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

I'm thinking "What are the optimal paths to preparing for the big Tribute Takers raid?", although I'd appreciate some feedback from the thread before I make that official.
I suspect the answer to this question is too broad to be of too much use, especially when we can make logical inferences already.

For example, I think that the tools of the Winter Walkers will be less effective that normal. Oh Razorweed will still help significantly, but the Tribute Takers have probably dealt with it before when attacking other Dreamer Federation settlements, like the Winter Walkers' old home.

I suspect weapons and hazards the Tribute Takers haven't fought before will be more effective. Like say, Harassment from the Sun-Loving Woods, or whatever tools the Buried King has. Razorweed is a known threat to them, but these would not be.

We also likely want to boost our knowledge, since a great many possible angles of Tribute Taker attack on us thus far have come in less direct forms. Infiltrators like the Masked Merchant and Hunter for example.

I'd instead save the question, or maybe spend it on "what are the best countermeasures we can create to defeat (preferably permanently) the agents the Tribute Takers could send against us this Winter." With the idea being that the more agents of the Tribute Takers we can kill off before their serious face raid, the better.

Alternatively, if you're willing to save the question, I was hoping to have one available to ask for more specifics and reveals on the various possible actions we have to raid the Tribute Takers. To determine optimal strategies for when to hit them and with how much.
 
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I suspect the answer to this question is too broad to be of too much use, especially when we can make logical inferences already.
I'm not looking for specifics or anything. I'm just looking to check that our current assumptions are accurate and we aren't missing anything too big. A broad question should do the job pretty well in that regard.
For example, I think that the tools of the Winter Walkers will be less effective that normal. Oh Razorweed will still help significantly, but the Tribute Takers have probably dealt with it before when attacking other Dreamer Federation settlements, like the Winter Walkers' old home.
Ah, but as far as we know, they didn't use said Razorweed to make large scale multi-layered static defenses like we are talking about doing. They just used them to fertilize and protect their fields. I suppose it makes a certain amount of sense given how many people in the area were at least semi-nomadic. Just because it's a known defense doesn't mean we can't use it in a way that they don't see coming.
We also likely want to boost our knowledge, since a great many possible angles of Tribute Taker attack on us thus far have come in less direct forms. Infiltrators like the Masked Merchant and Hunter for example.
Given our Knowledge score did something between "jack" and "squat" against the Masked Merchant, I wouldn't bet money on that. Might just be because we tied Union in that area, but I would expect to see at least some indication.

I'd instead save the question, or maybe spend it on "what are the best countermeasures we can create to defeat (preferably permanently) the agents the Tribute Takers could send against us this Winter." With the idea being that the more agents of the Tribute Takers we can kill off before their serious face raid, the better.
Or we could anger them, leading to them sending even more against us for our temerity.
Alternatively, if you're willing to save the question, I was hoping to have one available to ask for more specifics and reveals on the various possible actions we have to raid the Tribute Takers. To determine optimal strategies for when to hit them and with how much.
Don't worry about it. I have two other OOC questions in reserve, and a fair few omake ideas. Unless something comes up far out of left field, I think I've got you covered.

Plus, even if I can't supply an OOC question for whatever reason, you're no slouch at writing them yourself. Seriously, 60% of those in this quest were written by you! I have a sneaking suspicion you'll have another one ready to go long before we go on any raids against the Tribute Takers.
 
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that poor huntsmen...they think that fear is what drives us? its utter fucking spite and hate for winter. Those agents will either die or become winters toys...if they survive at all that is...those that do will forever be marked from their experiances.

frankly i hope the huntsmen as a group entirely falls-out or suffers internal fighting enough to make them utterly redundant in the future, freedom would be sweet indeed.
 
What this means though is that the Colonist/Unhardened/Native combo would remain with 3 dice, and so very unlikely to complete Hedge-Building Stage 2 (a 200 Progress project), unless doing Feed the Razorweeds at the same time provides a bonus (@OldShadow what does Feed the Razorweeds do if we do it while also doing another Razorweed project? The information we have only says what it does if we do it without doing another Razorweeds project.)
It create a plot of Husks-feed Razorweed, witch could increase growth.
The people of Union are not going use husks for the growth without a test plot fist.

Bladworth's Report

Count Michel Blackwood paced back and forth in his office. He was quite nervous about his next meeting. This was not a usual occurrence for him. It was long whispered in the court at Rouan that the Count had used some sort of alchemy to transmute his heart into a lump of steel. It was a myth which probably originated in his occult dabblings as a youth, a myth that amused Blackwood too much to quash entirely. So courtiers whispered where they thought he couldn't hear about how said ritual had ensured he had gained his seat on the Privy Council.

