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

The QM is unlikely to answer that any time soon since it would be a SPOILER the size of Kilimanjaro. Fortunately, we can make some conjectures based on the info that we have so far.

One of the first things that we learned is that Winter is childish. It acts like a kid getting creative with an anthill, only those ants are people. The two servants that it uses to torture people are Hunger and Cold. It isn't powerful enough to be everywhere since it doesn't get to South America or Europe. That is pretty much the big points that we have. There was also something about Eskimos being spoilers.

Based on all of that, my best guess is that Winter is the supernatural personification of the Little Ice Age. It is relatively new on a geologic scale, caused everything to be colder, created several famines, and was more severe for North America. It was responsible for the failure of Jamestown in real life, just like Winter destroyed Jamestown in quest. It all lines up, but we'll probably not get any conformation.
There's one or two aspects of Winter that you missed that imo are important enough to mention. For one, Winter can be distracted. In fact, we've done so as much as humanly possible by taking max Harshness dice so Winter has a relatively light touch on our neighbors.

Winter doesn't actually want the people of Union wiped out, although the latter assumption is pretty reasonable in-universe. Following the anthill analogy, Winter doesn't mind frying some ants, but doesn't want the entire anthill wiped out. That would ruin their fun. Good thing too, otherwise we'd all be dead.
Hmm, I suppose it would be a thing that as long as we just use the Dead die, then we won't get the big zerg rush of Devourers and instead they can just continue whittling them down into nothing.

The issue is that's putting one die on what's a cumulative ~400-500 Progress project, so it wouldn't be done anytime soon. Even if later stages we could task other dice onto it once the numbers are drawn down a lot, it would still take a huge amount of time, when the general plan with purging the Vermin is about getting them dealt with relatively quickly so we can get those "Ways to Kill Pests." Plus, there's not really much else to put the Silent Blades to work on ATM.

We could have it so that once the big rush is done, the Dead are the ones assigned to mop-up duty, since they won't be in any real risk.

Hmm, this makes me wonder how good the Bone Hives are at destroying the Eyevine Nodes or hunting the Woodflesh Spiders. For the former, they don't have eyes or even conventional bodies that the Eyevines seem like they could take over (nevermind eyes, they don't even have eye sockets.) And they don't sense things the same way humans do, which could be either a benefit or a penalty for hunting the Woodflesh Spiders. And both of those have notably smaller progress requirements.
I found that option gets a whole lot more appealing when viewed from a different perspective. Don't look at it as an outright replacement for Sara and the Silent Blades. Look at it as a way to keep the Devourers from taking advantage of our other Vermin-killing actions while simultaneously softening them up for when we go all "Army of Darkness" on the suckers. It probably wouldn't even delay the eventual completion, since we'd need to kill those suckers during the attrition phase anyways. As such, we could use it to remove either the Silent Blades and Sara, or the Warrior's Son+Skirmishers off of Vermin-killing.

We could use the Silent Blades on Razorweed (I suspect that Sara's supervision should keep accidents from happening) or Deadport. We might even be able to split the dice should we have an action in the area that would allow for minimal scrutiny by the living, like that underground animal shelter (although personally I'm hoping that our new rituals will allow us to house them in our well defended houses).

More interesting are the possibilities offered by removing the Son+Skirmishers. We have quite a few actions going in their area of expertise, so freeing up those dice would be valuable indeed, even without factoring in the additional bonuses.

Alternatively, we could take neither off of [Away with the Pests], instead transferring them to other targets. One small shuffle could have the Blades handle the Eyevines while the Skirmishers handle the Woodflesh Spiders, since we could probably manage to purge all of the latter in a single turn. Another option, and I wouldn't be suggesting this if it wasn't for Bound's combat boost, is to leave the Son and co. where they are and send Sara after one of the Lords. Between the aforementioned boost, synergies, and omake bonuses, I think doing so would be fairly safe. The benefits of such an action for when Winter hits and beyond practically go without saying.
Vampires and other blood-based monsters, dires animals, carpathian dragons, a few evil/demonic spirits, and the Mists, semi-sentient cloud that confuse, led astray and drain of vitality their victims.
Amongst others.
Out of curiosity would "others" include Scholomance graduates?
 
I found that option gets a whole lot more appealing when viewed from a different perspective. Don't look at it as an outright replacement for Sara and the Silent Blades. Look at it as a way to keep the Devourers from taking advantage of our other Vermin-killing actions while simultaneously softening them up for when we go all "Army of Darkness" on the suckers. It probably wouldn't even delay the eventual completion, since we'd need to kill those suckers during the attrition phase anyways. As such, we could use it to remove either the Silent Blades and Sara, or the Warrior's Son+Skirmishers off of Vermin-killing.

We could use the Silent Blades on Razorweed (I suspect that Sara's supervision should keep accidents from happening) or Deadport. We might even be able to split the dice should we have an action in the area that would allow for minimal scrutiny by the living, like that underground animal shelter (although personally I'm hoping that our new rituals will allow us to house them in our well defended houses).

