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

The counter attack would be on the forces sent to burn the woods.
And the issue is fleeing after the fire cannot be stopped, and before the Blood-Loving realize what they are doing and send everything they have.
So a clean retreat will be hard.
hmm even with the risk I still want to do it with the war heating, so we def want silent blade on it so they can provide a strong force to defend our retreat, warrior son and skirmisher to burn alongside the new camouflage clothes to get the job done as best as possible then flee to the silent blade to proect us...we need to send sara with them though since her voice is tired though hmm
 
I am still advocating we leave a summer burn for some other year.

We have things to do. We already did twice our yearly expectations in the war effort, to the point where the Blood-Loving have lost a die from casualties for the rest of the year. We have Vermin to clean up to fulfill our Mandate with the Buried King (which we spent a while slacking on), and for that we want Sara rested so the Silent Blades can go out.

We don't need the additional wood, and the Sun-Loving are unlikely to urgently need our help for the rest of the year. We have too many important actions to use up our limited dice on this unnecessarily.

Even if we were gonna do it, I'd want us to have that "how to disperse and reform" Militia training done first.
 
hmm I am just worried about losing the momentum on this since we got them on the run and the war heating up buttt u make a good point. We haven't been doing great job on fu
So, here was my original plan before the turn itself came around with all the updates:
move the unhardned colonist dice to the flax seeds, and move the rest to hopstial to help with that, move the dice off master and apprecinate realtionship to expand the council action so we can get the maxiaum bonus from it(more dice) and really tie away how this very impormant aspect of the systenm gonna work, def don't support not having any dice helping out the trees they are gonna need contious support each turn and not putting any dice on it is not a good idea imo. Millita prob on claiming moundlake or contrsucting caneos. Silent balde we could prob use on starting a consutruction project maybe the underground caverns for the animals.
 
move the unhardned colonist dice to the flax seeds, and move the rest to hopstial to help with that, move the dice off master and apprecinate realtionship to expand the council action so we can get the maxiaum bonus from it(more dice) and really tie away how this very impormant aspect of the systenm gonna work, def don't support not having any dice helping out the trees they are gonna need contious support each turn and not putting any dice on it is not a good idea imo. Millita prob on claiming moundlake or contrsucting caneos. Silent balde we could prob use on starting a consutruction project maybe the underground caverns for the animals.
I'm just swapping all three of the Hedge-building die to Hospital building. The point is to have the Unhardened working on a project alongside both a non-Colonist die to get them used to the other parts of Union, and a Colonist die to reassure them and prevent misunderstandings. Plus, Hospital is a big enough project for 3 dice anyway.
 
We have things to do. We already did twice our yearly expectations in the war effort, to the point where the Blood-Loving have lost a die from casualties for the rest of the year. We have Vermin to clean up to fulfill our Mandate with the Buried King (which we spent a while slacking on), and for that we want Sara rested so the Silent Blades can go out.
We just finished an Away with the pests actions the previous turn so it is unlikely that Buried King is going to be bothered at all...
-[] A Wider Hunt against the Tribute-Takers [Away with the pests] [141/180] UPDATED
We don't need the additional wood, and the Sun-Loving are unlikely to urgently need our help for the rest of the year. We have too many important actions to use up our limited dice on this unnecessarily.
I disagree, with such a low DC we have the chance of finishing that stuff much earlier (even this turn with a couple of dice) and we should take it, if only because as the War progresses the DC is going to be much worse (see how most of the War On the Woods actions have increased significantly now that we are closer to the Heart of the Blood loving Woods)... So the sooner we finish it the better, I would rather finish our deal when we are at the Outskirts of the Heart of the Enemy, and not inside the heart of the Enemy itself which will obviously be much more dangerous for us...

Besides that, unlocking a new mandate slot seems very useful, especially when we have Voices mandates that can be finished on a single-season like "Gift for a Gift" and which provides a massive decrease for everything the DC of the Rebuilding the Peaceful Wilds...
 
