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File: DwarfHoldIntro.png (248 KB, 400x400)
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Our Journey Has Begun.

The dwarves have entered an era of unprecedented glory; their fortresses are secure, their food is plenty and their vaults fill and fill by the day with riches. With this newfound prosperity, the great kings and their thanes have so decreed: the holds must unseal themselves and emerge from the world once more. New fortresses must be delved, and contact re-established between the tallfolk to further increase the trade of goods and the reach of the dwarven race.

You are the Thane. As a retainer of the region’s dwarven king, you have been sent out to retake an old fortress near the north-western borders of the kingdom. You are to rule there, re-establish links between the humans and assess the general situation of the land. Success here means an elevation at the king’s court, to say nothing of the new powerbase you’ll receive once you reclaim the fortress in full. Fail, and the paths home will be barred from you, for a king’s command, once accepted, can only be failed through death.

You set out on your journey at the head of an advance team of builders and warriors, intending to prepare the land for eventual settlement by other subsequent waves. With you on this journey are your trusted advisors, who will no doubt be invaluable in aiding you as you set up your new rule.

>The Seneschal is a new face to you: hired to your service at the recommendation of a cousin. Despite her relatively short time under your employ she has proven to be most effective at handling clan matters, to the point that your own workload has been cut in half.

>The Captain has served you faithfully for many years. A veteran of many battles under and above the dark earth, he stands ready to protect your new territories and retake the fortress for the clan.
>>
Are we choosing one?
>>
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>It is summer

It takes you a few weeks, but your folk finally arrive at the dilapidated remnants of an old trade depot just outside the fortress gates. Here and there amongst the ruined walls are the marks of vagrancy and wild animals, recent, but not a soul could be found within the broken homes or the clearings.

“S’quiet, it is.” says your Captain. “Something drove off the whatsis and whatevers here, I reckon.”

“Well, if it ever comes back, we have you to do the driving off to them then” replies your Seneschal. “We can ill afford to wait for our mystery monster with our task at hand. We’ll need to begin our work as soon as possible to prepare for the migrant wave.”

>There are 31 dwarves in our village
>Your food stocks: 100 (-0, +0 next season)
>Your gold coffers: 2000 (-14, +0 next season)

>Your link to the dwarven holds back home is crucial; as long as it is not blocked off you will receive trade, migrants, resources, purchases and any requests to the capital.
>Route unrest (less than 50 will block off that route)
>The route to the capital: 100/100 (-0, +0 next season)

“As it stands,” she continues, “we currently lack proper homes, a stable food source and any sort of resources to trade with the nearby holds. Not to mention our uncertain location; we’re literally at the edge of the new map here, we need to update our ancient maps.”

“Luckily, we sit at the nexus where we can gain all of that with a little effort… and a bit of spending.”

>You are without proper homes
>You are without proper food sources
>You are without industry
>The nearby regions are unknown to you, save for the east where the dwarven lands lie.

“Aye. Can I ask that ya get the tavern up first? Lotta us can bear the sun, but not being sober.” adds the Captain.

“Yes, yes. Now, what of our military situation?”
>>
Then
>The Seneschal
>>
>You are without proper homes
>>
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“Right, right. So far we got twenty-five of the best with us here. All of ‘em, hard drunk vets on the field and the tavern.”

“How reassuring.” says the Seneschal, rolling her eyes.

“Thank ye kindly. Now, the hold’s barred up still, with ‘em big ol’ gates still standing. My boys and I can breach it; give it the next season. ‘Course, we can always focus on protecting the area and the village first before we start fortress delving in earnest.”

>You have 5 squads
>You have taken no part of the hold as of yet
>Your village is undefended
>Your routes are unpatrolled

>>4044573
The last prematurely ended thread had us agreeing on retaking an old hold as a dwarf thane.
>>
“That’s the situation here. What’re your orders, Thane?”

>There are 31 dwarves in our village
>Your food stocks: 100 (-0, +0 next season)
>Your gold coffers: 2000 (-14, +0 next season)

>Route unrest (less than 50 will block off that route)
>The route to the capital: 100/100 (-0, +0 next season)

You may issue two commands this season (Thane + Seneschal)
>Construct housing (100g)
>Construct a trade depot (100g)
>Construct a farm (100g)
>Construct a hunting lodge (200g)
>Construct a lumber mill (200g)
>Write in

You may issue one military command this season
>Take the gates!
>Patrol an area: Village, capital route
>Recruit more squads (Warriors (20g), Crossbows (40g), Hunters (30g), Legionnaires (60g))
>Construct defenses (100g)
>Write in
>>
>You have taken no part of the hold as of yet
>>
>>4044578
>>4044581
Taking that as the housing command.
>>
Srry that was premature
>Construct a farm (Seneschal)
>Construct defenses (Thane)
>>
>>4044603
>General commands may be given only by the Thane and Seneschal, and The Seneschal and Thane may only give general commands.
>Military commands may only be given by the Captain, and the Captain may only give military commands.
>>
>Recruit more squads (Hunters)
>>
Everything ok? GM
>>
>>4044591
>>Construct housing (100g)
>Construct a lumber mill (200g)

We need material for rebuilding, and we have enough food to survive for a year I bet.

>Recruit more squads Legionnaires (60g)
We need elite troops, if there is monster inside the fortress
>>
Ok just go with that I guess GM
>>
>>4044649
I tend to leave the thread for a while to collect votes and prep drawings. I'll be back in an hour or so
>>
Ok 5:30 ish?
>>
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>>4044581
>>4044658
>Construct housing (100g)
"I will pass down the order. The ruined houses here still have good bases to build upon. We'll purchase the stone from the nearest hold to expedite construction too." says the Seneschal

"We still have some room for one more work here. Please give the order."

"And me?" asks the Captain. "Can't make up yer mind with the order?"

>You may issue one more general command
>You may issue one more military command
>>
General command
>Construct a lumber mill

>Recruit more squads(Hunters)
>>
>>4044823

>Construct a lumber mill (200g)
>Take the gates!
>>
Given that we have two recruit votes, and the first was hunter...

>Recruit more squads (Hunters (30g))
“Right.” says the Captain. “I’ll send word homewards about getting more lads.”

You dismiss both Seneschal and Captain to their duties before attending your own. Taking up a quill and parchment, you begin writing your decree to establish a new lumber mill to the south, that you may begin tapping into the area’s resources for future use…

>Your gold coffers: 1670 (-330g from season purchases) (-14, +0 next season)
>Time passes...
>>
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>It is autumn

A cool breeze passes through the land. Autumn has arrived, and the trees begin to brown and shed their leaves in preparation for the coming frost.

You and your busy dwarves have worked through the sweltering summer season raising the first of many homes near the entrance of your future fort, with your own chief hall towering above the village. To the south, lumberjacks labour to cut timber felled from the autumnal forest, sending them off to be processed to your newly-erected lumber mill.

The first wave of migrants arrive as well, bringing much food and supplies: perfect timing for the coming winter. You welcome them with open arms.

>18 migrants arrive with 31 food and 122 gold

“Everything’s developing smoothly now.” says the Seneschal. “But we shouldn’t tarry, with winter just a season away. We need to focus on self-sustainability for now, in my opinion. And we still haven’t the slightest clue about the surroundings.”

>There are 49 dwarves in our village
>Your food stocks: 131 (-24, +0 next season)
>Your gold coffers: 1656 (-17, +0 next season)

>Unique buildings:
>Lumber Mill (Gained Timber resource for trading, cost of building structures reduced by 25g)
>>
>>4044569
?
>>
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“Aye, and that’s making me antsy.” adds the Captain. “Might be we need to shore up our village defences. I can set up some sentry points up, cover our arses. At least they’ll give us an alarm if anything nasty’s coming to visit.”

“Mhm. It’s your call, my Thane.”

>You have 6 squads

>Route unrest (less than 50 will block off that route)
>The route to the capital: 100/100 (-0, +0 next season)

You may issue two general commands this season (Thane + Seneschal)
>Construct housing (75g)
>Construct a trade depot (75g)
>Construct a farm (75g)
>Construct a hunting lodge (175g)
>Scout the surrounding areas
>Write in

You may issue one military command this season (Captain)
>Take the gates!
>Patrol an area: Village, capital route
>Recruit more squads (Warriors (20g), Crossbows (40g), Hunters (30g), Legionnaires (60g))
>Construct defenses (75g)
>Write in
>>
>>4045404
so we pick 3?
>>
>>4045411
Two general commands and one military, yes.
>>
>>4045404
>>4045404
>Construct housing (75g)
>Construct a trade depot (75g)
--
>Take the gates!
>>
Wasnt some houses built already though?
>>
>Scout the surrounding area
>Construct a trade depot

>Take the gates!
>>
>Construct a trade depot (75g)

“The coming winter’ll slow any trading at all… but it’s best to get ready I suppose.” says the Seneschal. “I’ll prepare the masons.”

>Take the gates!

Your Captain gives a salute. “As ye command, Thane. Oi! Urist! Gather up the lads! Time to break those gates open!”

(As this was the first vote…)
>Construct housing (75g)
You have no doubt that other migrants will attempt to rush their journey to your village in an attempt to avoid the first snows of winter. Taking up your writing supplies, you write down your edict for more housing, determined that those who succeed will be welcomed with new homes awaiting them…

>Your gold coffers: 1628 (+122 from migrants, -150 from season purchases) (-17, +0 next season) Forgot to add the 122, haha. This should be right

>Time passes…
>>
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>It is winter

Tiny flakes of purest white fall slowly upon the dying grass. This is your first winter since coming here, and you are resolved to see through another one once this passes.

As predicted, more of your kin had arrived to the village, bringing with them only their possessions and their heirlooms. Like the last, you give them a welcome to the clan’s new home personally, and direct them to new houses recently built by your masons.

>16 migrants have arrived

There have been other dwarves too, not of your kin but from the other holds, who have come to trade with you. Wood is ever in high demand in the kingdom, moreso as winter makes frosty presence known. They take as much as they can get, as quickly as possible, before the snows become too heavy and the roads become blocked.

