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Finally... => Forum Games and Roleplaying => Topic started by: Transcendant on July 05, 2015, 09:13:42 pm

Title: Digging Dwarf Suggestion Game (taking a break, health issues)
Post by: Transcendant on July 05, 2015, 09:13:42 pm
Couldn't swim, got on a boat anyhow. It sank, but somehow you're alive. Sand beneath you, forest in front, shore behind, wreckage & cargo around, and a broken shipwreck. You're soaked and see a little blurry just now. It's hard to perceive or remember things now, but hopefully that will pass.


Character

Name: Fhorcim Orendil (Irontoe)
Race: Dwarf
Gender: Male
Height: 4 ft, 4 in
Hair: Brown; shoulder blade length; double braided
Beard: Brown; 4 inches; single braid. 
Eyes: Brown

Background: (Work in progress, options A and D tied so...)
You came from a large populated dwarven settlment with a military base (never enlisted).

Possessions:
Clothing: Black, bronze buttoned, military support uniform.
Tools: Metalworking tools. Leather casing, tongs, molds, etc.

Your Skills: Forger
+5 (Craft Armor)
+5 (Craft Weapons)
+5 (Craft Metalwork)
+5 (Skill Merchant)
+5 (Artistry Engraving)

Abilities? (to be determined)

NPCs: Updated as you meet them.
1.) Obalv Gelantiv (Gone Teir)
2.) The Doctor (not talkative yet amongst the casualties)
3.) Trovaln Savondev (Smith of Ndev), Fisherdwarf by the Ocean
4.) Tlonv Pavingol (Pincing Guard) {Soldier}
5.) Kershi Lovachin (Loyal One) {Cook}
6.) Quivan Savondev (Smith of Ndev){Stone builder and Mech?}
7.) Vaubv Savondev (Smith of Ndev) (Miner)
8.) Eren Tomal (Human, Male Crewman, Farmer
9.) John Tomal (Human, Male Crewman)
10.) Don Malavic (Human, Male Crewman)
11.) Harol Conrid (Human, Male Crewman)
12.) Stella Thatchin (Human,  Female, Scribe/Book keeper)
13.) Dr. Mechalv Savotasic (Smith of Tasic) {Physician/Doctor}
14.) Thevma Granvital (Granite lover) {Grower, Herbalist, Planter}
15.) Shocin Savondev (Smith of Ndev) Male Dwarven Miner
16.) Ehal Savondev (Smith of Ndev) Female Dwarven Miner
17.) Others?

(Note: Currently 12 unidentified medical patients of the doctor from the shipwreck)

Voting:

Please vote with a bold heading and a "+1." Example:

+1 Chose Option A (short, obvious description will be provided)
Title: Re: Soaked Dwarf SG
Post by: Transcendant on July 05, 2015, 09:13:59 pm
Player List: Consistent, logical voting rewarded.
Robot Parade Leader
vjmdhzgr
Femmelf
Hiddenleafguy

Table of Contents/Links:
 1.) You wash up on a beach. (http://www.bay12forums.com/smf/index.php?topic=151766.msg6359762#msg6359762)
 2.) You are less groggy on a beach, meet some people and get the lay of the land.  (http://www.bay12forums.com/smf/index.php?topic=151766.msg6386187#msg6386187)
 3.) There's a preliminary map from Oblav (http://www.bay12forums.com/smf/index.php?topic=151766.msg6386194#msg6386194)
 4.) The first bit of Mining (http://www.bay12forums.com/smf/index.php?topic=151766.msg6386194#msg6386194)
 5.) Remains of the first day and first sundown (http://www.bay12forums.com/smf/index.php?topic=151766.msg6399533#msg6399533)
 6.) Scouting, and surgical supplies. Also, a sword. (http://www.bay12forums.com/smf/index.php?topic=151766.msg6413456#msg6413456)
 7.) Starting a hospital, forging carpentry tools, mapping very near east. (http://www.bay12forums.com/smf/index.php?topic=151766.msg6435833#msg6435833)
Title: Re: Soaked Dwarf SG
Post by: Transcendant on July 05, 2015, 09:14:58 pm
Vote Tracking

First Vote: What type of dwarf is this....
+1 Soldier (http://www.bay12forums.com/smf/index.php?topic=151766.msg6354978#msg6354978)
+2 Forger (http://www.bay12forums.com/smf/index.php?topic=151766.msg6354985#msg6354985)
 +1 Thief (http://www.bay12forums.com/smf/index.php?topic=151766.msg6356087#msg6356087)


Second Vote: Groggy, soggy plans....
 RPL's vote (http://www.bay12forums.com/smf/index.php?topic=151766.msg6360518#msg6360518) +1
 Femmelf's Vote (http://www.bay12forums.com/smf/index.php?topic=151766.msg6360867#msg6360867) +2

Third Vote: Damp and what to do....
 +3 Attempt to assume leadership, Building Site, chop down trees?, humans who?  (http://www.bay12forums.com/smf/index.php?topic=151766.msg6386424#msg6386424)
Title: Re: Soaked Dwarf SG
Post by: Transcendant on July 05, 2015, 09:15:57 pm
First Vote: Character Creation DONE

Spoiler (click to show/hide)


Title: Re: Soaked Dwarf SG
Post by: Robot Parade Leader on July 05, 2015, 09:52:55 pm
First Vote:

I.) What is the dwarf's background: (chose 1)
+1 D.) Came from large populated Dwarven settlement

II.) What is the dwarf's skill set: (chose 5) (Note: Skills will determine abilities, to be listed separately)
+1 C.) Weapon Ax
+1 F.) Armor Heavy (Plate)
+1 I.) Shield
+1 AO.) Skill Mining
+1 AM.) Skill Animal Training

What happened to lumberjack and mining? Can we chose those? Are those part of something else?

III.) What equipment does the dwarf have (chose 1)
+1 A.) Military gear.

IV.) Reason for being on ship in the first place (chose 1)
+1 B.) Coming back from military duty
Title: Re: Soaked Dwarf SG
Post by: vjmdhzgr on July 05, 2015, 09:58:16 pm
I: +1A
II: +1 J, K, then, uh,S maybe? If engraving artwork can't be applied to metalworking at all, then either L or Y.
III: +1 A
IV: +1 A

The idea is we're a weapon/armorsmith from the mountainhomes taking some equipment we've smithed to a new settlement where there's less smiths and we'll be more needed.
EDIT:Oh, five skills. In that case J, K, L, Y, and S, unless engraving can't really be applied to metalworking which I think it could, in which case a weapon skill in hammers would be nice if it was available, but if not then Z.
Title: Re: Soaked Dwarf SG
Post by: Transcendant on July 05, 2015, 10:04:01 pm
Engraving applies to all substances you have sufficient tools to engrave. So, this can be metal, but is tool dependent.

vjmdhzgr please specify your third choice and pick two more for a total of 5 skills. Thank you.

J, K, L, Y, and S for your vote then?
J.) Craft Armor
K.) Craft Weapons
L.) Craft Metalwork
Y.) Skill Merchant
S.) Artistry Engraving
Title: Re: Soaked Dwarf SG
Post by: vjmdhzgr on July 05, 2015, 10:20:36 pm
Yeah.
Title: Re: Soaked Dwarf SG Accepting votes
Post by: femmelf on July 06, 2015, 10:35:52 am
Don't want a three way tie, so I'll vote for one of those up there in a bit.

If I go for the military dwarf, then that's a fighting game and wilderness survival with fort building focus. If I go for the crafting dwarf, then that's us hoping there's some settlement nearby or some way to at least get ore and a forge, plus food and shelter and stuff like that. The problem picking is we don't know where we washed up so it's a gamble either way.

Edit: Meh. His stuff is all kinda jumbled. I don't know.

I'll second vjmdhzgr

I: +1A
II: +1
J.) Craft Armor
K.) Craft Weapons
L.) Craft Metalwork
Y.) Skill Merchant
S.) Artistry Engraving
III: +1 A
IV: +1 A

Title: Re: Soaked Dwarf SG Accepting votes
Post by: Hiddenleafguy on July 06, 2015, 11:59:03 am
1. D
2.X U H AD AJ
3.D
4.A
The idea is that the dwarf was a thief in a large city, stealing from the nobles and more wealthy merchants.
Title: Re: Soaked Dwarf SG Accepting votes
Post by: Transcendant on July 06, 2015, 05:06:57 pm
So far it looks like the dwarf is a forge master until and unless the next round of votes kicks in.

Either way, the game is flexible enough to allow for multiple paths. Clearly, if you chose a character with fewer combat skills, you might not wanna fight as much, just like if you didn't have crafting skills, that might not be a major focus choice you'd want (otherwise you would've done it?).

Preview of the next vote will be what to do next. You'll meet a couple survivors (you didn't think you were the only one did you?) and presumably try to figure out where you washed up, and what to do next.

(Come on guys, there is no wrong vote this time. Just do it.).
Title: Re: Soaked Dwarf Suggestion Game (Vote to pull yourself off the beach)
Post by: vjmdhzgr on July 07, 2015, 07:24:30 am
Your last post was a bit unclear. Are we voting on what to do now, or waiting for more people to vote on the character's background?
Title: Re: Soaked Dwarf Suggestion Game (Vote to pull yourself off the beach)
Post by: Transcendant on July 08, 2015, 01:41:54 am
OOC: Purposefully vague.Can't vote on things that hadn't happened yet. They will below. Also was giving people time to vote. They had about 2 days, so now you're a forger who can make things out of metal.

IC: Eyes focus; head clears. Weight slides off your back, and your full pack slightly dents the sand next to you. Your black, bronze buttoned, military support uniform is soaked. You were finished with your post and going to take a relaxing job as a forge-wright. Somehow, you imagine you might be late....

Looking around, there are 7 broken wooden crates are behind you by the shore near the large wreckage. 4 intact crates and one limp Dwarven Woman are to your left. 10 ft to your right are three passed out dwarves in military uniforms similar to yours except green. Sitting on a rock about 20 ft further from them is a bald dwarf whittling a pile of wooden stakes in a leather overcoat next to a fire pit and a pile of wood he hasn't lit yet. Sadly, there are a fair deal of dead washed up as well, a dozens really.... It's a somewhat shocking sight and it takes a moment to process at the very least. Plodding along, an old dwarf in a medical uniform seems to be on a somewhat daunting task of trying to manage the swell of bodies, corpse or otherwise. he closes many eyes.

Finally, there are about 5 or 6 humans scattered about that don't look dead, and oddly there's a lone dwarf fishing on the coast with some nets. Everyone is generally in a daze, or rather appears to be at first glance. Disarray describes the people, cargo, wreckage, and scene, but then again, it is a shipwreck.... That's for sure.

Immediate Area Summation:

12 O clock
Beach Sand (12 o clock near, and mid)
Pine Tree Forest (12 o clock, far)

2 O clock:
3 passed out dwarves (2 o clock, near)
Old Dwarf, fire pit, and wood pile 2 o clock, mid)

6 O clock:
7 broken wooden crates and wreckage (6 o clock near and mid)
Shore (6 o clock, far)
Ocean and fisherdwarf(6 o clock, very far to vision limit

9 o clock:
4 intact crates and one limp Dwarven Woman (9 o clock, near)

Wandering Dwarven doctor from left to right and generally wherever bodies are.
Scattered humans (5 or 6)
What do you do?

I..) General Approach (pick one (1) )
A.) Attempt to assume leadership
B.) Follow other people if presented
C.) Run off on your own
D.) Delay leadership/follower decision until talking/learning more from people.
E.) Other (specify)

II.) Possible Actions: (Pick Three, (3), may perhaps attempt non selected actions later).
A.) Speak to some or all of the people around.
B.) Hide
C.) Tend to the unconscious and/or wounded.
D.) Attempt to salvage cargo.
E.) Attempt to Fish with fisherdwarf
F.) Build shelter
G.) Perform gather crafting materials
H.) Pray
I.) Other (specify)


III.) Future Aims for consideration vote now, (perhaps try to do later): (Pick Three (3) so far, may perhaps attempt non selected actions later).
A.) Scouting Areas
B.) Salvaging Shipwreck
C.) Finding and traveling to civilized lands
D.) build in immediate area
E.) Working with other survivors
F.) tending to dead
G.) Getting rescued!
H.) Other
Title: Re: Soaked Dwarf Suggestion Game (Vote to pull yourself off the beach)
Post by: Robot Parade Leader on July 08, 2015, 12:27:04 pm
I..) General Approach (pick one (1) )
+1 D.) Delay leadership/follower decision until talking/learning more from people.

II.) Possible Actions: (Pick Three, (3), may perhaps attempt non selected actions later).
+1 A.) Speak to some or all of the people around.
+1 C.) Tend to the unconscious and/or wounded.
+1 D.) Attempt to salvage cargo.

III.) Future Aims for consideration vote now, (perhaps try to do later): (Pick Three (3) so far, may perhaps attempt non selected actions later).
+1 B.) Salvaging Shipwreck
+1 E.) Working with other survivors
+1 F.) tending to dead

Try to learn who these other people are and what's in those crates. I get the impression we might be stuck here a while.
Title: Re: Soaked Dwarf Suggestion Game (Vote to pull yourself off the beach)
Post by: vjmdhzgr on July 08, 2015, 12:30:44 pm
Panic and go insane due to he massive amount of stress from seeing dwarves die!


