Prince Aladdin Quest (Disney Villains *Almost* Victorious)

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.
Indeed. It's been quite the amazing ride

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.

Hope things look up for you
 
The Lonely Lights of Winter Interlude: From Irontown, With Tolerance New
The Lonely Lights of Winter Interlude: From Irontown, With Tolerance

--[X]From Irontown with Love and Iron: You are going to work in one of the many iron refineries of Lady Eboshi, you have full room and board and protection from anything thats hunting you and its only a year of work, plus Zarkov mentioned something about wanting to go to Japan. Chance to Escape in Transit: 35%
Rolled: 1d100+11+18+15, 80!

(Anya POV)

Anya smiled as she smelled the Sea. The Boat was going to Japan, to a place called Irontown, and its enigmatic ruler.

It can't be any worse than Vladivostok…it truly cannot.

"I know that look, Anya, you think life's going to give you lemons to make yourself a drink as we try and get ourselves through yet another step in our journey," Zarkov said as she lounged upon the deck of the ship.

"Why shouldn't I be counting my blessings? I can actually walk around without needing a heavy coat. That has to count for something." Anya said.

"True, but I know that by some sense of fate that either something will go wrong, or something will drag us into a local problem that needs solving, that will keep us from leaving immediately." Zarkov scoffed. "It always happens."

Hathaway smiled. "Come on Zarko,v don't go tempting the devil with giving us a good time; he might be listening, let Anya have this."

"The last time I let Anya have it," she turned into a living corpse and nearly died when her soul got unteethered and we fought the actual embodiment of death. Forgive me for actually having a bit of care about our well-being." Zarkov snarked.

"You didn't seem to care when you armed the Union?" Hathaway said.

"Because we were leaving tomorrow, I didn't have to care." Zarkov said.

Chance to Escape in Transit: 35%
Rolled: 1d100, 12! (No they don't try.)

Hathaway frowned. "Alright, we'll do it your way, because we pushed our luck enough already."

"Wel,l darling, since we're going to your old stomping ground, what exactly is going on in Japan?" Zarkov asked.

"Well the Aurora has a firm grip on the far north and through its power there is Kami, the local gods and nature spirits that bring forth it's will, its agent on the ground if you can call it that is around a Kami called Shishigami, some kind of giant elk thing the locals call the "Great Forest Spirit"." Hathaway said. "Though I don't know if Eboshi killed him yet."

"So he's like Pan from Greek Mythology?" Anya said.

"Like him in spirit…but not exactly, Eastern Religions are complicated like that," Hathaway said.

"Only because you don't study them, darling," Zarkov said.

"What about what we're stepping into, politically speaking?" Anya said.

"Irontown is the frontrunner, Sengoku in Kyushu, from what our hirer said, led by a…how do you say it?" Zarkov started.

"Some sort of radical industrial nationalist. Or at least that's how I'd say to describe Lady Eboshi, she's the Governess of the Region, but in practical purposes is the real ruler of Japan, if you're not the Kanto Shoganate, the rival power bloc in the region." Hathaway said. "Though if your not with them, your either under a trade port run by foreigners or the Wokou."

"Here, I'd think that someone is pretending to be doing it in someone's name? That's how power works: become powerful by saying you're doing it in someone else's name." Anya said.

"The Woku do it for Jones, Eboshi says she does it for the emperor, if anyone can confirm that there even is an emperor in Kyoto at this point. And the Kanto Shogunate…" Hathaway stopped.

"Does it for the Shogun in the name of the emperor," Zarkov said.

Hathaway smiled. "Of the whole rotten bunch, Eboshi's the one most likely to keep her word, and thats with assurances that you'll do what she wants."

"And how did you get out of that contract of sorts?" Zarkov said.

"I was light on my feet with sticky hands with a plane and the last of my fuel…Hope she's not still mad about how much I took." He said.

"Oh dear, we better not be beheaded because of you," Zarkov said.

"Eboshi is vindictive, but not wasteful, she see's I brough women of talent with me, she'll let me live." He said.

"And what will that mean for us?" Anya said.

"Depends on if she sees any worth in what you have. Or bring to the table." Hathaway finished.

Eboshi Intrigue Check: "New Arrivals and an Old Annoyance"
DC:???
Rolled: 1d100+16, 53!

The decorom was simple, and yet had a mixed feeling about it, the room was traditional Japanese flooring and walls with a decoration of western and eastern machinations, water wheels and furnaces blasted their works all across the city of Irontown.

Lady Eboshi sat with her legs crossed, her desk partly filled with inkwells and paperwork, but she looked to have worked with her hands a great deal.

Anya shuddered as she looked at her. Anya barely had a grasp on the language as it was.

<"You are surprising me again…Hathaway."> Lady Eboshi said firmly. < "You flee my halls, steal my fuel…and have the gall to return to me with women of some skills, and think that I will just believe that you went to search for the same people I hired.">

Hathaway nodded. <As surprisingly as it seems, yes.">

Lady Eboshi's eye twitched. < "Since you came back with the fixed plane, you said wasn't working, I won't cut off anything important. You'll be digging the ditches for the roads at half pay, as punishment.">

Zarkov and Anya looked at each other to whisper. "Reasonable…"

"There's always a catch with these types…trust me," Zarkov said.

Lady Eboshi then looked at Zarkov and, surprisingly, switched languages to…Mandarin? <"Whether you believe in the reasonability or pitfalls of your work contract is irrelevant, Madam Zarkov. Mister Hathaway was very peculiar when speaking of you…a great knowledgeable woman of mystic knowledge, never wrong with the strange as it were.">

< "I assure you he's exaggerated my knowledge of the occult over alcohol more then once."> Zarkov said.

< "And yet he spoke with part of the truth at least…you have an understanding of Shinto and supernatural…a useful skillset in these lands, I will summon you when I require it."> Lady Eboshi said.

She then turned her head to look at you. "You have an understanding of my language, do you not?"

Anya nodded yes to confirm that suspicion, holding Pooka as he glared at the woman.

"This meeting gets dreadfully dull at times. They said you could sing Little Bird." Lady Eboshi said.

"Sing." You said.

"You gave quite a show…my recruiter said…impress me." She said.

Diplomacy Check: Sing me a Song Little Bird.
DC:???
Rolled: 1d100+21+10+10, 58!

Anya nodded and started humming as Pooka prattled around, trying to match the rhythm of tone and to look adorable as you got ready to sing.

"Heart, don't fail me now!
Courage, don't desert me!
Don't turn back now that we're here
People always say
Life is full of choices
No one ever mentions fear
Or how the world can seem so vast
On a journey to the past-"
----------------------------

Anya looked at the bunk in the small accomidation. "Okay, so I work at the Inn no,w pouring drinks and I can sing every night…and they have a no touching policy?" Anya said.

"You seem to be more suprised by that part more then the fact that you get paid more for singing and pouring drinks." Zarkov said.

