Prince Aladdin Quest (Disney Villains *Almost* Victorious)

even Chernabog might have realized the Horned King was a bit too ambitious for his liking. Unlike most of the other evil kings, who are basically corrupted by a greater power, the Horned King was full bore dedicated to subsuming the world under Cauldronborn of his own making on his own initiative. Maybe that's another reason why the demon didn't intervene.
 
even Chernabog might have realized the Horned King was a bit too ambitious for his liking. Unlike most of the other evil kings, who are basically corrupted by a greater power, the Horned King was full bore dedicated to subsuming the world under Cauldronborn of his own making on his own initiative. Maybe that's another reason why the demon didn't intervene.
He wanted the Cauldronborn to revere him as their God. The guy most definitely had a serious case of megalomania.
 
Once Upon a Time in the West (The Lone Ranger) New
Once Upon a Time in the West

Intrigue Check: There Once was a Man in a Mask (Does the Lone Ranger Trait Activate)
DC: 65
Rolled: 1d100+15, 84!

LONE RANGER TRAIT ACTIVATED!

Tonto's Trade: 1d4,2! The Warrior is Awake.

---------------------------------------------

(The Lone Ranger POV)

"There's trouble over the hill. From what I gathered is that these are mustang thieves." You said calmly looking at Tonto, as he sharpened an arrow. "Likely trying to put a squeeze on Deadwood, and the last thing we need is more trouble from Custer."

"They will face punishment, as the world demands," Tonto said preparing himself.

"We can't just go wandering into their camp slitting throats, we are going to do this right and proper. You hear, get their guns, we won't even need to use ours. Be a clever fox, not an ox." You said.

"Don't go throwing my words back at me Ranger, some of them you don't know the real meaning of." Tonto said with a glare. "You've yet to find that moment of wisdom, and it is often a bitter thing."

You put on your mask and check your belt for bullets and rope. "I know enough to know that I should use my brain as much as my hands. Need I recall you taught me that."

"I didn't think you were a good listener, and yet you surprise me every time," Tonto said. "I didn't think that you would willingly follow me into the Gaze of the Aurora."

"I did it because you are my friend, and I give a damn, not because of some magical light in the sky told me to come with." You said.

Tonto snorted. "If you say so, John."

----------------------------------

Intrigue Check: Hog Ties and Gun Control for Dummies
DC: ???
Rolled: 1d100+15+15+16, 144! Crit!:54!
Total: 198!

It took less than ten minutes to find all the guns, knives, and other assorted tools of mischief and violence and set them kindly near Silver to watch over as Tonto cleaned his hands on a rag.

"I can't believe that worked." He said as you smiled.

"Yep, didn't even notice we tied them up, herded the horses somewhere safe and we can see if they're branded and shooed, if they are we run them back to whoever owned them." You said.

"And if they aren't?" Tonto asked.

"Well, things get lost on the plains all the time, and these don't belong to anyone, so we return them to nature for the proper authorities to figure out." You said.

He glared at you with a steely gaze.

"I mean Deadwood, not the Colonel." You said quickly making the matter known. "And if they are not then by territory fish and game laws we are releasing them back into the wild where they may carry on post-haste back to whatever they are doing."

"Better," Tonto said. "Shall we wake up these fools?"

"Be my guest." You said.

Tonto Martial Check: "WAKE UP SILLY!"
DC: 1
Rolled: 1d100+15+5,51!

"WAKE UP SILLY THE LAW IS COMING!" Tonto said in the most exaggerated manner possible as you laughed.

The Group of would-be horse thieves gradually stirred from their slumber as you smiled looking at them as they struggled.

"Ladies and gentlemen…I am the Lone Ranger, and this is my associate Mr. Tonto. We are here to inform you that by federal and territory ordinances you are under arrest for poaching and horse thievery and general misconduct, up to and including public drunkenness, discharging firearms in a public place, and rampant smuggling of goods without a trade license." You said.

Now it was Tonto's turn to laugh. "Is there a stupid law for that?"

"Yes, public drunkenness is a massive health concern that we are working to counteract through our actions and the court, imagine if everyone drank coffee at a cafe like healthy people." You said.

"I could go for some coffee right now." Tonto mused.

The leader of the group struggled to move. "We didn't do anything, cowpoke!?"

"I beg to differ." You said with a cheerful grin.

