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

We are going on a big raid this turn right? We should pray for Saint George or Michael, depending if it's monsters or people that we are fighting.
 
Integration objectives, when fulfilled, allow Workforce die to be fused into new types, combining bonus and available actions.

You will learn :
unhardened die will become die of their types after surviving one Winter.
Birth of a new people : Survive another two Winters, spread the Cult of the Saint and Ancestors, rediscover and spread to the entirety of Union the arts of the Awakes.
Result : Colonist and Native dice fuse into Unionfolk dice. Warning, this effect only apply to the founding people of Union ! (7 Colonist dice and 4 Native dice)

American Negus : Finish two additional Unchained actions and spread 2 additional Faillure's Lore. Complete the Prince's questline (hint : send him in on kingship's related actions)
Result : Unchained will be considered as part of Union's founding people. Will allow them to become Unionfolk. ???
Alrighty then, so this is a new thing I believe deserves to be discussed.

You Will Learn is simply enough. Birth of a New People means that we're gonna want to start planning on going to that Awake Ground. That's something I was planning on doing the year after next at the latest (before the Tribute-Takers hit), but if we're delaying the big raids until next Summer, I wonder if we could spare the dice to try it in the Spring...

Most challenging, American Negus huh...? Kingship related actions is something that I'm wondering what they would be. But I think we might want to look into the threadmark where Andreyas got introduced to us. I feel like monster-hunting is at least to some extent relevant, or striking out against enemies of the people, because that's what he was doing before he got captured as proof of his worthiness.
 
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The old english I feel is a style choice since the Quest takes place in the early 1600s. There's some issues with plurals, but English isn't the QM's first language.
 
We got new Crafting options with Stonework.

Of those the Hearths are top priority, better fuel efficiency means we consume less fuel.

The millstone will be usefull but is not super critical.
 
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[ ] Plan Pest Control
Fields
-[ ] Harvest [Task] (3 dice) (1 Colonist die, 1 Unhardened Colonist die, 1 Native die)
Wilds
-[ ] Rebuild the Peaceful Wilds
--[ ] Further out [0/100] (1 Colonist die, 1 Native 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] (2 Warrior's Son dice, 2 Son's Skirmishers dice)
--[ ] The Devourer Kingdoms [Vermin] [???] (2 Silent Blades dice, 1 Personal die)
Town
--[ ] Train Champions [0/100] (1 Unchained die)
-[ ] To protect animals [0/50] (1 Colonist die)
-[ ] Train the Militia against monsters [Militia]
--[ ] The Many Uses of Razorweeds [5/75] (Risky) (1 Militia die)
-[ ] Patterns of Protection [0/125] (2 Colonist dice)
-[ ] Underhives [0/75] (1 Dead die)
Crafting (7 Craft Points)
-[ ] Make tools for the Shepherds [1 Craft, 1 Mediocre Steel]
-[ ] Smith the Lord's Remnants [1 Craft, 1 Lord's Bone] (Will trigger a quality roll)
--[ ] Weapons
-[ ] Produce Protective Clothing [1 Craft, 1 Normal Leather] (Will trigger a quality roll)
-[ ] 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)
Raids, Expeditions and Diplomacy
-[ ] A path towards the Hunter [0/100] (1 Colonist die, 1 Alexandre die)
-[ ] Block the Wound [0/50] (1 Native die)
Knowledge
-[ ] Forceful Reciprocity
--[ ] 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 Generic 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
-[ ] Give power to the Assembly [DC 30/ ??/??] (2 Council dice, 1 Andreyas die)
-[ ] Funerary Practices [DC 25/75/ ???] (1 Council 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)

Okay, here's my old plan, adjusted for the extra dice and altered progress requirements.

Adding in, I managed to set up Underhives, Block the Wound, and continuing Free the Enslaved. But I imagine we'll want to make some adjustments.
[] Against the water [2 Craft] NEW
In the old country, it is said one of my ancestors built a palace of adobe for a cursed king, with strong walls and an unique, magical coating allowing this dwelling to endure the storms that followed the king in all places. I cannot reproduce the prowess of my ancestor, but give me the ressources, and I will make enough coating to protect all of Union against water.
Increase Union's resistance against water damages

[] Making Hearths [1 Craft] NEW

The people that made Union's hearths were full of vigor, but they do not have my kin's peerless tradition. Give me the time, and I will ensure every hearth in Union would be worthy of a king's hall !
Increase Union's fuel efficiency

[] Millstone [1 Craft] NEW

There is no town without millstones, true millstones, not the…things Union's people were forced to use. Let me make one !
Produce millstones, ???

