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

Hmm. Okay then, so we do want to keep doing Empower the Assembly after all. In which case the new issue becomes whether we want to keep it on 3 dice to focus on getting the maximum gain, or if we want to reduce it to 2 dice to put 2 dice on Funerary Practices.

I could see it being either way. On one hand, more dice. On the other hand, this is a land where nothing stays dead. Having good Funerary Practices codified and implemented may be very important.

We are doing a religious action this turn, so hopefully that'll help, and I've made sure to put them on projects with other types of dice (I wonder if I should move some stuff around though. Last time I did it with a Colonist and a Native so they had some familiar faces, maybe this time do a Native and Unchained?)

I should have enough time after I sleep for another couple hours before vote is called to make final edits, so please give me your opinions so I can read through them once I'm awake.

Edit: Okay, tbh leaning on a 2-2 split. Even with just 2 dice, once omakes and per die bonuses are factored in that's still a 70% chance of breaching 100, which is probably the largest DC for the Assembly. Think I'll keep Sara on Assembly after all because she should have a slightly higher bonus than Council dice (which should be taking a -2 penalty due to teaching children, though that's not registered on the Turn 11 sheet.)
 
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Canon.
The Federation is dead, but remembered, and death is a far less inescapable fate in this land...

To stop the Newcomers from being isolated, you need to either truly convert them to the Cult of Saint and Heroes (mostly through continued religious actions), make them feel their voices as heard for decisions (missed opportunity last turn, since they cannot have members in the Council) by empowering the Assembly for example, or, less effectively, by making them work on shared actions with other types of dice (like the harvest...)

The consequences are that the Newcomers will be more vulnerable to subvertion from Winter, and may make stupids mistakes out of distrust. For now, I will put the chance of the Newcomers to come out of the Winter unharmed at 20% and the chances of simply losing their die at around 30%-40%. Winter is hell for the unready, and from their experiences, most folks in Union have a "shoot first, ask questions laters" for people that seem to become corrupted and cannot be easily immobilized or locked up.

For people that find this high, remenber, Jamestown had a 75%-80% lose rate, and it would have been almost a 100% without very lucky breaks.
Then @OldShadow the just to be sure Funeral Rites is just a council action, or it would also be considered a Religious action?

I am asking because even if it is a council action, funeral rites tend to be a fairly major part of the doctrine of most religions...
 
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Then @OldShadow the just to be sure Funeral Rites is just a council action, or it would also be considered a Religious action?

I am asking because even if it is a council action, funeral rites tend to be a fairlr major part of modt religions
Yes, both types.
It is about codifying the funerals practices of Union, taking into account all the locals odities (dead people can return as ghosts, Winter really like using corpses to make monsters...) and the fact that the various peoples in Union have vastly different traditional funerals practices.
 
Edit: Okay, tbh leaning on a 2-2 split. Even with just 2 dice, once omakes and per die bonuses are factored in that's still a 70% chance of breaching 100, which is probably the largest DC for the Assembly. Think I'll keep Sara on Assembly after all because she should have a slightly higher bonus than Council dice (which should be taking a -2 penalty due to teaching children, though that's not registered on the Turn 11 sheet.
Yes, both types.
It is about codifying the funerals practices of Union, taking into account all the locals odities (dead people can return as ghosts, Winter really like using corpses to make monsters...) and the fact that the various peoples in Union have vastly different traditional funerals practices.
Well @Chimeraguard with this new info I am convinced that putting at least 2 dice on the Funeral Rites is on our best interest... BUT if we are not putting 3 dices on the Assembly thingy I would rather wait for spring to take this action, and put those 2 dice on something else, my preference would be Shepherds for Corpses so that we can gen another extra dice in Spring and give the Freed a bit of an extra punch in Winter.

Edit: After the mini extension of the OOC Question that OldShadow has given us, I agree on putting 2 dice on each action is the best we can do... Let's bite the bullet and hope that we get at least average results on those dice.
 