More interesting are the possibilities offered by removing the Son+Skirmishers. We have quite a few actions going in their area of expertise, so freeing up those dice would be valuable indeed, even without factoring in the additional bonuses.

Alternatively, we could take neither off of [Away with the Pests], instead transferring them to other targets. One small shuffle could have the Blades handle the Eyevines while the Skirmishers handle the Woodflesh Spiders, since we could probably manage to purge all of the latter in a single turn. Another option, and I wouldn't be suggesting this if it wasn't for Bound's combat boost, is to leave the Son and co. where they are and send Sara after one of the Lords. Between the aforementioned boost, synergies, and omake bonuses, I think doing so would be fairly safe. The benefits of such an action for when Winter hits and beyond practically go without saying.
Hmm, there is appeal, I admit. I still want to press hard on Away With the Pests because I want to try and maybe get the Buried King's reward before the 4th Winter, and most of our fighting strength is scheduled to be pretty occupied during the next year, which will make a major purge harder.

Though I suppose technically, it'd really mostly be the Son and his Skirmishers that are sidetracked with this work. The Silent Blades + Sara combo would only be needed for their half of the diversionary attacks. Still, they might be drawn off if the Sun-Loving Woods need help.

The Son's Skirmisher's + the Warrior's Son have a slight issue in that I've had to draw off the other half of the dice away from Node-Killing in order to search for Malcolm.
[ ] Plan Pest Control
Fields
-[ ] Harvest [Task] (3 dice) (1 Colonist die, 1 Unhardened Colonist die, 1 Native die)
Wilds
-[ ] Fishing
--[ ] Make the Galleon Seaworthy [Fishing] [0/75] (1 Colonist die, 1 Unchained die)
-[ ] Rebuild the Peaceful Wilds
--[ ] Further out [0/100] (1 Colonist die, 1 Native die)
--[ ] Sulfur Paths [0/75] (1 Dead 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, 1 Son's Skirmishers die)
--[ ] The Devourer Kingdoms [Vermin] [???] (2 Silent Blades dice, 1 Personal die, 1 Militia die)
Town
-[ ] The Food Traps [0/25] (1 Native die)
-[ ] To protect animals [0/75] (1 Colonist die)
Crafting (7 Craft Points)
-[ ] Make tools for the Shepherds [1 Craft, 1 unit of Mediocre Steel]
-[ ] Smith the Lord's Remannts [1 Craft, 1 unit of Lord's Bone] (Will trigger a quality roll)
--[ ] Weapons
-[ ] The Great Mending [2 Craft, 1 unit of Fabric]
-[ ] The Giant's Shield [2 Craft, 1 unit of Excellent Wood] (Will trigger a quality roll)
-[ ] Elixir of Wakefulness [1 Craft]
Raids, Expeditions and Diplomacy
-[ ] Follow the Path [0/100] (1 Warrior's Son die, 1 Son's Skirmisher die)
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.
-[ ] Rites of Death [Death] [Freed] (2 Mourner dice, 1 Unchained 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
-[ ] Teach the Shepherds (1 Personal die)
Sara Smith, the Mourner
-[ ] Tales of the Saints and Heroes [DC 20/50/??]
--[ ] Saint Lazarus, the Resurrected, patron of the ills and cursed (1 Personal die)
-[ ] Select Candidates
--[ ] Andreyas Sarsas[Free, no die needed]

Dice Remaining: 1 Colonist die, 1 Alexandre
Here's my plan draft as it stands, as I'm currently assuming that we still want Alexandre to work on a Lazarite-exclusive project, while a Colonist die is being retained as free so it can train the dogs. There are dice that can be freed up if necessary depending on what we're willing to sacrifice though. One of the things I'm hoping for tbh is that the Lazarite projects will be things we can accept going without so I can put Alexandre on the other Knowledge tasks and thus free up a Workforce die (or two, if we're willing to take Captain, Officers and Priest with just one die.)

Finding two Workforce dice to shake loose and go after Malcolm would be big. That would free up the Son and his Skirmishers to go murder on the Vermin, and would mean there's a decent chance that they can clear out the Eyevines (if all three Nodes are /75 Progress, and not increasing in Progress Required as the distance increases) or the Woodflesh Spiders (while the Blades + Sara deal with the Eyevines and the Dead occupy the Many-Limbed Devourers.
 
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Hhm great plan overall on shaving off dice for the path I think postponing both sulfur paths and to protect animals till next year and place the dead dice who act like generic workforce dice and place them in further out shaving off the colonist dice and the .protect animal colonist dice could be shaved cause of the blood rights from the shepards could let us keep our turkeys and chickens in our houses which was already ok cause they are small enough.
 
