Prince Aladdin Quest (Disney Villains *Almost* Victorious)

I'd like to go for the extra learning action. Because there is a lot of really nice learning actions, and 500 gold isn't so bad for another action a turn.
 
[] Plan: So Much to Do But Extra Actions Are Always Good v1
-[][Martial] Have the hunters look for warbeasts specifically
DC: 70/80/90/100
Cost: 1000 gold
-[][Stewardship] Feeling Salty
DC:60
Cost: 2,500 gold, upkeep cost 1,000 Gold per turn
-[][Diplomacy] Establish a diplomatic embassy in Agrabah
DC: 70
Cost: 1500 Gold
-[][Intrigue] Literal Skeletons in the Closet
DC: 65/110
Cost: 500 Gold
-[][Learning] So Much Paperwork...
DC: 120
Cost: 2,000 Gold, 500 Gold Upkeep per turn after
-[][Occult] Hidden Hollows and Gilded Glens
DC: 60
Cost: 2000 Gold
-[][Personal] Balancing the Books
DC: 1/95
-[][Personal] Correspond with Jasmine
DC: Variable
-[][Will Personal] Off the edge of the Map
Learning DC: 70
-[][Iago Personal] Wallowing in the Lap of Luxury
Learning DC: 45

Total Plan Cost: 9500 Gold
 
OK, here's a couple of plans; one focuses on the limited-time opportunity provided by the presence of the hunter's guild, and the other on more general improvements to Ababwa.

[] Plan: Limited-Time Opportunity
- [][Martial] Send a Scouting Party (East/West/North/South) to probe defenses.
--[] North
Sometimes the best way to take out an enemy is to strike before they do. Send out a scouting party to see what the defenses of hostile territories in that direction are like.
DC: 35/50/65/90
Cost: 1000 gold
Reason: We have a lot of enemies up there, it seems, and knowing what we're going to confront before actually sending troops seems like the best bet, given how weak our military is at the moment. 10+16: 91/76/61/36% chance of success.
- [][Stewardship] Feeling Salty
The discovery of the salt lake is a great opportunity. Have your people set up brine pools to begin harvesting the salt. But watch out for the strange white crabs that make their home in the lake. They seem to be rather adept at disguising themselves as rounded stones. Gain +3,000 Gold income per turn.
DC:60
Cost: 2,500 gold, upkeep cost 1,000 Gold per turn
Reason: Because extra gold is always useful. 11+15: 66% chance of success
- [][Diplomacy] Making Introductions
Okay, so these hunters may not even have realized that the territory they were hunting in was claimed. No need to get off to a bad start with them, right? Send a messenger to invite them for a diplomatic meet in order to smooth out this misunderstanding. Perhaps an arrangement can be made?
DC: 55
Cost: 1000 Gold
Reason: Limited-time opportunity, get to know who's on the roster of the club without getting them all shooty at us. Hopefully. 17+25: 87% chance of success.
- [][Intrigue] Literal Skeletons in the Closet
This "Hunter's Guild" may have more to it than is apparent at first glance. Have Haroud's men see what they can learn of them. And if they're feeling particularly daring, see if Carpet could be used to get some of them onto the airship itself.
DC: 65/110
Cost: 500 Gold
Reason: Same as the above, and we might discover some weaknesses in the Club should we find ourselves at odds later. I'd try and put Iago onto this, although it might proc his malus. Assuming it doesn't: 27+20+23: 99/60% chance of success.
- [][Learning] Tinker, Tailor, Engineer...
Considering this is a magical kingdom literally wished into existence, you wouldn't put it past Genie to put some sort of fantastically intelligent individuals into it. See if anyone has put together any interesting bits and bobs, and made something convenient out of it (Invention roll, random chance)
DC: Variable
Cost: 0 Gold
Reason: Roll the gacha, might have some useful stuff! Also, free. 30+11: +41. Depending on how tiers are set up, that's still a great success even on a 2.
Alternatively, we can also include this...
- [][Learning]Assign Chiron to assist a Hero
--[]Ahmed
Reason: Martial and Stewardship are our weakest areas at the moment, and improving Ahmed and Sinbad's base chance of success can only be a good thing. I'd like to have Chiron work on Ahmed's Martial. @TempestK, is that possible?
- [][Occult]Call of the Wild
Apparently Leah's power is something known as Druidism, an innate connection to the land, especially plants and animals. Have the mage focus on training her to utilize this power in a more controlled fashion. Makes progress towards Leah being an independent Hero unit.
DC: 85
Cost: 500 Gold
Reason: More heroes are always good!
- [][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: Variable
- [][Personal] Getting to Know You (Better)
While Aladdin is generally familiar with his advisors now, talking to them a bit more could uncover new sides to them, or new insights into how they see the world.
-- [] Ahmed
DC: Variable
Cost: 0 Gold
- [][Will Personal] Off the edge of the Map
William is determined to find his lady love, Elizabeth Swann. He is poring through the maps that are available to find out where he is in relation to where he was, just to have a reference point on how to start looking.
Learning DC: 70
Hopefully it'll help Will with his malus, and boost his loyalty.
This one spends more actions on the limited opportunity provided by the presence of the Huntsman's Guild, and focuses on conserving our coin since we spent so much last turn.
Cost: 5,500 gold, +1000 upkeep.

