Voted best in category in the Users' Choice awards.
[X] It's moving away from the path the Expedition will take, that makes it no longer your problem. Get back on course and head for the port.
 
Going over some of the recent updates:
The King of Karak Eight Peaks does not ride - he marches with his Clan. It is at the end of a day's march that you find him slowly turning a spit of meat over a fire that, on closer inspection, turns out to be the leg of an enormous spider. You politely decline as he offers you some.

"Heard more about you since you joined," he says thoughtfully. "The business in the land of the Vampires. Neat bit of work, that."

"It needed doing," you say simply.

He nods. "There's a lot that does, and yet so precious few that do. Even among my folk." He sighs. "All speak of the importance of keeping to the old ways, yet those that do are the ones that help the least. Nine dwarves in ten that answered my call to arms are from Holds that were mere outposts during the Time of Woes, and outnumbering even them are the manlings. By Grimnir's beard, even with Kragg counting for five I'd have more wizards than Runepriests!" He sighs. "No offence to your lot, but my ancestors needed no Wizards."

"Nor did they need gunpowder, yet I see no tugging of beards over handguns and cannon."

Unexpectedly, he chuckles. "You've got me there, young Zhufokri. I've oft wondered if things would be different, had we dwarves discovered the power of blackpowder three centuries earlier and been able to use it in the defence of my Karak."

You nod. "I think the same, sometimes. We humans have only allowed and trained Zhufokri for one hundred and seventy-four years, and there's no telling how many historical events we could have tipped the scales at."

He pulls the spit out of the fire and gives it a cautious sniff. "Well, here's to progress," he says, pulling a chunk of flesh out of the cracked carapace and popping it into his mouth. He grimaces at the taste, but it doesn't stop him from reaching for more.
A progressive dwarf king huh?
We'd best prove him right(ish) that human wizards can be plenty useful.
The first plant chosen for further examination is a sort of grass from distant Ind. The merchant calls it koo-sha grass, and claims that the natives of that place use it in religious rituals to achieve enlightenment; more of interest to you and Panoramia is that they apparently also use it to treat dysentery and influenza, and failing that it's also a rather hardy plant and quite edible for livestock. A neat piece of spellcraft later, a thriving example of the plant is sprouting out of a barrel half-filled with dirt and Panoramia has a small handful of seeds tucked into one of her glass phials.
Hmm...at a guess this might be Coriander?
Not that sure.
The second is from slightly closer to home; the cone of a type of Estalian pine that, according to Panoramia, produces a sap that can be distilled into a sort of oil good for treating wounds and discouraging parasites. The merchant had been advertising the cone for its use in predicting the weather, claiming it would open when it will be dry and close when it will rain, so accepted a few silver coins for it before moving onto the next customer, unaware that he'd just practically given away a curative for an entire army.
Antiseptic sap. Though it seems to me that making use of this would be difficult until we reach the site and permanently encamp, seeing as tapping pine trees on the go is a little difficult.
An hour later, you've reached a point giving a breathtaking view of the Black Gulf, with Barak Varr far below you, where a single tent is raised. And you stop mid-tread as an unmistakable set of sounds reach your ears, and turn and walk away with your cheeks burning. You'd heard rumours of that sort of thing among the more... earthy Colleges, and you suppose you are an uninvited guest in the piece of land they've claimed as camp, but honestly, it's the middle of the day!
I still remember Mathilde talking to Abelhelm about sexual relations in the colleges.
Heh.
The two of them coo over your puppy, and ask you his name; you've been calling it Wolf for sentimental reasons, and they accept that as perfectly suitable. They examine him carefully as they feed him scraps of dried meat, and guess his age at about three months. About the age where he'd start joining his parents' hunts; in two weeks or so, he'll enter a stage of rapid growth, gaining over a pound of weight every week until about seven months of age, at which point he should be about seventy pounds in weight. After that, he'll enter the period of slow growth and gain about half a pound of weight per week, until reaching his full size of up to a hundred pounds at a year old. He's likely to be ravenously hungry the entire time, so it's just as well the army will have plenty of meat on hand to feed the even larger predators of the Knightly Orders.
...damn, he grows fast as hell.
Going to have trouble transporting him later on.
After much consulting of ancient maps, the location of a subterranean highway linking Death Pass and Blood River was rediscovered. The Barak Varr navy would secure Blood River up to where it met this highway, and the Expedition would secure the Highway itself from whatever menace currently calls it home. In this way, supply lines would be established that would not be threatened by the greenskin occupation of Black Crag or the innumerable tribes of the Badlands, and all the Expedition had to do to remain in contact with the world is to keep a stretch of Death Pass secure. And, perhaps more importantly, the greenskin stronghold of Black Crag that dominates the mouth of Death Pass - which, incidentally, was once the dwarfhold of Karak Drazh - could be bypassed entirely. All the Expedition had to do was march along the southern bank of the Blood River under the protective guns of Barak Varr's riverine navy, bridge a couple of tributaries, and build a dock in the shadow of Thunder Mountain.
A strategy only dwarfs would take: Build a couple of bridges and create a mini-port town to serve as your siege camp.
You leave the two of them to it, and move on to Maximilian. Which proves to be rather trickier.

