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

[X] Plan Set up Phase
-[X] Cleaning up [Task] (1 Colonist Die)
--[X] Burning Taters [Task] (1 Colonist Die)
-[X] Sow the Fields [Task] (2 Colonist Dices, 1 Natives Dice)
-[X] Razorweed
--[X] Plot [0/25]: (1 Personal Die)
--[X] Feed the Razorweeds [0/25] (1 Native Die)
-[X] Hunt
--[X] Hunt: Game (1 Colonist Die)
-[X] Rebuild the Peaceful Wilds
--[X] Rebuild what Once Was [0/100]: (2 Native Dice)
-[X] Gathering Expedition [DC 20/60/90]: + Food, + Herb, additional crops, and plants options. (1 Generic Die)
-[X] War in the Woods
--[X] The Wounded and Dying [Tasks] (1 Silent Blade Die)
--[X] Poisoned Giants [0/150] (1 Silent Blade Die)
-[X] Steel and Gunpowder [Militia] [???] (1 Colonist Die)
-[X] Principle of Monster-Hunting [Militia] [0/50] (1 Warrior's Son Die)
-[X] Train Scouts [Militia] [0/75] (1 Militia Die, 1 Colonist Die)
-[X] The Fallen Homes, Part 2 (old settlement) [Death] [0/100] (1 Mourner Die)
-[X] Questions of leadership [? DC] (1 Leadership Die)
-[X] The lesser Curse of Cold [? DC] (1 Personal Die)

As mentioned in the plan name, this is about setting things up so we can get to the stuff that we really want. Get the Razorweed plot up with a boost so we can get started on both the Pit Tactics and the Hedge Building for better Winter Defenses. Start training the Militia in Monster-Hunting and getting Scouts set up so we can actually do the tougher [Away with the Pest] missions. Add in Rebuild What Once was to further boost future Wild Actions. Then get started Gathering Expedition for food and herbs, but most importantly to find any hint of iron and other metals we can mine to for use. Use the Silent Blades to get us plenty of wood so we can finally get started on the infrastructure projects we have waiting for us, such as the Stronger Wall for better Defense, Atelier so we can get use any resources we find and True Homes for better heating during winter. Finish of the Fallen Homes project for more protections against spirit shenanigans. End with getting a look at the disputes and get started on resolving the Curse of Cold issue.
 
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[] Plan: Springtime gathering - With more Wood
-[] Cleaning up [Task] (3 Workforce Die)
--[] Break them apart
[Task]: 2 Workforce
--[] Study the Edges [0/25] : 1 Workfoce
-[] Sow the Fields [Task] (2 Colonist Dices, 1 Natives Dice)
--[] Additional Herbs:
1 Workforce
-[] War in the Woods (1 Workforce Die + 2 Silent Blade Die)
--[] The Wounded and Dying
[Tasks] (1 Workforce Die)
--[] The Black Woods [???]
(2 Silent Blades Die)
-[] Fish
[0/50] (2 Workforce Die)
-[] Steel and Gunpowder [Militia] [???] (Warrior Son Die)
-[] A Stronger Wall [Militia] [0/150] (Militia)
-[] Atelier [0/100] (2 Workforce Dice)
-[] Solve disputes [? DC] (Council Die)
-[] The lesser Curse of Cold [? DC] (Mourner Die)
-[] Listen to the Stories [? DC] (Sara Die)
-[] Teach Death Singing
[Death Singing] (Sara Die)
--[] Amongst the Mourner
[20 DC, ???] Mourners obtain the Death Singing trait.


Okay @Amilia here is a revised version of you plan. What do you think?
 
[X] Plan Set up Phase
This has nearly everything I want, except for studying the monster edges (If the edges are still there next turn then I am fine with that). I would leave Solving Disputes for later so that we have a Chain of Command going and have a person dedicated to solving disputes instead of Sara who is going to be swamped with training Mourners soon. I want Ashen Mass to get organized soon so that it can improve unity and calm in the background, there is power in belief and mass is basically a ritual so there might be hidden benefits to have that on asap, also if we get 3 Spiritism actions we can get a re-roll which cannot be understated given how deadly this land has been. Maybe replace Studying the cold with Ashen Mass, who knows maybe the Ash, which is spiritually made from fire, can warm them up?

