Now that a lot of fires have been put out metaphorically next turn should we look into action economy by using at least a few options to double our output.
Eh, I'd still say we're a ways off of being able to do them

The one we have the best chance at is the Diplomacy one and even that would require us to roll at least a 65 assuming we assign Goofy to it
 
We gotta be careful though. They have really high DCs, so we'll need to be ready to meet them. Maybe spend some omakes?
I'm definitely willing to spend up to 1000 XP for the action economy checks, but even then, we'll need to roll exceptionally well since we neither have an excellent Diplomacy nor Stewardship hero (Goofy is alright, I'd feel most comfortable doing it with him).
 
If we're planning on making a power suit and/or upgrades to the Normbots, then I suggest buying McFist industries beforehand. We'll need as much technological edge on that suit.
 
[X] Knock over your parent's Lawn Gnome, then gather some silphium.

This seems like the kind of petty revenge that Doofenschmirtz is all about. . .
 
[X] Knock over your parent's Lawn Gnome, then gather some silphium.
[X] Think about reconciling with Roger
 
Votes closed!

Inserted tally
Adhoc vote count started by Ashen Cross on Jul 1, 2020 at 1:20 AM, finished with 79 posts and 48 votes.
 
Interlude: Expedition to Castle Doofhawk, Part III
Sure, your brother's always been kind of a jerk. Maybe even a huge jerk at times, but you know what? You're going to be the bigger man here. This silly little grudge of yours has carried on for too long! You already got your revenge the day you forced him out of office with an army of Normbots and sent him to live in Doofania's Little Drusselstein district. It's time to put your parents behind you and move on as Supreme Leader of Doofania! Sure, you might never become friends, but at the very least you can put this petty rivalry behind you for good.

Francis seemed extra incredulous when you got out to the wide open fields of Drusselstein. As you started to walk in the general direction of Castle Doofhawk, you noticed a couple of plants near the bank of a river. Francis' eyes nearly bulged out of his head when he saw them!

DC Challenge: Learning- Do you know of the plant and its value?
DC 75 needed: 31+38+9=78
Success!

"Is this what I think it is?!"

"Uh, maybe? What do you think it is?"

"A plant that's supposed to be extinct everywhere else in the world, that's what!" He pulls out a thin guidebook from his jacket pocket and flips through an inordinate amount of pages. "See? Right here, silphium! Thought to have gone extinct since Emperor Nero's time!"

Actually… that did sound familiar to you! Back when you were planning out the Doofenshmirtz Evil Diners you looked in a few Drusselsteinian cookbooks for extra authenticity, and some of the recipes called for an herb you couldn't find anywhere in the States… "Ah, right! I dunno what the big deal is, it's obviously doing fine. I think they even sell this in the market."

Francis made an odd sort of choking noise before slapping a hand to his forehead. "Of course an extinct Roman herb that only grew in one tiny stretch of North Africa survived nineteen centuries in an obscure German hellhole."

"Relax, Monobrow. I'm planning on taking some back. Can't wait to let the lab boys get their hands on this! Norm, would you mind?"

"Sure thing, sir!" he cheerfully responded before getting to work by digging out several plant specimens, root systems and all, before storing them in a special climate-controlled compartment in his midsection. You knew that would come in handy. They stuck it in behind the Ferret.

You watched Norm do the work when an odd thought occurred to you. Sure, you've dismissed him as your son nearly every single time the matter came up… but wasn't that basically what your father did to you? You never set out to make a son, just a good nemesis-beating tool, but… were you really becoming like your horrible old man without even realizing it?

DC Challenge: Diplomacy- do you realize you've been a jerk to Norm?
DC 60 needed:44+15+9=68
Success!

You know what? You really were. That thought was a bit humbling, and probably something you should spend some time dwelling on rather than just thinking about it offhand when you're on a mission. You'll have to take some time to think about that later.

You and Francis made awkward small talk for a bit as you continued along the river, occasionally stopping to grab another sample or two. Eventually you came across your destination looming up ahead: a vast castle looking inexplicably Gothic considering Great^65th grunkle Malifismirtz lived five centuries before the invention of the Pointed Arch; only partially touched by the passage of time. In defiance of all popular cliches there was no moat or drawbridge surrounding it, only a pair of double doors hewn from stone that were resting firmly closed.

DC Challenge: Martial- can you open the doors?
DC 65 needed:7+12+36=55
Failure!

Unfortunately even Norm's prodigious strength was not enough to move the massive stone doors. You're not sure if robots can throw out their backs but if they can you think Norm did. You're going to have to find some other way into Doofhawk, since you've come too far to turn back now! What are you going to do?

[ ] Find a Secret Entrance (Intrigue)

What sort of self-respecting evil warlock would have a castle without a secret entrance? There's got to be one around here somewhere, right?

[ ] Call for Help (Diplomacy)

Most Drusselsteinian peasants wouldn't come near this place due to superstition, but surely you could find one or two meat-headed farmhands who could be bribed with a hot meal to help you open the door.

[ ] Find Another Way (Stewardship)

Witches and warlocks weren't well known for their feats of strength. What if there's some other way to open the door that doesn't involve simply moving it? Maybe there's a puzzle you have to solve, or a hidden catch you could find.

Looks like I got the interlude out tonight after all! Voting will stay open until about 1 PM EST tomorrow! I might get another interlude up late tomorrow evening, and if not then, definitely some time on Thursday!
 
Is there a chance that an action next turn could be to self reflect on all we have learned today? Considering we are here for magic could this count towards enlightenment?
 
im tempted to go intrigue becaues with monogram that would actually be better then stewardship (since karl isn't here).

dof stewardshiper = 24

dof intrigue = 14

monogram w/karl stewardship = 14 / without 'helpless'

monogram intruge: 18

norm stewardship = 6

norm intrigue = 1

stewarship = 36 but since karl isn't here I don't think this counts. so it would go to norms stewardship so it would actually be stewardship = 30

intrigue = 32

Since you do the party leader Plus the best in the stat in the party that's not the leader. So since I don't believe monogram is getting his karl bonus (since I haven't seen him refrensed in the interlude yet) I'll go with the intrigue one.

[X] Find a Secret Entrance (Intrigue)
 
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They stuck it in behind the Ferret.
Hope the ferret doesn't eat too many.

You never set out to make a son, just a good nemesis-beating tool, but… were you really becoming like your horrible old man without even realizing it?

DC Challenge: Diplomacy- do you realize you've been a jerk to Norm?
DC 60 needed:44+15+9=68
Success!

You know what? You really were.
Gods be good and gods be damned, is that introspection and character development! Is Doofenshmirtz being forced to ascend to higher state of being? Will his daughter even recognize him when he returns? Is Perry the Platypus watching this from the afterlife? Who can say until next time on Dragon Girdlock Z!!
 
Our stewardship is higher than MMs intrigue.
[X] Find Another Way (Stewardship)

The roll works by adding Doof's stat with the highest stat from someone else.

Monogram's stewardship is hopeless without Karl (Let's assume 0), and his intrigue is 18. So that's +18 from swapping from stewardship to intrigue.

Doof's stewardship is 24 and intrigue 14, so that's -10 from swapping stewardship to intrigue.

Add it together, gain +8 net bonus from picking intrigue over stewardship.
 
If anyone knows where secret passageways would be placed, it's the former head of O.W.C.A.
Edit: And if there's anyone who knows where the traps would be when engaging in an activity especially likely to run across them, such as looking for a secret entrance, it's Dr. Heinz Doofenshmirtz.
 
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