Prince Aladdin Quest (Disney Villains *Almost* Victorious)

My main issue with your plan is What's Up Docs. The Heart-shaped Herb is far better, given we have Leah. In the absence of good options though, I find the other plan to be better. Yours' has Correspondence with Jasmine when there is a potential hero out on our doorstep we could possibly get. (If those two changed I'[d be perfectly happy voting for it, but that kinda breaks it into another type of plan.)

I don't like the Star Chart either, but it's the better plan of two options for me. (And money is an issue. Going into the red is something that should only be done when you know you will gain enough back. Otherwise action economy will slam to a halt with the actual economy.)
 
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... Of note. I don't quite remember all the details of the map in San Yu's grasp, but can't it find anything in the world? And we got someone advising him that might want to find a spirit world font and take it over?
Or was that our adventure's map?
 
My main issue with your plan is What's Up Docs. The Heart-shaped Herb is far better, given we have Leah. In the absence of good options though, I find the other plan to be better. Yours' has Correspondence with Jasmine when there is a potential hero out on our doorstep we could possibly get. (If those two changed I'[d be perfectly happy voting for it, but that kinda breaks it into another type of plan.)
Yeah, I'd take changing the learning action, but I'd need to change things, and the money is tough for me to juggle. Heart shaped herb is 2500 cost. The current learning action costs zero to a plan that costs a total of 17,200. Cash reserve is 18,000

While Corrrespond with Jasmine was done for narrative reasons. Which is probably the only action I can change, but there's already enough people voting for my plan. So changing it now is kinda mean.

I've seen someone say "Change this aspect and I'll vote for you", only to not do that. I've also seen people who say that actually change their vote too.

Well, how about it people who voted for plan "Integration and One Adventure" if I change "Correspond With Jasmine" to "Now Who Could That Be?" is that fine with you voters?

Edit: I did not know that regardless of taking correspond with Jasmine. Aladdin will still be writing to Jasmine in the background. More ya know.
 
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... Of note. I don't quite remember all the details of the map in San Yu's grasp, but can't it find anything in the world? And we got someone advising him that might want to find a spirit world font and take it over?
Or was that our adventure's map?
Shan Yu should control ALL of Modern Day China, Indochina, Mongolia and Korea, as well as Parts of Siberia. Well, technically at least. As of right now, all of that Territory is an utter Clusterfuck. How much he actually "controls" is anyone's guess.
 
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Here's the current vote standings. @ConfusedCanuck it looks like your vote formatting is borked.
Adhoc vote count started by TempestK on Jun 17, 2021 at 12:29 PM, finished with 109 posts and 19 votes.

