Prince Aladdin Quest (Disney Villains *Almost* Victorious)

Turn 2: Let’s Get to Work (Arendelle Nega-Quest) (Nega-Quest)
Turn 2: Let's Get to Work (Arendelle Nega-Quest)
Nationals
Martial

[ ] Reorganize the city guard
DC 35
Decreases crime, improves state of affairs

[ ] Repair defensive walls
DC 50
Improves outer defenses, all attacks take -5

[ ] Send out a hunting expedition
DC 60
Increases resources, improves state of affairs

Stewardship
[ ] Scavenge the wrecked ships for supplies
DC 50
Increases resources, improves state of affairs

[ ] Search the city for any overlooked supplies
DC 60
Increases resources

[ ] Send out a woodcutting expedition
DC 40
Increases resources, improves state of affairs

[ ] Send out a foraging party
DC 45
Increases resources, improves state of affairs

[ ] Employ a Chief Overseer of Resources
DC 50
Puts someone in charge of resources management and distribution, may unlock another hero, resource consumption decreased by 2

Diplomacy
[ ] Address the people
DC 30/50/70
Calms the fears of the masses, improves state of affairs

Intrigue
[ ] Spy on the masses
DC 60
Allows access to public rumor mill

[ ] Send scouts to survey the area
-[ ] East/North/West/South
DC 30/40/50/60
Increased knowledge about what's around, unlocks actions, may unlock potential heroes and resources

Learning
[ ] Study in the library
DC 40/80/120
Temporary Learning action bonus, possible actions, may unlock something about Anna

[ ] Assemble a team of scholars
DC 55
+15 to all future learning actions, improves state of affairs

[ ] Create a guide on winter survival
DC 45
Eliminates maluses brought on by winter climate, improves state of affairs, unlocks actions

Occult
[ ] Study the storm wall
DC ???
May bring new insight on how to break through the wall

[ ] Study Anna's condition
DC ???
May bring new insight on how to break Anna's curse

[ ] Search for any occult knowledge, items, and/or persons
DC 25/45/65
Adds temporary Occult action bonus, may unlock occult actions, may unlock occult advisor bonus

Personals
Elsa

[ ] Train
Increases occult score, may increase martial score

[ ] Talk with Kristoff and Olaf
Potentially decrease "Sacrificed Sister" malus

[ ] Interact with the people
Decreases "Monster!" malus with every 50 points rolled

[ ] Interact with the advisors
Potentially increase advisor bonus

[ ] Personally look for solutions
May unearth something about the eternal winter or Anna's condition

Kristoff
[ ] Reach out to the trolls
May get new ideas on how to end the winter and Anna's curse, or new insight to what has happened

[ ] Talk with Elsa and Olaf
Potentially decreases "Iced Love" maluses

[ ] Interact with the people
Potentially increases Among the Masses bonus, may uncover some of the rumor mill

[ ] Interact with the nobles
Potentially decrease Among the Masses malus

[ ] Personally look for solutions
May unearth something about the eternal winter or Anna's condition

[ ] A Strong Back
Help Elsa with something
-[ ] Which action?

Olaf
[ ] Research summer
Can gain temporary bonus due to motivation

[ ] Interact with the people
May unlock "Hi, I'm Olaf!" bonuses

[ ] Hang out with your friends
-[ ] Which one?
Adds +10 bonus to all actions taken by specified hero unit

[ ] Help Elsa
-[ ] With what?

[X] Send out a hunting expedition
DC 60
Roll: 1d100+6-10+20; 72 => 88
Success!
Calling for a hunting party was a notion that appealed to many, as the Duke and Hans had simply been content to let Arendelle sit on its ass and be spoon-fed by the castle. Now, they had something to do and keep them occupied, instead of just lamenting on the eternal winter. Surprisingly, it turned out to be very successful! The party brought back several deer and rabbits that had been caught off guard by the sudden snowstorm and had holed up in caves or small burrows to keep warm, making them easy targets. Everyone in Arendelle is very grateful for the increase in foodstuffs, especially how they can be used in warm pies and stews.

Resources increased! 80/200

[X] Employ a Chief Overseer of Resources
DC 50
Assigned hero: Kristoff
Roll: 1d100+21+13-10+20; 36 => 80
Success!
Realizing you couldn't hold out forever and you needed to make what you had last, you realized the best way to do it was to ration everything fairly. However, your previous experiences with your advisors made you hesitant to trust them with such a task. So, you turned to Kristoff to see if he could find somebody worthy of the job. To your surprise, he actually sent a messenger up north for what he said was an "ideal candidate." When the messenger came back, it was with a large man and his family. Despite the man's strange demeanor, you set him up with everything he needed and explained the job that was required. To everyone's surprise, Wandering Oaken was actually perfect for the job at hand, due to him running a trading post and already knowing how to organize resources and prioritize certain stocks. Kristoff couldn't stop smugly grinning whenever an advisor sent him a dirty look for a straight week.

Hero Unit obtained: Wandering Oaken!
Resource consumption decreased by 5!

Martial: 15 (While Oaken is a generally calm and reasonable man, he is still very big and very strong. If pushed, he can easily get physical.)

Stewardship: 25 (Oaken manages a well-off trading post and sauna. He also knows how to drive a hard bargain and is very shrewd.)

Diplomacy: 19 (Oaken is very friendly and cheerful. This tends to get people to trust him a little more easily.)

Intrigue: 6 (Oaken is an honest businessman. Plus, not much is inconspicuous about a large German man with bright red hair.)

