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

Can Mourner Dice even be used on Tribute Taker Tools? I thought they could only be used on Death-Singing actions.
my understanding of it was they can't be used for most regular actions but on knowledge stuff or death stuff they could be used and studying occult implements seem to fall under there purview

Though I was also considering using a 2nd Natives die to meet the Shepherds actually, since they're part of the old Winter Walker Federation. And while having good relations with the Escapees would be nice, I don't consider it to be urgent, so I'd rather use the Native die on something else.
I am not sure native dice can be used to meet the shepards thought only moruner or sara dice can be used there?

@OldShadow could you clarify if A mouner dice can be used for tribute takers tool and B if native dice can be used for the shepards?
 
@OldShadow could you clarify if A mouner dice can be used for tribute takers tool and B if native dice can be used for the shepards?
A : Yes, they can use death singing to spiritually connect with the tools. I have edited the Mourners die with Knowledge.
B : They can be used to meet the Sheperds, the faction, but not for the project Sheperds for Corpses.
I probably will change the name of this project with the spread of the new cult.
 
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[X] Plan Cunning and Patience is needed for winter is coming + contact some Escapees

I'm voting for this one since I don't believe the Escapees will last long on their own.
 
[X]Plan weapons for winter
-[X] Harvest - 2 Colonist Dice, 1 Native Die
-[X] A Stronger Wall [Militia] [56/125] - 1 Colonist die, 1 Native dice
-[X] Principle of Monster Hunting - 1 Militia dice
-[X] First Weddings [? DC] - 1 Personal die (Sara Smith)
--[X] [Figure] Mary, mother of Jesus
--[X] [Figure] Maze-mother, who tamed the Three-Sisters, patron of family, farming and cooking
-[X] Meet Our Neighbours
--[X] Escapees- 1 Native dice
-[X] Help the Craftsmen [Task, Maximum 1 Die] - 1 Colonist dice (adds 1 Craft)
-[X] Crafting
--[X] Help Build the Walls [1 Craft ; 1 Unit of Excellent Timber]
--[X] Produce Serpentine Powder [2 Craft, 2 Die that can be used on Wild actions]( 2 Colonist dice)
--[X] Make good weapons [2 Craft ; 1 Good Steel]
-[X] Shepherds for Corpses [Death Singing]
--[X] Bones Hives [Shepherds][27/150] Sara + 1 Mourner
-[X] Hunt
--[X] Game [0/30] 1 The Son's Skirmishers
--[X] Lords [Risky] [Away with the pests]:
---[X] [Lords] Bravery and Strength [0/60]: A few braves will go into one of the lord's lair, guide it into a trap and, with others, fall upon it until we can claim the kill. 1 he Son's Skirmishers, 2 Silent Blades dice
-[X] Rebuild the Peaceful Wilds
--[X] Forest Gardens [0/150] 1 Native Die + Warrior's Son
-[X] Dealt with the Eyesvines [All sub-options are free]
Since we feed it our scraps, the Eyesvines have grown again, and even produced a few, meager fruits of flesh. In the winds, I can hear faint voices from the vines, too weak to harm anyone, and barely perceptible. It seems this vine has a soul...
--[X][Vine] Speak with the vines
-[X] Ashen Mass [Spiritism] [? DC] 2 council dice
-[X] A Garden Restored - new mandate as we completed one
The King desires more than anything anything to have its garden restored to its rightful glory. You are too pitiful to do so. But if you do what you can, you will be rewarded.
Tasks : Finish the Old Places Actions ?
Fulfillment Rewards: Gardener tools, seeds and training


This plan tries to do five things:
First it prepares for the winter ahead with the harvest, hunting for more food and fur, training in monster hunting, build the wall and producing gunpowder and steel weapons.
The second goal is working on our mandates by Shepherds for Corpses and the ashen mass for the three spiritualism actions. and hunting a lord for the away with pests one.
First Weddings is to help unite the village before winter begins
The Forest Gardens is for the new A Garden Restored mandate and to get more out of the wilds
Meet Our Neighbours Escapees is to warn them about the winter and see what they got to trade from the shipwreck and to keep at least one action per turn that is outside the village.


