A settlement in Disaster and Magic

[X]Survey for dangers(local)
[X]Palisade
-[X]Everything and room to grow
(50RR, 5PR)
[X]Rumors in the dark
[X]Spy on the passersby
(1food)
[X]Setting Up Shelter(Longhouse)
(9RR, 2PR)
[X]Hatching Ponds
(8RR, 2PR)
[X] Food preservation
[X]Doctors tools
(2PR, 1 scrap)
[X] Remedial diplomacy lessons x2
[X]Lead in person
-[X]Survey for dangers(local)
[X]Investigate the Slavers Magic Rod:


Reasoning:
We need to stop reacting to what come our way.
with the palisade we can set it up and later staff it with guards.
We need to know how our tribe is doing after the slaver ambush.
Might be good be bad, but we need to know.
The O.C.R just gives me the willies 'nough said.
The quickest and easiest to set up.
later on when we get more resources i want the log cabins.
If we don't get this set up this week we'll lose the eggs, that'd be a waste resources.
I just don't trust the O.C.R maybe after the scout report.
lead the survey simply b/c the chance if that action is to low for my liking.
Edit 1: added personal action
Edit 2: added learning
Edit 3 changed personal action and learning action to meet budget
Edit 4 scout O.C.R changed to spy passersby and removed meet passersby
 
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@saiman @Eri @buytbuyt
Thanks for the likes but I can not do the next post until I get some votes.
So please vote.
Sorry for the delay, I usually wait for someone else to make a plan because I can never decide between the various choices....

[X]Survey for dangers(local)
[X]Palisade
-[X]Everything and room to groiw
[X]Rumors in the dark
[X]Scout the O.C.R. site
[X]Setting Up Shelter(Longhouse)
[X]Hatching Ponds
[X]Meet the Passersby
[X]Unlock Magic techniques
-[X]Arcane
 
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[X]Survey for dangers(local)
[X]Palisade
-[X]Everything and room to grow
[X]Rumors in the dark
[X]Scout the O.C.R. site
[X]Setting Up Shelter(Longhouse)
[X]Hatching Ponds
[X]Meet the Passersby
[X]Unlock Magic techniques
-[X]Arcane
[X]Investigate the Slavers Magic Rod
 
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Martial: (pick 2)
[X]Survey for resources
[X]Palisade
-[X]Everything and room to grow
Intrigue: (Pick 2)
[X]Rumors in the dark
[X]Spy on the passersby
Stewardship: (Pick 2)
[X]Setting Up Shelter (Longhouse)
[X]Hatching Ponds
Learning: (pick 2)
[X] Food preservation
[X]Doctors tools.
Diplomacy: (pick 1, 1 locked)
[ ]Guest Quarters
[X] Remedial diplomacy lessons x2
Personal: (Pick 2)
[X]Lead in person
[X]Investigate the Slavers Magic Rod

We should be aware that we're spending practically our entire store of resources this turn. (50 RR and 5 PR for the palisade, 9 RR and 2 PR for the longhouse and 8 RR and 2PR for the hatching ponds. We have 67 RR stored and 15 PR. That leaves us with 0 RR and 6 PR next turn +1D5 RR from the woodcutter and possibly -2RR +1PR from the sawmill if we get enough RR.) Hence, I want to look for more, preferably easily accessed, resources. Nevertheless, a big palisade is probably the right choice.

Knowledge is king. I like us to know more about these people before approaching them. And it's always wise to know how our people are doing, yeah.

Shelter and hatching ponds are time critical. If we're allowed to move a diplomacy action here, then I think we should either plant some of the fast growing vegetables or clearing some land. The toolmakers hut is the next priority, but I'd go for clearing land first because it gives us resources and cleared plots, both of which we need to build anything. And yeah, the sooner we get food plants in the ground, the sooner we get more food production. We currently both produce and consume six units of food a week. Next week the slow-growing vegetables we planted some weeks ago will start producing 16 units of food every other week, so there's no urgent need, but we want to store a lot for the winter and leaner times when things won't grow as well.

