Applejack: Hey, while yer doin' that – Rarity, wanna bring the Prince 'round by mah cart? See if Ah can't pry any info out of him?
Rarity: Not a terrible idea there. I can steer us in that general direction and bring up the possibility of snacks.
Pinkie Pie: Fastest way to a man's heart!
DM: Blueblood goes along with this, and when the two of you reach Applejack's food cart... Hmm. Applejack, roll Insight.
Applejack: Thought you'd never ask! <roll> Yeeehaw! That's a 32!
DM: Dang. It's just for a fraction of a flicker of a moment... but you see him drop his defenses and look very annoyed to see you here at the Gala.
Applejack: See me here... because Ah'm a country bumpkin, or...?
DM: Because you rolled above a 30: No, specifically you.
Applejack: I-Interestin'...
Interesting... Seems like Bluebood might have had a hand in the party not automatically getting tickets for being elements. If so, that means he also knows who Rarity really is.
The GM is hinting more and more at Blueblood being Elusive, or at least someone high up in the Guild. They did try pretty hard to stop five of the Mane 6 from getting to the Gala, so seeing one of them made it anyway can't be good news for the sabateurs.
Okay, I think I AM going to state my previously alluded to theory today.
I think that Prince Blueblood is actually a hidden member of the Thieves Guild, and that he knows the Mane Six by reputation. He probably also knows that Rarity is trying to get out, and he's been set up to keep her in the Guild.
I also think that the disaster is going to be their distraction to make sure the Guild can't get Rarity trapped in a marriage to the high prince of the Thieves Guild. Or worse.
Although... a different, but still hostile, faction might be involved.
Now watch Blueblood actually be an undercover cop trying to catch Elusive and he only made that look to AJ 'cause he knows the Mane6 seem to be magnets for trouble.
All I shall say, is never get involved in inheritance games. It starts with people knowing who you are...
And somehow ends with your party having to extract a noble from the middle of an army he's about to break alliance with. Abused D&D 3.0's pre-nerf Invisibility duration SO HARD during that mess...
I also thought that. That face in the last panel does seem to say, "How DARE you beat my Deception! Do you know how many exploits I have dumped into pretending to like people?!"
One of my friends just has the best luck. But the GM ends up having to work hard to incorporate the shenanigans that ensue from said luck. For instance, one of my friend's overly munchkined characters (had an intelligence score of 38 or some bull, by completely legal methods, and had a class that allowed him to use Int as his stat for so many skills and attacks it isn't even funny) Had found minor bits of evidence that the priests of Norgerber were influencing the political system. So he rolled Knowledge Local (I think), to see if he could find any other evidence. Nat 20.
So, now he can basically identify any member on sight, knows exactly what they're up to, and effectively wrecked the part of the campaign that was meant to take weeks in game with one roll. GM was not happy.
In my Savage RIFTS game, I was running a module where the party was infiltrating a blood-sport event to figure out why several aspects of it were kinda hinky...
So, one of the players is playing a Juicer--think Bane from Batman, with an explicit 'life is short and cheap' flavor, since the drugs will kill them before too long. His specific character was actually responsible for selling Juicer contracts before he got ambushed by the families of several of his 'clients' and forced to get his own rig.
So they get to the event (which, of course, is about 90% Juicers), and I hit him with not one, but two different NPCs who recognize him from the days when he was still just a sales rep. One was a Juicer that everyone was sure was behind the cheating that had been going on (and who was immensely grateful for the PC putting him on the 'road to glory'). And the other was the event organizer, a 'detoxed' Juicer who resented the PC both for getting him into the rig, and for the debilitating effects of being taken out of it.
This re-write actually flipped the relationships the PCs had with the two NPCs from what the published mod had described--the Juicer was supposed to be hostile and insolent, while the organizer was supposed to be grateful for the help and a bit of a pushover.
I say: It's got something to do with Applejack technically being nobility!
Her family was granted inheritable land property by Celestia herself, which would make her a ...countess or something.
Technically, it would be Granny Smith who is the Countess or holder of whatever title the Apples have. Applejack would just be the heir... or an heir depending on how the title would pass on in the event of Granny's passing.
Also, Big Max is older than Applejack. So barring "Equestria is a matriarchy and only females can inherit" vibes, he's more likely to be the heir if the title passes on to single individual.
"Equestria is a matriarchy" seems fairly obvious to me. So far every male ruler was taken down the moment he stepped up unless he was a meat puppet to begin with.
#3. Interesting. That potentially sets up the Flim Flam brothers as agents of Blueblood, trying to cripple the Apples in retaliation for whatever happens tonight.