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

So I think that we should probably trade a bit but only so we are seen as desprate, so a lot of beaver furs because that was quite desired commodity.
Definitly sell all of the jewlery.


For huntsman I think that we should show him the walls and colonist millitia, but scare him with something Supernatural that will make him think that we aren't worth the hussle and are to busy to think about treason while not to weak that we require protection.


For the colonists I think that we should get people see that their family is alive and well ish, and keep Supernatural on the low until ship leaves and probably only introduce it gradualy until winter.

As for the scholar I think that we should invite him and then give him an option to talk with our mafic people.
 
That's...unexpected. But also very helpful for us. Maybe we can swap things around after all, move the Skirmishers do something else on Turn 10, and instead have the Son and his Skirmishers do the Eyevine cull on Turn 11, while the Blades + Militia cull the Many-Limbed Devourers.

You just convinced me not to support Cutting the Node at this time. Doing so will almost certainly disrupt that careful balance you mentioned, as swaths of Eyevine territory are cut off. Doing that without handling the vermin most likely to multiply is a bad idea imo.
Yeah, with the knowledge that progress from cutting one Node will spillover to the others, I think we can delay cutting the Node for a turn until we can get the Warrior's Son plus his Skirmishers all on that, then have a culling of the Many-Limbed Devourers happen with the Blades and more frontline combatants at the same time.

Anyway, the update:
Union's Good :
Remaining coins and precious jewelry from Johnstown : 1
1 Unit of furs and leather (1 in stocks) : 1
1 Unit of beavers furs (2 in stocks) : 2
Is there anything specifically valuable about beaver furs to us, or do they just count as normal furs/leather?

The Huntsman,, we could ambush and murder him, but it'd need to be done without word getting back to the Dual Monarchy, because if word gets back that we murdered a King's man, that would be...unfortunate. Still, if we can get away with it, I think it may be best to do so. It is a gamble though.

Alternatively, we find something that satisfies him and makes him go away without demands being placed on the Dual Monarchy.
 
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posting my early thoughts and opinions

on the trade goods: we have about 4 "units" of value to barter with, so i think we should get the cats (1), tools x 2 (2) and then 1 unit of gunpowder. messenger i think is the opposite of what we want, it could work to help spread winters influence beyond our local area at worst, at best it might ward off some people but most of the people coming here are desperate and probably wont be deterred by that anyway.

with the matter of the huntsmen... honestly i think we shouldnt have anything to do with him, show him the walls and militia at best but otherwise just send him back. definitely dont ambush him, as that just would bring more trouble down on our head, either refuse or give him what he wants.
the scholar sounds like someone who might be educated in the ways of academia. and has some level of magical talent so i think we should recruit him as soon as possible so i vote we invite him, though i am unsure on which is the best method either invite him to the colony, or bring him directly to sara and failure
finally with the colonists, full truth or we send them back, i think giving them a choice would be best though, openly forcing them to suffer through winter or deccieving them only makes them useful tools for winter and hunger in specific. only worry i have is them reporting back to the king, but i dont think we are that big on the dual monarchys radar currently. so rumors of nutty heresy and demons wandering north america should not land us in as much hot water as murdering the huntsmen. the state does not care about rumors, they would care about us murdering their enforcers
 
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Is there anything specifically valuable about beaver furs to us, or do they just count as normal furs/leather?
Nothing valuable for you, at least that you know. Beaver furs make for great hats.
The Huntsman,, we could ambush and murder him, but it'd need to be done without word getting back to the Dual Monarchy, because if word gets back that we murdered a King's man, that would be...unfortunate. Still, if we can get away with it, I think it may be best to do so. It is a gamble though.

Alternatively, we find something that satisfies him and makes him go away without demands being placed on the Dual Monarchy.
Technically, Union is part of the Dual Monarchy. In practice, Union is too far and the land too dangerous.
But you can expect the Huntsman to want either a way to deal with traitors or a way to get soldiers.
 
