Warhammer: Perseverance and Grudges

Next turn we need to get the rest of the floor of the hold back and build up more food building

Yeah, and we should seriously consider a trade agreement with Karak Gronti for food. I expect we will end up finding even more survivors as we push hard to take advantage of the lack of Greenskin coordination and that will keep us in the red for food.

A good problem to have though. I much prefer having too many mouths to feed, compared to a lack of manpower.
 
Absoluetly, Thought for the rest of the turn, and next turn will be tricky, If we get a 75-80 then we get another room, if not we have to do it the old fashion way.
 
All things considered, I honestly didn't think that the plan would work out that well, even if it was the only one where I got the most out of it.
 
Besides, 1 action, every single else worked beautifully, especially with the real placement of the dead and wounded with them and more, and most of the hold(not counting the upper level) is ours. Which means if we take the northern part and clear out the south-western part of the hold, that only leaves the south and the eastern tunnels to clear out. Or, at least help clear them out at a reasonable pace.
 
Turn 3 – A Possible Contender
Edited by ImperialBriton
Turn 3 – A Possible Contender
Event Roll: 84 ( Tools, food and Ale Found also some blasting charges to make clearing the pass all that much easier so less tools are used)


You scratched at your suddenly itchy forearm as you stood awkwardly outside a Rinn's tent. Meanwhile, the Hammerers from clan DonarKhun, formed a circle, weapons hefted lazily as they stood behind you, waiting while you stalled for time. Despite their intimidating show, you wished that the image wouldn't be ruined by the nonstop series of respectful nods you received. While leading their liberation and rescue had endeared them heavily to you, despite your 'theft' of their clans rule over the hold, the representative of their Clan patriarch, revealing his role in your selection had only made their respect grow more. In truth, it was rather unsettling. Enough so you had even dismissed Rothgar, to at least make sure you didn't shatter his illusion of you.

You grimaced as you muttered a quick prayer to Valaya, rubbing a talisman bearing her lesser rune to grant you fortitude for the oncoming onslaught. Your tankard having long failed to help calm you mind. Finally you found your nerve, and raised your fist to pull back the tarp...

Only to get knocked in nose as a door from within the tent slammed open. Reeling over groaning, a Rinn peered out, from the now opened tarp. "Oh your here. Took you long enough!" Her amber eyes boring into you making your stomach twist worse than it already was. "Do you have stones in your ears or are you just confused by my words." She snarled, causing the cut across her cheek to open, making its delicate stitching pull taut. "NOW, GET,IN,MY,TENT!" Her hands clenching into fists as the elders watched her warily no doubt wanting this to end. Growling she moved back inside. "Ancestors help me, grint for brains."

You went rigid as you rubbed your nose slightly before following her in while inspecting her vaguely familiar face, "If your going to insult me at least do it properly, now as much as I would like to suffer your endless tirade, we have much to discuss or are you an Ufdi who wouldn't bother to deal with real matters or do you have steel in that back of yours to actually deal with issues of the hold, especially as the late…" You ducked under a strike as you heard the Rinn growl her fist passing by nearly smacking you in the shoulder.

She steadied herself while turning to glare at you, "I'm no Ufdi you Ofrik" Her words made you flinch though you steeled yourself as you turned to face her. A malicious grin over her face at seeing your reaction no doubt.

Growling you glowered at her remembering Sif well for the brief moment you had met her during your cousin Okir's wedding. Even during things celebrations, she had a personality rivalling a longplait, despite being one of Bordin's kin, who were rather amicable and jolly dawi. Taking a calming breath you gave a nod to the hammerers who had entered the tent. Many giving you a look of pity. No doubt over the past two years they had to endure many a earpulling from her ladyship. After a moment you calmed yourself, it would do no one any good to cause trouble with the 'legitimate' leader of the DonarKhun of the hold, there were many clans in the throng who's loyalty lay with the previous ruling family. You'd do well to placate her, despite being so arrogant to assume she was ahead of your 'niece' in claiming thaneship. "You may call me Ofrik, though if you desire to call me Usurper I am afraid you will have to discuss this further with your grandfather." Her carefully manicured brow rose sharply. "Despite my protestations and those of his fellow royals he and his council decided to task me with securing and ruling this hold." She blinked. "And don't think I haven't trawled through the decree with a runetoothed comb, looking for any way to get me out of this." You growl shoving a copy of the charter into her arms. "Your father has taken an Oath to redeem himself in the eyes of the ancestors and has sworn to defend the Kor Khazad, he will likely never return. Meanwhile, while you have played princess as your clan scurried around within the depths of the hold, my clan and those loyal to Bordin's decree have fought and bled to ensure that their deaths were not in vain." You took a deep breath as she reeled from the information; "Now shut your mouth so we can discuss this like leaders of a clan, lest you wish to spit on the grave of your ancestors."

She Deflated slightly as she fell into a chair, though while she was silent she still glared at you while giving a rather sharp nod.

Letting out a pleased hum you took a seat glad to not have to deal with the issues, especially as you owed her Uncle a lot, memories of fighting within Vengryn flashing through your mind, a stern Ironbreaker leading your clan out of its halls. Shaking your head you took a sip of ale, "Good, now we can discuss who is in charge at a later date once the more pressing issues have passed but first the hold comes first, Especially with the numbers were seen, no doubt the Grobi are coming from one or two of the nearby towns of theirs and so far we've Identified Oqet Sharptoof to the North building siege equipment, though why they've been preoccupied the rangers can't find out but they swear on their Ale rations that there has to be a few other dawi their but they've dug in and will need a fair bit of work.

Waving your hand to one of your honour guard, he brought out a map of the hold and laid it down upon a table, looking over it you could not help but grin at the progress that had been made. "Now while he will have to be dealt with I'm more worried about this group here along the bridge just outside the Main Engineering hall, We've had them gathering for a few years and they rarely test our defences without a Troll, which I'm not entirely sure where they're getting them from though if I had to guess they found an enclave of them somewhere down south-west, their mostly commons though we've had to deal with Two Stone Trolls and likely have far more in the upper levels. As for those holding clan Ironforges hall a few rangers spotted Night spear markings amongst them both within the hall and just outside the main upper halls stairs and likely missed more grobi than I would have liked.

Sif seemed to process this a cocky grin gracing her face, "Sounds like your shaking in your boots over a few grobi to me, why I'm sure that had they not even caught us off guard we would have butchered them easily, I doubt their much of an issue." She dismissed her eyes darting around as she started ringing her wrist, "Why, I've slain entire… scores of them with the hammerers at my side and am sure the clans will fight valiantly against them." Her tone was a little high while the elders present frowned in disapproval

You eyed her carefully while calling a handmaiden over to deal you ale. "And how many campaigns have you participated in lady Donarkhun? Be they fighting atop of the Kor Khazad, or in the darkened abyss of the underhold. I've gone at least 7 tours of duty on that ancient defence." She glowered but said nothing.

