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

to be honest i'd rather do this action than funerary pratice first

it just a progress action not a dc action so it somewhat easier to do, currently everyone just bottling up there emontion at the moment not really mounring/or dealing with all the loss that has been undergone in the commuity including sara with most of her father/family dying. I also got a hunch that altar of memories are gonna be helpful in bringing the dead and us closer together, more anchors for them. Also might serve as a another passive spirutal support for us
I do have both options on my plan.
I see where you are coming from BUT strictly from the mechanical side of things getting [] Expand the Council, [] Give power to the Assembly, [] Create minor Councils reaching the third DC is much more effective, especially because those extra dices can be used on actions like the one you suggest...
Everything has had a chance of unlocking paths that we did not have before and having a way to honor our dead now will do just as much as getting an extra dice. They both help Union.

... though there is another way we could get both.

People were using Failure dice to get a third die on the project. Would that be possible with the rest of the heroes? Could I switch out a Sara die and toss the Alexandre die there as well?
 
I do have both options on my plan.

Everything has had a chance of unlocking paths that we did not have before and having a way to honor our dead now will do just as much as getting an extra dice. They both help Union.

... though there is another way we could get both.

People were using Failure dice to get a third die on the project. Would that be possible with the rest of the heroes? Could I switch out a Sara die and toss the Alexandre die there as well?
I think you mean Andreyas, not Failure. And no. We can use Andreyas because he's a Militia/Council Hero (Council being the important part), but Alexandre (and Failure) are Knowledge Heroes, and so can only be used for Knowledge Projects.
 
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[ ] Plan Hunt Preparations
-[ ] [Mandate] Do not take on a Mandate
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)
-[ ] Train the Militia against monsters [Militia]
--[ ] Formation Training [10/100] (1 Militia Die)
-[ ] Hospital [0/150] (1 Colonist Die, 1 Unhardened Colonist Die, 1 Native Die)
Crafting (5 Craft Points)
-[ ] Make Master tools [2 Craft ; 1 Good Steel]
-[ ] Make some barrels [1 Craft]
-[ ] Produce Winter Clothing [1 Craft, 1 Normal Leather]
-[ ] What to do with ashes? [1 Craft, Quality Roll]
-[ ] Set-up Charcoal Burning [0/50] (1 Colonist Die)
-[ ] Build a Stonemason Workshop [0/50] (1 Unchained 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 Mourner Die, 2 Silent Blade Dice)
-[ ] The Fruits of Flesh [0/40] (1 Failure Die)
-[] Forceful Reciprocity
--[] Free the Enslaved [0/100] (1 Alexandre Die)
The Council
-[ ] Expand the Council [DC 30/ ??/??] (2 Council Dice, 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 Personal

Current plan draft, which hasn't yet had the Healing the Wounded free action added yet and has left undecided what to do with the last Personal action. On that note, I'd like to talk about the two main options: Either working towards Old Sea Dog becoming a new hero (a /150 Project) or the action to cause a number of Mourners to automatically accompany Expeditions and Raids (a /100 Project.)

Anchorless I want to hold off for a turn, at least until we've finished poking the Silent Blades and can tell if putting the Anchorless inside of them is a good idea.

Currently, both of these projects can only be done by Sara. The Songs for Weary Warriors Project, if we want it, we would want finished before next Summer, because that's the point when we raid the Tribute Takers and thus when the project would actually be useful. Old Sea Dog meanwhile, we want done "soon", because it's another Hero for us to use, but don't have a specific "must be done by this date."

Sara currently has 2 Personal dice. One is already being used this turn to teach the Warrior's Son as part of the "get the Hero with the high growth potential to grow" plus synergy given that he's looking for the First Walker (aka: one of the Dead.) Next turn, one of Sara's 2 actions will probably be spent working alongside the Silent Blades, because we probably don't want her going into Winter tired from another intensive Silent Blade usage.

So, provided we don't take the Winter Reward to improve Sara's strength (and give her an extra die), we'll have 4 Sara Dice to do one of the two above actions. Now mind, I do recommend taking the "improve Sara" hero reward next turn, but I feel we shouldn't count on it being available.

So that's only enough to do one of the two actions, barring lucky rolls. Getting Old Sea Dog seems more popular, but my personal leanings is to try and get the Songs for Weary Warriors. That would mean some Mourners would accompany the Warrior's Son on the raid against the Lesser Pit, which would greatly help nullify the risk of Tribute-Taker "surprises" cursing them. It would also mean that we can send say, the Silent Blades out on a diversionary raid without Sara, since they'd have Mourners around to provide spiritual defense.

