Prince Aladdin Quest (Disney Villains *Almost* Victorious)

I don't see that going well...

Beast and Belle have been very wronged and are probably in a pretty bad situation with Maleficent.

A apology on it's own won't cut it. He needs to find a way to break the now seemingly permanent curse.

Probably not going to be easy...

We could probably help but that feels like a really tough task.

Maybe we can find that enchantress somewhere and start up negotiations or something? Claim unfair interference or something?
 
I don't see that going well...

Beast and Belle have been very wronged and are probably in a pretty bad situation with Maleficent.

A apology on it's own won't cut it. He needs to find a way to break the now seemingly permanent curse.
Oh, it won't be easy. Nor should it be.

But that's what I want. Gaston in a place where he can sincerely offer that apology, and Belle and Beast can decide for themselves whether they accept it or not.

And I could totally understand if they didn't accept it. But I want him to have the chance to say it and mean it.
 
I forget. Has anyone done anything with the Shadow Man and his… Friends? Voodoo is powerful, but the Loa are no longer the biggest fish around. Would they forgive his debt to help them gain power, or would he turn on them to serve someone who can protect him from them?
 
Doesn't the shadow guy have something to do with oathbreaking?

I genuinely don't know his deal.

But if it does, isn't calypso from pirates in the bayou somewhere? She broke her oath to Davey Jones. Would there be some kinda interaction there?
 
He's about making Deals that keep to the Letter of their Terms, but only benefit him and screw the other Party over.
Also, he gets his Magic from working with Voodoo-Demons (his 'Friends on the other side') and feeding them Souls in exchange for that.
Those voodoo demons are called Loa. When the Shadow Man was unable to hold up his end of the bargain he made for power, they straight up sent him to hell. While still alive. Some attraction at Disneyworld had Hades reviving him for a short time.
 
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He's about making Deals that keep to the Letter of their Terms, but only benefit him and screw the other Party over.
Also, he gets his Magic from working with Voodoo-Demons (his 'Friends on the other side') and feeding them Souls in exchange for that.
IIRC, he specializes in faustian deals (which is a term for pretty much exactly what you describe) but doubt he can match even a bound Calypso.
 
No one has yet done anything directly with Facilier or the Loa he served. It's pretty clear that he served the Petro Loa; and those types are the ones to definitely forgive a debt when they find themselves in dire need of their tool on the mortal plane. Or at least, to extend the due date until they're as powerful as they were before.
 
I recall Calypso also have some sort of voodoo from the pirates online game, is that similar to the one used by shadow man or different?
 
I recall Calypso also have some sort of voodoo from the pirates online game, is that similar to the one used by shadow man or different?
Calypso used Voodoo as a blind for her actual powers more than anything else. At least that's my take. Even bound in her bones she still had a trickle of power, which is more than any mere mortal could match.
 
Calypso used Voodoo as a blind for her actual powers more than anything else. At least that's my take. Even bound in her bones she still had a trickle of power, which is more than any mere mortal could match.
Sorry I didn't clarify my question, what I meant to ask was is Calypso's teachable voodoo same or different style from shadow man's?
 
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Sorry I didn't clarify my question, what I meant to ask was is Calypso's teachable voodoo same or different style from shadow man's?
Tia Dalma leans more towards the Rada Loa; the benign Loa. She also uses Haitian Voodoo which has a few subtle differences from the form found in New Orleans.
 
also what do people want to do next turn?
for me it's identify dragon egg, advanced prostetics and non human healing. the others i don't have a strong opinion on the others
 
I think we want to start getting some more of the double actions but there is still a bit to get through before we start planning in earnest.

Still have our first adventure, ambassadors interlude, rival reports, and we may or may not be losing Will.
 