Though as you looked her over you doubted, she had seen many battles especially as you had to be over a hundred years old and a skilled warrior to even be deployed along the first line.

You were about to continue when a runner came into the tent looking winded, he nodded to both you and lady Donarkhun before relaying some more information of another assault coming for the South-Western bridge and that the grobi had brought three trolls this time. Letting out a sigh you took your leave, your last vision of Lady Sif being her glaring daggers at you as she sat, though you could swear a glimmer of contemplation adorn her face. Though you doubted it would make much of a difference for the time been but at least you had the upper hand for now. Though it would probably be a trying year but at least the rangers had found those hidden caches which were bound to make things easier.

9 Units of food found

14 Units of Ale

8 Units of Tools

Event Options:

Pick and shield Dawi:
The Regiments sent to Assist you have stayed their Term and while they are willing to help, they are needed elsewhere, though the leader of their group stating that they can stay, but it will require both payment and oath's so that their clan prospers without them.

[] Send them back (Lose 3 shield and Pick Dawi)

[] Keep them Around (They add an additional 1.5 Units of food consumption and 3 units of Ale consumption. And will cost 600 Gold in total per turn for their services while also an Oath that on the next Rotation when the hold is secure that the dawi of Khazid Grungron take their place atop the Kor Khazad.)(Rotations on the Kor Khazad last 10 years and cause attrition to regiments there, though you are paid 200-500 Gold per regiment and depending on what type)

Ale Shortage:
The Hold is facing an Ale shortage and while there is much within the private stores within each clan, it is saved for good reason and not drinking ale. Something the hold is looking to run out of which needs to be addressed, as king of the hold you know who needs Ale more than any other as a dawi without access to ale is prone to get desperate and delirious and you just may need certain dawi in good shape for a task, declare who gets Ale preference and while many won't like it they will understand.

(Diplomacy not affected as that relies solely on you and a few others and they get plenty of Ale but if you run out it will be affected)

[] Give it to the Warriors (All Martial and Intrigue Options do not acquire a debuff)(-15 to other options)

[] Give it to the Workers (All Stewardship and Learning Options do not acquire a debuff) (-15 to other options)

[] Split it evenly and hope that it buys you some time (Martial and Intrigue Options suffer a -5 while Stewardship and Learning Options suffer a -10)

Diplomacy:
To speak with others be they dawi or Elgi it always requires a little skill and tact to ensure no wrong occurs. Of course, there is always that strange elusiveness that you never understand from none dawi. At least it will only last till you find some other poor dawi in the clan to take up the burden of speaking with outsiders.

1 Action Available (Not much you can do at the moment)

[]Settle Disputes as they come:
As the king of the hold it is your duty to keep the clans and guilds happy and while much of your time is limited it pays to sometimes keep an ear out for any disputes that may occur so that you can meditate before they cause issues for the hold.
(Keeps most happy guild appeasement stable while improving your standing with negative Guilds)
60% chance of success (failure will make things worse)
1 Turn

[] Request Aid from your brother: Things are dire and aid is needed, send word to your brother to rally your sister-clan and whatever allies he can gather to come to your aid, though you can only hope that he has no commitments to the king of his hold and that your fellow dawi do not ask for too much. (Get Additional troops for one turn or a future campaign action) (will reduce your relationship with Karak Vengryn by -1 and you will have to pay the regiments they bring.) (Your sister clan has a total of 4 Regiments of Ironbreakers each numbering 60 Dawi and 8 Squads of Rune drakes and 4 Regiments of Warriors each numbering 50 and 6 Regiments of Warden's each numbering 50 and 75 berzerker Rangers. (Note this is their total strength and at most, you will either get 1-2 regiments/Squads and possibly 1-3 extra regiments from the holds other clans depending on your standing.)
20% chance of success (Low because of Current events and he is beholden to a different king)
1 Turn

[] Establish a Trade deal with Karak Gronti: The hold make's more than a few things that are of value and are surely worth something within the halls of the new capital, especially if you set up a few deals to trade your goods for what you need at an 'honest' price. (Put in how much you want and next turn if successful, will have a vote on what you're paying for it.)
70% chance of success
1 Turn

[] Buy Supplies from Karak Gronti: The hold is in desperate need of Vital supplies to keep on running, something that you cannot produce or meet the demand of, send a runner to buy stuff from the guilds and smooth over their grumbling about taking too much. (Will create a list of stuff you can buy from them, but you can expect just about anything from them as their the capital) (Currently requires 1 Regiment of Pick and shield dawi to keep safe due to the pass being blocked)
1 Turn (Only costs gold)

[] Improve Relations with Karak Gronti: Your parent hold and capital, your holds ancestors having been sent out to establish a new hold so that you could crush your enemies, sadly despite them been dawi things have not always run smoothly, best smooth out the issues before they become a bigger problem.
50% chance of success (Kind of low on Relations due to your past)
1 Turn

Martial: With careful aim and deliberation you will strike at the enemies of the hold while also making sure that your kin will do all they can to be prepared. Especially as your home is threatened
Until the hold is retaken, and the points of attack at least reduced you can not bring the full might of your hold to bear. (This mechanic will disappear once you have Reclaimed the hold. (Unless you want to keep it around)

Regiments on Active Défense: (These Regiments are unable to assist with reclaiming the hold) (4 Points of attack)


1 Master Runesmith (Heroes)

1 Regiment of Runesmiths (Each regiment is made up of 20 Dawi)

1 Regiment of Ironbreakers (Each regiment is made up of 60 Dawi)

1 Regiment of Hammerers (Each regiment is made up of 20 Dawi)

4 Regiments of Warriors (Each regiment is made up of 50 Dawi)

3 Regiments of Quarrellers (Each regiment is made up of 50 Dawi)

1 Regiment of Mourn Thunderers (Each regiment is made up of 40 Dawi)

Reclamation Regiments available to reclaim the hold or assist with defending your clan's builders: (Those not used in the turn will act as a reserve for the defensive line)

Advisor Haggar Bavilsson (+20% Chance to Reclaim a Hall)