>There are 65 dwarves in our village
>Your food stocks: 107 (-32, +0 next season)
>Your gold coffers: 1611 (-17, +40 next season) (Trade income halved during winter)

>Unique buildings:
>Lumber Mill (Gained Timber resource for trading, cost of building structures reduced by 25g)
>Trade Depot (Allows trading along discovered routes)

>Cont'd...
>>
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-------------------------------

Sometime before winter, your Captain and your clan warriors had successfully breached the gate of the hold. You were frankly impressed by their efforts; clearly this wasn’t the first hold-gate your Captain’s breached. Though it likely helped immensely that nobody tried to repel their siege.

With enchanted mattocks the runes of sealing were defaced, one by one, over a period of a week. With those removed, all it took was several batterings from a tree-trunk ram to force the great gates open.

And what awaited them within was…

...nothing.

>The gates have been broken!
>You have claimed the Great Hall
>You have claimed the gate barracks.
>You may assault the Merchant District, the New Mine and the Industrial District

“Well, that was a bloody disappointment.” says your Captain. “I was itching for a fight. But eh, we got a foot in the fort. That’s a reason to drink up a celebration!”

You roll your eyes; you know by experience that the Captain and his vets never need a reason to drink anyway. But you’ll allow it.
>>
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“All’s well that ends well, s’what I say.” says the Captain. “But really, now we got two fronts to worry about. No telling what we riled up deep in the hold with our gate-breaking antics. So I suggest we dig in and get our arses secured first before we delve even deeper.”

The Seneschal nods in agreement. “As for the village proper, our food stocks are secured and our people prepared to weather the winter. Though, because of the coming snows, our actions will be limited.”

>Certain commands cannot be performed during winter
>Price of commands rise during winter
>You may only issue one general command during winter

“Still, even with snow, there is still a lot we can do. Give the word, my Thane, and we will fulfill your orders.”

>You may only issue one general command during winter
>Improve housing (175g)
>Build roads (175g)
>Repair the great hall of the fortress (175g)
>Scout the surrounding areas
>Write in

You may issue one military command this season
>Rebuild the gate barracks (175g)
>Patrol an area: Village, capital route
>Continue reclamation (New mines, Industrial District, Merchant's District)
>Recruit more squads (Warriors (40g), Crossbows (80g), Hunters (60g), Legionnaires (120g))
>Construct defenses (175g)
>Write in
>>
>>4045799
>build roads needed for good summer trading

>construct defenses around the village and in the fortress to prevent anything in therr coming out
>>
>>4045799
>>Scout the surrounding areas

>Construct defenses (175g)
>>
>>4045799
>Scout the surrounding areas
>Construct defenses (175g)
>>
>>4045847
>>4045859
>>4045869
Your Seneschal nods. "We've a few woodsmen and mountaineers here, well experienced with travelling long distances under dire weather. I'll send them out this instant."

As she leaves the room, your Captain steps forward. "Right, so defenses eh?" he begins. "Where'll ya want 'em? I can build up some sentries outside the village, keep an eye on the trees. Or I can shore up the halls in the fortress, build some barricades to keep the nasties out."

>Build barricades inside the fortress
>Build walls and sentry towers outside the village
>>
>>4045932
>>Build barricades inside the fortress
>>
Building barricades in the hall would be good for a last stand tactic in case of emergency but first should be
>Build walls and sentry towers outside the village
>>
>>4045932
>outside the village
>>
>>4045932
>>Build walls and sentry towers outside the village>>4045932
>>
>>4045972
>>4046430
>>4046439
"Gotcha. I'll round up the lads and whatever masons we got. Just keep the ale coming so we can keep warm, eh?"

With that, your Captain leaves to fulfill his duties.

>Your gold coffers: 1436 (-175g from season purchases) (-17, +40 next season) (Trade income halved during winter)
>Time passes...
>>
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>It is spring

Not even the freezing cold can stop the busy dwarf. Throughout the snowfall of winter your soldiers and citizens laboured to construct new defences for your village. You cannot help but feel safer and easier as you see each wall and tower raised to completion.

>Village defences will prevent attacks on buildings and people within, and send a guard stack of crossbowmen on village attacks

Walls and towers of stone, however, won’t solve your current problems.

“Our expeditions have achieved… mixed successes.” says the Seneschal “The good news is that we found humans; a quaint little town lying on the western road a fair distance from us.”

“S’it true the humans’re completely hairless? Like the stories me father told?” interjects the Captain.

“They had hair on them, the scouts said. Some even had beards, though not as long and luxurious as ours. They aren’t part of the Grand Empire though, as the old records say; the humans said that that empire had all but fallen out after the Cold Years, right after we sealed the holds to wait out the ash and snow.”

“Shame. What about them tall-ears? We find any?”

“No. Just humans.” says the Seneschal “And not all friendly. The southern route was blocked off by what seems to be a bandit crew. None of our scouts were harmed, but we cannot progress south until those ruffians are cleared.”

>You have discovered a human town in the west.

“As for local happenings, there seems to be a new threat on our east. Reports of forest animals and beasts maundering near the capital route are giving our caravans heading that way a fright. We may need to patrol that route soon; even a minor disruption like that’ll cause problems in the long run, and we can’t afford to lose the capital road.”

>Beasts have made their home near the capital route

“That’s all I have to report. Captain?”

“Right, right.” The Captain steps up to the table. “Defences are all propped up. Loada help, the masons and the ‘jacks. Gotta buy ‘em a beer later. That is, if we had a tavern.”

“Anyway, we’re getting some bad sounds at the fortress: chittering, skittering. Spiders and bugs is what me gut says. Bad news either way. We might wanna keep an eye on the inside.”

“The bandits south of us worry me, though, as do the beasts at our east.” says the Seneschal. “Defenses are all well and good, but what if they attack the lumber mill? Or the village itself?”

“Tell ‘em to wait in line. Ah’ll deal with ‘em when I get to ‘em. But if ya really want, and the Thane really wants, I can set up more defences here so we can get some protection even when I’m busy in the fortress.”

“S’your call, though, Thane.”
>>
>No migrants have arrived

>There are 65 dwarves in our village
>Your food stocks: 75 (-32, +0 next season)
>Your gold coffers: 1459 (-17, +80 next season)

>Unique buildings:
>Lumber Mill (Gained Timber resource for trading, cost of building structures reduced by 25g)
>Trade Depot (Allows trading along discovered routes)
>Village Defences (Tower and Palisade)

>Route unrest (less than 50 will block off that route)
>The route to the capital: 90/100 (-10 from events) (-5, +0 next season) (Forest beasts)
>The western road: 100/100 (-0, +0 next season)
>The southern road: 0/100 (-30, +0 next season) (Bandit Camp)

You may issue two commands this season (Thane + Seneschal)
>Improve housing (75g)
>Build roads (75g) (capital, west)
>Build a farm (75g)
>Build a hunting lodge (175g)
>Repair the great hall of the fortress (75g)
>Send trade envoy to the west
>Write in

You may issue one military command this season
>Rebuild the gate barracks (75g)
>Patrol an area: Village, capital route. Southern route, western route.
>Continue reclamation (New mines, Industrial District, Merchant's District)
>Recruit more squads (Warriors (20g), Crossbows (40g), Hunters (30g), Legionnaires (60g))
>Construct defenses (175g) (Inside fortress, improve village defenses (needs 3 squads of soldiers))
>Write in

No problems with the quest so far? Any suggestions to raise quality? You've yet to run into anything serious... but if you've ever played DF you know that never lasts.
>>
So far good QM
>Build a farm
>Hunting lodge

>Rebuild the gate barracks
>>
>>4047000
Adding little wally's that turn into events, if someone spots them would be cool.
>>
>>4047000
>>Build a farm (75g)
>Build a hunting lodge (175g)
>Rebuild the gate barracks (75g)
>>
We need to prepare to take on savage animals and bandits on the road
>>
>>4047000
>>Build roads (75g) (capital, west)
>Build a hunting lodge (175g)
>Continue reclamation (New mines, Industrial District, Merchant's District)
>>
>>4047027
Clever. I'll do that in the future.

>>4047049
Choices with brackets mean that you also need to decide where, specifically, you want the command to be centered. For example, you may only build roads going west for the season
>>
>>4047049
>>4047109
>>Build roads west
>Build a hunting lodge
>Rebuild the gate barracks
>>
>>4047032
Support.

>>4045972
I think QM meant, that those barricades are against, whatever lurks deeper in mines.
>>
>>4047000
>build hunting lodge
>build roads to capital
>construct defenses inside fortress.
>>
>>4047032
>>4047049
>>4047153
>>4047270
>Build a farm (75g)
>Build a hunting lodge (175g)

"Of course, Thane. Our food stocks were running a bit low, but with this and the coming migrant wave, we should be able to get it back to adequate levels."

>Rebuild the gate barracks (75g)
"Finally. I'll tidy up the room and get some new bits and beds set up." says your Captain.

With your decrees given out, the two advisors leave the room to perform their new duties.

>Your gold coffers: 1,134 (325g from season purchases) (-17, +80 next season)
>Time passes...

Gonna take a long break here. Expect me back in a few hours.
>>
Thanks for running Seeker. Love the art work. Looking forward to following this!
>>
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>During the season…

It was near sundown when the alarm was raised. Urist, bless his lazy beard, had ducked out of the reconstruction of the barracks to take a quick swig or ten of his secret ale ration.

He had just left the room and uncorked his flask when he noticed the red eyes staring out from the darkness of the hall leading to the Merchant’s District.

“AAAAAHHHHH! SPIDERS!”

>You have three squads
>”Urist’s Stonecarvers” has entered combat. (Warriors, Squad 1)
>”The Mad Lads” has entered combat (Warriors, Squad 2)
>”Bolted Down” has entered combat (Crossbows, Squad 3)
>Reinforcements on the way

>Cave Tarantula has entered combat
>Cave Tarantula has entered combat

>Cont’d…
>>
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Rules
>Players must decide on which orders to give to each squad every turn
>Orders with highest votes/support will be taken
>Flank and focus as much as you can for extra damage. Flanking damage occurs when attacked from the sides or rear
>>
>>4048422
>>4048424
Have Squads 1 and 2 move to engage the two tarantulas, one squad taking one tarantula. Let Squad 3 hang back and rain bolts on whichever tarantula Squad 1 is busy with. The Mad Lads can handle themselves for now.
>>
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For all of their flaws, your clan warriors at least do not lack in courage and bravery. With loud battlecries and terrible oaths they charge at the massive arachnids, axes raised, and collide with the beasts head-to-shield.