"No," he says flatly without looking up at the book. "Not happening." You try to probe further, and all you get is an equally flat "he knows what he did."
Incidentally I have to wonder what kind of feud this is. Maxmilian seems a relatively amiable guy as far as we can tell.
What pissed him off this bad?
 
[X] It's moving away from the path the Expedition will take, that makes it no longer your problem. Get back on course and head for the port.
I think by this point we have enough intel, either the goblins ally themselves with this creature or they area all dead.
Still having this on our report back is highly useful I think, we might even get a chance/assigned to scout again.
 
[X] It's moving away from the path the Expedition will take, that makes it no longer your problem. Get back on course and head for the port.
 
[x] It's moving away from the path the Expedition will take, that makes it no longer your problem. Get back on course and head for the port.
 
[X] It's moving away from the path the Expedition will take, that makes it no longer your problem. Get back on course and head for the port.
 
[X] It's moving away from the path the Expedition will take, that makes it no longer your problem. Get back on course and head for the port.
 
[X] It's moving away from the path theExpedition will take, that makes it nolonger your problem. Get back on course and head for the port.
 
[X] It's moving away from the path the Expedition will take, that makes it no longer your problem. Get back on course and head for the port.

This goes in the report, but this is good news overall. Now back to our job and leave it to smashing greenskins
 
[X] It's moving away from the path the Expedition will take, that makes it no longer your problem. Get back on course and head for the port.

We're here for the port, that's our priority. If the dwarves want to send an additional patrol to the mountain then that's on them.
 
[X] It's moving away from the path the Expedition will take, that makes it no longer your problem. Get back on course and head for the port.
 
[X] It's moving away from the path the Expedition will take, that makes it no longer your problem. Get back on course and head for the port.
 
[X] It's moving away from the path the Expedition will take, that makes it no longer your problem. Get back on course and head for the port.
 
[X] It's moving away from the path the Expedition will take, that makes it no longer your problem. Get back on course and head for the port.

Now that we know it's not part of our primary objective, and know where to follow up if necessary later, we should return to what we came out her for and that's scouting the port.
 
[<>] The beast is wounded and tired now, ATTACK!

... What do you mean "Mathilde couldn't see the dragon ogre taking a wound, so we shouldn't vote based on that"?
 
[X] It's moving away from the path the Expedition will take, that makes it no longer your problem. Get back on course and head for the port.
 
[X] It's moving away from the path the Expedition will take, that makes it no longer your problem. Get back on course and head for the port.
 
[X] It's moving away from the path the Expedition will take, that makes it no longer your problem. Get back on course and head for the port.
 
[X] Continue following it. It would be good to know where this creature calls home, and whether there are more of it.
 
[X] Continue following it. It would be good to know where this creature calls home, and whether there are more of it.
 
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[X] It's moving away from the path the Expedition will take, that makes it no longer your problem. Get back on course and head for the port.
 
[X] It's moving away from the path the Expedition will take, that makes it no longer your problem. Get back on course and head for the port.
 
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