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Esquestria: The House of the Sun - A pony cultist experience

More or less. There wouldn't be a warning about how bringing your artifacts on expeditions might mean they could be lost or damaged if that wasn't a risk, and the SH3 artifact seems the most likely to actually be used. Losing all of our Level 3 artifacts because a roll got fumbled would suck a lot, y'know?

Would not they all be used since they would be equipped by ponies not possessing said Lores, and total Lore level being calculated as a Sum of Lores from ALL ponies?

-A hurdle will have a specific CD. The pony/creature who has the highest "base" advantage against it will roll against the hurdle, and ALL ponies who have Lore levels on the requisite Lore will help.
--Example: A team with Velvet, Rarity and Axe would see Axe rolling her "base" +50 to break a wall, even though she has no Forge levels. And both Velvet and Rarity would apply their Forge bonuses to help.
--Artifacts taken will be "wielded" by a single pony. So, if a pony with Heart 2 is going alone on an expedition, and he takes a Heart 3 artifact, he will be treated as if he had Heart 3. If another pony with no Heart levels join him, that new pony will wield the artifact instead to "optimize" their total Heart level.
 
Would not they all be used since they would be equipped by ponies not possessing said Lores, and total Lore level being calculated as a Sum of Lores from ALL ponies?
Used meaning "their bonus actually comes into play". E.g. if we brought the Heart artifact, but there wasn't actually a Heart check, then even though someone "used" the artifact it wasn't ever actually useful.
 
With the revelation of a likely priority list, here are how I would personally list them from most to least urgent. You may critique this as you see fit.

  1. Destroy any evidence that ties us to the Cult, and any other random Resources they have along with them
    1. While this may be an unpopular choice, I think the Dirt the Cult has on us (paired with any spirits and lore artifacts they have) is actually the most perilous part to us right now, especially with the Bureau on the way to smash Copper anyways. Plus, even if Copper and some of her followers survive the Bureau and Names, she would still be crippled without resources.
  2. Dispose of Copper Sequer
    1. Given how quickly the Wildhoof Club splintered without the Master (even with her chaotic leadership style), getting rid of the leader of a likely more "coherent" cult is a fairly obvious idea.
  3. Break the Inner Circle
    1. While they are probably more reasonable than Copper currently is, any of their personal followings would likely be the first seeds for new cults without Copper (in the same way that Copper's operation in Manehattan was), and are probably more likely to know actually dangerous lore stuff.
  4. Deal with Neighnia
    1. While I don't think she will actually be much of an (immediate) threat without Copper pointing her in our direction, it would still be good to ensure that Neighnia won't do anything too harsh against us.
  5. Disperse the Outer Circle
    1. I am not actually very worried about the Outer Circle without their leaders and resources, since their lore knowledge would likely be mostly limited to glorified parlor tricks that can't actually threaten anypony.
  6. Ruin the Infrastructure
    1. I don't actually think the buildings are worth really worrying about. Raids are the Bureau's specialty, and the property would most likely just get eaten up by mundane crime gangs if the Cult's too weakened to maintain control over them.
Agreed on the goals, disagree on the order.

Remember, we are sending in the Investigators, not the constables. So while the Investigators can find out about the cult, the funds, the numbers, the people... They won't be taking the evidence. And given that Velvet didn't, you know, sign the darn things. It would require the Investigators, once they have the manuscripts, to read over and realize it matches Velvet's writing. They are clever enough to do that, but they need the constables to go on the expedition first.

Past that, more or less agreed.
 
Would not they all be used since they would be equipped by ponies not possessing said Lores, and total Lore level being calculated as a Sum of Lores from ALL ponies?
I... Forgot about the summative nature of the lores on expeditions. Hmm. Will tweak the draft plan to include those more then.

Plan: Down but Not Out, Artifact Edition
-[] [BUREAU] You will assault Copper BEFORE the Bureau picks her trail.
-[] Assault an opponent (Copper Secateur)
--[] Who is going? (Baldomare, Mareinnete, Daughter of Axes, Biedde, Selene)
--[] What are they Taking? (Two Wrong Keys, Winter 1 Artifact)
--[] What is their objective? (WRITE IN what your followers must do, in order of PRIORITY)
---[] Kill Copper. (Attack the Figurehead)
---[] Steal what Bits, artifacts, and what Library they have (Raid Resources)
---[] Find Neighina and talk/work/steal/negotiate with her. (Aquire or Neutralize Neighina)
--[] Anything else? (Try to keep it quiet)
-[] The Grave on the Hill
--[] Who is going? (Comet, Baldomare)
--[] What are they taking? (One Wrong Key, Secret History 3 Artifact)
-[] You are wounded! (You currently have 2 wounds. You must pick one of each option.)
--[] Take a few breaks, every now and then. (Costs 1 action. Rolls TWO dice. 0/-15)
--[] There is no holy grail for healing magic, no miraculous wound-closing spell. (Costs 60 bits. Two dice will auto-succeed)
-[] [STEPPES] There is no guarantee he will be able to help you, but you will write him about…
--[] How Silky has been shaken up by the attempt on your life, and how she might be comforted by her beloved uncle's presence.
[] [SOCIAL] You don't have it in you to teach anypony of the Lores. But you can make a social call to… (WRITE IN) (IF CHOSEN, will give you a -15 to your healing roll, free action)
--[] Mayor Mare
-[] [LEARN] It all fits together, somehow… or so you hope.
--[] "Unknown Ritual – A Memory of Light" Step one (Progress 0/100, uses Learning and LANTERN)
--[] "Unknown Ritual – A Memory of Light" Step one (Progress 0/100, uses Learning and LANTERN)
 
