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 CinderhelmDatost 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 OathkeeperVarik 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 FirststoneUrist 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 CinderhelmSTRIKETHEEARTH
>>6452768>Urist Firststone
>>6452768>>Urist Firststone
>>6452768>Datost CinderhelmSTRIKE THE EARTH!
>>6452768>Urist FirststoneThe halls will shine with splendor of the ancestral holds!
Spring, Year 1The 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: 6/0Food: 22/6 Happiness: 2/5Gold: 6Renown: 0/20Chambers: 0/0A 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-inThe fortress has no dug chambers, so no buildings can be built this Spring. >Break groundAssign all 6 families to excavation.>Drive the first tunnelAssign 4 families to excavation and 2 to Food.>Balance stores and stoneAssign 3 families to excavation and 3 to Food.>write-inDatost may also take one Free Action:>Drill the camp guardDatost establishes watches and alarm calls. Add +1 to the first military or security challenge of the year. >Secure the entry roadChallenging roll (DC 7). Success establishes contact with another band of dwarf survivors. >Sound the mountainChallenging roll (DC 7). Success reveals a special site or structural hazard before excavation.>Hold a memorial to the fallenSpend 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 groundWe'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 mountainIf 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>>6452896Solid 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
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: 1Resource added: Stone x1, Tin x1Datost 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 entrancePrepare 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 roadCut 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 roadLet 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 entranceThis is what Cinderhelm is for.
>>6452928>Hold the mountain entranceGood luck idiots I'm behind 500+ stonefall traps
>>6452928>Hold the mountain entrance
>>6452938>>6452939>>6452944>>6452945Please roll 1d6
Rolled 1 (1d6)>>6452946Strike the earth!
Rolled 2 (1d6)>>6452946>>6452947lmaoA truly auspicious start to our hold.
>>6452947Fulmenaxor 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.
>>6452956I 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)>>6452946I'll save us!
>>6452947>>6452949Partial success (because of Datost's trait granting +2). Writing.>>6452956Based beyond belief.
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: blockedOrcs: HostileOnce 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.
>>6452967Summer, Year 1Population: 6/0Food: 16/6Happiness: 2/5Gold: 1Renown: 0/20Chambers: 0/3Buildings: NoneResources: 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:House1 Chamber; Build -3; Hearth; Functional.Housing +4.Farm1 Chamber; Build -3; Hearth; Functional; Staffable.Produces Food +6 at the Autumn Harvest. A Farmer adds Food +4.Storehouse1 Chamber; Build -4; Hearth; Functional.Food storage +6.Watchpost1 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.Clanhouse2 Chambers; Build -7; Hearth; Ancestral; Public.Housing +9.Hall1 Chamber; Build -5; Hall; Ancestral; Public.Adds +1 to civic and internal political challenges.Brewery1 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.
>>6452968Choose one seasonal plan:>Homes, crops, and storesAssign 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 holdAssign 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 councilAssign 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 breweryAssign 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-inDatost may also take one Free Action:>Follow the Orc retreatDatost 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 trapsDatost 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 OrcsDatost 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
>>6452965Did >>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 retreatThe 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 breweryAssign 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 trapsDatost 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 trapsWe'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 claimRecognize Averone ownership and surrender the Stone. Averone becomes Friendly toward the fortress and pursues its own war for the quarry.>Negotiate a border compactDatost 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 claimReject 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>>6453105Supporting.
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
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: 6/4Food/capacity: 16/6Happiness: 2/5Gold: 3Renown: 0/20Chambers: 3/3Buildings: House, Farm, WatchpostResources: Tin x1, Stone x1 (blocked by Orcs)Kingdom of Averone: Neutral -> FriendlyAt 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 tableServe ordinary rations and reserve both Food and Gold. Gain no public activation or reward.>write-in>>6453192Loving 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.
>>6453252Nope you can always do as many as you can pay the cost for.
>>6453244>Open the new House [2 Food]
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 1Population/Housing: 6/4Food/capacity: 8(+6 from Autumn harvest)/6Happiness: 3/5Gold: 3Renown: 0/20Chambers: 3/3Buildings: House, Farm, WatchpostResources: 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 levelAssign all 6 families to excavation.>Dig and forageAssign 4 families to excavation and 2 families to Food production.>Stock the winter storesAssign 3 families to excavation and 3 families to Food production.>write-inDatost may also take one Free Action:>Summon Averone's captainsInvite 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 campLead 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 streamTrace 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
>>6453333So, 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 levelAnyway, 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 captainsI 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 specialistsjust 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.