Nah, just +1 to the person above me.
Title: Re: Soaked Dwarf Suggestion Game (Vote to pull yourself off the beach)
Post by: femmelf on July 08, 2015, 03:08:27 pm
I..) General Approach (pick one (1) )
+1 D.) Delay leadership/follower decision until talking/learning more from people.

II.) Possible Actions: (Pick Three, (3), may perhaps attempt non selected actions later).
A.) Speak to some or all of the people around.
D.) Attempt to salvage cargo.
F.) Build shelter

There is already a doctor dealing with the dead and wounded. We don't know anything about medicine.

III.) Future Aims for consideration vote now, (perhaps try to do later): (Pick Three (3) so far, may perhaps attempt non selected actions later).
B.) Salvaging Shipwreck
D.) build in immediate area
E.) Working with other survivors

Again, without knowing where we are, it'd be nice to have some kind of shelter. Is there enough wood laying around from that shipwreck? Also, where are we generally, when we go to talk to people?
Title: Re: Soaked Dwarf Suggestion Game (Vote to pull yourself off the beach)
Post by: vjmdhzgr on July 08, 2015, 04:43:01 pm
The argument that we have no doctoring skill is a good one I have been convinced by the above person.
+1
Title: Re: Soaked Dwarf Suggestion Game (Vote to pull yourself off the beach)
Post by: Transcendant on July 11, 2015, 08:47:12 pm
Do people want me to continue this? So far I have only 3 people voting.
Title: Re: Soaked Dwarf Suggestion Game (Vote to pull yourself off the beach)
Post by: Cryxis, Prince of Doom on July 18, 2015, 05:26:48 pm
I should be online every couple days now so I would like to join :)
Title: Re: Soaked Dwarf Suggestion Game (Vote to pull yourself off the beach)
Post by: vjmdhzgr on July 18, 2015, 07:44:58 pm
I would like this to continue if possible.
Title: Re: Soaked Dwarf Suggestion Game (Vote to pull yourself off the beach)
Post by: Truean on July 20, 2015, 06:00:50 pm
I'd like this to continue. Please.
Title: Re: Soaked Dwarf Suggestion Game (Vote to pull yourself off the beach)
Post by: Transcendant on July 20, 2015, 06:55:24 pm
(Note: These are episodic conversational things that can happen roughly in the order they are presented. If I did each individual conversation, we'd be here a while....)

The bald dwarf whittling a pile of wooden stakes in a leather overcoat next to a fire pit and a pile of wood he hasn't lit yet, simply says,

Meeting Obalv Gelantiv (Gone Teir):
"One more still breathing," as he looks at you, still whittling. "Wasn't sure about you, so I put you on your stomach in case you coughed up more sea and started to breathe. Glad you did." He looks you up and down, "If you're done putting the sea from your lungs to the sand and feeling decent, check the wreck for whatever we need. Might be here a while." He keeps whittling wooden stakes and doesn't seem nearly as distressed as he might be. "O yeah, where are my manners. You'll have to excuse me, what with the damn ship thing and all. The name's Obalv Gelantiv (Gone Teir), and I got on that bloody ship to get the hell away from everyone else. This ain't what I had in mind...." He continues whittling, focusing on his knife's application to wood.

The Doctor is busy and so are the humans:
All the while the roving doctor makes his way from left to right, he calls out too softly, "48," and continues on his way, not acknowledging your presence or much else beyond patients or corpses, whatever the case may be.... He waves over a couple of the humans who seem to be moving bodies around, alive or otherwise, and performing makeshift triage. When not carrying bodies, the humans are rummaging through the wreckage/crates, etc. A makeshift hospital, if you can call it that, operates out of a beached section of the ruined ship. The ... shall we say, makeshift morgue ... is in a less safe portion of what was the ship. They move what you can tell was the captain's body there....

You see there are actually 5 humans (4 males, 1 female), who are all oddly beardless. They seem to be busy diving into the salvage. They are quite shaken when their emotions show and breathing heavily. This is obviously not what they were expecting and they are not dealing with it nearly as well as Obalv or the Dwarven Doctor, who has declined to do anything besides his job, much less recite his name.

Trovaln Savondev (Smith of Ndev), Fisherdwarf by the Ocean:
Down by the sea, next to a pile of fish and what appear to be some type of clams, stands a lone fisherdwarf "Sir, you can't have your fishing gear on your person on the ship.... Bah!" It is clear he is talking to himself and having somewhat of a conversation, "It's against the captain's policy to have those on your person. My Person? What other person am I going to have my things on? Hum? Tell me that if you were still alive maybe. Foolish nutters all of 'em." Just then he opens his eyes wide and starts shaking a line and pulling on it left and right, staring intently at the water, "Come to the dinner plate you!" He shouts at the water, which soon has a fishing fighting and failing for freedom. "O you!" he calls out, seemingly to the fish as it flails. Finally after a couple of minutes he wades out into the water and comes back with a wriggling fish about a fourth as big as he is, to which he exclaims, "Wriggle all you like dinner!" He then walks inland right past you, saying "excuse me" and then plops the fish down unceremoniously to air drown on the beach too far from the sea for hope of escape. "I'll cut you up later." he says matter-of-factly, you hope to the fish....

He turns to look at you, "I'm Trovaln Savondev (Smith of Ndev). An' who're you again?"

Three Four Dwarves near the bald one (2 o clock) formerly passed out, Tlonv Pavingol (Pincing Guard) {Soldier}, Kershi Lovachin (Loyal One) {Cook} and Quivan Savondev (Smith of Ndev){Stone builder and Mech?} and a lost miner:

The younger looking (but still adult) male wearing an private's military uniform wakes up first, "Damn storms," followed by the two female dwarves wearing trades clothing (You would guess a cook and some sort of builder?). they are groggy and not entirely with it. This sounds familiar as you took a little while to get your bearings as well.

If you wait for them to become oriented, they will explain their names are Tlonv Pavingol (Pincing Guard), Kershi Lovachin (Loyal One) and Quivan Savondev (Smith of Ndev). Tlonv is a soldier, and cannot find his gear. Kershi is a chef, and Quivan says she works in stone and gear.

Quivan tells you she thinks, "We need more shelter than a shattered ship somehow, if we need to I can get us some masonry up. Anyone seen Vaubv?"

And there's a miner too: Vaubv Savondev (Smith of Ndev):
A voice near the woods calls "Somebody ask about me?" An incredibly well built Dwarf wearing a gray overcoat comes to your little group discussion with the other three Dwarves. "Naught but mainly sand on this beach. If we're to get some stone to dig into or dig up, we'll have to move a little inland. Doesn't have to be all the way to the damn mountains or whatever, but clearly the underland strata slopes up from the sea. Nice soil 'round here, and under that's probably limestone, maybe sandstone. Can't do a proper strata test like this. Haven't even accounted for everyone on this beach, much less what's under the ground....

Of course, if people wanted, I could dig out something temporary, but even then, it has to be up some more above the water line or it'll flood. I could do it a little ways inland, not even that much but some so the sea doesn't come in with us...."

The ... good new ...? Is that there are several crates of what appear to be food and supplies. The humans appear to be sorting it out, though it may take some time. Obalv appears to be working on a map of some sort now that he's gotten a few dozen wooden stakes carved up.
______________________________________________________________________________________

Summation:
1.) Obalv Gelantiv (Gone Teir)
2.) The Doctor (not talkative yet amongst the casualties)
3.) The Humans (5 humans (4 males, 1 female) are very shaken, what did you expect from humans?).
4.) Trovaln Savondev (Smith of Ndev), Fisherdwarf by the Ocean
5.) Tlonv Pavingol (Pincing Guard) {Soldier}
6.) Kershi Lovachin (Loyal One) {Cook}
7.) Quivan Savondev (Smith of Ndev){Stone builder and Mech?}
8.) Vaubv Savondev (Smith of Ndev) (Miner)
9.) Others?

Some Known issues at present:

1.) Apparently, the leadership is dead (Captain, etc). Most people are still in shock it seems.
2.) Is this even all the survivors?
3.) Where on earth are you?
4.) You have a fair amount of dead bodies and a small number of wounded on your hands
5.) Rescue? Are you even late for arrival at your port yet/do people know you're shipwrecked yet?
6.) Food and salvage?

Suggested Choices: (You can suggest others)
I..) General Approach (pick one (1) )
A.) Attempt to assume leadership
B.) Follow other people if presented
C.) Run off on your own
D.) Delay leadership/follower decision until talking/learning more from people.
E.) Other (specify)

II.) Conceivable Actions: (Pick Three, (3), may perhaps attempt non selected actions).
A.) Speak to some or all of the people around.
B.) Hide
C.) Tend to the unconscious and/or wounded.
D.) Attempt to salvage cargo.
E.) Attempt to Fish with fisherdwarf
F.) Suggest building site and method
G.) Perform/gather crafting materials
H.) Pray
I.) Chop down trees
J.) Gather food
K.) Scout
L.) Other (specify)
Title: Re: Soaked Dwarf Suggestion Game (Vote to pull yourself off the beach)
Post by: Transcendant on July 20, 2015, 06:58:22 pm
Obalv gives you the following sketch, blank underground as of right now, due to his not being able to take a proper strata sample. He points out that obviously building under the sea isn't advisable but there's probably rock under the higher points down somewhere. 

Map Key:
(http://i1381.photobucket.com/albums/ah205/lil_boy_as/Simplified%20Map%20Key%20Polished%20Version%20A_zpshkz2mbcu.png)


(OOC: +1 Level, Ground Level, and -1, in descending order. Zoom function.) 

(http://i1381.photobucket.com/albums/ah205/lil_boy_as/Z%20level%20workup%20treed_zpsz8ljwvvj.png)
Title: Re: Soaked Dwarf Suggestion Game (Evidently we're building things, at least shelter)
Post by: femmelf on July 20, 2015, 08:54:00 pm
Nice. This could be neat.

Suggested Choices: (You can suggest others)
I..) General Approach (pick one (1) )
+1 A.) Attempt to assume leadership
Not entirely, like over the whole group just yet, but somebody's gotta come up with a plan. We've got a miner, so let's mine out somewhere to be. We've got some kind of woodsman with Obalv and lots of trees, so let's get some lumber and clear some space (if we have an axe and nobody else is better at it). Somebody's gotta do something, and if people have voted to build something here, then let's get somewhere safe to be up and going.


II.) Conceivable Actions: (Pick Three, (3), may perhaps attempt non selected actions).
+1 F.) Suggest building site and method

Vaubv is the miner. If he's got a pick, then let him select the best site based on where he thinks there is availability of stone underneath and defensibility. Once he gets stone,  Quivan is the stonebuilder. Maybe she can start on some foundations/walls.

Right now, we just need generalized defensible buildings with flexible use that can later be converted into other things. We need some kind of general room to get supplies and people up and off that beach with some kind of defensible entrance. I don't know what kind of weather or hostiles are around this place, but I don't want to find out on my own head if it rains or snows or something.

Are we not moving because we have too many injured and dead?

That assumes we have food, which it looks like we do from the shipwreck salvage?

As for a spot, Let's go with over on the right side where there is less sand, near where the ground level meets the +1 level? Something that won't get flooded if we get a big tide or something, I guess. If anybody else has a better idea, I'm all ears.

+1 L.) Ask if anyone can chop down trees, if we have an ax or saw or something. Maybe Obalv, he seems to know about wood?

I'm glad there are some trees on this map, and I guess off to the left right and top of the map too, like we're in a forest by the seaside? Let's get some wood going and see what we can make out of that once we have it chopped down. That Oblav guy might have something in mind since he's already carving things up with those stakes. I gotta ask him why he's doing that. Is he gonna use them for something or does he think there's vampires around? What?

Let whoever chops take whatever trees they want but maybe start clearing ground near wherever we are going to build?

+1 L.) Find out who the humans are and what skills they have so we can find out what they can do, perhaps try to calm them somewhat.

So we've got 5 humans and 8 dwarves that we've been told of so far. We don't know much about the humans. Let's fix that. Even if they're just general laborers or the ship's crew that's nice to know. Also we could go calm them down a bit. Let's figure out how the heck to do this if we can, and hey, let's comfort them a bit. We're not a total jerk.

Either way, for all we know these guys are hidden talent we might all need to survive.
Title: Re: Soaked Dwarf Suggestion Game (Evidently we're building things, at least shelter)
Post by: Truean on July 20, 2015, 09:35:12 pm

+1 fair enough.

Only thing I'd add, where are we putting the dead bodies and the wounded? I get that they're in the ship parts so far, but that's not a permanent solution. Digging graves? Cremation? Is there any kind of rule governing that with something, religion, culture, whatever?

That and, what's for dinner? These two points are not related. Thank you.
Title: Re: Soaked Dwarf Suggestion Game (Evidently we're building things, at least shelter)
Post by: vjmdhzgr on July 21, 2015, 05:32:00 am
Nice. This could be neat.

Suggested Choices: (You can suggest others)
I..) General Approach (pick one (1) )
+1 A.) Attempt to assume leadership

II.) Conceivable Actions: (Pick Three, (3), may perhaps attempt non selected actions).
+1 F.) Suggest building site and method

+1 L.) Ask if anyone can chop down trees, if we have an ax or saw or something. Maybe Obalv, he seems to know about wood?

