Prince Aladdin Quest (Disney Villains *Almost* Victorious)

Oh wow, that was fast! Decisions, decisions...
Tentative plan:
[] Plan: Keep Your Friends Close
- [][Martial] Cat's in the Cradle
This talk of Leopard Men coming from the south-west is disturbing. Perhaps it would be a good idea to train up a cadre of soldiers specializing in night-fighting and stealthy combat. If nothing else they would be a useful surprise against enemies thinking your men could only operate at their peak during the day.
DC: 65 (+10 Ahmed+16 Aladdin+27 Will=+56, 91% chance of success.)
Cost: 2,000 gold, 500 Gold upkeep for their specialized training facilities needed.
Round out our military.
- [][Stewardship] Friends in Deed
Your envoys have returned with a prospective trade agreement from the independent kingdom of Xiang-Wu. Affirming this contract will take time and effort as your people go over it and haggle back and forth to turn it from a potential trade agreement into a contract between their kingdom and Ababwa. Improves income by 1,500 per turn.
DC: 45 (+15 Sinbad+11 Aladdin=+26, 81% chance of success)
Cost: 1,000 Gold
Boost our income, hopefully build better relations with Xiang-Wu
-[][Diplomacy] If you Give a Parrot a Job...
Iago's position right now in Agrabah seems to be uncertain. Send an official royal job offer to act as an interpreter not only for those humans whose languages Iago can speak, but to allow communication to animals as well.
DC: 55 (+25 Scherezade+17 Aladdin=+42, 87% chance of success)
Cost: 2,000 Gold
Limited-time opportunity, plus we need an interpreter who can talk with animals.
- [][Intrigue] Send spies to Agrabah to discreetly keep an eye on things
The Sultan and the Princess both seem determined to get things in Agrabah back on track, but it never hurts to have someone watching their backs, right? Send a few discreet agents to keep an eye on things and to report back if trouble is brewing.
DC: 55 (+20 Haroud+27 Aladdin=+47, 92% chance of success. If Haroud's trait kicks in, another +20=+67, 100% chance of success)
Cost: 1500 Gold
Something's fishy in Agrabah, and we need to find out what as soon as possible.
- [][Learning] Over Hill and Dale
All Aladdin can recall is the streets of Agrabah and the desert around it. If needing to adventure through terrain he's unused to, he'd be at a distinct disadvantage. Study up and do a few practice hikes at the edges of the Great Forest to allow him to acclimate to other terrains. Mitigates maluses that may crop up while adventuring in forested or rural terrain.
DC: 40 (+10 Aladdin+30 Chiron=+40, 100% chance of success)
Cost: 1500 Gold
Time to finish up our boy's education!
- [][Occult] Golden Afternoon
The Mage has requested the construction of a specialized form of building that can assist in the growing of plants no matter the weather, calling it a Green House. This structure will allow his acolytes to plant and grow a number of potent herbs and other reagents that are of use in the creation of magic potions and enchanted items.
DC: 60 (+30 Mage+12 Aladdin=+42, 82% chance of success.)
Cost: 15,000 Gold, Upkeep Cost of 3,000 per turn afterwards
Expensive, but will hopefully be worth the investment.
- [][Personal] Visit Jasmine
While Jasmine wants to take things slow and do courtship by letter and correspondence, a bit of spontaneity is good for a relationship, right? Drop in on Carpet with a couple of Aladdin's personal guards. She may or may not be happy to see him though... Can affect relationship with Jasmine.
DC: 1
This seems like something we should address in person.
-[][Personal] Get to know a Hero better
This may give you greater insights into their past, provide clues in how to help them with their personal goals, and increase their personal loyalty to Aladdin.
--[] Will
DC: Variable
Hopefully it'll work this time.
- [][Will Personal] A Strong Back
Will is more than happy to assist his newfound friends with their tasks, though his communication skills aren't quite up to snuff. Will assists in a National task.
--[] Cat's in the Cradle
Figuring we can alternate between personals and nationals.