Branded or No?
Rolled: 1d4! 2!
1-2: Not Branded
3-4: Branded

"These are wild Mustangs, nonbranded and not shooed. Totally wild and protected by hunting laws, which you violated." You said.

"It's a free country! City Slicking Cowshit!" the Leader of the thieves said. "We were gonna sell to Slim, once he knows that some two shoe's in the way he's gonna gut you well!"

"Oh Mr. Slim is welcome to try and kill me and my associate for bringing misguided crooks like you to justice because you kissed the ring and promised to be part of his gang of thugs. But the rest of the territory will not be as forgiving of your antics." You said.

"Yes, if there's one thing we both agree on, white man and indian, is that stealing a man's horse carries a heavy price," Tonto said.

"May god have mercy on you in court…If you would do the honors,"

Tonto smiled and shot one of the thieves' guns in the air, causing the wild mustangs to run around scared, free of their bonds and ropes as the other thieves' horses pranced in their tie-downs like scared mice.

The Mustangs were freed and running across the plains again.

"Now, lets get you all to a jail cell, and in front of a Judge." You smiled as Tonto looked and held up a bag of coffee.

"Also we're taking all of your coffee. Now sit still while we clean up your mess." Tonto said.

Occult Roll: Following the Winds
DC:???
Rolled: 1d100+8+16, 59!
Direction:1d4, 3! East!

"Hmm," Tonto said, enjoying a cup of coffee as the wind picked up, it was a peculiar thing he did, follow a direction, and solve the problem of the day.

"Where are we going this time?" You asked.

"I'm not sure, maybe we are needed to oversee a dispute, all I know is a direction at least, details will reveal themselves in time as always;"

Reward: The Horse Thieves have been apprehended and mustangs freed. The Legend of the Lone Ranger grows across the West.

The Aurora is happy with the freed Mustangs returning to their wandering.

John Reid​

Martial:16 (The Lone Ranger's a fine boxer, and gun hand, and has a knack for winning fights that by all means he should have lost)

Stewardship:13 (John's got a fine head for clerk work and is viable in his work with numbers)

Diplomacy:13 (Kind and friendly, as well as refined and well-mannered, John is the epitome of respectable, that is when he's allowed to relax.)

Intrigue:15 (Turns out, he's a willy fellow, who's taken to the fact he faked his death to his advantage, and he knows his way around as a masked fellow)

Learning:18 (On the Bar, and a very well-mannered scholar of both law, culture, the classics and all manner of the refined scholar lawyer.)

Occult:8 (He has seen incredible things in his journeys across the West, He has gazed upon the Aurora's Light in the Dakota's, and seen shadows across the Mighty Miss, he's taken to it well.)


Traits:

"The Lone Ranger"- The daring and resourceful masked rider of the plains led the fight for law and order in the early western United States! Nowhere in the pages of history can one find a greater champion of justice! Return with us now to those thrilling days of yesteryear- The Lone Ranger is the self-appointed moral paragon and hero of the Wild West, a Masked Man who fights for justice hope, and equality across the scattered lands of the United States. (The Masked Ranger gains +15 to all Martial, intrigue, and Diplomacy rolls while acting as the Lone Ranger...ONLY after passing an Intrigue DC of 65 to avoid any local troubles that could compromise his ability to act on justice effectively.)

"One Riot, One Ranger"- John Reid is a member of the Texas Ranger, the Texas State Law Enforcement branch, and wearing the Star is considered a death sentence in mexican territory, but to others across the west it is a symbol of better times.

"Boxing Battler"- The Lone Ranger boxed in Law School, and was fairly good with a right hook. (When engaged in close combat, gain a +5 to martial rolls)

"Ancillery: Silver"-A fiery horse with the speed of light, a cloud of dust and a hearty Hi-Yo Silver! A Wild white-haired Mustang that follows the Lone Ranger; it is the strangest horse John has ever seen, and very intelligent. He gives a +20 to Travel Rolls and Stewardship rolls involving farm work. Silver also gives a +10 to martial rolls when John is riding the Mustang into battle.

"On the Bar"- John Reid is on the Bar as a Prosecutor for the Federal and Texas Courts. (He gains a +10 in all rolls related to US federal and Texas law.)