[] Plan 2: Look To The North
- [][Martial] Friends in Need
The Northern Satraps are being slammed by a sudden surge in bandits and criminals of other stripes. Send the Army of Ababwa to help thin the ranks of the antagonists. And perhaps get the locals used to seeing your colors in play against the things that threaten them... Alleviates Satrap's issues, makes them more amenable to becoming a protectorate.
DC: 75
Cost: 2500 Gold
Chance of success: 10+16: 51%
- [][Stewardship] Feeling Salty
The discovery of the salt lake is a great opportunity. Have your people set up brine pools to begin harvesting the salt. But watch out for the strange white crabs that make their home in the lake. They seem to be rather adept at disguising themselves as rounded stones. Gain +3,000 Gold income per turn.
DC:60
Cost: 2,500 gold, upkeep cost 1,000 Gold per turn
Chance of success: 15+11: 66%
- [][Diplomacy] Attempt to bring in nearby satraps as protectorates
Friends help friends, but sometimes a friend needs more help than you can give them as a friend. But if they joined you as a vassal they'd probably be able to get the help they needed. Attempts to convince the leadership of a friendly satrap to join as a protectorate under Ababwa's banner. Sets up a trade office, a diplomatic outpost, inserts spies and scouts the place for any resources that they may not have realized. Gains variable income, resources and possibly Hero characters.
-- [] Northern Satraps
DC: 65
Cost: 5000 Gold
Chance of success: 17+25: 76%
- [][Intrigue] Not a Stool Pigeon
Iago's experience as Jafar's right hand means that he's seen quite a lot of the underworld in action. Getting access to those contacts would give Haroud a major leg up, and allow Iago to keep a wing in on the darker side of politics. Uses Iago's action this turn.
DC: 90
Cost: 3,000 Gold
Chance of success: 27+20+23: 80%
- [][Learning] Tinker, Tailor, Engineer...
Considering this is a magical kingdom literally wished into existence, you wouldn't put it past Genie to put some sort of fantastically intelligent individuals into it. See if anyone has put together any interesting bits and bobs, and made something convenient out of it (Invention roll, random chance)
DC: Variable
Cost: 0 Gold
Chance of success: +10, 99% chance of something useful - I hope.
- [][Learning]Assign Chiron to assist a Hero
--[]Ahmed
- [][Occult]Call of the Wild
Apparently Leah's power is something known as Druidism, an innate connection to the land, especially plants and animals. Have the mage focus on training her to utilize this power in a more controlled fashion. Makes progress towards Leah being an independent Hero unit.
DC: 85
Cost: 500 Gold
Reason: More heroes are always good!
- [][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: Variable
- [][Personal] Getting to Know You (Better)
While Aladdin is generally familiar with his advisors now, talking to them a bit more could uncover new sides to them, or new insights into how they see the world.
-- [] Ahmed
DC: Variable
Cost: 0 Gold
- [][Will Personal] Off the edge of the Map
William is determined to find his lady love, Elizabeth Swann. He is poring through the maps that are available to find out where he is in relation to where he was, just to have a reference point on how to start looking.
Learning DC: 70
Cost: 13,500 gold, +1000 upkeep.
Gah, so expensive!

[] Plan: Expansion!
- [][Martial] Take What You Can
It's obvious that the chieftains and princes controlling the Northern Satraps are in over their heads. Their forces can't seem to contain or counter the bandits and marauders that plague their people. So perhaps it's time someone else stepped in. Send your forces to occupy and protect the Satraps, both to get the people on your side, and as a show of force to their rulers. Will bring in the Northern Satraps as territories, allows them to be made into protectorates.
DC: 65
Cost: 2000 Gold, 1000 Gold Upkeep per turn to keep the territories occupied and defended until the Satraps become protectorates, and the army is expanded to cover the territory.
Unlocks new options, new income sources.
- [][Stewardship] Feeling Salty
The discovery of the salt lake is a great opportunity. Have your people set up brine pools to begin harvesting the salt. But watch out for the strange white crabs that make their home in the lake. They seem to be rather adept at disguising themselves as rounded stones. Gain +3,000 Gold income per turn.
DC:60
Cost: 2,500 gold, upkeep cost 1,000 Gold per turn
- [][Diplomacy] Attempt to bring in nearby satraps as protectorates
Friends help friends, but sometimes a friend needs more help than you can give them as a friend. But if they joined you as a vassal they'd probably be able to get the help they needed. Attempts to convince the leadership of a friendly satrap to join as a protectorate under Ababwa's banner. Sets up a trade office, a diplomatic outpost, inserts spies and scouts the place for any resources that they may not have realized. Gains variable income, resources and possibly Hero characters.
-- [] Western Satraps
DC: 75
Cost: 5000 Gold
[][Intrigue] Not a Stool Pigeon
Iago's experience as Jafar's right hand means that he's seen quite a lot of the underworld in action. Getting access to those contacts would give Haroud a major leg up, and allow Iago to keep a wing in on the darker side of politics. Uses Iago's action this turn.
DC: 90
Cost: 3,000 Gold
- [][Learning] Tinker, Tailor, Engineer...
Considering this is a magical kingdom literally wished into existence, you wouldn't put it past Genie to put some sort of fantastically intelligent individuals into it. See if anyone has put together any interesting bits and bobs, and made something convenient out of it (Invention roll, random chance)
DC: Variable
Cost: 0 Gold
- [][Occult]Call of the Wild
Apparently Leah's power is something known as Druidism, an innate connection to the land, especially plants and animals. Have the mage focus on training her to utilize this power in a more controlled fashion. Makes progress towards Leah being an independent Hero unit.
DC: 85
Cost: 500 Gold


-[][Iago Personal] Wallowing in the Lap of Luxury
Learning DC: 45
If we're going to be investigating the Huntsman's club, I'd like to have Iago on that action instead of his personal.
 