The wall is at 56/125 and the craft action adds 25, native dice are +2 and colonial die +7 giving a total of 90 before rolls leaving (125-90) 35 progress for two dice that is 17.5 per die the odds that both roll lower then that are very small.
If you think this is not enough i am willing to move the warriors son to work on the wall as well


The variant with warriors son on the wall:

[X]Plan weapons for winter with high walls
-[X] Harvest - 2 Colonist Dice, 1 Native Die
-[X] A Stronger Wall [Militia] [56/125] - 1 Colonist die, 1 Native dice, Warrior's Son
-[X] Principle of Monster Hunting - 1 Militia dice
-[X] First Weddings [? DC] - 1 Personal die (Sara Smith)
--[X] [Figure] Mary, mother of Jesus
--[X] [Figure] Maze-mother, who tamed the Three-Sisters, patron of family, farming and cooking
-[X] Meet Our Neighbours
--[X] Escapees- 1 Native dice
-[X] Help the Craftsmen [Task, Maximum 1 Die] - 1 Colonist dice (adds 1 Craft)
-[X] Crafting
--[X] Help Build the Walls [1 Craft ; 1 Unit of Excellent Timber]
--[X] Produce Serpentine Powder [2 Craft, 2 Die that can be used on Wild actions]( 2 Colonist dice)
--[X] Make good weapons [2 Craft ; 1 Good Steel]
-[X] Shepherds for Corpses [Death Singing]
--[X] Bones Hives [Shepherds][27/150] Sara + 1 Mourner
-[X] Hunt
--[X] Game [0/30] 1 The Son's Skirmishers
--[X] Lords [Risky] [Away with the pests]:
---[X] [Lords] Bravery and Strength [0/60]: A few braves will go into one of the lord's lair, guide it into a trap and, with others, fall upon it until we can claim the kill. 1 he Son's Skirmishers, 2 Silent Blades dice
-[X] Rebuild the Peaceful Wilds
--[X] Forest Gardens [0/150] 1 Native Die
-[X] Dealt with the Eyesvines [All sub-options are free]
Since we feed it our scraps, the Eyesvines have grown again, and even produced a few, meager fruits of flesh. In the winds, I can hear faint voices from the vines, too weak to harm anyone, and barely perceptible. It seems this vine has a soul...
--[X][Vine] Speak with the vines
-[X] Ashen Mass [Spiritism] [? DC] 2 council dice
-[X] A Garden Restored - new mandate as we completed one
The King desires more than anything anything to have its garden restored to its rightful glory. You are too pitiful to do so. But if you do what you can, you will be rewarded.
Tasks : Finish the Old Places Actions ?
Fulfillment Rewards: Gardener tools, seeds and training
 
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[X] Plan Chimeraguard: Bravery and Strength
Fields
-[X] Harvest [Task] (2 Colonist Dices, 1 Native Dice)
-[X] Dealt with the Eyesvines [All sub-options are free]
--[X][Vine] Speak with the vines
Wilds
-[X] Hunt
--[X] Game [0/30] (1 Colonist Die)
--[X] A Wider Hunt [Away with the pests] [49/150] (1 Son's Skirmisher Die, 1 Warrior's Son Die)
--[X] Lords [Risky] [Away with the pests]
---[X] [Lords] Bravery and Strength [0/60] (1 Son's Skirmisher Die, 1 Silent Blades Die)
-[X] Fishing
--[X] Moundlake Expedition [Fishing][Task] (1 Colonist Die)
Town
-[X] A Stronger Wall [56/125] (1 Silent Blades Die, 1 Colonist Die)
-[X] Principle of Monster-Hunting [Militia] [0/50] (1 Militia Die)
-[X] Granaries and Seed-stocks [0/60] (1 Colonist Die)
Crafting (4 + 1 Craft Points)
-[X] Help the Craftsmen (1 Council Die)
-[X] Make tools [1 Craft ; 1 Mediocre Steel]
-[X] Make good weapons [2 Craft ; 1 Good Steel]
-[X] Help Build the Walls [1 Craft ; 1 Unit of Excellent Timber]
-[X] Produce Winter Clothing [1 Craft, 1 Normal Leather]
Raids, Expeditions, and Diplomacy
-[X] Meet our neighbors [NEW]
--[X] Escapee [Meet][???] (2 Native Dice)
Knowledge
-[X] Study the Tribute Taker's tools [Progress 0/75] (1 Council Die, 1 Mourner Die)
-[X] The Ashes [Death] [0/25] (1 Colonist Die)
Sara Smith
-[X] Wedding and other rites [? DC] (2 Sara Dice)
--[X] [Figure] Maze-mother, who tamed the Three-Sisters, patron of family, farming and cooking
--[X] [Figure] Saint Joseph, the patron saint of fathers, both families and virgins, workers, especially carpenters, expecting mothers and unborn children.
-[X] Select Candidates
--[X] The Warrior Son [Free, no die needed]

