YzmaQuest (Disney Villains Victorious Classic Quest)

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Set up in the Disney Villains Victorious world, questers will have to navigate a new wonderful and hostile world through the mind of one of the most extravagant Villains to ever grace the world.
This is Yzmaquest! Where you play as the one and only Yzma, after managing to complete her quest to usurp Kuzco and lay her claim to the throne!
All Hail Empress Yzma the First!
Unfortunately, as much as Yzma would want to just sit back and relax and enjoy all the luxuries that come with sitting on that comfy chair, she choose the worst time for her ploys to bear fruit as she has to deal with the effects and consequences of other Victorious Villains and their machinations, and while some villains may be content to leave Yzma alone and have her and her Kingdom sit by in the corner…others unfortunately won't be as peaceful or passive.
If Yzma wants to keep her throne she better be ready to defend her kingdom!
Opening Post
Pronouns
Female
It was a beautiful day. The birds were singing, the sun was shining (though hopefully not for long…), everything was perfect.

Except, to you, these DING DANG Kuzco statues EVERYWHERE!

You had put off any actual redecoration so you could celebrate your long awaited, well deserved victory over that fool Kuzco (blowing him up over the mail had been the perfect plan; you even immediately got your money back once you become Empress!) and were finally getting around to it.

"Isn't this lovely Kronk? I'm FINALLY where I deserve!" You cackle.

"...Outside the restrooms?" Your ever loyal (if dim-witted) sidekick asked in confusion. Indeed, you had gotten to the statues outside a restroom.

"WHA- NO! AT THE TOP!" You snap.

"Well, Ma'am, I am pretty sure according to this map these restrooms are actually near the outskirts of the kingdom-" Kronk began, pulling out a map.

"Oh forget it." You massage your temples.

As you return to your palace, waving eagerly (but not TOO eagerly; they were honored to have YOU, not the other way around!) at your citizens - who gave some half-hearted waves and small cheers in response - you can't help but feel in a good mood despite Kronk's usual antics. Yzmaoplois was finally a reality, and had been for a full week! Nothing could ruin this!



"Miss Yzma! Uh, hello. I'm sorry but we have a few problems to talk about!" Your new secretary explained. She adjusted her glasses.

You sigh. There goes your good mood. Though you had to admit, despite only having gotten here 3 days ago, she had proven herself more competent than Kronk or your guards. She hadn't even fallen for a single trap in your obstacle course to get the job!

"What is it, Mary?" You sigh.

"Uh, it's Mirabel, ma'am. Mirabel… Madrigal." she muttered. You took notice of her discomfort saying her last name. Huh. That's odd.

"What's this Mirabel Madrigal doing?" Kronk asked obliviously.

"No Kronk, I'm Mirabel." Mirabel explained patiently.

"I thought you were Mary? You didn't lie about your name, did you?" Kronk squinted at the teenager.

"For the love of me, ENOUGH! Mirabel, get to the point!" You threw up your hands.

"Uh, right, right. You see, there's quite a bit you could be doing…"

You already feel a headache coming on. Couldn't you just go back to celebrating your success?
 
Yzma (AKA You)
Martial: 20 (Even thought she is of advanced age, ~~never let her hear that someoner said that~~, Yzma possesses surprising physical athletic skills and reflexes. Also, she can survive injuries that could hurt anyone else. ~~Wrong lever again…Kronk.~~)

Diplomacy: 8 (Yzma isn't what you could call…a nice gal. ~~She can be cruel and petty when talking with people.~~ Also even though she dresses surprisingly fashionable, her looks can sometimes make people wary.)

Stewardship: 24 (Having helped raise Kuzco since she was a child, Yzma is experienced with administration and money management. She wouldn't dare take over an empire if she didn't have the skill to back it up eh?)

Learning: 31 (One would be surprised that someone as…fashionable and extravagant as Yzma to have deep knowledge of chemistry and alchemy. Her potions have effects that defy normal science rules. She has both beauty and brains. She is the complete package baby!)

Intrigue: 21 (Yzma might be good at lying and can pull off some decent surprises and acts. She managed to fool Kuzco for almost all his life about her intentions… ~~although it's Kuzco, it's not really a hard bar to surpass.~~)

Occult: 12 (Yzma is aware of the supernatural, living that long makes someone aware of the hidden stuff going on behind the curtains. She might not have cool mysterious powers. But that doesn't mean she is completely out of her deep here.)

Traits:
"Its brilliant, Brilliant, BRILLIANT!" Fitting of someone as fantastic and excentric as Yzma, she has the tendency to think of over the top plans to match her genius. Thought she tends to miss obvious stuff or hinder herself sometimes.
Someone might think that her over complex plans have no chance of succeeding, and while they might be right, if Yzma manages to pull it off the payout could be big.
Beginning of the turn a random category will be chosen from the 6 (Martial, diplomacy, stewardship, Learning, intrigue, occult). That turn, whatever national action is chosen to be taken on that section has its DC increased by 20, but if Yzma succeeds in the action taken, its automatically becomes a critical success. If it's not a success, the normal result will be taken.

Super Mega Extravagant Mad Alchemist: +20 to all alchemy and chemistry rolls and actions that Yzma is involved with.

"In my defense, All your potions look alike" In combat, Yzma relies in her potent potions to give herself the edge in combat.
+10 to combat rolls. If Yzma succeeds in a combat roll against her opponent, the poor victim is immediately transformed into an animal (The animal in question will be random/what the QM decides), and depending on the result, opponent might receive bonus or maluses to rolls during the rest of the combat.
 
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Hero Units
Your roster of Hero Units!

Kronk

Martial: 25 (Kronk possess incredible athlethic abilities that put most people to shame. He can scale up and down a mountain easily and can carry several dozens worth of weight. Coming from a family of athletic health and fitness advocates means he knows how to always keep himself in top condition.)

Diplomacy: 28 (Kronk is basically the nicest guy on the kingdom, almost everyone likes him and its one of the main reasons. He is one of the main reasons why not more people are against Yzma being declared empress.)

Stewardship: 12 (Kronk knows the basic of management and money handling, but he is nowhere capable of being considered an expert.)

Intrigue: 5 (Kronk…isn't the sharpest tool in the shed…his naivety and childness is why Yzma is able to convince him so easily to go along her schemes, thought. He sometimes has his moments where he can shine)

Learning: 10 (Kronk might have basic education, but it doesn't go much more than that.)

Occult: 2 (Kronk knows the old legends and myths around the kingdom but has never been witness to them. His experience with so little it almost doesn't count.

Traits:
Veteran Chipmunk explorer: Kronk is an expert at survivalist stuff. He can communicate with woodland animals and understand them flawlessly.

+10 to all nature related rolls. +20 to communicate with woddland animals.

Gentle Giant: Kronk might follow most of Yzma whims, but he still has his morals. For National actions that Yzma assigns him that go against what he stands, Yzma must succeed an intrigue DC check in order to convince him to go along with him. If it bare failures, Kronk will still do the action, but his stats will be halved.

The Kronk Legion!: The night after Yzma was crowned as empress, there was a big celebration…For Yzma at least. The party was so wild that once she woke up she found that she had somehow made a potion that transformed things into…Kronk!?
For the life of her Yzma doesn't know how she did it but she ended transforming a bunch of random things, animals and people into Kronks. Which could be bad, but she could easily reel them in.
With prime Kronk as their leader, they have form the Kronk-Union and now work as the palace guards and Yzma hands and feets on the kingdom.
Drunk Yzma apparently didn't save the formula, and it was somewhat rushed, causing the transformed Kronk to retain aspects and characteristics of what they were before. So most of them don't have most of Kronk skills but retain his mental capacity…so they cant really compare to the original.
Yzma can assign the Kronk legion to a National action per turn, using Kronk Prime stats, but with a -5 malus to the roll, and Expert cook and Veteran Chipmunk trait cant apply.