>>6453359So if one dwarf eats 1 food per season, we need to have 2/3 of our dwarves to be farmers to have enough food.
>>6453362Yes, 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
>>6453333Quads checked.>Drive a new level>Summon Averone's captainsIf 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.
>>6453359Oh, 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 >>6453364Anyways, 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.
>>6453371I 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.
>>6453373Well... 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.
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: +2Defensive Captain: +2Watchpost: +1Prepared traps: +1Total: +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: 8/6Current Gold: 3>Begin the harvest immediatelyPull 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 frostWait 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>>6453386Events 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]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.
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: 2Food/capacity: 18/6Happiness: 3/5Chambers: 3/5Buildings: House, Farm, WatchpostWinter, Year 1At 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: +2Watchpost: +1Prepared traps: +1Averone false retreat: +2Total bonus: +6>Spring the trap with Datost alone (1d6+6)>Commit one family to the ambush (2d6+6)>write-inPlease 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 inDeclare 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)>>6453609Support >>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 rollsright 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.
>>6453717this guy tryna kill Datost
>>6453749we 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
>>6453753The QM DID tell us too, read the last line of his previous post.
>>6453770Ah, 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
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: 1/20Food: 18/6Happiness: 3/5Gold: 2Kingdom of Averone: FriendlyThe 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 ArlowPay 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 tunnelWall 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>>6453749Yeah 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 ArlowWe 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 ArlowWe 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
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: 6/4Food/capacity: 18/6Happiness: 3/5Gold: 2Renown: 1/20Chambers: 3/5Buildings: House, Farm, WatchpostResources: Tin x1, Stone x1BuildingsHouse — 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 storesAssign 3 families to construction (Build 9 total) to complete a House and Storehouse. Assign 2 families to excavation.>Build a working householdAssign 3 families to construction (Build 9 total) to complete a House and Workshop. Assign 2 families to excavation.>Raise a clanhouseAssign 3 families to construction (Build 9 total) to complete a Clanhouse. Assign 2 families to excavation.>Open an Averone marketAssign 3 families to construction (Build 9 total) to complete a Market in the 2 free Chambers. Assign 2 families to excavation.>Drive the lower workingsAssign all 5 families to excavation and build nothing.>write-inDatost may also take one Free Action:>Search the Orc campFollow 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 survivorsQuestion 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 cavernExplore 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 campeasy roll to get some gold
>>6454109Assign 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 storesAssign 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 storesIt'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 campSurplus 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>>6454146I am also curious what is meant by the workshop bonus since it's apparently less than just assigning the dwarves to their actual tasks?
>>6454193That's a passive bonus from the building itself. Staffing grants an additional bonus.
>>6454113>>6454126>>6454146>>6454158>>6454193Let's get a d6 roll for the Orc camp search.
Rolled 2 (1d6)>>6454224
Rolled 3 (1d6)>>6454224Just the one?
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: MineheadOnly 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 HouseRevise 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 charterComplete 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 faceReject 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
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: 6/8Food/capacity: 12/12Happiness: 3/5Gold: 3Renown: 1/20Chambers: 5/6Buildings: House x2, Farm, Storehouse, WatchpostResources: Stone x1, Tin x1, Copper x1The 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 HearthThe first season each year that ends with stored Food at least equal to Population grants Happiness +1.>Tradition -- Family VeinsThe 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 StoneThe first great work completed each year grants Renown +1.>Craft -- Labor UnionOnce 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 GeometryEach full 5 excavation points opens a Chamber instead of the normal 6. Unused points are still discarded at season's end.>Honor -- Watch DutyThe 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 CodeA Barracks may convert one free family into a permanent Soldier during seasonal allocation without requiring a training event.>Commerce -- Free MarketRoll 2d6 and keep the higher result when determining Gold from the first resource sale at each Spring Caravan.>Commerce -- CaravaneerAt 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 RecordsWhen 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 DutySeems 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 RecordsThis feels like something that can't be obtained through other means
>>6454236>>Promise them a miner's charterImpatient fuks
>>6454274Hmmm I'll try refreshing first next time.