However, an unexpected meeting with a Huntsman was definitely cause for alarm. Fortunately, the Count was influential enough that an accusation of treason sans proof would be dismissed in fairly short order, and he knew the Huntsman would not have made a polite request if he had proof. The crazy zealot would have broken down his door and dragged him to be tortured in his own dungeon the second he obtained said proof. The legendary Huntsman intolerance for treason of any sort was multiplied tenfold when a member of the King's Privy Council was involved, something his predecessor learned the hard way. Poor Adan had taken an entire week to die once the questioning had finally ended.

Alas, that meant Bladworth was here for the only other reason one of his ilk visited a man of Blackwood's standing. In those cases, the Huntsmen could not be stopped, only redirected.

The Count's musings were interrupted by a rap on the door. Seems like it was showtime. He opened the door to allow Jean Bladworth to enter. He had barely managed to sit back down again when Bladworth started to speak. "I have seen the answer to those who seek to pull this kingdom apart! It is fear".

"Fear you say? I'm afraid that makes things rather complicated", Michel reluctantly replied.

"Why is that?", the subtle accusatory tone that wove through Bladworth's words caused a bolt of ice cold fear rippers through his heart. This would have to be handled delicately.

"Because, quite frankly, you and the rest of your order are extremely good at striking fear into the hearts of would-be rebels", Blackwood's explanation seemed to calm Bladworth. Good, now to hammer it home. "It is nigh impossible to find anything that scares folks more that we can actually control". Michel's hand drifted to the broken dagger on his desk, his last memento of his slain brother Pierre. If those fools had not tried messing with forces beyond their ability to control in an idiotic attempt to curry favor, perhaps Bloody Friday would never have occurred.

"Still, you must admit that the results in Union are promising. Perhaps if we tell people that their continued existence is dependent upon the King's survival we could". Michel interrupted him, "You are too young to remember, but the King's father actually tried that. To begin with, he had the preachers of rural Brittany undergo 'divine revelations' to that effect. Results were promising, until said father choked to death on a chicken bone. Panic and apocalyptic thinking quickly followed once word spread. As a result, the Order of St. George had to burn down half the peninsula before things calmed down". Even today, there were some places in Brittany where a wise traveler did not sleep, even under heavy guard.

Bladworth's eyes grew fiercer, so Michel quickly moved on, "I do admit that the unity of Union is promising. We must understand why fear has succeeded there when it has failed elsewhere"

Bladworth's eyes lit up, "I can". "Let me stop you there", Michel interjected "This will be a prolonged process. It will take at least a year of study from my agents, and the Dual Monarchies cannot allow a Huntsman to sit idle in a land where rebellion, according to your own report, unthinkable". Time for a bit of reassurance, "Have no fear, if there's a secret to Union's success, my people will find it.

AN: My muse demanded an omake, so I made one. I'll take a question, please. I'm thinking "What are the optimal paths to preparing for the big Tribute Takers raid?", although I'd appreciate some feedback from the thread before I make that official.
Nice, non-canon for a few SPOILERS reasons and for the way Bladworth act. The Huntsmen would act with great politness and watchfulness with a favored menbor of the King's Council. On the other hand, Michel Blackwood is now canon.
Ask me when you have chosen your question.
that poor huntsmen...they think that fear is what drives us? its utter fucking spite and hate for winter. Those agents will either die or become winters toys...if they survive at all that is...those that do will forever be marked from their experiances.

frankly i hope the huntsmen as a group entirely falls-out or suffers internal fighting enough to make them utterly redundant in the future, freedom would be sweet indeed.
To help visualize the Huntsmen, think of them like the Musketeers in their role to repress revolts and arrest people in their homes, with a good helping of the mindset that could create policy like the Dragonnades.
They are agents of the King turning into a secret police, with all that imply...
As a french, it is quite terrifying to study French Absolute Monarchy and see how, with a little more money and competency, it could have turned into a police state, witch inspired the current course of the Dual Monarchy.
 
In future turns, would there be a way we can add the 'Unhardened' and 'Colonial [generic] dice together, and then divide them into two combined 'Unhardened/Colonial [generic]' dice, representing intentionally having the newcomers working with the more expierienced folk?

That way we can put one dice on a given action if that's all we need and not have it be a form of segregation.