King Sigmund Igthorn Quest Phase 2 Turn 2 (Nega-Quest)
Martial: Secure the Roads DC 10
Stewardship: Build Quarries DC 20
Diplomacy: Smooth things over with Jean-Claude DC 50/70
Diplomacy: Endear yourself to the people of Dunwyn DC 20/40/60
Intrigue: Find the Gummi bears! Take 2! DC 80
Learning: Research Code of Law DC 20/50/80
Occult: Industrialize Alchemic Ingredient Production DC 30/50/70
Igthorn: Judge Cases DC ???
King Sigmund Igthorn Quest Phase 2 Turn 2

You hate Gregor. You want to humiliate and ruin Gregor. Initially, you had planned on hunting him down and imprisoning his entire rebel army. But then you had one of your countless miraculously good ideas:
How can you hurt Gregor and his pathetic attempts at exiling you better than by being the better King? Jumping out of the bath, wrapping only a towel around your steeled, manly body, you dash to the war room to plan your hearts & minds campaign.
At least two maids and one page, while shocked, are not unappreciative of your workout routine.

First, you call on your braves again. Using the knowledge gained from your year-long crusade, you point out the weak points of all banditry attacks. For the northern clan, there is a bridge they'll have to use each time they overextend. Granting the troop access to the treasury, you will bait them too far south, and your men will hit them on the way back.

The eastern clan, meanwhile, likes to hide in caves. But you know the caves well - you share knowledge of a secret entrance your ogres had discovered. (By falling into it, true, but it was still a valuable contribution!)

The southern bandits, meanwhile, like to use stealth and trickery. It aids them well against caravans, but they cannot stand against an organized assault. It's funny - they're the ones who are most costly to the merchants, but for you, they're the lowest-hanging fruit.
Then you send your guard out, not to try to find and fight Gregor's knights; instead, they shall break the unlicensed crime, rooting out all three remaining minor bandit clans. When your men return successfully, you'll put the bandits into a now overflowing prison - but you've been good at recruiting from their like before, so...

Results: Warband gains: Experienced Warband (Enhances discipline and lowers the probability of ignored orders, even with less loyalty.)
Dunwyn Loyalty +5
Roads are safe: +10% Gold from Trade
Action unlocked: Recruit Bandits
Igthorn Martial +1, due to superior strategic planning


DC 10: 57 + 22 + 10 (Toadie) + 20 (Warband) = 109

Dunwyn's economy has been flagging for longer than you'd ruled Drekmore. Gregor's naivety led to a taxation on trade (less than you'd like) and a grant for farmers. Food is all good and well, but you need a more stratified infrastructure! If you want to build tall as well as wide, you need to create the base layer of infrastructure. While Dunwyn's forests are abundant for woodworking, there is no actual quarry; the stones for the castle had to be imported. This cannot stand!

You lead a prospecting team to the hills, and over two weeks, scope out several possible locations. You find one that's both easily connected to the (now safe) road network and offers a chance to gain granite. There will now be a steady influx of granite blocks for your other projects.

Results: Gained one quarry
Produce 100 granite blocks per month
Cost 200 Gold/month


DC 20: 54 + 15 + 10 (Toadie) - 15 (Dunwyn Loyalty) = 64

You write to Jean-Claude, a neighboring 'King.' He - and especially his daughter - are allies of Gregor, but they still had to swear fealty to Kriemhild. (You haven't. But there's the favor gripping on your heart.)

You write a letter, short, concise - you have managed to oust Gregor, yes, but you have the backing of the Dark Lady of Europe, the people are safer, even if they are not happier, and you are doing your best to make the roads secure again. Additionally, hasn't Marquis Bouillabaise laid siege to your castle a few months ago? Wasn't there a terrible commotion with a damaged tower? Here, take these granite stones from our new quarry to help with the repairs.

You send the messenger with a strong guard, which proves wise; shortly before the border, Gregor's troops attack your courier, and though you lose some of your forces, you manage to repel the attack. The state of your messenger, her skirt torn from a missile, helps sell your legitimacy - and when she returns, she carries a letter, sealed with his royal sign, accepting you as King of Dunwyn and lifting the trade embargo.

