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

But it may be better for Andreyas to be at the start of the creation of the Champions since he's done this before. That feels like it fits into the narrative better. And then next year we look out for serious combat or Expedition opportunities that he'd be well-suited for. Hmm...if we can acquire weapons that can let a human kill the Blood-Loving Woods, maybe we can send him against them. After all, it would be fitting vengeance for how they wiped out most of the Escapees.
We already have those weapons though... Fire and axes work great against trees.
EDIT: Say...with us having 2 dice on Champions again, what are thoughts on moving Uses of Razorweeds back to Spread and Regroup until we know that the Protective Clothing was made successfully?
I would rather maintain the Uses of Razorweeds, they would be much more useful for the defense of the town in winter...

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....
 
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)
 
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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...
Ok, fair enough...
[X] Plan Pest Control
 
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[X] Plan Pest Control

You know after watching a video about Persian legend of zahak the serpent king and angra main yu/Ahriman which with the rampant massacres and occult stuff that both the timurids and the Mongols did here to create such an happening would power up the likes of zahak entombed in mount damavand which is definitely a hotspot similar to wallachia to cause more chaos and to one day free himself and empower ahriman and bring back his empire which i think ahura mazda good god would take exception and i think zoroastrianism is probably doing good here. Look this is good omake fuel

View: https://youtu.be/4n7Iub1HkNg?si=ruhBXQK2sFwFkVdO
 
EDIT: Say...with us having 2 dice on Champions again, what are thoughts on moving Uses of Razorweeds back to Spread and Regroup until we know that the Protective Clothing was made successfully?
I'd be in favor of that. Spread and Regroup should synergize heavily with the Champions, Shields, and the Formation fighting we learned last turn. Our Ash weapon coatings should be enough to compensate for the lack of Razorweed weapons, at least for this Winter.
 
[X] Plan Forest of Life, Town of Death

Obligations
-[X] Teach the Shepherds [Task] [1 [Death Singing] Die]
1 Mourner Knowledge die
-[X] Make tools for the Sheperds [1 Craft ; 1 Mediocre Steel]

Fields
-[X] Harvest
[Task] (3 Dice) 1 Unhardened Colonist die, 1 Colonist Die, 1 Native Die

Wilds (1 combat re-roll per turn)
-[X] Rebuild the Peaceful Wilds
--[X] Forest Gardens
[0/150] 3 Native Dice
--[X] Sulfur Paths [0/75] 2 Colonist Die
--[X] Iron Paths [0/75] 1 Generix Die
--[X] Deers Clearings [0/100] 2 Colonist Dice
--[X] Gathering Expedition [DC 20/80/120]: 1 Unchained Die, 1 Colonist die
-[X] Purge the Vermin [Away with the pest] [Risky] [Tyring]
--[X] The Tower of Eyes [Vermin][???]
---[X] Strike down the Node (Risky) [0/75]
2 Warrior Son Dice, 2 Skirmishers Dice

Town
-[X] Train Champions [0/100]
1 Unchained Die, 1Andreyas Sarsa Die
-[X] Train the Militia against monsters [Militia]
--[X] Spread and Regroup [10/75]
1 Militia Die
-[X] The Food Traps [0/25] 1 Council Die
--[X] The Flesh Traps [Free]
-[X] To protect animals [0/50]
1 Colonist Die
-[X] Underhives [0/75] 1 Dead Die

Crafting
-[X] The great mending [2 Craft, 1 unit of Fabric]
-[X] The Giant's Shield [2 Craft, 1 unit of Excellent Wood] (will trigger a quality roll)
-[X] Produce Protective Clothing [1 Craft, 1 Normal Leather] (Will trigger a quality roll)
-[X] Making Hearths [1 Craft]

Raids, Expeditions and Diplomacy
-[X] A path towards the Hunter
[0/100] 2 Sara dice, 1 Silent Blades die

Knowledge
-[X] Forceful Reciprocity
--[X] Free the Enslaved [21/100]
1 Alexandre Die
-[X] Rites of Death [0/150] [Death] [Freed] 1 Mourner Die, 1 Failure Die, 1 Sara Die

The Council
-[X] Funerary Practices [DC 25/75/ ???]
2 Council Dice



Only change so far was switching over to attacking the Node instead.

Edit: I have moved some dice around and switched the Unbroken Kin project to the Hunter Hero Project.

Edit 2: reduced the Iron Trail and Militia training projects by one to make room for the Gathering Expedition for more herbs
 
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I would rather maintain the Uses of Razorweeds, they would be much more useful for the defense of the town in winter...
I'd be in favor of that. Spread and Regroup should synergize heavily with the Champions, Shields, and the Formation fighting we learned last turn. Our Ash weapon coatings should be enough to compensate for the lack of Razorweed weapons, at least for this Winter.
Well...That's one vote for and vote against...
 
