Prince Aladdin Quest (Disney Villains *Almost* Victorious)

Still I kind of wonder why we don't have anything to look into the Land of the Black Sands. Leaving Mozenrath to himself for too long is a bad idea.
Because right now he's a rumor, and his domain is further to the west past Agrabah. So you don't have as much information coming in about the place other than rumors.
 
[X] Great Preparation, and the Northern Rep

The Mao Kun Map seems like something everyone would love to get their hands on. I wonder what it's limits are. Could Will use it to find the magic compass, and by proxy Jack.
 
I really hope we can continue following up on Will's personals. I want to find Elizabeth ASAP. And not just because doing so will give us a new hero unit - Will and Elizabeth deserve their happy ending.
 
Adhoc vote count started by TempestK on May 29, 2021 at 12:44 AM, finished with 45 posts and 15 votes.

  • [X] Great Preparation, and the Northern Rep
    - [X][Martial] Take What You Can
    -[X][Stewardship] One Stop Shop
    - [X][Diplomacy] Since You're in the Area...
    -[X][Intrigue] Now Hiring!
    --[X]Have Haroud focus on a specific region
    ---[X] Northern Satraps
    -[X][Learning] When you wish upon a Star
    - [X][Occult]Call of the Wild
    -[X][Personal] Getting to Know You (Better)
    --[X] The Mage
    -[X][Personal] Get to know a Hero better
    --[X] Iago
    -[X][Will Personal] Missing the Sea
    --[X] Loan Carpet and suggest heading West to find out what's been going on with the seas. Couldn't hurt for Will to have some added mobility. (And the fact Carpet is needed for the Adventure, so him getting a good grasp/rapport going would be useful ahead of time.)
    - [X][Iago Personal] Wallowing in the Lap of Luxury
    -[X][Adventure] None right now.
    [X]Plan: This is CK, I have a casus beli, AND I KNOW how to use it
    - [X][Martial] Take What You Can
    - [X][Stewardship] Expand trade district
    - [X][Diplomacy] Since You're in the Area...
    - [X][Intrigue] Plotting a Course
    --[X]Sinbad
    -[X][Learning] When you wish upon a Star
    - [X][Occult]Call of the Wild
    - [X][Personal] Balancing the Books
    -[X][Personal] Get to know a Hero better
    --[X] Iago
    - [X][Will Personal] A Strong Back
    -- [X] Take What You Can
    - [X][Iago Personal] Wallowing in the Lap of Luxury
    [X] Plan: The War of Northern Aggression (This Time it's Personal!)
    - [X][Martial] Take What You Can
    -[X][Stewardship] One Stop Shop
    - [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] The Heart-Shaped Herb
    - [X][Occult] The Call of the Wild
    - [X][Personal] This Mystical Land of Magic and Sand
    - [X][Personal] Cram Time
    - [X][Will Personal] A Strong Back
    -- [X] Take What You Can
    - [X][Iago Personal] Wallowing in the Lap of Luxury

Current vote standings. We'll see if there's any major shift, but this may be another one that ends early.
 
I worked out the odds for "When You Wish Upon A Star," it's 61% before XP. I currently have 28 XP, I'll probably put 10 on Diplo, 10 on Stewardship, and 8 on Will's Personal.
 
Guys, our hunter pals got chased off scared by Mordu, a large bear. Could be the Dreaded One is just beyond their capabilities! And even if not, I'd rather bring more satraps into Ababwa's sphere, giving us more tribute and more security, than sending some dragon slaying expedition! We're not even funding it, so it's not like the Hunters would feel obliged to give us any of the dragon loot if they found any.
 
Any clue where I should put my two exp? Besides Call of the Wild, since completing that is what will net us a hero.
Assuming Now Hiring nets us another, that leaves one spot open before we fill up.
 
Guys, our hunter pals got chased off scared by Mordu, a large bear. Could be the Dreaded One is just beyond their capabilities!
They have numbers, weapons, and experience now that they didn't have then, and even now a group of Huns were able to wound it. On a failed roll, I expect that will be their excuse; a successful roll, however, will hopefully bring Fergus's questline to a crisis point as he realizes that, if they can kill The Dreaded One, then they should be able to kill Mor'du too. The Man's reaction will be telling.
 
[X] On a Wing and a Prayer Part II

- [x][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.

- [x][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)

- [x][Diplomacy] Establish a diplomatic embassy in Agrabah
Agrabah is a meeting point for many of the trade routes on the African continent; and as such not only does it receive a panoply of trade goods, it also collects information from the rest of Africa. Having a diplomatic office there means that not only will that information reach Ababwa faster, but your diplomats will be able to jump on opportunities as they arrive.

- [x][Intrigue] A Golden Opportunity
These rumors of strange golden items are intriguing. Send agents to scout out the southern Satraps to see who has been turning up these strange pieces, and perhaps where they're coming from.

- [X][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.

- [x][Occult] Tonics, Tinctures and Tablets
With the advent of the Greenhouse, it's now possible for the Mage to begin experimenting with how to produce certain potions. Not all of them are guaranteed to be hits, but it's possible he may be able to tease out some exceptionally useful concoctions. From there it's a matter of developing them for stable and consistent brewing.

-[x][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
--[X] Aladdin
--[X] Iago
--[X] Will Turner
 
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[X] Great Preparation, and the Northern Rep with Crossbows
-[X][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: 40 (+17+10=+27, 87% chance of success)
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.
EASY gain, and that situation needs resolved sooner rather than later.

