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

Gathering isn't just food though (in fact, imo food is secondary at best.) The main thing for Gathering in my mind is Herbs, which in our current state we have much more difficulty getting and are important for allowing us to pass the Knowledge trials.
 
actions gatekeep more actions, actions often gatekeep growth of abilties, earlier actions that appear are ussualy more fundmental actions which is explcity true for that mourner action and combinded with previous reasoning I gave I think it does.
Still, we need at least two dice in very in demand categories to perform that action. Not sure it's worth it, especially since we unlocked yet more Death Singing actions this turn. Helps that it seems like our best way to unlock new Dead/Death Speaking actions is to complete a certain number of them. It's a more organic way to handle unlocking actions than your usual quest fare, and I really like it.
[] Plan rough draft: Security Within and Without + Mourning
-[] Fields
--[] Harvest 1 unhardened colonist dice, 1 colonist dice, 1 native dice
-[] Wilds
--[] The Devourer Kingdoms [Vermin] [???] 2 silent blade dice 1 Sara dice
--[] Purge the Vermin [Away with the pest] [Risky]
---[] Strike down the Node (Risky) [0/75] 2 Skirmisher 1 Warrior Son
--[] Rebuild the Peaceful Wilds
---[] Further out [0/100]: 1 colonist dice, 1 native dice
-[] Town
--[] The Food Traps [0/25] 1 colonist dice
--[] To protect animals [0/75] 2 colonist dice
--[] Patterns of Protections [?/120] 1 failure dice, 1 native dice (we gained a unknown amount of progress on this due to overflow if more dice are needed will move things around)
--[] Remember the Fallen [0/70] [Freed] 1 dead dice, 1 native dice (I think dead dice can go on freed projects)
--[] Build a Pottery Kiln [0/50] 1 colonist dice
-[] Craft 7 points(we got 2 more this turn)
--[] The great mending [2 Craft, 1 unit of Fabric]
--[] Practice Engraving [1 Craft] (will trigger a quality roll)
--[] Produce Protective Clothing [1 Craft, 1 Normal Leather] (Will trigger a quality roll)
--[] Concentrated Fireberries [1 Craft]
--[] Lordskins clothes [2 Craft, 1 unit of Excellent Leather] (Will trigger a quality roll)
-[] Knowledge
--[] Forceful Reciprocity
---[] Free the Enslaved [21/100] 1 Alexandre dice
--[] The Nature of Mourning [Death] (Mourner and Personal Dice Only) [? DC] 2 Mourners dice and 1 Sara dice.
--[] Heal the Wounded UPDATED
---[] From the Giant's Wood [Consume 1 unit of Excellent Wood]
---[] We shall give them the ashes…[Free]
----[] From the scarecrows filled with our nightmares we burn each autumn
-[] Council
--[] Funerary Practices [DC 25/75/ ???] 2 council dice, 1 colonist dice,
--[] Master and apprentice [30/?? DC] 1 council dice, 1 prince dice, 1 Sara dice
I see several major issues with this plan. For one, we'll need four dice on the harvest, not just three. Another is that you are doing virtually nothing that will improve our Defense score, which is something we need to do. Exhibit A:
Defense: Strong walls, strong soldiers, strong weapons, fields warded with thorns. We must still grow stronger.
I mean, seriously, you're burning the Excellent Wood, even though it's a non-renewable resource which would make for excellent shields. Pretty sure those would save more lives than armoring only part of the militia.

Then there's the lack of smallpox prep. I want at least one AP on the ashes option we just unlocked. Moreover we should probably do at least the Rite of Repose, since we're all too likely to take casualties.

You're also overkilling way too many actions. I'd much rather do two actions that have a decent chance of success versus one that will definitely deliver, even if it's autumn.

Then there's the smaller stuff. Razorweed, Master and Apprentice, gunpowder, etc. I'll just chalk that up to a difference of opinion.
 
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By the way @Chimeraguard and @Hunter531 , I know that you both plan to put Sara, the Blades, the Son and the Skirmishers into pest killing next season...

But I would suggest a changing the objectives... If we put the Blades and Sarah together we can almost definitely fell another Lord, which will give us plenty of food for Winter alongside useful resources, then we put the Son and the Skirmishers into Spider hunting which is the safest vermin to deal with and they are far enough from the Eyesvines and the Devourers that it's dissapearance wouldn't cause an ecological shift in the Woods...
 
But I would suggest a changing the objectives... If we put the Blades and Sarah together we can almost definitely fell another Lord, which will give us plenty of food for Winter alongside useful resources, then we put the Son and the Skirmishers into Spider hunting which is the safest vermin to deal with and they are far enough from the Eyesvines and the Devourers that it's dissapearance wouldn't cause an ecological shift in the Woods...
Do you have any evidence to support them being distant enough from each other that there won't be an ecological shift? If so, I'd be willing to at least consider it (although waiting on the Lords and/or the Woodflesh Spiders means we can do one or the other at the same time we handle our War in the Woods commitments).
 
I admit, the possibility of going on a Lord Hunt instead of a Vermin Purge has occurred to me, and has its temptations. But I'm currently against it.

It's been hinted that all of the Vermin work to keep each other in check, not just the relationship between the Eyevines and the Many-Limbed Devourers. Like, here's the info we got about the benefits of culling the Eyevine Nodes (or rather, the surprises in store if we don't target the nodes.)
So, the surprises :
- If you do not cut the Nodes, the Eyesvines can still spread and take over other vermines with eyes.
This seems to imply that if we don't cut the nodes, then there's the possibility of the Eyevines being able to exploit potential moments of weakness in the other Vermin due to being culled by our forces and expand. Or failing that, it implies that the Eyevines are slowly but steadily gaining in strength the longer we wait to deal with them, since the Rogue Eyevines are just going to keep draining power from the tower to expand, and possibly take over the parts of the Vermin that do have eyes.

