And @Chimeraguard would you consider trying to get the Pottery Kiln done instead of one of the "nice to have" options?
I admit that it is also another "Nice to Have" option, but the QM confirmed that the sooner we set that up, the sooner we are getting another craft point out of it, and completing all the available workshops could get us some kind of bonus....
Mmm, Food Traps I consider important to get with Winter right around the corner if we have the dice to spare for it, since Winter is liable to go heavy on spirits after corporeal attacks have failed so miserably.
Block the Wound is important because with us not interfering with Tribute-Taker expeditions for a couple turns, it's gonna be important to make sure we at least have a rudimentary containment line for it.
Free the Enslaved is something we want to keep working on because that's how we undo the Tribute-Taker's stuff, which may be important if we get more Tribute-Takers against us. And Alexandre seemed to be personally invested in figuring out how to Free the Enslaved.
Also, moratorium's up, so...
[X] Plan Pest Control
Fields
-[X] Harvest [Task] (3 dice) (1 Unhardened Colonist die, 1 Native die, 1 Unchained die)
Wilds
-[X] Rebuild the Peaceful Wilds
--[X] Further out [0/100] (1 Dead die)
-[X] Gathering Expedition [DC 20/80/120] (1 Colonist die, 1 Native die)
-[X] Purge the Vermin [Away With the Pests] [Risky]
--[X] The Tower of Eyes [Vermin][???]
---[X] Strike down the Node (Risky) [0/75] (2 Warrior's Son dice, 2 Son's Skirmishers dice)
--[X] The Devourer Kingdoms [Vermin] [???] (2 Silent Blades dice, 1 Personal die)
Town
-[X] Train Champions [0/100] (1 Unchained die, 1 Andreyas die)
-[X] The Food Traps [0/25] (1 Generic die)
--[X] The Flesh Traps [Free]
-[X] To protect animals [0/50] (1 Native die)
-[X] Train the Militia against monsters [Militia]
--[X] Spread and Regroup [10/75]
(1 Militia Die)
-[X] Patterns of Protection [30/125] (2 Colonist dice)
Crafting (7 Craft Points)
-[X] Make tools for the Shepherds [1 Craft, 1 Mediocre Steel]
-[X] Produce Winter Clothing [1 Craft, 1 Normal Leather]
-[X] Produce Protective Clothing [1 Craft, 1 Normal Leather] (Will trigger a quality roll)
-[X] The Giant's Shield [2 Craft, 1 unit of Excellent Wood] (Will trigger a quality roll)
-[X] Ashen Paints [2 Craft] (Will trigger a quality roll.)
Raids, Expeditions and Diplomacy
-[X] A path towards the Hunter [0/100] (2 Colonist dice)
-[X] Block the Wound [0/50] (1 Native die)
Knowledge
-[X] Forceful Reciprocity
--[X] Free the Enslaved [21/100] (1 Alexandre die)
-[X] Heal the Wounded
--[X] We shall patch the wounds of their vessels and ensure the trees are healthy [DC ??] (1 Colonist die)
---[X] Write-In: Set aside a unit of Excellent Bark to be expended in this if it is deemed beneficial.
-[X] Rites of Death [Death] [Freed] (1 Colonist die, 1 Mourner die, 1 Failure die)
The Council
-[X] Give power to the Assembly [DC 30/ ??/??] (1 Council die, 1 Personal die)
-[X] Funerary Practices [DC 25/75/ ???] (2 Council dice)
Death Singing
-[X] Teach the Shepherds (1 Mourner die)
Sara Smith, the Mourner
-[X] Tales of the Saints and Heroes [DC 20/50/??]
--[X] Saint Lazarus, the Resurrected, patron of the ills and cursed (1 Personal die)