Though I suppose technically, it'd really mostly be the Son and his Skirmishers that are sidetracked with this work. The Silent Blades + Sara combo would only be needed for their half of the diversionary attacks. Still, they might be drawn off if the Sun-Loving Woods need help.
I'm not too worried about that. The Sun-Loving are winning by a sizable margin at the moment and neither side in the War of the Woods is likely to launch the sort of lightning offensives that could change that. These are trees after all They tend to play the long game, and the War in the Woods was designed to last four whole years if memory serves me right.

This is good, because I'm doubtful about Make the Galleon Seaworthy, among other reasons. Without a safe harbor, any increase in seaworthiness will likely be counteracted by the fact that we will be telegraphing our near-term interest in it to Winter just before Winter hits. I figure we stick with the ol' "Security through Obscurity" approach or try to build Deadport Turn 11.
Here's my plan draft as it stands, as I'm currently assuming that we still want Alexandre to work on a Lazarite-exclusive project, while a Colonist die is being retained as free so it can train the dogs. There are dice that can be freed up if necessary depending on what we're willing to sacrifice though. One of the things I'm hoping for tbh is that the Lazarite projects will be things we can accept going without so I can put Alexandre on the other Knowledge tasks and thus free up a Workforce die (or two, if we're willing to take Captain, Officers and Priest with just one die.)
I'd rather put one die on Funerary Practices at the moment. We mostly just need it to ensure that none of the new arrivals do something foolish like burying a dead loved one where Winter can subvert it.
Finding two Workforce dice to shake loose and go after Malcolm would be big. That would free up the Son and his Skirmishers to go murder on the Vermin, and would mean there's a decent chance that they can clear out the Eyevines (if all three Nodes are /75 Progress, and not increasing in Progress Required as the distance increases) or the Woodflesh Spiders (while the Blades + Sara deal with the Eyevines and the Dead occupy the Many-Limbed Devourers.
One option is to remove the Militia die from Devourers and place it on Follow the Path. A risk threshold of 20 on Sara isn't too bad, especially with her increased power and our omake bonuses. The Silent Blades, meanwhile, have a threshold of only 10, and they'll probably be getting their "1.5 times the roll" bonus for this.

As for the second die, you could grab Andreyas, but what about Alexandre, assuming there's no must-do Lazarite project of course? Bringing in a horrifically cursed ex-human sounds like it would be within his wheelhouse, especially if he's got the Militia to serve as muscle.

Also, one last thing, would you mind posting your drafts normally instead of in quote boxes from here on? It would make it a lot easier for me to quote specific parts of the draft if you did.
 
This is good, because I'm doubtful about Make the Galleon Seaworthy, among other reasons. Without a safe harbor, any increase in seaworthiness will likely be counteracted by the fact that we will be telegraphing our near-term interest in it to Winter just before Winter hits. I figure we stick with the ol' "Security through Obscurity" approach or try to build Deadport Turn 11.
Well, the thing is from this:
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:

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?
It would be enough.
At least if they don't get too beaten up by Winter and you don't let the galleon rot for 4 years.
It would be enough to put the galleon somewhere safe, within the Freed's protection. Which is why I was thinking we put either dice on making the Galleon seaworthy enough to get it into the Freed's protection, or to build up Deadport (which from its description, is implied will let the Freed bring it in themselves.) But Deadport would be twice as much progress required, so three dice just to have a >50% chance of completion.

I'm skeptical on how much safety obscurity will bring when the Unchained camp has already been ravaged by Winter. I'm not very fond of leaving the ability to fulfill a promise up to the chance of whether or not Winter feels it did a good enough job the first time around.

I'd rather put one die on Funerary Practices at the moment. We mostly just need it to ensure that none of the new arrivals do something foolish like burying a dead loved one where Winter can subvert it.
If we're willing to make do with one die, I'm for it. I do want to focus more on making sure we have good institutions set up for the role of Heroes. Especially since we seem to be accumulating them very, very rapidly.

One option is to remove the Militia die from Devourers and place it on Follow the Path. A risk threshold of 20 on Sara isn't too bad, especially with her increased power and our omake bonuses. The Silent Blades, meanwhile, have a threshold of only 10, and they'll probably be getting their "1.5 times the roll" bonus for this.

As for the second die, you could grab Andreyas, but what about Alexandre, assuming there's no must-do Lazarite project of course? Bringing in a horrifically cursed ex-human sounds like it would be within his wheelhouse, especially if he's got the Militia to serve as muscle.
Hmm, I wanted to have at least one Colonist die both for the per-die bonus they have, and the narrative of making sure that Malcolm is encountered by familiar faces. Good point on Alexandre though.

Militia should theoretically be viable, but I'm a bit worried. We know that Militia change the narrative of a diplomacy action to involving a degree of coercion, so I'm uneasy that he might react poorly. On the other hand, Militia actions either represent a mass deployment of the full militia for a brief period of time, or the use of those few who were veterans even before Winter (in other words, the people that Malcolm would have done most of his work alongside.)