We are likely to have the actions of the Son + Skirmishers spoken for for most of the next year with our attacks on the Tribute-Takers, which will greatly complicate our ability to launch a purge of the Eyevines. This coming turn is our best chance to cull both them, and the Devourers so their rapid breeding rates can't take advantage of all the purged space, and if we instead retarget to the Lords + Woodflesh Spiders, I fear they'll both have had the opportunity to grow (Eyevines more than the Many-Limbed Devourers.)

Furthermore, we have some very special tools to deal with the Lords during the Winter. The Silent Blades have that "kill an enemy die" that works particularly well against the Lords, so I'd rather make use of it. Plus, a major Lord attack that is successfully defended against would let us take the Feast on the Lords victory reward, which lets us have killed off the Lords and gotten all that loot (and another step of progress on Away With the Pests) without having to expend dice on it, or risk dice in an attack on their Lairs where they're at their strongest.
 
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So I should ask but I've been assuming this but since we survived a 2 years here now I assume we'll be getting a slow but steady income of colonists from the old world right? Or do we need to build some sort of port to help with that?

Mostly to help supplement our growth and replace any losses we get from all the horrors we face.
 
So I should ask but I've been assuming this but since we survived a 2 years here now I assume we'll be getting a slow but steady income of colonists from the old world right? Or do we need to build some sort of port to help with that?

Mostly to help supplement our growth and replace any losses we get from all the horrors we face.
More colonists coming in with subsequent trade ships is possible, but not necessarily something to be counted on. We got the first bunch because they were family of the initial colonists and desperate. Now, from the info we have, there's plenty of reasons for more people to be desperate enough to try and join Union/New Johnstown as well, but it's not a guarantee.

Also, if we get too many, it might hurt more than it helps, risking destabilization of the, well, Union of cultures we've set up if we get too many Europeans who aren't as familiar with everything at once. Still, we already have actions available to help manage things like that.
 
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We are likely to have the actions of the Son + Skirmishers spoken for for most of the next year with our attacks on the Tribute-Takers, which will greatly complicate our ability to launch a purge of the Eyevines.
TBH, that seems like a good reason to use the Son + Skirmishers against the spiders this autumn... We can use the Blades + Sara with absolutely devastating effects against the Eyevines and the Devourers, but for the Spiders we need the finesse that we cannot get with the blades, and if we have the Son + Skirmishers booked out for this next year it makes sense to deal with the Spiders ASAP so that we can use them for something else next year...
 
TBH, that seems like a good reason to use the Son + Skirmishers against the spiders this autumn... We can use the Blades + Sara with absolutely devastating effects against the Eyevines and the Devourers, but for the Spiders we need the finesse that we cannot get with the blades, and if we have the Son + Skirmishers booked out for this next year it makes sense to deal with the Spiders ASAP so that we can use them for something else next year...
The Spiders are low risk. Even regular Workforce dice just have to avoid rolling below a 10, whereas for the Eyevines it's more like below 20. This, combined with their low Progress costs, means in my mind that even with the issue of needing to roll relatively high to make progress, we could send in Workforce dice against them without much actual worry. In fact, we could probably even retask the Militia to hunting the Spiders if we really wanted with an expectation that they'd do a decentish job (better than regular Workforce dice anyway) without any real worry.

And like I mentioned above, the Spiders don't have anywhere near the same growth rate risks as the Eyevines do, so we can afford to take our time or wait until the Skirmishers are freed up.

Anyway, here's my own preliminary plan draft.

[ ] Plan Pest Control
Fields
-[ ] Harvest [Task] (3(4?) Dice) (1 Colonist die, 1 Unhardened Colonist die, 1 Native die, 1 ?? die)
Wilds
-[ ] Rebuild the Peaceful Wilds
--[ ] Further out [0/100] (1 Colonist die, 1 Native die)
--[ ] Sulfur Paths [0/75] (1 Colonist die)
-[ ] Gathering Expedition [DC 20/80/120] (1 Colonist die, 1 Native die)
-[ ] Purge the Vermin [Away With the Pests] [Risky]
--[ ] The Tower of Eyes [Vermin][???]
---[ ] Strike down the Node (Risky) [0/75] (1 Warrior's Son die, 2 Son's Skirmishers dice)
--[ ] The Devourer Kingdoms [Vermin] [???] (2 Silent Blades dice, 1 Personal die)
Town
-[ ] The Food Traps [0/25] (1 Native die)
-[ ] To protect animals [0/75] (1 Colonist die, 1 Unchained die)
-[ ] Train the Militia against monsters [Militia]
--[ ] Spread and Regroups [10/75] (1 Militia)
-[ ] Remember the Fallen [0/70] (1 Mourner)
Crafting (7 Craft Points)
-[ ] The Great Mending [2 Craft, 1 unit of Fabric]
-[ ] Lordskins Clothes [2 Craft, 1 unit of Excellent Leather] (Will trigger a quality roll)
-[ ] Lordskins Clothes [2 Craft, 1 unit of Excellent Leather] (Will trigger a quality roll)
-[ ] Concentrated Fireberries [1 Craft]
Raids, Expeditions and Diplomacy
-[ ]
Knowledge
-[ ] Free the Enslaved [21/100] (1 Failure Die)
-[ ] Heal the Wounded
--[ ] We shall patch the wounds of their vessels and ensure the trees are healthy [DC ??] (1 Colonist die)
---[ ] Write-In: Set aside a unit of Excellent Bark to be expended in this if it is deemed beneficial.
-[ ] What are the Freed ? [Freed] [Dead] [0/75] (1 Mourner die)
The Council
-[ ] Captain, Officers and Priest [DC 20/50/70/??] (2 Council dice)
-[ ] Funerary Practices [DC 25/75/ ???] (1 Council die, 1 Andreyas die)
Death Singing
-
Sara Smith, the Mourner
-[ ]

Dice Remaining: 1 Colonist, 1 Native, 1 Unchained, 1 Dead, 1 Alexandre, 2 Personal

Note that this plan assumes that we get at least 1 Council die from Expand the Council. But if not well, a Personal die can sub in, or we can maybe decide that 1 die is "good enough" on Captain, Officers and Priest (though I'd prefer to have 2 dice.)

