OK, here's a couple of plans; one focuses on the limited-time opportunity provided by the presence of the hunter's guild, and the other on more general improvements to Ababwa.
[] Plan: Limited-Time Opportunity
- [][Martial] Send a Scouting Party (East/West/North/South) to probe defenses.
--[] North
Sometimes the best way to take out an enemy is to strike before they do. Send out a scouting party to see what the defenses of hostile territories in that direction are like.
DC: 35/50/65/90
Cost: 1000 gold
Reason: We have a lot of enemies up there, it seems, and knowing what we're going to confront before actually sending troops seems like the best bet, given how weak our military is at the moment. 10+16: 91/76/61/36% chance of success.
- [][Stewardship] Feeling Salty
The discovery of the salt lake is a great opportunity. Have your people set up brine pools to begin harvesting the salt. But watch out for the strange white crabs that make their home in the lake. They seem to be rather adept at disguising themselves as rounded stones. Gain +3,000 Gold income per turn.
DC:60
Cost: 2,500 gold, upkeep cost 1,000 Gold per turn
Reason: Because extra gold is always useful. 11+15: 66% chance of success
- [][Diplomacy] Making Introductions
Okay, so these hunters may not even have realized that the territory they were hunting in was claimed. No need to get off to a bad start with them, right? Send a messenger to invite them for a diplomatic meet in order to smooth out this misunderstanding. Perhaps an arrangement can be made?
DC: 55
Cost: 1000 Gold
Reason: Limited-time opportunity, get to know who's on the roster of the club without getting them all shooty at us. Hopefully. 17+25: 87% chance of success.
- [][Intrigue] Literal Skeletons in the Closet
This "Hunter's Guild" may have more to it than is apparent at first glance. Have Haroud's men see what they can learn of them. And if they're feeling particularly daring, see if Carpet could be used to get some of them onto the airship itself.
DC: 65/110
Cost: 500 Gold
Reason: Same as the above, and we might discover some weaknesses in the Club should we find ourselves at odds later. I'd try and put Iago onto this, although it might proc his malus. Assuming it doesn't: 27+20+23: 99/60% chance of success.
- [][Learning] Tinker, Tailor, Engineer...
Considering this is a magical kingdom literally wished into existence, you wouldn't put it past Genie to put some sort of fantastically intelligent individuals into it. See if anyone has put together any interesting bits and bobs, and made something convenient out of it (Invention roll, random chance)
DC: Variable
Cost: 0 Gold
Reason: Roll the gacha, might have some useful stuff! Also, free. 30+11: +41. Depending on how tiers are set up, that's still a great success even on a 2.
Alternatively, we can also include this...
- [][Learning]Assign Chiron to assist a Hero
--[]Ahmed
Reason: Martial and Stewardship are our weakest areas at the moment, and improving Ahmed and Sinbad's base chance of success can only be a good thing. I'd like to have Chiron work on Ahmed's Martial.
@TempestK, is that possible?
- [][Occult]Call of the Wild
Apparently Leah's power is something known as Druidism, an innate connection to the land, especially plants and animals. Have the mage focus on training her to utilize this power in a more controlled fashion. Makes progress towards Leah being an independent Hero unit.
DC: 85
Cost: 500 Gold
Reason: More heroes are always good!
- [][Personal] Correspond with Jasmine
Better to stick to how Jasmine wished to conduct things. Pen her a letter, tell her about Ababwa and what's been happening. Barring any state secrets of course... Can affect relationship with Jasmine.
DC: Variable
- [][Personal] Getting to Know You (Better)
While Aladdin is generally familiar with his advisors now, talking to them a bit more could uncover new sides to them, or new insights into how they see the world.
-- [] Ahmed
DC: Variable
Cost: 0 Gold
- [][Will Personal] Off the edge of the Map
William is determined to find his lady love, Elizabeth Swann. He is poring through the maps that are available to find out where he is in relation to where he was, just to have a reference point on how to start looking.
Learning DC: 70
Hopefully it'll help Will with his malus, and boost his loyalty.
This one spends more actions on the limited opportunity provided by the presence of the Huntsman's Guild, and focuses on conserving our coin since we spent so much last turn.
Cost: 5,500 gold, +1000 upkeep.
[] Plan 2: Look To The North
- [][Martial] Friends in Need
The Northern Satraps are being slammed by a sudden surge in bandits and criminals of other stripes. Send the Army of Ababwa to help thin the ranks of the antagonists. And perhaps get the locals used to seeing your colors in play against the things that threaten them... Alleviates Satrap's issues, makes them more amenable to becoming a protectorate.