More food options are good. Especially things that let us have food in winter as well. I think we should go for reed weaving next. And why haven't anyone else picked any learning options? It says "pick two", right? Am I just overlooking something?

I'd like to spy on our passersby a bit before I meet with them and also have the diplomatic team up to scratch. Can we double down on remedial diplomacy lessons? Or perhaps use a diplomacy slot for stewardship? If not, I'm probably going with guest housing and just switching the longhouse building to planting vegetables or clearing ground or something. We can probably house our ten homeless people in the guest quarters until we get some proper housing up. Edit: Doubling down allowed. Done.

I'd like to unlock magic techniques as well this turn, but we simply cannot afford it. I don't know which action I want us to lead in person, it should be a stewardship action or there will probably be no effect. Although I suppose building the palisade could be counted as stewardship-y enough that we could use our stewardship bonus for it. We have a "builder" trait as well. I don't know if that's automatically added to all building actions or if we have to lead in person to activate it @prince84 which is it?
 
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@prince84 I had one more question:
Can we double down on remedial diplomacy lessons? Or perhaps use a diplomacy slot for stewardship? If not, I'm probably going with guest housing and just switching the longhouse building to planting vegetables or clearing ground or something. We can probably house our ten homeless people in the guest quarters until we get some proper housing up.
Except that hinges on if we can use RR the turn we get it; because guest quarters cost 10 RR, darn it, which leaves me one short. I'm just leaving it blank if I can't, I think, I don't want to face outsiders before we have a prepared diplomatic team.
 
we might not have the greatest diplomatic team but we at least greet them, without causing to great a bad impression.
 
we might not have the greatest diplomatic team but we at least greet them, without causing to great a bad impression.
Sure, but first impressions are important and if we don't do anything, they have no idea we're there, so it won't affect their view on us that we don't go to say hi. Basically, I think it will cost us very little to wait, but it can net us a very nice bonus.
 
@prince84 I had one more question: Except that hinges on if we can use RR the turn we get it; because guest quarters cost 10 RR, darn it, which leaves me one short. I'm just leaving it blank if I can't, I think, I don't want to face outsiders before we have a prepared diplomatic team.
I will allow it.
In the future I will be giving a Double down option I just have yet to decide on how to handle it.
 
Which of the options will you allow? That was kind of ambiguous. Moving it to stewardship?
Sorry I replied for the wrong post It has been a long day already. I will allow Doubling Down on the remedial diplomacy lessons at the only price of using both picks this turn.
I will also tally the vote tomorrow after work.
 
Winner Plan Eri
Martial: (pick 2)
[X]Survey for resources
[X]Palisade
-[X]Everything and room to grow
Intrigue: (Pick 2)
[X]Rumors in the dark
[X]Spy on the passersby
Stewardship: (Pick 2)
[X]Setting Up Shelter (Longhouse)
[X]Hatching Ponds
Learning: (pick 2)
[X] Food preservation
[X]Doctors tools.
Diplomacy: (pick 1, 1 locked)
[X] Remedial diplomacy lessons x2
Personal: (Pick 2)
[X]Lead in person
-[X]Palisade
[X]Investigate the Slavers Magic Rod
prince84 threw 1 5-faced dice. Reason: Woodcutter Total: 3
3 3
prince84 threw 1 8-faced dice. Reason: Patrol-3 Total: 7
7 7
prince84 threw 1 100-faced dice. Reason: events Total: 97
97 97
prince84 threw 1 100-faced dice. Reason: Survey Resouces Total: 66
66 66
prince84 threw 1 100-faced dice. Reason: Palisade+5(builder) Total: 89
89 89
prince84 threw 4 5-faced dice. Reason: James bonus Total: 5
1 1 1 1 1 1 2 2
prince84 threw 6 5-faced dice. Reason: David bonus Total: 20
1 1 4 4 5 5 5 5 1 1 4 4
prince84 threw 1 100-faced dice. Reason: Rumors Total: 62
62 62
prince84 threw 1 100-faced dice. Reason: Spy on the passersby Total: 7
7 7
prince84 threw 4 5-faced dice. Reason: Agatha bonus Total: 12
4 4 3 3 4 4 1 1
prince84 threw 1 100-faced dice. Reason: longhouse Total: 34
34 34
prince84 threw 1 100-faced dice. Reason: hatching ponds Total: 52
52 52
prince84 threw 5 5-faced dice. Reason: Sebastien bonus Total: 11
5 5 1 1 2 2 2 2 1 1
prince84 threw 1 100-faced dice. Reason: presevation Total: 62
62 62
prince84 threw 1 100-faced dice. Reason: doc tools Total: 100
100 100
prince84 threw 2 100-faced dice. Reason: Remedial lessons x2 Total: 44
35 35 9 9
prince84 threw 5 5-faced dice. Reason: Ted bonus Total: 15
3 3 4 4 4 4 2 2 2 2
prince84 threw 3 5-faced dice. Reason: Alexi stewardship bonus Total: 11
2 2 4 4 5 5
prince84 threw 1 100-faced dice. Reason: Alexi Lead Total: 95
95 95
prince84 threw 1 100-faced dice. Reason: Slavers rod Total: 94
94 94
 