[X] Plan Chimeraguard: Cunning and Patience
Fields
-[X] Harvest [Task] (2 Colonist Dices, 1 Native Dice)
-[X] Dealt with the Eyesvines [All sub-options are free]
--[X][Vine] Speak with the vines
Wilds
-[X] Hunt
--[X] Game [0/30] (1 Colonist Die)
--[X] Lords [Risky] [Away with the pests]
---[X] [Lords] Cunning and Patience [0/150] (1 Warrior's Son Die, 2 Son's Skirmisher Dice)
-[X] Fishing
--[X] Moundlake Expedition [Fishing][Task] (1 Colonist Die)
Town
-[X] A Stronger Wall [56/125] (1 Silent Blade Die, 1 Colonist Die)
-[X] Principle of Monster-Hunting [Militia] [0/50] (1 Militia Die)
-[X] Granaries and Seed-stocks [0/60] (1 Colonist Die, 1 Silent Blade Die)
Crafting (4 + 1 Craft Points)
-[X] Help the Craftsmen (1 Council Die)
-[X] Make tools [1 Craft ; 1 Mediocre Steel]
-[X] Make good weapons [2 Craft ; 1 Good Steel]
-[X] Help Build the Walls [1 Craft ; 1 Unit of Excellent Timber]
-[X] Produce Winter Clothing [1 Craft, 1 Normal Leather]
Raids, Expeditions, and Diplomacy
-[X] Meet our neighbors [NEW]
--[X] Escapee [Meet][???] (2 Native Dice)
Knowledge
-[X] Study the Tribute Taker's tools [Progress 0/75] (1 Council Die, 1 Mourner Die)
-[X] The Ashes [Death] [0/25] (1 Colonist Die)
Sara Smith
-[X] Wedding and other rites [? DC] (2 Sara Dice)
--[X] [Figure] Maze-mother, who tamed the Three-Sisters, patron of family, farming and cooking
--[X] [Figure] Saint Joseph, the patron saint of fathers, both families and virgins, workers, especially carpenters, expecting mothers and unborn children.
-[X] Select Candidates
--[X] The Warrior Son [Free, no die needed]

I like the change to Saint Joseph, so I went with that instead of Mary.
 
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@OldShadow Actually, just double-checking, can Council Dice be used on Help the Craftsmen? Or Tribute-Taker Tools for that matter?

what two dice are helping to make gunpowder?
I thought that we just needed any two dice that are on any of the Wilds Actions, since that means our people in the Wilds will be gathering the necessary ingredients they come across while doing their main assignments? @OldShadow can you confirm this?
 
@OldShadow Actually, just double-checking, can Council Dice be used on Help the Craftsmen? Or Tribute-Taker Tools for that matter?

I thought that we just needed any two dice that are on any of the Wilds Actions, since that means our people in the Wilds will be gathering the necessary ingredients they come across while doing their main assignments? @OldShadow can you confirm this?
[/QUO
Yes, you can use Council Dice to help on other categories.
And no, you need to assign dice to do the gathering !
This is why building the trails in Wilds action and doing the various project in Gunpowder is important.
To produce powder now, your people need to be sent into the wilds to make charcoal, gather sulfur in swamps a few weeks away and gather saltpeter in hard to reach caves, and then the craftsmen need to crush and mix the ingredients in small mortars.
 
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[X] Plan Cunning and Patience is needed for winter is coming, but with adoptive dad

The old man of jesus have a kind spot in my heart
 
Dang. Well in that case, I'll modify my plan. Probably scrounge for a 2nd Native Die to put on the Escapees, since we'll definitely want trade with them in that case to acquire a better reserve of powder.

EDIT: Done. Put the 2nd Council die on helping the Craftsmen, which freed up a Colonist Die to replace a Native Die to in turn put on Escapees. And I traded Serpentine Powder for high-quality weapons. Seems good to have if they'll be hunting a Lord, and we'll be relying on them a lot anyway.
 
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Added a variant that puts the warrior son on the building of the wall as well:
[]Plan weapons for winter with high walls

Next spring we need to work a lot on getting gunpowder production cheaper as we use at least 7 per year so need to four actions making it each year.
 