Well...That's one vote for and vote against...
I'd be in favor of that. Spread and Regroup should synergize heavily with the Champions, Shields, and the Formation fighting we learned last turn. Our Ash weapon coatings should be enough to compensate for the lack of Razorweed weapons, at least for this Winter.
Well, in my opinion, the option that synergizes the best with formations fighting and the Big Shields is the Uses of Razorweed, because it allows the militia to hold their position and counterattack from a distance... And besides that, it is specified that the Uses of Razorweed General increase in efficiency, especially on prepared terrains and against supernatural foes, wich is the textbook definition of the Union in Winter
 
Well, in my opinion, the option that synergizes the best with formations fighting and the Big Shields is the Uses of Razorweed, because it allows the militia to hold their position and counterattack from a distance... And besides that, it is specified that the Uses of Razorweed General increase in efficiency, especially on prepared terrains and against supernatural foes, wich is the textbook definition of the Union in Winter
I don't think that Razorweed would allow the Militia to hold their formation against a charging Lord or other large beasts. Spread and Regroup would, and we won't be risking our militia should the protective clothing fail. Champions are what allow us to change from one tactic to the other mid-battle.
 
I don't think that Razorweed would allow the Militia to hold their formation against a charging Lord or other large beasts. Spread and Regroup would, and we won't be risking our militia should the protective clothing fail. Champions are what allow us to change from one tactic to the other mid-battle.
That is what Malcom and the Blades are for...

But just by its description on the update alone, it is clear that the Razorweed option is the better option for winter, whereas Spread and Regroup is best for hit and run...
 
That is what Malcom and the Blades are for...
I mean, Malcolm and the Blades can't stop a charging heavyweight either. They can kill it, but they're still small enough that they can get stepped on if they try to force it away physically.

The big sticking point is the -10 to Craft dice and the strongly advised having Protective Gear before doing Razorweed. Razorweed is really good if it works, but if it doesn't, we could be entering Winter with a bunch of our Militia not just injured physically, but injuries on their souls, which Winter can and will exploit.

Yeah, Razorweed was something of a gambit to make up for not completing Champions. If we are liable to complete Champions, I think I'll go for Spread and Regroup. Plus, that'll ensure that it's ready for when it's time to hit the Tribute-Takers. Save Razorweed for the Spring so that the injured have time to recover if it goes wrong. Same principle as the Blood Pact action with Razorweed.
 
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I mean, Malcolm and the Blades can't stop a charging heavyweight either. They can kill it, but they're still small enough that they can get stepped on if they try to force it away physically.

The big sticking point is the -10 to Craft dice and the strongly advised having Protective Gear before doing Razorweed. Razorweed is really good if it works, but if it doesn't, we could be entering Winter with a bunch of our Militia not just injured physically, but injuries on their souls, which Winter can and will exploit.

Yeah, Razorweed was something of a gambit to make up for not completing Champions. If we are liable to complete Champions, I think I'll go for Spread and Regroup. Plus, that'll ensure that it's ready for when it's time to hit the Tribute-Takers. Save Razorweed for the Spring so that the injured have time to recover if it goes wrong. Same principle as the Blood Pact action with Razorweed.

I have to say that you are probably worrying too much about how well we will need to roll to get a functional design for the Protective Gear... In most plan-quests the results of a quality roll depend not only of the roll itself, but also the complexity of the project... And considering the tech and materials we have available the best we can aspire to is getting some sort of reinforced leather work gloves paired with heavy leather aprons (basically what you would use to handle thorns IRL)... So Unless we roll a 10 or fewer I doubt that we are not getting functional protective clothing
 
Materials and Crafts
A/N: Just something I wanted to do to have a spreadsheet of all the stuff we've got in Union because I find this sort of thing fun as well as useful. I'll try and keep it updated as time progresses, but I was hoping this might be useful to keep track of things. Note I'm only keeping track of things with quantifiable values for now, along with one-off improvements.

Materials and Crafts of Union

Raw Mundane Materials

-1 Mediocre Steel
-2 Normal Fabric
-1 Normal Leather
-2 Beaver Pelts (can be used as Normal Leather)

Supernatural Materials
-2 Lord's Bones (Blacksmithing Material)
-2 Lord's Fur and Skin (Excellent Leather)
-2 Giant's Bark (Excellent Bark)

Passive Material Income
-1 Normal Fabric every Autumn (Flax Farming)
-2 Normal Leather every Spring (Deer Herd)

(?/X represents amount of Crafts needed to fully outfit all of Union or all of the Militia.)

People's Crafts
-3/3 Tools
-4/5 Winter Clothes (2/2 for Militia)

-Baby-Blankets (Reduced Infant Mortality)
-Spider-Silk Ropes and Tape (Reduced Progress Required for Construction.)
-Barrels (Improved food preservation and goods transportation.)
-Master Tools (+1 Craft)
-Protective Gear (reduces risks of projects handling dangerous materials)

Militia's Crafts
-3/3 Weapons (2/3 Good Steel, 1/3 Mediocre Steel)
-1/3 Muskets
-0/2 Armor
-2/2 Winter Clothes (Regular Winter Clothes)
-14* Gunpowder (-1 per turn)

-1 Winter's worth of Ash Weapon Coating (Allows weapons to harm spiritual enemies.)
-1 Winter's worth of Ashen Paints Set (Provides protection from spiritual assaults.)

Other Crafts
-1 Gift-Holder
-1 Gift-Breaker
*I'm pretty sure the 16 Gunpowder we have at the start of Turn 11 is an error. We had 16 last turn and use a unit every turn, so we should have 15 now.

Last Updated
-Turn 11 Results
 
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