  • [X] Plan: Tranquil As A Forest
    -[X][Martial] Cat's in the Cradle
    -[X][Stewardship] A Place for Everything
    -[X][Diplomacy] Attempt to bring in nearby satraps as protectorates
    --[X] Western Satraps
    -[X][Intrigue] Send spies to Agrabah to discreetly keep an eye on things
    -[X][Learning] When you wish upon a Star
    -[X][Occult] It's Coarse and Rough and it gets Everywhere
    -[X][Personal] Life's a Zoo
    -[X][Personal] Now Who Could That Be?
    -[X][Will Personal] A Strong Back
    --[X] When you wish upon a star
    -[X][Iago Personal] You Scratch My Beak...
    --[X] Send spies to Agrabah to discreetly keep an eye on things
    -[X][Jose Personal] Hospital stay
    -[X][Tai Lung Personal] Matters Great and Small
    --[X] Cat's in the Cradle
    -[X][Leah Personal] A Little Elbow Grease
    --[X] Attempt to bring in nearby satraps as protectorates
    [X] Plan: Integration and One Adventure
    -[X][Martial] A Soldier's Life
    -[X][Stewardship] Something's Fishy...
    -[X][Diplomacy] Attempt to bring in nearby satraps as protectorates
    --[X] Western Satraps
    -[X][Intrigue] Hiding in the Mists
    -[X][Learning] What's up Docs?
    -[X][Occult] It's Coarse and Rough and it gets Everywhere
    -[X][Personal] Correspond with Jasmine
    -[X][Jose Personal] Hospital stay
    -[X][Leah Personal] Time with Cade
    -[X][Adventure] On a Wing and a Prayer
    --[X] Aladdin
    --[X] William Turner
    --[X] Iago
    --[X] Tai Lung
    [X] Plan: Double Actions and Sandwich Prep
    -[X][Martial] A Soldier's Life
    -[X][Stewardship] A Place for Everything
    - [X][Diplomacy] Ever-Widening Web
    -[X][Intrigue] Send spies to Agrabah to discreetly keep an eye on things
    - [X][Learning] So Much Paperwork...
    -[X][Occult] It's Coarse and Rough and it gets Everywhere
    - [X][Personal] Visit Jasmine
    -[X][Personal] Now Who Could That Be?
    -[X][Will Personal] A Strong Back
    -- [X] A Soldier's Life
    -[X][Iago Personal] You Scratch My Beak...
    --[X] Send spies to Agrabah to discreetly keep an eye on things
    - [X][Jose Personal] I'm Old, not Dead
    -- [X] So Much Paperwork...
    -[X][Tai Lung Personal] Matters Great and Small
    -- [X] It's Coarse and Rough and it gets Everywhere
    -[X][Leah Personal] A Little Elbow Grease
    -- [X] Ever-Widening Web
    [X] Plan Protectorate
    -[X][Martial] Cat's in the Cradle
    -[X][Stewardship] A Place for Everything
    -[X][Diplomacy] Hire Local!
    -[X][Intrigue] Cast your net out further, begin expanding your intelligence network
    -[X][Learning] When you wish upon a Star
    -[X][Occult] It's Coarse and Rough and it gets Everywhere
    -[X][Personal] Correspond with Jasmine
    -[X][Personal] Life's a Zoo
    -[X][Will Personal] Drop the Hammer
    -[X][Iago Personal] You Scratch My Beak...
    --[X] Cast your net out further, begin expanding your intelligence network
    -[X][Jose Personal] Hospital stay
    -[X][Tai Lung Personal] Matters Great and Small
    --[X] Cat's in the Cardle
    -[X][Leah Personal] Time with Cade
    -[X][Adventures] None for Now
    [X] Spanning the World
 
Of note, I'm going to make an edit to Spanning the World. Crossbows' give 3000 Gold per turn to Lemuria's 1500. And +10 to defense, which given we are expanding is useful..
Intrigue has changed to Agrabah.

Total cost changed to 9000 on the dot, but we'll have 3500 more income on next turn. More than enough to spend some cash on more gold-making opportunities and other things.
Of note, someone can propose a v3 to replace the martial action. But we can smooth things over with medical care and improvements to life long-term. Out with the greediest Nobles!

[X] Spanning the World v2
- [X][Martial] Setting Down Roots
The Commanders that have been assigned to the various cities in the North, along with their garrisons, have had a couple months to settle in and become familiar with the people. Why not make it a permanent solution and just appoint them as the administrators of the cities? Lowers DC of A Soldier's Life to 45, lowers cost to 2,000. Impacts choices for Northern Satraps going forward.
DC: 1
Cost: 0
Pretty much free and solves the issues of governance.

- [X][Stewardship]Taking Aim...
While this crossbow invention appears to have a lot of potential; right now all that can be produced are a few at a time in small batches. With some luck and some searching around, it should be possible to find the craftsmen needed to start making them in bulk; and from there begin stockpiling the bolts as well as the crossbows for use if needed. Adds a +10 defensive bonus against anyone attacking a city or kingdom that is stocked with Crossbows. Opens up new martial options.
--[X]Sell the Crossbows: Gain income of 3,500 per turn, risk of individuals reverse-engineering the crossbows.
DC: 55
Cost: 2000, Upkeep Cost of 500 per turn.
+3000 gold per turn, rather than 1500. Pays for itself. Downside of giving crossbows' out, but we can sell them to our allies.

- [X][Diplomacy] Attempt to bring in nearby satraps as protectorates
Friends help friends, but sometimes a friend needs more help than you can give them as a friend. But if they joined you as a vassal they'd probably be able to get the help they needed. Attempts to convince the leadership of a friendly satrap to join as a protectorate under Ababwa's banner. Sets up a trade office, a diplomatic outpost, inserts spies and scouts the place for any resources that they may not have realized. Gains variable income, resources and possibly Hero characters.
-- [X] Western Satraps
DC: 65
Cost: 5000 Gold
The lower of the two options, and bringing them in as a protectorate. EXP should likely go here.