"So besides dealing with Hathaway's punishment detail, and getting gas for the Moth, how the hell are we supposed to get out of here when the time comes."Anya asked. "I doubt she'd let us leave."

"She won't let me leave, because of Hathaway she's aware of my value in dealing with the supernatural, if only in a defencive manner she'll squeeze me for all of my knowlage and then keep me locked away in order to keep me from disseminating that information to her rivals…or worse actively opposing her." Zarkov said.

"Well, this is glorious. Moth can only got a 320-mile range, we'd need a fair bit of gas, even if we had a full tank and enough to refuel and keep us going, and that's just to get us to Gaum." Hathaway said. "25 Gallons gets us at least 340 because I'm great at flying."

"You're not great at flying," Zarkov said.

"So, how much do we need?" Anya said.

"200 Gallons." Hathaway said "Thats just to get to Gaum."

"We still have some money from Vladivostok…I'll check the price for gas," Anya said.

"Always on the move, that one," Zarkov said.

"She gets it from you," Hathaway said.

Reward: Welcome to Irontown, Anya, hope you don't mind the smog.

Objective Unlocked: Get 200/200 Gasoline for the Moth.

AN: Anya's Negaverse Timeline has finally synced up wth the rest of the quest.

Also welcome to Japan, everyone...I hope we are not attacked by Studio Ghibli's Lawyers.

Enjoy.
 
With Temp's permission, here are the rolls from today - the next update is in the works!

--[x] Martial: Engines of War (DC 70, Cost 9000, Upkeep 500/turn) (+Catapults)
The lack of siege engines is understandable due to the terrain around Ababwa; but it probably wouldn't be amiss to perhaps have a few in your arsenal just in case. Find an engineer to construct some using the iron-hard timber harvested from the Forest.
28+18 (Aladdin)+12 (Ahmed)+15 (XP) = 73

--[x] Martial: Drums of War- Lemuria (DC 35, Cost 20000) (+++War Mobilization)
Your enemies have been identified. Begin mobilizing your troops for overt actions against the kingdom of Lemuria and the East India Trading Company. This will take a lot of money to get in motion as you gird your newest troops with the supplies and gear they'll need to hopefully survive. But whom will you focus on first? Each enemy will take very different approaches to deal with them.
--[]Lemuria
56+18 (Aladdin)+12 (Ahmed)+15 (XP) = 101 + 37 (Crit!) = 138

--[x] Stewardship: Something's Fishy (DC 80, Cost 6000, Upkeep 1000/turn, Revenue 2500/turn)
Ababwa now has access to the Caspian Sea thanks to their armies holding the Northern Satraps. This is a prime opportunity to get up there and start building fisheries to take advantage of the plethora of sea life there. Especially the roe of the Beluga Sturgeon which calls those waters home. Gain additional income of 2,500 Gold per turn, increased acceptance in the Northern Satraps for providing jobs and infrastructure. Upkeep cost of 1000 Gold per turn.
93+11 (Aladdin) + 15 (Sinbad) + 15 (XP) = 134

--[x] Stewardship: Fresh Faces! (DC 90, Cost 2000) (+Civilian Governance in the Northern Satrapies)
Sinbad will go through an exhaustive list of candidates from around Ababwa to pick out the best potential administrators and leaders to take over from the Commanders, allowing the army units stationed there to slowly stand down and return to Ababwa proper while the new local city guards are trained. Removes upkeep cost from Northern Satraps, makes them Protectorates of Ababwa.
27+11 (Aladdin) + 15 (Sinbad) + 15 (XP) = 68

--[x] Diplomacy: Coming in Hot! (DC 30, Cost 250) (+Preparations for Huntsmen Arriving)
Scherezade has an uneasy feeling after her latest calls to her friend Lady Waltham. The other woman seemed to be on edge. Prepare a welcome for the Huntsmen to help put them at ease. And to make sure there's people there to help if something happens...
21+22 (Aladdin) + 25 (Scheherazade) + 15 (XP) =83
-Tai Lung Personal Action hijacked.
-

--[x] Diplomacy: A Wing and a Prayer- Aladdin Goes Himself (DC 70, Cost 2000) (+Dragon note checked out)
---[x] Hire a Martek from Atlantis.
You've been sent a missive, delivered by a flock of tiny dragons that moved and whorled like a flock of birds, initially looking like a single massive black dragon before it had broken apart well outside of the range of most shortbows during the night. One of the little black dragons that made up the flock had come forward and delivered a scroll. Written in a language that unfortunately neither you nor Scheherazade understand. Nor does Jase faria, shockingly enough! Luckily Indiana was able to translate it; saying that the language was called "furthark" and that it was a runic language used by Vikings. It contained a message asking for a meeting, but needing whomever the Prince sent, if he didn't come himself, to go all the way up to the area near to Arendelle, listing the coordinates for an island as the meeting spot. At least it's possible to hitch a ride with the Atlanteans in order to make the trip easier... The dragon flock is currently taking up residence in the Foreverwing's enclosure, roosting in the trees and providing the dragonet with interaction. They appear to be waiting for a response. (How smart are Dragons?!)
27+22 (Aladdin) + 25 (Scheherazade) + 15 (XP) + 30 (Aladdin PA hijacked) = 119

--[x] Intrigue: Needing a Hand- Rob the EITC (DC 55, Cost 4000) (--EITC wealth, ++EITC blood pressure)
Never one to sit on an opportunity, Haroud will send a message to the King of Thieves, requesting that the Forty Thieves hit a particular target in order to sow confusion, or steal something of particular value to Ababwa (along with anything else the Thieves decide to grab for themselves).
--[X] The EITC still has a presence in any number of ports. Unleash the Forty Thieves upon them. Whatever gold they find is theirs, but anything strange or unusual you'd like to look at. And any information on their plans for Ababwa or Agrabah would make it all worth it.
94+ 31 (Aladdin) + 20 (Haroud) +5 (Eugene)+15 (XP) = 165 + 81 (Crit!) =246

--[x] Intrigue: Clearing the Waters (DC 70/130, Cost 2000) (+Lemurian confusion) (Iago)
With your intentions to go to war solidified, Iago and Haroud are more than happy to begin a campaign of disinformation and disruption against Lemuria. Of course this also risks lemuria discovering their agents and figuring out something's afoot. Penalizes Lemuria actions against Ababwa and their allies.
59 + 31 (Aladdin) + 20 (Haroud) +5 (Eugene)+ 23 (Iago) + 15 (XP) = 153 + 25 (Crit! On base roll) = 178