DC: 75
Cost: 2500 Gold
Chance of success: 10+16: 51%
- [][Stewardship] Feeling Salty
The discovery of the salt lake is a great opportunity. Have your people set up brine pools to begin harvesting the salt. But watch out for the strange white crabs that make their home in the lake. They seem to be rather adept at disguising themselves as rounded stones. Gain +3,000 Gold income per turn.
DC:60
Cost: 2,500 gold, upkeep cost 1,000 Gold per turn
Chance of success: 15+11: 66%
- [][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.
-- [] Northern Satraps
DC: 65
Cost: 5000 Gold
Chance of success: 17+25: 76%
- [][Intrigue] Not a Stool Pigeon
Iago's experience as Jafar's right hand means that he's seen quite a lot of the underworld in action. Getting access to those contacts would give Haroud a major leg up, and allow Iago to keep a wing in on the darker side of politics. Uses Iago's action this turn.
DC: 90
Cost: 3,000 Gold
Chance of success: 27+20+23: 80%
- [][Learning] Tinker, Tailor, Engineer...
Considering this is a magical kingdom literally wished into existence, you wouldn't put it past Genie to put some sort of fantastically intelligent individuals into it. See if anyone has put together any interesting bits and bobs, and made something convenient out of it (Invention roll, random chance)
DC: Variable
Cost: 0 Gold
Chance of success: +10, 99% chance of something useful - I hope.
- [][Learning]Assign Chiron to assist a Hero
--[]Ahmed
- [][Occult]Call of the Wild
Apparently Leah's power is something known as Druidism, an innate connection to the land, especially plants and animals. Have the mage focus on training her to utilize this power in a more controlled fashion. Makes progress towards Leah being an independent Hero unit.
DC: 85
Cost: 500 Gold
Reason: More heroes are always good!
- [][Personal] Correspond with Jasmine
Better to stick to how Jasmine wished to conduct things. Pen her a letter, tell her about Ababwa and what's been happening. Barring any state secrets of course... Can affect relationship with Jasmine.
DC: Variable
- [][Personal] Getting to Know You (Better)
While Aladdin is generally familiar with his advisors now, talking to them a bit more could uncover new sides to them, or new insights into how they see the world.
-- [] Ahmed
DC: Variable
Cost: 0 Gold
- [][Will Personal] Off the edge of the Map
William is determined to find his lady love, Elizabeth Swann. He is poring through the maps that are available to find out where he is in relation to where he was, just to have a reference point on how to start looking.
Learning DC: 70
Cost: 13,500 gold, +1000 upkeep.
Gah, so expensive!
[] Plan: Expansion!
- [][Martial] Take What You Can
It's obvious that the chieftains and princes controlling the Northern Satraps are in over their heads. Their forces can't seem to contain or counter the bandits and marauders that plague their people. So perhaps it's time someone else stepped in. Send your forces to occupy and protect the Satraps, both to get the people on your side, and as a show of force to their rulers. Will bring in the Northern Satraps as territories, allows them to be made into protectorates.
DC: 65
Cost: 2000 Gold, 1000 Gold Upkeep per turn to keep the territories occupied and defended until the Satraps become protectorates, and the army is expanded to cover the territory.
Unlocks new options, new income sources.
- [][Stewardship] Feeling Salty
The discovery of the salt lake is a great opportunity. Have your people set up brine pools to begin harvesting the salt. But watch out for the strange white crabs that make their home in the lake. They seem to be rather adept at disguising themselves as rounded stones. Gain +3,000 Gold income per turn.
DC:60
Cost: 2,500 gold, upkeep cost 1,000 Gold per turn
- [][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.
-- [] Western Satraps
DC: 75
Cost: 5000 Gold
[][Intrigue] Not a Stool Pigeon
Iago's experience as Jafar's right hand means that he's seen quite a lot of the underworld in action. Getting access to those contacts would give Haroud a major leg up, and allow Iago to keep a wing in on the darker side of politics. Uses Iago's action this turn.
DC: 90
Cost: 3,000 Gold
- [][Learning] Tinker, Tailor, Engineer...
Considering this is a magical kingdom literally wished into existence, you wouldn't put it past Genie to put some sort of fantastically intelligent individuals into it. See if anyone has put together any interesting bits and bobs, and made something convenient out of it (Invention roll, random chance)
DC: Variable
Cost: 0 Gold
- [][Occult]Call of the Wild
Apparently Leah's power is something known as Druidism, an innate connection to the land, especially plants and animals. Have the mage focus on training her to utilize this power in a more controlled fashion. Makes progress towards Leah being an independent Hero unit.
DC: 85
Cost: 500 Gold
-[][Iago Personal] Wallowing in the Lap of Luxury
Learning DC: 45
If we're going to be investigating the Huntsman's club, I'd like to have Iago on that action instead of his personal.