I didn't realise that the Shrine Hall wasn't completed. What happened was I rolled it all out and added it up and then added farmer/brewer/miner debuffs after but forgot to check if it was still completed. Since I've already given it to you I won't take it away.
Prospectors auto-prospect. Forgot to roll it for this turn. They found 1 Major Coal vein.
Yeeeees.
[x] Plan: Coal! Glorious Coal!
-[x] Under-Storehall. 0/100. - Crops - 1 Farmer 1 Beardling Dice
-[x] Forge Hall. 0/110 - 1 Warsmith 1 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Hall of Remembrance. 0/110 - 2 Stonemason 2 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Lower Level Hallway. 0/25 - To The Valley -1 Farmer 1 Beardling Dice
--[x] +Huge, +50 to target
--[x] +Fortified, +30 to target
--[x] +Decorated, +10 to target
-[x] Add Clan Tomb to Leadbeard Clan Residences. 54/70 - 1 Warsmith Die
-[x] Establish a Mine. 0/50- 2 Miner Die
-[x] Under-Storehall. 0/100. - Iron ore - 2 Brewer 1 Beardling Dice
-[x] Heal the Wounded - Gartrimm & Daungrumm
-[x] Guard one of the Passes - North East, South Throngs to guard the hold, Rangers to harass the grobi.
-[x] Range Out From the Valley - West throng rangers to investigate the broken black castle
Ok Plan notes: I'm adding lots of storage right now. I want to have our Ale and Crops inside the hold so we can start on hold defenses. I've put in an iron underhold store to keep the miners happy (they want an underhold store) and save the iron we found without having anything too valuable stored outside the hold. Hall of rememberance is a must IMO as we need artillery to go with our defences otherwise we
will lose more dawi to uncontested enemy artillery. I've also added a hallway to expand our hold as we are now starting to run lower on hall space.. I've got Gartrimm & Daungrumm helping heal as it plays to Gartrimm's strength and we do want everyone back up on their feet.
The thing I'm least sure about is the Kull, I'm not sure if it would be better to wait a turn for more to be healed or if we should put three throngs on it? What do people think?
Though Gromil/Mithril, Gold, and Silver can wait unless we strike it big next turn.
The Vault apparently holds Gromril, Gold and Silver all in one.