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Fan hunter raises good point forgot we fufufiled some of there mandate stuff last turn back on burn baby burn train

edit: also we can still hunt some vermin in the fall too
 
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Cheese and Crackers! That was a big update.

This is what I put together before catching up on the thread

[] [Mandate] Dead Mariners on the waves again

[] Plan Slash and Burn
[] Test the Sambankoli [0/50] 1 Unchained Die
[] The Wicker Man [21/100] 2 Colonist Dice
[] Plant Flax [Task] [1 Workforce Die] NEW 1 Unhardened Colonist Die
[] Rebuild the Peaceful Wilds
-[] Forest Gardens
[0/150]: 1 Colonist Die, 1 Native Die
-[] Strike from behind [0/150] (Unlocked by the Old Ways) 1 Son's Skirmishers Dice, 2 Silent Blades Dice
-[] Unleash Fire [0/50] [Dangerous] NEW 1 Warrior's Son die, 1 The Son's Skirmishers Die
[] Train Champions [0/100] 1 Unchained Die, 1 Andreyas Sarsas Die
[] Train the Militia against monsters [Militia] NEW
-[] Prepare for Campaigns [10/150]
1 Militia Die
[] Remember the Fallen [0/70] 1 Colonist Die, 1 Native Die
[] Hospital [0/150]
3 Colonist Dice
[] Make Master tools [2 Craft ; 1 Good Steel]
[] Make some barrels [1 Craft]
[] Cloaks for the wildmen [1 Craft, 1 unit of Fabric] NEW
[] Produce Winter Clothing [1 Craft, 1 Normal Leather]
[] Follow the path of the First Walker [99/150]
2 Native Dice
Follow the path of the First Walker
[]
The Fruits of Flesh [0/40] 1 Alexandre Die
[] Forceful Reciprocity NEW
-[] Free the Enslaved [0/100]
1 Failure Die
[] Heal the Wounded UPDATED
-[] We shall empower them with the Breathless Song [DC ??]
1 Mourner Die
[] Funerary Practices [DC 25/75/ ???] NEW 2 Council Dice
[] Shepherds for Corpses [Death Singing] Earn a Dead Dice
-[] Bones Hives
[Shepherds][27/100]1 Mourner Die
[] The pains of an Old Mariner [0/150] 2 Sara Dice

Since the Blood-Loving Woods are on the backfoot we can strike decisively and get rid of them once and for all. I sent both Silent Blades and a Skirmisher group on a Strike from Behind and Unleashed Fire with both Warrior's Son with a set of his Skirmishers for the Martial boost as they have the best chance of getting away clean. Since the unhardened Colonist have no bonus, I just dropped them on the Flax since that requires no roll and we need Fabric for clothing. Hospital definitely needs to be done before winter so three dice are put on it with Colonists for the highest benefit. Fireberries seem incredibly helpful for Winter so I got started on the Garden as well. I have been wanting to get the Wicker Man done so that we can get more defenses against Winter. For Craft I set them on making Master Tools for more Craft Points, Barrels for better transportation and the Cloaks to help hide our Skirmishers.

Pretty sure I am missing something vital considering the thread is still moving, but I just wanted to get my initial plan out first ^^;
 
[] Funerary Practices [DC 25/75/ ???] NEW 2 Council Dice

-[] Free the Enslaved [0/100] 1 Failure Die
I'd suggest combining these together and instead put them on expanding council so we can start setting up the basic of our goverment espically since we have had so many people join since then
-[] Forest Gardens [0/150]: 1 Colonist Die, 1 Native Die
I'd suggest moving these dice off and split of one to work on the granary and another one to work on the new house for our colonist which is one of the people will.

other than that no big complants

edit: actually I thin the strike behind aciton is a little redunt since we will be burning all that @OldShadow will the burn action affect that area? Also sara tired so we prob need to have one of her dice go with the silent blades too
 
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So now the question is: What should we change? We could turn Shepherds for Corpses down to one die, since it's gone from a /150 Progress project to a /100 Progress one. The odds still aren't great for completing in one turn, but with the help of omakes, it's not absolutely terrible.
I'd move the Silent Blades die elsewhere. We don't need the wood, while the Graveyard and underground coops are both actions that could use the die but shouldn't cause too much of a morale hit.

