\\::The Second Week:://
There were some heated arguements about the method that was to happen, some wanted to dig now, others build a cover above them and then those wanting people to stop wasting time as they would put it and support the bridge making process. In the end they set to work with their jobs.
- Consumed 1 Weeks of Food and Booze at Normal Rate. 4 Units of Hard Tack, 8 units of Rum
- Gained 12 Empty Mountain Home Barrels (Low Quality)
1-7 WOOOOOOOOOODEN FIENDSSSS
Adequate Woodcutter 3d6
Woodcutting is of Average DR
Cutting Requires 2 Hits
Tools - Battleaxe, Copper Material, Very Rusted Poor Quality.
Modifiers - Tool Quality +2DR, Tool Material +0DR, Personality -1DR.
Results -
Day 1 - Hit DR 2 times
Day 2 - Hit DR 3 times
Day 3 - Hit DR 1 times
Day 4 - Hit DR 5 times
Day 5 - Hit DR 3 times
Day 6 - Hit DR 1 times
Day 7 - Failed to Hit DR
Total DR was hit 15 times.
Collected 7 Oaken Logs
Gained 70exp
Athor's vendetta took him back against the wooden flesh of the trees around them.
Day 1-3, build cover.
Day 4, Make more bolts
Day 5,6 Hunt
Day 7 Patrol Area
Woodworking - Bolts is of Low Average DR
Dabbling Woodcrafter 1d6
Bolts uses NO LOG but needs Log in Inv. *Branches from the Tree, 1 Tree has 50 Branches to be removed.
Tools - Woodworking Toolset, Unavailable Defaulting to Carving Knife, Craftworkshop Unavailable
Modifiers - Craving Knife +2DR, Workshop Missing +2DR, Personality -2DR
Day 1 - Hit DR 1 times.
Day 2 - Failed to Hit DR
Results - 25 Oaken Bolts - No Quality Modifer.
Gained - 15exp
Hunting Uses Ambushing and Marksmenship
Dabbling Ambusher 1d6
Adequate Marksman 3d6
Finding Game is an Average DR
Requires 3 Hits to Track Game.
Taking Down Game activates Dice Challenge
Tools - Crossbow Material Copper Quality Rusted, Oaken Bolts
Ambushing Modifiers - Skill Lacking +1DR, Personality -1DR
Hunting Modifiers - Tool Material +0DR, Tool Quality +2DR, Quiver Missing +1DR, Personality +0DR
Day 3 - Hit DR 1 times.
Day 4 - Failed to Hit DR
Day 5 - Failed to Hit DR
Day 6 - Failed to Hit DR
Patrol Area is a Free Action, Spending a Day on Patrolling the area will allow for a safer "Night" for the week.
Kagrenac originally decided on building the Cover that was requested by a dwarf, but found that the Carpentry tools were claimed by Sandow who was busy building the bridge for the week, he used that time now spare to make some more Bolts and then head out hunting much longer then he had first planned...
Heading a good distance away from the noise of the dwarves busy working he headed southward, his Metalic Nature allowed him to take referance of different signs of any Animal tracks, at first he thought he was onto something, he heard a 'bark' from that of what he assumed was an elk or deer and started to head in the direction the sound came from, but the sound always seemed to be the same distance every time he moved forward, he felt like he was chasing a rainbow and after a few days of following this sound he returned to the Camp with empty hands...
Not letting himself get depressed he took to the Watch over the group during the nights and through the last day of the week...
Day 1-3: Gather rope reed.
Day 4-6: Process into thread.
Day 7: Challenge that sword guy to wrestling spar.
Dabbling Plant Gathering 1d6
Plant Gathering is of Low Average DR
Tools - None
Modifier - Personality +0DR, Ropereed target +1DR
Day 1 - Critical Fail - Slipped and fell butt first into the shallow part of the river.
Day 2 - Failed to Hit DR
Day 3 - Hit DR 1 times
Results - Gathered 1 units of Rope Reed
Gained 10exp
Dabbling Plant Processing 1d6
Plant Processing is of Low Average DR
Tools - None
Modifier - Personality +0DR, Missing Workshop +2DR
Day 4 - Failed to Hit DR
Day 5 - Failed to Hit DR
Day 6 - Failed to Hit DR
Results - Nothing
Gained 15exp
The Sparring Challenge was ignored, so he spent an extra day attempting to process the Ropereed...
Day 7 - Failed to Hit DR
Results - Nothing
Gained 5exp
Not much seemed to go right with Litast this week, his attempts to find more ropereed left him with only one unit worth and a good wet bum, even trying to process the plant he had no luck and even his attempt at challenging a dwarf to a wrestling match was unheard or just ignored completely. Hopefully next week will be easier...
Note: Edited.
WEEK 2:
Day 1-2 Clean and gut fish.
Day 3-4 Take some small stones then use my stonecrafting skills to shape them into spearpoints for our resident hunters.
Day 5-7 Fish.
Fish Cleaning is an Average DR
To clean a fish 2 Hits are needed
Adequate Fish Cleaner 3d6
Tool - Fishing Toolkit. Rough Fishery.