--[x] Learning: Train Physicians (DC 80, Cost 4000, Upkeep 250/turn, +1500 in reduced revenue loss) (+Doctors)
While the clinics and hospitals would be a great boon, you can also fund a program to train traveling physicians that are able to go to those that cannot come to the clinics. Raises Ababwa's reputation as a place that cares for its people. +1500 in increased revenue due to fewer people being laid up and unable to work.
Update : The Codified Treatment Treatise that Chiron put together for treating non-human patients further cuts the costs of training physicians due to being able to do away with some specialized equipment that is deemed no longer necessary. Also lowered DC for training by -10 as certain treatments are found to be universally applicable.
60+14(Aladdin)+30(Chiron)+15(XP) = 119

--[x] Learning: Know Thy Enemy (DC 80/100/120, Cost 2000) (+/++/+++Clues About Lemuria)
Have Chiron and the research staff dig up everything they can related to Lemuria, Dagon, Deep Ones and anything related to them. May lower Martial DCs vs Lemuria.
23+14(Aladdin)+30(Chiron)+15(XP) = 82

--[x] Occult: Now You See Me (DC 75, Cost 6000, Upkeep 1000/turn) (+Invisibility Potions)
The example provided by Calla and Cabe of the potion of invisibility had left quite the impression. Even if they were short-lived they could make for a powerful tool in the hands of your army's scouts... or the agents of Haroud's network. Commission as large a batch of the potions to be made as possible. Reduces DCs for scouting and intelligence gathering actions.
90+17(Aladdin)+30(Zummi)+15(XP) = 152 +42 (Crit!) = 194

--[x] Occult: Dark Wings In The Night (DC 60/90/130, Cost 1000) (+Clues About Threat To Calla/Holly)
Zummi captured a spirit of some kind that was inhabiting the corpse of a crow. Where did it come from? Why was it chasing Holly? Who was it threatening to tell about Calla's abilities?
20+17(Aladdin)+30(Zummi)+15(XP) = 82

-[x] Personal Actions
--[x] Aladdin: Bow Flex (DC 1/95) (+Long Range Hole Poking)
38+ 18 (Martial) = 56
--[x] Aladdin: Correspond with Jasmine (DC ??)
59 + 21 (Diplomacy) + 5 (Shared Grief) = 85
--[x] Aladdin: Life's a Zoo- Train specifically with the Sirrush (DC 30, also Diplomacy DC 35 ?)
Unexpected synergy with "On a Wing and a Prayer". Aladdin took Sirrush with him to the meeting. Gained +30 to "A Wing and a Prayer".
49 + 21 = 70

-[x] Personal Actions
--[x] Iago: You Scratch My Beak... (help with Clearing the Waters)

-[x] Personal Actions
Jose Faria is a man who's been subjected to decades of abuse and malnourishment. He needs extensive rest, nutritional supplements, and probably more. Jose spends the next two months in the hospital convalescing. Reduces his "These Old Bones" Penalty by 2.
--[x] José Faria: Hospital Stay (DC 0) (+Recuperation)

-[x] Personal Actions
--[x] Tai Lung: Walk the Earth (Diplomacy DC 60) (+Kung Fu Wandering Heroism)
Hijacked by request of Scherezade to keep him close.

-[][Tai Lung Personal] Inner Peace
Tai Lung seems desperate for some mental and spiritual equilibrium. As such he's working hard on achieving it through a combination of meditation and going slowly through martial art forms. They do seem to help him control his temper... Suppresses Neverchosen trait for the next turn.
Martial DC: 40
1+20 (Martial) = 21 CRITICAL FAILURE!
Never Had a Friend Like Me! Activates. Genie gives Tai Lung a pep talk to help keep him from sliding into depression. Critical Failure negated!

-[x] Personal Actions
--[x] Helga: Lay of the Land (Learning DC 50) (+Helga Local Knowledge)
Helga's in a completely new environment. Time to do a threat assessment and security check, if for nothing else than her own peace of mind. Helga familarizes herself with the kingdom and the capital's environs. Helga will not get lost in the city.
Available for "Coming in Hot"
67 + 11 (Learning) = 78

-[x] Personal Actions
--[x] Henry Jones Jr.: Hit The Books! (Learning DC 20)
Indy is determined to earn his degree. And for that he requires study and memorization. He ensconces himself in the library to advance his knowledge in his current courses. Must be taken at least once every two turns.
Available for "Coming in Hot"
15 + 23 (Learning) = 38

-[x] Personal Actions
--[x] Hub McCann: Talk With Garth (Diplomacy DC 25) (-Garth Trauma)
Your brother was shook up something fierce from what he saw in Lemuria. Take some time to talk with him and give him some encouragement.
Available for "Coming in Hot!"
95 + 7(Diplomacy) + 10 (The Things Worth Believing In) + 5 (Dream Team) = 117 + 46 (Crit!) = 163

-[x] Personal Actions
--[x] Garth McCann: Rebuild Your Still- Water Distillation (Stewardship DC 30/75)
It was wrecked during the battle back in Africa, but you still remember how to build one. And as much as you like date wine, there's something to be said for good old-fashioned moonshine. Barring that, you're sure there's a demand for distilled water.
Available for "Coming in Hot!"
25 +12 (Stewardship)+5 (Pennypincher) +5 (Master Distiller) + 5 (Dream Team from Garth) = 52
 
Tai Lung my poor leopard son you continue to suffer.

I mean, Id have traded that willingly for the rest of the turn but you don't need to know that.
 
I'm posting an omake in a bit, but here's one of the characters being introduced. I'll be curious to hear your guesses as to who the mystery friends are. He's supposed to be the blind monk from Young Frankenstein, but many of his traits are based on several monks that I know in real life.

Father Jakov​

Martial: -1 (Even if he wasn't blind and an old man, he's an Orthodox monk. Those tend to be pacifists.)

Diplomacy: 20 (Kind, patient, and wise, even what few enemies he had respected Father Jakov.)

Stewardship: 15 (Running a monastery is not an easy thing. Providing for himself in the aftermath of an apocalypse stressed his abilities to their limits.)

Intrigue: 10 (He is not a spy, but quite capable of keeping secrets as befits an experienced confessor.)

Learning: 18 (Apart from his prayers and maintaining the monastery, there was little else to do besides read. He took full advantage of it, which might explain why he went blind.)

Occult: 5/25 (He is a monk, not a spellcaster or sorcerer. Even so, his faith gives him great power against the demonic and otherwise supernaturally evil forces.)

Traits​

"Orthodox Monk" - Father Jakov is what is known as a schemamonk, a senior monk at an Orthodox monastery. He spent most of his life there, and has thoroughly imbibed the teachings of the Orthodox Church. He auto-passes all but the most esoteric checks about Orthodox history and theology, enjoys +30 Diplomacy with other members of that faith, and suffers up to -20 Diplomacy with those who hate or otherwise distrust his religion.

"Polyglot" - Father Jakov speaks Russian, Arabic, Chinese and English, and suffers no maluses in those languages. He can provide a +15 learning bonus to those trying to learn those languages, and gains +5 when trying to learn languages related to them.