Learning: 14 (Oaken knows math, as well as few languages. However, he is still a commoner.)

Occult: 3 (Oaken heard some stories and rumors during his time, but he never paid much attention until now.)

Traits:
"Yoo-hoo!": Oaken is generally seen as a friendly and innocent face. This allows him a bit of an advantage when talking to people. +10 to initial Diplomacy rolls, +15 if Oaken's trying to sell the person something, and +5 Intrigue whenever he's in a conversation, unless the other party is trying to analyze him.

"Oh, no good": While Oaken is friendly and agreeable, he's also very shrewd. Any character who wants to get him to talk down his prices needs to pass a Diplomacy check of 75 or an Intrigue check of 55.

"What Did You Call Me?": While Oaken is extremely patient, even he has his limits. When angered, Oaken has a -10 to Diplomacy checks and has a +10 to Martial.

"Foreign Trading Post": Due to his location, Oaken has met with a few foreign visitors. It helps that he's foreign to Arendelle himself. No rolls needed for understanding German. If someone is speaking in a foreign tongue, roll a d3. Upon rolling a 3, Oaken is able to understand the speaker. Otherwise, he's completely clueless.

"Businessman": Although Oaken has agreed to help you out, he still has his own business to run. Any turn he spends on a national action, he must spend the next turn managing his post.

[X] Address the people
DC 30/50/70
Assigned hero: Olaf
Roll: 1d100+13+21+10-10+20; 95 => 149
Critical Success!
"So… what exactly am I looking at?" Elsa asked.

Olaf looked up at her and smiled. "Well, everyone needed some reassurances about what's going to happen, what with the winter continuing and the government getting a major revamp. So, I decided to not only tell them what the plan was, but also take their minds off the dismalness by reminding them about what winter could bring! I think it worked out alright."

"Alright" is putting it mildly. The courtyard has turned into an impromptu winter wonderland, complete with snowmen, sculptures, forts, and several snowballs, with some isolated ice rinks here and there. There's not a single frown amongst the people as the children run around and laugh, their parents either partaking in the fun or simply watching fondly with gentle looks. It's a scene Elsa hasn't seen since before the winter.

…Come to think of it, she hasn't seen a scene like this since before the accident. Control of her powers were a lot simpler then. Maybe it would be a good idea to make these little festivities a more common occurrence? She'd get training and the people would get to take their minds off the cold…

She caught some of the suspicious and worried looks she was getting from the adults. Yeah, probably best if she started pitching in with Olaf's efforts.

Public reassured! Olaf has been seen as a trustworthy and innocent figure by the masses! His Diplomacy bonuses now apply in Arendelle.
Elsa has an idea for training and PR! +10 to all future "Interact with the People" rolls, plus a chance to activate "Let it Go"!

[X] Spy on the masses
DC 60
Roll 1d100+11; 67 => 78
Success!
Thanks to all the chaos and destruction that took place during the riots, it was pretty easy to slot in spies around the kingdom. All that was needed was a bit of coin and a promise of just a light slap on the wrist to some of the rioters and they were willing to talk about anything they heard in town. Of course, you had to set up a system in order to fact-check these informants just to be sure nobody tried anything, but all-in-all, you have a decent understanding of what goes on in Arendelle.

Underground network established! Access to the rumor mill enabled!

[X] Create a guide on winter survival
DC 45
Roll: 1d100+18+15-10+20; 70 => 113
MASSIVE CRITICAL SUCCESS!!
You stand open mouthed as Kristoff and the other men roll in. They're dressed in similar furs to the ice merchant and lead a whole host of sleds, packed with supplies and fresh lumber for the kingdom, all led by a whole herd of reindeer. Everyone is busy unloading and getting everything set up in an efficient and organized manner. It's almost like an army just rolled in!

Kristoff smiles at her. "I heard you were compiling a guide on how to get through the winter season. So, I thought I would bring back some experts." He gestures to the crowd. "Meet my coworkers from the North Mountain. They'll be happy to teach the people some tips on how to survive the harsh winter. Plus, whatever happened to the blizzard has cut off a lot of them from their homes. So, pay is simple; just offer them some decent shelter and we should be alright. Plus, we brought all these extra supplies from some of our emergency depots. There should be enough for all of us and then some."

You shake your head as you let out a relieved laugh. "Kristoff, you have outdone yourself. They're more than welcome in the palace until we can build something more permanent."

"That would be most appreciated, Your Highness," says a female, walking up to them. Taking off her hat, she reveals a head of long, braided, brown hair, a strong chin, and kind, blue eyes. "I'm Maja, and I'm as good as these louts can get to a leader. Anything you need from us, I'll make sure it gets done." She offers her hand. "Your people up for some harsh lessons on winter?"

You chuckle and shake the offered hand. "After what this kingdom's been through? I think we're ready for anything. Welcome to Arendelle."

The Ice Merchants have joined Arendelle! Resources and supply cap boosted! 110/250

Maja unlocked as a hero unit!


Martial: 9 (Maja can hold her own for a bit in a scrap should the need arise, but it's not something she's trained for.)

Stewardship: 18 (Maja is as close to a leader as the Ice Merchants have. She runs most of the financials and paperwork involved with ice delivery.)

Diplomacy: 16 (Maja has a pretty face, and she knows it. She also knows how to use it to her advantage. However, her rough style of speech is sometimes off putting.)

Intrigue: 13 (A life on the ice has given Maja light feet, but she's no ninja.)

Learning: 12 (Maja has had a bit more learning than most due to her increased responsibilities, but she's not extremely learned.)

