[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/qst/ - Quests

Name
Spoiler?[]
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File[]
Draw Size ×
  • Please read the Rules and FAQ before posting.
  • Roll dice with "dice+numberdfaces" in the options field (without quotes).

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: dfc.jpg (93 KB, 800x986)
93 KB JPG
Fulmenaxor destroyed the last Mountainhall in a single night of fierce flame. The dragon blew open the upper gates, burned down the halls where the clans had mustered, and nested within the great treasure vaults while the survivors fled through mines, drains, forgotten roads. No other dwarf hold remained.

The dwarves scattered. Some found work in foreign towns. Some hid in the wilderness. Others became servants, mercenaries, prisoners, or nameless wanderers. Families lost one another. Hope was entombed with passing time.

Now six dwarf families have gathered at the mouth of an empty mountain. They intend to establish a fortress where the scattered survivors may return and live as dwarves again. You are their leader.

A hidden refuge can protect only those to whom it is known. Therefore it's name must be carried by merchants, pilgrims, and rulers to the far corners of the realm, that it might reach the ears of those forgotten dwarves. But be warned, as the fortress becomes more famed, its enemies, drawn by legend and eternal greed, will commit ever greater forces against it.

And if the traders carry its name far enough, Fulmenaxor may wake from his dreamless slumber and learn that some of his victims have built another hall.

But for now, hope is quarried once more. It is time to strike the earth!

Choose leader:
>Datost Cinderhelm
Datost held the last passage open while other families fled, then led six of those families across the ruined roads, bearing a shield scorched black by Fulmenaxor's fire. Born of a martial clan, he rose to prominence in the old mountainhall as Captain of the Watch. Though once a prudent dwarf, the fall and subsequent exile have made him something of a madcap.
Defensive Captain: +2 to defense at the fortress or an outpost.
Reckless Commander: Failed military action queues casualties, supply loss, or retaliation.

>Varik Oathkeeper
Varik served as an ambitious young clerk and envoy before the fall. He gathered six families and the necessary supplies and passage through a long sequence of negotiation and political manuevering. He knows well the foreign courts and the caravans, but that knowledge has come with some considerable debt.
Diplomat: +2 to diplomacy, treaties, and hosted envoys.
Indebted: Pay Gold 1 yearly or queue creditor trouble.

>Urist Firststone
Urist was a senior architect who escaped through a deep tunnel in the old hall's foundations, known only to those descended from its original diggers. He made no effort to gather the dwarves whom he now leads--they came to him, for he alone remembers the design of the old halls. He has no real desire or talent for leadership, but has taken on a mantle out of a devotion to restore the glory of the mountainhome.
Engineer: +1 to the first seasonal excavation or construction labor total.
Vain: If the fortress gains no Renown in a year, Happiness -1.
>>
>>6452768
>Datost Cinderhelm
>>
>>6452768
>Datost Cinderhelm
STRIKE
THE
EARTH
>>
>>6452768
>Urist Firststone
>>
>>6452768
>Datost Cinderhelm
>>
>>6452768
>>Urist Firststone
>>
>>6452768
>Datost Cinderhelm
STRIKE THE EARTH!
>>
>>6452768
>Urist Firststone
The halls will shine with splendor of the ancestral holds!
>>
File: dfc1.jpg (162 KB, 1137x1200)
162 KB JPG
Spring, Year 1

The provisions, sealed in barrels and bottles, should sustain you while you lay the foundations. By Winter's end, however, any Food beyond the fortress's permanent storage will spoil.

Population: 6/0
Food: 22/6
Happiness: 2/5
Gold: 6
Renown: 0/20
Chambers: 0/0

A small caravan arrives. Its merchants heard about the strange train of dwarves heading for the mountain and have followed you, hoping to profit from whatever you build here. They offer the following:

>Quarry map [2 Gold]
One of the merchants tells you of an an old route to a collapsed quarry in the foothills. He offers to sell a detailed map showing the route. Buying the map adds a Stone resource (+1 to the first seasonal construction total for a building of at least 2 Chambers in size; enables Mason Yard and major works).
>Provisions [2 Gold]
Sealed grain, beans, and smoked meat. If purchased, add Food 1d6 to the founding reserve.
>Tin claim [3 Gold]
Access rights to a tin-bearing stream. Buying it adds Tin as a resource (Tin has no effect alone; with Copper, it provides +2 to one industrial or military challenge).
>Buy nothing
>write-in

The fortress has no dug chambers, so no buildings can be built this Spring.

>Break ground
Assign all 6 families to excavation.
>Drive the first tunnel
Assign 4 families to excavation and 2 to Food.
>Balance stores and stone
Assign 3 families to excavation and 3 to Food.
>write-in

Datost may also take one Free Action:

>Drill the camp guard
Datost establishes watches and alarm calls. Add +1 to the first military or security challenge of the year.
>Secure the entry road
Challenging roll (DC 7). Success establishes contact with another band of dwarf survivors.
>Sound the mountain
Challenging roll (DC 7). Success reveals a special site or structural hazard before excavation.
>Hold a memorial to the fallen
Spend Food 1 without a roll to gain Happiness +1 and record a public oath to avenge the last Mountainhall.
>write-in
>>
>>6452892
>Quarry map [2 Gold]
>Tin claim [3 Gold]

Gets claims and surveys out of the way fast to secure a bonus and prep for copper, so that we get another bonus.

>Break ground

We've got a stockpile of food. 'Spend' it to speed the excavation of chambers. We can plan better and have more room for mushroom farms or whatever when there's more space available and less pressure on balancing working on carving out more rooms.

>Sound the mountain

If we're gonna do this, it should before we even start excavation, to prepare for hazards. Though I wouldn't mind trying to get another band of dorfs or paying respect to the fallen.
>>
>>6452892
>Quarry map [2 Gold]
>Break ground
>Sound the mountain
>>
>>6452892
>>6452896
Solid reasoning, I'll support this. It'll put us at a risky 1 gold left, but I think it's a good idea to get a head start resource-wise.
>>
>>6452892
>>6452896
+1
>>
File: dfc2.jpg (305 KB, 1200x1631)
305 KB JPG
The Caravan merchants are delighted to take the lion's share of the treasures the dwarves had brought with them. They promise to return next year and to spread word of the founding to any dwarves they meet on the way.

Gold: 1
Resource added: Stone x1, Tin x1

Datost pulls one family from excavation to sound the first gallery before it is dug. His blows produce dull reports. The other dwarves spread across the cutting until one of their strikes produces an echo from deep below.

The dwarves locate a broad sealed hollow below the first cutting, but they cannot find its entrance.

===

Later, a merchant outrider rides back from the caravan, an Orcish spearhead lodged in his saddle. He tells of a warband encamped somewhere near the quarry. The caravan was able to escape safely from one of their patrols, but the outrider was captured and then sent back to deliver a message from the Orc chieftain. They demand a yearly tribute (2 Gold) if you want access to the quarry. Otherwise, they demand an immediate lesser payment to prevent a raid of the fortress.

Faction discovered: Orcs (Hostile)

>Hold the mountain entrance
Prepare defenses. Challenging roll (base DC 7) (Defensive Captain +2). Success will not only repel the raid but scatter their forces enough to restore access to the Stone, failure will guarantee greater retaliation (Reckless Commander)
>Take back the quarry road
Cut off the raiders, taking the battle to them. Tough roll (base DC 10). Success will secure the Stone as well as reveal the route to the hidden Orc camp, and make the Orcs Wary. Failure will guarantee future retaliation (Reckless Commander)
>Pay the demand [1 Gold]
Pay 1 Gold now. Orces become Wary and will leave you alone. Stone remains unavailable. No roll or labor required.
>Abandon the quarry road
Let the Orcs occupy the quarry. Stone is unavailable until the route is reopened. The Orcs remain Hostile. No roll, Gold, or labor is required.
>write-in
>>
>>6452928
>Hold the mountain entrance

This is what Cinderhelm is for.
>>
>>6452928
>Hold the mountain entrance
Good luck idiots I'm behind 500+ stonefall traps
>>
>>6452928
>Hold the mountain entrance
>>
>>6452928
>Hold the mountain entrance
>>
>>6452938
>>6452939
>>6452944
>>6452945
Please roll 1d6
>>
Rolled 1 (1d6)

>>6452946
Strike the earth!
>>
Rolled 2 (1d6)

>>6452946
>>6452947
lmao
A truly auspicious start to our hold.
>>
File: Dorf shovel broke.png (61 KB, 400x400)
61 KB PNG
>>6452947
Fulmenaxor somehow spun up a dream in his dreamless slumber. In this dream, the drakk observe a dorf drop his dices and failed to dig a hole.

It's was a sad day for the dorf.
>>
File: 1776428953082029.jpg (35 KB, 388x510)
35 KB JPG
>>6452956
I see you making these doodles across the board for the quests you participate in and I would just like to say that I appreciate you.
>>
Rolled 5 (1d6)

>>6452946
I'll save us!
>>
>>6452947
>>6452949
Partial success (because of Datost's trait granting +2). Writing.

>>6452956
Based beyond belief.
>>
File: dfc3.jpg (108 KB, 755x900)
108 KB JPG
The fortress denies the Orcs their tribute as well as their extortion. Under Datost's direction, the dwarves dig spiked pits across the approach and heap loose stone above its narrowest paths.

The Orcs charge the entrance, expecting little resistance. Their front rank stumbles into the concealed pitsand several are instantly gored by the sharpened stakes implanted within. When the rest press forward, now with more caution, the dwarves hammer out the stops of the stonefall. Rock crashes across the path crushing several and forcing the rest to sound the retreat. Datost stands upon a high place and taunts them until the warband flees beyond bowshot.

The defense has been successful, but the Orcs are not vanquished, and Datost's boasts will doubtless encourage their vengeful return. In the meantime, they withdraw to their camp and keep watch over the quarry to deny dwarven access.

Stone x1: blocked
Orcs: Hostile

Once the danger has passed, the dwarves return to excavation. They manage to dig out two chambers before one of them also breaks through the stone that was sounded, revealing it's entrance.

Beyond it lies no ancient tomb or buried ruin, but a natural cavern: low, broad, and dry. Perfectly suitable for habitation. It adds another free chamber to the fortress.
>>
>>6452967
Summer, Year 1

Population: 6/0
Food: 16/6
Happiness: 2/5
Gold: 1
Renown: 0/20
Chambers: 0/3
Buildings: None
Resources: Tin x1, Stone x1 (blocked)

The three new chambers can now hold buildings. Any further chambers dug this Summer will not become available until Autumn. The Stone construction bonus remains unavailable while the Orcs deny your access to the quarry. An annual Summer Feast will follow construction.

Chambers are the space a building occupies. Build measures construction: families contribute Build with a + value, while buildings spend it as a - cost. A building's Domain describes what part of the fortress a building strengthens; enough buildings in one Domain unlock special bonuses. Style describes its architecture; once the most common Style occupies enough chambers to become dominant, it also grants a bonus. Keywords mark special perks. Staffable buildings can employ a specialist for an additional bonus. Networked buildings connect to routes or other buildings, Public buildings take part in ceremonies, and Activated buildings have an optional paid effect.

Available buildings:

House
1 Chamber; Build -3; Hearth; Functional.
Housing +4.

Farm
1 Chamber; Build -3; Hearth; Functional; Staffable.
Produces Food +6 at the Autumn Harvest. A Farmer adds Food +4.

Storehouse
1 Chamber; Build -4; Hearth; Functional.
Food storage +6.

Watchpost
1 Chamber; Build -4; Forge; Functional; Networked, Staffable.
Adds +1 to military challenges protecting its connected entrance or route. A Scout also adds +1 to exploration challenges along that route.

Clanhouse
2 Chambers; Build -7; Hearth; Ancestral; Public.
Housing +9.

Hall
1 Chamber; Build -5; Hall; Ancestral; Public.
Adds +1 to civic and internal political challenges.

Brewery
1 Chamber; Build -5; Hearth; Ancestral; Activated, Public, Staffable.
At the Summer Feast or a Celebration, spend 2 Food for Happiness +1. A Brewer reduces the cost to 1 Food.
>>
>>6452968
Choose one seasonal plan:

>Homes, crops, and stores
Assign 4 families to construction (Build +12) and 2 families to excavation. Construct a House, Farm, and Storehouse, filling all 3 current Chambers.
>Fortify the young hold
Assign 4 families to construction (Build +12) and 2 families to excavation. Construct a House, Farm, and Watchpost connected to the mountain entrance, filling all 3 current Chambers.
>Build for clan and council
Assign 4 families to construction (Build +12) and 2 families to excavation. Construct a Clanhouse and Hall, filling all 3 current Chambers.
>A roof and a brewery
Assign 3 families to construction (Build +9) and 3 families to excavation. Construct a House and Brewery, leaving 1 current Chamber free. The Brewery can be used at this Summer Feast.
>write-in

Datost may also take one Free Action:

>Follow the Orc retreat
Datost tracks the warband toward its hidden camp. Challenging roll (base DC 7). The trail could the best place to strike if/when they decide to reclaim the quarry. If Orc scouts discover him first, however, their warband may return sooner than expected.
>Rebuild the entrance traps
Datost improves the pits and stonefalls. Easy roll (base DC 4) with Defensive Captain +2. Deeper pits and a fresh stonefall could break the next assault before it can do any damage, but one misplaced blow could bring the loose rock down too soon, and upon your own people.
>Parley with the Orcs
Datost offers to accept the Orcs' original terms beginning next Spring. Challenging roll (base DC 7). The chieftain may reopen the quarry in exchange for 2 Gold each Spring, as per the original demand. The Orcs have not forgotten Datost's taunts, however, and may hear an offer of peace as weakness.
>write-in
>>
>>6452965
Did >>6452962 not count? So we're using a 2d6 system plus mods and varying degrees of success?

>>6452969
>Fortify the young hold
>Follow the Orc retreat

The fortify building plan fulfills all our present needs. I think we just got unlucky and we should have a reasonable expectation of success should we pursue the orcs. That being said, I wouldn't mind a more conservative approach, rebuilding the traps at the entrance, but I think we'll be fine holding off on that, especially given Cinderhelm's defensive bonus and the watchpost.
>>
>>6452971
>So we're using a 2d6 system plus mods and varying degrees of success?
Pretty much. Each challenge takes an action d6 + an optional supporting d6 + modifiers. This is compared to the DC (ranges from 4, 7 or 10 for Easy, Challenging, Tough respectively). If the roll meets or exceeds the DC, it's a full success. If it fails the DC but meets the next tier down, it's partial success. Else, a failure.

As Renown increases it adds an additional modifier to the DC to represent increasingly powerful opposition.

In the last roll, since the DC was 7 (Challenging) and you guys got 1 + 2 + 2 = 5, it was partial success. Technically complete failure was impossible in this case because of Datost's trait bonus. Note that the support die in this case was drawn from the labor pool (which is why the excavation roll only used 4 dwarves not the full 6--1 to sound the mountain, 1 to help with defenses).

Hope that clarifies things. Happy to answer any other questions about the system.
>>
>>6452969
>A roof and a brewery
Assign 3 families to construction (Build +9) and 3 families to excavation. Construct a House and Brewery, leaving 1 current Chamber free. The Brewery can be used at this Summer Feast.
If playing Dorf Fort has taught me anything, tantrum-spirals are the most common cause of death.
>Rebuild the entrance traps
Datost improves the pits and stonefalls. Easy roll (base DC 4) with Defensive Captain +2. Deeper pits and a fresh stonefall could break the next assault before it can do any damage, but one misplaced blow could bring the loose rock down too soon, and upon your own people.
>>
>>6452969
>Fortify the young hold
>Assign 4 families to construction (Build +12) and 2 families to excavation. Construct a House, Farm, and Watchpost connected to the mountain entrance, filling all 3 current Chambers.
>Rebuild the entrance traps
We're made for defense, so let's defend until we can murder some orc. We've dropped 6 food this season so we best get farming before we begin to starve.
>>
>>6452969
>Fortify the young hold
>Rebuild the entrance traps
>>
>>6452969
>>Fortify the young hold

>>Rebuild the entrance traps
>>
Datost, expecting the Orcs to remember where the his dwarves had dug the pits and piled the loose stone, has them rebuilt in exactly the same places.

Beyond them, the dwarves pave a narrow path beneath the shelter of the eastern wall. Under those flagstones they dig a deeper trench, brace the paving from below, and run the ropes back through the entrance. The Orcs, avoiding the first traps, will crowd onto that second path. The defenders will then drop it beneath them and release a second stonefall across their retreat, destroying them utterly. Or so the plan goes.

This season also brings some troubling news to the fortress. Because the caravan which had visited last season travelled under the banner of the Kingdom of Averone, Lord Arlow of Averone now treats the Orcs which had attacked it as enemies of his kingdom. Not only that, according to Lord Arlow, the merchant had the right to sell his map but no authority to sell the quarry itself, for, he claims, the quarry lies within the territory of his kingdom.

Arlow therefore intends to drive the Orcs from the quarry, but does not recognize the dwarven claim upon it.

Faction discovered: Kingdom of Averone (Neutral)

Datost may respond to this news:

>Abandon the quarry claim
Recognize Averone ownership and surrender the Stone. Averone becomes Friendly toward the fortress and pursues its own war for the quarry.
>Negotiate a border compact
Datost asks Lord Arlow to recognize the dwarven purchase and to leave the matter of the Orcs to the dwarves. Challenging roll (base DC 7). Success will secure the Stone claim and possibly an ally of Averone. If the negotiation is done in person, Datost will need an escort, requiring him to pull the last excavator and cancel the Summer excavation, or else pull a builder, reducing construction to Build +9 and forcing one selected building to be dropped. If it is not done in person it is certainly doomed to fail (1d6 vs. DC 7).
>Reassert the dwarven claim
Reject the royal writ. Averone becomes Wary toward the fortress. The Stone resource remains dwarven, blocked by the Orcs, and disputed by Averone. Whoever vanquishes the Orcs first will stake their claim.
>write-in
>>
>>6453056
>Abandon the quarry claim
>>
>>6453056
>Abandon the quarry claim, but attempt to recoup our loss by negotiating either a payment in return for our military support in reasserting control over the quarry and/or vanquishing the orcs, or failing that try to get a favourable trade arrangement for the stone. If Datost needs to negotiate in person, then pull the last excavator to escort him.
>>
>>6453056
>>6453105
+1 to this vote
>>
>>6453056
>>Abandon the quarry claim
>>
>>6453056
>Abandon the quarry claim
>>
>>6453056
>>6453105
Supporting.
>>
File: Dorf dug hole.png (107 KB, 400x400)
107 KB PNG
Fulmenaxor's having a nice very long snooze.
A another dorf has successfully dug a hole and now fortify the hole.
Staring daggers at the drakk. Accusing him for being a larper as a fellow dorf.
This dorf is totally not a spirit that Fulmenaxor has previously killed after breaking into the mountain home..

>>6453056
>>6453105
+1
>>
File: dfc4.jpg (119 KB, 736x736)
119 KB JPG
Datost agrees to give up the claim to Lord Arlow, but not for free. The dwarves will fight beside Averone's soldiers when Lord Arlow moves against the Orcs. In return, Averone must pay 2 Gold now and strike a deal for the Stone. The terms Datost sets are reasonable enough: free access for a year (starting next spring) and paid thereafter (1G/year).

Lord Arlow accepts every term. His messengers return with two chests of gold and a sealed copy of what soon becomes known as the Averone Compact, signifying the beginnings of both groups hope will be a prosperous alliance.

Datost completes the bargain by messenger, sparing any dwarves from missing their important labors. Four families finish a House, a Farm, and a Watchpost overlooking the entrance. The lone excavator clears loose rock from the cutting but opens no new Chamber.

Population/Housing: 6/4
Food/capacity: 16/6
Happiness: 2/5
Gold: 3
Renown: 0/20
Chambers: 3/3
Buildings: House, Farm, Watchpost
Resources: Tin x1, Stone x1 (blocked by Orcs)
Kingdom of Averone: Neutral -> Friendly

At Summer's end, the founding families gather between the new House and Watchpost for their first Summer Feast.

>Open the new House [2 Food]
Lay a generous table beneath the new roof and honor the families who built it. Gain Happiness +1.
>Swear a public oath [2 Gold]
Spend Averone's payment on arms, banners, and a public oath at the Watchpost. Visiting messengers will carry word of the ceremony along their return road. Gain Renown +1 and publicly affirm the military obligation to Averone
>Keep a plain table
Serve ordinary rations and reserve both Food and Gold. Gain no public activation or reward.
>write-in

>>6453192
Loving this art btw!
>>
>>6453244
>Open the new House [2 Food]

Is only one action possible here?

Anyway, we've gained a friend, fended off orc invaders, and established ourselves in our new home. Good cause for celebration I say. I feel like we should hold off on increasing our Renown until we've achieved victory over the orcs. That way we preserve our gold in case a more useful opportunity to spend it pops up. Plus, boasting after a fait accompli is better than boasting before our alliance is tested, you never know what circumstances may arise. Not to mention increased Renown also comes with increased difficulty.
>>
>>6453252
Nope you can always do as many as you can pay the cost for.
>>
>>6453244
>Open the new House [2 Food]
>>
>>6453244
>Open the new House [2 Food]
>>
>>6453244
>Open the new House [2 Food]
>>
File: dfc5.jpg (239 KB, 810x1080)
239 KB JPG
The founding families carry their tables into the new House for the first Summer Feast. They honor the builders and the first roof raised over the fortress.

Holding the first Summer Feast unlocks the Tavern design.

Autumn, Year 1

Population/Housing: 6/4
Food/capacity: 8(+6 from Autumn harvest)/6
Happiness: 3/5
Gold: 3
Renown: 0/20
Chambers: 3/3
Buildings: House, Farm, Watchpost
Resources: Tin x1, Stone x1 (blocked by Orcs)

All three Chambers are occupied, so no building can be constructed this Autumn. Chambers dug now will become available in Winter.

Choose one seasonal plan:

>Drive a new level
Assign all 6 families to excavation.
>Dig and forage
Assign 4 families to excavation and 2 families to Food production.
>Stock the winter stores
Assign 3 families to excavation and 3 families to Food production.
>write-in

Datost may also take one Free Action:

>Summon Averone's captains
Invite Lord Arlow's officers to plan the promised campaign from the new Watchpost. Easy roll (base DC 4). Success adds Averone support +2 to the first military challenge against the Orcs this year. A poor meeting could leave the royal captains treating Datost as their subordinate.
>Find the Orc camp
Lead an armed reconnaissance beyond the quarry. Challenging roll (base DC 7). Finding the Orc camp will add it as a known site, and an unseen approach could aid the first attack. If Orc scouts discover the patrol, their promised revenge will come in Winter (Reckless Commander).
>Follow the tin stream
Trace the tin-bearing water into the hills. Challenging roll (base DC 7); this fixed terrain has no opposition modifier. Success identifies Copper and adds it as a resource, allowing Tin and Copper to provide +2 to one industrial or military challenge. Floodwater may cost Gold 1 in lost tools or block Tin through Winter.
>write-in
>>
>>6453333
>Stock the winter stores
>Summon Averone's captains
>>
>>6453333
So, each farmer gives +4 food on top of the +6 a farm normally produces, how many farmers can staff a farm before it is at its max capacity for specialists? Do farms also operate during winter? In your second post you mentioned that food that isn't stored properly spoils, does that include food we just harvested, or was that meant to imply that food can last up to a year before spoiling? Or is it only proper rations that can last up to a year?

>Drive a new level

Anyway, all food beyond our storage capacity will spoil come winter, so there is no point in making extra. Though, that calculation could easily change depending on the answers to my questions. If we need to stockpile food for winter because farms don't work during winter, then yeah, we need extra food, and storage. Food might be worth producing now if the spoiling of food takes place AFTER the building phase during winter, since then we could make adequate food storage to store our surplus food during the winter turn. Anyway, we desperately need food storage.

>Summon Averone's captains

I kinda don't wanna campaign until spring, simply because regardless of our seasonal plan, we are gonna want to be at home building food storage and lots of other buildings. Still, this is the conservative option, an easy roll, and it is better to have the bonus than not, especially since we may not be the one who decides when to fight. The orcs or Averone could easily choose to fight during winter or whenever is inconvenient for us. Otherwise, I'd probably choose to follow the tin stream.
>>
>>6453346
>how many farmers can staff a farm before it is at its max capacity for specialists
just 1, but you can make multiple farms
>Do farms also operate during winter?
Not exactly. They operate year round and provide their Food +6 during the annual harvest. It's basically a passive food source.
>In your second post you mentioned that food that isn't stored properly spoils, does that include food we just harvested, or was that meant to imply that food can last up to a year before spoiling? Or is it only proper rations that can last up to a year?
It's all food. You can see in the last post I put Food/capacity. The capacity is your storage. You need storehouses to store additional food. Anything beyond the capacity is discarded/spoiled at season end. You get a grace period of 1 year though, so the spoilage rule doesn't start till next spring. Indeed this is to give you enough time to build food storage buildings.
>>
>>6453359
So if one dwarf eats 1 food per season, we need to have 2/3 of our dwarves to be farmers to have enough food.
>>
>>6453362
Yes, as things stand currently, that's right. But you can also assign dwarves to food production outside of farming (which generates 1d6 food per season), can trade for food, and there are other food production buildings as well (unlocked soon), as well as other means of increasing farm yield.
>>
>>6453333
>>Dig and forage
>Follow the tin stream
>>
>>6453333
Quads checked.
>Drive a new level
>Summon Averone's captains
If I understood correctly, there's no point to foraging for more food right now because we're over capacity. Best dig deep and make new chambers for more storage and farms. I'd say our priority should be securing nearby lands for safe travel and maybe buying some food from Averone while we set up our own production.
>>
>>6453359
Oh, right, regarding that first question, I should've read closer/been more clear, I missed the bit about how we're getting our food by assigning families to foraging, I thought we were packing them all into one farm to work as farmers. ̶H̶o̶w̶ ̶m̶u̶c̶h̶ ̶f̶o̶o̶d̶ ̶d̶o̶e̶s̶ ̶o̶n̶e̶ ̶f̶a̶m̶i̶l̶y̶ ̶p̶r̶o̶v̶i̶d̶e̶ ̶p̶e̶r̶ ̶s̶e̶a̶s̶o̶n̶ ̶v̶i̶a̶ ̶f̶o̶r̶a̶g̶i̶n̶g̶ ̶t̶h̶e̶n̶?̶ ̶O̶r̶ ̶i̶s̶ ̶i̶t̶ ̶r̶a̶n̶d̶o̶m̶?̶ nvm, just read >>6453364

Anyways, based off this information, I'll change my vote to...
>Stock the winter stores

...Since harvests aren't seasonal, but annual. Thought we might be doing some weird gamified food harvest thing, with the in universe reason being we grow supernatural cave mushrooms or whatever, like a lot of dwarf fortress civ quests. We're gonna need to stock up on food and make it last until our next harvest. Well, we can probably rely on forage for a little bit, but once we have more pops and farms, I imagine the harvest will be pretty important.
>>
>>6453371
I think there is a point, if we can complete food storage buildings during the winter season, and if the building completion phase is done before the spoilage phase, then we can store all our food that is over capacity.
>>
>>6453333
>Stock the winter stores
>Summon Averone's captains
>>
>>6453373
Well... maybe. I still think we don't need to forage for now. We have enough food to last us until spring. I'd say go all-in on construction of farms and storehouses in that time, then start foraging and/or trading until the harvest. Also mount a campaign against orcs in the summer.

Either way, I'm almost 100% sure QM will throw an event at us that'll throw all our plans into disarray lol.
>>
File: dfc6.jpg (113 KB, 1100x772)
113 KB JPG
Lord Arlow's captains arrive expecting to plan an assult on the quarry. Datost instead proposes that the Orcs be brought to him.

Come first snowfall, Averone's soldiers will attack the Orc pickets along the quarry road, taunt them with their banners, and feign a disorderly retreat toward the fortress. The vengeful warband will pursue them directly into the paths beneath the Watchpost.

The Averone soldiers will be shuttled into a separate passageway at the entrance gate, allow them to exit the fortress at a distant point and return to cut off the Orc's escape. Datost's dwarves will meanwhile spring the concealed pitfalls and stonefalls, leading the host to the main trap: a simple tunnel without any exit. From there the Orcs will be at the dwarve's mercy.

The captains accept the plan. The attack will take place this Winter.

Bonuses to the planned Winter defense:
Averone false retreat: +2
Defensive Captain: +2
Watchpost: +1
Prepared traps: +1
Total: +6

Before the captains depart, frost whitens the Farm's upper vents. The first crop needs another week to ripen, but the cold is already reaching the growing chamber. Unless the dwarves act quickly, the fortress's first harvest may be lost.

Current Food: 8/6
Current Gold: 3

>Begin the harvest immediately
Pull 2 families from excavation for the rest of Autumn. The Farm safely produces Food 6. Autumn labor becomes 1 excavation and 3 Food production.
>Warm the growing chamber [2 Gold]
Buy charcoal and heavy wagon cloth from the Averone escort. The Farm safely produces Food 6, and the labor plan remains unchanged.
>Risk the frost
Wait for the crop to ripen. Challenging roll (base DC 7). Full success preserves Food 6, partial success yields Food 3, and failure loses the Farm harvest. One excavation or Food family may leave its labor assignment to provide support to the roll.
>write-in

>>6453386
Events are actually drawn from a random table lol. I'm just a humbler interpreter.
>>
>>6453397
>Warm the growing chamber [1 Gold]*
>>
Can you give a physical description for Fulmenaxor?

>>6453397
>Warm the growing chamber [1 Gold]
>>
>>6453397
>Warm the growing chamber [1 Gold]
>>
>>6453397
>Warm the growing chamber [1 Gold]
>>
>>6453397
>Warm the growing chamber [1 Gold]

This is why we save gold. Never know when you may need it. Plus, if I understood correctly, we'll still need some come next spring, to pay for the stone.
>>
>>6453397
>Warm the growing chamber [1 Gold]
>>
The dwarves buy charcoal and heavy wagon cloth from the Averone escort. Then they seal the upper vents and light braziers between the crop beds, keeping the growing chamber warm until harvest. It works beautifully, and the farm delivers its first harvest without incidient.

Gold: 2
Food/capacity: 18/6
Happiness: 3/5
Chambers: 3/5
Buildings: House, Farm, Watchpost

Winter, Year 1

At the first snowfall, the Averone soldiers strike. They burn an Orc picket, tear down its poles, and "flee" toward the mountain with the warband chasing behind.

The Averone soldiers reach the entrance first and disappear through the side passage as planned. The Orcs see the new Watchpost and the familiar entrance pits. Convinced that Datost has rebuilt the same defenses they survived before, they charge between the eastern wall and the mountain.

Once the last ranks enter, the Averone soldiers will emerge behind them and close their escape, driving the trapped warband toward the tunnel with no exit. From there it's a simple matter to seal the entrance with the prepared boulder.

This is a Tough military challenge with DC 10.

Defensive Captain: +2
Watchpost: +1
Prepared traps: +1
Averone false retreat: +2
Total bonus: +6

>Spring the trap with Datost alone (1d6+6)
>Commit one family to the ambush (2d6+6)
>write-in

Please make your choice and also roll. I will take the first two rolls of the winning choice.
>>
>>6453609
>Commit one family to the ambush (2d6+6)

+

>Write in
Declare that every deed this day shall be recorded in the fortress' history, to improve the morale of the dwarves we're sending
>>
Rolled 1, 3 + 6 = 10 (2d6 + 6)

>>6453609
>>6453614
+1
>>
>>6453609
>Commit one family to the ambush (2d6+6)
>>
Rolled 3, 5 + 6 = 14 (2d6 + 6)

>>6453609
Support >>6453614
>>
Rolled 1 + 6 (1d6 + 6)

>>6453609
>>Spring the trap with Datost alone (1d6+6)
>>
>>6453609
>Commit one family to the ambush (2d6+6)
I like the pace of the quest but I think making the choice should come first and then the rolls

right now, I can just look at which rolls were successful and then vote for the good rolls, if you know what I mean. Which is a bit meta.

Would have chosen this anyway since it was bad odds for poor Datost by himself.
>>
>>6453717
this guy tryna kill Datost
>>
>>6453749
we aren't supposed to roll before the QM tells us to, the one prior roll in the quest proves that. These anons are just rolling for no reason
>>
>>6453753
The QM DID tell us too, read the last line of his previous post.
>>
>>6453770
Ah, I'm just a jackass then
>>
Rolled 5, 4 + 6 = 15 (2d6 + 6)

>>6453609
>Commit one family to the ambush (2d6+6)
>>
>>6453609
>Commit one family to the ambush (2d6+6)
2 rolls already in so I'll just cast my vote.
>>
>>6453749
I only picked the option bc I thought I had nothing to lose, if I rolled poorly I figured nobody would also vote for the option. So I agree, normally I'd vote for the safe option
>>
File: dfc7.jpg (85 KB, 735x619)
85 KB JPG
Pitfalls divide the Orc vanguard from the rear ranks. Stonefalls close the entrance behind them while the Averone soldiers emerge from the side passage and block their retreat. Under fire from both sides, the warband withdraws into the tunnel with no exit.

