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

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.
why not just put it on food traps so we can get it over with now instead or having to put a dice on it next turn? you could also teach failure death singing too
 
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.
Well, it could be the difference between needing Sara to accompany the Silent Blades or not to avoid her getting tired (since I don't think entering Winter with her tired is a good idea.)

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.
Well, the /300 Progress Project is probably beyond us before the raid (though we can probably get it before the Tribute Takers attack us if we commit) but the /200 Progress Project is probably doable. Maybe 2ish dice next turn and in the Spring? Provided we don't end up needing another set of Tribute Taker loot in order to do it with.

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
Hmm, I'm not willing to sacrifice Barrels ATM, since I do want us to do at least one food preservation thing after we've already delayed it from last turn. And we've got an increasing amount of food piled up but no safe storage for it all, which seems very problematic.

Theoretically, I could give up Ashes instead, but that's another one I'm reluctant to do, since it needs a Quality Roll. Ashes is one of the things noted as most helpful against Smallpox, so better understanding of what we can do with it sounds very useful.

Ultimately, I think we want the Winter Clothes and the Great Mending before the end of the year. So I don't see a problem with doing the Winter Clothes this turn and the Great Mending next turn.

...Actually, speaking of that, @OldShadow are we currently doing anything with the ashes from the scarecrows, or are they just sitting around not being used?
 
Well, it could be the difference between needing Sara to accompany the Silent Blades or not to avoid her getting tired (since I don't think entering Winter with her tired is a good idea.)
We have WoQM that your current plan for them will have them fully recovered. Throw in the improvements from studying them with the fact that we've been working them hard for a while without any issues until now, and I'm not worried.
Well, the /300 Progress Project is probably beyond us before the raid (though we can probably get it before the Tribute Takers attack us if we commit) but the /200 Progress Project is probably doable. Maybe 2ish dice next turn and in the Spring? Provided we don't end up needing another set of Tribute Taker loot in order to do it with.
Might be able to get more if we delay the big attack until autumn, launching some of the new attacks we unlocked during summer instead.
 
We have WoQM that your current plan for them will have them fully recovered. Throw in the improvements from studying them with the fact that we've been working them hard for a while without any issues until now, and I'm not worried.

Might be able to get more if we delay the big attack until autumn, launching some of the new attacks we unlocked during summer instead.
Eh, I feel we want to launch the new attacks on the same turn, because those new attacks are the ones that we can do as potent diversionary efforts to distract the Tribute Takers from the raid and increases their odds of both successful infiltration and exfiltration.

In particular, I feel like asking the Sun-Loving Woods for help with hitting the Dam is perfect for them as they get to re-enact the Ents on Isengard.

View: https://www.youtube.com/watch?v=1x7M48o6V7Q

Though, I wouldn't be against doing Attack Tribute Taker Expeditions early. Inhibiting the Tribute Taker growth and getting additional loot would be doubly beneficial.
 
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Eh, I feel we want to launch the new attacks on the same turn, because those new attacks are the ones that we can do as potent diversionary efforts to distract the Tribute Takers from the raid and increases their odds of both successful infiltration and exfiltration.

In particular, I feel like asking the Sun-Loving Woods for help with hitting the Dam is perfect for them as they get to re-enact the Ents on Isengard.
True, but if we launch the smaller raids earlier, they'll spread out their defenses, making them more vulnerable to the haymaker we hit them with the next turn. Doing it simultaneously risks the main attack distracting them from the more minor ones. Plus, I really don't want to flood the Tribute Takers on the same turn we launch a major raid into the heart of their territory. That's just asking for collateral damage.

I'd also rather have our people handle the dam, since they could break the binding on the beavers.
 
True, but if we launch the smaller raids earlier, they'll spread out their defenses, making them more vulnerable to the haymaker we hit them with the next turn. Doing it simultaneously risks the main attack distracting them from the more minor ones. Plus, I really don't want to flood the Tribute Takers on the same turn we launch a major raid into the heart of their territory. That's just asking for collateral damage.

I'd also rather have our people handle the dam, since they could break the binding on the beavers.
Hmm. Issue there is that none of the other options we have for raids seem to be within the Sun-Loving Woods forte. Releasing the swamp beasts feels like something we want to have infiltrators for, while provoking and luring the Lords feels like sending giant trees would be counterproductive if we want them to go after the Tribute-Takers and not us.

Say, would you be willing to spend one of your Omake questions on getting more details about those options, like I did for the Vermin?

On another note, I'm thinking about swapping out Formation Fighting for Spread and Regroup. Spread and Regroup specifically bolsters our skills in hit-and-run, which is what the upcoming fights against the Tribute Takers will mostly be.

We could wait some, but I'd rather play it safe and get it now, particularly since we might end up having the Militia help out during the Vermin Hunt instead of training further.
 
