Diving In does, Spelunking does not. Neither counts as an expedition.
My bad, I'd missed that it'd been answered.
[] Fly like a butterfly, Sting like a bee
Martial:
-[] Into the Soft Bits: DC: 40. Successes Needed: 4. Limit: 6. 5 Dice + Ittetuhlot (Chief) + Loqtli
-[] Spelunking: DC: 0. Successes Needed: 3. 2 dice + Khaxilitli
-[] Diving In: DC: 30. Successes Needed: 1. 0 dice + Huatza-Botl
-[] Tracking: DC: 25. Successes Needed: 2. Limit: 4. 2 dice
Stewardship:
-[] Widespread Roosts: DC: 0. Successes Needed: 12. 0 dice + Poh'paloq
-[] Fleet Expansion: DC: 0. Successes Needed: 2. 0 dice + Xehtzhail
-[] Wall Repairs: DC: 10. Successes Needed: 4. 1 dice + Gif'a'Gahb (Chief) + Tzakani
-[] Tower Repairs: DC: 15. Successes Needed: 4. 0 dice + Xilotl
-[] Clearing Rubble: - Temple of Xokha: 1 dice + Awanabil'tat
-[] Raising a Clutch: DC: 0. Successes Needed: 2. 0 dice + Tehe'Tenq
Diplomacy:
-[] Getting to Know your Attendants: 1 personal dice
-[] Furthering a Relationship: 0 dice + Zille'mi
--[] Goal: Establish a deal whereby we trade metal and minor magic items in exchange for knowledge of local beastmen and orc movements.
-[] Reaching Out to More: DC: 0. Successes Needed: 1. 1 dice
Intrigue:
-[] Look at 'im!: 2 dice + Hua'Ximni
--[] Target(s): Munta da Hunta. Attempt to infiltrate the Warbosses camp and poison him with Lord Wik'keer'mal's creation. Ideally the crippling of his intelligence should lead to the largest of the orc warbands crumbling due to infighting without suspicion falling on us.
-[] Spying on Humans: DC: 0. Successes Needed: 1. 1 dice
Learning:
-[] Study [Artifact]: Choose one to Study:
--[] Mirror-Shield of Quetzl. DC: 0. 2 5th gen Slann dice
--[] Disc of Yuxa. DC: 50. Successes Needed: 1. 2 5th gen Slann dice
-[] Exorcism: DC: 40. Successes Needed: 2. 2 5th gen Slann dice
-[] (Mal)Functional: DC: 50. Successes Needed: 10. 1 5th gen Slann dice
Personal:
-[] Lend your Insight: Getting to know your Attendants
-[] Personal Project: Develop a fast acting poison designed to cripple an orcs intelligence/brain (for Munta da Hunta)
So orc-wise this plan has two main goals: complete Into the soft bits, and cripple the largest group of orcs (and IMO the one with the scariest boss). The wyvern rider is coasting on his mount, so he can be left for now. The goblin is also a low priority. The warboss/shaman duo could be a concern in the future, but currently they're trying to stay on top of the infighting in their group. Of the remaining two, whilst there are similarities Munta seems to be the greater threat. Not only is his horde bigger, but if his intelligence is a definite worry.
Munta da Hunta leads the largest conglomeration of tribes; having smashed, shouted, or bribed them to follow him. Sometimes all three. As far as potential warbosses go he is neither the largest physically nor does he have advantages of any particular orcish charm or special weapons or armor, or any notable relationship with shamans. What he is, is frighteningly clever and willing to use thoroughly un-orcish tactics to achieve his goals.
I figure 2 dice on the decapitation strike should be enough. I figure Wik should be able to create a good enough poison that if our skinks can land the hit that's Munta out for the count (
@CuttleFish2.0 I presume our Hive of Jade would apply to a research action to develop a poison?).
For everything else, I focus more on completing actions than spreading out. Combining both Ittetuhlot and Loqtli doesn't lose us any dice, as secondary characters still give a minimum of one bonus dice, and Itte might give 2 bonus dice depending on how much of a role stegadons/bastiladons play in Into the soft bits (likely not enough of a role, but there's no other martial action this turn which would use them anyway, so :shrugs: ). Between this and the Intrigue decapitation strike I think the orcs should be handled for a turn at least.
Diving In and Spelunking will both complete as well, with the other two Saurus on hand in case anything goes sideways.
Fleet Expansion, Raising a Clutch, and Clearing the Temple of Xokha will also complete, with Wall Repair having a ~66% chance of completion and the Terradon Roosts at least getting a start. Tracking the beast men might complete, but it won't be the end of the world if it doesn't considering I also plan on reaching out to the humans to provide us intel on the local beastmen (and orc) tribes, which should hopefully give our scouting rolls a bit of a boost. Raising a Clutch also increases our supply of animal parts, which will please our elven trading buddies.
Spying on the humans is because I feel it gives us more actionable info for diplomacy purposes.
Learning wise I'm completing the analysis of the Mirror Shield, hopefully completing both the Disc of Yuxa and the Exorcism (both of which would be useful in our eventual expedition down south particularly if the latter is in fact a mage booster), with the last action thrown into (Mal)functional because we need to start it at some point, and 4 more pools when they come would be amazing.
Thoughts? I do want to pick the Turtle Intrigue action, but frankly we have enough on our plate right now I'm not sure we can afford it.