Hahaha.
Ok, heres the first part of my narrative.
-------
Spring
“So, what do you want us to do?”
Ingiz Stukoserith, farmer, had been put in the position of expedition leader.
He had all the qualifications necessary, and the project managers new it.
“Well, first we shall choose a fort location. I want to start in the side of that deep cliff. After that, we need to plant farms. After that is set up, I need a cloth industry set up by the time the traders come. That shall be our main income source.”
All the miners, farmers, masons, and woodworkers scurried off to their various tasks.
Ingiz meanwhile began planting plump helmets and dimple cup sin the cave opening.
Ok, I love farming. I say that we have one plump helmet only farm plot.
A few others will be with plump helmets growing in one season or the other.
I have one dimple cup only plot. Some plots make pig tails during summer and autumn.
The miners have dug out the barracks now, and are working on the production level. Next they will make the cloth industry area.
Summer
Kobold thieves! How dare they.3 came, 2 were chased down and killed. The third, well, the cat did its best…
The miners have dug out the cloth industry area, now to begin making cloth. Us farmers will begin, and the miners will join as soon as they finish digging out the bedroom level.
Yay, the bridge has now been built, now to build traps; The greatest dwarven solution to drunk rectuits.
If an orcish siege were to appear now, we would be in trouble…
Dang it, a cat died and so did a dog. I think they strayed to far from the fort.
Ok, we have built a kennel, now to train 3 war dogs. They should help with the kobolds.
-------
What do you guys think of adding limiting traps to the rules?
By that, I mean stone fall, weapon, and cage traps. Magma flooding halls are cool traps, just fps eaters, but they are still ok. But try to limit them.
Also, I'm updating the rules with no sealing up the fort. Specifically, no sealing up the fort for longer than two seasons.