Also, one last thing, would you mind posting your drafts normally instead of in quote boxes from here on? It would make it a lot easier for me to quote specific parts of the draft if you did.
Sure. I'd do that normally, but I didn't want anyone getting confused while the vote was still going on.
 
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Pursuant to the need to tow a wrecked galley, I just had the image of the Silent Blades being handed oars and turning out to be surprisingly good oarsmen.

After all, they're Viking skeletons, as I recall. Even with neither muscle-memories nor brain-memories, some skills are in the bone.

Well I just got back from going to church for Good Friday, which is a bit of a strange name for the day Christ died,
It's 'Good Friday' in part because in the Christian religion, Christ's unjust martyrdom is represented as the most pivotal, most defining moment of spiritual victory over the forces of evil in the history of humanity.
 
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Well @Chimeraguard I would like to give some feedback about your plan
  • I don´t think that the Make the Galleon Seaworthy is worth it, yeah I understand your fears, but OldShadow pretty much said that unless we burn the whole ship down the Freed would be able to rebuild... And about the Winter leaving it in peace... Why shouldn´t it? The camp is destroyed and we have picked the spoils, why waste his forces on that when it can use it against us?
  • I understand the need for Further out, but we have good reserves of gunpowder and we have not developed our GunPodwer production facilities enough to take advantage of the Sulfur Paths, so I would rather wait to take the Sulfur Path Actions until Spring
  • If we use those dice that we have taken from Make the Galleon Seaworthy and Sulfur Paths we have enough dice to take Follow the Path with regular Dice, leaving the Warrior's Son dice and the Skirmisher to use them against the Eyewines Nodes, which gives us a good chance of finishing up the Eyevines and getting another Patron...
  • I think that Setting up Wards shouls take priority over basically every other town action this turn...
  • With amazing results of Feeding the Voices with ashes, we may not need to take this action, since we could have the mandate finshed in a couple fo Turn without any extra input (it may be a good idea to use an OOC question to know exactly how much it will take to them to heal though) which frees another dice
  • Maybe this is my minmaxing side Talking but I would put 3 council dice (or at least 2) on Give power to the Assembly which would help our action economy tremendously, since we would have a couple of dice handling the Will of the People from that point on
  • If we can we should put the dead Dice dealing with the Devourers (for its inmunity for the Acid and that the QM already told us that they would be useful), and us the Militia dice in other things, Ideally training with Andreas...
 
Just getting the galleon seaworthy and anchoring it the James River next to Jamestown would be enough. It isn't like the original colonists had a port to put their ships into. That should take take two colonist dice to do. The rest can go to killing things and other Winter prep.

I'm not really sure about investing dice into other areas since this Winter is likely to be a bad one. Things like getting Old Seadog Jones as a hero can wait for spring, since we can then use his dice in Summer and Fall.

It's 'Good Friday' in part because in the Christian religion, Christ's unjust martyrdom is represented as the most pivotal, most defining moment of spiritual victory over the forces of evil in the history of humanity.
Personally, I'd consider the resurrection after the three days in Hell as the spiritual victory over evil. I'm more of a life and rebirth sort of person, so celebrating the tortured death of Christ feels a bit unpleasant. Calling it Holy Friday feels more appropriate.
 
Personally, I'd consider the resurrection after the three days in Hell as the spiritual victory over evil. I'm more of a life and rebirth sort of person, so celebrating the tortured death of Christ feels a bit unpleasant. Calling it Holy Friday feels more appropriate.
[shrugs]

It may also be a holdover. The meaning of words in the English language and the connotations they carry aren't entirely stable (see 'awesome' and 'dreadful,' which have gone from synonyms to being nearly antonyms). 'Good Friday' has been 'Good Friday' in Christendom for a very, very long time.
 
@OldShadow This question may require an OOC question, so if it is so please ignore it...

Leaving the Galleon where it is for this Winter intending to use it for completing the Dead Mariners on the waves again next year, would be relatively safe, somehow risky, or pretty risky?
 
This is good, because I'm doubtful about Make the Galleon Seaworthy, among other reasons. Without a safe harbor, any increase in seaworthiness will likely be counteracted by the fact that we will be telegraphing our near-term interest in it to Winter just before Winter hits. I figure we stick with the ol' "Security through Obscurity" approach or try to build Deadport Turn 11.
@Hunter531 I agree with you that we should leave the Galleon alone for this winter and make sure to get it repaired during the next year, but since Chimeraguard seems a little paranoid on this whole thing, It may be worth it to use an OOC question here asses the risks of leaving it where it is for this winter... That way we either quench the fears of our primary plan maker, or we know for sure that we must bring it in Deadtowm immediately and we can adjust our plans accordingly
 
  • I understand the need for Further out, but we have good reserves of gunpowder and we have not developed our GunPodwer production facilities enough to take advantage of the Sulfur Paths, so I would rather wait to take the Sulfur Path Actions until Spring
  • If we use those dice that we have taken from Make the Galleon Seaworthy and Sulfur Paths we have enough dice to take Follow the Path with regular Dice, leaving the Warrior's Son dice and the Skirmisher to use them against the Eyewines Nodes, which gives us a good chance of finishing up the Eyevines and getting another Patron...
Hmm, I want to keep doing at least one "productive to getting Gunpowder set up" action done per-turn. It tends to be something we cut out quite often. But I suppose we do have the coarse hairs for the sieves now. If we say that plus the charcoal counts as "doubling up", then maybe we could cut it out this turn.

