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[X] Break into their hideout. Begin Operation: Under New Management with surprise on your side

I don't think we want to take the risk of letting them come to us when we're still fairly vulnerable ourselves. This seems like the better proactive strategy: we'll ideally be able to co-opt them instead of going to the trouble of destroying them.

[x] [X] Break into their hideout. Begin Operation: Under New Management with surprise on your side
 
[X] Break into their hideout. Begin Operation: Under New Management with surprise on your side

In this case, offense is the best defense.
 
[X] Break into their hideout. Begin Operation: Under New Management with surprise on your side

There's no need to waste the Contingency when there is nothing in there which is likely to pose a real threat to anything but our secrecy. We go in, we reassert ownership, and if anyone objects we rearrange their internal organs in alphabetical order.
 
Oh dear...
[X] Break into their hideout. Begin Operation: Under New Management with surprise on your side
 
[X] Break into their hideout. Begin Operation: Under New Management with surprise on your side

We're a goddammed demon. We can fix power. But whoever the fuck is doing this seems moderately competent and we want that on our side.
 
Alright, I'ma call this sometime tomorrow before work and we will move into the planning phase for your first Crisis or Operation. Being back on the clock has placed certain demands on me, but also we're near the end of an arc for the other Quest so I'm putting a bit more focus there.

I appreciate your patience and understanding.
 
What fucking year is it?

Called, for what it's worth, the vote's unanimous I just gotta click the close vote button xD
Scheduled vote count started by Morrowlark on Jan 4, 2025 at 1:05 AM, finished with 14 posts and 11 votes.
 
Operation: Under New Management [Planning] New
The most important part of planning is understanding that the plan will fail upon contact with the enemy. The second most important part is to have fun and be yourself. You're intending on striking first and striking quickly; if you can recruit these thieves, all the better, but they need off the table. If you recruit them, you're going to need some way to keep them paid or at least fed and provided for, and to consider if the risk of bringing the local law down upon you is worth it should you have them keep stealing. Manual labor might be a possibility for them but that's a problem to pick up when you know them a bit better.

If you even choose to leave them alive, anyway.

You know one entrance to their hideout, and there is likely another. You sketch out a map of the local area and try to think if the city has sewers, but you're pretty sure it doesn't; carving them into the solid fucking rock of the plateau would be a problem, which doesn't seem that way on the face of it but you've seen a monsoon season or thousand in your time and the last thing anyone wants is the sewers flooding when your society doesn't own a single square inch of honest soil to absorb water with. So the basement can't connect to a sewer system. Maybe an emergency tunnel? You tap a few buildings that Jesca owns with the end of your pen, and you think...

A note: words like 'eliminate' in these contexts mean to take out an asset or enemy such that it cannot influence the mission; it is not necessarily lethal, though it can be.

Imps
The little bastards are poisonous, turn invisible, and can shapeshift into animals. You have a LOT of them. They can take one action in the planning phase.

[ ] Watch the perimeter and prevent escape
[ ] Lurk around near you as your bodyguards
[ ] Try to find the back entrance by dint of sheer numbers and mobility
[ ] Infiltrate ahead of the Operation and bring back intelligence

Agents
You're honestly not sure what they're capable of but it's gotta be something. They can take one action in the planning phase.

[ ] Watch the perimeter and track any runners
[ ] Go with you as your bodyguards
[ ] Prepare to report the thieves to the law on your signal
[ ] Get rubbish wagons around for convenient corpse disposal

You
Your best friend and worst enemy. You can take two actions in the planning phase.

[ ] Attempt devil summoning and call [NAME CHOICE HERE]
[ ] Find the rear entrance yourself
[ ] Stake out the hideout and eliminate thieves when they go for a job
[ ] Prepare a Contingency (2 Supply; non-action)
[ ] Enhance your agents and imps with basic necromancy (temporary)
[ ] Research relevant local laws so you have better threats to negotiate with

Approach
First impressions are important

[ ] Stealthy
[ ] Open & diplomatic
[ ] Seize by force

&

[ ] Commit to the "main" entrance
[ ] Take the rear entrance if it can be found

Thank you for your patience

Voting will be in plan format

Victory, as always, to the Lord Below
 
[X] Plan: You're Stuck In Here With Me
-[X] Imps
--[X] Infiltrate ahead of the Operation and bring back intelligence
-[X] Agents
--[X] Watch the perimeter and track any runners
-[X] You
--[X] Enhance your agents and imps with basic necromancy (temporary)
--[X] Research relevant local laws so you have better threats to negotiate with
-[X] Approach
--[X] Open & diplomatic
--[X] Commit to the "main" entrance

Show time. The goal is to get all the information and cooperation we can. Despite the WILD likely mismatch of power, we can always use more mooks… and remember that there is a spellcaster in there somewhere who can likely utilize at least decent mental influence.

Imps get the info, so do the Agents (though from different angles). We go in the front door, talk, and if things go wildly wrong then we kill everything. In that latter case, the Imp/Agent task becomes stopping anything with a pulse from escaping. Necromantic enhancements can assist with both goals.

Given that we still want to do this the nice way, knowing local law will assist in getting us either coercive or beneficial levers.

Finally, I do not believe any likely threat will require a Contingency, so I did not want to waste the resources.
 
[X] Plan: Velvet Glove with Squad of Spined Devils
-[X] Imps
--[X] Infiltrate ahead of the Operation and bring back intelligence
-[X] Agents
--[X] Watch the perimeter and track any runners
-[X] You
--[X] Attempt devil summoning and call [squad of spined devils]
--[X] Research relevant local laws so you have better threats to negotiate with
--[X] Prepare a Contingency (2 Supply; non-action)
-[X] Approach
--[X] Open & diplomatic
--[X] Commit to the "main" entrance

I don't know a lot about D&D, feel free to tell me if summoning Pit Fiend is possible or even useful.

Edit: I realized that < [ ] Attempt devil summoning and call [NAME CHOICE HERE] > is probably talking about this:

- Summon Devils: Meet or beat DC 20 Thaumaturgy (Wisdom) to summon your cohort of imps, a squad of spined devils, or one erinyes. Try not to summon the erinyes; she's mad at you.

So I changed it to squad of spined devils. They are powerful enough, numerous enough and they are not mad at us!
 
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[X] Plan: Speak Softly and Carry a Big Stick
-
[X] Imps
--[X] Watch the perimeter and prevent escape
-[X] Agents
--[X] Go with you as your bodyguards
-[X] You
--[X] Find the rear entrance yourself
--[X] Research relevant local laws so you have better threats to negotiate with
-[X] Approach
--[X] Open and diplomatic
--[X] Commit to the "main" entrance
 
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