Anyway, in Fields we're bringing in the harvest (I wonder if the Harvest will also bring in the Flax. Flax takes about 100 days from sowing to harvest, so it should be ready sometime this turn.) I wanted to do the Razorweed Hedge, but I found it difficult to spare the dice, especially if we plan on starting our campaign against the Tribute-Takers in the Spring.

In the Wilds, Further Out is part of that work, since it was mentioned as being very beneficial to infiltration and exfiltration of our people if we decide to Burn the Lesser Pit. As such, I assume it will at minimum provide narrative benefits, and possibly other, greater benefits, if we have it complete by the time we start launching our raids on the Tribute-Takers. Sulfur Paths meanwhile, is just our standard "minimum one die working on the gunpowder industry", with the hope that if there's any overflow from Further Out it will spill into it.

Additionally, there's 2 dice on the Gathering Expedition for herbs and new plants, since we are limited to once a year on that, so we want to do it before the year ends. Plus, Gathering Expeditions are currently the only way we can actually replenish our stocks of fireberries, since we can't grow them normally (yet.)

After that, it's Purge the Vermin. The Son and his Skirmishers on the Eyevines, the Silent Blades + Sara on the Devourer Kingdoms. Theoretically, I'm wondering on putting additional dice. The Dead die on Eyevines for example, could give us a reasonable chance of clearing out the Eyevines entirely provided the later Nodes don't require more progress (3x 75 Progress = 225, just about reachable with the Son's Skirmisher + Son combo and one more die.)

For the Town, we're doing Food Traps, and I have 2 dice on Protect Animals (might go down to 1 depending on how much progress was done by house overflow.) The Militia die is currently on more training, this time on big monsters. But like the currently unassigned Dead die, it could be swapped over to purging as well, this time probably the Devourers, provided we have confirmation by QM that progress on the initial fighting will overflow into the cleanup part of dealing with them.

The Remember the Fallen is another one I'm waiting to see if there was any overflow towards, but if not, I'll probably need to reassign another die. Patterns of Protections is also probably on the docket to do, but I'm waiting to make sure that nothing else is more pressing before I throw 2 dice at it. A Mourner die + Omake has an ~50% chance of completion after all.

Crafting is fairly simple. The Great Mending to fulfill the Mandate, the 2x Lordskin Clothes so we can have everyone in Winter Clothes and (provided the Quality Dice don't screw us) the entire Militia in the Winter Clothes that double as armor, which I bet will be really useful during Winter turns in particular. The final Craft goes on getting those Concentrated Fireberries, since Fireberries in the past have provided both Heat and Knowledge.

Knowledge-wise, we continue trying to figure out how to free the Tribute Taker slaves. I wanted to put one die on Heal the Wounded because I just had the idea of using some of the Excellent Bark we had to help patch the wounds (and getting rid of their open wounds before Winter comes seemed like a very good idea to me.) The 2nd Mourner die is currently on studying the Freed. Alexandre is waiting until we see what options the hospital has unlocked.

The Council is fulfilling promises made last turn. We want to sort out the official position of heroes because we have an increasing number of Heroes with increasing amounts of influence through their duties, and we want that sorted out. 2nd is Funerary Practices to synergize with Remember the Fallen.

And I've got a bunch of dice waiting to see what new projects show up and which projects are considered the most pressing.
----
Okay, so with my plan draft out of the way and explained, let me go over issues I'm seeing with my draft, specifically things that are currently not being done that we likely want done, or at least have a notable opportunity cost for not doing.

-Deadport/Galleon: We wanted to work on Deadport, or at least get the Galleon somewhere where it can be protected before Winter hits. That's gonna take a die, 2 dice if we want to be sure, 3 dice if we want to finish Deadport (which has a description that at least implies that compelting it might auto-protect the Galleon.)
-Razorweed: The intent was for us to start the 2nd Razorweed hedge this turn, so that we could finish setting it up in the Spring (and thus, it would be ready to go next Winter.) That's unlikely to happen unless we can dedicate at least 2 dice to it this turn. I suppose as a compromise to get some amount of Razorweed utilization out we could put a die onto Pit Traps, but that's not really the same.
--Mind, I have multiple dice waiting in reserve, so there's nothing stopping me from putting 2 dice onto Razorweed Hedges right now. I just chose to wait for the moment, particularly waiting until we see just what it is that feeding the Husks to the Razorweed brought us.
--Another thing that could be done is to swap the Militia action from Spread and Regroup to the Razorleaf one. It's Risky and would need more progress (and is I think unlikely to complete with just one die), but it would likely provide more benefit for this coming Winter.
-More Allies: One thing I really wanted to do at least as an experiment was see if we could spare 2 dice for contacting the Mistmen. A Sara Personal die would be recommended here, since it was hinted when we first encountered them we'd want Sara to talk with them. But with so many other projects needing our attention before Winter, that's unlikely to happen.
-War in the Woods: Something that occurred to me is that there may be a certain synergy to doing the Strike From Behind subaction for the War in the Woods. Strike From Behind specifically targets the Voices that are wounded and recovering. However, at the moment there is an entire die's worth of Blood-Loving Woods that are recovering from injuries. It's possible that a successful Strike From Behind might either prolong their injured status, or even outright destroy them. This is a very big if though.
--It's also worth nothing that Strike From Behind is not a Risky Project. Which means that we could likely do it with regular Workforce Dice without fear of them risking major injuries before Winter. But it is a project that would require 2-3 dice, 3 if we want to be safe that it finishes.
-Champions: If we happen to get 2 Council Dice or some other dice savings, one thing I would like to do is put Andreyas and/or the Unchained dice onto setting up Militia Champions. If we do this though, then I definitely want 2 dice on the "figure out official status of heroes", since this would be giving Andreyas a great deal of influence over our military.
 
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More colonists coming in with subsequent trade ships is possible, but not necessarily something to be counted on. We got the first bunch because they were family of the initial colonists and desperate. Now, from the info we have, there's plenty of reasons for more people to be desperate enough to try and join Union/New Johnstown as well, but it's not a guarantee.