Your crossbowmen follow suit, launching deadly iron at the foe. Given their sheer bulk, it is of no difficulty to score a hit or three at their forms.

>Cave tarantula 1 at (6/10) HP
>Cave tarantula 2 at (8/10) HP

The beasts retaliate in kind, their massive legs and biting fangs bristled against the dwarves before them. Though shield and plate take the worst of it, blows here and there find purchase on dwarven flesh... and bestows something deadly upon the victims.

>”Urist’s Stonecarvers”, Warrior Squad 1, at (13/15) HP (Poisoned!)
>”The Mad Lads”, Warrior Squad 2, at (13/15) HP (Poisoned!)

>Cont'd...
>>
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More of your men arrive, hearing first the alarm, then following the sounds of combat. But they're not the only ones...

>”Spearchuckers” has entered combat (Hunters, Squad 4)

>Cave tarantula has entered combat

>Orders?
>>
>>4048537
Axes attack the one in front of them spear chuckers fire at the spider in front of 1 and crossbows fire in front if two.
>>
>>4048545
Supporting this.
>>
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>>4048545
>>4048558
Without hesitation, your hunters release a volley of swift javelins a the wounded spider. The heavy projectiles strike home, causing the beast to shriek and rear up in pain... just as Urist himself sweeps in with an axe to its belly, ending its misery.

Your crossbows and warriors on the other flank coordinate to take down their quarry. Menacing their axes and shields, the warriors push back at their eight-legged assailant, shoving it off and exposing it to a volley of bolts.

>Cave tarantula 1 is slain!
>Cave tarantula 2 at (4/10) HP (-2 from S2, -2 from S3)
>Cave tarantula 3 at (10/10) HP

With a piercing cry, the wounded spider lashes out in fury with its bristled forelegs, knocking down several warriors. They stand shakily, pale of face, and struggle to fight on despite the venom in their veins.

>”The Mad Lads”, Warrior Squad 2, at (10/15) HP (-2 from T2, -1 from Poison) (Poisoned!)

The third tarantula doesn't attack, skittering instead to the clear side...

>Cont'd...
>>
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Another tarantula joins the fray.

>Cave tarantula has entered combat
>>
>Orders?
>>
>>4048597
Axes 1 charge at tarantula 3 or if unable reposition ti block it from flanking us.

Axes 2 attack spider 2 with crossbows on assist. Hunter fire at trantula 3
>>
>>4048597
>Axes 1 attack tarantula 2
>Axes 2 attack tarantula 2
>Crossbows fire at trantula 3
>Hunter fire at trantula 3
>>
>>4048641
The corpse of the dead spider, even in death, is still huge. It blocks the way around to strike at the other spider
>>
>>4048611
Support
>>
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>>4048611
>>4048681
Seeing the newcomer arrive at the exposed flank, the hunters loose a panicked volley at the beast before giving the alert. Javelins score a hit at the spider's massive body, yet it doesn't slow it down.

Urist and his men move to intercept wearily, their bodies tired, numbed by combat and poison. The other two squads focus down their beast, cutting it down at last with bolt and axe.

>Cave tarantula 2 is slain!
>Cave tarantula 3 at (6/10) HP (-4 from S4)

The flanking tarantula does not diminish its speed, even when struck with javelins. Fangs bared, it gives a deadly bite on one of the hunters...

>”Spearchuckers”, Hunter Squad 4, at (7/10) HP (-3 from T3) (Poisoned!)
>”Urist’s Stonecarvers”, Warrior Squad 1, at (11/15) HP (-1 from Poison) (Poisoned!)
>”The Mad Lads”, Warrior Squad 2, at (9/15) HP (-1 from Poison) (Poisoned!)

The last tarantula skitters with speed, hopping over the dead body of its own kin...

>Orders?
>>
>>4048704
>Axes 1 attack tarantula 3
>Axes 2 attack tarantula 4
>Crossbows fire at trantula 3
>Hunter fire at trantula 3
>>
>>4048704
>>Axes 1 attack tarantula 3
>>Axes 2 attack tarantula 3
>>Crossbows fire at tarantula 4
>>Hunter fire at tarantula 3

With any luck that can take out 3 before 4 reaches them
>>
>>4048791
Support.

We really need those legionnaires, and more hunters would not hurt either, as they are surprising good at killing big stuff.
>>
>>4048791
With that tarantula 4 can charge crossbows or attack axman from back which is not good
>>
>>4048810
>>4048791
>>4048755
In seeking softer prey, the predator exposes its flanks... a terrible mistake that your dwarves capitalise on. Both hunter and warrior squads draw axes and clobber the spider in two directions, hewing limbs and scoring cuts on the monster until it finally falls.

With no more current threats, the Mad Lads move in to intercept the new-come foe, brandishing bloody axes with deadly, if a bit sluggish, zeal. As the creature turns to defend itself, its sides are exposed to a barrage of bolts from the crossbows.

>Cave tarantula 3 is slain!
>Cave tarantula 4 at (4/10) HP (-2 from S2, -4 from S3 [Flanking +2])

The last beast wails and snaps at the warriors, thrashing limbs and massive mandibles knocking down the coming dwarves. They hold. Barely. But they hold.


>”The Mad Lads”, Warrior Squad 2, at (6/15) HP (-2 from T4,-1 from Poison) (Poisoned!)
>”Urist’s Stonecarvers”, Warrior Squad 1, at (10/15) HP (-1 from Poison) (Poisoned!)
>”Spearchuckers”, Hunter Squad 4, at (6/10) HP (-1 from Poison) (Poisoned!)
>>
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Whoops forgot mah picture

>Orders?

>>4048823
Keep an eye out for open sides. See spider #3? The hunters and Urist's lads could BOTH score flanks as melee
>>
>>4048829

this is awesome keep it up seeker
>>
>>4048834
Axes S1 move to protect crossbows S3
Axes S2 pull back to rest and try to keep the distance

S3 and S4 finish that monster.

I think slow tactical retreat would be in order if that giant cave tarantula is going to attack us too.
>>
>>4048834

>>Axes 2 attack tarantula 4 from the side
>>Crossbows fire at tarantula 4

>>No one else engage 4, don't want them getting in the way of the archers.

>>Instead have the hunters to the other side of tarantula 3 and attack the big one while unit 1 moves to the wall so that when the big one gets close the can flank it with 2
>>
>>4048922
I concur with not blocking the archers, as the spiders appear to move one block per turn anyways, which means w can obstruct them next turn, or have the archers kite away.

As an addendum, Squad 2 is particularly beat up for close combat specialists. If not kept back entirely, they should be reserved for flanking, Squad 1 can endure the best against the big 'un.

Not the current subject, but when looking at the village map, one can't help but notice the commanding heights. I believe it would be beneficial to carve or build a way up the cliff, if not to claim the land immediately then to at least prepare to. There's also the matter of fortifying the way into the fortress- we've seen already that there's plenty to be afraid of deeper inside, and a bulwark to fall back upon is a necessity.
>>
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>>4048927
>>4048929
>>4048931
Your deadeyes land the last blows on the last spider. The thudding bolts strike at the creature's chitin and sap what was left of its dying life. It falls in a heap right on top of its own dead kin.

>Cave tarantula 4 is slain!

Your men give a shout and back up to a defensive position as they finally notice the massive, unblinking eyes in the dark. Barely visible under the torchlight, the gargantuan spider regards the arrayed squads... and retreats, slowly, back into the shadows, never keeping its eyes off the dwarves until the shadow swallows it up once more.

Your squads back away slowly themselves before they break into a run, taking their wounded to safer places.

>Combat ended
>Time passes...
>>
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>it is summer

The cool of spring gives way to the heat of summer. The scorching rays marks the first year of your stay here in the borderlands of the kingdom. All has gone well for you so far… save for the incident with the spiders.

“Ah knew it was gonna happen sometime.” says the Captain. “We ignored the fortress for too long, methinks, but with the new barracks up we should be able to get more lads recruited on the way. Ah got a new lieutenant eager to help me with the load, too.”

>The gate barracks has been repaired
>Recruiting military command will now allow for two recruits at a time
>A new lieutenant has been added to your military, allowing two military commands per season.
>Lieutenant can command three squads only. Assign squads to him to be able to utilise him.

“Gonna be a while ‘til we’re at full strength again, though. Bloody poison. Not ‘ard enough to kill a dwarf with alcohol in his veins, but they’ll need to rest a season to get up on their feet one-hundred percent.”
>Wounded soldiers require a season to fully heal, but can still be deployed.
>Poisoned soldiers must heal for a season, and cannot be deployed.

“What a relief” says the Seneschal with a sigh. “Giant spiders! I saw one of the severed legs being shown around as a trophy. They’re as big as a house!”

“An’ whatever gave birth to ‘em’s bigger, I reckon.” muses the Captain. “Th’men saw it; lurking in the deeps. Big as a clanhome...”

“A-anyway! Let’s continue with the meeting! I’m pleased to say that the new farm and lodge has been set up! We’ll be receiving our first harvest at season’s end, if all goes well. And a slew of meat and furs has just been delivered by our hunters.”

>You have built a farm (+30 food per season)
>You have build a hunting lodge (+15 food per season, Gained Furs resource for trading)

“The meat and coming harvest will be invaluable now: more of our clansdwarves have come down from the capital to join us here.”

>17 migrants arrive with 21 food and 109 gold

“Our people prosper, but we cannot rest on our laurels as of yet. There are a lot of threats still about, which may turn our situation around for the worse if we are lax.”
>>
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Your advisors look to you. "What is your decree, my Thane?"

