Prince Aladdin Quest (Disney Villains *Almost* Victorious)

We've wanted them for a while cause they're handy to have, and we're expecting to start a fight with sand witches next turn or so. Units that can see in the dark sound rather handy for either assassination or working through whatever sandstorm they may try to use to escape.

They might be useful occasionally for some edge cases and specifically against the leopard men but they don't address any pressing issues and they add upkeep.

Dealing with our military shortfall is gonna be either very costly and difficult, or lock us into into having our commanders settling down over there with that affecting our future with the north. And even if we did the second, we still couldn't do anything until the turn after this one to improve our militaries situation.
Dealing with the shortfall costs 5000, gets rid of 1000 upkeep, and probably drastically lowers the cost of doing other martial actions involving the military since we won't be stretched thin anymore. It has a dc of 14 if we put Will on it.

Still say we need to do it before turn 10. We have to get it used to being mounted before it matures or we're gonna have a hell of a time trying to ride it.

It's currently being domesticated in the menagerie. I'm pretty sure the only thing we will need to do is get it used to US riding it.

We can't consistently reach the extra actions DC right now.

This one confuses me. What do you think we can do to increase our "consistency" in getting them?

With good heros on them and adding exp we have 50/60 percent odds of getting them. I don't think we can realistically get better odds then that unless you guys know something I don't.

Out of curiosity is Tranquil As A Forest the plan discord came up with as a group and that's why so many people are voting for it all at once?
 
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@TempestK, I think you forgot to include this in the Stewardship options for Turn 7. Not that we're choosing it, but I'd like to be able to take it later.
Damnit, this is what I get for posting when I'm having trouble focusing on the screen.
From the DC and the description, I'm guessing that rolling under 60 means Aladdin just had a relaxing time at the Menagerie, and rolling over 60 means that he gets to pick a mount.
This is pretty much correct.
I'm going to ask TempestK if succeeding on the roll would mean getting the Sirrush. If not, I'll switch to correspondence. @TempestK, your insight please? :) I would like to point out, though, that training a mount generally means starting when it is young, whether it be a horse, an elephant, or a dragon-horse-lizard-thing.
Yes, generally gaining a mount means picking out one of the younger war-bred animals in the menagerie to be trained as a personal mount, since they won't have the bonds Aladdin has with Abu. So since the Sirrush is still growing, it'll be easier to train as a mount. Once it hits it's full growth... let's just say that the DC for training it takes a steep upswing.
Welp. Next turn Jasmine would be very cold. Hopefully the Embassy would help.
Making a lot of assumptions here buddy.
Geez, guys, Tempest already said that even if we don't pick to correspond with Jasmine as a personal action we'll still be doing it, just not focusing on it as much. Please stop saying that not picking it is going to completely ruin our relationship.
THANK YOU! Someone remembered!

Also, I need to update the XP bank and will be addressing that shortly. Sorry about letting that lapse.
 
Dealing with the shortfall costs 5000, gets rid of 1000 upkeep, and probably drastically lowers the cost of doing other martial actions involving the military since we won't be stretched thin anymore. It has a dc of 14 if we put Will on it.
Yes, it costs 5,000. As things stand, if we choose it the plan will cost 14,000. I have said for a while that rounding out our military capabilities was important, and I love the irony of assigning a snow leopard to teach people how to fight like leopards. There's literally no one better for the job. I want to expand our military next turn, once we see what kind of windfall the hoard gives us. As it stands, though, I really don't want to make assumptions about how much gold is in it, and my plan budgeted accordingly. I also haven't assigned people to an adventure because I think guaranteeing DC passes is more important than going after shinies. Once we get Faria feeling better and hopefully Selous as a hero unit, I'll feel much more comfortable with our hero roster to handle both adventures and assigning heroes to high-DC nationals.

My budget would leave us with 17,500 gold, accounting for the increased income and before we count the dragon hoard. Adding the military expansion would leave us with 16,000, accounting for both increased cost and decreased expenses. It's a difference of 1,500. Not much, but when our profit margins are so narrow, it's more than it looks. Again, I want to save doing more costly actions until we see how much our windfall is, and use that to pay for things like military expansion and reducing upkeep costs.