1 Master Runesmith (Heroes) (+20% Chance to Reclaim a Hall)

1 Regiment of Ironbreakers (+25% Chance to Reclaim a Hall per Regiment) (Each regiment is made up of 60 Dawi)

2 Squads of Rune Drakes (+35% Chance to Reclaim a Hall per Squad) (Each squad is made up of 5 Dawi)

1 Combined regiment of a Grudge Thrower and Quarreller regiment (+25% Chance to Reclaim a hall per unit.) (Each regiment is made up of 50 Dawi)

3 Regiments of Pick and Shield Dawi (+20% Chance to Reclaim a Hall per Regiment) (Each regiment is made up of 50 Dawi)

2 Regiments of Valkyrinn (Each Regiment is made up of 20 Kvinn Dawi) (+5% Chance to Reclaim a hall per unit.) (Will help reduce losses) (Each regiment is made up of 20 Kvinn Dawi)

Injured Regiments Unable to assist this year with the Reclamation
1 Regiment of Quarreller's (Swapped out for the other unit that was injured)
1 Regiment of Ironbreakers
1 Regiment of Valkyrinn

[]Retake a portion of the hold:
(Depends on the Regiments Dedicated to the Hall.)
1 Turn (Choose as many as you want just keep in mind your available reclamation regiments)

-Southwestern Bridge section: leading towards the engineering hall or upper halls with the chance to secure supplies from the Destroyed Ale Hall next turn. ) (-50% Chance of success as there are five Grobi Regiments in the area)

- Clan Ironforge Hall: The residence hall of Clan Ironforge is one of the Major halls within the hold still intact, it will likely hold both ale and food but it is currently been used as the home for the Grobi Tribe Legsnappas. (Battle Interlude The force within the hall numbering between 1800- 2700 Grobi with a chance of reinforcements) (This will also secure the Rune armoury) (Warning. this will open a new front and will require a regiment of pick and shield dawi on reclamation duty to be put on active defence for the hold.)

-Incomplete Rune Hall:
Have the Throng resecure the incomplete rune hall, the Grobi within only numbering a few and it will allow the Throng to push into the caves cutting off the grobi within Clan Ironforges Hall. (-60 % chance of success as there is 6 Grobi Regiments in the area) (Warning. this will open a new front and will require a regiment of pick and shield dawi on reclamation duty to be put on active defence for the hold.)

-Forge Hall:
Have the Throng resecure the Forge hall, it's great furnaces have laid dormant for to long and while many of the equipment within has likely been damaged beyond use, the basics of the hall remain intact and will allow the hold to steadily produce fresh equipment and tools. Though first the holds dawi must secure the hall and expunge the grobi within. (6 Grobi Regiments, -90% Chance of Success)

-Clan Bronzebeard Hall:
Retake Clan Bronzebeards halls allowing many within the hold to find refuge their while the rest of the halls of Grungron are reclaimed, though to secure it will be a challenge as not only is the Major hall damaged but it is filled with grobi traps and many of their ilk, lead by the Butcher of Clan Ironfoot, the battle promises to be bloody as the dawi will have to assault those within, especially as the Rangers have spotted signs of Umgak siege weapons in production. (13 Grobi Regiments) (Battle Interlude as the force within is both entrenched and numbers between 2400-3900 Goblins Led by Oqet sharptoof and will require some effort to see expunged)

-Incomplete Residence Hall:
The Grobi within the northern most hall of the hold are well entrenched and serve under Oqet sharptoof and will not hesitate to give ground, the Throng is expected to take losses if they are not careful and chances are likely that those not killed here will reinforce their brethren in the nearby halls. (4 Grobi Regiments, -60% Chance of Success)

-Upper Halls:
The Starway to the upper halls is held by Grobi and while they are few the Throng will have to secure a breach into the hold, the fighting is expected to be thick and dangerous, especially as the grobi within the area are known for their Ambushes. Though to secure it will mean gaining access to the upper levels and the first entrance of the hold.

(The Rangers can make out 4 Grobi Regiments though there may be more, -60% Chance of Success) (Warning. this will open a new front and will require a regiment of Iron Breakers on reclamation duty to be put on active defence for the hold as they will have to deal with grobi coming from a tunnel while others push further into the hold.)

[]Establish patrol routes in the minor passageways: With the grobi crawling through the halls of our once-great hold plans and routes need to be added so that we can hold what has been lost, assign a few regiments to map out grobi forces and breached walls or makeshift bridges so we can more effectively defend what still remains within the dawi's hands. (Will free up either 2 Regiments of warriors or 1 Ironbreaker regiment)

1 Turn (Requires 2 Regiments to do this, Either name them or it will be the 2 pick and shield dawi)

Stewardship: Building and managing a hold is no easy thing and while it takes a long time to accomplish such things so they are up to standard it is worth it as

1 Action Available

Surface Options Space 2/12

[]Re-establish the Food farming fields:
The damned grobi forced much of the clan out of the hold the damned greenskins even getting through in some places, sadly the battle that took place over the farm and many of it's fields and crops were damaged or disrupted, it will take a little bit of work to get it growing again but not much. (Takes up 1 Space future Upgrades will take more) (Production is 8 Units of Food)
55% chance of success Cost 1 Tool (Maintenance Cost of 1 Tool)
1 Turn

[] Build heavy Logging Equipment: With the fall of much of the hold much was lost, including the small hall that held much of the holds heavy logging equipment, without it there is little the hold can do to harvest what grows in the valley, thankfully it will only take some effort to build what is needed. (Harvests 4 Lumber units per year)
60% chance of success Cost 2 Tools (Maintenance Cost of 1 Tool)
1 Turn

[] Repair the Valley walls Towers and gate(Currently has 2 Towers each capable of holding 50 Dawi and 1 Siege Engine): The Valley wall is far from repaired, many of its former towers and traps missing from the grobi siege, have the clan at least restore a few more of its towers and the gate so nothing can just roam in. (+2 Towers to the wall and leads to further options)
60% chance of success Cost 3 Tools
1 Turn

[] Clear the Valley pass of the block that your clan caused to stall the Dawi-Zharr: Now that the Rangers have declared the pass relatively safe, the clan is free to get to work on clearing it out so that supply caravans are not stalled and at risk of having to pass the obstacle. Especially as it offers no bonusses anymore unless a group of ogri start wondering around though that has rarely deterred them much.
70% chance of success Cost 1 Tool (harvests a few Silver Ingots which depend on a roll and will be turned into coin for the Treasury)
1 Turn

Hold Options

[] Establish basic Internal defences:
With the Grobi pressing us on many directions, having at least a few towers and raised areas should at least give the hold some breathing room while freeing up additional regiments. Though it will be hard work with only enough dawi on the line to keep the grobi at bay maybe a few extra regiments would not be a bad thing to help keep the builders safe. (Will stay once the hold is reclaimed and add to your holds overall defensive capability.)(Will free up Either 1 Regiment of Ironbreakers or 2 Regiments of Quarrellers or 2 Regiments of Warriors.)
20% chance of success (Add Reclamation Regiments to improve your chances here)
1 Turn

