double breeding! Pop growth raised to 20% this turn: 800 -> 960)
>>
Rolled 12 (1d20)

>>6170382


Rolling to see what threat will come bother you next:
1 - cave trolls (funguswood forest nearby)
2 - troglodyte humans (deep caves)
3 - dark elves (deep caves)
4 - vampires (deep caves)
5 - lich (sealed tunnels)
6 - red dragon (magma tubes)
7 - orcs (surface, sealed tunnels)
8 - new threat
9-19 - fucking nothing
20 - something good for a change

One of the adventueres survived, a wizard. He says he is looking for a magical gem of incredible powers that was fabled to be hidden within these tunnels.
> Point him to the lich tunnels and bid him farewell
> Offer to help him (send how many warriors)
> Expel him back to the surface for having caused the death of so many good dwarves
> Write in

Population: 960 dwarves (600 food makers, 280 workers, 80 Axemen) Pop Growth 2%
Army: 80 Axemen (upkeep 160 food)
Food: consuming 960 out of 1200
Food Stockpile: 100 out of 2000
Morale: 6/10
Materials: Lumber 500; Stone 500; Metals 100; Clay 500
Magic: 500 mana; Find Ore Ritual (costs 100 mana)
Gold: 100
Silver: 100
Knowledge: (fire, mining, metalwork, boozemaking, clothes making, farming, trade)
Natural Resources: funguswood forest, endless stone to quarry, metal veins, clay deposits, gold deposits, occasionally gemstones, obsidian
Crops: many different kinds of mushrooms useful for various purposes
Buildings: engraved grand hall, sleeping quarters, food deposit, mines, magma forge
Culture: Council of Elders, Reverence For Stone And Metal, Ancestral Veneration, Craftsmanship Is Holy
Livestock: cave cows
Trade Goods: Gemstones (100), Obsidian (500)
Equipment: Pickaxes (400) Axes (300) Warhammers (300) Shields (100) Anvil (10)
Neighbours: cave trolls (funguswood forest nearby); troglodyte humans (deep caves); dark elves (deep caves); vampires (deep caves); lich (sealed tunnels); red dragon (magma tubes); orcs (surface, sealed tunnels)

You may select two actions per turn!

> Breed (raise pop growth to 10% for one turn)
> Acquire Food
> Throw a grand feast (consume 1 additional food per person, increase morale)
> Acquire Materials (specify)
> Increase Mana
> Cast Magic
> Mine Gold
> Trade For Silver
> Research Tech/Magic
> Improve Resources
> Dig new area
> Write in
>>
Wizard

> Write in
Inform the wizard due to him and his party opening the doors and allowing the orcs in we consider him indebted to us for the lives lost not only to the orcs but also the troglodytes as they couldn’t have attacked if we weren’t busy dealing with the orcs. He can either pay off his debt to us by laboring a year for each of our fallen, in precious metals or gems, or with his own blood. Make it politely clear to him he will pay up no matter what

Settlement Action
>Write In
Erect a monument to commemorate our duel victories and our honored dead
>>
>>6170383
>>6170390

Didn’t see we got two actions a turn

Write in
>Send diplomats to the dark elves seeing if they’d wish to cooperate on a raid against the troglodytes
>>
>>6170390
>>6170392


Once the dust of battle had settled and the losses counted, the dwarves turned their attention to the source of the calamity—the human wizard and his reckless companions who had thrown open the Gates of Karadur, unleashing a tide of chaos upon the settlement. With solemnity and purpose, the wizard was summoned to account for his actions.

In a tone both measured and polite, the dwarves informed the wizard of their grievances. His negligence had cost lives—not only during the initial orc incursion but also in the aftermath, when the troglodytes had exploited their diverted defenses. It was a debt that could not be ignored. The terms of repayment were laid out with dwarven precision: he could atone with his labor, working a year for each life lost; with precious metals or gems to equal the weight of the slain; or, if he refused these fair terms, with his own blood. The message was clear—this debt would be paid, one way or another.

However, the wizard’s response was far from conciliatory. With a sneer, he accused the dwarves of being no better than slavers and declared he would not bow to their demands. His defiance escalated into violence as he unleashed a devastating fireball directly at the council, incinerating its members in a blinding burst of heat and flame.