Also, if we get too many, it might hurt more than it helps, risking destabilization of the, well, Union of cultures we've set up if we get too many Europeans who aren't as familiar with everything at once. Still, we already have actions available to help manage things like that.
Hopefully that nat 100 on the Hospital means that some of the newcomers will be Lazarites. Having some additional members besides Alexandre (and his replacement if we're lucky enough to get one), would be quite useful, even if they aren't Soul Lepers. It's one of the reasons why I'm tempted to Teach Alexandre next turn. If the Soul Lepers' techniques are compatible with Death Singing (which I find quite reasonable, especially since we picked a song of Hope), that's one hell of an incentive.
TBH, that seems like a good reason to use the Son + Skirmishers against the spiders this autumn... We can use the Blades + Sara with absolutely devastating effects against the Eyevines and the Devourers, but for the Spiders we need the finesse that we cannot get with the blades, and if we have the Son + Skirmishers booked out for this next year it makes sense to deal with the Spiders ASAP so that we can use them for something else next year...
Are they booked solid though? We need to use them during Summer and Fall for Operation Roy Kent, but we can have the Silent Blades plus maybe the Dead die/Sara handle the War in the Woods during the Spring.
 
Hopefully that nat 100 on the Hospital means that some of the newcomers will be Lazarites. Having some additional members besides Alexandre (and his replacement if we're lucky enough to get one), would be quite useful, even if they aren't Soul Lepers. It's one of the reasons why I'm tempted to Teach Alexandre next turn. If the Soul Lepers' techniques are compatible with Death Singing (which I find quite reasonable, especially since we picked a song of Hope), that's one hell of an incentive.
Well, the Nat 100 was on the Natives, which might be particularly interesting. But if it results in things like it turning out that the Winter Walker practices are surprisingly compatible with Lazarite techniques, well then that's very promising and I'd agree to the idea of putting a die on teaching Alexandre to capitalize on that.
Are they booked solid though? We need to use them during Summer and Fall for Operation Roy Kent, but we can have the Silent Blades plus maybe the Dead die/Sara handle the War in the Woods during the Spring.
Personally, I was thinking that we do the 2x Gifts to the Takers in the Spring and the Lesser Pit operation itself in the Summer. That means we'd have Autumn to handle things like integration of freed slaves and helping them recover from whatever treatment the Tribute-Takers put them through before Winter hits. It would also give the Tribute Takers less time to recover from the initial disruption from A Wider Hunt.

But the Lesser Pit only needs the Warrior's Son + Skirmishers, so we'd still have the Blades available in the Summer to do things like War in the Woods.
 
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[ ] Plan Pest Control
How come when you make a plan draft it's nice and neat with dice to spare, but when I make one it's an unholy mess? 😁
In the Wilds, Further Out is part of that work, since it was mentioned as being very beneficial to infiltration and exfiltration of our people if we decide to Burn the Lesser Pit. As such, I assume it will at minimum provide narrative benefits, and possibly other, greater benefits, if we have it complete by the time we start launching our raids on the Tribute-Takers. Sulfur Paths meanwhile, is just our standard "minimum one die working on the gunpowder industry", with the hope that if there's any overflow from Further Out it will spill into
I'd actually use the Dead die for Sulfur Paths. If a bunch of skeletons cause Morale issues, I can't imagine that the former inhabitants of the Bone Hives wouldn't run into the same issue. Best to have them doing something a bit out of the way.
For the Town, we're doing Food Traps, and I have 2 dice on Protect Animals (might go down to 1 depending on how much progress was done by house overflow.) The Militia die is currently on more training, this time on big monsters. But like the currently unassigned Dead die, it could be swapped over to purging as well, this time probably the Devourers, provided we have confirmation by QM that progress on the initial fighting will overflow into the cleanup part of dealing with them.
It sounds like the poultry will be cuddling with the humans in the nice new houses we just finished, so I think we can safely deprioritize Protect Animals. That should free up some dice to do the Warding/Razorweed action.
Crafting is fairly simple. The Great Mending to fulfill the Mandate, the 2x Lordskin Clothes so we can have everyone in Winter Clothes and (provided the Quality Dice don't screw us) the entire Militia in the Winter Clothes that double as armor, which I bet will be really useful during Winter turns in particular. The final Craft goes on getting those Concentrated Fireberries, since Fireberries in the past have provided both Heat and Knowledge.
This is where I have some serious disagreements with you. I think we should arm the militia fully with shields before we do all the Lordskin Clothes. The former should synergize pretty well with the formation training we just did, and it opens up 2 AP.

I even have an idea of where those AP should go. One on the new Ashes option we just got, as Smallpox prep. The other on Lordbone Weapons, so arm militia is fully armed when they face Winter.

I'm also not too enthusiastic about Concentrated Fireberries. It's a useful action sure, but we're already doing a lot to improve our Heat, especially if you're sticking with the Lordskin Clothes. I'd rather do either one of the other 1 AP actions I mentioned above or maybe the Elixir of Wakefulness if you want to start raiding the Tribute Takers during the Spring.

Knowledge-wise, we continue trying to figure out how to free the Tribute Taker slaves. I wanted to put one die on Heal the Wounded because I just had the idea of using some of the Excellent Bark we had to help patch the wounds (and getting rid of their open wounds before Winter comes seemed like a very good idea to me.) The 2nd Mourner die is currently on studying the Freed. Alexandre is waiting until we see what options the hospital has unlocked.
I'm thinking we put him on either Rite of Repose alone or Rites of Death alongside Sara and a workforce die. We're going to be going up against smallpox. It is a virtual guarantee that there will be some serious casualties. Plus, both actions should synergize with the funeral actions we're doing, and Rites of Death allows us to have Alexandre cooperate with Sara like we wanted to do last turn.
--Another thing that could be done is to swap the Militia action from Spread and Regroup to the Razorleaf one. It's Risky and would need more progress (and is I think unlikely to complete with just one die), but it would likely provide more benefit for this coming Winter.
-More Allies: One thing I really wanted to do at least as an experiment was see if we could spare 2 dice for contacting the Mistmen. A Sara Personal die would be recommended here, since it was hinted when we first encountered them we'd want Sara to talk with them. But with so many other projects needing our attention before Winter, that's unlikely to happen.
We could also use the Militia as the second die on diplomacy, although I suspect the Sara die is the big sticking point.
Personally, I was thinking that we do the 2x Gifts to the Takers in the Spring and the Lesser Pit operation itself in the Summer. That means we'd have Autumn to handle things like integration of freed slaves and helping them recover from whatever treatment the Tribute-Takers put them through before Winter hits.