Last edited:
Reason: Martial and Stewardship are our weakest areas at the moment, and improving Ahmed and Sinbad's base chance of success can only be a good thing. I'd like to have Chiron work on Ahmed's Martial. @TempestK, is that possible?
Advisors don't really count as Hero units, and having Ahmed focused on training also means that he isn't able to focus on Martial matters, losing the bonus there. Instead I'll see about adding actions to the next turn; one for Drilling that will let Ahmed improve his martial as well as get the troops more training, and another for looking for specialists to improve your military infrastructure and gear.
 
Advisors don't really count as Hero units, and having Ahmed focused on training also means that he isn't able to focus on Martial matters, losing the bonus there. Instead I'll see about adding actions to the next turn; one for Drilling that will let Ahmed improve his martial as well as get the troops more training, and another for looking for specialists to improve your military infrastructure and gear.
So what, exactly, would having Chiron work on Ahmed do for him? Assuming we took the action, of course.

Also, based on this I wouldn't have Chiron train Ahmed this turn.
 
[] Plan: Making Moves
-[][Martial] Have the hunters look for warbeasts specifically
DC: 70/80/90/100
Cost: 1000 gold
-[][Stewardship] Feeling Salty
DC:60
Cost: 2,500 gold, upkeep cost 1,000 Gold per turn
-[][Diplomacy] Making Introductions
DC: 55
Cost: 1000 Gold
-[][Intrigue] Send spies to Agrabah to discreetly keep an eye on things
DC: 85
Cost: 1500 Gold
-[][Learning] The Heart-Shaped Herb
DC: 75
Cost: 2,500 Gold
-[][Occult] Call of the Wild
DC: 85
Cost: 500 Gold
-[][Personal] Getting to Know You (Better)
-- [] The Mage
DC: Variable
Cost: 0 Gold
-[][Personal] Correspond with Jasmine
DC: Variable
-[][Will Personal] Off the edge of the Map
Learning DC: 70
-[][Iago Personal] Wallowing in the Lap of Luxury
Learning DC: 45

Total Plan Cost: 9000 Gold

Going for The Heart-Shaped Herb to add income and hopeful synergy with our new super greenhouses.

The extra Learning action would be nice but is expensive and has upkeep so I want to get more income streams before going for it.

And just to confirm, our hero units can't be assigned to assist on national actions unless they have the personal action saying they can?

And their personal actions have qualifiers like learning and intrigue. Do they get Aladdins or advisors bonus, or is that based on just their own stats?
 
Last edited:
So what, exactly, would having Chiron work on Ahmed do for him? Assuming we took the action, of course.
Honestly here it wouldn't do anything besides take both of your advisors out of the equation for the turn and probably get a +2 to Martial for Ahmed. Overall not worth it imo.

And just to confirm, our hero units can't be assigned to assist on national actions unless they have the personal action saying they can?
... Damnit I knew I was forgetting something.

Edit: Okay, added the "help out" options for both Will and Iago.
And their personal actions have qualifiers like learning and intrigue. Do they get Aladdins or advisors bonus, or is that based on just their own stats?
They don't get Aladdin's bonus because these are actions they're undertaking by themselves.
 
Last edited:
[] Plan Let's try talk first
- [][Martial] Friends in Need
DC: 75 (actual 49) Cost: 2500 Gold
They need help, and they need it now.

- [][Stewardship] Feeling Salty
DC:60 (actual 34) Cost: 2,500 gold, upkeep cost 1,000 Gold per turn
Income.

- [][Diplomacy] Making Introductions
DC: 55 (actual 13, or -7 if Schezrehade's trait activates) Cost: 1000 Gold
Chance to sic them on dragon. Or, maybe, Queen La with her leopard-men.

- [][Intrigue] Literal Skeletons in the Closet
DC: 65/110 (actual 18/63, or -5/40 with Iago help) Cost: 500 Gold
I can switch it to different action, if people will insist.

- [][Learning] The Heart-Shaped Herb
DC: 75 (actual 34) Cost: 2,500 Gold
Income. Also, possible bonus to other healing actions.

- [][Occult]Call of the Wild
DC: 85 (actual 43, or 24 with Iago help) Cost: 500 Gold
Almost obligatory, and cheap.

- [][Personal] Correspond with Jasmine
DC: Variable
Obligatory.

- [][Personal] Bow Flex
DC: 1/95
Let's be honest - our Martial Advisor is suck, numbers-wise. (I can switch it to different training action, if people will insist).

- [][Will Personal] Off the edge of the Map
Learning DC: 70
I can switch it to different action, if people will insist.

- [][Iago Personal] You Scratch My Beak...
-- [] Call of the Wild OR Literal Skeletons in the Closet
Either one is good for me.

edit: Total cost 9500. Income change: +2500 (+3000-1000 from Feeling Salty, +500 from The Heart-Shaped Herb)
 
Last edited:
I can switch it to different action, if people will insist.

