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will make Miss E. relent on eating your followers.
Tabletop Simulator

will make Miss E. relent on eating your followers.

Learn how to manage your cult followers and navigate expeditions in Tabletop Simulator to appease Miss E. and prevent her from eating your followers. This guide covers expedition mechanics and cursed lands.

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Learn how to manage your cult followers and navigate expeditions in Tabletop Simulator to appease Miss E. and prevent her from eating your followers. This guide covers expedition mechanics and cursed lands.

Alright, let's talk about keeping Miss E. happy and making sure she doesn't get any ideas about snacking on your cultists. This section is all about managing your followers and dealing with those tricky expeditions.

First off, you can win with any cult, but the specific choices you make will be detailed on the respective victory pages. For now, focus on expeditions below Tier 12, as the later ones aren't really relevant for a standard win. If you're aiming for an Apostle win, you'll want to check out another guide for that.

A quick note for the veterans: summons aren't usually necessary. You'll only really need them for language or influence removal, or to summon specific powerful allies like Ezeem, Crucible, and Teresa for their 12 Aspects. They're also key for Port Noon if you're not going the Change route.

Expeditions

Once your cult is up and running with a steady income, it's time to explore Vaults. These are your mid-game hubs for finding Tools, Books, and Pigments. Expeditions have three main parts:

  • Getting the Expedition: You'll use the 'Explore' verb with SH Lore. There are seven tiers of SH Lore, corresponding to seven tiers of Vaults. The Patron Sulochana is super important here; she can take any SH Lore and turn it into a repeatable version of the Vault, which is crucial for a Change victory.
  • Payment: You'll need to provide funds for each obstacle you encounter – one per obstacle.
  • Dealing with Obstacles: Each obstacle can be overcome by two Disciples, an Exalt, or a summon with 10 in the correct aspect. You can check what you need by looking at the little squares once the expedition starts.

Curses

Now, pay close attention to Curses. They won't block your progress, but they will force you to either permanently lose a stat or a follower (like Worms). You can't fully protect against them unless you get your hands on a 10-level Heart influence to shield you, or a 15-level one for Worms. To get these powerful influences, you'll need to explore your Library for Heart influences, head to the Spider or the White Door, and while holding influences on Sulochana or the study verb to pause their timers, ascend or subvert them (Winter -> Heart). This takes time and resources, especially needing Heart 6 or Winter 6 Lore, so plan ahead!

Because of this, I'll be detailing each Tier of Vaults and pointing out which ones are cursed, so you can make informed decisions. I highly recommend avoiding cursed Vaults, especially if you're playing as a Priest or Dancer, where preserving your stats is key.

Tier 1: SH 2 - Capital

  • Aspects to bring: Lantern and Moth
  • Cursed Lands: St. Agnes hospital
  • Notes: All these areas can potentially become your Headquarters (HQ) locations.

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