You arrive in the area following a mession from Old Bear, the man (or rather humanoid) who summoned you originally. Your task was to make sure the villages were safe, and then to make sure they prosper.
You arrived to find that the villages were ravaged by a massive pack of feral beasts. You fought them off, and lather dailed and destroyed the pack, capturing the alpha male and some of the smaller pups to be domesticated in the smaller village.
After this you started developping the villages:
In the smaller village, you have added, in no particular order:
Better walls and other defences
Better dwellings
Solved the starvation problem
A varied and well tended medicinal herb garden, with a couple of skill apprentices to Gara
An adequate militia, with a couple of skilled goblin leaders, Glork and Klorg.
Beast pens with hyenas, some newly hatched constrictor snakes, (and just now adding wolves)
A few fields to tend
You also had an encounter with a weird human named Tonale who left Serit a cryptic message and token.
In the large village:
Some fields
Some repairs
Healed the main mage in the village, Brizz'Nat who was heavily injured due to feetback from a spell he could not control during the beast attack.
Set up a small basic magic training with Gara and Brizz'Nat teaching.
Set up a study in the library (where Gara so far improved his medicine skill by 1)
The militia was actually damaged, due to the incident between Jardor and the now crippled and self-exiled militia leader Naz'tog.
To try and solve the problem of lacking leadership (almost all the goblins with influence, ambitions and skills, besides Brizz'Nat and Naz'tog have died on the night of the feral beast attack), Gara and Serit mediated some form of contest/competition to choose the best goblins to take form a council of some sort (I think you wanted Gathrik and Nasaar in there).
Through the mediation of the local trader, Hegar, whom you befriended, even Naz'tog will return to take part in the constest.
You also found a source of seafood near the northern lake (I actually forgot about that, just rediscovered it looking through the results). It's a bit far from the village, but's it's actually closer to the mine
And you obviously found the mine with the still unidentified mineral as well as with a dozen rescued goblins.
Day 1: 8 He will spend time examining all details of the cave/mine and familiarizing himself with its shape and strong and weak points. Mainly he’ll have an eye on best ways to fortify the living areas and best strategies for actual mining.
Day 2: 15. Moxo will try to install more subtle and permanent traps to secure the area. He will be aiming at traps that ensnare rather than damage, knowing it’ll take others some time to learn whatever he comes up with.
Day 3: 6. Moxo will be spending time with whatever goblins have come here, teaching them the traps and the fundamentals of mining and digging. He’ll try to divide them into a couple teams, depending how many are there, so they can work shifts or different locations.
Day 4: 17. Supervising, reinforcing fundamentals, stressing job safety and preaching against workplace harassment or violence.
Day 5: 7. Will go out with one of the teams to survey area for food sources and possible blue dangers. Would be best if mine wasn’t dependent upon food shipments but could survive on their own for a while if need be.
Day 6: 10. Moxo will do some supervising and reinforcing of fundamentals again. He’ll also start trying to devise a way to seal the cave entrance from outsiders. A portcullis would be nice but I don’t think we’ve access to that much metal. In the meanwhile even a wooden one would slow down invaders and have those inside time to ready defenses. He’ll also inspect tunnels for best location for a hidden emergency exit to be built later. Always best to have an escape route.
Day 7: 19. More supervising, demonstrating and teaching. Also will need to plan out movement of ore that we mine out of here and figure out best use for it, where to sell or trade it and other logistics...
Don't forget to add rolls for the things you do (if not sure which skill, roll a basic d20).
Also Moxo gets one free reroll for week's actions due to the work being closely tied to his background.
Day 5 would be the obvious re-roll but it's also the one least connected to his background. Perhaps someone else can work on helping the mine be self-sufficient dietary wise.
I will re-roll Day 2 as traps and security are important to Moxo... 6
(But apparently not important enough to do well...)