"Hunted by the World"-The Lone Ranger is a Paragon of Hope, Champion of the People, and bringer of Law and Justice…in a world ruled by evil men he is the first to be made an enemy of all, and thanks to men like Lathem Cole, Dr. Felicier, Alameda Slim and Santa Anna he has been made nothing more than a terrorist, a thief and a killer of all, it also didn't help you blew up that bridge so they at least got him that one. (John Reid is a wanted man across the West, in most places, and is widely considered a masked anarchist. Should his appearance be identified in these territories he suffers a -10 to -20 all rolls when traveling, using diplomacy, and is hunted by bounty hunters who want to be dragged in chains)

"Locked Trait: Spirit Walker- An Oath Unfulfilled is a curse upon oneself, Remember the Oath John, Remember the Promise. "

I believe that to have a friend,
a man must be one.

That all men are created equal
and that everyone has within himself
the power to make this a better world.

That God put the firewood there
but that every man
must gather and light it himself.

In being prepared
physically, mentally, and morally
to fight when necessary
for what is right.

That a man should make the most
of what equipment he has.

That 'this government,
of the people, by the people
and for the people'
shall live always.

That men should live by
the rule of what is best
for the greatest number.

That sooner or later…
Somewhere...somehow…
we must settle with the world
and make payment for what we have taken.

That all things change but truth,
and that truth alone, lives on forever.

In my Creator, my country, my fellow man.

Tonto​

Martial:15 (Tonto is a veteran hunter and a man who's very unorthodox in terms HOW he fights)

Stewardship: 9 (He knows how to care for himself and his horse, and little else.)

Diplomacy:12 (He speaks deliberately and slowly, but he is eloquent in how he speaks.)

Intrigue:16 (He has been hunting Lathem Cole and his associates for little over two decades at this point, and knows how to find information)

Learning:12 (Tonto is a man with a firm grasp on the world and its inner workings, eccentricities aside.)

Occult:16 (He has seen the curses of man and the wonders of the Aurora, and he will always believe.)

Traits:

"Bilingual"- Tonto has a passing understanding of English and his own Comanche. (No Malus's while communicating in these languages)

"Plains Scout"- Tonto has spent nearly his entire life on the Great Plains of the United States. And knows many of the tricks and skills of surviving it, from Buffalo Hunting to moving across the terrain. (He gains +10 to all rolls when scouting and travel rolls while on the Plains, he gains a +5 to Martial rolls when riding a horse.)

"Bad Trade…Bad Trade"- Tonto has the lingering guilt and shame of trading information on a large vein of silver for Lathem Cole, and he traded it all for a broken silver watch. The shame and guilt of the action mark him to this very day. (Roll a d4 for how he will deal with the guilt this turn, on a 1, he will act the fool, gaining a +5 to his Diplomacy and -5 to his intrigue rolls,on a 2 he is the vengeful warrior gaining a +5 to Martial and -5 to learning, on a 3 he will act the silent hunter, gaining a +5 to intrigue rolls and -5 to Martial rolls, on a 4 he suffers no malus and can focus without playing a part to deal with his guilt)

"A Fool, or the Fool Who Follows"- Tonto is very much more aware of things than he lets on. After all, he's crazy, isn't he? (????)

AN: Suddenly LONE RANGER! This was a fantastic little thing I had waiting to post. and now it is!

Enjoy
 
Colors of the Wind (Pocahontas Negaquest) Chapter 3 (Aladdin Turn 12): Opening Moves New
(A/N: What was the Ranger doing in the East? Well…)
Colors of the Wind (Pocahontas Negaquest)

Chapter 3 (Aladdin Turn 12): Opening Moves
Martial
[ ] Organize Border Patrols
Create a system of patrols to prevent any more raids
DC 60/90

[ ] Combine War Bands into Cohesive Army
Combine the tribal warriors into one army

Locked; Council too decentralized

[ ] Raid Deadwood
You have less supplies and weapons than Deadwood; fix that with violence and theft
DC 75/100/125

[ ] Harass the US Cavalry
Make life hard for Custer and his men
DC 60/70/80

[ ] Assault Deadwood
Take vengeance for Deadwood's incursions against your people
DC 300

[ ] Assault Indian Territory
Violently overthrow the oppressive system in Indian Territory
DC 600

[ ] Invade Nevada
Expand aggressively into Nevada
DC 250

[ ] Scout Territory to Test Defenses
-[ ] Write-in which direction
Get a read on what defenses particular regions have
DC Variable

Stewardship
[ ] Prospect for New Resources
See if you can't find something of value within the Spirit Wilds
DC Variable