Also, I think we might want to get one or more anti-Tribute Takers Knowledge actions done before Winter hits. If we're seriously considering launching preparatory attacks to soften them up, then we have to consider that they're likely considering doing the same to us. Perhaps use Council dice, that Mourner die you freed up, and/or Failure. That stuff should be pretty useful for the raids we unlocked.

Or switch around the dice so that we a Personal die freed up. We could use it to handle the Anchorless or train with Failure. Bit nervous about binding them all to Sara though.
Hmm, a fair point. Suppose another question is if we want to swap out one of our Craft actions (probably Barrels) in exchange for fixing the clothing. I think it'd be worth it for both the Morale boost and fulfilling the Mandate.
If we're going to handling the clothing situation like that, we can take the Craft points off of Lordskin Clothing. Going that route would free up the die on Hunt as well.
oooo these are all pretty good just question of resource surgeon tools would be best applied once we get the hostpital def
Honestly my interest in the tools is pretty close to nil. Surgery is extremely primitive and dangerous at this point in time.
I disagree, with such a low DC we have the chance of finishing that stuff much earlier and we should take it, if only because as the War progresses the DC is going to be much worse (see how most of the War On the Woods actions have increased significantly now that we are closer to the Heart of the Blood loving Woods)... So the sooner we finish it the better, I would rather finish our deal when we are at the Outskirts of the Heart of the Enemy, and not inside the heart of the Enemy itself which will obviously be much more dangerous for us...
Or the Blood Loving Woods could manage to rally or stalemate. On a more positive note, the Sun Loving Woods could hit 10/10 before we need to launch another attack. One final raid (which we already agreed to), and the Blood Lovers are no more.
 
I'd move the Silent Blades die elsewhere. We don't need the wood, while the Graveyard and underground coops are both actions that could use the die but shouldn't cause too much of a morale hit.
The Graveyard is great but I don´t think we are in much of a hurry to get it done
Or switch around the dice so that we have a Personal die freed up. We could use it to handle the Anchorless or train with Failure. Bit nervous about binding them all to Sara though.
Well, I think that the best way of handling the Anchorless would be to use it on the Blades, it would increase the versatility of those dice tremendously and it would make it much more difficult for our enemies to take control of them since taking over the mind of a sapient being is much more difficult than over a mindless drone
Or the Blood Loving Woods could manage to rally or stalemate. On a more positive note, the Sun Loving Woods could hit 10/10 before we need to launch another attack. One final raid (which we already agreed to), and the Blood Lovers are no more.
We don´t want tit to finish it so soon, we would lose the chance of using the Woods for our expeditions...
 
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Honestly my interest in the tools is pretty close to nil. Surgery is extremely primitive and dangerous at this point in time.
it primative and not great to say the least compared to modern time but it better than the currently nothing we have atm to do deal with injuries needing surgey and as the action says the sooner we get it the sooner...they can have experience
Or the Blood Loving Woods could manage to rally or stalemate.
this seems far more likely to happen if we don't intervene unless that what u meant then igrone this

Well, I think that the best way of handling the Anchorless would be to use it on the Blades, it would increase the versatility of those dice tremendously and it would make it much more difficult for our enemies to take control of them since taking over the mind of a sapient being is much more difficult than over a mindless drone
The silent blade did explcity open up a whole potline to fill them again and there prob norse vikings and such. I am leery of messing with them before doing the mindless action
 
