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

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Scheduled vote count started by OldShadow on Jun 20, 2024 at 5:37 AM, finished with 35 posts and 13 votes.

  • [X] Plan Chimeraguard
    -[X] The Endless Pit, 3 Hunger dice
    -[X] Boundless Generosity, 2 Cold dice
    -[X] A gift from the Old World, 1 Harshness die
    -[x] Promises and half-truths.
    --[X] The Newcomers, 1 Harshness die
    -[X] Darkest Mists, 1 Cold die
    -[X] Fleshless, Remorseless, 1 Harshness die
    -[X] The Falses, 1 Hunger die
    -[X] To spoil and take, 1 Tribute-Takers die
    -[X] A Duel, 1 Tribute-Takers die
    -[X] Siege Deadtown, 1 Harshness die
    -[X] Assault the Green, 1 Harshness die
    [x] Plan: Gee Whatever
    -[x] The Hunger
    --[x] Revolt of the Primal Flesh : 1 Hunger Die.
    -[x] The Cold
    --[x] Extinguish Hope : 1 Cold Die.
    -[x] Sunless Days
    --[x] A gift from the Old World : Automatic.
    -[x] Promises and half-truths.
    --[x] Failure : 1 Harshness Die.
    --[x] The Leeper : 1 Harshness Die.
    --[x] A Hunter : 2 Hunger Die.
    --[x] The Newcomers : 1 Harshness Die, 1 Cold Die.
    -[x] Servants
    --[x] Of Cold and Shadows : 1 Cold Die.
    --[x] The Falses : 2 Harshness Dice.
    --[x] The Drinkers : 1 Hunger Die.
    -[x] The Tribute Takers
    --[x] Omens and preparation : 1 Taker Die.
    --[x] Remnant of Kinship : 1 Taker Die.
OldShadow threw 3 100-faced dice. Reason: Endless Pit Total: 127
34 34 13 13 80 80
OldShadow threw 2 100-faced dice. Reason: Boundless Generosity Total: 107
23 23 84 84
OldShadow threw 1 100-faced dice. Reason: Old World's Gift Total: 57
57 57
OldShadow threw 1 100-faced dice. Reason: Newcomers Total: 77
77 77
OldShadow threw 1 100-faced dice. Reason: Darkest Mists Total: 9
9 9
OldShadow threw 1 100-faced dice. Reason: Fleshless, Remorseless Total: 83
83 83
OldShadow threw 1 100-faced dice. Reason: The Falses Total: 76
76 76
OldShadow threw 1 100-faced dice. Reason: To spoil Total: 14
14 14
OldShadow threw 1 100-faced dice. Reason: Duel Total: 57
57 57
OldShadow threw 1 100-faced dice. Reason: Siege Deadtown Total: 38
38 38
OldShadow threw 1 100-faced dice. Reason: Assault the Green Total: 54
54 54
OldShadow threw 1 100-faced dice. Reason: Sarah Total: 85
85 85
OldShadow threw 1 100-faced dice. Reason: Mourners Total: 36
36 36
OldShadow threw 1 100-faced dice. Reason: Freed Total: 16
16 16
OldShadow threw 1 100-faced dice. Reason: Warrior's Son Total: 80
80 80
OldShadow threw 1 100-faced dice. Reason: Andreyas Total: 91
91 91
OldShadow threw 1 100-faced dice. Reason: Faillure Total: 51
51 51
OldShadow threw 1 100-faced dice. Reason: Alexandre Total: 32
32 32
OldShadow threw 1 100-faced dice. Reason: Malcom Total: 55
55 55
 
it begins, lets see what winter rolls this time. Hopefully the newbies wont get utterly wrecked by winters grasp.

because man, if we survive till america becomes a thing, it will be interesting times to see how haunted america is.
 
Okay, the rolls overall look pretty good.

We might have just lost the Newcomers given that high Promises and Half-Truths roll (unless Sara is able to serve as a Counter to that), but other than that things look fairly acceptable.

Looking at the To Spoil roll, I think the Warrior's Son just murdered the shit out of whoever was trying that, and Andreyas probably did the same to the Duelist.

The 83 on Fleshless, Remorseless I'm a bit concerned about if it's high enough to trigger Fun Stuff, but I think overall we've weathered this Winter without too much damage.
 
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Total Roll for Winter Dice: 699

In other words, almost precisely average. I think prior Winters we've rolled notably above-average (or at least, the first one did. 2nd one had those 2 Nat 100s, but I can't quite recall about the other rolls.)

Total Counter roll was 446, or slightly but noticeably above average.