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The consequences are that the Newcomers will be more vulnerable to subvertion from Winter, and may make stupids mistakes out of distrust. For now, I will put the chance of the Newcomers to come out of the Winter unharmed at 20% and the chances of simply losing their die at around 30%-40%. Winter is hell for the unready, and from their experiences, most folks in Union have a "shoot first, ask questions laters" for people that seem to become corrupted and cannot be easily immobilized or locked up.

For people that find this high, remenber, Jamestown had a 75%-80% lose rate, and it would have been almost a 100% without very lucky breaks.
Maybe this is stretching the OOC questions a little too much @OldShadow ... But assuming that we get a good result in Assembly and the religious actions (which are both things that you suggested to lessen their isolation) we are taking, how much would increase their odds of them surviving their first Winter?
 
Maybe this is stretching the OOC questions a little too much @OldShadow ... But assuming that we get a good result in Assembly and the religious actions (which are both things that you suggested to lessen their isolation) we are taking, how much would increase their odds of them surviving their first Winter?
Hmmm...I will not give specifics numbers, or the exacts benefits of the actions, but I would say that in ideals conditions, the risk of permanently losing a dice could be reduced to 20%-10%.
10% is the current absolute minimum for first timers, if a modern US army unit was transported by act of ROB in the region, had Autumn to fortify and local help against supernatural help, they would still probably lose 1 in 10 of their soldiers during the Winter.
 
[X] Plan Pest Control
Fields
-[X] Harvest [Task] (3 dice) (1 Unhardened Colonist die, 1 Native die, 1 Unchained die)
Wilds
-[X] Rebuild the Peaceful Wilds
--[X] Further out [0/100] (1 Dead die)
-[X] Gathering Expedition [DC 20/80/120] (1 Colonist die, 1 Native die)
-[X] Purge the Vermin [Away With the Pests] [Risky]
--[X] The Tower of Eyes [Vermin][???]
---[X] Strike down the Node (Risky) [0/75] (2 Warrior's Son dice, 2 Son's Skirmishers dice)
--[X] The Devourer Kingdoms [Vermin] [???] (2 Silent Blades dice, 1 Personal die)
Town
-[X] Train Champions [0/100] (1 Unchained die, 1 Andreyas die)
-[X] The Food Traps [0/25] (1 Generic die)
--[X] The Flesh Traps [Free]
-[X] To protect animals [0/50] (1 Native die)
-[X] Train the Militia against monsters [Militia]
--[X] Spread and Regroup [10/75] (1 Militia Die)
-[X] Patterns of Protection [30/125] (2 Colonist dice)
Crafting (7 Craft Points)
-[X] Make tools for the Shepherds [1 Craft, 1 Mediocre Steel]
-[X] Produce Winter Clothing [1 Craft, 1 Normal Leather]
-[X] Produce Protective Clothing [1 Craft, 1 Normal Leather] (Will trigger a quality roll)
-[X] The Giant's Shield [2 Craft, 1 unit of Excellent Wood] (Will trigger a quality roll)
-[X] Ashen Paints [2 Craft] (Will trigger a quality roll.)
Raids, Expeditions and Diplomacy
-[X] A path towards the Hunter [0/100] (2 Colonist dice)
-[X] Block the Wound [0/50] (1 Native die)
Knowledge
-[X] Forceful Reciprocity
--[X] Free the Enslaved [21/100] (1 Alexandre die)
-[X] Heal the Wounded
--[X] We shall patch the wounds of their vessels and ensure the trees are healthy [DC ??] (1 Colonist die)
---[X] Write-In: Set aside a unit of Excellent Bark to be expended in this if it is deemed beneficial.
-[X] Rites of Death [Death] [Freed] (1 Colonist die, 1 Mourner die, 1 Failure die)
The Council
-[X] Give power to the Assembly [DC 30/ ??/??] (1 Council die, 1 Personal die)
-[X] Funerary Practices [DC 25/75/ ???] (2 Council dice)
Death Singing
-[X] Teach the Shepherds (1 Mourner die)
Sara Smith, the Mourner
-[X] Tales of the Saints and Heroes [DC 20/50/??]
--[X] Saint Lazarus, the Resurrected, patron of the ills and cursed (1 Personal die)
The plan as it stands. I moved dice around so that the Unhardened Colonists are working alongside Natives and Unchained (last turn they worked alongside Colonists and Natives, so they should at least be acclimated enough for it this turn.)

