Now I get to stress out about whether the rolls were so good you don't know what to give us or if we managed to get multiple critical failures somehow.
Not actually annoyed or anything but I've noticed a pattern. 🤔
Well... that cuts the apprehension down quite a bit.
Still... nat 1 on putting some observers in Agrabah...
That's not good...
On the other hand a crit success on the most costly project to date. That's great.
What I'm getting from the dice is that as a nation we're doing fantastic... but we can't be friends with Agrabah. This long distance relationship... it's just not working out.
What I'm getting from the dice is that as a nation we're doing fantastic... but we can't be friends with Agrabah. This long distance relationship... it's just not working out.
I see one of two possible outcomes: either our efforts were caught by the Sultan's men and made him and Jasmine royally pissed off, or our men (possibly even Haroud) were subverted by the Sand Witches.
Or the situation in Agrabah came to a boil. Either way, we'll see.
Visiting Jasmine should be... interesting... if they were caught and ticked them off.
It's a weird situation. Meta wise we know there are problems incoming in Agrabah but in character everything we've tried to potentially address it has backfired dramatically.
Hopefully Iago noticed something amiss and can give us some information.
Garth McCann quietly sang the still unfamiliar French lyrics as he marched along a dusty road in French West Africa along with one hundred other soldiers of the 2nd Foreign Infantry Regiment of the French Foreign Legion. His brother Hub on his right sang with rather more gusto, having taken to the soldier's life like a catfish to a pond bottom.
Since being shanghai'd into the Foreign Legion just over a year ago, the two brothers had learned a thing or two about life. For starters, it wasn't fair. Drill sergeants were the devil incarnate. The desert was full of sand that was harsh, coarse, and got everywhere.
And always, always carry an extra pair or five of socks, because when you marched as much as you did in the Legion, you went through them fast.
'Are we there yet?' he wanted to ask Hub, but he'd learned early on that chatter in the ranks was...discouraged. He still had the calluses from peeling twenty bushels of potatoes after getting chewed out by the drill sergeant back in Saida. All he'd wanted was to bring a book with him to the night watch!
Wiping his glasses off, he peered ahead. Just on the edge of the horizon, he thought he could make out the sight of a Legionnaire outpost. At last, he was tired of eating dust!
---
"I am Lieutenant Colonel Jean Staquait," said the officer currently pacing in front of the Legionnaire company standing at parade rest as he briefed them. "Welcome to one of the most difficult postings you'll ever see in the Legion."
This part Garth knew. Conversations with the other legionnaires combined with his own reading had brought him up to date on the situation here. Tribes in Mauritania, Mali, and Niger to the south of Algeria, combined with the ubiquitous Tuareg tribes who roamed the Sahara between the three regions, were always resisting French rule in the area. He and Hub had been sent on several assignments in Algeria, fighting tribes who had allied themselves with Ahmed Sharif as-Senussi, leader of the Senussi Order who, it was rumored, was on the verge of declaring jihad against the British as a result of Ottoman provocations.
Not that the larger geo-political situation was of any concern to the soldiers here. They were here, they had their orders, who cared as to the why and where as long as they got paid on time?
Well, Garth did, even if his caring made him an oddity amongst his fellow legionnaires.
"Our job is simple," Lieutenant Colonel Staquait continued. "We are the shield, the protecting arm of the soft underbelly of French interests in Africa against any who would seek to rip it out. It is because we are here that the rest of the Legion can campaign against the allies of the Axis! And it is because I am leading you that we shall succeed in this important task-"
A massive rumble of thunder shook the air; the sky, which had been pure blue just a moment prior, rapidly filled with roiling black thunderclouds.
"Sacre bleu!" Staquait screamed, "what is that?!?" His cry was echoed by the soldiers around him, Garth included. Hub had reacted differently; the natural-born soldier immediately lowering to a kneeling crouch, rifle at the ready as he scanned the horizon for any threats.
Sadly, the only threat to them at the time was panic as the ground began to shake. At the same time, screams filled the air as Garth felt as if the ground had fallen directly out from underneath him, despite both feet being firmly planted on the ground. They were quickly joined by the rest of him as he fell flat, holding on for dear life. It seemed as if the thunder and earthquake would never end-
Until, in a moment, it did. As quickly as they had appeared, the clouds vanished. The sky turned blue again, and the ground ceased heaving under their feet.
Staquait was the second to pull himself to his feet after Hub; Garth, with the help of his brother, stood up as well.
The three looked around; while the area around them looked the same as it had before, Garth had a feeling that, despite appearances, they had just traveled a very, very, very long ways. "What was that?" he whispered.
For the first time in his life, Hub seemed something less than completely self-possessed and confident. "I...I don't know," he replied.
"To your feet, men! You are Legionnaires, not dogs! Ensure you do not cower like them!" The colonel barked out orders. As he began giving commands to secure the area, Garth couldn't help but feel as though their troubles had only just begun.
---
He was more right than he knew. God, how Garth wished he'd been wrong.
Garth felt nauseous as he gazed at the impossible; at the bottom of the hole he, Hub, and a few other soldiers had dug, they saw the telegraph cable connecting back to Saida. Should have connected, rather; it ran along fine as you please until it didn't. Somehow, the very ground had been cut, with the severing of the telegraph line being merely incidental to the entire soil having been transplanted like a cutting in a flowerpot.
Hub looked up at Garth. "The colonel's never going to believe this."
Garth sighed. "He'll have to. Looks like we're on our own."
Garth McCann:
Martial: 12 (Garth is a trained soldier of the French Foreign Legion, skilled with sword, pistol, and rifle alike. With that said, he's not the born warrior that his brother is.)
Stewardship: 12 (In another time, the bookish Garth would begin a prosperous business, and be in charge of the fortune he and his brother stole from the Sheik. For now, though, he's just really good with numbers and organization.)
