Prince Aladdin Quest (Disney Villains *Almost* Victorious)

Is Jalaiya a canon Disney character because I can't find her? Also, what happened with The Princess and the Frog? Because a straight win would have Facilier being out of debt and Lawrence getting away with impersonating Naveen. But the victories here are more of the pyrrhic kind. So anyone has a guess on what happened with that?
 
Is Jalaiya a canon Disney character because I can't find her? Also, what happened with The Princess and the Frog? Because a straight win would have Facilier being out of debt and Lawrence getting away with impersonating Naveen. But the victories here are more of the pyrrhic kind. So anyone has a guess on what happened with that?

Maldonia is weathering the storm of Ursula and Morgana's fighting, along with Davy Jones' fury and the EITC approaching with contracts in hand and patently false smiles with better grit than many of their neighbors. The most recent news is that the new Crown Princess is expecting a child, which has sent much of the country into paroxysms of joy.
An earlier Rival Report mentioned two sons, and a new daughter by marriage, which suggests they pulled off the marriage but were forced to flee.
 
Thanks you two! Still, I want to know who is who? Is that the real Naveen or just Lawrence in disguise? I am just trying to find that hidden twist. The thing that made things more favorable for the bad guy.
 
Well this was a good event roll.

Anyone have any idea what it is?
Unless it get's revealed. Whoever they are do not matter to us. Maybe they are in Ababwa on a occult search roll. Maybe it's a new player to the region. The players are not going to seek them out.

edit: Could be Atlantis or a cthullu beast. Probably a cthullu beast.
 
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Turn 6
Aladdin groaned as he considered the newest problems facing him. The North was in complete shambles, the common folk left to rot while the rich and powerful watched them die from on high as they swilled wine and stuffed themselves with rich food. At least not everyone he'd run into had been like that. The Elite Global Huntsman's Club had proven to be... amicable, even if one of their members nearly got his arm broken when he attempted to give Schezrehade a far too familiar pat as she was leaving a room he was entering.

The others at least were more respectful, and the Lady Waltham had been to speak with his chief Diplomat several times, occasionally bringing with her a small girl with wide inquisitive eyes and pale fair hair named Alice. A rescue, the Lady had taken to looking after her. The child was meek and tended to fall back into the background, but like all children Abu was able to easily get a laugh out of her with some antics, and an offer of a (slow and low) carpet ride had been met with wide-eyed amazement.

Aladdin could only hope that the coming months gave him the same kind of awed wonder. At the good luck he hoped to have in dealing with everything!

City Funds: 20,000
City income per turn: 14,000
(8,000 Medicines, plants, rare animals, pelts and dyes
500 Increased trade from housing expansion
500 Increased Tax Revenue
1500 Trade with Xiang-Wu
3,000 Salt harvesting operation
500 Additional taxes from Mongol citizens)
Current Upkeep costs: 3000 (Green houses)
1000 (Salt harvesting)
Actual Income per turn: 10,000

- [][Martial] Have the hunters look for warbeasts specifically
The menagerie is impressive. The War Beasts inside of it even more so, but after seeing Genie Aladdin knows that as impressive as an armor-clad rhinoceros is, there are tougher and more dangerous things out there. See if the hunters of Ababwa can find some to add to the War Stable.
--[] Ask the Elite Global Huntsman's Club for assistance: Gain +20 to roll, costs an extra 1500 Gold
DC: 70/80/90/100
Cost: 1000 gold

- [][Martial] Fanning the Fires of Rebellion
Shan Yu's attention is currently taken up by the provinces that are currently in rebellion. The longer Shan Yu's attention remains there, the better. Covertly send some of your men to the Hunnic Empire to help the righteous cause of rebellion against a usurper.
DC:65
Cost: 8,000 Gold

- [][Martial] Engines of War
The lack of siege engines is understandable due to the terrain around Ababwa; but it probably wouldn't be amiss to perhaps have a few in your arsenal just in case. Find an engineer to construct some using the iron-hard timber harvested from the Forest.
DC: 70
Cost: 9,000 Gold; Upkeep cost of 500 gold per turn

- [][Martial] Cat's in the Cradle
This talk of Leopard Men coming from the south-west is disturbing. Perhaps it would be a good idea to train up a cadre of soldiers specializing in night-fighting and stealthy combat. If nothing else they would be a useful surprise against enemies thinking your men could only operate at their peak during the day.
DC: 65
Cost: 2,000 gold, 500 Gold upkeep for their specialized training facilities needed.