[X] Plan: Integration and One Adventure
I have a number of issues with this plan. First, Marlin has a number of higher-DC actions with no heroes attached, instead going on an adventure and assigning the one hero not on one to a personal instead of a national. It doesn't take the Intrigue action to put spies in Agrabah when we need intelligence yesterday about the Sand Witches. It's incredibly expensive (17,200 on a treasure of 18,000, which will leave us only 9,200 gold if we don't get a success on Something Fishy - another high-DC, high-cost action with no heroes attached - and notably, not the dragon hoard, which is a guaranteed income windfall). Also, Something Fishy only gives us a net increase of 1,500 gold, and doesn't offset the massive expenses of this plan in the least. If you want a Stewardship action that isn't the dragon hoard and gives us a lot of income without being hard, I'd suggest making and selling crossbows. Learning is cheap, but I've already made my preference for finishing off the star charts known - we've already put a lot of money into it, and it's very useful for navigation and the larger meta-issue of what happened to the world. Lastly, it doesn't do the Aladdin personal to recruit Selous, where we had a very potent hero unit literally fall into our lap. If people want to vote for it, fine, but please take these concerns of mine into consideration instead of just voting for it because it has an adventure in it.
 
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[X] Spanning the World
- [X][Martial] Setting Down Roots
The Commanders that have been assigned to the various cities in the North, along with their garrisons, have had a couple months to settle in and become familiar with the people. Why not make it a permanent solution and just appoint them as the administrators of the cities? Lowers DC of A Soldier's Life to 45, lowers cost to 2,000. Impacts choices for Northern Satraps going forward.
DC: 1
Cost: 0
Pretty much free and solves the issues of governance.

- [X][Stewardship] Set up a Trade Agreement with the newly formed Kingdom of Lemuria
Best time to strike is while the iron is hot. Get a financial foot in the door in order to make the most of the newly united state of the southern kingdom. Increases income by 1,500 gold per turn. New options unlocked. May have other effects.
DC: 55
Cost: 1,000 Gold
+1500 gold per turn is pretty good, and should reduce diplomacy DC.

- [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] Western Satraps
DC: 65
Cost: 5000 Gold
The lower of the two options, and bringing them in as a protectorate. EXP should likely go here.

- [X][Intrigue] Eyes on the East
The situation in China has gone beyond untenable. Ababwa needs some actionable intelligence, not just fifth-hand rumors. Send out a group of agents to investigate the factions there. Gains more information on what's happening in China, also may reduce DCs involving said faction.
-- [X] Shan Yu DC: 40
Anyone notice the Forty Thieves Action's DC? This will certainly help, and may reduce the DC of the other Eye's on the East actions.

- [][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
-- [X] Leah: A Little Elbow Grease
It is time to grab that herb. And more gold. And more avenues of study. What's up Docs can wait. Though we really want a second learning action soon as we can swing things. (Not, EXP is definitely needed. Even if Leah is like to make it easier.)

- [X][Occult] It's Coarse and Rough and it gets Everywhere
The news of these Sand Witches trying to take Agrabah from the Sultan is rather unnerving. Zummi will delve into what records he has and can find in the libraries as well to see what information can be, ahem, dug up, on the Sand Witches. Reduces DCs involving Sand Witches, new options unlocked.
DC: 75
Cost: 0 Gold
This one I agree with. (Also EXP sink for the turn. Given next turn is likely to be an adventure involving them and Jasmine if we can swing it. Mix it into Aladdin visiting Jasmine.)

- [X][Personal] Now Who Could That Be?
Aladdin's guard has informed him that a man has shown up at the palace gates requesting an audience. His name is Selous.
DC: Variable
I'm interested. And well, no cost.

- [X][Jose Personal] learning Arabic
Jose is able to communicate thanks to his knowledge of languages, but it seems his grasp of Arabic isn't as comprehensive as anyone had thought. He'd been using quotes from books as a way to make his needs known, which Scherezade realized after speaking with him for a bit. Time to add another language to his lexicon!
Learning DC: 60
Moar languages. He could definitely write a book, but most important is his learning and diplomacy stats.

-[][Adventure] Around the World Map
Cade's research has uncovered clues leading to the potential resting place of the Mao Kun Map, a mystical document that uses Feng Shui and the Harmony of the Leylines to trace routes to various mystical treasures and places of power. Whoever has the Map right now may also have other valuables they can be relieved of as well! Maximum of 4 heroes to a team
--[X] Aladdin
--[X] William Turner
--[X] Iago
--[X] Tai Lung
Time for Adventure Times. Both this turn and the next with the Sand Witches. Things are about to get busy..


And yes, Spanning the World is a good name given most of this is about reaching out and learning, as well as bridging gaps in both language and diplomacy.