"A Man of Faith" - Father Jakov's faith is strong and sincere. He is not prone to overt demonstrations of power, but there is a reason why the undead and evil spirits coming out of Russia left his skete alone. ???

"Friends: ???, ??? and ???" - After all they have done caring for him, he has come to love the trio like his own children. He gains +10 to rolls on actions meant to support them, and one of their priorities is finding a place in Ababwa where he can retire and live out his days after his skete burned to the ground.
 
Looks like I finished reading the updates and side stories just in time. A couple of things:

1. Oof. Thank God Genie was there to give Tai Lung a word!

2. The thing that hit me the most reading the side stories was realizing what McLeach did to poor Cody. I was not that much older than he was when I watched Rescuers: Down Under for the first time, after all! Here's hoping everyone knows what he did so he can't run and hide from his crimes!

3. Lemuria is about to get its teeth kicked in and I'm all for it!
 
Last edited:
Welcome to the thread! I'm glad you enjoyed the stories. The notifications from your likes actually inspire me to do a reread of most of the side stories. Reminded me of some stuff and give me motivation to do some more writing.
Good to know my likebombs inspired someone to dig a little deeper, shall we say? :)

Yeah, I was here before but wandered off to do other stuff but yes, I'm back to stay!
 
An overall good turn. Only one outright failed Roll, and we should be able to try that one again with little to no consequences.

(Not counting the Crit-Fail on Tai Lung, because Genie saved that one and turned it into something we can just try again, certainly.)

Apart from that, a lot of great successes, especially in preparing for War. Very good!

...Also, please, for the love of God, tell me the Forty Thieves just absolutely styled on the EITC while running their pockets, complete with Song and Dance Number.

Furthermore, I am of the opinion that Lemuria must be destroyed. And now, we have the means.
 
Last edited:
just absolutely styled on the EITC while running their pockets, complete with Song and Dance Number.
I won't say anything more, but Beckett's having an incredibly bad day.

Furthermore, I am of the Opinion that Lemuria must be destroyed. And now, we have the means.
Ahh Lumeria, it's time to learn that Cheating using Cursed Gold is not a sound diplomatic or Economic decision.
 
Evermore (Canon) New

And in my twisted face
There's not the slightest trace
Of anything that even hints at kindness

And from my tortured shape
No comfort, no escape
I see, but deep within is utter blindness


Many people think that love and hate are opposites, that to hate is to be devoid of love.

The man known only as Beast could tell them otherwise. The hate he bore for the hunter Gaston could not be described in any language he knew - and given that he spoke four, that was saying something.

But he hated him because of the love he bore for Belle. Were it not for Gaston, he would not have been injured during the assault upon his castle - and had he not been separated from Belle, the fae Maleficent would have been unable to kidnap her without opposition.

Now, he walked the earth, ever pursuing Gaston and his allies aboard the massive airship Spirit of Adventure. His mein was grim, his eyes burning as they tracked the ship. Powerful muscles propelled his digitigrade legs and clawed hands as they pushed him up cliffs, across rivers, and loped across the plains of France. The nascent kindness that was starting to bloom under Belle's affection was being burnt out by the torture, mental and physical alike, that he endured.

It wasn't enough that Gaston had tried to murder Beast, oh no. During his egress from the castle, the fool had taken a shot at a raven that was poking at one of his wounded compatriots. It was no simple raven, of course, life couldn't be that simple now for Beast. No, this one was named Diablo, and served as the familiar of the Unseelie Queen Maleficent. And despite the fact that his shot missed, it was sufficient to rouse the ire of the Queen of All Evil.

By the time Beast crawled out of the woods, she had swooped down upon the castle; aided by the wild magic in the air from the Upheaval, she encompassed it within her domain at the heart of France. There was nowhere for Belle to go, and when Beast stumbled into the castle, it was to find Maleficent, fey and filled with wrath, standing in His foyer, one slender hand wrapped around the back of Belle's neck.

The negotiations, such as they were, were brief. Maleficent had plans that required her to stay in France, but such an insult as the one offered by Gaston could not go unanswered. She also had questions about the wider world; as such, she would employ Beast as her Hunter. If he refused, Belle would die. Simple as that.

Her eyes widened almost imperceptibly as Beast informed her that he'd have done the job for free, but that her help in gaining his own revenge upon Gaston was appreciated. As a token of appreciation, she bound him with a green gem that kept his own curse in stasis. The rose would not continue to wilt, but would be frozen in a moment of time, while he was out upon her task.

He only required one thing: the magic mirror, gifted to him by the Enchantress, that showed the wielder whatsoever they desired. If this took him as long as he suspected it would, he would require encouragement - to say nothing of its utility as a tool for tracking Gaston.

Wherever Gaston went, Beast would be there.

Hopeless
As my dream dies
As the time flies
Love, a lost illusion

Helpless
Unforgiven
Cold and driven
To this sad conclusion…


Beast left quickly, lest Belle's tears torment his heart any more than it already was. The next months saw him chase the Spirit of Adventure to the coast of Normandy; unable to cross the water, he bided his time venting his frustration on the shambling corpses of the Horned King. He retained his hope for reunion with frequent looks at the magic mirror, but remained razor-focused on catching Gaston.

It was during this time that he came across the first of many distractions. This one was easier to ignore than those that came later; the gopher troll Gurgi was well-intentioned, but Beast had no patience for the creature's antics and clingy nature. The fact that it failed to wake him when the Spirit of Adventure flew overhead eastwards, giving it a massive head-start, was simply the final straw. After terrifying the pest into submission, Beast began traveling east.

During those brief moments when he permitted himself to sleep, he obsessively observed the crew of the Spirit of Adventure through the mirror. It was while watching them that he saw the first - but far from the last - assault upon the airship by a cavalcade of fantastical creatures. He snarled as he watched Gaston butcher his way through them with inhumane vigor. What could be spurring him on so, he wondered.

In a feat of superhuman athleticism, Beast covered thousands of miles across the entirety of Europe, chasing the airship. The mirror told him the Spirit of Adventure's path - south to Africa, picking up another member of the crew, a large brawny Englishman, across the continent to grab another hunter, an old man whom was almost promptly stranded in India of all places for some reason, and then up to Persia and the land of Ababwa. Beast adjusted his course, but even his enhanced body needed time to rest and eat.

And of course, he didn't have any maps. So it shouldn't have been a tremendous surprise when he discovered himself in the outskirts of Thessaloniki, Greece. However, he was immensely surprised, when scrounging for food in the city's slums, to meet another creature much like himself.

The Minotaur was another cursed creature, half-bull and half-man. Having escaped from its Labyrinth during the chaos of the Upheaval, it had wandered aimlessly around Greece with no direction and fewer goals beyond a desire to never return to its prison again.

