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

Ahh.

So it basically upholds some or all xianxia mechanics* while rejecting xianxia genre conventions.** Very interesting, that.
_____________________________

*(Specifically, the part where the path to magical power involves putting in a lot of hours of practice and this objectively works)
**(Specifically, the "don't blame me for being greedy and having no regard for the welfare of others" part)
 
Adhoc vote count started by OldShadow on Jun 13, 2023 at 1:13 PM, finished with 27 posts and 13 votes.

  • [X] Plan Sunrise - With Fireberries
    -[X] The Berries of Fire [0/25] (NEW) 1 Colonist Die
    -[X] Wilds (+1 to rolls)
    -[X] Rebuild the Peaceful Wilds
    --[X] Rebuild what Once Was [0/100] : Enhance the Old Places modifier. 2 Natives dices (+3)
    -[X] War in the Woods
    --[X] The Wounded and Dying [Tasks] [Any Workforce die] 1 Silent Blades die
    --[X] Poisoned Giants [122/150] 1 Silent Blades die
    -[X] We need allies [Risky]
    --[X] Along the Coast 1 Colonist die
    --[X] West, toward the mountains 1 Natives die
    -[X] Town
    --[X] A Stronger Wall [Militia] [22/150] 1 Generic die
    --[X] Atelier [71/100] 1 Colonist die (+7) + 1 Native die (+2)
    --[X] Town Hall [0/100] 2 Colonist dices (+7)
    -[X] Train Scouts [Militia] [0/75] Warrior's Son + Militia die
    -[X] The Fallen Homes, Part 2 (old settlement) [Death] [0/100] 1 Colonist die (+7)
    -[X] Questions of leadership [? DC] 1 Council die
    -[X] Shepherds for Corpses [Death Singing] [0/150] 1 Mourner
    --[X] Bones Hives
    -[X] Nature of Faith [? DC] (NEW) 2 Sara dice
    [X] Plan: Fan out
    -[x] The Berries of Fire (1 Colonist Die)
    -[x] Rebuild the Peaceful Wilds (2 Native Dice)
    --[x] Rebuild what Once Was [0/100] (2 Native Dice)
    -[x] The Fall (??? DC) (1 Militia Die)
    -[x] War in the Woods (1 Silent Blade Die)
    --[x] Poisoned Giants [122/150]
    -[x] We need allies [Risky] (1 Colonist Die, 1 Native Die)
    --[x] Along the Coast
    -[x] Follow the Riversteel [Risky] (1 Colonist Dice, 1 Silent Blade Die)
    -[x] A Stronger Wall [Militia] [22/150] (1 Generic Die)
    -[x] Train Scouts [Militia] [0/75] (1 Native Die, 1 Warrior's son Die)
    -[x] Atelier [71/100] (2 Colonist Dice)
    -[x] Master and apprentice [40/ ?? DC] (1 Council Die)
    -[x] The Ashes [Death] [0/25] (1 Mourner Die)
    -[x] Nature of Faith [? DC] (2 Sara Dice)
    [X] Plan Sunrise
    -[X] Wilds (+1 to rolls)
    -[X] Rebuild the Peaceful Wilds
    --[X] Rebuild what Once Was [0/100] : Enhance the Old Places modifier. 2 Natives dices (+3)
    -[X] War in the Woods
    --[X] The Wounded and Dying [Tasks] [Any Workforce die] 1 Silent Blades die
    --[X] Poisoned Giants [122/150] 1 Silent Blades die
    -[X] We need allies [Risky]
    --[X] Along the Coast 1 Colonist die
    --[X] West, toward the mountains 1 Natives die
    -[X] Town
    --[X] A Stronger Wall [Militia] [22/150] 1 Colonist + 1 Generic die
    --[X] Atelier [71/100] 1 Colonist die (+7) + 1 Native die (+2)
    --[X] Town Hall [0/100] 2 Colonist dices (+7)
    -[X] Train Scouts [Militia] [0/75] Warrior's Son + Militia die
    -[X] The Fallen Homes, Part 2 (old settlement) [Death] [0/100] 1 Colonist die (+7)
    -[X] Questions of leadership [? DC] 1 Council die
    -[X] Shepherds for Corpses [Death Singing] [0/150] 1 Mourner
    --[X] Bones Hives
    -[X] Nature of Faith [? DC] (NEW) 2 Sara dice

Vote ended.
Plan Sunrise - With Fireberries, win.
I think this plan forgot one Colonist die, wich will be assignated depending on the will of the town inhabitants?
Rolls incoming.
OldShadow threw 12 100-faced dice. Total: 668
68 68 90 90 50 50 82 82 97 97 22 22 12 12 83 83 6 6 60 60 40 40 58 58
OldShadow threw 7 100-faced dice. Total: 307
76 76 81 81 43 43 29 29 9 9 56 56 13 13
 

is this how the dice land, there is one more roll then dice assigned is the last one for the unassigned colonist die?