Occult: 5 (Practical as she is, Maja never really paid attention to the fantastic stories of the older merchants. However, with everything that's happened, she's a bit more open-minded. Helps that her new patron is a practitioner.)

Traits:
"Winter Specialist": Maja has been harvesting and selling ice her whole life. This trade has allowed her in-depth knowledge about survival, the nature of ice and snow, and how the wild works. +20 to all rolls concerning survival in winter climates, +15 to any Learning rolls about other outdoor survival, +10 to all other rolls concerning the outdoors.

"Local Outdoors(wo)man": Maja has been all over the area selling ice, since it doesn't travel well. As such, she has extensive knowledge of the terrain and pathways to places. +10 to any rolls concerning traveling to another place in Northern Europe.

"Among the Higher Masses": As a well-off merchant, Maja is easy to trust and mostly unassuming to everyday people, yet is still able to hold some clout with the upper classes. +5 to Diplomacy rolls involved with communicating with common folk, but -5 malus when communicating with those of a... higher society.

"What was that accent?"-Maja is a smooth talker… so long as her rough speech pattern doesn't trip her up. When making a Diplomacy check, roll a d2. Upon a 1, she gains a -5 malus due to her rough speech. Otherwise, nothing happens.

Ancillary: "Ice Merchants"-Maja is about as close as you can get to the leader of the Ice Merchants. Which means, she can whip them into shape about doing a task. Whenever Maja is assigned to an action that is made easier with group work (ex. building or exploring, not paperwork), she gains a +15 bonus due to having the guys help her out.

"Winter Instructor"-Elsa has appointed Maja in charge of teaching the people of Arendelle how to survive the winter. So far, progress is acceptable, but Maja is determined to make it better. Maja can spend a personal action holding extra lessons for winter survival. Over time, the rolls made on this action build up and can increase Arendellian competency in a frigid climate.

Trait for Arendelle unlocked!
"Break the Frozen Heart"- tested by the Ice Merchants and hardened by the Everlasting Winter, Arendellians now are able to withstand even the harshest of colds! All residents gain a +5 to all rolls while in this terrain. (This can be increased.)

[X] Search for any occult knowledge, items, and/or persons
DC 25/45/65
Roll: 1d100+22+15-10+10; 22 => 59
Two degrees of success!
Asking around town and searching through the castle turned little over in the way of any magical artifacts. However, you did manage to find some notes on nature magic taken by a scribe that traveled to Northuldra with your grandfather on multiple occasions in the archives. You also found an old horn with ancient carvings on it. You have no idea what it is, but it seems to vibrate whenever you touch it, so it must be important somehow.

Magical notes found! Whoever has them has a +5 to all Learning and Occult checks while in Northuldra.
Old horn found! You… think it's useful?

Elsa:
[X] Talk with Kristoff and Olaf
Roll: 1d100; 5
With all that was going on, the two of you never had time to talk informally. When you could talk, you were in social situations, and that required you to be prim and proper, something that may have put Kristoff off a bit… you should probably try to fix that.

Kristoff: Warning 1!

(Warnings are your instincts saying that you are making your hero units uncomfortable. Once you reach three warnings and do nothing about them, their loyalty begins to drop until you address the problem.)

[X] Interact with the people
Roll: 1d100+15-10; 26 => 31
Despite Olaf's success, the people are obviously still angry at you for everything. Your busy schedule prevented you from interacting with them as much as you would like, so things are still a bit... frosty. However, they can tell you're trying.

Status: 31/250

State of Affairs: 37+5+5+15+10=71 (Edgy)

A/N: Hello, motivation and plot bunnies! Why don't you stop and stay a while? For once?

In all seriousness, sorry this took so long to write. I'm coming to realize that I have a bad habit of dropping things at inopportune times. Still, though, this is what Elsa was going through back in turn two! Things are starting to look up, eh?
 
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The Tarnished Abroad (Canon)
The Tarnished Abroad



Martial: 5+1 (6) (He's a 15-year-old boy, and small for his age. Varian possesses a wiry strength, but isn't much of a fighter.)

Stewardship: 18 (Here is a lad who, in another timeline, single-handedly supplied himself with the resources to build an army of automata. Even now, he's been able to provide for himself while living a life on the run.)

Diplomacy: 8+1 (9) (Varian is friendly enough, but possesses no training as a diplomat and has a poor track record of getting people to listen to him.)

Intrigue: 14 (Varian's intelligence makes him quite adept at making plans, but he lacks experience when it comes to practical fieldwork - although being on the run for months has instilled survival skills the hard way.)

Learning: 25 (Varian is brilliant, a once-in-a-generation genius who is a master of both engineering and alchemy, and quite capable of learning just about anything to which he puts his mind.)

Occult: 14 (Varian both believes in and knows quite a bit about magic, although he prefers to deal with things from a scientific viewpoint.)

Traits:

"Gemini Expert" - Varian is a master of two wildly different forms of science, and gains +25 Learning when studying or working on tasks related to alchemy and mechanical engineering.

"On The Run" - Varian is being pursued by two different Kings, albeit for different reasons. Grimhilde wants his alchemy expertise; Frollo wants his head. Should he be discovered by supporters of either ruler who know of him, they will attempt to capture or kill him as the situation demands.

"Non-Practicing Occultist" - Varian couldn't cast a spell to save his life, but is well-versed in magical issues as a side-effect of his studies in alchemy. He gains +10 to his Occult rolls when studying it from an academic perspective.