I have the 2-2 dice split for The Council, with Sara going onto Assembly because I think she should have a higher per-die bonus (since the Council are teaching children.)

I think I'm mostly happy with this plan. Though I should note that A path towards the Hunter has "only" about an 80% chance of completing when you factor in omakes and per-dice bonuses. That should be enough, but is anyone worried enough to want me to put another die on that? Hopefully not, but I wanted to make sure because I'm feeling twitchy.
 
I think I'm mostly happy with this plan. Though I should note that A path towards the Hunter has "only" about an 80% chance of completing when you factor in omakes and per-dice bonuses. That should be enough, but is anyone worried enough to want me to put another die on that? Hopefully not, but I wanted to make sure because I'm feeling twitchy.
I wouldn't be too worried about it... In all the previous Autumn's results when we didn´t manage to finish important projects we have always had the option of finishing them by spending morale points, so even if we roll very badly we would still get Malcolm back...

It would be a shame to lose the extra workforce dice and the bonus though...
 
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Vote closed
Scheduled vote count started by OldShadow on May 19, 2024 at 7:24 PM, finished with 87 posts and 24 votes.

  • [X] Plan Pest Control
    -[X] Harvest [Task] (3 dice) (1 Unhardened Colonist die, 1 Native die, 1 Unchained die)
    -[X] Rebuild the Peaceful Wilds
    --[X] Further out [0/100] (1 Dead die)
    -[X] Gathering Expedition [DC 20/80/120] (1 Colonist die, 1 Native die)
    -[X] Purge the Vermin [Away With the Pests] [Risky]
    --[X] The Tower of Eyes [Vermin]
    ---[X] Strike down the Node (Risky) [0/75] (2 Warrior's Son dice, 2 Son's Skirmishers dice)
    --[X] The Devourer Kingdoms [Vermin] (2 Silent Blades dice, 1 Personal die)
    -[X] Train Champions [0/100] (1 Unchained die, 1 Andreyas die)
    -[X] The Food Traps [0/25] (1 Generic die)
    --[X] The Flesh Traps [Free]
    -[X] To protect animals [0/50] (1 Native die)
    -[X] Train the Militia against monsters [Militia]
    --[X] Spread and Regroup [10/75] (1 Militia Die)
    -[X] Patterns of Protection [30/125] (2 Colonist dice)
    -[X] Make tools for the Shepherds [1 Craft, 1 Mediocre Steel]
    -[X] Produce Winter Clothing [1 Craft, 1 Normal Leather]
    -[X] Produce Protective Clothing [1 Craft, 1 Normal Leather] (Will trigger a quality roll)
    -[X] The Giant's Shield [2 Craft, 1 unit of Excellent Wood] (Will trigger a quality roll)
    -[X] Ashen Paints [2 Craft] (Will trigger a quality roll.)
    -[X] A path towards the Hunter [0/100] (2 Colonist dice)
    -[X] Block the Wound [0/50] (1 Native die)
    -[X] Forceful Reciprocity
    --[X] Free the Enslaved [21/100] (1 Alexandre die)
    -[X] Heal the Wounded
    --[X] We shall patch the wounds of their vessels and ensure the trees are healthy [DC ??] (1 Colonist die)
    ---[X] Write-In: Set aside a unit of Excellent Bark to be expended in this if it is deemed beneficial.
    -[X] Rites of Death [Death] [Freed] (1 Colonist die, 1 Mourner die, 1 Failure die)
    -[X] Give power to the Assembly [DC 30/ ??/??] (1 Council die, 1 Personal die)
    -[X] Funerary Practices [DC 25/75/ ???] (2 Council dice)
    -[X] Teach the Shepherds (1 Mourner die)
    -[X] Tales of the Saints and Heroes [DC 20/50/??]
    --[X] Saint Lazarus, the Resurrected, patron of the ills and cursed (1 Personal die)