Not insisting or anything but the sandwitchs are still active in Agrabah.

If you're going with diplomacy for the hunters we probably don't need to spy as well. We might not get a chance to spy on them again for a while though so there that reason to do it I suppose.

But that's just my opinion. Definitely not insisting. :D
 
I don't think we need to check on the Literal Skeletons in the Closet. They are only going to stay for a turn or so. Trying to get every single plot point is just going to stretch us out. Let's just diplo them, and focus our intrigue elsewhere.
 
Our biggest issues facing us at the moment are twofold: insufficient income and heroes.

Immediate Income actions:
- [][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: 35
Cost: 2000 gold

- [][Stewardship] Expand housing district
No one in Ababwa goes without a roof over their heads, that's one thing Genie made very sure of. But there are always people coming into the city; and some of them might wish to stay. Expand the housing district to make sure that there's room for all. (Allows for additional population within Ababwa; gain +500 in income per turn from increased trade and taxes)
DC: 35
Cost: 2500 gold

- [][Stewardship] Set up a Trade Agreement with Agrabah independent of any marriage.
Even if things between the Princess and Aladdin fall through, Agrabah would be an important trading partner to have. Send some diplomats to set up a trade agreement independent of any marriage that may or may not occur. Improves income by 1000 gold per turn.
DC: 85
Cost: 2500 Gold

- [][Stewardship] Feeling Salty
The discovery of the salt lake is a great opportunity. Have your people set up brine pools to begin harvesting the salt. But watch out for the strange white crabs that make their home in the lake. They seem to be rather adept at disguising themselves as rounded stones. Gain +3,000 Gold income per turn.
DC:60
Cost: 2,500 gold, upkeep cost 1,000 Gold per turn

- [][Diplomacy] Attempt to bring in nearby satraps as protectorates
Friends help friends, but sometimes a friend needs more help than you can give them as a friend. But if they joined you as a vassal they'd probably be able to get the help they needed. Attempts to convince the leadership of a friendly satrap to join as a protectorate under Ababwa's banner. Sets up a trade office, a diplomatic outpost, inserts spies and scouts the place for any resources that they may not have realized. Gains variable income, resources and possibly Hero characters.
-- [] Northern Satraps
-- [] Eastern Satraps
-- [] Southern Satraps
-- [] Western Satraps
DC: 65, 95, 115, 75
Cost: 5000 Gold

- [][Learning] Tinker, Tailor, Engineer... (depends on the invention)
Considering this is a magical kingdom literally wished into existence, you wouldn't put it past Genie to put some sort of fantastically intelligent individuals into it. See if anyone has put together any interesting bits and bobs, and made something convenient out of it (Invention roll, random chance)
DC: Variable
Cost: 0 Gold

- [][Learning] The Heart-Shaped Herb
There have been notations of an incredibly useful herb found in the medical records of the University. One that Chiron recognizes, but said had been growing rarer over the years as it was used for many different medicines and other applications. The University wants to fund an expedition to Greece to find any remaining samples of this herb, and bring back cuttings and seeds to preserve it as a subject of medical experimentation. Opens up new avenues of medical study, has the possibility to enhance medicines already in use. Adds +500 Gold to Income per turn.
DC: 75
Cost: 2,500 Gold

- [][Learning] Train Physicians
While the clinics and hospitals would be a great boon, you can also fund a program to train traveling physicians that are able to go to those that cannot come to the clinics. . Raises Ababwa's reputation as a place that cares for its people. +500 in increased revenue due to fewer people being laid up and unable to work.
DC: 90
Cost: 8,000 Gold; Upkeep Cost of 1000 Gold per turn

- [][Learning] A Green Thumb... (Technically cost-saving, but reduces total upkeep by -1500)
Developing natural medicines based on the herbs and plants available to the city is probably a good idea. A lot of home remedies tend to be mostly useless, but there's occasionally a nugget of something to be found. Cuts upkeep of hospitals, Physicians and clinics by -500 Gold.
DC: 50
Cost: 3,000 Gold

Hero Actions:

- [][Martial] Send a Scouting Party (East/West/North/South) to probe defenses. (Potentially on crits, same as the Envoys action)
--[] Write-in direction
Sometimes the best way to take out an enemy is to strike before they do. Send out a scouting party to see what the defenses of hostile territories in that direction are like.
DC: 35/50/65/90
Cost: 1000 gold

- [][Diplomacy] Send Envoys to the (East/West/North/South) (It's how we got Will)
--[] East: According to the maps you have the Hunnic States and the Silk Road lie in that direction. A good chance for profit! And to perhaps head off raids.
--[] West: going in the opposite direction puts diplomats on the road to Agrabah, and beyond that, Egypt and Maldonia!
--[] North: Northwards lies the Turks, and across the Meditteranean is another land that could make for great trading partners!
--[] South: Headed southwards on the other hand takes the diplomats to the sea, and from there it's either engage the services of a ship, or follow the coast to the south-west, plunging into the heart of the African continent.
Sometimes the outstretched hand is the better leadoff than the clenched fist. See if you can make diplomatic connections with any of your neighbors that you don't have already.
DC: 35/50/65/90
Cost: 1000 gold