- [][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: 60
Cost: 2500 Gold

- [][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: 40
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] (Prospect for new resources)
Genie set up Ababwa to be in an ideal spot, but just because the city is tapping into local resources doesn't mean that it's using all of the local resources available to their fullest potential. Have some people scout for untapped resources in the principality and protectorates.
DC: 65
Cost: 1500 gold

- [][Stewardship] Expand trade district
The trade district for Ababwa is decently sized, but there's room to expand, and the new room may also draw in new merchants looking to get in on this lucrative market. (Increase in income by 500 gold per turn)
DC: 35
Cost: 2000 gold

- [][Stewardship] Expand housing district
No one in Ababwa goes without a roof over their heads, that's one thing Genie made very sure of. But there are always people coming into the city; and some of them might wish to stay. Expand the housing district to make sure that there's room for all. (Allows for additional population within Ababwa; gain +500 in income per turn from increased trade and taxes)
DC: 35
Cost: 2500 gold

- [][Stewardship] Set up a Trade Agreement with Agrabah independent of any marriage.
Even if things between the Princess and Aladdin fall through, Agrabah would be an important trading partner to have. Send some diplomats to set up a trade agreement independent of any marriage that may or may not occur. Improves income by 1000 gold per turn.
DC: 85
Cost: 2500 Gold

- [][Stewardship] One Stop Shop
It appears that the Elite Global Huntsman's Club isn't as bad as they had seemed. And their hunts apparently tend to yield some very interesting hides, horns and other miscellaneous parts of various creatures that could be valuable or prove of interest to Chiron or the Mage. Maybe allow them to make Ababwa a port of call and a resupply stop? Allows intermittent visits from the Club and the possibility of buying rare or valuable items and artifacts from them.
DC: 65
Cost: 1500 Gold

- [][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.
--[]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.

- [][Diplomacy] Establish a diplomatic embassy in Agrabah
Agrabah is a meeting point for many of the trade routes on the African continent; and as such not only does it receive a panoply of trade goods, it also collects information from the rest of Africa. Having a diplomatic office there means that not only will that information reach Ababwa faster, but your diplomats will be able to jump on opportunities as they arrive.
DC: 70
Cost: 1500 Gold

- [][Diplomacy] Send Envoys to the (East/West/North/South)
--[] East: According to the maps you have the Hunnic States and the Silk Road lie in that direction. A good chance for profit! And to perhaps head off raids.
--[] West: going in the opposite direction puts diplomats on the road to Agrabah, and beyond that, Egypt and Maldonia!
--[] North: Northwards lies the Turks, and across the Meditteranean is another land that could make for great trading partners!
--[] South: Headed southwards on the other hand takes the diplomats to the sea, and from there it's either engage the services of a ship, or follow the coast to the south-west, plunging into the heart of the African continent.
Sometimes the outstretched hand is the better leadoff than the clenched fist. See if you can make diplomatic connections with any of your neighbors that you don't have already.
DC: 35/50/65/90
Cost: 1000 gold

- [][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
-- [] Eastern Satraps
-- [] Southern Satraps
-- [] Western Satraps
DC: 65, 95, 115, 75
Cost: 5000 Gold

- [][Diplomacy] Since You're in the Area...
The Elite Global Huntsman's Club hunts monsters. Xiang Wu has a specific monster problem. Let's play middle-man and make some connections. The Club dispatches in an attempt to kill the Dreaded One. Improved relations with Elite Global Huntsman's Club and Xiang-Wu, removal of major threat to Xiang-Wu.
DC: 70
Cost: 2,500

- [][Intrigue] Cast your net out further, begin expanding your intelligence network
There are far more things going on than any one kingdom could keep track of. But the Spymaster is doing their best. Gain more information about what's happening in the wider world, and possibly pick up rumors that could lead to opportunities.
DC: Variable
Cost: 2000 Gold

- [][Intrigue] Now Hiring!
Haroud is adamant that he needs more people, both to help expand out his network, as well as
to see if he can find people that are good enough to be used for special assignments. Potential discovery of new Heros, may also gain extra information on an area. Repeatable.
--[]Have Haroud focus on a specific region
---[] Where?
DC: Variable
Cost: 1,500 Gold

- [][Intrigue] A Golden Opportunity
These rumors of strange golden items are intriguing. Send agents to scout out the southern Satraps to see who has been turning up these strange pieces, and perhaps where they're coming from.
DC: 70
Cost: 2,500

- [][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: 80
Cost: 1500 Gold

- [][Intrigue] Plotting a Course
This talk of pirates is intriguing. Have Haroud send out his men to investigate the rumors of these corsairs and see how much is truth and how much is grog-induced fiction. Chance to make contact with one of the pirate crews.
--[]Sinbad
--[]Nemo
--[]Davy Jones
DC: 65, 95, 155
Cost: 2000 Gold

- [][Intrigue] Literal Skeletons in the Closet
This "Elite Global Huntsman's Club" 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

- [][Learning]Assign Chiron to assist a Hero
--[]Which Hero?