- [X][Intrigue] Send spies to Agrabah to discreetly keep an eye on things
The Sultan and the Princess both seem determined to get things in Agrabah back on track, but it never hurts to have someone watching their backs, right? Send a few discreet agents to keep an eye on things and to report back if trouble is brewing.
DC: 55
Cost: 1500 Gold
For those who want eyes. Low DC, and will help next turn's adventure.

- [X][Learning] The Heart-Shaped Herb
There have been notations of an incredibly useful herb found in the medical records of the University. One that Chiron recognizes, but said had been growing rarer over the years as it was used for many different medicines and other applications. The University wants to fund an expedition to Greece to find any remaining samples of this herb, and bring back cuttings and seeds to preserve it as a subject of medical experimentation. Opens up new avenues of medical study, has the possibility to enhance medicines already in use. Adds +500 Gold to Income per turn.
DC: 75
Cost: 2,500 Gold
-- [X] Leah: A Little Elbow Grease
It is time to grab that herb. And more gold. And more avenues of study. What's up Docs can wait. Though we really want a second learning action soon as we can swing things. (Not, EXP is definitely needed. Even if Leah is like to make it easier.)[Edit: Stars is only super useful for navigation. And we aren't doing ships soon and the adventure is this turn.]

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

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

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

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

Also, while Jose is learning Arabic, that doesn't mean he can't be put on bedrest narratively. No going out to look till you've recovered from your long stay a bit, we'll get you tutors in bed.

One thing I just noticed. The learning action is in Greece. Small chance of interaction with Hades and possible diplomacy? That would be a neat bonus if we got a crit. He's a cool guy and his wife is keeping things healthy, possible pen pals between Persephone and Leah.
 
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huh odd? Alright then I'll try voting again then see if that helps and now that I've actually read the plan's and not just voted on one at random I'll change my vote to this.

[X] Plan: Tranquil As A Forest
 
Yeah, noticed that. Edited. Or do I need to repost it? [Skip to bottom]

Of note, I'm going to make an edit to Spanning the World. Crossbows' give 3000 Gold per turn to Lemuria's 1500. And +10 to defense, which given we are expanding is useful..
Intrigue has changed to Agrabah.

Total cost changed to 9000 on the dot, but we'll have 3500 more income on next turn. More than enough to spend some cash on more gold-making opportunities and other things.
Of note, someone can propose a v3 to replace the martial action. But we can smooth things over with medical care and improvements to life long-term. Out with the greediest Nobles!

[X] Spanning the World v2
- [X][Martial] Setting Down Roots
The Commanders that have been assigned to the various cities in the North, along with their garrisons, have had a couple months to settle in and become familiar with the people. Why not make it a permanent solution and just appoint them as the administrators of the cities? Lowers DC of A Soldier's Life to 45, lowers cost to 2,000. Impacts choices for Northern Satraps going forward.
DC: 1
Cost: 0
Pretty much free and solves the issues of governance.

- [X][Stewardship]Taking Aim...
While this crossbow invention appears to have a lot of potential; right now all that can be produced are a few at a time in small batches. With some luck and some searching around, it should be possible to find the craftsmen needed to start making them in bulk; and from there begin stockpiling the bolts as well as the crossbows for use if needed. Adds a +10 defensive bonus against anyone attacking a city or kingdom that is stocked with Crossbows. Opens up new martial options.
--[X]Sell the Crossbows: Gain income of 3,500 per turn, risk of individuals reverse-engineering the crossbows.
DC: 55
Cost: 2000, Upkeep Cost of 500 per turn.
+3000 gold per turn, rather than 1500. Pays for itself. Downside of giving crossbows' out, but we can sell them to our allies.