>There are 82 dwarves in our village
>Your food stocks: 64 (+21 from migrants) (-41, +45 next season)
>Your gold coffers: 1,226 (+109 from migrants) (-17, +160 next season)

>Unique buildings:
>Lumber Mill (Gained Timber resource for trading, cost of building structures reduced by 25g)
>Trade Depot (Allows trading along discovered routes)
>Farm (+30 food per season)
>Hunting lodge (+15 food per season, Gained Furs resource for trading)

>Military buildings
>Village Defences (Tower and Palisade)
>Gate barracks (+1 squad recruitment for recruit command, Lieutenant added to military)

>Route unrest (less than 50 will block off that route)
>The route to the capital: 85/100 (-10 from events) (-5, +0 next season) (Forest beasts)
>The western road: 100/100 (-0, +0 next season)
>The southern road: 0/100 (-30, +0 next season) (Bandit Camp)

You may issue two commands this season (Thane + Seneschal)
>Improve housing (75g)
>Build roads (75g) (capital, west)
>Build a tavern (175g)
>Repair the great hall of the fortress (75g)
>Send trade envoy to the west
>Write in

You may issue two military commands this season (Captain + [Lieutenant with 3 squads])
>Patrol an area: Village, capital route. Southern route, western route.
>Continue reclamation (New Mines, Industrial District, Merchant's District)
>Recruit two squads (Warriors (20g), Crossbows (40g), Hunters (30g), Legionnaires (60g))
>Construct defenses (175g) (Inside fortress, improve village defenses (needs 3 squads of soldiers))
>Write in

Give the Lieutenant, and any future squads you're recruiting, a name
>>
Gonna take a break here. Will continue in a few hours. Any comments on the combat? Or the general direction of our little side of the kingdom?
>>
>>4048970
>Build a tavern
>Improve housing

>Patrol an area: Capital route
>Recruit squads: Hunters, Warriors
>>
>>4048970
You may issue two commands this season (Thane + Seneschal)
>Improve housing (75g)
>Build roads (75g) (capital)
You may issue two military commands this season (Captain + [Lieutenant with 3 squads])
>Recruit two squads (Hunters (30g)[Beer wrestlers], Legionnaires (60g)[Boys that Poke])
>Patrol an area: capital route
>>
>>4048972
I liked how you handled combat, Seeker. Would've been better if the battlefield was less barren, allowing for tactical positioning and creative thinking. Consider color-coding so enemies are easier to distinguish from units, or maybe use different fonts for the numbers above their heads.
>>
>>4048970
>>Village Defences (Tower and Palisade)
>Build roads (75g) (capital)

>>Recruit two squads (Hunters (30g)[Beer wrestlers], Legionnaires (60g)[Boys that Poke]). I am also suggesting the name Elndriline for our first (female) luitenant and placing these units under her control.
>Patrol an area: capital route
>>
>>4048970
>build roads to capital
>send trade envoy to the west
>recruit legionnaires and hunters.
>>
>>4048970
>Build a tavern (175g)
>Build roads (75g) (capital)

>Patrol an area: Capital route
>Recruit two squads (Hunters (30g)[Beer wrestlers], Legionnaires (60g)[Boys that Poke])
>>
>>4048970
Two commands this season
>Build roads (75g) (capital, west)
>Build a tavern (175g)

Two military commands this season
>Recruit two squads (Crossbows (40g), Legionnaires (60g))
>Construct defenses (175g) (Inside fortress)
>>
>>4049224
Support for this. Lets take care of the beasts, before the route is ruined.

Improving housing or building bigger defenses does not feel top priority right now.
Next season we should aim to keep gold flowing in from trade and build barricades to hold the monsters inside the fortress.

If we get enough troops, the winter should be best time to assault deeper into fortress.

>>4048972
Combat was fine. You could remove few units from pic, as the squad takes damage, but this works pretty well as it is currently.

Would buying an ballista/scorpion from capital, break the system too much for small fights like this?
>>
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>>4048991
>>4049360
Noted. You can see that there were some changes-on-the-fly there in the combat. It's still a work in progress, mind. I will make sure things are clearer, and more interesting, in the next big battle

I was going to remove a soldier for every 1/5th health missing, but I forgot lmao I am dumb. Next time I will, so get ready for dead dwarves.

As for scorpions and ballista... Well, you never know what next season brings...

>Build roads (75g) (capital)
>Build a tavern (175g)

"FINALLY!" cries the Captain with enthusiasm. "I'm tired of importin' mah beer from the capital. I was worried I had to build the damn tavern with me own two hands."

The Seneschal rolls her eyes. "It'll be some time until we can actually brew our own local stuff, given that harvest starts next season. As for the roads, worry not Thane; I'll commission the masons and establish contact with the nearest hold to give us a hand in connecting us with the capital."

>Patrol an area: Capital route
>Recruit two squads (Hunters (30g) [Beer wrestlers], Legionnaires (60g) [Boys that Poke])

Calming himself down after his burst of excitement, the Captain gives you a nod. "I'll send Elndriline over with the boys still standing up and clear the roads. Get some more boys too while she's out; that rumble in the hall's got me thinking we're stretched thin here."

With a dismissing hand, you send both advisors away while you prepare your decrees...

>Lieutenant Elndriline's Squads
>"Dead Drunk", Warriors
>"First and Only", Crossbows
>"Bolted Down", Crossbows

>Your gold coffers: 886 (-340 from season purchases) (-17, +160 next season)
>Time passes...
>>
O.O
>>
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>it is autumn

The heat of summer cools away before the coming autumn winds. The lands will soon fallow as it prepares for winter, and even now the eaves of the forest turn gold-and-brown in anticipation.

Sweaty masons lay down beneath the cool shade as they admire their handiwork: the long road is finally completed, with no small help from the neighbouring thane’s workers. You are now, finally, truly connected to the greater kingdom.

>The capital road has been built (Increased trade income and migrants)

Success of the road’s completion can also be attributed to your new lieutenant’s efforts. Her and her squads have rooted out every wolf den and bear cave in the surrounding forests as the workers laid stone over earth, ensuring that they were able to complete the task unmolested. The new road, freshly built, is now secure as well. For now.

>Patrols have eliminated the beast threat
>Route unrest (less than 50 will block off that route)
>The route to the capital: 100/100 (-0, +0 next season)

And not a moment too soon: a new wave of migrants arrive at your doorstep. Many of them your clansdwarves, but also new faces; settlers, pioneers and drifters, seeking employ at your borderland village.

>29 migrants arrive with 31 food and 156 gold

Kin or not, you nonetheless emerge from your clan home to greet the newcomers, inviting them to stay at your new inn for the time until they can find a place of permanent stay.

>The tavern is complete (+10 food, receive gold equal to 10% of the population every season)

But your welcoming of the migrants was not the sole reason for your exit, for another had come along with the migrant wave. Dressed in finery, protected with guards, an envoy from the king has arrived to your village on a royal matter.

You quickly usher the Envoy to your clan home, where your other advisors await…

>Cont'd...
>>
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“In the name of his majesty, the King of the Western Peaks, I greet you, Thane.” says the Envoy with the usual overtones of political respect. “Your progress pleases our king greatly; a pleasure that will be justified and increased once I give him a full report of your works here, now that I see it with my own eyes.”

“Still, he feels a tad… impatient, that our progress with our neighbours has grown so lax. Might I inquire why you haven’t pursued your secondary task of re-connecting with the greater world?”

>Write-in a reply
>Vote for the best reply, which will affect the conversation with the Envoy
>>
>>4050010
"Your Excellency, the expedition continues in its infancy, and thus I found it prudent to secure our strength first as to not engage with our neighbors, whether friend or foe, in a position of weakness. Rest assured I have taken the steps necessary for when we do venture out, we will be a player of major import in the affairs of the locals. All will know far and wide the strength of dwarven arms, the quality of dwarven goods, and beauty of dwarven culture."
>>
>>4050129
Support
>>
>>4050129
Support
Well written sure why not
>>
>>4050010
>These lands are dangerous, the beasts, monsters and now, bandits are slowing our process. We needed to build up our strength, so that we could endure the hardship.

Just my idea, please do improve it.
>>
>>4050010
Firstly idea is to leave good first impression. Impression prosperity and strength which cannot be done with dirt road and hold overrun by critters.

Secondly opening relations with greater world would spread us to thin. There is so many routs we can properly secure especialy if locals have bandit problem.

Now that we are established we can take care of it.
>>
Basically we don't want to reputable as weakling but as self-Thriving so we will have better opinions about us to better establishe connections for the Dwarven Kingdom HooRah !
>>
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>>4050129
You give your spiel as politely and honestly as you can, with your ever-ready Seneschal providing documents of your current situation as proof of your progress.

>There are 111 dwarves in our village
>Your food stocks: 99 (+31 from migrants) (-55, +55 next season)
>Your gold coffers: 1185 (+156 from migrants) (-26, +211 next season)

>Unique buildings:
>Lumber Mill (Gained Timber resource for trading, cost of building structures reduced by 25g)
>Trade Depot (Allows trading along discovered routes)
>Farm (+30 food per season)
>Hunting lodge (+15 food per season, Gained Furs resource for trading)
>Capital road (Increased trade and migrants from capital, increased road threshold for blocking)
>Tavern (+10 food, 10% of population converted to income)

>Military buildings
>Village Defences (Tower and Palisade)
>Gate barracks (+1 squad recruitment for recruit command, Lieutenant added to military)

>Route unrest (less than 50 will block off that route)
>The route to the capital: 100/125 (-0, +0 next season)
>The western road: 100/100 (-0, +0 next season)
>The southern road: 0/100 (-30, +0 next season) (Bandit Camp) (BLOCKED!)

------

"I see, I see..." mutters the Envoy whilst stroking his beard. "Forgive me if I implied your laxity on these matters. You are, as I perceive, a prudent and conscientious Thane. The King was right to appoint you here, at so crucial a junction between our neighbours."

He gives you an approving nod. "Now, pray tell us of your future plans, that I may communicate them with our liege."
>>
>>4050218
Are we supposed to write-in?
>>
>>4050228
Forgot to say. Yes
>Write-in your reply
>>
>>4050218
Build roads and Send trade envoy to the west. Deal with bandits blocking southern road also send envoy and establish proper road after that.

In meantime focus on clearing hold from critters.
>>
>>4050218
"We will clear the southern route of bandits and establish a proper road to and from the settlement. From there we can send envoys to the surrounding area. That's the gist."
>>
>>4050246
>>4050256
"Truly? You will focus on the humans for the coming seasons?" questions the Envoy, eyebrow arched. He waits for a sure reply...