(Other Options locked off until more of the hold is reclaimed)

Mines: 0/7 Capacity

[] Repair the Quarry:
With much of the heavy equipment lost to the grobi and without a doubt destroyed so they can build more of their umgak machines and buildings, the Quarry lies inactive, build fresh equipment so the hold has a fresh source of worked stone.
70% chance of success Cost: (Maintenance Cost of 2 Tools) (Production 4 Basalt per year) (Will reduce as you build other mines)
1 Turn

[] Rebuild and expand the Mine's Basic Defences: When the Grobi first launched their assault into the hold they managed to overwhelm many of the defenders within, many falling to surprise from their hidden tunnels, sadly while the defences are mostly intact, they are inadequate to deal with subterranean foes as they are easily surrounded. Have the holds workers build up at least a basic wall from what they have to at least allow the holds defenders a chance to remain secure in their defences. (Reduces the threats from the mines a bit, ensuring no small groups get passed them.
40% chance of success Cost 5 Tools, 3 Lumber, 4 Basalt
1 Turn

[] Restore the Northern tunnels to working condition: The Riches of the northern tunnels was not in precious gems or gold but in the massive veins of Iron-ore that lay there, the many dawi within the hold mining away at it so the massive Forges of the hold could churn out multitudes of both equipment and tools rarely seen by such a small hold. Sadly, many of its supports are damaged and will require some effort to see it safe to use for dawi mining operations. (+4 Units of Iron Ore) (Maintenance of 1 tool)
40% chance of success Cost 2 Tools
1 Turn

(There is Minor Goblin presence in this direction at the moment, the mines tunnels also have a chance of eventually hitting three to five Goblin/Gnobler towns further north if it is mined a lot.)

[] Restore the Western tunnels to working condition: While Khazid Grungron was well known for its ability to provided vast quantities of Iron for a hold its size it was the flux stone to the south of its position that allowed it to truly thrive, for it is rare indeed for a hold of the Northern Khazad-Ankor to be able to outfit even the most common of it's Throng with steel armour and weapons aplenty. Sadly with the grobi invasion much of the tunnels had to be collapsed to ensure that even more grobi did not pour into the hold, this will need to be resolved if the holds miners are to begin working within the tunnels there.(+2 Units of Flux stone) (Maintenance of 2 tools)
40% chance of success Cost 3 Tools
1 Turn

(There is a decent chance of running into the Angry Fist Tribe camps and a small chance of running into The Horn Tribe outliers, while further out if enough is mined you could possibly run into Dawi-Zharr patrols)

[] Restore the Southern tunnels to working condition: Khazid Grungron unlike many of it's sister holds and those further south of it did not have the riches of the Earth, the massive veins of gems and gold rather lacking for the hold, though while it lacked much in the way of valuable metals it at least had plenty of Silver and copper to pay the clans and dawi within. Sadly, while it holds the veins that could see to the swelling of the treasury the route is blocked from a few caverns and roaming grobi, have the holds dawi secure the tunnels and restore the paths so the hold miners can begin mining the veins there. (+3 Units of Silver and +2 Units of Copper) (Maintenance of 1 tool)
40% chance of success Cost 3 Tools
1 Turn


(There is a minor chance of running into Gnobler and Ogre tribes in this direction at the moment, the mines tunnels also have a chance of digging into a few minor ogre groups belonging either to the Crossed Clubs or Angry fists. There is also a chance after extensive mining that you could link to the nearby stream for your hold to field a navy. (Keep in mind if you do build one it is one long journey to make it to the sea and will be very hard to even find a crew not from your clan or fellow clans who are Carpenters.)

(For all Three Restore tunnel options keep in mind when I refer to the various threats you can run into that means you have mined out veins of ore and increases the chance of their subterranean forces groups running into you.)
Other Options locked off

Intrigue:
The Rangers within the hold have proven to be able at their craft and while you watch them closely that does not mean you can keep an eye on them, more often than not disappearing when they want and causing havoc to whomever they target. Though they lack a proper leader after the last one took a spear to the gut.

10 Squads From your hold

2 Squads on Active defence

8 Squads are free to be assigned to different tasks
Johngrun Wicker is able to be assigned where he is needed. (Assigning him to a task increases the chance of success by 30 %)
Total Squads Capable of assisting with your Directives: 8 (Assign them as you wish they increase the chances of success by 15% per Squad)


[]Search for Grobi tunnels that could lead to the valley: With the grobi infesting the halls of your hold it is likely that they are ever-expanding the tunnels around you so to kill the hold-off, the backstabbers tunnels are more often than not easy to spot, but it will require the Rangers to keep a close eye on things. (Each Squad assigned here adds a -15 to all Goblin Tunnel rolls at end of turn reducing the chance of an incursion occurring.)
1 Turn

[]Have the Ranger's delve into the hold through secret passages and find out the grobi's strength: The hold fell far too quickly for your liking and with it, the knowledge of just how big the grobi force is, send the rangers through the tunnels to find out just how many grobi will have to be killed to secure your home.
1 Turn

[]Establish a new Ranger Camp: With the rangers camp all but trampled under the boots of the grobi along with many of their number there is little doubt that a new camp will be needed to ensure that the hold has a proper place for them to operate properly again.(Will allow the rangers to establish further ranger defences and traps.)
2 Turns (This will lock the squads assigned to this until they are done)

[] Assassinate Grobi Commanders: The grobi need a strong leader to keep their forces intact and while you are sure there are multiple Warboss's safe within their own little kingdoms deep within the hold enjoy your people's works, Their commanders are no doubt littering the nearby areas, have the rangers kill them so to weaken them further. (Might cause infighting with the grobi ranks different tribes) (Currently won't affect the groups cut-off from an escape route)
1 Turn

[]Have them Hunt for food: It is now uncommon for the rangers of the hold to hunt for food to feed their fellow kin, though rarely is it done when the clan is in danger, still it would ease the burdens of the hold if they were to bring in a fresh supply of meat.
Each Squad Assigned to this task will bring in 1 Unit of food.