+1 L.) Find out who the humans are and what skills they have so we can find out what they can do, perhaps try to calm them somewhat.
+1
Title: Re: Drying Dwarf Suggestion Game (Evidently we're building things, at least shelter)
Post by: Transcendant on July 21, 2015, 02:28:53 pm
Voting still open. Updating soon.

Answer. Yes, you are in a forest by the shore, and there are other lands around you, with forests. You just don't have a map of all of the places around you right now.

Title: Re: Digging Dwarf Suggestion Game (We're building things, at least shelter)
Post by: Transcendant on July 24, 2015, 04:33:03 pm
Day One:
You call out to everyone, somewhat unsure, but sure enough you suppose. Your call is very simple and pretty easily understood.

"If we're to survive here, then we need to save ourselves until anyone comes for us. We need to work together, build shelter, deal with our departed and wounded, find food, and fresh water. Tend to the wounded, be safe and get through this. Let's do that. Any suggestions? Any problems? Anything? No?

We can't afford to not take care of ourselves."

Obalv simply and silently raises an ax when you ask about anyone able to cut down trees and nods. Nothing more seemingly need be said on the matter as far as he is concerned.

Vaubv speaks with you and you both determine that a mined home near where stone is likely to be is preferable given what you know right now.

(NOTE: THIS TAKES A FEW DAYS to do and dig out, but a new map every day would be too much)
(http://i1381.photobucket.com/albums/ah205/lil_boy_as/Z%20level%20workup%20treed%202_zpshcuniyfx.png)

Vaubv (A Dwarven Miner) sets to work with sturdy pick, many of the humans seem to aid him in removing what he digs, which at first is lots of sand and perhaps a little soil. He spends all day digging slightly down, until he hears a somewhat satisfying sound from his pick. It struck stone; the dwarf smiled.

From there, digging through and removing stone is heavier, harder, but more rewarding. Quivan Savondev (Stone builder and Mech?) sees stone to work, and worries less. She starts carving blocks to sturdy the tunnel portions in the softer soil layer with sand and soil. Reinforced, the small tunnel can be worked in earnest. Of course, it takes some amount of time, but Vaubv is freer to work his way into the earth.

A small starting hall is created, and though not usefully large at present, may grow to become irreplaceable later. It starts somewhere; it starts here.

Obalv shakes his head and trods off to the trees, ax in hand. He mutters something about, "Tried to get away from everyone. Now I'm stuck with 'em." You can hear a loud falling of trees over the area Vaubv is digging in, and now have a fair deal of lumber

In general, the area is a relative bustle of activity. Many seem intent on helping Vaubv remove what he pulls out of the earth and pile it away from him, so you now have a large pile of (primarily) sand with some soil in it. Much of the



Later that night, you get to talking with the humans around the ample fires from the fair amount of wood you have. you learn their names are

Eren Tomal (Human, Male Crewman, Farmer
John Tomal (Human, Male Crewman)
Don Malavic (Human, Male Crewman)
Harol Conrid (Human, Male Crewman)
Stella Thatchin (Human,  Female, Scribe/Book keeper)

They seem somewhat friendly enough given the circumstances, but all things considered.... They're still shaken. Speaking of all things considered.

There are other fires nearby enough but clearly downwind. You recall the doctor mentioning before that there were 48 dead.... It seems the number has risen to about 56.... He makes it a point to gather the ashes, and Quivan makes fairly crude urns for them. The doctor explains, rather coldly, clinically, that if you did not burn these bodies, you would all be dead of disease in a matter of days, perhaps weeks, as we have no place to otherwise deal with them with burial.
-----------------------------------------------------------------------------
The Humans give you the following list of supplies from various cargo crates:
*400 Excellently Prepared Meals
1/3 Sautéed Cave Beef, Shallots, Crisped Greens, pan fried tomatoes.
1/3 Grilled Duck, Kelp, Roasted Seed Salad.
1/3 Cave Eel Pie with Dwarven Tubers, Cave Wisp Reeds, and Dwarven Mushrooms

*About a quarter of a ship worth of salvageable finished wood

*40 Steel Ingot Bars
*12 Standard Spears
*30 Buckets Wooden (Oak)
*1 large anchor chain (steel) (No anchor)
*2 Large Soaked Sails *(slight rips and tears)
*300 Units of Excellent Cotton Fabric
*1 Goat (Male)

This appears to be what has been salvaged from the wreckage at this point. There are some other crates the humans have not gotten to yet, but this appears to be the bulk of what you’re going to get.
-------------------------------------------------------------------------

Other Information:
You have 12 wounded left that the doctor is attending to with various ailments. They are all dwarves with various levels of injury

What do you do tomorrow?:
I.) Pick or Suggest One
A.) Stay in Starting Area and build up your infrastructure
B.) Explore the immediately surrounding area generally
C.) Stay in Starting Area and Fish
D.) Stay in Starting Area and Craft (With what materials, results desired etc).
E.) Other

II.) How would you suggest Vaubv and Quivan mine/construct buildings (Pick Two ranked more and less important):

A.) Focus on Defense first
B.) Focus on establishing a hospital or other safe interior space to place the wounded first.
C.) Focus on Religious and Burial accommodations for the dead, etc.
D.) Focus on establishing industry and infrastructure
E.) Focus on expanding space that is flexible and not specialized at present.
F.) Focus on Mercantile and trading with commerce
G.) Focus on creating transportation (Stables, docks, etc)
H.) Focus on justice and administration areas
I.) Focus on long term growth and infrastructure (Hallways, with areas to mine out/build later).

III.) Other Ideas and suggestions
Title: Re: Digging Dwarf Suggestion Game (We're building things, at least shelter)
Post by: vjmdhzgr on July 24, 2015, 04:48:21 pm
I believe we should I:B explore the surrounding area. Also check if anybody's found the military equipment we brought, and if so bring a weapon, and maybe a light piece of armor if we have any. Checking the supplies right now we only have spears, so we'll go with one of those.

Then II:A>B. Right now these are the things we need the most. While planning long term could be useful in that long term, we might not even be here long term, and doing this will help save lives now which will be helpful throughout any period of time.
Title: Re: Digging Dwarf Suggestion Game (We're building things, at least shelter)
Post by: femmelf on July 24, 2015, 07:03:06 pm
What do you do tomorrow?:
I.) Pick or Suggest One
+1 A.) Stay in Starting Area and build up your infrastructure
Forge please. Doesn't have to be the fanciest necessarily. Our skill should still make awesome stuff? If we can't then scout like vjmdhzgr said.

Wait, this is harder, because we have 40 bars of steel and we're a metalworker with lots of weapons and armor making skill. Almost all our skill is for that. The only problem is, we don't have a forge or any place to work. Can we somehow manage a forge? We've got a stoneworker/mechanics person right?  Quivan? Making really nice armor and weapons couldn't hurt us, especially if we're worried about defense. Also what's our military gear look like please. I know you said we had a "Black, bronze buttoned, military support uniform." Is that just the uniform or does that come with anything else if you don't mind the question.


II.) How would you suggest Vaubv and Quivan mine/construct buildings (Pick Two ranked more and less important):

+1 A.) Focus on Defense first
+1 B.) Focus on establishing a hospital or other safe interior space to place the wounded first.

A > B

Yeah, this. Consolidate and protect what we have and try to save who we can. They might have useful skills or something, plus the moral side of it.

III.) Other Ideas and suggestions
[/quote]

Can we build structures on the outside, with Quivan while Vaubv digs, since we have stone and Vaubv is digging out more stone?
Can we do anything with making any type of very temporary structure like a tent? We have those sails right? Are they big enough to combine with some of what wood we're chopping down to get some kind of a tent system going?
Title: Re: Digging Dwarf Suggestion Game (We're building things, at least shelter)
Post by: Robot Parade Leader on July 25, 2015, 03:53:43 pm
+1 to above
Title: Re: Digging Dwarf Suggestion Game (We're building things, at least shelter)
Post by: Transcendant on July 25, 2015, 08:02:32 pm
Uh, are you agreeing with Femmelf or vjmdhzgr? the page break is throwing me off.
Title: Re: Digging Dwarf Suggestion Game (We're building things, at least shelter)
Post by: Robot Parade Leader on July 26, 2015, 06:52:06 am
Femmelf

I want a forge.
Title: Re: Digging Dwarf Suggestion Game (We're building things, at least shelter)
Post by: Transcendant on July 26, 2015, 07:10:10 am
I.... I don't want to just do an update off three votes alone, cause that's a small number of people, but yeah.... If that's what I have to work with, then I'll be doing an update on that soon.

Info: First day man....

Chose "Never enlisted," and didn't take any weapon, armor, or fighting skills. So you don't have just a ton of weapons and armor as military gear.  I was thinking more along the uniform you have and some survival gear, but whatever, I'll throw in a standard issue sword and maybe some light armor if you want. Plus wouldn't you wanna forge your own with that skill set? I mean craft weapon, craft armor, craft metalwork, Artistry Engraving (focused on metal but you can generally engrave most reasonable things with the right tools that you do have).

That said, if you want Quivan can manage a forge for you. Might take a day or at least a few hours, but that's certainly doable. You've got the wood as fuel, 40 bars of steel, your metalworking tools, and you certainly have the skill set. Start thinking about what you'd like to make (again, you're probably going to be forging a lot with those skills).

Scouting is also quite possible and there's only a 1 vote lead against it right now, so.... It can totally happen right now if you guys want. You know, just vote it and if it's possible, fits, and reasonable, go for it.
Title: Re: Digging Dwarf Suggestion Game (We're building things, at least shelter)
Post by: Transcendant on July 26, 2015, 01:13:16 pm
(You know what I'm betting you're going to scout, eventually and probably pretty soon, anyhow, so holding things up for that .... We'll move on and get there sooner or later, and probably sooner if I post this sooner).

You were too shaken at first to realize it, but the shipwreck had happened in the early morning. It's the kind of thing you'd think would be obvious, and it was, but who focuses on the time of day when they're trying not to die? The rest of the day, Vaubv is digging, and while Quivan is doing some stonework on the more sand/soil strata layer Vaubv is digging out, she also hears your request for a forge.

Happy to use her mechanical and masonry skills in tandem so well, she happily obliges and begins taking chisel to stones. She creates a furnace for you, that may double as an outside fireplace. It is wood fed and can easily enough create charcoal and be fueled by that as well as you desire. She also has a hot mold for molten materials to flow from the crucible of the forge into a removable metal mold area (accommodating potentially many different insert-able metal forms). There is also a brace for an anvil, which though crude, is available from metal salvaged from the ship. It isn't masterwork, but it will suffice and is quite serviceable. There are also two trenching troughs for hot metal items to be thrust into water for cooling.

The area is outside ear the entrance Vaubv is digging, but again, under these circumstances, things will do until a more permanent setup can be arranged, preferably inside somewhere but with nice ventilation. "Outside" is perhaps too much ventilation....

Concerning temporary  lodgings, (Femmelf's suggestion), the old sails are taken from the sea to make tents out of salvaged wood and some of the large trees Obalv  felled. There is a considerable pile of fallen trees forming, so you've got plenty of wood, or rather downed trees (if you want them worked into things, then that's a possibility). Obalv is happy to see this starting to shape up. There is room for most of the people in your group under the two makeshift, formerly sail, tents. Those who don't fit are still on the beached ship remains. Things are coming along fairly and surprisingly well considering.

The Doctor's Request: How to save a life?
The doctor takes note of your organization skills and being somewhat somber still he makes it a point to speak to you on some measures,

"I see you've managed to get some level of control over this group. That's not my concern. Mine is to keep them alive. My name is Dr. Mechalv Savotasic (Smith of Tasic). I had 12, and now have 11 patients under my care, 4 absolutely critical, 5 serious, and 2 stable. I expect at least half the critical patients to die, and more if nothing changes.

I require new additional sterile equipment to perform 5 surgeries, including scalpels, forceps, Trays, Boiling Sterilization pots and other materials. I can use what I have, but without completely sterile measures beyond what I have right now I fear infection.... You are a metalsmith. Can you create these for me?"

Others seem to be recognizing you as sort of a defacto leader, especially with the captain dead:

Tlonv Pavingol (Pincing Guard) {Soldier} asks you for permission to form a makeshift watch, especially during the night, composed of himself and any volunteers in the event of an attack. He is unsure exactly what can be done with the limited supplies you have on hand, as well as the injured. That said, he notes that whatever happens, things would be far worse with no warning at all, than with some. He says he will do his best to defend everyone here, as and if he can. He salutes you, perhaps out of habit. You find this somewhat odd, given that you are not enlisted in the army, and never have been. He seems to be well enough versed with a spear, but tells you that his favored weapon is a sword. It is clear to you that this proud soldier would never directly ask you for a sword, but it is implied that he would greatly appreciate one....



Meanwhile several other requests start to come in towards you but they seem rather disorganized given the state of this literal shipwreck. Everyone realizes that there is only so much they can do in any given time. Everyone wants what they want, but it's obvious that not everyone is going to be able to have what they want, or at least not right away. Common concerns include rescue, staying in the area or going, looking for help, finding other survivors (some of which are friends or even family of those around you), desire for lots of fresh water, to the idea of creating at least a temporary home here.