Chaos erupted in the council chamber as the guards rushed to contain the rogue wizard. The ensuing battle was fierce and bloody. The wizard’s mastery of destructive magic proved formidable, and despite the dwarves’ resilience, he claimed the lives of 17 brave warriors before he was finally brought down. His death was not a moment of triumph but one of grim necessity, as the dwarves secured their survival at a terrible cost.

With the council obliterated, morale within the stronghold took a blow. Yet the dwarves, true to their nature, did not allow despair to fester. After a period of mourning and solemn burial rites, the council was reformed according to their ancient tradition—elders, the wisest and most experienced among them, took up the mantle of leadership. Their loss was commemorated with a monument erected in the grand hall, a towering sculpture of stone and metal that stood as a testament to the sacrifices made in defending their home.

Despite their grief, the dwarves looked to the future. Seeking to strengthen their position and avenge the chaos wrought by the troglodytes, the new council resolved to reach out to the dark elves. These elusive allies might share a mutual interest in punishing the human raiders. An emissary would be sent to the deep caves with an offer of cooperation.

The question now turned to preparation. What gifts would best convey the dwarves’ respect and intentions? What escort would ensure the emissary’s safety in the treacherous tunnels?

> 10 warriors
> 20 warriors
> 30 warriors

> Specify gifts
>>
>>6170390
>>6170392

Supporting both, we should hit the troggies hard with delven support. It’s a two-for-one - builds diplomatic ties plus revenge
>>
>>6170404

>30 warriors
>100 gold

A taste of gold to sweeten the deal?
>>
>>6170410
Let’s add
150 Warhammer’s

We’re not using them right now and it’ll further sweeten the pot, I just don’t want this to diplomacy to fail I’m halfway tempted to add in our silver and gemstones just to make sure it goes through
>>
>>6170410
>>6170414


You reach out to the dark elves with a proposition—a joint raid on the troglodytes.

You send 30 warriors to protect the emissaries. As a gesture of goodwill, you send gifts of 100 gold, and 150 finely crafted warhammers, a testament to your people's renowned craftsmanship.

Upon receiving your emissaries, the dark elves open a massive gate leading into their city. The journey through the dark elf settlement is an eerie experience. As your dwarves march through the narrow streets, all activity ceases. The elves, pale and elegant, pause whatever they are doing to fix their cold, unblinking stares on the dwarven delegation.

Eventually, your emissaries are led into an ancient hall dominated by a monumental column formed where a massive stalactite meets a stalagmite. The room is dimly illuminated by bioluminescent fungi, casting ghostly blue light on the dark stone.

Seated around a circular table is the dark elf council, all women of striking beauty and intimidating poise. As your emissaries are introduced, the council examines the warhammers you offered, scrutinizing every detail with their long, delicate fingers. The atmosphere is thick with silence until one of them motions for your emissaries to speak.

The dwarves lay bare their proposal, explaining the mutual benefits of a joint strike against the troglodytes. The council listens with an almost unsettling patience, their expressions inscrutable.

A blind dwarf in chains, clearly a captive or servant, translates for the dark elves. When your emissaries finish speaking, the council leader, a tall woman with piercing eyes, rises from her seat. The rest of the room immediately stands as well, creating an oppressive wave of formality.
>>
>>6170414

Agree with your thinking, we need immediate security and we can produce gold and weapons later
>>
>>6170419


She speaks in a flowing stream of dark elvish, her tone calm but laced with amusement. When she finishes, the blind dwarf relays her words:

"The proud and ancient race of dark elves appreciates your proposal, noble craftsdwarves, but we currently have a non-aggression pact with the vampires."

One of your emissaries, startled, interjects: "And what do the vampires have to do with this?"

The dark elf leader smirks, a slight but deliberate expression. She speaks again, and the dwarf translates:

"Murdering their food would be a violation of the pact."

Before your emissaries can respond, another elf speaks, her tone curt. The blind dwarf translates:

"Is there anything else you'd wish to address while you're here? We have other pressing matters to attend to."

The council leader turns to leave, her movements regal and deliberate.