Moreso since it seems Deer and Pelts is winning, so we'll have a reliable trade good to exchange for more gunpowder if/when the ship returns.

  • I think that Setting up Wards shouls take priority over basically every other town action this turn...
I'm still doing Food Traps, but Patterns of Protection would take 2 dice if we're lucky, and while it's +Knowledge, from what OldShadow has told us about, it's a type of Knowledge that doesn't provide that much protection against the Smallpox, since at the end of the day, it's a mundane disease.

  • With amazing results of Feeding the Voices with ashes, we may not need to take this action, since we could have the mandate finshed in a couple fo Turn without any extra input (it may be a good idea to use an OOC question to know exactly how much it will take to them to heal though) which frees another dice
Normally yeah, I'd say we just wait until the ashes finish replenishing the Wounded's injuries. But I feel that having them enter Winter with open wounds would be a bad idea when we know Winter is going to be targeting them. That feels like a vulnerability that it could exploit to get something into them.

But the fact that we don't need it to make them healthy again so long as we give enough time is why I've only put one die on it.

  • Maybe this is my minmaxing side Talking but I would put 3 council dice (or at least 2) on Give power to the Assembly which would help our action economy tremendously, since we would have a couple of dice handling the Will of the People from that point on
Eh, maybe. I think it would depend on whether we think the issue of sorting out the official position of Heroes is an issue that needs to be resolved earlier to prevent Issues from arising or not.

  • If we can we should put the dead Dice dealing with the Devourers (for its inmunity for the Acid and that the QM already told us that they would be useful), and us the Militia dice in other things, Ideally training with Andreas...
A good point. I decided to try with the Militia since narratively it felt like a good idea to get the Militia blooded a bit in the new combat style before Winter hits, plus the Militia has a narrower set of what they can do. If we're able to free up the Dead die, then I could see putting them into the Vermin Hunt instead and using the Militia elsewhere.
 
Hmm, I want to keep doing at least one "productive to getting Gunpowder set up" action done per-turn. It tends to be something we cut out quite often. But I suppose we do have the coarse hairs for the sieves now. If we say that plus the charcoal counts as "doubling up", then maybe we could cut it out this turn.

Moreso since it seems Deer and Pelts is winning, so we'll have a reliable trade good to exchange for more gunpowder if/when the ship returns.
And that is a very reasonable thing to do... But getting Malcolm back and the deal we have with shepherds have kind of screwed over our old plans, and compared with many things we want to do this is significantly less urgent.
I'm still doing Food Traps, but Patterns of Protection would take 2 dice if we're lucky, and while it's +Knowledge, from what OldShadow has told us about, it's a type of Knowledge that doesn't provide that much protection against the Smallpox, since at the end of the day, it's a mundane disease.
IIRC there was not much we could do except trust in the Ashes and the Quarantine... But I would rather put both of those dice on Patterns of Protection since getting that done seems like is going to help us much more to deal with knowledge threats than Food Traps...
Eh, maybe. I think it would depend on whether we think the issue of sorting out the official position of Heroes is an issue that needs to be resolved earlier to prevent Issues from arising or not.
Well, since we picked Steel in our Souls and we are reaching 75 morale this turn I don't think we are getting serious issues soon, so I would try to get the actions that help us with the action economy like giving power to the Assembly and Create minor Councils before handling the rest of stuff.
A good point. I decided to try with the Militia since narratively it felt like a good idea to get the Militia blooded a bit in the new combat style before Winter hits, plus the Militia has a narrower set of what they can do. If we're able to free up the Dead die, then I could see putting them into the Vermin Hunt instead and using the Militia elsewhere.
I think that it would be significantly more useful for the Militia to teach them how to use Razorweed since it allows them to turtle up while being able to damage anything supernatural with blowdarts... And if we put Andreas dice in training as well and roll well enough we may get an extra training action done... It would be perfect if we could use the Unchanied Dicem for the Champions action, but is unlikely that we can do it...
Normally yeah, I'd say we just wait until the ashes finish replenishing the Wounded's injuries. But I feel that having them enter Winter with open wounds would be a bad idea when we know Winter is going to be targeting them. That feels like a vulnerability that it could exploit to get something into them.

But the fact that we don't need it to make them healthy again so long as we give enough time is why I've only put one die on it.
I understand that, but if we want to truly cull the Vermins and get Malcolm Back before Winter hits, we need every dice we can afford...