Bake Master: Kronk has mastered cooking at surprising speed, he gains a +10 bonus on food related actions turning into a +20 bonus on cooking related actions.

Mirabel Madrigal

Martial: 7 (Mirabel is relatively fit and rather active, but only slightly more than the average person)

Diplomacy: 16 (Mirabel is a bit of a people pleaser and often is rather kind and affable)

Stewardship: 7 (She comes from a small, secluded community where money wasn't much of an issue, so she is still learning how best to handle it)

Learning: 12 (Mirabel is rather clever, but she's no genius)

Intrigue: 15 (Mirabel has gotten rather good at sneaking around and discovering things behind people's backs by necessity and can use being underestimated to her advantage)

Occult: 9 (She knows magic exists, obviously, it seriously helped her family. She just wasn't blessed with magic powers, sadly)

Traits:

Fixing the Cracks: Mirabel failed her family, and she is determined To not let it happen again... (Mirabel gets a +10 to Diplomacy to smooth over or resolve arguments)

Sneaking Around Casita... Er, Yzmaoplois: Mirabel would sometimes have to sneak around her home if she wanted to get any information on things, and that has translated well to her new life... (Mirabel gets a +10 to Intrigue when trying to sneak around to find information hidden from her)

Familiar Regrets: Mirabel feels it's her fault what happened to Casita, and surely her family hates her... (When Reminded of her family, Mirabel gets a -15 to All Rolls)

Crippled: Mirabel is severely limited due to the damage done in the "interrogation", Those Kuzco Loyalists may have permanently altered Mirabel's life trajectory, she rolls with disadvantage in chases and suffers a -10 malus towards any physical rolls, her martial is also reduced by 3

It can only go up: After hitting rock bottom, its difficult to go deeper down, if Mirabel rolls a negative, the next turn she gains the total score as a bonus (-4 to a +4 next turn)

Martial: 12 (Running to(and often, from) cons is great cardio.)

Diplomacy: 18 (This trio has silver tongues and a taste for more.)

Stewardship: 3 (it would be kind to call them spendthrifts)

Intrigue: 12 (They think they can sneak around better than they can)

Learning: 14 (they know enough to fake expertise in many fields.)

Occult: 6 (Chel knows a baseline amount of El doradan myth. [Altivo knows Christian stuff but can't communicate it])

Traits:

Pros at cons: miguel and tulio get a +10 to manipulating crowds. On a failure, roll a d4. On a 4, they work the crowd and roll again.

De-fence less: reduce martial to 1/2(then add one) when not fighting with rapiers

Money like water: +10 to getting riches(or assets) and -5 to keeping them. However, when about to lose money or gain it, roll a 1d8. On a 4-8, Chel will intervene to double the bonus or block the malus.

Martial: 9 (Though she has magic, She's not very physically strong)

Diplomacy: 10 (Though helpful and ultimately kind-hearted, Evelyn is also a somewhat annoying prankster, it can be hard to fully like her until you get used to her)

Stewardship: 5 (Putting aside the fact her home uses a completely different currency, teenagers aren't exactly monetarily wise to begin with)

Intrigue: 21 (She was mostly able to sneak around pretty decently and evade capture of Witch Hunters fairly easily)

Learning: 13 (Evelyn, when she actually puts her mind to it, can be pretty smart. She just isn't always motivated.)

Occult: 27 (Though she's still learning, Evelyn is a pretty good magic user!)

Traits:

Boiling Isles Resident: When Evelyn fails a Martial roll, she may Roll again using half her Occult.

I Know a Thing or Two: +10 to Occult Based Rolls

Witch Hunter, Witch Hunted: Evelyn gets -15 on Rolls interacting with those who hate or distrust the supernatural.

Martial: 6 (Grimsby is an old man, he's not completely unfit but he's not winning physical fights easily)

Diplomacy: 28 (Grimsby was the kind advisor to a royal family for years, he knows a thing or two about using the carrot and the stick.)

Stewardship: 23 (Again, he worked as an advisor to a royal family, he occasionally had to oversee budget talks presumably)

Intrigue: 8 (He has no particular expertise in stealth or the like)

Learning: 12 (He is fairly intelligent, but no genius)

Occult: 3 (He knows the occult exists thanks to Ursula, but is not exactly slinging spells around)

Traits:

Royal Advisor: When Grimsby fails an Intrigue Roll, he may roll again with half his Diplomacy added.

Never Again: After the loss of Prince Eric, Grimsby has become quite determined to not lose any other charges. +10 to Protect anyone younger than him.

Occasional Seafarer: He did frequently sail with the late Prince Eric, and though he's no expert, he knows enough. +5 to Seafaring based rolls.
 
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Turn 1
Keep in mind you get to do one Action per Category currently!


Pacify Kuzco's remaining loyalist. DC: 30. You can't believe it, there's still some people that actually prefer Kuzco being emperor over you! Now they might just be some peasants protesting around the kingdom, and while not many listen to them you know better. Give them a push and they might become an issue! That absolutley can't stand! Now that you have become empress you won¡t allow any threats to your kingdom to remain. Time to show those losers who's boss!
Reward: Kuzco loyalist dealt with, either by imprisoning them or kicking them out of the kingdom.

Martial: Train Your Guards! DC: 50 Besides Kronk and Mirabel, you don't have a particularly useful inner circle. These guards are going to get in shape or get out!
Reward: Your royal Guards are better trained. They will be better able to defend your kingdom

Martial: Deal with the pirates DC 70. Those pirates harassing your coast and ruining your moment is somethign you have LOOOTS is problem with! You gonna show does smelly Scalliwags who is the boss here!
Reward: Pirate attacks on your coasts stop for the moment, Might make the pirate's a bit more pissed off at you.

Diplomacy: Pacify Kuzco's remianing loyalist (Kronk's idea) DC 60: While just giving the boot to those peasants sounds easier, Kronk tells you that it might be better for you if you tried...talking with them?! He says that this way people might like you more. Please! You already have the citizen's love! Not that you need it. And as if you needed more of it. Still..might be worth considering.
Reward: Loyalist dealt with peacefully. Public opinion might increase somewhat?

Cut a Deal with Pirates DC: 65 You have discovered there are pirates who flaunt their nose at Ursula and sail anyways. You like the cut of their gib.
Reward: You establish ports in Yzmaoplois and gain allies in various pirate crews.

Search for Promising Minions DC: Variable, higher the Better With the hiring of Mirabel you realize some fresh blood could be useful. Maybe there's some desperate rubes around...
Reward: Gain options to Hire some new Hero Units

Build Yzma Land! DC 70 You won't admit it to Kronk, but you always did enjoy amusement parks...
Reward: You build your very own amusement park! Gain income from people going there.

Stewardship: Establish Ports with Ursula's Permission DC: 75 You realize that you are missing alot of opportunities being so isolated. A little trade never hurt anyone! Though you are loathe to have to bend to another's will, it seems this Ursula is just too powerful to ignore...
Reward: Establish Ports in Yzmaoplois; possibly establish trade with other nations or sailors; make a deal with Ursula.

Check Your Coffers DC: 40 You aren't sure how much money you have. Maybe Mirabel can count it for you or something.
Reward: Learn just how much funds you have!