"Aboard the Nautilus" - Varian has been granted refuge aboard the Nautilus, a submarine captained by the mysterious man known only as Nemo. Varian gains +5 to all rolls aboard the submarine, and has no plans on leaving unless another benefactor can guarantee assistance with his problems. (Varian has left the Nautilus; he has lost this trait unless and until he rejoins the crew.)

"Priority: Father" - Varian's father is trapped in amber, a result of an alchemical mishap at his shop back in the Mirror Kingdoms. Freeing him and being reunited is Varian's greatest goal in life, and he will do anything to realize that dream. Varian gains +10 to all rolls geared towards freeing his father; conversely, on any given turn, roll 1d3. On a 1, Varian can only take tasks related to that goal.

"Ancillary: Ruddiger" - Ruddiger is Varian's pet raccoon, and grants Varian +10 Intrigue and +5 Stewardship.

"Ancillary: Personal Toolkit" - Varian brings his tools with him wherever he goes in a pack upon his back, and gains +5 Learning and Stewardship as a result of their utility.

Arrival in Maldonia: Diplomacy check (scale for intensity): 1d100+9+10+15 (Sinbad introduction): 125! Critical success! Prince Naveen is there to meet them at the docks!

Access to the palace archives (DC reduced due to crit): DC 80+10 (pirate acquaintance)-50 (Naveen and Sinbad are buds): 1d100+9+10+15: 40! Bare success! Skeptical, but lets them in.

Research roll: 1d100+25+10+20 (high-quality archives): 76! 4/6 tiers of success! Records found of the last outbreak of the black rocks, Varian learns of The Dark Kingdom.

Naveen interrupt! Diplomacy contest:
Naveen: 1d100+25: 49!
Varian: 1d100+9: 16!

Naveen gets Varian to talk about his past and what brings him to Maldonia!
"Let me introduce you to my wife. She makes a divine gumbo."
"What's…gumbo?"
"Ah, my little friend, are you in for a treat!"

Introduces Varian to Tiana!
Gumbo! 1d100+15+10+25: 130!
Varian appreciation: Auto-success, he's having a religious experience.

Archives reroll: 1d100+25+10+20+15 (gumbo): 170! Intensity: 25! Total: 195!

Not only does Varian find a new alchemy book, he learns of Atlantis and their crystal-based technology! Varian gains +2 Learning, trait: "Researcher" - +10 to Learning rolls when in an archive!"!

How does Varian repay his hosts? The only way he knows how - Engineering and Alchemy!

Varian Stewardship check (intensity): 1d100+18+5+5: 120! Critical success!
Varian Learning check (intensity): 1d100+25+25+5: 80! 4 degrees of success!
He gifts the Royal Family with a fully-functional hot running water system and a supply of (and plans for) flash-bangs!

Now, to get to Atlantis…

Varian muttered to himself as he strode down the aisle of yet another stack of books in the Maldonian Royal Library. He had arrived in the kingdom about two weeks before, and almost all of his time had been spent ensconced in the library as he did research on his father's condition. His current focus was on the black stone that had caused the reaction that had ultimately trapped his father in amber, but so far his research had been - well, not futile, but not exactly fruitful either.

The problem was first finding a section in the library that actually dealt with alchemical rumors and the various legends of his homeland Corona, but that was far easier said than done. Corona, while not a hermit kingdom, hadn't gone out of its way to make its traditions known to its neighbors, and it had taken him three days before he even found a book on Corona, period, let alone the country's various legends.

