Prince Aladdin Quest (Disney Villains *Almost* Victorious)

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.
Counterpoint, protecting the allies we have now makes more sense short term. As well as not overextending. The fact the Hunter's Guild will likely bring back magical parts is also interesting. Who knows, it may even get us in contact with their benefactor.
That, and don't dragons traditionally horde things? The influx of cash in the face of expensive projects will definitely be useful.

Last, the East is in need of more help than the West at the moment. And the improved relations with the Hunter's Guild will be useful in the future. We don't really want to give the Dreaded One time to recover from it's wounds either, so the DC of this will only go up next turn, making it a bit limited in timescale..

That, and Dreaded One. We may end up with a quest to help our allies down the line, or risk them being destroyed. And once that's done, what direction will the Dreaded turn to? Better relations can equal closer ties and more trade agreements, or some such.
 
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Hopefully we can coordinate with the Hunters a little more than is actually listed. Once they are in motion again we might be able to secure rival reports from further abroad, if limited to wherever they stop. And we might be able to put up standing bounties on live captures, pinning a pile of gold onto the off chance they stumble into something interesting. Hell, maybe we can purchase an atlas from them.
 
An Atlas of the world would be really really good. Both for Ababwa as a whole and Will. So another point to improved relations.
 
[X]Plan: This is CK, I have a casus beli, AND I KNOW how to use it
- [X][Martial] Take What You Can
- [X][Stewardship] Expand trade district
- [X][Diplomacy] Since You're in the Area...
- [X][Intrigue] Plotting a Course
--[X]Sinbad
-[X][Learning] When you wish upon a Star
- [X][Occult]Call of the Wild
- [X][Personal] Balancing the Books
-[X][Personal] Get to know a Hero better
--[X] Iago
- [X][Will Personal] A Strong Back
-- [X] Take What You Can
- [X][Iago Personal] Wallowing in the Lap of Luxury
 
Reposting plan. Also, that plan is good, but Chiron is best if we want to grab traits. That and we really don't need Will in the North, just add a few points. (Missing the Sea does say he's moping/depressed. So chance of bonus and info on his personal quest.)

[X] Great Preparation, and the Northern Rep
-[X][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.

-[X][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)

-[X][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.

-[X][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.
--[X]Have Haroud focus on a specific region
---[X] 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.

-[X][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.

-[X][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.)

-[X][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.
--[X] 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.)

-[X][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.
--[X] 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.)

-[X][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
--[X] 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.)

-[X][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.
-[X][Adventure] None right now.

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 correspondence with Jasmine is nice, does it happen in the background without us dedicating an action? Just not enough to change relationship status. )


[X] Great Preparation, and the Northern Rep
 
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[X] Plan: The War of Northern Aggression (This Time it's Personal!)
- [X][Martial] Take What You Can
- [X][Stewardship] One Stop Shop
- [X][Diplomacy] Attempt to bring in nearby satraps as protectorates
-- [X] Western Satraps
- [X][Intrigue] Now Hiring!
-- [X] Have Haroud focus on a specific region
--- [X] Northern Satrapies
- [X][Learning] The Heart-Shaped Herb
- [X][Occult] The Call of the Wild
- [X][Personal] This Mystical Land of Magic and Sand
- [X][Personal] Cram Time
- [X][Will Personal] A Strong Back
-- [X] Take What You Can
- [X][Iago Personal] Wallowing in the Lap of Luxury
 
(Missing the Sea does say he's moping/depressed. So chance of bonus and info on his personal quest.)
Ah, that's another goof on my part. The success last turn did take care of his depression malus, along with him being fully healed again. It's just that he still sometimes has depressive days where he just misses the sea overall. Remember, he lived pretty much in sight of the sea his entire life, so being this far from the salt spray and the cry of gulls is something he's not used to.
 
[X] Great Preparation, and the Northern Rep

Woks for me. I don't want us to try and gobble up more than one of Satraps so we don't get overstretched. Also it's helping out our trade partner (Xiang-Wu) since the canon solution for the dragon isn't availble.
 
French Foreign Legion Nega-Quest, Turn 6: Breaking Camp (Canon)
French Foreign Legion Nega-Quest, Turn 6: Breaking Camp

Insufficiency malus: 95-10 (food consumption)-15 (ammunition usage)-20 (casualties): 50! -10 malus to all actions this turn.