--[] What is their objective? (WRITE IN what your followers must do, in order of PRIORITY)
What about the cultists?
Plan: Down but Not Out
Hmmm, i like this one, it would be a pity to leave the cultists to their devices, but i suppose that i can live with it.
--[] What are they Taking? (Two Wrong Keys, Winter 1 Artifact)
I don't think that the noose is necessary but i suppose that it doesn't really hurts.
 
Agreed on the goals, disagree on the order.

Remember, we are sending in the Investigators, not the constables. So while the Investigators can find out about the cult, the funds, the numbers, the people... They won't be taking the evidence. And given that Velvet didn't, you know, sign the darn things. It would require the Investigators, once they have the manuscripts, to read over and realize it matches Velvet's writing. They are clever enough to do that, but they need the constables to go on the expedition first.

Past that, more or less agreed.
That's a fair point about the Constables not getting to the Cult until next turn at the earliest. However, I would like to point out that we currently can't tamper with any evidence the Bureau does get, and we likely won't get any additional chances after the Name attack to personally deal with the manuscripts (and sending Names to attack Copper twice in a row seems excessive), so we might as well destroy them now so we won't have to worry about them getting into the wrong hands anymore.
 
If you really want to look for something this turn, it might be better having us look for easy expedition sites rather than books.
uh, good idea actually. We'd roll at a penalty I imagine, but even a low-rank expedition would be nice, and supposedly there's an easy one around.

We might be told by Rarity, Selene or the staff about the Everfree, the castle in it, or other similar things...

Obviously this would be great. But how do we really see this going down? Are we letting her live if she does? If not, why would she ever say yes?
Because Mareinette would ask pretty please if you don't want to end in my stomach? There's many kinds of deaths, and not all are as good.

I suppose there might be a chance of us letting her live IF we can effectively neutralize her. There was that omake by Bird about Copper being captured and... prepared for Mareinette, but one of the possible options there beside killing her was to make her a non-threat.

Like, for all we know Mareinette CAN actually drain her Grail, or there's other ways to neutralize her. If so, I imagine it will come up once we reach her and have to vote on what to do about her.

There's this fun little thing I like to call "lying". Something Mareinette would be quite good at! :V
There's also this other thing called "I was saying the truth from a certain point of view".

You know, Biedde promises not to kill her, but that doesn't include Mareinette. Or maybe Biedde can somehow extract some kind of Oath out of her? We might end up with something similar to Comet's "Conscription" effect, where she'd be a forced minion as long as we have Biedde and/or something else to keep her in line...

Level 1-2-3 books only become worthless when Velvet's library reaches that level. Studying 3 low level books for a single AP is much better then writing 1 manuscripts per AP. And even then we can just sell spare books for money once the library is leveled.
Not necessarily. with Manuscripts we can write a lvl 4 (soon to be 5) manuscript for basically anything we want. the minor books are decent in that they can better fill lower levels, but even so it's fairly situational.

Generally speaking there's no longer a point in BUYING lvl1-2-3 books (other than heart 3 books), but for those we currently have and/or other we find during expeditions... sure, we might eventually read them to fill the library once the Bureau has access to it. Or if we gain confidants who'd benefit from it I suppose.

I wonder why we'd want to send Comet? As the planner cause his action is easier to part with? Or I guess, who do you have in mind to send for Plan Pittauro? :V
Well, most Names have other actions assigned so they can't lead.

of our followers:

[X] Plan Time's Up - Rarity Searching
-[X] (Detectives) Investigate the Commissioner's attackers
-[X] (Constables) Guard the Commissioner
-[X] (Selene) Winter Realization
-[X] (Selene) Guard us and our home
-[X] (Mareinette) Honored Guest: Filthy Rich and Spoiled Rich
-[X] (DoA) Wrong Keys

-[X] (Fluttershy) Ask Comet to lead an expedition: A Grave on a Hill
-[X] (Baldomare-Free) Give her the Level 6 book if the expedition is successful, otherwise give her the Knock 5 book
-[X] Perform the Reflection of the Tapestry
--[X] Target: Copper and her cult. Their location, their resources, their defenses, anything and everything about them
--[X] To be performed on an inconspicuous place, located by Baldomare
-[X] Assault an opponent (Copper Secateur)
-[X] Search Canterlot for the Outsider (x 3)

Rarity: 1
Jade Whistle: 1
Fluttershy/Comet: 1
Baldomare: 1
Mareinette: 1
Velvet Axe: 1

Biedde: 1
Selene: 2
Household servants: 1

Jade is scrying, so she's not an option for lead.