As his fingers traced down yet another page, Varian's thoughts drifted back to when he had first met his hosts, the reason he had been given free access to the library in the first place…

~~~

The first time Varian stepped foot on dry land in almost a year, and he almost face-planted on the dock. He tried not to let Sinbad's raucous laughter get to him too much, and almost succeeded.

"Land wobbles getting to you?" Kale's massive hand was a welcomed assist as Varian clambered back to his feet.

"Just…just a little," Varian replied, not wanting to show more weakness than he needed to in front of all and sundry at the dock.

"Happens to the best of us, lad," Luca said as he trotted past Varian, a bag over his shoulder. "Kale, I'm off to the usual. Meet you there later."

"The usual?" Varian focused on getting his trembling legs under control. Who knew that living with Captain Nemo for months on end would mess with his sense of balance like that?

"A hostel near the docks, it offers special rates for sailors," Kale replied. "You won't be staying there, if my guess is correct though."

"Then where-"

"SINBAD! MY FRIEND! Oh, it is so good to see you again!" The loud voice of a man rang through the air, and Varian's head whipped around to see a tall, handsome man with curly black hair and a chiseled face striding down the quay towards the Chimera. Sinbad, for his part, snatched a rope from the rigging and swung down to the quay, hitting it at a run.

Varian's eyes widened as he saw what looked like bodyguards behind the newcomer. He poked Kale and gestured towards them. "Uh, Kale? Will that be a problem?"

The giant smiled. "Nope! The Prince and the captain get along pretty well, as it turns out."

"Ah, ok. Wait - prince?"

The two men embraced, and the newly-identified Prince slapped Sinbad on the back. "Welcome back to Maldonia! What brings you here on such short notice? You barely left three weeks ago!"

Sinbad gestured over his shoulder with a thumb. "Had to make a passenger pick-up for Nemo. Green Bean over there wanted to visit your library."

"Green Bean?" Varian mouthed, looking down at the tailored blue uniform he had been given by Nemo after his first month on the Nautilus.

Ignoring Varian's confusion, Sinbad continued talking to the newcomer. "Anyway, enough about him. How's the lovely wife coming along?"

"Marvelously!" the Prince said with cheer. "I expect a new addition to the royal family any day now!" His grin turned upside down. "I must say, what on earth happened to your beard, Sinbad?"

Varian and Sinbad sported mutually flushed faces, although Sinbad's was from irritation and Varian's from embarrassment. "Again. Green Bean. Long story."

The grin returned. "I shall have to hear all about it!" Stepping past Sinbad, he took Varian's hand in his strong grip and shook it vigorously. "I am Crown Prince Naveen. Let me be the first to welcome you to the lovely land of Maldonia!"

Varian grinned nervously. "A…heh heh…Thank you, Prince Naveen! My name is Varian, it's a pleasure to be here!"

"And a pleasure to have you! Any friend of Sinbad is a friend of mine. You are an associate of Nemo, then?"

Releasing the Prince's hand, Varian's chuckle was a sheepish sound as his left hand came up to rub the back of his head. "You could say that, I suppose. He fished me out of the ocean after sinking one of Frollo's ships - I was a stowaway on it. Trying to come here, and-" He stopped, afraid he had said too much as the smile faded somewhat on Prince Naveen's face.

"You were fleeing Frollo." It wasn't a question.

"Um…yeah? He found out I could do alchemy, and tried to burn me as a witch, or something like that?"

The smile returned, full-force. "Anyone fleeing that madman is welcome in Maldonia. 'Pope Immortalus', such arrogance! And you are an alchemist? Seeking to make use of the Royal Library, then?"

Remembering Nemo's advice on the matter, Varian straightened. "Yes. Yes, I am. And I'm a skilled alchemist and engineer, sir, I promise I can pay you back in kind." Varian carefully made no mention of the small fortune an insistent Nemo had forced into his hands before he had left the Nautilus. 'Plunder from a shipwreck in the Seychelles', according to the man.

"That seems like a fair trade. I'll let you know what sort of help we could use around the palace. In the meantime, please feel free to stay in one of the guest chambers in the palace. Lord knows the place could use a little more life in it, and my lovely bride Tiana will be more than happy to have a friendly face around!"

Varian blinked. "But I haven't even met her…"

The grin returned, dazzling Varian. "I was referring to your raccoon! I've not seen one of them since I was in the Americas, and they are adorable!"

Varian turned his head to regard Ruddiger, who was peeking over his shoulder from his perch on Varian's backpack. "Uh…Ruddiger?"

"Who's a cute little bandito? You are! Yes you are!" Ruddiger preened at the praise and chittered back.

Prince Naveen's eyes widened. "I shall take the compliment in the spirit it was intended, but I assure you there is not a hint of green in my complexion. I checked just this morning."

Ruddiger chittered again. Varian's eyes tracked between the raccoon and the increasingly strange Maldonian prince. "Are you…talking to my raccoon?" As if to reassure him, Ruddiger scritched the top of Varian's head.

Naveen winked. "A little trick I picked up in New Orleans, don't worry about it. Now, off to the library!" He waved at Sinbad, who had been watching the exchange. "I will see you later this evening, my friend!"

"Looking forward to it!" the pirate laughed. "Do me a favor and bring me a bowl of that divine stew the Princess makes, will you?"

"I shall bring a pot, and you can share it with your crew!" There was a cheer at the sound of that.

"Is it really that good?" Varian asked Sinbad.

"Yes. It's really that good."

~~~

The week following that exchange had been fairly productive. After the initial meeting, Naveen had largely left Varian to his own devices, although he had made sure to check in on the boy at least once a day. He had even been of some help to Varian's research, helping to point him in the direction of the Corona section of the Royal Library and shaving days off of his search.

Now, as he bent over a half-dozen books on his home kingdom, his mind returned to his homeland. Its plight, and that of his father.

"I promise, Dad," he whispered. "I'll make you proud." A hand reached out to get a piece of bread slathered with butter, a gift from the palace table, but only caught air. "Ruddiger…" Varian groaned as he looked at the empty plate. "I really wish you'd stop stealing my food." He sighed, bringing the hand back to turn the page.

Then he froze. A memory from the past flickered to the surface.

A hand. His father's hand. And upon it, a symbol.

Just like the symbol on the cover of the book next to Varian's own hand.

"I wonder…" he muttered to himself, closing the book he had been reading and picking up the next one.

He never noticed the drawing of a flower on the page he had just been about to read.

~~~

Varian blinked as he felt someone shake his shoulder. "Ugh, five more minutes Dad…" he mumbled.

"Ha! Not yet, my Coronan friend!" Varian shot upright as the exotic accent of Prince Naveen greeted his ears. "Not for another month and a half at least!"

"Ah! Your Majesty!" Varian groaned internally as he wiped his face and felt drool. Of all the times to drop off-

"Found something interesting to read, I take it? The staff have seen neither hide nor hair of you for over a day!" Prince Naveen sat down in the chair next to that of Varian.

Varian's eyes glanced down to the book that he had apparently fallen asleep reading. "Yeah, you could say that." He paused to drink from the cup of water sitting a bit above the top of the book. "I don't suppose you've ever heard of The Dark Kingdom?"

"Sounds ominous, but no, I have not. Why do you ask?"

Spinning the book around so that it faced the Prince, Varian's finger slammed down onto the page. Naveen's eyes nearly crossed as they followed the appendage. "Because it might mean I can save my dad!!!"

A moment passed, then Varian's face paled as he realized he had just yelled at a noble. But unlike the nobles Varian had seen across the Mirror Kingdoms and France, Naveen didn't seem offended. Instead, his eyes had turned piercing, and his expression compassionate.

"Varian," and now his voice was gentle, a far cry from his usual cocky nature, "what happened to your father?"

Varian swallowed, but in for a penny, in for a pound. "He's trapped. Stuck in amber. It was all my fault, I shouldn't have messed with the black rocks! Now he's cursed, and I've been searching for a way to free him for over a year." He could feel the tears welling, but forced them back ruthlessly. He wasn't going to cry, not now.

"Hmm." Naveen was pensive. "I know a thing or two about curses." Then the grin returned. "Say, when was the last time you ate?"

The alchemist blinked. "Sometime yesterday, I think? Ruddiger brought me some roasted fish that he-" he stopped half-way, not wanting to admit that his raccoon was stealing food from the kitchens.

Naveen patted Varian on the shoulder. "Don't worry, we had a talk and I gave him permission to get snacks for you and himself."

"Wait, a talk?"

Naveen chuckled. "Nevermind that. I think it's time you met my wife Tiana."