Random event roll:

Queen La: 1d100-20: 43! The Queen is shaken; she took a near miss from a dangerous unknown weapon, and her champion was injured for her sake. Many casualties were suffered amongst her warriors, and dealing with the wounded is consuming much of her time and resources.

Health (DC 25/50/75/100/125): 1d100+13+18+5+17+24-10-20: 87! The rain has stopped, and the disease has gone with it. The presence of Sinbad and Von Lettow are a godsend to Staquait, as they have the knowledge, charisma, and skills to help teach his men how to better survive in the desert and jungle. The many wounded soldiers are a strain upon their resources, but Von Lettow has seen and dealt with far worse. No morale malus, health is as good as can be expected, and better than it could.

Morale: 1d100+8+30+15+25-20: 107! They dealt a stinging defeat to the Leopard-Men, have strong allies, and are getting out of here! Morale has never been higher. There is some grieving as soldiers mourn for fallen friends and companions, but it has not shaken their resolve. +10 to all rolls!

You have six EIGHT actions available this turn, thanks to the presence of Von Lettow and Sinbad. While the two commanders and their assistants cannot be assigned, they will attach themselves to random actions to assist in their completion.

Available heroes: Hub McCann, Garth McCann, Hooft and Hugo, Renard Dumont, Albert Narracott.

Floating heroes: Sinbad, Marina (Spike), Luca, Von Lettow, Henry Jones, Remy Baudouin.
Martial:

[] Drill the troops (DC 40/60)
-[] In what? Marching/Marksmanship/Swordsmanship
Increased martial capability, potential reduction in morale (because nobody likes drills).

[] Assign a squad to help protect an away party (+10 bonus to relevant action, reroll on critical failures.)
-[] Write-in which action

[] Mount a reprisal against the leopard men (DC 75/???)
Strike back against the leopard men, ???

[] Search the battlefield for weapons and ammunition (DC 50/75/100)
See what weapons might have been left behind; ???

[] Prepare the 75mm and accompanying ammunition for transport. (DC 75)
The gun gets to go with you to the port; ???

Stewardship:

[] Send out a foraging party (DC 25/50/75)
Find food, chance of finding tradable goods, boosted self-sufficiency score.

[] Hold a funeral for the fallen soldiers (DC 40)
Improved morale.

[] Burn the corpses of the leopard-men (DC 60)
Improved health, morale.

[] Prepare the chickens for transport (DC 60)
Retain the chicken bonus upon arrival at the destination

[] Bandage the wounded (DC 30/60/90)
Gets a few men back on their feet, reduces DC for the travel expedition, ???

[] Tan the animal hides (DC 50)
Increased crafting materials, tradable goods, slightly improved self-sufficiency score.

[] Pack up the stills for travel (DC 30/60)
Improved self-sufficiency score, potential tradable goods, actions unlocked.

[] Repair the tack (DC 75)
Reduced DC with horse-related actions, actions unlocked.

[] Scavenge the leftover telegraph cable (DC 60)
Recovered high-quality metal cable, tradable goods.

[] Try building a wagon (DC 75)
Reduced DC for transport-related actions.

[] Try to pack up Renard's shop for transport (DC 75)
Retains Renard's "Established Merchant" perk when they arrive at their new destination.

[] Prepare the horses for travel (DC 50)
Reduced DC on the trip to the port.

[] Use the raw lumber to burn the leopard-men corpses (free action)
Reduces the DC of 'burn the corpses of the leopard-men', ???

[] Pack up the lumber for travel (DC 80) (Cannot be taken with the above action)
Potential tradable goods once you arrive at the port, improved relations with Sinbad.

[] Ask Remy Baudoin to make one final meal for the soldiers before leaving (DC 40)
Improves morale, reduced DC for trek to the port (less food to haul), consumes Remy's action for the turn.

Diplomacy:

[] Send a flag of truce to the South (DC ???)
You' seem to have angered your southern neighbor; see if you can't manage to placate their wrath with a genuine offer of parley.
Staquait refuses to even contemplate the idea of peace with Queen La, not after the latest attack.

[] Talk with the soldiers, check on morale (DC 20/40/60/80/100)
Get a better feel for the troops, improved relations with the soldiers, ???

[] Ask Sinbad about the Pirate Lords (DC 50/100/150)
Learn about the Pirate Lords, potential actions. Consumes Sinbad's action for this turn.