[X] Plan Cunning and Patience is needed for winter is coming + contact some Escapees
-[X] Harvest [Task] (2 Colonist Dices, 1 Native Dice)
-[X] Dealt with the Eyesvines [All sub-options are free]
--[X] [Vine] Speak with the vines
--[X] Meet our neighbors
---[X] Escapee [Meet][???] (2 native dice)
-[X] Hunt
--[X] Game [0/30] ( 1 colonist dice)
--[X] Lords [Risky] [Away with the pests]
---[X] [Lords] Cunning and Patience [0/150] (1 Warrior's Son Die, 2 Son's Skirmisher Dice)
-[X] A Stronger Wall (2 silent blades, and 2 Colonist Dice)
-[X] Study the Tribute Taker's tools [Progress 0/75] (1 Council dice and 1 Mourner Dice
-[X] Granaries and Seed-stocks [0/60] (2 colonist dice)
-[X] Craft 5 points
-[X] Help the Craftsmen [Task, Maximum 1 Die] (Council Dice)
--[X] Make tools [1 Craft ; 1 Mediocre Steel]
--[X] Make good weapons [2 Craft ; 1 Good Steel]
--[X] Help Build the Walls [1 Craft ; 1 Unit of Excellent Timber]
--[X] Produce Winter Clothing [1 Craft, 1 Normal Leather]
-[X] First Weddings [? DC] (2 Sara Dice)
--[X] [Figure] Maze-mother, who tamed the Three-Sisters, patron of family, farming and cooking [? DC]
--[X] [Figure] Saint Lazarus, the Resurrected, patron of the ills and cursed
-[X] Select Candidates
--[X] The Warrior Son [Free, no die needed]
Could you be convinced to take a die off the Walls and put it to some other use? I ran the numbers, and with the Craftsmen assistance, 2 dice even without modifiers gives a 90+% chance of completing the walls, so 3 dice should definitely be safe (especially as I suspect Silent Blades will give their bonus due to being a tireless labor force.)

The spare Colonist Die could be put on Moundlake Expedition for more food, Monster-Hunting Training, or studying the Ashes.
 
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Hmm... @OldShadow should we be expecting any babies in Union over the course of this Winter? If not, I could replace the Baby Blankets action with something else (either Barrels for more food preservation or Winter Clothing.)
 
Could you be convinced to take a die off the Walls and put it to some other use? I ran the numbers, and 2 dice even without modifiers gives a 90+% chance of completing the walls, so 3 dice should definitely be safe (especially as I suspect Silent Blades will give their bonus due to being a tireless labor force.)

The spare Colonist Die could be put on Moundlake Expedition for more food, Monster-Hunting Training, or studying the Ashes.
oh thanks for running the math yah have changed things accordingly also realized I wasn't using the millita dice in the escapes plan so I put it on monster traning and took of one of the colonist dice for the mounlake for food and to see what out there

@Profilozof fyi the main plan updated now so u can just copy and paste it except for the last part where the saints are different
 
Hmm... @OldShadow should we be expecting any babies in Union over the course of this Winter? If not, I could replace the Baby Blankets action with something else (either Barrels for more food preservation or Winter Clothing.)
A few women are pregnant, but normaly, they should go into labour at least in eatly Spring.
Unless stress cause any premature labors....
Thank you, you just gave me a few ideas for the Winter turn.
 
Yeah, best to keep it on Baby Blankets then. Having some births and them actually surviving through the Winter might give us some extra Morale (especially useful for us since Sara means we get better bonuses at high morale.)
 
You know, I wasn't expecting Bravery and Strength version of my Plan to be so popular. I do think it will work, since the Son's Skirmishers are literally trained for this sort of hit-and-run while the two Silent Blades are like, perfect for a gank squad, but still, I can't help but worry just because it has that [Risky] tag.

Though, maybe it has something to do with how I accidentally put a Council Die on the Moundlake Expedition instead of a Colonist Die. That's been fixed now.

Hmm, @OldShadow does this Quest have an omake policy? I have an idea for an omake about the whole Bravery and Strength plan for Lord-hunting.
 
Omake Policy
Hmm, @OldShadow does this Quest have an omake policy? I have an idea for an omake about the whole Bravery and Strength plan for Lord-hunting.
Yes of course, one OOC question or a +10 bonus to a roll chosen by the autor.
The bonus can be kept for latter and used as malus (-10) during Winter.
One bonus per die maximum.
 
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