Secure a Minor Hall: With the Throng slowly reclaiming the hold it is hard to truly secure the entire area, more often than not some of the Minor halls only left under watch rather than cleared, the work left to the rangers as they are more adept at hunting those that would hide. Their efforts allowing the clan to send in members of the hold to reclaim the stored goods within. (Only needs 1 Squad to secure to reap the benefits from the reclaimed hall and multiple can be chosen like all the other options)

-Ale Storage (1 Room to secure within your reach)
-Granary (1 Room to secure within your reach)

Learning:
As king of the hold it is your duty to ensure that the engineers and runesmiths within the hold are at least been directed to improving the dawi way of life, be it in mundane technology and runes to war machines that keep them safe.

2 Action Available:

(Locked off) []Prospecting:
There is much to be found within the Earth and there are those who are knowledgeable in finding the riches it could offer within the hold. (Possibly find 2 Deposits of Ore that you can use.)
60% chance of finding Ore
1 Turn

[]Request the engineers to investigate designs of the Grudge Thrower: There are only a few engineers within the hold, many of them skilled if a little odd request that they take a look at improving the design. Even if it costs you a bit of gold or material. (Progress 0/10)
60% chance of success (Cost 500 Gold)
1 Turn

[] Request the engineers to investigate designs of the Bolt Thrower: There are only a few engineers within the hold, many of them skilled if a little odd request that they take a look at improving the design of the Bolt Thrower, it use through history having been a boon against the ogre's. Though it will cost a bit. (Progress 0/10)
60% chance of success (Cost 400 Gold)
1 Turn

[] Request the engineers to design some New Warrior armour: With your hold's warriors fighting so often and facing so many threats request a few of the holds armour smiths try and see if it can be improved, even if it saves one dawi it will have proven its worth but you hope it will save many more. (Progress 2/8) (Unlocks an Upgrade to the warriors down 2 separate paths to improve their combat ability and survivability)
60% chance of success (Cost 250 Gold)
1 Turn

[]Request the engineers of the hold to improve the hand-cannon: When your people learned the secrets of black powder they were awed with it, but the threats you faced for to numerous and while the dawi-Zharr proved a great enemy it was the ogre's your fought with the Explosive weapon, it's shot tearing clean through a dawi should he be hit with it, sadly they are rather bulky and slow to reload, request that the few engineers in the hold to try and improve it. (Progress 0/20)(Lack the piece and engineers to do this quickly.)
60% chance of success
1 Turn

(Locked Off)[]Better Explosives: Black powder is one of the most useful your people have discovered and while your clan likely has a few masters there is bound to be a way to make it more, explosive you just need the right dawi to figure it out. (Progress 0/8)
60% chance of success
1 Turn

(Locked off)Assist clan Ironforge with Runic Research: Though the runes held by your holds runesmiths and their guilds much has been lost to the sand of time and the countless struggles through the ages, thankfully not all knowledge has been lost, clan Ironforge only needs the hold to support them so that they can progress in learning a lost rune, though what will be found is hard to say. (Progress to next Rune discovery 0/8)

Personal actions: Free time and rest or that is what you wish it could be but you are a thane and while you can take time to relax you also have a duty to use your free time to improve yourself so that the clan may survive. Even if you did not enjoy it and had less time for those that were close to you.- 2 Actions and 1 Improvement Action

2 general Actions and 1 Training action (Training action can only be used for Improvement options)

3 Actions in total

[]Spend Time with your friend's:
With the grobi threatening you and the hold, you have little time to spend with anyone but when your resting, your sure that a bit of drinking with your friends will be worth it.

Most of your family in the other hold at the moment.

[] Attach yourself to a regiment for the year:
The halls of your ancestors will not be reclaimed while you try and lead the hold and it has little time for you to relax, join a regiment and lead them to victory and so you can take more of your hold back.(+10% Chance to securing a Hall but will roll a D100 to see if you get injured or not)

[]Focus some effort on a project: The hold must grow and sometimes you must lead it when it is needed, though you will likely be tired from it you are dawi and a little fatigue will not stop you, help a project out.

[] Move around your throng and look for an advisor: You need advisors and quickly and while it would only last a short term, you are sure they would not be the best there is but still an elder is still an elder. (Write-in which type of advisor you want) (lower quality advisor for your chosen position - cannot be replaced for 12 turns)
60% chance of success


Skills (Traits from Thane Creation have been permanently added into your skills)

-Diplomacy- 11 (Progress to next level is 495/1500)

-Martial- 15 (Progress to next level is 1061/3000)

-Stewardship- 15 (Progress to next level is 627/3000)

-Intrigue- 12 (Progress to next level is 476/1500)

-Learning- 8 (Progress to next level is 35/600)

Weapon Proficiency

-Dwarf Halberd -10, (Progress to next level is 330/1500 )

-Dwarf axe and shield - 20,(Progress to next level is 1169/5500) )(Main Combat weapon)

-Dwarf az- 18, (Progress to next level is 397/3000)

-Dwarf Great Sword– 20, (Progress to next level is 1500/5500)

-Hammers- 5 (Progress to next level is 169/600)

-Drake Gun- 15 Progress to next level is 462/3000)

Improvement Options (1 Action Available but you can use the other actions to improve to if you want)

[]Work on your Statesmanship:
The way of Dawi Diplomacy is a complicated one and while only a few tomes have been written they are still wise words you can learn from, time to start researching. (Diplomacy skill progresses)

[]Learn Battlefield strategies: War is complex and in general rarely changes except for who your fighting and with the threats that face you and your fellow dawi it would not be wrong to read up or take advice on the subject. (Martial Skill progresses)

[]Learn ways of Running a hold and building: A hold is not built in a day and it is forever expanding and growing and a Thane must be knowledgeable in its matters if he is to see his home Thrive. Though you will only get there through stored knowledge and advice of your elders, best start listening. (Stewardship Skill progresses)

[]Practice been a sneaky Dawi: While not a skill to be proud of it has saved you in the past, time to find the rangers to help you improve (Intrigue skill progresses)

[] Meditate to calm your blood and focus: Learning new things is both time consuming and annoying, practice being patient and hopefully, it will help you deal with your clan and learn at a better pace before you find yourself bored out of your skull. (Learning skill progresses)

[] Weapons Practice: To Learn a Weapon takes time and that is something a dawi has ample time to take advantage of. Though it takes dedication to use a weapon you also know that a battlefield is a chaotic place and that anything can happen and training for it will prepare you. (Write in the weapon you wish to learn)

Time: 1 Turn

Guild Management: The Guilds are the lifeblood of any Hold and while it is a fine balancing act to see them appeased it is generally worth it if done right, especially as they are less likely to cause you issues in the future. (From here on this mechanic is in place)
[] Gift a few guilds some gold for their own use: (Choose 3 Guilds with only a minor boost to their Appeasement at the cost of 1200 Gold) (Will be added