Baldomare is too good to send on outsider search, so not really a good expedition lead option.

Mareinette is hosting the Rich couple.

Axe is giving us Keys.

Selene is guarding and training.

Servants can't go on expeditions, obviously.

That leaves, as potential expedition Leads: Rarity, Comet, Biedde.

We have two expeditions, so we need to pick 2 of those 3, and the remaining one will use their action on Outsider search.

I see two main ways to go about it.


OPTION 1

Graves: Comet OR Rarity Lead, Axe OR Mareinette follower.

Copper Assault: Biedde lead, Mareinette + Axe + Baldomare + Selene followers

OPTION 2

Graves: Comet OR Rarity Lead, Axe OR Mareinette follower.

Copper Assault: Comet/Rarity lead, Mareinette + Axe + Baldomare + Biedde followers


mostly depending on if we want Selene to be on Copper Assault or not (we can basically only afford to send 5 people there, so to add Selene we need to remove someone else, and the easiest way to do that is by using Biedde as lead instead of follower and thus removing the need for Rarity/Comet)



First, our daughter wants to go on the murder expedition. Let her.
We can do that, but then we're basically forced to have Biedde as lead and have someone slightly worse (Comet/Rarity) take over the outsider search (in addition to Baldomare and Servants).

Not the worst decision, we basically trade a +20 on Outsider Search for having Selene on the assault team, offering her +15 to moth-knock-winter-edge AND another combatant that's a bit weaker than Axe and Mareinette but still better than Baldomare.

I think that we should attack after our investigators come up with something, because I do not want lack of information to be this expeditions downfall when were committing all the budget and violence.

We don't even have any numbers to delude ourselves with, all we have is that Baldomare should find them because Lantern.
false

Jade is scrying, so we have a starting point from that info. After that, YES, Baldomare with her SH 6 + reroll SHOULD be able to find out the specific location. Keep in mind we'd roll... 1d100 + 50 (Axe general) + 30 (SH Application) + reroll. Potentially we can give them the SH Artifact and it would be another +15, so total either +80 or +95 with reroll.

And that's assuming Jade's scrying doesn't give bonuses.

Not really fond of this with Mareinette involved in the raid. Yes she's been helpful this turn, but we shouldn't trust her agenda. Feels like something that means well, but could bite us in the ass.

As to the raid, I think killing Copper and covering up loose ends that trace back to Velvet are the main priorities, then Neighnia. It's not worth the risk to get cute with Copper here, let the Names handle the details and go from there. After that loot the place, maybe plant some evidence if there's time, and more importantly leave as little actual evidence as possible.
yeah, first Copper, then Manuscripts/leads to Velvet, then Neighnia.

If we don't accomplish ALL of our goals we'll likely be able to follow up on it next turn. We could scry to find Neighnia, or maybe we'll unlock a follow-up from this expedition as one of the rewards.

or hey, maybe the Bureau will get Neighnia.

...wait, the Bureau might get Neighnia! That could be a disaster!

Well, it would be next turn, so... Maybe Velvet will join the Bureau assault and decide she might keep this interesting painting as a souvenir? :V

I know that when we recover our Grail Rarity will not question the probably horrifying things she could see if we tell her not to, but do we really need to send her?

I will not really object strongly, but i don't think that we need to send her, it would be too dangerous for Rarity.

Edit: Also, is there something stopping us from using the SH 3 Artifact to study better the memory of light? Unless that was discussed alredy.
Considering the different levels of risks between Copper assault and Grave expedition, I see no real reason to send Rarity on Copper instead of Graves.

or, alternatively, we send Biedde as lead on Copper Assault, Comet on Grave, and Rarity on Outsider Search, which will keep her safe.

Also the outsider search is in Canterlot. That would allow Rarity to join some social events with the nobles for her career in her downtime :V


First, you can't really destroy an entire cult in a single attack, that takes place in a single night. Even if you focus on one or two of those points, the other points might scatter and flee. It is disingenuous to expect a perfect and absolute victory.
(Or maybe it is. You are sending quite a few Names, after all. What do I know?)
NORMALLY I'd argue that expecting us to accomplish more than one objective in a turn is arrogance.

but, well, we ARE sending 4 Names (and possibly Selene too). 2 Seems reasonable, more than that possible but unlikely.