Plan Sunrise With Fireberries
The Berries of Fire [0/25] (NEW) 1 Colonist Die 68
Wilds (+1 to rolls)
Rebuild the Peaceful Wilds
Rebuild what Once Was [0/100] : Enhance the Old Places modifier. 2 Natives dices (+3) 90 50
War in the Woods
The Wounded and Dying [Tasks] [Any Workforce die] 1 Silent Blades die
Poisoned Giants [122/150] 1 Silent Blades die 82
We need allies [Risky]
Along the Coast 1 Colonist die 97
West, toward the mountains 1 Natives die 22
Town
A Stronger Wall [Militia] [22/150] 1 Generic die 12
Atelier [71/100] 1 Colonist die (+7) + 1 Native die (+2) 83 6
Town Hall [0/100] 2 Colonist dices (+7) 60 40
Train Scouts [Militia] [0/75] Warrior's Son + Militia die 58 76
The Fallen Homes, Part 2 (old settlement) [Death] [0/100] 1 Colonist die (+7) 81
Questions of leadership [? DC] 1 Council die 43
Shepherds for Corpses [Death Singing] [0/150] 1 Mourner 29
Bones Hives
Nature of Faith [? DC] (NEW) 2 Sara dice 9 56

13
 
overall I say a pretty good turn a few low rolls in some place but nothing too bad overall good stuff and progress made

so @OldShadow what are the towns people putting the last colonial dice on that the plan did not allocate?
 
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is this how the dice land, there is one more roll then dice assigned is the last one for the unassigned colonist die?
Yes
overall I say a pretty good turn a few low rolls in some place but nothing too bad overall good stuff and progress made

so @OldShadow what are the towns people putting the last colonial dice on that the plan did not allocate?
There will be a vote during the results for that. Ether go to the Wall, or finish The Fallen Homes with a minor Morale price (People still find the dead frightening).
 
Plan Sunrise With Fireberries
The Berries of Fire [0/25] (NEW) 1 Colonist Die 68 = 75/25
Wilds (+1 to rolls)
Rebuild the Peaceful Wilds
Rebuild what Once Was [0/100] : Enhance the Old Places modifier. 2 Natives dices (+3) 90 50 = 146/100
War in the Woods
The Wounded and Dying [Tasks] [Any Workforce die] 1 Silent Blades die
Poisoned Giants [122/150] 1 Silent Blades die 82 , results multiplied by 1,5 = 245/150
We need allies [Risky]
Along the Coast 1 Colonist die 97 +7=104
West, toward the mountains 1 Natives die 22+2=24
Town
A Stronger Wall [Militia] [22/150] 1 Generic die 12 36/150
Atelier [71/100] 1 Colonist die (+7) + 1 Native die (+2) 83 6 = 169/100
Town Hall [0/100] 2 Colonist dices (+7) 60 40 114/100
Train Scouts [Militia] [0/75] Warrior's Son + Militia die 58 76 = 138/75
The Fallen Homes, Part 2 (old settlement) [Death] [0/100] 1 Colonist die (+7) 81 88/100
Questions of leadership [? DC] 1 Council die 43
Shepherds for Corpses [Death Singing] [0/150] 1 Mourner 29 27/150
Bones Hives
Nature of Faith [? DC] (NEW) 2 Sara dice 9 56

Chosen during the results 13+7

We might have lost one native die for a while with the 24 on the Risky toward the mountains action but have gained two: the generic die is replaced by a pair of scout dice and we get a 2nd council die from the town hall.
Its good we put two dice on the nature on faith with the first rolling a 9
Looking forward what our colonist found along the shore with their very high roll.
 
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we should definitely put the extra die at the wall, we need to finish that before winter or else we'll have a bad time.

Edit: I don't think we lost the expedition die, but they are definitely injured.
 
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The Berries of Fire [0/25] (NEW) 1 Colonist Die 68 = 75/25

wow that some great overflow wonder what it will overflow on to... @OldShadow will this overflow onto the eye vines or something else?