Say, would you be willing to spend one of your Omake questions on getting more details about those options, like I did for the Vermin?
Sure, just come up with the wording. My shift starts soon though, so expect some delays.
On another note, I'm thinking about swapping out Formation Fighting for Spread and Regroup. Spread and Regroup specifically bolsters our skills in hit-and-run, which is what the upcoming fights against the Tribute Takers will mostly be.
Thing is, formation fighting is a lot better for surviving Winter. Plus, sending the militia, who are by definition part time soldiers, out on raids against the Tribute Takers is pretty sketchy imo.

Edit: Also, what do you think about studying the Freed with Sara? Seems like it could synergize with the Silent Blades. If nothing else, it should stop us from getting an unexpected surprise like with what happened with the Silent Blades.
 
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Sure, just come up with the wording. My shift starts soon though, so expect some delays.

Edit: Also, what do you think about studying the Freed with Sara? Seems like it could synergize with the Silent Blades. If nothing else, it should stop us from getting an unexpected surprise like with what happened with the Silent Blades.
Well, here's the wording I used for the question that got us the info on the Vermin:
Hmm, I think a question this time. Namely, details on the Purge the Vermin action/subactions in terms of what are their DCs or Progress Required (if they have those and aren't using a different mechanic) and risk level.
So maybe ask for a similar style of information as we got from the Vermin? It's a similar action after all: an action with three different subactions designating different targets.

As for studying the Freed, well I don't think so. From the narrative of the action it involves spending a season in Deadtown to live amongst them, which might interfere with maximizing the amount of rest Sara gets, since the Silent Blades will be in Union. That's probably being overcautious, but still.

Additionally, I feel as though the narrative of the action is such that we'll benefit more society-wise from having people other than Sara visit the Freed and live amongst them, another step on getting people more used to them.

And on a final note, Sara has a lot of projects that right now can only be done by her, and I want to have her make progress on them when we have the dice available given that.
 
You know just had a thought if we don't take the dead mariners mandate what's gonna protect the galleon cause we haven't moved it yet and I worry that a tribute taker scout or party could find it or it could be blown to the ocean by great winds in the winter to be sunk but I'm probably just over thinking.
 
You know just had a thought if we don't take the dead mariners mandate what's gonna protect the galleon cause we haven't moved it yet and I worry that a tribute taker scout or party could find it or it could be blown to the ocean by great winds in the winter to be sunk but I'm probably just over thinking.
Mmm, no that's a valid concern, it's just that this turn we don't really have the ability to start up on Deadport. By the end of next year we'd definitely want to have the Galleon in port, preferably outright finished. And we probably want to start work on Deadport Turn 11, even if it's just 1 or 2 dice.

Hmm. @OldShadow if we do take Dead Mariners, will the Freed be doing things to preserve the galleon over the coming Winter that they wouldn't do otherwise? If so, it would probably make more sense to take the option now.
 
The Freed can't preserve the galleon if it is not next to the Deadtown.
The Freed are quite limited in how far they can reach.
I see. Would this project:
-[] Make the Galleon Seaworthy [Fishing] [0/75] NEW
What is left of the galleon is not seaworthy. First, we should send some of our mariners to ensure the galleon could painfully, sluggishly travel near the coast to a harbor or one of the coves our scouts have found for repairs.
Can bring the Galleon to a potential docks
be enough to crudely park it somewhere close enough to Deadtown for the Freed to be able to extend their protection to it? Or would they need Deadport to be finished as well?
 
Alright then. Unless we're really desperate, I think we do a die (or two if we really want to make sure) on making the Galleon seaworthy and bringing it close to Deadtown, and maybe a die on working on Deadport (suppose that might give a chance of any overflow going to develop Deadport.) Then we finish Deadport and raise the Galleon next year.

With that in mind, I'm thinking of taking the Mandate after all, if there aren't any strong objections?
 
With that in mind, I'm thinking of taking the Mandate after all, if there aren't any strong objections?
No, but with the harvest, the plage management, and finishing some essentials for winter like To protect animals I am not sure that we are going to have enough dice for the next season...

Maybe getting Sara a Third dice would not be such a bad idea...
 
I'm personally not sure how necessary the underground coops are. I recall from the Turkey thing that we'd be putting the poultry inside the houses to help warm the people.

Still would be nice to have, just to be sure, but I'm not sure how desperately urgent it is. But well, we'll see.
 