- [][Diplomacy] Attempt to bring in nearby satraps as protectorates
Friends help friends, but sometimes a friend needs more help than you can give them as a friend. But if they joined you as a vassal they'd probably be able to get the help they needed. Attempts to convince the leadership of a friendly satrap to join as a protectorate under Ababwa's banner. Sets up a trade office, a diplomatic outpost, inserts spies and scouts the place for any resources that they may not have realized. Gains variable income, resources and possibly Hero characters.
-- [] Northern Satraps
-- [] Eastern Satraps
-- [] Southern Satraps
-- [] Western Satraps
DC: 65, 95, 115, 75
Cost: 5000 Gold

- [][Diplomacy] Making Introductions (Maybe on a crit? It'd be great to nab Fergus or one of the less-repulsive Hunters - personally hoping for Amos Slade, weirdly enough.)
Okay, so these hunters may not even have realized that the territory they were hunting in was claimed. No need to get off to a bad start with them, right? Send a messenger to invite them for a diplomatic meet in order to smooth out this misunderstanding. Perhaps an arrangement can be made?
DC: 55
Cost: 1000 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
---[] Where?
DC: Variable
Cost: 1,500 Gold

- [][Intrigue] Plotting a Course (Probably on the crit table somewhere)
This talk of pirates is intriguing. Have Haroud send out his men to investigate the rumors of these corsairs and see how much is truth and how much is grog-induced fiction. Chance to make contact with one of the pirate crews.
DC: 80/130
Cost: 2000 Gold

- [][Learning] Mastering Magic
Leah's sudden reveal of magical abilities has Chiron wondering how many other people may have the spark, even unknowingly using it. Search through Ababwa to see if any more potential magicians/sorcerers/wizards/whatever they want to call themselves, can be found.
DC: 90
Cost: 2,000 Gold

- [][Learning] Train Physicians (Probably on a crit)
While the clinics and hospitals would be a great boon, you can also fund a program to train traveling physicians that are able to go to those that cannot come to the clinics. . Raises Ababwa's reputation as a place that cares for its people. +500 in increased revenue due to fewer people being laid up and unable to work.
DC: 90
Cost: 8,000 Gold; Upkeep Cost of 1000 Gold per turn

- [][Occult] Tomes, Trinkets and Treasures
Scour the University library for any magical references. Even if there are no magicians or sorcerors in the kingdom, there may be references to them, or to artifacts of power that can be used for the good of the kingdom in the University library. Scour the shelves and try to find anything. May lead to relics, heroes or adventures.
DC: 65
Cost: 0 Gold

Jasmine personals (A successful completion of that plotline should get us Jasmine as a hero, and possible those kids from the market too.)

Will personals (Completion of his plotline should get us Elizabeth, possibly other heroes along the way.)

- [][Iago Personal] What's Under the Hood? (Gummi heroes?)
Iago is an inquisitive... okay, he's nosey. He's obnoxiously nosey, and will stick his beak where it doesn't belong just to satisfy his curiosity. Like with what the deal is with the Mage and his acolytes besides the boy and girl. Iago susses out who and/or what the Mage and his other acolytes are and decides how to best utilize this information.
Intrigue DC: 110
 
Last edited:
I'm personally good for seeing what skeletons the hunters guild has in their closet. Preferably by having Aladdin focus on that with his high intrigue.
 
Here are my thoughts - a 'fast expansion' plan to increase Ababwa's influence to the North and West and build a stronger power bloc. This plan has a cost of 13,500 but increases our income by a fair amount as well as our influence.

Plan: War of Northern Aggression

- [][Martial] Take What You Can
It's easier than Friends in Need, and it's a bird in the hand - we'll have boots on the ground, no need to worry about them getting cold feet about protectorate status after they get back to strength.

- [][Stewardship] Feeling Salty
Faster return on investment, monetarily speaking, and we could certainly use the income with how expensive some of the Learning and Occult options are.

- [][Diplomacy] Attempt to bring in nearby satraps as protectorates
--[] Western Satraps
After the Northern bros, the Westerners have the easiest DC, and they seem relatively stable - this shouldn't tie up any military resources needed for the Northern campaign.

- [][Intrigue] Now Hiring!
-- [] Have Haroud Focus on a Specific Region
--- [] Northern Satrapies
So there's two reasons for my Northern focus with this action. Setting up a strong information network in our occupied territory should help with smoothing out any obstacles to integration, as well as making suppression of the bandits and thieves easier. I think the presence of all those bandits and thieves would also make it a choice location for Haroud's hiring efforts - given the alternative of being rooted out and executed by the army, I expect Haroud would have no shortage of these experience criminal types wanting to sign on.

- [][Learning] Mastering Magic
It's fairly cheap and might give us some nice new options going forwards.

- [][Occult] Tonics, Tinctures, Tablets
We broke the bank on that Greenhouse, time it started paying off. Leah seems like a multi-turn investment, so while I do look forward to getting our druid hero I think she can wait.

-[][Personal] This Mystical Land of Magic and Sand

-[][Adventure] Around the World Map
--[]Aladdin
--[]Will Turner
--[]Iago
 
Last edited:
the sandwitchs are still active in Agrabah.
...
We might not get a chance to spy on them again for a while though so there that reason to do it I suppose.
Yeah, I'm torn between those two options.