Turn 9 RESULTS
Turn 9 Results
Spring Week 11

Between having a random group of Slavers stumbling upon Refuge and the fact that you need to start building the hatching pond this turn you are running low on Raw Resources. No to be honest if it were not for the woodcutter you would be completely out. As it is you are down to a single unit of wood. The other two units that the woodcutter managed this week were worked into processed resources.
(+1RR +1PR)

Your patrols once again encountered a small group of survivors and after talking them they decided to join Refuge.
(+4 population)

Half way through the week you are woken in the middle of the night by a strange feeling. It takes awhile to figure out where it is coming from. in the end you realize it is coming from your connection to the Greenhaze and that what you are feeling is a surge in it's power. After a few hours the feeling fades away and you have no idea what it did. The next morning you find out that the surge has affected your gardens tripling your harvest for this week.
(6x3=18 food)

This was offset by the fact that 9 people no longer had proper housing of their own causing delays and generally getting under foot. Still you are working on that.
(-9 to all rolles)


Martial: James handles your military matters. Raised a survivalist people used to call him paranoid now they just call him causish. He follows three main rules 1. Be prepared, 2. Know your enemy, and 3. There is no such thing as overkill. You are just glad he is on your side. (pick 2)
James bonus=5

[X]Survey for resources: While you know there are many resources in the park you do not know where they are out there. You could send some people out to try and locate them so you can begin to harvest them.(costs 0)(can be repeated once a turn)
Chance 60% Rolled 66+5(James)-9=62 Success
Reeds they do not sound like much but according to Sebastien and Agatha they can be the basis for many thing. Personally you do not see it but they are your advisors for a reason. They are also what your scouts found this week. That and mud but even Sebastien had no use for the mud.
(Reed beds unlocked and added to map, Reeds do not need an action to gather, reeds available during spring and summer)(Chance of finding new resources reduced to 50%)

[X]Palisade: James wants to build a thick wall around Refuge but realizes you have neither the resources nor the manpower to do so. Instead James suggest building a palisade which could be described as a cross between a tall fence and a wall. This would provide most of the benefits of a wall but be less costly in terms of manpower and resources. The only question would be what to inclose within the palisade.(pick 1)
-[X]Everything and room to grow: surround the entire settlement and some of the surrounding area as you know Refuge will be growing in short order.(Costs 50 RR, 5PR, 4 turns)
Chance: 55% Rolled 89+5(James)+5(builder)-9=90 Success
You could have just built the palisade around what you had already built but that would have been shortsighted as that would have left any new buildings outside of its protection and you know that you are far from done building. As this is a large project not only do you have James lead it but you lend your own experience at building. Between this, the new Longhouse and the Hatching ponds you empty out your storehouse of all your Raw materials. It's going along very well but this is still going to be a long project.(Locked in , finishes on Turn 12)