But the Lesser Pit only needs the Warrior's Son + Skirmishers, so we'd still have the Blades available in the Summer to do things like War in the Woods.
It's a bit of a mixed bag though. A Summer start gets us much more time to prepare. We might be able to do Reliquaries of the Freed in time to have said ghosts help the Warrior's Son out attacking the Pit, or even help Sara attack the dams.

As for the former slaves recovering, I think you're making a bit too much of that. If we come across slaves who would need a full three months to get back on their feet, any freedom we could likely offer would be of the "sweet release of death" variety. We're going to have to move fast if we want to get away clean.

Of course, if the Voices do really well and hit 10/10 next Spring, the decision will no longer be in our hands. No way we can help the Voices finish off the Blood Loving Woods and take down two separate Tribute Takers targets on the same turn.
 
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How come when you make a plan draft it's nice and neat with dice to spare, but when I make one it's an unholy mess? 😁
Lots of practice I suppose. One of the reasons I make these Plans the moment I we get the roll results for the previous turn is because I find it genuinely fun.

I'd actually use the Dead die for Sulfur Paths. If a bunch of skeletons cause Morale issues, I can't imagine that the former inhabitants of the Bone Hives wouldn't run into the same issue. Best to have them doing something a bit out of the way.
A valid argument. Though for now I'm saving the Dead die and measuring whether they'd be better suited for being used in the Hunt (for the possibility of 4 dice inc. Son + Skirmishers being able to maybe wipe out the Rogue Eyevines entirely.) Though if the Dead dice are similar to the Silent Blades in that they're 1.5x more effective for hard labor stuff and don't have the Blades' issue of not having minds to think, they'd be perfect to throw onto the /75 Progress projects like the Sulfur Paths.

It sounds like the poultry will be cuddling with the humans in the nice new houses we just finished, so I think we can safely deprioritize Protect Animals. That should free up some dice to do the Warding/Razorweed action.
That was my initial thought, but people (OOC-wise, not The People) have been insistent that we get it before Winter comes.

This is where I have some serious disagreements with you. I think we should arm the militia fully with shields before we do all the Lordskin Clothes. The former should synergize pretty well with the formation training we just did, and it opens up 2 AP.

I even have an idea of where those AP should go. One on the new Ashes option we just got, as Smallpox prep. The other on Lordbone Weapons, so arm militia is fully armed when they face Winter.

I'm also not too enthusiastic about Concentrated Fireberries. It's a useful action sure, but we're already doing a lot to improve our Heat, especially if you're sticking with the Lordskin Clothes. I'd rather do either one of the other 1 AP actions I mentioned above or maybe the Elixir of Wakefulness if you want to start raiding the Tribute Takers during the Spring.
Well, those Excellent Wood shields would synergize pretty nicely with how Formation Training completed early...

Hmm, I spent that omake so we wouldn't have to use a Craft on it next turn. Lordsbone Weapons I'm not against in theory, seeing how we can use it to replace the last of the not-good Steel weapons the militia has. Still, I'd like one unit of Lordskin Clothes to be made, so some of our forces have some form of armor that's better than regular clothes.

I did consider doing the Elixir of Wakefulness actually, I just thought that it wouldn't be necessary this coming turn, since Craft that's done in a turn will apply to actions involving it that turn, at least for individual things like Raids that can be planned to happen at a certain time after preparations are done. But I wouldn't be against Elixir of Wakefulness. It would be pretty useful during the most intensive fights as well, and may be even during the Vermin Purge. Yeah, I think I'll make that swap.

I'm thinking we put him on either Rite of Repose alone or Rites of Death alongside Sara and a workforce die. We're going to be going up against smallpox. It is a virtual guarantee that there will be some serious casualties. Plus, both actions should synergize with the funeral actions we're doing, and Rites of Death allows us to have Alexandre cooperate with Sara like we wanted to do last turn.
Rites of Death seems better since one of the key advantages that came with Sara is our close interactions with the Freed. The Rite of Repose meanwhile doesn't really seem to be something that works well with our circumstances involving the Dead.

We could also use the Militia as the second die on diplomacy, although I suspect the Sara die is the big sticking point.
No, Militia alters the narrative if it's used in Diplomacy. OldShadow mentioned that it would turn things into basically extorting them for "gifts" if Militia is in Diplomacy, since bringing a few dozen heavily armed men to conduct diplomacy does not lend itself well to good impressions.

It's a bit of a mixed bag though. A Summer start gets us much more time to prepare. We might be able to do Reliquaries of the Freed in time to have said ghosts help the Warrior's Son out attacking the Pit, or even help Sara attack the dams.

As for the former slaves recovering, I think you're making a bit too much of that. If we come across slaves who would need a full three months to get back on their feet, any freedom we could likely offer would be of the "sweet release of death" variety. We're going to have to move fast if we want to get away clean.

Of course, if the Voices do really well and hit 10/10 next Spring, the decision will no longer be in our hands. No way we can help the Voices finish off the Blood Loving Woods and take down two separate Tribute Takers targets on the same turn.
It's more that I'd like a turn to clear off any potential holdovers of Tribute Taker Magic that there might not have been time to stick into them.