My expectation is that, if we go by normal expeditions, we're expected to pass 3 "obstacles" for the first objective, and after that we get extra obstacles for extra objectives, so up to 2 extra objectives if we never fail a roll basically.

That said, depending on what we leave behind we might be able to have a follow up to pursue the other objectives (Neighnia, more resources, manuscripts if we missed them) next turn.

Second, because if you think about it, removing any of those pieces would still cripple any cult. Kill Copper? They are lost. Kill the lieutenants? The cult can't be run. Frighten the flock? There is nopony left to order around. So on.
yeah, my assumption is that the objectives we don't pursue now CAN be pursued next turn if necessary.

Sorry.

Have a nice day.

Ok, priorities, everyone feel free to comment.

Priority 1: Kill the Figurehead (Copper).

Priority 2: Kill the Inner Circle.

Priority 3: Raid the resources, especially what would link Velvet to the cult and the lores.

Priority 4: Neutralize Neighnia with or without violence.

Priority 5: Kill the Outer Circle

Priority 6: Damage the infraestructure, leaving it open for the Bureu.

Edit: Priority 2 and 3 are interchangeable for me.
We care more about the manuscripts linking us to the cult than about the Inner Circle I think.

Let's say we kill Copper AND get the manuscripts together. It's not a sure thing, but it's possible.

the Bureau can arrest the inner circle next turn, and we can send a follow-up expedition to try and acquire Neighnia instead.

I don't think we really care at all about the Outer Circle, really.

Neutralizing Neighnia should go above the Inner Circle. Our Bureau detectives can work on dealing with the cult itself once we cut off its head, but Neighnia is juuuust a bit out of their wheelhouse. And also MORE NAMES FOR THE NAME HOTEL!

Edit: Aaaand since you moved things around, I'll just state my priorities here:

1) Kill Copper

2) Steal & destroy any evidence that could compromise us

3) Neutralize Neighnia

4) Loot any other non-evidence resources that they can get their hooves on (leave enough non-Velvet-compromising manuscripts behind for the Bureau to loot later)

I really don't think we need to go as far as hunting down the Inner and Outer Circles. That's what our agents are for.
fully agreed with this, with the addition that we might be able to do a second expedition next turn to accomplish 3 and 4 if we only get to accomplish 1-2 this turn (or even just 1 in the worst case. I can't imagine us FAILING at our main objective with such a stacked team and a scrying ritual as a starting point).

I understand that, but Copper Inner Circle is likely to know about Copper vendetta with Velvet, and if one of them escapes they could, you know, try to avenge their leader.

Neighnia in comparison could be negotiated when Copper dies.
If they don't have proof against us (the manuscripts) it's not that much of a problem.

It would hardly be weird for them to try and blame the Commissioner, their ENEMY, of "imaginary" wrongdoings.

Also Copper is the only one with DIRECT knowledge of our exploits. The other ones would only have second-hand rumors from a "mad" (and dead) former leader.

Sure, but like I said: that's what our agents are for, to clean up the rest of the cult once we've dealt with Copper. One of the main reason Copper is getting dealt with via Names to the face is because she knew us personally and is either Grail 4 or Grail 5, making her uncomfortably able to implicate us if we tried to deal with her via the Bureau. The Inner Circle would have, at best, second-hand accounts if Copper even felt like talking about her history with Velvet at all, and without any actual evidence to back things up should be able to be dismissed much more easily. Sometimes people do just get irrationally fixated on a person for some reason that only existed in their own head, after all.
yeah, this!

My priorities:

1) Kill Copper
2) Neighnea, ideally secured for ourselves, hopefully denied to the cult, failing that at least scouted. This is a NAME! Pretty important!
3) Resources, focused on our manuscripts
4) Inner Circle
5) The rest.

I could see an argument for swapping 2-3. Rest seems pretty clear-cut.
Basically. and I think that if we don't accomplish all 3 main goals together we'd be basically committed to do a follow-up next turn to try and get those. Probably with another scrying ritual to identify where Neighnia and/or the Manuscripts ended up.

Also, a tentative plan (plan variant?) primarily based off of @Steady Gaze's plan, now with more Cherilee, adjusted assault details (but keeping the broad strokes), and less stuff on the Grave expedition.