The dwarves drop the final barrier across its mouth.

The Orcs are now trapped alive inside the mountain. They still have their weapons, but they have no route out and little food. You can hear their shrieks and their desperate strikes of the stone from the other side of the barrier as the Orcs test every wall for weakness and find they have none.

News of the victory spreads down the Averone roads.

Renown: 1/20
Food: 18/6
Happiness: 3/5
Gold: 2
Kingdom of Averone: Friendly

The battle is over, but Lord Arlow's captains ask Datost to surrender the prisoners for judgment under Averone law. The Orcs instead offer to lay down their weapons and serve as slaves if Datost lets them out. The dwarves however would have their enemies claw the walls and starve to death, a warning to those who might dare to oppose them in the future.

>Give the prisoners to Lord Arlow
Pay no resources and transfer the warband into Averone custody. The Orcs remain Hostile.
>Release them under oath [6 Food]
Feed the prisoners, disarm them, and enslave them. The Orcs become Wary instead of Hostile.
>Seal the tunnel
Wall the entrance shut and leave the Orcs to starve. Pay no resources, and gain Happiness +1. The tunnel becomes a lasting fortress scar, and word of their deaths will provoke a broader Orc blood feud.
>write-in


>>6453749
Yeah that was my bad. I had meant to delete that last line but it went through and then I couldn't delete the post/repost.
>>
>>6453908
>Give the prisoners to Lord Arlow
We currently can't even feed slaves
>>
>>6453908
>>Seal the tunnel
>Wall the entrance shut and leave the Orcs to starve. Pay no resources, and gain Happiness +1. The tunnel becomes a lasting fortress scar, and word of their deaths will provoke a broader Orc blood feud.
As is the way of all Dawi, the Greenskin hordes are not to be bargained with.
>>
>>6453908
>Give the prisoners to Lord Arlow
>>
>>6453908
>Give the prisoners to Lord Arlow
>>
>>6453908

>Give the prisoners to Lord Arlow
We have no place to hold or way to feed em. Plus having a human ally will be very helpful or whenever we need backup.
>>
>>6453908
>>Give the prisoners to Lord Arlow
>>
>>6453908
>Give the prisoners to Lord Arlow
>>
Datost gives the order to surrender the prisoners to Lord Arlow.

The dwarves raise the barrier under the eyes of Averone's soldiers and make the Orcs cast out their weapons. The warband emerges one prisoner at a time. They are bound, placed under guard, and marched down the Quarry Road to face judgment in Averone.

Population/Housing: 6/4
Food/capacity: 18/6
Happiness: 3/5
Gold: 2
Renown: 1/20
Chambers: 3/5
Buildings: House, Farm, Watchpost
Resources: Tin x1, Stone x1

Buildings

House — 1 Chamber; Build 3; Hearth; Functional. Housing +4.
Storehouse — 1 Chamber; Build 4; Hearth; Functional. Food capacity +6.
Workshop — 1 Chamber; Build 5; Forge; Functional; Flexible, Staffable. Add +1 to either the excavation or construction total each season.
Clanhouse — 2 Chambers; Build 7; Hearth; Ancestral; Public. Housing +9.
Market — 2 Chambers; Build 8; Hall; Foreign; Merchant, Networked, Staffable. It supports one active agreement, and the first resource sale at each Spring Caravan produces Gold +1.

Choose one seasonal plan:

>Secure hearth and stores
Assign 3 families to construction (Build 9 total) to complete a House and Storehouse. Assign 2 families to excavation.
>Build a working household
Assign 3 families to construction (Build 9 total) to complete a House and Workshop. Assign 2 families to excavation.
>Raise a clanhouse
Assign 3 families to construction (Build 9 total) to complete a Clanhouse. Assign 2 families to excavation.
>Open an Averone market
Assign 3 families to construction (Build 9 total) to complete a Market in the 2 free Chambers. Assign 2 families to excavation.
>Drive the lower workings
Assign all 5 families to excavation and build nothing.
>write-in

Datost may also take one Free Action:

>Search the Orc camp
Follow the cleared Quarry Road and locate the warband's camp. Easy roll (base DC 4). An intact camp would become a known site and yield 1 Gold, but the retreating Orcs may have burned it bare.
>Ask after dwarf survivors
Question Averone's captains about dwarf families scattered along their roads. Challenging roll (base DC 7). A clear lead would reveal a named survivor refuge and the route to it, though Averone may demand something for this service.
>Descend into the natural cavern
Explore below the broad cavern uncovered in Spring. Challenging roll (base DC 7). A sound descent could reveal a lower route and a freshwater site. An unstable fault could instead block 1 free Chamber and force revision of any plan that needs both.
>write-in
>>
>>6454109
>>Build a working household
>Assign 3 families to construction (Build 9 total) to complete a House and Workshop. Assign 2 families to excavation.
I would like the pop/housing to not be in deficit, and would like to increase food storage capacity (I realise we're going to eat some more food to decrease it but we also spent gold to not lose our harvest)

>Search the Orc camp
easy roll to get some gold
>>
>>6454109
Assign 3 families to construction (Build 9 total) to complete a House and Workshop. Assign 2 families to excavation.

>Ask after dwarf survivors
>>
>>6454109
>Secure hearth and stores
Assign 3 families to construction (Build 9 total) to complete a House and Storehouse. Assign 2 families to excavation.
We need food storage

>Search the Orc camp
>>
>>6454109
>Secure hearth and stores

It's winter, and we need a storehouse complete this phase to retain as much food as possible, otherwise everything except for 6 food will spoil. Winter means having adequate housing for everyone, lest families freeze in the cold. While the workshop is nice, we already have a forge from the watchpost, the the staffable effect takes one person...family(?) to add a mere one Build to our construction? That can't be right, sounds awful, must be one extra building or excavation in total, for free then? I dunno what is meant, kinda brainfarting.

>Search the Orc camp

Surplus gold is always good. We still need to pay for the stone every year, and have something for emergencies, and/or nice things. We don't really have a lot of spare food or housing to spare for survivors just yet, and while the housing situation will change, the food probably won't. Especially if we don't build storage to keep what we have.
>>
>>6454109
>Secure hearth and stores
>Search the Orc camp
>>
>>6454109
>Secure hearth and stores
>Search the Orc camp
>>6454146
I am also curious what is meant by the workshop bonus since it's apparently less than just assigning the dwarves to their actual tasks?
>>
>>6454193
That's a passive bonus from the building itself. Staffing grants an additional bonus.
>>
>>6454113
>>6454126
>>6454146
>>6454158
>>6454193
Let's get a d6 roll for the Orc camp search.
>>
Rolled 2 (1d6)

>>6454224
>>
Rolled 3 (1d6)

>>6454224
Just the one?
>>
File: dfc8.jpg (166 KB, 1200x1366)
166 KB JPG
Before the work begins, Datost follows the cleared Quarry Road into the hills. Orc tracks lead him from the road to a camp hidden among broken shelves of stone. The warband fled too quickly to burn it.

The camp's tents have been stripped of weapons and provisions, but goods taken from earlier caravans remain beneath the chieftain's platform. Coin, jewlery, and silver fittings worth 1 Gold return to the fortress.

Datost returns to find picks, hammers, and wedges laid in a neat row across the entrance to the newest cutting. The families assigned to excavation are waiting behind them.

Kadol Stonemind, chosen to speak for the younger diggers, does not begin with their grievances. He leads Datost through the natural cavern and into a narrow sidecut first opened in Autumn. Dark crystals glint in the rock ahead. The diggers have traced the tin-bearing stream back beneath the mountain and opened a way to the seam that feeds it.

Design unlocked: Minehead

Only then does Kadol recount the diggers' service. They broke the first ground and found the natural cavern. Since then, Datost has repeatedly taken diggers away from their tasks to support his own plans. Any family may be called a miner when the mountain needs opening, then treated as unskilled hands when fortifications, ambushes, or buildings demand labor.

They want that to end. They demand a dedicated Minehead and a protected apprenticeship through which one of their families can become the fortress's first true Miner, most sacred and ancient of dwarven occupations.

Minehead — 1 Chamber; Build 6; Forge; Functional; Hazardous, Networked, Staffable. It adds +1 to excavation totals along its connected route. Once trained, a Miner permanently leaves free labor and contributes a fixed Excavation +6 along that route; the Minehead's +1 remains separate.

The demand must be settled before Winter construction and excavation begin.

>Build their Minehead and House
Revise the selected plan: 3 families provide Build 9 to complete a House and Minehead for Build 9 instead of the House and Storehouse. One excavation family enters a four-season Miner apprenticeship and will complete training at the start of Winter, Year 2.
>Endow the miners [2 Gold]
Assign 4 families to construction (Build 12 total) to complete a Storehouse and Minehead for Build 10. The fifth family enters a tutored two-season Miner apprenticeship and will complete training at the start of Summer, Year 2.
>Promise them a miner's charter
Complete the selected House and Storehouse and keep both families on excavation this Winter. Datost promises to build a Minehead and begin one Miner apprenticeship by the start of Winter, Year 2. Breaking the promise will cost Happiness 2 and may cause riots.
>Order them back to the face
Reject permanent specialization and complete the selected House and Storehouse with both excavation families working as assigned. There is no future obligation, but the public refusal costs Happiness 1 now.
>write-in
>>
>>6454236
>Promise them a miner's charter
>>
>>6454236
>Promise them a miner's charter
>>
>>6454236
>Promise them a miner's charter
>>
>>6454236
>Promise them a miner's charter
>>
File: dfc9.jpg (71 KB, 641x825)
71 KB JPG
Datost promises that the diggers will have both their Minehead and a protected Miner apprenticeship by the start of next Winter. Kadol accepts his word before the assembled families. If Datost breaks it, they will remember that he called mining sacred only when he needed their obedience.

The builders finish a second House and raise a Storehouse beside it. For the first time, every founding family has room beneath a proper roof, and the fortress has enough sealed storage to preserve its remaining provisions.

The final chamber of the year breaks through red-streaked stone. Broad bands of copper run through the new wall.

Tin and Copper can now provide +2 to one industrial or military challenge.

Population/Housing: 6/8
Food/capacity: 12/12
Happiness: 3/5
Gold: 3
Renown: 1/20
Chambers: 5/6
Buildings: House x2, Farm, Storehouse, Watchpost
Resources: Stone x1, Tin x1, Copper x1

The fortress has survived its founding year. Datost must now proclaim its first Edict, a permanent commitment that will shape its laws, buildings, and ambitions.

Pick one:
>Tradition -- Shared Hearth
The first season each year that ends with stored Food at least equal to Population grants Happiness +1.
>Tradition -- Family Veins
The first successful Caravan migration each year admits one additional Dwarf family if Housing and Food permit. The family immediately costs Food 1.
>Tradition -- Names in Stone
The first great work completed each year grants Renown +1.
>Craft -- Labor Union
Once per season, one construction family may provide Build 4 instead of Build 3, or one excavation family may provide a fixed 4 instead of rolling.
>Craft -- Sacred Geometry
Each full 5 excavation points opens a Chamber instead of the normal 6. Unused points are still discarded at season's end.
>Honor -- Watch Duty
The first raid or tunnel threat each year arrives as a warning instead of an accomplished attack. It causes no immediate loss and identifies the threatened asset before the vote.
>Honor -- Warrior's Code
A Barracks may convert one free family into a permanent Soldier during seasonal allocation without requiring a training event.
>Commerce -- Free Market
Roll 2d6 and keep the higher result when determining Gold from the first resource sale at each Spring Caravan.
>Commerce -- Caravaneer
At a Spring Caravan, selling a resource produces Gold +1 and buying one costs Gold 1 less, to a minimum cost of 1. Agreement payments are unchanged.
>Knowledge -- Written Records
When an event results from a previous decision, contract, treaty, claim, or Edict, its update reveals one otherwise hidden consequence before the vote.
>write-in
>>
>>6454268
>Honor -- Watch Duty

Seems prudent, allows us to react with foreknowledge. I personally might've voted for Shared Hearth, Warrior's Code, or Free Market otherwise.
>>
>>6454268
>Knowledge -- Written Records
This feels like something that can't be obtained through other means
>>
>>6454236
>>Promise them a miner's charter
Impatient fuks
>>
>>6454274
Hmmm I'll try refreshing first next time.
>>
>>6454268
>>Tradition -- Shared Hearth
>>
>>6454268
>>Tradition -- Family Veins
>>
>>6454268
>Honor -- Watch Duty
>>
>>6454268
>Honor -- Watch Duty
>>
>>6454268
Will this choice be reflected in the lore/fluff of the hold? Or is it a purely mechanical choice? Either way, I'll vote
>Knowledge -- Written Records
but I think it's important to know. I'd pick suboptimal bonuses if I thought the roleplay resulting from them would be more satisfying.
>>
Datost institutes a volunteer watch in imitation of the old guard he once used to captain. The fortress will meet danger with open eyes rather than wait for an enemy to strike first.

Adopting Honor also establishes Honorable Deeds: the first successfully resolved military or security event each year will grant Renown +1.

Spring, Year 2

Population/Housing: 6/8
Food/capacity: 12/12
Happiness: 3/5
Gold: 3
Renown: 1/20
Chambers: 5/6
Edicts: Honorable Deeds, Watch Duty

Winter passes without further incident. With the thaw, Averone work crews clear the quarry for your dwarves. Stone is now available without payment through the end of this year.

Averone has executed their justice upon the orc captives. Their heads stand on pikes beside the road and upon the ramparts of their castle.

News soon comes of the terrible Zruk Nine-Banners, greatest of the orcs in this realm. He is gathering a Great Horde, binding one chief at a time with the promise of vengeance.

Zruk does not plot against the fortress, however. His declared enemy is Averone, whose lords so flagrantly displayed their victory over their people. Though no doubt if they fall, the Horde, gaining confidence, will turn its attention elsewhere to continue their plunder.

>Swear to Averone's defense
Warn Lord Arlow and promise that the fortress will fight beside Averone when Zruk invades. Record a mutual-defense oath and gain +2 to the first military challenge fought alongside Averone against the Great Horde. Refusing the eventual call will make Averone Wary and cost Renown 1.
>Send builders to the frontier
Warn Averone and assign 1 family to strengthen its frontier for the rest of Spring, leaving 5 families for the seasonal plan. The prepared border grants +2 to Averone's first defense against the Great Horde, but the fortress promises no troops for the later war.
>Fracture the gathering horde [2 Gold]
Pay Orc rivals and border smugglers to break the oaths binding Zruk's clans. Tough roll (base DC 10). Success could weaken the eventual invasion or delay its gathering; exposure could reveal dwarven interference and make the fortress another target.
>Send terms to Zruk
Dispatch messengers to learn what Zruk demands and seek peace for Averone while securing the fortress's neutrality. Challenging roll (base DC 7). A receptive warlord may reveal a price or grievance that can still prevent the war. A hostile reception may make him blame the fortress for helping capture the executed warband.
>write-in

>>6454444
Lord 4quad I kneel. And it's a bit of both. It dictates the kind of fortress you're building as well as providing some mechanical benefits. It helps me interpret the events I roll as well (see above--that was supposed to be a full on immediate invasion if not for Watch Duty).
>>
>>6454445
>Send builders to the frontier
>>
>>6454445
>Send builders to the frontier
>>
>>6454445
Can we send a family as fortification engineers AND provide troops when the invasion arrives later (if I understood it correctly, it's not this spring), but not fully mobilise, sending a portion of our population as warriors with Datost commanding (with his +2 defence bonus) while leaving some for construction work + excavation?
I'm not sure how to write-in this plan and what the exact numbers for committed families would be, I'm a bit lost in the mechanics, though they seem simple haha.
I think it's best to counter the orcs as hard as we can, but it's also important to dedicate enough resources to the Minehead construction and Miner training, like we promised.
>Edict choice is a bit of both
Ok, I see, thanks for the clarification.
>>
>>6454458
You don't. need to sweat the mechanics too much. I can always translate your write-ins if needed.

>Can we send a family as fortification engineers AND provide troops when the invasion arrives later (if I understood it correctly, it's not this spring), but not fully mobilise, sending a portion of our population as warriors with Datost commanding (with his +2 defence bonus) while leaving some for construction work + excavation?

So if I understand this correctly you want:
1. Send 1 family now to fortify
2. Send 1 family at invasion time to defend + Datost for his +2

Yes, you can do this. For #2 it can just be Datost's free action for that season. N.B you can also send him in #1 to get an additional +2 to the total roll (i.e he oversees the construction of the fortification)--this will likewise cost his free action this season. The invasion will definitely not be this Spring (it may not even be this year).
>>
>>6454444
Nice quads!
>>6454445
>Send builders to the frontier

Never know what may come up. I'll happily slow our own building to bolster Averone's defence, but while I'd like to actively help defend them, you never know when some dwarf will demand a change to our planned build at a critical time, or if another threat pops up. We already have one promise to keep, lets not make too many more before we get the population to readily answer the call to deal with multitudinous issues.

Though I will ask, how many troops do we have to send for it to count as us fulfilling our mutual defence oath, should we choose to take that option? Do we need to equip them properly as Soldiers, rather than militia or something?
>>
>>6454463
Averone will demand 1d6 of your population at that time to reinforce their ranks. Every Soldier specialist will count as 2 population for this purpose. You also don't necessarily need to meet their demand in full or at all, but there will be a penalty/roll.
>>
>>6454461
Yea, that's pretty much my idea. So to sum up,
>>6454445
>Send 1 family now to fortify - do not send Datost to oversee, keeping his free action for this Spring
>Plan to send Datost + 1 family as his free action at the time of the invasion (subject to change)
>>
>>6454445
>>6454471
+1
>>
>>6454445
Yeah, >>6454471 this works for me, I'll switch to this.
>>
File: dfc10.jpg (112 KB, 1024x729)
112 KB JPG
Datost pledges a few of the dwarves to travel to Averone this season and fortify their defenses. He further swears to come himself and with a few others in escort to help defend the castle against the horde, when the time comes. Averone is only too delighted to accept the dwarven aid. A successful defense will likely earn the dwarves a permanent ally in the Kingdom of Averone.

Because this is the first successfully resolved security event since Datost proclaimed Honor. Honorable Deeds grants Renown +1.

The Spring Caravan returns as promised this season. They bring no dwarves with them who might join your fortress but their carts are laden with goods.

Vyn Maara, a Human drover from the city of Suntony, claims that an entire neighborhood of dwarf survivors lives there in a shantytown they call Dwarfside. He offers to provide them passage to the fortress (at least those who will come) when he returns next year with the caravan, in exchange for an upfront payment.

Otherwise the caravan offers plentiful provisions: a full wagon of grain, cheese, and dried meat worth Food 5 for Gold 2.

Some of the human caravan guards offer to settle at the fortress as one permanent specialist family for Gold 4, immediately adding Population 1 and costing Food 1. They can serve as Soldiers, contributing +4 to military challenges and once yearly protecting a participating free family from death or capture, or as Scouts, staffing the Watchpost for +1 to exploration and revealing an additional detail after successful expeditions. Having a foreign race join the fortress also unlocks some buildings and events. But the fortress currently has only Gold 3; hiring them requires a write-in sale or concession to cover the difference.

Population/Housing: 6/8
Food/capacity: 12/12
Gold: 3

Choose one Caravan purchase:

>Take Vyn's offer [2 Gold]
Pay Vyn to transport these dwarves to your fortress next Spring. Will add 1d6 population next Spring.
>Buy the quarry provisions [2 Gold]
Gain Food 5.
>Buy nothing
>write-in
>>
>>6454477
>Take Vyn's offer [2 Gold]

Yeah, it is time to get more dorfs. We'll have to plan for the expansion.

If people wanna go for the human soldiers, then maybe offering them our bronze to cover the difference would work, or otherwise a discount on future resource sales for a limited time, or payment in kind.
>>
>>6454477
>Take Vyn's offer [2 Gold]
>>6454482
Agreed. I think we can scale to accommodate them by that time. We should focus on building infrastructure for them after finishing the Minehead and starting a Miner apprenticeship. With our Bronze and Watchpost bonuses, we should be reasonably safe against industrial and military events while we expand.
Also another question for QM: the Minehead has the Hazardous keyword, but I don't think it was ever explained what it does? I've checked the previous posts, maybe I missed it.
>>
>>6454477
>Take Vyn's offer [2 Gold]
>>
>>6454477
>Take Vyn's offer [2 Gold]
>>
Fulmenaxor showed off a illustrator depiction of the drakk to two dorfs.
The ghosts dorfs was not amuse and decide to beat ups the drakk, instead. As for vengeance for being burn alive by the drakk.
>>
>>6454501
Unforgivable to what this group of dorfs have done to him. How rude.
IT"S GOING INTO THE FUCKING BUK!!
VENGEANCE WILL BE MET AFTER TAKING OVER THAT DORF DIGGING DIGGING HOLE!
>>
>>6454477
>Take Vyn's offer [2 Gold]
>>
>>6454477
>Buy the quarry provisions [2 Gold]
We're kinda low on food production. We need more farms, but we promised to build a minehead so that slows us down

For the 6 families we have, we need 4 farms and 12 storage capacity if I understand the mechanics correctly
(At the start of Autumn we harvest, then eat 6 food; then eat 6 at the start of Winter, then the unstored food spoils, then we eat 6 each from the stores at the start of Spring and Summer)
If we accept any more pops, we'll need to build more storage
>>
Datost pays Vyn Maara. Vyn promises to return the next Spring with the caravan, his wagons laden with willing dwarf families from Dwarfside.

Population/Housing: 6/8 [5 free labor, 1 at Averone]
Food/capacity: 12/12
Happiness: 3/5
Gold: 1
Renown: 2/20
Chambers: 5/6; 1 free
Resources: Tin x1, Stone x1, Copper x1

Buildings

House -- 1 Chamber; Build 3; Hearth; Functional. Housing +4.
Storehouse -- 1 Chamber; Build 4; Hearth; Functional. Food capacity +6.
Brewery -- 1 Chamber; Build 5; Hearth; Ancestral; Activated, Public, Staffable. At the Summer Feast or a Celebration, spend Food 2 for Happiness +1.
Minehead -- 1 Chamber; Build 6; Forge; Functional; Hazardous, Networked, Staffable. Adds +1 to excavation totals its connected route.

Choose one seasonal plan:

>Keep the miners' charter
Assign 2 families to construction (Build 6 total) to complete a Minehead, 1 family to a four-season Miner apprenticeship, and 2 families to excavation along the Minehead route.
>Make room for Dwarfside
Assign 1 family to construction (Build 3 total) to complete a House, 1 family to a four-season Miner apprenticeship, and 3 families to excavation.
>Lay in stores for the return
Assign 2 families to construction (Build 6 total) to complete a Storehouse, 2 families to Food production, and 1 family to excavation.
>Prepare the Summer Feast
Assign 2 families to construction (Build 6 total) to complete a Brewery, 1 family to a four-season Miner apprenticeship, and 2 families to Food production.
>write-in

Datost may also take one Free Action:

>Question Vyn about Dwarfside
Question Vyn before he leaves on what might stop Dwarfside families from making the journey. Easy roll (base DC 4). A candid answer will reveal a named leader and a concern the fortress can address before next Springfor a bonus to the migration roll. If Vyn withholds the details, Datost learns nothing beyond the original promise.
>Inspect Averone's frontier
Test the approaches the dwarf builders are fortifying. Challenging roll (base DC 7). On a success, Prepared Border rises from +2 to +3 for Averone's first defense against the Great Horde. If Zruk's scouts witness a failed test, they may learn that dwarves are strengthening the kingdom.
>Shadow the Nine-Banners messengers
Follow the Orc envoys gathering clans for Zruk. Challenging roll (base DC 7). On a success, Datost learns the horde's likely route and how soon it could march. If the Orcs spot him, Zruk may make the fortress a target instead of a bystander.
>Descend beyond the Tin Seam
Explore below the known tin and copper workings. Challenging roll (base DC 7). Datost may find a deeper route, site, or resource source. A collapse could block access to Tin until repaired.
>write-in

>>6454485
Good catch! Hazardous adds some (not so pleasant) events to the events table associated with that building, indicating its danger.
>>
>>6454665
>Keep the miners' charter
>Question Vyn about Dwarfside
>>
>>6454665
>Keep the miners' charter
>Descend beyond the Tin Seam
>>
>>6454665
>Keep the miners' charter
Before I vote for the free action, do we get a +2 bonus to the Tin Stream option as an industrial action? And does Shadowing the messengers count as military for the same purpose of applying the bonus or is it subterfuge category or something like that?
>>
>>6454683
+2 from the Tin + Copper combo, I mean.
>>
>>6454683
>Before I vote for the free action, do we get a +2 bonus to the Tin Stream option as an industrial action? And does Shadowing the messengers count as military for the same purpose of applying the bonus or is it subterfuge category or something like that?

Yes, and yes. It can be only to one (per season) however. The copper+tin allows you to basically make bronze tools for each purpose (military/industrial).
>>
>>6454665
>>6454683
>>6454686
Alright, that's great.
I'll vote for
>Shadow the Nine-Banners messengers
then, in addition to the miner charter.
With our +2 bonus, we're bound to get at least a partial success (iirc that's how it works), so I think even if we fail the fallout shouldn't be too bad, and the full 7 DC is well within reach as well.

Also just want to say, the quest is great fun so far. I'll probably go through the effort of writing a review in the /qtg/ if it keeps going for a few more days. All I can ask for is not to burn yourself out, QM. You're updating pretty quickly by nowadays' board standards and I'd be sad to see the quest go because of too much workload overwhelming you.
>>
File: Fulmenaxor's pit.png (79 KB, 400x400)
79 KB PNG
Fulmenaxor's now occupied the fortify pit that the dorfs dug out form the earth. Striking out a wrong form the buk.
The drakk's set on guard and forever observant for a day.

>>6454665
>Keep the miners' charter
>Shadow the Nine-Banners messengers
>>
>>6454665
>Keep the miners' charter
>Descend beyond the Tin Seam

Food is an issue as always, we'll have to make some more farms and storehouses, both for the incoming population, and for feasts, to keep up happiness. Still, our promise comes first.

If we scout, I'd prefer to increase bonuses. Information is valuable, but ultimately if they invade soon then what we can respond with is limited, and if it is far off, then it isn't as much of a worry and we may as well blindfire our response by just consistently using our time to increase our mechanical bonuses.

As is, I prefer to strengthen ourselves and ensure our continued supply of resources. So into the mines it is...
>>
>>6454665
>Keep the miners' charter
When we know the Dwarfside immigrants are actually here, we can build out. Until then, they can stay with our existing families, rotating homes for a season if need be.

Just joined up btw, QM. I like the quest so far! It's been a while since we have a traditional Civquest in this mold.
>>
>>6454665
>>6454713
Oh, and also
>Shadow the Nine-Banners messengers
>>
OK I need a d6 roll for the Shadow free action. Will take first 2 (assuming you guys want support for this roll and will be taking off an excavator -- otherwise the minehead won't get built this season if you take off a builder).

>>6454690
Thanks! I'm glad you're enjoying it. Admittedly I'm on PTO from work this week which is why I can maintain this pace. The quest might slow down a bit in the coming weeks. Still, most of the hard work for this quest has already been done (the mechanics, tables, balancing etc.) so it shouldn't slow down too much.
>>
Rolled 2 (1d6)

>>6454733
>>
Rolled 5 (1d6)

>>6454733
>>
File: Orcs marching.png (88 KB, 400x335)
88 KB PNG
Rolled 6 (1d6)

>>6454733
>>
Datost takes one excavation family north after the Nine-Banners messengers. He commits the first batch of tin and copper extracted from the mountain to his mission, equipping the party with bronze weapons and climbing tools for the Orc-held country.

At the northern river crossings, Datost watches from afar the Orc captains march their clans toward some distant place, answering Zruk's summons. Yet he does not count enough clans for the Great Horde to assemble and march before this Winter at the earliest. But when it does, it will be formidable.

The promised Minehead is completed at the Tin Seam workings and one family begins a four-season Miner apprenticeship. Datost has fulfilled the miner's charter. The remaining excavators use the new Minehead but even with its aid, lacking adequate labor, open no Chamber before Spring ends.

Summer, Year 2

Population/Housing: 6/8; 5 free, 1 Miner apprentice
Food/capacity: 6/12
Happiness: 3/5
Gold: 1
Renown: 2/20
Chambers: 6/6 [House x2, Farm, Storehouse, Watchpost, Minehead]

The first Orc to approach the fortress in Summer comes openly. A herald carrying the Nine-Banners token stops asking parley. Zruk has sent the same demand to the settlements all along Averone's frontier and the message too is the same: Zruk offers to recognize the fortress as neutral and keep the Great Horde away from its roads and gates. In return, Datost must publicly swear that the fortress will give Averone no more builders, soldiers, weapons, or supplies until the war ends.

>Swear Zruk's truce
Promise Averone no further aid until the war ends. The Orcs become Wary and formally recognize the fortress's neutrality, while Averone becomes Neutral.
>Send the herald away
Refuse the demand without harming Zruk's herald. Relationships and current war targets do not change. Zruk may return with a more coercive demand.
>Mislead the herald
Claim that the Spring builders were the last aid Averone will receive while secretly sending Zruk's route and timetable to Lord Arlow. Challenging roll (base DC 7). A convincing deception makes the Orcs Wary, keeps Averone Friendly, and raises Prepared Border from +2 to +3. Suspicion may bring a demand for a dwarf hostage; exposure will make the fortress another target of the Great Horde.
>Give the herald to Lord Arlow
Seize the herald and send him down the Quarry Road under Lord Arlow's permanent prisoner authority. Averone becomes Allied and Prepared Border rises from +2 to +3, but Zruk adds the fortress to the Great Horde's targets. Lord Arlow will judge the captive.
>write-in
>>
>>6454764
>Mislead the herald

Fuck it, it is worth the risk. Neutrality will only last until Averone is reduced to irrelevance or annihilated, upon which we will become the new target anyways, just without allies to stand beside. Coercion will likely be met by us by refusal, and then becoming a target to be made an example of for others. Misleading at least has the chance to misinform the orcs, while keeping Averone as the sole target, so that we don't have to fight on two fronts.
>>
>>6454764
>Mislead the herald
>>
>>6454764
>>Mislead the herald
>>
>>6454764
>Send the herald away
>>
>>6454764
>Mislead the herald
>>
OK, need another d6 roll for this. Will take first 2.
>>
Rolled 6 (1d6)

>>6454830
>>
Rolled 5 (1d5)

>>6454830
>>
Datost receives Zruk's herald. One family helps him stage the deception, retrieving the frontier tools back into the fortress and presenting the Spring work as a finished obligation that will not be repeated.

The herald accepts Datost's claim. He carries word back to Zruk that the fortress will stand apart from the coming war.

Under cover of the same preparations, Datost sends a second message. Lord Arlow learns that the Great Horde cannot assemble and march before Winter at the earliest, and that its clans are moving from the northern river crossings toward a distant muster. This will give him more time to prepare more elaborate defenses.

Population/Housing: 6/8; 4 free families, 1 Miner apprentice
Food/capacity: 6/12
Happiness: 3/5
Gold: 1
Renown: 2/20
Chambers: 6/6; none free

No Chamber is available for construction this Summer. Chambers excavated now will become available in Autumn. The Minehead adds +1 to the combined excavation total along the Tin Seam workings.