> "Would you consider renegotiating your pact with the vampires in exchange for a more advantageous alliance with us? Perhaps regular trade of weapons, metals, or gems could sweeten the deal."
> "If you cannot join us in a raid, could you provide intelligence about the troglodytes? Their numbers, leaders, or vulnerabilities would be invaluable."
> "Could you at least ensure that the vampires do not interfere if we launch an attack? Neutrality on your part would still aid us greatly."
> "What would it take to convince you to reconsider? Is there a specific resource or service your people desire that we could provide?"
> "If aiding us is impossible, would you be willing to act as mediators between us and the vampires? Perhaps they could be persuaded to support or at least not oppose our actions against the troglodytes."
> "If we cannot count on your support directly, would you allow us to traverse your lands or use your city as a staging ground for our operations?"
> Write in
>>
>>6170422

> "If aiding us is impossible, would you be willing to act as mediators between us and the vampires? Perhaps they could be persuaded to support or at least not oppose our actions against the troglodytes."

This is the only tenable option - we should be negotiating with the vampires directly, clearly
>>
>>6170425
Full agreement no real reason to deal with the dark elves in the short term, they may make good trade partners in the future but we need to punish the troglodytes before we move on
>>
>>6170425
>>6170435


"Sure, if you supply 100 slaves as a gift of blood to the vampires, we can arrange a meeting," the blind dwarf translates, before the dark elf leader exits the room.

Afterward, as the leader leaves, the tone shifts. Another dark elf speaks to your emissaries, her voice soft and dripping with a strange, unsettling calm.

"You travelers look weary... would you be... willing... to enjoy... some dark elf... hospitality... before you leave?"

The blind dwarf’s voice trembles as he translates these words, and the dark elf in charge of him tugs at the chain around his neck, reprimanding him with a few harsh words in dark elvish.

> Accept their generous offer
> We would rather leave now
> Write in
>>
>>6170440

ah, we’ll pass on the delven hospitality for now.

We will also pass on the 100 slaves offer for now, simply because we have no slaves to trade, but hope that the offer might be valid in the future once we have slaves to trade?
>>
Rolled 19 (1d20)

>>6170466


You decline the dark elf hospitality, sensing an unsettling air in their offer. Your emissaries, though weary from the long journey, make their way back home, carrying with them news that weighs heavily upon your hearts.

Upon their return, they share the dark elves' response in full. The dark elves, it seems, are bound by a non-aggression pact with the vampires, a pact that forbids any hostile action toward them. Even more troubling is the revelation that the vampires are intricately tied to the human troglodytes, feeding upon them as a source of sustenance.

This is grievous news indeed. It had been your intention to punish the troglodytes for their brazen pillaging of your settlement and their general lawlessness. However, now that you know they are under the protection of the vampires, any attack against them could very well provoke the wrath of these ancient, dangerous beings. The implications of such a confrontation are terrifying, for the vampires are not to be trifled with, and their vengeance would be swift and lethal.

This new revelation casts a long shadow over your plans. What was once a clear and righteous course of action now carries the heavy burden of uncertainty.

Rolling to see what threat will come bother you next:
1 - cave trolls (funguswood forest nearby)
2 - troglodyte humans (deep caves)
3 - dark elves (deep caves)
4 - vampires (deep caves)
5 - lich (sealed tunnels)
6 - red dragon (magma tubes)
7 - orcs (surface, sealed tunnels)
8 - new threat
9-19 - fucking nothing
20 - something good for a change
>>
>>6170473
During a routine mining operation, a new tunnel is discovered, leading to an ancient vault filled with precious metals, gems, and long-lost artifacts. However, the vault is sealed with a complex magical lock, and rumors of an ancient curse surrounding it begin to circulate. Some say it must belong to the lich, sealed in the tunnels below.

> Leave the vault untouched
> Try to pillage the vault (roll 3d100)
> Bury the vault back
> Write in

Population: 961 dwarves (600 food makers, 298 workers, 63 Axemen) Pop Growth 2%
Army: 63 Axemen (upkeep 160 food)
Food: consuming 1024 out of 1200
Food Stockpile: 340 out of 2000
Morale: 5/10
Materials: Lumber 500; Stone 500; Metals 100; Clay 500
Magic: 500 mana; Find Ore Ritual (costs 100 mana)
Gold: 100
Silver: 100
Knowledge: (fire, mining, metalwork, boozemaking, clothes making, farming, trade)
Natural Resources: funguswood forest, endless stone to quarry, metal veins, clay deposits, gold deposits, occasionally gemstones, obsidian
Crops: many different kinds of mushrooms useful for various purposes
Buildings: engraved grand hall, sleeping quarters, food deposit, mines, magma forge
Culture: Council of Elders, Reverence For Stone And Metal, Ancestral Veneration, Craftsmanship Is Holy
Livestock: cave cows
Trade Goods: Gemstones (100), Obsidian (500)
Equipment: Pickaxes (400) Axes (300) Warhammers (300) Shields (100) Anvil (10)
Neighbours: cave trolls (funguswood forest nearby); troglodyte humans (deep caves); dark elves (deep caves); vampires (deep caves); lich (sealed tunnels); red dragon (magma tubes); orcs (surface, sealed tunnels)

You may select two actions per turn!