Results: Trade malus to Jean-Claude lifted
Jean-Claude accepts you, if reluctantly, as King of Dunwyn.
Gregor's trait "Friends in high places" reduced to +10

DC 50/70: 87 + 4 + 10 (Toadie) - (67/2) (Gregor's interference) = 68

Next on your agenda? A public festival. You enact a public "Coronation Festival," ensure that the booze flows freely, you talk to people. You even manage not to come across as crass, evil, sexist, uncaring about the people, or anything else.

You never knew you had it in you.

Admittedly, Victor listening to people cheering for you for eradicating banditry and the wine shortage made it all the easier. It's so simple being nice if your brother's discomfort is your drive. You will remember that.

Results: Igthorn Diplomacy +2
Dunwyn Loyalty +15
One additional crit in Diplomacy will develop a new trait
+1 Stress to DM - stop critting your dump stat, Igthorn!

DC 20/40/60 = 97 + 4 + 10 (Toadie) -15 (Dunwyn Loyalty) = 96

You still toss and turn some nights. No agents have found a trace of the accursed Ursidae. The glen, destroyed by last year's superweapon, harbors no more secrets. Interrogating the peasants yields no fruit - the Princess hasn't been seen for six months. And then you are struck by inspiration.

And you talk to your brother. It takes time, you goad him, you taunt him, you tease him. The crucible, however, is when you let him choose a random citizen. He names a Scylla, and you order the guards to present her.
The face of your brother falls as she curtsies, with honest respect, and asks:
"You sent for me, my king?"

And as Victor asks her questions, she responds - how much you have done to improve Dunwyn, that the streets are safer. Once, she hesitates, but you tell her to be completely frank, that no harm will come to her from whatever she says in this room.
And Scylla says that, while Gregor is probably the better man, King Igthorn is the better ruler.

It is this sentence that breaks Victor. He begins to rant and rave, to curse you, to accuse you of mind-breaking magic. But, he says in his anger, the Princess and brave Cavin are safe, far from here, gathering allies. They will come back, and then they will free Dunwyn.

You grin, you leave with the young maiden, and then you comfort Scylla that she doesn't have to worry - the madman's, after all, safely in chains.

Results: You know that Calla, the Gummi Bears and Cavin have fled Dunwyn
You don't know where, but they are looking for allies
Stress unchanged

DC 80: 93 + 25 + 10 (Toadie) -15 (Dunwyn Loyalty) = 133

Late at night, you study the old works, the old codes. The laws of the Roman republic, of ancient Greece, even the codex Gregor designed. Sadly, they are of mediocre use, but you gleam the shimmer of greatness. In short, you realize there are three basic rules for doing a good set of laws:
1) The Laws must apply to everyone not the monarch
2) The Laws must be written so they can be easily understood and lacking in loopholes.
3) Points 1) and 2) do not prevent you from writing laws that benefit your own and harm your enemies.

It takes you almost the entire night. But by dawn, as you fall into your bed, there is a small book on your desk:
"The Laws and Customs of Dunwyn, as written by King Igthorn the First of His Name."

For the first time in eons, you dream of justice.

Results: Rudimentary Code of Law established
Absolute monarchy is still in effect
Mostly fair laws founded, if disadvantaging Igthorn's enemies

DC 20/50/80: 47 + 21 + 10 (Toadie) = 78

You commandeer one of the empty castle yards, organizing carpenters, sailors, all manner of artisans. They look skeptical as you tell them your plan and are mopey at work, but they do what you tell them.

Dash, it's good to be King.

Over a week, you construct several wooden drums fed by a moving leather sheet. Alchemic ingredients are poured into a funnel, automatically sorted by size, ground, pulped, and filled into glass bottles. It is less precise than if you do it by hand. There's probably a loss of ten-twenty percent of the production. But considering that three laypersons can produce fifteen bottles a day, unlike fifteen alchemists for three bottles per day? Yes, that is still a massive improvement. Now, if you could automate the collection as well. Hm. Something to think on the privy, perhaps.