- [][Learning] Crustacean Curiosity
The crabs that Sinbad brought back from the salt lake are unlike any that the old porter had ever heard of. Perhaps Chiron can puzzle out their secrets and figure out if they may be an as-yet untapped resource? Learn more information about the crabs, may unlock new options.
DC: 110
Cost: 1,500 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

- [][Learning] Mastering Magic
Leah's sudden reveal of magical abilities has Chiron wondering how many other people may have the spark, even unknowingly using it. Search through Ababwa to see if any more potential magicians/sorcerers/wizards/whatever they want to call themselves, can be found.
DC: 90
Cost: 2,000 Gold

- [][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

- [][Learning] A Spoonful of Sugar...
One of the propositions that crossed Aladdin's desk was to create clinics and hospitals throughout Ababwa. Places where the injured could be treated quickly using methods and medicines developed at the University. If successful the action will be locked in for two turns. Aladdin gains even more popularity, general health of the citizens improves, and increases citizen quality of life.
Update: The Greenhouse drastically cuts the costs of upkeep and supplying these places.
DC: 85
Cost: 8,000 Gold; Upkeep cost of 1000 Gold per turn to keep them supplied and staffed.

- [][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

- [][Learning] He Ain't Heavy...
While Chiron is currently the only non-human you have as a citizen, there's no guarantee that that will remain the case. It may be a good idea to get ahead of the problem and fund a program to work out the kinks and issues of treating non-human beings for injuries and illnesses. Removes any malus in healing non-humans, gives Ababwa a greater reputation as a place of sanctuary for all.
DC: 100
Cost: 5,000 Gold

- [][Learning] Train Physicians
While the clinics and hospitals would be a great boon, you can also fund a program to train traveling physicians that are able to go to those that cannot come to the clinics. . Raises Ababwa's reputation as a place that cares for its people. +1500 in increased revenue due to fewer people being laid up and unable to work.
DC: 90
Cost: 8,000 Gold; Upkeep Cost of 1000 Gold per turn

- [][Learning] Getting a Leg Up
Chiron's prosthetic leg is a marvel, and one that, if developed correctly, could very well assist many who have lost limbs. It will require hiring engineers to work with the doctors in order to figure out the right mechanics and the best compromise between limb functionality and structural integrity. Allows for the construction of advanced prosthetics for those that have lost limbs. (Think Hiccup's leg from How to Train Your Dragon).
DC: 80
Cost: 3,000 Gold

- [][Learning] A Green Thumb...
Developing natural medicines based on the herbs and plants available to the city is probably a good idea. A lot of home remedies tend to be mostly useless, but there's occasionally a nugget of something to be found. Cuts upkeep of hospitals, Physicians and clinics by -500 Gold.
DC: 50
Colst: 1500 Gold

- [][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.
DC: 90
Cost: 7,500 Gold

-[][Learning] When you wish upon a Star
According to Chiron, ever since the Great Disturbance, the stars themselves don't even look right. He wants to request a royal commission to remap the stars and create new star charts for navigation and charting the seasons. Perhaps that will help explain why the African Savannahs seem to be drying out unnaturally fast as if beset by a great Dry Season.
DC: 80
Cost: 4,000

- [][Learning] So Much Paperwork...
Chiron is beginning to get a bit overwhelmed with all of the potential projects falling into his lap. It may be time to arrange for a group of professionals to help him deal with the workload. If you can get them to stop arguing about whose field of study is more important... Sets up a Council of Professors, adds +1 Learning Action per turn.
DC: 120
Cost: 2,000 Gold, 500 Gold Upkeep per turn after

- [][Occult] Now you See Me
The example provided by Leah and Cabe of the potion of invisibility had left quite the impression. Even if they were short-lived they could make for a powerful tool in the hands of your army's scouts... or the agents of Haroud's network. Commission as large a batch of the potions to be made as possible. Reduces DCs for scouting and intelligence gathering actions.
DC: 75
Cost: 6,000 Gold, Upkeep cost of 1,000 Gold per turn to keep the potions stocked up.