> Breed (raise pop growth to 10% for one turn)
> Acquire Food
> Throw a grand feast (consume 1 additional food per person, increase morale)
> Acquire Materials (specify)
> Increase Mana
> Cast Magic
> Mine Gold
> Trade For Silver
> Research Tech/Magic
> Improve Resources
> Dig new area
> Write in
>>
>>6170476

>Bury the Vault

We know where it is let’s prepare ourselves better before we delve to deep.

>Train and equip enough dwarves to return our military to its original one hundred strong

> Research Magical Manufacturing (creating items imbued with magical effects)
>>
>>6170476

>leave the vault until we find another mage

>Breed
>mine gold
>>
>>6170479

Eh, ill support this in the name of unity
>>
>>6170479
>>6170481
>>6170483


After much debate, the council decides to rebury the ancient vault, concerned about the potential dangers it might unleash upon the settlement. Dwarven masons and miners work tirelessly to seal it with layers of expertly carved stone, ensuring that whatever secrets lie within will remain hidden for the time being. While some among the populace lament the loss of what could be untold riches or forgotten knowledge, the majority breathe a sigh of relief, grateful for the council’s caution.

With the vault sealed and out of mind, the focus shifts to restoring the settlement’s defenses. Recruitment efforts begin to replenish the ranks of the axemen, enough to bring their numbers back to a solid 100. The newcomers, though equipped with finely crafted weapons and armor, are unseasoned and lack the battle-hardened experience of their elite predecessors. However, the veteran warriors who survived the previous conflicts take these recruits under their wing, imparting wisdom and rigorously drilling them in combat techniques. The hope is that, with time and training, these fresh recruits will rise to meet the high standards of dwarven military tradition.

Recognizing the need to prepare for the challenges that lie ahead, the council also turns its attention to innovation. They launch an ambitious project to research magical manufacturing, blending their mastery of metallurgy and craftsmanship with the mysteries of arcane energy.

You must spend actions every turn to pursue your new research in magic, unless you assign some Workers as Sages, who will carry on the research every turn.
> Assign 100 sages
> Assign 200 sages
> Don't assign sages right now
> Write in
>>
Rolled 12 (1d20)

>>6170830
Rolling to see what threat will come bother you next:
1 - cave trolls (funguswood forest nearby)
2 - troglodyte humans (deep caves)
3 - dark elves (deep caves)
4 - vampires (deep caves)
5 - lich (sealed tunnels)
6 - red dragon (magma tubes)
7 - orcs (surface, sealed tunnels)
8 - new threat
9-19 - fucking nothing
20 - something good for a change


Population: 980 dwarves (600 food makers, 280 workers, 100 Axemen) Pop Growth 2%
Army: 100 Axemen (63 elite, 37 recruit) (upkeep 200 food)
Food: consuming 1100 out of 1200
Food Stockpile: 450 out of 2000
Morale: 5/10
Materials: Lumber 500; Stone 500; Metals 100; Clay 500
Magic: 500 mana; Find Ore Ritual (costs 100 mana); researching magical manufacturing 280/4500
Gold: 0
Silver: 100
Knowledge: (fire, mining, metalwork, boozemaking, clothes making, farming, trade)
Natural Resources: funguswood forest, endless stone to quarry, metal veins, clay deposits, gold deposits, occasionally gemstones, obsidian
Crops: many different kinds of mushrooms useful for various purposes
Buildings: engraved grand hall, sleeping quarters, food deposit, mines, magma forge
Culture: Council of Elders, Reverence For Stone And Metal, Ancestral Veneration, Craftsmanship Is Holy
Livestock: cave cows
Trade Goods: Gemstones (100), Obsidian (500)
Equipment: Pickaxes (400) Axes (300) Warhammers (150) Shields (100) Anvil (10)
Neighbours: cave trolls (funguswood forest nearby); troglodyte humans (deep caves); dark elves (deep caves); vampires (deep caves); lich (sealed tunnels); red dragon (magma tubes); orcs (surface, sealed tunnels)

You may select two actions per turn!

