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

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...
I'm reluctant to put the Warrior's Son on Unleash Fire because we have Word of QM that progressing down the "Look for the First Walker" path has a boost for the Warrior's Son if he participates. And the Warrior's Son counts as a Native die while the Skirmishers don't, so swapping him out would throw the entire plan into a mess.

And while I'm sure there are boosts behind having him burn down some of the Black/Blood-Loving Woods as well, we already have a "combat XP" encounter set up for him next turn when we start the Vermin Hunts.
 
I'm reluctant to put the Warrior's Son on Unleash Fire because we have Word of QM that progressing down the "Look for the First Walker" path has a boost for the Warrior's Son if he participates. And the Warrior's Son counts as a Native die while the Skirmishers don't, so swapping him out would throw the entire plan into a mess.

And while I'm sure there are boosts behind having him burn down some of the Black/Blood-Loving Woods as well, we already have a "combat XP" encounter set up for him next turn when we start the Vermin Hunts.
Sorry, I meant the other Skirmisher dice... The one that is hunting for game.
 
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.
The opposite way around. The cloaks are explicitly for this little bit of skullduggery. They become much lower priority after this season.

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.

This is what is mentioned in the option

[] Unleash Fire [0/50] [Dangerous] NEW
It is Summer, and soon even the deep woods will be somewhat dry. With a little help from the Sun-Loving to ensure a clean burn, we could prepare and spread a vast fire in the land of the Blood-Loving. Of course, the moment they realize what we are doing, the Blood-Loving will strike us will all they have…
Try to start a forest fire amongst the vessels of the Voices of the Blood-Loving Woods. Expect a counter-attack, and death if your people are unprotected.
OldShadow also mentioned that it would be the Frontlines we burn
No, you are trying to burn down the frontline, strike behind target the backline/homefront of the Blood-Loving.
So we would not be completely alone The Voices would be there alongside us. As long as we can disappear in time, our people can survive this. The cloaks would help with that.

While I thought people would like a chance at more Craft dice, yeah I can move it over to Winter Clothes if that helps the Mandate.
 
Sorry, I meant the other Skirmisher dice... The one that is hunting for game.
No, I want to keep it with 1 die because that means the re-roll only has to cover for one die. Plus, our people could use meat in their diet, and we need the hides as well if we want to make Protective Clothing, or just to trade.

While I thought people would like a chance at more Craft dice, yeah I can move it over to Winter Clothes if that helps the Mandate.
I don't think the Husk Tools will give us Craft Dice if we're also doing Master Tools. Like, I would see Husk Tools as being depending on the quality roll, either unusable, equivalent to basic metal tools, or equivalent to Master Tools. But if we're already making Master Tools with our steel and getting a Craft Point that way, I don't think that making a 2nd set of Master Tools will give us another.

Like, one set of master tools means a major jump in capability. 2 sets just means you have an extra if the first one breaks. We don't have enough craftsmen to make use of both sets at the same time.

So yeah, I say work on Winter Clothes.
 
[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] Spread and Regroup [10/75] (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 pains of an Old Mariner [0/150] (1 Personal Die)

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.
Finally off shift.

Really not a fan of planning to send the Militia up against the Tribute Takers. These are, by definition weekend warriors. If we take losses, then we could end up losing more than just those dice. Hell, we need to complete a 150 point progress to even unlock it as an option.

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.
I think it seems fairly safe. It's not that different than her being bound to the Silent Blades when you get down to it, and worst case scenario, we should be able to undo it. Plus, a more powerful Sara is a Sara better able to contest the forces of Winter over the Silent Blades.
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.
I don't think it's worth the risk. If we lose that Son's Skirmisher die, we'd be in some serious trouble.
 
Finally off shift.

Really not a fan of planning to send the Militia up against the Tribute Takers. These are, by definition weekend warriors. If we take losses, then we could end up losing more than just those dice. Hell, we need to complete a 150 point progress to even unlock it as an option.
Oh right, I forgot to swap that back to formation fighting. Lemme fix that. And I'll probably swap both plan's Sara action to working with the Anchorless.