-[X][Stewardship]Taking Aim...
While this crossbow invention appears to have a lot of potential; right now all that can be produced are a few at a time in small batches. With some luck and some searching around, it should be possible to find the craftsmen needed to start making them in bulk; and from there begin stockpiling the bolts as well as the crossbows for use if needed. Adds a +10 defensive bonus against anyone attacking a city or kingdom that is stocked with Crossbows. Opens up new martial options.
DC: 55
Cost: 2000, Upkeep Cost of 500 per turn.

-[X][Diplomacy] Since You're in the Area...
The Hunter's Guild hunts monsters. Xiang Wu has a specific monster problem. Let's play middle-man and make some connections. The Hunter's Guild dispatches in an attempt to kill the Dreaded One. Improved relations with Hunter's Guild and Xiang-Wu, removal of major threat to Xiang-Wu.
DC: 70 (+17+25=42, 72% chance of success)
Cost: 2,500
Helps one ally, improves relations with another potential one, and removes a MAJOR threat to both Xiang-Wu and our Eastern satraps.

-[X][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.
--[X]Have Haroud focus on a specific region
---[X] Northern Satraps
DC: Variable (+27+20=+47, +67 if Haroud's trait procs)
Cost: 1,500 Gold
Syncs well with conquering them, and the DC has been lowered as a result of scouting.

-[X][Learning] When you wish upon a Star
According to Chiron, ever since the Great Disturbance, the stars themselves don't even look right. He wants to request a royal commission to remap the stars and create new star charts for navigation and charting the seasons. Perhaps that will help explain why the African Savannahs seem to be drying out unnaturally fast as if beset by a great Dry Season.
DC: 80
Cost: 4,000
Expensive, but extremely valuable to both Will and us, these new charts particularly in the upcoming adventure to help navigate by. The latter part is a bonus.

-[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: 55 (+12+30=42, 87% chance of success)
Cost: 500 Gold
New hero, here we come! (Adventure has a max of four, and this gives us four. Plus the Heart-shaped herb and Tree of Renewal.)

-[X][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.
--[X] The Mage
DC: Variable
Cost: 0 Gold
(As no thoughts were put here.) Talking to the Mage might net us a few insights about them. And his two assistants. (And potential occult actions for new stuff.)

-[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
My own thoughts on this is that it can be tied into Iago's action, and the better rapport can only help. Also helps to learn what Iago likes. Abu can join in too.(Though results might vary there.)

-[X][Will Personal] Missing the Sea
Will's melancholy is getting to many of the advisors. Perhaps a trip to the shore would be just the thing to help perk him up? May provide Will with insight or information he can't get out of a book.
Intrigue DC: 65
--[X] Loan Carpet and suggest heading West to find out what's been going on with the seas. Couldn't hurt for Will to have some added mobility. (And the fact Carpet is needed for the Adventure, so him getting a good grasp/rapport going would be useful ahead of time.)

-[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
Aladdin could use some time on the streets, Iago needs to learn about Ababwa, win win in prep for an adventure with 4 heros.
-[X][Adventure] None right now.

Okey, so I really prefer to do the crossbow action this turn.
The hunters can wait until next turn.
After all there is a chance that we may get attacked by creatures from Wonderland.
 
That seems fairly killable then.
Basically, Mor'du can no-sell most man-sized weaponry and attacks barring overwhelming firepower (like a cannon or a .50) but drop something big enough on him and he'll die like anything else that can be squished. Their mistake the first time was going in under-equipped, under-manned, and unprepared for just how big and tough and mean Mor'du is. All they had were Muntz, Fergus, McLeach, and the Man, none of whom were carrying the firepower or weaponry that could put him down for good.
 
We don't really need the crossbows immediately. The hunter's guild is around to help out if that does happen. Doing One Stop Shop now does increase the likelihood of dragon parts too, more rep=more opportunity. They'd be more inclined to defend a long-term port of call too. And it just fits with the actions this turn.
 
That seems fairly killable then.
There may or may not have also been some magic involved in Mordu's death. I dunno, it's been a while since I watched Brave, so I forget if that movie's prophecy shenanigans had to do with Mordu at all or if it was just about the royal family. I do remember that it took a huge brawl/slugfest between Elinor and Mordu to get him to the point where he could be crushed under a rock, with it basically being a mirror-match because of Elinor being a similar but slightly smaller magical-cursed-bear-thing.

But all this is besides the point, because I'm fairly certain that Mordu got some upgrades in the transition from Brave to DVV. Because just like how movie Frollo would be easier to kill than Lich Pope Frollo, so to is movie Mordu easier to kill than Bear King Mordu. Like, Mordu manages to hold his own territory and repel enemy incursions despite not having any other Hero Units/Advisors to help. He's somehow a King despite literally being a bear because he's so absurdly skilled at combat. I dunno, that's the impression I get from reading the DVV page anyway.


Although, hmmm... I don't think we've been introduced to Fergus in the main story yet, have we? I dunno, could just be forgetting a canon omake where that happened or something. But given that this is Disney Villains *Almost* Victorious, it could be that the results of Brave's final battle shook out differently. Maybe, say, Elinor and Mordu ended up killing each other in the final battle, leading to a heartbroken Fergus passing on rulership to his daughter while he travels the world to deal with his grief and also to kill magical beasts so they're unable to hurt other people like Mordu did him? Meh, just a thought.
 
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Although, hmmm... I don't think we've been introduced to Fergus in the main story yet, have we?
He's appeared in two canon omakes, and cameod in a third. Here's what happened in Brave if you're curious:
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Prince Aladdin Quest (Disney Villains *Almost* Victorious) Crossover - Fantasy

Seven Little Words A/N: Warning: this omake gets DARK, although there is light at the end. Wham! A sand-filled leather bag swung through the air. “...son vanquished a thousand foes!” Young Macintosh didn’t even get a chance to scream as the Demon Bear’s enormous paw crushed his skull with a...
 
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