[] Allocate raw materials towards a number of guilds for their personal use: (will remove 2 units of relevant resources from your holds stock) (Choose 1-3 Guilds with a modest boost to their Appeasement)

[] Send word to your hold stonemasons and builders that they are to aid a guild in the improving of one of their halls: (Will take one of your stewardship actions but the halls related to the guild will receive a limited boost for 2/3 turns(With a chance of it remaining permanent to a certain hall)) (Choose 1 Guild but greatly boosts their appeasement)

[] Offer a guild the right to select the best material within the hold before other guilds for the coming years: (Will Appease the selected Guild greatly but will anger a few others how much will depend on your skill as a diplomat.) (This option holds no effect to overall mechanics in your holds management and is pretty much just a bit of fluff)

[] A gift of fine dawi Ale: (Choose between 2 and 4 Guilds who you will purchase the best ale within the hold for the coming years, Will appease the selected guild immensely but the hold will not be happy -1 or -2 guild appeasement depending on the number of guilds and the types selected and costs 250 Gold per guild or religious order.

[] Give them nothing, the hold has better use for those resources, and you would rather not stretch your supply, you're sure that none of your kin will mind a little bit of hoarding.

***

Hold Stability and Appeasement:

Guild Appeasement

Carpenters Guild:
Happy (4/5)
Metalsmith Guild: Happy (1/5)
Runesmith Guild: Grumbling (1/3)
Runescribe Guild: Grumbling (1/3)
Armourers and Weaponsmiths Guild: Happy (1/5)
Brewers Guild: Annoyed (4/5)
Healers Guild: Grumbling (3/3)

Levels of Appeasement

  • Content (+50% Yield from this guild and its warriors are keen to prove their skill in appreciation of your continued support. (+5 to Combat rolls and less likely to be killed in combat to having slightly better equipment than the rest of the Throng)
  • Happy (+25% Yield from this guild and its warriors train harder than they usually would. (Warriors associated with the guild are more likely to be injured than killed)
  • Grumbling (This is pretty much standard for dawi so there is no benefit when a guild lingers here)
  • Annoyed (-25% Yield from this guild and warriors belonging to this guild will cause unity issues within the hold)
  • Rebellious (-50% yield from a guild at this point and warriors belonging to this guild will not join an offensive campaign beyond what is required of their oaths)

Hold Consumption per Turn

16.5 Units of Food(150 Pick and shield dawi will start draining your stores Now if not sent back.)

26 Units of Ale (The the holds thirsty by the end of next turn)

Siege Engine maintenance Tools: 0.5 Units of SEMT(Siege engine maintenance tools) (Will last 7 turns before debuff are applied to your Grudge Throwers)

Hold Resources
Food:
27,5 Units (1 Unit feeds 100 Dawi) (Net loss of 12.5 units per Turn)(2 Turns Remaining)

Ale: 18 Units Remaining (1 Unit sates 50 Dawi) (Their will be a shortage This turn Debuff Applied depending on vote)
Tools:
32 units
Lumber: 12 units
Weapons: 4 Unit's (1 unit Replaces overused Weapons of 2 Regiments)
Armour: 2 Unit's (1 unit Replaces Broken or damaged Armour of 2 Regiments) (-1 used by Quarreller Regiment due to losses and Injuries)
Siege Engine maintenance Tools: 3 Units (Net loss of 0.5 per turn)
Ale Grain: 20 Units (Net gain of 8 per Turn) (+4 found this Turn)
Siege Engines:
Grudge Thrower x 1

***

Character Trait's



Stalwart:
You are a Dawi known for holding the line even in the most direst of circumstances, where some dawi may call for caution you hold the line. Your mere presence bolstering your kin. (+1 Martial Ability and +20 to all personal rolls atop the Grudgestone) (This can be lost if you retreat from a winning battle)



Blessed of Grimnir: Your Blood sings for battle and your skill shows this as many a foe has learned to fear you (You are skilled in combat and learn the use of a weapon far faster than many others +40 To Weapon Practice rolls)



Shamed an Elder Runesmith: You unlike many other failed apprentices did not get thrown out for failing, you left and your master was forever shamed by this action, his fellow peers and elders will look down on you for this. (Master Runesmiths will charge you more for their most Noble art.) (This will come to an end in 80 years after Quest start)



Respect of your Peer's: Though you shamed your master it gained the respect of many fellow runesmiths as they understand your plight, but lack the standing to survive. (Increased chance of attracting Runesmiths and once Shamed an elder passes will be the same for Master Runesmiths, Basic Rune actions will cost less and be done quicker compared to their masters.)



Former Rune Apprentice: though you are but a mere apprentice understanding the secrets of the guild you are able to help speed things along if only a little.(Decreased time to discover new runes.)



Blood of Runesmiths: The blood of Runesmiths flows through your veins and it will be the same for your children. (There is a large chance that any of your character's children will be able to become Runesmiths.)

1 Year passes per turn until your hold is secured.

The Vote will be open for 4-5 Days (Might leave it longer if it is undecided at the time)

3-our Moratorium
.

Don't worry to much about the warning within the mines, they're just a heads up for what you digging towards as it unavoidable and it not really a main mechanic so much as what you could start popping into.

 
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Wait, where is our new intrigue hero? And add to that, time for a new plan, we need to take the north. It's the easiest to take without spreading ourselves out more and presenting a dagger in our back. And because of that we should try and have a few ranger units get more food and ale, while the main throng either takes the residence and forge or instead take the Clan Bronzebeards hall. One has not enough goblins to pose to much of a threat, while the other does but the men required to fight them will be either not possible or extremely foolish to take on the rest. Of the northern part, this turn.
 
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One thing I'm curious about. How do the remaining sky titans view other existing giants? Since they probably only or at least mostly encounter slave giants I'm guessing uh, not good.
 
[X] Plan Overwhelming offense and trade talks.
-[x] Keep them Around
-[x] Split it evenly and hope that it buys you some time (Martial and Intrigue Options suffer a -5 while Stewardship and Learning Options suffer a -10)
-[x] Establish a Trade deal with Karak Gronti:
--[x] 5 units of Food, 28 units of Ale per turn
-[x]Retake a portion of the hold:
--[x]Forge Hall: Advisor Haggar Bavilsson
1 Master Runesmith (Heroes)
1 Regiment of Ironbreakers
2 Squads of Rune Drakes
1 Combined regiment of a Grudge Thrower and Quarreller regiment
3 Regiments of Pick and Shield Dawi
2 Regiments of Valkyrinn
-[x]Re-establish the Food farming fields
-[x]Establish a new Ranger Camp: 2 Squads
-[x]Search for Grobi tunnels that could lead to the valley: 4 Squads, Johngrun Wicker
-[x]
Secure a Minor Hall: 2 squads
--Ale Storage (1 Room to secure within your reach)
--Granary (1 Room to secure within your reach)
-[x] Request the engineers to design some New Warrior armour
-[x]Request the engineers to investigate designs of the Grudge Thrower
-[x]Focus some effort on a project
--[x]Re-establish the Food farming fields
-[x] Move around your throng and look for an advisor
--Stewardship
-[x]Learn Battlefield strategies
-[x] Gift a few guilds some gold for their own use:
--Brewers, Healers, Runesmiths.
 