    [X] Plan Forest of Life, Town of Death
    -[X] Teach the Shepherds [Task] [1 [Death Singing] Die] 1 Mourner Knowledge die
    -[X] Make tools for the Sheperds [1 Craft ; 1 Mediocre Steel]
    -[X] Harvest [Task] (3 Dice) 1 Unhardened Colonist die, 1 Colonist Die, 1 Native Die
    -[X] Rebuild the Peaceful Wilds
    --[X] Forest Gardens [0/150] 3 Native Dice
    --[X] Sulfur Paths [0/75] 2 Colonist Die
    --[X] Iron Paths [0/75] 1 Generix Die
    --[X] Deers Clearings [0/100] 2 Colonist Dice
    --[X] Gathering Expedition [DC 20/80/120]: 1 Unchained Die, 1 Colonist die
    -[X] Purge the Vermin [Away With the Pests] [Risky]
    --[X] The Tower of Eyes [Vermin]
    ---[X] Strike down the Node (Risky) [0/75] 2 Warrior Son Dice, 2 Skirmishers Dice
    -[X] Train Champions [0/100] 1 Unchained Die, 1Andreyas Sarsa Die
    -[X] Train the Militia against monsters [Militia]
    --[X] Spread and Regroup [10/75] (1 Militia Die)
    -[X] The Food Traps [0/25] 1 Council Die
    --[X] The Flesh Traps [Free]
    -[X] To protect animals [0/50] 1 Colonist Die
    -[X] Underhives [0/75] 1 Dead Die
    -[X] The great mending [2 Craft, 1 unit of Fabric]
    -[X] The Giant's Shield [2 Craft, 1 unit of Excellent Wood] (Will trigger a quality roll)
    -[X] Produce Protective Clothing [1 Craft, 1 Normal Leather] (Will trigger a quality roll)
    -[X] Making Hearths [1 Craft]
    -[X] A path towards the Hunter [0/100] 2 Sara dice, 1 Silent Blades die
    -[X] Forceful Reciprocity
    --[X] Free the Enslaved [21/100] (1 Alexandre die)
    -[X] Rites of Death [0/150] [Death] [Freed] 1 Mourner Die, 1 Failure Die, 1 Sara Die
    -[X] Funerary Practices [DC 25/75/ ???] (2 Council dice)
    [x] Chimeraguard
OldShadow threw 1 100-faced dice. Reason: Further out Total: 34
34 34
OldShadow threw 2 100-faced dice. Reason: Gathering Expedition Total: 123
42 42 81 81
OldShadow threw 4 100-faced dice. Reason: Strike down the Node Total: 141
86 86 11 11 16 16 28 28
OldShadow threw 3 100-faced dice. Reason: Devourer Kingdoms Total: 126
76 76 35 35 15 15
OldShadow threw 2 100-faced dice. Reason: Train Champions Total: 56
7 7 49 49
OldShadow threw 1 100-faced dice. Reason: Food traps Total: 19
19 19
OldShadow threw 1 100-faced dice. Reason: To protect animals Total: 98
98 98
OldShadow threw 1 100-faced dice. Reason: Spread and Regroup Total: 34
34 34
OldShadow threw 2 100-faced dice. Reason: Patterns of Protection Total: 109
69 69 40 40
OldShadow threw 1 100-faced dice. Reason: Quality Protective Clothing Total: 79
79 79
OldShadow threw 1 100-faced dice. Reason: Quality Shield Total: 11
11 11
OldShadow threw 1 100-faced dice. Reason: Quality Ashen Paints Total: 3
3 3
OldShadow threw 1 100-faced dice. Reason: Black the Wound Total: 47
47 47
OldShadow threw 1 100-faced dice. Reason: Free the Enslaved Total: 15
15 15
OldShadow threw 1 100-faced dice. Reason: Heal the Wounded Total: 84
84 84
OldShadow threw 3 100-faced dice. Reason: Rites of Dead Total: 218
76 76 69 69 73 73
OldShadow threw 2 100-faced dice. Reason: Give power to the Assembly Total: 88
22 22 66 66
OldShadow threw 2 100-faced dice. Reason: Funerary Practices Total: 82
80 80 2 2
OldShadow threw 1 100-faced dice. Reason: Tales of the Saints and Heroes Total: 13
13 13
OldShadow threw 1 100-faced dice. Reason: Re roll Total: 72
72 72
OldShadow threw 1 100-faced dice. Reason: Re roll Wild Total: 82
82 82
OldShadow threw 2 100-faced dice. Reason: A path towards the Hunters Total: 136
74 74 62 62
 