>>6454268>>Tradition -- Shared Hearth
>>6454268>>Tradition -- Family Veins
>>6454268>Honor -- Watch Duty
>>6454268Will 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 Recordsbut 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 2Population/Housing: 6/8Food/capacity: 12/12Happiness: 3/5Gold: 3Renown: 1/20Chambers: 5/6Edicts: Honorable Deeds, Watch DutyWinter 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 defenseWarn 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 frontierWarn 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 ZrukDispatch 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>>6454444Lord 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
>>6454445Can 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 bothOk, I see, thanks for the clarification.
>>6454458You 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 fortify2. Send 1 family at invasion time to defend + Datost for his +2Yes, 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).
>>6454444Nice quads!>>6454445>Send builders to the frontierNever 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?
>>6454463Averone 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.
>>6454461Yea, 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
>>6454445Yeah, >>6454471 this works for me, I'll switch to this.
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: 6/8Food/capacity: 12/12Gold: 3Choose 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]>>6454482Agreed. 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]
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.
>>6454501Unforgivable 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>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 downFor 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: 12/12Happiness: 3/5Gold: 1Renown: 2/20Chambers: 5/6; 1 freeResources: Tin x1, Stone x1, Copper x1BuildingsHouse -- 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' charterAssign 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 DwarfsideAssign 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 returnAssign 2 families to construction (Build 6 total) to complete a Storehouse, 2 families to Food production, and 1 family to excavation.>Prepare the Summer FeastAssign 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-inDatost may also take one Free Action:>Question Vyn about DwarfsideQuestion 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 frontierTest 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 messengersFollow 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 SeamExplore 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>>6454485Good 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' charterBefore 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>>6454686Alright, that's great.I'll vote for>Shadow the Nine-Banners messengersthen, 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.
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 SeamFood 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' charterWhen 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>>6454713Oh, 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).>>6454690Thanks! 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
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 2Population/Housing: 6/8; 5 free, 1 Miner apprenticeFood/capacity: 6/12Happiness: 3/5Gold: 1Renown: 2/20Chambers: 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 trucePromise 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 awayRefuse 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 heraldClaim 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 ArlowSeize 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 heraldFuck 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
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 apprenticeFood/capacity: 6/12Happiness: 3/5Gold: 1Renown: 2/20Chambers: 6/6; none freeNo 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 DwarfsideAssign all 4 available families to excavation along the Tin Seam workings.>Balance picks and storesAssign 2 families to excavation along the Tin Seam workings and 2 families to Food production.>Fill the Summer storesAssign all 4 available families to Food production.>write-inDatost may also take one Free Action:>Take the apprentice's oathPublicly 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 MineheadInspect 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 crossingsUse 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 provisionsRequest 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>Hazardousuh oh
>>6454855>>Balance picks and stores>Inspect the MineheadHow many seasons do we have to keep our promise? >Descend beyond the Tin SeamThis 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>Negotiate expanded trade with AveroneI'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 tableServe only the normal seasonal rations. Spend no extra Food or Gold and gain no Happiness.>write-in>>6454934If/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
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 2Population/Housing: 6/8; 5 free families, 1 Miner apprenticeFood/capacity: 2/12Happiness: 3/5Gold: 1Renown: 2/20Chambers: 6/6Tin and Copper: blocked by the flooded Tin Seam workingsThe 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 cavernCut 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 crewsAssign 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 AutumnSpend 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>>Drain through the natural cavern
>>6454695Also forgot to say that giving the drakk the buk of wrongs is genius kek
>>6455014>>Commit drainage crews
>>6455014>Drain through the natural cavern
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 addedPrepared Border rises from +3 to +4 for Averone's first defense against the Great HordeA 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 rallyPublicly 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 garrisonAsk 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 orderRefuse 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 secretPrivately 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 cavernWorth 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.
