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

Personal die on Pains of an Old Mariner is still open for possible reassignment if people feel strongly about it. And I'd like confirmation from everyone else that they're okay with feeding the scarecrow ashes to the Wounded. I'm still a bit worried there's going to be a backfire, but people have made good points about the metaphysics making it unlikely that anything particularly wicked survived the flames, and the difficulty it would likely have crossing the species barrier.
I would love to advance in this, but I have to admit that using Anchorless to get another Sara Dice will help us significantly in the immediate future and would get the Old Mariner ready significantly earlier...
 
I would love to advance in this, but I have to admit that using Anchorless to get another Sara Dice will help us significantly in the immediate future and would get the Old Mariner ready significantly earlier...
I'd personally rather use the Anchorless for the Silent Blades once we get the okay from the analysis of the Mindless that it's good.

Last Winter the hostile spirits were almost able to possess the Silent Blades themselves, which would have meant they couldn't do their thing of neutralizing an enemy die, and might have risked losing the Silent Blades entirely as they turn on us.

That's a major vulnerability that I feel it's very important we shore up. We're a lot weaker to spritual attacks than we are physical ones, so I feel shoring up one of the biggest vulnerabilities is important. I'd do it this turn if I didn't want some analysis on the Silent Blades first to make sure there won't be side effects, just in case it's more difficult than Sara expects to remove spirits from the magic sword-wielding bone terminators.

I want more dice for Sara to, but I'm hoping that this coming Winter we can give Sara the upgrade that gives her an additional die (and a +5 to all her die rolls.)
 
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I'd personally rather use the Anchorless for the Silent Blades once we get the okay from the analysis of the Mindless that it's good.
This was also my favored approach at first, we would increase the versatility of the Silent Blade Dice tenfold and we prevent the Winter from possesing them... But someone pointed out that getting the Silent Blades possessed by other spirits is likely going to block us from pursuing the Northman events and from To Fill What is Hollow quest line.

So I am much more wary of that possibility now TBH...
 
This was also my favored approach at first, we would increase the versatility of the Silent Blade Dice tenfold and we prevent the Winter from possesing them... But someone pointed out that getting the Silent Blades possessed by other spirits is likely going to block us from pursuing the Northman events and from To Fill What is Hollow quest line.

So I am much more wary of that possibility now TBH...
Fair, yeah. In that case it would probably be a choice between Sara and the Mourners (the Freed feel like the simple option with known effects.) Strengthening the Mourners would mean another boost to Union's spiritual defense, but Sara's personal dice are some of the most in demand dice relative to the amount of projects we need them for. And strengthening her might also let her handle the strain of the Silent Blades easier.

Though on the other hand, I'm a mite bit leery of having multiple spirits be anchored to one person, even one as powerful as Sara.

Still, if there are any other voices here who want to chime in with approval for the idea (or if @Hunter531 feels like burning his 2nd omake question on more details about what will happen), I can swap the action over.
 
If finishing the War in the Woods is your priority, I strongly recommend taking the Silent Blades off of this, or at least adding in a Sara die. The Silent Blades going on long missions far away from Sara is extremely draining for her, and she's already tired from having the Silent Blades participate in the War last turn.
Would it matter if I removed one of them or would it require both of them removed?

And yeah I can switch them. I do think that Alexandre would have done a good though.
 
Would it matter if I removed one of them or would it require both of them removed?
I think having the Silent Blades on the project at all is rough I feel, since the War in the Woods is taking place some distance away from Union and Deadtown, so Sara has to cover a lot of distance. That's why she was so tired afterwards last turn. We were told that if we wanted her to recover we should have Sara and the Blades remain close by and not doing anything strenuous.

Having Sara join the action with a personal die would help somewhat if you need to keep the Blades on it though. That's way less strenuous than having to maintain a connection over a vast distance. I'm not sure if it's non-strenuous enough to let her recover though, especially if next turn we're gonna be going on a Vermin Hunt.

EDIT: I'd also recommend swapping out cloaks for the Wildsmen for something else. We need that Fabric in order to fulfill the People's Will of wanting us to fix their clothes. Using it for Wildsmen cloaks might be more efficient from a numbers standpoint, but the people have their own demands for what to do with it.
 
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-[X] To find dogs [0/100] (1 Son's Skirmisher Die)
Hmm. I'm thinking about this action some more now. On one hand, we do probably want to find the dogs, preferably before the coming Winter. On the other hand, one die is unlikely to finish this turn.