Back from the Brink of Death comes a green thumb:

Thevma Granvital (Granite lover) {Grower, Herbalist, Planter)

Another Dwarf seems to have emerged from the doctor's care, somewhat disoriented but durable enough to leave the makeshift hospital among the shipwrecked place you are now. This dwarven woman seems to have a green thumb. She has several lacerations and cuts, expertly sewn and bandaged by the Doctor, who insists she report to him for for regular follow ups. Her hair is blonde, half as long as her, and not braided (though you are unsure if that's a preference or merely a result of circumstances). She is slow to move at present, but otherwise seems to be on the road to a full recovery, or so she says when she relays the doctor's report. As of right now, she is not in any hurry to open her stitches with large amounts of work, but states to you that she will make it a point to get the local greenery in line once she can.

You gather that her general reputation is one of an accomplished gardener, having worked for some duke or other as a personal orchid tender some years ago. If her reputation is to be believed, she will make a large contribution to your food stocks. While right now you have plentiful food, you might have to stay here longer than your food stocks hold out. She will certainly be able to help with that predicament should it come to pass.

If there's nothing else, then night will fall, with sleepers under tents, once sails providing you motion, now shelters....

What do you do?

I.) Immediate Actions for tomorrow: (Pick 3)
A.) Organize a scouting party to scout the area immediately surrounding the area you are in
B.) Organize a scouting party to scout in one direction (North, East, West) away from your camp in an attempt to find someone/something else.
C.) Stay in Starting Area and build up your infrastructure (specify?).
D.) Stay in Starting Area and Craft (With what materials, results desired etc).
E.) Stay in Starting Area and Fish
F.) Hunt for Food in the immediate area
G.) Attempt to repair the ship or create a new one
H.) Other Specify

Note: If you pick A and B then you can scout both the area immediately around your starting location AND for a distance to try to find somebody/something else.

Do you? Y/N
II.) Use some of your steel stockpile to create surgical equipment and sterilization materials for the Dr. Mechalv Savotasic to perform his surgeries
A.) Yes (Possible higher chance to have more dwarves join you by recovering from their wounds)
B.) No (Save Steel Stockpile to use for other things, but no possibility of increased recovery)

III.) Permit Tlonv Pavingol (Pincing Guard) {Soldier} to create a watch with your blessing
A.) Yes (Greater Security)
B.) No (Greater labor work completed quicker)

IV.) How do you deal with the numerous concerns people seem to be concerned about (situation not critical)?


NOTE: Your focus on Hospitals (in what you'd like to have made) have already somewhat sped the recovery of one dwarf. Your other decisions will have other tradeoff rewards and consequences. Simple opportunity costs. It doesn't mean you can't accomplish all of your goals necessarily, but you can't do everything all at once. Nobody can. 
Title: Re: Digging Dwarf Suggestion Game (We're building forges and maybe scouting)
Post by: Robot Parade Leader on July 27, 2015, 06:27:41 am
I.) Immediate Actions for tomorrow: (Pick 3)
+1 A.) Organize a scouting party to scout the area immediately surrounding the area you are in
Yeah, let's let the woodsdwarf guy be on this one, along with the soldier guy. Woodsdwarf gave us the first nice map we got, so let's hope for more?
+1 D.) Stay in Starting Area and Craft (With what materials, results desired etc).
I want to craft an awesome Steel sword for that soldier guy who wants to start a watch and who really hinted he wants one. Defense. Also can we craft one for us too? Basically let's craft some weapons. How many can we even make this turn or however we're doing this?
+1 G.) Attempt to repair the ship or create a new one
Ok, so I didn't realize this was an option. Hang on, we wanna scout stuff and probably find like a town or something right? Yeah, we're by the Ocean, and we've got a whole crew of humans who just got done faithfully serving on one ship. Let's make another small one and just sail it up and down the coast, close to the sand with a shallow draft. that way it's not a seagoing vessel, but it can scout the coast pretty safely. If we can do this, then let's just do it. It's got so many uses. Safe scouting, fishing dwarf guy can fish off it, and I guess if it's big enough we could all get on it and bail if we get like overrun by goblins or something.

II.) Use some of your steel stockpile to create surgical equipment and sterilization materials for the Dr. Mechalv Savotasic to perform his surgeries
+1 A.) Yes (Possible higher chance to have more dwarves join you by recovering from their wounds)

I'm hoping it doesn't use all of our steel stockpile, but it's a hell of a thing to kill somebody over something we could probably make more of later on.... It shouldn't. Couple pans, and scalpels and stuff shouldn't use that much. 

III.) Permit Tlonv Pavingol (Pincing Guard) {Soldier} to create a watch with your blessing
+ 1A.) Yes (Greater Security)

Gotta have some security. I mean, don't overdo it, but I don't want literally NOTHING protecting us/watching out for who knows what.

IV.) How do you deal with the numerous concerns people seem to be concerned about (situation not critical)?

Tell everyone we're doing whatever can be done. It hasn't been a day yet, and I'm amazed we're all alive and lucky enough to have a doctor. We're focusing on helping the doctor out to save his patients and defense in case god knows what is out there. Rescue and lots of other things need done, but first we have to survive to be rescued. We're digging out a safe place right now, and some here have helped with that even, so you know it's true.

We've all been doing better before, but for right now everyone just needs to keep their heads about them. We need an organized list of things we have to do. Wasn't there a human who did some book keeping or something? Maybe they can do that part. Also it's probably lost, but where's the ship's manifest passenger list? If we're concerned about finding other possible survivors, then we need to know who is accounted for and who isn't. Also I'm hoping we at least wrote down names or something about the people we cremated before we burned their bodies. Please tell me the doc kept some kind of records?
Title: Re: Digging Dwarf Suggestion Game (We're building forges and maybe scouting)
Post by: vjmdhzgr on July 27, 2015, 04:02:35 pm
+1 to robot parade leader.
However, also ask one of the humans who worked on the ship if they have any idea where we are, as well as any useful information about the area, like known settlements.
Title: Re: Digging Dwarf Suggestion Game (We're building forges and maybe scouting)
Post by: femmelf on July 27, 2015, 05:03:15 pm
+1 to RPL.
Title: Re: Digging Dwarf Suggestion Game (We're building forges and maybe scouting)
Post by: Cryxis, Prince of Doom on July 27, 2015, 10:11:18 pm
((Won't have a laptop to do long responses till next month :/ ))
+1 to RPL
Title: Re: Digging Dwarf Suggestion Game (We're building forges and maybe scouting)
Post by: Transcendant on July 31, 2015, 08:56:53 pm
Night comes and goes. Sleeping is awkward beneath a what was once a sails and now tents. Some grumbling is hear; nothing too great for now. Non existent beds offer no comfort, nor does ground or sand. People are not exactly happy or in a 5 star resort.... You do the best you can on the sand under the former sails at night.

As requested, Obalv & Tlonv volunteer to scout. They supply and go scout immediate surroundings. They disappear to scout. Meanwhile you have managed a forge and are skilled at using it with every intention of doing so. Vaubv is digging, and while Quivan is doing some stonework on the more sand/soil strata layer Vaubv is digging out.

Your first matter is creating an enriched wood fuel, essentially charcoal. From there, you melt down some of the steal bars you possess and create a sword. Your tongs are fairly busy holding and folding red hot metal, as you hammer out the impurities. Of course, that's after you mold it into the approximate bar shape. From there you shape the angels and repeatedly plunge the blade into the water cooling trough. You let it cool further as required and then sharpen the edges. From there the cross-guard, pommel with counterweight and finally, the handle wrap. Additionally, you have the opportunity to engrave something upon the blade itself, seeing as your engraving skill was picked especially for this.

What, if anything do you engrave upon the blade. Designs, words, letters, etc, are all acceptable.


With the particularly difficult work of creating a very good sword out of the way, you begin upon making the metal pieces requested by the doctor. Your skill leads you to create very nice modular tools and equipment that can be disassembled for easier washing and sanitizing. You create some tensile metal springs that simply and tightly clamp some very small but sharp surgical blades on the end of a precision scalpel. You also create some fairly nice metal surgical containers in the general form of trays, pans, and surgical tubs in steel. It takes you a fair amount of time considering you have a serviceable but not perfect forge to work with, but it gets done.

Moreover, some of the humans seem to have suggested the idea of actually making a smaller boat out of the fairly significant wreckage of the ship that brought you all here. It appears they feel they can make a decent start at creating a boat out of the nautical remains you have at this time, in a matter of days. They note that it would go faster with skilled carpenters and especially shipwrights, and also with tools. Seeing as you don't appear to have those at present, things will take longer, but it may well be possible. They appear to be salvaging some of the wood from the ship in terms of the ribs to reuse as the bones of the next ship, so to speak.

Meanwhile, over the course of the day Vaubv, and Quivan have made a surprising amount of progress on their digging and building, finishing the rooms indicating in the first map. Now, they are considering adding on, as per your prior wishes, in defense and hospital creation.
Obalv & Tlonv return from scouting the area immediately around you, and return with the following information:
E.) Immediately to the East is basically land like your starting area (map being worked on)
N.) Immediately to the North is a pond and source of fresh water (not sure if rain or spring fed, but it's there)
W.) Immediately to the west is an area similar to your starting area with a meadow filled with some type of berries.
NW.) Immediately to the Northwest, a stream feeds the immediate north pond.
NE.) Immediately to the Northeast is a forest with what appears to be a small cave opening. Unsure what if anything is within.

(Working on Multiple Maps)

The doctor is rather pleased with your produced tools and gladly assures you that they will be used to help heal the injured and save lives. The doctor seems to be working overtime.... Moreover, Tlonv is rather grateful for the sword that you have made for him and quite happy'; he also assures you that he will use it for the best effect. He begins to organize a watch now that he has more proper equipment in the form of the sword. You were fairly lucky last night, but tonight a watch is organized so that there is constantly two individuals observing at all times, including Tlonv himself. You feel safer already.

Considerations for tomorrow and in general:
I.) What if anything do you engrave the sword with?
II.) Immediate Actions for tomorrow: (Pick 3)
A.) Organize a scouting party to scout the cave to the Northeast.
B.) Organize a scouting party to scout in one direction (North, East, West) away from your camp in an attempt to find someone/something else.
C.) Stay in Starting Area and build up your infrastructure (specify?).
D.) Stay in Starting Area and Craft (With what materials, results desired etc).
E.) Stay in Starting Area and Fish
F.) Hunt for Food in the immediate area
G.) Attempt to repair the ship or create a new one (continue and make more progress)
H.) Other Specify
Title: Re: Digging Dwarf Suggestion Game (We're building forges and maybe scouting)
Post by: vjmdhzgr on August 01, 2015, 03:53:08 pm
On the sword we engrave the sword, then we engrave the engraving of the sword onto the engraving of the sword, and then the engraving of the engraving of the sword onto the engraving of the engraving of the sword, then engrave the engraving of the engraving of the engraving onto the sword. Then we'll do similar things with other weapons, it'll be our mark, showing who it was that made it. It'll represent how the sword is infinite, or everlasting or something. We don't really need to make a good meaning, once we're famous people will make up cool meanings themselves.

II:
D:Make some carpentry tools for repairing or remaking the ship, and potentially other later uses. I think we have a good amount of steelto make them with.
G:Obviously use those tools to repair or remake the ship.
H:It wasn't done last time so I'm guessing it'll have to be its own action. Ask the people who worked on the ship (I believe mainly just the humans) if they know where we might have crashed and if they know anything of significance about the area.
E:If the above doesn't need to be its own action, then we should probably make sure we're good on food.
Title: Re: Digging Dwarf Suggestion Game (We're building forges and maybe scouting)
Post by: Transcendant on August 05, 2015, 08:40:33 pm
Come on guys. I've got ONE post. Even a +1 helps. I'm working on maps, creating stuff, etc. Come on. Something....
Title: Re: Digging Dwarf Suggestion Game (We're building forges and maybe scouting)
Post by: FallacyofUrist on August 05, 2015, 09:49:07 pm
Let's repair the ship, scout the cave, and fish.
Title: Re: Digging Dwarf Suggestion Game (We're building forges and maybe scouting)
Post by: Detoxicated on August 05, 2015, 11:18:09 pm
let's salvage the ship, dig a small channel off of the pond towards our settlement, fish
Title: Re: Digging Dwarf Suggestion Game (We're building forges and maybe scouting)
Post by: Robot Parade Leader on August 06, 2015, 08:21:22 am
I think that's the ocean man. So yeah salt water. Right?

I:
Engrave the guy's name, a broken line (representing the ship's mast, but he can say it means something else if he wants). Also ask him what he wants.

II:
D:Make some carpentry tools for repairing or remaking the ship, and potentially other later uses. I think we have a good amount of steel to make them with.
G:Obviously use those tools to repair or remake the ship.
H:It wasn't done last time so I'm guessing it'll have to be its own action. Ask the people who worked on the ship (I believe mainly just the humans) if they know where we might have crashed and if they know anything of significance about the area.
E:If the above doesn't need to be its own action, then we should probably make sure we're good on food.

Basically +1 to everything vjmdhzgr except different engraving maybe.


