In the bosom of the Earth - An underdark civilization quest

I like the basis of For Realz this time but I would propose two changes:

a) We might want our Wizards to specialize towards evocation. With some fireballs at their disposal our lack of warriors might not be as bad.

b) Is there a team we can spare to identify wood growths? That seems really important to me.
 
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I'll warn you, you may want to run the math, the probability of finishing any of your food tasks this turn is pretty low. You have enough food to cover for this cycle but it'll get dicey if you have any amount of bad luck.

Mmmmm math! Okay, so each team rolls a d10, normally a result of 8 or 9 is 1 success, a result of 10 or higher is 2 successes. Fascinated teams improve their success threshold by 1, so 7s are 1 success, and Obsessed teams improve their success threshold by 2, so 6s and 7s are 1 success. Dwarf teams after the first turn improve their threshold by 1, and also improve their threshold by 1 if they're on a Knowledge task.

Seems like we should put Dwarves on stuff that we'd just want to retry if we fail this turn, or wish to do repeatedly for several turns as moving them loses us the success threshold improvement, especially Knowledge tasks. Fascinated teams are better put on things that will lead into more options, as they might get stuck on that project chain by becoming Obsessed. Young teams are our defaults and should probably be spread out a bit so we don't get everyone Fascinated in one or two areas.

So, time for some maths!
Team TypeChance of FailureChance of Normal Success (+1)Chance of Critical Success (+2)
Young Kobold Team
70%​
20%​
10%​
Fascinated Kobold Team
60%​
30%​
10%​
Obsessed Kobold Team
50%​
40%​
10%​
Obsidian Dwarf Team (1st turn) (non-Knowledge task)
70%​
20%​
10%​
Obsidian Dwarf Team (2nd+ turn) (non-Knowledge task)
60%​
30%​
10%​
Obsidian Dwarf Team (1st turn) (Knowledge task)
60%​
30%​
10%​
Obsidian Dwarf Team (2nd+ turn) (Knowledge task)
50%​
40%​
10%​

Our best odds with 1 team are still only 50/50, but we always have a 10% chance of a double success. If there's anything we consider important and time-sensitive we'll need to put as many teams on it as possible. How this works with multiple teams gets a little complicated (I - or someone - could probably make a calculator for odds of success with multiple teams) but I'll try mathing out some of the options already proposed.

-[ ] Map the cathedral: You only have a vague idea of what's out there. You need more information on the land you're settling. A scouting party could let you explore some of the more distant parts of the cavern. Each success will let you map one area.
(1 Young Kobold team, 1 Obsidian Dwarf Team)

Both teams start at 70/20/10, though the Dwarf team will become 60/30/10 after the first turn. As there are presumably multiple areas this is a task we probably want to keep doing for the near future. Chance varies depending on whether we're looking for the exact number of successes, or for getting at least that many successes, as follows:

Chance of0 Successes1 Success2 Successes3 Successes4 Successes
On 1st turn (exact)
49%​
28%​
18%​
4%​
1%​
On 1st turn (at least)
100%​
51%​
23%​
5%​
1%​
After 1st turn (exact)
42%​
33%​
19%​
5%​
1%​
Aftter 1st turn (at least)
100%​
58%​
25%​
6%​
1%​

-[ ] Hunt medium game: The mushroom forest is likely to play host to species of larger animals you could hunt, and the lake shore will attract them for drinking. A larger expedition could hunt across the water and come back to you with enough to feed your tribe for some time. Two successes for three food units and one trade goods unit.
(2 Young Kobold Teams, 1 Obsidian Dwarf Team)

Chance of0 Successes1 Success2 Successes3 Successes4 Successes5 Successes6 Successes
On 1st turn (exact)34.3%29.4%23.1%9.2%3.3%0.6%0.1%
On 1st turn (at least)100%65.7%36.3%13.2%4%0.7%0.1%
After 1st turn (exact)29.4%31.5%24.1%10.6%3.6%0.7%0.1%
Aftter 1st turn (at least)100%70.6%39.1%15%4.4%0.8%0.1%


EDIT-BUT-NOT-REALLY: Okay so midway through writing this post @10ebbor10 made a program on anydice.org that can calculate the odds for all possible results for multiple teams with different success thresholds, which means I don't have to do this by hand - and neither do you! The calculator can be found here!

Each bit on the output line like this "[team 1d10 threshold X]" represents a team. The X is the lowest roll that constitutes a success, so either 8, 7, or 6. To calculate for more than one team put in a + sign and add a new team on the output line. For example "output [team d10 threshold 8]+[team d10 threshold 8]" calculates the results for 2 Young Kobold Teams. You can add in more output lines with different team setups to contrast and compare them.
 
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Largely to avoid concentrating too many of the young Kobolds in Might. Plus, we're underground. I assumed the Dwarves might have some talent for exploring places like this, and I supposed it'd maybe be less likely for them to get shot on sight than it would be to send Kobolds out on a diplomatic venture.
I get your reasoning about Might. Hm. I think we'll do fine for one turn. I... don't think Obsidian Dwarves are good choices for Diplomacy.