Edit: okay maybe replace Burning the Taters with Fishing or Hunting so that we have more food security would also be nice.
 
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I would like to point out that both plan have à risk of failling to acquire enough food for the season, wich would mean shifting to half or starvation rations.
The town is too disorganized for a precise ressource account, but the Concil can predict some food shortages.
 
@OldShadow I forgot but what does the +7 on the right of the Colonist Dices mean again?
Also the "Count for Plot action if not other Razorweeds action is taken" part in the Feed the Razorweed action, does this mean we don't have to spend a Dice on Plot?
 
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@OldShadow I forgot but what does the +7 on the right of the Colonist Dices mean again?
Also the "Count for Plot action if not other Razorweeds action is taken" part in the Feed the Razorweed action, does this mean we don't have to spend a Dice on Plot?
Bonus to Colonist Dices rolls.
Yes, but that would mean your plot/reserve of Razorweed would be grown on husks, with no standard Razorweed avalaible.
 
[X] Plan Set up Phase, With more Food, Spiritism, Investigating the Fall, and Command Chain
-[X] Cleaning up [Task] (1 Colonist Die)
-[X] Hunt: Game (1 Colonist Die)
-[X] Sow the Fields [Task] (2 Colonist Dices, 1 Natives Dice)
-[X] Razorweed
--[X] Plot [0/25]: (1 Colonist Die)
--[X] Feed the Razorweeds [0/25] (1 Native Die)
-[X] Rebuild the Peaceful Wilds
--[X] Rebuild what Once Was [0/100]: (1 Native Dice)
-[X] Gathering Expedition [DC 20/60/90]: + Food, + Herb, additional crops, and plants options. (1 Generic Die)
-[X] The Fall (??? DC) : (1 Warrior's Son Dice)
-[X] War in the Woods
--[X] The Wounded and Dying [Tasks] (1 Silent Blade Die)
--[X] Poisoned Giants [0/150] (1 Silent Blade Die)
-[X] Steel and Gunpowder [Militia] [???] (1 Colonist Die)
-[X] Principle of Monster-Hunting [Militia] [0/50] (1 Native Die)
-[X] Train Scouts [Militia] [0/75] (1 Militia Die, 1 Colonist Die)
-[X] The Fallen Homes, Part 2 (old settlement) [Death] [0/100] (1 Mourner Die, 1 Personal Die)
-[X] Questions of leadership [? DC] (1 Leadership Die)
-[X] Ashen Mass [Spiritism] [? DC] (1 Personal Die)

Okay, here is my version of Sivantic's plan. We still Clean Up, Sow the Fields, the Razorweed actions, and the Silent Blade Actions, but Burning the husks is replaced with Hunting Game so that we have more food security in the event that the Expedition failed. Rebuild the Wilds have 1 less Native because I want to check out the Fall and see what happened there, it could maybe lead us to our missing Colonist hunter from the Colony Creator which could get us another potential Hero and Die. The only other changes are Questions of Leadership replaced Solving Disputes and Sara will lead an Ashen Mass so that we can get it running asap and keep giving us benefits in the background, along with getting us closer to that sweet Re-roll once we've done 3 Spiritism actions.

Edit: Switched the Warrior's Son's Principles Monster Hunter with The Fall, cause he should be an excellent scout and the Native are also well versed with Monster Hunting so they should be able to manage?
 
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I would like to point out that both plan have à risk of failing to acquire enough food for the season, which would mean shifting to half or starvation rations.
The town is too disorganized for a precise resource account, but the Council can predict some food shortages.
Does it though?
[] Gathering Expedition [DC 20/60/90]:
Razorweed as show to the Council the value of the many strange plants lying in the wilds. They are ready to send some Winter Walkers gather what they can and hope for another growing weapon against the Winter. At worst, they should bring us some food. + Food, + Herb, additional crops, and plants options.

-[] Game
[0/30] : The Wilds are full of easy prey, fat in meat and bountiful in furs. There are easy to take, let's just hope we de not
anger the Lords of this land. +Food, + Heat
[] Fish [0/50]

There is life in the water. We can take a little for us and give death in exchange. + Food
Out of the three possible food option, at DC20, Gathering is the most likely to get us food, with a mere 17% chance of failing.