[ ] Plan Hunt Preparations
-[ ] [Mandate] Dead Mariners on the waves again
Fields
-[ ] Test the Sambankoli [0/50] (1 Unchained Die)
-[ ] Razorweed
--[ ] Feed the Razorweeds [0/25] (1 Native Die)
-[ ] The Wicker Man [21/100] (2 Colonist Dice)
-[ ] Plant Flax [Task] [1 Workforce Die] (1 Colonist Die)
Wilds
-[ ] Hunt
--[ ] Game [0/30] (1 Son's Skirmisher Die)
-[ ] To find dogs [0/100] (1 Son's Skirmisher Die)
Town
-[ ] True Homes for a True People [101/150] (1 Colonist Die)
-[ ] Granaries and Seed-stocks [41/60] (1 Unchained Die)
-[] Train the Militia against monsters [Militia]
--[ ] Spread and Regroup [10/75] (1 Militia Die)
-[ ] Hospital [0/150] (1 Colonist Die, 1 Unhardened Colonist Die, 1 Native Die)
Crafting (5 Craft Points)
-[ ] Make some barrels [1 Craft]
-[ ] Produce Winter Clothing [1 Craft, 1 Normal Leather]
-[ ] Lordskin Clothes [2 Craft, 1 Excellent Leather, Quality Roll]
-[ ] What to do with ashes? [1 Craft, Quality Roll]
-[ ] Set-up Charcoal Burning [0/50] (1 Colonist Die)
Raids, Expeditions and Diplomacy
-[ ] Meet our neighbors
--[ ] Shepherds [Meet][???] (1 Native die, 1 Colonist Die)
-[ ] Follow the path of the First Walker [101/150] (1 Native Die, 1 Warrior's Son Die)
Knowledge
-[ ] The Mindless Ones [Death] (1 Alexandre Die, 1 Personal Die)
-[ ] The Fruits of Flesh [0/40] (1 Failure Die)
The Council
-[ ] Expand the Council [DC 30/ ??/??] (1 Council Die, 1 Prince Die)
Death Singing
-[ ] Teach Death Singing [Death Singing]
--[ ] The Warrior's Son [Teach] [50 DC] (1 Personal Die)
-[ ] Shepherds for Corpses [Death Singing]
--[ ] Bone Hives [Shepherds][27/100] (1 Mourner Die)

Dice Unused: 1 Mourner, 1 Council, 2 Silent Blade

Okay, my next draft of the plan. I decided to go for Dead Mariners on the Waves Again because the Huntsman said our part of the bargain would be to build a port for corsairs, so Deadport is something we'd need to make anyway. As for the Galleon, while the metal is tempting, it's not that tempting, what with all the other things we need to use our Craft for. And Galleons require hundreds of crew. We'd never be able to crew it ourselves without the Dead anyway.

Still doing the Feed the Razorweeds action (and with no other Razorweeds actions, it gets that bonus.) The Unhardened - Colonist - Native triple group instead goes for the Hospital so we can get more Knowledge while still getting the Unhardened used to Union.

Took the Council die off Master and Apprentice and a Mourner Die off of Bone Hives so we can consider reassigning them elsewhere. The question is where. The Mourner I'm thinking we have study either Rites of Death or Forceful Reciprocity (we especially want Free the Enslaved done.) The Council could help with that, or work on Funerary Practices.

The Graveyard is great but I don´t think we are in much of a hurry to get it done
Well, we might actually need it relatively soon, though not really this turn. Our deal with the Huntsman has us making that corsair port (aka: Deadport), and so we probably want to have the rest of Deadtown made into something that doesn't get any new arrivals screaming about how the whole place needs to be put to the torch.
 