Choose one seasonal plan:

>Open rooms for Dwarfside
Assign all 4 available families to excavation along the Tin Seam workings.
>Balance picks and stores
Assign 2 families to excavation along the Tin Seam workings and 2 families to Food production.
>Fill the Summer stores
Assign all 4 available families to Food production.
>write-in

Datost may also take one Free Action:

>Take the apprentice's oath
Publicly bind Datost's name to the completed miner's charter and recognize the new apprentice before the fortress. Datost gains Oathkeeper trait: +1 to challenges in which he fulfills a recorded promise or demands performance of a reciprocal agreement.
>Inspect the Minehead
Inspect the new hoists, supports, and cuttings before a hidden fault becomes a disaster. Easy roll (base DC 4). A sound inspection grants Prepared Minehead +2 against the first collapse, flood, or industrial accident there through Winter; a missed weakness may return as a Minehead-instability event.
>Scout the northern crossings
Use Datost's observations and timetable to map the Great Horde's approach. Challenging military roll (base DC 7). Success adds the Northern Crossing route and raises Prepared Border from +3 to +4 without exposing Datost. Orc suspicion may test the neutrality claim, while discovery will expose the deception and make the fortress a target.
>Ask Arlow for covert provisions
Request a wagon worth Food 6 delivered without the Orcs learning of it. Lord Arlow asks no Gold, but the fortress must promise Housing for up to 2 Averone families up for 1d6 seasons, if the Great Horde breaks the frontier, competing directly with the places intended for Dwarfside.
>write-in
>>
>>6454855
>Balance picks and stores
>Inspect the Minehead

>Hazardous
uh oh
>>
>>6454855
>>Balance picks and stores
>Inspect the Minehead
How many seasons do we have to keep our promise?
>Descend beyond the Tin Seam
This if it's possible to do both at the same time-ish
>>
>>6454855
>Balance picks and stores
>Inspect the Minehead
>>
>>6454855
>Balance picks and stores
>Inspect the Minehead
>>
>>6454855
>Balance picks and stores

>Inspect the Minehead
>>
>>6454855
>Balance picks and stores
>Negotiate expanded trade with Averone
I'd like to know what resources they possess besides the Stone we negotiated for, and see if they're willing to trade Bronze for something else should we need a bonus different from industry + military. As in, not a permanent agreement, but an option to exchange at times.
>>
Before the seasonal work begins, Datost orders a full inspection of the new Minehead. One of the families joins him to test every hoist, support, and cutting.

They fill the ore basket with waste stone, raise it to the top of the shaft, and hold it there while Datost and the supporting family examine the ropes and braces under load. They replace a frayed length of rope, drive loose wedges back into the supports, and stack spare timbers to brace the weakest places in the tunnel.

The founding families set the Summer Feast tables outside the new Minehead. Kadol Stonemind asks Datost to honor the diggers who won their charter and the apprentices who will become the fortress's first trained Miners.

>Open the Minehead table [2 Food]
Serve a full feast for the diggers and seat the Miner apprentice beside Datost. Gain Happiness +1. N.B If the remaining Food family rolls 1, Summer upkeep will be short Food 1, costing Happiness 1 and Population 1.
>Buy the feast [1 Gold]
Spend the last Gold on bread, meat, and ale from Averone. Gain Happiness +1 without reducing stored Food. This ordinary trade does not break Datost's neutrality claim.
>Keep a plain table
Serve only the normal seasonal rations. Spend no extra Food or Gold and gain no Happiness.
>write-in

>>6454934
If/when you do this action you'll get a menu of other resources they have which they are willing to trade for. Otherwise there are always 3 things you can trade (in either direction): food, gold, and labor.
>>
>>6454975
>Open the Minehead table [2 Food]
>>
>>6454975
>Keep a plain table
>>
>>6454975
>Keep a plain table
>>
>>6454975
>Keep a plain table
>>
The founding families keep a plain table. They eat the same rations served on other days and return to work without spending from the stores or treasury.

Below the Minehead, two families drive a new tunnel past the exposed tin and copper. Near the end of Summer, their picks break through a thin fault into an underground reservoir. Water and gravel burst through the opening and fill the cutting before the diggers can finish a new Chamber.

The braces reset during Datost's inspection hold. The diggers follow the marked escape path, use the spare timbers to keep the upper gallery open, and haul their tools out with the tested hoist. All preparations made earlier that season pull their weight now and the Minehead remains intact, but water and debris block the Tin Seam workings and access to both metals.

Autumn, Year 2

Population/Housing: 6/8; 5 free families, 1 Miner apprentice
Food/capacity: 2/12
Happiness: 3/5
Gold: 1
Renown: 2/20
Chambers: 6/6
Tin and Copper: blocked by the flooded Tin Seam workings

The reservoir has stopped rising, but the lower gallery remains flooded. Kadol warns that leaving the Minehead closed for the season will also interrupt the protected apprenticeship.

>Drain through the natural cavern
Cut a drainage channel from the flooded gallery into the broad natural cavern with the help of the apprentices. Challenging roll (base DC 7; Prepared Minehead +2; Miner apprentice support). A clean cut will control the reservoir and reopen the Tin Seam workings without taking free labor from the Autumn plan. If the cut releases more water than the crews can divert, the Minehead may remain closed and the apprenticeship may be delayed.
>Commit drainage crews
Assign 2 families to bailing, shoring, and cutting drains for the rest of Autumn. They will reopen the Tin Seam workings before other seasonal labor begins, leaving 3 families for the Autumn plan. No roll or Gold is required.
>Buy an Averone pump [1 Gold]
Spend the last Gold on a pump and crew from Averone. They will reopen the Tin Seam workings without reducing Autumn labor. If Orc scouts see the crew, Zruk may test Datost's neutrality claim.
>Close the Minehead for Autumn
Spend no Gold or labor. Tin, Copper, the Minehead excavation bonus, and the Tin Seam workings remain unavailable through Autumn while the water drains naturally. The Miner apprenticeship pauses, delaying completion from Spring to Summer, Year 3.
>write-in
>>
>>6455014
>Commit drainage crews
>>
>>6455014
>Commit drainage crews
>>
>>6455014
>>Drain through the natural cavern
>>
>>6455014
>Commit drainage crews
>>
>>6454695
Also forgot to say that giving the drakk the buk of wrongs is genius kek
>>
>>6455014
>>Commit drainage crews
>>
>>6455014
>Drain through the natural cavern
>>
File: dfc11.jpg (176 KB, 836x1200)
176 KB JPG
Two families spend the opening weeks of Autumn bailing the lower gallery, hauling gravel to the surface, and cutting drains around the breached fault. The Tin Seam workings reopen before the other families begin their seasonal labor, and the Miner apprenticeship continues without delay.

No challenge was required, so Prepared Minehead +2 remains available through Winter.

Two families are committed to the drainage work for the rest of Autumn. Three remain available for the seasonal plan.

While the drainage crews work, Averone soldiers and quarrymen fortify the Old Quarry. They stack quarried blocks across the road, raise timber fighting platforms behind them, and prepare the quarry sheds to hold provisions. Lord Arlow's captains use Datost's warning to place their strongest defenses where the Great Horde could reach the Quarry Road.

Old Quarry Redoubt added
Prepared Border rises from +3 to +4 for Averone's first defense against the Great Horde

A royal courier brings Datost a copy of Lord Arlow's orders. If the redoubt is overrun, its garrison will withdraw up the Quarry Road and rally at the fortress Watchpost. Lord Arlow has named the fortress without asking Datost, treating its gate as part of Averone's frontier defense.

The Orcs still believe the fortress will give Averone no further aid. Publicly accepting the royal order will end that deception and make the fortress a target of the Great Horde.

>Accept the royal rally
Publicly recognize the fortress as an Averone rally point. Averone becomes Allied, the Nine-Banners neutrality claim ends, and the fortress becomes a Great Horde target. If the redoubt falls, its surviving garrison may enter the fortress ahead of its pursuers.
>Offer refuge, not a garrison
Ask Lord Arlow to send defeated soldiers south while the fortress shelters up to 2 displaced civilian families. Challenging diplomatic roll (base DC 7). Full success keeps Averone Friendly without ending the neutrality claim; each family that later arrives will require vacant Housing and immediately cost Food 1. A poor negotiation may leave the military rally order in place or damage relations with Averone.
>Reject the royal order
Refuse the garrison entry without a roll. Averone becomes Neutral and orders any retreat south. The Old Quarry Redoubt, Prepared Border +4, and the Quarry Compact remain, but future Friendly aid and requests become unavailable.
>Promise the gate in secret
Privately tell Lord Arlow that his soldiers may enter while publicly maintaining the Nine-Banners neutrality claim. Both relationships remain unchanged for now. Discovery, or the garrison's actual retreat to the fortress, ends the deception and makes the fortress a Great Horde target.
>write-in
>>
>>6455014
>Drain through the natural cavern

Worth the risk, imo. With one family to support (unless the miner apprentice counts as one, so that we get 2d6?) we are very likely to succeed, better than using 2 families. Otherwise we'll be mostly just producing food this autumn, with only a little progress made on excavating.
>>
>>6455078
I shoulda refreshed.
>>6455075
>Promise the gate in secret

I'd like to keep the war on a single front, at least until we get more population and a building that allows us to properly equip soldiers.
>>
>>6455075
>Promise the gate in secret
We aren't really in a position to refuse right now, nor to risk smoke with the whole horde if we don't have to.
>>
>>6455075
>Promise the gate in secret
>>
Datost seals a private reply to Lord Arlow. If the Old Quarry Redoubt falls, its surviving soldiers may enter through the side passage beneath the Watchpost.

Two families remain committed to draining and shoring the Minehead. The Miner apprentice continues training. Three families remain available, and no Chamber is free for construction.

The Farm will add Food 6 at Harvest. Upkeep will then consume Food 6. Food labor can build a small Winter reserve, while excavation along the reopened Tin Seam workings gains Minehead +1.

Choose one labor plan:

>Press the reopened seam
Assign all 3 available families to excavation. Roll three excavation dice and add Minehead +1. Assign no family to Food; after Harvest and upkeep, Food remains 2.
>Balance picks and stores
Assign 2 families to excavation and 1 to Food. Roll two excavation dice and add Minehead +1. Roll one Food die; after Harvest, storage limits, and upkeep, Food will end between 3 and 6.
>Guard the Winter stores
Assign 1 family to excavation and 2 to Food. Roll one excavation die and add Minehead +1. Roll two Food dice; after Harvest, storage limits, and upkeep, Food will end between 4 and 6.
>Fill the Storehouse
Assign all 3 available families to Food. Roll three Food dice and perform no excavation. After Harvest, storage limits, and upkeep, Food will end between 5 and 6.
>write-in

Datost may also take one Free Action:

>Prepare the hidden rally
Ready the Watchpost's old side passage and establish secret signals for the Old Quarry garrison. Challenging military roll (base DC 7; Defensive Captain +2). Success grants Hidden Rally +2 to the first fortress defense involving the retreating garrison. Failure may expose the promise or leave the passage unready, and Reckless Commander will create a military consequence.
>Sound the underground reservoir
Map the reservoir's water level and hidden channels from the shored fault. Challenging exploration roll (base DC 7; Prepared Minehead +2). Success adds the Reservoir Gallery route and records Controlled Reservoir, granting +2 once yearly to one challenge involving flood, fire, drought, or the fortress water supply. Failure may block the Tin Seam workings through Winter.
>Make inspection law
Credit Kadol's crews and require tested supports, marked exits, and spare braces before opening new workings. No roll is required. Datost gains Engineer: +1 to the first seasonal excavation or construction labor total.
>write-in
>>
>>6455121
>Guard the Winter stores
>Sound the underground reservoir
>>
>>6455121
>Guard the Winter stores
>Sound the underground reservoir
>>
>>6455121
>>Balance picks and stores
>Sound the underground reservoir
>>
>>6455121
>Guard the Winter stores
>Negotiate expanded trade with Averone, as in >>6454934 >>6454975
>>
>>6455121
>Guard the Winter stores
>Sound the underground reservoir
>>
>>6455121
>Guard the Winter stores
We're really short on food production right now, but to expand it we need to dig a space for a new farm

>Make inspection law
>>
>>6455121
>>Balance picks and stores
>write-in
Anons trade write in
>>
>>6455121
>Guard the Winter stores
>Sound the underground reservoir
>>
>Guard the Winter stores
>Sound the underground reservoir
>>
Datost sounds the underground reservoir through the shored fault. He marks the changes in water level, and traces a gallery around the reservoir while the Minehead's braces protect the descent. The reservoir can now be used to multifarious purpose, but the sounding also reveals something more disturbing lurking within the waters. The crews pull up a weighted rope with deep tooth marks, and their lamps catch the pale back of a gigantic aquatic predator slinking beneath the gallery. It can reach the Minehead if another flood crosses the shored fault, but for the moment remains trapped in the reservoir.

The fortress has neither an eligible Hunter to kill it for Food nor an eligible Herder to tame it for defense. Until such a specialist is available, the creature must be isolated, watched, fed, or driven elsewhere.

Reservoir Gallery route added
Prepared Minehead replaced by Controlled Reservoir: +2 once yearly to one challenge involving flood, fire, drought, or the fortress water supply

>Seal the Reservoir Gallery
Close the gallery behind a stone bulkhead without a roll. The Minehead and Tin Seam workings remain open, but the Controlled Reservoir bonus and Reservoir Gallery become unavailable until a specialist deals with the predator.
>Keep a reservoir watch
Assign 1 family to watch the sluices and keep the creature away from the shored fault for the rest of Winter. Controlled Reservoir and the Reservoir Gallery remain available, but the predator remains a future hazard. Four families remain for the Winter plan.
>Bait it behind a stone grating [1 Food each season]
Spend Food 1 now and every season until the predator is killed, tamed, or released. Regular bait keeps the creature behind the grating, Controlled Reservoir stays available, and no family leaves the Winter plan. Without bait, it will attack the barrier and return to the reservoir.
>Flush it into the lower sump
Use the reservoir gates to drive the predator into a sealed lower basin. Challenging industrial roll (base DC 7; Controlled Reservoir +2). Success contains the creature away from the Minehead until a specialist can exploit it. Failure may release it into the Tin Seam workings and block the route through Winter. Controlled Reservoir is used for Year 2 after the challenge.
>write-in
>>
>Bait it behind a stone grating
>>
>>6455250
Oh Armok, the carps are here
>Flush it into the lower sump
>>
>>6455250
>Flush it into the lower sump
Do we have the Bronze bonus online for this? We should be able to pass the DC unless we roll super low (1-1) if we stack it with Controlled Reservoir. If I'm not mistaken, we drained the flooded Tin Seam + Copper and the Reservoir Gallery and the whole predator reservoir are separate from that, like in deeper levels or something. We last used Bronze back when we watched Gruk's armies, so it should be available for this season.
>>
>>6455250
>Flush it into the lower sump
>>
>>6455261
Yes this counts as an "industrial" challenge so the bronze use applies. However that will consume it for this season (Winter) and you won't be able to use it for anything else. With that you'll get +4 and just need 3+ on d6 (or 2d6 if you commit 1 pop to support)
>>
>>6455250
>>6455261
>>6455270
Ok, then I suggest
>Use Bronze for this challenge and assign 1 family to support for 2d6
I just want to deal with it for certain.

Btw, what are the penalties for having more families than the housing limit? With food deficit you mentioned they just straight up die and Happiness decreases (back in the Summer update), but this I don't think was mentioned.

Also sorry for the barrage of questions, but would the difference between "Keep a reservoir watch" and "Flush it into the lower sump" be that with the flushing we only commit a family for this season, then they're free, and once the Reservoir recharges (Year 3 by then) we can reap its benefits without the predator problem (provided we succeed on the roll), while with the reservoir watch we'd have to keep a family committed there at all times to keep access to Controlled Reservoir bonus? Just to confirm I'm understanding it all correctly.
>>
>>6455280
>Btw, what are the penalties for having more families than the housing limit?
Normally the migrants would just leave, but in this case because it's a special event they would result in overcrowding which causes -1 happiness/season until resolved. If happiness falls to 0, you start losing population/season (people will start leaving).

re: watch vs. flush, yes you pretty much got it. By flushing it into a contained space it removes any negative event involving it from being drawn. watch only restores access/bonus.

Feel free to ask questions btw. I know I've kept many of the mechanics "hidden" until they are relevant so if you have a specific plan or something, you can always post it and I'll tell you how it translates mechanically.
>>
>>6455282
I usually don't generate elaborate plans haha, just working with the tools given. Only question I have is for what was mentioned already: do we need any special buildings or other prerequisites for Herders or Hunters? I'm guessing for the former we'd have to trade for a livestock(?) resource or something like that?
>>
>>6455291
Yes, for Hunter you need Hunting Lodge (now unlocked as the creature can be considered a Game resource). For Herder you need a Cattle resource to unlock it. You can also directly trade for specialists with other factions (but the service is contractual and not a permanent posting)
>>
>>6455250
>>Keep a reservoir watch
>>
>>6455250
>Flush it into the lower sump

Support >>6455280
>>
Winter, Year 2

Population/Housing: 6/8; 5 free families, 1 Miner apprentice
Food/capacity: 6/12
Happiness: 3/5
Gold: 1
Renown: 2/20
Chambers: 6/6

Datost orders the reservoir gates opened in sequence. Water from the upper gallery pours through the spillway and drives the predator toward the lower sump. Once it crosses the last gate, the dwarves drop the grating and wedge its lifting chain.

The creature remains alive and reachable if the fortress gains a Hunter or Herder, but it can no longer enter the Minehead or Tin Seam workings. The Reservoir Gallery remains open. Controlled Reservoir is used for Year 2.

===

The great Orc chieftain, Zruk of the Mighty Horde has come!

The Horde begins its Winter siege of Averone. Orc camps close the roads around the kingdom's frontier strongholds while mounted bands test the approaches.

Zruk so far accepts Datost's neutrality claim. The Great Horde does not march against the fortress, and the secret promise to admit the Old Quarry garrison remains undiscovered.

===

When Kadol removes the safety barrier from the final Autumn cutting, the diggers find that the passage ends at a deep underground gorge, proceeding into unfathomable darkness. Five broad natural caverns open in the far wall. They need no excavation, but the drop between them and the Minehead makes them useless until the dwarves establish a safe crossing.

>Rig the Minehead hoist across the gorge
Turn the ore hoist sideways and anchor a carrier over the gap. Challenging industrial roll (base DC 7). Success will connect all five natural Chambers for use in Spring. A failed rig may tear the hoist from its mountings, close the Tin Seam workings through Winter, and delay the Miner apprenticeship.
>Cut a stair around the gorge
Assign 2 families to carve steps, landings, and a hauling path for the rest of Winter. No roll is required. All five natural Chambers will become available in Spring, leaving 3 families for the Winter plan.
>Leave the far caverns sealed
Barricade the cutting without a roll or labor cost. All 5 families remain available for the Winter plan, but the natural Chambers stay inaccessible until a future challenge establishes a crossing.
>write-in
>>
>>6455410
>Cut a stair around the gorge
Assign 2 families to carve steps, landings, and a hauling path for the rest of Winter. No roll is required. All five natural Chambers will become available in Spring, leaving 3 families for the Winter plan.
>>
>>6455410
>Cut a stair around the gorge
>>
>>6455410
>Cut a stair around the gorge
>>
>>6455410
>Cut a stair around the gorge
We can basically skip assigning families to excavation for the near future if we have them work on this right now. 5 chambers are no joke.
>>
>>6455410
>Cut a stair around the gorge
>>
>>6455410
>Cut a stair around the gorge
>>
File: dfc12.jpg (244 KB, 1000x1727)
244 KB JPG
Datost assigns two families to cut a permanent stair into the gorge wall. They widen each landing for loaded barrows and set the waste stone along the outer edge. The work occupies both families for the rest of Winter, but it risks neither the Minehead nor the Miner apprenticeship.

The fortress's current 6 Food will exactly cover Winter upkeep. Food gathered now will determine what remains when Vyn Maara's migrant wagons arrive in Spring.

Choose one Winter plan:

>Fill the Storehouse
Assign all 3 families to Food and roll three Food dice. Perform no excavation.
>Balance stores and picks
Assign 2 families to Food and 1 to excavation. Roll two Food dice and one Excavation die; add Minehead +1 to the excavation total.
>Drive two headings
Assign 1 family to Food and 2 to excavation. Roll one Food die and two Excavation dice; add Minehead +1 to their combined excavation total.
>Spend Winter below
Assign all 3 families to excavation. Roll three Excavation dice and add Minehead +1 to their combined total. Perform no Food labor, so upkeep will consume the fortress's current stores unless another action changes the supply.
>write-in

Datost may also take one Free Action:

>Prepare the hidden rally
Ready the Watchpost side passage and establish secret signals for the Old Quarry garrison. Challenging military roll (base DC 7; Defensive Captain +2). Success grants Hidden Rally +2 to the first fortress defense involving the retreating garrison. Failure may expose the preparations to Orc scouts, and Reckless Commander will worsen a military failure.
>Seek a Nine-Banners safe conduct
Enter Zruk's camp and request a protection token for Vyn Maara's Spring wagons. Challenging diplomatic roll (base DC 7). Success will protect the caravan through the Horde's lines. A compromise may attach an Orc escort, while failure may place the route under closer scrutiny.
>Survey the far caverns
Spend Winter alongside the stair crews, measuring the five caverns and marking stable foundations as each landing opens. No roll is required. Gain Surveyed Caverns +2 to the first Spring construction total assigned within the natural Chambers.
>Read the siege from the Watchpost
Map the Horde's camps and patrols without crossing its lines. Challenging exploration roll (base DC 7). Success grants early warning and Siege Watch +2 when the Great Horde next moves near the Old Quarry or fortress. Failure may leave the garrison's approach unwatched.
>write-in
>>
>>6455558
>Fill the Storehouse
We'll have 5 chambers without excavation, now food is the priority
>Survey the far caverns
>>
>>6455558
>Fill the Storehouse
>Survey the far caverns
>>
>>6455558
>Fill the Storehouse
>Survey the far caverns
>>
>>6455558
>Drive two headings
>Survey the far caverns
>>
The three free families leave their picks at the Minehead and spend the rest of Winter producing and preserving Food. No family excavates this season.

Datost works alongside the stair crews as each new landing opens. He measures the five natural caverns, tests their floors, and marks stable foundations for the builders who will enter in Spring.

The stair crews finish the last landings and hauling ramps before the thaw. The Deep Gorge Stair is complete. Its five natural Chambers will become available for construction when Spring begins, with Datost's measurements already marking the safest foundations.

Population/Housing: 6/8
Food/capacity: 10/12
Happiness: 3/5
Gold: 1
Renown: 2/20
Chambers: 6/6; 5 natural Chambers become available in Spring
Edicts: Honorable Deeds, Watch Duty
Quarry Road: Blocked
Stone: Inaccessible

The first Orc assault falls on Averone's defenses around the Old Quarry. Lord Arlow's captains have placed their strongest line across the approaches named in Datost's warning, and the quarrymen meet the charge behind the walls the dwarves helped raise.

That preparation keeps the Horde from breaking Averone's main frontier, but it cannot hold every road. Orcs smash the redoubt's outer works and seize the lower Quarry Road, isolating the garrison. The redoubt remains in Averone's hands, but it can receive no relief. The fortress can receive no Stone while the road is blocked.

The garrison remains in place through Winter. Unless the redoubt is relieved, it may have to withdraw toward the fortress in Spring. Zruk still considers Datost neutral.
>>
>>6455661
At the end of Year 2, Datost must proclaim another permanent Edict. He may deepen the fortress's Honor laws or adopt another tree.

Adopting Tradition also grants Deep Roots: each Housing building provides +1 Housing per Chamber. The two Houses would immediately raise Housing from 8 to 10.

Adopting Craft also grants Work Ethic: add +1 to the first excavation or construction labor total each season.

Adopting Commerce also grants Market Tithes: at a Spring Caravan, gain 1d6 Gold if the fortress has a Market and completes a sale or receives a contract payment.

Adopting Knowledge also grants Dwarven Curiosity: the first successfully resolved exploration, discovery, or research event each year grants Renown +1.

Choose one Year 2 Edict:

>Tradition -- Shared Hearth
The first season each year that ends with stored Food at least equal to Population grants Happiness +1.
>Tradition -- Family Veins
The first successful Caravan migration each year admits one additional Dwarf family if Housing and Food permit. The family immediately costs Food 1.
>Tradition -- Names in Stone
The first great work completed each year grants Renown +1.
>Craft -- Labor Union
Once per season, one construction family may provide Build 4 instead of Build 3, or one excavation family may provide a fixed 4 instead of rolling.
>Craft -- Sacred Geometry
Each full 5 excavation points opens a Chamber instead of the normal 6. Unused points are discarded at season's end.
>Honor -- Martial Law
Once per season, up to 2 free families may become temporary Soldiers for one military or unrest event. They return to their previous labor assignments afterward.
>Honor -- Warrior's Code
A Barracks may convert one free family into a permanent Soldier during seasonal allocation without requiring a training event.
>Commerce -- Free Market
Roll 2d6 and keep the higher result when determining Gold from the first resource sale at each Spring Caravan.
>Commerce -- Caravaneer
At a Spring Caravan, selling a resource produces Gold +1 and buying one costs Gold 1 less, to a minimum cost of 1. Agreement payments are unchanged.
>Knowledge -- Written Records
When an event results from a previous decision, contract, treaty, claim, or Edict, its update reveals one otherwise hidden consequence before the vote.
>write-in
>>
>>6455662
>Knowledge -- Written Records
I think we need thin with the orc horde situation
>>
>>6455662
>Knowledge -- Written Records
>>
>>6455662
>Knowledge -- Written Records
>>
>>6455662
>Honor -- Martial Law
Once per season, up to 2 free families may become temporary Soldiers for one military or unrest event. They return to their previous labor assignments afterward.
>>
>>
>>6455662
>Knowledge -- Written Records
>>
>>6455662
>Honor -- Martial Law

I think it is pretty easy to sus out hidden consequences, so far. What I really think we need is a panic button in case shit hits the fan. Though any tree is good.
>>
>>6455662
>>Knowledge -- Written Records
Caught up.
Pogger Dawi quest QM.
>>
Datost institutes Written Records and orders copies made of every decision, contract, treaty, claim, and Edict. When one of those commitments produces a later event, its update will reveal one otherwise hidden consequence before the vote.

Adopting Knowledge also establishes Dwarven Curiosity: the first successfully resolved exploration, discovery, or research event each year grants Renown +1.

Spring, Year 3

At the first thaw, dwarves cross the completed Deep Gorge Stair and enter all five natural Chambers that Datost surveyed during Winter. The Miner apprentices completes four seasons of training and take permanent charge of excavation through the Minehead, led by Kadol Stonemind.

As the third year begins, the fortress takes stock of its current state and achievements:

Leader: Datost Cinderhelm, former Captain of the Watch
* Defensive Captain: Add +2 to defense at the fortress or an outpost.
* Reckless Commander: A failed military action queues casualties, supply loss, or retaliation.

Population/Housing: 6/8
Food/capacity: 6/12
Happiness: 3/5
Gold: 1
Renown: 2/20
Chambers: 6/11
Current labor modifiers:
Each free family contributes Build 3 to construction, rolls one Food die for Food labor, or rolls one excavation die for excavation.
The current buildings count as Hearth 4, Forge 2, and Hall 0, so no Domain bonus is active.
All six occupied Chambers are Functional in style, so Functional Style 6 adds +1 to the largest seasonal labor allocation's total.
The two Networked buildings do not yet meet the three-building Network recipe.
Stone is inaccessible, so it adds no construction bonus.
Surveyed Caverns adds +2 to the first Spring construction total assigned within the five natural Chambers.

Standing buildings:

>House x2: 1 Chamber -- Build 3 -- Hearth -- Functional. Each House provides Housing +4, for Housing 8 total.
>Farm x1: 1 Chamber -- Build 3 -- Hearth -- Functional -- Staffable. Produces Food +6 at the Autumn Harvest. A Farmer would add another Food +6 at Harvest.
>Storehouse x1: 1 Chamber -- Build 4 -- Hearth -- Functional. Provides Food storage +6 and produces nothing by itself.
>Watchpost x1: 1 Chamber -- Build 4 -- Forge -- Functional -- Networked -- Staffable. Adds +1 to military challenges protecting the connected fortress entrance or route. A staffed Scout would also add +1 to exploration along that route and could reveal the current Disaster pressure band once yearly.
>Minehead x1: 1 Chamber -- Build 6 -- Forge -- Functional -- Hazardous -- Networked -- Staffable. Adds +1 to excavation totals along the connected Tin Seam workings. The new Miner may contribute fixed Excavation +6 there, with the Minehead's +1 remaining separate.

Specialists:

>Miner x1: Requires a Minehead or underground source and contributes fixed Excavation +6. This specialist remains part of Population, Housing, and upkeep but no longer counts as free labor.
>>
>>6456045
Edicts:

>Honor -- Honorable Deeds: The first successfully resolved military or security event each year grants Renown +1. This is available for Year 3.
>Honor -- Watch Duty: The first raid or tunnel threat each year enters the event queue as a warning rather than an accomplished attack. It causes no immediate Population, building, or resource loss and identifies the threatened asset before the vote. This is available for Year 3.

>Knowledge -- Dwarven Curiosity: The first successfully resolved exploration, discovery, or research event each year grants Renown +1. This is available for Year 3.
>Knowledge -- Written Records: When an event results from a prior decision, contract, treaty, claim, or Edict, its update reveals one otherwise hidden consequence before the vote.

Resources and prepared assets:

>Stone x1: The Old Quarry source normally adds +1 to the first seasonal construction total for a building of at least 2 Chambers and enables Stone requirements, the Mason Yard, and major works. The Great Horde controls the lower Quarry Road, so Stone is currently inaccessible and provides no bonus.
>Copper x1: Adds +1 to construction or industry when a Smith or Engineer participates and may satisfy Forge and Mechanism Shop requirements. No current specialist activates its normal bonus.
>Tin x1: Tin has no effect alone. With Copper, it provides +2 to one industrial or military challenge each year instead of Copper's normal effect. The Year 3 activation is available.

>Controlled Reservoir: Once yearly, add +2 to one challenge involving flood, fire, drought, or fortress water supply. The Year 3 activation is available.
>Surveyed Caverns: Add +2 to the first Spring construction total assigned within the five natural Chambers, then remove this preparation.
>Contained aquatic predator: The creature remains alive in the sealed lower sump. A future eligible Hunter may kill it for Food, or a future eligible Herder may tame it for defense.

Known routes and sites:

>Quarry Road: Leads to the Old Quarry and abandoned Orc Camp. The Great Horde controls its lower reaches, isolates the Redoubt, and blocks Stone access.
>Tin Seam workings: Reach the Tin and Copper sources through the Minehead. The route is open and gains the Minehead's Excavation +1.
>Reservoir Gallery: Its gates and spillway connect the Minehead to the Controlled Reservoir and sealed lower sump.
>Deep Gorge Stair: Connects the Minehead to five free natural Chambers.
>Old Quarry Redoubt: Averone's damaged fortification at the Stone source. The garrison can no longer remain isolated there.
>>
>>6456046

Relationships, agreements, and deadlines:

Orcs -- Wary: A Wary faction tests boundaries, investigates weakness, demands guarantees, or makes conditional offers. Zruk Nine-Banners is besieging Averone but still believes Datost's claim that the fortress will provide no further aid. The Great Horde does not currently target the fortress. Discovery of Datost's secret aid or the Redoubt garrison's arrival will end the deception and make the Orcs Hostile.

Kingdom of Averone -- Friendly: A Friendly faction offers cooperation while requesting aid, invoking obligations, proposing joint institutions, and sending migrants. Averone's main frontier held the first assault. Lord Arlow wants the fortress to become a dependent border stronghold and expects Datost to shelter the Redoubt garrison.

Quarry Compact: Averone owns the Old Quarry. The fortress's military obligation is fulfilled. Gold 1 is due each Spring beginning now, but Orc control currently prevents access to Stone.

Nine-Banners neutrality claim: Zruk believes the fortress will provide Averone no more aid. Datost secretly sent intelligence to Lord Arlow and promised refuge to the Old Quarry garrison. Discovery ends the deception.
>>
>>6456048
Unlocked building designs:
Ordinary buildings may be repeated up to four copies. The standing House, Farm, Storehouse, Watchpost, and Minehead cards remain available for additional construction.

