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

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.
Thought those could only save a life if the roll only failed the safety check by a certain amount? If nothing else, last time we played that card, said saved die was unable to be used on the next turn, which would throw a wrench into our plans to launch slaughter the Vermin. Regardless, I'd like the die to stick around unless we have something that would be a serious game changer available. Having it there makes getting the doggos pre-Winter a whole lot easier.

Speaking of omakes what do you think about this question? "Regarding our newly unlocked anti-Tribute Takers offensive actions, what are their DCs/Progress Required, risk levels, rewards, and timeframes if applicable?"
 
In regards to smallpox, I kind of want to be evil and do what a certain tale said the OTL colonists did.

I want to gift it to the Tribute Takers.
 
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Thought those could only save a life if the roll only failed the safety check by a certain amount? If nothing else, last time we played that card, said saved die was unable to be used on the next turn, which would throw a wrench into our plans to launch slaughter the Vermin.
Not that I'm aware of? And I don't recall that happening when we saved dice with it? I think you're thinking of how one of the earliest omakes used was used to save a die from being unable to be used on the next turn (Colonists rolling a Nat 1 on Hunting on Turn 7 I believe.)

I do think that if a die is going to be destroyed as a result of a roll, then it takes one omake to turn it into a temporarily wounded (either rolls with a malus or doesn't roll for a period of time), and then a 2nd to turn a wounded into a not-wounded, but that's not quite the same, and as mentioned before, we have a big stockpile ATM.

The only time we had a die taken out of action temporarily was before we started writing omakes in the first place. That bad roll on Natives scouting out the west.

Speaking of omakes what do you think about this question? "Regarding our newly unlocked anti-Tribute Takers offensive actions, what are their DCs/Progress Required, risk levels, rewards, and timeframes if applicable?"
Seems good, though I think you ought to specify that it's specifically about Gifts for the Takers. And maybe ask if certain dice will give better results than others. Like, I'm wondering if instead of sending just warrior, it'd be beneficial to at least attach one of our occult experts to A Lordly Invitation. Or my aforementioned suggestion to have the Sun-Loving Woods play the Ents at Isengard for hitting the dam (I know you didn't like the idea, but it is a possibility we could do, and by doing so it wouldn't use up any of our dice.)

In regards to smallpox, I kind of want to be evil and do what a certain tale said the OTL colonists did.

I want to gift it to the Tribute Takers.
That feels like a very high chance of backfiring on multiple angles. Either from vectoring in an angle of corruption of Union by crossing that line, or the Tribute Takers using their bargains to inflict it onto other people.

Trying to beat the Tribute Takers with twisted gifts is fighting on the kind of battlefield the Tribute Takers are masters of, and I don't think it'll end well for us.
 
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Seems good, though I think you ought to specify that it's specifically about Gifts for the Takers. And maybe ask if certain dice will give better results than others. Like, I'm wondering if instead of sending just warrior, it'd be beneficial to at least attach one of our occult experts to A Lordly Invitation. Or my aforementioned suggestion to have the Sun-Loving Woods play the Ents at Isengard for hitting the dam (I know you didn't like the idea, but it is a possibility we could do, and by doing so it wouldn't use up any of our dice.)
Fair point on the first. Not sure the second would be necessary though. We got enough details in that regard about the Vermin actions from your question, and my question is pretty close to the one you asked.
 
Fair point on the first. Not sure the second would be necessary though. We got enough details in that regard about the Vermin actions from your question, and my question is pretty close to the one you asked.
Still, I don't think it'll hurt.

Hmm. Another thought to add onto the question might be what wider effects these actions will have beyond just general "hurting the Tribute Takers". The way in which it damages them could be important for synergizing with our own future raids. And while we can infer a lot of that ourselves (for example, successfully provoking the Lords would probably be great for distracting the Tribute-Taker's own defenders from our actions), more confirmed info would be great for planning which ones specifically to do.
 
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Hmm. Another thought to add onto the question might be what wider effects these actions will have beyond just general "hurting the Tribute Takers". The way in which it damages them could be important for synergizing with our own future raids.
Pretty sure that would fall under rewards. How's this one look?
"Regarding our newly unlocked Gifts for the Takers actions, what are their DCs/Progress Required, die effects, risk levels, rewards, and timeframes if applicable?"
 