~~~

Meeting the Crown Princess of Maldonia was an experience. For starters, she wasn't like anything Varian had expected. Massively pregnant, she was nonetheless a bright, vibrant, and powerful force in the kitchen. The calluses on her hands indicated that she was no stranger to hard work, and the divine odor arising from the massive kettle she was working over revealed the core of her skill.

She had almost crushed him in a hug when Varian had first come in, cementing his impression that this was a woman who, while not someone raised as a noble, was nevertheless one of those people who drew others to her thanks to natural leadership skills. Frankly, she was more noble of spirit than many nobles he had the displeasure of meeting.

"So you're from Corona?" Tiana asked as she eyed the kettle of soup. "Naveen's told me so much about you! You really made an impression on him."

"Stop it, you're making me blush!" Naveen said, the gentle teasing in his voice making it clear that he wasn't serious.

She gently swatted his shoulder. "Hush you. Lord knows that ego of yours can use deflating more often than not."

He dramatically grasped at his heart. "Ah, you wound me! And from my own beloved wife, no less!"

Tiana kissed him on the cheek. "You'll live." Apparently content with the smell coming from the brass kettle, she settled down heavily on a cushioned chair, taking care of her stomach. "Anyway, I believe I was asking you something…ah, that's right! Corona!"

"Uh, yes? Yes, I'm from Corona. It's part of the Mirror Kingdoms now."

Tiana tsk'd. "I've had the displeasure of meeting Queen Grimhilde. An acquired taste, to be sure." Her expression softened. "Is she why you had to leave?"

Varian looked at the hands folded in his lap. "Yes. She found out I was an alchemist, and tried to force me into her service. I fled to France, but Frollo thought I was a witch and was going to have me burned. So then I snuck onto a ship that was coming here, but Nemo sank it and pulled me from the water. Once he heard my story, he offered me a job, and I stayed with him for eight months. Then about a month ago, I asked for him to bring me here."

Naveen shook his head. "And since Nemo refuses to walk on land, he asked Sinbad to deliver you here?" Varian nodded. "A difficult tale. Now, tell us about your father. I think you said something earlier about a 'curse'?"

At the word 'curse', Tiana's head shot up, a glimmer of fear in her eyes. At her questioning gaze, Naveen shook his head, an entire conversation passing without a word being said. "Well, that's my interest piqued. Please, tell us what happened."

Nothing ventured, nothing gained, and his honesty had served him well thus far. So he told them the entire story - about the black rocks, his alchemy experiments, the unexpected reaction that had seen his father Quirin save Varian at the expense of his freedom. How he had traveled to the capital for help, only to be met by the forces of Queen Grimhilde. Her reaction once she learned he was an alchemist, and his flight back to his home, only to find his father's body encased in that magical amber.

By the end of his tale, ending with his adventures aboard the Nautilus, both Tiana and Naveen were visibly moved. Tiana in particular seemed about to well up with tears - the story of how he had lost his father had hit her especially hard. Standing up, she took the five steps separating her from Varian and drew him into a warm hug. "You poor, poor thing. You really love your daddy, don't you?"

At this point, Varian realized that the tears that had threatened during the library had made their reappearance. Tiana didn't seem to mind that he was wetting the shoulder of her dress with his tears. He returned the hug desperately.

Naveen's hand rested on Varian's back, and for a few moments there was only the sound of a shared grief. Once the two had gotten their tears under control, the hug broke, and Varian gave Tiana a wet smile. "Thanks." A thought occurred to him. "You…you lost your dad, didn't you?"

Tiana nodded, returning his smile with one of her own. "He died a hero. Saved his commanding officer during a war. Sounds like we have something in common - daddies who save others without thinking of the cost to themselves."

"Huh. I suppose we do."

Naveen clapped Varian once more on the back, then returned to his chair. "Thank you for sharing your story. I promise that if there is anything we can do to help you save your father, you only have to ask."

Varian gulped. "But why me? I'm just a commoner, and…you're the prince and princess. Why are you going out of your way to help me?"

The two exchanged a glance; at their mutual nod, Naveen began telling Varian their own story. The tale of a Princess and a Frog.

~~~

"YOU WERE FROGS?!?"

~~~

Once Varian had wrapped his mind around the concept of baleful polymorphism - something that was easier for him than it would have a year prior after meeting Davy Jones and his crew - the three settled down to a meal, the stew having finally finished cooking.

It was the most delicious thing Varian had ever eaten, and it was only partly because of the superlative skills of the chef.