Intrigue: Do General Scouting DC: Variable, the higher the better There's a lot of strange new lands around for you to investigate... Better hop to it!
Reward: Gain general information on the Lands surrounding Yzmaoplois.

Intrigue: Investigate that Strange Spirit Realm DC: 75 Smack dab in the middle of your kingdom is a new, strange realm filled with spirits. How dare they take up YOUR space!
Reward: Investigate the new Spirit Realm locale that just pooped up. Gain information on said location.

Intrigue: Investigate Firebird's Territory DC: 75 That Bird is really starting to grind your gears. Maybe you can find something useful in it's territory...
Reward: Gain some info on the Firebird's Territory.

Learning: Look up Legends DC: 50 There's plenty of strange creatures and seemingly impossible figures running about now. You should investigate!
Reward: Gain more information on the more esoteric and seemingly myth like figures neighboring you!

Learning: Learn more about the Firebird DC: 65 You don't know much about this dang bird. You should change that!
Reward: Gain more information on the Firebird itself.

Learning: Fix the Water Supply DC: 45 You accidentally - You mean, totally on purposes appeared to have put some of your potions in the water supply, mixing with things and turning your citizens into animals. Better fix that before people start whining.
Reward: Fix the water supply. Your citizens' opinion increases.

Occult: Investigate "Casita" DC: 65 Your new secretary, from what little you could get out of her (that you also cared about) apparently comes from a magic house. That sounds useful!
Reward: Gain information on the Madrigals' "Miracles" and especially Casita. Possibly use that magic to bring other houses to life?

Occult: Investigate the Magic Fire DC: 75 There's this weird bird near your kingdom burning everything! That won't do! Only YOU get to bring destruction to your populace!
Reward: Gain more information on the Firebird. Possibly build up defenses against it.

For Personal Actions, Yzma gets two while everyone else gets one

*** Yzma Personal Actions ***:

Go to Kuzco's Father's Grave

Pay Your Respects to your Father

Investigate your Father's Old Stuff

Brew Some Potions

Have a good Relaxation Session

***Kronk Personal Actions***:

Send a Letter to Your Father

Do Some Baking

Practice the Squirrel Scouts

Visit your Friends at the Local Retirement Home

Mirabel Personal Actions:

Spend Time in the Library

Organize the Boss' Stuff

Explore Yzmaoplois

Try to Make new Friends

24 hour voting moratorium!

Having fun discussing!
 
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Turn 1 Results
[X] Plan Glorious Ascension

-[] Martial: Train Your Guards (DC 50) (Kronk Legion)

1d100+ 20(Yzma)+ 25 (Kronk)- 5(Kronk Legion Malus)= 74 Success!


You have the Kronk Legion (you still have to adjust to having multiple Kronks around… one was a headache as it was…) go towards training your Royal Guards. Might as well make use of them.


Their training methods are… eccentric. They have their trainees do ballet dancing and clean things, but by the end of it their reflexes and dexterity is increased, so you guess you can't complain.


Still not getting the image of your guards in tutus out of your head anytime soon, though.


Reward: Your guards are (.... somehow) better equipped to protect you! +5 to opposed Martial Rolls to keep the kingdom safe.


-[] Diplomacy: Search For Promising Minions (DC Variable) (Kronk)

1d100+ 8 (Yzma) + 28 (Kronk)= 80


To be Continued in Interlude "Minions Assemble!"


-[] Stewardship: Check Your Coffers (DC 40)

1d100+24 (Yzma) = 78

Success!


It was boring work, but obviously quite simple to look over your coffers and check out the funds you were working with.


It seemed Kuzco had quite a bit of gold he was just sitting on. Idiot probably didn't even know he could spend it.


But regardless, it was yours now! And that was great!


….Now what to use it for…


Reward: You are now aware of how much money you have, having access to the royal treasury!


Income: 10 (With 1 Income representing a few thousand bits of gold- the currency in Yzmaoplois)


-[] Intrigue: Do General Scouting (DC Variable)

1d100+21(Yzma) = 32


You don't get a TON of information from the guards you send out (and in fact some don't return at all) but what you do learn is still quite useful..and quite concerning.


Pirates prowl the seas in gigantic ships with brazen abandon, unaware or uncaring of your sovereign claim. These ships are equipped with powerful cannons, and a sword for every sailor. Most of these brigands also carry a curious new weapon: some sort of…small cannon held in one hand. These "hand cannons", as one of your more inspired minions call it, inflict wounds harsher than any arrow you know.


But more the more pressing matter are the creatues lurking beneath the waves. Peasants across the whole kingdom claim attacks from fish, squids, caimians, dolphins, and even shark of all things have increased by more than tenfold. These attacks are especially fierce near the pirates ships, where many claim to witness bizarre predators never seen before. Some testimonies even claimed to have seen "fishtailed men" hound the pirates for tribute, but none of your scouts could verify.


The land isn't much better. You aren't able to confirm anything specific about this, but you hear whispers of a madman committing human sacrifice to quench his religious insanity, stationed within a lost city of gold. You also hear about mysterious burning fires seemingly created by a Giant bird.


And most worst of all? Smack dab in the middle of your own kingdom is a mysterious, aurora-cloaked realm supposedly ruled and inhabitated by wild beasts, and ruled by animal spirits that stalk the sky


You had to say, the thought made you uneasy; considering you had just killed someone. But surely Kuzco wasn't there, plotting payback… right?


….You were going to be extra careful before you went to bed tonight.


Reward: Gained some surface level, general info on the various potential threats around.


-[] Learning: Fix The Water Supply (DC 45) (Mirabel)

1D100+31(Yzma)+12 (Mirabel) = 62

Success!


Mirabel shook her head in clear exasperation as you send her out to handle the water supply. But she thankfully doesn't otherwise raise a stink. You're not sure how long that will last, but for now you're not complaining.


Following the stream, Mirabel finds exactly where your potions were spilling in and removes them. As far as she can tell, she can't do much about what's already in there, but based on what you know now that the initial source is removed the potions should eventually dillude In the water enough to no longer be an issue after a bit.


Good. You didn't care much about your citizens' whining about it, but what if YOU were affected!?


Reward: Water Supply fixed! Your Citizens' opinion of you have increased somewhat.


-[] Occult: Investigate Casita (DC 65)

1d100+10(Yzma) = 43

Failure!


With Mirabel's directions you make your way towards the town of Encanto. You offer her to come along, but she nervously says she had work to do and ran off.


What a strange girl.


Regardless, you and Kronk make your way over there.


The villagers squint at you as you make your way in, carried by Kronk in an ornate palanquin. What? You wanted to make a good first impression! And what better impression than lavious wealth!? Did you not bring enough soldiers with you?!


"You! Yes, you there!" You point at a heavyset man with a thin mustache who was taking care of a donkey.


"Huh? Yes?" He asked, nervously.


"Can you point me in the direction of this… Casita?" You inquire.


"Uh, well, which casita? Plenty of people live here after all!" The man said.


You sigh from atop your mobile throne. You were under the impression a "casita" was a mansion of some sort "The one owned by the Magdrigal family"


The man trembling under you gaze nearly jumps high enough to meet your eyes.


"Oh! The madrigal family! The family madrigal! Those madrifamily! W-well actually it's a ferly, fairly common last name around in this area so your um. Well….I've never heard it before?"


"You just said it was a common last name." You deadpanned.


"Uh, did I? Well, you see, uh, I misheard you! Yes, yes, that's it. Hahahaha! What were we talking about again?" The man laughed awkwardly.


You stare blankly. He smiled back, sweating profusely. Kronk scratched his leg.