- [][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: 55
Cost: 500 Gold

- [][Occult] Knowledge is Power
While the university's current library is very impressive, perhaps you should see what texts you can obtain to fill it out a bit more? Increases the references within the library, opens up new potential discoveries or adventures.
DC: 75
Cost: 8,000 Gold

- [][Occult] Tomes, Trinkets and Treasures
Scour the University library for any magical references. Even if there are no magicians or sorcerors in the kingdom, there may be references to them, or to artifacts of power that can be used for the good of the kingdom in the University library. Scour the shelves and try to find anything. May lead to relics, heroes or adventures.
DC: 65
Cost: 0 Gold

- [][Occult] Hidden Hollows and Gilded Glens
Find out if there are any local legends about magical creatures or beings.Even if Ababwa was spun up out of whole cloth, Genie wasn't one to just lay out everything in the open. No, he'd seed little surprises into the mix to keep things interesting. Such as integrating magical creatures or beings into the kingdom in some manner. See if there's any hint to them to be found.
DC: 60
Cost: 2000 Gold

- [][Occult] Tonics, Tinctures and Tablets
With the advent of the Greenhouse, it's now possible for the Mage to begin experimenting with how to produce certain potions. Not all of them are guaranteed to be hits, but it's possible he may be able to tease out some exceptionally useful concoctions. From there it's a matter of developing them for stable and consistent brewing.
DC: Variable
Cost: 500 Gold

- [][Personal] Bow Flex
Train with the bow. Aladdin feels at once familiar with a bow and like he's never really handled one in his life. Take some time to work on his archery skills and see how good he really is. Gain +1 Martial. Chance of gaining a trait.
DC: 1/95

- [][Personal] Balancing the Books
Now that Aladdin has gotten past his mental block, he needs to continue improving his understanding of how economics works on the macro and micro scale. Sinbad is willing to help the young Prince in this effort. Gain +1 Stewardship. Chance of gaining a trait.
DC: 1/95

- [][Personal] A Cover is not the Book
Look into knowledge pertaining to People - You've a cheap sort of charm to you, but that's not going to cut it forever, especially now that you're in the big leagues. Try and figure out how to talk in high society, maybe the Sultan or Jasmine can help? Gain +1 Diplomacy. Chance of gaining a trait.
DC: 15/95

- [][Personal] Olds Dogs with New Tricks
Aladdin is pretty slick and cunning, and with Abu watching his back he's even more so. But he's hardly a mastermind of intrigue and deception. Haroud may have some tips and tricks to pass on to the younger generation of ne'er do wells.Gain +1 Intrigue. Chance of gaining a trait.
DC: 25/95

- [][Personal] Cram Time
Study at the University. Aladdin's not dumb, but he never exactly got the chance for a real education. Time to remedy that! Gain +1 Learning. Chance of gaining a trait.
DC: 1/95

- [][Personal]This Mystical Land of Magic and Sand
Aladdin knows just enough about magical beings and items to know that he doesn't know nearly enough for his own good. Better see if he can rectify that. Gain +1 Occult. Chance of gaining a trait.
DC: 1/95

- [][Personal] Visit Jasmine
While Jasmine wants to take things slow and do courtship by letter and correspondence, a bit of spontaneity is good for a relationship, right? Drop in on Carpet with a couple of Aladdin's personal guards. She may or may not be happy to see him though... Can affect relationship with Jasmine.
DC: Variable

- [][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] Life's a Zoo
Visit the Menagerie (pick out a mount and/or just stress relief). The Menagerie is a great place to relax and watch the animals just live their lives. Though since Abu is no longer an elephant, Aladdin may need a new animal as a mount for when he can't take Carpet. See what animals the Menagerie has to offer that can be trained as mounts.
DC: 60

- [][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.
-- [] Which Advisor?
DC: Variable
Cost: 0 Gold

-[][Personal] Get to know a Hero better
This may give you greater insights into their past, provide clues in how to help them with their personal goals, and increase their personal loyalty to Aladdin.
--[] Write-in which Hero
DC: Variable

- [][Will Personal] Drop the Hammer
William has only recently set up his smithy but already is producing blades of fine quality. Work on commissions in order to spread his name.
Stewardship DC: 60

