Prince Aladdin Quest (Disney Villains *Almost* Victorious)

Nine Yards of Other Cloth
I've never heard of those stories, but I really liked the omake! Great writing, and excellent job on the hero profiles!

-[X][Adventure] Around the World Map
I really want to take this action too, but Will's injured and currently receives -10 to all of his rolls this turn. I'd rather wait until that particular malus is done away with.

Will is currently recovering from injury, and depressed. Takes -10 on rolls for actions in the next turn.
 
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I've never heard of those stories, but I really liked the omake! Great writing, and excellent job on the hero profiles!


I really want to take this action too, but Will's injured and currently receives -10 to all of his rolls this turn. I'd rather wait until that particular malus is done away with.
Good point, I forgot about that! I'll change the plan a bit then, leave the adventure for later.
 
-[X] Close to Home
--[X][Martial] Horrible Neighbors
Whoever the people in that... that airship are, they apparently have no regard for the sovereignty of Ababwa and the claiming of the forests as a resource. Take Carpet and some of your better fighters and confront them in the skies. This is your Principality, and they are draining the lifeblood from your trade. And who knows what these idiots might wake up with their wanton slaughter...
DC: 40/60/80
Cost: 0 Gold

--[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
Cost: 2,500 gold, upkeep cost 1,000 Gold per turn


--[X][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.
-- X] Northern Satraps
DC: 65,
Cost: 5000 Gold

--[X][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

--[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
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
Cost: 500 Gold


--[X][Personal] Olds Dogs with New Tricks
Aladdin is pretty slick and cunning, and with Abu watching his back he's even more so. But he's hardly a mastermind of intrigue and deception. Haroud may have some tips and tricks to pass on to the younger generation of ne'er do wells.Gain +1 Intrigue. Chance of gaining a trait.
DC: 25/95

--[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] Iago
DC: Variable

--[X][Will Personal] Speak Softly and Carry a Sharp Sword
Will is well aware of his rough edges when it comes to speaking with others, and how there can be yawning chasms between what he says and what he means. Perhaps it's time to remedy that? Increases Will's Diplomacy by +1
Diplomacy DC: 45

--[X][Iago Personal] Wallowing in the Lap of Luxury
Iago's used to the Palace of Agrabah, he lived there for years after all. But Ababwa is an entirely new experience. He's intent on making sure he knows every nook and cranny of the place as well as he knew his old haunts. Familiarizes Iago with Ababwa.
Learning DC: 45

--[X]No Adventures


Intrigue to Figure out what;s up in prep for a martial against them. Salt gets us improved income, so we have a net positive on the money issues.
Getting to know Iago is also important, particularly what he does like.(no more CRACKERS.) We also need to learn about the place, so possible bonus there.
Our heroes actions are basic improvements, and an intrigue trait would be quite useful. Likewise with Leah's training, another hero unit means magical actions, and she can likely make the heart-shaped herb and tree quests easier. Our learning action costs 0 gold, and gives us something new.
Diplomacy is easier than helping with the bandits.

If there is anything I've missed, please tell me. (Will having a malus this turn also means the lower dc action is better in my eyes.) [The hunting Guild will be gone next turn, and I don't particularly want to know them when they just come in and poach without actually asking first. Not like the DC is that difficult either if we use martial and intrigue actions on it.]

-[x]Close to Home.
 
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"Let's Try Talk First" isn't a bad plan, but I don't really think the hunters are worth the attention, they're going to be leaving soon. And I'd much rather go with Take What You Can than Friends in Need.
 
We have a large diplomacy bonus, so bringing them in from the cold is easier than helping them while they maintain separation. Using it negates the ability to talk with hunters, but I really don't like them anyway.
 
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Also. Butterfly Wings and Stranger Things is canon. So potential hero units, or at least allies. Talking isn't going to get us on their ship.

(Thanks.) Edits made. Also, they are keeping a girl captive for whatever reason. Don't know who she is, but.. Do we need to?
The girl is Alice, from Alice in Wonderland. She's there for 'protection', but the Club also uses her to lure in prey from Wonderland.

Also, "The Greatest Hunter" is canon. :D
 
And I'd much rather go with Take What You Can than Friends in Need.
Reputation loss. Or, rather, gaining a reputation of an aggressor. Take What You Can is BIG "Nope!" for me.

I'd like to pair Friends in Need with "[Diplomacy] Attempt to bring in nearby satraps as protectorates".
But a chance to set hunters on Queen La's leopard-men, or that dragon near Xiang-Wu (I forgot his name again), is too good of an opportunity to pass, imo. we, probably, need a crit for that, but with +42 on roll, crit isn't that unlikely.
 
Reputation loss. Or, rather, gaining a reputation of an aggressor. Take What You Can is BIG "Nope!" for me.
I think I'm with you on that one. I'm going to replace Take What You Can with
- [][Martial] Send a Scouting Party (East/West/North/South) to probe defenses.
--[] 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
Cheaper, gives us intel, and avoids the aggressor rep.
 
I think I'm with you on that one. I'm going to replace Take What You Can with
- [][Martial] Send a Scouting Party (East/West/North/South) to probe defenses.
--[] 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
Cheaper, gives us intel, and avoids the aggressor rep.
Not necessarily an aggressor rep. Don't forget, these guys have pretty much lost effective control of their province, anybody would do the same and we'll be bringing order and safety to its inhabitants. It's faster, more guaranteed and a lower DC. There's no medieval United Nations that's going to be chiding us for taking the obvious course of action.
 
Not necessarily an aggressor rep. Don't forget, these guys have pretty much lost effective control of their province, anybody would do the same and we'll be bringing order and safety to its inhabitants. It's faster, more guaranteed and a lower DC. There's no medieval United Nations that's going to be chiding us for taking the obvious course of action.
Trueeeeee....
Argh, so many plates in the air! :D
 
The Dreaded One will remember this.
I kindly ask him to give me his name to remember, because no one call him by name, actually. "The Dreaded One" this, "The Dreaded One" that. There's a bunch of ones who dreaded by someone.

There's no medieval United Nations that's going to be chiding us for taking the obvious course of action.
Yeah, no United Nations. Only all of our neighbors who will be afraid they'll be our next target.
 
About hunters. I already explained, why I want to use diplomacy on them. But what about Intrigue? That's easy, my fellow questers. Guns. If we get lucky enough, we can stole one (or more). And, with enough efforts - do reverse engineering.
 
...could Will use his 17th century smithing knowledge there?
Don't sure. We don't have any actions to do that, not for Learning, nor Will's personal. So, he either don't know shit about how to make it, or we don't know what we need to ask him about.
If latter, hunters will help us anyway, just by showing us the "thunder-sticks". If former - if we'll manage to steal the gun, Will, probably, could be able to explain us basics about using it, which will save us at least one research action.
 
Will could potentially make gun barrels. But not stocks, the firing assemblies, and he doesn't know how to make gun powder either.
 
Will could potentially make gun barrels. But not stocks, the firing assemblies, and he doesn't know how to make gun powder either.
He used them enough times that he could probably sketch a flintlock pistol or rifle from memory, and he knows the theory of how they work, but that's a far cry from being a gunsmith. His specialty is swords and metalware - nails, horseshoes, hinges, etc.
 
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