[] Plan Leave No Trace - Cherilee Social & Tweaked Expeditions
-[] [BUREAU] You will assault Copper BEFORE the Bureau picks her trail.
-[] Assault an opponent (Copper Secateur)
--[] Who is going? (WRITE IN which followers will go)
---[] Baldomare
---[] Biedde (as planner)
---[] Daughter of Axes
---[] Mareinette
---[] Selene
--[] What are they taking? (WRITE IN what artifacts, if any, to take)
---[] One wrong key
--[] What is their objective? (WRITE IN what your followers must do, in order of PRIORITY)
---[] Eliminate Copper. (Attempt to do so in a way that minimizes the window of alarm to give more time to complete other goals without the cult being alerted of an ongoing assault.)
---[] Find and neutralize anything that would compromise us. (Steal or destroy evidence that implicates us as part of the Master's cult, or an associate of Copper's, or having knowledge of the Lores before their official rediscovery.)
---[] Neutralize Neighnia somehow. (Get her bindings, desummon her, negotiate with her, steal the painting she's in, or confirm that she gets desummoned when Copper dies.)
---[] Loot Copper's other resources. (As long as it doesn't jeopardize any other objectives. Looting exceptions: destroy and desummon any Windigo Jars; leave enough non-Velvet-compromising manuscripts for the Bureau to find later.)
--[] Anything else? (WRITE IN any other orders or specifications you have)
---[] Leave as little trace as possible. (Leave no evidence of the assault, for example, by employing stealth, eating the bodies, Grailing witnesses actively or passively into believing they saw nothing notable, etc.)
-[] The Grave on the Hill
--[] Who is going? (WRITE IN which followers will go)
---[] Rarity (as planner)
---[] Daughter of Axes
--[] What are they taking? (WRITE IN what artifacts, if any, to take)
---[] SH 3 artifact
-[] You are wounded! (You currently have 2 wounds. You must pick one of each option.)
--[] Take a few breaks, every now and then. (Costs 1 action. Rolls TWO dice. 0/-15)
--[] There is no holy grail for healing magic, no miraculous wound-closing spell. But vigor-enhancing spells, and other small boosts, are a thing. The crystals where they are stored for sale are expensive, though… (Costs 60 bits. Two dice will auto-succeed)
-[] [STEPPES] There is no guarantee he will be able to help you, but you will write him about…
--[] How Silky has been shaken up by the attempt on your life, and how she might be comforted by her beloved uncle's presence. (Convince Steppes to stay out of Manehattan and out of the way of your assault and the Bureau for a month through a clever ruse.)
-[] [SOCIAL] You don't have it in you to teach anypony of the Lores. But you can make a social call to… (WRITE IN) (IF CHOSEN, will give you a -15 to your healing roll, free action)
--[] Applejack
-[] Talk to somepony? (WRITE IN who)
--[] Mayor Mare
--[] Cherilee
this seems perfect to me.

The only change I'd make is to basically add a line about giving the Copper Team all our other artifacts (winter 1, Edge 3, Heart 3, and if they can ALSO use it in addition to Jade scrying and Grave than also SH 3. Though we COULD instead use SH 3 for Outsider search maybe?)

More or less. There wouldn't be a warning about how bringing your artifacts on expeditions might mean they could be lost or damaged if that wasn't a risk, and the SH3 artifact seems the most likely to actually be used. Losing all of our Level 3 artifacts because a roll got fumbled would suck a lot, y'know?
it would take a really low roll for that, but fair enough.

With Baldomare going on the Grave Expedition, the Secret History Artifact won't be of use. I am pretty sure we can't use the unidentified Knock 2 Artifact until it's identified. The Heart 3 Artifact I would rather keep with Velvet, in case there is any unfortunate Heart Rolls that happen this turn.
if we pay 60 bits and 1 action there's not going to be any healing roll. If anything we should probably keep the Edge 3 artifact to try and escape if we're somehow attacked and someone reaches us I suppose.

That's a fair point about the Constables not getting to the Cult until next turn at the earliest. However, I would like to point out that we currently can't tamper with any evidence the Bureau does get, and we likely won't get any additional chances after the Name attack to personally deal with the manuscripts (and sending Names to attack Copper twice in a row seems excessive), so we might as well destroy them now so we won't have to worry about them getting into the wrong hands anymore.
We CAN tamper with things IF we're part of the expedition though.

Like, if next turn Velvet is healed and joins the COnstables, then yes, she COULD make "something" disappear, or plant evidence there.

Once things have been officially taken by the bureau though, they're tracked, same for prisoners.
 
The only change I'd make is to basically add a line about giving the Copper Team all our other artifacts (winter 1, Edge 3, Heart 3, and if they can ALSO use it in addition to Jade scrying and Grave than also SH 3. Though we COULD instead use SH 3 for Outsider search maybe?)
They should be, since in order for DoA to be both on the assault and the Grave, the Grave expedition would pretty much necessarily take place afterwards.

I'll add in the SH3 and Winter 1 artifacts to the assault. I don't think the Edge and Heart artifacts will be of enough use to justify bringing them along.
 
I think sending our daughter to murder someone is a bad idea. As cathartic as she might find it.

That being said. Selene and the name squad going on an adventure together sounds awesome enough on its own that I might vote for it anyway. Out of character or not.

Do we not want uncle Steppes help?
 
