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

If we want to push the smallpox Button then we might want to involve St. Nicasius of Rheims. He is the saint of people who suffer from smallpox afterall and his feastday is on the 14th december.
 
While good I think we are doing Lazarus cause he's also pretty broad on healing so we have a wider range of bonuses to our health compared to nicasius more specific role in smallpox. And we are only putting in one dice in it from past discussions with at most a hundred fifty against our Uber upgraded Healthcare likely reaching two hundred.

Though it could be worse for the winter walkers but I'm just saying on the numbers which I'm pretty hopeful on.
 
[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] 2 Colonist Dice
--[X] Deers Clearings [0/100] 2 Colonist Dice
-[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]
2 Unchained Dice
-[X] Train the Militia against monsters [Militia]
--[X] Spread and Regroup [10/75]
1 Militia Die, 1 Andreyas Sarsa Die
-[X] The Food Traps [0/25] 1 Generix 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]

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/ ???]
3 Council Dice

-[X] [Freed] Unite Broken Kin [???] 2 Sara Dice

Only change so far was switching over to attacking the Node instead.
Looking at this plan again, you're using one too many Colonist Dice and not using the Silent Blades at all.

Additionally, I strongly advise against the big Rebuild the Peaceful Wilds Approach. Our need for Steel isn't that great, nor are our Gunpowder stocks low enough to require such a sudden, rapid push towards Sulfur Paths. Deer Clearings is also not really urgent. The Shepherds Deer Herds have been fine in far more dangerous environments than our section of the Wilds, and furthermore will be spending the Winter inside Union rather than outside. Forest Gardens are something I want before the end of next year, but it's not something that we should be spending 3 dice when those could be used on other projects that would help more right before Winter hits.

Additionally, we don't need that much overkill on Funerary Practices, we just need to get past the 1st DC so we have some kind of Funerary Practices set up in anticipation of the (likely) Smallpox deaths.

And 2 dice on Unite the Broken Kin sounds like a very bad idea right now when it's supposed to be an extremely large and long project that we want to shorten by doing other Freed projects beforehand to increase our understanding of the Freed first.

Another thing with this plan is that it's ignoring the Devourer Kingdoms. The big point of the large hunt against the Vermin is to inflict heavy blows on both the Rogue Eyevines and the Many-Limbed Devourers, since those are the two Vermin that seem to be the most aggressive and having the largest growth potential, enough that if we only cripple one, the other might use the opportunity to expand into their territory over the Winter and make our job a lot harder.

Oh, and this plan also isn't going after the Hunter. It's only sheer luck that Malcolm survived the first two Winters, and there's no guarantee that he will a third. If he dies, then we'll have wasted the reward we picked from the First Walker.

Furthermore, I'd also say that the Andreyas die should be put on Train Champions. He's the one who trained the initial Champions of the Unchained, so narratively it fits far more for him to be training the next set for Union as part of the American Negus Integration Objective.
 
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Additionally, I strongly advise against the big Rebuild the Peaceful Wilds Approach. Our need for Steel isn't that great, nor are our Gunpowder stocks low enough to require such a sudden, rapid push towards Sulfur Paths. Deer Clearings is also not really urgent. The Shepherds Deer Herds have been fine in far more dangerous environments than our section of the Wilds, and furthermore will be spending the Winter inside Union rather than outside. Forest Gardens are something I want before the end of next year, but it's not something that we should be spending 3 dice when those could be used on other projects that would help more right before Winter hits.
Something else to consider regarding the Rebuild the Peaceful Wilds section, is that after Winter we will be able to pick at least a new mandate (and maybe a couple more depending on how things go with the Vermin and Voices mandates)...

And we have this awesome [] A Gift for a Gift mandate which reduces the DC of every Rebuild the Peaceful Wilds by 40, meaning that for a 150 project we are saving at least 240 points and making that a lot of those projects easily completed with a single dice...
[] A Gift for a Gift

Give a gift of Razorweed to strike against the Wood's foes, and they will ensure the Wilds grow more welcoming for you.
Tasks : Complete the project A Gift of Razorweed [0/150]
Rewards : Reduce by 40 the progress needed for all Rebuilt the Peaceful Wilds projects.
So I totally agree that we should avoid going crazy on the Rebuilding the Peaceful Wilds projects, the stuff they give is really good but all things considered It would be kind of suboptimal to put too many dice there
Oh, and this plan also isn't going after the Hunter. It's only sheer luck that Malcolm survived the first two Winters, and there's no guarantee that he will a third. If he dies, then we'll have wasted the reward we picked from the First Walker.
And I didn´t notice this @Sivantic why are you not even trying to get Malcolm back? We would have lost the reward we got form the First Walker, and even in the unlikely case that Malcolm survives this winter the info we got would be useless in spring.
 
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Something else to consider regarding the Rebuild the Peaceful Wilds section, is that after Winter we will be able to pick at least a new mandate (and maybe a couple more depending on how things go with the Vermin and Voices mandates)...