[ ] Set Up a Trade Agreement
Establish formal economic policy with another power
-[ ] Deadwood, DC 350
-[ ] California Indians, DC 75
-[ ] Indian Territory Tribes, DC 140
-[ ] El Ranchero de Slim, DC 150

[ ] Set Up a United Economy and Infrastructure
Create a system that ties the tribes together more closely

Locked; Council too decentralized

Diplomacy
[ ] Reach Out to California Indians
Offer official relations to the Indians left behind
DC 80/100

[ ] Reach Out to Indian Territory
See if constructive relations can be offered to Indian Territory
-[ ] Indians, DC 160
-[ ] Officials, DC 230

[ ] Reach Out to Nevada Cities
Establish peaceful ties with the citizens of Nevada
DC 130

[ ] Reach Out to Deadwood
Contact Deadwood to see if you can coexist
DC 500

[ ] Reach Out to Almeda Slim
Establish a constructive relationship with Almeda Slim
DC 250

[ ] Reach Out to San Francisco
Contact San Francisco in order to establish peaceful relations
-[ ] City Government, DC 140
-[ ] Discover Bay, DC 180

[ ] Reach Out to Mike Fink
Recruit the Prince of the River as an official ally
DC 80/100/120

[ ] Nationalize Territory
Take a bit of foreign land or a city under your aegis

Locked; Council too decentralized

[ ] Appoint a Foreign Representative for the Council
Appoint someone to talk to other powers; unlocks second Diplomacy action
DC 90/120/150

Intrigue
[ ] Deploy Spies
Send out scouts to report on other regions
-[ ] El Ranchero de Slim, DC 130
-[ ] Nevada, DC 80
-[ ] Canyonlands, DC 75
-[ ] California, DC 120
-[ ] Indian Territory, DC 95
-[ ] Shadowlands NO

[ ] Smuggle California Indians into the Spirit Wilds
Rescue the people trapped in California and bring them home
DC 160

[ ] Smuggle Indian Territory Tribes into the Spirit Wilds
Liberate the people trapped in Indian Territory and bring them home
DC 220

[ ] Appoint a Spymaster
DC 50/75/100
Gain a second Intrigue action; possible hero unit unlock

Learning
[ ] Learn About Tribe Politics
See how the Council works and what exactly this is
DC 55

[ ] Study white man's culture
Try to see what in white man's world can be used in yours
-[ ] Military, DC 50
-[ ] Government, DC 100
-[ ] Society, DC 75

Occult
[ ] Commune With the Ancestors
DC 60/80/100
Ask the Spirits of the Ancestors for guidance; gain minor bonuses or resources

[ ] Study the Firebird
DC ???
See if you can't figure out what makes the Firebird tick. This is a bad idea.

[ ] Go on a Walkabout
DC Variable
Wander into the Spirit Wilds and see what happens

[ ] Appoint a Head Shaman
Gain a second Occult action

Locked; Council too decentralized

[X] Organize Border Patrols
Create a system of patrols to prevent any more raids
DC 60/90
1d100+13+10+40+10=166
Critical Success!

Uttamatomakkin was leading the band to the furthest reaches of the Council's territory under the Aurora's watchful gaze as it blanketed the night sky. To protect the lands of the People, Pocahontas had asked him to set up patrols of tribesmen in order to watch for invasions by any of the ill-meaning powers to the south. While Facilier could not overpower the Aurora's influence with his foul magics, meaning the east was secure, the grit and physical attacks of the settlers and Slim's thugs meant that the land to the south was an ever-shifting mass of land that was claimed by the settlers one day and was reclaimed by the Great Mother the next.

Personally, Uttamatomakkin thought they should just assault Deadwood and get rid of the settlers entirely, but the leadership wasn't having it. The chiefs insisted that Deadwood was too fortified and too strong. Pocahontas herself wanted no part of a mass slaughter that might see innocents lose their lives. So, for now, they would focus on safeguarding the Aurora's land and protecting it from abuse or capture; wait to attack until their strength had been built up enough or if Deadwood was in a place of weakness.

So far, Uttamatomakkin had been very successful. Not only had his sweeps kept away military patrols and scouts out of their lands, but they had also beaten back opportunistic settlers and scavengers, seeking to steal the wealth of the land, whether that be raw materials or horses. In all, quite the success.

Suddenly, a sound from the distance. Hoofbeats. Uttamatomakkin turned in that direction and saw a shocking sight: a pure white horse, trotting through the countryside, with a white man perched on his back, and a member of the People with a strange headdress riding beside him on another horse.