Welp, @OldShadow I'm using an OOC question. "Regarding our newly unlocked Gifts for the Takers actions, what are their DCs/Progress Required, die effects, risk levels, rewards, and timeframes if applicable?"
 
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The Tribute Takers absolutely deserve it, but that doesn't make it remotely a good idea.
Also they absolutely think it is a great idea and pass their suffering to someone else.

As to why I think that this would end the Blood-Loving Trees is that we have already pushed them back to their core region. Attack from behind is finishing the wounded Voices from earlier while producing even more unsustainable casualties with the fire. That is why that action gets a desperate response. Because they have almost no chance of coming back after that.
 
As to why I think that this would end the Blood-Loving Trees is that we have already pushed them back to their core region. Attack from behind is finishing the wounded Voices from earlier while producing even more unsustainable casualties with the fire. That is why that action gets a desperate response. Because they have almost no chance of coming back after that.
Well, you made it sound like they'd be done, no longer a threat, as opposed to being berserk and desperate and hitting us with everything they've got...
 
Well, you made it sound like they'd be done, no longer a threat, as opposed to being berserk and desperate and hitting us with everything they've got...
...Eh?

The Blood-Loving is the enemy of the Voices. It is them that is doing most of the fighting. We have been serving as Auxiliaries, giving the Voices the edge they need to win.

When setting the fire, they will try to hit the ones we sent. Not our town.
The counter attack would be on the forces sent to burn the woods.
To get to us, they would have to do so in midst of incredible losses through a forest owned and Guarded by the Voices while still at war with them. Keep in mind that we have the wounded of Voices here as well.

If they could do such a deep-strike, would they not have done it already?

That implication you made just seems excessively cautious.
 
When setting the fire, they will try to hit the ones we sent. Not our town.
If burning pushes the counter to maximum then it will trigger an all out final battle that we are required to participate in. So there is a risk even if we succeed of putting dice in danger right before winter.

Which was my reason for not burning the Blood-Loving trees right now.
 
Wait, I just looked at the Tally.

...Why is Hunt Preparation not taking the Mending action? Since the plan is not going on the attack so it does need the cloaks. Would it not be better to use it to repair clothes?
 
Mending costs two Craft. I want the barrels to guarantee we get some amount of food preservation (and they help with goods transportation, which is useful if we're going to trade with the Shepherds), and the Ashes because they're one of the main sources of countermeasures we can have to Smallpox by word of QM-answered omake question, and since they're a quality roll I want to do them now so we can retry in case of a low roll.

Hmm...although, I suppose there is an argument to go for the Great Mending. If we assume we finish True Homes this turn, then add to that the Morale boost from it and the Mending should put us at over 70 Morale, which is probably another breakpoint to strengthening the boost we get.

What are other people's thoughts? If there's no strong objections, I'll can trade out Ashes and Winter Clothes this turn for the Great Mending.

After I wake up, because it's bedtime here.
 
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Mending costs two Craft. I want the barrels to guarantee we get some amount of food preservation (and they help with goods transportation, which is useful if we're going to trade with the Shepherds), and the Ashes because they're one of the main sources of countermeasures we can have to Smallpox by word of QM-answered omake question, and since they're a quality roll I want to do them now so we can retry in case of a low roll.

Hmm...although, I suppose there is an argument to go for the Great Mending. If we assume we finish True Homes this turn, then add to that the Morale boost from it and the Mending should put us at over 70 Morale, which is probably another breakpoint to strengthening the boost we get.

What are other people's thoughts? If there's no strong objections, I'll can trade out Ashes and Winter Clothes this turn for the Great Mending.

After I wake up, because it's bedtime here.
I'd rather remove Barrels. Like you said, we should do Ashes now in case we need to retry. Additional food preservation would be nice, but we already have a 50-60% (when you include omakes) chance of getting it done. Plus, we don't really have all that much to trade with the Shepherds rn, so I don't think increasing our trade capacity is particularly necessary at the moment.
 