Total: 23,000 gold, 4,000 upkeep added, +1,500 gold/turn if successful

Isn't it Because the weirdness that we should go and visit? This is Disney. If there is some mind shenanigans going on having Ali visit Jasmine should be the correct choice. With the fiasco last turn narratively speaking Ali visit should also be appropriate.
What he said. After last turn's exchange of letters, we need to resolve the issue with Jasmine in person.
 
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[] Plan: We Are Overextended, Focus
- [][Martial] Have the hunters look for warbeasts specifically
The menagerie is impressive. The War Beasts inside of it even more so, but after seeing Genie Aladdin knows that as impressive as an armor-clad rhinoceros is, there are tougher and more dangerous things out there. See if the hunters of Ababwa can find some to add to the War Stable.
DC: 70/80/90/100
Cost: 1000 gold
- [][Stewardship] Expand trade district
The trade district for Ababwa is decently sized, but there's room to expand, and the new room may also draw in new merchants looking to get in on this lucrative market. (Increase in income by 500 gold per turn)
DC: 15
Cost: 2000 gold
-[][Diplomacy] If you Give a Parrot a Job...
Iago's position right now in Agrabah seems to be uncertain. Send an official royal job offer to act as an interpreter not only for those humans whose languages Iago can speak, but to allow communication to animals as well.
DC: 55
Cost: 2,000 Gold
- [][Intrigue] Now Hiring!
Haroud is adamant that he needs more people, both to help expand out his network, as well as
to see if he can find people that are good enough to be used for special assignments. Potential discovery of new Heros, may also gain extra information on an area. Repeatable.
--[]Have Haroud focus on a specific region
---[] Satraps to the south of Ababwa
DC: Variable
Cost: 1,500 Gold
- [][Learning] Over Hill and Dale
All Aladdin can recall is the streets of Agrabah and the desert around it. If needing to adventure through terrain he's unused to, he'd be at a distinct disadvantage. Study up and do a few practice hikes at the edges of the Great Forest to allow him to acclimate to other terrains. Mitigates maluses that may crop up while adventuring in forested or rural terrain.
DC: 40
Cost: 1500 Gold
- [][Occult] Hidden Hollows and Gilded Glens
Find out if there are any local legends about magical creatures or beings.Even if Ababwa was spun up out of whole cloth, Genie wasn't one to just lay out everything in the open. No, he'd seed little surprises into the mix to keep things interesting. Such as integrating magical creatures or beings into the kingdom in some manner. See if there's any hint to them to be found.
DC: 60
Cost: 2000 Gold
Okay, we have a lot of choices this time.

- [][Personal] A Cover is not the Book
Look into knowledge pertaining to People - You've a cheap sort of charm to you, but that's not going to cut it forever, especially now that you're in the big leagues. Try and figure out how to talk in high society, maybe the Sultan or Jasmine can help? Gain +1 Diplomacy. Chance of gaining a trait.
DC: 15/95
- [][Personal] Correspond with Jasmine
Better to stick to how Jasmine wished to conduct things. Pen her a letter, tell her about Ababwa and what's been happening. Barring any state secrets of course... Can affect relationship with Jasmine.
DC: 1

- [][Will Personal] A Strong Back
Will is more than happy to assist his newfound friends with their tasks, though his communication skills aren't quite up to snuff. Will assists in a National task.
--[][Martial] Have the hunters look for warbeasts specifically

-[][Adventure] On a Wing and a Prayer
Aladdin has found a reference to the legendary birds known as Rocs, and that there was once a nesting site in the mountains of what used to be Persia. Dispatch a team of heroes to investigate and try to retrieve any remaining feathers that may have been left in the nest; or any other treasures to be found there. Maximum of 4 heroes to a team
--[] Will Turner
--[] Aladdin

Total Cost: 1,000+2,000+2,000+1,500+1,500+2,000 = 10,000

Martial, we know a new beast is in the area, let's go after it! We worked on swordsmen and have defenses in place. Not perfect, but we can survive with that.