Uttamatomakkin signaled his fellows to take shelter in hiding spots, and they did, surrounding the place where the pair would eventually arrive. Uttamatomakkin hid behind a rock with his horse, positioned so he could easily gallop out of his hiding place and cut the pair off. And when the two arrived, that's exactly what he did.

Taking a better look at the strangers, who had stopped in surprise from seeing them cut off, their dress was as strange as they were. The white man wore a strange getup that made him look like some of the "cattle ranchers" that often roamed throughout El Ranchero de Slim. Unlike them, however, he wore a black mask over his eyes and a pristine, white hat. He also had a small, metal star pinned to his vest. The tribesman bore no markings Uttamatomakin was familiar with, with leather pants and canvas shoes. He was bare-chested, his only covering being an extremely large necklace full of beads that went down to his rib cage, and his outfit was speckled with small talismans and a small bag on his belt. His face was coated with white ash, with four black lines running through it, two lines each going through his eyes. A Comanche bandana was wrapped around his forehead and the body of a large, black raven was perched on his head.

Many of the Powhatan's new members had been Comanche before the Upheaval. They had been a tribe that had inhabited the South, but white men had framed them for attacks on settlements to build a railroad and steal a wealth of silver. In defiance, the men went to war and died. The women and children fled and scattered. When the Upheaval happened, many fled North, assisted by the Aurora and a Comanche outcast. They had found a new home in the Spirit Wilds. Most were simply refugees, treated like outsiders by the local tribes. Pocahontas had welcomed them to her tribe, bonding over the destruction of their clans. Was this man, perhaps, the outcast that helped them?

"You trespass on land of Aurora," Uttamatomakkin spoke in English. "We protect. We keep. State business, stranger." As he spoke, a few others crept out, so that they were visible, bows taut.

The white man slowly put his hands up. "We don't want no trouble," he said. "We're just passing through, trying to help those who need it. We didn't mean to-"

"Who are you to speak for Aurora?" the Comanche interrupted. "You are not of this land. You are not of the tribes who live here. Yet you speak as if you have authority." He glared. "Tainted by shadow as well. Either you are unlucky," he intoned, drawing a pistol, "or you are a liar."

"Tonto," the white man growled warningly as the bows leveled and more of Uttamatomakkin's braves stepped out of the shadows.

Uttamatomakkin glared, but answered the man's question. "I am Uttamatomakkin," he said. "I am Powhatan. Travelled far from the east." He then leveled his spear at "Tonto." "Saw tribe killed by Facilier. No friend of his. Do not say different."

Tonto gave him a strange look, as if he was trying to see something that Uttamatomakkin could not. For a minute, there was only silence. Then, Tonto holstered his pistol. "Unlucky, then," he said. "And yet, also very lucky. Not many can escape the Shadowman." He paused. "Perhaps you can help."

Uttamatomakkin cocked an eyebrow. "Help how?"

"My friend here is Spirit Walker," Tonto claimed. "He has gone to the other side and returned. Now, we go and dispense justice throughout the land, hunting the wicked and corrupt. In recent days, such men are many in number and have many warriors." He looked meaningfully at the surrounding braves. "Could use some warriors of our own."

The white man was clearly not a fan of this, rolling his eyes. Uttamatomakkin turned to him. "You no agree?" he asked.

The man sighed. "If you wanna help, I won't stop you," he replied. "Lord knows I could use more helpers. But you have your own problems, your own tribe, your own battles. I can't just ask you to abandon them to join my cause. Especially since I can't offer anything back. It would be a bad trade."

Tonto flinched and Uttamatomakkin pondered. The story was certainly outlandish, but this "Spirit Walker" seemed a respectful sort. Not only did he respect the needs of the Powhatan, but he also spoke calmly and kindly. Tonto was clearly… eccentric, but he seemed spiritual enough that it merited investigation. Either way, there was only one thing for it.

"You come with me," Uttamatomakkin decided. "We speak to Great Daughter, leader of our tribe. She decide your fate."

The white man blinked. "Great Daughter?"

"Yes," Uttamatomakkin replied. "Aurora speak to her. When chief died, she lead us here. Now, she decide future. If you Spirit Walker, she know. Also what you can offer for 'good trade.'"