Rebuild what Once Was [0/100] : Enhance the Old Places modifier. 2 Natives dices (+3) 90 50 = 146/100

nice to see some good overflow there wonder what it will overflow onto though hmm

Poisoned Giants [122/150] 1 Silent Blades die 82 , results multiplied by 1,5 = 245/150

know that is some great overflow! that much should help a lot with the blackwoods problem too keeping them at bay

Along the Coast 1 Colonist die 97 +7=104

can't wait to finnaly find some not tribute taker people in this world

West, toward the mountains 1 Natives die 22+2=24

tbh I don't think they are gonna die the action is marked as risky but not the danger action if it was the danger tag yah big rip but it isn't just risky and while this isn't a great roll it not also a dog shit roll either. So what I am excepting there is that they just don't find anything except forest and winter creatures action may be repeated or something like that but no lost dice imo

A Stronger Wall [Militia] [22/150] 1 Generic die 12 26/150

wow that roll suck we are gonna need to throw at least 3 dice on this next turn to get it done maybe 4 to be safe


Atelier [71/100] 1 Colonist die (+7) + 1 Native die (+2) 83 6 = 169/100

thank god we got that done we really really need that


Town Hall [0/100] 2 Colonist dices (+7) 60 40 114/100

hurrah! we have a last line of defence a place where our people can vote on stuff

Train Scouts [Militia] [0/75] Warrior's Son + Militia die 58 76 = 138/75

now this is some good stuff we got a lot of overflow on this too some I excited to see where this goes maybe further training for the scout?

The Fallen Homes, Part 2 (old settlement) [Death] [0/100] 1 Colonist die (+7) 81 88/100

we can throw the mourne dice on this next turn to get it done

Questions of leadership [? DC] 1 Council die 43

eh roll could be better but I'll take it

Shepherds for Corpses [Death Singing] [0/150] 1 Mourner 29 27/150

yah this ain't getting done this year unless we throw a bunch of dice at it next turn

Nature of Faith [? DC] (NEW) 2 Sara dice 9 56

on such a imporant roll as this I rather it be higher but u take what u get
 
yah this ain't getting done this year unless we throw a bunch of dice at it next turn
As this is a death signing action there are only 3 dice we can put on it, the mourners and Sara.
Doing this is one of our mandates from the freed so i like to keep working on this even if it does not complete this year
 
As this is a death signing action there are only 3 dice we can put on it, the mourners and Sara.
Doing this is one of our mandates from the freed so i like to keep working on this even if it does not complete this year
I would be agreeing with you and infact would be agreeing with you earlier but
One year without progress on any mandates would begun to rattle the Freed. Since you did actual work on one mandate in just a season, and the Freed know that you have limited resources and manpower, there is no issues, according to Sara.
this was from when we just took the mandate so we are at the end of this one year time frame and we are very likely to complete one of the mandates next turn so I am not worried they are probably quite happy with us right now
 
For the next turn, I would like to work on fruits of the flesh and try to work on razorweed, maybe with a blood pact. It sounds like it could be incredibly useful.
 
nice to see some good overflow there wonder what it will overflow onto though hmm
There is a second Native option for the Old Places, so it probably went to that.

can't wait to finnaly find some not tribute taker people in this world
I wonder if we found one of the OG colonies.

Hey, @OldShadow you said that Union was in the New Jersey - New York area, right?

we can throw the mourne dice on this next turn to get it done
I would rather throw a regular die at it and use the mourner die on the ashes, since that might give them bonuses.
 
More North Virginia-Maryland, were there is good croplands for agriculture. And our world maps are not that helpful , due to how much the geography is affected by supernatural powers.
No giant lake in our Virginia.
This explains why the rivers are such a big deal.

That whole region, the lower part of the Chesapeake Bay drainage basin, is a drowned river valley from when sea levels were lower, so there's a lot of big, wide, relatively sluggish rivers capable of accommodating at least shallow-draft boats.
 
I was thinking more in terms of who we could have met.

Those two have been founded, right?
How would you know ? Just the different history could easily butterflies away Jamestown and Plymouth.
And your people are not exactly educated or aware of what was happening amongst the higher class back in the Old World.
 
I mean, wouldn't they have known about successful colonies to make the Union colonist want to go to America?
They had heard of succesfull voyages, of peoples coming back from the New World charged with riches, and of conquests by the spaniards in the south.
They are amongst the first to try to settle North America.
 
Eyesvines and Razorweed plot. Basically an experimental garden to test supernatural plants.
let gooo that makes trying to do some razor weed projects a lot easier next turn
I would rather throw a regular die at it and use the mourner die on the ashes, since that might give them bonuses.
our people for understanble reasons are not a fan of the whole handling dead body busineasss and moving them around so I'd rather let the mourner handle it. Also I don't want to take a morale hit just before winter starts for obvious reason
 
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