….Your attempts to find information remains unfruitful, for now at least.


-[] Yzma Personal: Go To Kuzco's Father's Grave = 60


Alot of people assume thanks to your animosity towards Kuzco you must have disliked his entire bloodline.


This was an untrue assumption.


You never knew his mother well. You can't quite recall what happened to her, not that it mattered.


But his father? There was an emperor. He actually listened to her. He APPRECIATED her!


He was still a fool, of course. Rather naive and seemed to put more trust in people than he should. Maybe that's why he was so easily poisoned.


Not by you, of course. You had a good thing going with him. They never did find the culprit, but after so long she supposed it didn't have much importance.


Still, as you visited the Royal Catacombs, you felt… nostalgic. It had been a long time since you had been here. You had been busy raising Kuzco, assassinating Kuzco and then taking over his kingdom.


You wasn't sure how Kuzco's Father would feel if he was still alive about the death of his son. He had never seen how he turned out, after all.


As you left some roses, you came to a simple conclusion once more:


It didn't matter. You were in charge now, and you would make it count.


-[] Yzma Personal: Pay Your Respects To Your Father = 94


To be Continued in Interlude "Necromancy with Love"...


-[] Kronk Personal: Send A Letter To Your Father = 12


Kronk decided to eagerly send a letter to his father about he was "the empress's number one assistant ". He seemed so excited and so..reverent that you couldn't even get mad at him when he spilled your best ink. You could easily replace it anyway, after all.


That's why it was so…strange? bizarre? to see him down in the dumps about 3 weeks later. It was weird to see your sidekick… sad.


"What is it Kronk? Out with it." You demanded, an unknown emotion that you assumed was annoyance eating at you.


Kronk slowly raised his head to look at you."It's nothing boss. It's just…dad never wrote back." His face falls again as tears well in his eyes. There's a long, uncharacteristic silence before he talks again


"I don't know what to do. What do I have to do to, t-to prove myself to him? It's like..nothing's ever good enough."


Ah.


Well then.


You aren't sure what to say.


"Forget that fool."


The words leave your mouth before you even realize it, making Kronk gasp.


"I'm serious, Kronk. You're the second highest power in this land; my right hand man. One, you should act like it", you scowl. Yes, anger. That's a feeling you remember all to well.


"And two…if he can't process that, then he's not worth the energy."


Kronk stared at you, bleary eyed. He pulls you into a powerful, crushing hug


"Gah! Kronk! I need oxygen!"


"Thank you…"


"Yes yes, now let go!"


-[] Mirabel Personal: Try To Make New Friends = 6


Mirabel sighed as she looked through the book Kronk gave her. Her co-worker was a nice guy, but he was certainly… eccentric to put it nicely.


She supposed talking to animals wasn't the weirdest thing. Heck, she saw some poor guy her boss turned into a snake after that water fiasco casually talking with his neighbor like it was nothing. So people wouldn't judge her… probably. Hopefully.


Regardless, she approached a squirrel.


"...I can't believe I'm doing this." She muttered before speaking in strange squeaks to the squirrel. "Squeeak squeak squea-eek squeak'n squea, squea."


The Squirrel looked at her with a blink and a slack jaw, and it was clear he understood her.


"Whoa! This actually works!? Guess I owe the big guy a favor…" she whispered before repeating herself in squirrel speak.


"Squeeak squeak squea-eek squeak'n squea, squea. Squeak squeak *chirp* *chut* r'l'l'l!"


There was a moment of silence. Then a whole bunch of other squirrels arrived.


"oh, hi everyone! Um, I mean…"


And then the squirrels all pulled out weapons.


"....wh.."


And then the squirrels screamed and charged at her.


"AAAAAAAAAHHHHHH!!!!!!


You would later discover with Kronk that she had misread a few things and insulted their mothers. And their fathers. And their siblings. And- Basically Mirabel had made herself a big enemy in the squirrel community.


"Don't worry, Mirabel, squirrels only hold lifetime grudges." Kronk assured her.


"Wha- Why would that make feel better!?" she cried.


"Well, squirrels don't live very long." Kronk shrugged, looking a little sad.


You already feel a migraine coming on.
 
Necromancy with Love
You had… mixed feelings on your father, but unlike most things, they leaned on the positive.

He was a loving man, shockingly. Oh sure, he was as Villainous as you, but that was just to his enemies. With you, if you didn't know any better, you would assume he was a doddering goofball.

But he was also a busy man. He worked for the Emperor, you got it, but he missed quite a few important events, and sometimes he was too tired to be there even when not working.

Unlike most things, you try not to be bitter about it, but that just wasn't your style. But at the end of the day, you couldn't bring yourself to truly loathe, or even dislike, the man. Not really.

Blegh. Emotions were stupid. Why were you coming here anyway?

He was dead. He wouldn't care you were Empress, he wouldn't care about anything ever again.

You don't know why that thought suddenly made you sad. It was ridiculous.

You soon enough arrived at the grave, scowling.

"Hmmph. Hello, old man. Well… I did it. I did what you never could. I… I am Empress! I took out the current ruler! Ha! Take that! …I am talking to a grave. This really is ridiculous." You smugly begin, before what exactly you are doing really hits you. You face palm in exasperation. You place down the flowers and are about to leave to move on with your life when your foot snags on something. Irritated, you kick it… and suddenly, you hear a rumbling, sounding like an old door opening.

"Gah! It was Kronk, not me!" You exclaim on reflex. After a bit, though, nothing happens and you open your eyes and blink.

You look inside and gasp.

There was a laboratory! Filled with skeletons, strange bubbling potions, cages and much more!

You couldn't believe it.

"This is where Dad's sanctum was the whole time!? In the servant's catacombs!? …well I suppose a necromancer's secret personal area being in a graveyard makes sense."

You look around and gasped.

His personal journal!

You smirk evilly. Oh, you get the feeling this is going to go swimmingly

Reward: Yzma finds her father's inner sanctum!

Actions related to Necromancy unlocked!
 
Minions Assemble!
Minions Assemble!

It was another beautiful day in Yzmapolis! The sun shined, the birds sang; the squirrels screeched happily and the rest of the citizens had stopped transforming randomly into animals!

Those were the thoughts that ran on Kronk's head as he inserted the last plate of his famous Spinach Puffs in the oven he had the palace workers put into his new office that Yzma had given him so nicely!

(It was a Storage room that isn't in use at the moment, Yzma thought that was a good place to keep Kronk entertained while she relaxed, but nobody told him that).

His office had a desk and a few chairs in the middle, in one corner was the previously mentioned oven and a few other cooking supplies, as well as a few other trinkets he had brought from his home here.

As he gave a quick glance to his office, Kronk couldn't help but feel proud. "Man, this may not be a House on a hill, but it has to be a close thing!" He mused out loud. He then gasps in excitement as he claps his hands. "Maybe I should…finally write him a letter!" He finishes excitedly.

As much as he wanted to get on with it now he had a job to do! A task that Yzma directly trusted him with!

He just had to wait a few minutes and the food will be ready! With that and the other snacks he had prepared he was ready to receive the guest for…for…

"Hmm…Who am I waiting for?" Kronk hums as he tries to remember what he was doing. "What did Yzma ask me again?" He taps his chin with his finger as he tries to remember the conversation they had a few days ago.

Cue Flashback!

As Yzma laid face down on a stone table, receiving a massage from one of the palace's helpers, Mirabel was speaking with Yzma as Kronk just stood behind her.