Stewardship. Maybe I'm overly cautious. Too cautious, but we need money. I don't want our dreams and hopes to gain money to get wreaked on a low roll. In the last few turns our stewardship rolls are mediocre. Without something to give our stewardship action a boost. I do not want to take any stewardship action with a DC higher than 15.

Diplomacy, I hope Iago can give us an extra diplomacy action. Or even just be a hero unit. Best to get him as soon as possible while no immediate threats are nearly attacking us. Odd that there's no integrate settlers action here in the diplomacy section.

Intrigue, I do not approve of devoting an intrigue action to Agrabah. Agrabah is weak in the intrigue department with Jafar gone, but if we cannot trust the Sultan to get his intrigue problem fixed. Agrabah is really screwed. On the other hand having spies in Agrabah to try and cool down a screw-up like our crit fail stewardship action would have been nice. Or just to keep an eye on things there, if Aladdin's help would be needed at all. I can see reasons to take the intrigue action. My problem is that I don't see Aladdin's aid being given gratitude by interfering in a nation, even for the positive. I want to take in the setreps eventually, and to do that. Getting a handle on them is a priority for me.

Learning: The shit?? All the new learning actions have DCs that I am not confident we can pass. All terrain advantage is good. I want Chiron focused on the Learning action, so not assigning him to a hero.

Occult: Let's do gilded Glens. We should be able to pass it with a mediocre roll.

Personal: I'm willing to give Agrabah, Jasmine, and the Sultan, the benefit of the doubt. I believe they smoothed over things in Agrabah for us, as the rumor mill didn't look to me like the citizens in Agrabah were focused on our diplomatic failure. I think that Jasmine was just personally upset at a believable problematic issue in life, and is not in trouble. Correspond with her is my choice. And I want to keep improving diplomacy. Diplomacy rulers are scary.

Will Personal: I find Will's Martial skill to be really high, so I'm putting him to an assist on my chosen Martial action to find the beast.

Adventure: Now is the time of our discontent! Who doesn't want a handful o feathers to aid them in their intrigue efforts? All yours, for the low price of one adventure. Join now, we need your vote. Honestly, I want to test the adventure feature. Also, the roc adventure seems very simple and rather easy to me.

@TempestK what happened to our stewardship ability to build houses? You forgot, or is it unavailable now?

Can I use "Now Hiring" to focus on all the Setrep territories near Ababwa? Or do I have to focus on a divide between Ababwa, north setreps, and south setreps?

Note, for planmakers: Because we failed in Turn 3 to get the +1000 from Agrabah, we cannot afford the Golden Afternoon Upkeep cost. Unless we SUCCEED on gaining more than 2000 upkeep immediately? I haven't checked the numbers, but that was the feeling I had last turn.

Our income is 8,500, right now. Plans usually cost more than our income so far.
 
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Carpet is not a hero unit, they're more a mode of rapid transport. They're fragile and if grounded aren't really able to effectively fight.

Dangit... It got cut somehow. I'll paste it back in.
Ah, poor carpet. I found them amazing in the cave of wonders scenes. Always saw them as helpful, they are really fast and agile in the air. So, they seemed like a hero unit rather than a mere mode of transportation. Almost like a really competent Iago, only mute.

Fixed it now.
 
Ah, poor carpet. I found them amazing in the cave of wonders scenes. Always saw them as helpful, they are really fast and agile in the air. So, they seemed like a hero unit rather than a mere mode of transportation. Almost like a really competent Iago, only mute.

Fixed it now.
I know what you mean, but Carpet's value as air transport also means that for a large number of adventures he's assumed to be with you anyway as transport for the group. He's their escape clause, so he hangs back.
 