>To reply yes will lock your orders for the coming seasons:
>General commands
>Send Trade Envoy to the west
>Build roads (75g) (west)
>Send Trade Envoy to the south (once the roads are secured)
>Build roads (75g) (south) (once the roads are secured)

>Military commands
>Patrol an area: southern route (Send Captain or Lieutenant) (Or both, as a double patrol command)
>>
>>4050308
"Barring extenuating circumstances. Yes."
>>
>>4050308
Yes

We need to do those anyway
>>
>>4050315
>>4050363
The Envoy nods sagely, silently, but the glint in his eyes betrays his contentment. Clearly this was the right answer.

"Most excellent, most excellent." he begins. "Our king will be pleased to hear this. He was worried that you were too focused on internal matters regarding your village and fortress, but it seems those worries were unfounded.

I know well of the sworn oath you made to re-take this fortress... and the consequences of failing it. Yet I am glad you still prioritise the first oath you made; the one you took as thane to serve the kingdom first and foremost. Understand that our future relations with the tallfolk will be crucial in the times to come, affecting both our kingdom and our standing amongst the Three Halls. Your little village here will be at the center of it all, Thane. Remember that."

He gives a curt bow. "I will return to the capital with your news, Thane. You will hear from us. Very soon."

With that, the Envoy leaves with a sweep of his long robes, followed closely by his honour guard.

There's a silence in the room for a minute or so, before it is broken by the Captain.

"Charming, him." he says with a shrug. "So I guess we're a-ranging out on the roads, then."

"Mhm. I'll contact the masons once more and assemble our finest traders for the mission, Thane." says the Seneschal.

>Send Trade Envoy to the west
>Build roads (75g) (west)

>Patrol an area: southern route (Send Captain or Lieutenant)

You may issue one more military command:
>Patrol an area: Village, capital route. Southern route, western route.
>Continue reclamation: New Mines, Industrial District, Merchant's District
>Recruit two squads: Warriors (20g), Crossbows (40g), Hunters (30g), Legionnaires (60g)
>Construct defenses: Inside fortress (175g), Improve village defenses (275g, dissolve 3 squads)
>Write in

Will be back in a few hours. Gonna visit the clinic
You'll get something next season
>>
On send trade envoy , build roads west, patrol an area how many can we choose ?
>>
>>4050453
>Construct defenses: Inside fortress (175g)

We need our squads in full numbers for once we attack bandit camp
>>
>>4050453
>Crossbows (40g), Legionnaires (60g)
Attacking the bandit camp will put some squads out of action. We really need a stronger army.
>>
>>4050453
>Lieutenant
Let him gain more experience
>>
>>4050453
>Construct defenses inside fort
>>
>>4050453
>>Send Trade Envoy to the west
>>Build roads (75g) (west)

>>>Recruit two squads: Hunters (30g) Drunk Deadeyes and Legionnaires (60g) Spiderslayers
>>
>>4050453
If it's possible I think we should change Lieutenant's squads to 2 warriors and 1 crossbow

>Patrol an area: southern route (Send Captain)

>Construct defenses: Inside fortress (175g)

It's a big threat right? With captain we can send bigger force correct?
>>
>>4051177
+1
>>
>>4050488
>>4050960
>>4051177
"Defenses it is." says the captain with a nod. "Oi, don't hog all the masons this season, eh? Ah need 'em to carve in the fort."

"Yes, yes." says the Seneschal as both take their leaves to perform their duties.

>Your gold coffers: 935 (-250) (-26, +211 next season)
>You may still assemble squads for the southern patrol

To answer >>4051177 here: Yes, the Captain can lead the entirety of your military in combat should you so wish. You may even remove the squads on the Lieutenant to add them back to the default pool so you can lead the whole military to the bandit camp, though doing so will remove the ability to give the second military command.

I'll take the time to clarify a few things here, too:
>Flanking for melee occurs when two or more squads attack one target. For ranged, it occurs when they get side or rear hits with melee distracting it (the melee troop doesnt get flanking bonuses, though)
>Crossbows might seem weak compared to hunters, but hunters have limited range with their javelins, whilst crossbows can fire over near-thrice the distance.
>Building up the first defence tier gives a static defense that has Crossbow-dwarf attack stats. It can flank, too, if the angle of fire is correct
>Second-tier defences require you to dissolve three squads to serve as a garrison, who will move out to deal with threats if the area is attacked. You can switch out the squads there as necessary
>Lieutenants will gain experience as they do combat, ranking up every two successful battles (so a peaceful patrol wont give any XP). Better Lieutenants can lead more men and gain bonuses in combat
>>
>>4051219
>>You may still assemble squads for the southern patrol

captain: 1 warrior, 1 legionnaires, 1 crossbow, 1 hunter
>>
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>>4051177
>>4051218

>Confirm squads
>Have Captain take part in battle?
>>
>>4051219
>You may still assemble squads for the southern patrol
Captain: 1 warrior, 1 legionnaires, 1 crossbow, 2 hunters
>>
>>4051228
>>Have Captain take part in battle?
i think we should send him, yes
>>
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>>4051222
>>4051233
>>4051248
>The Captain will take part in battle (Warning! If his squad loses too much HP or falls, the Captain will be wounded for many seasons)
>Squad 1: "The Captain", Honour Guard
>Squad 2: "Urist's Stonecarvers", Warriors
>Squad 3: "Boys That Poke", Legionnaires
>Squad 4: "First And Only", Crossbows
>Squad 5: "Spearchuckers", Hunters
>Squad 6: "Beerwrestlers", Hunters

>Known foes: some sort of militia, archers, armed bandits and horsemen
>>
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>At the Captain's camp, meeting with his squad leaders...

"Right, they don't expect us is what I'm told; our side'f the path's been disused for years, so they don't think anything's behind 'em."

>You gain twice the damage on the first turn for ambushes

"We got the surprise." says he, pointing at an unfurled map. "Now we gotta use it.".

>Decide on an initial strategy for the battle.
>Any suggestions will be taken into consideration
>Highest vote wins

Gonna take a long break again. Expect the next update sometime tomorrow
>>
>>4051279
>Main path
Captain: 1 legionnaires, 2 hunters
>Path 1
1 warrior, 1 crossbow
>>
>>4051282
Main path: Warriors with Crossbows behind
Path 1: Hunters and Legionnaires
Path 3: Hunters and Honour guard
>>
>>4051289
>>4051403
I think Hunters are wasted in open field, we should deploy them in forests, assuming they are willing and able to employ elven tactics (ambushes with devastating force, then retreat deeper into forest if met with resistance).

Main Path is The Hammer, shock and awe which will send bandits in all sides, hunters stationed on flanks can take care of them at start. We can reform formation with ranged in middle and melee on flanks after first few turns.
>>
>>4051460
Hunters have short range so putting them in forest we hope that someone will be in range. When we put them with infantry they can support them.
>>
>>4051464
So the only real ranged unit we have are Crossbows? Damn I cannot get into dwarves...
>>
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>>4051289
>>4051403
"Yer gonna have t'make up yer minds, generals. Ah wanna get back to th'village, aye?"

More information comes in via your scouts about the camp.
>>
>>4053310
>Main path: Warriors with Hunters behind
>Path 1: Crossbows and Legionnaires
>Path 3: Hunters and Honour guard
>>
Phoneposting here. I'm back in the wage cage and will be trading my tablet for a bed as I need to sleep more. So expect the next updates sometime on Sat.

In the meantime, just decide on your next move. Also, give your dead-beat QM here any suggestions/ideas/improvements on anything really
>>
>>4053324
Support
>>
>>4051403
+1 Although I can support the worse option >>4053324
Just to get it moving.

I don't know why people want to sent crossbows from path 1, as it is only place where hunters can start the attack with their range attack.

Anyway, Goup at path 1 removes enemy squad (5).
Path 3 Group will try to catch enemy archers (6)
And Main Path Group, will attack enemy (3/4) depending which one is closer.

Our forces should try to regroup, before fighting enemies behind the camp, or the reinforcements, but we will see how this goes.
>>
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Early update, but we'll continue in full at Sat.

>>4051403
>>4053979
“Right. Tha’s better.” says the Captain. “Assemble th’lads and get to positions. No noise ‘til the tallfolk make theirs, got it?”

-----

>It is night

The rear camp sentries are pitifully few and even more pitifully unaware; most take seats out in the open, doing what they can to whittle the time away. They would never have found a tall human skulking about in the shadows, let alone your trained pathfinders, save by accident.

A perfectly hurled javelin ends one scout. Another, taking notice of his companion’s fall, is quickly pounced by two hunters and cut down before he could cry out. The last is felled with a deadeye’s arrow to the neck, his final sight before he drowns in his own blood being your well-disciplined squads stealthily making their way towards the camp.

>You have six squads
>Squad 1: "The Captain", Honour Guard, has entered combat
>Squad 2: "Urist's Stonecarvers", Warriors, has entered combat
>Squad 3: "Boys That Poke", Legionnaires, has entered combat
>Squad 4: "First And Only", Crossbows, has entered combat
>Squad 5: "Spearchuckers", Hunters, has entered combat
>Squad 6: "Beerwrestlers", Hunters, has entered combat

Signals are passed around, seen only by keen dwarven eyes used to the darkness. The first strike is given to the crossbows; their deadly quarrels sail quietly through the air to fall upon an unsuspecting group of bandits.

The poor sods don’t see it coming. Two are immediately felled, one gives a scream of pain, with his comrades raising cries of alarm and surprise. The camp entire is alerted, but they are not the first to move.

Taking the screams as the agreed upon signal, the rest of your company emerge from the dark. At the sides of the camp, bristling with axes, spears and javelins, come your hidden forces. The tallfolk archers are the first to feel the bite of your attack, prioritised by instinct by your dwarves. Those that cannot them instead take the closest they can.

The Captain in particular deals a devastating charge, his own squad of oldbeards not far behind him. With axe and half-pikes they immediately kill a squad of bandits before they could muster any resistance
[AMBUSH - x2 DMG]
>Bandit Mob 2 is slain! (-10 from S1)
>Bandit Mob 3 at (2/10) HP. (-4 from S3, -4 from S4)
>Bandit Archers 5 is slain! (-8 from S2 [4 DMG + 4 Flanking], -8 from S6 [4 DMG + 4 Flanking])
>Bandit Archers 6 at (6/10) HP (-4 from S5)
>Ambush Ends
>Cont’d...
>>
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The Captain gives these tallfolk some credit as cold-blooded thieves: they re-organise themselves quickly enough after their little shocking entrance and move to engage their nocturnal attackers. Still, he is confident in victory, even as more of the bandits enter the fray.

