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This is an adventure with Cordelia Troublepot

It requires one action per stage (if completed successfully) and results in multiple skill-ups, relationship gains with Cordelia, and a point of luck.


Stage 1.  A Mind for Repairs[]

Phase 1: The Helpful Ms Troublepot[]

  • 1. The Old Clock tower
Automatic : advance to phase 2


Phase 2: The Old Clock Tower[]

  • 1. Study Habits.  Search your class notes.  (Roll vs 7ish)
 Success: ?  open option 3.
 Failure: choose again


  • 2. Forge.  Use Cordelia's special baking glaze.  (Roll vs more than 6ish)
 Success: +1 Metallurgy SS, advance to Phase 3.
 Failure: -1 Metallurgy SS, pause adventure


  • 3. Theory of Enchantment.  Use the Artifice Inscribing Spell.  (Roll vs no more than 15)
 Success: +1 theory of Enchantment, advance to Phase 3.
 Failure: choose again

Stage 2: Scaling the Clockface[]

  • 1. Observation.  Take a look around the room to find something useful.  (Roll =< 10)
Automatic : Open option 4, choose again.


  • 2. Chemistry.  Make a Bobbing Bubble Potion (Roll =< at least 5)
 Success: ?
 Failure: ?


  • 3. Revision Spells.  Cast Wizard's Tailor (Roll =< at least 17)
 Success: ?, access to stage 3.
 Failure: ?


  • 4. Knots.  Use the rope to keep Cordelia secure. (Roll =< 9)
 Success: +1 Knots, access to stage 3.
 Failure: ?


Stage 3: The Trick to the turning Mechanism[]

  • 1. Theory of Revision.  Cast a spell to make Cordelia as strong as a bear.  (Roll =< 20)
 Success: ?
 Failure: ?


  • 2. Geometry. Set up a pulley system. Roll =< 9)
 Success: +2 Geometric Laws SS, access to Stage 4.
 Failure: ?


  • 3. Persuasion.  Ask around for help. (Roll =< at least 21)
 Success: ?
 Failure: ?


Stage 4. Rock Monster Raucous[]

  • 1. Tactics.  Startle the creature out of the tower.  (Roll =< 11?)
 Success: access to Stage 5.
 Failure: ?


  • 2. Research.  Search the library for information. Roll =< 23)
 Success: open option 4, choose again.
 Failure: ?


  • 3. Persuasion.  Ask someone to mix up a batch of Rock Monster Repellent. (Roll =< at least 21)
 Success: ?
 Failure: ?
  • 4. Befriend.  Convince a local Stone Troll to give you a hand. (Roll =< at least 8?)
 Success: +2 Conversation SS, access Stage 5. 
 Failure: -2 Conversation SS, pause adventure.

Stage 5. The Word is Out[]

  • 1. Social Skills.  Check your mailbox to see if the administration has offically spread the news.  (Roll =< 8?)
 Success: open option 4, choose again.
 Failure: ?


  • 2. Composure.  Accompany Cordelia to Professor Alazzo's office.  (Roll =< 10)
 Success: +1 Observation, access to Stage 6.
 Failure: -3 Merit, pause adventure.


  • 3. Schoolyard Education.  Cordelia receives a fix-it wish list.  (Roll =< at least 7)
 Success: ?
 Failure: ?


  • 4.  Listen.  Celebrate with Cordelia as she is commended for her efforts.  (Roll =< 10)
 Success: ?
 Failure: ?


Stage 6. Sending word Home.[]

  • 1. Send a message to Mr Troublepot via regular mail service
 Automatic:


  • 2. Social Skills.  Send Mr Troublepot a message via express hawk service.  (Roll =< 13)
 Success: +1 relationship Cordelia Troublepot
 Failure: ?


  • 3. Conversation.  What's the fastest way to send a message.  (Roll =< 14)
 Success: +33 chance of success, choose again.
 Failure: ?


  • 4.  Etiquette.  Send a message to Mr Troublepot via herald. (Roll =< at least 11)
 Success: ?
 Failure: ?


Stage 7. A Stony Problem[]

  • 1. Flawless Timing.  The right thing to do is to call a professor. (Roll =< at most 15)
 Success: -1 Stress, +1 Luck, Gain Workman's Wand, +1 relationship Cordelia Troublepot, conclude adventure.
 Failure: ?


  • 2. Patience. run to Cordelia's workshop to search for something useful.  (Roll =< 15)
 Success: Open option 3, choose again
 Failure: ?
  • 3. Bluff. Create a fake army of trolls (Roll =< ?)
 Success: -1 Stress, +1 Charm, Gain Workman's Wand, +1 relationship Cordelia Troublepot, conclude adventure.
 Failure: -3 Bluff SS, +3 Stress, +1 Luck, conclude adventure.
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