>Clanhouse: 2 Chambers -- Build 7 -- Hearth -- Ancestral -- Public. Provides Housing +9. It is more chamber-efficient than two Houses but counts as only one Hearth building and concentrates more Housing in one vulnerable asset.
>Brewery: 1 Chamber -- Build 5 -- Hearth -- Ancestral -- Activated -- Public -- Staffable. At the Summer Feast or a Celebration, spend Food 2 for Happiness +1. A Brewer reduces the cost to Food 1.
>Workshop: 1 Chamber -- Build 5 -- Forge -- Functional -- Flexible -- Staffable. Each season, add +1 to either an excavation or construction labor total. An appropriate craft specialist may contribute a fixed professional effect while the Workshop's +1 remains separate.
>Barracks: 2 Chambers -- Build 8 -- Forge -- Ancestral -- Staffable. Supports up to two permanent Soldier families. If at least one stationed Soldier participates in fortress defense, add +1 to the military challenge total.
>Hall: 1 Chamber -- Build 5 -- Hall -- Ancestral -- Public. Adds +1 to civic and internal political challenge totals.
>Archive: 1 Chamber -- Build 5 -- Hall -- Functional -- Staffable. Adds +1 to research and discovery challenge totals. A Scribe increases the bonus to +2 and may reveal the current Disaster pressure band, or its likely class at high pressure, once yearly. The Old Quarry crisis has unlocked this design by activating a delayed consequence of Datost's promise.
>Market: 2 Chambers -- Build 8 -- Hall -- Foreign -- Merchant -- Networked -- Staffable. Supports one active agreement, and the first resource sale at each Spring Caravan produces Gold +1. A Trader reduces the first resource purchase at each Spring Caravan by Gold 1, to a minimum cost of 1.
>Tavern: 1 Chamber -- Build 5 -- Hearth/Hall -- Foreign -- Activated -- Public -- Staffable. At the Summer Feast or a Celebration, spend Food 1 and Gold 1 for Happiness +1. A Brewer or Trader allows the activation to spend Food or Gold rather than both.
>Library: 2 Chambers -- Build 10 -- Hall -- Ancestral -- Public -- Staffable. Adds +2 to research and discovery challenge totals. After a Scribe or Teacher contributes to the first successful research event each year, gain Renown +1. Adopting Knowledge has unlocked this design.
>>
>>6456049

Before the Spring Caravan reaches the mountain, an Averone runner arrives at the Watchpost. The Redoubt garrison has abandoned the damaged quarry works and is moving toward the side passage where Datost promised refuge. Nine-Banners scouts follow their retreat.

Written Records reveals another term in Lord Arlow's fallback order. Arlow wrote that the Watchpost will count as an Averone military post for as long as his soldiers shelter there. If Datost admits them under the existing order, Averone will gain authority to station the garrison inside the fortress until the siege ends.

>Admit them under Arlow's order
Open the Watchpost side passage without a roll. The Redoubt garrison survives, Averone remains Friendly, and Honorable Deeds grants Renown +1. Their arrival ends the Nine-Banners deception, makes the Orcs Hostile, and turns the fortress into a Great Horde target. Averone gains authority to station the garrison at the Watchpost until the siege ends.
>Make them submit to dwarf command
Refuse entry until the garrison renounces Arlow's fallback order and accepts Datost's command. Challenging diplomatic roll (base DC 7). Success admits the soldiers without giving Averone authority over the Watchpost and triggers Honorable Deeds. A compromise may leave Arlow's claim active, while failure leaves the garrison outside as the Horde closes. Their admission still ends Nine-Banners neutrality.
>Lead them back to Averone's main line
Guide the garrison through the siege lines without bringing it into the fortress. Tough military roll (base DC 10); Tin and Copper may add +2 if committed. Success saves the soldiers, preserves Nine-Banners neutrality, and triggers Honorable Deeds. A compromise may save survivors while exposing Datost's aid. Failure invokes Reckless Commander and may cost families, supplies, or bring immediate retaliation.
>Seal the side passage
Refuse the garrison without a roll. Nine-Banners neutrality holds and the Orcs remain Wary, but the isolated soldiers will be destroyed or captured. Datost breaks his private promise, Averone becomes Wary, and the Quarry Compact ends.
>write-in
>>
>>6456050
>Make them submit to dwarf command
>>
>>6456050
>>Make them submit to dwarf command
>>
>>6456050
>Make them submit to dwarf command

Well, we did not last until we had build a building that could convert pops into soldiers, as I had hoped. But that is okay, nothing is perfect. We got the time to build more and handle our affairs and oath to the miners, building a military building can be done next.

Anyway, while I don't even really have an issue with Averone retaining command of their own forces within our territory, given our prior tension with them over the mine, and the fact that the contract's wording could give them a claim over our outpost because our friendly - and possibly in the future allied - status means that it is likely that military forces would have relatively free access within each other's territory, and thus meaning Averone's military could essentially freely 'shelter' in our watchpost whenever they so wanted so as to legally make it count as a military post under their control, I do not want to let them establish a precedent for them doing this. Long term, this could become coercive, especially as they seem to be the larger, more populous party. We need more population, to even this relationship out. That being said, I don't want to throw our relationship under the bus, even for the possibility of counterbalancing Averone and letting the two sides weaken each other. So, that leaves out sealing the side passage for me, though I'm still willing to risk the diplomatic challenge of forcing them to submit.

>>6456049
For the construction plan, I'm thinking no excavation this season, full building. I think we need one farm, one storehouse and one house or clanhouse, with the last build or two being free choices. This is because we need more housing to receive the pops that will come with the caravan - likely reduced because we didn't take the option to seek safe passage for the Vyn Maara - or to handle influxes from other options like taking refugees, and we need the food to feed them and a place to store that food. This is essential. The housing and farm can come first, the storage can be done later, as long as it is before winter. My personal choices for the last two chambers would be either a barracks or market, because we are in a dangerous situation, and because we need a continuous income to either pay for our trade treaty for stone, or for buying stuff from the caravan. Alternatively, if there is only one chamber left, because we elect to build a clanhouse, I'd personally pick either an archive or a workshop, preferring an archive. Though an workshop makes sense, since we just completed a minehead and have tin and copper, so it makes sense to construct a building that lets us produce finished goods.

Something like...
>House (essential)
>Farm (essential)
>Storehouse (can be delayed until autumn or winter if we are sure that we can excavate at least one more chamber by then, otherwise essential)
>Barracks (my preferred choice, as we're about to join the war.)
>>
>>6456077
yeah, first the stone quarry, then the watchpost... They're Anschlussing us.
>>
we might have migrants, right?
So we need to forage a bit and build a house - or maybe Clanhouse.
I'd love us to get a Hall BEFORE internal problem starts, but Barracks seems more urgent.
>>
>>6456083
Right?! Friendly factions do all the stuff in >>6456048, but on the down low they act subtly like a Wary faction, testing our boundaries, taking us for granted, etc. Don't forget, in addition to this deception, Lord Arlow named our fortress as part of their frontier defence without asking us >>6455075. Now, this could be an innocent mistake, a bit of arrogance and taking us for granted, but no maliciousness meant. We are friendly neighbours after all, and we've previously fought orcs together, fortified their defences, have indicated we would join the war anyways, and they are at war. But - and this may just be a consequence of the mechanics/system of faction relationships - them dropping down to neutral if we refused the rally point, rather than staying friendly even though we've been good to each other so far, is a bit sinister when combined with what Written Records revealed. It is not like we're full allies and have betrayed obligations. I suppose it does make sense from the mechanical standpoint of what 'Friendly' entails, but it does taste a bit sour narratively. We need to get stronger, lest we keep being taken for granted.

>>6456084
Yeah, we have migrants later this season, Spring. So it is mandatory we include a house or clanhouse (I prefer a house, simply because we do not yet have the luxury of taking the meagre efficiency of the clanhouse over the house, given our lack of chambers and population for Build+). We can forage for food, but we need to work on a farm for the Autumn harvest, this is also mandatory. The storehouse can wait until winter, if needed, but as I already said, it is also mandatory.

And yeah, my reasoning was similar for why the barracks takes priority over other things that I'd like that are more 'fun' or useful in the majority of situations. We are about to join a war, and that might not even be the only military situation that comes up. Something could always come from the depths, we are rolling for events after all. Not to mention, the timing is perfect, we are about to receive more population, so we'll still retain a decent number of free labourers, while getting soldiers.
>>
>>6456089
>Lack of chamber
Anon, we have 5 chambers thanks to sounding and great previous planning. Now is the perfect moment to spare 2 for the Duplex Clan House.
>>
>>6456091
Anon, I know. I noted as such that building a clanhouse was possible instead of a house in the big post before the one you are replying to. I'm saying that we lack chambers when you consider the fact that we are actually constrained by what are essential buildings in any seasonal plan. We need more housing, if we don't have it either by the time the pops arrive or the next season - I'm not sure which - they just straight up leave >>6455282. If we don't have sufficient food, we lose happiness and population, so while we CAN get by with food foraging, it is best we get a farm before autumn if we want food production to keep up with our population. Otherwise sustaining our numbers will require using free labour that could've been used elsewhere on foraging. Likewise we need to store that food during winter, otherwise it spoils and our population dies. So, in the end accounting for 'mandatory' buildings, even if it doesn't all have to be done in one season, we can only really build one two-chamber building or two one-chamber buildings, not a lot. That's all I meant.
>>
>>6456094
Oh; misread.
Anyway, would go for the one two-chamber
>>
>>6456094
If my calculations in >>6454533 are correct, one Storehouse is enough for 2 farms, because half the food won't have time to spoil before we eat it. So we have 1 free build slot this way

>>6456050
>Make them submit to dwarf command
Averone is kinda overbearing
>>
>>6456050
>Make them submit to dwarf command
>Xenofan
Are you running the Anabasis quest as well? Kinda worried since it's tough as fuck to manage 2 quests at once (I tried).
>>6456046
>With Copper, it provides +2 to one industrial or military challenge each year instead of Copper's normal effect.
Wasn't it every season?
>>
>>6456137
I'm actually running three quests. Rest assured this one is the easier to run.

>Wasn't it every season?
Yes, that's a typo. Also the +6 excavation for the Miner should actually be a +4, so that with the Minehead bonus you always get +5 to the excavation roll. You need 6 excavation points to open a new chamber.

>>6456119
Food spoils end of each season not each year. The only exception to that rule is the first year, which is a grace period to let you get settled where the provisions the dwarves brought with them expires at the end of that year.
>>
>>6456162
>Food spoils end of each season not each year.
Oh no
>>
Let me get a d6 roll for the Diplomacy challenge.
>>
Rolled 1 (1d6)

>>6456309
>>
Rolled 2 (1d6)

>>6456309
>>
Rolled 5 (1d6)

>>6456309
>>
Rolled 2 (1d6)

>>6456309
>>
Datost sends one family to the Watchpost passage with his terms. The Averone captain refuses them. Lord Arlow himself ordered them to the fortress, he says, and no mere dwarf may interpose an oath between royal soldiers and their king.

The argument soon grows heated and consumes the last safe minutes of the retreat. Orc riders appear on the Quarry Road while the garrison remains massed outside the closed passage. Still Datost does not raise the barrier. Cut off from Averone's main line and denied the refuge they expected, the surviving soldiers throw down their weapons.

The Orc scouts see the closed dwarf gate and carry word that Datost refused Arlow's men. Zruk of the Nine-Banners is pleased and reasserts neutrality against the dwarves, and the Orcs remain Wary.

Lord Arlow receives an entirely different account. Averone grows Wary, and decides to rescind the Quarry Compact, and the fortress loses its contractual claim to Stone (not that Averone could grant access to it anyway, because of the Orc occupation).

Later that week, Vyn Maara's wagons reach the mountain. They are allowed safe passage by the Orcs and all arrive in one piece. Four dwarf families have made the long journey from Dwarfside: survivors who had been living in rented cellars, workshops, and roadside burrows among the humans. They are made most welcome, with a feast in their honor upon arrival (Food -4). For now they crowd in with the founding dwarves, pitching tents or sleeping bags on the rough floor. None are happy about this and all hope it is a temporary condition.

Population/Housing: 10/8; 8 free, 1 supporting, 1 Miner
Food/capacity: 2/12
Happiness: 3/5
Gold: 1
Renown: 2/20
Chambers: 6/11; 5 free

Unless Spring construction raises Housing to at least 10, overcrowding will cost Happiness 1 at upkeep. Unless Spring production feeds all 10 families, Food shortage will separately cost Happiness 1. These losses stack. Happiness cannot fall below 0; further losses at 0 will cause families to leave.

The Caravan itself has three offers.

A family of Elven exiles offer to join your fortress in exchange for a customary gift (Gold 4). Elves make excellent Hunters and Scouts--but they disdain common labor and their presence may cause complications as their kind does not always get along with the race of dwarves.

A staffed Scout in a Watchpost adds +1 to exploration along its connected route, reveals an additional detail after successful expeditions, and can reveal the current Disaster pressure band once yearly. A Hunter can staff a Fishery or Hunting Lodge and provide additional Food +4 each season, as well generate hunting or fishing events. Elves count as both Scouts and Hunters can staff either building.
>>
>>6456354
One of the caravans bears barrels of live breeding stock which they offer for Gold 3. Buying it establishes Fish in the Controlled Reservoir and satisfies the resource requirement for a Fishery.

>Fishery: 1 Chamber; Build 6; Hearth/Forge; Functional; Networked, Staffable. Requires Fish and a connected controlled water source. Produces Food 2 each season. A Hunter adds fixed Food 4 and can generate fishing events.

The rest of the carts are filled with various provisions (Food 6 for Gold 2).

The fortress cannot afford any offer with its present Gold. However, the caravan offers Gold 3 for the fortress's complete claim to the Tin Seam. Accepting removes Tin and the yearly Tin-and-Copper bonus; Copper remains. You are free to negotiate your own terms as well.

>Keep Tin and make no purchase
>Sell Tin and hire the Elves
>Sell Tin and stock the reservoir with Fish
>Sell Tin and buy provisions
>Sell Tin and hold the Gold
>write-in
>>
>>6456356
I don't have time to think clearly, so I won't vote just yet. That being said, I think food is most important right now, so we should either buy the provisions, or buy the fish in preparation for when we get a hunter eventually. The elves seem very good, but I'm not sure we will get along. And without a fishery, there is no point in a hunter just yet.

Maybe we can sell claims future branches of the Tin Seam, with the promise that we'll meet a deadline to excavate a new branch by then, but selling the whole claim itself, just when we've got a minehead setup and everything seems bad. Especially since it has untapped potential in the future from expansion, and it is connected to a bunch of our routes and stuff.
>>
>>6456356
>Keep Tin and make no purchase
>>
>>6456354
>Keep Tin and make no purchase
shame about the humans but maybe we can keep pitting them against each other until we grow in strength.

can't imagine dorf's giving up tin to gain elves lol...
>>
>>6456356
>Keep Tin and make no purchase
>>
>>6456356
>Sell Bronze tools or ingots for gold (giving up this season's bonus from bronze).
>Buy provisions
>See if there is interest in a claim on side branch of our tin seam, or the exclusive rights to the ore from future expansions of the seam for a few years, in return for gold.
>If that nets us enough gold to buy the fish while still affording the provisions, then complete the purchase. Otherwise save whatever we make, if we manage to convince anyone.

The idea being we'd excavate a side branch, then sell a claim to that. From then on, it is up to whoever purchases the claim to make their own fortune. Or we could promise them the ore from further excavations for a year or two, at a somewhat favourable rate to them in exchange for an advance of gold.

I'm fine with not making any purchases, just trying to offer an alternative.
>>
I think I'll abstain from voting on this one. I'll just say that for the tin claim, we can probably buy it back at some later point, so it's a choice between keeping the seasonal roll bonus for dealing with the orcs and other challenges, and keeping the families fed and remaining in the hold for additional labour. Or keeping the gold, as most are set to do.
>>
>>6456356
>>Keep Tin and make no purchase
>>
I'll be okay with selling the Tin/Bronze rights for the year but not definitely, if that's allowed.
Trading this with FISH
>>
>>6456356
>Keep Tin and make no purchase
>>
File: tegaki.png (14 KB, 400x400)
14 KB PNG
>>6456356
>Sell a years worth of ore for 1 gold, purchase 6 food for 2 gold

The practical answer is, we need to keep everyone fed long enough to get some permanent surplus going

keep our trading loses to a minimum while we're trying to catch our stride, and then dominate a market once we've established ourselves since we're sitting on top of the vein in the first place
>>
>>6456445
we have a shitload of dawis. I'd prefer getting fish and send them foraging
>>
>>6456406
>Sell Bronze tools or ingots for gold (giving up this season's bonus from bronze).
The Caravan is willing to trade either the provisions or the Fish for bronze ingots. The manufacture of dwarven bronze is a trade secret known currently only to the dwarves, so releasing it to the wider realm will also increase your Renown (+1). At the same time it risks a small chance (1-in-6) of leaking the recipe which will upset some of the dwarves (-1 Happiness) and decrease its value in future trades (-2 modifier).

News of the bronze offer also spreads to the locale and the Orcs send a representative to offer Gold 5 for the bronze. Orcs are not good enough smiths to reverse engineer the dwarven bronze but trading what is technically military goods with them is sure to upset Averone.

The Caravan is otherwise uninterested in a part or share of the Tin, they'd rather the whole claim for a payment upfront and then just pay you for the labor of extraction thereafter (Gold 1/season worked; can put Miner on it)
>>
>>6456499
>Trade bronze ingots for provisions

Fuck it, I'm willing to risk it. We'll discover new resources soon enough, so the decreased value of the bronze won't be too bad, and we have enough happiness such that unless we fail to both house and feed our populace we'll be fine (the provisions make the latter unlikely). I don't wanna risk a hostile Averone just yet though, though the 5 gold is tempting. Let the two sides weaken each other a bit more.

I think the fish is more valuable for us (literally even, as it is 3 gold to the provision's 2). Given that buying a fish population could lead to a sustainable food source, but the problem is it requires the investment of a hunter and a building, or two, if we choose to train a hunter instead hiring one. I prefer we take the food to ensure we don't take a happiness/population hit, and to keep up a good tempo, not 'wasting' free labourers foraging instead of excavating or building.
>>
>>6456499
>Trade bronze ingots for provisions
>>
>Trade Fish for Bronze Ingots.

Teach a dawi to fish and you'll feed 2 families forever. We'll have to make 6 more with our forage. Doable.
>>
provisionbros.
They are not enough to feed us in spring. Fish will give us as much as provision at this winter already. We'll need to forage anyway, to produce more, to stockpile more.
Fish is fresh and self-stored. Fish is long-term.
>>
>>6456356
Changing >>6456444 to
>Trade Fish for Bronze Ingots.
Fish provides 8 Food per year without staffing and 24 with a Hunter, vs 6/12 from a Farm. It's a good long-term investment and we can take a short-term Happiness hit
>>
>>6456356
Changing >>6456505 to
>Trade Fish for Bronze Ingots.
>>
File: Fulmenaxor fishing.png (89 KB, 400x400)
89 KB PNG
>>
File: dfc13.jpg (112 KB, 1080x1350)
112 KB JPG
The caravan accepts the fortress's counteroffer of bronze. The smiths pledge this year's production of bronze ingots, and her caravan unloads the barrels of breeding fish into the fortress reservoir.

>Fish can now be established in the reservoir, satisfying the Fishery's resource requirement. The fortress retains both its Tin and Copper sources, but cannot claim their combined +2 again until Year 4.

Before the caravan departs, another rider arrives under Averone's colors. Lord Arlow has sent a locked coffer sufficient to ransom the soldiers captured at the Old Quarry. He asks Datost to enter the Nine-Banners camp under a flag of truce and negotiate the garrison's release.

Written Records exposes a hidden intent: Arlow has also requisitioned grapnels, armor, and fresh horses for a company that are supposed to escort Datost to the Orc camp. In reality, the ransom is cover for a deniable rescue. If caught, Averone will simply disown them and leave Datost and the fortress to deal with the consequence.

>No challenge in this event can receive family support as it has already been used this season. This year's Tin-and-Copper bonus has also been traded away.

>Refuse Arlow's commission
Return the coffer and refuse to provide the diversion. Arlow will cancel the rescue rather than send his men without Datost occupying Zruk. The prisoners remain captive, and both Averone and the Orcs remain Wary.
>Pursue the ransom
Tell Arlow that the rescue party must stand down, then negotiate an actual release. Challenging diplomatic roll (base DC 7). Success releases every surviving prisoner to Averone's main line, improves Averone to Neutral, grants Renown +1 through Honorable Deeds, and preserves the Wary peace with Nine-Banners. A compromise may free the rank and file while officers remain captive. Failure may convince Zruk that Datost is still coordinating with Arlow.
>Aid the rescue for Stone rights
Demand that Arlow first grant the fortress sole, permanent, payment-free extraction rights to Stone from the Old Quarry, then coordinate his soldiers' escape under cover of the audience. Challenging military roll (base DC 7). Success frees the prisoners without exposing Datost, improves Averone to Neutral, and grants Renown +1 through Honorable Deeds. A messy rescue may reveal the aid and make the Orcs Hostile; failure also invokes Reckless Commander.
>Warn Nine-Banners
Hand Zruk this intelligence. No roll is required. Nine-Banners will ambush Arlow's covert forceand the captured garrison will remain in Orc hands. The Orcs will improve to Neutral, and Averone will become Hostile.
>write-in
>>
>>6456540
>Refuse Arlow's commission
Arlow is starting to get on my nerves.
We hit a Challenging roll on 5+ without a family help, and that's no good.
>>
>>6456540
>Play for time by acting as if Zruk would be deeply insulted by the amount, send a delegation with a sample of our bronze work and explain that orcs prize it so much that a trifling amount would serve far better ransom and explain that by holding the orcs in parley for longer, he will have time to mount a more effective defense

this will hopefully mend the fences and keep them out of our backyard at the same time. If he insists, then I would simply refuse his commission

Playing for time will obviously work to his benefit, but we need it as well to gather more dwarves and brace ourselves for the aftermath of the victor's demands
>>
>>6456602
adding onto this the argument for this, it's sort of absurdly demanding to send a chest ahead without a word and then not provide terms along which to negotiate. How much is Datost supposed to say is in the chest? How can he assure Zruk he knows? How much more can Zruk count on coming forth from such a mercurial party? Arlow isn't giving us little to work with for diplomacy, he's giving us nothing
>>
>>6456605
>>6456602

I think I get the gist of your argument and it makes sense. But the chest isn't locked or anything like that and you can assume the delegate that was sent from Averone had the proposed terms ready (while giving you permissions to negotiate as needed) so it's not on those grounds that the argument can be made. But the mention of the bronze and that Zruk might be offended by the amount offered, as well as the advantage of delay etc. is all fair game.

I'll say that this write-in option will defer the commission to next season, but also constitutes Datost agreeing to take it on at that time. Otherwise no change in status quo, and no rolling required.
>>
>>6456540
>>6456602
+1
>>
>>6456612
>Lord Arlow has sent a locked coffer sufficient to ransom the soldiers captured at the Old Quarry.

Sorry, maybe this was meant to be changed in a later draft then? In any case I think a season gives us some time to think up how to handle his "delegation" as well
>>
>>6456694
(─.─||)

Yes it's supposed to be just coffer not locked coffer.
>>
>>6456540
Sure, I'll support >>6456602

The more time we have to strengthen ourselves and deal with our new families, the better. Slow-walking arrangements with the two warring parties is for the best, let them weaken each other. That being said, as much as Averone is annoying, if we can return to an adequate diplomatic status with them, then that would be preferable to having them being wary or hostile.
>>
>>6456540
>Pursue the ransom. We don't have bronze, so maybe take a little stone statuette depicting the orcs capturing the humans so Zruk has a memento once the humans have been release.

However, it is a bit rude that the Arlow is asking us to intercede without offering us a gift. Arlow has been arrogant and disrespectful in all our dealings with him, offering nothing of substance in exchange for our aid. We use stone to help build defenses for him, and his offer is not to interfere in our quarrying. He demands that we open our gates to his soldiers, and offers assurances that it will prevent the orcs from overrunning his people. At least the orcs are honest in their violence and their respect of dwarven craft. Food and security must be secured first, but after that it might be prudent to set up a tavern or emissary to enlighten the humans as to how rude Arlow is being? They're only human, but hopefully they can be taught.
>>
>>6456540
>Aid the rescue for Stone rights
>>
>>6456540
>Warn Nine-Banners
>>
File: dfc-sheet-1.png (5.53 MB, 2000x2800)
5.53 MB PNG
Datost tells Arlow's delegate that a rushed coffer may only enrage Zruk if it is deemed too light. Instead, he proposes sweetening the pot with a sample of dwarven bronze and deferring the commission to next season. Lord Arlow reluctantly agrees, so long as Datost gives his word that he will perform the negotiation.

The dwarves have one season to make room for the Dwarfside families, feed them, and decide what strength to build before that promise comes due.

>Spring support is already used. No Free Action challenge can receive D05 support.

>Building cards

>House
1 Chamber; Build 3; Hearth; Functional. Housing +4.
>Farm
1 Chamber; Build 3; Hearth; Functional; Staffable. Produces Food +6 at the Autumn Harvest.
>Storehouse
1 Chamber; Build 4; Hearth; Functional. Food capacity +6.
>Fishery
1 Chamber; Build 6; Hearth/Forge; Functional; Networked, Staffable. Requires Fish and a connected controlled water source. Produces Food +2 each season; a Hunter adds fixed Food +4.
>Clanhouse
2 Chambers; Build 7; Hearth; Ancestral; Public. Housing +9.
>Barracks
2 Chambers; Build 8; Forge; Ancestral; Staffable. Supports up to two permanent Soldier families. A stationed Soldier adds +1 to fortress defense.

Choose one Spring plan:

>Feed the newcomers
Assign 5 families to construction (Build 15 + Functional Style 1 + Surveyed Caverns 2 = Build 18) to construct a House, Farm, Storehouse, and Fishery for Build 16, using 4 natural Chambers. Assign 3 families to Food production.
>Raise a clanhold
Assign 5 families to construction (Build 15 + Functional Style 1 + Surveyed Caverns 2 = Build 18) to construct a Clanhouse, Storehouse, and Fishery for Build 17, using 4 natural Chambers. Assign 3 families to Food production.
>Arm the refuge
Assign 6 families to construction (Build 18 + Functional Style 1 + Surveyed Caverns 2 = Build 21) to construct a House, Farm, Storehouse, and Barracks for Build 18, using all 5 natural Chambers. Assign 2 families to Food production.
>write-in
>>
>>6456812
Datost may also take one Free Action:

>Send word of the Summer audience
Datost tells Nine-Banners that he will cross under truce in Summer, after preparing an offer fit for a chieftain. Challenging diplomatic roll (base DC 7). Success lets Datost name a place and conditions for parley adding +2 modifier to the summer commission; failure may convince Nine-Banners that the delay is an Averone ruse and raises the danger of the mission.
>Hold a Dwarfside moot
Datost gathers the new and founding households in the crowded chambers. Easy civic roll (base DC 4). Success identifies a Dwarfside representative and any immediate grievances; a poor meeting hardens the quarrel over space and labor.
>Watch the Quarry Road
Datost scouts the occupied lower road to learn where Nine-Banners holds the garrison and which route will be best for the extraction mission. Challenging exploration roll (base DC 7). Orc scouts who discover him may question the neutrality claim.
>Drill the Dwarfside watch
Datost trains the new families in the Watchpost alarms and the entrance defenses. Easy military roll (base DC 4; Defensive Captain +2). Success prepares a Dwarfside watch for +1 to the first fortress defense through the year. Failure invokes Reckless Commander.
>write-in
>>
>>6456812
>Raise a clanhold

>Send word of the Summer audience
Datost tells Nine-Banners that he will cross under truce in Summer, after preparing an offer fit for a chieftain. Challenging diplomatic roll (base DC 7). Success lets Datost name a place and conditions for parley adding +2 modifier to the summer commission; failure may convince Nine-Banners that the delay is an Averone ruse and raises the danger of the mission.
>>
>>6456812
>Raise a clanhold
honestly I think getting a clanhouse and fishery is pretty good

>Drill the Dwarfside watch
>>
File: tegaki.png (22 KB, 400x400)
22 KB PNG
>>6456812
>Raise a clanhold

>Send word of the Summer audience

right lads, I think it's well past time for a clanhold, at the very least so we can have our command and control up around a very large and ornate table of appropriate craftsmanship
>>
>>6456812
>>6456813
>Raise a clanhold

While I do still think we need a barracks eventually, because of Arlow's bullshit and our failed roll, we aren't actually at war with anyone. So we can afford to get the clanhouse and delay getting a barracks. Not to mention, with only 2 food in storage right now, we cannot afford to only have 2 families foraging.

>Hold a Dwarfside moot

I was gonna vote for sending word of the summer audience, given that we need to prepare for the field of play, but then I realised we'd need to split off a family from their duties to get 2d6, and we have no bonuses. The commission is pretty high stakes, if we participate at all, then our relationship with both the orcs and Averone is at stake, even our leader's life could be in jeopardy, since he'll be personally attending. So, that issue should have priority. However, this round of construction/foraging is our most important yet, we cannot afford to distract from it. So, I say it is better to go for easy rolls, smooth over any issues that might arise from integrating the Dwarfside families, or at least prepare for whatever military threat crops up this year.
>>
>>6456812
>Raise a clanhold

>Hold a Dwarfside moot
>>
>>6456812
poggers player card.

>Raise a clanhold
BROTHER OF THE DEEP REJOICE!

>>6456813
>Hold a Dwarside Moot
Might open the priority for more specialized labor.
>>
>>6456848
changing my to +1 for this
>>
I really enjoy your anon simple arts.
>>
>>6456812
>Feed the newcomers
>>6456813
>Drill the Dwarfside watch
>>
The new families settle quickly into the fortress. They are quite used to labor and take easily to the work, motivated doubly by their own interests in housing and feeding themselves as much the pride and gratitude of being able to work in a fortress again, among and for other dwarves.

With their help, a new Clanhouse is raised within the surveyed caverns. Others work to develop the reservoir into a Fishery for the newly imported breeding stock. A second Storehouse is also constructed to store the additional food that will be needed to feed the new mouths.

The founding dwarves work on filling those stores with foraged food. Everyone's combined labor assures that none will go hungry this season, nor without a place to lay their heads.

In honor of their efforts, Datost holds a moot for the new arrivals from Dwarfside. Urist Ashbeard speaks for the newcomer families. He is a young dwarf, and though he possesses the typical passion and boldness of dwarven youth (which most elders shake their heads at), this is tempered by a well-practiced silver-tongue. He says that the Clanhouse, while magnificent, and sufficient for the moment, is not wholly satisfactory. The newcomers feel it is unfair that they are packed together, not unlike the conditions they had come here to escape, while the founders retain private Houses. They ask for mixed allotment and to ensure that the founders--even if the greatest respect is owed them for their courage to strike out here alone--are not given excessive preference over the Dwarfsiders. Such is the extent of their grievances, they have no other. And they leave it's judgement to Datost when and if he deems it worthy of his attention. It does not escape Datost's notice that Kadol Stonemind and his Miners are not pleased by Urist's eloquent speech.

In any case, the season passes to Summer and the appointed time for the Averone commission to the Orcs has arrived.

>Swear an oath of neutrality
Negotiate the ransom and publicly swear that the fortress will neither shelter Averone soldiers nor pass Averone military aid through its controlled routes for the duration of the siege. Challenging diplomatic roll (base DC 7). Success will free the surviving garrison, improve Averone to Neutral, and earn Renown +1 while the Orcs remain Wary.
>Let Urist speak for the ransom
Take Urist Ashbeard to the parley to assist with negotiations. Zruk will readliy accept Urist as proof of the fortress's independence if he remains in the Horde camp until the siege ends. The accord frees the surviving garrison, improves Averone to Neutral, and earns Renown +1, but Dwarfsiders may not be happy with their representative being given away as a hostage.
>Return the coffer
Refuse Arlow's commission in the end and call off the rescue. No roll is required. The prisoners remain captive and Nine-Banners stays Wary, but Averone becomes Hostile.
>write-in
>>
>>6456974
The houses weren't given to the founders, they fricking built them with their own hands.
>Swear an oath of neutrality
>>
>>6456974
>Let Urist speak for the ransom
Take Urist Ashbeard to the parley to assist with negotiations. Zruk will readliy accept Urist as proof of the fortress's independence if he remains in the Horde camp until the siege ends. The accord frees the surviving garrison, improves Averone to Neutral, and earns Renown +1, but Dwarfsiders may not be happy with their representative being given away as a hostage.
>>
>>6456974
>Swear an oath of neutrality
>>6456162
Forgot to say you're a madman if you actually manage three quests with a job. Sounds like a straight road to burnout. But, well, you do you. What's the third one, by the way?

Also a question about mechanics: when you offered us Datost's Free Action here >>6456813 with diplomatic roll DC 7 and no bonuses (I think?) or support from a dedicated family, did that essentially mean we could only roll up to a partial success on that one? (since we had only a 1d6 to roll, as outlined here >>6452973) Also, would be great if partial success results were mentioned as well, the option I picked right now (Swear an oath of neutrality) doesn't seem to have them mentioned but should be possible if we roll 4 < roll < 7. Or does that require an Edict / Trait?
>>
>>6457041
>What's the third one, by the way?
It's not on this site. I run it occasionally on the weekends.

>did that essentially mean we could only roll up to a partial success on that one?
Yes, exactly. Because you can only use a supporting family once per season and because 1d6 without any modifiers would never score on or above DC 7.

