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A Meeting at the Tavern
Prerequisites : None
Begin Date : Athonos Juvenalia
End Date : Kaliri 28
Days : 11
ModTools Name : Main Adventure Captain
Excludes : In Search of Rumors of Pirates, A Note from the Headmaster, Academagia Under Attack!, A Reward for a Job Well Done
Roll Levels : Unknown
Automatic Benefits : Unknown
Possible Benefits : Unknown

The adventure takes at least 11 actions, making it one of the longest adventure in the game.  In it our intrepid student aids the Militia with some timely magical support.

Rewards: multiple skill steps and levels, a magical item, +1 Finesse/Intelligence, +1 Charm/Insight/Finesse/Strength.

Stage 1: A Meeting at the Tavern[]

Phase 1: Looking around the tavern[]

  1. Observe the Patrons


  Automatic: go to Phase 2

Phase 2: The Captain of Mineta[]

  • 1. Avoid him and leave.


  Automatic: +1 Stress, pause Adventure
  • 2. Courage. Boldly introduce yourself.   (Intelligence + Courage v. 4)


  Success: +1 Courage SS, access Stage 2
 Failure: +1 Stress
  • 3. Awareness. Buy him a drink without humiliating yourself     (Fitness + Awareness v. 4)


  Success: +1 Awareness SS, access Stage 2
 Failure: +1 Stress
  • 4. Observation. What is he waiting for?   (Insight + Observation v. 6)


  Success: unlock Option 5, choose again
 Failure: choose again
  • 5. Flawless Timing. See if you can help!  (Finesse + Flawless Timing v. 2)
 Success: +1 Flawless Timing SS, access to Stage 2
 Failure: +1 Stress

Stage 2: The Glamorous Thief.[]

  • 1. Get the Captain!


  Automatic: Stress +1, access Stage 3
  • 2. Glamour Spells. Tackle him with a Lantern of Many Hues. See if he can hide then!   (Intelligence + Glamour Spells v. 5)
 Success: +1 SS Glamour Spells, access Stage 3
 Failure: +1 Stress
  • 3. Incantation Spells. Attack him with an incantation spell. But make it a big one so that it will alert the Captain at the same time.   (Intelligence + Incantation Spells v. 5)
 Success: +1 SS Incantation Spells, access Stage 3
 Failure: +1 Stress
  • 4. Observation. Is there anything nearby that can help you out here?   (Intelligence + Observation v. 7)
 Success: open Option 5, choose again
 Failure: choose again
  • 5. Flattery. Convince the snake to attack the culprit while you get help!   (Charm + Flattery v. 4)
 Success: +1 Flattery SL, access Stage 3
 Failure: +1 Stress

Stage 3: The Hidden Magician[]

  • 1. Wait...you LIKE Ilario Daci! You don't want to help the Militia catch him!
 Automatic: +1 Stress
  • 2. Bluff. Bluff the shadier people in town into thinking you know Ilario.  (Charm + Bluff v. 7)


  Success: +1 Bluff SL, access Stage 4
 Failure: -2 Vitality
  • 3. Conversation. Does anyone know where Ilario might be hanging out?  (Charm + Conversation v. 10)
 Success: open option 6, choose again
 Failure: choose again
  • 4. Pure Luck. Trust to luck: knock on some doors and give locals the description.  (Luck + Pure Luck v. 7)


  Success: +1 Pure Luck SL, access Stage 4
 Failure: -2 Vitality
  • 5. Theory of Astrology. Use your amazing astrology skills to locate him.  (Intelligence + Theory of Astrology v. 7)


  Success: +1 Theory of Astrology SL, access Stage 4
 Failure: -2 Vitality
  • 6. Navigation.  Try the Tailor's.   (Insight + Navigation v. 5)


  Success: +1 Navigation SL, access Stage 4
 Failure: +2 Stress

Stage 4: Cat and Mouse[]

  • 1. Glamour Methods. Turn yourself invisible. (Intelligence + Glamour Methods v. 8)


  Success: +1 Glamour Methods SS, access Stage 5
 Failure: +2 Stress
  • 2. Listen. Where do you think they're going? Get close enough to eavesdrop. (Intelligence + Listen v. 11)


  Success: unlock Option 5, choose again
 Failure: choose again
  • 3. Espionage. Use your super special sneaking skills to train them. (Finesse + Espionage v. 8)


  Success: +1 Espionage SL, access Stage 5
 Failure: +2 Stress
  • 4. Phemes. Plant a tracking spell on them. (Intelligence + Phemes v. 8)


  Success: +1 Phemes SL, access Stage 5
 Failure: +2 Stress
  • 5. Navigation. Take a shortcut to the manor. (Insight + Navigation v. 6)


  Success: +1 Navigation SL, access Stage 5
 Failure: +2 Stress

Stage 5: Ambush at the Manor[]

What can you do to keep them from noticing the Captain and Derros?