I think I would prefer to have Iago on "Not A Stool Parrot", but considering this is a limited-time opportunity...
Same. :(

- [][Learning] Train Physicians
While the clinics and hospitals would be a great boon, you can also fund a program to train traveling physicians that are able to go to those that cannot come to the clinics. . Raises Ababwa's reputation as a place that cares for its people. +500 in increased revenue due to fewer people being laid up and unable to work.
DC: 90
Cost: 8,000 Gold; Upkeep Cost of 1000 Gold per turn
That's not an income action. At best, with "A Green Thumb..." we can make it self-supporting.
 
[X] Plan: It's expensive but I want a catapult against aerial threats.
- [X][Martial] Engines of War
- [X][Stewardship] Expand trade district
- [X][Diplomacy] Send Envoys to the (East/West/North/South)
-[X] West: going in the opposite direction puts diplomats on the road to Agrabah, and beyond that, Egypt and Maldonia!
- [X][Intrigue] Now Hiring!
--[]Have Haroud focus on a specific region
---[X] Where? – South
- [X][Learning] Tinker, Tailor, Engineer...
- [X][Occult] Tomes, Trinkets and Treasures
- [X][Personal] Correspond with Jasmine
- [X][Personal] Bow Flex
- [X][Will Personal] Speak Softly and Carry a Sharp Sword
- [X][Iago Personal] Wallowing in the Lap of Luxury
if there is something wrong you notify and it is modified.
 
Just a note, but generally you don't use a catapult against aerial threats... Their firing arc isn't exactly the greatest.
 
I think I'll hold off on the expansion for next turn, if only because those options are incredibly expensive and we already broke the bank last turn. For this turn...
[X] Plan: Salty Introductions
- [X][Martial] Send a Scouting Party (East/West/North/South) to probe defenses.
--[X] North
Sometimes the best way to take out an enemy is to strike before they do. Send out a scouting party to see what the defenses of hostile territories in that direction are like.
DC: 35/50/65/90 (+26 roll bonus)
Cost: 1000 gold
Cheap, gives us intel as to the aggressors to the North, and avoids the reputation of being an aggressor.
- [X][Stewardship] Feeling Salty
The discovery of the salt lake is a great opportunity. Have your people set up brine pools to begin harvesting the salt. But watch out for the strange white crabs that make their home in the lake. They seem to be rather adept at disguising themselves as rounded stones. Gain +3,000 Gold income per turn.
DC:60 (Chance of success: 15+11: 66%)
Cost: 2,500 gold, upkeep cost 1,000 Gold per turn
- [X][Diplomacy] Making Introductions
Okay, so these hunters may not even have realized that the territory they were hunting in was claimed. No need to get off to a bad start with them, right? Send a messenger to invite them for a diplomatic meet in order to smooth out this misunderstanding. Perhaps an arrangement can be made?
DC: 55 (Chance of success: 17+25: 87%; if Scherazade's trait procs, auto-success)
Cost: 1000 Gold
- [X][Intrigue] Not a Stool Pigeon
Iago's experience as Jafar's right hand means that he's seen quite a lot of the underworld in action. Getting access to those contacts would give Haroud a major leg up, and allow Iago to keep a wing in on the darker side of politics. Uses Iago's action this turn.
DC: 90 (Chance of success: 27+20+23: 80%)
Cost: 3,000 Gold
- [X][Learning] Tinker, Tailor, Engineer...
Considering this is a magical kingdom literally wished into existence, you wouldn't put it past Genie to put some sort of fantastically intelligent individuals into it. See if anyone has put together any interesting bits and bobs, and made something convenient out of it (Invention roll, random chance)
DC: Variable (Chance of success: 30+11: +41)
Cost: 0 Gold
- [X][Occult]Call of the Wild
Apparently Leah's power is something known as Druidism, an innate connection to the land, especially plants and animals. Have the mage focus on training her to utilize this power in a more controlled fashion. Makes progress towards Leah being an independent Hero unit.
DC: 85 (Chance of success: 30+12: 57%)
Cost: 500 Gold
- [X][Personal] Bow Flex
Train with the bow. Aladdin feels at once familiar with a bow and like he's never really handled one in his life. Take some time to work on his archery skills and see how good he really is. Gain +1 Martial. Chance of gaining a trait.
DC: 1/95 (+16, auto-success; 21%)
- [X][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: Variable (Let's put some bonuses on this!)
- [X][Will Personal] Off the edge of the Map
William is determined to find his lady love, Elizabeth Swann. He is poring through the maps that are available to find out where he is in relation to where he was, just to have a reference point on how to start looking.
Learning DC: 70 (Chance of success: 17-10: 37%. Maybe have Chiron help him?)
Cost: 8,000, -1000 upkeep
I'd like to do the adventure, but Will has a -10 roll malus this turn so I want to wait until he's healed up. Also hopefully until we can get more hero units.
 
Last edited:
[X] Plan Let's try talk first
-[X][Martial] Friends in Need
-[X][Stewardship] Feeling Salty
-[X][Diplomacy] Making Introductions
-[X][Intrigue] Literal Skeletons in the Closet
-[X][Learning] The Heart-Shaped Herb
-[X][Occult]Call of the Wild
-[X][Personal] Correspond with Jasmine
-[X][Personal] Bow Flex
-[X][Will Personal] Off the edge of the Map
-[X][Iago Personal] You Scratch My Beak...
--[X] Call of the Wild

At the end I want to show Iago that his Intrigue isn't only one thing why we wanted him. And I want to see his intractions with Lia.