Results: Alchemic production line in effect
Gain + 250 Gold for trade in alchemical ingredients with Lady Bane
50 Gold/month upkeep


DC 30/50/70: 40 + 19 + 10 (Toadie) -15 (Dunwyn Loyalty) = 54

On Kriemsday, you try your best to sit regally on your throne, ermine cape around your shoulder, scepter in your hand, and a heavy crown upon your brow. Today is your first day of judgment, and every petitioner can speak to you.

You absolutely need a functioning court system; this entire affair is dreadfully dull. Most of the cases are rote and can be solved with ease. (Your spies help you make the right decision, but you don't plan on telling that to anybody.)

And then comes the last case of the day. Two women appear, both claiming a small child as their own. After wondering for a few seconds, you shake your head before sending Toadie away. Why did he try to hand you your sword?

This enigma takes the rest of the day, but it's well worth it. You talk to the women, send out pages to get you additional witnesses, and even try to speak to the infant. (Sadly, all his answers can be reduced to "Hungry," "Iggy," and crying.)

Still, during the investigation, you manage to identify the real mother and are rewarded by the babe immediately sleeping in her arms.
What is this strange feeling? Ah, yes. Pride at a job well done!

Results: Igthorn Stewardship +1
Dunwyn Loyalty +1
Stress -1

DC ??? = 81 + 15 -15 (Dunwyn Loyalty) = 81


Current status:
Stress: 3/10
Dunwyn Loyalty: 6
Warband Loyalty: 20
City Funds: 8,620
City income: 5,500
  • 1000 Local Tax Revenue
  • 1500 Trade Tax Revenue
  • 1000 Wood harvesting
  • 400 Granite trade
  • 1000 Trade with Lady Bane (Alchemic ingredients) + 10% = 1100
  • 500 Trade with Jean-Claude + 10% = 550
  • Current Upkeep costs: 500 Mercenaries (Igthorn's Own), 500 Sawmills, 250 Trade Caravan Protection Detail, 200 Quarry Upkeep, 50 Alchemic production line upkeep
    • 1,500 Upkeep total
  • Actual Income: 4,000
Why. Why me? I mean, honestly, how the frak does *Igthorn* with his +14 to diplomacy regularly kill diplomacy checks? Even when I put Gregor against him? While the last turn sucked a bit in other news, this one more than made up for it. Another crit, several good rolls, no failed actions. Now that Dunwyn's loyalty is above zero, gains will be more limited - the people don't think you're a lunatic murderer, so you'll have to work hard to overcome the remaining skepticism.
Also, yes, it appears it's all going well right now. But you have openings, you have people working against you, and right now, if you leave for some time, the kingdom will collapse.

I would urgently advise you to change that.
 
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You know what's really funny? If Igthorn had brought these ideas to Gregor and presented them as ways to more effectively govern, instead of conspiring, he probably would have been given a promotion to Lordship and a place as an advisor rather than getting banished. Of course a good amount of what he knows at this point is due to his experiences after being banished in the first place...

Take 10 XP for the mind-boggling update of Igthorn competently ruling Dunwyn... and the odd mental image of Igthorn talking to a toddler without losing his temper. Granted, the kid was probably a better conversationalist than the ogres...
 
honestly i just want to know what type of dragon we have. like this is a Mashup with HTTYD so that plus everything else gives so many oppertunities for something fun. I also want to start focussing more on our medical stuff so prosthetics and things for our non human subjects
 
honestly i just want to know what type of dragon we have. like this is a Mashup with HTTYD so that plus everything else gives so many oppertunities for something fun. I also want to start focussing more on our medical stuff so prosthetics and things for our non human subjects
My money egg wise is Peter's Dragon, Elliot or Elliott? Not sure.

I've got mild knowledge of HTTYD and I can't think of any dragons that could have a green furred eg-

...well. i guess there is one potential dragon that could have that. But I severely doubt we have a Foreverwing egg. Those things are right alongside Screaming Death's and Red Death's (sometimes called Green Deaths) as alpha species that are just a step or two below Bewilderbeast.

I'm going to continue assuming Elliot got killed by The Dreaded One for my own sanity.
 
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