Try to survive the Winter: A planquest in Fantasy Colonial America

[] Of Cold and Shadows

The lesser shades of the cold land, as fragile as silk's weave, but as silent and discreet as a shadow. They will come, hidden, and drop themselves as a cloak on wary shoulders, luring one to a long sleep as they draw all warm from their bodies.
This seems like the type of spiritual enemies the Freed would help us against.

-[] Sara Smith: Beloved by the dead and living, so young and already with power filled. A tasty treat, to be given much and offered more, until she breaks and bow.
Now this is more of a double edged blade, if we lose her we are damned, but if she can keep the power offered after winter ends...
 
yah as a reminder we are best prepared in ascending order food, defence, heat and knowledge. We absouelty should not pick anything illness related we will 1000% die then we are only barely have enough for winter without any illnesss

[] Plan: WINTER HAS ARRIVED
-[X] Endless Pit: Hunger shall take from every morsel, folks needing more food to feed themselves and satisfy their appetites. Will full larder be enough, I wonder? 3 hunger dice
-[X] Promises and half-truths. Sara Smith: Beloved by the dead and living, so young and already with power filled. A tasty treat, to be given much and offered more, until she breaks and bow. 1 harshness dice
-[X] The Vermin 2 harsheness dice dice
-[X] Fleshless, Remorseless Now fresh souls for this Season? Well, old shall do the tricks. A few, trusted and desperate ghostly servants, having long lost remnants, names, and memories. Those formless ones shall be sent, and they shall try their best to find a face, a body, and a name anew, be it from the living or from the dead. 1 cold dice
-[X] Proving of the Made The Takers have many strange and wonderful creations, made from the twisted, the shattered, the sold. They have many uses, for the Takers do not have naturally hunting dogs or livestock. With a little push, a few of those creatures will be sent to prove themselves in a new hunting ground this Winter. Fear them, for there are fast, strong and relentless, fearing not the lesser blows of men. 1 cold dice
-[X] Playful Winds: The Winds of the North have come to play. Weather shifts from an instant to the next, storms peppered through the months, and the unaware shall be buried under the blizzards! 1 cold dice

This plan I think plays to our strength the best with most dice going on stuff that physically attacking us which with the good milltiarty force we have built I am confident we can fight back against then. I also put a bunch of dice on endless pit which I think we will be able be okay with with how much we have built up our food reserves this year. The the final remaining dice I throw one on some ghost which with the mourners, sara and the freeded ones I think we will be able to fend off quite well. I also have one cold dice on winter which with our houses I think we will be able to surive against quite well. Then finnally I throw one dice on them trying to tempt sara to there side which I am confident that she will be able to resist with the freeded ones helping her and telling her of the lies of winters plus mourners helping. We also have a patron now too who I doubt would want to see the person they putting time and effort too fall to the emeny grasp.
 
yah as a reminder we are best prepared in ascending order food, defence, heat and knowledge. We absouelty should not pick anything illness related we will 1000% die then we are only barely have enough for winter without any illnesss

[] Plan: WINTER HAS ARRIVED
-[X] Endless Pit: Hunger shall take from every morsel, folks needing more food to feed themselves and satisfy their appetites. Will full larder be enough, I wonder? 3 hunger dice
-[X] Promises and half-truths. Sara Smith: Beloved by the dead and living, so young and already with power filled. A tasty treat, to be given much and offered more, until she breaks and bow. 1 harshness dice
-[X] The Vermin 2 harsheness dice dice
-[X] Fleshless, Remorseless Now fresh souls for this Season? Well, old shall do the tricks. A few, trusted and desperate ghostly servants, having long lost remnants, names, and memories. Those formless ones shall be sent, and they shall try their best to find a face, a body, and a name anew, be it from the living or from the dead. 1 cold dice
-[X] Proving of the Made The Takers have many strange and wonderful creations, made from the twisted, the shattered, the sold. They have many uses, for the Takers do not have naturally hunting dogs or livestock. With a little push, a few of those creatures will be sent to prove themselves in a new hunting ground this Winter. Fear them, for there are fast, strong and relentless, fearing not the lesser blows of men. 1 cold dice
-[X] Playful Winds: The Winds of the North have come to play. Weather shifts from an instant to the next, storms peppered through the months, and the unaware shall be buried under the blizzards! 1 cold dice

