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/qst/ - Quests


You and 30 other Dwarves have just been banished from EmeraldHall the old mountain fortress city where you lived all your life. Your crime? Growing mushrooms on an abandoned mine without a licence to try and feed your starving kin.

Now you find yourself in the forest just in front of the mountain you once called home. With little of tools other than some knives and pots, the group is starting to get disheartened at their current state of affairs, for a moment you also feel the dread of being exposed to the elements without the comforting hug of stone, but then you remember the cramped quarters, the stale food and the unending hours working the mines for a meager wage and you start to feel hopeful of this new beginning. If elves can make a living here, why wouldn't smart and strong Dwarves?

How should you and your bredrin prepare for the coming night?

DAY 1
DWARVES: 31
FOOD: Very low
MORALE: Low

>[PROJECTS]: Every turn you vote on a task to have the group focus on. Tasks may branch out into different choices as dwarves debate on which is the best way forward. Specifications can be added to votes, but results may vary due to cruel realities of a work effort not panning out. Specific numbers of dwarves can be assigned to separate tasks. This can be good for short term tasks, but longer ones can suffer, never forget the limited knowledge a bunch of underground Dwarves have of a forest and the outside world in general.

[Choose a task to focus on]
>Food & Water
>Housing
>Exploration
>Tools
>Write-In
>>
>>5074815
>Food & Water
>>
>>5074815
>Food & Water
specifically send out scouts to look for a water source in the forest, such a lake or river. have the rest start foraging for food and prepare campfires for cooking.
>>
>>5074815
>Food & Water

Lets get supplies and get an good look at area. Nothing is tying us to the mountain anymore, might as well put some distance between us and old home, before settling down.
>>
Seeing that your water flasks are nearly empty and your rations are not doing any better you decide you should divide your efforts between foraging for food, finding a water source and producing a campfire.

And organize yourselves in..

>3 large groups, one for each task(roll 2d20 best out of 3)
>7 groups of 4 or 5 Dwarves, with the extra teams focused on water (roll 6d20 best out of 3)
>7 groups of 4 or 5 Dwarves, with the extra teams focused on foraging (roll 6d20 best out of 3)
>7 groups of 4 or 5 Dwarves, with the extra teams equally divided between water and foraging (roll 6d20 best out of 3)

(You can always add write-in options even if I don't explicitly say so)
>>
>>5074879
>>3 large groups, one for each task(roll 2d20 best out of 3)
>>
Rolled 2, 4, 19, 1, 14, 7 = 47 (6d20)

>>5074879
>7 groups of 4 or 5 Dwarves, with the extra teams focused on water (roll 6d20 best out of 3)
>>
>>5074879
>>7 groups of 4 or 5 Dwarves, with the extra teams equally divided between water and foraging (roll 6d20 best out of 3)
>>
>>5074815
Since this is a new environment
> Food & Water
is basically also
> Exploration
Send 18 dwarves out in groups of 3 to find a lake/river, examine the types of animals in the area, and collecting samples of local flora from multiple parts on the plants (to test for poison). If they find a lake or river, they should try to make a few simple fish traps.
Finding a cave would be nice, but it's not very probable.
If they come across a skeleton, they should collect the bones to make bone fishing hooks and needles. They should also smash the bones to see if there's fresh marrow.

Once they find flora samples, we should all do the standard poison test of:
> Hold the sample against your skin for a while, remove if there's any reaction
> Break a sample and put the juice against your skin for a while
> Put sample that's as unbroken as possible in your mouth for a while
> Bite off a small part of the sample, and keep in it your mouth for a while
> Swallow a small part of the sample, and wait for a while
We probably won't properly eat any of it today, but this is an investment in the future. Samples that cause a negative reaction should be kept, and we'll try the test again after heating it in water.

> Tools
Have 5 dwarves work on rock knapping to create axe heads.
Have 3 dwarves just collect dry kindling, because we don't know how cold the nights are here, and the water we find should be boiled.

> Housing
Have 5 dwarves just collect firm and long sticks and beds of moss and leaves, to create shitty lean-to and tents
>>
>>5074879
Considering my other post took group numbers into account, that's my most accurate vote.
Among these choices, I choose
> 7 groups of 4-5 Dwarves, with extra teams focused on water

I really should have refreshed the page before sending my previous message.
>>
>>5074887
>>5074895
>>5074936

Several dwarves start forming parties of 3, each one departs in one of 6 different directions. Most in search of water and others in search of food.

The older and hardedlegged dwarves stay with you, 13 in total you start working on some measures to protect yourselves from the elements. After finding a decent spot with some large boulders that should grant you some cover from the wind, you all start gathering some kindling along with some moss and leaves for bedding, never straying away too far the meeting spot.
After arranging the camp you sit with the rest of the group sharing stories of this world outside the EmeraldHalls, all the while attempting to shape some stones into axe heads, awaiting the return of the other parties.

Roll 6d20 best out of 3 for the food & water search
>>
Rolled 5, 9, 17, 18, 8, 18 = 75 (6d20)

>>5075042
>>
Rolled 12, 8, 4, 6, 15, 4 = 49 (6d20)

>>5075042
>>
Rolled 11, 2, 14, 10, 16, 1 = 54 (6d20)

>>5075042
>>
>>5074815
>Food & Water
>>
>>5075053
>>5075091
>>5075106

5, 9, 17, 18, 8, 18

One by one the exploration groups return to your humble encampment.

The first group saw some deer that they had no way to hunt, they brought back a large quantity of leaves they saw the deer chewing on.

The second party to arrive brought good news, a river was found just west of here with crystal clear water.

The third group encountered the same river, it runs from the west to the south where the trees grow larger and larger.

The forth group found a small pond to the east that had some small shadows lurking in it.

The fifth group found an abundance of small green berries and large bluish berries as big as fists.

You all nervously waited for the sixth group. It's true that as dwarves you can see well in the dark but not as far, with daylight running out you decide to

>Send a large party to search for the missing group
>Send a small party to search for the missing group
>Send no one, leave it to them find the way back
>Write-in
>>
>>5075328
How much time has passed since they left?
>>
>>5075331

They left close to the morning, now it's the end of the afternoon, you gather you have about an hour of sun left in the day.

About 12 hours they've been gone, maybe more.
>>
>>5075328
>>Send a large party to search for the missing group
>>
>>5075328
>>Send a large party to search for the missing group
>>
>>5075328
>Send a large party to search for the missing group
>>
>>5075328
>Send a large party to search for the missing group
No dwarf left behind
>>
>>5075353
>> Send a large party to search for the missing group
give them most of our knives and sturdy sticks, and put 1 dwarf on yelling duty, in case they're nearby but lost
>>
>>5075374
>>5075381
>>5075409

A large rescue party is assembled, they take most of the water and knives and march southwards where the missing party was headed.

While you take turns sleeping on the padded floor while others keep watch, awaiting the rescue party's return.

A woman that was keeping watch reports seeing a thin, two dwarves tall silhouette staring back at her and then disappearing.

Soon after that the rescue party returns with the missing kin and a tale.
The three dwarves tried to bring back home two very large eggs, each enough to feed a couple of dwarves, when a huge feathery beast came upon them, wild and vicious. The three dwarves did the best they could to keep the creature at bay, but their knives and stones were no match for those dark claws. With one fell swoop the strongest among them was down, bleeding from his arm. As the two younger dwarves tried to retrieve their kin and flee, the cruel beak of the beast caught the leg of young Berin and exerted such pressure that even dwarven bone as strong as stone did not resist and broke. They were sure to meet their end when a foul smell filled the wind, in a panic the monster fled with eggs in claw. They were very slowly trying to get back to the group when the rescuing party found them and carried them home.

>Two injured dwarves. Mangled arm and broken leg.

Tired of a long day the dwarves sleep with a few of them taking turns keeping watch for these strange silhouettes and other possível dangers the forest might bring.

In the morning you have a meeting discussing the current state of affairs. You have full pitchers of fresh water that won't run out anytime soon and knowledge where to get more. The leaves and berries have not proven themselves poisonous after the initial tests, some dwarves are thinking of trying a few to see if they can truly be safely added to our dwindling supplies. Unfortunately the moral raise from these news was balanced out by the worries of the beaked beast and the badly sleeped night accounting for the cold wind, something underground Dwarves are not fond of.

DAY 2
DWARVES: 31 (2 injured)
FOOD: Decent?
MORALE: Low

[Choose a task to focus on]
>Housing
>Exploration
>Tools
>Investigate sightings of the silhouette
>Write-In
>>
>>5075438
>A woman that was keeping watch reports seeing a thin, two dwarves tall silhouette staring back at her and then disappearing.
Oh shit, this is elf country

>>5075438
>Exploration
Try to find a mountain or a hill.
>>
>>5075438
>>Exploration
>>
>>5075438
Have the two injured dwarves keep the fire going and boil water.
They should heat the leaves and berries then have someone else poison test them, to see if it makes the food more nutritious or palatable.

>Investigate sightings of the silhouette
The woman should describe the direction of the silhouette. We can investigate it once we have better weapons and a more secure food supply. Dwarves should stay in larger groups, and aim to intimidate and avoid danger more than engage in combat.

> Tools
Continue knapping rocks and collecting sturdy wood, to create stone axeheads, spears.
> Housing
Continue gathering sturdy sticks that can hold up the weight of tents and lean-tos. Make some if we can.
>>
>>5075438
>Exploration
>>
>>5075438
>Exploration
Lets follow the river to both directions?
Pond sounds promising, if there are fish, it could fed us for a good while.

>Tools/Food
Send some dwarfs to see, if there is anything to catch in pond, makeshift spears and clubs could help with catching the fish.
>>
>>5075442
>>5075458
>>5075459
>>5075506
>>5075548

After questioning the watchwoman you reach the conclusion that the silhouette was spotted southward, but no tracks are seen where it was spotted.

With that out of the way, all agree to take advantage of the daylight to survey your surroundings.

You decide to organize the scouts in..

>A single large group of 18 dwarves (roll 1d20 best out of 3)
>2 groups of 9 dwarves (roll 2d20 best out of 3)
>3 groups of 6 dwarves (roll 3d20 best out of 3)
>4 groups of 4 or 5 dwarves (roll 4d20 best out of 3)

and explore..
(chose the same number of direction as groups)

>North, the mountains where you came from
>East, where the river and most of the berry bushes where found
>South, where the tallest trees lie and where the silhouette was spotted
>West, where the pound was found

Please don't forget to roll the dice after you choose an option.
>>
Rolled 20, 17 = 37 (2d20)

>>5075605
>>2 groups of 9 dwarves (roll 2d20 best out of 3)
>East, where the river and most of the berry bushes where found
>West, where the pound was found
>>
Rolled 6, 20 = 26 (2d20)

>>5075605
> 2 groups of 9 dwarves (roll 2d20 best out of 3)
>East, where the river and most of the berry bushes where found
>West, where the pound was found
>>
>>5075619
>>5075615
>20, 20
>>
Rolled 3, 20 = 23 (2d20)

>>5075605
>2 groups of 9 dwarves (roll 2d20 best out of 3)
>North, the mountains where you came from
if we climb higher, we can get a more distance view of the area.
>East, where the river and most of the berry bushes where found
This area is most likely to have more food, which we have a mediocre amount of
>>
Rolled 8, 18 = 26 (2d20)

>>5075605
>2 groups of 9 dwarves (roll 2d20 best out of 3)
>East, where the river and most of the berry bushes where found
>West, where the pound was found
>>
Rolled 2, 1 = 3 (2d20)

>>5075644
Support.

But I get the feeling QM wants us to settle the forest
>>
>>5075655
Wtf
>>
>>5075626
Jesus, are we going to find an abandoned hold with full storage that we can just start a new colony in?

>>5075655
Fortunately since it is best of three your failure came too late to ruin it.
>>
>>5075615
>>5075619
>>5075644
>>5075647
>>5075653

20, 17 (20)

You feel confident as you join the party of dwarves heading East towards the river. Not even an hour passes as you start to see the first berry bushes not long after that and you can see the river in the distance, never have you seen such cristalin water before, it is as if it stole its shine from diamonds themselves.

You all take a short break to fill the many water flasks you brought, when you start to feel a pull towards the small cliff where the river cascades from.
The party decides to split in two. You head south closer to the cliff while the remaining 4 go east.

As the terrain becomes rockier your companions start talking of finding a cave, you start to become frustrated after an hour of finding nothing but walls of stone, when you feel that strange pull again, you follow it until you reach what seems as dead-end. That's when you notice, on the stone wall in front of you a thin line, almost imperceptible in the shape of a dwarf sized door.
You push on it, first gently and then firmly and feel it move, revealing a house!?

You find a fully furnished home of clear dwarven design, the three rooms are all incredibly dusty and filled with spiderwebs. In the smallest room you find a dwarven skeleton on what seems to be a bed, it's clothes have mostly rotten away, the only thing that remains is a rough necklace of darkwood with a purple gem, you feel the pull from it. You turn to your companions to ask if they would take offense of you taking it but they are all busy taking small trinkets for themselves.

There are all sorts of things to go through here, books, some old tools, some wooden barrels and buckets, a rusty armor, a small warhammer, you figure you should..

>Remain here with a companion while the others go gather the rest of the exploration party
>Remain here with a companion while the others go gather everyone to settle here
>Do a quick search, gather what you can and return from your expedition
-Write-In
>>
>>5075781
>>Remain here with a companion while the others go gather everyone to settle here
Seems like perfect place to settle in. A bit tight fit for 31 dwarfs, but much better than sleeping outside.
We could wait to hear what west group has found, but it can hardy be better place than this.
>>
>>5075781
>Remain here with a companion while the others go gather everyone to settle here
>>
>>5075781
>>Remain here with a companion while the others go gather the rest of the exploration party
>>
>>5075781
>>Remain here with a companion while the others go gather the rest of the exploration party
>>
>>5075781
> Semi-write-in
>Do a long search, gather what you can and return from your expedition
We should still bring everyone to settle here, but we'll just take an extra few hours to all go together. If something else lives here, we should face it together.
> Put some heavy things blocking the door from the outside in a particular order/shape, so non-sapient beings would struggle to enter, and sapient beings would have to place those heavy things in the same order/shape from the outside.
I don't want something to sneak in and prepare an ambush for us. If we were followed and observed, we should at least split their group into outside and inside.