I think sending our daughter to murder someone is a bad idea. As cathartic as she might find it.

That being said. Selene and the name squad going on an adventure together sounds awesome enough on its own that I might vote for it anyway. Out of character or not.

Do we not want uncle Steppes help?
eh, she's a big princess. Plan for Steppes seems to be to try and get him to visit us so he'll be safe in case something happens in his city.
I don't see why IC Velvet would ask him for help re: Copper, considering she somehow still doesn't know that he's a crime boss.

Unless you meant like just in general, in which case I am open to suggestions?
well, he COULD offer lodgings for the Names, I suppose. I'd rather not involve him though, just in case.
 
I think sending our daughter to murder someone is a bad idea. As cathartic as she might find it.

That being said. Selene and the name squad going on an adventure together sounds awesome enough on its own that I might vote for it anyway. Out of character or not.
I don't see it much as Catharsis, as I see it as Velvet asking Selene to step up. She accepts what Velvet did, yes. But there is something about seeing it, touching it yourself.

Besides! Velvet killed her first pony in Manhattan rescuing Twilight. Selene going there to also go after Copper's things....
Like Mother's like Daughter
 
I see manuscripts thrown around a lot as a potential evidence, but can they really lead to us?
The big deal about The Loremaster was that nobody, except Velvet and her closest friends, knew The Loremaster is Velvet. Not everyone even believed The Loremaster was real.
And then when cult fractured, Velvet made sure to dissociate herself from The Loremaster. It would be impossible if the manuscripts, you know, had her name on them.
No, IMO any evidence against Velvet is going to be whatever they managed to collect on her.
And the main witness is Copper, whom we, you know, kill. She may have ranted to her cult, but nobody there knows anything first-hand. Because again, nobody other than the Inner Circle and Rarity knew Velvet even was in the cult.
 
I see manuscripts thrown around a lot as a potential evidence, but can they really lead to us?
The big deal about The Loremaster was that nobody, except Velvet and her closest friends, knew The Loremaster is Velvet. Not everyone even believed The Loremaster was real.
And then when cult fractured, Velvet made sure to dissociate herself from The Loremaster. It would be impossible if the manuscripts, you know, had her name on them.
No, IMO any evidence against Velvet is going to be whatever they managed to collect on her.
And the main witness is Copper, whom we, you know, kill. She may have ranted to her cult, but nobody there knows anything first-hand. Because again, nobody other than the Inner Circle and Rarity knew Velvet even was in the cult.
They're in our handwriting.

So it's not damning, but it is suspicious.
 
[X] Plan Ruthlessly Kicking Ass and Taking Names
-[X] [BUREAU] You will assault Copper BEFORE the Bureau picks her trail.
-[X] Assault an opponent (Copper Secateur)
--[X] Who is going? (WRITE IN which followers will go)
---[X] Biedde (as planner)
---[X] Daughter of Axes
---[X] Mareinette
---[X] Baldomare
---[X] Selene
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] One wrong key
---[X] Edge 3 artifact (Selene)
---[X] SH 3 artifact
--[X] What is their objective? (WRITE IN what your followers must do, in order of PRIORITY)
---[X] Get Neighnia's binding above all, kidnap Copper and force her to hand over the bindings for the Name or at least any information she has on the Name. Have Mareinette drink her Grail lore from her before putting her in Steppes prison.
---[X] Find and neutralize anything that would compromise us. (Steal or destroy evidence that implicates us as part of the Master's cult, or an associate of Copper's, or having knowledge of the lores before their official rediscovery.)
---[X] Steal anything valuable and easy to steal. (As long as it doesn't jeopardize any other objectives! For example, books that strike Baldomare's fancy, artifacts, bits or things that can be sold for bits.)
--[X] Anything else? (WRITE IN any other orders or specifications you have)
---[X] Focus on your own safety (Selene is free to go all out "No holds barred" and also summon Ash-Ghouls if necessary)
---[X] For loot focus on Artifacts level 3 or higher over bits
---[X] Leave as little trace as possible or at least cover your tracks (Leave no evidence of the assault, for example, by employing stealth, eating the bodies, grailing witnesses actively or passively into believing they saw nothing notable, making them believe it was changelings or rival gangs, etc.)
---[X] Good luck. Should the mission be a huge success, do let Velvet know if there are any particular rewards you seek. Velvet gives out headpats to everyone when they come back.
-[X] The Grave on the Hill
--[X] Who is going? (WRITE IN which followers will go)
---[X] Comet (as planner)
---[X] Daughter of Axes
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] Heart 3 artifact
---[X] SH 3 artifact
---[X] Winter 1 artifact
---[X] One wrong key
-[X] You are wounded! (You currently have 2 wounds. You must pick one of each option.)
--[X] Take a few breaks, every now and then. (Costs 1 action. Rolls TWO dice. 0/-15)
--[X] There is no holy grail for healing magic, no miraculous wound-closing spell. But vigor-enhancing spells, and other small boosts, are a thing. The crystals where they are stored for sale are expensive, though… (Costs 60 bits. Two dice will auto-succeed)
-[X] [STEPPES] There is no guarantee he will be able to help you, but you will write him about…
--[X] You have a favour to ask him... in person
-[X] [SOCIAL] You don't have it in you to teach anypony of the Lores. But you can make a social call to… (WRITE IN) (IF CHOSEN, will give you a -15 to your healing roll, free action)
--[X] Steppes, with Selene reveal Luna to him and ask him for a prison for Copper. Your princess commands it.
-[X] Something else?
--[X] Visit your daughters grief session and morn Starry Dancer.
-[X] Talk to somepony? (WRITE IN who)
--[X] Talk to your sons


