This is a long adventure of 12 stages, but if successfully complete
A Not So Quiet Day | ||
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Prerequisites : | Unknown | |
Begin Date : | Athonos Workshop Day | |
End Date : | Kaliri 28 | |
Days : | 12 | |
ModTools Name : | Chimney Crows First Adventure/Chimney Crows Second Adventure | |
Roll Levels : | Unknown | |
Automatic Benefits : | Unknown | |
Possible Benefits : | Unknown |
d provides two ability points, 200 pims and multiple skill steps (and levels) and a magical set of gloves.
Stage 1: A Not So Quiet Day
- Social skills. Help the portly gentleman; he doesn't seem well (Roll v. 4)
Success: +1 Field Medicine SS, add & inform Dillenbach's Business Card(you may need it for Stage 5 option 1), access to Stage 3 Failure: +1 Stress, access to Stage 3
- Hunting. Pursue the thief into the alleyway and retrieve the briefcase. (Roll v. 4)
Success: +1 Running SS, access to Stage 2 Failure: +1 Stress, access to Stage 3
- Leave them to it and go home.
Automatic: +1 Dispassion SS, +1 Stress, end adventure.
Stage 2: The Missing Girl
- 1. Leave it to the professionals. Students go missing all the time.
Automatic: pause adventure.
- 2. Astrology. Maybe a little bit of Astrology will give you a hint (Roll v. 5)
Success: +1 Planning SS, access to Stage 4. Failure: +1 Stress, pause adventure.
- 3. Gossip. May be you could ask her friends. or see what the word on the street is. you must know someone who knows. (Roll v. 6)
Success: +1 Storytelling SS, access Stage 4. Failure: +1 Stress, pause adventure.
Stage 3: The Hidden City
- 1. Just buckle down and keep working
Automatic: +1 Study Habits SS, pause adventure
- 2. Cartography. How hard could it be to make all those ancient street plans make sense? Make yourself a map (Roll v. 4)
Success: +3 temporary to Archaeology, choose again Failure: ?
- 3. Archaeology. go looking for those hidden places (Roll v. 6)
Success: +1 Scouting SS, access to Stage 2 Failure: +1 Stress, pause adventure
Stage 4: The Rescue
- Courage. Go down there and get her yourself. (Roll v. 8)
Success: +1 Minetan Swagger SS, +200 pims, access to Stage 5. Failure: -2 Vitality, access to Stage 5
- 2. Concentration. Try to free her with magic. (Roll v. 8)
Success: +1 Minetan Swagger SS, +200 pims, end adventure(bug?). Failure: -2 Vitality, end adventure(bug?).
Stage 5: The Baker, the Sweep and the Lawyer
- 1. You know a lawyer, Sort of. Maybe you could see that Mr Dillenbach and see if he can help you. (You have Dillenbach's Business Card, gained by Stage 1 option 1)
Automatic: inform Bakery, access to Stage 6.
- 2. You don't really have time for this, and you don't want to associate with people like him anyway. Brush him off and suggest some alternative.
Automatic: add Broken Toy Horse, -2 Vitality, end adventure.
- 3. Elumian. To the Library - for justice! And Elumian dictionaries! (Roll v. 9)
Success: +2 Civil Law SS, +1 Library Knowledge SS, inform Bakery, add & inform Good Translation into Legalese, access to Stage 6. Failure: +1 Stress, +1 Library Knowledge SS, inform Bakery, add & inform Swineherder's Licence, access to Stage 6.
Stage 6: Correct Document Storage
- 1. Persuasion. Talk Sweep out of doing anything like this and go the legal path instead (Roll v. 11)
Success: +1 Charm, gain bakeries, access to Stage 8. Failure: +1 Stress, access to Stage 7.
- 2. Plot. Arrange a heist with the Chimney Crows. (Roll v. 9)
Success: +1 Planning SS, +1 Coordination SS, add & inform Crude Map of the Hidden City, access to Stage 7. Failure: +1 Planning SS, -40 pims, access to Stage 7.