To be Continued in: Spirits of All Sorts

[X] Prospect for New Resources
See if you can't find something of value within the Spirit Wilds
DC Variable
1d100+9+30+15+10+5=103
Success

On the advice brought to the Powhatan by this "Lone Ranger", Openchancanough searched for not just natural resources for the tribes to use, but also ones that might be desirable to the settlers. The ones that would be open to reason and cooperation, like John Smith, would see the gains of peaceful coexistence with these resources and reduce the threat of Deadwood. The result was a small cavern near a mountain that had what the white men called "coal" and "sulfur", two minerals that were vital to their machines.

A small mine was set up to extract the surface-level minerals that could be easily obtained, which was quite a large number, but without the white man's methods, the process was grossly inefficient and the tribesmen refused to actively dig out the material, as that would be similar to the settler's exploitation of the land. Still, the gains from both the mine and the natural resources that Openchancanough found traditionally helped to enrich the tribe from the perspective of the settlers as well as provide them with enough surplus to live comfortably.

Resources gained! New options unlocked!
Coal & sulfur mine founded! New options unlocked!

[X] Reach Out to Mike Fink
Recruit the Prince of the River as an official ally
DC 80/100/120
1d100+26+10+35+15+5+10=102
Nat 1. Critical Failure!!

Pocahontas couldn't believe her eyes. Almost fifteen people had ventured out from Dakota to travel down the great rivers that Fink had called his territory. The band that returned from the trip numbered less than five, and they all bore scars and wounds.

"What happened?" she gasped, turning to a grave Nakoma.

"Deadwood," she said bitterly. "Originally, the routes we used were safe passages that the tribes used to fish and trade with some of the local rivermen. However, recent incursions from the Shadowlands drove the tribes and the rivermen away. In their absence, the white men of Deadwood have set up a military camp to catch any of the People or the rivermen. They seem to have some sort of uneasy truce with the shadows concerning the territory."

Pocahontas sighed. "So, as long as the camp stands, we cannot use the Mississippi for anything," she summarized.

"The camp is not insurmountable. We suffered great losses because we were equipped for negotiations rather than combat," Nakoma assured her. "If it had been warriors there, the fight would have gone very differently. But yes, so long as it is there, any route south is cut off by Slim and Deadwood." Pocahontas' friend grimaced. "And if we try to unseat it, we risk discovery by Facilier."

Pocahontas' frown turned uneasy. This just became more complicated.

Deadwood military base discovered! Multiple Intrigue and Diplomacy actions locked!
New Martial action unlocked: "Destroy Deadwood Camp"! This may have consequences
Diplomats slaughtered! All diplomacy actions suffer a -5 for the next two turns due to lack of manpower!

[X] Appoint a Spymaster
DC 50/75/100
Gain a second Intrigue action; possible hero unit unlock
1d100+16+20+10=131
Massive Success!

Pocahontas was back in her rancher outfit, this time with small charms and feathers attached to her wrists, shoulders, and ankles. She was sipping a glass of what the white men called "bourbon" at the bar of this… establishment, if it could be called that. Then again, in this area, nothing could be called much of anything.

The dive bar, fittingly called "World's End," was one of the few specks of civilization left in Oregon. Like the rest of them, it sat on the very edge of the Firebird's prowling grounds, making it what basically equated to a final bit of rest before the truly desperate or stupid ventured into the Ashlands. Thus, the only people here were the truly lost, the extremely desperate, or the hopelessly foolish. It was the perfect place for Pocahontas, since in a place like this, no one gave her a second glance.

It was also the last place anyone would think to look for a recruitment meeting.

"I take it you're the pretty Injun princess the Ranger told me about," said a voice. Pocahontas turned to see a redhead woman with heavy makeup and a thick, frilly red dress that seemed both fancy and improper. A small red hat was perched on her head and she carried a red parasoul in her right hand. (The Powhatan had done more than just sneak around in El Ranchero de Slim, they'd also learned much about white man culture.)

Pocahontas tipped her hat to the woman. "Red, I pre-sume?" she said in her best English.

The woman chuckled. "In the flesh, honey," she replied as she took a seat. "Gotta say, I was surprised to hear that someone like you wanted a word with someone like me. Having that message brought to me by the Lone Ranger was just the icing on the cake."

Pocahontas just nodded. "I am in need of your… special skills," she informed the red-themed woman. "And no, I am not talking about the… 'oldest profession.' I am talking about the kinds of things someone clever can gain in the oldest profession."

Red snickered and nodded. "I see, I see," she replied. "I can definitely provide, but I gotta know two things before we start. Why would you want this and what's in it for me?"