>Bandit Mob 3 has routed!

>Bandit Mob 1 moves to engage
>Bandit Mob 4 moves to flank
>Bandit Archer 6 is retreating

>Bandit Archer 7 has entered combat
>Bandit Mob 8 has entered combat
>Bandit Mob 9 has entered combat
>Bandit Elite 10 has entered combat

As he bellows orders to his men, a voice calls out to him from the cages at the center of the camp.

“Hey! HEY! Let us out of here! We can help!”

>”Eh, why not.”
>”Nah, we got this.”
>Write in

>Orders?
>>
>>4058884
>”Nah, we got this.”
We don't know who they are, we have the numerical superiority and the prisoners don't have weapons to help.
>>
>>4058893
+1
>>
>>4058884
>”Nah, we got this.”

>Squad 1: move to centre of the camp, use range attack on 6
>Squad 2: attack 1
>Squad 3: move torward centre of the camp, use range attack on 1
>Squad 4: move torward centre of the camp, use range attack on 1
>Squad 5: position behind Squad 1, use range attack on 6
>Squad 6: use range attack on 4
>>
cant remember if i voted
>>
>>4059026
support
>>
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>>4059026
“Close ranks, lads! Gather up th’center of this camp! And tell ‘em prisoners to stay put, aye? We’ll get to ‘em when we’re done here.”

At the Captain’s call, your squads draw closer together near the camp’s cages, preparing to engage the foe doing just the same. As the Captain and the other legionnaire squad move to position, Urist and his warriors take the time to hew at the bandit rabble that had come up to harry them.

A flurry of axes deal with one foolish man, but before the warriors’ steel can bite at the rest, a flurry of bolts and legion javelins pierces their flanks, ending them swiftly.

Meanwhile your hunters keep to the flanks, hoping to deal some last minute damage with their projectiles before linking up with the rest at the center. A flurry of javelins strike at a mob coming for the Beerwrestlers, while at the eastern flank your Spearchuckers pursue the retreating archers.

>Bandit Mob 1 is slain! (-2 from S2, -4 from S3 [2 DMG + 2 Flanking], -4 from S4 [2 DMG + 2 Flanking])
>Bandit Mob 4 at (8/10) HP. (-2 from S6)
>Bandit Archers 6 at (4/10) HP (-2 from S5)

>Cont’d…
>>
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The bandits finally reach you after all the confusion, but their first attacks upon you are ineffectual. If anything, they boost the Captain’s confidence at victory here. Wooden clubs and dull dirks poke at trusty dwarven steel, whilst from afar a squad of archers plink arrows at Urist and his lads’ shields.

>”The Captain”, Honour Guard 1, at (29/30) HP (-1 from B8)
>”Urist’s Stonecarvers”, Warrior Squad 1, at (14/15) HP (-1 from B7)
>”Beerwrestlers”, Hunter Squad 2, at (14/15) HP (-1 from B4)

“Behind us!”

Damnable luck. Another annoying pack of wastrels, this time slipping in from behind! Furthermore, your Captain’s darkvision sees movement at the further edge of the camp...


>Bandit Elite 11 has entered combat
>Bandit Elite 12 has entered combat
>Bandit Cavalry 13 has entered combat
>Bandit Mob 14 has entered combat

>Orders?
>>
Rolled 2 (1d2)

>>4060901
>6 and 2 attack 4
>1 and 4 attack 8
>3 attack 14, get in between 14 and our archers
>5 attack 8 or 10, rolling 1d2 to the dice gods
>>
>>4060969
+1
>>
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Against the enemy’s feeble first attack you retaliate with twice the strength. At the western flank, Urist’s lads and the hunters make quick work of the unruly bandits with their axes. The Captain’s oldbeards at the center deal their own devastating counter-attack, striking at the bandits’ unarmoured forms with a wall of spears supported by a timely barrage of bolts from the crossbowdwarves behind.

The flanking mob is of no worry to the Captain; with a single order the center-most squad of legionnaires moves in to intercept them, meeting their assault with spear and shield.

Still, the Captain is wary. He had been eyeing the new arrivals ever since they came within the fire-light. From their disciplined gait and the glinting steel on their bodies he knows immediately that these are different from the rest: that they were the best of the pack. He orders the Spearchuckers to slow down the newcomers closing in on the east flank, if only to slow them down.

>Bandit Mob 4 is slain! (-4 from S2 [2 DMG + 2 Flanking], -4 from S6 [2 DMG + 2 Flanking])
>Bandit Mob 8 at (3/10) HP. (-5 from S1, -2 from S4)
>Bandit Mob 14 at (7/10) HP. (-3 from S3)
>Bandit Elite 10 at (14/15) HP. (-1 from S5)

>Cont’d...
>>
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The mob before the Captain routs, unable to resist his elite’s attacks and their ranged support. But another mob takes his place. The well-armed newcomers also file in, keen to assault the flanks under the cover of their fellow bandits’ arrow-fire.

The rear attackers attempt a charge at the legionnaires, only to be pushed back by their disciplined phalanx. One pays the price of their recklessness, scoring some few hits with his dirk only to be felled by waiting spears.

And at the center-rear of the enemy side, the bandit leaders upon their horses bark orders and eye the field, waiting for an opening to strike…

>Bandit Mob 8 has routed!

>”Urist’s Stonecarvers”, Warrior Squad 2, at (13/15) HP (-1 from B7)
>”Boys That Poke”, Legionnaire Squad 3, at (19/20) HP (-1 from B14)
>”Spearchuckers”, Hunter Squad 5, at (9/10) HP (-1 from B6)

>Bandit Mob 14 at (6/10) HP. (-1 from S3 [Retaliation])

”Beerwrestlers”, Hunter Squad 2, is also at 9/10, my bad
Crossbows can reach as far as 11, when placed near the cages/center


>Orders?
>>
>>4061133
>1, 4, 5 ranged attacks on 10
>5 moves towards our 4
>6, 7 moves towards our 3
>6 ranged attacks on 14
>3 attacks on 14
>>
>>4061401
Supporting, assuming you meant 2 when you typed 7
>>
>>4061403
yes
>6, 2 moves towards our 3*
>>
>>4061401
>>4061403
supportan
>>
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Fell asleep

---

“Regroup! Fall back and regroup!”

Both flanks heed the order and begin stepping back, still shoulder to shoulder as they backtrack towards their kin. At the rear, your legionnaires give the killing blow to the mob behind, with a little help from a timely javelin volley from the retreating Beerwrestlers.

“Hit that east flank! Crossbows! Javelins!”

At the Captain’s command, darts and missiles rain at the targeted enemy, peppering them with deadly fire that takes one of their own down.

>Bandit Mob 14 is slain! (-3 from S3, -4 from S6 [2 DMG + 2 Flanking])
>Bandit Elite 10 at (12/15) HP. (-1 from S4, -1 from S5)
The Cap doesnt have ranged, despite having Legionnaires with him. I’ll give him a remodel later

>Cont’d...
>>
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The bandits close in now, perhaps believing they have the advantage now that the foe is beset on all sides and is on the defensive.

Urist’s lads suffer the first loss in the field: an arrow finds its mark on one of your dwarves’ neck, felling him. Your dwarves ignore the loss, holding their ranks together and keeping close. But they do not forget the killers.

Your Captain makes no retreat on his end, meeting the “elite” with raised shields whilst taking some arrow-fire from the bandits.

Seeing, perhaps, an opportunity to strike, the horsemen bandits move down the east flank...

>”The Captain”, Honour Guard 1, at (27/30) HP (-1 from B6, -1 from B10)
>”Urist’s Stonecarvers”, Warrior Squad 2, at (12/15) HP (-1 from B7)
>Orders?
>>
>>4061536
>our 6 rushes towards their 7 and engages either them or 11 in mellee
>our 2 keeps fighting their 9
>our 3 rushes up and flanks 9 from the north
>our 4 fires at 6 if they are out of range they will fire at 13
>our 1 and 5 will flank and destroy their 10
>>
>>4061536
>6, 2, 3 ranged/attacks 9
>4 moves to the cages then ranged attacks 10
>3 moves downwards
>1, 5 attacks 10
>>
>>4061549
+1
>>
>>4061549
support
>>
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“Legionnaires, to me! You, hunters, here!”

Obeying with speed, your legionnaires make haste to the contested eastern flank, but not before letting loose a javelin volley at the nearest bandit group. This, along with Urist’s axes and another volley from the western hunters, devastates the incoming rabble.

Your Captain retaliates against his attackers. His oldbeards follow up a withering barrage of bolts from the crossbowdwarves with their own spear thrusts. The Captain himself, and the hunters nearby, join in with their axes.

>Bandit Mob 8 at (4/10) HP. (-2 from S2, -2 from S3, -4 from S6 [2 DMG + 2 Flanking])
>Bandit Elite 10 at (4/15) HP. (-6 from S1 [4 DMG + 2 Flanking], -3 from S6 [2 DMG + 2 Flanking], -1 from S2)

>Cont’d...
>>
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Neither the undisciplined bandits nor the experienced killers could resist such a fierce blow to their numbers, and run off in blind panic. But others soon take their place, their advance covered by more arrows from the remaining archers

The bandit leaders finally find the opening they desire, and move in to attack the vulnerable hunters at the eastern flank. A few more dwarves meet their ends to the more skillful blows of the bandit elite, one of them being the Captain’s guard.

>Bandit Mob 9 has routed!
>Bandit Elite 10 has routed!

>”The Captain”, Honour Guard 1, at (25/30) HP (-1 from B12, -1 from B6)
>”Urist’s Stonecarvers”, Warrior Squad 2, at (11/15) HP (-1 from B7)
>”Spearchuckers”, Hunter Squad 5, at (7/10) HP (-2 from B13)
>”Beerwrestlers”, Hunter Squad 6, at (8/10) HP (-1 from B11)
>Orders?
>>
>>4061701
>1, 3, 4, 5 attacks 13
>2, 6 attacks 11
>>
gonna sleep this cold off, so keep voting
>>
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Alive again

---

“There’s th’bastards! GET ‘EM!”