But fine

I pulled a dice from the Fallen homes and tossed it at Game.
I would leave Solving Disputes for later so that we have a Chain of Command going and have a person dedicated to solving disputes instead of Sara who is going to be swamped with training Mourners soon
Except we cannot keep putting it off as the Chain of Command was a bandage, not an actual fix.
 
@OldShadow What does the Question of Leadership do to our action economy exactly?
Depend on rolls, but mostly give more dices at the cost of reducing the flexibility of your dices.
For example, you could earn an additional Council Die at the costs of restricting Council Dices to Council Action, by turning the Council from a position of general autority to one of lawmakers.
But in any cases, both Question of Leadership and Solve disputes are merely the start of their actions chains.
 
Got it. I am more than willing to have more Dice to work with. Two Dice is better than 1 flexible Dice when there is a lot of work to do. That extra dice can be dedicated to Solve Disputes if it is an action chain.
 
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[X] Plan Town hall and death singing
-[X] Cleaning up [Task] (1 Colonist Die)
-[X] Sow the Fields [Task] (2 Colonist Dices, 1 Native Dice)
--[X] Additional Herbs (1 Generic Die)
-[X] Hunt
--[X] Hunt [0/30]: Game (1 Native Die)
-[X] Fish [0/50] 1 Colonist Die
-[X] Gathering Expedition [DC 20/60/90]:(1 Native Die)
-[X] Rebuild the Peaceful Wilds
--[X] Rebuild what Once Was [0/100]: (1 Native Die)
-[X] War in the Woods
--[X] The Wounded and Dying [Tasks] (2 Silent Blade Dice)
-[X] Steel and Gunpowder [Militia] [???] (1 Colonist Die)
-[X] Train Scouts [Militia] [0/75] (1 Militia Die, 1 Warrior's Son Die)
-[X] The Fallen Homes, Part 2 (old settlement) [Death] [0/100] (1 Mourner Die)
-[X] Solve disputes [? DC] (1 Council Die)
-[X] The lesser Curse of Cold [? DC] (1 Colonist Die)
-[X] Town Hall [0/100] 2 Colonist dice
-[X] Practice the Breathless Songs [Spiritism] [Death Singing] [40/?? DC] 1 Personal Die
-[X] Teach Death Singing [Death Singing] 1 Personal Die
--[X] Amongst the Mourner [20 DC, ???] Mourners obtain the Death Singing trait.

Taking Cleaning up without any of the sub options will leave the husks in a pile that is not on our fields not ideal but we can deal with them in the summer once planting has been done.
Having our hero train the new scouts might result in better scouts as the dice use matter for the result
The town hall provides a second council die and as Solve disputes and leaderships are action chains we are going to need it

[X] Plan: Springtime gathering - With more Food

1/1 Generic dice (+2)
7/7 Colonist dices (+7)
4/4 Natives dices (+2)
2/2 Silent Blades dices (Silent Mind, Cold Blades: Those Dices represent near mindless, untiring undead fighters. As such, they will be automatically reduced to 0 when used on actions needing intellect, dialogues or cunning, but will obtain a strong bonus when used on action needing tirelessness, fighting, killing, and cutting) (+2)
- Specialist:
1/1 Mourner dice (Little Gift of the Winter's Winds [Curse]: -5 to all Mourners dice) (-3)
1/1 Militia dice (+2)
Leadership:
1/1 Council dice (+2)
- Heroes:
2/2 Personal dices from Sara Smith (MC) (+2)
1/1 Hero dice from the Warrior's Son (Usable for Wild and [Militia] tagged actions] (+2)
 
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Hmm, in that case it would be better to do first, even though it does leave a bad taste in my mouth to leave it alone another turn. I do think we should look at the Curse of Cold first before we start hypothesizing what sort of cure it needs.
 
Why the focus on the Fallen home?

We are running out of tools and have no way to make more, we need the Atelier.

Okay @Amilia here is a revised version of you plan. What do you think?
I would use just the 2 Silent Blades dice on the poisoned giants, then move the extra workfoce die to a gathering expedition.

This is so we can have enough wood for both the Atelier and the wall in case the Blades don't finish with the giants in one turn. As well as ensure we will have enough food.
 