Intrigue:

[] Send an expedition to explore the surrounding area (DC 35/50/75/90) (Synchronizes with mapping expedition)
-[] North/South/East/West
Increased information about the surrounding area, unlocked actions, potential hero units and resources.

[] Send scouts to see what became of the Leopard-Men (DC 80/120)
Confirms safety, Staquait might know what happened to Queen La, reduces DC of the trek to the port.

[] Spy on Sinbad and his people (DC 50/80)
Improved understanding of the Pirate Lord, ???

[] Spy on Von Lettow and his people (DC 60/100)
Improved understanding of Von Lettow, ???

[] Ask Sinbad for a briefing on what to expect in Maldonia (DC 40/80)
Will use Sinbad's Intrigue score for the roll; consumes Sinbad's action, unlocks options once you arrive in Maldonia.

[] Ask someone about the East India Trading Company (DC 60)
Choose one:
-[] Sinbad
-[] Von Lettow
-[] Henry Jones

Learning:

[] Try and determine your latitude and longitude (DC 50)
More knowledge about your situation, unlocked actions.

[] Undertake an official mapping expedition of the region (DC 40)
-[] Choose a direction (North/South/East/West)
Lowered DC for local intrigue actions, unlocked actions.

[] Hold horse-riding lessons for soldiers who don't know how yet. (DC 50/80)
Increased Martial options, slightly improved morale, ???

[] Ask Von Lettow for training on survival (DC 40/80/95)
Consumes Von Lettow's action, potential roll bonus for the trek west, potential trait for Staquait.

[] Ask Henry Jones to work with the men on a language
Which language? Choose one:
-[] Arabic (DC 80/160/200)
-[] French (DC 40/80/120)
-[] Greek (DC 100/200/300)
-[] English (DC 30/60/90)
Consumes Henry's action, potential bonus to rolls upon arrival at Maldonia.

Occult:

[] Try to identify which of the leopard-men were your former troops (DC 50)
Information about the leopard-men, potential trait for Staquait.

Paying for Passage​

Sinbad has quoted a price of 3,000 gold pieces or the equivalent to pay for your passage to Maldonia. Choose from the items below what you will use to pay for your passage.

[] The 75mm cannon and ammunition (1,000)

[] The alcohol still (1,000)

[] The water still (500)

[] Barbed wire fencing (400)

[] Unprocessed lumber (requires the action "Pack up the lumber for travel") (1000)

[] Animal hides (400 untreated, 1,000 processed) (Latter requires the action "Tan the hides")

[] Extra rifles (100 per rifle, you have 20 rifles available)
-[] How many?

[] The spyglass (700)

[] A copy of your local map (200)

[] Excess meat from Hub's hunts (800)

[] Your chickens (300)

[] The telegraph cable (1,000, requires the action "Scavenge the telegraph cable)

Turn 6 Results

Chosen action​

[] Prepare the 75mm and accompanying ammunition for transport. (DC 75)
Chosen hero: Hub McCann.

[] Bandage the wounded (DC 30/60/90)
Chosen hero: Hooft and Hugo. Marina (and Spike!) volunteer to help.

[] Hold a funeral for the fallen soldiers (DC 40)
Von Lettow offers to help.

[] Try to pack up Renard's shop for transport (DC 75)
Chosen hero: Renard Dumont

[] Pack up the stills for travel (DC 30/60)
Chosen hero: Garth McCann

[] Burn the corpses of the leopard-men (DC 60)
Improved health, morale.
- [] Use the raw lumber to burn the leopard-men corpses (free action)
Chosen hero: Albert Narracott

[] Ask Sinbad for a briefing on what to expect in Maldonia (DC 40/80)

[] Try to identify which of the leopard-men were your former troops (DC 50)

[] Barbed wire fencing (400)
[] Animal hides (400 untreated, 1,000 processed) (Latter requires the action "Tan the hides")
[] A copy of your local map (200)
[] Excess meat from Hub's hunts (800)
[] Your chickens (300)
[] Extra rifles (100 per rifle, you have 20 rifles available)
-[] 9

Extra actions:
[] Prepare the chickens for transport (DC 60)
Assigned hero: Luca

Floating heroes: Von Lettow, Henry Jones, Remy Baudouin, Marina (Spike)
Von Lettow: 1d6: 4! 1d6: 5! 1d2: 1! Von Lettow will assist with the Funeral!