With a warmth that suffused his entire body, and a heart that felt like it was finally starting to heal, Varian returned to his studies. The meeting with Tiana and Naveen seemed to have given him a second wind, he blazed through the books at his disposal. While the book on the Dark Kingdom and the story of the Moonstone gave him some ideas as to how to fix the curse upon his father, a stray comment from Naveen had inspired him to search in another direction.

And after three days of searching, Varian found what he had been looking for. In the legend of-

~~~

"Atlantis?" Naveen sounded skeptical.

"Yes!" Varian was more hopeful than he'd been in over a year. "According to the book I found, they work with crystals! I think they might have an idea about how to fix my dad's problem!" He grinned. "And thanks to Nemo, I know it's a real place! I wonder if he could bring me there?"

Naveen shrugged. "I'm no scholar, but if you think it's possible, I'll take your word for it. Just know you're welcome to stay here as long as it takes to find a way there."

"Don't worry, I'll earn my keep." Varian glanced down at his toolkit. "I think I heard Tiana say something about the plumbing in her kitchen needing a good overhaul?"

Results:

Varian has found evidence of The Dark Kingdom! He has also found a book on alchemy and learned about Atlantis! New objective: reach Atlantis! New personal action: read the alchemy book!

Due to his incredible success in the archives, Varian has gained +2 Learning! Varian has gained a trait: Researcher - +10 to Learning when he has access to an archive!

Varian has met Prince Naveen and Princess Tiana! They got along splendidly! Also, Tiana has a new fan and convert to the wonders of Cajun gumbo!

In gratitude for their assistance, Varian gave Naveen and Tiana a supply of and plans for alchemical flash-bang grenades, overhauled the palace's plumbing, and tuned up the boiler! Tiana's Royal Kitchen bonus has increased by +5!
 
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The rolls this turn looked really good. Thank Heavens we nailed the diplomacy and intrigue extra actions.

That leaves martial, stewardship, and occult left to do. Might be tricky but we need to keep at it.
 
Metatron CYOA: part 1 damage control (Non-Canon)
A/n: first omake I've ever written so please keep in mind

Metatron CYOA: part 1 damage control

You are Metatron scribe of heaven and unofficial PR expert/translator for the almighty and you are not having a good time at all. Some idiot has decided to slap together a dozen timelines with no regard for finesse or collateral damage. To make matters worse whoever did this was so hamfisted that your boss and most of the seraphim excluding yourself are now hard at work making sure space time doesn't collapse on itself or reality isn't torn asunder and to make matters worse rasputin is trying to summon legions of demons which some your remaining seraphim are hrd at work making sure he can't summon enough to crush the world in sheer numbers. Then your remaining angels had to deal with chernabog and keep him asleep. despite all this you still have a few cards left to play though due to the catastrophe you can't come down to earth their pretty limited and in indirect. You currently have two major options though you can only choose 1 and three minor options of 7. You can either awaken the golems or convene a council of sane or semi sane deities.

Option 1: awaken the golems-long ago HE created the golems as protectors however they had beserker tendencies so they were given restrictions like only being activated if the had the word elmeth on them. However as a seraphim and the scribe of heaven you can do a compete rectivation order to all of them.Pros- a large army of golems raised to fight the forces of evil, massive debuff inflicted on enemies in eastern europe and the fae,medium debuffs inflicted on European enemies like the witch and horned king.Massive buff for abawa and a medium buff for arendelle though it might take a while for the golems to arrive. Cons- it will take most of your attention and you won't be able to assemble a conclave you can however do a conclave next turn.

Option 2: conclave of the sane- Over the years you've been able to have a few cordial friendships with he few mythological beings who aren't megalomaniacs and are relatively sane.Pros- new eyes and ears to help figure out whats going on and what's happening plus possible solutions to the problems that are currently afflicting the world. Cons - it'll take a while to find everyone and unlike golems it won't start immediately.




Curses-your one of HIS servants so you know plenty of ways to subtly weaken an enemy here are the ones available of which you can choose three to cast on any villainous target.

Curse of greed- pretty straightforward who ever gets hit by this will get extremely avaricious and have a desire for material riches. Pro's their more focused on sating their avarice than acting competent and they'll get tunnel vision involving everything else. Cons- if its casted it might end up with the enemy getting resources that might actuality strengthen it or become more aggressive than usual.

Curse of wrath- make your enemy a vindictive wreck obsessed with getting even over any real and perceived slight. Pros- enemy will be more willing wasting resources in petty feuds or cause infighting among their power structure and they will have a massive penalty towards intrigue.Cons - it also may unite an enemy that is fractured into attacking a benevolent power.

Curse of lust- NOT THAT KIND OF CURSE jeez get your mind out of the gutter this curse causes an obsession with the gaining of someone or something random even if it isn't worth the resources required. Pros- very useful if you want to bleed an enemy dry and even if they acquire it they will put all their resources towards protecting it over the detriment of others.Cons it also might give the one affected a previously lost clarity so don't cast it on insane geniuses.

Curse of envy- makes the enemy act like skaven ie they all think their better and more competent than their superiors and will try and kill them.Pros- makes a chain of command impossible and they won't be able to unify. Cons- if the leader is incompetent than the new one will be pretty competent.

Curse of sloth-makes the enemy lazy and sedentary. Pros- makes them unlikely to start a fight or fix anything. Cons-makes them easy prey to enemy powers.

Curse of gluttony- makes the enemy gluttonous and wasteful. Pros- say goodbye to your enemies stewardship skills and they will burn through their resources like crazy.Cons-- afterwards their land will take a while to repair.