Hold off on the cave man. I mean for all we know that's a goblin tribe or some junk. We don't have much of a guard yet. We got wounded with our defenses not set up yet. I want like a wall or something up before we go poking around at least. Cause if we don't then what?
Title: Re: Digging Dwarf Suggestion Game (We're building forges and maybe scouting)
Post by: Truean on August 08, 2015, 08:36:40 am
+1 RPL I guess.
Title: Re: Digging Dwarf Suggestion Game (We're building forges and maybe scouting)
Post by: Cryxis, Prince of Doom on August 09, 2015, 02:26:06 am
+1 RPL I guess.
+1
Title: Re: Digging Dwarf Suggestion Game (We're building forges and maybe scouting)
Post by: Detoxicated on August 09, 2015, 12:51:33 pm
Hold off on the cave man. I mean for all we know that's a goblin tribe or some junk. We don't have much of a guard yet. We got wounded with our defenses not set up yet. I want like a wall or something up before we go poking around at least. Cause if we don't then what?
Diplomacy!
Title: Re: Digging Dwarf Suggestion Game (We dig the start to a hospital; forge tools)
Post by: Transcendant on August 10, 2015, 02:23:48 pm
You work away at your forge, depleting a small portion of your steel reserves, to make carpentry tools. You imagine they will be put to quite a bit of very good use. Speaking of, a fairly rudimentary small boat begins to take some shape. You don't quite have shipwrights with you or anything, but it would seem you have some ability to do a little. The shore is busier, that's quite true now, in addition to the fisherdwarf, there now is some boat construction happening. With your current ability, repairing the ship (it's been torn in several pieces, some of which you don't have as you can see from the maps).

(Note: Stupid maps have scaling errors, but it should be the same number of squares in the grids).

Starting Area:
(http://i1381.photobucket.com/albums/ah205/lil_boy_as/Z%20level%20workup%20treed%203_zps9ixdqj5w.png)

area Immediately East of Starting Area:
(http://i1381.photobucket.com/albums/ah205/lil_boy_as/Z%20level%20workup%20East%20of%20Start%201_zpsrezsiaej.png)

Your medical implements have been used to great effect to increase as two dwarven miners are healthy enough to put forth picks and aide in creating your new underground buildings. It's quite impressive for a single day's work and your mason/mechanic uses the materials dug out to nice effect, creating a paved area in front of the entrance to date. Things appear to be on track to continue improvement if you keep this pace, now enhanced. Yet, for all this, it should be known that a significant enough portion of your people are engaged in transporting stone removed from the excavation. There also seem to be some walls rising around the entrance as well, the beginning of an exterior enclosed space, or perhaps a courtyard? Either way, something besides a completely accessible excavation entrance sounds far more defensible than nothing. Additionally, it might provide some sort of foundation to build upon, because sand simply doesn't support much. (You had to do something with all that stone anyhow).

Newly recovered Dwarves:
Shocin Savondev (Smith of Ndev) Male Dwarven Miner
Ehal Savondev (Smith of Ndev) Female Dwarven Miner

That excavation is now including what will soon be a rudimentary hospital area, with operating room, medical storage area, and as of right now, communal patient area. It's far from a level one trauma center, but it's quite impressive after but just 2 days effort. It would seem you can expand the area more and it seems to be a small think to look forward to, seeing as how you might be here a while it seems.

The question of where "here is" presents difficulty. The humans (former ship crew members) simply relate that the storm could have blown you nearly anywhere. As you may recall, the ship left port in Thalamalon, a human city state based in textile trade with several warring factions trying to invade it. There are regions neighboring Thalamalon, but you'd sailed far too long to to be near any of them. You were over the open ocean when the storm hit midway and past the point of no return to your destination, the Lonva Empire, a human civilization near a wealthy mountainous clan of dwarves. Clearly, you never made it.

All they can do at this point is guess where you are, It's possible you somehow washed up on a very sparcely inhabited land in or near the Lonva Empire or one of it's neighboring subject states. Perhaps you've washed back towards one of the forests closer to Thalamalon. Or, you could be any number of other washed up areas known or unknown. Until further bearings are gotten, it's hard to say with any certainty. You suppose one of the key aspects to a shipwreck, is not knowing where you are exactly, at least initially.

The sword is engraved with an intricate engraving of itself and the name of the dwarf you are giving it to. He also requests his family crest be engraved on it, and you happily oblige (unless you'd rather not).

Informational Note:
You previously had a round inventory done on exactly how much you had in terms of things. People have eaten a bit and not been counting (focusing rather on helping create buildings/excavations)

The Humans give you the following list of supplies from various cargo crates:
*400 Excellently Prepared Meals (less now)
1/3 Sautéed Cave Beef, Shallots, Crisped Greens, pan fried tomatoes.
1/3 Grilled Duck, Kelp, Roasted Seed Salad.
1/3 Cave Eel Pie with Dwarven Tubers, Cave Wisp Reeds, and Dwarven Mushrooms

*About a quarter of a ship worth of salvageable finished wood

*34 Steel Ingot Bars
*12 Standard Spears
*30 Buckets Wooden (Oak)
*1 large anchor chain (steel) (No anchor)
*2 Large Soaked Sails *(slight rips and tears)
*300 Units of Excellent Cotton Fabric
*1 Goat (Male)

I.) Immediate Actions for tomorrow: (Pick 3)
A.) Stay in Starting Area and build up your infrastructure (specify?).
B.) Stay in Starting Area and Craft (With what materials, results desired etc).
C.) Stay in Starting Area and Fish
D.) Hunt for Food in the immediate area
E.) Continue creation of the new (smaller) boat.
F.) Investigate the cave or other area in your immediate surroundings
G.) travel to a different location (presumably leaving the wounded where they are).
H.) Create item out of metal (specify item etc)
I.) Focus on aiding the miners and mason (removing rubble and speeding the construction by making it easier for them).
J.) Other (specify?)

II.) How would you suggest Vaubv and Quivan mine/construct buildings (Pick Three ranked more and less important):
A.) Focus on Defense first
B.) Focus on establishing a hospital or other safe interior space to place the wounded first. (would expand to private or semi private hospital rooms and physician's office)
C.) Focus on Religious and Burial accommodations for the dead, etc.
D.) Focus on establishing industry and infrastructure (specify)
E.) Focus on expanding space that is flexible and not specialized at present.
F.) Focus on Mercantile and trading with commerce
G.) Focus on creating transportation (Stables, docks, etc)
H.) Focus on justice and administration areas
I.) Focus on long term growth and infrastructure (Hallways, with areas to mine out/build later).
J.) Focus on establishing private rooms perhaps later use as an inn
K.) Focus on establishing
L.) Focus on ascetics and cultural concerns
M.) Focus on recreation.

(NOTE: infrastructure could mean getting water from the pond to the starting area as an example, based upon someone's prior suggestion).

III.) Other suggestions (possible but must be reasonable and at this early juncture may take time to do).
Title: Re: Digging Dwarf Suggestion Game (We start a hospital and craft carpentry tools)
Post by: Robot Parade Leader on August 10, 2015, 02:47:56 pm
I.) Immediate Actions for tomorrow: (Pick 3)
E.) Continue creation of the new (smaller) boat.
I.) Focus on aiding the miners and mason (removing rubble and speeding the construction by making it easier for them).
J.) Other (specify?) Create a labor saving device, probably out of wood, like carts, or something to haul stone faster/easier. Also make sure the hallways or routes or whatever we should be calling them, that we would be hauling stuff over is best suited for it. If we need it smooth, then make it smooth, or if it needs some kind of traction/texture/grip, then engrave that.

II.) How would you suggest Vaubv and Quivan mine/construct buildings (Pick Three ranked more and less important):
A.) Focus on Defense first. Walled area around entrance as at least a courtyard or something besides an open door.
D.) Focus on establishing industry and infrastructure (specify) Can we please get some Hallways so we can fill in stuff later? Perhaps digging out east or down deeper? That way we can fill stuff in later as we need it with more of a plan.
J.) Focus on establishing private rooms perhaps later use as an inn.

III.) Other suggestions (possible but must be reasonable and at this early juncture may take time to do).

I bet everyone would like a room with a bed. Is it possible we can eventually get some kind of beds? I'm not even sure how we'd manage that. We seem to have some kind of ability to work wood or something to create beds. Same deal with the hospital and the wounded should probably get beds first. We can't like make any kind of blankets can we? Do we have any kind of cloth besides what used to be the ship's sails (and I'm betting those would work better on the newer boat thing as sails).
Title: Re: Digging Dwarf Suggestion Game (We start a hospital and craft carpentry tools)
Post by: femmelf on August 10, 2015, 05:06:51 pm
I guess +1 RPL.

How many people do we have right now? Total? You have 16 on the front page listed, plus us. The doctor had 11 in his care but we have like 3 from that healthy enough to not be wounded or whatever now right? There's that grower and the two miners. So that's down to 8, right?

So, do we have 25 people right now including us? Can we make a couple dozen rooms so everybody has one, or at least 12 so we can double up. Hang on, there's 16 not in the hospital right? So can we make our little INN thingy have at least 16 beds? I don't know. It might take longer than one turn even but yeah. Also beds, lots please. I don't know if we could manage other furniture too.

We've only got a limited supply of steel bars and we haven't hit any ores at all so far. Plus, we have no real source of it, so once it's gone, it looks like we're screwed for a bit? If that's the case, let's make only the essentials for right now at least. I don't know if we can really even go with finding some source of steel or at least iron, but if we could, then that would be great.

Pretty much let's be safe and maybe even comfortable so we're alive when we're rescued or whatever.

Title: Re: Digging Dwarf Suggestion Game (We start a hospital and craft carpentry tools)
Post by: vjmdhzgr on August 10, 2015, 05:25:08 pm
I believe most of what Robot Parade Leader has suggested is good, but I want to make sure we're getting enough wood for the new boat. This isn't something we'd do ourselves, I believe we have a woodcutter. So ask the woodcutter if they can effectively collect wood as they are, and if there's anything that might need to be done to the wood before it gets put into the ship. I guess this would be a III.)
Title: Re: Digging Dwarf Suggestion Game (We start a hospital and craft carpentry tools)
Post by: Transcendant on August 10, 2015, 10:30:10 pm
Informational OOC:

RPL: You're right. Actual beds with sheets would need some type of fabric; you don't have much, none appropriate. Thankfully, it's not too cold right now, so freezing isn't a worry, but comfort is, among other things. Same deal with ... I guess modern mattresses? It might take some doing, but you could conceivably get resources. The other issue is that you don't seem to have a skilled clothier (to your knowledge) available right at this moment.

Options are perhaps at least possible. While you have no cotton, silk, other other plant based crops, you could conceivably hunt something and use hides/leather. Again, it's only day 2, going on day 3 at this point, so having all the comforts of home right away is going to be a thing. It's possible, but might take some doing. We'll have to see.

femmelf: 25 people. 17, and 8 patients. We'll see what we can do about the INN and rooms if that's voted for. You now have three times the miners, so that isn't going to hurt anything.

Yes, you only have a limited supply of steel bars, and just like everything else it's a matter of how you chose to spend them.... You sped the recovery of some people and saved one person's life so far with potentially others saved Had you not made those surgical instruments, you could have made more weapons and armor, but you'd have another body to bury at the least. If you find some way to make steel, then of course that would be nice.

vjmdhzgr: You do have a bit of a woodsdwarf:  Obalv Gelantiv, bald and wearing a leather overcoat. He's also the closest thing to a carpenter you currently have available to you at this moment. It's a trade off, or rather he's vertically integrated. He's both lumberjack and de facto carpenter by default. It is a question of how he spends his time. Very doable though. 

More to the point you still have some wood left over from his earlier logging exploits. That said you're in a forest so more wood may be had if you don't mind felling it or rather having it felled that is. Obalv, as a woodsdwarf, has no compunction agianst chopping down trees. He's done it before and he'll do it again. You're sure.

Remember, not doing something right this second doesn't mean you can't do it. You might not do it today, but you've got tomorrow or another day.... Might take time, but may well be able to be done (depending upon what it is you're wanting done, generally speaking).
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: Transcendant on August 11, 2015, 05:19:30 pm
Mining goes much faster with both a.) two additional miners (total three) and  b.) everyone really putting their effort into clearing excavated stone. The beginnings of a nice inn/sleeping space are well underway along with some nice hallway tunnels to make future access and expansion much easier and faster. Moreover, the surface now has a walled courtyard extending practically all the way to the ocean. Those walls are fairly thick and would be somewhat difficult to get around and are certainly better than the nothing you had blocking the entrance before.
Your decision to allocate steel to making medical instruments really seems to have paid off as three more of the doctor’s patients are recovering nicely. So far, none and died and he silently nods to you as if saying it is largely your doing that no more corpses have come from this mess. The three most recently recovered dwarves are:

Malthavi Dorlagg (Red Lair) Male Dwarven Soldier
Ketha Dorlagg (Red Lair) Female Dwarven Carpenter
Hortha Dorlagg (Red Lair) Female Dwarven Youth (apprentice carpentry and labor)

This leaves 5 more patients under the doctor’s care as of this time.

This Dwarven family was nearly lost and Hortha was one of the doctor’s critical patients. Had she been lost, her mother states that she likely would have gone insane from grief. Her father Malthavi doesn’t say that, but he certainly doesn’t deny it one bit.