- [X][Martial] Take What You Can
You forgot to add "[] Plan (name)" at the start.
 
Nine Yards of Other Cloth (Non-Canon)
A/N: This omake contains explicitly Christian imagery, and implications of divine magic. It is not intended to be canon.

Nine Yards of Other Cloth
Nothing had been right, up in the mountains, ever since the day the world went askew and the winds went wrong. John could hear it in the way the beasts moved, the way they sounded. The mountain trails, once familiar to him, twisted and turned in new ways, and more than once he'd near tripped over a root. And when he played, he could sense something down below listening and lurking. But he had his music, and the home he shared with his Evadare was truly well warded. He'd quieted his wanderings now, staying closer to home as he roamed out in search of someone who may be able to tell him how the world had gone wrong.

People seldom passed by, now, which is why he was so shocked to hear the sounds of screaming and crying, along with someone crashing through the trees. He hurried in that direction, his guitar already slung across his chest, only to run into a gold-haired young woman who pushed herself through the last of the branches to cling to him, sobbing loudly. Her clothes were ill-suited for this sort of flight, already well-torn and tattered despite the fine material they'd been made of.

"Oh, please!" she exclaimed, holding on tight to him. "Please, sir, help me! Those-those monsters are chasing me!" Indeed, in the moonlight, he could see the shadows slinking through the trees, teeth bared with ill intent. He placed a hand on her shoulder, gently pushing her away from him before he began to play and sing.

The cross in my right hand,
That I may travel open land,
That I may be charmed and blessed,
And safe from any man or beast . . .

Lights in the valley outshine the sun,
Lights in the valley outshine the sun
Lights in the valley outshine the sun—
Look away beyond the black.

As he sang, a soft glow began to come from the strings of his guitar, faint enough that it could just be an effect of the moonlight shining down. But the shadow-creatures fell back as he sang, hissing and snarling in their own strange tongues. But they dared not come closer. John continued to sing, backing away slowly towards home and safety and urging the girl to follow with his eyes.

Head for the cabin and I'll follow you,
Head for the cabin and I'll follow you,
Head for the cabin and I'll follow you—
Look away beyond the black.

She looked wide-eyed in shock at the song, but luckily spared no time in asking any more questions, following quick as could be behind him, then ahead once she saw the light Evadare had left shining in the window. He didn't mind that none. Those creatures were nothing fearful compared to old Kalu, or the Behinder, though he made sure to keep up the song to keep them from swarming.

Do, Lord, oh do, Lord, oh do remember me,
Do, Lord, oh do, Lord, oh do remember me,
Do, Lord, oh do, Lord, oh do remember me—
Look away beyond the black.

Finally, they reached the cabin, and Evadare wasted no time in opening the door and bundling the poor girl past the threshold. She fell right down into a chair and began to sob once more, and John stood on the threshold and watched to make certain all the shadows had fled away into the night for now.

"Oh, you poor child," murmured Evadare, taking note of the tears in her clothes and her eyes. "Pray tell, what happened to you?"

The girl sniffled, taking up a ripped piece of her dress to wipe her eyes and nose. "I-I'm Charlotte. Charlotte LaBouff, but I guess that doesn't matter now. My-my father," she whispered. "The Shadowman killed him, and he tried to marry me off to his servant! I-I ran, but those things kept chasing me. I hadn't even taken any vows yet, that doesn't make me an oathbreaker! I-I'd heard tall tales that there was something up in the mountains that could stop him, so I figured I had to try!"

John stilled. This was worse than he thought. A sorceror with this level of power didn't come around easily, yet he'd heard no whispers of this "Shadowman" before. Perhaps he had something to do with the world going wrong. He reached out to place a hand on her shoulder as she sniffled.

"I'll not let air harm come to you while you stay here," he said to her. Evadare nodded as well. "Our home is small, but there's room enough for a guest. And I'll be a-looking into this 'Shadowman' and what he may be a-scheming."

"I hope you won't be minding it," added Evadare. "It's no city mansion, but we have what we need."

Charlotte just sniffled again. "That-that's okay," she whispered. "You-you're already being so nice!" There was a pause, and then her stomach set to growling and she blushed. "Um...food first?" she asked sheepishly.



Martial: 20 (John is a veteran of the Korean War and quite capable in an actual fight, though he's lost most of the stomach for cold-blooded killing.)

Stewardship: 12 (John doesn't carry much with him, but he can tell when he's being cheated and is good at managing what he does have.)

Diplomacy: 14 (John is a gentleman and usually does his best to be polite, and has interacted with people from all sorts of backgrounds and knows how not to accidentally give offense.)

Intrigue: 17 (John is a straightforward man, but he does have a way of noticing when people are trying to cheat or lie.)

Learning: 20 (John is quite well-educated on all manner of things, and keeps up on new developments when he has the time.)

Occult: 22 (John knows many folk remedies and small magics, as well as how to work them properly. He also has experience with many supernatural creatures and events.)

Traits
War Veteran: John is a veteran of the Korean war, and was the best marksman in his regiment, no tricks required. He gets a +5 bonus to Martial rolls with a gun. Also, in a Martial-based, non-violent contest, he automatically negates any supernaturally-granted bonus his opponents have to their rolls, or supernaturally-caused maluses on anyone in the contest.