Total: 23,000 gold, 4,000 upkeep added, +1,500 gold/turn if successful
Turn 4 Economy said:
City Coffers: 29,500 Gold
City income per turn: 8,500 (Medicines, plants, rare animals, pelts and dyes, increased trade from housing expansion)
Current Upkeep costs: 0

Yeah, this is way too expensive.

29,500-23000=6,500 Coffers
City income per turn: 10,000 (Medicines, plants, rare animals, pelts and dyes, increased trade from housing expansion)
Current Upkeep costs: 4,000
The Income is 6,000. Yikes! We are barely earning anything with 8,000 Income! How are we going to survive with 6,500 Treasury reserve?
 
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The hope is that the benefits from the greenhouse will offset the costs. I can't imagine TempestK having such an expensive action without a proportionate benefit. Also, next turn's reserve will be 13,000.

We need to build up fast; we also need to work on building income options quickly.
 
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The hope is that the benefits from the greenhouse will offset the costs. I can't imagine TempestK having such an expensive action without a proportionate benefit.
I imagine the main benefit is a cost reduction for certain actions:
This structure will allow his acolytes to plant and grow a number of potent herbs and other reagents that are of use in the creation of magic potions and enchanted items.
So in all possibility 'Now you See Me' (and potentially unlocked actions) would get a cost and upkeep reduction.
 
We're going to be getting another 500 from the Huns.


Though I agree that Golden isn't the best pick at the moment.
That, does not help. I mean it doesn't offset the amount spent, or significantly impact the Upkeep Costs to rebound fast enough. Because the plan relies upon succeeding immediately, for a really small sum.

The hope is that the benefits from the greenhouse will offset the costs. I can't imagine TempestK having such an expensive action without a proportionate benefit.
Too risky. Your plan is reliant on gaining a dream we cannot risk taking. If the rolls fail, our income is screwed over and the game should end in a few turns. If the rolls succeed our income is screwed over (I cannot grasp how we can survive with the upkeep hit you want to take, right now and if we don't gain a significant income gain from the greenhouse). Take baby steps, to be able to take risks. We failed Agrabah. If we succeeded it, I'd likely be okay with taking a risk, if plans are not at their LOWEST exceeding the Income by a few hundred. While plan costs exceeding the maximum cost are measured by thousands, while tacking on upkeep costs to hit an income we need to be higher to afford the costs of a turn.
 
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It appears I'm more comfortable with taking risks than you are. That's fair, but I'm not changing my plan. If I let the prospect of bad rolls scare me every time I made a plan, I'd never make one. As it stands, it's a low-risk plan with potentially high rewards. I can't help if we roll low, that's up to the dice. With that said, I don't plan on doing much in the way of expensive actions on turn 5.
 
Then how about this?

[] Plan Birds and Snooping
- [][Martial] Have the hunters look for warbeasts specifically
DC: 70/80/90/100 ( (+10 Ahmed+16 Aladdin+27 Will=+56) DC 14/24/34/44
Cost: 1000 gold
- [][Stewardship] Friends in Deed
DC: 45 (+15 Sinbad+11 Aladdin=+26) DC 19
Cost: 1,000 Gold
-[][Diplomacy] If you Give a Parrot a Job...
DC: 55 (+25 Scherezade+17 Aladdin=+42) DC 30
Cost: 2000 Gold
- [][Intrigue] Send spies to Agrabah to discreetly keep an eye on things
DC: 55 (+20 Haroud+27 (maybe +20) Aladdin=+47/67 DC 8 or autopass
Cost: 1500 Gold
- [][Learning] Over Hill and Dale
DC: 40 Autopass
Cost: 1500 Gold
- [][Occult] Hidden Hollows and Gilded Glens
DC: 60 (+30 Mage+12 Aladdin=+42) DC 18
Cost: 2000 Gold
- [][Personal] A Cover is not the Book
DC: 15/95 (Aladdin +17) Autopass/DC 78
- [][Personal] Correspond with Jasmine
DC: 1
- [][Will Personal] A Strong Back
--[][Martial] Have the hunters look for warbeasts specifically