However, a single Son's Skirmisher die does have a solid chance of completing the Unleash Fire. And while I question whether we truly need to do Unleash Fire, the project may not be as risky as I thought. If anyone knows how to run away from the giant monsters before they eat you, it's the Skirmishers. Furthermore, aside from our quite substantial omake stockpile, we do have a reroll specifically for combat in the Wilds, which the War in the Woods would definitely qualify for.

So, both to the other main planmakers and the people who have already voted for my plan, what are thoughts on swapping this out for Unleash Fire? Unleash Fire doesn't seem to give us much in the way of wood (unless that bit just got missed in its rewards), but weakening the Black Woods before the coming Winter could have its own benefits.

I would pledge to try and put 2 dice on finding dogs next turn if this swap is made, I'll note.
 
This was also my favored approach at first, we would increase the versatility of the Silent Blade Dice tenfold and we prevent the Winter from possesing them... But someone pointed out that getting the Silent Blades possessed by other spirits is likely going to block us from pursuing the Northman events and from To Fill What is Hollow quest line.

So I am much more wary of that possibility now TBH...

I am not sure that giving the Silent Blades minds would be the best idea as one of their plus was being able to be mindless killing machines. The minds put would make them hesitate, would get bored when we set them in repetitive tasks.

I think having the Silent Blades on the project at all is rough I feel, since the War in the Woods is taking place some distance away from Union and Deadtown, so Sara has to cover a lot of distance. That's why she was so tired afterwards last turn. We were told that if we wanted her to recover we should have Sara and the Blades remain close by and not doing anything strenuous.

Having Sara join the action with a personal die would help somewhat if you need to keep the Blades on it though. That's way less strenuous than having to maintain a connection over a vast distance. I'm not sure if it's non-strenuous enough to let her recover though, especially if next turn we're gonna be going on a Vermin Hunt.

EDIT: I'd also recommend swapping out cloaks for the Wildsmen for something else. We need that Fabric in order to fulfill the People's Will of wanting us to fix their clothes. Using it for Wildsmen cloaks might be more efficient from a numbers standpoint, but the people have their own demands for what to do with it.
Part of the worry was that if we did the Burn the Fields action was avoiding death. The Cloaks were an effort to help hide them. So if people are okay with them going without the cloaks sure.

The issue with Sending Sara then becomes that we cannot do both the Funerary Process and the Council Expansion, both projects that a lot of people wanted.
 
Hmm...Chimera is right. I could switch the two skirmisher dice from Burn to just one and that way I have two Skirmisher dice and one Militia Dice on the Strike from Behind option instead of the Silent Blades.

Hmm. Would we be able to use the Silent Blades for the To Protect Animals Project? That seems to be more about digging tunnels so we have somewhere to keep them. It feels frustrating having them sit idle when we have so much to do.
 
Hmm. I'm thinking about this action some more now. On one hand, we do probably want to find the dogs, preferably before the coming Winter. On the other hand, one die is unlikely to finish this turn.

However, a single Son's Skirmisher die does have a solid chance of completing the Unleash Fire. And while I question whether we truly need to do Unleash Fire, the project may not be as risky as I thought. If anyone knows how to run away from the giant monsters before they eat you, it's the Skirmishers. Furthermore, aside from our quite substantial omake stockpile, we do have a reroll specifically for combat in the Wilds, which the War in the Woods would definitely qualify for.

So, both to the other main planmakers and the people who have already voted for my plan, what are thoughts on swapping this out for Unleash Fire? Unleash Fire doesn't seem to give us much in the way of wood (unless that bit just got missed in its rewards), but weakening the Black Woods before the coming Winter could have its own benefits.

I would pledge to try and put 2 dice on finding dogs next turn if this swap is made, I'll note.
my worry is that there wont be protection from my question I asked old shadows about it, the problem is that no one gonna be able to run away fast enough.
And the issue is fleeing after the fire cannot be stopped, and before the Blood-Loving realize what they are doing and send everything they have.
So a clean retreat will be hard.
my answer spefically talked about the skirmshers too.
 
Part of the worry was that if we did the Burn the Fields action was avoiding death. The Cloaks were an effort to help hide them. So if people are okay with them going without the cloaks sure.
I think that whether or not we're okay with it, keeping the Fabric for repairing civilian clothes is a must. A lot of the reason things are stable in Union is because there's a lot of trust that the leadership is operating with the people's best interests in mind, and that's going to get damaged of basic things like "our clothes are falling apart" is sacrificed.

Hmm...Chimera is right. I could switch the two skirmisher dice from Burn to just one and that way I have two Skirmisher dice and one Militia Dice on the Strike from Behind option instead of the Silent Blades.