This plan I think plays to our strength the best with most dice going on stuff that physically attacking us which with the good milltiarty force we have built I am confident we can fight back against then. I also put a bunch of dice on endless pit which I think we will be able be okay with with how much we have built up our food reserves this year. The the final remaining dice I throw one on some ghost which with the mourners, sara and the freeded ones I think we will be able to fend off quite well. I also have one cold dice on winter which with our houses I think we will be able to surive against quite well. Then finnally I throw one dice on them trying to tempt sara to there side which I am confident that she will be able to resist with the freeded ones helping her and telling her of the lies of winters plus mourners helping. We also have a patron now too who I doubt would want to see the person they putting time and effort too fall to the emeny grasp.
Nice plan. May I suggest replacing Proving of the Made or taking off a Hunger die and do Old and Forgotten instead? I suspect we'll have better chances of putting the dead to rest than whatever monstrous abominations the Taken have made. Plus, if we put the guardians to rest here, that means we won't have to deal with them when going after their tombs later. Also, are you sure we should take all the harshness dice? Our prep work was kinda reduced courtesy of that early disaster after all.

I also think using the ghosts for a cold dice might be unwise. The subtlety of cold and the "kill and replace" nature of the dead seem like they would synergize. I'm likewise unsure of tempting Sara. Sure, we have plenty of protections for her, but she's also still damaged by grief and if we lose her, we are in deep trouble.
 
[] Lone Hunter

A lone one, seeking something precious and portable to bring back to its master. He shall slip into the homes of the unaware and take what will bring him fame. Some learned mind? Gunpowder? A precious slave? Who knows?

This is one that we must absolutely avoid, in our state every bite of knowledge that the enemy ignore is invaluable. Without speaking of important characters.

-[] Sara Smith: Beloved by the dead and living, so young and already with power filled. A tasty treat, to be given much and offered more, until she breaks and bow.

Yeah I'm not ready to risk Sarah for some un holy and dangerous knowledge.
 
Nice plan. May I suggest replacing Proving of the Made or taking off a Hunger die and do Old and Forgotten instead? I suspect we'll have better chances of putting the dead to rest than whatever monstrous abominations the Taken have made. Plus, if we put the guardians to rest here, that means we won't have to deal with them when going after their tombs later. Also, are you sure we should take all the harshness dice? Our prep work was kinda reduced courtesy of that early disaster after all.

I also think using the ghosts for a cold dice might be unwise. The subtlety of cold and the "kill and replace" nature of the dead seem like they would synergize. I'm likewise unsure of tempting Sara. Sure, we have plenty of protections for her, but she's also still damaged by grief and if we lose her, we are in deep trouble.
tbh with the cannons we have and the well made millita we have verus how the option we choose for ghost was
Unlock opportunity to pacify and ally with the dead.Efficient for recruiting allies and helping lost souls, but is inefficient against truly vile spirits. Allow to a lesser extent to raise the spirit and facilitate diplomacy with the living.
which makes us not the best against evil spirits which those spirits will be and these are old powerful spriits too making it even harder than it would otherwise be though they are at least non winter spirits, who may not be truly vile either too... so maybe we got a chance at turning them or mitgating them not gonna get my hope though but hmmm..

Tbh I think our prep work has been pretty stellar and even with the diaster I think we did very well so I am fine with taking all the harshness dice I think we can take it also don't want other native settelments, or the freeded kings ect to get attacked by those instead(like we got 2 nat 100s in 3 turn period and got all our levels for winter to accetpables level enough food to fight hunger, strong defences lots of food feeling good) I also think with how good our defences will be with the millita we can risk taking more options that directly attack us than otherwise overall I am pretty confident that we are gonna be able to weather winter knock on wood

You do make some good point though on the ghosts. I think sara will be fine if people are that worried will get rid of that action. updated plan below

[] Plan: 2.0 WINTER HAS ARRIVED
-[X] Endless Pit: 3 hunger dice
-[X] The Vermin 1 harshness dice 1 cold dice
-[X] Proving of the Made 1 harshness dice
-[X] Playful Winds: 1 cold dice
-[X] The Winged 1 harshness dice
-[X] Old and Forgotten 1 cold dice

changes are old forgotten exchanged for fleshless one. Also exchanged sara dice for the winged ones.
 