Cost: 9,000
Income change +1500

With all the very blatent hints we've been getting it's obvious something weird (and 10 to 1 magical) is going on in Agrabah. If it's effecting Jasmine somehow than the correspondance will keep Aladdin out of harms way. And if it isn't, than we're respecting her wishes in terms of contact. Of course the other stewardship option is Friends in Deed for less cost and double the income at DC 19.
Actually it's better overall.

Edit:
I mean we have XP to shore up the more vital rolls as needed if people are worried.
 
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It appears I'm more comfortable with taking risks than you are. That's fair, but I'm not changing my plan. If I let the prospect of bad rolls scare me every time I made a plan, I'd never make one. As it stands, it's a low-risk plan with potentially high rewards. I can't help if we roll low, that's up to the dice. With that said, I don't plan on doing much in the way of expensive actions on turn 5.
How are we going to make....

City Coffers: 6,500
City Income per turn: 6,000

...work? When the turns cost around 8,000 at minimum cost? You need to get a gain of 2,000 extra gold in this turn from somewhere. If you just wait a bit to grow your income we can get the greenhouse and see what it gives us in posssible income, or if more actions are required to build it up.

I don't see myself as being risk averse so much as wanting to avoid near certain doom. Where are we getting 2,000+? Greenhouse, trade? Then we have to succeed next turn. But if we can't gain any more money next turn, we are inviting death.


Edit: On second thought. I'm being overly dramatic. Sorry about that.

@TempestK I'd like an answer to the below question.

Can I use "Now Hiring" to focus on all the Setrep territories near Ababwa? Or do I have to focus on a divide between Ababwa, north setreps, and south setreps?
 
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- [][Intrigue] Send spies to Agrabah to discreetly keep an eye on things
The Sultan and the Princess both seem determined to get things in Agrabah back on track, but it never hurts to have someone watching their backs, right? Send a few discreet agents to keep an eye on things and to report back if trouble is brewing.
Isn't setting up a spy network right now with tensions the way they are kinda risky? I know that the odds of success are extremely high, but there may be hidden maluses that we are unaware of, and the consequences of failure are probably severe.
 