  • 1. Go fetch the rest of the Militia!
 Automatic: +1 Stress, pause Adventure
  • 2. Glamour Phemes. Cast a glamour spell that will keep the thieves in one place while the Captain and Derros make their move. (Intelligence + Glamour Phemes v. 9)


  Success: +1 Glamour Phemes SS, add The Captain's Old Militia Badge, access Stage 6
 Failure: +1 Stress
  • 3. Voice. Get them to fight amongst themselves.  (Finesse + Voice v. 9)


  Success: +1 Voice SS, add The Captain's Old Militia Badge, access Stage 6
 Failure: +1 Stress
  • 4. Listen. What are they talking about? (Insight + Listen v. 12)


  Success: open Option 5, choose again
 Failure: choose again
  • 5. Infiltration. Pretend to be a ghost and soften them up for the Captain's attack! (Luck + Infiltration v. 7)


  Success: +1 Infiltration SL, add The Captain's Old Militia Badge, access Stage 6
 Failure: +2 Stress

Stage 6: The Black Rose Fellowship[]

How are you going to do this?

  • 1. Negation Methods. Reverse these spells and make them attack the Black Rose members inside the building. (Intelligence + Negation Methods v. 9)


  Success: +2 Negation Spells SS, access Stage 7
 Failure: -2 Vitality
  • 2. Negation Spells. Follow the plan. Scan the area for spells and get ride of them. (Insight + Negation Spells v. 9)


  Success: +1 Negation Spells SL, access Stage 7
 Failure: -2 Vitality
  • 3. Concentration. Use one massive dispel to clear the field. It might be dangerous if there any defense spells! (Intelligence + Concentration v. 9)


  Success: +2 Negation Spells SS, access Stage 7
 Failure: -2 Vitality
  • 4. Theory of Astrology. Use a Lesser Charm of Finding to help you find the nature of the magic in the field (Insight + Theory of Astrology v. 12)


  Success: unlock Option 5, choose again
 Failure: choose again
  • 5. Incantation Spells.  Get rid of those mud traps quickly before (Finesse + Incantation Spells v. 7)


  Success: +2 Traps SS, access Stage 7
 Failure: -2 Vitality

Stage 7: A Father's Plea[]

  • 1. Wait. Whoa. You like the Swashbucklers! You don't want to betray them, do you?


  Automatic: +1 Stress, pause Adventure
  • 2. Sleuthing. Investigate the Swashbucklers - see if you can find out anything helpful about them. (Charm + Sleuthing v. 13)


  Success: unlock Option 6, choose again
 Failure: +1 Stress, choose again
  • 3. Flattery. Pretend to be a possible recruit and convince the Swashbucklers to let you join. (Charm + Flattery v. 10) 


  Success: +1 Flattery SL, access Stage 8
 Failure: +2 Stress
  • 4. Infiltration. See if you can spot and trail a Swashbuckler. (Finesse + Infiltration v. 10) 


  Success: +1 Infiltration SL, access Stage 8
 Failure: +2 Stress
  • 5. Scouting. Go scouting for leads in the underworld. (Finesse + Scouting v. 10)

  Success: +1 Scouting SL, access Stage 8
 Failure: +2 Stress
  • 6. Blackmail.  Swashbucklers are always in need of red cloth for their scarves. Find the person who supplies them with that cloth! (Charm + Blackmail v. 7)
  Success: +1 Negotiate SL, access Stage 8
 Failure: +2 Stress

Stage 8: Attack of the Gnomes[]

1. Courage. Offer them magical secrets in exchange for leaving the family alone. (Strength + Courage v. 10)

  Success: +1 Courage SL, access Stage 9
 Failure: -2 Vitality

2. Glamour Methods. use your amazing glamour techniques to frighten them into listening to you. (Intelligence + Glamour Methods v. 10)