[X] Plan Ruthlessly Kicking Ass and Taking Names with Mayor time
-[X] [BUREAU] You will assault Copper BEFORE the Bureau picks her trail.
-[X] Assault an opponent (Copper Secateur)
--[X] Who is going? (WRITE IN which followers will go)
---[X] Biedde (as planner)
---[X] Daughter of Axes
---[X] Mareinette
---[X] Baldomare
---[X] Selene
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] One wrong key
---[X] Edge 3 artifact (Selene)
---[X] SH 3 artifact
--[X] What is their objective? (WRITE IN what your followers must do, in order of PRIORITY)
---[X] Get Neighnia's binding above all, kidnap Copper and force her to hand over the bindings for the Name or at least any information she has on the Name. Have Mareinette drink her Grail lore from her before putting her in Steppes prison.
---[X] Find and neutralize anything that would compromise us. (Steal or destroy evidence that implicates us as part of the Master's cult, or an associate of Copper's, or having knowledge of the lores before their official rediscovery.)
---[X] Steal anything valuable and easy to steal. (As long as it doesn't jeopardize any other objectives! For example, books that strike Baldomare's fancy, artifacts, bits or things that can be sold for bits.)
--[X] Anything else? (WRITE IN any other orders or specifications you have)
---[X] Focus on your own safety (Selene is free to go all out "No holds barred" and also summon Ash-Ghouls if necessary)
---[X] For loot focus on Artifacts level 3 or higher over bits
---[X] Leave as little trace as possible or at least cover your tracks (Leave no evidence of the assault, for example, by employing stealth, eating the bodies, grailing witnesses actively or passively into believing they saw nothing notable, making them believe it was changelings or rival gangs, etc.)
---[X] Good luck. Should the mission be a huge success, do let Velvet know if there are any particular rewards you seek. Velvet gives out headpats to everyone when they come back.
-[X] The Grave on the Hill
--[X] Who is going? (WRITE IN which followers will go)
---[X] Comet (as planner)
---[X] Daughter of Axes
--[X] What are they taking? (WRITE IN what artifacts, if any, to take)
---[X] Heart 3 artifact
---[X] SH 3 artifact
---[X] Winter 1 artifact
---[X] One wrong key
-[X] You are wounded! (You currently have 2 wounds. You must pick one of each option.)
--[X] Take a few breaks, every now and then. (Costs 1 action. Rolls TWO dice. 0/-15)
--[X] There is no holy grail for healing magic, no miraculous wound-closing spell. But vigor-enhancing spells, and other small boosts, are a thing. The crystals where they are stored for sale are expensive, though… (Costs 60 bits. Two dice will auto-succeed)
-[X] [STEPPES] There is no guarantee he will be able to help you, but you will write him about…
--[X] You have a favour to ask him... in person
-[X] [SOCIAL] You don't have it in you to teach anypony of the Lores. But you can make a social call to… (WRITE IN) (IF CHOSEN, will give you a -15 to your healing roll, free action)
--[X] Steppes, with Selene reveal Luna to him and ask him for a prison for Copper. Your princess commands it.
[X] [SOCIAL] You don't have it in you to teach anypony of the Lores. But you can make a social call to… (WRITE IN) (IF CHOSEN, will give you a -15 to your healing roll, free action)
--[X] Mayor Mare
-[X] Something else?
--[X] Visit your daughters grief session and morn Starry Dancer.
 
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Right, I spent too long building an expedition-calculating spreadsheet, comparing DoA + Rarity, Mareinette + Comet, and Baldomare + Comet.

I assumed first check is SH DC 90, and then a bunch of possibilities for the next two, which I assumed were DC 80. Also assumed we're bringing Heart 3/SH 3/Winter 1 artefacts, and that a Grail check is a social action.

If the next two are both one Name's lore, that Name is best, by a lot (15-20%). But that seems unlikely.

Otherwise, here's a table showing some possibilities. I included a comparison of DoA/Rarity to the other best party.