(http://i1381.photobucket.com/albums/ah205/lil_boy_as/Z%20level%20workup%20treed%204_zpsxewsqykr.png)

The smaller boat seems to be coming along nicely. As of right now, Obalv has managed to work the wood rather well considering his level of carpentry skill, as a woodsdwarf. He is happy to have Ketha instructing him now that she’s not nearly as injured anymore. She points out certain matters to expedite the building of the ship and increase the general quality. As of this time, you have the keel quite nicely crafted (based on what you have available) and you are beginning to form the beginning of a hull. It’s nothing near as large as the ship you came here on, which was huge by comparison and now lays in several pieces (some of which you simply don’t have) and ruin. You imagine the ship will be done in a fairly short amount of time, owing largely to your production of carpentry tools and what is sure to be their employment by Ketha Dorlagg.

Currently the (small version of) the boat you are attempting to construct will be approximately 30 ft from bow to stern, and capable of coastal sailing and perhaps river piloting (assuming you find a river or other shallow water.

The main impediment (other than time and until recently skill) is that of resin and waterproofing. It’s not an impossible problem by any means, but it’s one that is slowly you down currently.

I.) Immediate Actions for tomorrow: (Pick 3)
A.) Stay in Starting Area and build up your infrastructure (specify?).
B.) Stay in Starting Area and Craft (With what materials, results desired etc).
C.) Stay in Starting Area and Fish
D.) Hunt for Food in the immediate area
E.) Continue creation of the new (smaller) boat.
F.) Investigate the cave or other area in your immediate surroundings
G.) travel to a different location (presumably leaving the wounded where they are).
H.) Create item out of metal (specify item etc)
I.) Focus on aiding the miners and mason (removing rubble and speeding the construction by making it easier for them).
J.) Cut down wood (or have someone else do it.
K.) Other (specify?)

II.) How would you suggest Vaubv and Quivan mine/construct buildings (Pick Three ranked more and less important):
A.) Focus on Defense first
B.) Focus on establishing a hospital or other safe interior space to place the wounded first. (would expand to private or semi private hospital rooms and physician's office)
C.) Focus on Religious and Burial accommodations for the dead, etc.
D.) Focus on establishing industry and infrastructure (specify)
E.) Focus on expanding space that is flexible and not specialized at present.
F.) Focus on Mercantile and trading with commerce
G.) Focus on creating transportation (Stables, docks, etc)
H.) Focus on justice and administration areas
I.) Focus on long term growth and infrastructure (Hallways, with areas to mine out/build later).
J.) Focus on establishing private rooms perhaps later use as an inn (Expansion of current INN)
K.) Focus on establishing private residence(s) (Create a house or essentially a condo/apartment)
L.) Focus on ascetics and cultural concerns
M.) Focus on recreation.


III.) Thevma requests a garden and seeds for it.

Thevma, a recently recovered dwarven gardener, would like to set up a farming area, but currently lacks seeds acclimated to the exterior climate in this region. She would love to get a renewable food source up and running, not only for edible resources, but also to provide her with something in line with her interests and abilities. Obalv (who was originally on the first scouting party and has created a map or two for you), notes that there are some berries growing wild in the area immediately west of your shipwreck site.

He suggests that Thevma be escorted to the meadow area to gather berries for seeds and that you somehow establish a fairly sheltered outside growing area. Thevma seems to agree with the idea of sheltering any proposed growing area, because the sea seems to spray the local area; a wall or barrier of some sort would serve to keep that from happening.

A.) Approve an escorted foray into the forest to find edible plants and seeds. Spread your forces. Farming Established quicker
B.) Disapprove. Focus on general labor; keep your forces here for maximum protection. Farming delayed.

IV.)Ketha Dorlagg's services (the carpenter)?
Newly improved, she asks what you would rather have her do first. She can either focus on creation of the new, smaller ship salvaged from the wreckage first, or furniture. While you don't currently have any way to reliably make cushioning or other softer substances, wooden workings seem to be feasible. Perhaps that could be added later even. If you really wanted, she could even focus on buildings.

A.) Focus on helping create the smaller ship (will decrease construction time)
B.) Focus on furnishings and small constructions (will generally boost morale, and productivity)
C.) Focus on constructing larger wooden buildings above ground (will provide more usable real estate interiors but cant use stone).

V.) Other?

Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: Robot Parade Leader on August 11, 2015, 06:17:33 pm
Nice.

I.) Immediate Actions for tomorrow: (Pick 3)
E.) Continue creation of the new (smaller) boat.
I.) Focus on aiding the miners and mason (removing rubble and speeding the construction by making it easier for them).
J.) Cut down wood (or have someone else do it. Where's our woodsdwarf Obalv? This'll help clear some land for farming anyhow.

II.) How would you suggest Vaubv and Quivan mine/construct buildings (Pick Three ranked more and less important):
A.) Focus on Defense first and see if we can't get some sort of wall up for the eventual crops I guess.
B.) Focus on establishing a hospital or other safe interior space to place the wounded first. (would expand to private or semi private hospital rooms and physician's office)
J.) Focus on establishing private rooms perhaps later use as an inn (Expansion of current INN)

III.) Thevma requests a garden and seeds for it.

A.) Approve an escorted foray into the forest to find edible plants and seeds. Spread your forces. Farming Established quicker

It'll split Obalv's time but send him, and if it means we get less wood then o well. That food isn't going to last us forever. She wants a seawall or something to keep out the ocean spray? Can do.

IV.)Ketha Dorlagg's services (the carpenter)?
Newly improved, she asks what you would rather have her do first. She can either focus on creation of the new, smaller ship salvaged from the wreckage first, or furniture. While you don't currently have any way to reliably make cushioning or other softer substances, wooden workings seem to be feasible. Perhaps that could be added later even. If you really wanted, she could even focus on buildings.

B.) Focus on furnishings and small constructions (will generally boost morale, and productivity)

BEDS. Anything is better than sleeping on stone. Some wood with a little give in is better than freaking concrete or whatever. Even if you don't have a mattress. Prioritize the sick people first, but get people somewhere to sleep. We're going to have more rooms ready in the future I hope, so let's have beds in them. I don't care if it's just a frame and a board base without a mattress for now. Let's hope we can figure something out for a mattress later. Maybe we can have a frame that will allow a mattress or some type of bedding to be inserted later. It will show people we give a crap about them, are trying and are making forward motion on getting stuff done.

V.) Other?
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: femmelf on August 11, 2015, 09:09:28 pm
Question. May we dig down further or out off screen to the other map you made?

Also I'm not sure exactly how this might work and I don't wanna push at all, but is there a way to see what parts are what just by looking? You can tell the hospital and the INN areas, but after a while that might get hard with different areas.

It doesn't have to be anything more than a sign like even in the original final fantasy games. You know, how you look at certain old buildings in video games and you can tell that it's an item shop by a little sign? Maybe that might work as a suggestion? I don't know.

Other than that I guess +1 RPL. Most of what he's saying isn't bad. I'd personally want to build the ship more, but having beds might be more important right away. Also we might be asking the woodsdwarf guy to do a bit too much all at once. How many jobs does the guy who just wanted to get away from everyone have again? And, what does our defense look like other than walls. That one guy we made the sword for wanted to start a watch, but other than that, what do we even have?
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: Transcendant on August 12, 2015, 12:02:45 pm
As an informational update, I'd say we don't really have much of a military at this point in time. What you have in a watch so you don't get messed up at night/etc. You also have essentially two trained soldiers and Obalv can use an ax well enough / I wouldn't want to piss him off / he's good in the wilderness which is where you are....

Signs and designations might prove a nice addition to the maps. I will seriously look into this. Additional concepts include colored borders and patterns, both around walls/boundaries and perhaps within individual tiles. Unsure. Special thanks to Truean, who has helped a bit with this stuff. It's not ready yet.

I don't know about the rest of it. The ship is still being built and that's a good thing, but again, without shipwrights or much carpentry labor it will take a bit. Also it seems like we're more focused on defense and healing the wounded. So that's where the main labor is put to use for now. That's my take on it anyhow. Voting can change that.
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: vjmdhzgr on August 13, 2015, 09:20:56 pm
I don't have much of a suggestion for this one, but I will say that I don't really think our woodcutter is doing too much. We're just asking him to cut down trees, which to my understanding is what he's trained to do, and he's fine with doing.
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: Robot Parade Leader on August 14, 2015, 10:12:07 am
All I'm saying is we're giving him two tasks and so every second he spends escorting garden dwarf lady is another second he can't be chopping down trees for wood. It's a trade off. We keep her safe so we get better farms faster but less wood right away cause he can't do two things at once. Pretty simple I think.
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: Transcendant on August 14, 2015, 05:11:13 pm
(OOC: One thing that's always true, is that you can't do one thing while doing another at the same time. )

Your continued dedication of nearly all resources to mining has proved very productive but also somewhat tiring. You now have a set of private hospital rooms and have increased the number of rooms at the INN to 30, providing everyone with a small room. Furnishings are another matter, and while now in progress, are slow in coming.

(http://i1381.photobucket.com/albums/ah205/lil_boy_as/Z%20level%20workup%20treed%205_zpskws9rkmq.png)

There are currently, as of this time, 38 small bedrooms. 30 INN; 8 Hospital. Ketha's Carpentry skills have managed to produce 6 beds this day, which have no padding/mattress, etc. They are all immediately given to the injured under the doctor's care and to the doctor himself, who has been working rather hard lately. His labors are paying off rather well though, especially considering the immense task he finds himself presented with. If nothing else, you have the raw number of rooms required for everyone. Additionally, it takes some masonry work to establish a foundation, but you manage to get the beginning of a sea wall (other masonry labor was used elsewhere) and you will shortly have a wall there greatly helping keep the sea breeze out of what will become your future farming area. Combined with your walled courtyard area, this gives you at least some defensive structures.

Olabv escorts Thevma into the woods immediately west of you. Thevma is quite pleased to see two separate crops immediately available to her for capture and cultivation.

I.) Immediate Actions for tomorrow: (Pick 3)
A.) Stay in Starting Area and build up your infrastructure (specify?).
B.) Stay in Starting Area and Craft (With what materials, results desired etc).
C.) Stay in Starting Area and Fish
D.) Hunt for Food in the immediate area
E.) Continue creation of the new (smaller) boat.
F.) Investigate the cave or other area in your immediate surroundings
G.) travel to a different location (presumably leaving the wounded where they are).
H.) Create item out of metal (specify item etc)
I.) Focus on aiding the miners and mason (removing rubble and speeding the construction by making it easier for them).
J.) Cut down wood (or have someone else do it.
K.) Other (specify?)

II.) How would you suggest Vaubv and Quivan mine/construct buildings (Pick Three ranked more and less important):
A.) Focus on Defense first
B.) Focus on establishing a hospital or other safe interior space to place the wounded first. (would expand to private or semi private hospital rooms and physician's office)
C.) Focus on Religious and Burial accommodations for the dead, etc.
D.) Focus on establishing industry and infrastructure (specify)
E.) Focus on expanding space that is flexible and not specialized at present.
F.) Focus on Mercantile and trading with commerce
G.) Focus on creating transportation (Stables, docks, etc)
H.) Focus on justice and administration areas
I.) Focus on long term growth and infrastructure (Hallways, with areas to mine out/build later).
J.) Focus on establishing private rooms perhaps later use as an inn (Expansion of current INN)
K.) Focus on establishing private residence(s) (Create a house or essentially a condo/apartment)
L.) Focus on ascetics and cultural concerns
M.) Focus on recreation.

III.) Mumblings and perhaps grumblings:
It's been a couple days since your shipwreck, and most of the people have put in an incredible amount of work. In less than a week, they have managed to construct a small INN, small hospital, walled courtyard, and some hallways for expansion. Additionally, they are coming along nicely with a small boat. You had some worry from the survivors before, and it seems here those mumblings are again. No one has said anything expressly or taken any kind of stand, but you can feel somewhat of a tension in the air. It's been 4 days of frankly quite hard work, and people aren't in the happiest of moods right now, generally speaking.

a.) Actively consider the problem by asking for any speakers to come forward.
b.) Listen if any speaker does come forward.
c.) Do nothing.
d.) Actively hint that dissent isn't helpful.
e.) Actively quash any disagreement.

IV.) Humans and underground spaces:
You do have a small population of humans from the ship that survived living among you. They seem unaccustomed to living underground and somewhat lost in the darker areas. Neither of you can see perfectly in the dark, but clearly humans aren't nearly as good at it as you are. With that said, it's a sad affair really that they can't seem to see. The humans seem to oddly spend most of their time above ground, not unusual for their kind but somewhat strange to yours. Perhaps in creating this place you did not seem to take this into account. The humans grumble somewhat like everyone else, but they seem to have a specific complaint about not having any above ground accommodations. You can't help but see that as more difficult to defend.

a.) Work towards building the humans an aboveground accommodation, temporary or otherwise (crop wall/courtyard)
b.) Ignore the problem for now.
c.) Assign the problem as something for later.
d.) Tell them it's not going to happen ever.

V.) Should I stay or should I go?
It seems some odd division has arisen among the survivors. Most, want to be rescued and resume whatever lives they left behind, but a small few actually want to stay. This seems unbelievable to you, but they seem to think they can have a better life here than whatever they left behind. They don't seem to want to elaborate on what they left behind that could have possibly been so bad, and in fact it is difficult getting an exact count or name(s) of who seems keen on staying. What you can seem to tell is that it is at most 4 people. Perhaps 5 but you seriously doubt it.