> Remain here with a companion etc.
The last time we left only a few dwarves together, they got injured or killed. It's unnecessarily risky for saving a few hours of time.
>>
>>5075781
>>Remain here with a companion while the others go gather everyone to settle here
>>
File: Red-carrots-1.jpg (146 KB, 852x1200)
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>>5075793
>>5075796
>>5075867
>>5076030
After such a find you decide your brethren should stop wasting time in the middle of the forest and come settle here. There's not enough room for all of you in the house but you could take turns, and build around these tall stone walls that protect you from the wind. The closeness of fresh water and berries is another great advantage of this place.

The rest of the dwarves depart, while you barricade the door with furniture so you don't have unexpected visitors while waiting for their return.

Inside you notice the walls and ceiling are incredibly polished. Even after decades of working with stone you've never seen such work of masonry, you try not to get distracted and focus on gathering what looks most useful in piles.

Knowledge
>A few duzen diaries written in a different dwarvish dialect? Or maybe he just didn't know how to write properly. It's difficult to tell, his calligraphy was terrible, thankfully many of the writings are accompanied by crude drawings.

Tools
>Full suit of dwarven plate armor, rusty looking but still in good condition, it is of dwarven craft after all.
>A short warhammer
>2 small hand-axes
>A couple of knives
>rusty cutlery
>An armor repair kit with some very small hammers, pliers and such
>A flint and steel
>Some decent quality pots and pans
>A fireplace poker set, 3 hooks and a shovel
>One dwarf sized Barrel with a tap
>5 smaller 5 gallon barrels
>two wooden buckets
>a large collection of smoking pipes
>writing charcoal bars and empty notebooks

Supplies
>The only foodstuffs you find that are not unrecognisable moldy is the large barrel with a tap that is half filled with a lime colored liquid.

You start to hear the excited voices of your kin, it seems the day went by in a flash while you were cleaning up the house. You open the door to see the whole clan preparing to settle. That's when some wet dwarves come to tell you of their findings out east.

20, 17 (17)

Led by Olf one of the veterans from the troglodyte wars, the expedition quickly found themselves on the previously spotted pond. For a while they tried to catch some fish using sharpened sticks when an odor worse than the common latrine had them gasping for air. They hid in the bushes and saw at a distance a green giant, as tall as a gate with warts all over its body. It prodded its long nose in the air and started to come closer and closer like it could smell our presence, that's when Olf instructed everyone into the water, we stayed there what seemed like an eternity, until our lungs were ready to burst and thankfully that was enough time for the creature to pick another sent. After that encounter the party decided to cut their losses and go back to camp, the long way back in order to avoid the smelly monster, that's when their luck finally turned up in the form of some wild carrots, they brought as much as they could carry.
>>
After a long day of travelling the dwarves decide to rest. 20 of them are all cramped up in the house while the remaining camped out at the entrance, sheltered from the wind.

The night is uneventful and now you are confident that the leaves and berries are safe for consumption after all the poison testing. The large blue ones seem to be popular because of their sweetness while the green ones are described as unbearably sour.

DAY 3
DWARVES: 31 (2 injured)
FOOD: Good
MORALE: Very High

Come first light you decide to focus on
>Food
>Housing
>Exploration
>Tools
>Look for specific things you might find around the house (write-in)
>Write-In
>>
>>5076371
>Housing
>>
>>5076371
31 (2 injured)
> Write-in (2 dwarves, maybe the injured)
Assign the two most literate dwarves to 'translate' the dead dwarf's diaries and drawings to the empty notebooks

> Food (4 dwarves, using the injured if they aren't doing anything else)
Examine the lime colored liquid, which I initially assume will be an oil. Poison test it like everything else.
Try boiling and roasting the berries and leaves, to see if it makes them more palatable or something. Poison test them after cooking, in case any heat-activated compounds are toxic.
Get some water carriers to fill up that dwarf sized Barrel, with multiple trips of 5 gallon barrels

> Housing (7 dwarves)
Use both handaxes to chop lumber. With enough logs, we could make primitive log cabins.
Have a few other people try to create mud bricks, which we may be able to 'bake' in the sunlight for primitive brick housing.

> Exploration (16 dwarves)
Send 2 groups of 8 dwarves each both upstream and downstream, to see of there are any settlements, bridges, roads, or houses that can be reached in half a days travel (since they'll need another half a days travel to come back)

> Tools (2 dwarves, maybe the injured)
Try to clean up and repair the rusted cutlery and plate armor
>>
>>5076371
>>5076491 +1
>>
>>5076371
>>Housing
>>
my dwarf is powerful . we can lift tree trunks and use them to fortity base and strike enemies. ty
>>
>>5076418
>>5076491
>>5076589
>>5076628

You stay behind to help with the construction of additional shelter, while two parties of 8 dwarves each are formed to follow the river upstream and downstream.

Some suggested the construction of a log house but we have little in the way of axes, the small hand axes would take an eternity to cut down enough logs for such a construction with just 7 dwarves available we decide to focus on gathering mud from the river for a brick house.
The mud is not very claye, but maybe the expedition parties will have some luck with that and we can improve it in the future.
The day is long but our arms are strong and by mid day the walls are half complete, it will be able to house about 6 dwarves if they're huddled up.
The other builders tell you it's time to rest but you hardly feel tired at all, it's like the river pushes the mud into your arms requiring you to do little work other than molding the bricks. You finally stop when the cooks bring out their experimentations with the new foods. Leaf and carrot soup with fresh blue berries, and blue and green berry juice. You enjoy the meal while Lara and Mirtha share their findings after going through some of the diaries.

They show you pictures of a couple of creatures, a drawing of the feathery beast and the green monster are among them with some notes
>"Owlberin are very territorial animals, they will they will keep to themselves if unprovoked"
>"Tallrols are highly aggressive semi intelligent creatures, that should be avoided at all costs. They recover from all wounds but those dealt by flames in a matter of minutes. "
They also show you some maps of what could be this region.

Roll a d20 best out of 3, to find out how one of the expeditions went.
>>
Rolled 1 (1d20)

>>5076682
>>
Rolled 8 (1d20)

>>5076682
>>
I hope that the third one will be better lol.
>>
Rolled 10 (1d20)

>>5076682
Lets fail this like champions
>>
>>5076689
>>5076720
>>5076722

Olf started his journey upstream, accompanied by his most trusted companions, some of them veterans like himself.
The river twisted and turned so much that an expedition south became an expedition north, closer to the mountains.
After half a day's travel they found a tower in the distance. While deciding to go forwards or backwards they hear some strange howling coming from the forest.
Considering they only have one warhammer and some poor quality makeshift spears they decide to..

>Proceed towards the tower
>Investigate the howling
>Return to camp
>Write-In
>>
>>5076768
>>Investigate the howling
>>
>>5076768
>Proceed towards the tower
>>
>>5076768
>Investigate the howling
Carefully.
>>
>>5076768
>Investigate the howling
>>
File: Zaiden.png (380 KB, 453x592)
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>>5076783
>>5076803
>>5076859

They follow the strange howling, taking care not to make any noise that would betray their position. At first they see the light of a campfire, as they get closer the howling and barking intensifies and they see the cause of the commotion. A group of dogged face creatures are dancing wildly with guts in hand, they seem to be taking turns ripping apart the raw flesh of a deer.
There are 5 of them, all with crude axes and spears better than your own. One of them has some sort of chained whip at its waist.

Olf urges the party to

>Quietly go back to camp (roll 1d20 bo3)
>Attack the creatures while they are distracted (roll 8d20 bo3)
>Remain hidden spying the creatures to learn where they came from (roll 1d20 bo3)
>Write-In

Please don't forget to roll the dice
>>
>>5076880
>Write-In
>Greet them politely and try to create a positive diplomatic relationship
>>
Rolled 3, 14, 3, 16, 7, 5, 16, 1 = 65 (8d20)

>>5076880
>Attack the creatures while they are distracted

Personally sprint at the one with the creepy chain
>>
Rolled 4 (1d20)

>>5076880
> Remain hidden spying the creatures to learn where they came from
If they have a few dozen aggressive people, they could completely wipe us out. I'd rather we just not come in this direction for a while.
The fact that they use whips suggests that they might have slaves, and the fact that the whips are chained while the axes and spears are crude (stone?) suggests that they're the underlings of a group that has metallurgy and that group instructed them to whip people.
>>
Rolled 18, 10, 4, 15, 10, 13, 4, 16 = 90 (8d20)

>>5076880
>>5076880
>>Attack the creatures while they are distracted (roll 8d20 bo3)
>>
File: alexanderquote.jpg (585 KB, 2560x1600)
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>>5076968
When they retaliate for killing their underlings we'll have more scrap to repurpose

If they have a few dozen aggressive people it's only a matter of time before we have to fight them anyways. If we press the advantage we can thin out their numbers and get some loot
>>
>>5077091
> If they have a few dozen aggressive people it's only a matter of time before we have to fight them anyways
Not true. We could migrate further away from them.
If they have hundreds of people, we are almost certain to lose.
I'd much rather we scout their settlement before starting a fight, and even though they're probably evil gnolls, they could be friendly.
>>
>>5076880
>Remain hidden spying the creatures to learn where they came from (roll 1d20 bo3)
We got to know what we are fighting before starting one guys. Sun tzu said that!
>>
>>5077150
You gotta roll 1d20. QM said that!
>>
>>5077097
>>5077150
You boys make good points but I think the benefits outweigh the risks.
We might lose the advantage of surprise or numbers, and they might spot us anyways! If we're aggressive here we might even be able to keep one or two alive to interrogate or use as hostages.

Plus we can taxiderm them
>>
Rolled 3, 8, 9, 15, 13, 7, 17, 15 = 87 (8d20)

>>5076880
>Attack the creatures while they are distracted

>>5077153
Blyat
>>
>>5076887
>>5076888
>>5076972
>>5077156

18, 10, 4, 15, 10, 13, 4, 16

Olf is interrupted while instructing the party to prepare for battle by Morrin suggesting that the party politely greet the blood soaked hound creatures. All but Olf look befuddled at Morrin.
Nevertheless Olf tells Morrin to present himself to the creatures but to be prepared in case things go south. The rest of the party receive very different instructions, to take advantage of Morrin's distraction to flank the enemy, focusing their efforts on the larger robed houndface.

As soon as Morrin reveals himself with a friendly face and a spear held loosely the houndfaces sprintviolently in his direction.

The robed one was about to crack his chained whip when a warhammer explodes in his face, the disfigured creature falls dead at Olf's feet.

The other houndfaces don't even seem fazed by the bloodshed and continue to chase after Morrin at full speed. The first one is stopped by two fellow dwarves, their spears are quickly broken by the houndface's iron axes, desperate the dwarves charge throwing the wood pieces as a distraction. It becomes a brawl of fists and fangs, by the end the houndface is on the dirt gargling blood from his internal wounds, the dwarves mangled and beaten try to go help their bretherin.

The second houndfaces proves himself too quick for short dwarf legs and arrives at Morrin with spear in hand. Morrin tries to fend off the creature with his own spear, landing only superficial blows. The houndface swings his spear wildly opening wound after wound. Morrin releases his spear and attempts to wrestle the houndface's spear from his grasp. They both fall to the floor, Morrin helplessly flais helplessly as he is mauld, first in the arms then in the face, grasping for air he onders if this was his last breath when finally the houndface falls limply, pierced by several spears.

As quickly as it begun the fight is over, all five houndfaces are dead and Morrin and another dwarf are seriously wounded. The rest of party has some cuts and bruises but nothing that won't pass in a few days.

After tending to their wounds and gathering the houndfaces weapons.
>A chained whip with a mace's head at the end
>2 crude iron axes
>A large stone axe
>2 Stone tipped spears

The party decides to..

>Quickly leave the scene
>Thoroughly search the houndfaces and leave with anything of value
>Let the wounded rest a bit while the others gather anything of value, skin and cook the remaining deer, taking its hide.
>Let the wounded rest a lot while the others gather anything of value, skin and smoke the deer and the houndfaces, taking their hide.
>Write-In
>>
>>5077430
>>Let the wounded rest a lot while the others gather anything of value, skin and smoke the deer and the houndfaces, taking their hide.
>>
>>5077430
>Let the wounded rest a lot while the others gather anything of value, skin and smoke the deer and the houndfaces, taking their hide.
3 people gather, skin, and smoke
3 people attempt to clean, bandage, and/or apply pressure to the wounds of the injured. If the injured need less people working on them, the rest help gather/skin/smoke.
>>
>>5077430
>>Let the wounded rest a lot while the others gather anything of value, skin and smoke the deer and the houndfaces, taking their hide.

Send a scout back to base to tell them what happened though.
>>
>>5077463
Support
>>
>>5077430
>Let the wounded rest a lot while the others gather anything of value, skin and smoke the deer and the houndfaces, taking their hide.
>>
>>5077446
>>5077463
>>5077474
>>5077490
>>5077717

Helain, the fastest and stealthiest of the group, is selected to go back to camp and ask for reinforcements.
Half of the group got to work organizing the houndfaces belongings, skinning them, smoking them while the other half tended to the wounded.

Loot
>4 hide armors
>1 hide robe armor, padded in the interior with metal plates
>Crude skinning knives
>Several jewelry pieces made out of iron and copper
>40 pieces of iron coinage with a carved crown in it (about an ingot if melted)
>Some salted meat
>5 waterskins

The long rest seems to help the wounded get back on their feet, with the beasts skinned and the meat smoked the party starts the long journey back home, hauling quite a lot of new supplies.