LORE 1LORE 2DOA + RARITY (% success)MAREINETTE + COMET (% succes)BALDOMARE + COMET (% success)
KnockGrail74 (-6)8064
KnockWinter92 (+24)6568
ForgeWinter83 (+15)6568
GrailWinter65 (-18)8368
HeartWinter87 (+4)8377
LanternWinter81 (-3)6584
SHHeart91 (-5)8896
ForgeLantern81 (0)6281
ForgeHeart87 (+7)8074
GrailLantern62 (-19)8081

In summary:
  1. If Grail (a social action) is required, we want Mareinette, and DoA doesn't do great (unless the 3rd check is Knock).
  2. If Heart is required, DoA still outperforms Mareinette.
  3. If another SH/Lantern check is required, Baldomare is a little bit better than DoA.
  4. If neither check is a name's lore, or if one is Knock, DoA is quite a bit better.
Basically, the question is if you think the Expedition involves a Grail/social action. If so, you want Mareinette. If not, you want DoA. Baldomare is a little better than DoA if the next check involves SH/Lantern, but not by much.
 
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Used meaning "their bonus actually comes into play". E.g. if we brought the Heart artifact, but there wasn't actually a Heart check, then even though someone "used" the artifact it wasn't ever actually useful.

They should be, since in order for DoA to be both on the assault and the Grave, the Grave expedition would pretty much necessarily take place afterwards.

I'll add in the SH3 and Winter 1 artifacts to the assault. I don't think the Edge and Heart artifacts will be of enough use to justify bringing them along.

Sir they have a Winter Name and cult infrastructure, if we don't have to Heart through some Eldritch field of intense cold or other such nonsense while trying to complete their objectives I'll smack myself.
 
First of all I meant it as no evidence of Names or Velvet involvement. I could care less if random cultists are getting caught in the end, less problems for us. And by chaos I mean first of all paranoia and panic among cultists. Ideally we make them convinced of approaching police raid, force them to relocate their bases and mess with the orders so no one knows what really to do. And we disappear Copper among overall chaos adding to it.
Fair enough, thanks for clarifying. This isn't as surgical as I'd like, since the Bureau will start asking how their activities leaked before they even set hoof in Manehattan, and I respect them enough to think they might realize it doesn't add up, even if it would explain why everything is a mess, hiding our activities. I still feel there is more that can go wrong if we try to get fancy by doing things like this or dealing with the inner and outer circle too, or not killing Copper before pursuing our other objectives. After all,
removing any of those pieces would still cripple any cult. Kill Copper? They are lost. Kill the lieutenants? The cult can't be run. Frighten the flock? There is nopony left to order around. So on.
And we have the Bureau to clean up. There needs to be something left for them to find, so we'd rather not have cult lieutenants start evacuating books and artifacts that we'd rather have in their custody. Just make it look like Copper got scared and fled or something, just like the Master did to us. :V

[] Plan Leave No Trace - Cherilee Social & Tweaked Expeditions
Good plan! I'm good with all the changes except maybe
  • …the Cheerilee social change (also her name has two "e"s, like "cheer", hehe).
  • …no longer specifying that we want to make it look like Copper decided to flee on her own or something. Perhaps the team will be smart enough to consider setting that up if it's viable, or it was too complicated to set up?
Debating whether I'll post my own copy of this in addition to approval voting for this one, or just vote for this one. But this plan is pretty good as it is.
 
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DoA: 50(general bonus)+15(Heart artifact 3)=65
Mareinette: 40(general bonus)+30(Heart 6)=70

Am I calculating it wrong ?
No, but I'm looking at total probability of success. It's about the other checks -- DoA will do better than Mareinette on the SH roll, and likely do better on the 3rd check as well.
 
On the other hand, it could be neat to have a public-facing Name, I wonder if she'd be up for that kind of kabuki.
Depends, if we have her bindings it might work.

Otherwise it's death rays to the face for Velvet.

For once I agree with Shaper.

problem is, Neighnia KNOWS about us. After all Copper had her target us with an EiB.

So if we don't have the bindings there's a risk of her talking. Which is bad until at least Celestia "calms down" so to speak.

I'm mostly assuming we'll either go for Neighnia next turn, or try to remove her during the Bureau expedition on Comet... unless, of course, Neighnia is recovered, dies or otherwise removes herself from play during our assault.
 
I'm mostly assuming we'll either go for Neighnia next turn, or try to remove her during the Bureau expedition on Comet... unless, of course, Neighnia is recovered, dies or otherwise removes herself from play during our assault.

I strongly prefer not to underestimate a Name. Especially since I'm pretty sure people have plans for next turn which don't involve the pain of an expedition after an unbound Name.

Like, I want have Velvet free for fleeting opportunities with Cadence and to work on sacraments.

And we'd probably need Baldomare to scry for finding her and that would delay Outsider searching.
 
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