Henry Jones: 1d6: 1! 1d6: 6! Henry Jones will assist with the Occult action!
Trait activation! DC 25, 1d100+5: 104! Critical success! Intensity: 67! Final: 171! Henry's occult malus is reduced by 2!

Remy Baudouin: 1d6: 5! 1d2: 1! Remy takes it upon himself to do the following action:
[] Search the battlefield for weapons and ammunition (DC 50/75/100)
See what weapons might have been left behind; ???

Marina: 1d6: 4! 1d5: 2! Marina will assist with bandaging the wounded!



Prepare the 75mm and accompanying ammunition for transport. (DC 75)
Chosen hero: Hub McCann.
Roll: 1d100+17+17+5+10+10: 84! Success!

Colonel Staquait assigned Hub to get the 75mm gun ready for travel, a task that Hub was easily able to accomplish even with the lack of fully functional tack for drawing the bloody thing. Given how it had proven integral to repulsing the leopard-men, there were no complaints from Hub as to the necessity of bringing it with them, and it took only a quick word with Albert to get a couple of horses to pull the gun and carry the accompanying equipment and ammunition. In short order, he had it all ready to go.

Result: Hub is able to get the gun carriage ready for travel! He gets a pair of horses from Albert to pull it, and rigs up a harness system with which to pull it.

Search the battlefield for weapons and ammunition (DC 50/75/100)
Chosen hero: Remy Baudouin.
Roll: 1d100+17+9: 46! Bare failure!

Somewhat at loose ends, Remy took it upon himself to search the battlefield for dropped weapons and ammunition that could be used again later. However, the corpse details ended up doing such a fine job collecting the possessions of the fallen that there was little for him to do, save confirm that the fight and rain had ruined most of everything else. He got a few spears and bows, but they were only good for firewood and were added to the corpse pile.

Result: Despite his best efforts, Remy is unable to recover any usable ammunition from the fallen; the fight and the following rain ruined most of it.

Bandage the wounded (DC 30/60/90)
Chosen hero: Hooft and Hugo. Marina (and Spike!) volunteer to help.
Roll: 1d100+13+13+5+12+5: 118! Great success!

Hooft and Hugo were assigned to bandage the wounded and get them ready to travel. Being Hooft and Hugo, that unfortunately meant that the most the soldiers could expect was someone who could apply a band-aid and make squealy noises. That is, however, until the lovely Marina decided to take matters into her own hands. Frustrated with their incompetence and feeling sorry for the wounded, she took charge of the task with her own sheer force of personality and directed the two soldiers to follow her lead. Working for Sinbad, she knew quite a lot about cleaning and bandaging wounds, and her efforts led to many being in better condition than they would have otherwise been. The friendly presence of Spike also went a long ways towards raising spirits, with more than a few soldiers shedding tears as the dog leaned against them for comfort.

The injuries themselves tended to either be superficial or incredibly nasty. As it turned out, when fighting leopard-men either you didn't have much in the way of injuries or you were lucky to have a face, what with their natural weapons and overall ferocity. Several soldiers will never see again, and a few have lost limbs. With that being said, most are on the mend, and are expected to make a full recovery.

Result: The wounded soldiers are bandaged up and made ready for travel. About twenty of the wounded can walk on their own, while the rest will need to either ride on horseback or be carried in stretchers. DC for the trip reduced by -15! Marina gains +1 Stewardship!

Prepare the chickens for transport (DC 60)
Assigned hero: Luca
Roll: 1d100+13+15: 89! Success!

The taciturn Luca, hearing that part of their payment was the Legion's chickens and eggs, promptly went out to get them ready to travel. Placing them inside some of Renard's spare crates from his store, he stuck them on a travois and secured them with rope, along with some water and feed so that they wouldn't starve or die of thirst on the trip to the port.

He also took a half-dozen eggs as payment, and was seen happily scarfing them down scrambled, with goat cheese mixed in. Nobody begrudged him, although a few envied him.

Result: Luca successfully packs up the chickens for transit! He borrows a horse from Albert and places them in a crate atop the beast's back. +1 travel bonus as people will have eggs available for breakfast!

Hold a funeral for the fallen soldiers (DC 40)
Von Lettow offers to help.
Roll: 1d100+13+24: 56! Success!

