[ ] 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.