Also, Herb. That and the Tree of Renewal are definitely on the list of things to grab, just think of the medical advancements. Said advance also helps our unexpected hero recover.
Total Cost for this turn, 8500 Gold. And +2000 added to our income. That should open the path for higher costing turns without bankruptcy occurring.. (For those worried about high costing turns. Which if we plan to expand everything, we are going to need more income. Medical Tourism is something we can totally play to, not counting the QoL from it. Leah is a godsend.)


QM, can we do the visit with Jasmine as part of the Adventure Action? Just merge the two as one, and get their help given it's in their territory. Aladdin, Iago, William or Leah and Jasmine as a guest Hero.
 
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Pretty much free and solves the issues of governance.
It also turns us into a military occupier instead of treating them as an equal, and probably has the side-effect of making the locals question our intentions and resent our rule.
+1500 gold per turn is pretty good, and should reduce diplomacy DC.
They're working with the Deep Ones; their gold comes from Ry'lah. We don't want anything to do with that stuff, it's got bad juju written all over it. The dragon hoard is cheap and a guaranteed windfall.
The lower of the two options, and bringing them in as a protectorate. EXP should likely go here.
Agreed.
Anyone notice the Forty Thieves Action's DC? This will certainly help, and may reduce the DC of the other Eye's on the East actions.
The issues with either Lemuria or Agrabah is more critical and immediately pertinent to us; I think heading East isn't the best idea atm. Like I said about Marlin's plan, we need eyes in Agrabah yesterday.
It is time to grab that herb. And more gold. And more avenues of study. What's up Docs can wait. Though we really want a second learning action soon as we can swing things.
Disagree, like I said before I think we really need to finish off the star charts. We have a lot of reasons for needing those, and it's cheaper than the heart-shaped herb. With Will attached, there's a 93% chance of success, and the XP I plan to put on it would make it 99%.
This one I agree with.
Agreed.
I'm interested. And well, no cost.
Also agreed, Selous would be a very helpful unit to have on hand and would give us a larger cushion for doing both adventures and nationals.
Moar languages. He could definitely write a book, but most important is his learning and diplomacy stats.
I'm fine with this or healing in the hospital, but lean towards the hospital.

QM, can we do the visit with Jasmine as part of the Adventure Action? Just merge the two as one, and get their help given it's in their territory. Aladdin, Iago, William or Leah and Jasmine as a guest Hero.
The Map isn't in Agrabah's territory, though. As seen in the 40 Thieves action:

-- [] The Mao Kun Map is currently in the hands of one of Shan Yu's warlords. Have the Forty Thieves relieve him of it, and help themselves to the rest of his treasury in the process.
We'd be taking Jasmine to China, and right in the middle of a legitimacy crisis with the Sand Witches too. I highly doubt that she's going to want to come with us to there at this time.
 
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QM, can we do the visit with Jasmine as part of the Adventure Action? Just merge the two as one, and get their help given it's in their territory. Aladdin, Iago, William or Leah and Jasmine as a guest Hero.

Note that Healing in the hospital is a slow action, only taking 2 off the old bones. Heart-shaped Herb and Tree of Renewal opens up a far quicker avenue in a few turns if we work on those. Better action economy if we only have to spend two turns to remove it, and he can do actions at home till then. Not like there is a lack of them.

For Martial, what would be your suggestion? I would want to support the resistance, but I'd send Tai Lung in there. And the cost at the moment isn't great.

Forging a Red Blade is also expensive. The simple matter is that most actions in the martial category are way too expensive in the short term. (I am willing to switch to a Solider's Life for my plan though. Roots is just the cheapest and easiest option.)

I don't know anything about Lemuria by the way. Are they really that bad?

Also, the eyes in Agrabah. we needed them yesterday, not today. Bit late for that. Not that I'm unwilling to change that part of the plan, but rising costs. That and soldier's life bring the cost to and extra 6500, and without Lemuria we'd only be getting +500 per turn. We just don't have the cash for things.

Also, if an adventure is done, those on it lose a personal action. So Will can't be assigned to the star charts. Things are heating up, we need more gold flowing to keep up, and the thing with the Witches will come to a head one way or another in the next few turns.


Something's Fishy also has a high DC cost, but if we have enough people with EXP, switching to that would be fine.


Also, to your edit, Jasmine as the guest hero would be during the Sand Witch adventure. Just go into the city under the guise of visiting, and then get to the bottom of things. Aladdin and Iago know a lot about the city's back streets, so we have a home field advantage. Only question is Leah or Will.(or both) Or maybe Tai Lung, though they may be mixed up in another action that turn. Sorry if I wasn't clear on that, given she would be a Guest Hero because it's in her city.
 