1 Unit of Clothes (max 3) : 1
Hmm, would these be Winter Clothes, or non-Winter clothes? Currently the only clothes we can make are Winter ones, so if the people specifically want ones for non-Winter, this seems like the only way to fulfill our Mandate.

Technically, Union is part of the Dual Monarchy. In practice, Union is too far and the land too dangerous.
But you can expect the Huntsman to want either a way to deal with traitors or a way to get soldiers.
"Hey, if you send traitors here, their souls will be trapped and unable to escape into the afterlife, instead living in eternal torment in this mortal coil! Alternatively, you can feed them to the eye-devouring vines that are outside the town's borders."

But yeah, hmm. We definitely don't want to satisfy him in the way of "get soldiers", we need every able-bodied man and woman here in Union just to survive.
 
For huntsman I think that we should show him the walls and colonist millitia, but scare him with something Supernatural that will make him think that we aren't worth the hussle and are to busy to think about treason while not to weak that we require protection.

with the matter of the huntsmen... honestly i think we shouldnt have anything to do with him, show him the walls and militia at best but otherwise just send him back. definitely dont ambush him, as that just would bring more trouble down on our head, either refuse or give him what he wants.
This man is not a man, but a dog who only finds joy in the hunt and in obeying his masters. Those not of his breed are either threats to be killed, or things to be used. Show him what he wants or kill him.

Jean Bladworth, the Huntsman, wants to tour Union, to test its loyalty and its use for potential war.

The man in black, the "Huntsman" named Jean Bladworth, showed only one thing : suspicion.
The "Normand", as were called those that ruled over the "Anglois", those of Sara's people that spoke neither "French" or "English" but something in between, had the eyes of a man who saw traitors and threats everywhere.

half measure are not gonna work here with the huntsman and trying to scare him off with any supernatural stuff will not scare him, get him more interested in the union either as troops or more resources to get used. Like remember everyone it specifically to see our uses for potential war. If we let him tour the militia and see the wall he gonna see we are very very well prepared for war and we ain't gonna be able to hid the supernatural. Refusing him outright without killing him is a terrible idea when he testing our loyalty. We either give him everything he wants bad idea cause much more intrest from the king will arise for our potenital use and the charter will likely get changed to let use be used more by the king. Or we kill the foul creature and one of our strongest parts of the union is it millitarty we can take these huntsmen in our own domain.

edit:

@OldShadow if we ambush the huntsmen will we have the colonist/scholar take a separate route to the union not with the other people we are bringing there?
 
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The cats are more important to get then the muskets as they hunt and kill the smaller vermin
On the other hand, muskets are pretty important, because a bullet will punch through things an arrow or a sword blade will not. While the Lords are functionally bulletproof, I suspect that a lot of the lesser monsters in these woods fall into the category "very, very, very hard to kill with muscle-powered weapons, merely moderately difficult, if not easy, to kill with gunfire."

Elephants and other megafauna often fall into that category in real life.
 
The problem I have with shanking the Huntsman is that it only delaying the inevitable. We can pass off one death as an accident/sickness easy enough, but with the merchant probably coming back they are probably going to send another.

And once is an accident, two is a coincidence. I don't know if its worth it to be honest, getting men from Union to fight in Europe is pretty stupid as the cost of transporting will outwheight any benefit they might have.

So I don't know if its worth it.
 
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Ok. So that went pretty well.

For the vote….

[][Trader] Trade with David
-[] Goods bought 2
--[] Cats! 1
--[] Gunpowder 1
-[] Goods sold

--[] Remaining coins and precious jewelry from Johnstown : 1
--[] Unit of beaver fur (2 in stocks) : 1

Essentially, stuff we can't get ourselves. We can make cloths and leathers, but not gunpowder yet and the cats will be good for vermin and more warm bodies during winter, for minimal food consumption.

[][Huntsman] Make him tour the walls and inspect the Militia
we shall show him that we are strong and healthy people Who are definitely loyal to the King.