Of course teaching the newcomers might temporarily reduce any bonuses our generic dice might have, but it'd be worth it imo.

[Intital actions I'm thinking might be a basic farming task, and maybe a millita training actiom to get these newcomers some practice before winter comes]
 
On the canoes note, I'm hoping that we can make use of that Excellent Quality wood we got from fighting the Blood-Loving Woods to build the Canoes, and similar to the wall it will both reduce the progress required and increase the quality of the end-work. Though I suppose it could also be used for building Deadport if that becomes effectively a Mandate to satisfy the Huntsman, but I'm hoping we can get a second unit of Excellent Wood by then.
Are you sure about this? Building Deadport would be awesome for us, BUT you do really want to send English ships to a city literally full of Undead?

Besides that, I doubt that we can use the Excellent Quality wood for the canoes... Excellent Wood seems to apply mostly to "singular" projects and Canoes are basically a way of getting simple and mass-producible boats, so I doubt they qualify, I am sure that the Deadport and the Galleon would be included though
What this means though is that the Colonist/Unhardened/Native combo would remain with 3 dice, and so very unlikely to complete Hedge-Building Stage 2 (a 200 Progress project), unless doing Feed the Razorweeds at the same time provides a bonus (@OldShadow what does Feed the Razorweeds do if we do it while also doing another Razorweed project? The information we have only says what it does if we do it without doing another Razorweeds project.)
I have to say that seeing that the Hedge takes 3 seasons to fully grow I consider that finishing the second phase this year is not going to make much of a difference... So I would rather go with [] Pits tactics [0/75], then next Spring we can go crazy with the hedge...
Okay, here's my current plan. The Alexandre die on Heal the Wounded is a placeholder more than anything else.
Well just a few thing about your plan
  • Wouldn't be better to get the pottery kiln and quarry done ASAP so that we can get their juicy craft points? Well, it seems that we have to reach the Mater level to unlock, them but since leveling up craft is passive, the sooner we get them going the better.
  • We are going to have an action to get a new hero next turn, so we should keep a dice on reserve for that (and I doubt we can use the new guy for it)
  • I still think that we should use 3 dice in the Expand the Council action, making sure that we the third DC and maximizing the amount of dice gained seems like a worthy investment, especially when we can reinvest those dice in extra council actions
  • About Big Projects... This turn we gen a Mandate open, and if we pick and finish A Gift for a Gift we get a massive DC reduction on lots of Wilds actions, so if we want a big 150DC project to help integrate our new neighbors that seems like a great way to do it.
 
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@OldShadow do we get more Craft points from building new workshops?
We got an extra Craft points for the Apothecary Workshop last turn, So I am assuming that we do...
[X] Build an Apothecary Workshop (51/25) (1 Colonist Die) (41+10)

In the Atelier, one of the unused rooms is filled with mortars, pestle and other tools of the apothecary's craft.

All season, the wise grumble. The cauldron and boiling skin are not set up as they like. The fire cannot go hot enough. This place lacks space for drying herbs.
And our people listen, before following their instructions. For those that saved their kins from illness in the Winter, grumbles are more than tolerated.

So in the end of Spring, the wise cannot find a reason to grumble and complain, apart from working together in the same space, and those complaints sound hollow, for each Winter they work together.
Finally, they comply, and begin to work together.

Apothecary Workshop set up without excessive complaints from the wises. +1 Craft, unlock Apothecary Crafting Projects.

Raids, Expeditions and Diplomacy
 
You get them, but no immediatly, first at least 1 master craftman need to be trained.
It was instant for the apothecary since Union already had various healers.
Thanks for clarifying that...

How much would take us to train an master stonemason and master potter then?

Do we need to use actions to train them, or do they level up passively?
 
Thanks for clarifying that...

How much would take us to train an master stonemason and master potter then?

Do we need to use actions to train them, or do they level up passively?
You have a skilled Unchained stonemason
Unknow for the potter.
They level up passively.
I can tell you a lots of skils have been learned by Union. Your hunters are probably better than every hunters of the Dual Monarchy.
 
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Are you sure about this? Building Deadport would be awesome for us, BUT you do really want to send English ships to a city literally full of Undead?
I've actually already got a response prepared for that. "Yes, Deadport is haunted. There isn't anywhere in this land that isn't haunted, cursed, monster-infested, or some combination of the three. It's still the safest place for you to dock your ships by a wide margin. So long as none in your crew commit murder while in port, they'll all be as safe as you can get in the New World".
 