- [X][Diplomacy] Attempt to bring in nearby satraps as protectorates
Friends help friends, but sometimes a friend needs more help than you can give them as a friend. But if they joined you as a vassal they'd probably be able to get the help they needed. Attempts to convince the leadership of a friendly satrap to join as a protectorate under Ababwa's banner. Sets up a trade office, a diplomatic outpost, inserts spies and scouts the place for any resources that they may not have realized. Gains variable income, resources and possibly Hero characters.
-- [X] Western Satraps
DC: 65
Cost: 5000 Gold
The lower of the two options, and bringing them in as a protectorate. EXP should likely go here.

- [X][Intrigue] Send spies to Agrabah to discreetly keep an eye on things
The Sultan and the Princess both seem determined to get things in Agrabah back on track, but it never hurts to have someone watching their backs, right? Send a few discreet agents to keep an eye on things and to report back if trouble is brewing.
DC: 55
Cost: 1500 Gold
For those who want eyes. Low DC, and will help next turn's adventure.

- [X][Learning] The Heart-Shaped Herb
There have been notations of an incredibly useful herb found in the medical records of the University. One that Chiron recognizes, but said had been growing rarer over the years as it was used for many different medicines and other applications. The University wants to fund an expedition to Greece to find any remaining samples of this herb, and bring back cuttings and seeds to preserve it as a subject of medical experimentation. Opens up new avenues of medical study, has the possibility to enhance medicines already in use. Adds +500 Gold to Income per turn.
DC: 75
Cost: 2,500 Gold
-- [X] Leah: A Little Elbow Grease
It is time to grab that herb. And more gold. And more avenues of study. What's up Docs can wait. Though we really want a second learning action soon as we can swing things. (Not, EXP is definitely needed. Even if Leah is like to make it easier.)[Edit: Stars is only super useful for navigation. And we aren't doing ships soon and the adventure is this turn.]

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

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

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

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

Also, while Jose is learning Arabic, that doesn't mean he can't be put on bedrest narratively. No going out to look till you've recovered from your long stay a bit, we'll get you tutors in bed.

One thing I just noticed. The learning action is in Greece. Small chance of interaction with Hades and possible diplomacy? That would be a neat bonus if we got a crit. He's a cool guy and his wife is keeping things healthy, possible pen pals between Persephone and Leah.

---------------
Crossbows' earn us 3500 per turn. Herb 500. upkeep of crossbows, 500.
Eh, may be missing math.

The North commoners actually like us a bit. So it won't be that bad. Internationally is another thing since it paints us as conquerors, but given how bad the situation was? It's simply the easiest option now that we have control of things.

Also, for math I'm accounting for future income. If adding everything together the cost at end of turn is 7500? But we need 9000 to get it off, with next turn's income having 3500 added to it.

The Heart-shaped Herb and Tree of Renewal are some of the most important items for our medical industry, if we grow them. The ability to dispel curses is particularly nice, since that could be a cure for the Beast if we develop it.

- [][Learning] Renewal and Rejuvenation
Legends speak of a magical tree known as the Tree of Renewal. Not only is the fruit capable of healing wounds and even removing scars and blemishes, but it's most potent effect is the ability to break curses placed upon the person eating the fruit. Your doctors are salivating at the thought of such a treasure, and wish to acquire samples to see if another tree can potentially be grown from the seeds.

High DC, but with the Herb we'd have a large leg up in medicine. And Jose would certainly like it as well, greatly decreasing recovery time to get him into proper shape. (Leah is still a godsend for our medical industry)
Breaking said curse would likely require development with our mage of course. It's run it's course already, but it's worth doing just to have a medicine that can cure any curse.
(In case you can't tell, I'm really excited for the medical advancements. Ababwa will be the most healthy place of all time, our medicine panacea to all illness. This is just the first step, though the rest can wait if needed.)
 
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Thanks for update. A lot of new actions. A lot of things to do. Too few actions.
*Sigh*

[X] Spanning the World v2

I'd prefer one action to get second action per turn. Preferably for Stewardship, but not necessarily. But from the existing plans that one seems like best option to me.
 
Thanks for update. A lot of new actions. A lot of things to do. Too few actions.
*Sigh*

[X] Spanning the World v2

I'd prefer one action to get second action per turn. Preferably for Stewardship, but not necessarily. But from the existing plans that one seems like best option to me.

Sadly, that's the one category I want too, but it doesn't exist currently. Stewardship is tied for Learning in things we could use a second action in, maybe even a priority for increasing our capital.