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[X] plan: Axe and Hold
[X] Keep them Around
[X] split it evenly
[X] Buy Supplies from Karak Gronti: The hold is in desperate need of Vital supplies to keep on running, something that you cannot produce or meet the demand of, send a runner to buy stuff from the guilds and smooth over their grumbling about taking too much. (Will create a list of stuff you can buy from them, but you can expect just about anything from them as their the capital) (Currently requires 1 Regiment of Pick and shield dawi to keep safe due to the pass being blocked)
1 Turn (Only costs gold)
[X] Forge Hall: Have the Throng resecure the Forge hall, it's great furnaces have laid dormant for to long and while many of the equipment within has likely been damaged beyond use, the basics of the hall remain intact and will allow the hold to steadily produce fresh equipment and tools. Though first the holds dawi must secure the hall and expunge the grobi within. (6 Grobi Regiments, -90% Chance of Success)
-

Advisor Haggar Bavilsson (+20% Chance to Reclaim a Hall)

1 Master Runesmith (Heroes) (+20% Chance to Reclaim a Hall)

1 Regiment of Ironbreakers (+25% Chance to Reclaim a Hall per Regiment) (Each regiment is made up of 60 Dawi)

2 Squads of Rune Drakes (+35% Chance to Reclaim a Hall per Squad) (Each squad is made up of 5 Dawi)
1 Regiments of Valkyrinn (Each Regiment is made up of 20 Kvinn Dawi) (+5% Chance to Reclaim a hall per unit.) (Will help reduce losses) (Each regiment is made up of 20 Kvinn Dawi)
[X] Incomplete Residence Hall: The Grobi within the northern most hall of the hold are well entrenched and serve under Oqet sharptoof and will not hesitate to give ground, the Throng is expected to take losses if they are not careful and chances are likely that those not killed here will reinforce their brethren in the nearby halls. (4 Grobi Regiments, -60% Chance of Success)
-3 units of pick and shield dwarfs
1 Combined regiment of a Grudge Thrower and Quarreller regiment (+25% Chance to Reclaim a hall per unit.) (Each regiment is made up of 50 Dawi)

1Regiment of Valkyrinn (Each Regiment is made up of 20 Kvinn Dawi) (+5% Chance to Reclaim a hall per unit.) (Will help reduce losses) (Each regiment is made up of 20 Kvinn Dawi)
-Johnugrim Wicker
[X]Re-establish the Food farming fields:
The damned grobi forced much of the clan out of the hold the damned greenskins even getting through in some places, sadly the battle that took place over the farm and many of it's fields and crops were damaged or disrupted, it will take a little bit of work to get it growing again but not much. (Takes up 1 Space future Upgrades will take more) (Production is 8 Units of Food)
55% chance of success Cost 1 Tool (Maintenance Cost of 1 Tool)

[]Establish a new Ranger Camp: With the rangers camp all but trampled under the boots of the grobi along with many of their number there is little doubt that a new camp will be needed to ensure that the hold has a proper place for them to operate properly again.(Will allow the rangers to establish further ranger defences and traps.)
2 Turns (This will lock the squads assigned to this until they are done) 2 squads

Secure a Minor Hall: With the Throng slowly reclaiming the hold it is hard to truly secure the entire area, more often than not some of the Minor halls only left under watch rather than cleared, the work left to the rangers as they are more adept at hunting those that would hide. Their efforts allowing the clan to send in members of the hold to reclaim the stored goods within. (Only needs 1 Squad to secure to reap the benefits from the reclaimed hall and multiple can be chosen like all the other options)

-Ale Storage (1 Room to secure within your reach) 3 units of rangers
-Granary (1 Room to secure within your reach) 3 units of ranger

[X] Request the engineers to investigate designs of the Bolt Thrower:
There are only a few engineers within the hold, many of them skilled if a little odd request that they take a look at improving the design of the Bolt Thrower, it use through history having been a boon against the ogre's. Though it will cost a bit. (Progress 0/10)
60% chance of success (Cost 400 Gold)
1 Turn

[X] Request the engineers to design some New Warrior armour: With your hold's warriors fighting so often and facing so many threats request a few of the holds armour smiths try and see if it can be improved, even if it saves one dawi it will have proven its worth but you hope it will save many more. (Progress 2/8) (Unlocks an Upgrade to the warriors down 2 separate paths to improve their combat ability and survivability)
60% chance of success (Cost 250 Gold)
1 Turn

[X] Attach yourself to a regiment for the year: The halls of your ancestors will not be reclaimed while you try and lead the hold and it has little time for you to relax, join a regiment and lead them to victory and so you can take more of your hold back.(+10% Chance to securing a Hall but will roll a D100 to see if you get injured or not) Ironbreakers

[X] Move around your throng and look for an advisor: You need advisors and quickly and while it would only last a short term, you are sure they would not be the best there is but still an elder is still an elder. (Write-in which type of advisor you want) (lower quality advisor for your chosen position - cannot be replaced for 12 turns) Diplomacy
60% chance of success

[X] Meditate to calm your blood and focus: Learning new things is both time consuming and annoying, practice being patient and hopefully, it will help you deal with your clan and learn at a better pace before you find yourself bored out of your skull. (Learning skill progresses)
 
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[X] plan: Axe and Hold
[X] Keep them Around
[X] split it evenly
[X] Buy Supplies from Karak Gronti: The hold is in desperate need of Vital supplies to keep on running, something that you cannot produce or meet the demand of, send a runner to buy stuff from the guilds and smooth over their grumbling about taking too much. (Will create a list of stuff you can buy from them, but you can expect just about anything from them as their the capital) (Currently requires 1 Regiment of Pick and shield dawi to keep safe due to the pass being blocked)
1 Turn (Only costs gold)
[X] Forge Hall: Have the Throng resecure the Forge hall, it's great furnaces have laid dormant for to long and while many of the equipment within has likely been damaged beyond use, the basics of the hall remain intact and will allow the hold to steadily produce fresh equipment and tools. Though first the holds dawi must secure the hall and expunge the grobi within. (6 Grobi Regiments, -90% Chance of Success)
-