Okay, here's my current plan. The Alexandre die on Heal the Wounded is a placeholder more than anything else.
Somehow missed this edit. First thing that stands out is that I'd swap out the Colonist die on Hunt with the Son's Skirmishers die on Saltpeter. Their increased bonus would probably do more good there, and the Skirmishers' mastery of woodcraft would be better suited for hunting than clearing trails.
If we want to take the Sara die from Shepherds diplomacy to teaching the Warrior's Son, then I'd like a die to replace it. In theory we might have a reasonable chance with 1 Native die, but in truth I'd rather not risk it, not when the poor roll on meeting the Escapees almost turned to violence (unless people are really convincing about it.)
I'd actually use a Mourner die on Teaching, swapping the dice around so that Sara does The Mindless Ones. The bonuses are the same, but I have to imagine that Sara's connection with the Silent Blades would help out the latter project. It'd be even better if we could have Sara work with the Silent Blades Turn 10, but I don't think we can manage that.
Alternatively, I could take the Unchained die off of Sambankoli. I'm reluctant to do that though, as that's a soil fertility improvement project, albeit a long term one. But I think that starting the practice might help with healing the wounded Voices. Then again, the work on the Saltpeter trails might do that faster.
I've already mentioned my lack of interest in doing Master and Apprentice right now, but we've discussed that long enough that I can't see either of us changing our minds without new evidence.

Instead, what about taking the Native die off of Feed the Razorweeds? It's a useful project, no doubt about that, but I think Hedge Building would have a greater impact.

As for the Unchained die, what about having it do Food Traps instead? It would ding our food supply, but spiritual defense is pretty darn important. Given that the Wicker Man helps the Voices, it stands to reason that trapping evil spirits should as well.
 
I can tell you a lots of skils have been learned by Union. Your hunters are probably better than every hunters of the Dual Monarchy.
Not really a surprise given the environments. The only dangers the European hunters have to deal with would be things like wolves or bandits hiding out in the woods. In fact Great Britain should be wiping out all wolves in the isle within the century.

Our hunters hunt much more dangerous game. And share the forests with much more dangerous predators.
 
Instead, what about taking the Native die off of Feed the Razorweeds? It's a useful project, no doubt about that, but I think Hedge Building would have a greater impact.
It would have a greater impact if we finish it, but we are very unlikely to finish it this year due to its 200 DC, and even if we finish the second phase we won't get any inmediate effect because it would takes 3 seasons to grow...

So why not take -[] Pits tactics [0/75] instead? We can finish it easily and it increase our defences significantly, especially against Lords trying to breach our walls...
 
I'd actually use a Mourner die on Teaching, swapping the dice around so that Sara does The Mindless Ones. The bonuses are the same, but I have to imagine that Sara's connection with the Silent Blades would help out the latter project. It'd be even better if we could have Sara work with the Silent Blades Turn 10, but I don't think we can manage that.
I feel narrative-wise after this turn's results that the Mourners somewhat struggle with teaching properly. I'd rather have Sara teach and the Mourners study, because the Mourners have that +5 on Death projects, and because I expect there will be narrative benefits to having Sara and the Warrior's Son interacting together for the former teaching the latter Death-Singing, especially if we intend for the two of them to go to the Awake Circle together.

Instead, what about taking the Native die off of Feed the Razorweeds? It's a useful project, no doubt about that, but I think Hedge Building would have a greater impact.
If we're not trading away the Husks, we should use them. They've been hanging around long enough that I want to get them out of the way. Plus, doing them without doing another Razorweed project is what might give us more Plots of Razorweeds, which increases our stockpile of seeds and leaves (so both Defense and Knowledge when Winter comes.) And from OldShadow's word here:
It create a plot of Husks-feed Razorweed, witch could increase growth.
The people of Union are not going use husks for the growth without a test plot fist.
Doing it alongside another Razorweed project isn't going to have much benefit, so best to do this test now to get it out of the way.

Unless we suspect that doing it might bring complications for the Blood Pact we plan to do next Spring, but in that case we should have just traded the Husks.
As for the Unchained die, what about having it do Food Traps instead? It would ding our food supply, but spiritual defense is pretty darn important. Given that the Wicker Man helps the Voices, it stands to reason that trapping evil spirits should as well.
Food traps is a Turn 11 thing for me. We know that healing the Wounded is going to be a long term project from the OOC Question spent on it, so no need to rush. Sambankoli is also an Unchained only project, and a long term one to get us a more sustainable wood supply as well as helping fertility, so I think it's best to start it now, while we can still rely on hitting the Blood-Loving Woods in the face for our wood supply.