Beast could sympathize. And after a night around a shared fire, the Minotaur asked to accompany him. There was nothing for it in Greece - the humans all knew the story, and were terrified of the inhuman creature. Pointing out that a bull had no use for human flesh hadn't done anything to help.

Beast…couldn't think of a reason to say no. The Mirror told him that the Huntsmen, by this point, had a half-dozen doughty warriors and a massive pack of warhounds, to say nothing of a technological advantage that he would be hard-pressed to overcome by himself. An additional pair of hands would be welcome when it came time to battle the Club.

And so, Beast and Bull continued on the trail. The Minotaur was almost as good a fighter as Beast, and when it came to feats of brute strength left even the cursed prince in awe of his mighty prowess. It was a simple matter for the pair to travel from Greece to Ababwa, infiltrate the forest surrounding the capital, and come within a stone's throw of the grounded airship. Gaston was right there!

…and the very next day it took to the skies, leaving Beast helpless to do anything but roar in rage at the pitiless skies.

No beauty could move me
No goodness improve me
No power on Earth
If I can't love her

No passion could reach me
No lesson could teach me
How I could have loved her and make her love me too
If I can't love her, then who?


There was nothing for them to do but follow the airship north. The Northern Satraps were still stinging from the campaign two months prior that saw them pacified by the Prince of Ababwa, and few people wished to trouble two cloaked strangers whose biceps were as large as most people's legs. Even so, despite the rage Beast felt from having seen Gaston and the Club slip through his claws, he found himself enjoying the journey north. Minotaur was proving to be pleasant company, equally at ease with quiet and conversation, and the roads were smoother than anything he had seen in his journeys across two continents.

His irritation spiked yet again when they reached the northern end of the satrap - and the coast of the Black Sea. For, once again, neither Beast nor Minotaur had the resources to traverse the sea. Beast could only groan as the Spirit of Adventure trundled out of sight over the waves; a moment scrying with the Mirror showed the pair that the crew had their eyes set on…dragons?

Huh.

But before he could spiral once again into depression and wrath, Beast encountered the next distraction of his journey. A bear, this time, but atop two legs like a man and wearing a cloak much like those borne by Beast and Minotaur - the sort worn by creatures that feared having their faces exposed to those who would hate and fear them.

Although a quick conversation with the bear demonstrated that he was less concerned about being recognized as a beast and more from a desire to…how did the bear put it again?

Ah. Yes. "Look cool."

The bear - Po Ping - was a martial artist from China who was, in his own words, "walking the earth" from some misguided attempt to atone for an unspecified failure. He had recognized Minotaur - or more correctly, recognized him from the story of Theseus and the Labyrinth - and asked for his autograph. The fact that Minotaur couldn't write didn't dissuade the cheerful bear, who settled for a sparring match. Minotaur agreed, anticipating an easy victory, only to find himself on the ground with Po threatening to dislocate his shoulder from his socket barely ten seconds after Beast called "Begin!"

Both were astonished by the bear's skills - and Beast had an idea.

He let Minotaur come with because he recognized that an ally would be useful when fighting the Guild. How much more, then, would a master martial artist be of use for that fateful confrontation? And so, one night around a low-burning fire, Beast shared his story with Po - his past with Belle ("It's so sad!" Po sobbed), the battle with Gaston, almost dying, being bound to Maleficent's service, and how for the past year Beast had criss-crossed Europe and Asia in an effort to track down the Elite Global Huntsman's Guild.

Po was visibly leery with the glimpse below the iceberg of Beast's life, but after a moments' pondering smiled, nodded, and agreed to come with the pair. After all, given the atrocities the Huntsmen were causing with their reckless hunts, what better goal could there be for a wandering hero than to help take them down?

Being, as Po put it, "a big fat panda," he offered a suggestion that had Beast smacking his face for not thinking of it himself. If the Spirit of Adventure was on good enough terms with Ababwa that they were permitted to openly stay and resupply, what were the odds that they had left some hint as to their future plans there?

Without any further ado, the trio - Beast, Bull, and Bear - traveled back south to the capital of Ababwa. The infiltration of the Diplomatic Quarters…could have gone better. It would have been a disaster - where did the Prince find soldiers who could track them at night?!? - but Po saved the day with an impromptu jongular act in the public square (Minotaur serving as his assistant) while Beast snuck into the office of Lady Scheherazade herself and read a transcript of a conversation the diplomat had with a "Lady W". It confirmed what he hoped - that the Spirit of Adventure would return to Ababwa in a years' time for rest and resupply.

He crept out, hopefully without anyone being the wiser, and reconvened with Po and Minotaur to share what he had learned. The knowledge that they had an entire year to prepare for the confrontation with the Club was both reassuring and worrying. On the one hand, there was no guarantee that the airship would actually keep to the proposed schedule; on the other hand, Beast had been running himself ragged for the past year, and some time to recuperate and create a prepared environment to battle the Club on Beast's own terms was an attractive proposition.

Being separated from Belle for another year would be torture. But it was one that Beast could endure if it meant finally concluding his debt to Maleficent.

On a related note, he took to watching the mirror again, and spied on Gaston as he sparred with the massive British man - Clayton. Gaston seemed to be in genuine distress, as the blonde child who'd taken to following him around like a puppy had become quite attached to the brute. Nauseated fury filled the Beast; how could a monster like Gaston have attracted such…friends?! Why Gaston, and not Beast? The unfairness of the whole situation would have left him drowning in envy had he not had Po and Minotaur to take his mind off things.

Long ago I should have seen
All the things I could have been
Careless and unthinking, I moved onward


The next eight months were as close to idyllic as Beast had ever experienced, even taking into consideration his life before the Enchantress cursed him into this monstrous form. Minotaur didn't think twice of Beast's appearance, and Po simply alluded to having seen worse. The panda spent a lot of time trying to figure out precisely what mixture of animals went into his cursed form; he settled on some admixture of yak, wolf and bear. "Which, technically, makes you a chimaera, not just a Beast? Oooh, that would be an awesome code name! The Chimaera…"

Beast quickly dissuaded him of that notion. Instead, the trio focused on improving their skills, preparing contingency plans for each member of the Club, and improving their own skills. Beast deemed it important that everyone in the group be able to speak Arabic. If they could talk with the locals and convince them of the rightness of their cause, there might even be a chance that Ababwa would help fight the Club. It was a longshot, but a chance nonetheless.

There was only one problem: none of the three spoke Arabic. Well, Po did to the point that he could hold basic conversations, but he didn't know enough to teach Arabic. That meant Beast needed to find a tutor. But who would be willing to tutor three beast creatures who lived in the wilds of the Northern Satraps?

This man, as it happened. While foraging for food one day, Beast happened upon a small shack in the middle of the loneliest forest. In it lived a blind hermit, an elderly monk who had been part of a small Orthodox monastic community prior to the Upheaval. Most of them were left behind in the catastrophe, and of the three who made the journey two had perished from disease and old age during the past year. The last one, Father Jakov, possessed a lively mind and cheerful demeanor, but was nonetheless suffering from the lack of aid and company.