Hmm. Would we be able to use the Silent Blades for the To Protect Animals Project? That seems to be more about digging tunnels so we have somewhere to keep them. It feels frustrating having them sit idle when we have so much to do.
I'm not sure if we can use the Militia on the War in the Woods. The War in the Woods is taking place a lot further away from Union, and so might be subject to that Campaigning restriction.

One thing you could do is put them onto The Mindless Ones. While they operate at a penalty, from word of QM, for that assignment at least they don't have an automatic 0 (though that might only be when there's another die assigned to poke at them.)

my worry is that there wont be protection from my question I asked old shadows about it, the problem is that no one gonna be able to run away fast enough.

my answer spefically talked about the skirmshers too.
Sure, but if anyone could escape it would be the Son's Skirmishers. And we have a specific reroll for combat in the Wilds to help with that. If it was able to apply for the Silent Blades getting involved in the thick of things, it should be valid for helping the Skirmishers set the trees on fire.

Right now, I'm considering that this turn we could do Unleash Fire with 1 die, and that gets us 3/4ths of the way to completion of the Mandate. Then on Turn 13 (spring of next year), we can Strike From Behind to supply ourselves with the wood for that year and complete the Mandate, which opens up our action economy significantly (especially since most of our combat power that year will be busy fighting the Tribute Takers.)
 
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Sure, but if anyone could escape it would be the Son's Skirmishers. And we have a specific reroll for combat in the Wilds to help with that. If it was able to apply for the Silent Blades getting involved in the thick of things, it should be valid for helping the Skirmishers set the trees on fire.

Right now, I'm considering that this turn we could do Unleash Fire with 1 die, and that gets us 3/4ths of the way to completion of the Mandate. Then on Turn 13 (spring of next year), we can Strike From Behind to supply ourselves with the wood for that year and complete the Mandate, which opens up our action economy significantly (especially since most of our combat power that year will be busy fighting the Tribute Takers.)
hmm it just oldshadows says the retreat a clean retreat will be hard and I asked about it with the skhimrisher in the question. So I worry the dc will be pretty high for it. You do make a good point with the re rolls though. If we do risk it with one dice I think we should do this action instead of mendin since trying to sneak in start a fire and then get out this will be very helpful for that.
[] Cloaks for the wildmen [1 Craft, 1 unit of Fabric] NEW
From where I came from, women learn the songs of the maiden of old, who made cloaks brown and green for their fiances, fighting evil men in the wood.
They tell how they were hanged, their cloaks still on their backs.
I remember the songs, and can make such cloaks, to hide in woods and wilds. I will just need the help of the Winter Walkers to give them colors.

Provide hiding cloaks for Union's wildmen and the skirmishers, enhancing their discretion.
Also does a winter turn count as a recovery turn for the wounded voices of the blood loving woods? cause if so we be a able to eliminate the 2 dice they have recovering in the spring then too.
 
hmm it just oldshadows says the retreat a clean retreat will be hard and I asked about it with the skhimrisher in the question. So I worry the dc will be pretty high for it. You do make a good point with the re rolls though. If we do risk it with one dice I think we should do this action instead of mendin since trying to sneak in start a fire and then get out this will be very helpful for that.

Also does a winter turn count as a recovery turn for the wounded voices of the blood loving woods? cause if so we be a able to eliminate the 2 dice they have recovering in the spring then too.
I really don't think that the cloaks will help much. The fire-lighting is going to make things very obvious. More important will be the fact that the project will have a re-roll for it specifically, as the only combat-related action we'd be doing in the Wilds.

And furthermore, from a people's trust standpoint, we can't spend the fabric on that. We need the fabric to fix people's clothes. People aren't going to be happy if we use the fabric instead on cloaks for skirmishers.
 
I really don't think that the cloaks will help much. The fire-lighting is going to make things very obvious.

And furthermore, from a people's trust standpoint, we can't spend the fabric on that. We need the fabric to fix people's clothes. People aren't going to be happy if we use the fabric instead on cloaks for skirmishers.
It more sneaking in before hand and then lighting it on fire a lot that will help. Then the run away action to blend back into the tree that will help.

I think it will be alright since we are doing winter clothes
 
I think the campaigning was against the Tribute-takers when it would be a something that took all season. Attacking from Behind is a one time ambush that we only have because our people know the Old Ways. They should be fine to go.
I'm not sure if we can use the Militia on the War in the Woods. The War in the Woods is taking place a lot further away from Union, and so might be subject to that Campaigning restriction.