[] Stonework [1 Craft] Trigger a Quality Roll NEW

I must admit, I know that Union cannot raise palaces. We do not have the people to carve enough stones, we do not have the clay and kilns to make enough bricks. I can, and will, do what I can, but beyond making small walls, perhaps paving a few streets, what I can do is…limited.
However, my line is known for our stonework, our statues and symbols. Give me the freedom to make art, and you will thank me. After all, do you not feel the Town Hall is quite dull, without even one of the "stone church cross" your kin seem to like so much ?
Oh yeah, and here's the Stonework options. Do we want to swap anything in our current Crafting set out for any of these? And if so, what are we willing to sacrifice?

Sidenote: I'm looking at those dams the Tribute-Takers are building and thinking we probably want Against the Water before the big attack comes. Though I don't think it's critical right now.

Allow transmission of Failure's arts. Even if this action is not taken, an automatic roll at no cost will take place in 2 turns. What art will and may be transmitted will be determined at random.
Oh, and I think the automatic roll is actually happening in 1 turn (which I think means it happens at the end of this turn or during Winter/next Spring, depending on how that works. It was 2 turns during turn 10.
 
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I'd swap Protective Clothing for Hearths. Better fuel efficiency would allow us to stack more Cold Dice on weather events.
Do we know that Hearths will improve heat? I mean, logically it probably does, but "fuel efficiency" sounds like it alters how much fuel we lose, and right now we have an excess of fuel stockpiled (more than we can use actually) due to cutting down the Blood-Loving Woods.

Hmm, swapping Protective Clothing would mean we probably want to swap out the experiments with the Razorweed though, since Protective Clothing was why I felt it was safe enough to do so. And Razorweed Experiments in turn was done so that the Militia quality would still be improving even without putting dice on doing Champions.

Gonna need to think on this...
 
I mean, logically it probably does, but "fuel efficiency" sounds like it alters how much fuel we lose, and right now we have an excess of fuel stockpiled (more than we can use actually) due to cutting down the Blood-Loving Woods.
I imagine that its the same as with the food. We can consume the stockpile to nullify dice failures. So having a bigger stockpile of fuel would be nice.
 
Oh yeah, protective Clothing is for Smallpox as well. Hmm...We could swap out Giant's Shields and replace it with smithing the 2nd set of Lordsbone into armor, then used the freed up Craft die for Hearths.

We would lose the Shields, but if the Armor pans out we'd at least have some kind of improvement to the protection of the militia.
 
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++++++++ Food
+++++ Herb
Welp, it's a good thing we've done all those food storage improvements. For those unaware about this somewhat obscure part of planquests, each additional + sign is roughly exponentially more than the previous one.
We are going on a big raid this turn right? We should pray for Saint George or Michael, depending if it's monsters or people that we are fighting.
I'd much prefer praying to Saint Lazarus given that we're planning to unleash smallpox upon Union this Winter.
Most challenging, American Negus huh...? Kingship related actions is something that I'm wondering what they would be. But I think we might want to look into the threadmark where Andreyas got introduced to us. I feel like monster-hunting is at least to some extent relevant, or striking out against enemies of the people, because that's what he was doing before he got captured as proof of his worthiness.
My guess is that it's all about protecting and leading his people.
Doing away with Food Traps on the assumption that the strengthened Mourners + Sara (and possibly Ghostnose dogs) will be enough reinforcement on the anti-Spirit front, and away with Paths with the hope of buying more Gunpowder from the trader to make up for delaying our own production thereof.
I'm actually not that crazy about Deadhives, so what about moving the Dead die around to open that up?
Oh yeah, protective Clothing is for Smallpox as well. Hmm...We could swap out Giant's Shields and replace it with smithing the 2nd set of Lordsbone into armor, then used the freed up Craft die for Hearths.

We would lose the Shields, but if the Armor pans out we'd at least have some kind of improvement to the protection of the militia.
I'm pretty heavily against doing that. We'd basically be trading a direct improvement to Defense for an indirect improvement to Heat, and our Heat situation is better than our Defense situation imo.
 
I'm actually not that crazy about Deadhives, so what about moving the Dead die around to open that up?
Hmm, Food Traps is a Town action, so that might cause Morale Loss, but the Dead die could still be used to free up dice for use elsewhere.

...Actually, what if we used the Dead die on Healing the Wounded? Undead insects (or insect-equivalents) sound like they could actually be beneficial for the Trees.

Also, with the Negus plotline, I feel like we want Andreyas off of the Council work and onto either Training Champions or being part of the Vermin purge. But that reduces giving Power to the Assembly to 2 dice instead of 3 as part of aiming for the maximum...
 