- [][Will Personal] Missing the Sea
Will's melancholy is getting to many of the advisors. Perhaps a trip to the shore would be just the thing to help perk him up? May provide Will with insight or information he can't get out of a book.
Intrigue DC: 65

- [][Will Personal] Speak Softly and Carry a Sharp Sword
Will is well aware of his rough edges when it comes to speaking with others, and how there can be yawning chasms between what he says and what he means. Perhaps it's time to remedy that? Increases Will's Diplomacy by +1
Diplomacy DC: 45

- [][Will Personal] Now There's An Idea...
William's work as a blacksmith has given him extensive knowledge of metallurgy. And even with his apparent career as a pirate, he retains that knowledge and can put it to good use. Will seeks out metals he's never worked with before to see how he could potentially incorporate them into the construction of his blades.
Learning DC: 70

- [][Will Personal] A Strong Back
Will is more than happy to assist his newfound friends with their tasks, though his communication skills aren't quite up to snuff. Will assists in a National task, communication trait procs.
--[] Write in which task

- [][Will Personal] Sextant in hand
With a reference point found, Will has begun mapping out exactly how far away from the location of the Black Pearl's demise he ended up. He's willing to wager that since he and Elizabeth were close to one another as the boat was swamped she may have ended up somewhere nearby.
Learning DC: 70

- [][Iago Personal] Wallowing in the Lap of Luxury
Iago's used to the Palace of Agrabah, he lived there for years after all. But Ababwa is an entirely new experience. He's intent on making sure he knows every nook and cranny of the place as well as he knew his old haunts. Familiarizes Iago with Ababwa.
Learning DC: 45

- [][Iago Personal] Lowest Common Denominator
Iago's well acquainted with the seamy side of life, but Ababwa seems too bright and shiny. There's gotta be some good old corruption and vice somewhere in this place! Puts Iago in contact with criminal elements, black market. Independent of Haroud.
Intrigue DC: 70

- [][Iago Personal] You Scratch My Beak...
Iago is well aware that you didn't hire him on for his good looks. He'll pitch in as best he can with projects. Just tell him where to put his effort in.
--[] Write in which task

- [][Iago Personal] What's Under the Hood?
Iago is an inquisitive... okay, he's nosey. He's obnoxiously nosey, and will stick his beak where it doesn't belong just to satisfy his curiosity. Like with what the deal is with the Mage and his acolytes besides the boy and girl. Iago susses out who and/or what the Mage and his other acolytes are and decides how to best utilize this information.
Intrigue DC: 110

Available Heroes:
Aladdin
William Turner
Iago

-[][Adventure] On a Wing and a Prayer
Aladdin has found a reference to the legendary birds known as Rocs, and that there was once a nesting site in the mountains of what used to be Persia. Dispatch a team of heroes to investigate and try to retrieve any remaining feathers that may have been left in the nest; or any other treasures to be found there. Maximum of 4 heroes to a team
--[] Write-in which Hero
--[] Write-in which Hero
--[] Write-in which Hero
--[] Write-in which Hero

-[][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
--[] Write-in which Hero
--[] Write-in which Hero
--[] Write-in which Hero
--[] Write-in which Hero


No equipment to be distributed.


Three Hour Moratorium!
 
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Right off the bat, Take What You Can. Low DC, and sorely needed. Likewise Call of the Wild(to unlock Leah as a hero. Though this one may be more contested.) May our rolls be critical.
 
OK, plan at a glance:

- [][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: 40 (+17+10=+27, 87% chance of success)
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.
EASY gain, and that situation needs resolved sooner rather than later.

- [][Stewardship] One Stop Shop
It appears that the Hunter's Guild isn't as bad as they had seemed. And their hunts apparently tend to yield some very interesting hides, horns and other miscellaneous parts of various creatures that could be valuable or prove of interest to Chiron or the Mage. Maybe allow them to make Ababwa a port of call and a resupply stop? Allows intermittent visits from the Hunter's Guild and the possibility of buying rare or valuable items and artifacts from them.
DC: 65 (+11+15=+26, 61% chance of success)
Cost: 1500 Gold
Money opportunities, potential ins with the Guild.