"The why is simple," Pocahontas told her. "I know too little about the world south of the Spirit Wilds. The other tribes are no different. Your information would help change that. As for what's in it for you, well…." She reached into her pocket and placed three items on the table. One was a piece of coal, the second was a bag of sulfur, and the third was a bag of herbs. "I have heard that the 'engine of progress' is powered by these rocks and the armies of the white man fight with this powder. With the right connections, these would net you a fair bit of wealth. And the herbs are special medicines from the Spirit Wilds, making them a… 'rare com-mod-i-ty.'" She then looked Red in the eyes. "Also, our goals are to undermine the regimes of people like Slim, Custer, and Facilier. Would I be right in assuming you would want that?"

Red looked at the Indian princess with an intrigued expression, visibly weighing what the woman was offering against the risks of helping her, as well as some of her crazy ideas. Then again… these were crazy times.

Red finally smiled and offered her hand. "I think you're crazy… but you're right. You've got a deal."

The two women smirked and shook.

Red Herrington contacted! Pocahontas has access to the Rumor Mill!
All Intrigue actions against powers in the Old West gain a +5 bonus!

[X] Learn About Tribe Politics
See how the Council works and what exactly this is
DC 55
1d100+8+10+15=115
Success

It turns out, some of the chiefs were quite keen on helping Pocahontas come into her own. Whether it was because she reminded them of their own daughters, or because they wanted to simply ingratiate themselves to the one who could channel the Aurora's power, Pocahontas was given many different explanations as to how the Council worked. However, she was able to boil it down into a simple framework.

The tribes of the Council were considered custodians of the Spirit Wilds. They lived in harmony with the spirits and nature that resided there and the Aurora, in turn, blessed them. As such, they shared the land rather than claim ownership of it. Each tribe had its own village that operated as its base, but bands of hunters were free to wander the Wilds as they wished so long as they didn't violate the laws of the Aurora. The Council itself was made up of the chiefs of each tribe. In matters concerning anything outside the Wilds, the Council voted on a course of action as a collective, including acts of war, diplomacy, and trade. This meant that if Pocahontas wanted to do anything really long-lasting, she would need the approval of the other chiefs. She could enlist Mike Fink as an ally of her tribe, but if she wanted him to bring in refugees or supplies, the Council would have to approve. That would be a task and a half, since the Upheaval had made the tribes fragmented and completely at odds on how to deal with their new situation. In fact, after more than two years, they had mostly decided on an isolationist policy to any other powers, as they considered themselves more of a threat than the outside.

Well, that would be difficult, but it wouldn't stop her. She had plans and she wasn't going to take no for an answer!

Council mechanics investigated. New actions unlocked.

[X] Commune With the Ancestors
DC 60/80/100
Ask the Spirits of the Ancestors for guidance; gain minor bonuses or resources
1d100+17+10+5+10=116
Critical Activation of Blessing of the Aurora! Massive Success!

Communing with the Ancestors and the Aurora was always exhilarating. Even in times where it felt like there was nothing there, Pocahontas always felt like she was part of something bigger. She could hear melodies on the breeze, mischievous whispers from the rocks, and feel the cool hug of the earth beneath her.

And then, when the Aurora fully embraced her and Koko as they meditated on that high peak, those faint senses became so much more. She could feel the earth below her breathing and moving, sense the movement of the clouds.

Pocahontas felt… shame?

"What's wrong?" she asked the wind.

Images flew in front of her: a young woman, a girl, really, stumbling through the bitter cold in nothing but her skin, as vengeful cries and instruments of death tore her spirit to shreds, leaving marks like physical wounds that were there but not there. A punishment for sins carried out in her name, sins she had never endorsed nor understood. A feeling of vicious righteousness mixed with guilt.

The vision changed. The same girl, now wrapped in thick blankets by a roaring fire, as an elder tended to her words and shouted at the lights above, speaking of unjust punishments and overreactions. A feeling of shame and sheepishness.

Another change. The same girl, still draped in blankets, but resolved and determined, crying out to the heavens her purpose and the battle she swore to win. A feeling of joy and anticipation, mixed with a bit of pride.

Pocahontas opened her eyes, looking across at Koko. He looked back at her with shock.

"There is… karmic imbalance. Inflicted by the Aurora itself," he breathed in shock. "As such… the positive magic we possess has been increased. So long as we stay true to ourselves and to the Aurora, we shall prosper."