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QM, can we do the visit with Jasmine as part of the Adventure Action? Just merge the two as one, and get their help given it's in their territory. Aladdin, Iago, William or Leah and Jasmine as a guest Hero.
No, Tireless is correct in that it'd require you taking Jasmine away from Agrabah during civil unrest and basically leaving her father on his own (sort of).
 
QM, can we do the visit with Jasmine as part of the Adventure Action? Just merge the two as one, and get their help given it's in their territory. Aladdin, Iago, William or Leah and Jasmine as a guest Hero.
I assumed that you wanted to take her on the Map action this turn; bringing her on the Sand Witches adventure actually feels inspired. Something tells me she'll be participating one way or another, though.
For Martial, what would be your suggestion? I would want to support the resistance, but I'd send Tai Lung in there. And the cost at the moment isn't great.
I already have a plan posted, I suggested Cat in the Cradle with Tai Lung. It rounds out our military capabilities without being too expensive, and I like the irony of having a leopard be the one to teach us.
 
Army: 4/10 The Army that you have left are raw recruits, and untested national guard units. They will have to do.
Navy: 0/10 The Navy is gone, rendered to piracy and mercenaries. There is nothing to fight the enemy with.
Manpower: 3/10 This is an army of thieves and whores.
Sailors: 0/10 There are no ships to sail.
Wealth: 7/10 Paris is the true economic heartland of France, and the wealth of the city and it's people can fund even a desperate army
So yeah, no real army and your rich. They should be so glad they are surround by us who want to get rid of you without pillaging everything not nailed down
 
Mind giving a rundown on who Selous is by the way? We really don't need to spend our only action on more focused letter writing given we will be visiting next turn. (I really don't agree with either plan. Spending 4 turns in the hospital just doesn't sit right with me when we could improve our medicine and do it in 3 or two.)
 
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Mind giving a rundown on who Selous is by the way? We really don't need to spend our only action on more focused letter writing given we will be visiting next turn. (I really don't agree with either plan. Spending 4 turns in the hospital just doesn't sit right with me when we could improve our medicine and do it in 3 or two.)
Check the canon omakes "The Greatest Hunter" and "Where Are They" under sidestories.
 
Of note, for Integration and One Adventure, why is the learning Action What's up Docs? That opens new actions, when the Heart-shaped Herb and Tree of Renewal are already things needing to be done.
 
Mind giving a rundown on who Selous is by the way?
Not at all! He was a famous hunter from the turn of the century, also one of the first African conservationists amd a scout in three wars. He made it into here via the Young Indiana Jones Chronicles, a Disney property as a result of Disney purchasing the Indiana Jones license. In the quest, he was a temporary member of the Hunter's Guild before being banished to India following a fight with McLeach. Having seen Muntz's maps, he determined that traveling to Ababwa was his best shot at survival, and walked there over a period of eight months. In the meantime, he taught the villages how to fight back against Shere Khan, inflicting a -15 malus on the tiger in the process.

He's a Martial and Learning hero, with a specialization each in Stewardship and Diplomacy. He rolls +48 versus animals and +38 as a scout, and +35 on natural history and zoology - basically, plants and animals. He also has a couple of guns and ammunition for them, although not much. His diplo special gives him +10 when advocating for animals, and a S bonus when managing animal populations
(I really don't agree with either plan. Spending 4 turns in the hospital just doesn't sit right with me when we could improve our medicine and do it in 3 or two.)
But Faria won't be in the hospital for four turns? I'm planning on just having him there once, as a reflection of the fact that Faria has just come off two incredibly harrowing experiences and could, quite frankly, use the rest and peace. If we roll high, all the better, since it would mean less recovery time, but not doing it at all feels cruel.
 
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[X] Plan Protectorate
-[X][Martial] Cat's in the Cradle
-[X][Stewardship] A Place for Everything
-[X][Diplomacy] Hire Local!
-[X][Intrigue] Cast your net out further, begin expanding your intelligence network
-[X][Learning] When you wish upon a Star
-[X][Occult] It's Coarse and Rough and it gets Everywhere
-[X][Personal] Correspond with Jasmine
-[X][Personal] Life's a Zoo
-[X][Will Personal] Drop the Hammer
-[X][Iago Personal] You Scratch My Beak...
--[X] Cast your net out further, begin expanding your intelligence network
-[X][Jose Personal] Hospital stay
-[X][Tai Lung Personal] Matters Great and Small
--[X] Cat's in the Cardle
-[X][Leah Personal] Time with Cade
-[X][Adventures] None for Now

I saw a lack of plans for a protectorate for the North, and decided to make one. Not terribly interested in seeing Aladdin being an expansionist ruler even if it would be a calculated play. No adventure as I felt everyone will be busy, but the vote seems set for keeping the north.
 