Intrigue: David is your spymaster and is almost unnoticeable and totally forgettable. This is a good thing while he is working but when working with other he has had to leave notes around as everyone keeps forgetting what he said or even that they had talked to him in the first place. (Pick 2)
David bonus=20

[X]Rumors in the dark: Listen in on what people are saying around the campfires when they think you are not around. Reward you hear what people are saying among themselves that they might not tell you. (costs 0)
Chance 60% Rolled 62+20(David)-9=71 Success
this week you and David's group spend a bit more time hanging around the campfires and pay more attention to what people are talking about and what they are avoiding saying.
Most of the conversations are centering around the battle last week and you decision to build the palisade. There is also a betting pool going on about when you are going to have James start training people.
On the other hand no one seems willing to discuss where the slavers came from or where the local beasts have gone. There is also a noted absence of talk about what could be going on in the outside world.

[X]Spy on the passersby: David wants to know more about the type of groups passing by before you contact them. So he has proposed that he spends 2 weeks watching them from hiding to get an idea of what they are like.
Costs 1 food(supplies), 2 turns
Chances 55% Rolled 7+20(David)-9= 18 Failure
Reward: Info,????
David packs his supplies and leaves a note telling you not to expect him to return for the next two weeks. Which means you are surprised when you see him at the end of only one week. What is even more surprising is the condition he is in. Exhausted, battered and looking like he hassent sleep for days.
When asked what had happened his response leaves you a little disturbed. On the second day out he ran into what he believed to be not one but three small groups of slavers. He was able to avoid the first two but as he was passing the third one of them started to direct his group to where he was hiding. While at first he was able to get away they started to follow him and called the other two groups to help them. In the end he had to take a short trip through the city limits to lose them and he still is not sure how the kept finding him.
Looking at David you realized just how exhausted he is and that he will need to recover next week or there may be problems.(lose 1 Intrigue next week)

Stewardship: You leave most of the day to day upkeep of Refuge in the hands of Agatha. She also heads the lion's' share of construction matters in the settlement. (Pick 2)
Agatha bonus=12

[X]Setting Up Shelter(Longhouse):With Agatha's design and modifications you are ready to build housing capable of seeing out the winter. (costs 9RR, 2PR)
Chance 75% Rolled 34+12(Agatha)-9=37 Success
Reward: 48 housing
As if to proves just how much being homeless affects people the longhouse was almost delayed this week. Luckily Agatha was able to organize around the mess and clutter created by the people lacking housing.(+48 Housing)

[X]Hatching Ponds: If you are going to raise the tree squids or Lighting lizard you will need somewhere to hatch them that they can not escape from. This mean digging a number of ponds and Ditches then surrounding them with a solid wall but it can be done.
Costs: 8RR, 2PR, 2 turns 1 cleared plot(must be completed before week 12 or the Lizard eggs will be lost, and week 14 or lose the squid eggs)
Chance: 85% Rolled 52+12(Agatha)-9= 55 Success
Reward Hatching Ponds: Allows you to hatch and keep Lighting lizards and Tree Squids for the first month(4 turns) of their lives.
First you have the area marked out. Then you started digging and digging. This will take awhile but you're off to a good start.(Locked in , finishes on Turn 10)

Learning: Sebastein is your head of research and a know it all. Which turns out to be a good thing as what he does not know he knows how to find out. Now if he would just shut up for five minutes. (pick 2)
Sebastien=11

[X]Food preservation: You now have food but not all food stores well and you want to be able to store food for the coming of winter so you decide to work on this problem now.(costs 2RR, 1PR and 2 food)
Chance 55% Rolled 66+11(Sebastien)-9=68 Success
Unlocks Food Preservation options
Freed from spending his time on the doctor's tool Sebastien turned his attention on all the ways he had heard about for preserving food. Drying smoking, salting and even using a brine solution he tried them and in the end he succeeded. there was a downside though to preserve food on a useful scale will require a lot of room and equipment. So before you can start store food for the long haul you will need to to build a combination smokehouse/root cellar.(Unlocked building Smokehouse/root cellar)