Modifier - Fishing Toolkit -1DR, Personality +0DR, Workshop Quality +1DR
Day 1 - Hit DR 2 times.
Day 2 - Failed to Hit DR
Results - 1 Perch is Cleaned, Gutted and Prepared. Edible Raw.
Gained 12exp
Took over the Spear Making Job
Competent Stonecrafter 4d6
Stonecrafting is an Average
Dwarven Tribal Spear needs 3 Hits to Complete
Tools - Stonecrafting Tools Workshop Missing.
Modifier - Personality -1DR, Workshop Missing +2DR, Primitive Goal +1DR, Stonecrafting Tools -1DR, Fire Co-Worker -1DR, Design Plan -1DR
Day 3 - Hit DR 3 times
Results - Consumed 4 Sticks, 4 RopeReed Thread, 1 Sharpend Stone :: +1 Dwarven Tribal Spear
Gained 8exp
Knapping uses Stonecrafting
Competent Stonecrafter 4d6
Knapping is a Below Average DR
Tools - None
Modifier - Personality +0DR, Workshop Missing +2DR
Day 4 - Hit DR 1 times
Results - Knapped 5 Small Stones to 5 Sharp Stones
Season Second Week of Spring.
To Reel In a fish, 2 Hits are needed.
Fishing During Spring is a Above Average DR.
Competent Fisherdwarf 4d6
Tools - Fishing Toolkit.
Modifier - Toolkit -1DR, Season +0DR, River -1DR, Personality +0DR, Land Fishing +2DR
Day 5 - Hit DR 1 times
Day 6 - Hit DR 2 times
Day 7 - Hit DR 1 times
Results - Reeled In 2 Perch.
Gained 12exp
After cleaning another perch and adding it to the Fish Barrel he noticed Hintz starting to work on the Dwarven Tribal spear, sighing he headed over and offered to make it for him, considering that the had more skill in working with the stones and making them behave how they should. Hintz accepted and began to describe his image for the spear. It wasn't long that the finished product now rested in Hintz's hands. Satisfied that he had done something useful, he returned to the river and began to fish once again, pulling in half as many fish this time round...
Day 1: Gather Vines
Day 2: Make Threads
Day 3: Make a Dwarf Tribal Spear
Day 4 - 6: Help Gather Plants
Day 7: Patrol the Perimeter of the camp
Dabbling Plant Gathering 1d6
Plant Gathering is of Low Average DR
Tools - None
Modifier - Personality +1DR, Ropereed target +1DR, Co-Worker Water -1DR, Co-Worker Metal -1DR, Co-Worker Earth +1DR
Day 1 - Hit DR 1 times
Results - Gathered 1 units of Rope Reed
Gained 10exp
Dabbling Plant Processing 1d6
Plant Processing is of Low Average DR
Tools - None
Modifier - Personality +1DR, Missing Workshop +2DR
Day 2 - Failed to Hit DR
Results - Nothing
Gained 5exp
Dwarven Tribal Spear was created by Another. Day was spent Helping.
Dabbling Plant Gathering 1d6
Plant Gathering is of Low Average DR
Tools - None
Modifier - Personality +1DR, Co-Worker Water -1DR, Co-Worker Metal -1DR, Co-Worker Earth +1DR
Day 4 - Crit Failure - Stepping on anothers hand, squishing the Berries they were gathering.
Day 5 - Failed to Hit DR
Day 6 - Hit DR 1 times
Results - Gathered 1 units of Rat Weed
Gained 10exp
Patrol Area is a Free Action, Spending a Day on Patrolling the area will allow for a safer "Night" for the week.
Determined to get this spear made, he returned to gathering more Rope Reed to make more thread and had started to gather the materials needed for his design of the spear. He was just about to begin when Ashtot approached him and offered to assist in the making process. At the end of the day, the new spear was completed and Hintz couldn't help but hold it aloft in great success, despite it being Ashtot who made it, thanking his fellow Dwarf greatly, he dashed off to be of use in gathering more plants for the Brewery and as Food...
Schedule:
Day 1: Gather plants, especially rat weed
Day 2: Clear a new 5x5 plot, just south of the other
Day 3: Till plot #2
Day 4: Sow plot #2, with rat weed
Day 6: Improve brewery
Day 7: Brew something
Plant Gathering is of Low Average DR
Dabbling Plant Gatherer 1d6
Tools - None
Modifier - Personality -1DR, Co-working Metal +1DR, Co-working Water -1DR, Co-Working Fire +1DR
Day 1 - Critical Failure. Three Dwarves were in the water on the first day...
Day 2 - Failed to Hit DR.
Results - Nothing
Gained - 5exp
Day 3 - Plow Farmplot - Free Action,
5x5 Area is now Cleared and ready for planting for ONE Crop Type...
Planting Crops is an Average DR
To plant a 3x3 Plots requires 3 Hits.
Adequate Farming 3d6
Tools - 4x Rat Reed Seeds. Hoe (Group)
Modifier - Personality -1DR, Tools -1DR
Day 4 - Hit DR 3 times
Results - 4 Rat Reed Seeds planted, 21 Plots remain. -4 Rat Reed seeds.