Roll a d20 best out of 3, to find out how the other expedition went.
>>
Rolled 2 (1d20)

>>5077814
>>
Rolled 10 (1d20)

>>5077814
>>
Rolled 10 (1d20)

>>5077814
>>
>>5077816
>>5077882
>>5077889

10

Glea, the oldest of the dwarves, leads the expedition downstream. Surveying the river for any clay deposits, they find some but not near the camp.

As they proceed the forest becomes thicker and thicker, giving them an increasingly hard time avoiding all the roots and vines.
After half a day's travel with little to show for it Glea spots some tracks of dwarf sized boots, 5? Maybe more, in the direction of an even more secluded area of the forest.

The party determines they will
>Follow the tracks
>Keep following the river downstream
>Return to camp
>>
>>5077896
>Follow the tracks
>>
>>5077896
>Follow the tracks
>>
>>5077896
>Follow the tracks
Sigh
>>
>>5077952
>>5077966
>>5077970

After following the tracks, behind thick shrubbery the party finds a stone and wood cottage with a door of dwarven height, next to it is a small farm with a wooden fence. The chimney is emitting white smoke that is covered by the tall trees.

>Call out if anybody's home
>Kock on the door
>Investigate the farm
>Write-in
>>
>>5077979
>>Kock on the door
haha penis
>>
>>5077979
>>5077982
One day I will learn how to write..

Correction:
>Call out if anybody's home
>Knock on the door
>Investigate the farm
>Write-in
>>
>>5077979
>Call out if anybody's home
>>
>>5077990
>Call out if anybody's home
>>
>>5077979
>Call out if anybody's home
>>
>>5077993
>>5078011
>>5078012

As Glea shouts asking if anybody's home, a tall slender elf woman greets the party from behind. Her pale skin reminds them of the frost covered mountains they once called home.
- What brings you to my corner of the forest?

>Ask about her
>Ask if dwarves live here
>Ask about something else (what?)
>Attack the elf
>Retreat back to camp
>Write-In
>>
>>5078038
>>Ask if dwarves live here
>>
>>5078038
>Ask if dwarves live here
>>
>>5078038
>>Ask if dwarves live here
>>
>>5078046
>>5078053
>>5078125

The elf answers

- They do, and they are under my protection.
Were you also banished from the mountain?

>confirm her suspension
>deny her suspension (lie)

And the party decides to..

>Ask about her
>Ask about something else (what?)
>Attack the elf
>Retreat back to camp
>Write-In
>>
>>5078171
>confirm her suspension
I don't see a reason to lie.
>Ask about her
>>
>>5078172
+1
>>
>>5078172
+1
Magic user maybe? Let's be polite anyway.
>>
>>5078172
+1
>>
>>5078172
>>5078184
>>5078274
>>5078278

- I am Lossëa and this part of the forest is my domain, where is your gift?

>Offer her knowledge, tell her about your groups situation
>Offer her food and water
>Offer her an heirloom from your old life
>Offer her something else (what?)
>Refuse to offer her anything
>Write-in
>>
>>5078344
>Offer her an heirloom from your old life
Probably some fairy shit, she will help us if we give something we value but kill/curse us if we offer her the wrong thing or nothing.
>>
>>5078344
>Offer her an heirloom from your old life
Hopefully something charming and memorable like a stone ring.

Apologize for the meager offering and explain that we don't know the area or its customs. Ask what other parts of the forest we should be mindful of.
>>
>>5078344
>>Offer her an heirloom from your old life
Shame to part with heirloom, but it might save our lives.
It could also be food and water as a symbolic thing...but heirloom feels like better option, at the moment.
>>
>>5078344
>Tell her we didn't know we had to give anything, and ask what would be suitable

Honesty is appreciated by most, and we can ensure our gift doesn't suck ass
>>
>>5078344
>Offer her an heirloom from your old life
>>
>>5078362
>>5078492
>>5078497
>>5078573
>>5078716

Glea confesses to the fey woman that they didn't know that customs dictated they should bring a gift, concluding by offering an intricately carved stone ring and saying
-I hope this ring will suffice, it has been in my family for generations, a memento of my ancestors, that what matters is not the gold you are given but what you do with what you got.

Lossëa seems very pleased with the gift
-You shall always be welcomed in these parts of the woods, but be careful south of the river there lays a cruel beast more fickle than the wind. Now come rest by the fire and share a meal with us.

>Accept the offer
>Politely refuse and return to the camp
>Write-In
>>
>>5078736
>>Accept the offer
Gotta meet the other dwarves.
>>
>>5078904

The party enters the cottage and are watched by six impressive looking dwarves, a seventh is sleeping by the fire.
The interior of the cottage is incredibly comfortable, it is filled with furniture fashioned from the local woods, you also take notice of the large collection of ointments, potions, herbs and spices scattered all over the place. But most stunning of all is the enormous head of a green dragon at the top of the fireplace, probably not a full grown beast but still very impressive.
One of the residents of cottage look curious at the party, hesitating to be the first to speak.

>Ask how they got here
>Ask about the dragon
>Attempt to establish a trade relationship (roll 1d20 bo3)
>Attempt to convince them to join your group (roll 1d20, very hard)
>Write-In
>>
>>5078911
>Ask how they got here
>>
Rolled 9 (1d20)

>>5078911
> Ask about the cruel beast to the south
Since Olf's group went toward the south
> Ask if there are any particular rules or customs among their culture or the elves
so we don't accidentally ruin any relationships
> Ask if the blue or green berries make for good alcohol
assuming they've had some or we brought some
> Attempt to establish a trade relationship
We have nearly 5 times as many hard workers as we see here, but we have few tools, little information, and no crop seeds or farm animals.
Surely there's some goods or services we could provide, if they were to 'invest' in us.

Not
>Ask how they got here
since it's probably just a sad exodus like our situation, which would dampen the mood
>>
Rolled 3 (1d20)

>>5078911
>>Attempt to establish a trade relationship (roll 1d20 bo3)
>>
Rolled 13 (1d20)

>>5078911
>Attempt to convince them to join your group (roll 1d20, very hard)
>>
>>5078911
>>Attempt to convince them to join your group (roll 1d20, very hard)
>>
>>5078990
>>5079006

One of the residents that can't seem to stop smiling brings a delicious looking vegetable stew and a mug of ale to each of the party members.
He presents himself and his companions. Haap, Bashi, Doen, Dopeyn, Grumporin, Sneegi and Bruegor.
-You can call him sleepy, he's such a lightweight he didn't even woke for visitors, I'll go wake him.

The party asks a myriad of questions, how should we Greet folks in these parts, be they elf or dwarf? What is the beast of the south? Do recon these berries make good drink? Can we have more ale?

The other Dwarves gladly answer them, enjoying the new company. They start by saying that their culture is not different from yours, and the elves, they live more down south. They, like Lossëa will take great offense if you visit them not bearing gifts, but please don't mistake Lossëa as a mere elf.

They explain that the beast down south is the Mother of the dragon atop the fireplace, a cruel monster with a custom of enslaving people, including some fellow dwarves they know.

And then share not just ale but also wine from the blue berries you mention. Of the green ones they have no knowledge to share.

9

After all that talk, Glea finally concludes by proposing a trade agreement, but is promptly refused, by one of the dwarves, mixing herbs while he talks.
-We have much to offer you and you us, this is true. But you still smell of the mines of EmeraldHall. If you prove yourself a friend of the forest, taking what you need and not what you greed, we shall know you and your kin are of good character and then and only then will we have such agreements.

With the sun low the expedition party decides to quickly return to camp with their findings. Not wanting to bring worries to the camp because of their late return.
>>
>>5079077
Sorry didn't see this in time, and also you forgot to roll
>>
You finished the building of the first mud house, just in time for the arrival of Helain, the scout from Olf's party with news of the expedition. Several dwarves go and help Olf party's return, carrying the wounded and the new supplies.
The downstream expedition arrives in the middle of the night, bringing a greater understanding of the surrounding territories.

During the night you have strange dreams where you see the forest from the perspective of the river, you see clearly the vines and the tower described by the expedition.
Come morning many dwarves also share strange dreams, all of them drank some of the green berry juice except you..

You have no time to reflect about it because you are called for a meeting to discuss the current state of affairs. Despite all the variety of food and new shelter, morale has taken a hit. Many confess feeling overwhelmed with all the multi-tasking, especially the expeditions, the constant stress of waiting to see who will come back wounded or not at all.
You collectively decide to focus more dwarves on less tasks in an attempt to raise spirits.

DAY 4
DWARVES: 31 (4 injured)
FOOD: Very Good
MORALE: Middling

After the meeting, Lara and Mirtha present the group with a map compiled from several maps from the diaries. With this knowledge you decide to focus on..
>Food
>Housing
>Exploration
>Tools
>Medicine
>Write-In
>>
>>5079082
>Food
Try to ferment some of the green berry juice to make alcohol
>Housing
Build a basement in the home we found to make a fungi farm
>>
>>5079084
+1
>>
>>5079082
Food mushroom farm
>>
>>5079084
+1
>>
>>5079084
>>5079105
>>5079118
>>5079296

The majority of the dwarves agree that they need a steady supply of food, and what better food than mushrooms, they are nutritious, delicious and everyone in the camp knows how to grow them.

They start working on carving a small basement below the house hidden in the rocks, the only problem is the lack of tools. The only thing remotely close to a pickaxe in your possession is the spiked end of the warhammer. The most skilled miners take turns mining using the warhammer to carve out the basement even through the night. The constant banging kind of reminds you of home.
Because of the lack of pickaxes you reckon it will take at least 10 days before the basement is finished.

You and some others work on building a new mud brick house to grow mushrooms in the meantime. You would have preferred to build it out of clay but the deposits found are all too far away to haul by hand.
As you go to the river to recover mud, you notice it comes to your hand already molded as a brick, in just half a day you finish the house. The dwarves that helped you question how you could work at such a rhythm even skipping lunch, you also wonder how after all this work you still feel so well rested.

The rest of the dwarves work tirelessly to start brewing some berry wine. Two barrels are reserved for the large blue berries while two others are reserved for green berries. Large groups of dwarves gather all necessary berries, and wild oats to start fermenting. After about a month of fermentation we shall have 4 barrels of wine to enjoy.

At night a large campfire is made in front of the new mud hut to help it dry. This night the dwarves celebrate their achievements and the hope of a bright future in front of them, one with mushroom stew and wine!

In good spirits you go to sleep in the mud house, you've taken a liking to its shelter.
Once again the night brings you strange dreams, you feel the roots beneath you, how they are connected to the soil, to the river, to the forest.

When you wake up several dwarves are at the mud house's entrance with a questioning look. The whole house is covered with large roots, they seem to be like pillars fortifying the whole structure, even going around the door and windows.

You reveal your dream to all, they seem more curious than worried. So far it has proved to be more boon than curse.

DAY 5
DWARVES: 31 (4 injured)
FOOD: Very Good
MORALE: High?

Projects:
-Mushroom Basement [1/10]
-4 Barrels of Wine [1/30]

You have some strange powers that you do not understand. There is a mushroom house with currently no mushrooms, and there is a serious problem with overcrowding, 5 dwarves don't have homes and the rest can barely move during the night. Knowing this you decide to..

>Experiment with your new found powers
>Food
>Housing
>Exploration
>Tools
>Write-In
>>
>>5079313
>Experiment with your new found powers
>Housing
Build more houses
>>
>>5079317
+1
Maybe the root-house is sturdy enough to add a second floor
>>
>>5079317
+1
>>
>>5079313
>Experiment with your new found powers
>Housing
>>
>>5079313
> Experiment with your new found powers
Go to various plants and see if I can make them grow. See if it can enhance already fully grown plants or their fruits. See if it affects any animals, if I can find any.
> Housing (Everyone)
More mud brick houses. We'll all need shelter to avoid sickness during rain or snow.

>Projects:
>-Mushroom Basement [1/10]
>-4 Barrels of Wine [1/30]
I'd like to add
>-Rescue the dwarves enslaved by the southern dragon [0/?]
>>
>>5079317
This. Lean more towards geomancy than plants, though.
>>
>>5079317
>>5079344
>>5079359
>>5079581
>>5079697
>>5079795

You all agree that 5 more mud houses would be ideal. Instead of creating 5 independent houses you decide instead to expand the existing mud house and surround it with new rooms, saving work by having the new "houses" share several walls.
With this new project at hand the the dwarves started discussing who would have the privilege of sleeping in the stone house besides the wounded. Olf suggests all the abled dwarves besides you compete in 5 teams to build the fastest and best mud room, the winning team shall live in the stone House as a reward for providing the best housing for their brethren.
All agree and the camp becomes filled with joyous singing and banter as each team works to build the best mud room.

You take this time to start experimenting with your new powers, you start by focusing your mind trying to grow picked berries, with no results. You then proceed to plant one of the remaining carrots. As you put it in the ground you don't even concentrate that hard and you suddenly start feeling its roots as if they are and extension of your body, like an arm or a leg, you twist and turn expanding your roots to feel the minerals in the earth and the moisture kept underground. As you come to your senses you see that a small carrot became almost a bush of 6 or 7 fully grown large carrot flowers. For the first time in the last few days you start to feel truly tired, you decide to stop experimenting for today and save your strength to root the
new mud rooms.

After a long day's work an somewhat impressive building with several wooden doors and windows, stands where a modest mud hut was. Some of the rooms even have some beautiful dwarven carvings.

You decide to award the victory to ..
>Olf's team that created the largest room, almost double the size of the others
>Lara and Mirtha's team that created the room with the finest carvings

With the victors decided you focus all your strength to fortify and merge the rooms into one well rooted building.

Roll a d20 best out of 3
>>
Rolled 2 (1d20)

>>5079816
>Olf's team that created the largest room, almost double the size of the others
>>
Rolled 16 (1d20)

>>5079816
> Lara and Mirtha's team that created the room with the finest carvings
>>
Rolled 13 (1d20)

>>5079816
>Olf's team that created the largest room, almost double the size of the others
>>
>>5079827
>>5079828
>>5079834

You award Olf's team with the victory, more room more comfort, dwarven architecture is famous for being grand in size.
Now Olf's party will be well rested for the coming expeditions.

