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

I am quite worried about this Winter, we seem okayish on both heat and food, and the wall should solve our defense problems,but we aren't doing great in anything, which we kinda need to be to tank Harshness dice.
yah we ain't doing good on knowledge at all that why next turn I want to grab
[] Study the Tribute Taker's tools [Progress 0/75]
Dark stones, charred bones, bloodstained ritual rugs. This is what the Tribute Takers used to pollute the land, torture Winter Walkers into specters and enslave beasts, spirits, and men. I need to find how to unmake those blasphemies. + Knowledge, Information on Tribute Takers's occults practices, new Occult options.
since it increase our knowledge and get us more informatin on how all this bad magic works spefically the tribute takers which would help us a lot also I want to do this next turn
[] The Ashes [Death] [0/25]
Ashes touch Death. Those who put ashes on themselves can hear them with greater ease, and when I put ashes on myself, I feel like one of the Dead. In the ashes reside the broken souls of what was burned, and perhaps their suffering too. We need to know more. Information on ashes properties and potential use.
since we have a lot of ashes hanging around atm and I very much like a way to use them in winter
 
I am quite worried about this Winter, we seem okayish on both heat and food, and the wall should solve our defense problems,but we aren't doing great in anything, which we kinda need to be to tank Harshness dice.
That is at least partly due this turn being used to gain long term bonusses like the extra dice from the town hall and scouts.
In the fall we use those new dice to get ready even more for winter.
 
Adhoc vote count started by OldShadow on Jun 13, 2023 at 1:13 PM, finished with 27 posts and 13 votes.

  • [X] Plan Sunrise - With Fireberries
    -[X] The Berries of Fire [0/25] (NEW) 1 Colonist Die
    -[X] Wilds (+1 to rolls)
    -[X] Rebuild the Peaceful Wilds
    --[X] Rebuild what Once Was [0/100] : Enhance the Old Places modifier. 2 Natives dices (+3)
    -[X] War in the Woods
    --[X] The Wounded and Dying [Tasks] [Any Workforce die] 1 Silent Blades die
    --[X] Poisoned Giants [122/150] 1 Silent Blades die
    -[X] We need allies [Risky]
    --[X] Along the Coast 1 Colonist die
    --[X] West, toward the mountains 1 Natives die
    -[X] Town
    --[X] A Stronger Wall [Militia] [22/150] 1 Generic die
    --[X] Atelier [71/100] 1 Colonist die (+7) + 1 Native die (+2)
    --[X] Town Hall [0/100] 2 Colonist dices (+7)
    -[X] Train Scouts [Militia] [0/75] Warrior's Son + Militia die
    -[X] The Fallen Homes, Part 2 (old settlement) [Death] [0/100] 1 Colonist die (+7)
    -[X] Questions of leadership [? DC] 1 Council die
    -[X] Shepherds for Corpses [Death Singing] [0/150] 1 Mourner
    --[X] Bones Hives
    -[X] Nature of Faith [? DC] (NEW) 2 Sara dice
    [X] Plan: Fan out
    -[x] The Berries of Fire (1 Colonist Die)
    -[x] Rebuild the Peaceful Wilds (2 Native Dice)
    --[x] Rebuild what Once Was [0/100] (2 Native Dice)
    -[x] The Fall (??? DC) (1 Militia Die)
    -[x] War in the Woods (1 Silent Blade Die)
    --[x] Poisoned Giants [122/150]
    -[x] We need allies [Risky] (1 Colonist Die, 1 Native Die)
    --[x] Along the Coast
    -[x] Follow the Riversteel [Risky] (1 Colonist Dice, 1 Silent Blade Die)
    -[x] A Stronger Wall [Militia] [22/150] (1 Generic Die)
    -[x] Train Scouts [Militia] [0/75] (1 Native Die, 1 Warrior's son Die)
    -[x] Atelier [71/100] (2 Colonist Dice)
    -[x] Master and apprentice [40/ ?? DC] (1 Council Die)
    -[x] The Ashes [Death] [0/25] (1 Mourner Die)
    -[x] Nature of Faith [? DC] (2 Sara Dice)
    [X] Plan Sunrise
    -[X] Wilds (+1 to rolls)
    -[X] Rebuild the Peaceful Wilds
    --[X] Rebuild what Once Was [0/100] : Enhance the Old Places modifier. 2 Natives dices (+3)
    -[X] War in the Woods
    --[X] The Wounded and Dying [Tasks] [Any Workforce die] 1 Silent Blades die
    --[X] Poisoned Giants [122/150] 1 Silent Blades die
    -[X] We need allies [Risky]
    --[X] Along the Coast 1 Colonist die
    --[X] West, toward the mountains 1 Natives die
    -[X] Town
    --[X] A Stronger Wall [Militia] [22/150] 1 Colonist + 1 Generic die
    --[X] Atelier [71/100] 1 Colonist die (+7) + 1 Native die (+2)
    --[X] Town Hall [0/100] 2 Colonist dices (+7)
    -[X] Train Scouts [Militia] [0/75] Warrior's Son + Militia die
    -[X] The Fallen Homes, Part 2 (old settlement) [Death] [0/100] 1 Colonist die (+7)
    -[X] Questions of leadership [? DC] 1 Council die
    -[X] Shepherds for Corpses [Death Singing] [0/150] 1 Mourner
    --[X] Bones Hives
    -[X] Nature of Faith [? DC] (NEW) 2 Sara dice

Current tally.
The vote will run for 1 to 3 days, depending on activity.
 