There were ten fatalities in the battle on the side of the Legion. "Royal Little; Felton Acosta; Garfield Farmer; Vincent Wagner; Mikel Garrett; Henry Oneal; Dino Mcclain; Quinton Hamilton; Maurice Mann; Bobby Kim; Mohammed Preston; Norris Gilbert; Heriberto Schultz; Wesley Mcintyre; Jayson Klein. Legionnaires, one and all. They sacrificed their lives for something greater than themselves - to stymie a corrosive evil and to protect their comrades from a fate worse than death."

Staquait's voice was solemn as he read through the names. To the side, Von Lettow stood at attention, his uniform as crisp and clean as he could make it on short notice and without the use of an iron. With him stood seven soldiers, their rifles shouldered.

Almost everyone in the camp was in attendance, even Sinbad and his crew were there with appropriately solemn expressions. The bodies had been washed and wrapped in spare sheetcloth from Renard's store, and a pyre had been built in their honor. While it was not the French custom to burn their dead, after what Staquait had seen with Queen La and how she created her leopard-men, he wouldn't have put it past her to be a necromancer as well.

Hence, burning the corpses.

The dead leopard-men - save for the ones Staquait and Jones had identified as being former Legion - had received the same treatment, albeit far less dignified. The wood Hooft and Hugo had collected was finally being put to use - as bonfire fuel, instead of buildings. Albert and Joey had led the grave detail, hauling logs and bodies and piling them together before burning them. Their weapons had been salvaged, but apart from a few metal spearheads that Garth had kept and some spear shafts that were repurposed as walking sticks for the wounded or as stretcher rods, had gone straight into the fire.

The stench had been terrible, but Staquait endured it, knowing that with the bodies burned he was saving his men's health and denying La the resources of her fallen.

"Prêt! Objectif! Feu!" Von Lettow gave the command in flawless French; the honor guard took aim and fired into the air - towards the South, a petty bit of spite on Staquait's part.

"Feu!" Bang!

"Feu!" Bang!

With the 21-gun salute finished, there was only one final task to do.

"Almighty God, we commit their souls to you. Ashes to ashes, dust to dust." Staquait finished the prayer, and with a nod, he and Von Lettow approached the pyre from opposite sides. Each bore a torch. Some leftover oil and kerosene from Renard's shop made it a simple matter to set it ablaze. The pyre quickly caught, and the men stepped back.

Staquait and Von Lettow watched the blaze for a time. Eventually, Staquait turned towards the other officer. "It never gets any easier, does it."

"No. No, it does not. All you can do is hope that their sacrifice was worth the price."

"Amen to that."

Result: The bodies have been burned. Improved morale, Staquait's relationship with Von Lettow improves.

Try to pack up Renard's shop for transport (DC 75 65)
Chosen hero: Renard Dumont. 1d2: 1! Renard's trait activates!
Roll: 1d100+13+18+10+5: 55! Bare failure!

"Merde!" Renard swore as he looked over his little shop, steeling himself for the task at hand.

Renard had looked with everything he had, but no matter how he approached the problem, the simple fact remained that the Legion lacked sufficient transport for both the wounded and his stock. As much as he hated to admit it, a lot of stuff was going to go to waste.

Unless…

Soldiers throughout the camp were surprised to hear the bell ringing from Renard's shop; with everything being rationed, soldiers weren't actually supposed to approach it without explicit leave from an officer. The bell ringing was an exception; it meant there was an emergency, like a fire, and all hands were needed to save it. But as the soldiers raced towards the shop, they were confused to see Renard standing on the porch, hands in pockets and looking as calm as ever.

"Welcome! Welcome!" he said gaily. "Thank you for your prompt response!"

Staquait pushed himself to the front of the crowd. "What is the meaning of this, Monsieur Dumont?" he demanded.

"It has come to my attention that we lack sufficient transport to bring my shop with us to Maldonia." There was a groan from the crowd at the bad news. "But fear not! It will not go to waste! For today, this day only, it is with greatest pride and deepest pleasure to announce the Grand Dumont Sale! Today alone, all of my stock is 100% OFF!!!"

A momentary pause as everyone processed Renard's words; then, with a cheer, they pushed towards his store as one. Renard stepped to one side, granting them access to the door. "Now don't shove, and be sure to share!"