> Breed (raise pop growth to 10% for one turn)
> Acquire Food
> Throw a grand feast (consume 1 additional food per person, increase morale)
> Acquire Materials (specify)
> Increase Mana
> Cast Magic
> Mine Gold
> Trade For Silver
> Research Tech/Magic
> Improve Resources
> Dig new area
> Write in
>>
>>6170830

>assign 100 sages

>Breed
>mine gold
>>
>>6170837
Support
>>
I’m going to take over the quest if QM does not return by 1/10
>>
>>6170837
>>6170863


Recognizing the importance of knowledge and progress to the stronghold's survival and prosperity, you assign a dedicated group of 100 sages to the pursuit of intellectual and magical advancements. These learned dwarves, selected for their sharp minds and discipline, are tasked with delving into the mysteries of arcane crafting, historical records, and strategies to enhance the stronghold's defenses and economy. The council regards this allocation as an investment in the long-term resilience of the dwarven people.

Meanwhile, you issue a call for your population to prioritize the growth of their numbers. Families are encouraged to raise strong, healthy children, ensuring the continuity of the clan in the face of ongoing threats. Dwarves are known for their unique lifecycle—reaching adulthood at the astonishingly young age of five. This rapid maturity allows the community to recover its numbers relatively quickly, but the harsh realities of life in the tunnels often cast a shadow over these efforts. Despite their potential to live for centuries, the vast majority of dwarves meet untimely ends. The tunnels are perilous, teeming with shadowy predators, rival factions, and natural hazards, each claiming countless lives before their time.

Simultaneously, the workers redouble their mining efforts, focusing on extracting gold from the rich veins hidden deep within the earth. The steady flow of precious metal is vital to maintaining the stronghold's economy, funding the equipment of warriors, and providing the resources needed for the sages’ arcane experiments. Gold, in dwarven culture, is more than a measure of wealth—it is a symbol of their ingenuity and a key to their survival.

The stronghold becomes a symphony of activity. The clang of pickaxes echoes through the mines as gold-laden carts roll toward the forges. Sages huddle in candlelit chambers, their faces illuminated by the glow of runes and arcane diagrams. Families work together to raise the next generation, teaching their children the ways of the clan while instilling a fierce pride in their heritage. Yet, the somber reality of their existence is ever-present. The tunnels, as bountiful as they are dangerous, remind every dwarf that survival is not guaranteed, and vigilance is their greatest ally.
>>
>>6171827


A miner bursts into the grand hall during a feast, his face pale and his voice trembling as he delivers dire news: one of the lower mines has been breached by a sudden deluge of brine. The salty water has not only flooded several mining tunnels but also threatens to seep into the magma forge, potentially causing catastrophic damage. The smell of salt and minerals now wafts faintly through the halls, carried by the damp air.

The council is immediately convened to address the crisis. Scouts are sent to assess the source of the brine, reporting that a hidden underground aquifer had been punctured during mining operations. The water gushes forth with relentless force, submerging precious veins of ore and rendering entire sections of the mine inaccessible.

The dwarves face a grave dilemma:

> Pump the brine out: Divert resources to remove the brine. This will be costly and take time, but it may preserve the mine.
> Redirect the flow: Use skilled miners to carve a new path for the brine, redirecting it into unused caverns. This is dangerous but could save most of the mine.
> Seal the tunnels: Abandon the flooded sections entirely and focus on expanding other mining routes. The cost in resources and lost time will be significant, but it ensures safety.
> Write in
>>
>>6171828
Rolling to see what threat will come bother you next:
1 - cave trolls (funguswood forest nearby)
2 - troglodyte humans (deep caves)
3 - dark elves (deep caves)
4 - vampires (deep caves)
5 - lich (sealed tunnels)
6 - red dragon (magma tubes)
7 - orcs (surface, sealed tunnels)
8 - new threat
9-19 - fucking nothing
20 - something good for a change