Hmm. An alternative plan (though I'd like to run it by @OldShadow to make sure it's even valid, since I'm not sure if Sara can do Council actions) would be to put Sara on Council duty. With her and Andreyas, that's 4 dice on Council stuff, which means we can put 2 dice on Funerary Practices and another 2 on either New Council Members, or figuring out the official role of Heroes.

If we did this, I'd also swap out the Unchained die on either Sambankoli or Stonemasons for Remember the Fallen for that synergy of actions.

Alternatively Alternatively, we could go 3 dice on New Council Members and use the expected boost of at least 1 die to do both Funerary Practices and Heroes in the Autumn. 3 dice I feel is almost guaranteed to give us a 3rd Council die, and if not we could use a Sara action to fill in doing both.
 
Hmm. An alternative plan (though I'd like to run it by @OldShadow to make sure it's even valid, since I'm not sure if Sara can do Council actions) would be to put Sara on Council duty. With her and Andreyas, that's 4 dice on Council stuff, which means we can put 2 dice on Funerary Practices and another 2 on either New Council Members, or figuring out the official role of Heroes.
They can, Sara Dice are Free Dice.
 
I think you mean Andreyas, not Failure. And no. We can use Andreyas because he's a Militia/Council Hero (Council being the important part), but Alexandre (and Failure) are Knowledge Heroes, and so can only be used for Knowledge Projects.
I am absolutely sure that someone told me to put Failure dice there. Oh well.

Yeah, but unlocking extra dice first kind of cascades into being able to take those paths we unlock...
Not really, we have to unlock them first. And this does more than just unlocking.
 
Okay, if Sara Dice can be used for Council Actions, then my thought is this turn we have the three potential Council Dice on Expand the Council. If we gain a single die from that, then 2 can be put on Funerary Practices, and the third one, plus either Sara or Andreyas, can be put onto sorting out the position of Heroes (or the reverse, the specifics of which dice go to which project don't matter as much as the fact that we can relatively easily afford to do both next turn if we take the Expand the Council Action and get the options to give us even a single additional Council die.

Not really, we have to unlock them first. And this does more than just unlocking.
We were just told by OldShadow that Expand the Council is more than just "unlocking." It's similar to a GDI PlanQuest recruitment action, which means depending on which DC we pass, we will have multiple options to improve our dice (from things like an additional per-die bonus to certain actions to new dice.)
Depend on the roll.
This project will work like the recruitement actions to get additional dice in the GDI planquest.
 
think it not a good idea to only have on dice on sorting out the very impormant issue of heros legal place within the union and everything. Also it not a knowledge action anyway so Andreyas can't be put on it. I'd also like to remind everyone of this action
[] The Food Traps [0/25]
A way to catch evil spirits and curses teached to Union by Failure during the Winter.
By setting up food prepared in special ways, the curses and spirits will be distracted and attack the feasts, rotting away the food before they strike people.
This is an easy way to protect the people, but will somewhat empty our larders.
Enhance spirituals defense of Union. Increase Food consumption.
our weakest area by far is spirutal stuff and this is a cheap and easy way to increase our spirtual defense by a large amount. Sure it increase food consumption but we are doing great on food it def a worthwhile trade with our weak spirutal defence
 
My plan is to do Food Traps on Turn 11, since it's low progress enough that we're extremely likely to get it even if we roll poorly, especially with Omakes available.
 
Current plan draft, which hasn't yet had the Healing the Wounded free action added yet and has left undecided what to do with the last Personal action. On that note, I'd like to talk about the two main options: Either working towards Old Sea Dog becoming a new hero (a /150 Project) or the action to cause a number of Mourners to automatically accompany Expeditions and Raids (a /100 Project.)
I would personally go for Anchorless and try to get another Sara dice for the next turn, it is the most immediately useful option and it even says in the action that it can be undone if we don´t like the results..

We can also put Sara Dice with the Blades in the Mindless Ones for maximum narrative synergy...
--[ ] Game [0/30] (1 Son's Skirmisher Die)
Also since we no longer need the extra pelts for the Clothing Mandate I would put this in dice to either get the Doggos or try to get the Coop done before winter...
-[ ] Make some barrels [1 Craft]
-[ ] Produce Winter Clothing [1 Craft, 1 Normal Leather]
Since the next turn, we want to get the Patterns of Protections done for obvious reasons, so instead of doing one of these actions we should get the [] Practice Engraving done this turn, these actions would synergize immensely well and either get a lowered DC for Patterns of Protections, or an improvement on the effects of those wards...
 