Pocahontas tilted her head. "So why so pale?" she asked.

"It's just… the Aurora is the embodiment of nature itself," Koko said. "All-powerful and the focus of… all of our worship. For it to make mistakes, I just…"

Pocahontas chuckled. "Honestly, it's a bit relieving," she said.

"Why?"

"I'd rather be guided by something just as natural and chaotic as we are than a mystical force with only perfect balance in mind."

Koko couldn't help but smile at that.

Reward: Karmic imbalance needs rectifying! Koko's bonuses have now been temporarily increased to +10! (Decays in three turns.)
 
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Images flew in front of her: a young woman, a girl, really, stumbling through the bitter cold in nothing but her skin, as vengeful cries and instruments of death tore her spirit to shreds, leaving marks like physical wounds that were there but not there. A punishment for sins carried out in her name, sins she had never endorsed nor understood. A feeling of vicious righteousness mixed with guilt.
Who on earth is this?

Once Upon a Time in the West
Excellent, 5 karma.
(A/N: What was the Ranger doing in the East? Well…)
Awesome! 8 karma!
 
Scheduled vote count started by TempestK on Feb 15, 2022 at 10:44 PM, finished with 130 posts and 39 votes.
Ahh. Well. That's fairly disheartening. Vinny's face is literally the first thing to pop into my head when I think about with this movie. Honestly couldn't remember who Helga even was at first. At least I still have Iago and Tai Lung.
 
Shouldn't this have been a crit success?
Nope, check the link here:

Prince Aladdin Quest (Disney Villains *Almost* Victorious) Crossover - Fantasy

Speaking of crits, I'm making some changes to the crit system, as using the flat 100+ ceiling with all of the bonuses included is kind of ridiculous and cheapens the crits you guys do get from natural rolls. From here on out what's happening is that you either have to roll a nat 95; or double...
But yeah, base roll was 92, the DC was 80 so it didn't meet either of the criteria for being a critical.
 
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Just binged the main story in reader mode great stuff our boy aladdin is holding up well.

Glad Genie is back and he was a bro to Tarzan and crew.

Is the main story on a hiatus?
 
Just binged the main story in reader mode great stuff our boy aladdin is holding up well.

Glad Genie is back and he was a bro to Tarzan and crew.

Is the main story on a hiatus?
I've been dealing with a number of major shifts and upheavals which had ended up resulting in me moving all the way from Ohio to Georgia, and seen me going through three different jobs. That's seen me taking a lot of hits to my muse and motivation.

Also, I'd encourage you to read the apocrypha and side stories.
 
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I've been dealing with a number of major shifts and upheavals which had ended up resulting in me moving all the way from Ohio to Georgia, and seen me going through three different jobs. That's seen me taking a lot of hits to my muse and motivation.
Sorry to hear you've had a particularly rough go of things lately. Hope things stabilize and take a turn for the better.
 
I've been dealing with a number of major shifts and upheavals which had ended up resulting in me moving all the way from Ohio to Georgia, and seen me going through three different jobs. That's seen me taking a lot of hits to my muse and motivation.

Also, I'd encourage you to read the apocrypha and side stories.
Sorry to hear that hoping things improve for you man.

Will definitely check them out this quest is to good
 
I still have a hard time wrapping my head around the fact that this quest has generated almost 300 individual sidestory entries.
 
I still have a hard time wrapping my head around the fact that this quest has generated almost 300 individual sidestory entries.
Apparently, it's quite fun to take the characters and play with them in ways never considered before.

If you had told me at the beginning we would get Indiana Jones on our team...

Or that we would be cheering for Professor Moriarty to succeed in a takeover of France...

Or that Gaston would have a genuine redemption arc...

It's been a crazy ride.
 
I still have a hard time wrapping my head around the fact that this quest has generated almost 300 individual sidestory entries.
If you had told me when I started the French Foreign Legion Nega-Quest that it would explode into an entire sub genre, I am not sure I would have believed you.

If I had a nickel for every time I was Patient Zero for an expansion of the fan fiction genre, I'd have two nickles. Which isn't much, but it's strange it happened twice. (I did a little something for Mass Effect back in the day, and as far as I can tell I was the one to come up with the idea that the Citadel indoctrinated people and that's why the Council was so obstreperous in the first two games.)
 
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I genuinely thought that the Arendelle omake was just going to be a one-shot. Then I blinked and found myself writing three different story lines and working on a fourth.
 
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