[][Huntsman] Pretend to invite him, and ambush him and his men.
He had an unfortunate run in with a bear. Or a beastie in the woods.

[][Colonists] Invite them in, hiding the supernatural in Union…until the ship leaves.
Yeah. We can't afford to let them see the spooky shit and go back to the Monarchy. It's dishonest and we're probably gonna get some issues with distrust afterwards but we can't let our heresy get back to the government.

[][Scholar] Invite him and drag him before Sara and Failure. They shall know what to do with him.

Yeah give this man a crash course in the supernatural. Hopefully he stays honestly, we could use another spiritual leader. Or just an apprentice for Failure, even. If he goes to Union he's gonna know something is up and fear might go poorly.
 
@OldShadow would this work

[][Huntsman] Write-in: Make him tour the walls and inspect the Militia, but make Militia purpufully underwealming. Make them drunk, undisciplied ragtag of dandy dodells who won't be worth gunpowder they fire.
 
Well, in terms of what we trade for, I think we ought to look at our ability to acquire it ourselves:
David's Goods :
1 Unit of Gunpowder (max 4) : 2
1 Unit of Tools (max 2, can be used as Mediocre Steel) : 1
1 Unit of Muskets (max 1) : 3
1 Unit of Clothes (max 3) : 1
A few cats from the ships : 1
Carrying messenger back to the Dual Monarchy : 2
-Gunpowder: Cannot acquire ourselves yet, though are currently working on it and can make inferior knockoff version with Serpentine. Constantly expending. Expensive.
-Tools: No immediate demand, and can make more via acquiring iron and expending craft.
-Muskets: Can make ourselves, but requires acquiring iron, a high craft cost (2 Craft), and a Quality Roll check. Increases gunpowder consumption and very expensive to trade for.
-Clothes: If it's the same as Winter Clothes, can make ourselves. Although European made clothes with things that aren't fur and leather might have their own particular value.
-Cats: Cannot acquire ourselves.
-Message: Cannot do ourselves, though I'm at a loss for what sort of message we'd actually want to send back and definitely don't see value in spending two "points" worth of trade goods on it.
 
[][Trader] Trade with David
-[] Goods bought 2
--[] Cats! 1
--[] 1 Unit of Tools
--[] 1 Gunpowder

-[] Goods sold

--[] Remaining coins and precious jewelry from Johnstown : 1
--[] Unit of furs and leather (1 in stocks) : 1
--[]1 Unit of beavers furs (2 in stocks) : 2
[][Huntsman] Invite him before the Council
[][Colonists] Make them visit Union and their kin before they make a choice.

[][Scholar] Invite him and drag him before Sara and Failure. They shall know what to do with him.
 
The cats are more important to get then the muskets as they hunt and kill the smaller vermin and not taking the send messages options will probably reduce morale
I think trading the beaver furs for clothing would make the trader happy and we where planning on turning those into clothing anyway
I'd bet good steel that Failure can do some underworld magic with cats.
 
@OldShadow how popular is the Huntsmen with the new colonists? Would they get spooked if we shanked him?
How popular would be a proto-Stasi agent ? He his feared and hated.
Hmm, would these be Winter Clothes, or non-Winter clothes? Currently the only clothes we can make are Winter ones, so if the people specifically want ones for non-Winter, this seems like the only way to fulfill our Mandate.
The fact english is not my native toungue strike again, I meant Fabric, edited.
@OldShadow if we ambush the huntsmen will we have the colonist/scholar take a separate route to the union not with the other people we are bringing there?
They will separate then with the weird geography of the Wilds, then kill the Huntsman and said it was a monster attack.
@OldShadow would this work

[][Huntsman] Write-in: Make him tour the walls and inspect the Militia, but make Militia purpufully underwealming. Make them drunk, undisciplied ragtag of dandy dodells who won't be worth gunpowder they fire.

Not with the people of Union. You don't have alcool, and still have they Winter-earned watchfulness and reflexes.
But people, don't forget the Write-In !
 