Scheduled vote count started by OldShadow on May 19, 2024 at 7:24 PM, finished with 87 posts and 24 votes.

  • [X] Plan Pest Control
    -[X] Harvest [Task] (3 dice) (1 Unhardened Colonist die, 1 Native die, 1 Unchained die)
    -[X] Rebuild the Peaceful Wilds
    --[X] Further out [0/100] (1 Dead die)
    -[X] Gathering Expedition [DC 20/80/120] (1 Colonist die, 1 Native die)
    -[X] Purge the Vermin [Away With the Pests] [Risky]
    --[X] The Tower of Eyes [Vermin]
    ---[X] Strike down the Node (Risky) [0/75] (2 Warrior's Son dice, 2 Son's Skirmishers dice)
    --[X] The Devourer Kingdoms [Vermin] (2 Silent Blades dice, 1 Personal die)
    -[X] Train Champions [0/100] (1 Unchained die, 1 Andreyas die)
    -[X] The Food Traps [0/25] (1 Generic die)
    --[X] The Flesh Traps [Free]
    -[X] To protect animals [0/50] (1 Native die)
    -[X] Train the Militia against monsters [Militia]
    --[X] Spread and Regroup [10/75] (1 Militia Die)
    -[X] Patterns of Protection [30/125] (2 Colonist dice)
    -[X] Make tools for the Shepherds [1 Craft, 1 Mediocre Steel]
    -[X] Produce Winter Clothing [1 Craft, 1 Normal Leather]
    -[X] Produce Protective Clothing [1 Craft, 1 Normal Leather] (Will trigger a quality roll)
    -[X] The Giant's Shield [2 Craft, 1 unit of Excellent Wood] (Will trigger a quality roll)
    -[X] Ashen Paints [2 Craft] (Will trigger a quality roll.)
    -[X] A path towards the Hunter [0/100] (2 Colonist dice)
    -[X] Block the Wound [0/50] (1 Native die)
    -[X] Forceful Reciprocity
    --[X] Free the Enslaved [21/100] (1 Alexandre die)
    -[X] Heal the Wounded
    --[X] We shall patch the wounds of their vessels and ensure the trees are healthy [DC ??] (1 Colonist die)
    ---[X] Write-In: Set aside a unit of Excellent Bark to be expended in this if it is deemed beneficial.
    -[X] Rites of Death [Death] [Freed] (1 Colonist die, 1 Mourner die, 1 Failure die)
    -[X] Give power to the Assembly [DC 30/ ??/??] (1 Council die, 1 Personal die)
    -[X] Funerary Practices [DC 25/75/ ???] (2 Council dice)
    -[X] Teach the Shepherds (1 Mourner die)
    -[X] Tales of the Saints and Heroes [DC 20/50/??]
    --[X] Saint Lazarus, the Resurrected, patron of the ills and cursed (1 Personal die)
    [X] Plan Forest of Life, Town of Death
    -[X] Teach the Shepherds [Task] [1 [Death Singing] Die] 1 Mourner Knowledge die
    -[X] Make tools for the Sheperds [1 Craft ; 1 Mediocre Steel]
    -[X] Harvest [Task] (3 Dice) 1 Unhardened Colonist die, 1 Colonist Die, 1 Native Die
    -[X] Rebuild the Peaceful Wilds
    --[X] Forest Gardens [0/150] 3 Native Dice
    --[X] Sulfur Paths [0/75] 2 Colonist Die
    --[X] Iron Paths [0/75] 1 Generix Die
    --[X] Deers Clearings [0/100] 2 Colonist Dice
    --[X] Gathering Expedition [DC 20/80/120]: 1 Unchained Die, 1 Colonist die
    -[X] Purge the Vermin [Away With the Pests] [Risky]
    --[X] The Tower of Eyes [Vermin]
    ---[X] Strike down the Node (Risky) [0/75] 2 Warrior Son Dice, 2 Skirmishers Dice
    -[X] Train Champions [0/100] 1 Unchained Die, 1Andreyas Sarsa Die
    -[X] Train the Militia against monsters [Militia]
    --[X] Spread and Regroup [10/75] (1 Militia Die)
    -[X] The Food Traps [0/25] 1 Council Die
    --[X] The Flesh Traps [Free]
    -[X] To protect animals [0/50] 1 Colonist Die
    -[X] Underhives [0/75] 1 Dead Die
    -[X] The great mending [2 Craft, 1 unit of Fabric]
    -[X] The Giant's Shield [2 Craft, 1 unit of Excellent Wood] (Will trigger a quality roll)
    -[X] Produce Protective Clothing [1 Craft, 1 Normal Leather] (Will trigger a quality roll)
    -[X] Making Hearths [1 Craft]
    -[X] A path towards the Hunter [0/100] 2 Sara dice, 1 Silent Blades die
    -[X] Forceful Reciprocity
    --[X] Free the Enslaved [21/100] (1 Alexandre die)
    -[X] Rites of Death [0/150] [Death] [Freed] 1 Mourner Die, 1 Failure Die, 1 Sara Die
    -[X] Funerary Practices [DC 25/75/ ???] (2 Council dice)
    [x] Chimeraguard
Well, let's hope that the dice gods are generous and that RNG Jesus smiles upon us today, there are only a few actions in which we need to reach a high DC, but they are really important...