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Why the focus on the Fallen home?
It will complete the mandate allowing us to pick a new one and i like to take:

[] A Garden Restored
The King desires more than anything anything to have its garden restored to its rightful glory. You are too pitiful to do so. But if you do what you can, you will be rewarded.
Tasks : Finish the Old Places Actions ?
Fulfillment Rewards: Gardener tools, seeds and training

I agree the Atelier is a high priority for the summer, where we have a lot more dice we can spend with our supplies refilled and fields planted.
For the spring i had three priorities: get enough food, get more dice and have Sarah on projects only she could work on.
 
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[X] Plan: Springtime gathering - With more Food
-[x] Cleaning up [Task] (3 Workforce Die)
--[x] Break them apart [Task]: (1 Native Die, 1 Generic Die)
--[x] Study the Edges [0/25] : (1 Colonist Die)
-[x] Sow the Fields [Task] (2 Colonist Dices, 1 Natives Dice)
--[x] Additional Herbs: (1 Native Die)
-[x] War in the Woods (2 Silent Blade Die)
--[X] Poisoned Giants [0/150]
-[X] Gathering Expedition [DC 20/60/90]: (1 Native Die)
-[x] Fish [0/50] (2 Colonist Die)
-[x] Steel and Gunpowder [Militia] [???] (Warrior Son Die)
-[x] A Stronger Wall [Militia] [0/150] (Militia)
-[x] Atelier [0/100] (2 Colonist Dice)
-[x] Solve disputes [? DC] (Council Die)
-[x] The lesser Curse of Cold [? DC] (Mourner Die)
-[x] Listen to the Stories [? DC] (Sara Die)
-[x] Teach Death Singing [Death Singing] (Sara Die)
--[x] Amongst the Mourner [20 DC, ???] Mourners obtain the Death Singing trait


Guys, guys. We are running out of tools, and setting up a blacksmith will take time.
 
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-[] Feed the Razorweeds [0/25] : In the old times, the Winter Walkers feed the Razorweeds with the unwanted part of their preys. Well, we have quite a lots of unwanted husks dirtying our land. Let the Winter Walkers use they old rites upon growing razors. Use husks to feed razorweeds. If the husks are burnt, the ashes will be used if this action is taken. Count for Plot action if not other Razorweeds action is taken.
If the plan is to create a plot and this action is taken is a second die needed on the plot action?
 
[X] Plan Set up Phase, With more Food, Spiritism, Investigating the Fall, and Command Chain
-[X] Cleaning up [Task] (1 Colonist Die)
-[X] Hunt: Game (1 Colonist Die)
-[X] Sow the Fields [Task] (2 Colonist Dices, 1 Natives Dice)
-[X] Razorweed
--[X] Plot [0/25]: (1 Colonist Die)
--[X] Feed the Razorweeds [0/25] (1 Native Die)
-[X] Rebuild the Peaceful Wilds
--[X] Rebuild what Once Was [0/100]: (1 Native Dice)
-[X] Gathering Expedition [DC 20/60/90]: + Food, + Herb, additional crops, and plants options. (1 Generic Die)
-[X] The Fall (??? DC) : (1 Warrior's Son Dice)
-[X] War in the Woods
--[X] The Wounded and Dying [Tasks] (1 Silent Blade Die)
--[X] Poisoned Giants [0/150] (1 Silent Blade Die)
-[X] Steel and Gunpowder [Militia] [???] (1 Colonist Die)
-[X] Principle of Monster-Hunting [Militia] [0/50] (1 Native Die)
-[X] Train Scouts [Militia] [0/75] (1 Militia Die, 1 Colonist Die)
-[X] The Fallen Homes, Part 2 (old settlement) [Death] [0/100] (1 Mourner Die, 1 Personal Die)
-[X] Questions of leadership [? DC] (1 Leadership Die)
-[X] Ashen Mass [Spiritism] [? DC] (1 Personal Die)

Think the whole with the warriors son investigating the fall makes alot of sense. Also would like to help the hunter if we can
 
[X] Plan: Springtime gathering - With more Food

//Edit:
[X] Plan: Springtime gathering - With more Food and scouts
 
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