Areas that might theoretically benefit from Omakes:
-Old World's Gift (57. Our Knowledge should be enough for that, but it depends on how much of our Knowledge actually triggers against a mostly mundane disease. I think we should be good, but you never know...)
-Newcomers (though I'm not sure if turning that 77 into a 67 will really do much. I think we're best off just hoping Sara can Counter it.
-Fleshless, Remorseless (Above 80, which might be enough to trigger a Special Event? There's a lot of theoretical counters that could band together against this one, but it still might be a worry if they try to take over the Silent Blades again.)
-Assault the Green (Only 54. Only really worth omake-ing if we think that 50 is the breakpoint for the Sun-Loving Woods. Or maybe we just want to be nice to the Sun-Loving after having them take a die in the first place. Then again, the Sun-Loving are explicitly the weakest during the Winter...)
-Andreyas (I don't think there's any practical reason for this because I'm pretty sure Andreyas already beats the crap out of the Duelist given the roll-off of 91 vs 57. Only real reason to do this I think would be because we want to see if anything entertaining happens when we get an artificial 100+.)

Funny enough, this Winter, just from the dice-assignment pressure, felt a lot "lighter" than past ones. I feel like the die being assigned to the Newcomers was actually part of it. That combined with the only additional dice being the Tribute-Takers meant that, compared to the improved state of Union, there was less of a dice increase that we could actually do anything about (Newcomers Promises and Half-Truths felt like a "well if we lose them we lose them, can't really do much about it.")

I suppose narratively, Winter knows that the Tribute-Takers are gonna be attacking in another two years, and it wants to see how that goes, and it'd be a shame if Winter broke the town too much that it couldn't see the fun battle that awaits. So it's letting the increased attention be the Tribute-Takers' job for now while it just keeps to its usual level of poking to see if Union makes any funny new noises when it does so.

Hmm. Though I suppose meeting the First Walker and letting him know we were around (and so he had reason to act more aggressively to distract Winter) might be another reason our Hunger/Cold/Harshness dice didn't increase, since the First Walker going around was cited as an additional reason as to why Winter's distracted. Like, after the Nat 100s of Hunger and Cold last Winter, I was expecting at least one additional die from each of them.

But hey, since this Winter seems to have gone (mostly) well, have some music I found that mostly fits.

View: https://www.youtube.com/watch?v=P4ut_cJRsco
 
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@OldShadow Oh, I just realized. Shouldn't there also be a roll for Teaching of Failure auto-triggering this turn?

Also, I think I'd like to spend my omake +10 Bonus from Total War Winter: Dracula DLC: Ottoman Empire on weakening the Assault the Green roll. I don't know if 50 is actually any breakpoint and if my omake will even help (and to a degree, I don't want to know because I think keeping it hidden whether or not omake +/- 10s in Winter will have a meaningful effect on this or that roll fits in with the themes of Winter being a time of fearful uncertainty where we have to make our best guesses and pray), but it feels right to help the Sun-Loving Woods when they're at their weakest, as recompense for having them take a Harshness die in the first place.
 
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@OldShadow Oh, I just realized. Shouldn't there also be a roll for Teaching of Failure auto-triggering this turn?

Also, I think I'd like to spend my omake +10 Bonus from Total War Winter: Dracula DLC: Ottoman Empire on weakening the Assault the Green roll. I don't know if 50 is actually any breakpoint and if my omake will even help (and to a degree, I don't want to know because I think keeping it hidden whether or not omake +/- 10s in Winter will have a meaningful effect on this or that roll fits in with the themes of Winter being a time of fearful uncertainty where we have to make our best guesses and pray), but it feels right to help the Sun-Loving Woods when they're at their weakest, as recompense for having them take a Harshness die in the first place.
Yes, you are right, doing it now.
Very well, omake used.

EDIT : No teaching done
OldShadow threw 1 100-faced dice. Reason: Teaching Total: 39
39 39
 
Hmm, anyone feel like using an omake on that roll? It's a DC 40 for transmitting knowledge provided it works the same as the regular action, so while we won't get the deeper secrets (that's an 80 DC), we can still get that 40 with an omake's +10.
 
-Old World's Gift (57. Our Knowledge should be enough for that, but it depends on how much of our Knowledge actually triggers against a mostly mundane disease. I think we should be good, but you never know...)
I'm hoping they'll be about 50% effective, based on how the Warrior's Son countered a threat.
Funny enough, this Winter, just from the dice-assignment pressure, felt a lot "lighter" than past ones. I feel like the die being assigned to the Newcomers was actually part of it. That combined with the only additional dice being the Tribute-Takers meant that, compared to the improved state of Union, there was less of a dice increase that we could actually do anything about (Newcomers Promises and Half-Truths felt like a "well if we lose them we lose them, can't really do much about it.")
Personally I was pretty stressed out about it, but that might have been a result of IRL stress. Regardless, I think the lack of increase was more because we fell a hair's breadth beneath the threshold than anything else. The Distractions page outright states we'd be in for more of Winter's attention if we had made friendly contact with anyone else.

