- Location
- Hell
[] Plan Forest of Life, Town of Death
Obligations
-[] Teach the Shepherds [Task] [1 [Death Singing] Die] 1 Mourner Knowledge die
-[] Make tools for the Sheperds [1 Craft ; 1 Mediocre Steel]
Fields
-[] Harvest [Task] (3 Dice) 1 Unhardened Colonist die, 1 Colonist Die, 1 Native Die
Wilds (1 combat re-roll per turn)
-[] Rebuild the Peaceful Wilds
--[] Forest Gardens [0/150] 3 Native Dice
--[] Sulfur Paths [0/75] 2 Colonist Die
--[] Iron Paths [0/75] 1 Generix Die
--[] Deers Clearings [0/100] 2 Colonist Dice
--[] Gathering Expedition [DC 20/80/120]: 1 Unchained Die, 1 Colonist die
-[] Purge the Vermin [Away with the pest] [Risky] [Tyring]
--[] The Tower of Eyes [Vermin][???]
---[] Strike down the Node (Risky) [0/75] 2 Warrior Son Dice, 2 Skirmishers Dice
Town
-[] Train Champions [0/100] 1 Unchained Die, 1Andreyas Sarsa Die
-[] Train the Militia against monsters [Militia]
--[] Spread and Regroup [10/75] 1 Militia Die
-[] The Food Traps [0/25] 1 Council Die
--[] The Flesh Traps [Free]
-[] To protect animals [0/50] 1 Colonist Die
-[] Underhives [0/75] 1 Dead Die
Crafting
-[] The great mending [2 Craft, 1 unit of Fabric]
-[] The Giant's Shield [2 Craft, 1 unit of Excellent Wood] (will trigger a quality roll)
-[] Produce Protective Clothing [1 Craft, 1 Normal Leather] (Will trigger a quality roll)
-[] Making Hearths [1 Craft]
Raids, Expeditions and Diplomacy
-[] A path towards the Hunter [0/100] 2 Sara dice, 1 Silent Blades die
Knowledge
-[] Forceful Reciprocity
--[] Free the Enslaved [21/100] 1 Alexandre Die
-[] Rites of Death [0/150] [Death] [Freed] 1 Mourner Die, 1 Failure Die, 1 Sara Die
The Council
-[] Funerary Practices [DC 25/75/ ???] 2 Council Dice
This is the updated plan, Xs are in the original post. I have added Gathering Expedition so that we can root around for more medicinal plans, and added the Hunter expedition with Sarah to try and bring back our lost Brethren.
Obligations
-[] Teach the Shepherds [Task] [1 [Death Singing] Die] 1 Mourner Knowledge die
-[] Make tools for the Sheperds [1 Craft ; 1 Mediocre Steel]
Fields
-[] Harvest [Task] (3 Dice) 1 Unhardened Colonist die, 1 Colonist Die, 1 Native Die
Wilds (1 combat re-roll per turn)
-[] Rebuild the Peaceful Wilds
--[] Forest Gardens [0/150] 3 Native Dice
--[] Sulfur Paths [0/75] 2 Colonist Die
--[] Iron Paths [0/75] 1 Generix Die
--[] Deers Clearings [0/100] 2 Colonist Dice
--[] Gathering Expedition [DC 20/80/120]: 1 Unchained Die, 1 Colonist die
-[] Purge the Vermin [Away with the pest] [Risky] [Tyring]
--[] The Tower of Eyes [Vermin][???]
---[] Strike down the Node (Risky) [0/75] 2 Warrior Son Dice, 2 Skirmishers Dice
Town
-[] Train Champions [0/100] 1 Unchained Die, 1Andreyas Sarsa Die
-[] Train the Militia against monsters [Militia]
--[] Spread and Regroup [10/75] 1 Militia Die
-[] The Food Traps [0/25] 1 Council Die
--[] The Flesh Traps [Free]
-[] To protect animals [0/50] 1 Colonist Die
-[] Underhives [0/75] 1 Dead Die
Crafting
-[] The great mending [2 Craft, 1 unit of Fabric]
-[] The Giant's Shield [2 Craft, 1 unit of Excellent Wood] (will trigger a quality roll)
-[] Produce Protective Clothing [1 Craft, 1 Normal Leather] (Will trigger a quality roll)
-[] Making Hearths [1 Craft]
Raids, Expeditions and Diplomacy
-[] A path towards the Hunter [0/100] 2 Sara dice, 1 Silent Blades die
Knowledge
-[] Forceful Reciprocity
--[] Free the Enslaved [21/100] 1 Alexandre Die
-[] Rites of Death [0/150] [Death] [Freed] 1 Mourner Die, 1 Failure Die, 1 Sara Die
The Council
-[] Funerary Practices [DC 25/75/ ???] 2 Council Dice
This is the updated plan, Xs are in the original post. I have added Gathering Expedition so that we can root around for more medicinal plans, and added the Hunter expedition with Sarah to try and bring back our lost Brethren.