[x] Plan Spreading dice out
-[x] Add to the Fortifications 0/0 - South Fortifications - 1 Brewer 1 Beardling
--[x] +Towers Set Above into the Peaks, +40 to target
--[x] +A Carven Path, +20 to target
-[x] Decorated Healing Hall. 108/120 - 1 Stonemason 1 Beardling
--[x] +Huge, +50 to target
-[x] Decorated Runecrafting Hall with Second Guardhall. 98/130 - 1 Stonemason
-[x] Forge Hall. 0/110 2 Warsmith 1 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Decorated, +10 to target
-[x] Storehall. 0/110 - Ale - 1 Brewer 1 Beardling Dice
--[x] +Huge, +50 to target
-[x] Storehall. 0/110 - crops - 1 Farmer 1 Beardling Dice
--[x] +Huge, +50 to target
-[x] Prospectors Underhall. 0/50. - 1 Miner Die
-[x] Send out Sniffers. - 1 Miner Die
-[x] Underhold Fortifications. 0/100. 1 Farmer 1 Beardling dice
--[x] +Second Guardhall, +50 to target
--[x] +Third Guardhall, +50 to target
--[x] +Collapsible Ceilings, +20 to target per Guardhall
-[x] Range Beyond the Valley - Gartrim - join east throng
-[x] Tutor a Youngster - Daungrumm - Greatmantle
-[x] Hold Rune: Master Rune of Balance
-[x] Guard one of the Passes - South host to guard the south, North the north
-[x] Range Out From the Valley - East host to find out what they can about the skinshifters
-[x] Gather Lumber - West host to gather lumber to refill our supplies
Ok so in the main since we don't have a ton of major challenges we need done right this minute I've taken this turn to spread our dice out a lot and give us the chance to get lucky. I've started expanding the southern fortifications. Since there isn't a major penalty for piecework I think it is better to focus on getting one part done before moving on to the next, so towers and a path which should be done this turn.
I've chosen to expand the healers hall since it should be doable this turn anyway, the runesmiths should only need one more die to finish. I've started two store hall for crops and ale as we want to be able to store these in the hold before we start on hold fortifications. I'm thinking once built we can then convert the old ale storehouse over to wood or meat. Forge hall so we can start making metal stuff. I've started on the prospectors underhall to help with actually finding ores but I've also got the miners sniffing this turn to try and get lucky. Lastly I've got a farmer and a beardling at least planning out the underhold fortifications before the tunnels get too messy.
For the runelord I've put him on the Master Rune of Balance though I could be persuaded to shift that over to the ranger's scope. I've got Gartrimm going ranging east with the throng to try and find out more about the skinshifters in the hope we can have some interaction with people outside our hold. Daungrumm I've got looking into mentorship to explore how that mechanic works. West host I've put chopping down trees so our supplies are topped up in case we do need to start burning wood instead of coal.