Diplomacy: 14 (Garth is a very amiable man who gets along with just about anyone, but has no formal training as a diplomat.)
Intrigue: 14 (Garth is no stranger to the seamier side of life, and takes caution where his brother might charge in.)
Learning: 13 (Garth is a very intelligent man with a deep knowledge of a variety of fields of learning. He's especially good at research via documents and libraries.)
Occult: 8 (Garth has no formal knowledge of the more magical side of existence, but recent events have made him reconsider his former rationalist stances.)
Traits:
"Badass Bookworm" - There are few things Garth loves more than sitting down with a good book. Garth gains +10 to learning rolls when he has access to a library, and +5 to tutoring subjects that can be taught out of a book. And while he is not a warrior on par with his brother Hub, Garth can hold his own in a fight; he gains no maluses when assigned to violent actions.
"Natural Storyteller" - Garth can spin a tale like few others; he gains +5 to Diplomacy rolls when given the chance to entertain.
"Pennypincher" - In the future that never came, Garth would have been responsible for curating the usage of a massive fortune, and done so well. In the present, Garth grants a 10% discount on Stewardship actions to which he is assigned as he determines how to perform it more efficiently. Conversely, on a failed Stewardship DC of 60 this can add a +5 DC to the action being performed as the action can become more difficult as a result of his interference.
"Cool-Headed" - Garth is a very calm and even-keeled man, not prone to outbursts of emotion and controlled. He gains +10 to Diplomacy and Intrigue actions.
"Unassuming" - Garth tends to fade into the background when his more boisterous brother is in the room; even by himself, the man has an unnerving tendency to remain overlooked. He gains +5 to Intrigue actions when performing fieldwork and intelligence gathering.
"Dream Team" - Garth and Hub are inseparable; and when together, almost unstoppable. They gain +15 to their rolls when assigned to the same adventure, and +5 when assigned to support their brother on an action.
Hub McCann:
Martial: 15 (While born in modern times, Hub at times seems like a relic of older days - a crack shot, a masterful swordsman, and a vicious fighter.)
Stewardship: 8 (While Hub finished high school, life as a soldier of fortune has not been particularly helpful in teaching him to organize his life and steward his earnings - he has his brother to help him with that.)
Diplomacy: 7 (Hub can be polite and charming as the occasion requires, but is much more direct and no-nonsense than his more genteel brother.)
Intrigue: 9 (Smart and canny, Hub has a keen eye for detail.)
Learning: 12 (Hub is intelligent and literate, although not on the scale of his brother.)
Occult: 9 (After the great upheaval, Hub leapt full-force into the more arcane aspects of reality rewritten.)
Traits:
"The Things Worth Believing In" - Hub is an honorable man who always tries to do the right thing, insofar as it aligns with his own moral code. When in a subordinate position, Hub must pass an Intrigue check of 50 to maintain his cool when being given an order that clashes with his values. Conversely, if he fails the check, Garth must pass a Diplomacy DC of 50 to keep his brother from doing anything that might come back to bite them. This trait also gives Hub a +10 roll bonus when doing something he truly feels is righteous and reflective of his values.
"Hot-Blooded" - Hub is a natural-born scrapper, and feels most alive when he's in a fight. He gains +10 to Martial actions, and an additional +5 when in personal combat.
"Because It Was There" - In a theoretical future, Hub would have traveled the world, accomplishing deeds and seeing places that seemed almost mythical to those who heard of them. He loves seeing new and unexplored places and experiencing new things, and gains +10 to all personal rolls when on an adventure.
"Dream Team" - Garth and Hub are inseparable; and when together, almost unstoppable. They gain +15 to their rolls when assigned to the same adventure, and +5 when assigned to support their brother on an action.
Tireless gains 10 XP for great writing and great development of traits beyond what I'd initially imagined for the McCann boys when I mentioned them as possible advisors on crit rolls.
Interesting statement. It implies that the bonuses we chose mitigated at least some of the damage from the crit fail.
Since a crit fail is that no matter what, the boost to Spies doesn't matter. In a similar fashion I can't see War Beasts, Golden Afternoon, or Friend in Deed effecting anything in Agrabah.
So it has to be the boost to getting Iago and/or visiting Jasmine.
Interesting statement. It implies that the bonuses we chose mitigated at least some of the damage from the crit fail.
Since a crit fail is that no matter what, the boost to Spies doesn't matter. In a similar fashion I can't see War Beasts, Golden Afternoon, or Friend in Deed effecting anything in Agrabah.
So it has to be the boost to getting Iago and/or visiting Jasmine.
Pretty much. Also don't forget to check out the stat blocks for Hub and Garth from the omake. You guys can see why I would have had them be criticals for advisor rolls.
I was going with the idea that the crit fail further damaged our relationship with Jasmine/Agrabah but the boosts elsewhere made the success(es) good enough to counteract that.
Of course for all I know the crit fail didn't result in Haroud getting caught by the guards but he got recognized by the local criminals resulting in it being impossible/much harder to get contacts with the Agrabah underworld.
Yup, one of my absolute favorites. Though watching it now it's really weird hearing Sora's voice from the main character. Still some of my favorite characters and scenes from a live-action movie though.
The idea that Aladdin remained a Prince is great and I'm kind of surprised I've never seen it before. The way the quest is setup feels kind of like a game of Civilization, with slightly more focus on the leader. It's really well done.
If Sinbad is a porter in this setting, I assume that the Dreamworks Sinbad movie doesn't exist, which is shame since Eris would be laughing uproariously at the sudden creation of a country right in the middle of the world, and the sheer chaos that would produce.
I don't get why you felt the need to introduce Lovecraft to an already pretty complicated world though.