My objective for this week is to nurse the wolves and the snakes back to health and to start training them. Ultimately i want the wolfs to guard the mine and milk the snakes regularly for poison. To this extend i will go out hunting using my magic (snare and alarm) and collecting herbs. I will also ask Moxo to supply me with samples of the minerals and i will spend an afternoon investigating it.
This post has potentially manipulated dice roll results.
Day 1: 21 Bring a small group of goblins back to the mine to inspect and take a labor intensive look through for all signs of minerals and resources (Mushrooms).
Day 2: 15 Evaluate the best way to go about pulling resources out of the mine and moving him to the prelaid area in the small village. Some of this day will also be spent by Serit where the darkness is the thickest in the caverns. Sitting in contemplation, he will do his best to truly be calm and thoughful. A hard task for the overbearing bugbear he is.
Day 3: 6 Spends time with Moxo to both learn from him and help keep the goblins focused and in line.
Day 4: 8Another day with Moxo but spends his time harassing the goblins and threatening them with violence Investigates the deeper caves again, trying to connect to some deep part of him and also observing the bats.
Day 5: 14 If things are close to ready, will begin starting his adventures with smithing
Day 6: 4 Helps further with collecting resources to replenish those he inevitably destroyed fruitlessly the day before.
This post has potentially manipulated dice roll results.
Day 1: 14 Assist in scouting out the mine with the others.
Day 2: 6 Will spend time on revitalizing the shrine, making it presentable again.
Day 3: 5 Rohdin will offer up prayers to the gods, offering others to join her. Persuasion: 22
Day 4: 8 Rohdin continues her patrol of the area around the village, checking for tracks still.
Day 5: 12 If any who joined her seemed interested in joining her offerings she would try to convince them to learn more about the other gods. A spiritual leader is necessary for any tribe.
Day 6: 4 She will take a break, wandering the larger village for any way she can assist them.
Day 7: 14 Practice with the militia. Even a little bit of training will go a long way.
A dozen goblins follow the group to start work in the mine. A few of the ill goblins will join next next week.
Moxo
You make a good start on getting some mining teams trained.
Regarding movement of ore, you thing that it would be best to process the ore right here, and transport the refined products to the villages. As for what products, you are not sure as you do not really have a smithing background, so you are not sure what can be made out of this ore. Your best guess is that it cam be refined into some kid of metal.
Searching for food does not get anything. The main source of food beside outside shipments is a nearby lake with some crustaceans. When you tried to investigate it further, you fell into the the lake and came out with a ferocious crab attached to your leg. A good source of crab soup, but possibly not the best fishing method.
Reinforcing the entrance gives you a basic reinforced door. Not quite the portcullis you imagined, but it's a start.
Gara
Nursing the the animals back to health goes somewhat slower than expected but is progressing. Unfortunately day 3 is a bit of a mess. Roll a CON check.
Hunting hunting brings enough food to keep the mine fed.
Investigation does not bring tell you much about the minear besides what Moxo has found: it's a mineral that may be refined itn osome kind of metal.
Serit
You do find some lichen and a couple of small mushrooms growing inside the caves that may or may not be edible. What do you want to do with them?
Contemplating the darkness, whether with bats or without goes in the usual way for Serit: he falls asleep.
Together with Moxo, organises a very effective mining team
Smithing works well. After a few attempts you manage to smith a few nice dark silvery items. The metal appears quite strong, though it seems more brittle each time to melt it again and reforge it. Roll me a knowledge check on your smithing (let's make it a +2)
Rohdin
Trying to revitalise the shrine does not go successfully. It seems whatever these creatures worshipped does not like your presence.
You pray with some goblins raising the morale.
You get back to the larger village just in time. With the party not there, there's high tensions in the village due to lack of leadership. Petty fights continue seeming over no reason at all, but you manage to stabilise the situation on the 7th day.
When you tried to milk a snake it managed to bite you in a softer part of the skin not covered by the shell. You had to use some of your herbs to avoid being poisonned.
As you were treating yourself from poison on the following day, it helped you understand more in the studies of medicine you were practicing earlier (progess in learning medicine).