[X]Plan Strange Plants and Evil Pests
-[X] Razorweed
--[X] Plot [0/25]: Razorweed supply enhanced. (1 Colonist Die)
-[X] The Wicker Man [21/100] (1 Colonist Die)
-[X] The Berries of Fire [0/25] (NEW) (1 Generic Die)
--[X] A Wider Hunt [Away with the pests] [49/150] New resources, information (1 Colonist Die, 1 Silent Blade Die)
-[X] Rebuild the Peaceful Wilds
--[X] Rebuild what Once Was
[0/100] : Enhance the Old Places modifier. (2 Native Dice
-[X] War in the Woods
--[X] Poisoned Giants [122/150]
(1 Silent Blade die)
-[X] Follow the Riversteel [Risky] [???] (NEW) Steel (1 Colonist Die, 1 Native Die)
-[X] A Stronger Wall [Militia] [22/150] Build a reinforced defensive wall, - Wood (1 Colonist Die)
-[X] Atelier [71/100] -Wood, unlock most crafting options, ??? (1 Native Die, 1 Colonist Die)
-[X] Train Scouts [Militia] [0/75] Generic Workforce Die turned into 2 Specialist Wild Dices. Enhanced warning system. Bonus to offensive actions and harassment. Results will be strongly influenced by the dice used. (1 Warrior Son Die, 1 Militia Die)
-[X] The Fallen Homes, Part 2 (old settlement) [Death] [0/100] Build appropriate housing for the Freed. (1 Colonist Die)
-[X] Questions of leadership [? DC] Rationalize the structure of the settlement beyond an ad hoc survival system. (1 Council Die)
-[X] Shepherds for Corpses [Death Singing] [0/150] Earn a Dead Dice
--[X] Bones Hives
: (1 Mourner Die, 1 Sara Die)
-[X] Nature of Faith [? DC] (NEW) Sara think on the people faith (1 Sara Die)

This plan is more in support of investing what we already have. We know that Razorweed would be useful against spirits once we have cultivated enough to use and the Wicker Man is another more immediate attempt at resolving that issue. We need it as we have Hope Singing, so we need something better to counteract the evil spirits.
I also chose to send the Colonist out with a Silent Blade group to help cull the pests as we have not done anything against them this year yet, and I want ensure that we do not have to deal with what we did last turn. I also chose to follow the Riversteel. Yes it is risky, but it also has an opportunity of finding a source of ready to use steel rather than having to mine iron from the ground. As the Apprentice option was listed as not urgent, I chose the Leadership issue to work on so we can get more dice to use.
 
@OldShadow you should check the new survival/ adventure - colony sim game titled Gord, its kinda like this quest but the setting is Slavic folklore.
Look interesting, like Thea the Awakening and Frostpunk (one of my inspiration) combined.
Will look when it is released or in beta, for now I am mostly playing Rogue Trader (40k is always good for relentless foes).
Witch has make me realize that there was no Planetary Governor quest were the main character is the Governor of an established world, and not a recently colonized one.
 
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Look interesting, like Thea the Awakening and Frostpunk (one of my inspiration) combined.
Will look when it is released or in beta, for now I am mostly playing Rogue Trader (40k is always good for relentless foes).
Witch has make me realize that there was no Planetary Governor quest were the main character is the Governor of an established world, and not a recently colonized one.
There may be a reason for that.

Along with the general vibes of fascism, the big defining trait of governance in the Imperium of Man is that it's divided among several interlocking institutions, all of which are absurdly conservative and whose internal rivalries sometimes escalate to open warfare over vain attempts to prove inane points.

Playing the nominal head of government in such a scenario is likely to be a painful experience.

On a freshly colonized world where there's a big "pie" of resources to distribute and where whoever's theoretically in charge of that feuding tangle of different anthills can suppress the worst of it in the name of resolving an emergency, that's less of a problem.
 
There may be a reason for that.

Along with the general vibes of fascism, the big defining trait of governance in the Imperium of Man is that it's divided among several interlocking institutions, all of which are absurdly conservative and whose internal rivalries sometimes escalate to open warfare over vain attempts to prove inane points.

Playing the nominal head of government in such a scenario is likely to be a painful experience.

On a freshly colonized world where there's a big "pie" of resources to distribute and where whoever's theoretically in charge of that feuding tangle of different anthills can suppress the worst of it in the name of resolving an emergency, that's less of a problem.
Yes, for the players to have freedom of actions, the quest would have to take place after a reshuffle of political power.
Like an inquisitorial purge or the aftermath of an invasion/ civil war.
 
For a good base to build from I suggest looking here [Planetary Governor CYOA]. (ignore everything after the first four pages)
It could make for an interesting story/quest to read/participate in.

You have done well with this quest @OldShadow.
Thank you, I am always wondering if communicate well with the players, since english is not my native langage.
And i will add this to my pile of inspirations/quest ideas, with the Diablo-like protag quest, alternate magical industrial revolution, magical space Empire quest, oracle order quest and anti-Xianxia hermetist quest...Never enought time.

Edit: And bootleg Path of Civilization in a magical world.
 
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You are an hermit. You read books, do experiments, watch the stars, meditate without bothering anyone.
A bunch of superhumans assholes on flying sword come next to you and begin to kill and steal for every possible bits of power.
Get them out.
Anti-Xianxia because Xianxia is "grab supernatural power at any cost, the world is a zero-sum, the strongs devore the weaks"
And the protagonist strongly disagree with this philosophy.
 
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