Stage 7: The Heist
- 1. Running. Run away! (Roll vs =< 13)
Success: +1 Fitness, +1 Observation SS, inform Gates Methods, access to Stage 8. Failure: -2 Vitality, +1 Luck, learn Gates Methods, access to Stage 8.
- 2. Duel. Fight the monster! (Roll v.11)
Success: +1 Strength, +1 Courage SS, inform Gates Methods, access to Stage 8. Failure: -2 Vitality, +1 Luck, learn Gates Methods, access to Stage 8.
- 3. Enspell. Use magic on it! (Roll v. 11)
Success: +1 Finesse, +1 Incantation Phemes SS, inform Gates Methods, access to Stage 8. Failure: -2 Vitality, +1 Luck, learn Gates Methods, access to Stage 8.
Stage 8: Finding the Crows
- This really isn't your problem
Automatic: end adventure
- Astrology. Consult the Stars for guidance (and cast a location spell while you're at it.) (Roll v.12)
Success: +1 Comets SS, +1 Applications of Arithmetic SS, access Stage 10. Failure: +1 Stress, +1 Pure Luck SS, access Stage 10.
- Logic. Seek them out by starting at first principles; you know some of their haunts afterall. (Roll v. 13)
Success: +1 Observation SS, +1 Sleuthing SS, access Stage 10. Failure: +2 Stress, +1 Sleuthing SS, access Stage 10.
Stage 8: The Crows explanation
- 1. This really isn't your problem
Automatic: ?
- 2. Sleuthing. Hunt down Sweep's contact (Roll =< 11)
Success: +1 Interrogation SS, +1 Intrigue SS, access to stage 9
Failure: +1 Stress, pause adventure
- 3. Magical Appraisal. Borrow one of the pims and examine it to see if you can learn more. (Roll =< more than 7)
Success: ?
Failure: ?
Stage 9: Visiting Mr Daw
- 1. Running. Make a break for it! (Roll =< more than 14)
Success: ?
Failure: +1 stress, +1 Tactics SS, pause adventure
- 2. Hide. Stay hidden using your natural skill (Roll =< more than 7)
Success: +1 Interrogation SS, +1 Intrigue SS, access to stage 9
Failure: +1 Stress, pause adventure
- 3. Glamour methods. Rely on magic to keep yourself hidden. (Roll =< more than 10)
Success: ?
Failure: ?
Stage 10: The Flight over the rooftops
- 1. Concentration. use magic to get to the edge (Roll =< 16)
Success: +1 Tactics SS, +1 Negation Spells SS, Access to stage 11.
Failure: +2 stress, access stage 11.
- 2. Running. Run as fast as you can! (Roll =< more than 23)
Success: +1 Acrobatics skill level, +1 Schoolyard skill level (not steps), Access to stage 11.
Failure: ?
- 3. Manipulation. Trick them into leaving you alone (Roll =< more than 10)
Success: ?
Failure: ?
Stage 11. Tracking villains
- 1. Theory of Astrology. Use magic to learn more about the pins and their creator (Roll =< 15)
Success: +1 skill level (not step) The Everard Equation, +1 Hunting Skill level, Access to stage 12.
Failure: +2 stress, pause adventure.
- 2. Sleuthing. Track down the pins' creator using mundane means (Roll =< 22)
Success: +1 Jeweller skill level (not step), +1 Library knowledge SS/SL (?), access stage 12
Failure: +1 Jeweller skill level (not step), +3 stress, access stage 12
Stage 12. A Man Made of Crows
- 1. Courage. Confront the ritualists (Roll =< more than 17)
Success: +1 Finesse, +1 Coordination Skill level (not step), gain Gauntlets of the Raven Gate, conclude adventure.
Failure: -2 Vitality, +1 Strength, conclude adventure.
- 2. Incantation. Use offensive magic to disrupt the ritual! (Roll =< more than 16)
Success: ?
Failure: +4 stress, +1 Luck, conclude adventure.