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[] Plan: 2.0 WINTER HAS ARRIVED
-[X] Endless Pit: 3 hunger dice
-[X] The Vermin 1 harshness dice 1 cold dice
-[X] Proving of the Made 1 harshness dice
-[X] Playful Winds: 1 cold dice
-[X] The Winged 1 harshness dice
-[X] Old and Forgotten 1 cold dice

changes are old forgotten exchanged for fleshless one. Also exchanged sara dice for the winged ones.

I agree that we have been quite efficient in our prep work. However, given that we started in such a hole that the QM was convinced that we'd have to commit cannibalism to survive, I don't think we are past mediocre preparations all in all.

Anyways, I'm not really a fan of The Winged. It's outright stated that they're immune to hunters and walls, aka our two best defenses against this sort of thing. If I may make yet another suggestion, trade out the cold die on Old and Forgotten with Of Cold and Shadows. We've got protection from incorporeal threats, so might as well make use of it. Heck, I might even be willing to place two cold dice on it. 3 might be pushing it though.
 
I agree that we have been quite efficient in our prep work. However, given that we started in such a hole that the QM was convinced that we'd have to commit cannibalism to survive, I don't think we are past mediocre preparations all in all.

Anyways, I'm not really a fan of The Winged. It's outright stated that they're immune to hunters and walls, aka our two best defenses against this sort of thing. If I may make yet another suggestion, trade out the cold die on Old and Forgotten with Of Cold and Shadows. We've got protection from incorporeal threats, so might as well make use of it. Heck, I might even be willing to place two cold dice on it. 3 might be pushing it though.
I would agree in Cold or knowledge we are below or only at mediocre preparations but on defences/food I think we will have to disagree there I think we will have to disagree we got a ton of food and got a nat 100 for millita feel confident there.

The winged aren't immune to our defences(wall yes but millita no)
[] The Winged

The menace above, easily evading both hunters and walls. They shall come in droves and pluck the unawares from above.
they are much harder for us to kill due to the whole flying thing but our defeatable. Also we are best in conflict based stuff atm so I feel semi confident with throwing only one dice at them. Though u do make a good point that there flying thing prob makes them even more of a threat than other stuff.

Our defence against vile spirits aren't that great due to us taking the hope stat and furthermore the freeded warnings only apply to those who can hear it and with how low our knowledge stat is I really don't feel confident against the of cold and shadows since it sneaky unlike the other options while also being a truly vile spirit so we can't exactly be that effective against it as a result. Also since cold dice are much more focused on longterm planning and sneaky the freeded will prob have a harder time notcing.

[] Plan: 3.0 WINTER HAS ARRIVED
-[X] Endless Pit: 2 hunger dice 1 harshness dice
-[X] The Vermin 1 harshness dice 1 cold dice
-[X] Proving of the Made 1 harshness dice
-[X] Playful Winds: 1 cold dice
-[X] From the Red Wood 1 hunger dice
-[X] Old and Forgotten 1 cold dice


switched winged for from the red wood since they are land based and can't just fly over our walls and pick up people that are unaware while swarming us

@Kalrotix thanks for the vote! and sorry to change the plan again and I think their might be a moratium? not sure @OldShadow is there a moratium?
 
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Yeah I'm not ready to risk Sarah for some un holy and dangerous knowledge.
Problem is, who do went send in her stead?

The council are the ones running the village day to day, if they go mad they can drag down a lot with them. Needless to say who replaces them?

The weak will highten our pre-existing tensions as children start to die or worse.

Sarah at least has the better odds of resisting them.
 