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--[ ] Further out [0/100] (1 Colonist die, 1 Native die)
If we are taking the Tribute Taker Raids in Summer, we can do it with a single dice this turn, there is lots of stuff to do this autumn and this is not that urgent...
-[ ] Purge the Vermin [Away With the Pests] [Risky]
--[ ] The Tower of Eyes [Vermin][???]
---[ ] Strike down the Node (Risky) [0/75] (2 Warrior's Son dice, 2 Son's Skirmishers dice)
--[ ] The Devourer Kingdoms [Vermin] [???] (2 Silent Blades dice, 1 Personal die)
I thought we were trying to get the Spiders dealt with this turn...
--[ ] Train Champions [0/100] (1 Unchained die)
-[ ] Rites of Death [Death] [Freed] (2 Mourner dice, 1 Unchained die)
I would rather put both Unchained dice into the Champion so that it can finish this turn... As I said before giving the Militia a proper chain of command is probably our best shot at getting an extra militia dice...
-[ ] Forceful Reciprocity
--[ ] Free the Enslaved [21/100] (1 Failure die)
Honestly, I would rather put these dice somewhere else, we are not going against the Tibute Takers for a 3 seasons and we need this for more urgent projects...
-[ ] Underhives [0/75] (1 Dead die)
I am not too interested on this action, the hives kind of regenerate themselves after using them... If we are dealing with the Devourers this season I would rather put them there to both reduce the risk and to maximize the damage done...

Crafting (7 Craft Points)
-[ ] Make tools for the Shepherds [1 Craft, 1 Mediocre Steel]
-[ ] Smith the Lord's Remnants [1 Craft, 1 Lord's Bone] (Will trigger a quality roll)
--[ ] Weapons
-[ ] Produce Protective Clothing [1 Craft, 1 Normal Leather] (Will trigger a quality roll)
-[ ] 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)
TBH, with the Ashes coating that we took the last turn the weapons of our militia are good enough to handle most supernatural stuff ( especially if we take into account the shields and razorweed training) so I don´t really see the need of going for this...

And if we are going for the Smallpox thing now, we may want to put a dice to help with the crafting and to make sure to get this done before Winter...
[] Ashen Paints [2 Craft] Trigger a Quality Roll NEW
From the basis of the ashes coating used to make our weapons effective against spiritual foes, some of the wises think they could create a paint to strengthen when needed our homes and people against spiritual assaults.
Of course, trying does not mean they will succeed.
Try to develop a general, ashes-based protective paint
 
-[ ] The Great Mending [2 Craft, 1 unit of Fabric]
What do you think about switching this out for additional Winter Clothing? Something tells me that the people of Union would prefer that to new duds. I know we'd be effectively "wasting" a unit of trade value if we used the Beaver Pelts, but we can make that up by going on a hunting expedition next Spring. I know you intend to buy extra gunpowder next turn to make up for not doing it this one, but I'd honestly prefer to just do two gunpowder actions next Spring. It helps that getting alcohol production going qualifies as one imo.
Hmm, Food Traps is a Town action, so that might cause Morale Loss, but the Dead die could still be used to free up dice for use elsewhere.
I'd rather do Flesh Traps anyways. We could use the Dead die to get some more gunpowder progress done or switch out the die on the Wound.
...Actually, what if we used the Dead die on Healing the Wounded? Undead insects (or insect-equivalents) sound like they could actually be beneficial for the Trees.
Given we're only doing this to close up the open wounds, I'm not sure how helpful that would be. I mean, if we wanted to accelerate the Voices' recovery even more they'd be great, but I'm not sure how good they would be at bandaging.
Also, with the Negus plotline, I feel like we want Andreyas off of the Council work and onto either Training Champions or being part of the Vermin purge. But that reduces giving Power to the Assembly to 2 dice instead of 3 as part of aiming for the maximum...
Power is a governance action though, so I wouldn't be surprised if it advances that plotline anyways.
I would rather put both Unchained dice into the Champion so that it can finish this turn... As I said before giving the Militia a proper chain of command is probably our best shot at getting an extra militia dice...
Unfortunately, I don't think we can take the die off of Rites given the sort of casualties we'll probably be facing this Winter.
If we are dealing with the Devourers this season I would rather put them there to both reduce the risk and to maximize the damage done...
Eh, the risk is already pretty darn low, and I'm not too interested in maximizing the damage when we have so many other options.

TBH, with the Ashes coating that we took the last turn the weapons of our militia are good enough to handle most supernatural stuff ( especially if we take into account the shields and razorweed training) so I don´t really see the need of going for this...

And if we are going for the Smallpox thing now, we may want to put a dice to help with the crafting and to make sure to get this done before Winter...
From what I can recall, the reason why I originally lobbied for the Lordsbone weapons was because I wanted to get the whole militia armed with good weapons before Winter hit. That being said, I had no idea about Ashen Paints existing at the time, so I'd be fine with the switch you proposed. Perhaps we take the die off of Patterns, since they seem to do roughly the same thing?
 