Fabled Silver Strings: John carries a silver-stringed guitar with him, one that gives his songs magical power. It provides him a +10 bonus to occult rolls when he's using it as a focus for magic, and an additional +5 bonus when using magic to defend against evil intent. It can also be used as a weapon in and of itself against creatures with a weakness to silver, acting as a silver weapon, though this will likely break it. More normally, it grants him a +5 bonus to Diplomacy rolls involving music. It is no more sturdy than a normal guitar, and when broken John loses all bonuses it gives until it can be repaired.

Gave His Heart Up Long Ago: John is absolutely faithful to his wife Evadare. He automatically resists all mundane attempts to seduce him away from her, and has a +30 bonus against magically-induced attempts to do so.

Straightforward: John is not a liar. -10 to Intrigue rolls if he's telling an outright lie.

Martial: 9 (Evadare is scrappy and determined, but not much of a physical fighter.)

Stewardship: 16 (Evadare is more experienced with keeping a home than her husband, and manages the larger finances for them.)

Diplomacy: 15 (Evadare is mostly polite and sweet, unless her temper is ired. She gets along well with most people.)

Intrigue: 14 (Evadare is less familiar with trickery and lies than her husband, but she knows well enough to not be easily fooled, and is less bad at lying.)

Learning: 17 (Evadare is knowledgeable, but doesn't have all the schooling experience of her husband.)

Occult: 16 (Evadare, like her husband, is familiar with various folk remedies and magic, but she hasn't had as much personal experience with the breadth of it.)

Traits
Resolute: Evadare is difficult to budge once she's made up her mind on a course of action. Once she's decided on such a course, she gets a +10 bonus to all rolls to further it, and people trying to convince her away from it take a -10 malus. (Current course of action: Protect and shelter Charlotte.)

Handy: Evadare gets a +5 bonus to Stewardship rolls involving housework and fixing up homes, though not actually building them.



Martial: 5 (Lottie is really not a fighter at all, and is much more likely to run as fast as she can in times of trouble.)

Stewardship: 9 (While Lottie's father is was wealthy, he expected to live on for much longer, and thus happily indulged her most of the time. She's got a basic idea of what various things cost, at least, but not really how proportionally expensive they may be.)

Diplomacy: 18 (Lottie has a natural charm to her that makes it easy for people to grow fond of her.)

Intrigue: 3 (Lottie is straightforward and honest and bad at recognizing deception unless someone transforms into a short fat guy right in front of her or someone else points it out.)

Learning: 11 (Lottie did go to school, but she mostly absorbed the basics.)

Occult: 6 (Lottie had a vague idea that magic existed before, and that belief has been proven-in the worst possible way.)

Traits
Grieving: Lottie is still shell-shocked over everything that went down and misses her father terribly. She takes a -5 malus to all her actions as she tries to work through this.

Hunted: If Lottie leaves the protection of the cabin, she will soon be tracked down by Facilier's shadows. He doesn't like leaving loose ends.

Vengeful: Lottie is unused to this sort of emotion, but Facilier killed her dad. She gets a +5 bonus to any action to specifically work against him and ignores the effects of Grieving while doing so.

Natural Charisma: Lottie's charm is all natural friendliness. She takes a -5 malus to Diplomacy actions involving actual negotiations, but a +5 bonus to befriending individual people.

God I have no idea how to write Lottie. So, John and Evadare are from the Silver John short stories/novels by Manly Wade Wellman. He hasn't got a Disney adaptation, of course, but with the various folk heroes being around I figured he could kind of fit in with them anyways. At least enough for a brief non-canon omake.
 
Last edited:
[X] Plan: Making Moves
-[X][Martial] Have the hunters look for warbeasts specifically
DC: 70/80/90/100
Cost: 1000 gold
-[X][Stewardship] Feeling Salty
DC:60
Cost: 2,500 gold, upkeep cost 1,000 Gold per turn
-[X][Diplomacy] Making Introductions
DC: 55
Cost: 1000 Gold
-[X][Intrigue]
Send spies to Agrabah to discreetly keep an eye on things
DC: 85
Cost: 1500 Gold
-[X][Learning]
The Heart-Shaped Herb
DC: 75
Cost: 2,500 Gold
-[X][Occult] Call of the Wild
DC: 85
Cost: 500 Gold
-[X][Personal]
Getting to Know You (Better)
-- [X] The Mage
DC: Variable
Cost: 0 Gold
-[X][Personal] Correspond with Jasmine
DC: Variable
-[X][Will Personal] Off the edge of the Map
Learning DC: 70
-[X][Iago Personal] Wallowing in the Lap of Luxury
Learning DC: 45

Total Plan Cost: 9000 Gold
 
[X] Plan: The War of Northern Aggression
- [X][Martial] Take What You Can
- [X][Stewardship] Feeling Salty
- [X][Diplomacy] Attempt to bring in nearby satraps as protectorates
-- [X] Western Satraps
- [X][Intrigue] Now Hiring!
-- [X] Have Haroud focus on a specific region
--- [X] Northern Satrapies
- [X][Learning] Mastering Magic
- [X][Occult] Tonics, Tinctures and Tablets
- [X][Personal] This Mystical Land of Magic and Sand
- [X][Personal] Cram Time
- [X][Iago Personal] You Scratch My Beak...
-- [X] Tonics, Tinctures and Tablets
- [X][Will Personal] Missing the Sea

Cost: 13,500
 
Last edited:
Back
Top