As if a single entity, four squads turn on the bandit’s cavalry leaders with murderous intent. Despite the great advantage in height and weight, the men are easily taken down when their mounts are hacked and stabbed by the gleaming steel of the dwarves, followed soon by their own prone bodies as they are pulled below.

On the western flank, Urist’s lads and the hunters push at the armoured thieves, with several giving way to the coordinated assault from two sides.

>Bandit Elite 11 at (9/15) HP. (-3 from S2 [1 DMG + 2 Flanking], -3 from S6 [1 DMG + 2 Flanking])
>Bandit Cavalry 14 at (6/20) HP. (-6 from S1 [4 DMG + 2 Flanking], -4 from S3 [2 DMG + 2 Flanking], -3 from S5 [1 DMG + 2 Flanking], -1 from S4)

>Cont’d...
>>
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Seeing his fellow leaders fall so quickly against the screaming dwarves, the last cavalryman turns and flees. The other bandits take note of his flight and lose heart, screaming retreats as they blindly run into the dark forests.

>Bandit Cavalry 13 has routed!
>The enemy has routed!

>Combat ended

---

“Tend to the wounded and gather th’dead. Burn theirs. Get them Spearchuckers an’ Beerwrestlers on pursuit. Cut ‘em down before they think about regroupin’.”

“And the prisoners?” says one of the oldbeards.

“Ehm… Oh, right. Let’s go see ‘em poor sods.”

As the rest of the weary dwarves go to their duties, the Captain and two of his honour guard make their way towards the cages. The prisoners, all human males, had gone unnoticed and unhurt during the battle. Pure luck, as the Captain thinks. All of them bear the sign of long incarceration: unkempt, emaciated and lethargic.

It was a good call, keeping them inside. They’d had served as little more than distractions and meatshields.

“And who are ye all, tall-legs?”

One of them, a grizzled vet by the looks of him, stands up within the cage and introduces himself.

“I am Crusader Ranald, warrior of the Red Flame, soldier of the city-state of the Three Spires. In the name of my sect and the Light Divine I thank you, feyfolk, for slaying these bandits and devils that have plagued our frontier for so long.”

“Now, please, let us free and return our items to us. I invite you, too, to travel with us to the village. There is a bounty for these bandits you have slain, that you now have the right to claim.”

“They just want a bloody escort, methinks.” whispers one of your guards.

“Still, ah wanna taste whatever drinks these tall-legs have. Imagine being th’first dwarf in five-hundred years to drink whatever swill they got!” says the other.

Your Captain gives this some thought...

>Return with the humans to their village to claim reward (Captain will return one season later, squads will return home)
>Leave them and return home
>>
>>4062392
>>Return with the humans to their village to claim reward
Time to get drun- connected to the big world
>>
>>4062445
+1
>>
>>4062392
>>Return with the humans to their village to claim reward (Captain will return one season later, squads will return home)
>>
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>It is winter

Your second winter in this land begins. The first flakes of snow touch down calmly upon the earth; soon they will blanket the fields and trees under their white embrace.

>Certain commands cannot be performed during winter
>Price of commands rise during winter
>You may only issue one general command during winter

Yet before the roads are overtaken by the frost, a new migration arrives at your doorstep. They are greeted by your citizens, ushered to crowded homes or the tavern until proper lodgings can be built

>27 migrants arrive at your village

From the high balcony of your home you cast your gaze down at your budding dominion. You eye the trail of migrants ushered into the east gate, the bustling center of your village active with trade and work, and at last to the new west gate and the freshly constructed roads leading to the human lands.

>The trade envoy has returned with a caravan worth 400 gold
>The western road has been built (Trade income increased)
>A delegation from the west will arrive in two seasons (at summer)

The caravan and the delegation you sent away had returned, safe and sound, bearing the news you’d been waiting for all of last season: the humans were willing to trade and open negotiations. This… so-called Merchant Council of the city-state of Gildroad will be sending an envoy two seasons from now, and the message had been passed on to the capital as per your duties.

>Cont’d…
>>
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Scarcely a fortnight had passed since that message was sent when the reply came. The Envoy had been waiting for this, it seems. The reply is curt, lacking the usual overtones of politics, yet the contents are most surprising.

"I shall return to the village next season. The king wishes that I treat with the human envoys personally. Please prepare for my coming. Bringing some help, too for your efforts in taking the fortress, though I have time only to sway but one side to your cause. Send your reply with haste."

>Gain endorsement by the Engineer’s Guild
>Gain blessings of the Ancestor Cult
>>
>>4062598
>engineers guild. To hold nack the horrors of the fortress
>>
>>4062598
>Gain endorsement by the Engineer’s Guild
As awesome as The DOOM is. We really need that scorpion.
>>
>>4062638
>>4062651
+1
>>
>>4062638
>>4062651
>>4062681
The reply is sent off, carried by your fastest runners. You make a note to give the Envoy a most excellent welcome when he arrives next season as thanks.

“Perhaps we should make it a double welcome, when the Captain arrives from his travels.” says the Seneschal.

“Nah.” says a second female voice. “He’ll likely be sent home dead drunk on a wagon, so it’ll be a waste of effort.”

You look at the newcomer. This is Elndriline, the Captain’s lieutenant, taking his place whilst he treats with the humans in the south. You had allowed his going to the southern city-state of Three Spires, serving there as your emissary for the season whilst his sergeants cleansed the roads of the rest of the bandits.

>Patrols have eliminated the bandit threat
>The southern route: 100/100 (-0, +0 next season)

“Do you think our dear Captain can negotiate with acceptable quality? I mean, he is very… mm, ineloquent.”

“He’ll get it done. He always does.” says Elndriline with a nod. “Though I wager it’ll be more by accident than design.”

The Seneschal chuckles. “Anyway, let’s begin the meeting. We’ve made adequate preparations for the winter season, though as always we’ll need to be on our toes to deal with any new conundrums that arise during the blizzards. So it’ll be a busy winter, as ever.”

“As for my end” adds the Lieutenant. “We’re finished with the defences at the fortress halls we hold. Masons carved us some new murderholes where our lads can shoot at enemies crossing the halls.”

>Defences have been built within the fortress.

“With the route cleared, we’ll begin setting down the southern road as per our agreement with the Envoy, though it’ll be rough with the constant snowfall. Still, nothing our masons can’t handle if we give them warm ale, coin and proper support”

>Price of commands rise during winter
>You may only issue one general command during winter
>Build roads (175g) (south) (LOCKED IN)

“So I guess it’s just me, then.” nods the Lieutenant. “What is your command, Thane?”

>Cont’d...
>>
>There are 138 dwarves in our village
>Your food stocks: 99 (-69, +55 next season)
>Your gold coffers: 1345 (-175 from season purchase, +400 from trade envoy) (-26, +214 next season)

>Unique buildings:
>Lumber Mill (Gained Timber resource for trading, cost of building structures reduced by 25g)
>Trade Depot (Allows trading along discovered routes)
>Farm (+30 food per season)
>Hunting lodge (+15 food per season, Gained Furs resource for trading)
>Capital road (Increased trade and migrants from capital, increased road threshold for blocking)
>Tavern (+10 food, 10% of population converted to income)
>Western road (Opens trade and political negotiations with Gildroad)

>Military buildings
>Village Defences (Tower and Palisade)
>Fortress Defences (Barricade and Murderholes)
>Gate barracks (+1 squad recruitment for recruit command, Lieutenant added to military)

>Route unrest (less than 50 will block off that route)
>The route to the capital: 100/125 (-0, +0 next season)
>The western road: 100/100 (-0, +0 next season)
>The southern route: 100/100 (-0, +0 next season)

>You may issue one military command this season (Lieutenant + 3 squads)
>All squads returned
>The Captain is away (Envoy to the south)
>Continue reclamation: New Mines, Industrial District, Merchant's District
>Recruit two squads: Warriors (40g), Crossbows (80g), Hunters (60g), Legionnaires (120g)
>Construct defenses: Inside fortress (375g), Improve village defenses (375g, dissolve 3 squads)
>Write in
>>
>>4062709
>>Continue reclamation: Merchant's District
A bit risky, but I'd like to save some money during the winter.
>>
>>4062709
>Recruit two squads: Crossbows (80g) and Legionnaires (120g)
After the bandit camp adventure we should get more heavy and ranged troops. This will help us for the tunnels as well.
>>
>>4062861
Indeed it would, but they are also the most pricy units we can hire...and in winter they cost double, hardy an ideal time for this.
>>
>>4062762
>>4062925
Ah fine if it'll tiebreak. +1
>>
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>>4062762
>>4062947
The Lieutenant ponders over your command.

"It'll be difficult, what with the Captain away. I will obey your command, nonetheless, if you feel that I am ready to take on such a burden."

>The Lieutenant can lead only three squads in combat, aside from her own honour guard (Four total)
>The Lieutenant may enter combat (Losing the squad will mean her death)
>You may enter the combat yourself as a fifth squad. If your squad is too damaged, you may suffer wounds and be unable to lead the village for several seasons. If your squad is destroyed, the journey ends.

>If you lose squads, others may take their place as reinforcements
>Wounded squads need a season to heal
>>
>Continue with reclamation? If yes:

>Set initial squads to go with the Lieutenant
>Will Lieutenant enter combat?
>Will you enter combat?
>>
>>4062709
>>4062861
Im supporting this
We shouldnt go in the caves without our full forces
>>
>>4063066
>Let's grab both crossbow units, our legionnaires, and the LT herself.
>Let's enter enter combat ourselves
That's 3 elite units + 2 crossbowmen. Let's make this fight fast.
>>
>>4063097
agree
thirding>>4063097
>>
>>4063458
>>4063570
So this then I guess >>4062861
I retract my tiebreak vote
>>
>>4062861
>>4063097
>>4063570
>>4064026
"Aye. I understand." says the Lieutenant. "I'll wrangle up more soldiers for recruitment."

With your decrees given, the council departs to perform their appointed duties.