And one last point @Chimeraguard that I kind of forgot in my previous post... If we take both Mourner Dice in the Shepherds for Corpses action we are getting another dead dice (or two if we are lucky) that would significantly strengthen the Freed and would give us dice that would be extremely useful to build up Deadport and the rest of associated projects next year.
 
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It would be enough to put the galleon somewhere safe, within the Freed's protection. Which is why I was thinking we put either dice on making the Galleon seaworthy enough to get it into the Freed's protection, or to build up Deadport (which from its description, is implied will let the Freed bring it in themselves.) But Deadport would be twice as much progress required, so three dice just to have a >50% chance of completion.
I admit that I missed that WoG, but I do think that the increased progress requirement is manageable if we use the Silent Blades plus Sara combo. We'd have like an 89% chance of completion in that scenario.
I'm skeptical on how much safety obscurity will bring when the Unchained camp has already been ravaged by Winter. I'm not very fond of leaving the ability to fulfill a promise up to the chance of whether or not Winter feels it did a good enough job the first time around.
It's definitely a risk, no denying that. I think it could be worthwhile though, We've been pretty diligent in completing Mandates for the Freed, so one failure won't be the end of the world.

Hmm, I wanted to have at least one Colonist die both for the per-die bonus they have, and the narrative of making sure that Malcolm is encountered by familiar faces. Good point on Alexandre though.

Militia should theoretically be viable, but I'm a bit worried. We know that Militia change the narrative of a diplomacy action to involving a degree of coercion, so I'm uneasy that he might react poorly. On the other hand, Militia actions either represent a mass deployment of the full militia for a brief period of time, or the use of those few who were veterans even before Winter (in other words, the people that Malcolm would have done most of his work alongside.)
I think you might be overestimating how sapient our lost hunter is at the moment. It sounds like this action is mostly just luring him to Union with food. The militia might be a bit more aggressive in theory, but I suspect that having Alexandre in charge should mitigate that.
Hmm, I want to keep doing at least one "productive to getting Gunpowder set up" action done per-turn. It tends to be something we cut out quite often. But I suppose we do have the coarse hairs for the sieves now. If we say that plus the charcoal counts as "doubling up", then maybe we could cut it out this turn.
Not sure if that qualifies unless we get an AP discount on the sieve-making action from it, but I suppose AP hell can't be denied. Anyways, what do you think about doing the Gunpowder Workshop for our next gunpowder action? It's less progress required than our other options, and could get us an idea of how far away we are from getting proper gunpowder made.

Speaking of making proper gunpowder, we're probably going to need silk tumblers to pull that off. Powder makers stuck pellets in them to make the surface powder less volatile. Another reason to get those Spiders killed. Thankfully it sounds like we'll need them last, so the Spiders haven't risen all that much on my priority list.
I think that it would be significantly more useful for the Militia to teach them how to use Razorweed since it allows them to turtle up while being able to damage anything supernatural with blowdarts... And if we put Andreas dice in training as well and roll well enough we may get an extra training action done... It would be perfect if we could use the Unchanied Dicem for the Champions action, but is unlikely that we can do it...
Razorweed would also be significantly more dangerous. Last thing we need is to go into Winter when a sizable chunk of militiamen have freshly opened wounds in their souls.
And one last point @Chimeraguard that I kind of forgot in my previous post... If we take both Mourner Dice in the Shepherds for Corpses action we are getting another dead dice (or two if we are lucky) that would significantly strengthen the Freed and would give us dice that would be extremely useful to build up Deadport and the rest of associated projects next year.
I'd love to grab an additional Dead die. Unfortunately, we're probably going to be taking casualties next Winter, so we need Rites of Death done Turn 11 to protect their souls.
 
Vote closed
Scheduled vote count started by OldShadow on Mar 27, 2024 at 7:05 PM, finished with 72 posts and 20 votes.