[] Obsidian dwarves
Some dwarves defected from the giants' side during the original war. Most species consider them treacherous and untrustworthy, but how can you blame them for picking the obviously correct side? Obsidian dwarves tend towards discovery, expressing the thirst for knowledge that led them to the dragons' side in the past.
(Discovery was clarified by Nyvis to mean Knowledge)

They're seen as treacherous by other species. While I'm not entirely certain that other races down in the Underdark will be aware of that prejudice, I don't really want to risk it.

I like the basis of For Realz this time but I would propose two changes:

a) We might want our Wizards to specialize towards evocation. With some fireballs at their disposal our lack of warriors might not be as bad.

b) Is there a team we can spare to identify wood growths? That seems really important to me.
I can change it to that if the other voters are willing. I wouldn't feel right about changing it with three other people having voted for it.

Suppose I could shift one of the Young Kobold Teams from Hunting. Maybe have a Growth Team do it instead of the task I assigned them to?
 
I get your reasoning about Might. Hm. I think we'll do fine for one turn. I... don't think Obsidian Dwarves are good choices for Diplomacy.


(Discovery was clarified by Nyvis to mean Knowledge)

They're seen as treacherous by other species. While I'm not entirely certain that other races down in the Underdark will be aware of that prejudice, I don't really want to risk it.

They do get a bonus to Knowledge tasks, so assigning them to non-Knowledge tasks that kobolds could be doing seems like a bit of a waste.
 
Units
- Wizards


[] Assist a task: Wizards have plenty of useful spells and should be able to offer some kind of support to anything your tribe is undertaking. Time to put them to work. Pick a task for your wizards to assist.
-[] Write in: the task assisted

[] Learn a specialization: There are a multitude of ways wizards can help your tribe, and specializing into one of them would help deploy its full potential. Each success will let you specialize further, giving bonuses to assisting some tasks or unlocking new wizard only actions.

What specializations are there? Do we take this option now and choose in a secondary vote, or do we choose the specialization we want when we take this option?

Also does Assisting a task give a flat bonus to success threshold for other teams, or do the wizards basically count as an extra team?
 
To be fair, finding neighbours is not necessarily the same as talking to neighbours. That seems more like an influence task.

I haven't looked at the numbers yet, but just on a gut level I'd really like to throw more teams at fewer tasks than either current plan.
 
I can change it to that if the other voters are willing. I wouldn't feel right about changing it with three other people having voted for it.

Suppose I could shift one of the Young Kobold Teams from Hunting. Maybe have a Growth Team do it instead of the task I assigned them to?
Sure the voters would have to agree.

I just feel like defense and constructions are crucial for our security.
 
To be fair, finding neighbours is not necessarily the same as talking to neighbours. That seems more like an influence task.

I haven't looked at the numbers yet, but just on a gut level I'd really like to throw more teams at fewer tasks than either current plan.
I mean, that's what they are? Influence tasks.

The main reason why I am spread, and why I guess Gladsome is spread, is our need for food that Nyvis pointed out and our supply of Fascinated Teams. I think we'll be fine, the only actions that don't have at least two Teams on it are Forest Garden and Taking Inventory and both Teams are Fascinated.

Influence

[] Seek inhabitants: You haven't been in the Cathedral in a long time, and others could have settled in, or simply use it as a stop in their wanderings. You could check for the best areas much quicker than you could map the cavern. One success to meet any potential inhabitants.

[] Search for neighbors: Other tribes are likely to live around the Cathedral. It'll be a long trip, but you can equip a few of your people and send them on their way to make a tour of the likely locations and make contact. Two successes to find your close neighbors if any. One team max.
Sure the voters would have to agree.

I just feel like defense and constructions are crucial for our security.
You're right, I was more concerned about food when I was drawing up that turn so I decided to put it off. We should be able to shift a couple units to it next turn. Or maybe you can draw up a plan that does it?
 
What specializations are there? Do we take this option now and choose in a secondary vote, or do we choose the specialization we want when we take this option?

Also does Assisting a task give a flat bonus to success threshold for other teams, or do the wizards basically count as an extra team?

You'll get a secondary vote when you succeed. There's different paths to specialize towards, from bigger/smaller scale magic and costs that go with it to the kind of objectives you want to accomplish with it to the specific raw elements they're likely to pull from.
 
[] Document fauna and flora: Seeking food may be your priority, but more general knowledge on the plants and animals you seek may prove useful. You might also find some more exotic species for medicinal or trading purposes. Document one biome per success, require a hunt/ or farm mission in the same biome.

Does this mean we have to have a hunt/farm mission in the same biome that turn, have had a hunt/farm mission in that biome at some point, or that we have to do a hunt/farm mission in a biome after successfully documenting it?
 