Edit: Sorry @Chimeraguard this time it didn´t worked, those quality rolls were terrible...
 
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Hhm path to the hunter hasn't been rolled yet.

Edit: seeing everything rolled what's the consensus right now for atleast the wilds reroll do we overkill the nodes or change the 35 blades to 82 so it would have a bigger bonus.
 
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Hhm path to the hunter hasn't been rolled yet.

Edit: seeing everything rolled what's the consensus right now for atleast the wilds reroll do we overkill the nodes or change the 35 blades to 82 so it would have a bigger bonus.
I advice using the Wild Re-roll on the 15 in Devourer Kingdoms.
The wider re-roll should probably be used for the Quality Roll, since you got a negative result for occult crafting, but he could also be used to shore up some of your lowers rolls.
 
Well, that final die is Sara's, not the Silent Blades, so she might have a higher risk level. So yeah, I say use the Re-roll on her.

Let's think some before we decide where the other re-roll lands, but using it on the Ashen Paints is probably the best idea. A negative result for occult work sounds really nasty.
 
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Hhm that would good but putting a plus 10 on it would be safer cause the 82 on the blade is More lucrative cause 82 + 7 = 89×1.5= 133.5 and 83 X1.5= 124.5
Cause Sarah already has a bonus in combat due to the anchorless and I believe the threshold would be twenty to escape harm.
 
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Hhm that would good but putting a plus 10 on it would be safer cause the 82 on the blade is More lucrative cause 82 + 7 = 89×1.5= 133.5 and 83 X1.5= 124.5
Sure, but it's not worth risking an injury on Sara right before Winter hits imo.

Anyway, after the re-rolls, now's the time for omakes. Gonna need to spend some time calculating to figure out what the amounts were after adding per-die bonuses to figure out what the progresses are and what needs Omake aid.

EDIT: @OldShadow does the Silent Blades' x1.5 modifier affect things after the per-die bonus is added, or before it?
 
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