Population: 1070 dwarves (600 food makers, 270 workers, 100 sages, 100 Axemen) Pop Growth 2%
Army: 100 Axemen (63 elite, 37 recruit) (upkeep 200 food)
Food: consuming 1170 out of 1200
Food Stockpile: 550 out of 2000
Morale: 5/10
Materials: Lumber 500; Stone 500; Metals 100; Clay 500
Magic: 500 mana; Find Ore Ritual (costs 100 mana); researching magical manufacturing 380/4500
Gold: 270
Silver: 100
Knowledge: (fire, mining, metalwork, boozemaking, clothes making, farming, trade)
Natural Resources: funguswood forest, endless stone to quarry, metal veins, clay deposits, gold deposits, occasionally gemstones, obsidian
Crops: many different kinds of mushrooms useful for various purposes
Buildings: engraved grand hall, sleeping quarters, food deposit, mines, magma forge
Culture: Council of Elders, Reverence For Stone And Metal, Ancestral Veneration, Craftsmanship Is Holy
Livestock: cave cows
Trade Goods: Gemstones (100), Obsidian (500)
Equipment: Pickaxes (400) Axes (300) Warhammers (150) Shields (100) Anvil (10)
Neighbours: cave trolls (funguswood forest nearby); troglodyte humans (deep caves); dark elves (deep caves); vampires (deep caves); lich (sealed tunnels); red dragon (magma tubes); orcs (surface, sealed tunnels)

You may select two actions per turn!

> Breed (raise pop growth to 10% for one turn)
> Acquire Food
> Throw a grand feast (consume 1 additional food per person, increase morale)
> Acquire Materials (specify)
> Increase Mana
> Cast Magic
> Mine Gold
> Trade For Silver
> Research Tech/Magic
> Improve Resources
> Dig new area
> Write in
>>
Rolled 9 (1d20)

>>6171829

forgot to roll
>>
>>6171829
>Redirect the Flow

Into the deep caves if we can manage it, we’ll likely make enemies of the dark elves and vampires by doing this but if we’re lucky we will do enough damage that we can rush our army down and deal with all three in short order

>Send diplomat to cave trolls seeking to hire them on for a raid into the deep caves likely bringing a large gift of food and armaments

>Send a diplomat to the dragon and see if he would be interested in a joint raid into the deep caves. Bring gifts of silver gold and gemstones
>>
>>6171856

Supporting
>>
Rolled 2 (1d2)

>>6171856
>>6171946


1 - it is feasible to redirect the flow to the deep caves
2 - it is not feasible
>>
>>6172096

Your first impulse is to weaponize the brine, imagining the corrosive tide wreaking havoc on your enemies. However, the chief engineer swiftly dismisses the idea. “Relocating the flow to target our foes would require digging extensive channels across the settlement and contending with shifting elevations. The time and resources alone make it impractical,” he explains, his tone firm.

“What we need,” he continues, “is a quick and dirty solution. We must redirect the brine somewhere else within the settlement—somewhere expendable.”

The council gathers to debate, considering the possible destinations for the relentless flood of saltwater. The brine, though destructive, must be contained, and each option presents risks and sacrifices.

Will we divert the flow to:

> Our gold mine: Sacrificing part of the gold-rich tunnels to contain the brine.
> Our silver mine: Redirecting the water to the silver mines
> Directly into the magma: A risky choice that could create unknown hazards
> The funguswood forest: Sending the brine to the underground forest used for cultivating funguswood
> Write in

Meanwhile, recognizing that brine isn’t the only threat to your settlement, you decide to prepare for an ambitious raid into the deep caves. To bolster your efforts, you aim to secure alliances with two potential allies: the cave trolls and the dragon.

You decide to send diplomats to the cave trolls, offering generous gifts of food and armaments to secure their allegiance. However, the scale of the gifts will determine the strength of the agreement.

How large are the offerings?

Food:
> 100 units
> 300 units
> 500 units
> Offer a tribute
> Write in

Weapons:
> 100 weapons
> 200 weapons
> 300 weapons
> Offer a tribute
> Write in


Your emissaries also set out to approach the dragon, bearing gifts of gold, silver, and gemstones to entice the beast into a joint raid. The wealth offered must be substantial enough to pique the dragon’s interest without crippling your resources.

How much wealth will you bring?

Gold:
>100 units
>200 units
>Offer a tribute
>Write in

Silver:
>50 units
>100 units
> Offer a tribute
>Write in

Gemstones:
>50 units
>100 units
> Offer a tribute
>Write in
>>
>>6172103
> Directly into the magma: A risky choice that could create unknown hazards

>100 food and 150 Warhammers to the trolls.
>100 gold, 50 silver and 100 gemstones to the dragon.
>>
>>6172174
Support
>>
Rolled 1 (1d4)

>>6172174
>>6172365


You redirect the flow of brine to the magma!