"Well Miss Yzma…the issue with the water supply has been fixed…some citizens are happy that they regained their thumbs." Mirabel comments as she reads from her notes. "And the…Kronk Legion… is almost finished with training the guards. Oh and our scouts should return tomorrow to give you the intel you requested." She finishes her report as Yzma continues to enjoy her massage.

"That's great to hear Miranda…" Yzma says with a relaxed tone. Several cracks could be heard from her back, while the young pair looked a little freaked out at the sounds. "With that, we should be good for a while right? Well! Time to get back to making statues of myself!" She proclaims with a wide smirk.

"...Actually…there are a few…more things we need to check." Mirabel says timidly as she checks her notebook again. "There's still the issue of the pirate ransacking the shores, the-"

"Oh come on!" Yzma Interrupts annoyed. "Do I really have to deal with all of those problems myself, I worked really hard these past few weeks!" She clicks her tongue.

"I mean yeah, isn't that what an Empress is for?" Kronk comments, joining in the conversation.

"Of course not! My job is for my subjects to worship me and bask in my presence…and get rid of wannabe usurpers too!"

"But…didn't you do the last part too..?"

"Exactly! And Kuzco failed admirably! That means he wasn't fit to sit on the throne." Yzma sighs. "Please try to keep up Kronk, I know it's a challenge for you."

"About you getting the throne or…About the other problems Mirabel is talking about." Kronk asks, starting to get confused.

"Oh right…" Yzma clicks her tongue as she remembers the issue. "Not sure I can leave everything to you guys. Mirabel will have her hands full keeping you focused."

"Yeah probably…what were we talking about again?" Kronk asks Mirabel as she begins giggling a little.

"Of course…Kronk! We need more minions!" Yzma declares loudly as the massage continues. "Go ahead and announce we are looking for more people to hire!"

"Alright, you got it." Kronk nods. "Should I begin preparing the traps then?"

"Yes! Load the crocodile pits!!! Only those that manage to go through the obstacle course will be hired!" Kronk gives a thumbs up and begins to walk outside of the room.

"...Mayyyyybeee you could…not try that?" Mirable quickly asks, a little anxious as her gaze alternates between Kronk and Yzma.

"Kid please, there is a process to this. Why fix what isn't broken?" Yzma comments.

"...Hasn't it occurred to you guys that maybe…just maybe…not putting dangerous traps in the castle entrance…could get you more hires?"

"Of course I do! But if my future minions can't avoid such obvious traps they aren't worth my time!"

"To be fair, she does have a point." Kronk comments, still on the door doing a running motion, but not moving yet. "Without the surprise crocodile cannons and the darts, we could probably get a few more people, also…the infirmary is still full of our last batch."

"Fine! If you two think my way is that bad, then let's see how you handle this Kronk! You better hire new minions or else!" Yzma says flippantly as she starts to tone down the conversation and focus on enjoying her massage full time.

"You got it!" Kronk gives another thumbs up as he resumes running out of the room. "I have just the perfect thing planned!"

End Flashback!

Oh right, that's what happened.

"Oh right! I have to hire more people." Kronk gives a small "ooohh" of recognition. "Hopefully, the posters I had the servants put through all the kingdom help attract some people."

"Now I just have to wait and see who are the lucky ones!"

And right on cue, a knock on the door could be heard.

"Ooohhh!" Kronk claps enthusiastically. "Someone actually came, yes!" He walks towards the door. "A moment, please!"

Before opening the door, he gives a quick look around the room to make sure everything is in place, and nods in confidence seeing everything exactly how he wanted.

With a confident smile on his face. He opens the door to receive the first applicant.

What greets him is a slender young woman with a petite figure, she has olive skin, bright onyx eyes and long black hair reaching to her shoulders, she is wearing one of the standard uniforms of the Kuzco (Soon to be Yzma's) Academy. She is holding a series of Stone tablets with both hands.

She gives Kronk a bright smile, excellent in form like it has been practiced a thousands of times. "Hi! I'm Malina! Is this where the interviews are taking place…um…?" She offers one of her hands for a handshake.

"The name's Kronk. I'm Yzma's favorite assistant! And yes, you are in the right place!" He says as he grasps her hand gently, shaking her hand.

-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X-X

After the greetings were done with, both Kronk and the new arrival took a seat in their respective places in the middle of the room. The girl, Malina, was sitting with a perfect posture, arms folded in her lap, staring with intensity at Kronk who was trying (And somewhat failing) to read Malina's resume.
"So here it says…Uhmm." Kronk mutters as he reads the stone tablets, he sports a small pair of glass that he took out of…somewhere. "So here it says that you studied at Kuzco Academy."

"Actually….it's now Yzma Academy." Malina gently chimes in.

"…But it doesn't seem you complete your education" Kronk remarks as he scratches his chin, looking at Malina with curiosity.


"Well…you see." Malina starts, flashing a sheepish smile. "Currently…it's being renovated, and a new school curriculum is being worked on…" She explains her smile a bit more forced.

"So they kind of gave us an earlier graduation…?" She finishes as she flashes a wide smile to Kronk.

"Mmm…I see." Kronk nods, following along. "I can see where you are coming from, but not having your school diploma kind of hurts your chances." Kronk comments as he continues reading another stone tablet.

"What? Why???!!!" Malina exclaims, indignation evident on her face.

"We cannot just hire anyone without a school diploma, Malina." Kronk explains in a gentle tone. "Yzma wants to be capable in their task…" Kronk starts to explain "And now that we aren't using an Obstacle Course to test the applicant-" Malina just stares with a confused expression at hearing that. "We need other ways to make sure you meet the low bar Yzma puts for all minions." Kronk finishes explaining.

"B-But that I'm lacking my diploma doesn't matter!" Malina exclaims. "I passed all my classes with pure As, I literally had the scores of graduates weeks before the Academy got closed!" Seeing Kronk hum, considering but not fully sold, Malina keeps pressing. "I was even part of the cheerleader squad!"

At hearing that Kronk expression shows surprise. "Wait, you were on the cheerleader squad? Don't you need to keep a perfect straight-A record?" He starts rereading the tablets, deep in thought. "It says here you were in the team since your semester began until the day the academy got closed." Kronk comments, finding the appropriate tablet and reading it. "That's really impressive, no one just enters the cheerleader squad." He remarks, looking at Malina in a new light.

"Exactly!" Malina says, fired up. "I may not have a diploma to show how capable I am, but I assure you…" Malina raises a finger, pointing it at Kronk. "Whatever task Empress Yzma puts me up to…" Malina gets her face inches from Kronk's. "I will Ace it." She proclaims.

"..." Kronk just stares at Malina, too intimidated to rebuff her. "Okay! You will be considered! Please wait for us to contact you and see if you were selected!" He says in a way too quick tone.

"Very well." Malina says, showing a very sweet smile, as she proceeds to leave.

"Man…what an intense woman." Kronk remarked as he ate a spinach puff.

Malina

Good Learning!

Decent Diplomacy!

Never Gives Up!


Xxx

After Malina left, you hummed as you looked over the next application. It appeared the people who were next had applied all together on the same parchment. Strange, but you assumed they were just really good friends, and there was no rule against that.

Maybe Yzma would appreciate the cleverness.

…Or maybe not.

Regardless, standing there a blonde with a red shirt and beige pants, a black haired man in a blue shirt with a vest and a dark-skinned lass in a rather… revealing pink and white outfit. A white horse was also standing just outside, peeking its head in.

"Now, I know what you're thinking." The black-haired man started.

"Wait really? Can you read minds?" You gasped excitedly.