"What caused this, Renard?" Staquait asked in shock. "What are you doing?"

Renard turned towards the Colonel, and for just a moment the jovial mask dropped. Staquait could see how much doing this pained him. "Colonel, I've poured my heart and soul into that shop, into building my business in Africa. But I cannot bring it with me to Maldonia. So, rather than let it go to waste, I thought it better to let my companions make use of it as they will. They know better than myself what they need."

Two legionnaires raced past holding a cuckoo clock; behind them, Sinbad was carrying three bottles of champagne while Marina sighed at her captain's antics. Staquait raised a brow.

Renard grinned sheepishly. "Well, at least they're having fun?"

"Hey, I saw that watch first!"

"Most of them?"

"Ack! No biting! Mine!"

Result: The Legion lacks sufficient transport to haul Renard's stock; rather than let it go to waste, Renard opens up his shop to any and all who want something. Renard loses his trait "Established Merchant"; in exchange, the trip to the port gains a +10 roll bonus, morale improves!

Pack up the stills for travel (DC 30/60)
Chosen hero: Garth McCann
Roll: 1d100+13+12+5: One degree of success! 1d2: 2! The Water Still!

Garth groaned as he looked over the stills in their shed. It was something of a mess. During the battle, apparently a few shots had gone through the walls. The water still was unscathed; the alcohol still, not so much. The tubing had been wrecked, and the reservoir was riddled with bullet holes.

The tears shed when Garth announced the news rivaled the rainstorm in terms of sheer water output.

"NOOOO!!!"

"Pull yourself together, Captain! You're embarrassing us in front of the landlubbers!"

Sinbad's tears aside, the fact that the water still both functioned as planned and could be easily refitted to produce alcohol soothed morale; the fact that the alcohol already produced had survived helped as well. Most of the medicinal whiskey was used helping the wounded, but the officers were sure to share a shot of date brandy once everything was packed as celebration. Everyone else got a drink as well.

"Hmm, not bad," was Remy's begrudging assessment.

Result: Garth is able to pack up the water still for travel; but to the dismay of many, the alcohol still was destroyed during the fight. He is, however, able to save the alcohol that has already been produced.

Burn the corpses of the leopard-men (DC 60 50 30)
- Use the raw lumber to burn the leopard-men corpses (free action)
Chosen hero: Albert Narracott
Roll: 1d100+13+16+5: 38! Success!

Detailed in "Hold a funeral"

Result: Although somewhat waterlogged, Albert (with Joey's help) is able to get soldiers to pile all of the leopard-men bodies and burn them using the lumber Hooft and Hugo collected. Health takes no maluses, morale no reductions.

Ask Sinbad for a briefing on what to expect in Maldonia (DC 40/80)
Sinbad
Roll: 1d100+12+25+8: 71! One degree of success!

Despite his irreverent and lackadaisical nature, Sinbad turned out to be a font of information on what to expect in Maldonia. Staquait was shocked to learn that the French protectorate of Morocco had vanished completely, replaced by an independent Constitutional Monarchy. A vigorous king (with a strong handshake and a decent duelist, to boot), a compassionate queen, two sons - the eldest of whom had returned from overseas with a cute new bride. The new princess had taken over the royal kitchens, turning them into her personal fiefdom.

Small, yet active, Maldonia was a land of opportunity. Fair laws, just rulers, it sounded like a place that Staquait would enjoy living. Learning that they spoke French was just the cherry on the cake.

Try to identify which of the leopard-men were your former troops (DC 50)
Henry Jones volunteers to help!
Roll: 1d100+7+5+20: 95! Great success!

"But...how?!?" Henry groaned in frustration as he looked over the bodies of five leopard-men. Given that they still had their dog tags around their necks and the scraps of their uniforms on their bodies, identifying them had been relatively straightforward.

"Magic, what else?" Staquait said in disgust. "That damnable witch will pay for this." The colonel stalked off, leaving Henry to gape at the impossible fusion of man and leopard before him. He was going to need to seriously reconsider just what was possible and what was not...

Result: Staquait and Henry are able to identify the bodies of the leopard-men via their ID tags, and they are buried in the funeral with full honors. Morale increase! Henry's Occult malus is reduced from -5 to -3!
Staquait's "Nemesis" trait is modified! As a result of his fights and the examination, he gains +5 to his Martial, Intrigue, and Occult rolls when fighting Leopard-Men!