Of everything, getting Learning next turn would be nice.


To help convince people who are voting for adventure. 9000 Gold just isn't enough to do much of anything, some actions will have to be low cost next turn if it goes through. (This is me saying this when my costs are 9000, but that is only because Martial is free. Cat's in the Cradle is the only cheap option next turn for that.) While one could make do with that much, note that you would have spent all your money no matter what we decide to do, and it would take a long time to get back up without cheaper focuses. Or simply not doing specific categories of actions, which runs into action economy being tied to our own economy. If we don't have a buffer, we can't spend money to make money as easily, or do much of anything. If our Gold supply drops to near 0, that isn't a good thing unless our income can bring us to 3/4s next turn.

Do basically, red-lining is bad in excessive amounts.

To those voting for Tranquil as a Forest, can you compare the two and make your own argument? It isn't bad, just not something I would like.

(PS: I&OA: Given we will be visiting Jasmine next turn to deal with Sand Witches, do we need to focus on relationship improvements when their is a new hero to recruit at our doorstep? Those letters still happen in the background, it just doesn't change our relationship status any. So another argument against Integration and One Adventure..)
 
Another argument. This turn is Adventure Time[Round the World], next turn is Adventure Time[Sand Witched]. In order to do Round the World, it would likely be delayed till after the Sand Witches. It's good timing to do it now.


Why is it that the redline plan is the one that is leading the adventuring party... Exactly how much does it cost. (I can't tell immediately cause it's just a nameblock, no details built into it.)
 
Of everything, getting Learning next turn would be nice.
Ideally, next turn we would get the second learning action (I want to stick Faria on it), then the following turn Green Thumb and Heart-Shaped Herb. Ultimately I want to do Physicians and the hospital actions, and those actions will help prime the pump, as it were.

For Diplomacy, next turn I want the Agrabah embassy, then the Diplomacy second action, then Xiang-Wu and Westward emissaries.

Stewardship, I want to do the S intergration option for the North, then crossbows.

Since the second Martial action can substitute Learning, here's an idea: have Chiron help with it when we get around to it. A +30 bonus is nothing to sneeze at.
Exactly how much does it cost. (I can't tell immediately cause it's just a nameblock, no details built into it.)
17,200 gold. Yeah.
 
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Another argument. This turn is Adventure Time[Round the World], next turn is Adventure Time[Sand Witched]. In order to do Round the World, it would likely be delayed till after the Sand Witches. It's good timing to do it now.


Why is it that the redline plan is the one that is leading the adventuring party... Exactly how much does it cost. (I can't tell immediately cause it's just a nameblock, no details built into it.)
Shrug, adventures can be done with a single hero. However even if we have more heroes. Choosing a good time to do adventures is tough. We always seem to have something with a high DC that needs to be solved.
 
My main restriction for adventures is manpower. If/when we get Selous, that gives us 7 adventure-capable heroes, which is a more than enough buffer to do both Nationals and Adventures.
 
- [][Martial] A Soldier's Life
With the sudden expansion of territory that Ababwa is now responsible for helping protect has almost doubled. Time to expand out the army in order to fulfill the new demands! Removes extra upkeep cost of maintaining standing forces in the north.
DC: 70
Cost: 5,000 Gold
High Dc. -5000

- [][Stewardship] Something's Fishy...
Ababwa now has access to the Caspian Sea thanks to their armies holding the Northern Satraps. This is a primer 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.
DC: 80
Cost: 6,000 Gold
Higher DC, -6000. (Compared to selling bows, which is both more profitable and gets us a defense bonus. And lower DC. Plus the fact we are soon to get access to ports anyway.)

- [][Diplomacy] Attempt to bring in nearby satraps as protectorates
Friends help friends, but sometimes a friend needs more help than you can give them as a friend. But if they joined you as a vassal they'd probably be able to get the help they needed. Attempts to convince the leadership of a friendly satrap to join as a protectorate under Ababwa's banner. Sets up a trade office, a diplomatic outpost, inserts spies and scouts the place for any resources that they may not have realized. Gains variable income, resources and possibly Hero characters.
-- [] Eastern Satraps
-- [] Western Satraps
DC: 110, 65
Cost: 5000 Gold
-5000. Gain access to ports. (This one is a common denominator.)