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[] Plan: 3.0 WINTER HAS ARRIVED
-[X] Endless Pit: 2 hunger dice 1 harshness dice
-[X] The Vermin 1 harshness dice 1 cold dice
-[X] Proving of the Made 1 harshness dice
-[X] Playful Winds: 1 cold dice
-[X] From the Red Wood 1 hunger dice
-[X] Old and Forgotten 1 cold dice
I didn't expect us to fight Of Cold and Shadows. However, we did just complete the Mandate that means the Freed protects us from incorporeal threats. Sure, the protection is weak, but the shades are fragile, so I'd give our friendly ghosts good odds. While the shades may be sneaky, starting to make someone freeze to death really isn't, so I give decent odds for detection as well even if the shades can sneak through. While the ghosts can't heat the victims themselves afterwards, they can contact Mourners who can.

Anyways, your plan isn't actually valid. We can only spend Hunger dice on Endless Pit. No harshness dice allowed.
 
I didn't expect us to fight Of Cold and Shadows. However, we did just complete the Mandate that means the Freed protects us from incorporeal threats. Sure, the protection is weak, but the shades are fragile, so I'd give our friendly ghosts good odds. While the shades may be sneaky, starting to make someone freeze to death really isn't, so I give decent odds for detection as well even if the shades can sneak through. While the ghosts can't heat the victims themselves afterwards, they can contact Mourners who can.

Anyways, your plan isn't actually valid. We can only spend Hunger dice on Endless Pit. No harshness dice allowed.
ah shit your right it not valid okay then sticking with my 2.0 version for the time being then
 
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in that case

[X] Plan: 2.0 WINTER HAS ARRIVED
-[X] Endless Pit: 2 hunger dice
-[X] The Vermin 1 harshness dice 1 cold dice
-[X] Proving of the Made 1 harshness dice
-[X] Playful Winds: 1 cold dice
-[X] The Winged 1 harshness dice
-[X] Old and Forgotten 1 cold dice
-[X] From the Red Wood 1 hunger dice

[X] Plan: WINTER HAS ARRIVED
-[X] Endless Pit: 2 hunger dice
-[X] Sara Promises and half-truths. 1 harshness dice
-[X] The Vermin 2 harsheness dice dice
-[X] Fleshless, 1 cold dice
-[X] Proving of the Made 1 cold dice
-[X] Playful Winds: 1 cold dice
-[X] From the Red Wood 1 hunger dice

[X] Plan: 2.0 WINTER HAS ARRIVED + No Winged and Sara
-[X] Endless Pit: 2 hunger dice
-[X] The Vermin 1 harshness dice 1 cold dice
-[X] Proving of the Made 1 harshness dice
-[X] Playful Winds: 1 cold dice
-[X] Sara Promises and half-truths 1 harshness dice
-[X] Old and Forgotten 1 cold dice
-[X] From the Red Wood 1 hunger dice

made another version of the plan that get rid of winged and does winter trying to tempt sara instead
 
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[X] Plan: 2.0 WINTER HAS ARRIVED + No Winged and Sara
-[X] Endless Pit: 3 hunger dice
-[X] The Vermin 1 harshness dice 1 cold dice
-[X] Proving of the Made 1 harshness dice
-[X] Playful Winds: 1 cold dice
-[X] Sara Promises and half-truths
-[X] Old and Forgotten 1 cold dice
 
[X] Plan: 2.0 WINTER HAS ARRIVED + No Winged and Sara

- so grim and so dark without bordering on the grimderp... love it
 
Yes, no moratium.
Also, in all honesty, this is a test run of the Winter system, expect changes according to results.
By the way, the Council estimate you have enough food for a normal Winter (for last year Winter).
 
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[X] Plan: 2.0 WINTER HAS ARRIVED + No Winged and Sara
-[X] Endless Pit: 3 hunger dice
-[X] The Vermin 1 harshness dice 1 cold dice
-[X] Proving of the Made 1 harshness dice
-[X] Playful Winds: 1 cold dice
-[X] Sara Promises and half-truths 1 harshness dice
-[X] Old and Forgotten 1 cold dice
 
Doing 3 dice on hunger would probaly turn our food supply from enough to cannibalism is needed better move one of those dice elsewhere
 
yah thanks for the info old shadows once I get to my computer I'll move one hunger dice off endless pit to something else prob the red wood one
 
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