Total trip modifiers: +15 morale, +1 chicken eggs, +10 Renard's Stock, -15 DC from improved health.

RER: 1d5: 4! West! 1d100: 18! The rain has made the road west a muddy mess, +10 DC to the trip.

A/N: And here's what the Legion will be up to this turn! Enjoy!
 
And now to look for the rival reports:
Hades is finding that attempting to rule his domain with only himself, his now expecting lady wife, and the occasional aide from his son, is a much more daunting prospect than merely accepting the souls of the departed. Already he has been forced to release Thanatos from his imprisonment to ensure that the natural order is at least somewhat maintained. The God of Death has resumed his appointed duties, and so far as anyone can tell whatever deal he made with Hades is being kept to.
Well of course it's difficult. You're actually trying to rule/run your domain as opposed to the previous leadership whose only 'job' was to laze around, occasionally boost a random hero and smite people that annoyed them. Also Thanatos imprisoned? When did this happen because the only time I can remember any mention of Thanatos being locked up (Disney or myth) was when Sisyphus tried to cheat death.
Mirage has achieved a major feat, driving away a push by Ursula to take the Nile delta, and even the great river itself. If the sea witch had claimed the very heart of Egypt her creatures could have pressured fealty from all those that wished to make a living form the river. Instead they were repelled, with the cat-woman Mirage demanding worship and adulation from the mortals she has deigned to let live. Even now a great temple is being constructed in her honor. A lavish affair of marble, gold and even jade, it will serve as a testament to her power.
Again this is really weird for Mirage. I mean heck, this is an example of what she does in her spare time:
Mirage: Oh dear! My little storm is sinking the king's ship, and now his country will plunge into civil war. Ah, chalk up another one for the forces of evil.
Chaos's comments on her behavior supports this:
Chaos: You know, the problem with you evil elementals is that you're always obsessing.
Chaos: Crush this, destroy that, kill her, maim him. I for one like a change in routine, don't you?
Though (in a plot hook that is never expanded on) Phasir/Fasir (blind prophet that is actually a cyclops that shows up in a few episodes) implies that A: he and Mirage used to have a relationship and B: she wasn't always crazy evil. Considering her abnormal behavior and the fact that Chaos is in play it's entirely possible he 'tweaked' Mirage without her knowing.

It's certaintly within his capabilities and willingness to do so. I mean the entirety of the events in 'When Chaos comes calling' was him setting up a massive troll moment for Mirage beucase he felt she was in a rut, behavior-wise.
Chaos had been seen amusing himself by turning turtles and fish into hippos when Ursula's forces attempted to press their luck.
That acutally makes the critters more dangerous. Hippos are kind of nasty.
 
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Well of course it's difficult. You're actually trying to rule/run your domain as opposed to the previous leadership whose only 'job' was to laze around, occasionally boost a random hero and smite people that annoyed them. Also Thanatos imprisoned? When did this happen because the only time I can remember any mention of Thanatos being locked up (Disney or myth) was when Sisyphus tried to cheat death.
A bit harsh on Zeus here - he's a vastly different type of God here and smiting doesn't seem to be a huge deal for him, given his jolly nature. The sole exception we see in his disposition is when his baby get's kidnapped... feel like he gets a pass on that one.

Also I think Hades pretty much imprisoned every God around, exception being his wife and son in this.
 
Also Thanatos imprisoned? When did this happen because the only time I can remember any mention of Thanatos being locked up (Disney or myth) was when Sisyphus tried to cheat death.
Hades didn't take any chances with his initial strike. He had all of the gods chained. And for a little bit, it worked, until it didn't and he realized the flow of souls coming to him has been tapering off.
Again this is really weird for Mirage. I mean heck, this is an example of what she does in her spare time:
Yes, it is isn't it?
That acutally makes the critters more dangerous. Hippos are kind of nasty.
Well, he turned them back after Ursula's forces were gone. But yeah, the hippo population practically doubled for a minute while Ursula was trying to take control of the Nile.

French Foreign Legion Nega-Quest, Turn 6: Breaking Camp
Awesome job, take 8 XP!

Edit: XP and Omake bank have been updated.
 
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Still I kind of wonder why we don't have anything to look into the Land of the Black Sands. Leaving Mozenrath to himself for too long is a bad idea.
 
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