>>6455078I shoulda refreshed.>>6455075>Promise the gate in secretI'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 secretWe 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 seamAssign 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 storesAssign 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 storesAssign 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 StorehouseAssign 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-inDatost may also take one Free Action:>Prepare the hidden rallyReady 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 reservoirMap 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 lawCredit 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>>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 storesWe'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-inAnons trade write in
>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 addedPrepared Minehead replaced by Controlled Reservoir: +2 once yearly to one challenge involving flood, fire, drought, or the fortress water supply>Seal the Reservoir GalleryClose 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 watchAssign 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 sumpUse 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
>>6455250Oh Armok, the carps are here>Flush it into the lower sump
>>6455250>Flush it into the lower sumpDo 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
>>6455261Yes 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>>6455270Ok, then I suggest>Use Bronze for this challenge and assign 1 family to support for 2d6I 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.
>>6455282I 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?
>>6455291Yes, 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 sumpSupport >>6455280
Winter, Year 2Population/Housing: 6/8; 5 free families, 1 Miner apprenticeFood/capacity: 6/12Happiness: 3/5Gold: 1Renown: 2/20Chambers: 6/6Datost 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 gorgeTurn 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 gorgeAssign 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 sealedBarricade 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 gorgeAssign 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 gorgeWe 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.
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 StorehouseAssign all 3 families to Food and roll three Food dice. Perform no excavation.>Balance stores and picksAssign 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 headingsAssign 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 belowAssign 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-inDatost may also take one Free Action:>Prepare the hidden rallyReady 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 conductEnter 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 cavernsSpend 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 WatchpostMap 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 StorehouseWe'll have 5 chambers without excavation, now food is the priority>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: 6/8Food/capacity: 10/12Happiness: 3/5Gold: 1Renown: 2/20Chambers: 6/6; 5 natural Chambers become available in SpringEdicts: Honorable Deeds, Watch DutyQuarry Road: BlockedStone: InaccessibleThe 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.
>>6455661At 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 HearthThe first season each year that ends with stored Food at least equal to Population grants Happiness +1.>Tradition -- Family VeinsThe 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 StoneThe first great work completed each year grants Renown +1.>Craft -- Labor UnionOnce 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 GeometryEach full 5 excavation points opens a Chamber instead of the normal 6. Unused points are discarded at season's end.>Honor -- Martial LawOnce 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 CodeA Barracks may convert one free family into a permanent Soldier during seasonal allocation without requiring a training event.>Commerce -- Free MarketRoll 2d6 and keep the higher result when determining Gold from the first resource sale at each Spring Caravan.>Commerce -- CaravaneerAt 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 RecordsWhen 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 RecordsI think we need thin with the orc horde situation
>>6455662>Knowledge -- Written Records
>>6455662>Honor -- Martial LawOnce 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>Honor -- Martial LawI 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 RecordsCaught 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 3At 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: 6/8Food/capacity: 6/12Happiness: 3/5Gold: 1Renown: 2/20Chambers: 6/11Current 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.
>>6456045Edicts:>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.
>>6456046Relationships, 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.
>>6456048Unlocked 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.
>>6456049Before 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 orderOpen 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 commandRefuse 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 lineGuide 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 passageRefuse 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 commandWell, 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.>>6456049For 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.)
>>6456077yeah, 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.
>>6456083Right?! 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.>>6456084Yeah, 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 chamberAnon, we have 5 chambers thanks to sounding and great previous planning. Now is the perfect moment to spare 2 for the Duplex Clan House.
>>6456091Anon, 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.
>>6456094Oh; misread.Anyway, would go for the one two-chamber
>>6456094If 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 commandAverone is kinda overbearing
>>6456050>Make them submit to dwarf command>XenofanAre 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?
>>6456137I'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. >>6456119Food 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
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 MinerFood/capacity: 2/12Happiness: 3/5Gold: 1Renown: 2/20Chambers: 6/11; 5 freeUnless 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.
>>6456354One 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
>>6456356I 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 purchaseshame 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>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>Sell a years worth of ore for 1 gold, purchase 6 food for 2 goldThe 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
>>6456445we 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 provisionsFuck 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.
>>6456356Changing >>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
>>6456356Changing >>6456505 to >Trade Fish for Bronze Ingots.
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 commissionReturn 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 ransomTell 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 rightsDemand 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-BannersHand 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 commissionArlow is starting to get on my nerves. We hit a Challenging roll on 5+ without a family help, and that's no good.