>would be great if partial success results were mentioned as well
I do mention them occasionally in the choice but I'm trying to reduce this now because I don't want to telegraph/pre-commit too much and ruin suspense/surprise--for myself as much as for the players, since I'll often come up with a spur of the moment consequence that I hadn't thought of when I was writing the choices.
>>
>>6457042
>It's not on this site.
I'd still like to know the premise, even if I won't check it out, simply out of curiosity, but if you don't wanna share the info it's fine. The hacker known as 4chan is infamous kek
>trying to reduce telegraphing consequences since it ruins suspense
Ok, fair enough.
>>
>>6456974
>Swear an oath of neutrality
>>
File: DiplomacyInProgress.png (33 KB, 400x400)
33 KB PNG
>>6456858
They are quite fun aren't they? I highly encourage you try it yourself sometime, I have no art experience besides doodles in my childhood notebooks but they make me smile mostly because I can't help but find myself funnier than entirely appropriate

>>6456974
>Take Urist along to swear an oath of neutrality but as a prominent representative, not a hostage

I think it's an important start to recognizing the newcomers as full citizens to include a prominent speaker among them in the talks, but allowing him such central position is inappropriate while he is as of yet untested in matters of such consequence

If a hostage is required, it should be a direct relation of Datost if such a person exists to show that our leaders do not fear sharing the fate of the gallant dwarves who man the outposts and sentry positions
>>
>>6456974
>Swear an oath of neutrality
>>
>>6456974
I'm fine with combining swearing an oath of neutrality with >>6457130. Basically, we're not giving a hostage, just doing the oath, but making use of Urist's silver tongue. If the new guy is gonna be the Dwarfside newcomers representative, then he can earn his prominence by actually doing something for the entire hold. If everything works out, he can be our diplomat, while Datost tends to the military as our general.
>>
>>6456978
>The houses weren't given to the founders

The clan house is good because it is a public building. I was hoping it would unlock more ancestral buildings or something.

But maybe it becomes the temp place for new migrants until they build their own homes, rather than a permanent residence for the ones that just arrived.
>>
>>6457210
That's a good idea. Make it official, once we build a few more houses.
>>
>>6457130
+1 for Ursit diplomacy without hostagemaking.
Also, let's watch that faggot don't stage a coup.

Regarding housing...
XCUSE US PRINCESSES we make a priority to efficiently survive.
Instead of building "useless" homes won't you prefer a waterway and public bath/meeting room so that we can HAPPINESSMAX in the truest dawi tradition? I often build that before barracks.
>>
Let me get a roll of d6 please for the diplomacy challenge.
>>
Rolled 2 (1d6)

>>6457348
>>
>>6457363
>>6457364
epic wrong thread post moment
>>
Need another d6 for support (from Urist).

>>6457365
delet this
>>
Rolled 4 (1d6)

>>6457369
>>
File: Dorf caught a feesh.png (62 KB, 400x400)
62 KB PNG
>>
Datost takes Urist with him to the Orcs, not as a hostage or a separate envoy, but to serve as the mouth of the fortress in the negotiations, and to put his silver-tongue to some profitable use. It is perhaps by his turns of phrase and penchant for flattery, that Zruk accepts the coffer of treasure and releases the prisoners. Though Zruk himself declares that it is the oath of neutrality which the dwarves have thus far respected and now renew. Lord Arlow was wise to send a dwarven delegate.

>Until the siege ends, no Averone soldier may shelter behind the fortress gate, and no Averone weapon, supply train, or other military aid may pass through a route the dwarves control.

Later that summer, a second company is spotted making camp in the outskirts of Averone: woodelves, their fine bows wrapped in finer cloth and their horses and tunics marked with the Noldorian king's green crown. Averone, it seems, has requested their aid to fight the Horde. Orcs are the ancient enemy of the elves, as surely as goblins and dragons are the dwarves', but Averone has also sweetened the deal with the usual gifts of treasure the Elves demand.

A small contingent manages to sneak past the Orcs to arrive at the fortress gate. They know quite a bit about your settlement already: they know that you refused a group of their exiles, for which they are appreciative (Wary -> Neutral), and they also know that within the fortress lurks a great preadator whom you have trapped. Elves are great admirers of such creatures, and the captain who has come here to do battle, wishes to acquire this great beast for his king, the Overlord of all Noldoria, who will keep it as a pet in his royal loch.

His hunters come laden with treasures (Gold 5). They ask to lodge a small armed trapping party in the fortress while they work the watergates and build a cage to capture the creature. They assure you they will be gone by first winter's snow.

>Host the hunters
Give the trapping party the only free Chamber and Food until Winter, in exchange for the treasure (Gold +5). It bars construction there and also annoys any dwarves who do not wish to share their fortress with the likes of elves--which is most of them (Happiness -1). At Winter, the Elves take the living predator and the dwarves earn Noldoria's friendship (Neutral -> Friendly)
>Refuse the royal hunt
Leave the predator contained in the lower sump for your own future Hunter or Herder. Noldoria remains Neutral and the company returns without the creature and with their treasures still in tow.
>Build a dwarf trap
Send the Miners to cut a holding niche beside the lower sump and capture the predator without lodging the elves. Tough excavation roll (base DC 10; Miner +4 and Network +1, for +5 total). No support die. Success earns Gold 5; failure may flood the fortress and release the creature to prey on the dwarves.
>write-in
>>
>>6457402
>Host the hunters

Sounds like an okay deal to me. We'll definitely need a feast soon though. Or to pick up the Shared Hearth Edict. Or the Brewery or Tavern.
>>
>>6457402
>Host the hunters
>>
>>6457402
>Host the hunters
>>
File: elf.jpg (55 KB, 487x630)
55 KB JPG
>>6457402
>>Refuse the royal hunt
I want the BIG FISH to be tamed and turn home emergency system. Not selling to ugly smelly woodweaponed treehuggers
>>
>>6457402
>Host the hunters
>>
File: AndThusItWasWritten.png (42 KB, 400x400)
42 KB PNG
>>6457375
Lol, I'm honored, also damn impressive to get such legible text out of a mouse drawing

>>6457402
>Host the hunters

I'd like to strike a deal with the elves. Their knowledge of monsters will be quite helpful should we encounter more strange aquatic monstrosities.

If they would deign impart elvish lore on how to handle said BIG FISH, perhaps we could set up a partnered our own hatchery in the future, like a giant deadly koi pond from which to gift them in the future
>>
Datost grants the hunters the last empty chamber beyond the Deep Gorge Stair. Their party brings in cage frames, netting, and various tools to work the lower watergates, while the coffer of treasures passes into the dwarven vaults. Neverthless, many of the dwarves resent the arrangement--none more so than Urist Ashbeard and his Dwarfsiders, who seem to go out of their way to make the elves feel unwelcome at every opportunity.

Before the hunters can begin their work below, a human family reaches the fortress from the farms outside the walls of Averone. Orcs burned their fields, took their stores, and drove them from the outskirts. Because the city is besieged Lord Arlow has no soldiers to spare in defense for the common people outside the city.

They ask to settle under the mountain. They are an experienced family of Farmers and can work the fortress's Farm if admitted. The oath of neutrality Datost made only bars Averone soldiers and military aid, not civilians, so there will be no trouble from the Orcs. But housing three separate races under one roof will come with its own share of tribulations.

>Admit the household
Give the family permanent refuge. Population rises by 1 and a Farmer specialist joins the Fortress adding Food +4 to the Autumn harvest if assigned to the Farm.
>Feed the refugees
Give this family a store of Food 3 and have them mark a route around the Horde's lines to the surviving farms. Challenging relief roll (base DC 7). Success establishes an Averone refugee contact and a later migration route; failure loses the supplies on the road and leaves the family exposed.
>Let the elves escort them
Feed the family through the year only and ask the hunters to take them west with them when they depart in Winter. They help with this years Autumn harvest, but do not join the fortress permanently.
>Close the gate
Keep the fortress's Food and labor for its own people. The family receives neither a home nor supplies and must return toward the burned outskirts; word that the mountain turned them away will follow them, but the dwarves will be pleased that they were put first (Happiness +1)
>write-in
>>
>>6457488
>Let the elves escort them
A dwarf farmer gives +6 food. We don't need them here permanently
>>
>>6457489
That's a typo. Should have been +6 Food not +4.
>>
>>6457488
>Let the elves escort them
'd rather none of them settle in our home full time. This place is for dwarves, first and foremost.
>>
>>6457488
>Let the elves escort them
>>
>>6457488
>Let the elves escort them
Feed the family through the year only and ask the hunters to take them west with them when they depart in Winter. They help with this years Autumn harvest, but do not join the fortress permanently.
>>
>>6457488
>>Admit the household
>>
File: FirstRoundInterview.png (35 KB, 400x400)
35 KB PNG
>>6457488
>Admit the Household

We'll already be having to build an additional house since each is +4 housing and we are 2 short

Having a farm specialist also frees up another dwarf family for supported rolls so we can take on more Challenging DCs, it provides a solution for both our Food surplus problem without impeding our housing

My dignified compatriots, there may come a time when we require their unique talents, and a representative amongst the surfacefolk to our benefit

Not only that, but we as well were once refugees in their lands, how sad to choose hypocrisy as the bedrock for our Mountainhome!
>>
>>6457488
>Let the elves escort them

Well, they literally pay for themselves in food. I'm not comfortable with admitting them permanently, largely on account of Lord Arlow's penchant for taking any opportunity he can get to infringe on our sovereignty. The racial tensions isn't actually that worrisome beyond this year, considering the elves are leaving in winter. Arlow just had to ruin a good thing with us. Who's to say he won't interfere with our civic affairs on account of "representing and protecting the human populace" or some bullshit? Can't trust 'em.
>>
File: dfc-sheet-2.png (5.95 MB, 2000x2800)
5.95 MB PNG
The Noldorian hunters accept the charge. The human family moves their tools beside the Farm and takes up lodgings at the Clanhouse among the other Dwarfsiders, who, if they were unhappy about the elves, seem to now take great delight in lording over the humans, secure in the knowledge that both will be gone by Winter.

Choose one Summer plan:

>Balance the seam and stores
Assign 5 families to excavation along the Tin Seam and 3 families to Food.
>Fill the Storehouses
Assign 3 families to excavation along the Tin Seam and 5 families to Food.
>Drive the Tin Seam
Assign 7 families to excavation along the Tin Seam and 1 family to Food.
>Tend the Summer stores
Assign 1 family to excavation along the Tin Seam and 7 families to Food.
>write-in

Datost may also take one Free Action, though he has exhausted support for this season.

>Set the household rule
Bring Urist, Kadol, and the founding households together before the Summer work begins. Challenging civic roll (base DC 7). The families can establish a binding rule for mixed allotments and household representation before Autumn construction; if the hearing fails, it may cause a schism in the ranks.
>Pair the Watchpost watches
Put Dwarfsiders and founders together on the Watchpost's Summer watches. Easy military roll (base DC 4; Defensive Captain +2, +2 total). Success prepares a Mixed Watch for +1 to the first fortress defense through Autumn. Failure invokes Reckless Commander.
>Take the Oathkeeper's seal
Make Datost's fulfillment of the delayed ransom promise a public rule for his leadership. No roll is required. Datost gains Oathkeeper: the first annual fulfilled promise, treaty term, or contract term grants Renown +1. The ransom has already been resolved and cannot receive a second award.
>write-in

At the annual Summer Feast, the fortress must decide who has a place at the public table and who does not:

>Open a common table
Seat founders, Dwarfsiders, the human family, and the Noldorian hunters together for a great feast. Gain Happiness +2, but spend an additional 2 Food this season.
>Let Urist host the feast
Give Dwarfside the place of honor and let Urist set the seating. Gain Happiness +1 and publicly acknowledge the newcomers as household partners, though others may read the honor as a slight to the original founders.
>Keep a plain table
Serve ordinary rations in separate rooms. Spend no extra Food and gain no Happiness, leaving the household question for a later ruling.
>write-in
>>
>>6457595
>Write-in: Exploit the seam and prepare the Feast. Assign 4 families to excavate along the Tin Seam and 4 families to forage food.

The idea behind this being to try and make sure we have enough food for a feast, or to build/excavate in later months should we roll well on food production. This, while not cutting too short on excavation, or wasting excess food in the case of us rolling REALLY well on our d6s for foraging, which is definitely possible with the 'fill the storehouses' plan. The 'balance the seam and stores' plan is a bit too risky for my taste, in case we roll poorly on foraging, we have a lot of mouths to feed.

>Take the Oathkeeper's seal

Free trait, yum.

Don't want to set a household rule. We'll make houses for 'em eventually, the clanhouse can be a luxurious public hostel for freshly arrived dwarves or guests like that one anon suggested.

>Open a common table

I want the happiness at max, in case we need to make hard decisions that piss people off. Give us some breathing room. There should be no excuse for not doing a feast this season with our current supply of labour. The food should be plentiful.
>>
>>6457595
>Balance the seam and stores
>Pair the Watchpost watches
I don't want to get renown too fast since it might the wrong kind of attention
>Open a common table
>>
>>6457613
That's fair, I've used that same logic before regarding renown. Maybe we can pass a belated inspection law, like we had the option of doing before? Engineer is a pretty decent trait. I was dismissive of the workshop bonuses and Craft edicts before, but now that I know more Build requirements and that it takes 6 to excavate a chamber, I've changed my mind as to how good they are.

>>6457595
QM, is there any benefits to having higher renown, aside from attracting more dwarves?
>>
>>6457614
Yes, it unlocks some of the more powerful buildings, better caravan deals, increases the chance of getting specialists among migrants, and some other hidden effects. It is also the main victory condition.
>>
>>6457595
>Fill the Storehouses

>Oathkeeper

>Common table
>>
>>6457595
Our current food income is 20/year (6 Farm, 6 Farmer, 8 Fishery). Our current food consumption is 40/year. Once the elves and humans leave, it'll drop to 32/year
>write-in
Assign 2 families to excavation along the Tin Seam, 1 family to build a Farm and 5 families to Food.

>Pair the Watchpost watches
>Keep a plain table
>>
>>6457595
>>6457609
I'll support this except the Oathkeeper trait, with
>Pair the Watchpost watches
instead.

I think anons are missing the hidden aspects of the trait. QM explicitly told us that there are hidden consequences behind some choices (Written Records, for example, reveal some of them) so I think Oathkeeper, while giving bonuses, may also impose obligations to fulfill promises, however small. Can't guarantee it, but I think it's a reasonable guess. So I'd rather not take something restricting our flexibility this much, lest failure to meet an oath nukes our Happiness or something like that.
>>
>>6457595
>Pair the Watchpost watches
>Open a common table

>>6457609
+1 to write-in
>>
>>6457741
Fair point. Though there are already consequences for breaking oaths, I imagine any additional ones would mostly be renown/happiness or relations related, more of the same in other words, maybe a push to change leaders if end up developing democracy. Personally I think a better choice would be to pass the inspection law choice we had before, to get Engineer as a trait, but that might not be on the table anymore since the moment has passed.

>>6457595
I'll switch to 'pair the watchpost watches' myself then, but keep my write-in and 'open the common table'.
>>
Let me a d6 for the watchpost watch military action.

>>6457763
N.B you can always write-in previous free-actions that were not taken (or really anything you want) assuming they make sense within the current context. There may be an additional cost to pay because of the earlier deferral (or just for balance purposes) but you're not necessarily gated from choices just because they were previously passed over.
>>
Rolled 3 (1d6)

>>6457773
>>
In one of the new opened chambers this season, a struck wall reveals a natural pocket that flashes with gems. A hard, uncut face still seals the deeper stone, but its mere existence is enough to make every dwarf in the fortress salivate.

>Building unlocked:
>Gemcutter
>1c -- Build 7 -- Forge/Hall -- Monumental
>Flexible, Material, Staffable
>At the Spring Caravan, turn a qualifying source into work worth Gold +1. An staffed Artificer raises that Caravan income to Gold +2. Once per year, you may forgo that Caravan income for Renown +1.

The annual feast this year almost reaches the heights of the old Mountainhall. Dwarfsiders, founders, the human household, and the Noldorian hunters drink together well past midnight. They laugh at the same bad songs and teach each other some new ones. Tensions that had been mounting for months seem suddenly disspiated.

!!!DISASTER EVENT!!!

At dawn the next morning, Kadol Stonemind is nowhere to be found.

His bed has not been slept in. He is not in the Clanhouse where the feast took place. His tools remain in their rack.

His Miner household refuses to work until he is found.

Urist says Kadol's own people have manufactured a disappearance, a ploy to gain more power in the fortress. The Miners say the Dwarfsiders had every reason to silence the only dwarf opposing them. The humans blame the elves. The elves blame the humans. The only thing which is certain is that Kadol never left the fortress. The gates were closed for the feast, and many remember seeing him at the feast as well. He even made an uncharacteristic speech that was rather well received.

>Search every chamber
Have the new paired watches search through every room, including guest quarters. Challenging military roll (base DC 7; Defensive Captain +2). Summer support has already been used.
>Ask the Noldorians to track him
Let the hunters follow Kadol's trace through the fortress by their own methods. Challenging diplomatic roll (base DC 7). Summer support has already been used.
>Hold an inquiry and pass judgement
No roll. Let every side present their case. Datost must then choose whether to punish the Dwarfsiders, the founders and miners, or the foreign guests. The ruling becomes a lasting judgment precedent.
>write-in
>>
>>6457794
The gemcutter would go really well with some of the commerce edicts.

Seems we have a murder mystery? I doubt this is a ploy by Kadol to gain more power. What, we blame either the people who are gonna leave in a few months or the city dwarfs for his disappearance, oust them, and then what? He sweeps back in and expect everything to be gucci? Nah, it is a murder, or he got lost in the depths, or he got drunk and stumbled into the monster pit, or the tin stream, or a pool of water in one of the galleries.

>Search every chamber

Find him first, dead or alive. Then, if investigations are inconclusive, we can inquire and judge.
>>
>>6457794
>Search every chamber
>>
>>6457794
>Search every chamber
>>
>>6457794

>Search every chamber
Have the new paired watches search through every room, including guest quarters. Challenging military roll (base DC 7; Defensive Captain +2). Summer support has already been used.
>>
>>6457794
>Search every chamber
>>
>>647794
>Build a small craftbench.

A missing dwarf after discovering gems and holding a feast? It might be a mood. Setting up a craftspot is one way to pull in our missing dwarf Maybe the first bench & table toward the gemcutter?
>>
Let me a d6+2 roll for the challenging military roll.
>>
Rolled 3 + 2 (1d6 + 2)

>>6457983
Rollin'
>>
Rolled 1 + 2 (1d6 + 2)

>>6457983
>>
Datost orders the newly paired watches to search every chamber, every hall and tunnel.

At last, blood is discovered on the steps leading down to the gorge chambers, a trail which ends abruptly at the lip of the ravine, indicating that Kadol had been dragged, then unceremoniously tossed over the edge.

His body must lies below, broken on a ledge no dwarf can reach from above. There is no weapon, no witness, and no evidence that might solidly implicate anyone. All that is certain is that Kadol is dead. And his killer is still somewhere in the fortress.

The Miner household now refuses to return to work until the body is recovered and the proper funeral rites are performed to inter him back into the mountain stone. They want justice too, of course, but the entombment must come first. The rest of fortress is on edge knowing that a killer stalks their midst.

>Lower a recovery line
Send guards and a rope team down to Kadol. Challenging military roll (base DC 7, Defensive Captain +2 ).
Shift the hoist's cable and cage over the gorge and raise Kadol without risk another dwarf onto the ledge. Challenging industrial roll (base DC 7; Network +1).
>Cut Kadol a tomb
No roll. Sacrifice one of the newly opened Chambers to cut through the mountain straight down to the ledge, recover Kadol, and inter him there. This guarantees the funeral rites without risking another dwarf, but the Chamber becomes Kadol's permanent tomb and commits the Miners for next season's labor allocation.
>write-in
>>
>>6458008
>Cut Kadol a tomb

Fuck it, not risking more lives on this, but we ought honour the dead.
>>
>>6458008
>Cut Kadol a tomb
No roll. Sacrifice one of the newly opened Chambers to cut through the mountain straight down to the ledge, recover Kadol, and inter him there. This guarantees the funeral rites without risking another dwarf, but the Chamber becomes Kadol's permanent tomb and commits the Miners for next season's labor allocation.
>>
>>6458008
>Cut Kadol a tomb
>>
>>6458008
>Cut Kadol a tomb
Almost every roll is Challenging in this game, holy crap. We need more bonuses from somewhere.
>>
>>6458008
>Cut Kadol a tomb
>>
>>6458008

>Lower a recovery line

We got a vampire in the fort. Probably Silvertongue.
>>
>>6458065
We need to get excavating, looking for new mineral seams so that we can get bonuses from resources, picking up traits, and buildings that give bonuses, units that can give +s to exploration rolls, etc.
>>
Autumn, Year 3

The Miner begins the side cutting toward Kadol's ledge as soon as Autumn begins. Before the tunnel has gone far, a slab splits away overhead. Cracks run through the roof behind it, following a weak band of stone tracing back towards the opening chamber. The Miners inform Datost that a hard blow could easily bring the whole approach down upon them--and then Kadol will not be the only one needing a tomb.

The approach needs a proper dwarven arch of long cut blocks. But the only source of good stone is the Old Quarry. It is still recognized as Averone's by the fortress, but held and controlled currently by Zruk of the Nine-Banners and his Great Horde.

The Horde's first attempts at the city have failed to break its main defenses. Zruk, who has heard of Datost's talent with the art of defense, wonders if those same talents might not be bent to its opposite purpose: to break the city once and for all. If Datost is willing to do this (in secret, of course, to preserve the appearance of neutrality), Zruk is wiling to have his own Orcs cut and send the stone, thereby preserving dwarf labor. Otherwise, he is willing to grant access to the quarry for the same terms you had with Averone or, finally, to sell the stone you need outright for a great sum.

>Stone: while accessible, Stone adds +1 to the first seasonal construction total for a building of at least 2 Chambers and enables the Mason Yard and major works.

>Advise Nine-Banners on the siege
No roll. Datost councils in secret how to break Averone's defensive line. The Orcs quarry and deliver the braces themselves, allowing the tomb cutting to remain on schedule. The Orcs become Neutral, and the Horde gains Siege Counsel +4 to its next attack against Averone. Averone remains Neutral, but should they ever discover this double-dealing they will immediately become hostile.
>Accept an Orcish grant
No roll. Accept unfettered access to the Old Quarry for as long as the Horde controls it for Gold 1 per year. This repudiates Averone's ownership and makes Averone Wary. One free family must spend Autumn quarrying and hauling the braces instead of joining the seasonal plan. Stone becomes accessible again immediately, and the tomb cutting remains on schedule.
>Buy the cut stone
No roll. Buy enough finished stone to brace the approach and make Stone available through next year (Gold 4). No family leaves the seasonal plan, no faction rank changes immediately, and the purchase does not repudiate Averone's ownership. The tomb cutting remains on schedule.
>write-in
>>
>>6458341
>Accept an Orcish grant

Well, Averone can mind its own fucking business. They couldn't hold the quarry, screwed up the retreat through their own scheming. The orcs offer fair terms.

I'm not gonna support advising Nine-Banners on the siege though. It is a notable escalation, and we should remember that there are both elves that are allied to Averone and human serfs living within our walls. Even if they aren't purposefully spying, they could overhear something they shouldn't, or notice the comings and goings of our labourers. Not to mention the orcs could use the threat of revealing our advise as blackmail, to squeeze us into doing something for them. Us being found out is actually pretty likely in these circumstances.
>>
>>6458341

>Advise Nine-Banners on the siege
No roll. Datost councils in secret how to break Averone's defensive line. The Orcs quarry and deliver the braces themselves, allowing the tomb cutting to remain on schedule. The Orcs become Neutral, and the Horde gains Siege Counsel +4 to its next attack against Averone. Averone remains Neutral, but should they ever discover this double-dealing they will immediately become hostile.
>>
>>6458341
>Buy the cut stone

>>6458191
Silvertongue went to visit the orcs with us so I assumed he was out in daylight. And has been around for a while. I'd suspect the newly arrived humans.
>>
>>6458341
>Buy the cut stone
>>
>>6458341
>Accept an Orcish grant
>>
>>6458341
>Accept an Orcish grant
Between a rock and a hard place, har har.
>>
File: dfc-sheet-3.png (5.95 MB, 2000x2800)
5.95 MB PNG
Datost accepts the Orcish grant of unfettered access with the same terms as with Averone. The Miners will handle hauling the blocks as part of the tunnel excavation and are on track to finish by end of Autumn.

Lord Arlow soon sends a messenger to declare the Orcish grant as a poorly disguised theft of what rightfully belongs to the kingdom of Averone. He denounces the fortress for its apparent disregard of common rule and law; the kingdom grows Wary of the fortress.

>Autumn Harvest: Farm Food 6 + temporary Farmer 6 + Fishery 2. Without Food labor or new storage, the stores cap before upkeep and end at Food 12. A new Storehouse preserves the overflow and leaves Food 15.

>Autumn labor rule: each construction family provides Build 3. Minehead +1 and Functional Style +1 apply to every prepared excavation allocation. A completed Workshop adds another +1. Stone does not add to 1c construction.
>Mason Yard reference: not yet unlocked; 1c; Build 5; Forge; Ancestral; Staffable; requires Stone. Adds +1 to construction of buildings at least 2c; a Mason contributes fixed Build 6. Unlock it by gaining a Mason or completing the first 2c building while Stone is accessible.

Buildings:
>House: 1c; Build 3; Hearth; Functional. Housing +4.
>Farm: 1c; Build 3; Hearth; Functional; Staffable. Harvest Food +6; a Farmer adds +6.
>Storehouse: 1c; Build 4; Hearth; Functional. Food storage +6.
>Brewery: 1c; Build 5; Hearth; Ancestral; Activated, Public, Staffable. At a Feast or Celebration, Food 2 buys Happiness +1; a Brewer reduces the cost to 1.
>Workshop: 1c; Build 5; Forge; Functional; Flexible, Staffable. Adds +1 to excavation or construction each season.
>Watchpost: 1c; Build 4; Forge; Functional; Networked, Staffable. Adds +1 to military challenges on its entrance or route; a Scout adds +1 to exploration there.
>Hall: 1c; Build 5; Hall; Ancestral; Public. Adds +1 to civic and internal political challenges.
>Archive: 1c; Build 5; Hall; Functional; Staffable. Adds +1 to research and discovery; a Scribe raises this to +2.
>Tavern: 1c; Build 5; Hearth/Hall; Foreign; Activated, Public, Staffable. At a Feast or Celebration, Food 1 and Gold 1 buy Happiness +1; a Brewer or Trader allows either payment alone.
>Minehead: 1c; Build 6; Forge; Functional; Hazardous, Networked, Staffable. Adds Excavation +1 on its route; a Miner contributes fixed Excavation +4.
>Gemcutter: 1c; Build 7; Forge/Hall; Monumental; Flexible, Material, Staffable; requires Gems. At the Spring Caravan, gain Gold +1 or forgo it for yearly Renown +1; an Artificer raises the income to Gold +2.
>Prison: 1c; Build 6; Forge/Hall; Functional; Restricted, Staffable. Adds +2 to prisoner, interrogation, and internal-security challenges; a Warden raises this to +4.
>School: 1c; Build 6; Hall; Functional; Public, Staffable. Trains one free family into an eligible civic or knowledge specialization in four seasons; a Teacher reduces this to two.
>>
>>6458745
Choose one Autumn plan:

>Cut the first gems
Assign 3 families to construction: Build 9 completes a Gemcutter. Assign 5 to Tin Seam excavation with Excavation +2 total. Assign 0 to Food.
>Continue the Tin Seam
Assign 2 families to construction: Build 6 completes a Workshop. Assign 6 to Tin Seam excavation with Excavation +3 total. Assign 0 to Food.
>Preserve the harvest
Assign 2 families to construction: Build 6 completes a Storehouse. Assign 6 to Tin Seam excavation with Excavation +2 total. Assign 0 to Food.
>Prepare for the killer
Assign 2 families to construction: Build 6 completes a Prison. Assign 6 to Tin Seam excavation with Excavation +2 total. Assign 0 to Food.
>write-in

Datost may also take one Free Action:

>Bait Kadol's killer
Seal a worthless object in a coffer, claim it was found among Kadol's possessions, and announce that Datost will identify it at the funeral. The paired watch hides around the coffer after dark. Challenging military roll (DC 7; +2 Defensive Captain). The killer may come to destroy or plant evidence; failure risks the hidden guards.
>Broker an end to the siege
Summon Lord Arlow and Zruk Nine-Banners to the Watchpost under safe conduct. Offer Averone peace in exchange for recognizing Horde control of the Old Quarry, while Nine-Banners withdraws from the rest of the kingdom and preserves dwarven quarry access. Tough diplomatic roll (DC 10). A full success ends the siege immediately and grants Datost the Diplomat trait (grants +2 to diplomacy, treaties, and hosted envoys); anything less risks a temporary truce that Datost must personally guarantee or else a rejection that hardens both factions against the fortress.
>Hide a Winter stone reserve
Divert finished blocks into the woods above the Quarry Road. Easy industrial roll (DC 4). A sound cache keeps Stone available through next year without having to pay anyone for it; on a poor result, Zruk's scouts may find the cache and report it.
>write-in
>>
>>6458746
>Continue the Tin Seam

I think we ought to continue stacking excavation/construction bonuses. The killer has committed a crime worthy of death, I don't think we need a prison yet, even if there are multiple killers, just execute them all. We'll probably eventually need one for POWs and basic civic functions though. The gemcutter can be built in winter, as long as we complete it before the spring caravan, we'll get our gold.

We really need to get excavating, there is so much that we need. A military to be able to assert ourselves against those who want to exploit us, or to take the quarry. A hall/archive to finally get some bonuses to non-building/military tasks, a school so that we don't have to rely on events to get specialists, etc.

>Bait Kadol's killer

One thing at a time. Deal with what is urgent, and internal to us, before looking outward.
>>
>>6458746
Actually...I immediately changed my mind. Switching >>6458754 to...
>Prepare for the killer

The bonus is pretty hefty and covers multiple domains, containment, interrogation, and general security. Even if the prison isn't ready in time to help catch the criminal, it can still be used to interrogate them. What if a larger conspiracy is behind the killer? The elves and humans are leaving during winter. If the killer is amongst them, this is the last chance to both catch the killer and rapidly interrogate them to see if the elves or humans helped them, and thus imprison the accomplices. We need to know if Averone or Noldoria are plotting against us in a more serious fashion. Or if the killer is a dwarf from Dwarfside, if they were paid by outsiders, rather than their animus arising from the feud with the miners as we previously thought. If it's just a internal political issue turned violent or a drunken act of violence, or there just happened to be a random serial killer amongst the newcomers, then that's one thing. But conspiracy must be guarded against.
>>
>>6458746
>Prepare for the killer
>Bait Kadol's killer
its a pity that this has become the priority over other things, but for everyone's peace of mind (and for justice) we'll need to sort this out.

since we have records, we can begin a book of judicial sentences or something
>>
>>6458746
>Cut the first gems
>Bait Kadol's killer
>>
>>6458746
>Prepare for the killer
>Bait Kadol's killer
>>
Let me get 2 d6s, one for Datost and one for support (I am assuming you are taking a family off excavation to support--let me know if this is not the case) for the military roll.
>>
Rolled 2 (1d6)

>>6458788
>>
Rolled 2 (1d6)

>>6458788
>>
>>6458788
>>6458803
>>6458806
Damn, partial success only. Unless we finally get the +1 for the mixed watch? It didn't get used for the previous search, and this isn't a fortress defence, but Datosts defensive commander is also only for defences, and we still get that bonus, so you'd think the watch would be the same. That's my argument to try and salvage this.
>>
>>6458818
Yes! This will push it to a full success! (just in time too, since it expires this season)
>>
File: Spoiler Image (1.97 MB, 1117x1408)
1.97 MB
1.97 MB PNG
Around mid-Autumn, Datost announces that an item was found among Kadol's possessions which might serve as a new clue in the search for his murderer. It has been placed in a coffer, to be revealed after his funeral.

In truth, it's nothing more than a lump of tin.

The coffer is placed inside Datost's own chambers, directly above the first unfinished cell of the Prison. With the aid of the mixed watch, false flagstones are laid over the opening. A great slab from the Old Quarry is diverted from the tunnels in secret and a contraption of bronze is fashioned and set by Datost's careful instructions.

Five nights passed without incident. Then, just as the Miners declared that they were close to breaching the last wall, that very night, on the third watch bell, someone knocked at Datost's door. He lingered outside without a lamp, in the darkness.