But even without that, I think a Spring offensive is the best idea. The Tribute-Takers aren't expecting it, and with the info we have from our captive, the actual risk level is as low as it's going to get for a major offensive operation. Waiting I feel, will do more harm than good, because the Tribute Takers will work on repairing the damage we've done and continuing their projects, meaning more work for us to undo, and the less accurate the information will be.

As for the Raid the Lesser Pit in the Summer, I'm almost certain that the Warrior's Son will get another die from one of contacting the First Walker (or at least the first step of which) + learning Death-Singing this turn, being part of a major operation to wipe out one of the three main Vermin that surround Union, and then taking part in the sabotage of a major Tribute-Taker project. His whole thing is high growth potential after all, and we're finally using him on the projects to see that potential realized. That additional die can also be assigned to the Raid to give an additional safety margin.

Reliquaries for the Freed would be nice, but we've got plenty of other projects to draw our attention I feel, and enough other projects to do that I don't feel that disrupting our schedule just to pump out Reliquaries fast is a good idea. There will be plenty of other, more vital targets of the Tribute Takers that we can hit later alongside them. Right now most of what we're doing is striking targets that are vulnerable and/or in the periphery. If anything, I think keeping the Freed in reserve (and so the Tribute-Takers will not have encountered them in a serious fashion) until we're hitting hard targets is a boon of sorts.

In short, I think waiting an additional turn to launch the raids would be giving us diminishing returns, and that we already have all the tools we need to make the Operation successful with an acceptable margin of safety, or at least we will by Spring.
 
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You know been brainstorming lately about stuff that could be important and I remembered the hunter turned spirit of vengeance Malcolm Stewart from the last info on him he's still alive but becoming something else sure we lost his trail last year but maybe but low chance that with the hundred we can regain his tracks and maybe get him back a long shot for sure but hey a tis but a dream and also I want to know what's going on outside of unions walls.
 
-[ ] Captain, Officers and Priest [DC 20/50/70/??] (2 Council dice)
-[ ] Funerary Practices [DC 25/75/ ???] (1 Council die, 1 Andreyas die)
Something else to consider is that with the confirmation that we have reached the highest DC on Expand the council we are likely to have unlocked two extra council dice that we got last we could easily complete both [] Give power to the Assembly [DC 30/ ??/??][] Create minor Councils [DC 30/ ??/??], which would help us tremendously with our action economy for the next year, and we can pull Andreas into Traning the Militia, or getting the champions going...
That was my initial thought, but people (OOC-wise, not The People) have been insistent that we get it before Winter comes.
It has taken a lot of effort to get these animals I would rather avoid that Winter decides to sweep in and screw us over...

Deadport/Galleon: We wanted to work on Deadport, or at least get the Galleon somewhere where it can be protected before Winter hits. That's gonna take a die, 2 dice if we want to be sure, 3 dice if we want to finish Deadport (which has a description that at least implies that compelting it might auto-protect the Galleon.)
If we want to get all the DeadPort thing going we should try to get Seaman Jones ASAP, and we should try to put at least a dice on this tusk per turn...
Knowledge
-[ ] Free the Enslaved [21/100] (1 Failure Die)
-[ ] Heal the Wounded
--[ ] We shall patch the wounds of their vessels and ensure the trees are healthy [DC ??] (1 Colonist die)
---[ ] Write-In: Set aside a unit of Excellent Bark to be expended in this if it is deemed beneficial.
-[ ] What are the Freed ? [Freed] [Dead] [0/75] (1 Mourner die)

All these are solid options, but If we plan to unleash Smallpox this winter we should probably focus our knowledge projects on Lazarite actions because seeing how this Order operates the actions unlocked are going to be mostly about upgrading this new hospital...

Besides that @OldShadow we spent some time ago an OOC Question on the Smallpox and how to best deal with it and this was your answer
If you do not trigger the Smallpox, Winter will unleash it when Union is at its weakest point. Triggering it give you more control.
Smallpox specifically target native population, can trigger events that kill Winter Walker dice and can persist beyond Winter turn.
Since Smallpox is a natural illiness boosted by Winter, it is extremmely unlikely that Union will find a cure. But with enough effect like the Ashes, that empower the people of Union, you may give the natives the strength needed to survive Smallpox.
I would like to know if the presence of Alexander and us unlocking Lazarite actions have changed something about your previous answer, especially the parts about how to minimise its effects, or our best option are still the Ashes?
 
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A valid argument. Though for now I'm saving the Dead die and measuring whether they'd be better suited for being used in the Hunt (for the possibility of 4 dice inc. Son + Skirmishers being able to maybe wipe out the Rogue Eyevines entirely.) Though if the Dead dice are similar to the Silent Blades in that they're 1.5x more effective for hard labor stuff and don't have the Blades' issue of not having minds to think, they'd be perfect to throw onto the /75 Progress projects like the Sulfur Paths.
I think the bonuses from the Elixir plus whatever other combat equipment we make Turn 11 should be enough to handle that. Even if not, I'm not sure it's worth risking a Morale hit.
That was my initial thought, but people (OOC-wise, not The People) have been insistent that we get it before Winter comes.
In that case, would you mind if I make a variant plan without them?
Hmm, I spent that omake so we wouldn't have to use a Craft on it next turn. Lordsbone Weapons I'm not against in theory, seeing how we can use it to replace the last of the not-good Steel weapons the militia has. Still, I'd like one unit of Lordskin Clothes to be made, so some of our forces have some form of armor that's better than regular clothes.
Thing is I don't think one unit of ashes will be enough. It's expecting a lot for one item to successfully treat all of our native dice plus the Warrior's Son. Even with two units, I strongly suspect that we'll lose a die, which is why I'm so eager to do Rites and the other funerary actions.

As for armor, one of the reasons why I'm so gung ho about shields is that they provide a lot more cover than popular culture would have you think. We're talking chest and torso coverage minimum, especially if the militia's fighting in a formation. I figure protecting the most vital areas of the whole militia is more important than fully armoring half of them, and it's the same price.
Rites of Death seems better since one of the key advantages that came with Sara is our close interactions with the Freed. The Rite of Repose meanwhile doesn't really seem to be something that works well with our circumstances involving the Dead.
No arguments here. Main benefit that Repose offers is that it's much easier to do. As such, it could serve as a decent stopgap until we have Rites of Death done.