16

You pull out the reserves of power you feel inside you, and start feelings the roots, once again they twist and turn but they don't seem to be enough for such a large building, you instruct your bretherin to transplant small trees and shrubbery to the extremeties of the house. With new roots in place you finally feel the earth you pull rocks into the suface fortifying every pilar and corner of the house. The branches you command to frame the carvings, the doors and the windows. When you are finished a strong house of rock and tree and mud stands proud in the center of your camp. That's when all becomes dark.

You return to consciousness with Glea feeding you in a motherly way and see the whole camp emboldened by the new construction. Making plans to save the enslaved dwarves from the dragon.

This is what they got so far:
-Get mounts to outrun the dragon
-Develop ranged weapons
-Devise a plan to trap or kill the Dragon
-Scout the Dragons domain

With that in your mind you decide to get some well needed sleep in a house with room to spare.

Come morning you hear warnings by Korin an old quartermaster that almost all food but the berries are spent and complaints for food variaty may come soon.


DAY 6
DWARVES: 31 (4 injured)
FOOD:Enough (low variety)
MORALE: Excellent

Projects:
-Mushroom Basement [2/10]
-4 Barrels of Wine [2/30]

Dwarf rescue checklist:
-Get mounts to outrun the dragon
-Develop ranged weapons
-Devise a plan to trap or kill the Dragon
-Scout the Dragons domain

You decide to invest your time in..

>Searchig for possível mounts
>Food
>Exploration
>Tools
>Write-In
>>
>>5079882
>Tools
Repurpose some of the hides and carve some wood to make a bellows. Make a furnace out of clay.

We could melt the metal items down to make picks and search for more ore to start our metalworking industry? Or maybe just turn them into javelin heads / arrow tips for better hunting, defense, and/or dragon slaying
>>
>>5079882
>Tools

Try to make bows. Then we can hunt game more easily, and it'll help for the dragon.
>>
>>5079882
> Semi Write-In
> Searching for possible domesticated animals
Given what the dwarves said about only taking what we need, not what we want, I feel concerned about hunting and damaging plant life too much.
It would be nice if we could drink milk, eat eggs, and eat the meat of animals that died of sickness or old age, in exchange for feeding and sheltering the animals.

> Food
Search for mushrooms, including on trees. Some mushroom farms are made on a bunch of dead tree logs.
Also examine the lime colored liquid that we haven't really checked out yet.
>>
>>5079882
>>5080234 +1
>>
>>5080234
>>5079882

+1
>>
>>5079908
>>5080190
>>5080234
>>5080263
>>5080271

Olf stands proudly in the polished plate armor, preparing his party of 8 to explore the surrounding area in search of ore, good wood for bows and tools, domisticatable fauna and mushrooms, nutritious, delicious mushrooms.

Roll 4d20 bo3

For the rest of us the project of the day is to build a Smithy. You take some of the stronger back dwarves to gather clay from the nearest deposit, it is still some ways away, your companions complain the whole way, that this is highly inefficient and that carts should be built before doing such things again.

Eventually you have enough clay bricks for the furnace, no longer will you cook bricks in the sun or in a campfire. A couple of the camp worked on creating some useful items out of some of the hides like bellows, mittens, aprons and the like.
Several tools like the armor repair kit and the old cutlery are assembled in a table brought from the stone house to be used as improvised smiting tools. After that you raise walls of stone mud and vines to shelter it from the wind, it becomes easier every time you do it.

With the day nearly at an end, the group decides what they should melt down (pick each you want melted)
>6 houndface skinning knives [2 iron ingots]
>whip chain [2 iron ingots]
>houndface jewelry [1 iron ingot and 1 copper ingot]
>40 iron coins [1 iron ingot]
>2 crude iron axes [2 iron ingots]
>spare dwarven knives and pots [2 steel ingots]

And craft with them (describe how many of each you want and of what material]
>A tool or weapon, like pickaxe, axe, shovel, etc.. [requires 1 ingot]
>A small version of a tool or weapon, like small pickaxe, hand-axe, 2 knives or spear heads [requires ½ ingot]
>10 arrowheads [requires ½ ingot]
>Write-In
>>
Rolled 12, 16, 20, 10 = 58 (4d20)

>>5080277
>whip chain [2 iron ingots]
>houndface jewelry [1 iron ingot and 1 copper ingot]
>40 iron coins [1 iron ingot]

>A tool or weapon, like pickaxe, axe, shovel, etc.. [requires 1 ingot]
3 pickaxes, 2 shovels
>>
Rolled 13, 10, 16, 15 = 54 (4d20)

>>5080277
>whip chain [2 iron ingots]
>houndface jewelry [1 iron ingot and 1 copper ingot]
>houndface jewelry [1 iron ingot and 1 copper ingot]
>2 crude iron axes [2 iron ingots]

>20 arrowheads (using copper)
> 3 pickaxes, 2 shovels (using iron)
> 2 hand axes( using iron)
> 2 knives and 2 spearheads (using copper)
>>
Rolled 4, 12, 6, 17 = 39 (4d20)

>>5080277
>whip chain [2 iron ingots]
>houndface jewelry [1 iron ingot and 1 copper ingot]
>40 iron coins [1 iron ingot]
>2 crude iron axes [2 iron ingots]

>3 pickaxes, 2 shovels [iron]
>2 hand axes [iron]
>20 arrowheads [copper]
>>
>>5080319
>>5080331
>>5080366

12, 16, 20, 10

The expedition starts its search through the stone walls close to the house, they walk up hills and climb rocks until they find a deep ravine, on its surface they can clearly see some coal and copper. They make a note of it on their map, reckoning it will make a good spot for a mine in the future, and go on their way.

After studying a variety of trees they find a fine species of almost black trees with branches so hard even a dwarf has a hard time breaking them, they gather quite a few of them to use as handles for tools and to craft some compound bows. They are interrupted by some very large goats trying to eat their rations, they easily herd them back to camp, where people take turns petting and feeding the 7 goats.

After all that commotion Olf's crew finishes the day in search of mushrooms, with so little light they only find a couple of small white ones and transplant them to the mushroom house.

Back at the camp various tools are melted into ingots
>whip chain [2 iron ingots]
>houndface jewelry [1 iron ingot and 1 copper ingot]
>40 iron coins [1 iron ingot]
>2 crude iron axes [2 iron ingots].

And plans are made to build tools with the resulting ingots and the previously gathered wood.

>3 pickaxes, 2 shovels [iron]
>2 hand axes [iron]
>20 arrowheads [copper]

In the morning the forge is still burning hot, it seems some excited blacksmiths have been at it all night, finishing the tools.

DAY 7
DWARVES: 31 (4 injured)
GREAT GOATS: 7 (undomesticated)
FOOD: Low (low variety)
MORALE: High

Projects:
-Mushroom Basement [3/10]
-4 Barrels of Wine [3/30]

Dwarf rescue checklist:
-Get mounts to outrun the dragon [got mounts maybe?]
-Develop ranged weapons [missing bowstrings, low on arrows]
-Devise a plan to trap or kill the Dragon
-Scout the Dragons domain

The goats seem very happy but they tried several times to eat the planted carrots, in a time where food variety is at an all time low.
Some of the dwarves who have takeb the habit of drinking green berry tea, and having strange dreams suggest the building of a shrine to thank the forest for all the blessings you have received.

You decide to spend the day on

>Shrine to the forest
>Housing
>Food
>Exploration
>Tools
>Write-In
>>
>>5080451
>Shrine to the forest
>>
>>5080451
>Shrine to the forest
Yeah, there is a good spirit or something here.
>>
>>5080451
>Shrine to the forest
and maybe a fence for the goats
>>
>>5080471
+1
>>
>>5080451
> Shrine to the forest
and
> Housing (kinda)
We should make walls or a fence, to keep the goats within an enclosure.
It'll take a while, but the best way is to create multiple enclosures and move them between the enclosures based on how much grass/poop is in the current enclosure.

>>5080456
It's being good to us now. I figure its a nature spirit, and spiting nature too much will turn it against us.
>>
>>5080453
>>5080456
>>5080471
>>5080478
>>5080707

Day by day your people seem to miss less the life they left behind in the mountains and enjoy this new life with more autonomy and purpose. The camp wants to thank the forest for all the sustenance and shelter it has provided you so far. You recover the stone resulting from the carving of the basement and use it to build a shrine only large enough to house 2 or 3 dwarves at a time, that envelops the largest tree in the camp. You conjure your powers to meld the stone and the tree, so they become one.

Inside the intimate shrine, one is face to face with the trunk of the large tree. The surrounding stone walls are carved with pictures of how the forest has provided us many things from the wood for warmth to the berries for food.
After praying and leaving many trinkets in the shrine as offerings, statuettes and such the dwarves once again have to stop the goats from eating the carrots, only three left now.
A team is assembled to build a fence, but as soon as the first fence wall is raised the goats start jumping over it as if mocking any attempt to restrain them, with the sun setting you all go to sleep except the nightwatchers that have their hands full with the goats.

You have the best night of sleep in your life. In the morning you hear a nightwatcher reporting to the group that last night a red cloaked figure of elvish height was seen near the camp. Unfortunately it fled before the nightwatchers could question them.

DAY 8
DWARVES: 31 (4 injured)
GREAT GOATS: 7 (undomesticated)
FOOD: Low (no variety)
MORALE: Highish

Projects:
-Mushroom Basement [8/10] +4 per day
-4 Barrels of Wine [4/30]

Dwarf rescue checklist:
-Get mounts to outrun the dragon [got mounts maybe?]
-Develop ranged weapons [missing bowstrings, low on arrows]
-Devise a plan to trap or kill the Dragon
-Scout the Dragons domain

Many dwarves seem uneasy with the ineffectiveness of the nightwatchers and suggest doing something to protect the camp from unknown dangers.
There is also a shortage of food variety, Dwarves can happily survive on berries alone for only so many days. Many are confident that their prayers for bountiful food will be heard if we go forage today.

You end up dedicating your time on

>Building a watchtower
>Building a palisade around the camp
>Foraging
>Building farms
>Write-In
>>
>>5080715
> Building Farms
I figure we should get a proper compost area, because it will help us not deplete our soil.
The fences will be nice too.
Let's use our plant powers to enhance the growth of the carrots, before the goats totally deplete them.
>>
>>5080715
>Building a palisade around the camp
>Building farms
>>
>>5080715
>Building a palisade around the camp
>Foraging
>>
>>5080715

>palisade
>farms
>>
>>5080715
>>5080746 +1
>>
>>5080732
>>5080738
>>5080746
>>5080783
>>5080796

After all the talk of making the camp feel safe it is decided that a palisade must be constructed. Food security is also an issue so plans are drawn to fence off areas between the buildings for farms, for all of this a lot of wood is needed. So Glea leads a party of 14 to cut trees and gather fallen branches around the camp.

You gather the remaining abled dwarves to start preparing the farm fields. You then pick up the 3 remaining carrots and replant them each in a different field using quite some energy to speed up their growth, maybe these dozen carrots will survive the goats.

At this time you are cleaning the farmland of stones and weeds when the stench of shit reminds you, you should all build a latrine, this would give everyone more confort then going out in the woods, and it as the added bonus of helping produce fertiliser for the fields..
That's when the stench becomes stronger, distracting you from your work, you can see clear nausia on your bretherin's faces..

>Search for the goat shit
>Ask what is this smell
>Try to ignore it and focus on the work (roll 1d20)
>>
Rolled 18 (1d20)

>>5081089
>>Try to ignore it and focus on the work (roll 1d20)
>>
>>5081089
>Search for the goat shit
Let's hope it's not green and shaped like a giant
>>
Rolled 13 (1d20)

>>5081089
>>>Try to ignore it and focus on the work (roll 1d20)

going with this cause the roll is good
>>
Rolled 18 (1d20)

>>5081089
> Find the source of the smell
>>
>>5081095
>>5081135

You ignore the smell so you can complete your work, you cut yourself from the wind and its odors and focus solely on the earth, with each breath you push the stone and other debres and pull in the water and the minerals, you feel the earth becoming fertile, the carrot roots growing deeper and deep..
A shout from the forest pulls you out of your trance
-Tallrooool! Come help us, a great stinking Tallrol is here!

You see the whole camp already running towards the forest grabbing what improvised weapon they can be it shovels or sharp stones to hurl.

In the forest Glea sent the fastest scout to ask for help in the camp, she knows they can't outrun the giant legs of the creature and they are also too far away from the river to mask the sent of this many dwarves. The only option is to fight.. She instructs the party of 13 to

>Charge the giant all at once. Have the 4 axe wielding dwarves cut the legs of giant while the other try to pierce it with sharp branches.
>Keep some distance and await for backup. Have a group of 6 dwarves in front using long branches as pikes to keep the giant at bay while the rest throw sharp stones and sticks at the creature's s face.
>Write-In

Roll 4d20 best out of 3
>>
Rolled 11, 12, 1, 16 = 40 (4d20)

>>5081371
>Charge the giant all at once. Have the 4 axe wielding dwarves cut the legs of giant while the other try to pierce it with sharp branches.
>>
Rolled 1, 14, 5, 12 = 32 (4d20)

>>5081371
>>Charge the giant all at once. Have the 4 axe wielding dwarves cut the legs of giant while the other try to pierce it with sharp branches.
>>
Rolled 2, 10, 9, 8 = 29 (4d20)

>>5081371
>Charge the giant all at once. Have the 4 axe wielding dwarves cut the legs of giant while the other try to pierce it with sharp branches.
>>
>>5081371
>Charge the giant all at once. Have the 4 axe wielding dwarves cut the legs of giant while the other try to pierce it with sharp branches.
>>
>>5081371
>>Keep some distance and await for backup. Have a group of 6 dwarves in front using long branches as pikes to keep the giant at bay while the rest throw sharp stones and sticks at the creature's s face.
>>
>>5081551
>>5081643
Gotta roll mens. Put dice+4d20 in options field
>>
>>5081374
>>5081381
>>5081443
>>5081551

11, 12, 1, 16

The dwarves spread themselves behind the trees preparing to ambush the tallrol, the axe wielders move in first swinging for the large warty legs. They start cutting and slashing but their small hand-axes don't seem to be cutting deep enough to crippled the creature. One of axemen, Dafur is grabbed and neatly devouerd, he drops his axe and holds onto the creature's tusks for dear life.