  • [X] Plan An Old Friend - Pelts and Deer
    -[X] Yes
    --[X] Beaver Pelts x2 (2 Points)
    --[X] Deers Herd (4 Points)
    --[X] Asylum (2 Points)
    --[X] Support x2 (2 Points)
    --[X] Secrets of the Blood-Links (4 Points)
    --[X] Hairs (2 Points)
    --[X] Food x1 (2 Points)
    --[X] Razorweed Leaves x1 (2 Points)
    --[X] Steel Tools x1 (3 Points)
    --[X] Songs of Death (7 Points)
    -[X] [Walker] A Path
    -[X] [Council] People's Will: New members of the Council must be approved by at least a third of the Assembly.
    -[X] [Council] Oath: New members of the Council must swear an oath before God, Saints and the Ancestors to serve impartially and advise wisely, without care for their own advancement. Those that betray this oath will be punished by:
    --[X] Expulsion from the Council, without possibility of joining it again.
    -[X] [Council] Experience: New members of the Council must have experienced at least two Winters in the New World.
    --[X] With the Escapees being given a one-time grandfathering clause in so they are not excluded.
    -[X] [Council] Veto: The Captain shall have a veto on any new members of the Council, that may be overruled by a two-third vote of the Assembly or Council.
    -[X] [Council] Expulsion: If two-third of the Assembly or Council, or half of both, vote for it, a Councilmenber may be expelled from its seat.
    -[X] [Members] Voices Heard
    -[X] [Anchorless] Bound
    [X] Plan An Old Friend - Wolves
    -[X] Yes
    --[X] Wolves (6 Points)
    --[X] Asylum (2 Points)
    --[X] Support x2 (2 Points)
    --[X] Secrets of the Blood-Links (4 Points)
    --[X] Hairs (2 Points)
    --[X] Food x1 (2 Points)
    --[X] Razorweed Leaves x1 (2 Points)
    --[X] Steel Tools x1 (3 Points)
    -[X] [Walker] A Path
    -[X] [Council] People's Will: New members of the Council must be approved by at least a third of the Assembly.
    -[X] [Council] Oath: New members of the Council must swear an oath before God, Saints and the Ancestors to serve impartially and advise wisely, without care for their own advancement. Those that betray this oath will be punished by:
    --[X] Expulsion from the Council, without possibility of joining it again.
    -[X] [Council] Experience: New members of the Council must have experienced at least two Winters in the New World.
    --[X] With the Escapees being given a one-time grandfathering clause in so they are not excluded.
    -[X] [Council] Veto: The Captain shall have a veto on any new members of the Council, that may be overruled by a two-third vote of the Assembly or Council.
    -[X] [Council] Expulsion: If two-third of the Assembly or Council, or half of both, vote for it, a Councilmenber may be expelled from its seat.
    -[X] [Members] Voices Heard
    -[X] [Anchorless] Bound
    [x] Plan Connections
    [X] Plan An Old Friend - Winter Rights
    -[X] Yes
    -[X] Goods bought
    --[X] Pelts x4 (2 Points)
    --[X] Beaver Pelts x2 (2 Points)
    --[X] Deers Herd (4 Points)
    --[X] Asylum (2 Points)
    --[X] Support x3 (3 Points)
    --[X] Secrets of the Blood-Links (4 Points)
    --[X] Hairs (2 Points)
    -[X] Goods sold
    --[X] Food x1 (2 Points)
    --[X] Razorweed Leaves x1 (2 Points)
    --[X] Steel Tools x1 (3 Points)
    --[X] Winter Rights (3 Points)
    --[X] Songs of Death (7 Points)
    -[X] [Walker] A Path
    -[X] [Council] People's Will: New members of the Council must be approved by at least a third of the Assembly.
    -[X] [Council] Age: new members of the Council must be older than 35.
    -[X] [Council] Oath: New members of the Council must swear an oath before God, Saints and the Ancestors to serve impartially and advise wisely, without care for their own advancement. Those that betray this oath will be punished by:
    --[X] Expulsion from the Council, without possibility of joining it again.
    -[X] [Council] Experience: New members of the Council must have experienced at least two Winters in the New World.
    --[X] With the Escapees being given a one-time grandfathering clause in so they are not excluded.
    -[X] [Council] Veto: The Captain shall have a veto on any new members of the Council, that may be overruled by a two-third vote of the Assembly or Council.
    -[X] [Council] Expulsion: If two-third of the Assembly or Council, or half of both, vote for it, a Councilmenber may be expelled from its seat.
    -[X] [Members] Voices Heard
    -[X] [Anchorless] Dreams
 
Vote tally didn't display it for some reason, but we're both buying and selling asylum. It's not just us asking for the right of asylum and not offering it in return.

And our amount of animals continue to grow. At least these ones feed themselves. And they're another emergency food source if winter goes really bad.

We'll just have to get the wolves some other day.
 
Happy Resurrection Sunday! (aka Easter)

I hope that you're enjoying some delicious chocolate eggs right now. Despite common belief, Easter eggs aren't really a pagan tradition. It is more a case of convergent beliefs. Eggs have been symbols of death and rebirth among many cultures around the world. Early Christians in the Middle East would dye eggs red as a symbol of Christs blood and to mark them as laid during Lent. This naturally merged with European spring traditions when Christianity spread there.

We really should search the Wilds for some native grapes and make some brewing vats. The people of Union haven't really had communion for several years since they don't have any wine.
 
We should be able to find Fox grapes, the progenitor of concord grapes. Or possibly a fantastical equivalent there of.
 
I admit that I missed that WoG, but I do think that the increased progress requirement is manageable if we use the Silent Blades plus Sara combo. We'd have like an 89% chance of completion in that scenario.
Mmm, less sure on that myself. When we used the Silent Blades to build the wall, it was noted as a mix of bulk labor and more "requires thinking" work, so the Silent Blades only gave their default dice value rather than the 1.5x modifier. Setting up a port is probably similar.