And we have this awesome [] A Gift for a Gift mandate which reduces the DC of every Rebuild the Peaceful Wilds by 40, meaning that for a 150 project we are saving at least 240 points and making that a lot of those projects easily completed with a single dice...
Nope, we're maxed out on Voices Mandates. We need to complete one of the ones we have already before we can start A Gift for A Gift.
 
Though, there is a nonzero chance of finishing Into the Fray next year. Possibly Heal the Wounded depending on what the "how many turns until the Wounded heal" 1d6 roll was and how much successful bandaging might improve it.
 
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Looking at this plan again, you're using one too many Colonist Dice and not using the Silent Blades at all.

Additionally, I strongly advise against the big Rebuild the Peaceful Wilds Approach. Our need for Steel isn't that great, nor are our Gunpowder stocks low enough to require such a sudden, rapid push towards Sulfur Paths. Deer Clearings is also not really urgent. The Shepherds Deer Herds have been fine in far more dangerous environments than our section of the Wilds, and furthermore will be spending the Winter inside Union rather than outside. Forest Gardens are something I want before the end of next year, but it's not something that we should be spending 3 dice when those could be used on other projects that would help more right before Winter hits.

Additionally, we don't need that much overkill on Funerary Practices, we just need to get past the 1st DC so we have some kind of Funerary Practices set up in anticipation of the (likely) Smallpox deaths.

And 2 dice on Unite the Broken Kin sounds like a very bad idea right now when it's supposed to be an extremely large and long project that we want to shorten by doing other Freed projects beforehand to increase our understanding of the Freed first.

Another thing with this plan is that it's ignoring the Devourer Kingdoms. The big point of the large hunt against the Vermin is to inflict heavy blows on both the Rogue Eyevines and the Many-Limbed Devourers, since those are the two Vermin that seem to be the most aggressive and having the largest growth potential, enough that if we only cripple one, the other might use the opportunity to expand into their territory over the Winter and make our job a lot harder.

Oh, and this plan also isn't going after the Hunter. It's only sheer luck that Malcolm survived the first two Winters, and there's no guarantee that he will a third. If he dies, then we'll have wasted the reward we picked from the First Walker.

Furthermore, I'd also say that the Andreyas die should be put on Train Champions. He's the one who trained the initial Champions of the Unchained, so narratively it fits far more for him to be training the next set for Union as part of the American Negus Integration Objective.

I mean when the point of the plan was a push for the forest, your "strong advise" is just asking me to kill the plan when there is already another plan that does not focus on the forest.

The rest of the argument is sound though. A Council die can be moved to replace one of the overused Colonist dice. I also do not mind switching the Unchained and Andreyas die. Having the Unchained further connected to our militia is good too.

The Unite Broken Kin project I can see being put off if we commit to actually doing the related projects. In which case I can pull her from that and actually use the Silent Blades since she would be near them.

In this case following the Hunter as you recommended. I think she would do a better job of convincing him to return if he can be saved, while the Silent Blades backed by Sara can also better put him down if he needs to be.

And I didn´t notice this @Sivantic why are you not even trying to get Malcolm back? We would have lost the reward we got form the First Walker, and even in the unlikely case that Malcolm survives this winter the info we got would be useless in spring.
See below, fixed
[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 Colonist Die, 1 Council Die
--[X] Deers Clearings [0/100] 2 Colonist Dice
-[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, 1 Unchained Die
-[X] The Food Traps [0/25] 1 Generix 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, 2 Silent Blades dice

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.
 
The rest of the argument is sound though. A Council die can be moved to replace one of the overused Colonist dice. I also do not mind switching the Unchained and Andreyas die. Having the Unchained further connected to our militia is good too.
We can't use Council dice on Wilds Projects. They can only be spent on Council or Knowledge projects (and all dice can be used on Expeditions, but we wouldn't want to send Council dice on the ones that involve going anywhere dangerous.)

I also think at least one of the Silent Blades dice should be assigned elsewhere. Even if you don't want them to do any Tiring Projects, there are some other work they could perform like building Canoes. Or just fishing or doing the woodchopping Task (we don't need the wood now, but we might later.)

And your plan still doesn't do anything about hitting the Devourer Kingdoms, which was a major point of what we've been building up for for the past couple turns: A twinned strike on both the Eyevines and the Devourers to cripple both without providing an opportunity for one to expand into the territory of the other while they're weakened.

EDIT: To free up dice, I'd advise moving some of the Colonist dice. A single Colonist die, between its per-die bonus and Omakes, has a slightly less than 50% chance to complete either Iron Paths or Sulfur Paths, and neither of those are urgent enough that we need to rush them, so we can afford to try and gamble on completing them with 1 die and saving on dice that way. This would prevent the overspending and free up one additional Colonist die, which could be put towards something else. My personal preference would be either a Gathering Expedition (for more herbs and to refresh our stockpiles of Fireberries) or putting Razorweed around the Hunger Wound.

I'd also argue we want Further Out more than we want Deer Clearings. The herds have survived in worse circumstances, especially since we'll be clearing out a lot of the nasties in the Wilds. Further Out gives us more advance warning of hostiles, and it will help with our plans for next year where we're going to be doing a lot of raids on the Tribute-Takers.
 