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Took the Council die off Master and Apprentice and a Mourner Die off of Bone Hives so we can consider reassigning them elsewhere. The question is where. The Mourner I'm thinking we have study either Rites of Death or Forceful Reciprocity (we especially want Free the Enslaved done.) The Council could help with that, or work on Funerary Practices
put council dice on expand the council and mounrer dice on the wounded trees imo
I decided to go for Dead Mariners on the Waves Again because the Huntsman said our part of the bargain would be to build a port for corsairs, so Deadport is something we'd need to make anyway. As for the Galleon, while the metal is tempting, it's not that tempting, what with all the other things we need to use our Craft for. And Galleons require hundreds of crew. We'd never be able to crew it ourselves without the Dead anyway.
think we just needed to supply them not build them a port
 
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put council dice on expand the council and mounrer dice on the wounded trees imo
We're already doing Wicker Man this turn to help the Wounded Trees, and 2 dice is sufficient for Expand the Council when we have a limited action economy and a lot of important projects to do.

[] Songs of Faith [Death Singing] [0/100] NEW
Let's sing the breathless songs when our people pray, and make the souls resonate with one another.
Let the breathless song by a new to pray the glory of the Lord, from the soul itself, untouched.
Let my Mourners become helpers for the faith of others.
Associate the Cult of Saint and Ancestors with Death Singing. Death Singers will be able to perform religious projects.

[] Songs for the weary warriors [Death Singing} [0/100] NEW

I have many new Mourners now, all ready to do their duty for Union.
Let us be trained in the ways of wars, so that they may follow and help our warriors on their own duties.
Mourners trained to used Death Singing during physical combat. A few Mourners will follow and help during Expeditions and Raids no matter the die attributed.
Hmm. Actually, I didn't notice these actions. Weary Warriors sounds useful as preparation for the raid, especially since one of the biggest concerns for the Raid on the Tribute-Takers was how the Warrior's Son + 2x Son's Skirmishers have relatively little supernatural defense. This project would also give other raid actions like our planned diversionary attacks some anti-spiritual attack cover.

@Hunter531 You were the main voice (heh) arguing for Sara to teach the Warrior's Son Death-Singing this turn. What are your thoughts on maybe swapping her action out plus a Mourner action for Songs for the Weary Warriors?
 
] Build a Stonemason Workshop [0/50]
Sadly, we no longer have any one truly experienced with stonework in town. So the best next thing is to build a workshop with some of the maillet and chisels we still have from the old settlement, and give people time to work until someone shows talent in stone working…
Or at least we had to, but it seems some of the Unchained did work as stone mason before they were…chained.
Unlock basic stonework, +1 Craft
I think we should put a die here to get the passive bonus and the extra craft point.
 
We're already doing Wicker Man this turn to help the Wounded Trees, and 2 dice is sufficient for Expand the Council when we have a limited action economy and a lot of important projects to do.
I think what helps the wounded tree is the ashes from the wickerman without it does not help @OldShadow is that accurate?
It suffecent sure but the option spefically says
[] Expand the Council [DC 30/ ??/??]
Now that Union as a true gathering place, we have the space to expand the number of people able to gather and plan everyday. Recruiting new Council Members would give more leaders for the various projects of the town, and give voice to more groups in the day-to-day government of Union. Especially now that we have new people in town...
However, we would first need to decide how Council members are recruited.
Open sub vote to decide how Council members will be recruited. Depending on the roll, unlock options to expand the number of Council die.
I really def want to unlock that option so I'd rather high roll it and we have seen that having very high rolls get there own great benfeits so I think it worth it...but if u are that set against it put the council dice or mounre dice on food traps and have one of them work on what are the freeded action
[] Select Candidates
I should select some candidates to become Captain if something ever happens to me, or when God will call me to His side.
And probably more than one.I am not a queen.
Select as much sub-options as you want
-[] Andreyas Sarsas[Free, no die needed]
I could try to select the Prince, he is an experienced leader, if overly prideful…But I am not sure if I know him well enough.
we should also do this imo it free and he a good suited to repalce sara

I think we should put a die here to get the passive bonus and the extra craft point.
! I missed that been upgraded to get another craft point yah we should def do that put a council dice on that and some other dice elsewhere
 
I think what helps the wounded tree is the ashes from the wickerman without it does not help @OldShadow is that accurate?
From this, it implies that the Wicker Man helps by warding off spiritual infection.
The Voices need to nourish their wounded souls and be kept away from spiritual infection.
The best current options are either making the Wicker Man or planting more Razorweed.
And either way, it is an action to help the Wounded, and we have too much urgent stuff to do to try and rush things when the work to heal the Wounded Voices was explicitly said to be one that would last a long time.
 