That's when the remaining dwarves charge, piercing the tallrols belly forcing it to spit out Dafur. After vomiting, the beast goes into a rage, swinging it's claws wildly, dwarf after dwarf is sent flying, all the while its wounds start closing with the branches still inside. Several dwarves are crushed beneath the giant's towering legs during its frenzy.

As Glea is trying to rally the party she sees a red blur on the corner of her eye, it is the cloaked figure, dropping a heavy backpack running towards the tallrol. With unnatural speed she throws a ceramic ball at the giant's chest, it breaks, drenching the creature in what smells like alcohol. Dodging the sluggish green claws she slashes at several tendons, finishing her flurry of blows by striking her blades together producing sparks that ignite the beast in flames.
-Fast holding Troll now!
Shouts the woman in an awkward attempt to speak dwarvish.

The dwarves that can, stand up and grab hold of the branches still hanging out of the giant's body. Together they push the flaming creature into the ground, that's when the dwarves from the camp finally arrive and together they pin the tallrol with branch after branch until it no longer moves, until it looks more like a bush then a giant.

When you finally arrive your brethren look at you furious because of your slow reaction. You see 6 seriously wounded dwarves, 3 of them you fear they might not make it.

That's when a robed woman speaks in your general direction
-Flask the blood, until troll dry then burn. Dwarf may yet live.

>Have the dwarves gather the troll blood in their water flasks and have others get the buckets
>Ignore the woman and instead dismember the monster into small pieces
>Write-In
>>
>>5081734
>Have the dwarves gather the troll blood in their water flasks and have others get the buckets
>>
>>5081734
>Have the dwarves gather the troll blood in their water flasks and have others get the buckets
>>
>>5081737
>>5081739

You gather the bright green blood and burn the raisen looking corps until it is no more than ashes.
As you and your folk return to camp to tend to the wounded you thank the cloaked woman for her assistance and ask how you might save your dying brethren.
She responds she knows how to concoct a regeneration potion out of the troll blood, she says she is willing to do so for a price.

Half of the troll blood, and aid in a dangerous quest, the capturing of live werewolf.

>Accept her price
>Negotiate to keep ¾ of the troll blood
>Ask her to teach you how to concoct the regeneration potion
>Ask why she wants a live werewolf
>Write-In
>>
>>5081748
>Accept her price
>Ask her to teach you how to concoct the regeneration potion
Sounds fair enough,
>>
>>5081732
It was bo3 and there had been three rolls already

>>5081748
>Accept her price
>>
>>5081757
This. Persuasion roll
>>
>>5081757
+1
>>
>>5081757
>>5081795
>>5081799
>>5082064

You agree with the cloaked woman's bargain, any quest is worth doing if it will save your brethren's lives.
You ask her name, she responds
-Rider, what be yours?
>Pick a name for our dwarf

You offer her a place to sleep in one of the nicer rooms of the mud building. There she unpacks and assembles what looks like a portable alchemy station and starts mixing herbs and liquids with some flasks of troll blood you provide. While she brews the potion you ask her if she could teach you the recipe. She responds
-Trade secret
After a long pause she gives you a serious look and concludes
-If your aid allow me to recover the lycanthrope not hurt, I will teach you the potion.
By the time you finish talking the potions are made. Rider explains that the potion should be taken a spoon a day, three if the wound is severe. If taken all at once it will heal the wound but not all human hearts can survive the adrenaline it provides.
The potion is administered to the three dying dwarves first. They sweat, their veins become visible with an accelerated heartbeat and they start to turn green, even their eyes. They become so strong that three dwarves are needed to restrain them, and then a minute or two later they return to normal and their wounds noticeably recover.

The potion is then administered to everyone significantly injured, the lighter dose seems to also alleviate the side effects.

After a night of rest all wounded dwarves but the three who almost died, have mostly recovered and even those three are finally out of death's door. As soon as you hear this news you are barated with other reports.
The camp has an urgent problem with where to store the troll blood, even Rider didn't take her full half due to lack of storage. Dwarves need their water flasks back, for water and all barrels are filled with something.

>Empty one of the green berry wine barrels (still fermenting)
>Empty one of the blue berry wine barrels (still fermenting)
>Empty the large barrel of mysterious lime colored liquid
>Throw away most of the blood, keep just 3 flasks
>Write-In

Bad news, the camp is almost out of food, there are berry bushes nearby so no-one will die of hunger, morale is low, the camp is sick of eating just berries and feels unsafe after the events of yesterday.

Some good news, the basement was finally completed last night, and the carvers feel confident that the next room we decide to dig will take only about three days to complete with 4 dwarves working, all thanks to the new pickaxes.

DAY 9
DWARVES: 31 (3 seriously injured)
GREAT GOATS: 7 (undomesticated)
FOOD: Very Low (no variety)
MORALE: Low

Projects:
-4 Barrels of Wine [5/30]
-Rescue dwarves from Dragon [0/4]

After that's settled, the camp decides to
>Send an expedition on the quest with Rider
>Build the palisade around the camp
>Build the farms
>Forage
>Write-In
>>
>>5074815
I made this discord server so I can get reader opinions, constructive criticism, etc.. Without polluting the quest post

https://discord.gg/Xj6SQRzacK
>>
>>5082088
>Empty one of the green berry wine barrels (still fermenting)

>Build the farms
>Forage
>>
>>5082088
>Børin
>Empty one of the green berry wine barrels (still fermenting)
>Build the farms
>Forage
>>
>>5082099
+1
>>
>>5082088
>>Børin
>>Empty one of the green berry wine barrels (still fermenting)
>>Build the farms
>>Forage
>>
>>5082088
>Børin
>Empty one of the green berry wine barrels (still fermenting)
>Build the farms
>Forage

Looks like there's nuts and carrots to the south if I'm reading this map correctly. Mushrooms to the southeast.
They could maybe find wild onions and garlic that we could replant and start propagating.
>>
>>5082095
>>5082099
>>5082100
>>5082103
>>5082123

Knowing that dwarves cannot quest on an empty stomach you decide a forage expedition must be made, the party for this expedition is large for safety, composed of half then camp.
Before departing they spill one of the green berry wine barrels in front of the shrine asking forgiveness for the waste of this gift of the forest and praying for good luck in this time of need.

The rest of the camp is hard at work preparing the farms, except for a few that are doing the rounds, ensuring that any nasty surprises are spotted in time.

Olf after finishing cleaning his water flask from all that think troll blood and filling it with fresh water turns to you.
-Børin are you coming or are you staying?

Knowing your skills will be of great aid on either task you decide to
>Help with the foraging
>Stay in camp preparing the fields

Roll 2d20 best out of 3
>>
Rolled 10, 6 = 16 (2d20)

>>5082302
>Help with the foraging
>>
Rolled 19, 20 = 39 (2d20)

>>5082302
>Help with the foraging
>>
Rolled 17, 15 = 32 (2d20)

>>5082302
>Help with the foraging
>>
>>5082302
>Help with the foraging
>>
>>5082304
>>5082336
>>5082360
>>5082527

19, 20

You join Olf's expedition, when you enter deep enough inside the forest to lose sight of the camp you bury your hands in the earth. Hoping to redeem yourself for your lateness during the troll attack, you push yourself to feel the plant life that surrounds you. Like candle lights in a dark mine you see each root, each vegetable, each fruit, clearly, brightly!
You guide the group of 14 strong through all matter of hidden corners of the forest finding all sorts of wild versions of root plants you used to eat back in EmeraldHall, and quite some more you have never seen in your life. The expedition is a great success, finding several vegetables, fruits and most important of all mushrooms, some large brown ones that seem to love the shade and some white ones that grow on the side of trees. All the while you guide the group, you warn them to only take about half of each find, and mark the spot on a map, that way the forest will do the farming for us.
After circling around the camp you arrive with all 14 backpacks full of food and seed.

>Yellow carrots
>Purple sweet potatoes
>Peanuts
>Beats
>Cabbage
>Onions
>Prunes
>Brown dark mushrooms
>White climbing mushrooms

There you see that only half the farms are complete, a large excavation effort is underway. They report to you that while digging out the stones from the farmland they found several remains of houndfaces and some bullheaded tall people. It looks like this was once a battlefield, many rusty weapons are recovered as well as some bones and horns. Among the weapons you find a most impressive sword untouched by the elements, it looks to be of elvish make and it emenates an aura that only a magical item could.

>rusted copper weapons that can be recycled into 9 ingots
>rusted iron weapons that can be recycled into 5 ingots
>bones and though horns
>magical elven sword

At the end of the day the farms are finally completed and you spend half the night replanting the foraged goods.

DAY 10
DWARVES: 31 (3 injured)
GREAT GOATS: 7 (undomesticated)
FOOD: Very High (good variety)
MORALE: High

Projects:
-3 Barrels of Wine [6/30]
-Rescue dwarves from Dragon [0/4]

With the light shining from the window you awake and go to the camp center. Rider strides impantiatly in you direction.
-Børin, one day I wait if 2 or more you can forget the knowledge of the potion. Werewolves are not beast of easy tracking.

You speak with your camp and together you decide to

>Send an expedition on the quest with Rider
>Build the palisade around the camp
>Do something about the goats
>Investigate the magic sword
>Write-In
>>
>>5082629
>Send an expedition on the quest with Rider
It's important for her, and also for us. Any werewolve going loose in the forest means problems, and even more with our little defense. Plus we can learn to make the potion
>>
>>5082629
>Send an expedition on the quest with Rider
>>
>>5082629
>Send an expedition on the quest with Rider

Sweet sword will make a great gift for the next time we go see Lossëa
>>
>>5082629
>Send an expedition on the quest with Rider
>>
>>5082645
>>5082646
>>5082665
>>5082679

You are a people that honor their debts so an elite party of 10 is assembled to accompany Ranger on her Quest.
Olf and Glea are among them as well as some other veterans, they take with them most of the weapons including the incomplete bows and the arrows. A farewell celebration is made in the morning, where you say your goodies not knowing when you will see them again.. Ranger said it should not take more than a week but made no guarantees.

After that you and the remaining dwarves work on the palisade to compensate for the missing fighters. The construction was going ok until the workers got distracted again by the giant goats wreaking havoc on the fields.

You organize your folk to
>Finish the palisade
>Repair the fields
>Do something about the goats
>Write-in
>>
>>5082739
>Do something about the goats
>>
>>5082742
There are 7 wild giant goats running amuck defecating on roofs and destroying the farms.
To resolve this problem you

>Assign 7 dwarves, each personally responsible for the training of their goat
>Have a smaller group of 3 dwarves responsable with training all of the goats
>Try to use your powers to commune with the goats
>Write-In

Roll 3d20 best of 3
>>
Rolled 4, 20, 6 = 30 (3d20)

>>5082775
>Have a smaller group of 3 dwarves responsable with training all of the goats
>>
Rolled 4, 19, 1 = 24 (3d20)

>>5082775
>Have a smaller group of 3 dwarves responsable with training all of the goats
>>
Rolled 9, 16, 13 = 38 (3d20)

>>5082775
>Have a smaller group of 3 dwarves responsable with training all of the goats
>>
>>5082775
>Have a smaller group of 3 dwarves responsible with training all of the goats
>>
>>5082785
>>5082797
>>5082835

9, 16, 13

Thurma, Curma and Tessa are selected to train and watch over the goats. The two brothers and sister were the only ones with any experience taking care of animals. They used to work on a stable back on EmeraldHall serving the traveling the traveling merchants.

At first the goats paid little heed to the siblings, trampling fences and eating the produce from the farms, but after some bribing with carrots, sweet flowers and pets they finally started collaborating more, getting off roofs and moving away from the farms.

By the end of the day the goats were not domesticated per say, but at least the fields and roofs will have some rest.

As morning arrives you take note that with the wounded, the goat herders and the questing dwarves that you only have 15 people at your disposal, counting yourself.

DAY 11
DWARVES: 31 (3 injured, 3 goat herding, 10 questing)
GREAT GOATS: 7 (watched)
FOOD: Very High (good variety)
MORALE: High

Projects:
-3 Barrels of Wine [7/30]
-Rescue dwarves from Dragon [0/4]
-Werewolf quest [1/7?]

You determine the best use of your time would be to

>Finish the palisade
>Repair/expand the fields
>Investigate the magic sword
>Forge tools/weapons from the rusty metal
>Write-in
>>
>>5082948
>Finish the palisade
>>
>>5082948
>Finish the palisade
>>
>>5082948
>Finish the palisade
>>
>>5082948
>Finish the palisade
>>
>>5082959
>>5082969
>>5082977
>>5082979

You accompany 3 axe wielding dwarves and 3 helpers into the woods while the remaining dwarves work on a trench that will supplement the logwall.
There you select trees that are dying from lack of sunlight and those that are surrounded by several trees of the same type, not wanting to hurt the forest.
After having difficulty hauling the first large tree back to camp several dwarves suggest a general meeting.
In the meeting many of your brethren raise points how challenging and inefficient it is to build anything without the proper tools.
It is agreed that the rest of day shall be spent constructing one hauling wagon, several hand carts and smiting 4 copper shovels, 8 small copper hammers, 2 proper sized iron axes and 2 small iron saws.
This endeavor leaves you with only two iron ingots left but also quite a few satisfied dwarves.

After a full day of preparation and a good night's rest the camp restarts the work on the palisade with renewed vigor. You make some progress in the palisade but the day is otherwise uneventful. At the end of the day you spend the remainder of your energy blooming the fields, quickening their growth.