Something else to consider is that with the confirmation that we have reached the highest DC on Expand the council we are likely to have unlocked two extra council dice that we got last we could easily complete both [] Give power to the Assembly [DC 30/ ??/??][] Create minor Councils [DC 30/ ??/??], which would help us tremendously with our action economy for the next year, and we can pull Andreas into Traning the Militia, or getting the champions going...
I'd love to get those Council actions done Turn 11. Unfortunately, the number of heroes with significant influence beyond the scope of their theoretical roles and our need to figure out funeral practices are important enough that I can't support taking the dice off them.
It has taken a lot of effort to get these animals I would rather avoid that Winter decides to sweep in and screw us over...
A lot of effort? It was a 1 die project that practically fell into our laps after killing a Lord and turned out to be somewhat redundant when the trade ship came with the newcomers smuggling in chickens. Losing them would be unpleasant, but we can recover, especially since we have contact with Europe now. Hell, I wouldn't be surprised if the Shepherds have some animals that qualify as poultry which can do the same things.

Anyways, let's look at what Winter would have to do to kill the birds. They should be distributed amongst quite a few households, so Winter would have to breach a significant number of newly built and quite solid buildings in order to kill enough that we can't breed more. If that happens, then we'll have bigger problems than some dead chickens and turkeys.
If we want to get all the DeadPort thing going we should try to get Seaman Jones ASAP, and we should try to put at least a dice on this tusk per turn...
I'm not totally against getting progress done Seaman Jones, but it depends on the current results. We have a lot of projects that could use a Personal die after all. For example, if it looks like Teaching Failure or Alexandre will get us an extra die, I'd be hard pressed to take Jones over that.
 
I would like to know if the presence of Alexander and us unlocking Lazarite actions have changed something about your previous answer, especially the parts about how to minimise its effects, or our best option are still the Ashes?
Better care and a quarantine.
The issue is that smallpox is natural, wards against the supernatural are more or less inefective.
What you need is to empower the Winter Walkers so that they can survive the symptoms.
 
I'm not totally against getting progress done Seaman Jones, but it depends on the current results. We have a lot of projects that could use a Personal die after all. For example, if it looks like Teaching Failure or Alexandre will get us an extra die, I'd be hard pressed to take Jones over that.
TBH, I never got that impression... I have always assumed that teaching Failure and Alexandre would simply mean that we could use their dice for the Death Singing projects, which is pretty useful don´t get me wrong, but no extra dice.
Better care and a quarantine.
The issue is that smallpox is natural, wards against the supernatural are more or less inefective.
What you need is to empower the Winter Walkers so that they can survive the symptoms.
Ok... Well I was hoping that with the Lazarite Hospital and its supernatural wards, we could at least remove the "boosted by Winter" part of the smallpox...
 
TBH, I never got that impression... I have always assumed that teaching Failure and Alexandre would simply mean that we could use their dice for the Death Singing projects, which is pretty useful don´t get me wrong, but no extra dice.
The Failure option mentions that it could increase his power, which could lead to more dice. Alexandre is iffier, but if Death Singing is compatible with being a Soul Leper, that could seriously improve our chances of getting more support from the Lazarites after he leaves.
 
Gathering isn't just food though (in fact, imo food is secondary at best.) The main thing for Gathering in my mind is Herbs, which in our current state we have much more difficulty getting and are important for allowing us to pass the Knowledge trials.
Additionally, there's 2 dice on the Gathering Expedition for herbs and new plants, since we are limited to once a year on that, so we want to do it before the year ends. Plus, Gathering Expeditions are currently the only way we can actually replenish our stocks of fireberries, since we can't grow them normally (yet.)
oh forgot about that adding a gathering action and that it got herbs good points overall will change add in the gathering action

Still, we need at least two dice in very in demand categories to perform that action. Not sure it's worth it, especially since we unlocked yet more Death Singing actions this turn. Helps that it seems like our best way to unlock new Dead/Death Speaking actions is to complete a certain number of them. It's a more organic way to handle unlocking actions than your usual quest fare, and I really like it.
eh disagreement of opionon there alwasy gonna be a million reason to push off any action for another thinking understanding the mourner conditons will help them sing/combat supernaturalt threats better and as u said unlock more deathsing/death stuff

I see several major issues with this plan. For one, we'll need four dice on the harvest, not just three. Another is that you are doing virtually nothing that will improve our Defense score, which is something we need to do. Exhibit A:
I don't think @OldShadow has confrimed we are gonna need 4 dice on harvest but added a dice to it just to be safe. We have spent the vast majority of our effort on improving our defence as the thing you quoted says " Strong walls, strong soldiers, strong weapons, fields warded with thorns" and of course we "must grow stronger" cause you can never be too strong, it always beneficial to grow stronger in some extent but we have spent a ton of effort on it so I am not gonna make it the main focus of my plan I am gonna focus on our weakest area
Knowledge: The Freed whisper to us about our foes. We have few defenses, but the wisdom of Failure is spreading in Union.
knowledge. Also for the record my old plan did help our defence get better and the new version of my plan def does not do "virutally nothing" with the millita action and supernatural clothes.
mean, seriously, you're burning the Excellent Wood, even though it's a non-renewable resource which would make for excellent shields. Pretty sure those would save more lives than armoring only part of the militia.

Then there's the lack of smallpox prep. I want at least one AP on the ashes option we just unlocked. Moreover we should probably do at least the Rite of Repose, since we're all too likely to take casualties.
We are gonna get more excellent woods with the blood loving woods fight I suspect a lot more excellent wood. With knowledge being our weakest area I want to get the wounded trees healed as soon as we can so they are able to start helping everyone else out in the settelment too or at best in the best conditions they can be.