Due to his lack of vision, he did not initially realize that his new friends were…well, not to put too fine a point on it, not human. As he wasn't much for touching, it took him three months to realize that they were sentient creatures. But by that point they had developed a friendship with the old monk to where he had no trouble accepting them into his home, even if they were rather fuzzier than his old roommates.

They all quickly set up a routine: in exchange for caring for him - mainly in hauling water, chopping wood, and gathering food - Father Jakov taught them Arabic. He could have also taught Russian, Chinese, and English, but Beast assured him that the first language was enough. Beast, already knowing four (English, French, Latin, and Greek), quickly learned Arabic, achieving a conversational level in just two months. Minotaur took twice as long, and never did manage to learn to write, but he could speak, understand, and read Arabic without giving himself too much of a headache.

When they weren't learning Arabic, Po was teaching them martial arts. Beast's body was such that he proved a natural at learning both Po's style and that of Po's old friend Tigress. For Minotaur, he taught him a modified version of the style used by Master Ox of Gongmen City. Given that Minotaur's largest problem was a lack of delicacy and finesse, much of his training involved learning how to maneuver his massive bulk through tight spaces and avoiding the destruction of delicate objects.

And when they weren't doing that, Beast was leading the trio in developing contingency plans for battling the various members of the Club. In four months' time, they developed contingencies for Gaston, McLeach, The Man, and Fergus. Beast would use his mirror to scry upon them while they were hunting, take note of their respective styles, and then have Po offer advice on what to do when fighting a given opponent.

Po spent a great deal of time exploring the Northern Satraps, something about 'proving his worth' or some such nonsense. In Beast's opinion, Po was far and away the greatest (or at least the nicest) person he'd ever met. He had nothing to prove to anyone, least of all to Beast. But nonetheless, attempt it he did, and while he succeeded more often than not, Po felt that he could have - should have - done more.

No pain could be deeper
No life could be cheaper
No point anymore, if I can't love her

No spirit could win me
No hope left within me
Hope I could have loved her and that she'd set me free


Finally, it was time. The Mirror confirmed that the Spirit of Adventure was making tracks back to Ababwa, and with it was the opportunity to finally confront Gaston. But that meant saying goodbye to Father Jakov. Beast had grown attached to the kind old monk, and promised that he would return soon to take care of him. In the meantime, the trio would gather firewood and a stock of food and water for him to use while they were gone.

When he heard their plans to return to Ababwa, Father Jakov insisted that he treat them to a fine meal before they left. The fish was lovely, the wine divine. And all would have been well had the old man not insisted on offering them cigars also.

He gave the first one to Po, and lit it for him.

"That's not the cigar. That's my thumb. Also, OWWWWWWW!!!"

Po's ignited thumb quickly spread the flame to a nearby curtain, and from there…well…

"Father, why exactly was your house so dry? It went up like a tinderbox!"

Suffice to say that there would be four people going to Ababwa, not just three. The city was known for its public clinics, and Beast hoped that at least one of them would be willing to take in Father Jakov now that his shack was burned down.

He hardened his heart to the task before him. In the past eight months, he had almost forgotten about the assignment given him by Maleficent. But now, with the culmination of his odyssey before him, it struck him that he might well be forced to kill Gaston.

Beast had done many things during his journey, but he was proud that he had never killed a person - well, undead didn't count. But love made many demands upon a person. He couldn't help but think that this might be yet another.

He hoped that Belle could still love the Beast that returned to her after all this time. But if not… Well then. Let the world be done with him.

To prepare, he checked on Gaston one final time through the mirror, to receive the surprise of his life. "Lady W" turned out to be a brunette beauty who bore a striking resemblance to his own Belle. Not only had Clayton found a replacement for the woman who'd called him a monster, he appeared to be plotting with her and the child Alice to abandon the airship once it reached Ababwa.

Excellent. This will make it all the easier to reach him after the airship leaves.

(Does he really want to? He saw how Waltham looked at Gaston. It was like how Belle looked at Beast.)

(And if he wants to see her again, he'll follow orders. No matter the cost.)


Prince Adam? Are you sure about that?


But it's not to be
If I can't love her
Let the world be done with me.


Turn 1:
Maleficent: Kidnapping Belle: Auto-success!

Diplomacy Contest, Beast vs. Maleficent:
Beast: 1d100+9+15-20: 20!
Maleficent: 1d100+25+10 (magical leverage): 51!
Maleficent success! Not overwhelming so - this is more a partnership than outright enslavement.

Turn 2:
Tracking the Spirit of Adventure, Intrigue DC 50: 1d100+25+5: 62! Success!
Pursuing the Spirit of Adventure, Martial DC 100-62 (38): 1d100+34+5: 90! Great success!

He tracks the airship to the English Channel, but cannot cross.

Spy on the Spirit of Adventure, Occult DC 50/75/100: 1d100+18+5: 76! Two degrees of success! Beast knows that Gaston is on board, as well as Muntz, McLeach and Fergus. He does not know about Alice, Waltham, or The Man.

RER, 1d100-20: 1! Cauldronborne interrupt!

Battle the Cauldronborne, Martial DC 99: 1d100+34+5+15: 142! Success! He tears through the undead horde like they aren't even there. +5 vs. undead on future rolls.

Turn 3:
Tracking the Spirit of Adventure, Occult DC 50: 1d100+18+5: 55! Success! Beast uses the magic mirror to figure out the airship's location. It's in America.

Spy on the Spirit of Adventure, Occult DC 50/75: 35! Failure! He can't get a clear picture, the Aurora is disrupting the 'signal'.

Find a place to wait, Intrigue DC 50/75: 1d100+34+5: 59! He waits in Normandy.

RER, 1d100-15: 78! Beast is left undisturbed, and even encounters a talking beast somewhat like himself. He calls himself Gurgi, and is rather annoying.

Turn 4:
Gurgi's opinion of Beast: 1d100+20-5 (grumpy gills): 67! He likes him and feels safe, and asks to tag along.

Does Beast let Gurgi tag along? Diplomacy DC 33+20 (Gurgi is annoying): 1d100+9: 13! Failure! No, he doesn't want Gurgi to come along. Gurgi sadly goes on his way.

Tracking the Spirit of Adventure, Occult DC 50+10 (imprecise data): 1d100+18+5: 75! Success! Beast figures out that the airship is on its way back to Europe.

???, Occult DC 75: 1d100+??: 98! Success! The Man knows that the Spirit of Adventure is being magically tracked. Reaction: 1d100+??: 83! The Man has plans.

???, 1d100+10: 13! Beast spies upon the Spirit of Adventure, and sees Gaston slaughtering his way through a band of fantastical creatures. He feels confirmed in his poor opinion of the man.