"Uh … no. No we can't. But! I am sure you probably think we're just average Joses, not meant to join your little empire! But we have great many skills - check page 5 - and they would make an invaluable asset! We don't ask for much - besidesmaybeaplacetohide." The blonde smiled, saying the last part really fast under his breath.

"What was that?" You look up.

"Oh nothing, nothing." Vest chuckled, shoving his blonde companion. This caused the two to get into a shoving match.

"Look, Uh-" you double check the application. "Miguel & Tulio, if what's on your application is right, you could be nice to have around, but I don't know… seems a little… exaggerated?"

"Shit, we're losing him." The vested one, Tulio you believe, hissed under his breath. The last of the trio sauntered up to you, hips swaying.

"Oh, don't worry. These two could everything you would want... and so could I. Albeit, I would be much more… intimate in getting to know my role, if you understand, big guy. My, with muscles like these, I bet you get all the ladies asking for you. But this lady can show you many things I am sure a man requires…" The woman smiled, leaning on you.

"Ma'am, are you ok? You're Talking funny. Wait! Are you having a heat stroke!? I knew we should have sprang for those coolers…" You frown in concern. The woman blinked slowly, shocked for whatever reason. Guess she agreed you needed them!

The horse snorted in amusement and whinnied.

"Oh, hello there. Yeah, sorry, but your friends-" You start.

"Neigh!?*

"Oh yeah, I took some courses in speaking animal in the Squirrel Scouts."

"...." The horse whinnies some more after a moment of stunned silence.

"Wait, you used to be a war horse!? That's pretty useful! Miss Yzma does like war. Kinda. She likes the pain of it, not really getting involved."

More whinnies.

"Well, Altivo, I will keep you in mind, you seem like a useful and nice guy!"

The horse nodded and whinnied, gesturing its head to the visibly baffled trio of original applicants.

"Oh sure, I'll see what I can do about these three if we hire you. But seriously, you should get Chel checked, heat stroke is no joke."

Altivo nodded and trotted off.

"...I both love and hate that horse." Tulio muttered.

Miguel, Tulio and Chel (and Altivo)

Decent Diplomacy!

Great at working crowds and scams (kinda)!

Altivo and Kronk are buddies now!


xxx

After finishing up with the first two (well, technically, 5 since the last ones were a group) you shuffled your papers and realized you… had actually only gotten those two applications.

Huh.

Well, that was odd. Why wouldn't people wanna work with the Empress? Sure, Miss Yzma had her eccentricities, but who didn't?

Deep down… ok deep, deep, deepppp down, she was nice!

As you thought on what to do, you decided to make more Spinach puffs, noticing a current batch you had made was running low.

When you returned, you blinked in surprise. Sitting there was a teenager, with brown, spiky hair and pointed ears. Her skin was so pale it was literally white, and she had a red cloak.

How had you not heard her come in?

"Yo." She said simply, her mouth full of the last batch of spinach puffs.

"... It's rude to talk with your mouth full." You chided. She snorted and shrugged, swallowing the food.

"Gee, sorry old man." She chuckled.

"I'm not old! I'm only in my 20s." You corrected obliviously. She looked you up and down.

"....Eh, fair. Anyways, I got the word but I was too lazy to make an application or whatever. Trust me, you won't care if you hire me. Name's Evelyn. Evelyn Clawthorne!" She smirked, leaning in her chair. You casually lean over and put her back down, not wanting her to fall over.

"Well, I admire the confidence. But the boss isn't going to let just anyone join her!" You pointed out. Evelyn snorted.

"Oh, trust me, she'll want me. Allow me to demonstrate!"

With practiced ease, she spun her hands and made a nearby potted plant spring to life, growing rapidly. Just before it could get too big to contain, she launched a fireball at it, burning it to ash. To top it off, she made two copies of herself appear and applaud her before making them poof.

You stare in utter amazement.

"How did you do all that???" You asked.

"Eh, keep me around and give me a roof over my head and maybe you'll find out. By the way, your oven is burning." She winked.

You gasp and run off to handle it… before remembering you didn't actually have anything currently in there. You heard snorting laughter and when you came back, Evelyn was gone! Though she left a strange card, presumably to get into contact with her somehow.

…Oh it wasn't magic, there was just an address to a bridge.

Evelyn Clawthorne

Great Occult!

Decent Intrigue!

A bit of a prankster!


Xxx

After the stuff with Evelyn, you were sure that was the last thing you would have to handle today as you wrapped things up and started cleaning your office. It was almost midnight and you were getting tired. Hopefully between Malina, Altivo's group and Evelyn that was a decent batch of potential minions for Yzma.

Suddenly, there was a light knock on the door. Oh! You guess you could handle one more person.

Well, hopefully this was the last person.

Regardless, you politely put down the garbage can you were clearing and open the door.

Standing there was a proper looking and elderly man with grey hair in a ponytail, a black coat with purple puffs around the sleeves and a purple ascot. He looked a little disoriented, Actually, as he tried to gain his bearings.

"Uh, hello there, good sir. Would you.. would you happen to know where I am…?" He asked.

"Oh, sure! You're in Yzmaopolis! Specifically in my office. It's not much, but it works for- Are you ok?" You ask the older gentleman as you notice he looks genuinely unwell. You're getting really concerned…

"I… I was stuck… in a place for awhile. And now I am back to normal and I am who knows where!? This… this is a lot… It's a lot to take in! I…" The poor elder gasped, trying to steady himself. You took his hands and looked at him in concern.

"Hey. Hey mister. It's ok. It's going to be ok. Stay calm. You're ok. Focus on my voice." You said soothingly.

After a bit more coaxing, the man calms down.

"...I.. Thank you. I am Grimsby. I won't make any trouble." He assured you as he got up. You stop him and hand him a map to your quarters, giving him a knowing look. He could come to you whenever, if he needed to talk. He seemed to take the hint as he smiled softly before nodding and continuing onwards.

Poor guy. You should add him to the pool of recruitments, would probably give him somet
hing to take his mind off things…

Grimsby

Good Diplomacy and Stewardship!

Decent Sailor!

Clearly Traumatized by Something!


Time to vote!

Who do you want as a Hero Unit?

[ ] Malina

[ ] Miguel, Tulio and Chel

[ ] Evelyn Clawthorne

[ ] Grimsby
 
Omake Information
OMAKES, WOO!



Oh yeah



If anyone is interested in writing Omakes for this quest, well… First, Thank you for the time and effort given! We appreciate your contribution and that your decided to write something for this project! You have no idea how much it means for us. And that leads us to our second point, how we will reward omakes.



The reward to an Omake will be similar but a bit different to how other VV Quests have handled it.



Instead of giving XP that is transferred to a bonus to national actions, we will reward the omake writer with a bonus they can use to next turn dice rolls, but the bonus might be specific regarding the contents of the omake.



For example, let's say someone writes an Omake of Kronk passing time with Random people or doing shenanigans at a restaurant, we will reward the writer with a +5 or +10 or so to a National action roll that has Kronk as the hero unit designed, or instead a bonus to his next Personal action.



We will do our best to tailor the rewards with the created. In case someone writes an omake that has nothing to do with Yzmaopolis, we will do our best to assign a reward fitting to it, like bonus to a roll in the Martial or Learning Category or the like!



If you write something REALLY great, we Co-QMs may allow you to ask any question you wish about the world, though we can veto things deemed too spoiler-y. So keep that in mind!



Happy writing! And thank you if you decide to write anything!



(Edited from the words of @Kingster , thank you buddy.)
 