Datost, who was already awake, quickly woke the other dwarves and gestured for them to hide. Then he lit his lamp and went to the door, glancing briefly at the blackened shield hanging beside it on the wall.

But it was only the young leader of the Dwarfsiders, Urist Ashbeard. He often came to speak with Datost, to take council with him on one matter or another. Though never so late as this.

He asked if he might come in. He knew it was a late hour but something was troubling him. It was regarding Kadol's death.

Datost unlatched the door and invited him inside.

Urist once again apologized for the late hour, his eyes casually wandering around the chamber. It did not escape Datost's notice that they paused briefly at exactly the places where his men were lying in wait. He sidled closer to the shield, till he could feel its rim on his fingers. His trusty axe hung beside it.

Datost asked to know the matter for which Urist had come. Had he any new information about Kadol's death?

Urist did not turn and there was a silence as black and horrid as the deepest pits of the land. The very light in Datost's lamp seemed to diminish and cower.

Then Urist faced him.

He spoke, and his voice was changed, and his words were in the tongue of dwarves older than the stones upon which they stood, uttered when the earth and all its wells were nameless and secret. It should have been a source of comfort, to hear those lost songs again, but paired now with the sight of Urist it summoned only gooseflesh.

Datost knew then that there were evils in this world more terrible than even the dragons.

Urist lept forward with undwarven agility, reaching for Datost's throat. Datost heaved the lamp at his head, whereupon it shattered, the burning oil spreading fire across his beard. But this only enraged Urist, staggering him for only a moment.
>>
>>6458939
It was enough time for Datost to draw his axe and shield from the wall, and for the watch to emerge from the darkness and take position. Those among them who were from the Dwarfsiders could not help but hesitate, confused at the witness of their own beloved leader transformed into a monster, a creature of glowing eyes and fangs.

The creature, however, did not hesitate and rushed them at once, cackling as he did so. He seized one and tossed him as easily as he might have a dwarfchild. But as he reached for another, Datost charged him with his shield and knocked him to the ground. The watch moved in and then struck with their spears, goring him in the chest and stomach and throat.

And for a moment all was still.

Then Urist reached up and plucked the spears from his flesh as if they were no more than splinters. He invoked the name of his patron and master, the god of blood, and his wounds began to close, his flesh to anneal.

At the sight of this, a several of the dwarves lost heart and fled through the doors or cowered in place.

But not Datost. He had vowed never again to run from any danger. Either he would drink hereafter to victory or die in defeat.

Datost stamped upon a bronze release hidden beside the hearth. The flagstones beneath Urist split and dropped into the Prison's unfinished cell a floor below, but the creature sprang with supernatural deftness and strength. He landed near Datost with the open pit behind him and laughed.

Datost drew his axe and charged. The first blow sank into Urist's shoulder. The second split his brow and should have cleaved his skull had not Urist caught the axehead in one hand and wrenched it away. The wound had already begun to seal before the weapon struck the floor.

Urist now threw himself against the shield, forcing Datost to inch backwards. Urist struck it again, and again Datost staggered. The charred metal, of a far stronger alloy than even dwarven bronze, strengthend further by dragonflame, groaned beneath his blows but did not yield. A third blow drove Datost to one knee. A fourth sent the shield spinning from his hand.

The creature seized Datost by the beard and began to lift him off his feet. To the surviving watchdwarves it seemed the fight was lost, and they were doomed.

But Datost knew that Urist now stood upon the intended place, close enough that even he could not escape. His hand closed around the lever even as the creature's claws closed around his throat.

He pulled.

The rushes beneath Urist erupted. Four bronze frames sprang upright and locked together around him. At the same instant, the stone counterweight plunged through a narrow shaft by the pit. Ropes snapped taut, and the cage lurched along its sunken runners towards the open pit.

The sudden violence knocked Urist back, but still he held on to Datost, his arm pushed through the bars of the cage, intended to drag him down with him to wherever he fell.
>>
>>6458940
Then one of the watchdwarves found his courage at last, and he saw the blackened shield lying on the floor and he snatched it up. In a flash, he was at the opening of the pit and brought he down the rim of the shield upon Urist's outstretched arm. Bone shattered beneath the blow and Urist's hand opened, and the watchdwarf seized Datost by his belt and dragged him clear just as the cage fell into darkness.

The cage struck the floor far below, into one of the cells of the prison that had been prepared.

Urist rose and immediately tore apart the bars of his cage as easily as reeds. The walls of his cell were many feet of hard stone, however, and could not be so easily surmounted. He therefore began to climb.

But now the watch took heart and sprung to action. They flew to the great sealing lever and threw all their weight upon it. The slab of quarry stone slid from the wall upon bronze rollers, crossed the mouth of the cell and plunged into its deep-cut grooves, sealing Urist once and for all.

Nothing but cruel laughter could be heard from beneath the stone.

At evening of the next day, the Miners broke through the last wall and reached Kadol's body. As expected, they found him white and bloodless. By Datost's command, they performed the funeral rites in secret, allowing no one else to see the body, then entombed him. Thus, they joined his spirit with the mountain, laying him to eternal rest.

All that now remained was to decide the fate of the fell creature that slew him.

>Keep him beneath the mountain
Hold Urist indefinitely without a roll. He remains available for interrogation and possibly even council, but the fortress must forever imprison a captive more ancient and terrible than even Fulmenaxor.
>Attempt an execution
Challenging internal-security roll (base DC 7; Prison +2; support already used). A sound plan can destroy him; a poor attempt may only result in his escape.
>Accept a trade for his freedom
Urist offers a powerful secret or gift if Datost will release him, whether publicly or in secret. He also promises never to bother you or your dwarves ever again so long as he lives.
>write-in
>>
>>6458942
>Attempt an execution
It is just, if we arent such we might as well shave our beards out of same.
>>
>>6458942
>Attempt an execution
>>
>>6458942
>Keep him beneath the mountain
Execution without support succeeds on 5+. I don't like our chances. Let's attempt it later.
>>
>>6458942
>Write-in : Hold him for now...
Until we dig to lava. Then...
>Check if vampire can swim indefinitely and not-breath in lava
For dwarven science.
>>
Lurker popping just to say... incredible prose, QM! Love your writing style, and will be stealing this encounter for my own games someday.
>>
>>6458942
>Keep him beneath the mountain

Wait until we have bronze again, or as anon said, we hit lava. At the very least, we need 2d6 from the support of an extra family. This is too important to bungle. Besides, it be a waste to not ply him for secrets, before his just execution.

Do we want to ask the elves for knowledge of vampires? They are as ancient as the evil thing itself. But it would be mean trusting an elf, and also letting them know we've contained one.
>>
>>6458942
>Keep him beneath the mountain

Does our society have any traditions of enslaving vampires to toil eternally staffing the levers controlling the death machines from their tomb at the heart of the mountain?
>>
>>6458942
>Keep him beneath the mountain
With the intent of executing him once support and bonuses become available.
>>
Datost makes a general fortresswide proclamation: no dwarf is to enter Urist's cell, nor is the prisoner ever to leave it. A narrow speaking shaft in Datost's chambers preserves the chance to question him, should Urist eventually wish to speak.

For now, his laughter has faded into austere silence.

Winter, Year 3

At the first snow, the Noldorian hunters finish their work as promised. They draw the strange creature into their constructed tank, lash this to a heavy sledge, and depart at dawn. The Averone Farmer household goes with them hoping to start a new life in Noldoria.

Before the first Winter moon has waned, a Noldorian runner returns to the fortress. The king is delighted with the living marvel brought out of the mountain. He offers the dwarves rights to timber from a managed royal woodland if they send him another captured predator or extraordinary living creature.

>Written Record: The slave of the god of blood currently imprisoned in the fortress may be used to satisfy this offer

Later that season, while tallying the food in the storehouses for the Winter, the dwarves discover that the humans working the farm had counted the Autumn crop in their own bushels rather than dwarven tins. The corrected discrepancy nearly doubles the initial tally (Food +5).

Also this Winter, the miners discover a human-cut arch after cutting through the gemstone chamber, its stones carved with worn crowns, roads, and river reeds--and a mark that looks suspiciously like the shieldcrest of Averone.

Further inspection and exploration reveals an ancient burial chamber. The vein of gems enters through its wall, crosses the tomb in glittering branches, and was deliberately left exposed to adorn the human dead. The richest part continues through the chamber. It can be reached directly only by breaking the tomb open, though a sufficiently long excavation could pass around it through untouched stone. Inscriptions and murals on the walls warn that descreation will cause the dead to rise in defense.

>Written Record: If proof of the desecration of the tomb ever reaches Lord Arlow, Averone will become Hostile.

>Break through the tomb
Force a way along the direct vein and destroy the dead when they rise. Tough military roll (base DC 10; Defensive Captain +2 and Network +1, +3 total). Opening the vein makes Gems accessible but permanently scars the fortress with a Desecrated Tomb. A lesser victory leaves one participating family injured through Winter; defeat kills one family under Reckless Commander and leaves the Gems inaccessible.
>Cut the long way around
Establish the Founders' Bypass without a roll. The tomb remains intact and the Gems remain inaccessible until 15+ is rolled for Excavation.
>Recognize Averone's founders
Send the inscriptions to Lord Arlow and invite them to take a look. No roll. Averone improves from Wary to Neutral, but the kingdom may assert a claim over the tomb and its adjacent gem vein.
>write-in
>>
>>6459316
>Cut the long way around
Arlow is a shithead, but we could keep the tomb to present it to his successor.
>>
>>6459316
>Offer the slave of the god of blood to Noldoria
>Cut the long way around
>>
>>6459316
>Cut the long way around
>>
>>6459316
>Cut the long way around
>>
>Offer the slave of the god of blood to Noldoria
>Cut the long way around
>>
>>6459316
>Cut the long way around
It's the honorable thing to do. We wouldn't want other despoiling our sacred burial chambers.
>Do not offer the prisoner. They are to stay in their vault, lest they spread the vampire plague.
>>
>>6459316
>Offer the slave of the god of blood to Noldoria
>Cut the long way around
It seems dishonorable not to mention this to the king... But it was our work that uncovered this, and he's been ever trying to undermine our autonomy. Maybe when he dies, his son will be a more reasonable man.
>>
>>6459316
>Cut the long way around

I would be willing to vote to offer the slave of the blood god to Noldoria on the condition that we ask for a strong escort from the elves, and inform them of his supernatural strength and powerful charm. I don't want to risk the bastard escaping again. We have no way of containing him on the move ourselves, save building an elaborate and expensive prison transport, or beginning to militarize. Otherwise, there is good reason to hold off.

We could always capture another predator or supernatural creature, the depths beneath the mines are still there after all. Not to mention, this guy killed the leader of our miners. Frankly we owe them justice, an eternal sentence of imprisonment or a swift execution. Handing him off in exchange for some wood, without guarantees that he will be treated as the ignoble creature that he is, seems insulting to the life lost.

>>6459408
Agreed, maybe we can mention it to the humans once their attitude towards us changes. Even if our relations remain frosty, we need them to at least take us seriously. That won't happen without renown, population and a military worth noting though.
>>
>>6459450
>Frankly we owe them justice, an eternal sentence of imprisonment or a swift execution. Handing him off in exchange for some wood, without guarantees that he will be treated as the ignoble creature that he is, seems insulting to the life lost.
On the other hand, what could be more humiliating for a dwarven criminal than being property and plaything of an elf?
>>
>>6459468
True, and indeed I did think of that, but I'm worried that his social skills will allow him to work his way into the Noldorian king's good graces and come back to haunt us.
>>
File: dfc-sheet-5.png (6.17 MB, 2000x2920)
6.17 MB PNG
Datost forbids the Miners from touching the human arch or disturbing the tomb. The miners mark a new cutting in the adjoining rock, far enough from the burial chamber to pass behind it without breaching its walls. Until that longer road reaches the vein from the other side, the gems will remain inaccessible.

Datost's recordkeepers record the Noldorian offer into the fortress ledgers and set it aside for later.

Buildings:
>Mechanism Shop: 2c; Build 10; Forge; Functional; Networked, Staffable; requires Copper. Increases the flat effect of up to two connected Networked buildings by +1.
>Gatehouse: 2c; Build 9; Forge; Functional; Networked, Staffable; requires Stone or Timber. Adds +2 to military challenges at its connected entrance; a Guard Captain raises this to +4.
>Shrine: 1c; Build 5; Hall; Ancestral; Public, Staffable. Adds +1 to religious and ceremonial challenges; a Priest raises this to +3.
>Caravanserai: 2c; Build 8; Hearth/Hall; Foreign; Merchant, Networked, Staffable. Housing +4, +1 to caravan and long-distance trade challenges, and +1 to migration; a Trader or Envoy raises the challenge bonus to +3.

Choose one Winter plan:

>Finish the long way
Assign all 9 free families and the Miner to the Founders' Bypass. Roll nine d6 with Excavation +6 total.
>Mechanize the deep works
Assign 3 families to construction. Build 9 and Stone +1 complete a Mechanism Shop, connected to the Minehead and Fishery. Assign 6 families and the Miner to the Founders' Bypass; roll 6d6 with Excavation +7 total. The improved Fishery produces Food 3 this Winter.
>Raise a gatehouse
Assign 3 families to construction. Build 9 and Stone +1 complete a Gatehouse connected to the mountain entrance. Assign 6 families and the Miner to the Founders' Bypass; roll 6d6 with Excavation +6 total.
>Consecrate the founders
Assign 2 families to construction. Build 6 completes a Shrine in one Chamber, leaving the other Chamber free. Assign 7 families and the Miner to the Founders' Bypass; roll 7d6 with Excavation +6 total.
>Prepare the Spring road
Assign 3 families to construction. Build 9 and Stone +1 complete a Caravanserai. Assign 6 families and the Miner to the Founders' Bypass; roll 6d6 with Excavation +6 total. Assign 0 families to Food.
>write-in
>>
>>6459484
Datost may also take one Free Action:

>Take the long view
Publicly bind Datost's rule to avoidance of shortcuts. No roll. Datost gains Patient: +2 when resolving a hook at least one season old. The new Founders' Bypass does not qualify this Winter.
>Settle the Dwarfside allotments
Gather the founders and Dwarfsiders to mix their household allotments and recognize a new voice for the four newcomer families. Easy civic roll (base DC 4). On success, the founders accept the new allotments, the Dwarfsiders choose a new representative, and Happiness rises by 1. If Datost fails, the grievance remains and Happiness falls by 1.
>Question Urist about the old roads
Interrogate Urist through the Prison's speaking shaft about the ancient human works and the stone behind the tomb. Challenging interrogation roll (base DC 7; Prison +2). On a full success, Urist reveals a useful secret. On a partial success, he withholds part of the account. If Datost fails, Urist plants a lie.
>Request Noldorian herbs
Send the returning runner home with a request for herb cuttings from the king's woodland. Challenging diplomatic roll (base DC 7). On a full success, Noldoria sends Herbs ×1 at the Spring thaw. Herbs add +2 to health, sickness, and injury challenges and make the Garden buildable in Spring; a Garden produces Food +2 each season. On a partial success, the king offers to send the Herbs for Gold 2 in Spring. If Datost fails, the runner returns without stock or an offer; Noldoria remains Friendly either way.
>write-in
>>
>>6459485
After Winter's work is resolved, Datost must proclaim the fortress's Year 3 Edict. Honor and Knowledge are already established. He may deepen either tree or establish Tradition, Craft, or Commerce.

Choosing a Tradition Edict also adopts Deep Roots. The Houses and Clanhouse would immediately raise Housing from 17 to 21.

Choosing a Craft Edict also adopts Work Ethic. Beginning in Year 4, add +1 to the first excavation or construction labor total each season.

Choosing a Commerce Edict also adopts Market Tithes. At a Spring Caravan, gain 1d6 Gold if the fortress has a Market and completes a sale or receives a contract payment.

Choose one Year 3 Edict:

>Tradition -- Shared Hearth
The first season each year that ends with stored Food at least equal to Population grants Happiness +1.
>Tradition -- Family Veins
The first successful Caravan migration each year admits one additional Dwarf family if Housing and Food permit. The family immediately costs Food 1.
>Tradition -- Names in Stone
The first great work completed each year grants Renown +1.
>Craft -- Labor Union
Once per season, one construction family may provide Build 4 instead of Build 3, or one excavation family may provide a fixed 4 instead of rolling.
>Craft -- Sacred Geometry
Each full 5 excavation points opens a Chamber instead of the normal 6. Unused points are discarded at season's end.
>Honor -- Martial Law
Once per season, up to 2 free families may become temporary Soldiers for one military or unrest event. They return to their previous labor assignments afterward.
>Honor -- Warrior's Code
A Barracks may convert one free family into a permanent Soldier during seasonal allocation without requiring a training event.
>Commerce -- Free Market
Roll twice and keep the higher result when determining Gold from the first resource sale at each Spring Caravan.
>Commerce -- Caravaneer
At a Spring Caravan, selling a resource produces Gold +1 and buying one costs Gold 1 less, to a minimum cost of 1. Agreement payments are unchanged.
>Knowledge -- Public Schools
Once per year, a School or Academy may convert one free family into a civic or knowledge specialist without requiring a training event.
>Knowledge -- Surveying
A successful Scout expedition discovers both its destination and one resource source, faction presence, route, or major hazard found there.
>write-in
>>
>>6459484
>Mechanize the deep works
>Settle the Dwarfside allotments
>Honor -- Martial Law
>>
>>6459484
>Raise a barracks. Assign 2 families to construction. Build 6, Functional Style 1, and Stone +1 completes a Barracks in two Chambers. Assign 7 families and the Miner to the Founders' Bypass; roll 7d6 with Excavation +6 total.

A mechanism shop grants us part of the benefit of a workshop while also granting us a bit more food, but for 2 chambers and 10 Build we could build two workshops and get the bonuses to both excavation and construction plus staff, or build two farms, or do one of each and with staff still come out ahead on food. It really depends on if the mechanism shop's staff benefit is really good or not. Instead, I want to finally make sure we have SOME military power worth speaking of, rather than continually being only somewhat secure in defensive battles or when we have allies. This way we can plausibly assert ourselves outside defending. If we keep kicking the can down the road, eventually it'll be a problem. Yes, this weakens our labour pool, but we'll get migration in spring.

I don't mind any of the other buildings though, we need bonuses in lots of place, so any building is good. A school would be nice, so we can finally churn out staff and finally make use of the full potential of our buildings. I just don't think the shiny new mechanism shop is the best use of our resources.

>Take the long view

Traits are good, though solving the Dwarfside housing issue or requesting herbs are also good. We can afford the partial success even, and the Garden from a full success would be great.

>Tradition -- Shared Hearth

I think this is really strong, especially since food is no longer in short supply for us. Though I also like the Craft Edicts now that I've reconsidered them, and the Commerce Edicts would be good now that we actually have resources to sell.
>>
>>6459484
>Mechanize the deep works
>Settle the Dwarfside allotments
>Honor -- Martial Law
>>
>>6459484
>>Mechanize the deep works
>Request Noldorian herbs
>Honor -- Martial Law
>>
>>6459484
>Raise a gatehouse
With orcs around I want to be more secure

>Request Noldorian herbs
This is a one-time opportunity, unlike the rest

>Craft -- Sacred Geometry
>>
>>6459486
>Raise a Barracks as noted by >>6459531
>Request Noldorian herbs
>Commerce -- Free Market
>>
Wanted to post this updated Building menu. N.B Certain buildings are actually upgrades of other buildings.

Buildings:
>House: 1c; Build 3; Hearth; Functional; Copies 2/4. Housing +4.
>Clanhouse: 2c; Build 7; Hearth; Ancestral; Public; Copies 1/4. Housing +9.
>Farm: 1c; Build 3; Hearth; Functional; Staffable; Copies 1/4. Produces Food +6 at the Autumn Harvest; a Farmer adds Food +6. A second Farm while Stone is available unlocks Cistern.
>Storehouse: 1c; Build 4; Hearth; Functional; Copies 2/4. Food storage +6. Four full Storehouses while Grain is available unlock Granary.
>Brewery: 1c; Build 5; Hearth; Ancestral; Activated, Public, Staffable; Copies 0/2. At a Summer Feast or Celebration, Food 2 buys Happiness +1; a Brewer reduces the cost to Food 1.
>Workshop: 1c; Build 5; Forge; Functional; Flexible, Staffable; Copies 0/4. Adds +1 to either excavation or construction each season; an appropriate craft specialist contributes its fixed effect to matching work. Upgrade one to Guildhall after a Craft Edict, four Workshops, or three craft specializations.
>Watchpost: 1c; Build 4; Forge; Functional; Networked, Staffable; Copies 1/4. Adds +1 to military challenges on its connected entrance or route; a Scout also adds +1 to exploration there and may reveal the Disaster pressure band once yearly.
>Barracks: 2c; Build 8; Forge; Ancestral; Staffable; Copies 0/4. Supports up to two permanent Soldier families; if at least one stationed Soldier joins a fortress defense, add +1 to the military challenge total. Two Barracks unlock Armory and Training Yard.
>Hall: 1c; Build 5; Hall; Ancestral; Public; Copies 0/4. Adds +1 to civic and internal political challenges. Upgrades to Court.
>Archive: 1c; Build 5; Hall; Functional; Staffable; Copies 0/4. Adds +1 to research and discovery challenges; a Scribe raises this to +2 and may reveal the Disaster pressure band once yearly. Upgrades to Library.
>Market: 2c; Build 8; Hall; Foreign; Merchant, Networked, Staffable; Copies 0/4; requires Merchant contact. Supports one active agreement, and the first resource sale at each Spring Caravan produces Gold +1; a Trader reduces the first resource purchase by Gold 1, to a minimum cost of 1. Upgrades to either Counting House or Caravanserai.
>Tavern: 1c; Build 5; Hearth/Hall; Foreign; Activated, Public, Staffable; Copies 0/2. At a Summer Feast or Celebration, Food 1 and Gold 1 buy Happiness +1; a Brewer or Trader allows payment with either Food or Gold instead of both.
>Guesthouse: 2c; Build 7; Hearth/Hall; Foreign; Public; Copies 0/2; Lineage sites 0/4. Housing +6 and +1 to diplomacy with a faction hosted there; after successful migration, choose which eligible external community supplies one arriving family. Upgrades to Embassy.
>Shrine: 1c; Build 5; Hall; Ancestral; Public, Staffable; Copies 0/4. Adds +1 to religious and ceremonial challenges; a Priest raises this to +3. Upgrade one to Temple after four Shrines, a Tradition Edict, or Renown 5 from religious deeds.
1/2
>>
>>6459750
>Forge: 2c; Build 8; Forge; Ancestral; Hazardous, Staffable; Copies 0/4; requires Copper. Adds +1 to industrial and military challenges using metal equipment; a Smith raises this to +3 and produces metal goods worth Gold +2 at the Spring Caravan. Upgrade one to Foundry after four Forges or an industrial innovation.
>Minehead: 1c; Build 6; Forge; Functional; Hazardous, Networked, Staffable; Copies 1/4. Adds +1 to excavation on its connected route; a Miner contributes fixed Excavation +4 there.
>Mechanism Shop: 2c; Build 10; Forge; Functional; Networked, Staffable; Copies 0/2; requires Copper. Increases the flat effect of up to two connected Networked buildings by +1; an Engineer supports three and raises each increase to +2.
>School: 1c; Build 6; Hall; Functional; Public, Staffable; Copies 0/2. Trains one free family into an eligible civic or knowledge specialization over four seasons; a Teacher reduces this to two seasons.
>Road Gate: 1c; Build 4; Forge/Hall; Functional; Networked; Copies 0/4. Adds +1 to trade, exploration, and military challenges using its connected route. Upgrade one to Gatehouse, or to Underground Highway at Renown 15 after three external routes.

N.B There is a maximum copy limit for some buildings as indicated above.
>>
OK I need a d6 roll for the Noldorian herb request challange, also a second d6 roll for support (assuming you are taking off from excavation to support).
>>
Rolled 3 (1d6)

>>6459793
>>
Rolled 6 (1d6)

>>6459793
>>
Three families spend the rest of Winter fitting the fortress's first Mechanism Shop into the final usable chambers. They cut copper gears for the Minehead hoists and replace the Fishery's hand-worked sluices with linked controls.

>The improved Minehead now adds Excavation +2 along its connected route, while the Fishery produces Food 3 each season.

Six families begin the Founders' Bypass, but one leaves the work to support Datost's request to Noldoria. The remaining five families and the Miner cut through untouched stone around the human tomb. They leave its walls and exposed gems intact.

Partway around the tomb, the crews uncover a sealed dwarven door set into the outer wall of the new tunnel. Its inscription is ancient, older than even the last Mountainhall. Datost has the inscription read through the Prison's speaking shaft. Urist identifies the door as an entrance to an ancient Underroad buried beneath the frontier.

>Written Record: This Underroad was the powerful secret Urist would have offered in exchange for his freedom.
>Opening and identifying the Underroad will trigger Dwarven Curiosity, raising Renown to 5 and earning the fortress the title of Hold.

The Miners leave it shut and continue the bypass. They reach the far side of the gem vein before Winter ends, and the Gems can now be worked without entering the tomb.

Datost closes the year by proclaiming Martial Law. During one military or unrest event each season, he may muster up to two free families as temporary Soldiers. They return to their former work afterward.

>Break the seal without Urist
Open the door by force and dwarven craft. This is a Tough industrial challenge (base DC 10; Network +1). The Year 4 Tin-and-Copper +2 may be committed, and one free family may leave Spring labor to provide support. Careful work will establish the Ancient Underroad. If the dwarves can only force part of the seal, they will still open it but ruin tools worth Gold 1. A failed attempt costs the same and leaves the door shut.
>Compel Urist to guide the opening
Make Urist explain the inscription and direct the work from his cell. This is a Challenging interrogation (base DC 7; Prison +2). One free family may leave Spring labor to provide support. With complete directions, the workers can open the Underroad safely. Urist may instead withhold the road's destination or give false instructions that drop the counterweights onto the bypass. Such a collapse will again block access to Gems until Excavation 12 clears it.
>Surrender the discovery to Averone
Send the inscription and location to Averone without a roll. Averone becomes Neutral toward the fortress and assumes permanent control of the door and whatever route lies beyond it.
>Leave the door sealed
Forbid anyone from touching it. The bypass, tomb, and Gems remain undisturbed, but no Underroad is gained. The fortress retains exclusive control of the sealed door.
>write-in
>>
>>6460100
>Break the seal without Urist
>>
>>6460100
>Leave the door sealed
Until we have soldiers with good equipment. Ancient dwarven doors get sealed for a reason
>>
>Leave the door sealed
As above said. First, let's see the end of Averone/orc war. Then we can play with untold horrors from below - maybe once we mastered Lavaworks
>>
>>6460100
>Leave the door sealed
>>
>>6460100
>Leave the door sealed
I agree with the other anons.
>>
>>6460100
>Leave the door sealed
To the records it goes.
>>
>>6460100
>Leave the door sealed
>>
File: dfc-sheet-6.png (6.19 MB, 2000x2920)
6.19 MB PNG
Spring, Year 4

Datost tells the Miners they were right to pass over the door and makes a general proclamation forbidding anyone from touching it or otherwise trying to open it. Urist was unclear on what the Underroad actually contains or where it leads, so for all you know, it could be a trap.

Noldoria's runner returns with packets of seed and rooted cuttings from the royal woodland this season. The king has granted the fortress access to Herbs, useful against sickness and injury and sufficient to supply a Garden when building space becomes available.

With the spring thaw, melted snow causes a landslide at the Old Quarry. A great shelf collapses onto the Orc camps, crushing a large part of the Great Horde.

Averone and hired the Noldorian company take this opportunity to drive the remnants of Nine-Banners from the kingdom and raise Averone's standards over the Quarry Road. The siege is lifted.

The landslide has buried the Stone source, however. And Averone immediately reasserts its claim over the Old Quarry.

>Written Record: Lord Arlow suffered a mortal wound during the battle. Without intervention, he will perish at the end of this season.

Two more dwarf families arrive with the Spring Caravan and take up residence beneath the mountain.

Among the traders, a tanner offers a regular supply of cured hides. A carver has brought a set of dwarven drinking horns, suitable for the fortress's common table.

The caravan's guide has something less tangible to sell. A strange burrowing creature has been attacking caravans along the road: a low, heavy beast covered in overlapping bony plates, which follows the vibrations of wagon wheels through the ground. It tunnels beneath the teams before bursting up to seize a horse or pack animal.

The guide offers a map of its hunting ground and an account of its habits. If the dwarves stop the attacks, the merchants promise them their choice of a free gift from their wares at the next Spring Caravan.

Killing or capturing it would satisfy the merchants. Taking it alive would also satisfy the creature request from Noldoria. The dwarves might also find use for a creature that can drive its way through earth and stone, assuming it can be tamed to that purpose.

>A Hunter is required to track and hunt the burrower, including capturing it alive. Taming it afterward requires a Herder. A working burrower would contribute +8 excavation progress each season.
>Two new dwarven migrant families arrive with the caravan.

>Buy the Leather
Pay Gold 3 for Leather x1. Once yearly, Leather adds +2 to an exploration or military challenge involving a Hunter, Scout, or Soldier.
>Buy the drinking horns
Pay Gold 3 for the carved horns and gain Happiness +1.
>Buy the guide's information
Pay Gold 2 for a map of the burrower's hunting-ground and the guide's observations.
>Make no purchase
Keep the fortress's Gold and let the traders depart with their goods and information.
>write-in
>>
>>6460524
>Buy the Leather
>Buy the guide's information
>>
>>6460524
I suspect that with Herbs we could save Lord Arlow. I also don't want to do it, because he's an duplicitous fuck and there's no guarantee he'd feel indebted.

>Buy the Leather
We don't have a Hunter to take advantage of the map
>>
>>6460550
+1

>>6460551
I too hope for Arlow's demise, and a better heir to follow.
>>
>>6460524
The elves can save Arlow, they have the herbs. If they don't, then clearly they didn't like him as much as their allied status would suggest. No need to waste our resources on him, this is what we were hoping for, remember.

As for our purchase, while we could make use of the guide's information with time, and we are flush with gold, remember that we have no hunter no herder, nor the buildings to train them. Hiring an elven hunter costs 4 gold and pisses off the Noldorians. We don't have a school to train Staff without events popping up. I think it best to conserve gold, if this creature remains an long-term issue, then there will continue to be guides offering knowledge of its whereabouts and we can come back to this, therefore we should save our gold until we are capable of dealing with it.

>Buy the Leather
>Sell Bronze
>Hire a Diplomat

Is Bronze usage yearly or seasonal? I know we can only sell it once per year, and if we do we can't use it for that same year, but I thought it was originally said to be used every season, and then reclarified as such being true earlier here >>6454683 >>6454686 >>6456137 >>6456162 >>6455261 >>6455270 >>6455280. So the continued usage of referring to the yearly usage of our tin and copper confuses me. Obviously, if bronze hasn't been nerfed, then selling it makes less sense, so I rescind the selling and hiring part of my vote, if so.
>>
>>6460524
>>Buy the guide's information
It'd be useful to know how much gold we have. I don't want to bleed the coffers dry.
>>
>>6460614
We have 6, it shows it in the info image.
>>
>>6460524
>Buy the leather
>Ask what goods they'd like to buy from us on their return here.
>>
>>6460613
>Is Bronze usage yearly or seasonal?
Usage is seasonal but purchase/sale is yearly contract (usually).
>>
>>6460524
>Buy the Guide

would have LOVED to have an Hunter/herder run with wondrous beast for home defense
>>
File: dfc-sheet-7.png (6.2 MB, 2000x2920)
6.2 MB PNG
Datost pays the tanner and accepts the first delivery of cured hides.

Construction must wait. Every existing Chamber is occupied, and Chambers excavated this Spring become usable in Summer.

>The improved Minehead adds Excavation +2 along the Tin Seam workings; the Miner adds fixed Excavation +4. Each full 6 excavation points opens a Chamber.
>Functional Style adds +1 to the uniquely largest labor allocation. The combined totals below include it; reassigning families can change which pool receives it.
>The Fishery produces Food 3 before upkeep consumes Food 12. With no Food labor, Spring ends with Food 2. The Farm next produces at the Autumn Harvest.
>Tin and Copper provide +2 to one industrial or military challenge each season. Selling bronze normally commits that benefit for a whole year.

