-[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.