I'd rather remove Barrels. Like you said, we should do Ashes now in case we need to retry. Additional food preservation would be nice, but we already have a 50-60% (when you include omakes) chance of getting it done. Plus, we don't really have all that much to trade with the Shepherds rn, so I don't think increasing our trade capacity is particularly necessary at the moment.
I mean, I personally think we do have things to trade with them. We have an incredible amount of food right now (4 seasons worth and the harvest isn't even in yet.) We could trade a decent chunk of that for animals or occult lore, or even just meat to turn into longer lasting pemmican or just balance out our diet, or possibly even the quality hairs needed for gunpowder sieves. Especially since I genuinely don't think we'll be able to eat all of it before it spoils even with Winter (given how we exited the last Winter with a 3 seasons worth of food.)

Carbohydrate-rich grains were one of the main trade goods pastorialists normally traded with sedentary cultures for. And barrels will help with both storage and transportation.
 
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I mean, I personally think we do have things to trade with them. We have an incredible amount of food right now (4 seasons worth and the harvest isn't even in yet.) We could trade a decent chunk of that for animals or occult lore, or even just meat to turn into longer lasting pemmican or just balance out our diet, or possibly even the quality hairs needed for gunpowder sieves. Especially since I genuinely don't think we'll be able to eat all of it before it spoils even with Winter (given how we exited Winter with a 3 seasons worth of food.)

Carbohydrate-rich grains were one of the main trade goods pastorialists normally traded with sedentary cultures for. And barrels will help with both storage and transportation.
I hate that you're making sense. Still, if you're willing to take the AP off of making Winter Clothes, there's a fair few options available. We could fully arm our militia with steel weapons (it'd have to be mediocre steel, but it's better than nothing and said weapons would be a great trade good if and when we upgrade). Alternatively, if you want to stay in the Heat category, there's those Potions of Warmth. Those should also have a positive effect on our Knowledge score as well.

Or there's Engraving. I know you want to wait until the malus goes away, but that won't be for quite some time, and I don't think we'd lose anything if we roll badly.
 
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.
Yes, it do count as a turn of recovery
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.
No, you cannot use the Militia. The War in the Woods is too far and implicate engagements too long for the Militia.

There are a few, unusable cannons on the Galleon.You will see what they do.
Welp, @OldShadow I'm using an OOC question. "Regarding our newly unlocked Gifts for the Takers actions, what are their DCs/Progress Required, die effects, risk levels, rewards, and timeframes if applicable?"
  • They are somewhat less risky than expected, since Union as...extracted insider information about the Tribute-Takers activities, so little risk for the assigned die as long as you don't roll below 15-20, and permanent harm would be reserved for rolls below 5.
  • As always, the more efficient dice for those raids are the Skirmishers or the Warrior's Son dice, but a few Learning or Council would also be useful, since you are specifically trying to turn against the Tribute-Takers their own, more or less supernatural activities.
  • How much damage you inflict to the Tribute-Takers activities will be determined by the progress accumulated, with complete destruction/huge consequences for the Takers being around 300-400, and major damages at around 200.
  • Potential rewards (beyond fucking with the Takers) will be determined by how high the rolls, representing targets of opportunities and prizes that can be taken.
  • The timeframe would be until the Tribute-Takers raid at least if you do nothing about those activities, with the Tribute-Takers trying all the while to rebuild their connections to these projects. However, when you will begin to raid those activities, the Tribute-Takers will probably begin to evacuate their most vulnerable operations and try to harden activities they must sustain.
 
Definitely a question well spent. I would not have expected the progress requirements to be that high. It also sounds like this stuff could cause us issues during the big raid should we not deal with it, given the timeframes involved.
 
However, when you will begin to raid those activities, the Tribute-Takers will probably begin to evacuate their most vulnerable operations and try to harden activities they must sustain.
" activities they must sustain" ok so i would like to ask someone to spend a question on WHAT activities the MUST sustain. if we can attack their main projects with a surprise attack bonus we maybe get some actual breathing room. will try to write an omake today
 
" activities they must sustain" ok so i would like to ask someone to spend a question on WHAT activities the MUST sustain. if we can attack their main projects with a surprise attack bonus we maybe get some actual breathing room. will try to write an omake today
I think we can figure out a decent guess in that regard for ourselves. The dams option feels like something they should sustain for example. Infrastructure is usually a long term investment and if they abandon it, then we can flood them at our leisure.
 
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