What do you think about switching this out for additional Winter Clothing? Something tells me that the people of Union would prefer that to new duds. I know we'd be effectively "wasting" a unit of trade value if we used the Beaver Pelts, but we can make that up by going on a hunting expedition next Spring. I know you intend to buy extra gunpowder next turn to make up for not doing it this one, but I'd honestly prefer to just do two gunpowder actions next Spring. It helps that getting alcohol production going qualifies as one imo.
Could work, yeah. Though, @OldShadow shouldn't we have another two Normal Leather from the Hunting?

I'd rather do Flesh Traps anyways. We could use the Dead die to get some more gunpowder progress done or switch out the die on the Wound.
Yeah, I want to do Flesh Traps. But I'm not quite sure if the [Free] there means "there's no additional cost, you just have to complete Food Traps while using this" or "Flesh Traps can be done automatically with no dice." If it's the latter, that's even better.

Given we're only doing this to close up the open wounds, I'm not sure how helpful that would be. I mean, if we wanted to accelerate the Voices' recovery even more they'd be great, but I'm not sure how good they would be at bandaging.
I'm mostly just trying to find an action that takes place far away from everyone else to avoid a Morale Loss. I suppose if we reduce Further Out to just 1 die, it can be that.

Power is a governance action though, so I wouldn't be surprised if it advances that plotline anyways.
Maybe. But when Andreyas wanted to prove himself worthy, he didn't ask to participate in governance, or have his own fief to administrate. He went out to slay monsters and recover stolen relics. And we've had Andreyas on Council work for a couple turns now and there hasn't been any sign of progression through a plotline.
 
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Unfortunately, I don't think we can take the die off of Rites given the sort of casualties we'll probably be facing this Winter.
Maybe not taking, the dice away, but we can shuffle things a bit, for example, we can have Failure dealing with healing the voices, or remove one of the dice from Further out... We can have a not unchanied dice dealing with it and free it for the Champions action...
From what I can recall, the reason why I originally lobbied for the Lordsbone weapons was because I wanted to get the whole militia armed with good weapons before Winter hit. That being said, I had no idea about Ashen Paints existing at the time, so I'd be fine with the switch you proposed. Perhaps we take the die off of Patterns, since they seem to do roughly the same thing?
TBH, the combination of ash covering the weapons and getting a Malcolm in DoomGuy mode armed with Lordsbone weapons makes it up for it...

I would not leave the Patterns behind though, Knowledge has always been our weak point when we deal with Winter...

And speaking of Patterns @OldShadow IIRC a part of the overflow of the True Homes for a True People should have gor towards Patterns...
No, part of it go into granaries and warding patterns, part into enhancing further the new houses.

And since we finished a mandate last turn, I think we should be able to pick a new one...
 
I'm mostly just trying to find an action that takes place far away from everyone else to avoid a Morale Loss. I suppose if we reduce Further Out to just 1 die, it can be that.
There's Block the Wound. I could have sworn I mentioned it in my previous post but it appears that I forgot.
Maybe. But when Andreyas wanted to prove himself worthy, he didn't ask to participate in governance, or have his own fief to administrate. He went out to slay monsters and recover stolen relics. And we've had Andreyas on policymaking for a couple turns now and there hasn't been any sign of progression.
I don't think Ashen Mass qualifies as a governance so much as a religious action, though I see your point.
Maybe not taking, the dice away, but we can shuffle things a bit, for example, we can have Failure dealing with healing the voices, or remove one of the dice from Further out... We can have a not unchanied dice dealing with it and free it for the Champions action...
If we're going to be doing Champions this turn, I think it should be with Andreyas given the questline we have just discovered.
And since we finished a mandate last turn, I think we should be able to pick a new one...
Given the difficulty Oldshadow had with getting this update out, I'm fine with skipping getting a new Mandate this turn. Our dance card is full enough that we would probably be best served by waiting on picking another Mandate anyways.
 
[] Remember the Fallen [0/75] [Freed]

Part of me wants to do this with a colonist die and a dead die because the fact that the dead linger on is an important part of the New society that is being built.
 
I'm considering doing it, but the Dead die I think would be a poor choice, because our Dead die represents what are basically undead insects, or shattered bits of bone that act like an insect hive, rather than Ghosts of our deceased.
 
I'm considering doing it, but the Dead die I think would be a poor choice, because our Dead die represents what are basically undead insects, or shattered bits of bone that act like an insect hive, rather than Ghosts of our deceased.
Fair point. If we had freed, who are much more human ghosts, it would make more sense.
 
We should seriously consider doing [] To protect animals [0/50] as I don't like the idea of us losing what we went through the trouble of buying (or people getting sick) because we didn't have a place to protect our chickens.
 
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