Only other thing I'd really consider swapping out the Sambankoli for is to put it and the Prince die on training Champions (though that would require giving up the Prince's work in the Council, and I really think we ought to actually address that issue before it becomes something urgent rather than after), or if there's an Unchained only die option for interacting with the Freed (since the Unchained dead were placed with them.)
 
Food traps is a Turn 11 thing for me. We know that healing the Wounded is going to be a long term project from the OOC Question spent on it, so no need to rush. Sambankoli is also an Unchained only project, and a long term one to get us a more sustainable wood supply as well as helping fertility, so I think it's best to start it now, while we can still rely on hitting the Blood-Loving Woods in the face for our wood supply.
Something else to consider about healing the Wounded is that it the projects seems to have a pretty high DC, so every time we want to try a new action we should try to put two dice on it to make sure that we reach at least the first two DC...
 
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It would have a greater impact if we finish it, but we are very unlikely to finish it this year due to its 200 DC, and even if we finish the second phase we won't get any inmediate effect because it would takes 3 seasons to grow...
Because I want as much done on that as possible before the big raid hits, and if we only do it when we will get an effect the following Winter, we'll never get it done.
I feel narrative-wise after this turn's results that the Mourners somewhat struggle with teaching properly. I'd rather have Sara teach and the Mourners study, because the Mourners have that +5 on Death projects, and because I expect there will be narrative benefits to having Sara and the Warrior's Son interacting together for the former teaching the latter Death-Singing, especially if we intend for the two of them to go to the Awake Circle together.
I actually didn't read that as the Mourners being bad at teaching so much as Death-Singing being hard to teach/learn. Still, now that they know the trick to it, I don't see too many problems coming from that.

As for there being narrative benefits to having Sara to it, I agree. However, I think the narrative benefits for having her handle the Silent Blades are significantly greater. Plus, this isn't the only action that we have that involves those two interacting with each other. Example below:
[]Gathering of heroes [DC ??]
Union now held many strong souls, with their strength, weakness…and disagreements. It is my duty to ensure these souls stay strong and united. I shall gather them and convince them to become better.
Can enhance the Heroes of Union.
Suffice it to say, I want this one done as soon as we can spare two Personal Dice.
If we're not trading away the Husks, we should use them. They've been hanging around long enough that I want to get them out of the way. Plus, doing them without doing another Razorweed project is what might give us more Plots of Razorweeds, which increases our stockpile of seeds and leaves (so both Defense and Knowledge when Winter comes.) And from OldShadow's word here:
Given the project is described as a test case, I strongly suspect there's a follow-up project, likely one whose benefits scale with the amount of Razorweed we have growing. As such, I'm not exactly in a hurry to get it done.

Edit: @OldShadow I've decided to spend that question I just earned. "What are the optimal paths to preparing for the big Tribute Takers raid?"
 
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Because I want as much done on that as possible before the big raid hits, and if we only do it when we will get an effect the following Winter, we'll never get it done.
The raid will be in 3 years IIRC, if we make an extra hedge per year we will have it finished in time...

And -[] Pits tactics [0/75] is also pretty valuable and synergyses great with the hedge, but unlike the hedge projects we can finish with a couple of dices on a single turn...
 
Given the project is described as a test case, I strongly suspect there's a follow-up project, likely one whose benefits scale with the amount of Razorweed we have growing. As such, I'm not exactly in a hurry to get it done.
I believe the follow-up project is what gets automatically done if we do Feed the Razorweeds on its own without any other Razorweed projects. Since it's said that if we do it without another Razorweed action, then Feed the Razorweeds also counts as doing Plot, which is the "grow more Razorweeds" action.

Though maybe we should just ask @OldShadow to elaborate on the "Feed Husks with Razorweed" pathline, since we seem to be arguing in circles on that and how doing other Razorweed actions on the same turn or not affects it.

On the Razorweeds note, I am willing to take the 3 dice from Forest Gardens and put them on Stage 2 Hedge-Building if we really think it's worth it vs the additional Wilds Resources (not just Herbs, but also things like Fireberries.) The most important part is having a project that we can put 3 dice on that's not "terrifying occult horrors", because I want to do the Colonist/Unhardened/non-Colonist combo to help acclimate the newcomers to Union.

But I want confirmation on what Feed the Razorweeds will do, and what changes if we do it alongside other Razorweed projects vs if it's the only one. Since from the projected results, there is a significant difference.
 
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