OR

- [][Stewardship] Expand trade district
The trade district for Ababwa is decently sized, but there's room to expand, and the new room may also draw in new merchants looking to get in on this lucrative market. (Increase in income by 500 gold per turn)
DC: 35 (91% chance of success)
Cost: 2000 gold

- [][Diplomacy] Since You're in the Area...
The Hunter's Guild hunts monsters. Xiang Wu has a specific monster problem. Let's play middle-man and make some connections. The Hunter's Guild dispatches in an attempt to kill the Dreaded One. Improved relations with Hunter's Guild and Xiang-Wu, removal of major threat to Xiang-Wu.
DC: 70 (+17+25=42, 72% chance of success)
Cost: 2,500
Helps one ally, improves relations with another potential one, and removes a MAJOR threat to both Xiang-Wu and our Eastern satraps.

- [][Intrigue] Now Hiring!
Haroud is adamant that he needs more people, both to help expand out his network, as well as
to see if he can find people that are good enough to be used for special assignments. Potential discovery of new Heros, may also gain extra information on an area. Repeatable.
--[]Have Haroud focus on a specific region
---[] Northern Satraps
DC: Variable (+27+20=+47, +67 if Haroud's trait procs)
Cost: 1,500 Gold
Syncs well with conquering them, and the DC has been lowered as a result of scouting.

- [][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 (+11+30=+41, 66% chance of success)
Cost: 2,500 Gold
Money, bonuses, easy win.

- [][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: 55 (+12+30=42, 87% chance of success)
Cost: 500 Gold
New hero, here we come!

- [][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.
-- [] The Mage
DC: Variable
Cost: 0 Gold

-[][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
--[] Aladdin
--[] Will Turner
--[] Iago
--[] None

Cost: 10,500 gold, -1000 upkeep/turn, +500 income/turn. Potential treasure from the guild actions and the adventure.
OR 11,000 gold, -1000 upkeep/turn, +1000 income/turn.

How does this look?
 
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OK, plan at a glance:

- [][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: 40
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.
EASY gain, and that situation needs resolved sooner rather than later.

- [][Stewardship] One Stop Shop
It appears that the Hunter's Guild isn't as bad as they had seemed. And their hunts apparently tend to yield some very interesting hides, horns and other miscellaneous parts of various creatures that could be valuable or prove of interest to Chiron or the Mage. Maybe allow them to make Ababwa a port of call and a resupply stop? Allows intermittent visits from the Hunter's Guild and the possibility of buying rare or valuable items and artifacts from them.
DC: 65
Cost: 1500 Gold
Money opportunities, potential ins with the Guild.

OR

- [][Stewardship] Expand trade district
The trade district for Ababwa is decently sized, but there's room to expand, and the new room may also draw in new merchants looking to get in on this lucrative market. (Increase in income by 500 gold per turn)
DC: 35
Cost: 2000 gold

- [][Diplomacy] Since You're in the Area...
The Hunter's Guild hunts monsters. Xiang Wu has a specific monster problem. Let's play middle-man and make some connections. The Hunter's Guild dispatches in an attempt to kill the Dreaded One. Improved relations with Hunter's Guild and Xiang-Wu, removal of major threat to Xiang-Wu.
DC: 70
Cost: 2,500
Helps one ally, improves relations with another potential one, and removes a MAJOR threat to both Xiang-Wu and our Eastern satraps.

- [][Intrigue] Now Hiring!
Haroud is adamant that he needs more people, both to help expand out his network, as well as
to see if he can find people that are good enough to be used for special assignments. Potential discovery of new Heros, may also gain extra information on an area. Repeatable.
--[]Have Haroud focus on a specific region
---[] Northern Satraps
DC: Variable
Cost: 1,500 Gold
Syncs well with conquering them, and the DC has been lowered as a result of scouting.

- [][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
Money, bonuses, easy win.

- [][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: 55
Cost: 500 Gold
New hero, here we come!

- [][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.
-- [] The Mage
DC: Variable
Cost: 0 Gold

-[][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
--[] Aladdin
--[] Will Turner
--[] Iago
--[] None

Cost: 10,500 gold, -1000 upkeep/turn, +500 income/turn. Potential treasure from the guild actions and the adventure.
OR 11,000 gold, -1000 upkeep/turn, +1000 income/turn.

How does this look?
I think the version with the guild is probably better, given that it's a relatively time limited opportunity.
 
I think people wanted to hold off on heart shaped herb till Leah could take it though I'm okay with it.
Alternatively, Green Thumb is just DC 50, it's an easy win and helps with future actions.

