Actions:<br/>Krunsh, action 1: Plot evil schemes (which attributes are usable with that, again?)<br/>Krunsh, actions 2 and 3: Recruit.  Looking for the cleverest and most trap/engineering-skilled kobolds available -- quality over quantity, since we have plenty of manual labor available and need the best work possible for our lair.  Rolls are 31 and (natural 20) 33!<br/>Margash and Harkmeet: Guard duty.<br/>Hobgoblin warriors: Dig/furnish.<br/>Hobgoblin marshal: Shout at digging hobgoblins.<br/><br/>---<br/><br/>"Well, perhaps there's a city built in a valley somewhere.  But...well, walls are common enough for defense.  Suppose you beguiled some city's chief engineer, convince him that waterproofing their gates is a good idea.  If they've no powerful mages, all we'd need then is some way to keep the gates locked long enough to fill the place..."