Advisor Haggar Bavilsson (+20% Chance to Reclaim a Hall)

1 Master Runesmith (Heroes) (+20% Chance to Reclaim a Hall)

1 Regiment of Ironbreakers (+25% Chance to Reclaim a Hall per Regiment) (Each regiment is made up of 60 Dawi)

2 Squads of Rune Drakes (+35% Chance to Reclaim a Hall per Squad) (Each squad is made up of 5 Dawi)
1 Regiments of Valkyrinn (Each Regiment is made up of 20 Kvinn Dawi) (+5% Chance to Reclaim a hall per unit.) (Will help reduce losses) (Each regiment is made up of 20 Kvinn Dawi)
[X] Incomplete Residence Hall: The Grobi within the northern most hall of the hold are well entrenched and serve under Oqet sharptoof and will not hesitate to give ground, the Throng is expected to take losses if they are not careful and chances are likely that those not killed here will reinforce their brethren in the nearby halls. (4 Grobi Regiments, -60% Chance of Success)
-3 units of pick and shield dwarfs
1 Combined regiment of a Grudge Thrower and Quarreller regiment (+25% Chance to Reclaim a hall per unit.) (Each regiment is made up of 50 Dawi)

1Regiment of Valkyrinn (Each Regiment is made up of 20 Kvinn Dawi) (+5% Chance to Reclaim a hall per unit.) (Will help reduce losses) (Each regiment is made up of 20 Kvinn Dawi)
-Johnugrim Wicker
[X]Re-establish the Food farming fields:
The damned grobi forced much of the clan out of the hold the damned greenskins even getting through in some places, sadly the battle that took place over the farm and many of it's fields and crops were damaged or disrupted, it will take a little bit of work to get it growing again but not much. (Takes up 1 Space future Upgrades will take more) (Production is 8 Units of Food)
55% chance of success Cost 1 Tool (Maintenance Cost of 1 Tool)

[]Establish a new Ranger Camp: With the rangers camp all but trampled under the boots of the grobi along with many of their number there is little doubt that a new camp will be needed to ensure that the hold has a proper place for them to operate properly again.(Will allow the rangers to establish further ranger defences and traps.)
2 Turns (This will lock the squads assigned to this until they are done) 2 squads

Secure a Minor Hall: With the Throng slowly reclaiming the hold it is hard to truly secure the entire area, more often than not some of the Minor halls only left under watch rather than cleared, the work left to the rangers as they are more adept at hunting those that would hide. Their efforts allowing the clan to send in members of the hold to reclaim the stored goods within. (Only needs 1 Squad to secure to reap the benefits from the reclaimed hall and multiple can be chosen like all the other options)

-Ale Storage (1 Room to secure within your reach) 3 units of rangers
-Granary (1 Room to secure within your reach) 3 units of ranger

[X] Request the engineers to investigate designs of the Bolt Thrower:
There are only a few engineers within the hold, many of them skilled if a little odd request that they take a look at improving the design of the Bolt Thrower, it use through history having been a boon against the ogre's. Though it will cost a bit. (Progress 0/10)
60% chance of success (Cost 400 Gold)
1 Turn

[X] Request the engineers to design some New Warrior armour: With your hold's warriors fighting so often and facing so many threats request a few of the holds armour smiths try and see if it can be improved, even if it saves one dawi it will have proven its worth but you hope it will save many more. (Progress 2/8) (Unlocks an Upgrade to the warriors down 2 separate paths to improve their combat ability and survivability)
60% chance of success (Cost 250 Gold)
1 Turn

[X] Attach yourself to a regiment for the year: The halls of your ancestors will not be reclaimed while you try and lead the hold and it has little time for you to relax, join a regiment and lead them to victory and so you can take more of your hold back.(+10% Chance to securing a Hall but will roll a D100 to see if you get injured or not)

[X] Move around your throng and look for an advisor: You need advisors and quickly and while it would only last a short term, you are sure they would not be the best there is but still an elder is still an elder. (Write-in which type of advisor you want) (lower quality advisor for your chosen position - cannot be replaced for 12 turns)
60% chance of success

[X] Meditate to calm your blood and focus: Learning new things is both time consuming and annoying, practice being patient and hopefully, it will help you deal with your clan and learn at a better pace before you find yourself bored out of your skull. (Learning skill progresses)


A couple of things on this. Can we apply Johngrun Wicker on Martial actions?
I read it as he could only boost intrigue actions.

2nd point: Even with him, we only have a 60% and a 55% chance to reclaim those halls. Failure leads to casualties we can't afford and regiments being out of action for at least a turn.

As it stands I believe our chances of success are too low to justify a double hall reclamation for this turn.
 
Hmm, but if we don't and the goblins from these 3 sections come out with our backs turned to a recovery than, as mentioned it will be a stab in the back, but if you believe to change it to the Bronzebeard hall. I'm fine with that. As it actually is way more threatening to our control of the level than the forge.
 
Hmm, but if we don't and the goblins from these 3 sections come out with our backs turned to a recovery than, as mentioned it will be a stab in the back, but if you believe to change it to the Bronzebeard hall. I'm fine with that. As it actually is way more threatening to our control of the level than the forge.

That works. I'd prefer a battle turn to two 50-50 rolls of the die.

My plan is more aimed at securing a source of armor and weapons to replace our wear and tear while also providing a trade good for Karag Gronti. The idea is that next turn, with all regiments in good health, we could go after a major Goblin force.
 
That works. I'd prefer a battle turn to two 50-50 rolls of the die.

My plan is more aimed at securing a source of armor and weapons to replace our wear and tear while also providing a trade good for Karag Gronti. The idea is that next turn, with all regiments in good health, we could go after a major Goblin force.
That is hopefully something at we can agree on but as for what I have a guess. If we follow with your plan and my idea of the clan hall, we should be able to take out the largest threat in the Northern portion of the hold, come next turn and we sweep off, the rest of the buildings their. And focus on the south to south west, for the rest of the surface level. Once we have taken the engineering hold, the runic armory and forge and cleaned out the mines. then all we need to clear out is the stairs leading up to the upper hold.
 
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So any chance of finding more dwarf hiding around the hold?
Yes, if we again crit with our Rangers, which is why I put so many where they were and not on other things like doing grobi tunnels which would have suffered from taking the two rooms or clan halls, this turn
 
Eh, I'm holding off from voting till I understand our position in our Reclamation.

An initial reading seems like we really need to get the grobi at each other's throats.
 
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