- [][Intrigue] Hiding in the Mists
The Kingdom of Lemuria is an enigma, the Southern Satraps shouldn't have been able to consolidate so quickly. Nor do they have a history of having access to much gold. Something's going on there, and as spymaster of Ababwa it's up to Haroud to figure out what...
DC: 60/130
Cost: 1,200 Gold
-1200. Not actually a bad action. Then again, Sand Witches as the argument is made.

- [][Learning] What's up Docs?
The doctors and scholars of the University are hailed as some of the best and brightest. Maybe see what they're working on as side projects? (Unlocks new Learning actions)
DC: 20/30/70/90
Cost: 0
0 cost, grants new actions. Minus is that we don't have the heart shaped herb, but eh. Of course, we could instead go get the heart-shaped herb, netting +500 per turn and better medicine.

- [][Occult] It's Coarse and Rough and it gets Everywhere
The news of these Sand Witches trying to take Agrabah from the Sultan is rather unnerving. Zummi will delve into what records he has and can find in the libraries as well to see what information can be, ahem, dug up, on the Sand Witches. Reduces DCs involving Sand Witches, new options unlocked.
DC: 75
Cost: 0 Gold
0 Gold, Common Denominator.


Correspond with Jasmine for a change in relationship. Or see to the hero on our doorstep we can recruit for more actions. Not a tough choice, but it's here. (It still happens in the background, I got this question answered long ago, but some people miss it.)

Hospital Stay. Nice narratively, but bit slow. Instead, give him bed rest and offer him some tutors. (Given it's a narrative option though with a minor mechanical improvement, it's somewhat fine. Opnion mattters)

Time with Cade is good. Be better if Aladdin also had that option, but eh.(Something I'd think about doing next turn. Hero units improve action economy.)


... You know, I just now noticed this is the Roc mission. I am far more okay with this given we have sand witches we can blow away. Still, cost analysis.

5000+6000+5000+1200=
10
16
17200 Gold spent.

800 left.
9000+2500-1000+1000 from removal of cost on the north. 12300 Gold next turn. Note that if anything bombs we have a min of 9800, followed by 10800 and 11300 Gold.

This is far too little to be doing anything with the Roc feather and other actions. Martial is almost completely out of the running as a result, with only a 0 Gold action we can really do. So my action choice but later. You'd need to plan carefully, and even then what you can choose is a bit limited. No big plans. Given we will have another satrep to protect from pirates, this is way too dangerous for my blood. There isn't a buffer in case we need money immediately in response to something..

I believe my math is correct. However, Crossbows is the better stewardship option if we want a cash infusion. Even that extra 1000 gold brings us high enough to respond to stuff. 13300 does mean we have a buffer, even if it's a sheet of plywood.
 
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- [][Martial] A Soldier's Life
With the sudden expansion of territory that Ababwa is now responsible for helping protect has almost doubled. Time to expand out the army in order to fulfill the new demands! Removes extra upkeep cost of maintaining standing forces in the north.
DC: 70
Cost: 5,000 Gold
High Dc. -5000

- [][Stewardship] Something's Fishy...
Ababwa now has access to the Caspian Sea thanks to their armies holding the Northern Satraps. This is a primer 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.
DC: 80
Cost: 6,000 Gold
Higher DC, -6000. (Compared to selling bows, which is both more profitable and gets us a defense bonus. And lower DC. Plus the fact we are soon to get access to ports anyway.)

- [][Diplomacy] Attempt to bring in nearby satraps as protectorates
Friends help friends, but sometimes a friend needs more help than you can give them as a friend. But if they joined you as a vassal they'd probably be able to get the help they needed. Attempts to convince the leadership of a friendly satrap to join as a protectorate under Ababwa's banner. Sets up a trade office, a diplomatic outpost, inserts spies and scouts the place for any resources that they may not have realized. Gains variable income, resources and possibly Hero characters.
-- [] Eastern Satraps
-- [] Western Satraps
DC: 110, 65
Cost: 5000 Gold
-5000. Gain access to ports. (This one is a common denominator.)