EDIT: Fixed.

I don't think it's worth the risk. If we lose that Son's Skirmisher die, we'd be in some serious trouble.
I mean, we can burn omakes to outright cancel a loss of a die, so it's not actually a risk at the moment with how many we have in storage and my other omake ideas coming down the pipeline.
 
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We also have to remember that we would likely do both the Strike from Rear, so now they have to split their focus from protecting their base or losing the front.
We just gained a lot of actions to fuck over the Tribute Takers, so the cloaks won't lose their value just yet.
I did not say that they lost value, just that biggest pull to producing them now was the Unleash Fire option.

I don't think the Husk Tools will give us Craft Dice if we're also doing Master Tools. Like, I would see Husk Tools as being depending on the quality roll, either unusable, equivalent to basic metal tools, or equivalent to Master Tools. But if we're already making Master Tools with our steel and getting a Craft Point that way, I don't think that making a 2nd set of Master Tools will give us another.

Like, one set of master tools means a major jump in capability. 2 sets just means you have an extra if the first one breaks. We don't have enough craftsmen to make use of both sets at the same time.

So yeah, I say work on Winter Clothes.
Done.
 
I really liked the regroup and spread out action esp since it low cost too
Well, the issue is our looming enemies this Winter aren't likely to be giants (since Winter tried that last year and it failed miserably), but probably a lot of smaller scale opponents. The Vermin Hunt is also gonna be against a lot of swarmers, so I feel we can get the greatest benefit from doing Formation Fighting.

Spread and Regroup is probably next up after that though, just for the boost against big monsters. Since we will be fighting some more at some point.
 
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I want to vote against using up all the fabric to make hunting/sneaking cloaks when we have large amounts of unrepaired clothing that's been coming apart at the literal seams for years.

Who do I vote for? I've gotten a bit lost.
 
Either Plan Hunt Preparations or Plan Hunt Preparations Plus Fire are the two that don't make cloaks.

The difference being that Plan Hunt Preparations Plus Fire trades out a die looking for dogs with putting a Son's Skirmisher on Unleash Fire, counting on the combination of omakes and having a reroll (exclusive for them since it's a combat in the Wilds only reroll) to help them avoid the Danger.
 
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Honestly, I think the fire idea isn't a great move right now; we don't need the aggro and things are going pretty well in the woods. We know Winter is specifically going to try to hit extra-hard this year, so having the evil trees specifically gunning for us at the same time sounds like biting off more than we can chew.

Me and dogs have a history, so for personal reasons I'm not fond, but that's just me and I do understand that most people don't see it that way.

[X] Plan Hunt Preparations
 
Well, 3 Winters is when the Tribute Takers hit us. Winter in general has still increased its attention level on us after we shrugged off the last Winter without a scratch.

I seem to recall something about smallpox?
Smallpox is something we want to deliberately trigger this coming Winter with one die, because if we don't, it'll be hanging like a Sword of Damocles until it auto-triggers, possibly with more dice than we can handle.

The plan is to stack Knowledge enough that we can shrug off a 1-die Knowledge test.
 
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Honestly, I think the fire idea isn't a great move right now; we don't need the aggro and things are going pretty well in the woods. We know Winter is specifically going to try to hit extra-hard this year, so having the evil trees specifically gunning for us at the same time sounds like biting off more than we can chew.

Me and dogs have a history, so for personal reasons I'm not fond, but that's just me and I do understand that most people don't see it that way.

