As
@Andmeuths pointed out above in much more detail than I want to, it is easy to make an argument that investigating Clan Mors is directly in service to helping the spiders successfully relocate. That has the Gambler's face assigned to it.
Remember, the question here is how our actions are perceived. Spending a lot of time on what happens beneath the Citadel in the turn that we've been told our job is to help our new allies relocate there can very easily be presented as being done in service to that goal. The fact that it also advances other goals is just gravy.
This argument is absolute nonsense to me, it literally make no sense. We have already scouted Mors, the options available in the turn for Mors are not 'deeper scouting' and the winning write-in is not for that either, it is to probe potentially with some theft as that dovetails with Johann's desires and we are explicitly
helping him. Maybe we don't have maximum information on Mors, but we at least know there aren't any major signs of them turning their attention on the dwarves. Thus we can pretty safely assume the Spiders have at least a turn of settling in before Mors is likely to do anything to them. You know what we have no information on? The third force putting pressure on Mors, which is also right next to the the We's new proposed home.
We're highly unlikely to gain anything significant towards securing the spider's safety. Simply put, Johann's personal goals do not align and he has no investment in them as of yet because he was gone for all of last turn and did not help out in the initial steps. My prediction is that the only way it will benefit the spider actions at all is if we crit and stumble on some large ongoing operation, that's not something to count on.
So I'm still back in year page 1795, but if someone else hasn't mentioned it yet, I've got a good reason why we should build the tower first before investigating the Snake Juice: Back when we were investigating the Shyish-kebabs, we had a second roll for figuring out the applications of the swords. The first roll was how well we did figuring out what it was, while the second was for finding uses for it:
While Mathilde figured out pretty well what the structure of the enchantment was, she didn't think our box of 49 swords was useful as anything but a store of Shyish energy. Building a tower to help enhance our experiments doesn't just increase our chances of identifying the structure of teh Snake Juice; it'll also help us find a way to actually use it. (Besides exploding it. It probably explodes well.)
[X] Plan Citadel Focus
I also really want to put the coin bonus on it to maximize the potential results.
Particularly now we have two +20s.
Boney has stated that that actual possible applications will be rolled without modifiers. The only think Gambler could help with is mitigating some disaster.
To be clear to everyone, Plan Not Really Preliminary Anymore is not really my preferred option, my own plan Plan Talk to me Baby (Spider) obviously is which doubles down much more on doing our job. But running off with Johann to not do our job wrankles me so much that I will vote for any other plan which does not have us doing that (even if it does no more with our actual job, it at least doesn't carry the risk of causing problems while we are explicitly trying to relocate our new allies).
My plans is this:
[] Plan Talk to me Baby (Spider)
-[] [JOHANN] Current Task: Have Johann investigate the properties of the spiders' webs.
-[] [MAX] Current Task: Teach the We written Reikspiel.
-[][EIC] Instil corporate policy: long-term financial good of the Empire.
-[] Teach the We Dwarven semaphore.
-[] Help the We establish their new nest below the Citadel. [ACTION 1][COIN]
--[] Gambler
-[] Request the translation item yourself (does not cost an action; converts 3 College Favour to Dwarf Favour).
-[] You have acquired the possession of the Temple where Ranald mugged Mork. Set up a shrine and spread knowledge of it throughout Karag Nar.
-[] Spend time assisting with a fellow councillor's task
--[] Assist Gunnar with burial rites
-[] Have a tower built atop Karag Nar: -100gc for 1 room, bonus to room's purpose.
-[] Wolf is now fully grown, and is a very large dog or a regular-sized wolf. Train him. (increases his intelligence, may deepen Familiar bond)
-[] [COIN] The Gambler