It's definitely a risk, no denying that. I think it could be worthwhile though, We've been pretty diligent in completing Mandates for the Freed, so one failure won't be the end of the world.
I'd still feel much safer on this note with an OOC question confirming how okay the ship will be if we wait until after the Winter is over. It would look pretty bad if the Mandate becomes incompletable from the Galleon no longer being in a useful state even for the Freed before we even did any actions regarding it.

Not sure if that qualifies unless we get an AP discount on the sieve-making action from it, but I suppose AP hell can't be denied. Anyways, what do you think about doing the Gunpowder Workshop for our next gunpowder action? It's less progress required than our other options, and could get us an idea of how far away we are from getting proper gunpowder made.
Eh, the Gunpowder Workshop is something I want to wait on until we get protective clothes/gear. It won't save from an explosion, but it'll help in the case of lesser accidents by Word of QM. Plus, it might let us actually handle the Devourer acid to use in the work (since it's flammable.)

Plus, the other projects have uses while the rest of the Gunpowder tree hasn't been worked through yet. Sulfur Paths would let us stockpile Sulfur so we have a large supply ready for when gunpowder is unlocked, while Saltpeter has use for fertilizer (which might not be necessarily as good for us with our supernaturally fertile territory, but it can't hurt, and if our scouting out leads us to other agricultural groups, it becomes a useful trade good.)
 
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We should be able to find Fox grapes, the progenitor of concord grapes. Or possibly a fantastical equivalent there of.
Honestly, once we get the Galleon back in shape we are going to get access to European resources much easily...

It would be much easier to get gravepine saplings, which are already domesticate rather than start the process with the Fox Grapes...
It's definitely a risk, no denying that. I think it could be worthwhile though, We've been pretty diligent in completing Mandates for the Freed, so one failure won't be the end of the world.
I am much less worried about losing the Mandate than I am about losing the ship... I mean that galleon would help us immensely because we could get access to European resources and assets without needing to deal with intermediaries that are going to inflate the price immensely... And it is extremely unlikely that we are going to get anything similar to that Galleon in many years...
Razorweed would also be significantly more dangerous. Last thing we need is to go into Winter when a sizable chunk of militiamen have freshly opened wounds in their souls.
We have been doing plenty of Razorweeds projects without any protection though... Besides that putting two dice here, one of wich is Andreas is going to reduce that risk a lot...
I'd love to grab an additional Dead die. Unfortunately, we're probably going to be taking casualties next Winter, so we need Rites of Death done Turn 11 to protect their souls.
Fair enough... But we have increased a lot our defense level on all fronts and we have unlocked a couple of things that are going to hamper the Winter, so even if we unleash Smallpox this year I don´t think we are going take that many casualties...
I'd still feel much safer on this note with an OOC question confirming how okay the ship will be if we wait until after the Winter is over. It would look pretty bad if the Mandate becomes incompletable from the Galleon no longer being in a useful state even for the Freed before we even did any actions regarding it.
I totally agree with this... Even if I consider very unlikely that we are going to lose it if we leave it alone for several reasons (the Winter is unlikely to focus on something so seemingly abandoned, the Winter is extremely unlikely to burn anything, the QM said Galleon would be resurrected and that making it seaworthy is not going to affect the outcome of A Dead Ship sail again [0/200] in any way)... Getting a confirmation would be a great deal for how much of a Gamechanger completing that mandate would be...
It would not interfere.
The Dead Mariners Mandateis not affected much by the physical state of the ship.
Eh, the Gunpowder Workshop is something I want to wait on until we get protective clothes/gear. It won't save from an explosion, but it'll help in the case of lesser accidents by Word of QM. Plus, it might let us actually handle the Devourer acid to use in the work (since it's flammable.)

Plus, the other projects have uses while the rest of the Gunpowder tree hasn't been worked through yet. Sulfur Paths would let us stockpile Sulfur so we have a large supply ready for when gunpowder is unlocked, while Saltpeter has use for fertilizer (which might not be necessarily as good for us with our supernaturally fertile territory, but it can't hurt, and if our scouting out leads us to other agricultural groups, it becomes a useful trade good.)
Not sure if that qualifies unless we get an AP discount on the sieve-making action from it, but I suppose AP hell can't be denied. Anyways, what do you think about doing the Gunpowder Workshop for our next gunpowder action? It's less progress required than our other options, and could get us an idea of how far away we are from getting proper gunpowder made.

Speaking of making proper gunpowder, we're probably going to need silk tumblers to pull that off. Powder makers stuck pellets in them to make the surface powder less volatile. Another reason to get those Spiders killed. Thankfully it sounds like we'll need them last, so the Spiders haven't risen all that much on my priority list.
I agree that getting our gunpowder industry going is pretty important... However with our plentiful reserves of gunpowder and having to finish the winter preparations and rescue Malcolm, I consider that the Gunpowder Tech tree is one of the less urgent things for this turn (especially if we want to rescue Malcolm with regular Dice, so that we can put all the Son and Skirmisher fice into dealing with the Vermin...)
 
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