One thing you could do is put them onto The Mindless Ones. While they operate at a penalty, from word of QM, for that assignment at least they don't have an automatic 0 (though that might only be when there's another die assigned to poke at them.)
Ehh. I will put on digging the tunnels. If they were going to sit idly, might as well chance getting some benefit out of them.
 
I think the campaigning was against the Tribute-takers when it would be a something that took all season. Attacking from Behind is a one time ambush that we only have because our people know the Old Ways. They should be fine to go.
Mmm, I'm less sure, but maybe we can just ask @OldShadow if Militia Dice can be used for the War in the Woods or not. I'm worried that they can't, since War in the Woods is specifically in the Wilds category, rather than Expeditions and such which allow all dice.

...Actually, while we're asking, I had another question about the Galleon. Will the Galleon have all its cannons for use against enemies? Ones that are unusable in their current state but the Freed can do magical shenanigans with? Without those I'm not sure how much use it would actually be in combat.

[X] Plan Hunt Preparations Plus Fire
-[X] [Mandate] Dead Mariners on the waves again
Fields
-[X] Test the Sambankoli [0/50] (1 Unchained Die)
-[X] Razorweed
--[X] Feed the Razorweeds [0/25] (1 Native Die)
-[X] The Wicker Man [21/100] (2 Colonist Dice)
-[X] Plant Flax [Task] [1 Workforce Die] (1 Colonist Die)
Wilds
-[X] Hunt
--[X] Game [0/30] (1 Son's Skirmisher Die)
-[X] War in the Woods
--[X] Unleash Fire [0/50] [Dangerous] (1 Son's Skirmisher Die)
Town
-[X] True Homes for a True People [101/140] (1 Colonist Die)
-[X] Train the Militia against monsters [Militia]
--[X] Formation Training [10/100] (1 Militia Die)
-[X] Hospital [0/150] (1 Colonist Die, 1 Unhardened Colonist Die, 1 Native Die)
Crafting (5 Craft Points)
-[X] Make Master tools [2 Craft ; 1 Good Steel]
-[X] Make some barrels [1 Craft]
-[X] Produce Winter Clothing [1 Craft, 1 Normal Leather]
-[X] What to do with ashes? [1 Craft, Quality Roll]
-[X] Set-up Charcoal Burning [0/50] (1 Colonist Die)
-[X] Build a Stonemason Workshop [0/50] (1 Unchained Die)
Raids, Expeditions and Diplomacy
-[X] Meet our neighbors
--[X] Shepherds [Meet][???] (1 Native die, 1 Colonist Die)
-[X] Follow the path of the First Walker [99/150] (1 Native Die, 1 Warrior's Son Die)
Knowledge
-[X] The Mindless Ones [Death] (1 Mourner Die, 2 Silent Blade Dice)
-[X] The Fruits of Flesh [0/40] (1 Failure Die)
-[X] Forceful Reciprocity
--[X] Free the Enslaved [0/100] (1 Alexandre Die)
-[X] Heal the Wounded
--[X] We shall give them the ashes…[Free]
---[X] From the scarecrows filled with our nightmares we burn each autumn
The Council
-[X] Expand the Council [DC 30/ ??/??] (2 Council Dice, 1 Prince Die)
Death Singing
-[X] Teach Death Singing [Death Singing]
--[X] The Warrior's Son [Teach] [50 DC] (1 Personal Die)
-[X] Shepherds for Corpses [Death Singing]
--[X] Bone Hives [Shepherds][27/100] (1 Mourner Die)
Sara Smith, the Mourner
-[X] The Anchorless [0/50] (1 Personal die)
--[X] Me, I shall support them with the power of my soul, and they shall help me in return (+1 Sara die)

Also, here is an alternate plan draft for people to consider. Has Sara doing the Anchorless and swaps out looking for dogs for doing the Unleash Fire action with a unit of Son's Skirmishers, who have the safety nets of our sizeable omake stockpile and a them-only reroll (as the only ones doing a combat action in the Wilds this turn.)

EDIT:
And reposting my first plan so I can make sure I'm supporting both.