[X] Plan Hunt Preparations
*blinks*

Except they would not be doing anything of the sort
War in the Woods : 8/10, the Sun-Loving reached the core of the Blood-Loving, near their heart. Now begin a long siege.
Every turn, dice will be rolled by the Sun-loving and the Blood-Loving Woods for the progress of the War. Dice assigned by Union in War in the Woods will help Sun-loving rolls.
The Blood-Loving have wounded Voices recuperating for two turns.
This is it. We do these two projects and they are done for good. There is not going to be evil trees gunning for us after this

Or at least not Blood-Loving Trees. Who knows what other sort of Tree creature OldShadow will set on us : p
 
This is it. We do these two projects and they are done for good. There is not going to be evil trees gunning for us after this
Well, that's not true actually. What happens is that every turn, there's a roll-off between the Sun-Loving and the Blood-Loving Woods (6 dice seems to be the default, with events and player action having the possibility of modifying it. 2x Join the Battles last turn caused 1 Blood-Loving die to be temporarily removed for the next two turns.)

One side has to win the rolloff by what I presume is a significant margin to advance (because Tree wars are unlikely to be particularly fast under normal circumstances.) I'm currently assuming the margin is similar to the degrees of failure during Winter, only weighted more towards draws (that is, degrees of success/failure measured in 40s, and anything under 40 in a difference between the two sides is a draw.)

Once one side reaches 10/10, then their Heart is at risk from the opposing side, at which point there is a major, no-holds-barred battle that if the attacker wins, then the other Wood is gone for good.
 
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Smallpox is something we want to deliberately trigger this coming Winter with one die, because if we don't, it'll be hanging like a Sword of Damocles until it auto-triggers, possibly with more dice than we can handle.

The plan is to stack Knowledge enough that we can shrug off a 1-die Knowledge test.
Ahh, I think I understand.

Still, I'm pretty nervous about the idea of doing the burn right now.

*blinks*

Except they would not be doing anything of the sort

This is it. We do these two projects and they are done for good. There is not going to be evil trees gunning for us after this

Or at least not Blood-Loving Trees. Who knows what other sort of Tree creature OldShadow will set on us : p
Could you explain why you expect this to finish the Blood-Loving Trees off entirely?
 
If you do not trigger the Smallpox, Winter will unleash it when Union is at its weakest point. Triggering it give you more control.
Smallpox specifically target native population, can trigger events that kill Winter Walker dice and can persist beyond Winter turn.
Since Smallpox is a natural illiness boosted by Winter, it is extremmely unlikely that Union will find a cure. But with enough effect like the Ashes, that empower the people of Union, you may give the natives the strength needed to survive Smallpox.
@Simon_Jester found oldshadows quote about it, another reason we really need to get our knowledge up which reminds next turn we should do put 2 or more dice on the gathering actions so we can get the highest dc we can for that not only so we gather up a lot of food and herbs but also so we can discover more plants for us to use so far the ones we have discovered have been super helpful.

Well, that's not true actually. What happens is that every turn, there's a roll-off between the Sun-Loving and the Blood-Loving Woods (6 dice seems to be the default, with events and player action having the possibility of modifying it. 2x Join the Battles last turn caused 1 Blood-Loving die to be temporarily removed for the next two turns.)

One side has to win the rolloff by what I presume is a significant margin to advance (because Tree wars are unlikely to be particularly fast under normal circumstances.) I'm currently assuming the margin is similar to the degrees of failure during Winter, only weighted more towards draws (that is, degrees of success/failure measured in 40s, and anything under 40 in a difference between the two sides is a draw.)

Once one side reaches 10/10, then their Heart is at risk from the opposing side, at which point there is a major, no-holds-barred battle that if the attacker wins, then the other Wood is gone for good.
The Blood-Loving have lost a die due to battle lost and wounded for 2 turns.
hmm was gonna say I think they lost a dice and then another one been wounded but not sure now
 
Honestly, I think the fire idea isn't a great move right now; we don't need the aggro and things are going pretty well in the woods. We know Winter is specifically going to try to hit extra-hard this year, so having the evil trees specifically gunning for us at the same time sounds like biting off more than we can chew.
OTOH the Blood Loving woods are already on their back foot if we press now we colt turn those two sessions with less dice into 3 or 4.
Could you explain why you expect this to finish the Blood-Loving Trees off entirely?
It is less, finish the Blood loving trees and finish our commitment to fight them before our allies reach the heart of the Blood Loving Woods which would be much less risky for us...
 
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