Gara will spend the whole next week in the big village trying to push the idea of a village council. With Brizz‘nat, Naz‘tog and Gathrik, there are 3 capable and strong leader, i was also hoping that the herbalist i brought over from the small village ( Bulpa) and the trader (Hegar) could take over rolls as mediators if there are disputes. Also maybe Rohdin could build a small shrine in the large village and find someone to train as an acolyte to give the village access to religious services?
Day 1: More supervising of the workers, trying to use positive reinforcement here and heaping on the praise: Persuasion? 10
Day 2: While supervising the workers Moxo will tell tales of the Great Wyrm which is the god of all miners. Basically laying the groundwork for more use of the shrine. Religion: 22
Day 3: Making the mines a home, Moxo will spend time cleaning, sprucing up, doing what is possible to make the caves more comfortable for the workers. Survival? 7
Day 4: More supervising and stories of the Great Wyrm. Moxo will add in some stories of how the Wyrm protects and helps miners... Religion: 14
Day 5: Moxo will start trying to create a hidden, trapped emergency exit out of the mines from the lower level. Always best to have more than one way out. General Digging? 10
Day 6: Day of rest and prayer. Moxo will invite the workers to worship at the shrine, to the Wyrm of to whoever they wish, this is a nondenominational shrine! Religion: 12
Day 7: More work on the hidden exit... General roll: 4
That's great! The village could do well with some metalworking. What kind of mineral did you find?
(Yes, you should start posting your plans when you are ready. Do you need a recap on where we were before the mine exploration?)
I think it would help to get everyone on the same site.
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Ok, so recap time:
After this you started developping the villages:
Moxo will spend his week at the mine.
Day 1: 8 He will spend time examining all details of the cave/mine and familiarizing himself with its shape and strong and weak points. Mainly he’ll have an eye on best ways to fortify the living areas and best strategies for actual mining.
Day 2: 15. Moxo will try to install more subtle and permanent traps to secure the area. He will be aiming at traps that ensnare rather than damage, knowing it’ll take others some time to learn whatever he comes up with.
Day 3: 6. Moxo will be spending time with whatever goblins have come here, teaching them the traps and the fundamentals of mining and digging. He’ll try to divide them into a couple teams, depending how many are there, so they can work shifts or different locations.
Day 4: 17. Supervising, reinforcing fundamentals, stressing job safety and preaching against workplace harassment or violence.
Day 5: 7. Will go out with one of the teams to survey area for food sources and possible blue dangers. Would be best if mine wasn’t dependent upon food shipments but could survive on their own for a while if need be.
Day 6: 10. Moxo will do some supervising and reinforcing of fundamentals again. He’ll also start trying to devise a way to seal the cave entrance from outsiders. A portcullis would be nice but I don’t think we’ve access to that much metal. In the meanwhile even a wooden one would slow down invaders and have those inside time to ready defenses. He’ll also inspect tunnels for best location for a hidden emergency exit to be built later. Always best to have an escape route.
Day 7: 19. More supervising, demonstrating and teaching. Also will need to plan out movement of ore that we mine out of here and figure out best use for it, where to sell or trade it and other logistics...
Don't forget to add rolls for the things you do (if not sure which skill, roll a basic d20).
Also Moxo gets one free reroll for week's actions due to the work being closely tied to his background.
Day 5 would be the obvious re-roll but it's also the one least connected to his background. Perhaps someone else can work on helping the mine be self-sufficient dietary wise.
I will re-roll Day 2 as traps and security are important to Moxo... 6
(But apparently not important enough to do well...)
I'll resolve once everyone else has posted (Serit, Gara, Rohdin)
My objective for this week is to nurse the wolves and the snakes back to health and to start training them. Ultimately i want the wolfs to guard the mine and milk the snakes regularly for poison. To this extend i will go out hunting using my magic (snare and alarm) and collecting herbs. I will also ask Moxo to supply me with samples of the minerals and i will spend an afternoon investigating it.