DAY 13
DWARVES: 31 (3 injured, 3 goat herding, 10 questing)
GREAT GOATS: 7 (in-training)
FOOD: Very High (good variety)
MORALE: Very High

Projects:
-Palisade [1/5]
-3 Barrels of Wine [9/30]
-Rescue dwarves from Dragon [0/4]
-Werewolf quest [3/7?]

The following day you proceed to

>Work daily on the palisade until finished
>Repair/expand the fields
>Investigate the magic sword
>Improve housing
>Write-in
>>
>>5083389
>>Work daily on the palisade until finished

Should smelt those rusty weapons too.
>>
>>5083398
+1
>>
>>5083398
+1
>>
>>5083389
>>Work daily on the palisade until finished
>>
>>5083398

Sorry for not being clear, the rusty weapons where smelted to make the
4 copper shovels, 8 small copper hammers, 2 proper sized iron axes and 2 small iron saws. And two iron bars
>>
>>5083398
>>5083406
>>5083412
>>5083414

For 3 days you collectively worked on the palisade focusing on the most exposed sides of the camp several walls were raise and two gates where constructed, one west leading to the forest and the other south leading to the river.

In the middle of the morning as you are inspecting the field's growth when Dursa, one of the main caretakers of the shrine, comes to you with a panicked look on her face. She explains she yesterday was poison testing the lime drink and that this night she has the most vivid dream like a warning from the forest of the coming of houndfaces from the north.

>Try to calm her down explaining it was just a reaction from the drink
>Have just a small meeting so the camp knows what to do if something like this happens
>Head her warning, drop everything and make preparations for the coming attack
>Write-In
>>
>>5083434
>Have just a small meeting so the camp knows what to do if something like this happens
>>
>>5083434
>>Have just a small meeting so the camp knows what to do if something like this happens
>>
>>5083434
>Head her warning, drop everything and make preparations for the coming attack
>>
>>5083434
>Head her warning, drop everything and make preparations for the coming attack
>>
>>5083445
>>5083448
>>5083496
>>5083557

You all gather in the center of the camp, and decide that in case of an emergency such as an attack by houndfaces you should all retreat to the barracks (what you have been calling the mud building) and fight from there.
If you are closer to the stone house and feel you are in danger you should go there instead.

You also decide that any unused weapons should be stored in the barracks. On the theme of weapons you don't have much, seeing that your questing kin took most of them now what remains is two axes, one hand-axe, three fire pokers and four shovels. In conclusion you are poorly armed, 8 dwarves are completely unharmed and you all have no armor to speak of.
Not wanting to be completely unprepared if there is an attack you spend some time fashioning some spears and javelins from hard hood and gadering some shart stones so everyone can be of use if the dream shows itself to be more then just a dream.

After that you continue the palisade work uninterrupted by houndfaces or anything of the sort, by the end of the day it is almost finished save for the occasional breach.

At the middle of the night you are woken by Dursa
-I've seen them again in my dreams they are many, they are coming!

>Try to calm her down and go back to sleep
>Indulge her a bit and go see if there are any signs of a coming attack
>Wake up the camp and prepare for an attack
>Write-In
>>
>>5083684
>Indulge her a bit and go see if there are any signs of a coming attack
>>
>>5083684
>Indulge her a bit and go see if there are any signs of a coming attack

Take the magic sword for testing on houndface necks
>>
>>5083684
>Indulge her a bit and go see if there are any signs of a coming attack
>>
>>5083684
>Wake up the camp and prepare for an attack
>>
>>5083698
>>5083703
>>5083747

Tired you get up and go get the elven sword just to give Dursa the impression you are taking these dreams seriously. The two of you walk around the palisade in the dead of night, searching for any sight of houndfaces, you see nothing, you hear nothing. You circle the camp and are about to return to bed when a javelin flies between the two of you, you see at least 8 pairs of bright eyes reflecting the moonlight.

>Shout for help, while the two of you try to held them back
>Run and hope you get to the barracks before they are upon you
>Have Dursa get backup while you try to held them off alone
>Write-In

Roll 3d20, seeing that you were unprepared let's go with the first roll instead of best out of 3
>>
>>5083761
>Shout for help
>Run and hope you get to the barracks before they are upon you
>>
Rolled 9, 15, 7 = 31 (3d20)

>>5083761
>Shout for help, while the two of you try to held them back
>>
Rolled 20, 15, 13 = 48 (3d20)

>>5083764
>>5083764
>>
>>5083761
>Shout for help, while the two of you try to held them back
>>
>>5083761
>unprepared

>made a general plan ahead of time
>put in a state of mild alert
>grabbed the magic sword

What.
>>
Rolled 5, 3, 4 = 12 (3d20)

>>5083761
>>Shout for help
>>Run and hope you get to the barracks before they are upon you
>>
Rolled 1 (1d2)

>>5083791

I see your point, I was going for a prepared, unprepared, surprised scenario. Where the outcome would be best of 3, first roll, worst of three respectively.

But instead I'll use best of 3, best of 2, first roll and phrase things better. What I meant was more "somewhat prepared" than "unprepared".

So we will go with this roll the best of 2
Rolled 20, 15, 13 = 48 (3d20)

I'm also rolling a d2 to untie this
1.Shout for help. Run and hope you get to the barracks before they are upon you.
2.Shout for help, while the two of you try to held them back.
>>
>>5083764
>>5083793

20, 15, 13

You shout
-Houndfaces!! Everyone Houndfaces are here!!
While you grab Dursa's arm and run faster than you ever had in your life. You arrive at the barracks quicker than you expected, as if the wind itself helped carry the two of you, thankfully you find your brethren already up with weapons in hand. Together you barricade the barracks so there is only one entrance available for the attackers.

You spy through the window two dozen houndfaces running after your trail, you extend the roots from the farm in an attempt to slow some of them down, so you don't have to fight so many at once. Those untripped by the roots start pouring into the barracks only to find a wall of death in the form of 10 tightly knit dwarves armed with spears. Houndface after houndface without hesitation enter the room until piles of bodies break the spears down, the axe wielding dwarves take the front chopping tirelessly but the houndfaces prove unrelenting. You try to block the entrance but this only seems to slow them down seeing that they have axes of their own.

To prepare themselves against the next onslaught the dwarves armed themselves with the best weapons they can find from the pile of canines, then they positioned themselves in large groups right after doors of dwarven height. For a moment it is finally silent then the houndfaces come again, but not just from the entrance, they also start clawing their way in the barricaded windows, you try your best to block them with vines but they are to many, your fellow dwarves keep on fighting despite their cuts and bruises. The houndface where finally starting to hesitate after losing so many of their own when you see a bolt of lightning spewed forth from the elven sword exploding one of the walls, the dwarf holding it seemed as surprised as you. With little time to act you bury your fists and make roots pierce the feet of the coming attackers. After what seemed like an eternity of seeing your brothers and sisters going down bloodied and battered, the beasts finally flee as lightning burns away their running bodies and the roots that hold the barracks.

As the barracks starts to collapse the fire is extinguished. You use what little energy you have to hold the building just enough time so that your brethren can leave with the wounded, and then you pass out from exhaustion.
>>
You wake-up in the stone house, the four rooms including the basement are being used to house all of the wounded, thankfully nobody died thanks to the regeneration potion you had left. Only 8 dwarves other than you are well enough to work, they've been spending most of the day tending to the wounded and gathering the tools and supplies they could from collapsed barricades. They also report to you that the goats have not been seen since last night, they left tracks in the opposite direction of the houndfaces.

DAY 17
DWARVES: 31 (3 injured, 10 questing)
GREAT GOATS: 7 (missing)
FOOD: Highish (good variety)
MORALE: Terrible

Projects:
-Palisade [4/5]
-3 Barrels of Wine [14/30]
-Rescue dwarves from Dragon [0/4]
-Werewolf quest [7/7?]

You wonder to yourself, now what?
>Close the gaps on the palisade
>Improve housing
>Medicine
>Loot the houndface corpses
>Look for the goats
>Write-in
>>
>>5084369
>Close the gaps on the palisade
>Plan a night watch
>>
>>5084366
>>Close the gaps on the palisade
>>Plan a night watch
>>
>>5084389
>>5084402
+1
>>
>>5084389
>>5084402
>>5084477

The nine of you take turns tending to the wounded and working on the palisade. By nightfall the palisade is complete but not impenetrable so you do rounds in pairs, not wanting any more surprises. As you are doing your turn accompanied by Dafur, the two of you start wondering out loud why those worst wounded during the troll attack are now of the few well enough to work, maybe the potion was still in their blood you muffle to yourself, that's when you spot something moving in the darkness.

Meanwhile…

Olf and the others thought humans were fragile people with little in the way of endurance, they quickly changed their mind after tracking the werewolf with Rider. She always marched at a speed nearly impossible for a dwarf to keep up and only rested for a few hours a day. They ate on the run and they always had to be alert, looking for wolf droppings or tracks.
After 4 unrelenting days they finally stopped, they found 4 bullfolk completely dismembered and with their guts eaten out, according to Rider the claw marks were of the right size. We were celebrating finally catching up with the beast and a wounded beast at that, but Rider seemed more worried than happy. We took advantage of her rare distraction to take the three large steel axes and hammer of the fallen bullfolk, we might need them.

At the end of the fifth day after hours of following the occasional blood mark or paw print you arrive at a cavern. Ranger takes a thin silver chain with a grappling hook at the end and reminds you that your job is to capture the beast not kill it, with that said she gives each of the dwarves a handful of wolfsbane explaining that it will reverse the lycanthropy momentarily, it will work on the skin but for best effect they must force it to eat it.

You ready yourselves and enter the cave
>Empty handed, looking to get a good grip before forcing it to eat the wolfbane
>With wolfbane in hand looking to rub it in the beast before you can make it eat it
>With weapons in hand looking to cripple it before forcing it to eat the wolfbane
>Write-In

Roll 3d20 best of 3
>>
Rolled 10, 7, 8 = 25 (3d20)

>>5084728
>With weapons in hand looking to cripple it before forcing it to eat the wolfbane
>>
Rolled 3, 5, 1 = 9 (3d20)

>>5084728
>With weapons in hand looking to cripple it before forcing it to eat the wolfbane
>>
Rolled 20, 18, 1 = 39 (3d20)

>>5084728
>Empty handed, looking to get a good grip before forcing it to eat the wolfbane
>>
>>5084728
>With weapons in hand looking to cripple it before forcing it to eat the wolfbane
>>
>>5084728
>With weapons in hand looking to cripple it before forcing it to eat the wolfbane
>>
>>5084750
>>5084754
>>5085002
>>5085249

20, 18, 1

Rider enters the cave swinging her silver chain, her eyes seem to glow slightly in the dark with a yellow tint, suddenly a great hulking figure of fur darts by swinging sharp claws. Rider is nearly hit, the beast seems to move at her speed until Olf and Mafur, both holding hammers, swing hard and break the werewolf's legs.
With the creature prone Rider is able to tangle the best in the silver chain with the help of several dwarves, all of them try to force the creature to eat the wolfsbane but it doesn't stop flailing wildly.

Finally Olf moves into the creatures maw and pushes his gautleted arm down its throat. The werewolf bites with unnatural strength cranking and piercing the armor between the plates around the elbow, breaking its own teeth in the process. As Olf starts to feel dizzy from all the blood loss, the beast starts taking the shape of a man with the same skin and eyes as Rider.

After Olf's wound is tended the dwarves celebrate their victory while Rider hugs and talks with the man in a language foreign to the dwarves. As Rider is teaching the recipe for the regeneration potion Olf collapses to the ground with a high fever.

As the dwarves feared and as Rider confirmed, Olf is suffering from the werewolf's blood curse, many who are inflicted don't survive the first day, but if he does he could lead a somewhat normal life provided he takes wolfsbane everyday, specially on full moons.

After a day Olf's fever thankfully passes, his hair and fingernails grow abnormally fast but other than that there are no signs of lycanthropy, the wolfsbane Rider provided seems to be working. Come morning the dwarves prepare to depart, they decide to travel..

>In a straight line to reach the camp faster (roll 2d20 best of 3)
>Back the same way they came (roll 2d20 best of 3)
>Try to convince Rider to guide you back to camp (roll 1d20 first result, hard DC)
>Write-In
>>
Rolled 8 (1d20)

>>5085268
>Try to convince Rider to guide you back to camp (roll 1d20 first result, hard DC)
>>
Rolled 10 (1d20)

>>5085268
>>Try to convince Rider to guide you back to camp (roll 1d20 first result, hard DC)
>>
>>5085354
>>5085381

8

The dwarves try to convince Rider to help them once again but she refuses, saying
-I have saved your friends and you mine, our dealings are complete. I am thankful for your assistance but now my brother takes precedence to your affairs. I hope to see you again in good health.
And after covering the man with the cloak they leave.

With no guide the ten of you decide to
>Go back in a straight line to reach the camp faster
>Go back the same way they came
>Write-In

Roll 2d20 best of 3
>>
Rolled 9, 8 = 17 (2d20)

>>5085673
>>Go back the same way they came
>>
Rolled 5, 19 = 24 (2d20)

>>5085673
>Go back the same way they came
>>
Rolled 4, 6 = 10 (2d20)

>>5085673
>Go back the same way they came
>>
>>5085692
>>5085802
>>5085950

5, 19

The dwarves start their way back, taking care not to overexert themselves, for Rider warned them that Olf must rest for the first days or risk transforming into a beast.
Young Mafur led the group, donning the plate armor, for they didn't want to risk it being ruined in case Olf transformed.

The traveling was going well, in less than a day they arrived at the place where the bullheads died to see no remains, just dried blood on the grass.
With no time to investigate such things you move on until you start hearing a strange clicking on stone hitting stone, as you follow it you see several bone thin deadlooking houndfaces dragging the corpses of the bullheads.
Completely freaked out, the dwarves walk and then run in the opposite direction not wanting to deal with such creatures, they end up losing their way in the forest.

After two days' travel they thankfully find the river and start following it south knowing that it won't be too long until they find their way home.

Back at the camp..