[X] Plan Hunt Preparations
-[X] [Mandate] Dead Mariners on the waves again
Fields
-[X] Test the Sambankoli [0/50] (1 Unchained Die)
-[X] Razorweed
--[X] Feed the Razorweeds [0/25] (1 Native Die)
-[X] The Wicker Man [21/100] (2 Colonist Dice)
-[X] Plant Flax [Task] [1 Workforce Die] (1 Colonist Die)
Wilds
-[X] Hunt
--[X] Game [0/30] (1 Son's Skirmisher Die)
-[X] To find dogs [0/100] (1 Son's Skirmisher Die)
Town
-[X] True Homes for a True People [101/140] (1 Colonist Die)
-[X] Train the Militia against monsters [Militia]
--[X] Formation Training [10/100] (1 Militia Die)
-[X] Hospital [0/150] (1 Colonist Die, 1 Unhardened Colonist Die, 1 Native Die)
Crafting (5 Craft Points)
-[X] Make Master tools [2 Craft ; 1 Good Steel]
-[X] Make some barrels [1 Craft]
-[X] Produce Winter Clothing [1 Craft, 1 Normal Leather]
-[X] What to do with ashes? [1 Craft, Quality Roll]
-[X] Set-up Charcoal Burning [0/50] (1 Colonist Die)
-[X] Build a Stonemason Workshop [0/50] (1 Unchained Die)
Raids, Expeditions and Diplomacy
-[X] Meet our neighbors
--[X] Shepherds [Meet][???] (1 Native die, 1 Colonist Die)
-[X] Follow the path of the First Walker [99/150] (1 Native Die, 1 Warrior's Son Die)
Knowledge
-[X] The Mindless Ones [Death] (1 Mourner Die, 2 Silent Blade Dice)
-[X] The Fruits of Flesh [0/40] (1 Failure Die)
-[X] Forceful Reciprocity
--[X] Free the Enslaved [0/100] (1 Alexandre Die)
-[X] Heal the Wounded
--[X] We shall give them the ashes…[Free]
---[X] From the scarecrows filled with our nightmares we burn each autumn
The Council
-[X] Expand the Council [DC 30/ ??/??] (2 Council Dice, 1 Prince Die)
Death Singing
-[X] Teach Death Singing [Death Singing]
--[X] The Warrior's Son [Teach] [50 DC] (1 Personal Die)
-[X] Shepherds for Corpses [Death Singing]
--[X] Bone Hives [Shepherds][27/100] (1 Mourner Die)
Sara Smith, the Mourner
-[X] The Anchorless [0/50] (1 Personal die)
--[X] Me, I shall support them with the power of my soul, and they shall help me in return (+1 Sara die)
 
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I really don't think that the cloaks will help much. The fire-lighting is going to make things very obvious. More important will be the fact that the project will have a re-roll for it specifically, as the only combat-related action we'd be doing in the Wilds.

And furthermore, from a people's trust standpoint, we can't spend the fabric on that. We need the fabric to fix people's clothes. People aren't going to be happy if we use the fabric instead on cloaks for skirmishers.
That is unfair, the description of the Cloak was explicitly about enhancing their discretion. You cannot just decide on you own that they do not do exactly what was written on their description.

As to the mending of clothes, I am thinking on it from a Frostpunk Perspective,


:V

It is not like we are ignoring them completely. We are building better homes, we are expanding the Council, we are building a Hospital. While I can see them grumbling because they do not get their way every time, this is still in the name of improving the position of Union.
 
On the other hand, we are planting flax. So its not like the Cloaks will be delayed for very long.

I just think that mending clothes is a higher priority.
 
That is unfair, the description of the Cloak was explicitly about enhancing their discretion. You cannot just decide on you own that they do not do exactly what was written on their description.
I'm sure they enhance discretion like it's advertised, I'm just skeptical on how much it's going to help against the Blood-Loving Woods who will be hurling themselves out in force and could kill our guys by accidentally stepping on them.

At best I'd expect like, reducing the DC needed to pass to avoid being stomped by 5 or something. Which isn't all that impressive next to a re-roll and the ability to spend omakes to cancel a "death" outright, especially when we can use the limited resource from it to instead bolster our morale by both the action itself and fulfilling the People's Mandate.

And I feel it's in especially poor form to make the cloaks and not make at least Winter Clothes so we're at least making progress on that half of the Mandate. I'm sure they'll accept it given our high Morale, but I don't think they'll be happy.

If you're making cloaks, I'd at least like to see Husk Tools traded out for Winter Clothes so there's visible-to-people progression on the Mandate.
 
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[X] Plan Hunt Preparations Plus Fire

Ok I really like this plan @Chimeraguard , BUT for me to be absolutely perfect I would put both the Warrior son's dice on the fire... With average rolls, we could finish the mandate now and we would save a good amount of dice on this in the future...
 
[X] Plan Hunt Preparations Plus Fire
[X] Plan Slash and Burn

despite my trepidations I'll shall approval voot the burn baby burn plans

[X] [Mandate] Do not take on a Mandate

We can take another mandate next spring or later or something I'd like to not have all our mandate slots filled up to the top for once so we can have a little more free room to maneuver and focus more on union stuff
 
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