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This is a long adventure of 12 stages, but if successfully complete

A Not So Quiet Day
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


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.

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