Turn 5:

Tracking the Spirit of Adventure, Intrigue DC 50: 1d100+25+5: 31! Critical failure! He lost the airship when it blew past him on the easterlies towards the East.

Tracking the Spirit of Adventure, Occult DC 50+30 (???): 1d100+18+5: 97! Success! The Mirror tells Beast that the airship is in…Ababwa? Oh boy.

Pursue the Spirit of Adventure, Martial DC 50/75/100/120: 1d100+34+5: 114! Three degrees of success! Beast crosses France, the Alps, and Greece.

RER, 1d100-10: 65! Beast meets The Minotaur! Reaction roll, DC 35: 1d100+9+10 (He's Like Me!): 37! Bare success! He's a little too much like Beast, but nevertheless they can share a fire.

Turn 6:
Does the Minotaur stick around with Beast? Diplomacy DC 63, 1d100+9+10 (He's Like Me!)+15 (Minotaur diplomacy): 86! The pair decide to travel together for a while.
Tracking the Spirit of Adventure, Occult DC 50: 1d100+18+5+13: 118! Critical success! The airship is in Ababwa.

Pursue the Spirit of Adventure, Martial DC 75/100: 1d100+34+5+28+15 (Bull in a China Shop): 124! Success! The pair cross the Bosporus without being challenged by Ursula, travel through Turkey, and reach the forest of Ababwa.

Scout the Spirit of Adventure, Intrigue DC 75/125: 1d100+25+5+14: 79! One degree of success! The pair get eyes on the crew while they are repairing the airship; unbeknownst to them, The Man spies them as well.

The Man reaction: 1d100+??: 49! They end up leaving earlier than anticipated from Ababwa; they aren't ready for a confrontation. Gaston still needs some work.

Turn 7:
Did Beast see Gaston with Lady Waltham and Alice? Intrigue check, DC 60/100: 1d100+25+5+14: 50! No!

Tracking the Spirit of Adventure, Intrigue DC 50: 1d100+25+5+14: 89! Success!

Pursue the Spirit of Adventure, Martial DC 50/75: 169! Critical success! The duo easily keep pace with the airship.

RER, 1d100-10: 77! The journey north is actually…relaxing. Beast and Minotaur are both enjoying the sights.
Does ??? appear? DC 100, 1d100+20: 119! Critical success! The pair meet Po Ping!

Po Reaction roll: 1d100+18+5: 79! Po is so excited to meet them! He loved the Minotaur's story.

B&M Reaction roll: 1d100+9+5+15+5: 62! The pair are a little weirded out by the goofy fanpanda, but take it relatively well.

Turn 8:
Po PA, Walk The Earth: 1d100+18: 85! He persuades Beast and Minotaur to let him travel with them!

Explain their purpose, Diplomacy DC 50/80: 68! Beast tells Po his tale - about his being bound to Maleficent, his task in tracking down the Spirit of Adventure and bringing Gaston to justice.

How does Po feel now? Diplomacy DC 32, 1d100+18+5: 51! Success! He's a little leery, but decides it's better off preventing them from doing anything foolish - not that he tells them.

Tracking the Spirit of Adventure, Intrigue DC 75: 1d100+25+5+14+8: 122! Success! The trio figures out that the airship has traveled to the far north. None of them have the ability to cross the ocean.

Infiltrate Ababwa to uncover evidence of the airship's itinerary, contested roll:

Aladdin, Haroud and Iago: 1d100+30+20+23: 169! Critical success!
Beast, Minotaur and Po: 1d100+25+5+14-10+8: 57! Critical failure!

Po reroll! Trait uncovered: "Loveable Loudmouth" - Po is a tremendously gregarious fellow, and rather conspicuous to boot. Ironically, this makes him helpful for infiltrations as he is a marvelous distraction. Permits a reroll on failed Intrigue or Diplomacy actions.

Reroll, 1d100+25+5+14-10+8: 128! Haroud notices, but lets them go. Intel recovered: Itinerary for the Spirit of Adventure. It will return to Ababwa in a year. This gives them time to prepare.

???, 1d100+20: 81! Beast spies on Gaston using the Mirror, and watches his sparring match with Clayton. Who is Alice? And why does he feel a twinge of pity for the man's clear distress?

Turn 9:
Spy upon the Spirit of Adventure, Occult DC 90: 1d100+18+5+13+15: 103! Success! The Hunters are tracking dragons and working with Drago Bludvist.

Prepare for its return. Contingency rolls:
1: The Man
2: Gaston
3: Clayton
4: Slade
5: McLeach
6: Fergus
7: Cruella

1d7: 5! McLeach!
Prepare a contingency plan, Intrigue contest:
McLeach: 1d100+14+15: 34!
B&M&P: 1d100+25+5+14+8: 56!
B&M&P success, but crit failures for all base rolls. They know to target Joanna, no other bonuses.

Find a place to hide in the forest, Intrigue DC 60/100: 55! Critical failure! There are too many hunters and woodsmen working it to use it as a base. Where does the trio go? 1d3: 2! Northern Satraps!

Remain unseen, Intrigue DC 50+20 (prior crit failure): 1d100+25+5+14-10+8: 101! Success!

Po PA, Walk The Earth: 1d100+18: 100! Success! 2/3.

Doing what? 1d100+10: 69! He saved a young woman from being assaulted.

Beast PA: Find an Arabic tutor. Diplomacy DC 75/100, Minotaur helps. 1d100+9+5+15: 75! They find a blind hermit. Not exactly a teacher, but better than nothing.

The Hermit has joined the party! +15 bonus to learning Arabic and Chinese.

Turn 10:
Spy upon the Spirit of Adventure, Occult DC 100: 1d100+18+5+13+15: 113! Success! They learn that the airship is preparing to return to Ababwa.

Prepare for its return. Contingency rolls:
1: The Man
2: Gaston
3: Clayton
4: Slade
5: Fergus
6: Cruella

1d6: 2! Gaston!
Prepare a contingency plan, Intrigue contest:
Gaston: 1d100+14+15: 74!
B&M&P: 1d100+25+5+14+8: 106!
B&M&P success! Beast has a lot to say about him, little of it good. He knows the man's fighting style, and Po helps him pick it apart. Gaston will suffer a -15 malus should they battle him.

Training time! Po PA, Martial DC 50/100: 1d100+25+20: 116! Po is able to train both Beast and Minotaur! Each one gains +1 Martial. One more success will give them a trait.

Conversation: Inner Peace, Occult DC 50:
Po: 1d100+15: 35! Failure!

Po PA, Walk The Earth: 1d100+18-5: 50! Failure!

What happened? 1d100-10: 44! Nothing, that's the problem.

Beast PA: Learn Arabic. Learning DC 65, 1d100+16+15: 78! Success!

Minotaur PA: Learn Arabic. Learning DC 85, 1d100+4+15: 46! Failure! DC lowered to 75.