Olabv seems to offer some insight here and his bald headed, leather overcoated words convey a strange sort of seriousness when he speaks:
"Thing about it is, I don't necessarily blame them. I said it when I first dragged out of the sea here and before, I wanted to get away from people, all people. There's a certain call out of the city to places you don't breath fumes or have to listen to bullshit. Now I'm not sayin' I wouldn't get on a boat if one game to rescue us tomorrow, but I got on the last boat to get the hell away from everyone. It isn't completely insane to do that. If you ask me that is."

a.) You personally want to be rescued no matter what.
b.) You might consider staying, if things improved quite a bit.
c.) undecided.
d.) You don't care what happens, you want the hell out of here. Somewhere else.

VI.) All work and no play
It seems everyone has been basically working rather nonstop for all intents and purposes under a general idea that their survival depending upon it. You've been utilizing all the labor and time you possibly could to make sure things got done rather quickly. This has been deteriorating morale.

a.) Keep working, we're going to die if we don't. What's wrong with you? We need to at least establish a steady source of survival. I'm working as hard as I can.
b.) We're working ourselves too much. If we become exhausted then how will we survive?
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: Truean on August 14, 2015, 09:29:23 pm
I.) Immediate Actions for tomorrow: (Pick 3)
E.) Continue creation of the new (smaller) boat.
I.) Focus on aiding the miners and mason (removing rubble and speeding the construction by making it easier for them).
J.) Cut down wood (or have someone else do it.

II.) How would you suggest Vaubv and Quivan mine/construct buildings (Pick Three ranked more and less important):
A.) Focus on Defense first
M.) Focus on recreation.
N.) Focus on storage and / or kitchen (if we need it, otherwise maybe start on the aboveground part for the humans. Can we secure our supplies and stuff underground? or something?)

Let's placate the people before it all hits the fan. We don't need the splattering on us. Do we pick the recreation or how does that work? If we get to pick the type of recreation thing? It's not really clear, but what is clear is that people aren't happy and we can't quite keep this up just yet. What do we build? Ask them?

Question, how are we cooking food? Don't we have a cook? "Kershi Lovachin (Loyal One) {Cook}." How's she cooking things (is she?). Does she have any kind of kitchen? One way or the other, I'd let to set something up for her, and preparing food industry stuff would be a nice way to do things. At some point, having good food, from whatever source, fish, farming, hunting, etc, would be nice. I don't know exactly how we would do this, but kitchen seems like a good idea.

Honestly, I'm not sure, but we need to give them something. Hell, we need something ourselves probably.

III.) Mumblings and perhaps grumblings:
a.) Actively consider the problem by asking for any speakers to come forward.
Even if we wanted to, we don't have the military force to be a tyrant. Even if we did, I'm not sure it would follow us. Hell, would we want to lead it?

"Thank you. Thank you all. I'm alive because of you. We're alive, because of each other. The doctor saves us; the fisher feeds us; the miners house us. I'm tired, and I don't know when we'll go home. If all I can do to keep us safe is lift rocks, then I'll keep lifting rocks out of Vaubv's way until we're safe. None of you have to, and if you can't, then that's fine. I will. Will you?"

IV.) Humans and underground spaces:
c.) Assign the problem as something for later.

Take whoever I think is their leader aside,

"Hey, let's make you something where the sun is that's safe. Right now we need beds for everyone, but soon. Maybe by the entrance wall or the cropwall. Did you ever think you'd get a seaside home out of this?"

V.) Should I stay or should I go?
c.) undecided.

If things really got going somehow I guess it might make sense to stay. Main problem is, we're a metal working dwarf and there's no source of any metal. Our skills are wasted until we find some kind of way to get our hands on something we can put in a forge. Also depends on what our other options are once and if we get rescued.

VI.) All work and no play
a.) Keep working, we're going to die if we don't. What's wrong with you? We need to at least establish a steady source of survival. I'm working as hard as I can.
b.) We're working ourselves too much. If we become exhausted then how will we survive?

c.) Let's have one more day of full on work to reach some critical goals:

Crop wall, so we can plant something and not starve.
Recreation. Let's build something for that so everybody doesn't completely burn out.
Furniture. Beds, and maybe stone stuff. Feeds into recreation I guess. Do we have just empty rooms except the few that have beds so far?

Basically let's have someplace safe to rest before resting, because if it all goes bad and we don't have a safe place.... We're screwed.
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: femmelf on August 16, 2015, 12:48:43 am
+1 T I guess.

I guess at some point we might want to train some soldiers or something. Maybe even just building up some skills ourself if we can't manage to get people together. I guess it makes sense. People are complainy in general and being all stranded on a beach with no alcohol or anything isn't gonna be the most super happy funtime.

Anyhow I don't wanna be the one who can't fight for crap if bad things happen.
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: Transcendant on August 16, 2015, 09:32:28 am
As for building/creating specialized things in this case like recreation, you can specify, or attempt to if you're not outvoted. Also you need the prerequisite items or infrastructure, of course.

You could build a bathhouse, but you'd need water or something for that. Then again you've literally got the whole ocean right next to you, so you have the water but if you wanted, you could just swim in that I guess.

Please also note: There are more than 30 rooms in the INN, but they aren't all bedrooms. Forgetting the larger rooms to the west (screen left), there are also those corner rooms, and those can be used as other function spaces (lounges, eating areas, storage if you like, who knows. Up to you really, but eventually once and if it's established as an INN proper, you might consider the lounge idea.

For simplistic recreation, you could set up an alehouse and/or lounge, which might necessitate some sort of still/alcohol industry. You don't have a brewer per se, but you do have a cook and she might be able to whip up something passable. Or you could have the lounge outside as and with the beach/ocean. I'm open to other possible suggestions but here's a short list of what you might be able to pull off for "recreation:"

Lounge/Alehouse (lounge does not need alcohol, but helps)
Hunting/fishing lodge (needs weapons/tools and trophy space)
Bath (needs water and infrastructure)

Of course, seating and table space/appropriate equipment help in any of this.

Note that this could also somewhat feed into "culture" as well, existing or new I suppose.

As for military/training, that's possible too. Right now the morale isn't too terribly sucky but it isn't great either. You could ask to be trained a bit by either of your soldiers, though I'm sure giving one of them a sword helped you in the eyes of one of them and could end up helping you quite a bit actually.... You, personally, might glean some skill as an option, but the general population is kinda a.) recovering from wounds from a shipwreck, b.) recovering from the shock of a shipwreck while living through it now, and/or c.) has been working nonstop for 4 days straight now. Your assessment of it not being super happy funtime is correct.

Note also that productivity is influenced by infrastructure, facilities, raw material, tools, etc. Your carpenter doesn't have a designated space to work on wood, or a storage space for wood next to that workspace, or a space for finished goods. Right now, your exceptional mining speed comes from working everyone's butts off clearing rubble etc (no minecarts, or other things). This can improve later if you want.
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: femmelf on August 16, 2015, 09:36:55 am
Ok then, can we do the fishing/hunting lodge then? Sounds like the start of those industries or maybe an addon to them and recreation, so... yay?

And also is it an either or thing? Can it be both. If it can't be both then maybe we should do the fishing one since we're right by the ocean and we have a fisherdwarf anyhow.
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: Transcendant on August 16, 2015, 09:47:43 am
It can be both for now, but eventually you'll probably want to separate them or drastically expand location space so as to accommodate.
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: vjmdhzgr on August 16, 2015, 12:37:00 pm
fishing lodge by the ocean, and I guess +1 to Truean. It seems like everybody always agrees with the first post's ideas, which includes me. I guess we all just have the same ideas about what needs to be done.
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: Transcendant on August 16, 2015, 01:12:34 pm
OOC: There are only 3 or 4 active, regular voters. RPL, vjmdhzgr, femmelf, and Truean. Other people have been invited, often by PM. Right now, in order to defeat somebody else's idea, you have to get between 50% and 75% of the total voting posters on your side and against the other person. Also, there's the very real risk of a tie, and I'm not sure what I would do then if it came down 2 to 2. To overcome the first poster bias, you'd have to either get a.

A.) One other poster to side with you for a 1 to 2 win by one and hope the other poster doesn't post, or
B.) Two other posters to side with you for a 1 to 3 win by two and hope no other posters show up, or
C.) Get more posters involved somehow.

This means that with only one additional supporter, the first poster is mathematically biased to win, because then they can't be beat if only four posters exist. The most that could happen from the other two posters, would be a tie at 2 to 2.

The moral of the story, "Vote early and vote often!" :D
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: Hiddenleafguy on August 16, 2015, 10:38:19 pm
I:
F: lets investigate this cave!
E: Making a boat YAY!
I: Moving rocks is fun, lets have fun while helping mister miner!

II:
A: We can't expect to not catch a severe case of death if don't have a defense!
B: We need a docter, docter!
I: We also should continue striking the earth!

III:
A: Lets be reasonable and NOT kill everyone who raises their voices!

IV:
A: Just because they are not as adapted to the dark as us doesn't mean that we get to be mean!

V:
B: We may be able to start a new colony, if we do, we will need to pick a name, may I suggest Luckylandings?

VI:
B: We need some nice, relaxing dodgeball to get back into the groove of things!
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: Detoxicated on August 17, 2015, 12:05:37 am
+1 to Trueans decision
While a fisher lodge seems interesting, I'd personally like to see a theatre of sort.
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: Robot Parade Leader on August 17, 2015, 09:03:47 am
+ 1 Truean.

I also like the idea of a kitchen or something. People eating good food are usually less pissed than people eating bad food.
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: Transcendant on August 17, 2015, 11:23:06 am
There are certainly some mumblings and perhaps some grumblings, but for the most part, everyone basically knows you're right. At least, there's no better option right now. People don't seem to enjoy the very active work schedule, even if they tolerate it. Going into the 6th day, it becomes clear something needs to be done, but no one is entirely sure exactly what the best possible course of action would be, especially given your extenuating circumstances. The general mood does seem to brighten somewhat when you mention the idea of a hunting and fishing lodge as a place to relax, lounge, and fish a bit. It isn't everyone's idea of a wonderful time, but it is something to look forward to.

People seem to be "looking forward to" various and opposing things, generally speaking and factions have come up. The first, smallest, and best defined is the small group of people looking to stay regardless of rescue. There are barely a handful of them, but they seem determined. Incidently, they are seemingly some of the more motivated builders, as they plan to stay if possible. Olabv is among them, though he is characteristically quiet about it, as he is with everything it seems.

With all of the above, you manage to convince the assembled group to put forth one more day of sustained labor before resting and/or slowing down from a breakneck pace. You've done quite a bit in 5 days, after all.

Moreover, you have four newly recovered dwarves, leaving the doctor. Two of these are engineers with a focus on masonry and machinery. The third is a latented seemstress and tailor skilled in leatherwork and clothiering. Finally, the last states she is a carpenter and lumberjack:

1.) Rival Thoral (Noble Birthplace) Male Engineer (Masonry/Mechanics)
2.) Nordri Thoral (Noble Birthplace) Female Engineer (Masonry/Mechanics)
3.) Ashali Whurmek (Iron Outpost) Female Tailor (Leatherworking and Clothier)
4.) Farunni Belserd (First Virtue) Female (Carpenter and Lumberjack)

The doctor focuses on his charge, working ceaselessly with untold dedication to heal. The newly healed dwarves seem eager to do something besides lay in a hospital bed. The new engineers happily make creating masoned areas faster, much as having the two new miners did beforehand. Moreover, the newly healed carpenter doubles your furniture making capacity from 6 beds to 12 for a total of 18 after this day is done. The fact that you now have a tailor makes the possibility of upholstery may become a real thing if you can get her something to work with in the way of hides or cloth.

Your efforts are focused upon setting up a fishing and hunting lodge right next to the sea. The ample rock excavations leave lots of material for your three professionals to use. There is currently no roof, but one of the sails serves as a temporary canvas one over the stone arching vault ceiling supports. The fact that there is actually something material taking place gives people some hope or at least reason to quiet down somewhat. This area, just west of the courtyard, leads north to a kitchen area with a butcher's area next to that. The idea seems elegantly understated but brilliant to some point. The supply chain management is integrated into the location. The food will eventually be grown on the topmost soil, from there, it can be taken under to the kitchen, or perhaps later a brewery if you decide to make one. Additionally, the fish and perhaps hunting kills can be put through the lodge to the butcher and then the kitchen.... It's a nicely created food industry, complete with the storage (for food anyhow) required for a significant amount of food preparation needs.

Thevma comes back with Olabv from the foray to the area immediately west with berries, plants and seeds. Thevma is quite happy at the idea of being able to grow something behind a well made sea wall (preventing sea spray). She immediately goes about planting a small garden. She is rather thrilled to have something to do besides lay in a bed all day and takes to planting quite nicely, a fairly small garden to begin with, but you imagine that will grow with time. You suspect but are not sure that she may well be going after some way to cope with her recent injury/tragedy (shipwreck) etc.

(http://i1381.photobucket.com/albums/ah205/lil_boy_as/Z%20level%20workup%20treed%206_zpsqb6iew7b.png)

You now have a kitchen setup with plenty of stone counterspace and two ovens. East (Screen right) of that you have a butchery/fish preparation area, and both with ample food storage. You currently don't have a dining room, but it is entirely possible you could take meals in any room or in the hunting/fishing lodge makeshift area. The mob of survivors is placated for now it seems, or if nothing else the mumblings have subsided for the time being on the promise of less work in the future. The area seems rather well designed because the oven chimneys and vents from the butcher area will vent right out into the aboveground area on top of them instead of stinking or smoking up the area.

