[ ] 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.