I have a number of issues with this plan. First, Marlin has a number of higher-DC actions with no heroes attached, instead going on an adventure and assigning the one hero not on one to a personal instead of a national. It doesn't take the Intrigue action to put spies in Agrabah when we need intelligence yesterday about the Sand Witches. It's incredibly expensive (17,200 on a treasure of 18,000, which will leave us only 9,200 gold if we don't get a success on Something Fishy - another high-DC, high-cost action with no heroes attached - and notably, not the dragon hoard, which is a guaranteed income windfall). Also, Something Fishy only gives us a net increase of 1,500 gold, and doesn't offset the massive expenses of this plan in the least. If you want a Stewardship action that isn't the dragon hoard and gives us a lot of income without being hard, I'd suggest making and selling crossbows. Learning is cheap, but I've already made my preference for finishing off the star charts known - we've already put a lot of money into it, and it's very useful for navigation and the larger meta-issue of what happened to the world. Lastly, it doesn't do the Aladdin personal to recruit Selous, where we had a very potent hero unit literally fall into our lap. If people want to vote for it, fine, but please take these concerns of mine into consideration instead of just voting for it because it has an adventure in it.
I think you're doing a disservice to my plan.

The plan is expensive. That's true, but what it does is something the current leading plan does not. Whch is spend at least one action on integrating the northern satreps. The area we took over and can further stabilize to turn into a profit.

The DCs are altered by bonuses from Aladdin and the advisors, so it's easier than they appear. If you want a guarantee to suceed, that's possible, but next turn we will likely do an adventure to Agrabah. We've never done an adventure before, and that's a turn which will see our heroes who have been used for our advantage over their own. Go on a adventure for the first time and not help out with an action. So those "hard DCs" you don't like, will likely be the same next turn.

Learning had to be done like that. I couldn't go for the star chart without going over the cash reserve, which is something I wanted to avoid. Also new learning actions possible, maybe someithing with low DCs!

Personal is pickly, as Selous is something that's OOC knowledge. An advantage that's reccomended priority over narrative based upon OOC knowledge. Rubs me the wrong way, so I don't view it as the highest prioriy regardless of the bonii he brings.

My reason for sending the one hero not on a adventure to socialize with her friend, is that over the last few turns player actions have turned her into a recluse. This is noted on her actions for this turn. Constantly using the heroes for the players wants, will see them always used to benefit the players.

Like you said the dragon hoard is a guarantee windfall, which we don't have to take this turn. We can take it next turn, so the 9,200 gold left with us, is not as dangerous as it could be.

Edit: And Intrigue, I forgot this part. For Intrigue, Agrabah has Jasmine and the Sultan. While the Chthulu south is growing into a power. The Occult action covers the Sand WItches issue enough for me to be fine with placing priority on the area that's closest to us.
 
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Learning had to be done like that. I couldn't go for the star chart without going over the cash reserve, which is something I wanted to avoid. Also new learning actions possible, maybe someithing with low DCs!
If you chose a cheaper Stewardship option, you could do both Star Charts and increase our income more than Something Fishy does. If you don't want the dragon hoard this turn, then I suggest crossbows (TempestK readded it after forgetting); selling them gives us +3000 gold/turn, after garrison upkeep. It also adds a defense bonus to our cities and unlocks a Martial action - presumably crossbow units - and is only DC 55, to boot. I plan on pushing for that next turn.
 
If you chose a cheaper Stewardship option, you could do both Star Charts and increase our income more than Something Fishy does. If you don't want the dragon hoard this turn, then I suggest crossbows (TempestK readded it after forgetting); selling them gives us +3000 gold/turn, after garrison upkeep. It also adds a defense bonus to our cities and unlocks a Martial action - presumably crossbow units - and is only DC 55, to boot. I plan on pushing for that next turn.
Money is not my plan priority. My priority of the plan is integration of the northern satrep. Which is using a Martial, Diplomacy, and Stewardship action for that. The more integrated the populace the better we can ignore them in the future as hostility after threat pops up on offer to interact with.

I also do not believe the DC for the Star Chart will somehow change next turn, by not taking the star chart action this turn.
 
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