>Your gold coffers: 1145 (-200 from recruitment) (-26, +214 next season)

>Time passes...
>>
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>It is spring

The cold of winter gives way to the thaw of spring at last. New life sweeps throughout the land, and vitality is regained by tree and earth as the sun rises in full once more.

No migrants have come through as of yet, nor any during the winter blizzards. Understandable, and a little bit comforting: your food stocks have begun going down again, and are pressed to feed the current population

>No migrants have arrived during winter

On better news, the new roads were finished despite the snowfall of last season. And just in time, for the Captain has returned bearing news.

>The southern road has been built (Trade increased)
>A delegation from the south will arrive in two seasons (at autumn)

You turn away from your balcony perch as your council enters the high chamber of your clan home. Sighing, you enter the room yourself, taking your customary seat upon the thane’s throne...

---

“I thank you for the feast yesterday, my Thane.” says the Envoy. “That human wine was quite exquisite. Not as strong as true dwarven ale, but refreshing nonetheless.”

“S’more like juice, really.” adds the Captain. Elndriline, the Lieutenant, nods in agreement.

“Quite, quite. Now, on the ‘morrow I shall oversee the construction of my new villa to receive our foreign guests, as the king requests. We need to make the proper impression on them after all. Rest assured, it is all readied and paid for beforehand. And well furnished, as decorum dictates.”

“I’ll be staying here in the village for the foreseeable future. If you have need of me, and I am not busy, I shall do what I can to entertain your requests. But my duty is to the crown, not you.”

>A new structure will be built to house foreign guests
>Gildroad’s delegation arrives next season
>Three Spires’ delegation arrives in autumn, two seasons from now

>Cont'd...
>>
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The Seneschal steps up next. “The new roads are completed, Thane, as you already know. Our village has grown as well, a little bit too much in terms of population. Our food stocks are being tried, especially since last winter, and the houses are being crowded out. We will need to build more housing or have our people live in tents for next season.”

“As for that, we do have a request from the Engineer’s Guild representative, the one that just came with the Envoy: They’d like to build a new workshop here in our village. But we’ll need to get the proper industry up and running first… and most of that is in the fortress.”

>You may build an Engineer’s Workshop once you take the New Mines and Industrial Sector in the fortress

“Right, my turn.” says the Captain. “Elndrilline here’s got the new recruits. And th’new scorpion’s come in, all thanks to our chief talker here.” says he, nodding towards the Envoy. “We’re good on defences, and the roads’re calm. Good time for delving into th’fort, if y’ask me.”

“S’your call, Thane.”

Edited values here, forgot to impose winter maluses last list and trade income from western road construction. These should be accurate now
>>
>There are 138 dwarves in our village
>Your food stocks: 45 (-69, +55 next season) Winter means no farm production, so you lost a total of 44 food[/spoiller]
>Your gold coffers: 1333 (-36, +614 next season)Trade last winter increased by 200g with new trade route, total trade cut in half due to winter malus… so you did just gain 200g total. Woohoo[/spoiller]

>Unique buildings:
>Lumber Mill (Gained Timber resource for trading, cost of building structures reduced by 25g)
>Trade Depot (Allows trading along discovered routes)
>Farm (+30 food per season)
>Hunting lodge (+15 food per season, Gained Furs resource for trading)
>Capital road (Increased trade and migrants from capital, increased road threshold for blocking)
>Tavern (+10 food, 10% of population converted to income)
>Western road (Opens trade and political negotiations with Gildroad)
>Southern road (Opens trade and political negotiations with Three Spires)

You may issue two commands this season (Thane + Seneschal)
>Improve housing (75g)
>Expand farms (75g)
>Repair the great hall of the fortress (75g)
>Begin expansion up the cliff (300g)
>Write in

>You may make a request from the Envoy this season (Write in)
The Envoy can make certain requests on your behalf, like getting special units or more resources, contact factions, negotiate with groups. Expect to pay for these things, however.


>Military buildings
>Village Defences (Tower and Palisade)
>Fortress Defences (Barricade and Murderholes)
>Gate barracks (+1 squad recruitment for recruit command, Lieutenant added to military)

>Route unrest (less than 50 will block off that route)
>The route to the capital: 100/125 (-0, +0 next season)
>The western road: 100/125 (-0, +0 next season)
>The southern route: 100/125 (-0, +0 next season)

>You may issue two military commands this season (Captain, Lieutenant + 3 squads)
>Continue reclamation: New Mines, Industrial District, Merchant's District
>Recruit two squads: Warriors (20g), Crossbows (40g), Hunters (30g), Legionnaires (60g)
>Construct defenses: Inside fortress (275g, dissolve 3 squads)), Improve village defenses (275g, dissolve 3 squads)
>Write in
>>
Gah, that's me I guess. But everything's still visible. We might need to make a new thread soon, even if we're not too far from page 10.

I'll take a break for now, to nurse this growing cold. Are we all still good here? No complaints? Feels like the crunch here is getting bigger, and too many numbers numbs people's interests.
>>
>>4064489
>>Improve housing (75g)
>>Expand farms (75g)

>Continue reclamation: New Mines
>Construct defenses: Inside fortress (275g, dissolve 3 squads))

What du you mean with dissolve 3 squads? we lose 3 squads, or room for three squads in the fortification?
>>
>>4064499
You lose three squads and put them up as a garrison, so if you're attacked in the fort/village, they'll come up instantly in combat.

I can always change the mechanic if players find it bothersome. Perhaps just increase the price so you pay for it more rather than waste valuable commands re-recruiting squads.
>>
>>4064512
garrison:
1 sqd warriors
1 sqd xbow
1 sqd scorpion
>>
>>4064499
+1

>>4064519
Scorpion would be perfect for garrison, if we didn't need it at battlefields.
>>
>>4064538
It's gonna be a necessity when we go cave delving
>>4064499
+1, iirc the Cap's back, how many squads can we deploy to the mines?
>>4064496
Crunch is alright, all the available options feel like they have weight and are useful in improving our situation in one way or another, that plus the art makes this pretty good the way it is. Might touch on the crunch in the future but for now it's ok
>>
>>4064489
>>4064499
Support
>>
>>4064499
>>4064538
>>4064601
>>4064681
>Improve housing (75g)
>Expand farms (75g)
>Construct defenses: Inside fortress (275g, dissolve 3 squads)) (Warriors, Crossbows, Scorpion)

"Most prudent, my Thane." says the Seneschal. "I'm sure the citizens will send a word of thanks for your mindfulness of them."

"Spare some diggers fer me, eh? Gotta get some new rooms made under th'fort." says the Captain.

"Of course."

The Seneschal gives a bow and exits the room, eager to perform her new duty.

>Your gold coffers: 908 (425 from season purchases) (-36, +614 next season)

>Continue reclamation: New Mines

"As fer th'expedition, best set the squads y'want to go."
>Select which squads may go. The Captain may lead all squads NOT under the Lieutenant right now, even garrisoned units.

"It seems you have no need of me for this season... shall I return to managing the construction of the villa?"
>You may still make a request from the Envoy this season (write in)
>Simple requests will be more likely entertained (request capital for food, request for units, etc...) but more complicated ones will be considered as well. Just make sure it's possible... and that you're ready to pay the informed price.
>>
>>4064955
Let's grab all the legionaries, all the crossbowmen, one squads of warriors, and the scorpion. How many squads do we have garrisoned?
>>
>>4064976
Derp, the Envoy
>Request whatever you need to get the villa built faster.
>>
>>4064976
+1
>>
>>4064985
"It'll be built by next season, in time to receive our guests. Worry not."
>You may still make a request from the Envoy this season (write in)

>>4064976
No garrison as of yet: you've yet to build the building after all. You will need to leave three squads behind though, so the Lieutenant can finish her command.
>>
>>4065076
Let's leave behind one warrior squad and all the hunters.
I guess this means we take another warrior unit into the caves.
>Envoy
Ask him to find us some doctors, the venom last time was nasty.
>>
>>4065076
>>4065082
Yeah thats a good idea professional doctors
>>
>>4065082
>>Envoy
>Ask him to find us some doctors, the venom last time was nasty.
I +1
>>
>>4064955
>>4064955
>Select which squads may go. The Captain may lead all squads NOT under the Lieutenant right now, even garrisoned units.
>1 Clan Warriors
>2 Legionnaires
>2 Hunters
>1 Crossbow
>1 Scorpion

Reminder that most likely we will fight against monsters which hunters are specialized in fighting with.
HUNTERS>CROSSBOWS

>You may make a request from the Envoy this season (Write in)

Are we religious? If yes request priest.
If no request medics like other anon suggested.
>>
>>4065082
>>4065200
>>4065495
>>4065546
"I can drag one of the royal apothecaries here, to cure your men of ailments acquired from the depths should it be needed. But there is a fee for such royal service.

>The Envoy may hire a temporary doctor for you to cure poison and heal wounded soldiers, but it will cost 100g per soldier.

"As for gaining one of the Mage-Priests to your side, I may send a message on your behalf to the Ancestor Cult. They will follow you, of course, as a thane on a royal mission. But you will likely have to construct a temple first for their lodgings."

>You may build a temple to the ancestors as a general command, for the grand price of 500g

---

Right, we're all the way down here in the board and I need to go to work again, so it's a good bet we'll need a new thread soon.

Finalize your squads here. Anon at >>4065546 has the gist of it with the hunters being good on monsters. thus:
>As Captain, bring 8 squads with you
>Also, will the Captain himself join the fight?

Decide on the final bits and ask as many questions as you like here. We'll make a new thread next late Friday/Saturday depending on my energy and continue there.
>>
Also, can someone archive this on sup/tg/? I don't know how.
>>
>>4065914
Its pretty easy. Go here.
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=
On the left under search bars is click here for request interface. Select that. This will open a new page where at the bottom is a request form, fill that out and press go. The thread number is the number of your starting post.
>>
>>4065912
>You may build a temple to the ancestors as a general command, for the grand price of 500g
Doctor is meh we aren't really in any conflict that would require our troops to heal faster. Temple I like, aside from another hero unit there are probably extra bonuses coming with it.

>Also, will the Captain himself join the fight?
Captain and Thane personally will join the fight!
That spider was big as fuck
>>
>>4065945
Just what I were thinking
>>
Great shit OP. Awaiting the next one.
>>
New thread
>>4075434
op why u no do dis



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