Moreover, you find that the small ship is coming along quite nicely. A fair deal of the debris floating or stuck in the shore sand is used and you see the nice but rough and unfinished ship floating precariously on the shore. You are told that it will be seaworthy in a short while. One of the old ship's sails is now serving as a sail once more for this vessel. It won't be an oceangoing ship, but will be capable of sailing relatively close to the shore. Coastal sailing and perhaps additional fishing activities and clearly scouting are something that seems interesting to you. The humans served as crew on the last ship, and seem somewhat interested in crewing this one, (mostly). The fisherdwarf, Trovaln Savondev, seems to welcome the prospect of fishing in deeper waters than along the shore.

I.) Immediate Actions for tomorrow: (Pick 3)
A.) Stay in Starting Area and build up your infrastructure (specify?).
B.) Stay in Starting Area and Craft (With what materials, results desired etc).
C.) Stay in Starting Area and Fish
D.) Hunt for Food in the immediate area
E.) Continue creation of the new (smaller) boat.
F.) Investigate the cave or other area in your immediate surroundings
G.) travel to a different location (presumably leaving the wounded where they are).
H.) Create item out of metal (specify item etc)
I.) Focus on aiding the miners and mason (removing rubble and speeding the construction by making it easier for them).
J.) Cut down wood (or have someone else do it.
K.) Other (specify?)

II.) How would you suggest Vaubv and Quivan mine/construct buildings (Pick Three ranked more and less important):
A.) Focus on Defense first
B.) Focus on establishing a hospital or other safe interior space to place the wounded first. (would expand the hospital even further, now that private rooms and physician's office have been created).
C.) Focus on Religious and Burial accommodations for the dead, etc.
D.) Focus on establishing industry and infrastructure (specify)
E.) Focus on expanding space that is flexible and not specialized at present.
F.) Focus on Mercantile and trading with commerce
G.) Focus on creating transportation (Stables, docks, etc)
H.) Focus on justice and administration areas
I.) Focus on long term growth and infrastructure (Hallways, with areas to mine out/build later).
J.) Focus on establishing private rooms perhaps later use as an inn (Expansion of current INN)
K.) Focus on establishing private residence(s) (Create a house or essentially a condo/apartment)
L.) Focus on ascetics and cultural concerns
M.) Focus on recreation. (Theater, dining/ale lounge, baths, some sort of sport, etc)
N.) Focus on creating the above ground farm area ( clearing trees, and completing wall?)

III. Work Schedule
It has been 6 days at incredible productivity and effort. Also you promised one more day of work like that, which has just ended with a significant amount of work.... Do you:

A.) Suggest working full bore again (break your promise, bad morale will almost certainly result).
B.) Suggest working only a regular workday (could be interpreted as keeping your promise, but some may baulk).
C.) Suggest working only a partial day
D.) Taking a day of rest (will regain morale, as only voluntary work will happen on this day).

IV.) On crafting and space for it.
You seem fairly lucky to have a significant portion of skilled craftsdwarves and professionals with you (including the doctor). That said many of them don't seem to have the facilities to boost their productivity. The cook, Kershi Lovachin, is ecstatic with her kitchen space. The miners have no guild, the masons and engineers don't have any work space, the carpenters also lack a dedicated area for their craft. Additionally, the supply chain management and logistics are at best, poor, because there is no dedicated storage (besides the food and butchery storage. You yourself have only a makeshift forge and no steady supply of ore at all, relying entirely upon a static number of steel bars you were lucky enough to salvage from the wreck.

The labor issues from a tired pool of survivors may limit the speed at which you can construct anything, but it becomes clear to you that proper tools, work space and infrastructure would speed the creation of various items. You can work towards these things, but not as quickly as you did before the exhaustion set in.

A.) Resolve to create work space for carpentry in the near future (requires choosing "D.) Focus on establishing industry and infrastructure (specify)" for choice II above).
B.) Resolve to create work space for masonry in the near future (requires choosing "D.) Focus on establishing industry and infrastructure (specify)" for choice II above).
C.) Resolve to create work space for engineering in the near future (requires choosing "D.) Focus on establishing industry and infrastructure (specify)" for choice II above).
D.) Resolve to create work space for forging in the near future (requires choosing "D.) Focus on establishing industry and infrastructure (specify)" for choice II above).
E.) do not focus on creating work space in the near future.

V.) On military etc.
You have exactly two trained soldiers and Olabv. This represents about 10% of your population, and you have a fair deal of your area walled off, but not entirely.

A.) Excuse the soldiers from other duties to focus on drills and training (less labor)
B.) Excuse the soldiers from other duties to focus on drills and join them yourself (even less labor while building a small amount of skills yourself)
C.) Excuse the soldiers from other duties to focus on drills and training along with 3 other individuals Far less labor
D.) Keep the soldiers working just like everyone else (more labor, less defense).
 

PERSONAL SKILL INCREASE:
Your experiences in the past week have resulted in an increase of your skills~
Your Skills: Forger
+5 (Craft Armor)
+6 (Craft Weapons)
+7 (Craft Metalwork)
+6 (Skill Merchant)
+6 (Artistry Engraving)
+1 (Craft Masonry)
+1 (Skill Mining)
+1 (Skill Speech)


+1 Endurance


(Note: I will have to label the map at some point in the near future to make it clear what area is what. Working on it).
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: Robot Parade Leader on August 17, 2015, 11:35:03 am
I.) Immediate Actions for tomorrow: (Pick 3)
E.) Continue creation of the new (smaller) boat. Let's finish this thing.
I.) Focus on aiding the miners and mason (removing rubble and speeding the construction by making it easier for them).
K.) Organize a rest period to raise morale up a bit.

II.) How would you suggest Vaubv and Quivan mine/construct buildings (Pick Three ranked more and less important):
A.) Focus on Defense first (WALLS, and possibly training area?)
D.) Focus on establishing industry and infrastructure (Masonry)
N.) Focus on creating the above ground farm area ( clearing trees, and completing wall?)

III. Work Schedule
It has been 6 days at incredible productivity and effort. Also you promised one more day of work like that, which has just ended with a significant amount of work.... Do you:
D.) Taking a day of rest (will regain morale, as only voluntary work will happen on this day).

IV.) On crafting and space for it.
B.) Resolve to create work space for masonry in the near future (requires choosing "D.) Focus on establishing industry and infrastructure (specify)" for choice II above).

V.) On military etc.
You have exactly two trained soldiers and Olabv. This represents about 10% of your population, and you have a fair deal of your area walled off, but not entirely.
E.) For now excuse the soldiers from half the labor as everyone else, so they can train half time. Later on, excuse them entirely, see if we can learn something from them, and see if they can instruct everyone in basic self defense. Again, that's later, only half labor for them for now.



I don't like people not being at least content with things. Honestly we've done a whole lot for them and we're doing way better than we would have separately. I mean, we have a freaking hotel with a hospital, kitchen, and lounge area. A lot of these people would be dead if the doctor didn't get our support and medical instruments forged. Of course, I'm not going to say that to any of them, but it's still pretty true.

I get the impression we aren't going to be rescued right away. Let's make this place fairly nice and help the craftsdwarves do that. I really want to just get up the carpentry and masonry places so we can get more furniture and stuff like beds.

I do hope we can manage to get beds up as fast as possible if nothing else, people need places to sleep. If possible I'd like to keep the bed production going, and I hope the carpenter dwarves will be ok with that. Let's hope they choose to be the ones voluntarily still working.
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: vjmdhzgr on August 17, 2015, 12:01:37 pm
I.) Immediate Actions for tomorrow: (Pick 3)
E.) Continue creation of the new (smaller) boat.
K.) Organize a rest period to raise morale up a bit.
B.) Stay in Starting Area and Craft. I know that one military leader has a sword, but what about the other person that was mentioned now? I don't remember making them a weapon, so we can make them a steel weapon of whatever type they want, with another fancy engraving of itself on it.
If we did make a weapon for them and I just forgot, then I guess just I.) making this part of the suggestion the same as RPL's

II.) How would you suggest Vaubv and Quivan mine/construct buildings (Pick Three ranked more and less important):
N.) Focus on creating the above ground farm area ( clearing trees, and completing wall?)
D.) Focus on establishing industry and infrastructure (Masonry)
A.) Focus on Defense first. I think we're at the point where the priority on defense can be decreased.

III. Work Schedule
It has been 6 days at incredible productivity and effort. Also you promised one more day of work like that, which has just ended with a significant amount of work.... Do you:
D.) Taking a day of rest (will regain morale, as only voluntary work will happen on this day). I'd like if these priorities kind of carries over to the next day where more work can be done with them, but it'll probably just be another vote for tomorrow so alright.

IV.) On crafting and space for it.
B.) Resolve to create work space for masonry in the near future (requires choosing "D.) Focus on establishing industry and infrastructure (specify)" for choice II above). Masonry is pretty important.

V.) On military etc.
You have exactly two trained soldiers and Olabv. This represents about 10% of your population, and you have a fair deal of your area walled off, but not entirely.
E.) For now excuse the soldiers from half the labor as everyone else, so they can train half time. Later on, excuse them entirely, see if we can learn something from them.

This ended up being a lot more similar than I expected it would be. So it's almost just a +1 to RPL, but slightly different.
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: Transcendant on August 17, 2015, 12:24:01 pm
Cool.

I don't think you made a weapon for the other soldier. If you'd like to suggest (and RPL or whoever might even agree with no pressure) to make the other one a weapon of his choice, then that's ok.

RPL. Do you wanna go that route too?

Other than that, I'm looking through the differences and not seeing a whole bunch. I'm not seeing any others unless I missed it. You suggest defense focus can be lessened but that's it really? It's still ADNor NDA. Priority difference, but still nice.
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: Robot Parade Leader on August 17, 2015, 12:27:43 pm
Eh, sure. I don't care.

You wanna make another metal weapon instead of help out the miners/masons, then I'm for it. Change my post on that one or agree to his or however you wanna do it to keep it simple.

I'm out. Later.
Title: Re: Digging Dwarf Suggestion Game (Guess who's running an armed, lonely INN)
Post by: Transcendant on August 17, 2015, 07:53:08 pm
Thank you for being accommodating RPL. I think I'm just gonna count that as RPL's post in the lead but with vjmdhzgr's suggestion for the first part and priority to make things simpler. So it kinda got revised with what vjmdhzgr said, because RPL agreed to it. Fair?

I.) Immediate Actions for tomorrow: (Pick 3)
E.) Continue creation of the new (smaller) boat.
K.) Organize a rest period to raise morale up a bit.
B.) Stay in Starting Area and Craft. I know that one military leader has a sword, but what about the other person that was mentioned now? I don't remember making them a weapon, so we can make them a steel weapon of whatever type they want, with another fancy engraving of itself on it.
If we did make a weapon for them and I just forgot, then I guess just I.) making this part of the suggestion the same as RPL's

II.) How would you suggest Vaubv and Quivan mine/construct buildings (Pick Three ranked more and less important):
N.) Focus on creating the above ground farm area ( clearing trees, and completing wall?)
D.) Focus on establishing industry and infrastructure (Masonry)
A.) Focus on Defense first. I think we're at the point where the priority on defense can be decreased.

Also other suggestion options are available to be suggested if anyone would like.
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: femmelf on August 17, 2015, 07:55:12 pm
+ 1 RPL / vjmdhzgr

Any chance we can ask what kind of plants were gathered? Hopefully it might be something tasty or at least something we can distill into alcohol.
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: Truean on August 23, 2015, 09:14:57 pm
+1 RPL
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: Hiddenleafguy on August 24, 2015, 10:17:07 am
Question, is the girl a seamstriss, or a "seamstriss"? Because in Victorian times, a seamstriss was one of the few jobs that a woman could be in the same room as a man with his pants off.
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: Transcendant on August 29, 2015, 12:40:45 pm
I'm having some health problems right now and will have to put this on a temporary hold. I do not intend to end it at all though. Next turn will lead to finishing the small coastal ship, along with possible sailing options.

I will post and update when I can. Please do not give on on this game. I won't.
Title: Re: Digging Dwarf Suggestion Game (INN, walled entrance, and hallway starts)
Post by: Truean on September 03, 2015, 03:18:06 pm
Get well soon.

Let me know if I can help with the game when you are feeling up to it (not sure exactly what I can do, but we can talk I suppose).
Title: Re: Digging Dwarf Suggestion Game (taking a break, health issues)
Post by: Transcendant on September 18, 2015, 06:17:41 pm
So, my health problems are more serious than I originally thought. I don't know if I can dedicate the time needed for this game or much of anything fun actually.

I'm sorry that I have to take a break for now. I want to revive this game at a later date if possible.

Feel free to let me know what you think of the game so far though. I hope to be able to pick this up soon.
Title: Re: Digging Dwarf Suggestion Game (taking a break, health issues)
Post by: Transcendant on September 25, 2015, 06:23:47 pm
My surgery went well. I was pretty doped up on pain killers and I forgot where we are. Hopefully, there won't be anymore complications. I'd like to pick things back up, but that was kind of a major, unavoidable derail. Give me a bit to see if I can figure stuff out, including the bits I had in my head but didn't write down. Prescription opiates are crazy.