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Okay, if Sara Dice can be used for Council Actions, then my thought is this turn we have the three potential Council Dice on Expand the Council. If we gain a single die from that, then 2 can be put on Funerary Practices, and the third one, plus either Sara or Andreyas, can be put onto sorting out the position of Heroes (or the reverse, the specifics of which dice go to which project don't matter as much as the fact that we can relatively easily afford to do both next turn if we take the Expand the Council Action and get the options to give us even a single additional Council die.
If we're throwing 6 dice in Council Actions anyways, what about Giving Power to the Assembly? Having additional dice running each turn would be really helpful, even if we can't control them. If Expanding the Council can have immediate effects depending on the die roll, then we have to assume that the same thing applies to Give Power to the Assembly.

I'm not too worried about funerals right now. Mainly because we have high Morale and that bonus from last Winter that let's us no-sell a failed Morale check every turn. We're in good shape in that regard.
 
Also since we no longer need the extra pelts for the Clothing Mandate I would put this in dice to either get the Doggos or try to get the Coop done before winter...
As I've said before, we still need more pelts for trade, plus we'll need them to make Protective Clothing in order to better work with things like the Razorweeds. Plus the additional meat is valuable as well as a source of protein (in the Winter CYOA this Quest is based on, it's pointed out that you need meat as well as agricultural products for balanced nutrition.)

Since the next turn, we want to get the Patterns of Protections done for obvious reasons, so instead of doing one of these actions we should get the [] Practice Engraving done this turn, these actions would synergize immensely well and either get a lowered DC for Patterns of Protections, or an improvement on the effects of those wards...
No. Winter Clothing is needed to actually get everyone into Winter Clothing before Winter hits and to show that we're actively working on both parts of the Mandate (because Winter Clothes counts for that), and Barrels is also important because we're relying on unreliable overflow from the houses project, so barrels is to guarantee that some form of food preservation has been built.

If we're throwing 6 dice in Council Actions anyways, what about Giving Power to the Assembly? Having additional dice running each turn would be really helpful, even if we can't control them. If Expanding the Council can have immediate effects depending on the die roll, then we have to assume that the same thing applies to Give Power to the Assembly.

I'm not too worried about funerals right now. Mainly because we have high Morale and that bonus from last Winter that let's us no-sell a failed Morale check every turn. We're in good shape in that regard.
My initial plan was to do it after getting Council and Heroes out of the way. But I think there's other benefits to working on the funerary stuff. Sara for example, had an issue in earlier turns of being unable to mourn her family properly that was never fully solved (IIRC the rolls really fucked us for that part of the turn), so getting the ability to do so would probably be pretty helpful.

Plus, stacking as much "this will help with Morale" stuff is pretty useful while Sara is captain, since she increases the effects of high Morale.
 
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No. Winter Clothing is needed to actually get everyone into Winter Clothing before Winter hits and to show that we're actively working on both parts of the Mandate, and Barrels is particularly important because we're relying on unreliable overflow from the houses project, so barrels is to guarantee that some form of food preservation has been built.
IIRC it is the other way around, the people want new clothes and until we got cloth the Winter clothing was the only alternative

But just to know @OldShadow we don´t need winter clothes to fulfill the People's mandate no?

And finishing [] The great mending takes care of the clothes mandate for itself, no?
If we're throwing 6 dice in Council Actions anyways, what about Giving Power to the Assembly? Having additional dice running each turn would be really helpful, even if we can't control them. If Expanding the Council can have immediate effects depending on the die roll, then we have to assume that the same thing applies to Give Power to the Assembly.
I agree with you, another 3 Council action here would be extremely useful next turn
 
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IIRC it is the other way around, the people want new clothes and until we got cloth the Winter clothing was the only alternative

But just to know @OldShadow we don´t need winter clothes to fulfill the People's mandate no?

And finishing [] The great mending takes care of the clothes mandate for itself, no?
We don't need it, but we definitely still want it, because the Mandate means we ought to show that we're actively working on the issue. It's the perception of things, not just objective facts.

And we still want the Winter Clothes anyway because each set of Winter Clothes helps our people against the cold during the Winter, so there's no reason not to work on it.

Engraving I feel ought to wait until we no longer have a -10 to Quality rolls.
 
As I've said before, we still need more pelts for trade, plus we'll need them to make Protective Clothing in order to better work with things like the Razorweeds. Plus the additional meat is valuable as well as a source of protein (in the Winter CYOA this Quest is based on, it's pointed out that you need meat as well as agricultural products for balanced nutrition.)


No. Winter Clothing is needed to actually get everyone into Winter Clothing before Winter hits and to show that we're actively working on both parts of the Mandate (because Winter Clothes counts for that), and Barrels is also important because we're relying on unreliable overflow from the houses project, so barrels is to guarantee that some form of food preservation has been built.


My initial plan was to do it after getting Council and Heroes out of the way. But I think there's other benefits to working on the funerary stuff. Sara for example, had an issue in earlier turns of being unable to mourn her family properly that was never fully solved (IIRC the rolls really fucked us for that part of the turn), so getting the ability to do so would probably be pretty helpful.