Well, and because Lordskins works towards fully getting everyone Winter Clothes.
The thing is that we don´t need winter clothes, I am pretty sure that we can do [] The great mending [2 Craft, 1 unit of Fabric] next turn and fulfill the mandate... Which would allow us to free enough craft for the Quality tools, and we can put the Dice that goes to hunt into another thing...
Dice Unused: 1 Mourner, 1 Council, 2 Silent Blade
I agree with @Woltaire that we should definitively put the third Council dice into expanding the council, reaching the highest DC means we get the most dice, and the difference between earning just another single dice and 2-3 is pretty massive...

And why not put the Silent Blades action into the Deadport? Would be far enough that the Morale would not be affected and we could do construction actions without tiring Sara
 
From this, it implies that the Wicker Man helps by warding off spiritual infection.

And either way, it is an action to help the Wounded, and we have too much urgent stuff to do to try and rush things when the work to heal the Wounded Voices was explicitly said to be one that would last a long time.
The benefices will take times, but be strong. Like growing a tree.
the benfeit will take time to manfesit but the healing action itself I don't think has been said to take a very long time.
 
the benfeit will take time to manfesit but the healing action itself I don't think has been said to take a very long time.
The healing has already started.
[] Heal the Wounded UPDATED
The wounded Voices whimper in the central square of Union, weakened in wounded vessels, bleeding colorless sap on the ground.
We gave them our ashes and manure, and slowly they healed.
We are already spending 2 dice on helping them further this turn with the Wicker Man, even if it's somewhat indirect. I am not spending a third when our resources are already stretched thin. Not unless the Free mentioned here:
-[] We shall give them the ashes…[Free] NEW
-[] From the Giant's Wood [Consume 1 unit of Excellent Wood]
-[] From the scarecrows filled with our nightmares we burn each autumn
Means we don't have to spend a die on it (@OldShadow?)

And why not put the Silent Blades action into the Deadport? Would be far enough that the Morale would not be affected and we could do construction actions without tiring Sara
It is explicitly having the Silent Blades rest (in other words: not doing anything) that lets Sara recover to the maximum extent though. Doing less strenuous projects helps, but is not the full effect. I could see maybe spending one die maximum on it so another is still resting, but no more than that.
 
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The healing has already started.
yah? That doesen't mean the healing itself is gonna take a couple years or it can't be speed up with more investments in us that will also allow us to get there benfeits sooner
It is explicitly having the Silent Blades rest (in other words: not doing anything) that lets Sara recover. Doing less strenuous projects is still better, but not the full effect. I could see maybe spending one die maximum on it so another is still resting, but no more than that.
Don't send the Blades too far from Union or on too many excisevely physicaly demanding action to prevent exhaustion.
hmm I don't think the freeded are too far away from the union or too physically demanding with the graveyard? but not sure...better to play it safe
 
A few quick note since I am at work and rather sleepy and have not read things in deep yet.

[] [Mandate] Reliquaries of the Freed

The Freed whispers of a way to allow them to act further. Reliquaries filled with some of their possessions in life that would act as secondary anchors, allowing them to travel far beyond the Deadtown and act further.
They need living hands to make them.
"Reliquaries filled with some of their possessions in life"? You know, this sound like something where coins and jewels we just sold would be really useful for.

-[ ] Teach Death Singing [Death Singing]
--[ ] The Warrior's Son [Teach] [50 DC] (1 Personal Die)
If we are taching anyone death singing, why not Alexandre? He is going to do a lot of things involving death, so having him learn about death singing sound like something that can be really helpful. Even if it not really compatible with him, it should at least ground him in the context of the new world.
 
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