[X]Doctors tools. If you have to treat anything beyond bruises and scrapes you will need specialized tools. Get Sebastien to figure out what is needed and how to make them.
Costs 2PR, 1 Scrap- Changed to 0 by natural critical
Chances 75% Rolled 100+11(Sebastien)-9=102 Natural Critical
Rewards Medical tools unlocked(needs toolmaker),
Okay either someone is hiding things from you or something weird is going on. What do you find several days after telling Sebastien to find some way to make your doctor basic doctor's tools. A full case of surgical tools hidden under the Raw Resources in your storehouse. So far noone has admitted to knowing that they were there and going by the looks of confusion on their faces when you asked you are inclined to believe them. So where the Hell did they come from? It even contains an emergency reference booklet. Really what is going on here? At least you did not use up the resources before you found the tools.
(Gained Surgical tools: +15 to rolls to survive and recover from trauma)

Learning: Sebastein is your head of research and a know it all. Which turns out to be a good thing as what he does not know he knows how to find out. Now if he would just shut up for five minutes. (pick1, 1 locked)
Ted bonus=15

[X][X] Remedial diplomacy lessons: Ted is not happy with his team's abilities so he is putting them through remedial lessons.
Costs: 0
Chance 45% Rolled 1 35+15(Ted)-9=41 Failure Roll 2 9+15(Ted)-9=15 Failure
Reward: Ted happier with the team, frees up this action slot
Okay Why do these guys think sharpening a shiv while giving someone the stink eye is a friendly greeting and the less said about their attempts at small talk the better. Both you and Ted agree they need at least another week of lessons.

Personal: You lead Refuge but not all your time is taken up making decisions. You have make sure to put aside time to follow your own projects. (Pick 2)
Alexi Steward bonus=6

[X]Lead in person: Chose any action except Intrigue and lead it yourself.
Chance 90% Rolled 95+6(Alexi)-9= 92 Success
Reward adds 1d5 to the roll for every two points above 10 you have in the relevant stat.
-[X]Palisade
There is no problem while working on the palisade with James this week.(locked until Palisade finishes)

[X]Investigate the Slavers Magic Rod: The lead slaver had a rod that did something magical. As the only one in Refuge that deals with magic it is up to you to find out what you can about it.
Costs: 0
Chance: 35% Rolled 94-9=85 Success
Reward: learn about the slavers magic rod
It took some time, some testing, four low flying birds and trying to twist you new senses around the bend but you now know what the rod does.

Bloody Rod of Subjugation: This Rod was created by a Cuff Slavers magic user from materials gathered at the Dead area. It is 50cm long and 2cm rod. It appearing to be made of a plain bone white wood that possesses highlights of deep red save for the grip area which is covered in blacked carvings. This Rod is tough enough to be used as an Improvised melee weapon.
Abilities: Bloody Subjugation: Twice a day it can be used to cast a bolt at a target . Upon hitting its target the bolt bursts affecting anyone within 3 meters. All affected units must roll higher than 10 on a 1d20 or lose a number of action equal to the amount they failed the roll by as the magic causes them to believe that the user has power and authority over them. The target also takes a 1d20 attack vs their toughness without an armor bonuses. If they fail they take 1 wound and are removed from the combat as they believe that the user is their new master for a full day. The target can not be used in combat while under the effects of the rod.


Population:57+4=61
Housing: 48+48=96
Food:18-3-6+18=27
Raw Resources(RR)67-67+3-2=1
Processed Resources(PR):15-10+1=6
Scrap:12
Cleared land:3-1=2
Broken plots: 2

A.N. David's bonuses really saved his ass as without it the result would have been a -2 and I do not think we would have like the result of that.
 
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Doubling down ruling
Okay I have decided on how to handle doubling down. Instead of doubling the cost you will Sacrifice 1 or more of your actions for as long as the action takes to shift manpower to the project. For each sacrificed action you will get another roll for the action as if another week has passed will full bonuses. The actions do NOT need to be from the same catagory but personal actions can not be sacrificed or benifite from sacrifices.
 
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