Choose one Spring plan:

>Open a new level
Assign all 11 free families and the Miner to Tin Seam excavation: 11d6 with Excavation +7 total. Assign 0 families to Food. Open the most building space for Summer, but end Spring with Food 2.
>Balance picks and provisions
Assign 8 free families and the Miner to Tin Seam excavation: 8d6 with Excavation +7 total. Assign 3 families to Food: 3d6 with no fixed labor bonus. After production and upkeep, Food ends between 5 and 20.
>Build a Summer reserve
Assign 4 free families and the Miner to Tin Seam excavation: 4d6 with Excavation +6 total. Assign 7 families to Food: 7d6 with Food labor +1 total. After production, upkeep, and storage limits, Food ends between 10 and 22.
>write-in

Datost may also take one Free Action:

>Arrange a Noldorian apprenticeship
Ask the king to send a hunting tutor. Challenging diplomatic roll (DC 7). An agreement costs Gold 2 and commits one free family to training through Summer and Autumn; the family becomes a Hunter at the start of Winter. Training takes no Spring labor. If the king refuses, no Gold is paid and no family is committed.
>Bargain for the quarry
Offer Arlow the Noldorian herbs needed to save his life in exchange for permanent, irrevocable dwarven ownership of the Old Quarry. Easy diplomatic roll (DC 4). An agreement saves Arlow and transfers the quarry outright, with no rent, tribute, or retained claim for Averone or any successor. To supply his treatment exhausts the fortress's Herbs source for 1 year. The quarry remains buried, and Stone stays inaccessible until clearance. If Arlow refuses to relinquish ownership, no exchange takes place, and he dies.
>Honor Noldoria's aid
Publicly recognize Noldoria's help and make cooperation with other peoples a principle of Datost's leadership. No roll. Gain Cosmopolitan: the first annual success involving a foreign family or Friendly external faction grants Happiness +1. Earlier successes receive no retroactive award.
>write-in
>>
>>6460846
>Balance picks and provisions
>Bargain for the quarry
>>
>>6460850
+1
Just to be clear, our herb supply will replenish, even without a garden, right?
>>
>>6460857
Yep. You can think of this as a delay in planting or harvest.
>>
>>6460846
>Balance picks and provisions
>Bargain for the quarry
>>
>>6460846
>Balance picks and provisions
>Bargain for the quarry
>>
>>6460846
>Balance picks and provisions
>Bargain for the quarry
>>
>>6460846
>>Balance picks and provisions
>Bargain for the quarry
>>
Arlow accepts the herbs in exchange for the quarry. His royal seal is pressed onto the deed and handed to Datost upon reception of the herbs. By Spring's end, the human lord can sit upright to receive his captains, though it will likely take the rest of the year for a full recovery.

Below the fortress, the excavation crews open new rooms while the gathering families and Fishery keep everyone fed. Near the Founders' Bypass, a pick breaks through black, glassy stone. Hot air pours through the breach.

Beyond it, a natural fissure descends miles into the earth, and far below, dark molten crust drifts over a river of lava, the slow blood of the mountain.

The crews mark the Lava Descent. The discovery fulfills Dwarven Curiosity (renown +1), earning the settlement the standing of a Hold.

>The Lava Descent is a route, not a new resource source or an automatic industrial bonus. Developing it requires a later undertaking.
>Advancement to Hold: Beginning next Spring, Caravans offer four entries instead of three. The first ordinary migrant arrival each year may offer one family a specialist role instead of free labor; this Spring's completed arrival is unchanged.
>Your greater renown now adds +1 to opposition DC from factions and organized resistance. Fixed physical and informational difficulties are unchanged.

Datost calls the families together. They have called this place "refuge" since the first shelters went up, fearing to give name to that which was so precarious in their minds. Now it's word has spread enough that it requires a title which dwarves can ask for on the road, which dwarves can call home once again.

>Emberdeep
Name the Hold for the living fire beneath it.
>Kadolhold
Set Kadol's name above the home he helped carve.
>Oathstone
Commemorate the promise to bring Mountainhall's scattered families home.
>Secondhearth
Name it for the home the survivors are building after the one they lost.
>write-in
>>
>>6460969
Wait, we have water and Lava?
We can do
>SteamDeep
>>
>>6460969
>Secondhearth
>>
>>6460969
>Secondhearth
>>
>>6460969
I don't even know why other anons decided to help Arlow, I thought most were set on letting him die. Well, maybe we were just a vocal minority lol.

I'd like to name us something that would indicate our revival after Fulmenaxor destroyed everything, but the best I can come up with is Dragonbane or Dragonspite, neither of which I particularly like - they sound more like nicknames for characters than hold names. Maybe other anons can come up with better ideas in this vein?
>>
>>6460999
for the stone. It's an interresting prize - more than the grudge.
What's more, we know he's sleazy but not outright aggressive. Maybe his heir will be the grudgebearing kind knocking up the door with an army.
>>
>>6460999
I was content with letting him die until there was a concrete material advantage in helping him
>>
>>6460979
Supporting this if it's possible
>>
>>6460999
Wyrmsrespite?
Dracolax? The relaxing comes after the dragon.
>>
>>6460969
>>6460999
>Dragonfel

That's my take on our Hold's name having something to due with our intent and revival after Fulmenaxor. Though I'm also fine with most of the default name suggestions, including Secondhearth.

As for voting to help lord Arlow, I wasn't there for the vote, nor would I have taken the quarry for his life. He's made his intent for us clear, I'm not sure how much his word counts for. Especially after how in his view, we betrayed him by closing our gates on his soldiers. To him, legal claims must not mean much in our eyes, both because of that 'betrayal', and 'cause we did not care for the legal fiction of his ownership of the quarry, only cold reality. A change in human leadership was a gamble. We could've gotten a vengeful son, or someone ambitious for change, but things as they were are not going great. I think we'd have to take and defend the quarry for ourselves, and think that actually hasn't changed in reality, we may not have to take it, but we have to clear it, and at some point I'm sure we'll have to defend it, including against Averone.
>>
>>6460969
>Emberdeep
>>
File: dragonfell-mtrimizq.png (6.2 MB, 2000x2920)
6.2 MB PNG
Summer, Year 4

Before Datost assigns the summer work, the storekeepers discover that a grain ledger is missing. A count of the sacks comes up short.

>Written Records: The surviving receipts account for every withdrawal by the other families. Only the Miners took more grain than they were allotted.

They used the confusion between human and dwarf measures to conceal the extra withdrawals, then removed the ledger. The grain is still intact. They claim it as additional pay for dangerous digging.

"Record it as a wage dispute and we'll return the grain. Sentence us for theft and you can keep us locked up. We won't work under guard or bear the title of thief." So they say.

Lord Arlow hears about this and takes the opportunity to offer to pay Dragonfell if Datost commutes a theft sentence to permanent exile. He needs skilled workers for Averone's postwar reconstruction.

>Food 2 has been diverted and is entirely recoverable. Each listed response returns it to stores before Summer labor. None requires a roll.

>Imprison him through Summer
Convict the Miners of theft and confiscate the grain. Lose fixed Excavation +4 this year; release them at the start of Spring next year, when they become available for work again.
>Settle it as a wage dispute
Accept restitution and publicly forgo a theft judgment. Keep the Miner available for Summer work, with no wage premium or continuing increase in his pay. However, the lax judgement may decrease public order in the fortress.
>Accept Arlow's offer and exile the household
Convict the Miner and commute his sentence to permanent exile. Confiscate the grain and receive Gold 6 when his household departs for Averone. Permanently lose the Miner and his Excavation +4; Population and seasonal upkeep fall to 11. His innocent dependents share the expulsion, and another surviving dwarf household returns to foreign service. The quarry remains irrevocably dwarven-owned.
>write-in
>>
>>6461354
>Imprison him through Summer
A thief is what he is. If he wanted to dispute his wages he should've disputed them.
>>
>>6461354
>Imprison him through Summer
>>
>>6461354
>Write-in
>Change all their last names to Grainpincher.
Bear the title of thief fucko
>>
>>6461354
>Imprison him through Summer
and be grateful you get to keep living under stone
>>
>Imprison them through Summer.
>Consider what level of crime warrants a sheriff or a hammerer.
>>
>>6461354
>Imprison him through Summer
>>
>>6461354
>Imprison him through Summer

Yeah, we're gonna need a hall or court soon to deal with internal issues. I doubt any other families will have issue with our sentencing, but without other civic avenues other than dictates from Datost, folk will eventually come to question his power.
>>
>>6461354
>Accept Arlow's offer and exile the household
Convict the Miner and commute his sentence to permanent exile. Confiscate the grain and receive Gold 6 when his household departs for Averone. Permanently lose the Miner and his Excavation +4; Population and seasonal upkeep fall to 11. His innocent dependents share the expulsion, and another surviving dwarf household returns to foreign service. The quarry remains irrevocably dwarven-owned.


If your a thief once even when we aren't starving. Then you deserve total exile and dishonor your entire lineage
>>
Datost convicts the Miners of theft and returns the confiscated grain to stores. The household will remain confined through Summer and return to work at the start of Autumn, Year 4.

Two families return from inspecting the Old Quarry this season. They have found Orc bodies exposed among the fallen stone.

"We need to bury them before anyone starts clearing the quarry," a dwarf from one household tells Datost.

The other household lost kin to Orcs and bears a grudge against them.

"Give us different work," their spokesman says. "We won't dig graves for them."

>Written Records: Among the Orc dead lies treasure stolen during the pillaging of Averone's outlying lands. Recovering it would yield Gold 6.

The dwarves fear tempting the gods of the underworld by robbing the dead. Whatever Datost decides about graves, he must also decide whether to take the plunder.

>Reconcile the households
Persuade both families to bury the Orcs together and return to work. Easy civic challenge: base DC 4, adjusted to DC 5 by Hold opposition +1. Agreement preserves their Summer labor; if Datost cannot reconcile them, both families will be unavailable through Summer.
>Refuse burial
Leave the corpses for disposal with the quarry rubble. Preserve all available labor without a roll, but lose Happiness 1 by rejecting the burial demand.
>Separate the crews
Assign one other free family to burial work through Summer, letting both disputing households resume their assignments. No roll or Happiness loss.
>write-in

Decide separately what to do with the treasure:

>Loot the bodies
Take the stolen valuables for Gold 6. Tempt the gods of the underworld and increase Dragonfell's risk of a future Disaster. Burying the bodies afterward will not remove that risk.
>Leave the treasure
Leave the valuables with the dead. Gain no Gold and avoid the added Disaster risk from looting.
>write-in
>>
>>6461981
>lose Happiness 1 by rejecting the burial demand.
so they want them to be buried but don't want to do it themselves... sheesh

>write-in
Let Arlow/Averone know. They can bury the bodies, and loot them.

My thinking is
- dwarves are happy about the burial
- dwarves are happy they don't have to bury orcs
- dwarves can continue planned work
- Arlow is happy about the gold, relationship improves!
- Averone gets a future disaster >:-)
>>
>>6461983
What's to stop Averone from just looting the bodies and leaving them?
>>
>>6461981
>Separate the crews

This is for the best, it means only one family is indisposed, while the two families in the dispute can return to their work. The family disputing the burial just doesn't want to do the work, they aren't opposed to burying the orcs in of itself. Without any civic bonuses on top of the hold opposition, this is actually a somewhat difficult roll without taking a family off labour to assist Datost in resolving the dispute, which is literally the exact same result in labour outcomes as separating the crews.

>Leave the treasure

Fuck the gold, we have enough, both trouble and gold.
>>
>>6461981
>Separate the crews
>Assign one other free family to burial work through Summer, letting both disputing households resume their assignments. No roll or Happiness loss.
>Leave the treasure
>>
>>6461981
>Separate the crews
>Loot the bodies
The treasures were stolen in the first place, so it doesn't count as stealing from the dead, right?
>>
>Separate the crews
>Melt down the gold and cast it into a shrine depicting the conflict which comes from greed.

It isn't our gold. The mountain quarry defeated the orcs, not us. The gold should remain with the quarry.
>>
>>6461981
>Separate the crews
Assign one other free family to burial work through Summer, letting both disputing households resume their assignments. No roll or Happiness loss.

>Leave the treasure
Leave the valuables with the dead. Gain no Gold and avoid the added Disaster risk from looting.
>>
File: dragonfell-mtupsspq.png (6.2 MB, 2000x2920)
6.2 MB PNG
Datost sends a third household to the Old Quarry with shovels and burial cloth. The two disputing families return to the fortress for other work. The valuables will be buried with the Orcs.

The burial crew will remain at the quarry through Summer. Within the mountain, Datost has rooms to fill and fewer hands than he had expected. The Miners are still behind bars, and the gathering crews must feed them as well as everyone working.

Buildings:
>House: 1c; Build 3; Residential; Functional. Housing +4. Sites 2/4; copies 2/4.
>Clanhouse: 2c; Build 7; Residential; Ancestral; Public. Housing +9. Sites 1/4; copies 1/4.
>Farm: 1c; Build 3; Residential; Functional; Staffable. Food +6 at Autumn Harvest; a Farmer adds another 6. Sites 1/4; copies 1/4.
>Storehouse: 1c; Build 4; Residential; Functional. Food storage +6. Sites 2/4; copies 2/4.
>Brewery: 1c; Build 5; Residential; Ancestral; Activated, Public, Staffable. At a Feast or Celebration, spend Food 2 for Happiness +1; a Brewer reduces the cost to Food 1. Sites 0/2; copies 0/2.
>Workshop: 1c; Build 5; Industrial; Functional; Flexible, Staffable. Add +1 to excavation or construction each season. Sites 0/4; copies 0/4. Next design: Guildhall after a Craft Edict, four Workshops, or three different craft specializations.
>Watchpost: 1c; Build 4; Industrial; Functional; Networked, Staffable. Military +1 protecting its connected entrance or route. Sites 1/4; copies 1/4.
>Barracks: 2c; Build 8; Industrial; Ancestral; Staffable. Supports two permanent Soldier families; defense +1 when a stationed Soldier participates. Sites 0/4; copies 0/4. Two Barracks unlock Training Yard and Armory designs.
>Hall: 1c; Build 5; Civic; Ancestral; Public. Civic and internal political challenges +1. Sites 0/4; copies 0/4. An operational Hall permits the known Court upgrade in a later season.
>Archive: 1c; Build 5; Civic; Functional; Staffable. Research and discovery challenges +1, or +2 with a Scribe. Sites 0/4; copies 0/4. An operational Archive permits the known Library upgrade in a later season.
>Market: 2c; Build 8; Civic; Foreign; Merchant, Networked, Staffable. Supports one agreement; the first resource sale at each Spring Caravan earns Gold +1. Sites 0/4; copies 0/4. An operational Market permits the known Counting House or Caravanserai branches in a later season.
>Tavern: 1c; Build 5; Residential/Civic; Foreign; Activated, Public, Staffable. At a Feast or Celebration, spend Food 1 and Gold 1 for Happiness +1. Sites 0/2; copies 0/2.
...
>>
>>6462160
>Guesthouse: 2c; Build 7; Residential/Civic; Foreign; Public. Housing +6; diplomacy +1 with a currently hosted faction. On successful migration, choose an eligible external community for one arriving family. Sites 0/4; copies 0/2. An operational Guesthouse hosting its assigned faction permits the known Embassy upgrade later.
>Infirmary: 1c; Build 5; Residential; Functional; Staffable. Health, sickness, and injury challenges +1, or +3 with a Healer. Sites 0/2; copies 0/2.
>Shrine: 1c; Build 5; Civic; Ancestral; Public, Staffable. Religious and ceremonial challenges +1, or +3 with a Priest. Sites 0/4; copies 0/4. Next design: Temple after four Shrines, a Tradition Edict, or Renown 5 earned through religious deeds.
>Forge: 2c; Build 8; Industrial; Ancestral; Hazardous, Staffable. Requires Copper or Iron; industrial and military challenges using metal equipment +1, or +3 with a Smith. Sites 0/4; copies 0/4. Next design: Foundry after four Forges or an industrial innovation.
>Minehead: 1c; Build 6; Industrial; Functional; Hazardous, Networked, Staffable. Excavation +1 along its connected route. Sites 1/4; copies 1/4.
>Gemcutter: 1c; Build 7; Industrial/Civic; Monumental; Flexible, Material, Staffable. Uses the accessible Gems for Gold +1 at each Spring Caravan; once yearly, forgo that income for Renown +1 instead. Sites 0/2; copies 0/2.
>School: 1c; Build 6; Civic; Functional; Public, Staffable. Train one free family into an eligible civic or knowledge specialization over four seasons, or two with a Teacher. Sites 0/2; copies 0/2.
>Road Gate: 1c; Build 4; Industrial/Civic; Functional; Networked. Trade, exploration, and military challenges +1 using its connected route. Sites 0/4; copies 0/4. The known Gatehouse upgrade later requires an operational Road Gate and accessible Stone or Timber.

>Reaching Industrial 6 activates Work Crews: +1 to the first excavation or construction total each season. If construction reaches that threshold this Summer, the first labor total has already resolved; its first bonus is available in Autumn.
>>
>>6462161
Choose one Summer plan:

>A hall for judgment
Assign 3 families to construction, Build 9 total: build a Hall and Farm for Build 8, occupying 2 Chambers. Assign 5 families to excavation, 5d6 with Excavation +4 total, and 2 to Food, 2d6 without a fixed bonus. This reaches Functional 12, raising its labor bonus to +2, and prepares the Hall for a later Court upgrade.
>Tools and a road gate
Assign 3 families to construction, Build 9 total: build a Workshop and a Road Gate connected to the Quarry Road for Build 9, occupying 2 Chambers. Set the Workshop to excavation. Assign 5 families to excavation, 5d6 with Excavation +5 total, and 2 to Food, 2d6 without a fixed bonus. This reaches Functional 13 for its +2 labor bonus and Industrial 7 for Work Crews from Autumn.
>Start working the gems
Assign 3 families to construction, Build 9 total: build a Gemcutter for Build 7, occupying 1 Chamber. Assign 4 families to excavation, 4d6 with Excavation +3 total, and 3 to Food, 3d6 without a fixed bonus. Prepare Gold or Renown income for next Spring. This reaches Industrial 6 for Work Crews from Autumn.
>Provide for harvest and feast
Assign 4 families to construction, Build 12 total: build a Farm, Storehouse, and Brewery for Build 12, occupying 3 Chambers. Assign 2 families to excavation, 2d6 with Excavation +2 total, and 4 to Food, 4d6 without a fixed bonus. This reaches Functional 13, raising its bonus to +2, but the tied construction and Food allocations receive none. The Brewery can serve this Summer's Feast; the new Farm doubles the unstaffed Autumn Harvest to Food 12.
>write-in

Datost may also take one Free Action before construction:

>Put the judgments in writing
Study the quarry deed and the Miners' sentence, setting out the grounds of each ruling for future disputes. No roll or new Edict. Datost gains Legalist: +2 to law, claims, inheritance, and succession.
>Request the hunting tutor
Ask Noldoria to teach one household the skills needed to hunt the ironback. Challenging diplomacy: base DC 7, adjusted to DC 8 by Hold opposition +1. A tutor costs Gold 2 and takes one free family out of labor through Summer and Autumn; they become a Hunter at the start of Winter, Year 4. If the king can offer only written instruction, he proposes four seasons of training for the same Gold instead, completing at the start of Summer, Year 5. You may decline that slower offer. Refusal or a declined offer costs nothing. Any accepted apprenticeship requires revising the labor plan.
>Allot Dwarfside's households
Bring founders and newcomers together over Dwarfside's standing request for mixed allotments. Challenging civic roll: base DC 7, adjusted to DC 8 by Hold opposition +1. A settlement grants Happiness +1 and resolves that grievance.
>write-in
>>
>>6462162
>Halls of learning and hallowed gates: Assign 5 families to construction, Build 15 total. Build a Hall, a School, and a Road Gate for 15 Build, occupying 3 Chambers. Assign 2 families to excavation, 2d6 with Excavation +2 total, and 3 to Food, 3d6 without a fixed bonus.

School so we can finally staff all our buildings at will, gate for bonuses to trade and defence of the quarry, hall so that internal politics is easier (the DC 4 rolls are no longer easy).

>Put the judgments in writing

Any of these are fine, but the bonuses are nice, especially as our renown makes things harder. I can understand people wanting the tutor though, since people want to hunt/tame beasts. The housing allotment needs doing, but we ought to build up our civic bonuses first.
>>
>>6462162
>>6462173
+1
>>
>>6462162
>>6462173
+1
>>
>>6462173
+1 for build plan and law time
>>
>>6462162
>Provide for harvest and feast
>Put the judgments in writing
I assume Legalist will help us with resolving the housing grievances later
>>
>>6462162
>In times of peace, prepare for war: 6 families to construction - Barracks (8), Forge (8); 2 to excavation; 2 to food. Next turn would be mostly digging and training.
>>
>>6462162
>>6462173
Let's go with this.
>>
Datost begins by bringing out the quarry deed and the judgment against the Miners. He has the recordkeepers note down both decisions in smooth stone: claim, witness, finding, and sentence. He orders them to leave space beneath each ruling for later corrections and disputes.

This season is spent mostly in new construction: the best of the new chambers is fashioned into a Hall, with a raised stone for the speaker and benches facing it. In the adjoining chamber counting boards are carved out and slate walls placed in for a School. At the end of the Quarry Road, the remaining crew raises a Road Gate to protect their latest acquisition.

The Summer Feast this year feels less populous than previous years even though there are more families overall. Perhaps it is because one of the households is still at the quarry, burying orcs, while another remains in prison. Still, everyone else gathers among bare new walls to feast and toast the builders.

A young dwarf gets to his feet and raises his cup toward Datost.

"To Cinderhelm, who'll hang Fulmenaxor's skull above our gate!"

Several dwarves stand and swear to follow him against the dragon. Others lift their cups toward Datost, waiting for him to join the toast.

>Swear vengeance
Datost swears that Dragonfell will prepare to hunt Fulmenaxor once it is ready. Abandoning the undertaking or not demonstrating regular progress toward this goal will break this public oath.
>Swear to rebuild the Mountainhall
Datost raises the cup to bringing the scattered survivors home and building a new Mountainhall. He asks the volunteers to pledge themselves to that work, instead of promising to lead them against a dragon.
>Refuse the oath
Datost sets down the cup and tells them he will make no oath of vengeance. He refuses their expectation openly, preserving his freedom to choose Dragonfell's future undertakings at the cost of disappointing those who stood for him.
>write-in
>>
>>6462601
>Swear vengeance

No point rebuilding if the lizard is there to knock it all down again.
>>
>>6462601
>Swear vengeance
>>
>>6462601
>>Swear vengeance
>>
>>6462601
>Swear to rebuild the Mountainhall
>>
>>6462601
>Swear vengeance
We named our hold Dragonfell. No other option fits the name like this one.
>>
Datost raises his cup.

"Hear my oath, O dwarves of Dragonfell. When we are ready, we will hunt Fulmenaxor. 'Tis our charge and our destiny."

The volunteers answer him with raised cups and cheers.

At the start of Autumn, Datost releases the Miners. The household sent to bury the Orc dead also returns from the Old Quarry. All eleven free families and the Miner are available for Autumn.

Before Datost assigns the Autumn labor, four Noldorian elves arrive at the Road Gate carrying a high-backed seat of beatiful pale wood. Upon the back is engraved a depiction of elves leaping from tall branches, pointing out streams and paths while dwarves lay the first stones of a wall below them. An inscription runs beneath the carving: "To Dragonfell, newest of Noldoria's neighbors."

The elves wish to set the seat beside the bare speaker's stone in the new Hall. Their envoy has also brought three bars of royal gold in a small chest, placed upon on its cushion.

"His Majesty had this made for your Hall from the trees of his own royal wood," the envoy says. "And as for the gold, dwarves always have more need of it than our kind. May it spare our young neighbors an empty table and an unfinished wall."

The elves wait for Datost's thanks.

>Install the king's gift
Accept the seat and Gold 3. Noldoria's image of elves guiding their young dwarven neighbors becomes part of Dragonfell's public Hall.
>Seat the king beneath Datost
Tell the envoys that the chair will be reserved for Noldoria's king when he visits and place it below Datost's speaker's stone. Easy diplomatic roll: base DC 4, adjusted to DC 5 by Hold opposition +1. On success, Dragonfell keeps the seat and Gold 3 while presenting Dragonfell and Noldoria as equals. If the envoys refuse that placement, they take the seat and Gold home. Noldoria remains Friendly either way.
>Recarve the gift
Accept the seat and Gold 3. One free family spends Autumn replacing the patronizing scene with elves and dwarves standing at equal height, leaving that family unavailable for seasonal labor. The finished seat is installed at the start of Winter. No roll, and Noldoria remains Friendly.
>Send it home
Return both the seat and Gold. No roll, resource, Happiness, Renown, or relationship change. Datost retains the bare speaker's stone, and the king learns that Dragonfell refused his generosity.
>write-in
>>
>>6462822
>Recarve the gift
>>
>>6462822
>>Install the king's gift
Let's not be stubbornly prideful.
>>
>>6462822
>>Install the king's gift
>>
>>6462822
>Install the King's Gift, and place a stone booster seat on it. Soft wood and soft metal. A soft throne makes a soft leader. But nothing dwarven ingenuity can't fix.
>>
>>6462837
>Let's not be stubbornly prideful.
We're dwarves.

>>6462822
>Recarve the gift
>>
>>6462822
>Recarve the gift
>>
>>6462822
>Recarve the gift
>>
>>6462822
>Recarve the gift
Can’t have elves looking down on us, even in art
>>
>>6462822
>Recarve the gift
Accept the seat and Gold 3. One free family spends Autumn replacing the patronizing scene with elves and dwarves standing at equal height, leaving that family unavailable for seasonal labor. The finished seat is installed at the start of Winter. No roll, and Noldoria remains Friendly.
>>
Datost thanks the envoys and accepts both gifts. Once they have gone, he gives the seat to a household of woodworkers. Under their knives, the elves come down from their branches and the dwarves rise from their unfinished wall until both peoples stand at equal height.

The work will take all Autumn. At Winter's first snow, the household will install the recarved seat beside Datost's speaker's stone.

Buildings:
>House: 1c; Build 3; Residential; Functional. Housing +4. Copies 2/4.
>Farm: 1c; Build 3; Residential; Functional; Staffable. Food +6 at the Autumn Harvest; a Farmer adds another 6. A Farm completed now begins harvesting next year. Copies 1/4.
>Storehouse: 1c; Build 4; Residential; Functional. Food storage +6. Copies 2/4.
>Brewery: 1c; Build 5; Residential; Ancestral; Activated, Public, Staffable. At a Feast or Celebration, spend Food 2 for Happiness +1; a Brewer reduces the cost to Food 1. Copies 0/2.
>Workshop: 1c; Build 5; Industrial; Functional; Flexible, Staffable. Add +1 to excavation or construction each season. Copies 0/4. Upgrades to Guildhall after a Craft Edict, four Workshops, or three craft specializations.
>Watchpost: 1c; Build 4; Industrial; Functional; Networked, Staffable. Military +1 protecting its connected entrance or route. Copies 1/4.
>Hall: 1c; Build 5; Civic; Ancestral; Public. Civic and internal political challenges +1. Copies 1/4.
>Court: Upgrade one Hall; 1c final; Build 6; Civic; Ancestral; Public, Staffable, Unique. Legal and internal-faction challenges +2, or +4 with a Judge. Uses no additional Chamber. Copies 0/1.
>Archive: 1c; Build 5; Civic; Functional; Staffable. Research and discovery challenges +1, or +2 with a Scribe. Copies 0/4. Upgrades to Library.
>Tavern: 1c; Build 5; Residential/Civic; Foreign; Activated, Public, Staffable. At a Feast or Celebration, spend Food 1 and Gold 1 for Happiness +1. Copies 0/2.
>Infirmary: 1c; Build 5; Residential; Functional; Staffable. Health, sickness, and injury challenges +1, or +3 with a Healer. Copies 0/2.
>Shrine: 1c; Build 5; Civic; Ancestral; Public, Staffable. Religious and ceremonial challenges +1, or +3 with a Priest. Copies 0/4. Upgrades to Temple after four Shrines, a Tradition Edict, or Renown 5 from religious deeds.
>Minehead: 1c; Build 6; Industrial; Functional; Hazardous, Networked, Staffable. Excavation +1 along its connected route. Copies 1/4.
>Gemcutter: 1c; Build 7; Industrial/Civic; Monumental; Flexible, Material, Staffable. Uses the accessible Gems for Gold +1 at each Spring Caravan; once yearly, forgo that income for Renown +1 instead. Copies 0/2.
>School: 1c; Build 6; Civic; Functional; Public, Staffable. Train one eligible civic or knowledge specialist over four seasons, or two with a Teacher. Copies 1/2.
>Road Gate: 1c; Build 4; Industrial/Civic; Functional; Networked. Trade, exploration, and military challenges +1 using its connected route. Copies 1/4. Upgrades to Gatehouse with Stone or Timber.
>>
>>6463192
>The existing Farm provides Food 6 at this Harvest, and the Fishery provides Food 3. After Population consumes Food 12, Dragonfell has Food 10 plus this season's Food-labor dice, subject to its storage capacity.
>Each prepared plan applies Work Crews +1 to construction. Functional Style +2 applies to the uniquely largest excavation assignment. The improved Minehead adds Excavation +2 and the Miner adds fixed Excavation +4 along the Tin Seam workings.

Choose one Autumn plan:

>Law and full granaries
Assign 3 families to construction, Build 10 total: upgrade the Hall to a Court for Build 6 and build a Storehouse for Build 4 in the free Chamber. Assign 4 families and the Miner to Tin Seam excavation, 4d6 with Excavation +8 total, opening 2–5 Chambers for Winter. Assign 3 families to Food, 3d6. The new Storehouse raises capacity to 28, so Autumn ends with Food 13–28.
>Cut gems and chambers
Assign 2 families to construction, Build 7 total: build a Gemcutter for Build 7 in the free Chamber. Assign 6 families and the Miner to Tin Seam excavation, 6d6 with Excavation +8 total, opening 2–7 Chambers for Winter. Assign 2 families to Food, 2d6. Autumn ends with Food 12–22, and the Gemcutter can produce Gold or Renown at the next Spring Caravan.
>Tools before rooms
Assign 2 families to construction, Build 7 total: build a Workshop for Build 5 in the free Chamber and discard 2 excess Build. Set the Workshop to excavation. Assign 6 families and the Miner to Tin Seam excavation, 6d6 with Excavation +9 total, opening 2–7 Chambers for Winter. Assign 2 families to Food, 2d6. Autumn ends with Food 12–22.
>Records and apprenticeship
Assign 2 families to construction, Build 7 total: build an Archive for Build 5 in the free Chamber and discard 2 excess Build. Once it is operational, commit 1 family to four-season Scribe training at the School, completing at the start of Autumn, Year 5. Assign 4 families and the Miner to Tin Seam excavation, 4d6 with Excavation +8 total, opening 2–5 Chambers for Winter. Assign 3 families to Food, 3d6. Autumn ends with Food 13–22.
>write-in
>>
>>6463193
>Law and full granaries
The more
>>
>>6463193
Datost may also take one Free Action before construction:

>Set Dragonfell's weights
Keep master measures in the Hall, teach them at the School, and require them at the Road Gate. No roll. Dragonfell's measures become the permanent standard for stores, payments, and trade; future disputes use them instead of foreign measures.
>Teach the signs of ore
Have the Miner teach every excavation crew at the School to follow the signs of ore. No roll. If Autumn excavation makes a discovery, it will be an underground source. The Miner gives up his guaranteed discovery for this year, so one occurs only if an excavation die rolls a natural 6.
>Declare the Gate Peace
Declare the Road Gate and the passage to the Hall safe ground for invited envoys. No roll. Add +1 to diplomacy with non-Hostile envoys received there, but Dragonfell must protect each guest until they leave the Quarry Road.
>write-in
>>
>>6463193
>>Law and full granaries
>Teach the signs of ore
>>
>>6463193
>>6463214
>Law and gems: Assign 4 families to construction, Build 13 total with Work Crews. Upgrade the hall into a court for Build 6 and build a gemcutter for 7 Build in the free chamber. Once the court is operational, commit 1 family to four-season Judge training at the school, completing at the start of Autumn, year 5. Assign 4 families and the Miner to Tin Seam excavation, 4d6 with Excavation +8 total, opening 2-5 Chambers for Winter. Assign 2 families to Food, 2d6.

Basically, turn that hall into a court and go full send with schooling a Judge so that we can actually get some serious civic/legal bonuses and not be troubled by internal issues for a long, long time. Meanwhile we finally get gem production going in time for the Spring Caravan, netting us some gold. If we build some foreign/trading buildings in winter too, we can boost that trade income.