Plus, stacking as much "this will help with Morale" stuff is pretty useful while Sara is captain, since she increases the effects of high Morale.
I'd flip those priorities around. Doing Assembly now means the dice kick in for Turn 11. Plus, there's one or two synergistic actions I'd like to take on the same turn we're doing Funerals. Remember the Fallen is the big one, for what should be obvious reasons. Maybe The Great Mending as well, since it also boosts morale, but I am far from married to that.
 
My initial plan was to do it after getting Council and Heroes out of the way. But I think there's other benefits to working on the funerary stuff. Sara for example, had an issue in earlier turns of being unable to mourn her family properly that was never fully solved (IIRC the rolls really fucked us for that part of the turn), so getting the ability to do so would probably be pretty helpful.
funery pratices aren't the way to do that though? They will probably help but if you want to directly deal with that then we should do the action that directly about that

[] Remember the Fallen [0/70] [Freed] NEW
Our people did not truly mourn all they have lost, for there was too much work to do, no time to make one's peace with loss when Winter was alway waiting, ready to strike.
Now, we can help them. Let our people gather and make things in memories of those they lost, and spread painful stories again.
Finally let our people cry.
Create altars of memories, help the people of Union make peace with their losses, ???
 
I'd flip those priorities around. Doing Assembly now means the dice kick in for Turn 11. Plus, there's one or two synergistic actions I'd like to take on the same turn we're doing Funerals. Remember the Fallen is the big one, for what should be obvious reasons. Maybe The Great Mending as well, since it also boosts morale, but I am far from married to that.
Eh, if the New Council works like GDIQuest Recruitment, then it's the biggest boost we can get and the dice will kick in for Turn 11.

And I'd always planned to do Remember the Fallen the same turn we do Funerary Practices.

funery pratices aren't the way to do that though? They will probably help but if you want to directly deal with that then we should do the action that directly about that
Yes, but the plan would be to do Remember the Fallen alongside Funerary Practices, since they're actions that should have good synergy.
 
Eh, if the New Council works like GDIQuest Recruitment, then it's the biggest boost we can get and the dice will kick in for Turn 11.
What makes you say that? I can definitely see us getting more dice from Assembly to compensate for the lack of control we have over them.
Yes, but the plan would be to do Remember the Fallen alongside Funerary Practices, since they're actions that should have good synergy.
Where would you get the die though? I looked, and couldn't find a good place to take one?
 
What makes you say that? I can definitely see us getting more dice from Assembly to compensate for the lack of control we have over them.

Where would you get the die though? I looked, and couldn't find a good place to take one?
Recruitment gives us more direct ability to work through things, especially since one of my biggest concerns is getting more Council Dice specifically, because Union is increasingly becoming an actual organized entity, which means we need to keep doing reforms at a faster pace.

...From next turn? Like, the entire plan for me was always to do the combo next turn because we'd have more Council Dice to do reforms with, which would let us do both sorting out heroes and Funerary Practices.
 
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Okay, the question remaining is what to do with the freed up Personal die.

No one else seems particularly interested in Songs for Weary Warriors this turn (unless that's changed?), so that probably leaves things stuck between either the Anchorless or Old Sea Dog.

Anchorless...I'm reluctant to do it unless @Hunter531 is willing to spend on omake question (according to the informational, he's got two of them in reserve) about the long-term consequences, since I'm leery of doing a lot of the options when we don't know the consequences. If I was gonna do one, I'd probably do it for the Silent Blades, because them not having spirits inhabiting them is one of the biggest weaknesses they have, and if that was filled in, not only would it shore up that vulnerability, but it would also reduce the strain on Sara, meaning we could use her dice for other things when the Silent Blades go out far from Union.
 
Ok, and if we take [] The great mending next turn we would fulfill the People's will as well, no?
If so, I think we should go for it. We have just about a 40% chance to compete the granaries this turn, and we can try again next turn, so that's covered enough to skip
No one else seems particularly interested in Songs for Weary Warriors this turn (unless that's changed?), so that probably leaves things stuck between either the Anchorless or Old Sea Dog.
I'm interested in it. It's a great project with serious upside both for defense during Winter and offense the rest of the year. I'm just not so interested that I think it's worth skipping teaching the Warrior's Son over it.

Or we could go heavier into anti-Tribute Taker knowledge actions. I'd like as much of those done as possible before we go into the big raids we're planning.
Anchorless...I'm reluctant to do it unless @Hunter531 is willing to spend on omake question (according to the informational, he's got two of them in reserve) about the long-term consequences
I don't think that would be worthwhile, since we're probably figuring that out IC next turn anyways. Plus, it sounds like they're going to be killing vermin next turn anyways, and we don't need them to have spirits for that.
 
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