  Success: +1 Glamour Spells SL, access Stage 9
 Failure: +2 Stress

3. Diplomacy. What are they so upset about anyways? (Charm + Diplomacy v. 14)


  Success: unlock Option 5, choose again
 Failure: choose again

4. Awareness. Convince them that you are a Gnome God. (Intelligence + Awareness v. 10)

  Success: +1 Awareness SL, access Stage 9
 Failure: +2 Stress

5. Command.  Make a rousing speech and convince the gnomes to leave the family alone. (Charm + Command v. 8) 

  Success: +1 Command SL, access Stage 9
 Failure: +2 Stress

Stage 9: A New Storm[]

  • 1. Wrestling. Chase him and tackle him. (Fitness + Wrestling v. 11) 

  Success: +1 Wrestling SL, access Stage 10
 Failure: -2 Vitality
  • 2. Flawless Timing. Use the right spell at the right moment. (Intelligence + Flawless Timing v. 11)
  Success: +2 Incantation Methods SS, access Stage 10
 Failure: +2 Stress
  • 3. Command. Convince the townsfolk to help you catch the pirate. (Charm + Command v. 11)
  Success: +1 Command SL, access Stage 10
 Failure: +2 Stress
  • 4. Observation. Which way is the pirate running? (Insight + Observation v. 14)
  Success: unlock Option 5, choose again
 Failure: choose again
  • 5. Incantation Spells.  Use your incantation spells to conjure a water monster to help you catch the pirate. (Intelligence + Incantation Spells v. 8)

  Success: +2 Incantation Spells SS, access Stage 10
 Failure: +2 Stress

Stage 10: House Arrest[]

  • 1. Glamour Spells. Use a glamour spell to scare the guards away. (Insight + Glamour Spells v. 13)
  Success: +1 Glamour Spells SL, access Stage 11
 Failure: +2 Stress
  • 2. Storytelling. Talk one of the guard into letting you in. (Charm + Storytelling v. 13)

  Success: +1 Storytelling SL, access Stage 11
 Failure: +2 Stress
  • 3. Theory of Astrology. Create a diversion...with a little coincidence. (Intelligence + Theory of Astrology v. 13). 

  Success: +1 Theory of Astrology SL, access Stage 11
 Failure: +2 Stress
  • 4. Observation. Who's on guard duty? (Insight + Observation v. 14). 

  Success: unlock Option 5, choose again
 Failure: choose again
  • 5. Lie.  Deceive the younger guard.  He looks susceptible. (Charm + Lie v. 9)

  Success: +1 Lie SL, access Stage 11
 Failure: +2 Stress

Stage 11: The Floating Isle[]

Phase 1.  Getting to the Isle[]

  • 1. Diplomacy. Is there anything the captain particularly wants you to do? (Charm + Diplomacy v. 18)
  Success: unlock Option 5, choose again
 Failure: choose again
  • 2. Brew. Help with the seasick militia men. (Finesse + Brew v. 16)
 Success: +1 Finesse, advance phase 2. 
 Failure: -3 Vitality
  • 3. Incantation Spells. Keep an eye out for magical monsters. (Intelligence + Incantation Spells v. 16)

 Success: +1 Intelligence, advance phase 2.
 Failure: -3 Vitality
  • 4. Revision Phemes. Use a revision spell to make the boat go faster. (Intelligence + Revision Phemes v. 16)

  Success: +2 Revision Phemes SS, advance phase 2.
 Failure: -3 Vitality
  • 5. Incantation Phemes. Help the crew to avoid the deadly storm clouds. (Intelligence + Incantation Phemes v. 10)
  Success: +2 Incantation Phemes SS, advance phase 2.
 Failure: -3 Vitality

Phase 2: The Enemy of My Enemy

  • 1. Famous Speeches. Play to the Swashbuckler's sense of fairness and honor.  (Charm + Famous Speeches v. 20)
 Success: +1 Charm
 Failure: -3 Vitality
  • 2. Diplomacy. Make a promise. (Finesse + Diplomacy v. 20)
 Success: +1 Finesse
 Failure: -3 Vitality
  • 3. Logic. Use logic to convince them that this is what their leader would want. (Insight + Logic v. 20) 
 Success: +1 Insight
 Failure: -3 Vitality
  • 4. Character Study. What might the Swashbucklers have a soft spot for? (Insight + Character Study v. 24). 
  Success: unlock Option 5, choose again
 Failure: choose again
  • 5. Courage.  The Swashbucklers respect bravery don't they?  Well, tell them all about how brave the Captain is!    (Strength + Courage v. 15) 
 Success: +1 Strength 
 Failure: -3 Vitality
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