- [][Intrigue] Hiding in the Mists
The Kingdom of Lemuria is an enigma, the Southern Satraps shouldn't have been able to consolidate so quickly. Nor do they have a history of having access to much gold. Something's going on there, and as spymaster of Ababwa it's up to Haroud to figure out what...
DC: 60/130
Cost: 1,200 Gold
-1200. Not actually a bad action. Then again, Sand Witches as the argument is made.

- [][Learning] What's up Docs?
The doctors and scholars of the University are hailed as some of the best and brightest. Maybe see what they're working on as side projects? (Unlocks new Learning actions)
DC: 20/30/70/90
Cost: 0
0 cost, grants new actions. Minus is that we don't have the heart shaped herb, but eh. Of course, we could instead go get the heart-shaped herb, netting +500 per turn and better medicine.

- [][Occult] It's Coarse and Rough and it gets Everywhere
The news of these Sand Witches trying to take Agrabah from the Sultan is rather unnerving. Zummi will delve into what records he has and can find in the libraries as well to see what information can be, ahem, dug up, on the Sand Witches. Reduces DCs involving Sand Witches, new options unlocked.
DC: 75
Cost: 0 Gold
0 Gold, Common Denominator.


Correspond with Jasmine for a change in relationship. Or see to the hero on our doorstep we can recruit for more actions. Not a tough choice, but it's here. (It still happens in the background, I got this question answered long ago, but some people miss it.)

Hospital Stay. Nice narratively, but bit slow. Instead, give him bed rest and offer him some tutors. (Given it's a narrative option though with a minor mechanical improvement, it's somewhat fine. Opnion mattters)

Time with Cade is good. Be better if Aladdin also had that option, but eh.(Something I'd think about doing next turn. Hero units improve action economy.)


... You know, I just now noticed this is the Roc mission. I am far more okay with this given we have sand witches we can blow away. Still, cost analysis.

5000+6000+5000+1200=
10
16
17200 Gold spent.

800 left.
9000+2500-1000+1000 from removal of cost on the north. 12300 Gold next turn. Note that if anything bombs we have a min of 9800, followed by 10800 and 11300 Gold.

This is far too little to be doing anything with the Roc feather and other actions. Martial is almost completely out of the running as a result, with only a 0 Gold action we can really do. So my action choice but later. You'd need to plan carefully, and even then what you can choose is a bit limited. No big plans. Given we will have another satrep to protect from pirates, this is way too dangerous for my blood. There isn't a buffer in case we need money immediately in response to something..

I believe my math is correct. However, Crossbows is the better stewardship option if we want a cash infusion. Even that extra 1000 gold brings us high enough to respond to stuff. 13300 does mean we have a buffer, even if it's a sheet of plywood.

Here are the DCs. DC adjustment because of Bonii from advisors and Aladdin are in brackets. Because the judgment of High DC difficulty is a bit smaller than a Mission Impossible impression.

[] Plan: Integration and One Adventure
-[][Martial] A Soldier's Life
DC: 70 (18+11=+29, DC: 41)
Cost: 5,000 Gold
-[][Stewardship] Something's Fishy...
DC: 80 (11+15=+26, DC: 54)
Cost: 6,000 Gold
-[][Diplomacy] Attempt to bring in nearby satraps as protectorates
--[] Western Satraps
DC: 65 (25+18=+43, DC: 22)
Cost: 5000 Gold
-[][Intrigue] Hiding in the Mists
DC: 60/130 (27+20=47, DC: 13/83)
Cost: 1,200 Gold
-[][Learning] What's up Docs?
DC: 20/30/70/90 (30+11=+41, DC: -21/-11/29/49)
Cost: 0
-[][Occult] It's Coarse and Rough and it gets Everywhere
DC: 75 (12+30=+42, DC: 33)
Cost: 0 Gold

-[][Personal] Correspond with Jasmine
DC: Variable
- [][Jose Personal] Hospital stay
DC: 20
-[][Leah Personal] Time with Cade
Diplomacy DC: 50
-[][Adventure] On a Wing and a Prayer
--[] Aladdin
--[] William Turner
--[] Iago
--[] Tai Lung
 
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Oh, who's wondering what's happened to Jafar?

I'll give you all a tiny hint.

Who hasn't emerged on the world stage?
 
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