Turn 11:
Spy upon the Spirit of Adventure, Occult DC 80: 1d100+18+5+13+15: 55! Critical failure! Something about where the airship is is interfering with the Mirror's scrying capabilities. -5 to all rolls due to anxiety.

Prepare for its return. Contingency rolls:
1: The Man
2: Clayton
3: Slade
4: Fergus
5: Cruella

1d5: 1! The Man!
Prepare a contingency plan, Intrigue contest:
The Man: 1d100+??+??: 70!
B&M&P: 1d100+25+5+14+8: 139! Tremendous success!

The Man's strength is at range; get in close and he's only as strong as a normal man. The Man will suffer -20 to rolls when trying to snipe them.

Po PA, Walk the Earth: 1dd100+18-5: 55! Bare failure! DC of "Walk The Earth" reduced to 55.
What happened? 1d100-10: 43! Again, Nothing. That's the problem.

Conversation: Inner Peace, Occult DC 50:
Po: 1d100+15-5: 36! Failure! Po is under the malus "disturbed peace". -10 to Diplomacy rolls.

Training time! Po PA, Martial DC 50/100: 1d100+25+20-5: 128! Two degrees of success!
Beast has gained the trait: "Kung Fu Novice" - +5 to Martial when in a hand-to-hand fight.
Minotaur's "Bull In A China Shop" malus has been reduced to -5!

Po's "Disturbed Peace" malus is reduced to -5!

Beast PA: Teach Minotaur Arabic.
Minotaur PA: Learn Arabic, DC 75. 1d100+4+15+16: 102! Success!

Turn 12:
Spy upon the Spirit of Adventure, Occult DC 70: 1d100+18+5+13+15: 81! Success! The airship is returning to Ababwa! Time to get ready.

Prepare for its return. Contingency rolls:
1: Clayton
2: Slade
3: Fergus
4: Cruella

1d4: 3! Fergus!
Prepare a contingency plan, Intrigue contest:
Fergus: 1d100+4: 74!
B&M&P: 1d100+25+5+14+8-10 (Fergus trait): 135! Near-critical success!

Fergus is a ferocious warrior, but his peg leg is a weakness. He also often hunts with a golden retriever. Fergus will suffer -10 to rolls in combat as they target his weak side, -25 if they successfully destroy his peg leg. They will also know to subdue the dog if need be.

Po PA, Walk the Earth: 1dd100+18-5: 81! Success! 1/3, three successes in Ababwan territory. A rumor has reached Haroud Hazi Bin about a wandering hero in the Northern Satraps.
What happened? 1d100+15: 91! Banished a wandering shade that came from the North.

???, 1d100+30: Beast spies on Gaston one final time - and overhears him talking with Lady Waltham about their plans to abandon the Huntsman's Club once they reach Ababwa. He feels…conflicted.

Training time! Po PA, Occult DC 50/100: 1d100+15+20: 100! Exact success!
Beast and Minotaur have unlocked their Chi! New actions unlocked!

Beast and Minotaur PAs: Bid farewell to the Hermit. Diplomacy DC 30. 1d100+15+9: 25! Nat 1, critical failure!

"Here, let me light your cigar."

"That's my thumb. Also, OWWWWWW!"
A/N: Bonus song, plus Father Jakov's full character sheet.

View: https://www.youtube.com/watch?v=diLa-gpHRKc

Father Jakov​

Martial: -5 (Even if he wasn't blind and an old man, he's an Orthodox monk. Those tend to be pacifists.)

Diplomacy: 20 (Kind, patient, and wise, even what few enemies he had respected Father Jakov.)

Stewardship: 15 (Running a monastery is not an easy thing. Providing for himself in the aftermath of an apocalypse stressed his abilities to their limits.)

Intrigue: 10 (He is not a spy, but quite capable of keeping secrets as befits an experienced confessor.)

Learning: 18 (Apart from his prayers and maintaining the monastery, there was little else to do besides read. He took full advantage of it, which might explain why he went blind.)

Occult: 5/25 (He is a monk, not a spellcaster or sorcerer. Even so, his faith gives him great power against the demonic and otherwise supernaturally evil forces.)

Traits​

"Orthodox Monk" - Father Jakov is what is known as a schemamonk, a senior monk at an Orthodox monastery. He spent most of his life there, and has thoroughly imbibed the teachings of the Orthodox Church. He auto-passes all but the most esoteric checks about Orthodox history and theology, enjoys +30 Diplomacy with other members of that faith, and suffers up to -20 Diplomacy with those who hate or otherwise distrust his religion.

"Polyglot" - Father Jakov speaks Russian, Arabic, Chinese and English, and suffers no maluses in those languages. He can provide a +15 learning bonus to those trying to learn those languages, and gains +5 when trying to learn languages related to them.

"A Man of Faith" - Father Jakov's faith is strong and sincere. He is not prone to overt demonstrations of power, but there is a reason why the undead and evil spirits coming out of Russia left his skete alone. ??? Putting him on Martial actions is possible, but will lead to interesting outcomes.

"Friends: Beast, Minotaur, and Po" - After all they have done caring for him, he has come to love the trio like his own children. He gains +10 to rolls on actions meant to support them, and one of their priorities is finding a place in Ababwa where he can retire and live out his days after his skete burned to the ground.

"Malus: Blindness" -15 on all rolls that rely upon sight, unless done in a location that he knows intimately or with the assistance of a friend.
 
Last edited:
Excellent post, Timeless. I'm pleasantly surprised about how Beast and Belle are doing—not as bad as I thought, my guess was Belle was dead. But damn, this upcoming confrontation with the Adventurers is going to become a million times more complicated with these three interfering. Beast has no clue that if he hurts Gaston, he'll trigger Alice into summoning some sort of Wonderland nightmare.

But the most important part of this update was: OH SHIT, WHADDUP PO

I guess this is how we make progress on Tai Lung's arc!

Almost as bad as a watery tart throwing swords at people to choose the next leader of a country.

Speaking of, isn't there an Arthur chilling on some island in Greece? Has he heard the crazy news out of Britain yet?
 
Last edited:
I'm pleasantly surprised about how Beast and Belle are doing—not as bad as I thought, my guess was Belle was dead.
Belle is very much alive. Let's just say that Maleficent is a very efficient person when it comes to managing her assets. Belle's not harmed, in fact she's quite comfortable, if a little bemused.

Take 10 XP for this one Tireless.
 
Awesome work as always Timeless.

Seeing what the Beast and Po have been doing is great. As is learning what befell Belle.

The Minotaur's a nice surprise. Admittedly, one of my favorite monsters from Greek myth (even before FGO's spin on things made me like it even more).

Glad the big guy's gotten a second chance at life beyond just being the monster to be defeated by a hero. Po's a good influence

And Father Jakov eh? Those scores. Guess Big G's still helping out his flock, no matter how subtle
 
Back
Top