[X] [Mandate] Dead Mariners on the waves again

[X] Plan Slash and Burn
-[X] Test the Sambankoli [0/50] 1 Unchained Die
-[X] The Wicker Man [21/100] 2 Colonist Dice
-[X] Plant Flax [Task] [1 Workforce Die] NEW 1 Unhardened Colonist Die
-[X] War in the Woods
--[X] Strike from behind [0/150] (Unlocked by the Old Ways)
1 Warrior's Son Die, 1 Son's Skirmishers Die, 1 Militia Die
--[X] Unleash Fire [0/50] [Dangerous] NEW 1 The Son's Skirmishers Die
-[X] True Homes for a True People [101/140] 1 Colonist Die
-[X] Granaries and Seed-stocks [41/50] 1 Native Die
-[X] Train Champions [0/100] 1 Unchained Die
-[X] Remember the Fallen [0/70] 1 Colonist Die, 1 Native Die
-[X] Hospital [0/150] 3 Colonist Dice
-[X] Make Master tools [2 Craft ; 1 Good Steel]
-[X] Make some barrels [1 Craft]
-[X] Cloaks for the wildmen [1 Craft, 1 unit of Fabric] NEW
-[X] Produce Winter Clothing [1 Craft, 1 Normal Leather]
-[X] Follow the path of the First Walker [99/150]
2 Native Dice
-[X] The Fruits of Flesh [0/40] 1 Failure Die
-[X] Forceful Reciprocity NEW
--[X] Free the Enslaved [0/100]
1 Alexandre Die
-[X] Expand the Council [DC 30/ ??/??] 1 Sara Die, 1 Council Die, 1 Andreyas Sarsas Die
-[X] Funerary Practices [DC 25/75/ ???] NEW 1 Sara Die, 1 Council Die
-[X] Shepherds for Corpses [Death Singing] Earn a Dead Dice
--[X] Bones Hives
[Shepherds][27/100] 2 Mourner Dice

So I moved the Sara Dice to the council section. I also spread them around for thematic reason of having Sara and the Council involved in both Expanding the Council and the Funerary Practice as she is a major part of both of those. Since we have word that the Wicker Man will also help the wounded dryadsVoices, so I moved it to the Bone Hives to work on producing a Dead Dice that we can use. Otherwise, yeah my biggest interest in finishing the War in the Woods.
 
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[X] Plan Hunt Preparations
-[X] [Mandate] Dead Mariners on the waves again
Fields
-[X] Test the Sambankoli [0/50] (1 Unchained Die)
-[X] Razorweed
--[X] Feed the Razorweeds [0/25] (1 Native Die)
-[X] The Wicker Man [21/100] (2 Colonist Dice)
-[X] Plant Flax [Task] [1 Workforce Die] (1 Colonist Die)
Wilds
-[X] Hunt
--[X] Game [0/30] (1 Son's Skirmisher Die)
-[X] To find dogs [0/100] (1 Son's Skirmisher Die)
Town
-[X] True Homes for a True People [101/140] (1 Colonist Die)
-[X] Train the Militia against monsters [Militia]
--[X] Formation Training [10/100] (1 Militia Die)
-[X] Hospital [0/150] (1 Colonist Die, 1 Unhardened Colonist Die, 1 Native Die)
Crafting (5 Craft Points)
-[X] Make Master tools [2 Craft ; 1 Good Steel]
-[X] Make some barrels [1 Craft]
-[X] Produce Winter Clothing [1 Craft, 1 Normal Leather]
-[X] What to do with ashes? [1 Craft, Quality Roll]
-[X] Set-up Charcoal Burning [0/50] (1 Colonist Die)
-[X] Build a Stonemason Workshop [0/50] (1 Unchained Die)
Raids, Expeditions and Diplomacy
-[X] Meet our neighbors
--[X] Shepherds [Meet][???] (1 Native die, 1 Colonist Die)
-[X] Follow the path of the First Walker [99/150] (1 Native Die, 1 Warrior's Son Die)
Knowledge
-[X] The Mindless Ones [Death] (1 Mourner Die, 2 Silent Blade Dice)
-[X] The Fruits of Flesh [0/40] (1 Failure Die)
-[X] Forceful Reciprocity
--[X] Free the Enslaved [0/100] (1 Alexandre Die)
-[X] Heal the Wounded
--[X] We shall give them the ashes…[Free]
---[X] From the scarecrows filled with our nightmares we burn each autumn
The Council
-[X] Expand the Council [DC 30/ ??/??] (2 Council Dice, 1 Prince Die)
Death Singing
-[X] Teach Death Singing [Death Singing]
--[X] The Warrior's Son [Teach] [50 DC] (1 Personal Die)
-[X] Shepherds for Corpses [Death Singing]
--[X] Bone Hives [Shepherds][27/100] (1 Mourner Die)
Sara Smith, the Mourner
-[X] The Anchorless [0/50] (1 Personal die)
--[X] Me, I shall support them with the power of my soul, and they shall help me in return (+1 Sara die)

Personal die on Pains of an Old Mariner is still open for possible reassignment if people feel strongly about it. And I'd like confirmation from everyone else that they're okay with feeding the scarecrow ashes to the Wounded. I'm still a bit worried there's going to be a backfire, but people have made good points about the metaphysics making it unlikely that anything particularly wicked survived the flames, and the difficulty it would likely have crossing the species barrier.
 
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-[X] War in the Woods
--[X] Strike from behind [0/150] (Unlocked by the Old Ways)
1 Son's Skirmishers Dice, 2 Silent Blades Dice
If finishing the War in the Woods is your priority, I strongly recommend taking the Silent Blades off of this, or at least adding in a Sara die. The Silent Blades going on long missions far away from Sara is extremely draining for her, and she's already tired from having the Silent Blades participate in the War last turn.

Also, I suggest swapping the Alexandre and Failure dice projects. Failure is more likely to be open-minded for the uses of the Fruits of Flesh than Alexandre (given that one of the suggested uses was possibly as a substitute for blood sacrifices.)
 
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