[X] Plan: Keep Your Friends Close
- [X][Martial] Have the hunters look for warbeasts specifically
The menagerie is impressive. The War Beasts inside of it even more so, but after seeing Genie Aladdin knows that as impressive as an armor-clad rhinoceros is, there are tougher and more dangerous things out there. See if the hunters of Ababwa can find some to add to the War Stable.
DC: 70/80/90/100 (+10 Ahmed+16 Aladdin+27 Will=+53, 83% chance of success for the lowest tier, 73/63/53% for higher tiers.)
Cost: 1000 gold
- [X][Stewardship] Friends in Deed
Your envoys have returned with a prospective trade agreement from the independent kingdom of Xiang-Wu. Affirming this contract will take time and effort as your people go over it and haggle back and forth to turn it from a potential trade agreement into a contract between their kingdom and Ababwa. Improves income by 1,500 per turn.
DC: 45 (+15 Sinbad+11 Aladdin=+26, 81% chance of success)
Cost: 1,000 Gold
-[X][Diplomacy] If you Give a Parrot a Job...
Iago's position right now in Agrabah seems to be uncertain. Send an official royal job offer to act as an interpreter not only for those humans whose languages Iago can speak, but to allow communication to animals as well.
DC: 55 (+25 Scherezade+17 Aladdin=+42, 87% chance of success)
Cost: 2,000 Gold
- [X][Intrigue] Send spies to Agrabah to discreetly keep an eye on things
The Sultan and the Princess both seem determined to get things in Agrabah back on track, but it never hurts to have someone watching their backs, right? Send a few discreet agents to keep an eye on things and to report back if trouble is brewing.
DC: 55 (+20 Haroud+27 Aladdin=+47, 92% chance of success. If Haroud's trait kicks in, another +20=+67, 100% chance of success)
Cost: 1500 Gold
- [X][Learning] Over Hill and Dale
All Aladdin can recall is the streets of Agrabah and the desert around it. If needing to adventure through terrain he's unused to, he'd be at a distinct disadvantage. Study up and do a few practice hikes at the edges of the Great Forest to allow him to acclimate to other terrains. Mitigates maluses that may crop up while adventuring in forested or rural terrain.
DC: 40 (+10 Aladdin+30 Chiron=+40, 100% chance of success)
Cost: 1500 Gold
- [X][Occult] Golden Afternoon
The Mage has requested the construction of a specialized form of building that can assist in the growing of plants no matter the weather, calling it a Green House. This structure will allow his acolytes to plant and grow a number of potent herbs and other reagents that are of use in the creation of magic potions and enchanted items.
DC: 60 (+30 Mage+12 Aladdin=+42, 82% chance of success.)
Cost: 15,000 Gold, Upkeep Cost of 3,000 per turn afterwards
- [X][Personal] Visit Jasmine
While Jasmine wants to take things slow and do courtship by letter and correspondence, a bit of spontaneity is good for a relationship, right? Drop in on Carpet with a couple of Aladdin's personal guards. She may or may not be happy to see him though... Can affect relationship with Jasmine.
DC: 1
-[X][Personal] Get to know a Hero better
This may give you greater insights into their past, provide clues in how to help them with their personal goals, and increase their personal loyalty to Aladdin.
--[X] Will
DC: Variable
- [X][Will Personal] A Strong Back
Will is more than happy to assist his newfound friends with their tasks, though his communication skills aren't quite up to snuff. Will assists in a National task.
--[X] Have the hunters look for warbeasts specifically

Financials: 22,000 gold, +3000 upkeep/turn, +1500 income/turn. Next turn will see us with 14,500 gold after upkeep.
 
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[] Plan Birds, Snooping
-[][Martial] Have the hunters look for warbeasts specifically
DC: 70/80/90/100 ( (+10 Ahmed+16 Aladdin+27 Will=+56) DC 14/24/34/44
Cost: 1000 gold
-[][Stewardship] Expand trade district
(Increase in income by 500 gold per turn)
DC: 15 (autopass)
Cost: 2000 gold
-[][Diplomacy] If you Give a Parrot a Job...
DC: 55 (+25 Scherezade+17 Aladdin=+42) DC 13
Cost: 2000 Gold
-[][Intrigue] Send spies to Agrabah to discreetly keep an eye on things
DC: 55 (+20 Haroud+27 (maybe +20) Aladdin=+47/67 DC 8 or autopass
Cost: 1500 Gold
-[][Learning] Over Hill and Dale
DC: 40 Autopass
Cost: 1500 Gold
-[][Occult] Hidden Hollows and Gilded Glens
DC: 60 (+30 Mage+12 Aladdin=+42) DC 18
Cost: 2000 Gold
-[][Personal] A Cover is not the Book
DC: 15/95 (Aladdin +17) Autopass/DC 78
-[][Personal] Correspond with Jasmine
DC: 1
-[][Will Personal] A Strong Back
--[][Martial] Have the hunters look for warbeasts specifically
 
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Isn't setting up a spy network right now with tensions the way they are kinda risky? I know that the odds of success are extremely high, but there may be hidden maluses that we are unaware of, and the consequences of failure are probably severe.
No, it has to do with knowing what's happening in Agrabah at all. If we are caught that might be a bad thing, but Agrabah is a trade city-state. Everybody is spying on everybody in a trade center. Ababwa not spying on Agrabah is one competitor staying out of the playing table.
 
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