Rival Reports: Turn 1


Rival Reports: Turn 1

The Charred Lands:
Move Location (And Attack)
DC: Variable (Martial)
1D100 (17) + ??? (Firebird Martial) + ??? ( ???) = ??? = Critical Success

The firebird has turned around after incinerating the Huntsmen, and appears to be heading north once again, destroying several smaller pirate outposts and some peasants in your empire, so nothing of note.

To Be Continued in, Turn 2

The Spirit Realm:
???
DC: ???
3D100 (55+27+93) = 175 = Critical Success

That strange realm in the middle of your kingdom has been rather… quite as of late, aside from the sounds of the animals within nothing has really… happened yet, despite it being attacked by those hunters it's just… done nothing?, well other than the animals within fighting back that is.

Is it just you or does this feel good? somehow?

The Elite Global Huntsman Club:
Rebuild Lodgings
DC: 90 (Stewardship)
1D100 (70) + ??? (The Man Stewardship) = ??? = ??? Success

Turns out there are also a bunch of elite hunters in the area… you were a bit focused on the bird to notice, and so were they given their camps were reduced to ashes

Despite having lost all of their progress in the continent so far, the Huntsmen are surprisingly durable, and have managed to reconstruct some basic fortifications and houses, far far from even your peasants' living standards but given all the wood in the area is now charcoal… its… not bad

Hunt Big Game
DC: Variable (Martial)
1D100 (66) + ??? (The Man Martial) + ??? (Amos Slade Martial) = ??? =Chernabog Success

With their temporary base-camp constructed, The hunters are doing exactly what one would expect… hunting animals,

Amos Slade, the current de facto head of American operations was planning on heading into the amazon forest to hunt alongside several other hunters and a dozen or so dogs, when he was overruled by the clubs founder, "The Man"

"The Man" entered into the forest alone for around two hours, and returned with the bodies of thirty-six deer, seventeen jaguar, twelve crocodiles, eight harpy eagles and five cougars, all of whom either became trophies, or dinner.

Strangely enough, the bodies of these creatures (that remain) radiate some sort of… dark energy?, perhaps its worth investigating...

Recruit More Hunters
DC 50 (Diplomacy)
1D100 (25) + ??? (The Man Diplomacy) = ??? = Failure

Despite their impressive turn around the american hunters are yet to gain any reinforcements, most foreign aid awaits the firebird to be a "safe distance" away, and to enter central america before heading into the jungles of south america

The Pirates of Hispaniola:
Plunder El Dorado!
DC: ???
1D100 (???) + ??? (Long John Martial) + ??? (???) = ??? = ??? Success

The golden city of El Dorado is the interest of many a pirate, but recently the pirate lord of the Caribbean, Long John Silver, decided to "take a look" with a fleet that dwarfed your empire's navy!

The fleet proceeded to assault the city with their tricked out ships and malcontent muppets, who broke through the golden gates and obliterated them, using his capital ship "The Hispaniola" to ram them open! (much to the figureheads displeasure) and proceeded to loot the city for all its worth

Enforce Control Over the Caribbean
1D100 (???) + ??? (Long John Martial) + ??? (???) = ??? = Success
1D100 (???) + ??? (Usula Martial) = ??? = Failure

Using some of the gold taken from El Dorado, Long John Silver expanded his fleet for a single purpose, pushing any and all traces of the sea witch, Usulas, influence in the Caribbean sea, at least for now.

With his capital ship, The Hispanolia, leading the charge Silver and his fleet engaged in battle with the queen of the ocean herself, and despite her mastery of the waves she was defeated!, and retreated back into the atlantic ocean, swearing revenge as she went.

Result: Ursula has been kicked out of the Caribbean sea!, her territory to your south is ripe for the taking, new actions unlocked.

Construct New Ports
(DC: 60)
1D100 (39) + ??? (Long John Stewardship) + ??? (???) = ??? Success

Those pirates have been busy at the moment, at the same time as they beat Ursula's influence out of the Caribbean they were also constructing a grand series of port-cities and outposts on the islands, most notably the island of Hispaniola (isn't that the ship mentioned earlier?, Stupid Squirrels…), the de facto capital of the pirates in the area

With its grandiose new fortifications and expansive docks, you don't doubt that they will be very irritating to get rid of…

Result: The DC for Cut a Deal with Pirates and Deal with the Pirates has risen, as have the rewards

El Dorado:
Sacrifice Foreigners
DC: 30 (Martial)
1D100 (???) + ??? (Tzekel-Kan Martial) = ??? = ??? Failure

For the first time in years the rivers of blood have ceased and the constant screams in El Dorado have stalled, as Tzekel-Kan appears to have sacrificed every single outsider in his entire territory!, for as the sacrifice continued to increase, more and more abandoned El Dorado to seek their fortunes in the Mexican empire, as the remaining civilians were slain, the bloody handed priest sacrificed more than he could lure with the promises of treasure...

As a result, he is now considering… drastic… actions…

Test The "Mexicans"
(Fight Santa Anna, Contested DC)
1D100 (12) + ??? (Tzekel-Kan Martial) + ??? (???)= ??? = Failure
1D100 (38) + ??? (Santa Anna) + ??? (Mexican Army) = ??? = Success

Having run out of sacrifices, Tzekel-Kan decided to… obtain… more victims by invading the main source of immigration, The Mexican Empire, unfortunately for the High Priest, Santa Anna saw it coming.

In a series of decisive battles, the Mexican army began to slowly push the cultists back, there was a brief panic upon the arrival of a stone jaguar but it was not enough to turn the tide of battle, with the beast being destroyed by cannon-fire, leading to a mass retreat, With the cultist army collapsing, the Mexican forces hunted down and obliterated the opponent, seizing territory as they went.

The High Priest is not pleased by this turn of events…

Reinforce El Dorado
(DC: 70 Stewardship)
1D100 (49) + ??? (Tzekel-Kan Stewardship) = ??? = ??? Failure

Following defeats to the mexican army and a bunch of literal Muppets, Tzekel-Kan has fallen back to his capital city of El Dorado itself, and attempted to repair and fortify the city, unfortunately for the High Priest, several smaller squads of pirates were in the process of preparing a secondary attack when he began repairs.

The crews inflicted further damage while the Priest attempted to use his magic to obliterate them, both sides have suffered significant casualties, as the battle continues to rage reconstruction has slowed significantly, and rumours of Silver considering supporting these rouge crews are growing in number, if so, it will certainly lead to all out war.

The East India Trading Company:
Establish Trading routes Into the New World
(DC: 60, Stewardship)
1D100 (29) + ??? (Cutler Beckett Stewardship) + ??? (???) = ???

The East India Trading Company has continued its rampant expansion across the planet, with some assistance from the Royal Colony of Virginia, the company has managed to create several new sea lanes into the new world.

Convoys are now arriving into the Americas with various goods, luxuries… and weaponry

Trade with the new world
(DC: Variable Stewardship)
1D100 (94) + ??? (Cutler Beckett Stewardship) ??? (Governor Swann Stewardship) = ??? = Critical Success
Having obtained a reliable route into the new world, the company has begun making offers and deals with various leaders in the area, several people you have never heard of have accepted their offers, whatever it may be

Huh?, you didn't think you had mail today?

To be continued in, Squirrel's and Swanne's

Fight Piracy in the Americas
(Contested DC: Jones + Long John)
1D100 (22) + ??? (Cutler Beckett) + ??? (???) + ??? (Admiral James Norrington) + ??? (???) = ??? = Failure
1D100 (73) + ??? (Davy Jones Martial) + 15 (The Flying Dutchman) + ??? (Long John Martial) + ??? (???) = ??? = Success

Following their rapid expansion into the area, The East India Trading Company has attempted to "Deal With" the two most powerful pirates in the region, Long John Silver… and Davy Jones himself, the former weakened by the sea-witch, the armada was supposed to first defeat the pirates of hispaniola, and then move to cripple jones fleet while avoiding the dutchman itself.