[][Trader] Trade with David
-[] Goods bought 2
--[] Cats! 1
--[] Clothes 1
-[] Goods sold

--[] Remaining coins and precious jewelry from Johnstown : 1
--[] Unit of furs and leather (1 in stocks) : 1
The question is whether or not that would be enough to slake his greed. I'm willing to use one of my OOC questions on this, but am unsure of the wording.
The Huntsman,, we could ambush and murder him, but it'd need to be done without word getting back to the Dual Monarchy, because if word gets back that we murdered a King's man, that would be...unfortunate. Still, if we can get away with it, I think it may be best to do so. It is a gamble though.
I really don't think killing the Huntsman is a good idea. Our backers are already considered traitors or suspected traitors. If he drops dead during his (very short) time in Union, that means a whole lot of heat on us.

On the plus side, it seems this guy is quite the skeptic. So long as we don't show him anything obviously supernatural, he shouldn't suspect anything in that regard. We might want to downplay the number/skill of the Son's Skirmishers, but other than that, I think we should let him inspect the defenses.
On the other hand, muskets are pretty important, because a bullet will punch through things an arrow or a sword blade will not. While the Lords are functionally bulletproof, I suspect that a lot of the lesser monsters in these woods fall into the category "very, very, very hard to kill with muscle-powered weapons, merely moderately difficult, if not easy, to kill with gunfire."
On the third, mutant hand, they are expensive and we can already make muskets. Plus, more muskets means more gunpowder used.
 
If there's a risk of him going to the Tribute-Takers next I genuinely wonder whether it might be better to just murder him and take his stuff. Maybe even offer his head to the Huntsman as proof of loyalty and disgust for a "traitor-lover." Though, that would probably backfire if he is now a resource of the King's Men.

I really don't think killing the Huntsman is a good idea. Our backers are already considered traitors or suspected traitors. If he drops dead during his (very short) time in Union, that means a whole lot of heat on us.

On the plus side, it seems this guy is quite the skeptic. So long as we don't show him anything obviously supernatural, he shouldn't suspect anything in that regard. We might want to downplay the number/skill of the Son's Skirmishers, but other than that, I think we should let him inspect the defenses.
Maybe a possible Question to ask is "how can we best satisfy the Huntsman and make him leave without causing demands to be placed on Union either now or in the future?"
 
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[][Trader] Trade with David
-[] Goods bought 2
--[] Cats! 1
--[] Gunpowder 1
-[] Goods sold

--[] Remaining coins and precious jewelry from Johnstown : 1
--[] Unit of beaver fur (2 in stocks) : 1

Essentially, stuff we can't get ourselves. We can make cloths and leathers, but not gunpowder yet and the cats will be good for vermin and more warm bodies during winter, for minimal food consumption.
My guy we should look as weak and unprofitable as possible, beaver furs were expensive, so it is for the best to not sell them, because it will bring merchants, colonist and armies to the union, and all of them will likely be rasicst as fuck. Not to mention the religion issue.

Gunpowder is not worth it.
 
I mean, if we tell the David that the Tribute Takers sell cursed items (not exactly a lie) and trick people into debt it should dissuade him from dealing with them.

My guy we should look as weak and unprofitable as possible, beaver furs were expensive, so it is for the best to not sell them, because it will bring merchants, colonist and armies to the union, and all of them will likely be rasicst as fuck. Not to mention the religion issue.
But I want to be able to order canons from the Old World, so we will need some trading to be happening.
 
I mean, if we tell the David that the Tribute Takers sell cursed items (not exactly a lie) and trick people into debt it should dissuade him from dealing with them.
If he believes us that is. There's also the risk that he decides that owing debt to a bunch of savages an ocean away isn't as dangerous to a God-fearing man such as him as it is owing debt to creditors back home.

Because sure, these colonists say that it's some sort of cursed magical debt, but they're peasants and superstitious by default.
 
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