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We can't use Council dice on Wilds Projects. They can only be spent on Council or Knowledge projects (and all dice can be used on Expeditions, but we wouldn't want to send Council dice on the ones that involve going anywhere dangerous.)

I also think at least one of the Silent Blades dice should be assigned elsewhere. Even if you don't want them to do any Tiring Projects, there are some other work they could perform like building Canoes. Or just fishing or doing the woodchopping Task (we don't need the wood now, but we might later.)

And your plan still doesn't do anything about hitting the Devourer Kingdoms, which was a major point of what we've been building up for for the past couple turns: A twinned strike on both the Eyevines and the Devourers to cripple both without providing an opportunity for one to expand into the territory of the other while they're weakened.
Not anymore apparently
- 3 Council dice (+7) (Count as Colonist, Natives and Unchained dice) (Bound dead capacity 3/4
And it is not counted as Risky work either so they should be ok.

I can see using one for collecting the Wood for the year if it does not count as tiring work.

You are right, it does not. Because My plan is get the forest passives and funerary practices plan. Not the kill everything plan.

I do not mind making minor changes, but you already have a plan that does that. If you are unhappy with that plan, ask them about. I on the other hand, want to not worry about food, sulfur, or iron in the near future. I want to give people peace of mind, a way to honor their dead, and ensure they do not become new malevolent undead.

Small Pox is coming, and I want to have new herbs that can help alleviate that and a way to send off the ones we cannot save.
 
Not anymore apparently
I'm near certain that that only means they count as such for type-specific projects in the areas they're allowed to work. Like, Find the First Walker when it was a Native-Only expedition, or counting as Native Dice that can vouch for us at the Circle of the Awakes. Most of the Council is still filled out by the physically infirm. @OldShadow can you weigh in on this?

If you are worried about Smallpox, you should be doing Gathering Expeditions. Forest Gardens provides a small, passive income of Herbs (and Food/Exotic Plants), but that's something that's over the long term. Over the short term, when Winter and Smallpox is about to hit next turn, the best thing to do is a Gathering Expedition, because that provides a large lump sum.
 
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I'm near certain that that only means they count as such for type-specific projects in the areas they're allowed to work. Like, Find the First Walker when it was a Native-Only expedition, or counting as Native Dice that can vouch for us at the Circle of the Awakes. Most of the Council is still filled out by the physically infirm. @OldShadow can you weigh in on this?
You can techincally use Council dice on any actions (representing direct supervision), but the Council is still mostly made of infirms, so rolls may have malus on physically demanding actions.
 
Actually, I think there's a way Sivantic's plan could do a Gathering Expedition for more Herbs without detracting from its main focus.

Right now it has the Militia and an Unchained die on Spread and Regroup. But while we want Spread and Regroup before the Tribute-Taker raids start next Summer, we don't urgently need it before Winter, since Winter we're defending the walls rather than doing hit-and-run.

So that Unchained die could instead go onto Gathering Expeditions to get as many Herbs as it can. It probably won't get the higher DCs that (probably) uncover new plants, but it should be plenty enough for getting a lot of Herbs and Fireberries.
 
I'm near certain that that only means they count as such for type-specific projects in the areas they're allowed to work. Like, Find the First Walker when it was a Native-Only expedition, or counting as Native Dice that can vouch for us at the Circle of the Awakes. Most of the Council is still filled out by the physically infirm. @OldShadow can you weigh in on this?

If you are worried about Smallpox, you should be doing Gathering Expeditions. Forest Gardens provides a small, passive income of Herbs (and Food/Exotic Plants), but that's something that's over the long term. Over the short term, when Winter and Smallpox is about to hit next turn, the best thing to do is a Gathering Expedition, because that provides a large lump sum.
Again, the main focus of the plan was developing the forest and funerary practices. Cannot really cut out something else for it.

With what Oldshadow said, I will switch the Council die with the Generix die since the trap only need 25 to pass and is inside the village. Less intensive work.

@OldShadow would having the Cold Blade Take Our Share of Wood count as tyring if Sara is going for the Hunter?
 
Actually, I think there's a way Sivantic's plan could do a Gathering Expedition for more Herbs without detracting from its main focus.

Right now it has the Militia and an Unchained die on Spread and Regroup. But while we want Spread and Regroup before the Tribute-Taker raids start next Summer, we don't urgently need it before Winter, since Winter we're defending the walls rather than doing hit-and-run.

So that Unchained die could instead go onto Gathering Expeditions to get as many Herbs as it can. It probably won't get the higher DCs that (probably) uncover new plants, but it should be plenty enough for getting a lot of Herbs and Fireberries.
If people are not against it, sure I can do that.
 
Mmm. Maybe best to have the 2nd Silent Blade die just do nothing then. We probably don't need 4 dice on a /100 Progress project, and having one Silent Blade do nothing might let Sara recover her stamina.

EDIT: Actually, @OldShadow while we're on the topic, could we have some more details on how Sara accompanying the Blades on a project affects its Tiring status? Does it remove the tiring status, effectively half it (2 Silent Blades dice on a Tiring action with Sara counts as only 1 Tiring action), or something else?
 
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