Things look fine for awhile, but then there is a big eruption!

1 - the settlement is devastated
2 - the settlement suffers serious damage
3 - the settlement suffers minor damage
4 - the settlement is unscathed
>>
>>6172174
>>6172365


You dispatch a trusted diplomat to the cave trolls, determined to enlist their brute strength for a daring raid into the deeper caves. The journey to their subterranean lair is fraught with tension, as the trolls are known for their unpredictable nature and insatiable appetites.

Upon arrival, the diplomat presents your carefully chosen gifts: baskets overflowing with provisions and a selection of finely crafted weapons, a testament to dwarven craftsmanship. The troll leader, a towering figure with jagged teeth and moss-covered skin, inspects the offerings with a greedy gleam in his sunken eyes.

He finally speaks, his guttural voice reverberating through the cavern. “We fight,” he grunts, gnashing his teeth, “but need much more food.” He leans forward, his expression menacing. “Five thousand food.”

The air grows thick with unease as the troll leader straightens, towering over the emissary. “You don’t bring enough,” he growls. “Then we eat you instead!” The threat hangs in the air like a blade poised to strike.

> Accept the deal: Commit to providing the massive amount of food demanded, securing the trolls' allegiance
> Offer to hire individual trolls instead: Attempt to negotiate with smaller groups of trolls, reducing the overall cost but possibly limiting the strength of their support.
> Decline the offer: Refuse the demand outright, risking hostility from the trolls and forfeiting their assistance.
> Write in
>>
Rolled 1 (1d2)

>>6172425


you contact the dragon

you arrive at a section of the magma caves filled with dragon whelps and fire elementals

you try your best to convince them that you want to see the dragon for a diplomatic proposal, but they ignore your pleas and attack your people

you are forced to flee for your lives!

1 - you manage to bring the gifts back
2 - you lose the gifts as you escape hastly
>>
>>6172425
>>6172428


Your settlement lies in ruins, a grim testament to the chaos that has befallen your people. The once-thriving hub of dwarven industry and culture now stands as a shattered remnant of its former glory. Collapsed tunnels block key passages, precious resources lie buried beneath rubble, and the air hangs heavy with the acrid smell of destruction. Survivors move among the wreckage, their faces etched with exhaustion and despair, while the wounded are tended to in makeshift infirmaries.

> Start rebuilding in the same place: Despite the destruction, this location remains strategically valuable and rich in resources. Rebuilding here would mean restoring what was lost and proving the resilience of dwarven ingenuity. However, the effort will be long and arduous, and defenses will need to be bolstered to prevent future calamities.
> Search for a better location deeper within the caves: Perhaps this tragedy signals that it is time to move on. Venturing deeper into the labyrinthine caverns might reveal a site more defensible or abundant in resources, offering a fresh start. Yet the journey will be perilous, and there’s no guarantee the new location will be any safer.
> Fall back to the grand halls of Karadur, your ancient home: The ancestral halls of Karadur, long abandoned but still revered in dwarven lore, might offer sanctuary. Its towering columns and carved stonework stand as a reminder of past glory. Retreating there would preserve your people but require significant effort to reclaim and restore the ancient stronghold.
> Write in: Propose an alternative plan, such as venturing into the surface, creating a temporary outpost while scouting multiple potential locations or negotiating an alliance with a nearby faction for mutual support.
>>
>>6172425

> Offer to hire individual trolls instead: Attempt to negotiate with smaller groups of trolls, reducing the overall cost but possibly limiting the strength of their support.

This is the only viable option.

> Start rebuilding in the same place: Despite the destruction, this location remains strategically valuable and rich in resources. Rebuilding here would mean restoring what was lost and proving the resilience of dwarven ingenuity. However, the effort will be long and arduous, and defenses will need to be bolstered to prevent future calamities.

Tough run for our sweaty dwarves. How many died in the disaster?

Action 1: Breed
Action 2: reclaim settlement
>>
>>6172452
>Tough run for our sweaty dwarves. How many died in the disaster?

Only a few distracted or unlucky dwarves. There was lots of early warning so they just grabbed what they could and ran away when the magma started to rise.
>>
>>6172454

Hmm, better than I thought. Well, as our population grows, we should be able to throw more dwarves at the reconstruction effort. Demography is destiny, as they say



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