Curse of pride- makes the enemy prideful and arrogant. Pros- makes the enemy arrogant and less likely to ally or do anything rational. Cons- makes the enemy actually have unity and less likely to fracture.
 
Doofensmirtz almost victorious. (Non-Canon)
Tried to come up with how a Phineas and Ferb area in this quest would look like, since they are a Disney franchise too, unfortunately while I managed to come up with a way coulf fit into the quest, I find myself unable to come up with a plot to go with it.

This is really not the type of omakes I typically write, I typically write single person omakes, but I wanted to at least try my hand at this.

Doofensmirtz almost victorious.

In the city of Danville, the interdimensional tyrant Doctor Doofenshmirtz now rule with his army of Normbots, but his reign is not yet total, the upheaval caused the Otherdimensionator to shut off, cutting him off from his own Danville where he reigned supreme, the battle against the creations of Phineas and Ferb cost the tyrant much of his army, and parts of OWCA, Phineas, Ferb and the local Doctor Doofenshmirtz managed to escape after the battle for Danville and have set out into the world, looking for the means to cast the Tyrant from his throne.

The people of Danville don't accept their new ruler easily either, the Normbots are forced to keep up a constant presence to prevent riots, and with the limited amount of Normbots available to the Tyrant, subtle resistance often go undiscovered.
 
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Doof accidentally killing Perry is the other questside of DVV, Gridlocked. As a general rule anything post-World Wars goes in Gridlocked.
 
I don't even know what Gridlocked is.
To quote the aforementioned other Quest:
What is Disney Villains Victorious?

This quest will be based on a campaign setting (DVV: Gridlocked) where all your favorite Disney villains won and rule the world! Only this isn't a fairy tale- it's the Gridlocked expansion, which means a near-future United States torn apart by the sinister Syndrome, the diabolical Judge Doom… and… I've got no alliteration for Xanatos. Look, it's like Shadowrun with Disney characters. Okay? Okay.
The vanilla setting covers the 'historical' stuff, Gridlocked the 'modern' stuff, and Space covers space.
 
Metatron CYOA: part 1 damage control
Okay man, I'mma be blunt here. You're making up setting details whole cloth, you're also completely wrong on some of those details, and frankly the fixation you have with Abrahamic religion being made more overt in the quest is offputting. On top of that there's a lot of grammar issues and a few spelling mistakes too. I'd advise using the grammar-check feature on Word and doing some fact-checking on the setting. Because Chernabog isn't asleep, he's the whole reason this happened.

That said, it was still something you put effort into, so you get 3 XP.
Doofensmirtz almost victorious.
As Grue has pointed out, that's basically the thing in Doofquest. As for Gridlocked, it's where the more modern Disney properties are collected together. Ducktales, Gravity Falls, Tale Spin, Gargoyles, American Dragon, etc. Basically anything that touches close to present-day. What I'm working with is known as "Classic" and the tech level pretty much halts dead at the Atlantis movie.

2 XP for trying something new at least.
 
Okay man, I'mma be blunt here. You're making up setting details whole cloth, you're also completely wrong on some of those details, and frankly the fixation you have with Abrahamic religion being made more overt in the quest is offputting. On top of that there's a lot of grammar issues and a few spelling mistakes too. I'd advise using the grammar-check feature on Word and doing some fact-checking on the setting. Because Chernabog isn't asleep, he's the whole reason this happened.

That said, it was still something you put effort into, so you get 3 XP.

As Grue has pointed out, that's basically the thing in Doofquest. As for Gridlocked, it's where the more modern Disney properties are collected together. Ducktales, Gravity Falls, Tale Spin, Gargoyles, American Dragon, etc. Basically anything that touches close to present-day. What I'm working with is known as "Classic" and the tech level pretty much halts dead at the Atlantis movie.

2 XP for trying something new at least.
OK I won't do it anymore and I'll try something different
 
So basically she have no respect for another soventhy and do what the fuck she wants.
That's kinda fitting for her.

What?

That's just where she is. Groups can be in the same place at the same time. Just in different areas. She is in charge of the magical stuff that's getting attacked by the others, the others are in charge of the normal stuff and getting attacked by her.
 
What?

That's just where she is. Groups can be in the same place at the same time. Just in different areas. She is in charge of the magical stuff that's getting attacked by the others, the others are in charge of the normal stuff and getting attacked by her.
Basically CK2 format works by setting kings out on territory, overlaping is not common.
As for why Jwolfe answered it.

She's a high-ranking Fae. Why the ever-loving **** should she care about the silly little, constantly-shifting lines mortals make on maps to try and say who owns what lands?
 
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She's a high-ranking Fae. Why the ever-loving **** should she care about the silly little, constantly-shifting lines mortals make on maps to try and say who owns what lands?
Probably here reaction to the catastrophe was oh that's quaint some of the mortals know magic and a few of them have some adorable looking metal tubes that can't possibly hit anything.
 
Probably here reaction to the catastrophe was oh that's quaint some of the mortals know magic and a few of them have some adorable looking metal tubes that can't possibly hit anything.
To be fair there's a lot more issues that even her is mindfull, merlin, yen sid, chernabog, hades, the sea gods, the horned king, rasputin, elsa.
Frodo and the evil queen trough aren't a issue.
 
Probably here reaction to the catastrophe was oh that's quaint some of the mortals know magic and a few of them have some adorable looking metal tubes that can't possibly hit anything.
Actually they would probably be worried about things like Chernabog, the Horned King, Titans etc. While they may consider mortals to be more or less playthings, the Fae are far from stupid.
 
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