But hey, since this Winter seems to have gone (mostly) well, have some music I found that mostly fits.
Well, it went well so long as all of our guesses about what tests went where are accurate. We did a lot of actions for the first time this year so a miscalculation is not outside the realm of possibility. I mean, who would have expected Champions to improve Knowledge instead of Defense?
Also, I think I'd like to spend my omake +10 Bonus from Total War Winter: Dracula DLC: Ottoman Empire on weakening the Assault the Green roll. I don't know if 50 is actually any breakpoint and if my omake will even help (and to a degree, I don't want to know because I think keeping it hidden whether or not omake +/- 10s in Winter will have a meaningful effect on this or that roll fits in with the themes of Winter being a time of fearful uncertainty where we have to make our best guesses and pray), but it feels right to help the Sun-Loving Woods when they're at their weakest, as recompense for having them take a Harshness die in the first place.
I disagree with you about not wanting to know if a bonus is needed. The bonuses are OOC enough and valuable enough that I don't think the decision regarding their deployment should be affected by Winter.

I do agree with you about spending the die on the Voices though. Last turn the base Deadtown defense was 50, so assuming the same holds true for the Voices, that -10 could be invaluable.

The only other option I'd push for right now (aside from Old World Gift for reasons of principle) would be to decrease the Fleshless, Remorseless roll. Sarah almost certainly could handle it, but it would prevent her from handling any other negative situations. Her aid could be a godsend for stopping the Falses or that Promises roll. Failure and the Mourners together should have stopped it as well, but it might default to Sara since hers is the most applicable skillset. Or if both Falses and Promises have procced issues, then we'll likely need all three to stop them.
 
Here a idea for next 3 turns next year.

13: I wild and Molly's based then where we continue to build up the wilds (the paths and the razor weed bush) and continue prepping are militia so that can do an expedition the turn after.

14: naval. Getting seaport and the ship fixed up, recruiting Old Seadog Jones, netting the mistmin, sending are Millta, sons warriors and skeletons to attack the rear of the blood lovers thanks to old paths to make the siege easier.

15: Tribute takers and death, Strike at the tribute taker plans and disrupt them and help are freed friends more.

What do you guys think?
 
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Eh, we already have plans for turns 14 and 15 to be a one-two punch on the Tribute-Takers, with 2 of the "Gifts for the Takers" (plus striking at their smaller, unguarded groups going out on expeditions if we can spare the dice) on Turn 14, which will throw the Tribute-Takers into chaos enough for us to Burn the Lesser Pit on Turn 15.
The only other option I'd push for right now (aside from Old World Gift for reasons of principle) would be to decrease the Fleshless, Remorseless roll. Sarah almost certainly could handle it, but it would prevent her from handling any other negative situations. Her aid could be a godsend for stopping the Falses or that Promises roll. Failure and the Mourners together should have stopped it as well, but it might default to Sara since hers is the most applicable skillset. Or if both Falses and Promises have procced issues, then we'll likely need all three to stop them.
My personal thought is that Sara is likely to get tapped for the Promises and Half-Truths if it's something she can Counter.

I am worried about that Fleshless, Remorseless roll, I have to admit, and wouldn't be opposed to another Omake being used on it. We have a lot of occult combatants (Failure, Mourners, Andreyas, Freed), but they've all rolled low individually enough that if one or two got called off for other issues there could be trouble.

The Flesh Traps I think are also supposed to give us something of a safety margin there, but it's hard to tell for certain how effective they'd actually be. When I look at Turn 12, the Flesh Traps are in Knowledge rather than Defense, which seems odd.

EDIT:
Total Roll for Winter Dice: 699

In other words, almost precisely average. I think prior Winters we've rolled notably above-average (or at least, the first one did. 2nd one had those 2 Nat 100s, but I can't quite recall about the other rolls.)
By the way, I checked Turn 8, and Winter definitely rolled above-average then. 806 on 12 dice (average of 67.167), vs the 699 on 14 dice (slightly less than 50) this turn. Turn 4 was 620 on 10 dice (average of 62.)

So yeah, the dice were significantly kinder to us this Winter than they were on previous ones.
 
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