For personals, I would of course suggest correspond with Jasmine for Aladdin's second Personal.
For Will, one of these two:
- [][Will Personal] Missing the Sea
Will's melancholy is getting to many of the advisors. Perhaps a trip to the shore would be just the thing to help perk him up? May provide Will with insight or information he can't get out of a book.
Intrigue DC: 65
- [][Will Personal] Sextant in hand
With a reference point found, Will has begun mapping out exactly how far away from the location of the Black Pearl's demise he ended up. He's willing to wager that since he and Elizabeth were close to one another as the boat was swamped she may have ended up somewhere nearby.
Learning DC: 70

And for Iago,
- [][Iago Personal] Wallowing in the Lap of Luxury
Iago's used to the Palace of Agrabah, he lived there for years after all. But Ababwa is an entirely new experience. He's intent on making sure he knows every nook and cranny of the place as well as he knew his old haunts. Familiarizes Iago with Ababwa.
Learning DC: 45
 
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[] Plan: The War of Northern Aggression (This Time it's Personal!)
- [][Martial] Take What You Can
- [][Stewardship] One Stop Shop
- [][Diplomacy] Attempt to bring in nearby satraps as protectorates
-- [] Western Satraps
- [][Intrigue] Now Hiring!
-- [] Have Haroud focus on a specific region
--- [] Northern Satrapies
- [][Learning] The Heart-Shaped Herb
- [][Occult] The Call of the Wild
- [][Personal] This Mystical Land of Magic and Sand
- [][Personal] Cram Time
- [][Will Personal] A Strong Back
-- [] Take What You Can
- [][Iago Personal] Wallowing in the Lap of Luxury

These are my current plans, more or less the same as what I meant to do last round. Sending the hunters after the Dreaded One ain't a terrible idea but lower priority than expanding our influence at the moment - remember, the Dreaded One is going to be laid up injured a little while anyhow, and once we've established Ababwa as their port of call with One Stop Shop we'll be able to send them dragonslaying later on, so it isn't a hugely time-sensitive thing.
 
Sending the hunters after the Dreaded One ain't a terrible idea but lower priority than expanding our influence at the moment - remember, the Dreaded One is going to be laid up injured a little while anyhow, and once we've established Ababwa as their port of call with One Stop Shop we'll be able to send them dragonslaying later on, so it isn't a hugely time-sensitive thing
True, but conversely, with the Dreaded One wounded there probably won't be an easier time than now to kill the thing.
 
True, but conversely, with the Dreaded One wounded there probably won't be an easier time than now to kill the thing.
We might also have competition very soon for influence within Persia if the Southern Satraps consolidate into a kingdom, and I'd rather make sure we're securely the top dog before they do. I'd ideally like to keep friendly relations with any new southern kingdom, but we know nothing about this lady, and the south is pretty Lovecraftian, so even if we don't plan on invading I'd still like to be in a stronger position than them.
 
I'd also keep the Adventure for next turn when we have Leah unlocked. That means we can send all four heroes on it. [I'm going to make edits to the other plan.]
[] Great Preparation, and the Northern Rep
- [][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: 40 (+17+10=+27, 87% chance of success)
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.
EASY gain, and that situation needs resolved sooner rather than later.

- [][Stewardship] One Stop Shop
It appears that the Hunter's Guild isn't as bad as they had seemed. And their hunts apparently tend to yield some very interesting hides, horns and other miscellaneous parts of various creatures that could be valuable or prove of interest to Chiron or the Mage. Maybe allow them to make Ababwa a port of call and a resupply stop? Allows intermittent visits from the Hunter's Guild and the possibility of buying rare or valuable items and artifacts from them.
DC: 65 (+11+15=+26, 61% chance of success)
Cost: 1500 Gold
Money opportunities, potential ins with the Guild.(More pure Alice fluff)

- [][Diplomacy] Since You're in the Area...
The Hunter's Guild hunts monsters. Xiang Wu has a specific monster problem. Let's play middle-man and make some connections. The Hunter's Guild dispatches in an attempt to kill the Dreaded One. Improved relations with Hunter's Guild and Xiang-Wu, removal of major threat to Xiang-Wu.
DC: 70 (+17+25=42, 72% chance of success)
Cost: 2,500
Helps one ally, improves relations with another potential one, and removes a MAJOR threat to both Xiang-Wu and our Eastern satraps.

- [][Intrigue] Now Hiring!
Haroud is adamant that he needs more people, both to help expand out his network, as well as
to see if he can find people that are good enough to be used for special assignments. Potential discovery of new Heros, may also gain extra information on an area. Repeatable.
--[]Have Haroud focus on a specific region
---[] Northern Satraps
DC: Variable (+27+20=+47, +67 if Haroud's trait procs)
Cost: 1,500 Gold
Syncs well with conquering them, and the DC has been lowered as a result of scouting.