You ready your hand to entangle the shapes in the dark, when you see the face of Haap followed by Doen and Grumporin. And slowly lower your guard and welcome them to the camp. They explain they came to see how you were faring to see if now was an opportune time to talk about the trade agreement, now that you were more accustomed to overground life. They were horrified to learn of the houndface attack and pledged to stay with you the next few days to help you get back on your feet.

With Doen making remedies for the wounded and Haap and Grumporin helping with the night watch, you sleep a little easier this night.

DAY 18
DWARVES: 31 (12 injured*, 10 questing)
GREAT GOATS: 7 (missing)
FOOD: Highish (good variety)
MORALE: Very Low

Projects:
-3 Barrels of Wine [15/30]
-Rescue dwarves from Dragon [0/4]
-Werewolf quest [8/7?]

With the sun up and the wounded improving, you decide to invest some time
>Improving housing
>Medicine
>Looting the houndface corpses
>Looking for the goats
>Write-in

*I marked this wrong on day 17 post, there are 12 injured since the houndface attack.
>>
>>5086045
>Looting the houndface corpses
>Looking for the goats
>>
>>5086078
+1
>>
>>5086045
>>5086078 +2
We should also start growing wolfsbane sometime soon
>>
>>5086078
>>5086168
>>5086188

With the warm light of the day you start searching the corpses of houndfaces, at first you were clearing the debris from the collapsed barracks by hand, but without even a second taught you start pushing and pulling the mud and the vines like the waves of the river, when you're finished all the corpses and furniture are in clear view. They seemed unending during the battle but you didn't expect the more than 60 bodies you dug up.
Their weapons and jewelry were piled up, about thirty ingots worth of iron and another thirty of copper if they are all smelted, other than that you don't find anything noteworthy.

Their flesh was already rotting with larvae, you don't find any way of salvaging it for consumption. You decide instead to pull them deep into the earth to feed the fields, they won't be lacking for minerals for a long time.

With that out of the way you go in search of the goats accompanied by Thurma and Tessa, two of the siblings responsible for the goats, for they were well enough to travel unlike their brother.

You follow the goats tracks for about two hours leading deeper and deeper into the forest and you endup
>Going even deeper into the forest searching for the goats
>Returning back to camp and focusing on
>Improving housing
>Medicine
>Defenses
>Write-in

Roll 1d20 best of 3
>>
Rolled 1 (1d20)

>>5086305
>>5086305
>Going even deeper into the forest searching for the goats
>>
>>5086516
Really hoping that this isn't a critfail overrides quest
>>
Rolled 17 (1d20)

>>5086305
>>Going even deeper into the forest searching for the goats
>>
Rolled 2 (1d20)

>>5086305
>Going even deeper into the forest searching for the goats
>>
>>5086188
>>5086516
>>5086529
>>5086530

17

The three of you follow the goat trail even deeper into the forest, after some twists and turns you end up next to the river. That's when you spot not just the goats but also your questing brethren returned. You walk back to camp catching up on the events of the last days.
Back at camp you all share a meal, after that you learn the recipe for the regeneration potion and take notice you need to establish a herb garden for all these medicinal plants including the wolfsbane for Olf's affliction.

With the day nearly at an end you go with a small group of your best foragers to get the required plants, by this point you are fairly familiar with the surrounding forest and guided by your bond to the earth and the roots you don't have much difficulty finding all the herbs.

You spend the next 3 days establishing the herb garden and concocting regeneration potions. Your kin is gradually recovering from their wounds and Olf's affliction is under control, everything seems to be getting back to normal.

DAY 22
DWARVES: 31 (6 injured)
GREAT GOATS: 7 (in-training)
FOOD: Highish (good variety)
MORALE: Decent

Projects:
-3 Barrels of Wine [19/30]
-Rescue dwarves from Dragon [0/4]

Haap, Doen and Grumporin say they will leave tomorrow at first light, and that you are welcome to visit them at any time.
After this news you decide to
>Establish a trading relationship with the neighbour dwarves
>Improving housing
>Defenses
>Preparations for rescue of dwarves from Dragon
>Exploration
>Write-in
>>
>>5086941
>>Establish a trading relationship with the neighbour dwarves
>>Improving housing
>>
>>5086941
>>Defenses

Did we finish the pallisade? Doesn't matter, we got attacked.
>>
>>5087291

The palisade is finished, it as two gates, and most creatures would need a ladder or some time to climb over it.

You also have night watches where a pair of dwarves at a time circles the camp to see if everything is ok
>>
>>5086950
>>5087291

You gather with some of the people that have become some kind of lider in your community, the veterans Olf and Glea, Korin the quartermaster and Dursa that has become well respected after her vision came to pass. Together you go meet with your dwarven neighbours to see what it is you can gain from them and what you can offer them.

After some pleasant discussion with Haap, Doen and Grumporin you propose providing (you can and should choose multiple)
>Food and seeds
>Medicinal herbs
>Hides
>Copper ingots
>Iron ingots
>Wood
>Labour help
>Fighting help
>Write-In

In trade of (you can and should choose multiple)
>Quality tools
>Quality weapons
>Grain seeds
>Ale
>Ointments and other remedies
>Potions
>Furniture
>Fighting help
>Write-In

Roll 2d20 best out of 3

Note: I have not forgotten about Housing and Defenses votes, they will be dealt with on the next post.
>>
Rolled 8, 8 = 16 (2d20)

>>5087310
>Medicinal herbs
>Hides
>Wood

>>Quality tools
>Quality weapons
>Potions
>Ale
>>
Rolled 12, 14 = 26 (2d20)

>>5087310
>Hides
>Copper ingots
>Iron ingots

For
>Quality tools
>Grain seeds
>Furniture
>>
Rolled 11, 13 = 24 (2d20)

>>5087315
+1
>>
>>5087310
>Medicinal herbs
>Hides
>Copper ingots
>Labour help
>Fighting help

>Quality tools
>Quality weapons
>Grain seeds
>Ale
>Furniture
>Fighting help
>>
>>5087315
>>5087409

Grain makes ale, guys.
>>
>>5087315
>>5087398
>>5087409
>>5087418

12, 14

You reach an agreement, sending them on their way with some medicinal herbs, a great quantity of hides, about half of your copper and some hardwood that only grows in this region. Expecting they will honor their word and return in a few days with some grain seeds, and two barrels of ale. More in the future after they have time to craft them they will also bring some expertly crafted masonry and carpenter tools, weapons like crossbows and steel axes and armor like steel chainmail.

Larger items like furniture will only be traded after some trails or roads are built, for they are too unwieldy to carry by back.

You shake hands with the neighbours sealing your trade agreement.
With still plenty of time in the day you organise yourselves to decide how to resolve the housing problem. You hear your frustrated kin talking about how they lost their rooms that were finally feeling like homes, their beds, their carvings in the wall and decide you should

>Rebuild the barracks so everyone as their living quarters as soon as possible
>Spend more time and build and improved barracks with stone and clay bricks
>Invest considerable more time expanding the stone house, the most secure housing
>Write-In

Seeing that the camp is still nervous after the attack you decide a third or so of your brethren will be spending their time building two watchtowers one at each side of the camp, to ensure you spot coming attacks in time.
>>
>>5087534
>Invest considerable more time expanding the stone house, the most secure housing
>>
>>5087534
>>Invest considerable more time expanding the stone house, the most secure housing
>>
>>5087612
>>5087775

You spend a week resolving the housing problem. You start by forging 7 new iron pickaxes so you have 10 in total, and use them to carve out a room a day on the stone house. Ending up with 9 living quarters and a mushroom room for 31 dwarves. The rooms are simple windowless stone squares but they are secure and not so different from what you had back at EmeraldHall, a second entrance is also built so you have more than one exit in case of an emergency.

On the surface a third of the dwarves finish the two watchtowers made of the dark hardwood. A large structure is also built on the old barracks ruins to house the forge, using the resulting stone from all the carving of rooms. It is used as an allroom, kitchen, mess hall, warehouse and workshop, all into one.

You also passively start building a trail to your neighbours home, by marking trees in the way for cutting and by having it be the designated pasture area for the goats. Neighbours that have brought all that was promised, one of the fields was even reserved for the new grain you bargained for so you can make your own ale instead of importing it.

DAY 30
DWARVES: 31
GREAT GOATS: 7 (somewhat trained)
FOOD: Very High (good variety)
MORALE: Good

Projects:
-3 Barrels of Wine [27/30]
-Rescue dwarves from Dragon [0/4]

The day after the hard week of work is the 30th day since your banishment. It seems at the same time a moment and a lifetime ago that you were all pushed out of the mountains for farming some mushrooms..
The whole camp feels it is a special day worthy of celebration you agree and make plans for
>A modest celebration where each dwarf is entitled to a mug of ale and a full plate of food
>A significant celebration where both barrels of ale are taped, and a feast
>A legendary celebration! 2 barrels of ale are not enough! Also tap one of the wine barrels earlier (choose green or blue), forage in the morning and cook all evening for a feast that will not be forgotten. (roll 2d20 best out of 3)

And invite
>Only the camp
>Your neighbour dwarves & Lossëa
>Your neighbour dwarves, Lossëa and go to the shrine to commune with the forest to invite all non houndface people to a great celebration
>>
>>5087984
>A significant celebration where both barrels of ale are taped, and a feast
>Your neighbour dwarves, Lossëa and go to the shrine to commune with the forest to invite all non houndface people to a great celebration
>>
>>5087984
>>A significant celebration where both barrels of ale are taped, and a feast
>>
>>5088059
+1
>>
>>5087984
>>5088059 +1
>>
>>5088059
>>5088114
>>5088344
>>5088491

The camp joyfully starts preparing for the big celebration, some spend their time cooking, others decorating and some even practice their singing and dancing.
An experienced scouting party led by Glea leaves early in morning to invite the neighbouring dwarves and Lossëa while you concentrate inside the shrine sending an invitation to all friendly people of the forest.

Before the evening starts your brethren are trying to decide what is it specifically that you are celebrating, it's not the banishment, it's not just the 30 days of surviving the forest, you decide it is the foundation of this village you keep calling camp the foundation of
>choose a name for your home

With that decided everyone save for those taking turns on the watchtowers go to the allroom and start the party with the taping of the ale barrels. You never where a great appreciator of ale as dwarves go but this night when that foam touched your lips it felt as hope does on a hard day.
As your kin is bashing their mugs and singing ancestral songs the dwarven neighbours and Lossëa arrive bringing a gift, a finely crafted dwarven shield. As she hands the gift Lossëa says.
-Thank you dearly for welcoming us into your home. We present you with a shield with the likeness of your great goats, for you are wild and strong, I hope the enchantment I have placed upon it serves you well.
You are surprised how complemented you feel after being compared to a goat. When you inquire about the nature of the enchantment they explain the shield is able to store and release force after a blow from a foe.
>>
As the dancing starts a watchwoman appears with new guests, six satyrs each with a gift, some grapes, small bottle of wine and a lute. They teach some songs of the forest and flirt with all the women. As the party starts to wind down and people are sharing their stories of the foundation of this place a new guest appears floating through a window. You see a confident looking elvish boy accompanied by a bright fairy. As he jumps from table to table he inquires.
-Are you the dwarves that are just? Are you the dwarves with use for fairy dust?
My friends, I need free. Will you help me?

As you ask about the quest the boy keeps getting distracted playing pranks on the satyrs. The bright fairy comes to you and explains that their friends are missing because of a witch they think and if you help them they shall offer you some dust that will make you fly momentarily or help you recover some friends of your own for you are not the first dwarves they have met.

As a gift he presents you with a small pitch of the dust, the dwarves arm wrestle each other to decide who shall fly this night. Mafur proves to be the flying dwarf, for some minutes he flies about the room exiting windows and entering through doors, never touching the ground.

You welcome the boy to stay within your walls while you decide about his quest.

DAY 31
DWARVES: 31
GREAT GOATS: 7 (somewhat trained)
FOOD: Good (good variety)
MORALE: Excellent

Projects:
-3 Barrels of Wine [28/30]
-Rescue dwarves from Dragon [0/4]

After a heavy sleep from all the drinking and eating you determine a great project should be undertaken so as not to waste the great moral boost of yesterday.
>Embark on the elf boy's quest
>Build a road to the neighbour dwarves
>Make preparations for rescue of dwarves from Dragon
>Improve living conditions
>Improve Defenses
>Exploration
>Write-in
>>
>>5089325
>>Embark on the elf boy's quest
>>
>>5089310
How about Emeraldwood? Both as a reminder of the Emeraldhall and as reference to the most predominant color of the forest
>>5089325
>Embark on the elf boy's quest
>>
>>5089338
>>5089664

You decide the boy and the fairy's quest is worth doing, EmeraldForest is to be a place where all your kin are welcome and to do so you must know where these dwarves the boy has met are. Also a little fairy dust could be useful.

You determine there will be no half measures, Glea and Mafur will lead an expedition of 15 strong, armed with the best weaponry including the elven sword, the goat shield, a crossbow, the plate armor and some chain mail. They will also take 12 portions of regeneration, half of your reserve. Makes you think you should hunt some trolls eventually.

While you and the other 15 will work on many small improvements like decorating the homes, crafting some basic bows and arrows, working on the trail to your neighbours, training the goats, improving the fields and dividing the allroom into different sections.

Glea shield in hand follows the elf boy to the south where the trees grow larger and larger, all the while she asks about the other dwarves the boy has met.
The boy responds
-I have met loads of you over the decades, always in groups, you are. Always suspicious as well of the denizens of the forest, all but you and the other 7.

-In groups of how many? Where do they hail from? Are there groups close by?

-Never less than twenty, once a group of almost a hundred but that one is mostly on the orchard serving the dragon. Where are they? I will tell you after we save our friends.