Those options are not there. This is explcicty a rough draft option that will change! based on what new options are unlocked or not. If a new craft action or something else opens up around smallpox prep next turn I will likely spend dice or craft points on that.
[] Rites of Death [0/150] [Death] [Freed] NEW
On the lands of Union, death is far from permanent, and the last sacraments not enough. To counter this, the voices of the fallen tell me, we could create new rites, to ensure the souls left on this earth are untouched by Winter and may join the Freed or sleep away the years in their graves until they can finally join Heavens.
Develop new rites to protect the souls of recent dead
-[] Rite of Repose [0/50] NEW

Alexandre knows a rite of the Order of Lazarus to put to sleep and protect restless souls through an exhausting night of chants and prayers, in a way that has been tested and refined by generations of lazarites, However, this rite was not developed with helpful spirits like the Freed in mind… Spread the Rite of Repose, a Lazarite rite to put the soul of the dead in a deep, protective sleep.
opposed to the rite of repose due to how unlike the rite of death it not made for friendly spirits which means it will likely hurt the dead spritis like the freeded, it puts them in a deep protective sleep that will put them out of action instead of being able to join the freeded to strengthen them.


Added the militia dice I forgot to the razorweed action helping increase the militia ability to defend against supernatural
-[] The many use of Razorweeds [5/75] [Risky]
Razorweeds thorns, when put into sealed pouches, can keep their potency for a few months, even if when outside the pouch they will not last longer than a few days.
With enough training, the Militia could learn to carry and use Razorweed, to install traps, prepare battlefields and ambush, or simply give most of our fighters a weapon against ghosts and other monsters immune to normal weapons.
And the Winter Walkers speak of making…what would be the translation…blowguns ?
Of course, such training would be dangerous, for any accidental cuts would scar the very soul of the victims…
The Militia learn to use Razorweed thorns. General increase in efficiency, especially on prepared terrains and against supernatural foes.
it increase our defence against foes in general and massively increase our defence against supernatural foes since the militia now has a defence against ghost or other monster immune to normal weapons. Sure it risky but with protective clothing and what a huge boost it is to our supernatural and mundane defence it worth the risk

got rid of master and apprentice the action to move dice around elsewhere so I had enough dice to do gathering expedition, move unhardened colonist to remember the fallen due to Lurking_Badger suggestion

[] Plan rough draft 2: Security Within and Without + Mourning
-[] Fields
--[] Harvest 3 colonist dice, 1 native dice,
-[] Wilds
--[] The Devourer Kingdoms [Vermin] [???] 2 silent blade dice 1 Sara dice
--[] Purge the Vermin [Away with the pest] [Risky]
---[] Strike down the Node (Risky) [0/75] 2 Skirmisher 1 Warrior Son
--[] Rebuild the Peaceful Wilds
---[] Further out [0/100]: 1 colonist dice, 1 native dice
-[] Gathering Expedition [DC 20/80/120]: 1 native dice, 1 colonist dice
-[] Town
--[] The Food Traps [0/25] 1 failure dice
-[] Train the Militia against monsters [Militia]
--[] The many use of Razorweeds [5/75] 1 Militia dice
--[] To protect animals [0/75] 2 colonist dice
--[] Patterns of Protections [?/120] 2 council dice (we gained a unknown amount of progress on this due to overflow if more dice are needed will move things around)
--[] Remember the Fallen [0/70] [Freed] 1 native dice, 1 unhardened colonist dice (I think dead dice can go on freed projects)
-[] Craft 7 points(we got 2 more this turn)
--[] The great mending [2 Craft, 1 unit of Fabric]
--[] Practice Engraving [1 Craft] (will trigger a quality roll)
--[] Produce Protective Clothing [1 Craft, 1 Normal Leather] (Will trigger a quality roll)
--[] Concentrated Fireberries [1 Craft]
--[] Lordskins clothes [2 Craft, 1 unit of Excellent Leather] (Will trigger a quality roll)
-[] Knowledge
--[] Forceful Reciprocity
---[] Free the Enslaved [21/100] 1 Alexandre dice
--[] The Nature of Mourning [Death] (Mourner and Personal Dice Only) [? DC] 2 Mourners dice and 1 Sara dice.
--[] Heal the Wounded UPDATED
---[] From the Giant's Wood [Consume 1 unit of Excellent Wood]
---[] We shall give them the ashes…[Free]
----[] From the scarecrows filled with our nightmares we burn each autumn
-[] Council
--[] Funerary Practices [DC 25/75/ ???] 1 council dice, 1 prince dice, 1 Sara dice

1 dead dice unused
 
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Maybe
But mundane smallpox is bad enough.
Yeah I know, but I am guessing that supernatural Smallpox would be significantly worse...
The Failure option mentions that it could increase his power, which could lead to more dice. Alexandre is iffier, but if Death Singing is compatible with being a Soul Leper, that could seriously improve our chances of getting more support from the Lazarites after he leaves.
It is kind of a stretch to me TBH, normally when completing one action results in extra dice we are told explicitly about it...
 
I was doing a few rolls for others factions will writing the results update (ETA : don't know yet, will probably need some rewrite), and I think Union just bring ill luck to the people they do diplomacy with. The Sheperds rolled a 7 for how well they did this turn.
 
Maybe we can offer to let them stay with us?

If the Union brings bad luck to non-Union people they do diplomacy with, then the solution is for those people to join the Union.

We have doggos!
 
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By the way @Chimeraguard and @Hunter531 are you really sure about dealing with the Tribute Takers next year?

For the next year I would personally put our Skirmishers and Blades to finish off the vermin ASAP, while using the rest of the year to finish things that will help us tremendously for the raids (canoes, armor, weapons, moundlake, forced reciprocity, etc), and then for maximum disruption we fall on them the year that will send their raid...

I was doing a few rolls for others factions will writing the results update (ETA : don't know yet, will probably need some rewrite), and I think Union just bring ill luck to the people they do diplomacy with. The Sheperds rolled a 7 for how well they did this turn.
So another refugee crisis?

Well, I don't know how easy to integrate these guys will be, they seem weird even for Union standards.
 
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