Unfortunately for the company, the Silver just so happened to be speaking with Jones at the time, and thus instead of two smaller battles, a single utterly massive naval battle began, and with The Flying Dutchman, Kraken and Hispaniola in a single battle, the pirate-fleet completely obliterated the armada with surprisingly low casualties

Admiral Norrington himself only barely escaped with his life… and must now explain his failure to Beckett

The Imperial Republic Of Atlantis:
Reinforce Atlantean Holdings
(DC 50 Martial)
1D100 (84) + ??? (Rourke Martial) + ??? (Audrey Martial) = ??? = Critical Success

A man you overlooked, Lyle Tiberius Rourke, may be a bigger threat than he appeared. He and his young engineer had heard of the various beings in the area who could be a danger and decided to make clear to them they wouldn't be easy pickings.

Using technology so advanced even you were almost impressed, they crushed Tzekel-Kan's forces in the area making them retreat for now and recoup the losses.

Afterwards, they set up some better defensive perimeter and made clear they would not take any attempts to invade lying down…

???
Contested roll
President Rourke 18 + ??? (???) + ??? (???) = Failure
???: 99 + ??? - ??? (???) + ??? (???) = ??? Success

Recently, President Rourke of Atlantis has been inspecting his territories in the Americas, he has been sighted most commonly in Panama, where he was rumoured to be making a deal with a unknown individual, given the sudden increase in military personnel, it appears that something has happened

Result: ???

Kuzco Loyalists:
Regroup and Resist
Which turn do the loyalists begin to resist: 1D8 = 1!

Recently, those loyalists to Kuzco appear to, for some reason, begin actively resisting your rule!, vowing to return the "Rightful Leader" to the throne…

Why they would want a dead man in charge is a mystery to you…

Result: The Kuzco loyalists have begun to rebel!, the DC for Pacifying Kuzco's remaining loyalists has changed significantly.

Sabotage Yzma!
DC: 40
39 + ??? (??? Intrigue) + 10 (Surprise attack!?) -??? (???) +??? (???) = ??? Success

The Kuzco loyalists have launched a series of attacks upon your empire, one of them has managed to damage your laboratory!

You doubt fixing the damage will be cheap…

Regardless, The Kronk Legion successfully beat the pro-kuzco individuals back before they could do much else, besides some attempts at stealing some schematics and they retreated to a series of "hideouts" across your empire, not that they were hidden all that well.

Result: Lose 1 income, ???, Unlocked Action: Destroy Loyalist Hideouts

Gather supporters
DC: 40/60/90
54 + ??? (??? Diplomacy) -??? (???) + ??? (???) + ??? (???) = ??? Success

After the pro-kuzco peasants launched their surprise attack, there has been a notable increase in preachers of inti, god of the sun, given it doesn't seem to be hurting your rule, you have mostly left them alone... at least for now.

Result: Loyalists have recruited ???

Ursula's Domain
Control the Beasts of the Depths
DC: 30/70/90/120
1D100 (74) + ??? (Ursula Diplomacy) + ??? (???) + ??? (???) = ??? = Tier 4 Success!

With her recent defeats at sea, The Sea-Witch Ursula has been looking for allies in her attempts to crush piracy, perhaps realising she cannot catch (Let alone defeat) all of them at the same time, beasts are talked about in hushed voices in suspicious bars across your empire.

An octopus with a grudge against "Hook", a crab covered in treasures, and an ancient beast from a land long forgotten are all consistently mentioned, alongside one another.

The final creature is mentioned by a crippled and scarred man, alongside the tale of his shattered ship and son, destroyed by a beast whose name brings silence to the bar…

Monstro

Make New Deals
DC: Variable
1D100 (87) + ??? (Ursula Diplomacy) = ??? = Massive Success

As far as you can tell, this Ursula likes making deals with people. Why anyone would take that risk is beyond you, but it's none of your business.

Regardless, from what you can gather from the squirrels, many people have made deals with her recently to gain what they desire.

On the protected island of Rosas, a young woman with a dream of helping people accepted Ursula's bargain to make her grandfather's wish come true. You also hear tales of a younger elephant, smarter than average with equally larger than average ears for his age, forgoing warnings from his mouse friend and making his own deal to free his imprisoned mother.

And that's just the two that the squirrels mentioned before you stopped listening.

Many seem to be falling for it…

Sink Islands
DC: 50/85/130
1D100 (100! + 11) + ??? (Ursula Martial) = ??? Tier Two Success

In addition to her attempts to gain new allies, Ursula also decided to flex her might and remind everyone of her power by sinking a variety of islands across the world's oceans!

Many of these islands sunk were not exactly major factors in the world (Terapi Island and the Isle of Wuz had populations of unknown sizes, if they were even inhabited at all, though you suppose no one will ever know now unless there were miraculous survivors) but there was one decently huge loss.

Pleasure Island was seen as an escape from the more cruel lands surrounding it, but Ursula cared little for that and sank it without mercy.

The only known escapee, the person who ran the island, The Broachman or something, is seemingly mourning all the children lost that day, though you sense something off it, at least from how the squirrels are telling it.

The Squirrel Reports (The Squirrel Rumour Mill)
Those squirrels Kronk talks to have been providing some… interesting tales as of late, talking about grand and powerful rulers having great success and terrible failures, Kronk appears to have been noting them down in a journal called "The Squirrel Reports" perhaps there is something useful in there?

Hakuna Matata
Reports of a paradise like land called "Hakuna Matata" have increased as of late, the paradise is supposedly located in "The Pridelands", and is led by a "war-thog" called Pum-Baa and "meerkat" called Timon, alongside their former colony, and several other creatures fleeing from "The Lion King" who has brought a great catastrophe upon the kingdom, strangely enough, it is said to be surrounded by a similar "Land Of Spirits" as to the one in your kingdom?

"Pontifex Immortalis" Frollo Declares the Tenth Crusade
The Archdiocese is marching to war, armed with fire and blessed steel the legions march into Iberia, seeking to reclaim it from Agrabah, Sultan Jafar has not yet responded against the eternal pope but regardless conflict has already begun near the city of madrid, where local garrisons are incinerated by red robed men

The Ashikaga Shogunate continues to Collapse
Chaos continues in the japan, The Shōgun has recently passed away in his sleep, and the sudden death of the only unifying figure between the various warlords on the island has caused various factions to attempt a power grab, and they have begun to tear eachother apart over their new territories, the shogunate appears to be on the brink of complete collapse as a result.

Already reports of forces aligned with the Huns, Brethren Court, and East India Trading Company have been seen backing both minor and major warlords, carving up the island into various spheres of influence.

Time will tell if the shattered central government can stop the partition of Japan, but even if it does prevent total collapse, a multi-fronted civil war appears inevitable.

King Ratigan denounces Squirrel Spies
Mousedom has grown increasingly hostile towards squirrel-kind as of late, King "Professor" Ratigan and Queen Mousetoria have denounced the recent spying that squirrel-kind have been performing as of late, stating that its the job of mice to sleuth, not squirrels and their new leader, Mr. J.C.K

The Mysterious J.C.K has yet to respond to Ratigans comments…

Wait, is he referring to?

KRONK!!!

Random Event Roll
1

To be continued in, Turn 2
 
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