The expedition follows the boy for a day and a half until they reach a dark part of the forest, where they are assaulted by a large fanged beast that looks like a cross between a mountain lion and a bat.
The boy seems to easily dodge the creature's claws, while the dwarves have a harder time, throwing themselves into the mud to keep their necks in place, suffering several wounds in the process. Mafur and Glea try their best to swing at the beast but they can't land a real blow until Hofur shoots it dead with his crossbow.
They butcher and smoke the bat creature to stretch their supplies, it tastes different in a bad way and its texture is tough, pure muscle. The wounded share between them a two potions of regeneration.

Banged up but walking they arrive at a swamp where they can see a large house, its warmth pulls them in, offering them comfort inside it.
The fairy halts the dwarves, and they hear her almost silent whisper
-The witch's hut is glamoured, focus on why you are here and Do Not Touch Anything!

They decide to
>Stealthily investigate the witch's hut
>Find a place to camp for the night in the swamp
>Barge in with weapons in hand to surprise the witch
>Prepare an ambush for the witch
>Write-in

Roll 3d20 best of 3
>>
>>5089960
>>Prepare an ambush for the witch
>>
>>5089960
>>Prepare an ambush for the witch
>>
Rolled 16, 3, 17 = 36 (3d20)

>>5089960
>>
Rolled 2, 7, 10 = 19 (3d20)

>>5089960
>Knock on the door
>>
Rolled 16, 2, 4 = 22 (3d20)

>>5089960
>Prepare an ambush for the witch
>>
>>5090399
>>5090404
>>5090405
>>5090929

16, 3, 17

The dwarves spread behind two huge swamp trees, about half are at vantage points with javelins at the ready while the rest are down by the roots, some with axes and hammers others with rope. The boy goes to pretend he is spying through the window, you see the branches around him become snake-like, trying to bite at him. The door suddenly opens with unnatural force and you see an older woman floating about a foot from the ground chasing at the boy, as she moves her wrists and fingers the wooden snakes multiply forcing the boy to unshead his thin rapier for the first time. He is desperately dodging and twisting in your direction.
With the witch in place you strike, first a volley of javelins and crossbow bolts, all are blocked by snakes save for one bolt that pierces her right through her left hand. The hammers and axes follow breaking and cutting each snake in their path striking at the witch. The fight seemed won until the witch's hands started to grow larger and sharper, her purplish claws parried blow after blow. Each small cut provoked by them put a dwarf twisting and turning with pain, vomiting bile as dark as the mud, even the boy was struck. One by one the dwarves go down, until only Glea and her shield remain.
The hag cackled as she began to speak
-Pitiful stone babies you will not meet my pot, I will turn you to stone as that of the mountains you should have stained in and build a great furnace out of you so you can see every tender child I coo..
A hammer breaks her knee followed by a great lightning bolt throwing her to the ground. Horribly burned she tries to get up, desperately covering herself with wooden snakes, she sees great big green dwarves breaking the snakes with their bare hands. They punch and swing until the snake are nothing but twigs.
As the witch stops moving they see the house taking the form of a dirty ruinous molded hut.

The boy unlike the dwarves is still on the ground vomiting bile, the dwarves decide to
>Give him one of the remaining 6 regeneration potions
>Wait until he feels better
>Write-In
>>
>>5090942
>>Give him one of the remaining 6 regeneration potions
>>
>>5090946

The boy instantly recovers, his eyes and body turn green but quickly go back into their normal color. With the sun starting to rise the dwarves carefully enter the hut to find two children bonded next to an impressive looking stove made of a black bluish metal. The elf boy quickly releases them saying.
-I know I encourage wandering and exploring but you two have to ask for help from those beside your sibling. Let's go home!

And suddenly splashes a great bunch of fairy dust in their faces.

The dwarves see the hut is full of all kinds of strange and wonderous things from potions bottles to strange instruments filled with dust.
>Return promptly to EmeraldForest
>Search carefully for valuables (roll 1d20 best of 3)
>Take everything you can carry (roll 1d20 best of 3)
>Write-In
>>
Rolled 13 (1d20)

>>5091057
>Search carefully for valuables (roll 1d20 best of 3)
>>
Rolled 17 (1d20)

>>5091057
>Search carefully for valuables (roll 1d20 best of 3)
>>
Rolled 16 (1d20)

>>5091057
>>Search carefully for valuables (roll 1d20 best of 3)
>>
>>5091365
>>5091892
>>5091894

17

The dwarves investigate the large room overfilled with all manner of oddities, avoiding any skulls, markings and other stuff that might be cursed. They endup filling one chest with an assortment of strange potions and elixirs, another chest with books and a third one with pillows and bedding. They also haul the great furnace, but the most interesting find of all might be the smallest, a small bag of magical runestones, with these, tools and weapons could be given magical properties if properly used.

With high spirits the party travels back to EmeraldForest arriving two day later. There the boy and the fairy come speak with you
-A great debt we owe your folk, not just my friends but my own life you have saved, name thy price and it shall be so.

>Ask for information about the other Dwarves and for some fairy dust
>Ask for information and help rescuing dwarves
>Ask large amount of fairy dust
>Ask them to join your village
>Other
>>
>>5092298
>Ask for information and help rescuing dwarves
>>
>>5092298
>Ask for information and help rescuing dwarves

>Tell them they are always welcome in our village
Frame that not as a demand, but as an offering as a natural extension of these positive diplomatic relations.
>>
>>5092482
>>5092759

You tell the elvish boy and his friends that they are always welcome in EmeraldForest. -You won't mind if we live in some marked trees around your home then? We would always be close to each other in case some trolls or witches come barking by.

>Agree that they are welcome to be your neighbours in the trees
>Ask them to chose other trees for their home, or come live within the palisade, whatever they prefer
>Write-In

And declare the reward you seek is help rescuing your own kin. But for that you explain you first need to find them.
The elf boy responds with a smile on his face all the while the fairy corrects him several times
-The largest I've seen of your kin is down south-east of here. They were caught by the great dragon of the orchard, they are around sixty I think. Then you have those thirty or so that got into a scuffle with the Shalad Ellen as soon as they hailed from the mountains, they are their servants now. These elves that keep your friends live in great big tree houses southwest of here. You have ten or so in the swamps we came from, but good luck finding those. To the northeast in the mountains of the bloodcrown there is a dwarven keep of sorts, I don't know how many live there.
Oh! I almost forgot, west of the Whitepeaks, there are some villages run by humans, some dwarves end up there after they leave the mountains.

You inquire further about the origin of these dwarves, and how he knows of them. He continues..
-Every couple of years some ragged group of dwarves comes down from the Whitepeaks to settle in the woods, it's becoming more common, almost every month now. Most go west I hear. To answer your second question I lived for a long long time in this forest despite my appearance, and I like to trade tales with the travelers I meet. You mountain people rarely adapt to this life and that results in some fun tales that are shared over and over.

DAY 35
DWARVES: 31
GREAT GOATS: 7 (mostly trained)
FOOD: Good (good variety)
MORALE: Excellent

Projects:
-Rescue dwarves from Dragon [0/4]

3 Barrels of wine are fermented, 2 green one blue

You share the information with your kin and sleep on it. In the morning the people of EmeraldForest meet in the allroom to discuss what to do next
>Decide on a group of dwarves to focus on to contact and or rescue
>Investigate the bounty from the witch hut
>Build a road to the neighbour dwarves
>Improve living conditions
>Improve Defenses
>Write-in
>>
>>5092940
>Decide on a group of dwarves to focus on to contact and or rescue
>>Investigate the bounty from the witch hut

We can make more living quarters later.
>>
>>5092981

wrong thread senpai
>>
>>5092951
You start by noting on the map the locations of the dwarves for all to see, the people of EmeraldForest discuss the matter thoroughly. They determine they should leave the swamp dwarves for later for they are far, few and surrounded by dangerous things and raise. Many points for each of the other groups. After an hour of discussion they come to a vote they will focus on..
>The 60ish dragon slaves, the largest group
>The 30ish elf servants, the closest
>The ones with a keep, probably the best equipped and might have supplies we lack.
>The ones in the human villages, the farthest but possibly the easiest to bring home
>>
>>5092986
>>The ones with a keep, probably the best equipped and might have supplies we lack.

We're not equipped to fight the dragon (yet). Best find dwarves who can help us.
>>
>>5092986
>>The 60ish dragon slaves, the largest group
>>
>>5092986
>The ones with a keep, probably the best equipped and might have supplies we lack.
>>
>>5093128
>>5093362

The majority votes on sending an expedition to dwarves up north to the supposed keep. The journey will take about a day if all goes well.
Glea, Mofur and the other members of the previous expedition rest for the day in preparation for the journey north. You decide to
>Go with them
>Stay in Emerald forest

Those who stay in EmeraldForest start investigating the runestones, books and potions from the witch's hut. The runestones they will experiment with one by one, the books are mostly in a strange elvish you think, they will ask the elvish boy or even Lossëa to assist in its translation. The potions they will send to Doen one of the neighbour dwarves and the only person they known with knowlage or such things.
The large black bluish metal stove is dismantled to be melted into ingots, the metal is unlike anything the dwarves ever seen.
Come morning the expedition departs with fresh food, potions and sharpen weapons.

Roll 2d20 best of 3
>>
Rolled 14, 17 = 31 (2d20)

>>5093569
>>Go with them
>>
Rolled 11, 4 = 15 (2d20)

>>5093569
>Go with them
>>
Rolled 18, 14 = 32 (2d20)

>>5093569
>>
>>5093727
>>5094321
>>5094547

18, 14

With the experience of the party and your attunement with the forest you are able to reach sight of the stone tower in just half a day. You decide to avoid the tower itself and focus on treading north to unexplored territories, you, arrive at the mountains before the end of day and are lucky enough to find a small cave to camp for the night.
As the sun brightens the entrance of the cave, you gather your gear and start surveying the mountains, for the better part of the day you find nothing but the cave of an Owlberin that you choose to avoid, that's when you decide to have the trees pull you up to the canopy, in this new vantage point you finally spot a structure that could be the keep your searching for.

The party excitedly marches in the direction of the keep, when you finally arrive a crossbow bolt lands dangerously close to your feet.
-What tha goatsharse do you want!?
You see a heavily scarred dwarf in full plate armor aiming a large ballista
-Answer me now you goblin fuckers or the next bolt will be ten times as large and hit you right in the chest!

You explain that you are a group of banished dwarves looking for lost kin to invite to your home, and that you are here to help and receive help in turn.
With a angry look he shouts
-Why should I believe you!? You look too well armed for a diplomatic mission.. Who says you're not some assface blackplates in disguise?
>Explain that you are armed because you had to face houndfaces in this region, and that you are willing to put aside your weapons to talk
>Try getting his attention by stating how advantageous a trade agreement with you would be
>Insist you speak with somebody else
>Inquire about blackplates
>Write-In

Roll 1d20 best of 3
>>
Rolled 19 (1d20)

>>5094820
>>Explain that you are armed because you had to face houndfaces in this region, and that you are willing to put aside your weapons to talk
>>Inquire about blackplates
>>
Rolled 12 (1d20)

>>5094820
>>5094826 +1
>>
Rolled 11 (1d20)

>>5094826
+1
>>
>>5094826
>>5094838
>>5094841

19

You explain that you have been attacked by vicious hound faced creatures in these parts and that you are more than willing to put away your weapons so you can talk as kin.
The scarred dwarf gets down from the ballista and looks at you more curious than angry.
-Go on then weapons by the gate, we shall return them if you are who you say you are and not some stinkin blackplates

You all calmly put aways your weapons by the gate, ready to move the earth and stone around you if things turn sour. And then proceed to ask
-What are these blackplates you keep bringing up?

-Do you truly not know? They are the worst shits the mountain has ever taken. All kinds of folks were banished not just honest ones, and the blackplates are the assfaces that do all even murder their kin for some riches. They mostly work for the goblin King now, and they're a pain in my hairy ass!

Ten dwarves including the scarred one recover your weapons and accompany you inside. The keep seems to be a mix of very old ancestral ruins and fairly recent undecorated buildings, you count about thirty dwarves eying you, every single one as some kind of scar or significant injury, some are even missing members.

You are taken to a mine entrance that has been repurposed somewhat into a throne room there you Are watched by several soldiers that seem to old or too young to be serving the role. At the end of the room you see a woman seated at a carved wooden throne with a pet rabbit in her lap, surrounded by 4 heavily armored guards.

She measures you up and the speaks
-So what is it you want?

>Try to convince them to join you (hard DC)
>Propose an alliance between your people
>Propose a trade agreement
>Ask only for help rescuing the dwarves from the dragon
>Other

Roll 1d20 best out of 3
>>
Rolled 3 (1d20)

>>5094930
>>
Rolled 10 (1d20)

>>5094930
>>Propose an alliance between your people
>>
>>5094930
>Propose an alliance between your people
>>
Rolled 5 (1d20)

>>5095426
>>5094930

I’ll roll for this vote
>>
>>5095430

Crap. Too late for the other guy to come back and roll?
>>
>>5094930
>>Propose an alliance between your people
>>
>>5097417
Roll! I rolled twice. Roll again, and maybe OP will take it.
>>
>>5095357
>>5095361
>>5095426
>>5095430
>>5097417

Hey there readers, I will stop updating this quest at this cliffhanger of the alliance proposal, let's call this the end of chapter one The birth of EmeraldForest.

The reason for stop updating is that for a while now we have just had about 3 frequent readers and I didn't have votes or rolls when I had time to write an update, I also expected this quest could die from lack of readers at any time. So I started a new quest the D&D Dragon Quest and have been trying to keep updating both, now I see I only have time to consistently update on of them an I choose the Dragon because I'm having more fun writing and it has some momentum unlike this one.
Writing this Dwarf Druids quest, my first quest, has been a lot of fun. I thank those of you for sticking with it for so long, I hope you join my other quest and eventually the second chapter of this one.

I'll leave this discord link here https://discord.gg/Xj6SQRzacK , I would apriciate those of you who have the patience for it to leave some criticism and opinions about the quest there, until next time!
>>
>>5099008

Thanks for giving the heads up, and thanks for running! I had fun with it and thought it was a pretty good mix of narrative/CIV.

Other than that, I found nothing of note wrong with it. Very good first quest.



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