Does this mean we have to have a hunt/farm mission in the same biome that turn, have had a hunt/farm mission in that biome at some point, or that we have to do a hunt/farm mission in a biome after successfully documenting it?

You need an ongoing mission in the same biome during the same cycle.
 
Aha, okay I think I'd like to propose this (hopefully the unusual formatting isn't a problem):

[X] Plan Exploration and Feasting
-[X] Map the cathedral [2 Young Kobold Teams]
-[X] Hunt small game [3 Young Kobold Teams]
-[X] Seek inhabitants [2 Fascinated Kobold Teams]
-[X] Organize celebration [1 Young Kobold Team]
-[X] Check on the forest gardens [2 Fascinated Kobold Teams & 1 Young Kobold Team]
-[X] Take inventory [2 Fascinated Kobold Teams]
-[X] Document fauna and flora [1 Obsidian Dwarf Team]
-[X] Explore leylines [2 Obsidian Dwarf Teams]
-[X] Wizards: Help with task "Explore leylines"

I'd like to get some food this turn, but also setup for more long-term food production, so the 2 Fascinated and 1 Young teams on the forest gardens should hopefully get a couple of successes and net us some food and improve that option in the next cycle, but I've got 3 Young teams on hunting small game as a backup - they'll only need 1 success to get us some food. With a reasonable guarantee of food I've got a Young team organising a celebration - this option says it lets us know about existing social issues in our tribe and how to smooth them over, which I think is going to be very important moving forward.

Otherwise I've got teams mapping the cathedral, seeking inhabitants, and taking inventory - these are all high priorities early on. 1 Dwarf team is on documenting fauna and flora, which will hopefully succeed while we're hunting and checking on the forest gardens. The remaining 2 Dwarf teams are exploring the leylines with the help of the wizards - I think it's too early to try specialising the wizards when we have no idea what kind of resources are easily available to us or what kind of major challenges we're going to have moving forward, but exploring the leylines might be very important given how rich in magical crystals the cathedral is, and we might be able to make good use of them with our wizards and the Dwarves' Knowledge bonus.
 
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Otherwise I've got teams mapping the cathedral, seeking inhabitants, and taking inventory - these are all high priorities early on. 1 Dwarf team is on documenting fauna and flora, which will hopefully succeed while we're hunting and checking on the forest gardens. The remaining 2 Dwarf teams are exploring the leylines with the help of the wizards - I think it's too early to try specialising the wizards when we have no idea what kind of resources are easily available to us or what kind of major challenges we're going to have moving forward, but exploring the leylines might be very important given how rich in magical crystals the cathedral is, and we might be able to make good use of them with our wizards and the Dwarves' Knowledge bonus.
Can Obsidian Dwarves even be used to scout Leylines? Dwarves, admittingly not Obsidian Dwarves, were mentioned to be blind to the Weave, which I assume Leylines to be related to.

Drawback: Weave Blind: as giants relied on the Grid, a magic network sustained by an extensive array of constructions long turned to ruins, they never intended their creations to access the dragons' Weave. Dwarves are blind to the Weave's currents, making any use of it perilous.
 
Can Obsidian Dwarves even be used to scout Leylines? Dwarves, admittingly not Obsidian Dwarves, were mentioned to be blind to the Weave, which I assume Leylines to be related to.

Yep, the dragons messed around with them enough to make open them to the Weave and they've cut their connection to the Grid.
 
@Krall Can you change the formatting of your plan to be like that of "Plan For Realz This Time"? I don't think there's need for terseness enough to use single letters instead. And it doesn't define which fascinated team to the task although I guess that will be automatically allocated by the qm as appropriate. The whole plan also doesn't show up on the vote tally without having X's in each component, I like to use the tally to look at the various plans. Not too much of a concern either right now since the quest is small but I just don't see much reason for different formatting.

[X] Plan Exploration and Feasting
 
[X] Plan Exploration and Feasting

Although I think that one of the Dwarf teams should be moved to 'Document fauna and flora'.
 
@Krall Can you change the formatting of your plan to be like that of "Plan For Realz This Time"? I don't think there's need for terseness enough to use single letters instead. And it doesn't define which fascinated team to the task although I guess that will be automatically allocated by the qm as appropriate. The whole plan also doesn't show up on the vote tally without having X's in each component, I like to use the tally to look at the various plans. Not too much of a concern either right now since the quest is small but I just don't see much reason for different formatting.

[X] Plan Exploration and Feasting

That's reasonable, the capital letter format just made it easier for me to plan it out - I've reformatted it and it should show up in the tally now. It's not necessary to note which School each Fascinated Team is Fascinated with, because each task is in a given School and there's no way Fascinated teams from different Schools could be doing the same task.

[X] Plan Exploration and Feasting

Although I think that one of the Dwarf teams should be moved to 'Document fauna and flora'.

That wouldn't be a bad move, but I'm interested in what learning about the local geomancy will get us, and with the Cathedral being full of magical crystals and us having wizards it might be a big bonus or opportunity!
 
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