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Day 1: 21 Bring a small group of goblins back to the mine to inspect and take a labor intensive look through for all signs of minerals and resources (Mushrooms).
Day 2: 15 Evaluate the best way to go about pulling resources out of the mine and moving him to the prelaid area in the small village. Some of this day will also be spent by Serit where the darkness is the thickest in the caverns. Sitting in contemplation, he will do his best to truly be calm and thoughful. A hard task for the overbearing bugbear he is.
Day 3: 6 Spends time with Moxo to both learn from him and help keep the goblins focused and in line.
Day 4: 8
Another day with Moxo but spends his time harassing the goblins and threatening them with violenceInvestigates the deeper caves again, trying to connect to some deep part of him and also observing the bats.Day 5: 14 If things are close to ready, will begin starting his adventures with smithing
Day 6: 4 Helps further with collecting resources to replenish those he inevitably destroyed fruitlessly the day before.
Day 7: 19 Fun with smithing!
Day 1: 14 Assist in scouting out the mine with the others.
Day 2: 6 Will spend time on revitalizing the shrine, making it presentable again.
Day 3: 5 Rohdin will offer up prayers to the gods, offering others to join her. Persuasion: 22
Day 4: 8 Rohdin continues her patrol of the area around the village, checking for tracks still.
Day 5: 12 If any who joined her seemed interested in joining her offerings she would try to convince them to learn more about the other gods. A spiritual leader is necessary for any tribe.
Day 6: 4 She will take a break, wandering the larger village for any way she can assist them.
Day 7: 14 Practice with the militia. Even a little bit of training will go a long way.
A dozen goblins follow the group to start work in the mine. A few of the ill goblins will join next next week.
Moxo
Gara
Serit
Rohdin
A plain con check or con save?
I think next week Rohdin and Gara need to concentrate on the large village to stabilise a government there.
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]A check.
0
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]When you tried to milk a snake it managed to bite you in a softer part of the skin not covered by the shell. You had to use some of your herbs to avoid being poisonned.
As you were treating yourself from poison on the following day, it helped you understand more in the studies of medicine you were practicing earlier (progess in learning medicine).
Serit's smithing knowledge;
3
Unfortunately, you cannot recall anything about this alloy. Perhaps with more research next week...
Gara will spend the whole next week in the big village trying to push the idea of a village council. With Brizz‘nat, Naz‘tog and Gathrik, there are 3 capable and strong leader, i was also hoping that the herbalist i brought over from the small village ( Bulpa) and the trader (Hegar) could take over rolls as mediators if there are disputes. Also maybe Rohdin could build a small shrine in the large village and find someone to train as an acolyte to give the village access to religious services?
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]Day 1: More supervising of the workers, trying to use positive reinforcement here and heaping on the praise: Persuasion? 10
Day 2: While supervising the workers Moxo will tell tales of the Great Wyrm which is the god of all miners. Basically laying the groundwork for more use of the shrine. Religion: 22
Day 3: Making the mines a home, Moxo will spend time cleaning, sprucing up, doing what is possible to make the caves more comfortable for the workers. Survival? 7
Day 4: More supervising and stories of the Great Wyrm. Moxo will add in some stories of how the Wyrm protects and helps miners... Religion: 14
Day 5: Moxo will start trying to create a hidden, trapped emergency exit out of the mines from the lower level. Always best to have more than one way out. General Digging? 10
Day 6: Day of rest and prayer. Moxo will invite the workers to worship at the shrine, to the Wyrm of to whoever they wish, this is a nondenominational shrine! Religion: 12
Day 7: More work on the hidden exit... General roll: 4
My idea was less to advertiswe for a council in general, but to PR for those 3+2 specificly.
Attack: [roll]3d20dl2+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+4[/roll] Sneakattack: [roll](if([roll:-2:critical], =0, 2d6, 2{2d6}.expand()))[/roll]