Last paragraph of page one. errors are in quotes, fixes in perentheses.
As DM there are numerous times you will be required to roll for random "rescorcess" (resources). I recommend you make the players do the roll while you check the corresponding Tables, as if to include them in the creation of the world. Upon them founding their first settlement you should immediately roll "of" (for) metals, economic rock and foliage. I recommend 2 or 3 rolls for metal, 2 or 3 rolls for economic, 1 to 3 rolls for gemstones and at least 2 rolls for both trees and (other) plants. You should also roll for foliage whenever the players move a significant distance away from their camp and for metals and economic rock whenever they strike earth at a new location.
First paragraph of page five only has one error I found. A factual one where you call 2000 pounds 2 tons. That's only 1 ton.
In your list of starting supplies you gave the players hundreds of pounds of wood but not a single ax to cut more. I know you supplied them with coal and pickaxes, so they could gather more wood eventually, but wouldn't it be more efficient on space to give them some regular axes and have them clearing the site from the start like a lot of players do? Besides, with this being a random number game with dice rolls, they could get unlucky on their first site and wind up without the weapon grade metals needed to make gear like axes.
Your months chart is a bit misaligned. The top row is shifted one space to the left from where it should be to keep everything neatly labeled.
Bottom of page eight:
There are myriad risks to settler life in the fort. Strange weather, madness, syndromes and forgotten beasts being examples. Some dangers are a product of the supernatural while starvation, dehydration, heat stroke and frostbite "and" (are) more mundane concerns. As DM you should force the players to think laterally or pragmatically to solve problems, and throw dangers at them they cannot face with raw power. For example if a Stone Giant attacks four level 1 players they might die in a direct assault but if you give them time to scheme they might find a more creative approach. Whenever they become comfortable direct disaster their way or scheming villains to infiltrate their camp. Maintaining a sense of danger without making the players feel constantly bombarded with improbable misfortune is a careful balance. Try to foreshadow long term threats whole sessions in advance.
Will edit as I find more.