If a family has to start this season to complete their apprenticeship by next autumn, then just take one family off excavation to work on the apprenticeship. I'm not clear if they can start afterwards or not and still be on schedule. We'll have plenty of chambers anyway.

>Set Dragonfell's weights

Fine with this or teaching the signs of ore. I haven't forgotten the Dwarfside housing allotment either, but we should wait until the Judge is ready, or at least the court finishes.
>>
>>6463214
>Teach the signs of ore
>>
>>6463193
>>Cut gems and chambers
>Set Dragonfell's weights
>>
>>6463193
>Law & Gems
>Set Dragonfell's weights
>Train a Judge. If they are named Dread, all the better.
>>
>>6463214

>Set Dragonfell's weights
Keep master measures in the Hall, teach them at the School, and require them at the Road Gate. No roll. Dragonfell's measures become the permanent standard for stores, payments, and trade; future disputes use them instead of foreign measures.
>>
>>6463193
>>6463214
>>6463261
Support this, except can we excavate not along the Tin Seam but rather the Galleries where the great predator once dwelled and we have Fish now? I'd like to split up our routes, giga Tin Seam is great, but I feel it may be foolish to go all-in on it and place all our buildings there.

I think the priorities right now are
1. Resolve Hold opposition - for this we need a boost from the Court and the Judge. This is important since it gives a disadvantage to a lot of rolls (or all, unfortunately I didn't pay attention)
2. Get more diplomacy bonuses. Now that Nine-Banners' invasion is over, I think we should expect more internal and peaceful external challenges.
3. Progress towards killing the dragon according to our oath.

Also I wasn't there for the vote, but recarving the Noldorian King's gift was a mistake and WILL bite us in the ass when the elves come back and see we made our own artwork out of it. Should've simply refused it. Maybe the diplo modifiers will help out with that later.
>>
>>6463193
>Law and full granaries
>Teach the signs of ore
>>
>>6463435
I'm fine with excavating whereever, I just put that there because it seems to be our default excavation route. Most QM generated prompts have us excavating along that route whenever a specific route is mentioned, iirc.
>>
>>6463469
I've generally done this because you get the excavation bonus, so it is the default for now. But certainly anon does have a point wrt eggs in one basket.
>>
>>6463435
Supporting "second road"
>>
Also, what would it takes to build stairs toward lava?
>>
Datost has Dragonfell's official weights and measures set upon a great stone tablet in the hall. Recordkeepers draft a matching set for the School and use it for the teaching of accounting. Gatekeepers receive another set for managing trade at the Road Gate. The school begins the instruction of the first set of judges, who Datosts intends to handle lesser quarrels and affairs while the greater matters they cannot easily resolve are reserved for his own attention.

The Miners abandon the Tin Seam this season and instead dig deeper beneath the Reservoir Galleries. They open two Chambers beyond the Fishery sluices. Along one wall their picks expose pale stone fine enough for monuments.

>Marble: The first Monumental building or great work begun each year costs Gold 1 less, to a minimum cost of Gold 1.

The gathering households bring in little, but the Farm's harvest and the Fishery more than make up the difference. Dragonfell enters Winter with exactly as much Food as it held before the harvest.

Winter, Year 4

At first snow, the woodworkers bring back the elven throne into the Court. The elves and dwarves depicted upon it now stand at equal height across its recarved back, with the elves who had gifted it none the wiser.

The digging crews, still working the marble, discover a maintenance chamber behind the new quarry face, as ancient as the stone door they had discovered in the tomb bypass. Bronze and copper valves adorn its walls. One bank of pipes climbs toward the reservoir, while another descends through hot stone toward the Lava Descent. But the largest of them vanish beyond the sealed Underroad door.

The inscriptions describe great steamworks built by ancient dwarven hands. Water descending from the reservoir would flash into steam above the lava and drove hammers, lifts, and cutting wheels throughout the deep. The Miners inform Datost that the reservoir could still feed these old pipes, if the valves were opened, and the immense energy of the mountain's molten blood harnessed for new marvels.

>Written Records: The final maintenance report also records a pressure vessel bursting and killing the former operators. The survivors made the Underroad door as a blast wall and abandoned all else behind it. Datost's order to leave that door untouched prevented a forced opening from venting superheated water through the Founders' Bypass and burying the passage to the Gems. But these uncovered regulators may provide a way to release that pressure safely.
>>
>>6464614
>Restore the old steamworks
Open the service hall and restore the steamworks now. Tough industrial roll: DC 10. Network +1 applies; committing both the Controlled Reservoir and Tin-and-Copper raises the fixed bonus to +5. A sound restoration makes the steamworks available for Winter. A rough start can wake the engine while boiling away the Fish source, leaving the Fishery temporarily disabled. A rupture leaves the Works dead, destroys the Fish source permanently, and blocks both Marble and the Lava Descent until Excavation 18 repairs the damage.
>Vent and shore the Works
Assign 3 free families through Winter, leaving 7 for the seasonal plan. They safely vent the lines and rebuild the pressure vessels without a roll. The steamworks become operational at the start of Spring.
>Strip the regulators
Assign 2 free families through Winter, leaving 8 for the seasonal plan. They dismantle the accessible controls and pipes and melt them down for metal, recovering Gold 6 at the start of Spring. This permanently destroys the steamworks.
>Leave the blast wall sealed
Spend no labor or resources. Preserve every current asset and the option to restore the known steamworks later.
>write-in
>>
>>6464615
>Vent and shore the Works
We have the labor, and no reason to risk any other resources by being impatient and rolling for an immediate benefit.
>>
>>6464615
>Vent and shore the Works
Agree with the other anon.
>>
>>6464615
>Vent and shore the Works
Assign 3 free families through Winter, leaving 7 for the seasonal plan. They safely vent the lines and rebuild the pressure vessels without a roll. The steamworks become operational at the start of Spring.
>>
>>6464615
>Vent & Shore the Works
>>
>>6464615
>Vent and shore the Works
>>
>>6464615
>>Vent and shore the Works
I like that my steampost earlier was more accurate than i thought.
>>
>>6464615
>Vent and shore the Works

We've found ancient chambers but no sign of access corridors. What happened to them?
>>
>>6464615
>Vent and shore the Works

Aside from the regulators, we should probably carve away some sort of distributory channels for the superheated water or something, in case there is ever a cascading failure. Once we open that door, we don't want just one failsafe that can be sabotaged or overwhelmed. That's for the future though.
>>
File: dragonfell-c45a1f8e412c-1.png (6.53 MB, 2000x3080)
6.53 MB PNG
Datost assigns three households to the old regulator chamber for the whole Winter. They begin bleeding pressure from one line at a time, bracing the vessels, and cutting relief channels away from the inhabited galleries as an additional safeguard. At Spring's first thaw they will be able to open the blast wall and restore the steamworks without risking the Fishery or the newly found Marble.

Buildings:
>House: 1c; Build 3; Residential; Functional. Housing +4. Copies 2/4.
>Farm: 1c; Build 3; Residential; Functional; Staffable. Food +6 at the Autumn Harvest; a Farmer adds another 6. A Farm completed now begins harvesting next Autumn. Copies 1/4.
>Storehouse: 1c; Build 4; Residential; Functional. Food storage +6. Copies 2/4.
>Brewery: 1c; Build 5; Residential; Ancestral; Activated, Public, Staffable. At a Feast or Celebration, spend Food 2 for Happiness +1; a Brewer reduces the cost to Food 1. Copies 0/2.
>Workshop: 1c; Build 5; Industrial; Functional; Flexible, Staffable. Add +1 to excavation or construction each season. Copies 0/4.
>Watchpost: 1c; Build 4; Industrial; Functional; Networked, Staffable. Military +1 protecting its connected entrance or route. A Scout also adds exploration +1 there and can reveal the Disaster pressure band once yearly. Copies 1/4.
>Hall: 1c; Build 5; Civic; Ancestral; Public. Civic and internal political challenges +1. Copies 0/4; the existing Court occupies one Hall-lineage site.
>Archive: 1c; Build 5; Civic; Functional; Staffable. Research and discovery challenges +1, or +2 with a Scribe. A Scribe can reveal the Disaster pressure band once yearly. Copies 0/4.
>Tavern: 1c; Build 5; Residential/Civic; Foreign; Activated, Public, Staffable. At a Feast or Celebration, spend Food 1 and Gold 1 for Happiness +1; a Brewer or Trader lets it spend only Food or only Gold. Copies 0/2.
>Infirmary: 1c; Build 5; Residential; Functional; Staffable. Health, sickness, and injury challenges +1, or +3 with a Healer. Copies 0/2.
>Shrine: 1c; Build 5; Civic; Ancestral; Public, Staffable. Religious and ceremonial challenges +1, or +3 with a Priest. Copies 0/4.
>Minehead: 1c; Build 6; Industrial; Functional; Hazardous, Networked, Staffable. Excavation +1 along its connected route; a Miner contributes fixed Excavation +4 there. Copies 1/4.
>School: 1c; Build 6; Civic; Functional; Public, Staffable. Train one eligible civic or knowledge specialist over four seasons, or over two seasons with a Teacher. Copies 1/2.
>>
>>6465073
>Clanhouse: 2c; Build 7; Residential; Ancestral; Public. Housing +9. Copies 1/4.
>Barracks: 2c; Build 8; Industrial; Ancestral; Staffable. Supports two permanent Soldier families; military defense +1 when a stationed Soldier participates. Copies 0/4.
>Market: 2c; Build 8; Civic; Foreign; Merchant, Networked, Staffable. Supports one active agreement; the first resource sale at each Spring Caravan gains Gold +1. A Trader reduces the first resource purchase by Gold 1, to a minimum cost of 1. Copies 0/4.
>Forge: 2c; Build 8; Industrial; Ancestral; Hazardous, Staffable. Requires Iron or Copper; Dragonfell has Copper. Industrial and military challenges using metal equipment +1, or +3 with a Smith; a staffed Forge produces metal goods worth Gold 2 at the Spring Caravan. Copies 0/4.
>Guesthouse: 2c; Build 7; Residential/Civic; Foreign; Public. Housing +6 and diplomacy +1 with a faction hosted there. On successful migration, choose the eligible external community supplying one family. Copies 0/2.
>Monument: 2c; Build 10; Civic; Monumental; Public, Unique. Requires Marble and Gold 3; Marble reduces this year's cost to Gold 2. Completion grants Renown +1 and one additional legal Edict. Copies 0/1.
>>
>>6465073
Choose one Winter plan:

>Records and foundations
Assign 2 families to construction, Build 6 total: build an Archive for Build 5 in one Chamber and discard 1 excess Build. Assign 3 families and the Miner to Tin Seam excavation, 3d6 with Excavation +9 total from Work Crews, Functional Style, the Minehead, and the Miner, opening 2–4 Chambers. Assign 2 families to Food, 2d6. Winter ends with Food 6–16. The Archive brings Civic works to 6, activating Administration +1 for civic, research, and diplomatic challenges. Dragonfell begins Spring with at least 3 free Chambers.
>A house for envoys
Assign 2 families to construction, Build 7 total with Work Crews: build a Guesthouse in both free Chambers. Assign 3 families and the Miner to Reservoir Galleries excavation, 3d6 with Excavation +6 total from Functional Style and the Miner, opening 1–4 Chambers. Assign 2 families to Food, 2d6. Winter ends with Food 6–16. Housing rises to 23, and the Guesthouse also brings Civic works to 6 and activates Administration +1.
>A forge and full stores
Assign 2 families to construction, Build 9 total with Work Crews and Functional Style: build a Forge in both free Chambers for Build 8 and discard 1 excess Build. Assign 1 family and the Miner to Tin Seam excavation, 1d6 with Excavation +6 total from the Minehead and Miner, opening 1–2 Chambers. Assign 4 families to Food, 4d6. Winter ends with Food 8–22 after storage capacity.
>A monument to the delvers
Assign 3 families to construction, Build 12 total with Work Crews and Functional Style: raise a Marble Monument for Build 10 and discard 2 excess Build. Spend Gold 2 after Marble's discount and gain Renown +1. If this plan wins and the Monument is built, its additional legal Edict will be chosen in a follow-up vote. Assign 2 families and the Miner to Tin Seam excavation, 2d6 with Excavation +6 total from the Minehead and Miner, opening 1–3 Chambers. Assign 2 families to Food, 2d6. Winter ends with Food 6–16. Civic works reach 6 and activate Administration +1.
>Open the second road
Build nothing. Assign 5 families and the Miner to Reservoir Galleries excavation, 5d6 with Excavation +7 total from Work Crews, Functional Style, and the Miner, opening 2–6 Chambers. Assign 2 families to Food, 2d6. Winter ends with Food 6–16. Both current Chambers remain empty, so Dragonfell begins Spring with 4–8 free Chambers.
>write-in
>>
>>6465075
Datost may also take one Free Action:

>Enact the Two-Valve Rule
Use Dragonfell's Weights to standardize pressure fittings. Every heated or pressurized water line must have two independent shutoffs and a relief channel leading away from inhabited galleries. No roll, labor, Gold, or resource use. Once per year, if a failed industrial challenge at a connected water or steam site would permanently destroy a resource source, the source is blocked behind Excavation 12 instead; every other consequence still occurs.
>Hold a Winter Assize
Hear minor cases beside the Judge's apprentice and require the apprentice to draft each ruling. No roll, additional labor, Gold, or resource use. Winter counts as two seasons of the existing apprenticeship, so the Judge completes training at the start of Summer, Year 5, instead of Autumn.
>Send for an Engineer
Send measured drawings of the Mechanism Shop and old steamworks to the caravan roads before the passes close. No roll, labor, Gold, or immediate commitment. One of Dragonfell's four Spring Caravan entries will offer an Engineer household for Gold 4 instead of being rolled randomly; accepting or declining that offer remains a Spring choice.
>Put foremen over every task
Formalize the work rosters Datost has used to coordinate prisoners, burials, apprentices, and separate deep works. No roll, labor, Gold, or resource use. Datost gains Organizer as his fourth trait. Beginning in Spring, he may reserve one free family outside seasonal labor before the first challenge; that family may support one challenge without consuming Dragonfell's normal once-seasonal support. If unused, it contributes no labor that season.
>write-in

At the end of Winter, Dragonfell adopts its normal Year 4 Edict. This vote is only for that year-end Edict. If the Monument plan wins and the Monument is built, its additional Edict will be offered separately afterward.

>Choosing a Tradition Edict also adopts Deep Roots. Housing buildings provide Housing +1 per Chamber; Dragonfell's present Houses and Clanhouse would raise Housing from 17 to 21.
>Choosing a Craft Edict also adopts Work Ethic. Beginning in Spring, add +1 to the first excavation or construction labor total each season.
>Choosing a Commerce Edict also adopts Market Tithes. At a Spring Caravan, gain 1d6 Gold if Dragonfell has a Market and completes a sale or receives a contract payment.
>>
>>6465076
Choose one Year 4 Edict:

>Tradition -- Shared Hearth
The first season each year that ends with stored Food at least equal to Population grants Happiness +1.
>Tradition -- Family Veins
The first successful Caravan migration each year admits one additional Dwarf family if Housing and Food permit. The family immediately costs Food 1.
>Tradition -- Names in Stone
The first great work completed each year grants Renown +1.
>Craft -- Labor Union
Once per season, one construction family may provide Build 4 instead of Build 3, or one excavation family may provide a fixed 4 instead of rolling.
>Craft -- Sacred Geometry
Each full 5 excavation points opens a Chamber instead of the normal 6. Unused points are discarded at season's end.
>Honor -- Warrior's Code
A Barracks may convert one free family into a permanent Soldier during seasonal allocation without requiring a training event.
>Commerce -- Free Market
Roll twice and keep the higher result when determining Gold from the first resource sale at each Spring Caravan.
>Commerce -- Caravaneer
At a Spring Caravan, selling a resource produces Gold +1 and buying one costs Gold 1 less, to a minimum cost of 1. Agreement payments are unchanged.
>Knowledge -- Public Schools
Once per year, a School or Academy may convert one free family into a civic or knowledge specialist without requiring a training event.
>Knowledge -- Surveying
A successful Scout expedition discovers both its destination and one resource source, faction presence, route, or major hazard found there.
>write-in
>>
>>6465075
>A forge and full stores
>Enact the Two-Valve Rule
>Commerce -- Free Market
>>
>>6465076
>A forge and full stores
>Write In: Develop plans to kill the dragon.
>Knowledge -- Public Schools
>>
>>6465075
>A forge and full stores
>Enact the Two-Valve Rule
>Commerce -- Free Market
>>
>A forge and full stores
I'd love to train a SECOND family to Minership.
>Enact the Two-Valve Rule
>Craft -- Sacred Geometry
We need chambers for more efficiency. This is the hold's current bottleneck. With this, and hopefully a second Miner, we should be safe on the diggyhole aspect.
>>
>>6465075
>A house for envoys
I foresee more diplomatic rolls

>Enact the Two-Valve Rule
Safety first

>Craft -- Sacred Geometry
More efficient utilization of labor will let us progress faster with other upgrades
>>
>>6465075
>>6465076
>>6465078
>Spring market and fill the stores Assign 3 families to construction, Build 9 total: build a market in both free Chambers and discard 1 excess Build. Assign 1 family and the Miner to Reservoir Galleries excavation, 1d6 with Excavation +7 total from Work Crews, networked Minehead and the Miner, opening 1-2 Chambers. Assign 3 families to Food, 3d6+2 for Functional Style. Winters ends with Food 6-21. The Market also brings Civic to 6(7?) and activates Administration +1.

Basically trying to capitalize on the spring caravan with our new gemcutter. I also thought of trying to rush a Caravanserai instead, for the pop bonus, and as part of a long term plan where we'd buy/train a Scout and begin looking for Fulmenaxor and his deeds since the fall our previous mountainhall. But this works better with the gemcutter timing. Also trying to make sure we have enough food going into Spring, for the incoming populace, 2d6 is a little thin for me.

>Hold a Winter Assize

Though I'm fine with anything. Just wanna get the housing allotment done before it blows a pressure band.

>Commerce -- Free Market

To fit with the Winter plan. Fine with anything though. Now that we have a school, Public Schools could be good. Sacred Geometry would be really efficient. Family Veins is well timed for the next migration, and now is a decent time to start pop scaling. I still think Shared Hearth is really strong and basically negates the need for Happiness providing building until shit really hits the fan.
>>
>>6465356
I'm afraid population will turn in an issue as we don't have enough miner and limited to one family per season support so we can't diggyhole enough
>>
>>6465389
...? Population will be an issue how? Not having enough, or suffering from overpopulation?

I don't think either are an issue right now. We have enough population such that we were able to have four chambers open last summer, with enough open to keep building in autumn and winter despite the construction spree in summer. That's enough to basically always be building. We also have enough housing to manage at least one more migration without building more, though we should prepare ahead of time with houses, farms and storehouses. So overpopulation isn't that big an issue either, not to mention each pop is labour, so they solve their own issue of housing and feeding, as long as we plan well. That may change when disease or injury becomes an issue, but for now, each household is productive.

If you're worried about housing or lack of excavation, you should've voted for a minehead and houses, and if you were worried about seasonal support, you should vote for the Organizer trait in the free action section. The Edict is great for efficiency, but it doesn't really address your worries directly. I don't think our efficiency is an issue right now, it's nice to have but we've never had a death spiral over pop feeding/housing.
>>
File: dragonfell-82bb0eb91a54-1.png (6.61 MB, 2000x3080)
6.61 MB PNG
Two households develop Dragonfell's new Forge around an existing smelting hearth. By midwinter its workers are shaping the fortress's copper and tin into tools and weapons.

One household continues the Tin Seam cutting with the Miner. Beyond a line of crushed doorways they break into a surviving length of ancient dwarven road. It runs deep beneath the mountain towards the Quarry. The floors are strangely gouged, the walls as well, ancient furrows broad enough to swallow a dwarf whole, to haphazard to be dwarven craft or design, but too coherent to be the product of nature.

Urist, when questioned about it, seems to recognize the road at once, and is rather amused by the recollection. Yet he refuses to say anything more on the matter.

The Miners name the surviving corridor the Artery. It offers an underground approach toward Quarry Road and connects back toward Dragonfell's Minehead.

Datost has Dragonfell's system of weights and measures extended to accomodate the use of heated or pressurized water. From now on, each such line must have two independent shutoffs and a relief channel leading away from inhabited rooms. The so called "Two-Valve Rule" becomes a fortress law.

>Two-Valve Rule: Once each year, if a failed industrial challenge at a connected water or steam site would permanently destroy a resource, the resource is instead blocked requiring Excavation 12 to unlock. Every other consequence still occurs.

At the year's end, Dragonfell enters the Commerce tradition by adopting Free Market and Market Tithes. Dragonfell has no Market this Spring, so it cannot collect tithes from the arriving Caravan.

Spring, Year 5

At the first thaw, the three households in the regulator chamber open the blast wall under controlled pressure and enter the old service hall. Once the machinery is restored, they seal the door again around the transmission shafts. Steam shudders through the pipes for the first time in centuries, and the restoration succeeds without major incident.

Travelers from Averone and Noldoria report no sightings or messages from Zruk's Orcs since winter. Their camp is unknown, and peace has returned in their absence.

Among the travelers is Rigoth Deepmantle, once a celebrated mason of Mountainhall's vaults and bridges. He spent his exile in human lands and began a family there with a human partner. That human-dwarf household intends to settle at Dragonfell after the market, while Rigoth will remain as their guest until next Spring.

Rigoth has retired. He will not join Dragonfell as its Mason, but he offers to train one household at a time.

The Caravan follows close behind him. Dragonfell has Gold 6 before the Gemcutter's Spring work. First decide what its cutters produce:

>Cut stones for trade
Gain Gold 1 before Caravan purchases.
>Cut a masterwork
Forgo Gold 1 and gain Renown +1.
>write-in
>>
>>6465875
Choose any combination of Caravan purchases that Dragonfell can afford.

>Buy the springwood harp
Spend Gold 3 on a finished harp from Noldorian woodcarvers. Gain Happiness +1.
>Buy the blue-glass lamp
Spend Gold 3 on an Averone lamp whose blue glass throws mountain shapes across the walls. Gain Happiness +1.
>Buy provisions
Spend Gold 2 for four wagon-loads of rye, onions, and salt pork. Gain Food 4.
>Free Mafol Ironbraid's household
Spend Gold 4 to destroy the remaining service contract held by a lowland debtmaster. Mafol's family are scattered Mountainhall survivors who pledged years of labor to purchase passage through human lands. They settle as one free family and consume Food 1 on admission. If Dragonfell declines, the master takes them onward in bondage.
>Buy nothing
Keep Dragonfell's Gold and let the offers pass.
>write-in

Dragonfell may also propose a resource sale as a write-in. Free Market will obtain two offers for the first resource sale and keep the higher one.

After the market closes, Rigoth's human-dwarf household will join Dragonfell as one family and consume Food 1. Rigoth offers to make them his first apprentices.

>Mason: A trained Mason becomes a specialist rather than free labor. At a Mason Yard supplied with Stone, a Mason contributes fixed Build 6 toward construction of at least 2 Chambers. Dragonfell does not currently have a Mason Yard or access to its Stone source.

Decide when the apprenticeship begins:

>Begin training now
The arriving family trains without a Gold cost during Spring and Summer. They cannot perform ordinary labor during those seasons and qualify as a Mason at Autumn's start. Rigoth can then train a second family through Autumn and Winter for Gold 2 before leaving next Spring.
>Begin after Spring
The arriving family performs ordinary Spring labor, then trains without a Gold cost during Summer and Autumn. They qualify as a Mason at Winter's start, but Rigoth will not have time to train a second family.
>Decline training
The arriving family remains free labor. Forgo Rigoth's Mason training before he leaves next Spring.
>write-in
>>
>>6465875
>>6465877
>Cut a masterwork
>Free Mafol Ironbraid's household
How can we call ourselves dwarves if we don't even free our brothers from debt slavery?
>Begin training now
>>
>>6465875
>Cut stones for trade
>Free Mafol Ironbraid's household
>Begin training now
>>
>>6465875
>>6465877
>Cut stones for trade
>Free Mafol Ironbraid's household
>Sell Gems
>Sell Leather

Don't want to forgo the gemcutter's gold. We owe it to our fellow dwarf to free them from bondage. A new named character will make the hold less lonely. We don't have a hunter or scout and aren't likely to get one this year, and our military bonuses are adequate, so selling the leather should be okay.

Also, question QM. Is selling the gem resource separately from the gemcutter's work viable?

>Begin training now

Two masons is great.
>>
>>6465903
>>6465877
>support
>Ask for any news of the dragon.
>>
>>6465877
Yes, this too >>6465944
>>
>>6465875
>Cut stones for trade
>Free Mafol Ironbraid's household
>Sell Gems
>Begin training now
>>
File: dragonfell-de016192294a-1.png (6.61 MB, 2000x3080)
6.61 MB PNG
The Gemcutters choose the small stones best suited for trade, adding Gold 1 to Dragonfell's purse. The year's remaining gems attract two buyers and are ultimately sold for Gold 5.

Datost uses some of the profits (Gold 4) to burn Mafol Ironbraid's service contract and to enter his family into Dragonfell as a free household (consuming Food 1). Rigoth Deepmantle's human-dwarf household arrives after the market, consumes another Food, and begins its free Spring-and-Summer apprenticeship under him. Both Dragonfell's Judge apprentice and its new Mason apprentice will qualify at the start of Autumn. Rigoth can train one more family through Autumn and Winter for Gold 2 before he leaves next Spring.

The traders have no new word of dragons beyond the old stories carried by refugees. Though they do report that no one has seens the orcs since their defeat at the hands of Averone.

Buildings:
>House: 1c; Build 3; Residential; Functional. Housing +4. Copies 2/4.
>Farm: 1c; Build 3; Residential; Functional; Staffable. Produces Food +6 at the Autumn Harvest. A Farmer adds another Food +6. Copies 1/4.
>Storehouse: 1c; Build 4; Residential; Functional. Food storage +6. Copies 2/4.
>Brewery: 1c; Build 5; Residential; Ancestral; Activated, Public, Staffable. At the Summer Feast or a Celebration, spend Food 2 for Happiness +1. A Brewer reduces the cost to Food 1. Copies 0/2.
>Workshop: 1c; Build 5; Industrial; Functional; Flexible, Staffable. Each season, add +1 to either an excavation or construction labor total. An appropriate craft specialist can contribute its fixed work here. Upgrades to Power Hammer. Copies 0/4.
>Watchpost: 1c; Build 4; Industrial; Functional; Networked, Staffable. Add +1 to military challenges protecting its connected entrance or route. A Scout also adds +1 to exploration along that route and may reveal the current disaster pressure band once per year. Copies 1/4.
>Hall: 1c; Build 5; Civic; Ancestral; Public. Add +1 to civic and internal political challenges. Copies 0/4.
>Archive: 1c; Build 5; Civic; Functional; Staffable. Add +1 to research and discovery challenges. A Scribe raises the bonus to +2 and, once per year, may reveal the current disaster pressure band or its likely class at high pressure. Upgrades to Library. Copies 0/4.
>Tavern: 1c; Build 5; Residential/Civic; Foreign; Activated, Public, Staffable. At the Summer Feast or a Celebration, spend Food 1 and Gold 1 for Happiness +1. A Brewer or Trader lets the activation spend only one of those costs. Copies 0/2.
>Infirmary: 1c; Build 5; Residential; Functional; Staffable. Add +1 to health, sickness, and injury challenges. A Healer raises the bonus to +3. Copies 0/2.
>Shrine: 1c; Build 5; Civic; Ancestral; Public, Staffable. Add +1 to religious and ceremonial challenges. A Priest raises the bonus to +3. Copies 0/4.
>>
>>6466254
>Minehead: 1c; Build 6; Industrial; Functional; Hazardous, Networked, Staffable. Add +1 to excavation along its connected route. A Miner contributes fixed Excavation +4 there. Copies 1/4.
>School: 1c; Build 6; Civic; Functional; Public, Staffable. Train one free family into an eligible civic or knowledge profession over four seasons. A Teacher reduces this to two seasons. Copies 1/2.
>Road Gate: 1c; Build 4; Industrial/Civic; Functional; Networked. Add +1 to trade, exploration, and military challenges using its connected route. Upgrades to Gatehouse with accessible Stone or Timber. Copies 1/4.

>Steam Lift: 2c; Build 11; Industrial; Functional; Hazardous, Material, Networked, Restricted, Staffable, Unique. Upgrade from Minehead; requires 1 additional Chamber, Copper, and the operational Steamworks. While the Steamworks remains operational, add Excavation +4 along the Lift's connected route and treat its endpoint as part of Dragonfell's Network. A Miner contributes fixed Excavation +4 there. Copies 0/1.

Choose one Spring labor plan:

>Raise the Steam Lift
Assign 2 families to construction. Build 11 total: replace the Minehead with a Steam Lift. Assign 6 families and the Miner to Tin Seam excavation. The completed Lift operates immediately; 6d6 receives Excavation +11 and opens 2–7 Chambers. Assign 3 families to Food. Spring ends with Food 5–20, and Dragonfell begins Summer with 2–7 free Chambers.
>Open the records
Assign 2 families to construction. Build 6: construct an Archive for Build 5 and discard 1 excess. Assign 6 families and the Miner to Tin Seam excavation; 6d6 receives Excavation +9 and opens 2–7 Chambers. Assign 3 families to Food. Spring ends with Food 5–20, and Dragonfell begins Summer with 2–7 free Chambers. Civic works reach 6 and activate Administration +1 for civic, research, and diplomatic challenges.
>Expand the farms
Assign 1 family to construction. Build 3: construct a Farm. Assign 7 families and the Miner to Tin Seam excavation; 7d6 receives Excavation +9 and opens 2–8 Chambers. Assign 3 families to Food. Spring ends with Food 5–20, Dragonfell begins Summer with 2–8 free Chambers, and the new Farm adds Food 6 at this Autumn's Harvest.
>Reopen the Old Quarry
Build nothing and keep the current Chamber free. Assign 5 families to clearing the Old Quarry; 5d6 receives Excavation +3 toward the cumulative Excavation 18 needed to expose Dragonfell's Stone. Excess is discarded when the work is complete, and Quarry clearance opens no Chambers. Assign 3 families and the Miner to Tin Seam excavation; 3d6 receives Excavation +6 and opens 1–4 Chambers. Assign 3 families to Food. Spring ends with Food 5–20 and Dragonfell begins Summer with 2–5 free Chambers. If the Quarry reaches 18, Stone becomes accessible for Summer construction.
>write-in

Datost may also take one Free Action:
>>
>>6466256
>Explore the buried Quarry with Rigoth
Have Rigoth guide Datost through the collapse. Challenging exploration roll: DC 7; Road Gate and Network +2 total. A sound survey adds fixed Excavation +6 to Dragonfell's next Old Quarry clearance total; a usable but incomplete map adds +3; if the buried galleries yield no safe route, no bonus is gained before Rigoth leaves next Spring. If Reopen the Old Quarry wins, any bonus applies this season; otherwise it waits.
>Learn the trader's measure
Extend the dwarven system of weights and measures with proper conversion tables for deailing with the foreign traders. No roll, labor, or Gold. Datost gains Mercantile: the first one-time resource sale each year gains Gold +1. This Spring's completed sale gains nothing retroactively.
>Burn the bond in open court
Make the destruction of Mafol's contract a public declaration that Dragonfell's people are not chattel. No roll, labor, or Gold. Datost gains Populist: add +2 to migration, integration, relief, and direct Population challenges. Mafol's completed admission gains nothing retroactively.
>write-in
>>
>>6466256
>>Reopen the Old Quarry
>Explore the buried Quarry with Rigoth
>>
>>6466256
>Reopen the old quarry
>Burn the bond in open court
>>
>>6466256
>Raise the Steam Lift
>Explore the buried Quarry with Rigoth
>>
>>6466256
>Reopen the Old Quarry

We just started training Masons, no point in having them if we don't have stone. Though I could see us constructing the Steam Lift for the efficiency and to free up workers to reopen the quarry later.

>Explore the buried Quarry with Rigoth

At some point we should build a shrine or two and train some priests so that we can deal with the dead and supernatural. We've had to tiptoe around some opportunities with the gems and quarry because of having no options there. It's on the 'nice things to have' list, but if a more serious supernatural problem crops up, we're gonna want them around. Likewise with our herbs, gotta finish a garden and infirmary. We have enough excavation to always be building, we don't really need more efficiency there right now, nor do we have the population to sustain a higher construction rate without starving our people.
>>
>>6466256
>Reopen the Old Quarry
>Burn the bond in open court
>>
OK need a roll for the exploration (1d6).
>>
Rolled 4 (1d6)

>>6466611



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.