-[][Learning] When you wish upon a Star
According to Chiron, ever since the Great Disturbance, the stars themselves don't even look right. He wants to request a royal commission to remap the stars and create new star charts for navigation and charting the seasons. Perhaps that will help explain why the African Savannahs seem to be drying out unnaturally fast as if beset by a great Dry Season.
DC: 80
Cost: 4,000
Expensive, but extremely valuable to both Will and us, these new charts particularly in the upcoming adventure to help navigate by. The latter part is a bonus.

- [][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: 55 (+12+30=42, 87% chance of success)
Cost: 500 Gold
New hero, here we come! (Adventure has a max of four, and this gives us four. Plus the Heart-shaped herb and Tree of Renewal.)

- [][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.
-- [] The Mage
DC: Variable
Cost: 0 Gold
(As no thoughts were put here.) Talking to the Mage might net us a few insights about them. And his two assistants. (And potential occult actions for new stuff.)

-[][Personal] Get to know a Hero better
This may give you greater insights into their past, provide clues in how to help them with their personal goals, and increase their personal loyalty to Aladdin.
--[] Iago
DC: Variable
My own thoughts on this is that it can be tied into Iago's action, and the better rapport can only help. Also helps to learn what Iago likes. Abu can join in too.(Though results might vary there.)

- [][Will Personal] Missing the Sea
Will's melancholy is getting to many of the advisors. Perhaps a trip to the shore would be just the thing to help perk him up? May provide Will with insight or information he can't get out of a book.
Intrigue DC: 65
--[] Loan Carpet and suggest heading West to find out what's been going on with the seas. Couldn't hurt for Will to have some added mobility. (And the fact Carpet is needed for the Adventure, so him getting a good grasp/rapport going would be useful ahead of time.)

- [][Iago Personal] Wallowing in the Lap of Luxury
Iago's used to the Palace of Agrabah, he lived there for years after all. But Ababwa is an entirely new experience. He's intent on making sure he knows every nook and cranny of the place as well as he knew his old haunts. Familiarizes Iago with Ababwa.
Learning DC: 45
Aladdin could use some time on the streets, Iago needs to learn about Ababwa, win win in prep for an adventure with 4 heros.
-[][Adventure] None.

Cost: 12,000 gold, -1000 upkeep/turn, Potential treasure from the guild actions and the adventure.
And major prep for actions next turn. I'm also hoping to alter 'Looking out for Me', as having a scout would be pretty nice when needed. And making sure Iago never has to eat a cracker again in his life, or anything else he doesn't like.
Missing the Sea is also good. (While corrospondance with Jasmine is nice, does it happen in the background without us dedicating an action? Just not enough to change relationship status. )


Of note, I want Leah on the Heart-shaped Herb for maximum chances of success, as that is a very good item to make our medical care far better, not to mention the potential magical properties..
 
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--[] Loan Carpet and suggest heading West to find out what's been going on with the seas. Couldn't hurt for Will to have some added mobility. (And the fact Carpet is needed for the Adventure, so him getting a good grasp/rapport going would be useful ahead of time.)
Interesting write-in. I'll allow it.
(While corrospondance with Jasmine is nice, does it happen in the background without us dedicating an action? Just not enough to change relationship status. )
Yes, it's just not as constant. Basically instead of marking time on your calendar to write to Jasmine at the end of each week, you'd be writing to her when it occurs to you to do so.

Alright, added in the two new options. One for Stewardship, one for Learning.
 
Should probably be ask Carpet to give Will a ride, rather than loan. Semantics though.
I'd be interested in setting Will on the crabs next turn. For now, my plan is prepwork. Guild is the hero of their own story though, in these actions.
 
Making Protectorates of the Western Satraps via Diplomacy seems a bigger priority than sending the hunters to gank a dragon right now, and we get a lot more out of it than goodwill from already-allied powers!

The situation with our neighbors and the corresponding DCs can change turn by turn, and we have a perfect opportunity right now that might not last - the Westerners might return to strength and become too difficult to diplomatically vassalize, they might collapse entirely if things keep going poorly, or the new Southern Kingdom might start expanding counter to us while we're fussing over a dragon hundreds of miles away and become a rival we can't avoid a war with.

Let's keep our focus at home for the time being and get ourselves some much-needed security.
 
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