Gained - 40exp
Day 5 - Brewery Rebuilt - Quality Rough.
Brew Booze is an Average DR
Brewing Requires 4 Hits to make 1 Barrel.
Skilled Brewer 4d6
Tools - Rough Workshop, Low Quality Barrels.
Modifier - Rough Workshop +1DR, Low Quality Barrels +0DR, Personality -1DR
Day 6 - Hit DR 3 times.
Day 7 - Hit DR 4 times.
Results - Brewed 1 Units of Sewer Brew, +2 Rat Weed Seeds, -1 Empty Barrels.
Gained - 20exp
Joining Litast and Rasul in the water was not to plan and even then he did not find anything out there himself. But he then moved to plowing another field for Ratweeds this time. Next he upgraded the Brewery and spent the last couple of days making some booze...
Week2 -chop trees as needed
1 finish bridge
2 use carpentry tools to build fire hardened wooden spears
3 use tools to build beds untill we have 7
4 set up masons workshop and start making stone doors
5 chop trees
6 chop trees
7 chop trees
Will Build Bridge until finished.
Building Bridge is an Above Average DR
Design and Building are one action.
Design is done first, requires 2 hits.
Building is done second, requires 8 hits.
Dabbling Architect 1d6
Tools - Hammer/Nails (Group Gear), Paper/Ink (Group Gear), Oaken logs
Modifiers - Tools -1DR, Log Bridge +1DR, Personality -1DR.
Day 1 - Design hit 1 times.
Results - Designing Finished.
Gain - 20exp towards Architect.
Adequate Carpenter 3d6
Day 2 - Hit DR 4 times.
Day 3 - Hit DR 2 times.
Day 4 - CRITICAL FAILURE - Dice Challenge - Set Back, 1d4 is rolled, result is the amount of "Time" the building is set back by. Result 1.
Day 5 - Failed to Hit DR.
Day 6 - Hit DR 1 times.
Day 7 - Hit DR 3 times.
Results - Bridge FINISHED!!! - 6 Logs.
Gained - 90exp
It was agreed that the Bridge came first, dispiet having plans for the week, Sandow set to work at building the bridge to his best ability. At first things were going smoothly, half finished in the first day, but then, disaster struck, a log slipped from his grasp as he was setting it into place and began to float down the river, but thankfully he was able to retrieve it, though was set back a bit. Things took a while after that, it nearly looked like he wasn't going to be done by the weeks end and nothing was going right. Luckily he pulled an all nighter and finished the bridge on the last day of the week...
Day 1-7: Gather plants
Dabbling Plant Gathering 1d6
Plant Gathering is of Low Average DR
Tools - None
Modifier - Personality +1DR, Co-Worker Water +1DR, Co-Worker Fire -1DR, Co-Worker Earth +1DR
Day 1 - Critical Fail - Pulled into the River Shallows with Litast.
Day 2 - Failed to Hit DR
Day 3 - Hit DR 1 times.
Day 4 - Hit DR 1 times.
Day 5 - Failed to Hit DR.
Day 6 - Failed to Hit DR
Day 7 - Hit DR 2 times.
Results - Gathered 4 units of Fisher Berries
Gained 50exp
While searching along the bank with Litast, a hand grabbed hold of her shirt as the two of them fell into the river after Litast slipped. Both coming out covered in water, and soaked clothing. After a week though, she had gathered more fisher berries to be eaten or brewed...
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During the nights, two dwarves exchanged shifts in watching the camp, rousing each other for their shifts as they grew tired and kept watch over the area with a Lantern.
::DICE CHALLENGE::
With the watch, the night seemed more calmer, as if that disturbing feeling from the week before gone as if the presence of the awake dwarves kept it away, sleep was calm and soothing for those that slept. At the end of the week, they took note that the Candle used in the lantern was half melted...
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End of Week Notes.
Seems that things went a little more hectic this week. I mean seriously 5 times did I get Critical Fails, and 3 of them on the same "day" for the plant gatherers. And the bridge was not even looking like it was anywhere close to being finished. But the funny thing was that I accidently double clicked the Roll button on the site I am using, and it rolled two sets, the first was loaded before the second too action, it showed a Fail to Hit DR on the 7th day, but the second roll had a good result, seeing as it was a mistake on my part I took the better...
Also to note, please remember to Communicate with each other on what is happening, know when and who wants to use what when. Should the food be rationed. Etc...
Booze is being drunk at 8 Barrels a week atm. The small topups that the Brewer is making is kinda helping but its not really enough to keep things in the black as it comes closer to the bottom of the barrel...
I'll also ask should I add in a Happiness Bar for each dwarf. Be a bit more detailed on how food and such is effecting you all? Or working with a conflicting personality result in changes in happiness too? Its currently being kept quiet but would you like to know visually???
EDIT::
...it takes 2 hours to roll a turn
Yes, I have other things to do while its happening atm. Getting my clothes for work out onto the line to dry, Nature called and then seeing off my Girlfriend who was over. Sue me. Some places have longer roll times, some have shorter. At least it didn't take as long as before...
FAKE EDIT:: I could add less detail to events if you want me to. Like the text between the spoilers... Poll up, using only one Choice option...