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A Note from the Headmaster (Adventure)
Prerequisites : Luck ≥ 4
Begin Date : Athonos Juvenalia
End Date : Kaliri 28
Days : 6
ModTools Name : Student Adventure Orso
Excludes : In Search of Rumors of Pirates, A Reward for a Job Well Done, Academagia Under Attack!, A Meeting at the Tavern
Roll Levels : 3 to 20
Automatic Benefits : +1 Fitness or Insight, and +1 Glory
Possible Benefits : +3 relationship with Orso Orsi

This is one of the main story adventures. It excludes the other three: In Search of Rumors of Pirates, A Reward for a Job Well Done, Academagia Under Attack! and A Meeting at the Tavern.

This adventure tells the main story from the perspective of Academagia students and Orso Orsi. You'll find out how the storm started and how Ilaro was captured and found again. However, other pieces of story (about Ilaro, the pirates, the floating island and the battle at the Imperial Palace) are told in the other adventures.

Assuming you succeed at each step of the adventure, this adventure will take 6 time periods. You will gain a choice between Insight and Fitness in phase 6. You will gain 1 point of Glory and may increase your relationship with Orso Orsi. Along the way you will gain 5-7 skill levels (not the usual skill steps).

Stage 1: A Note from the Headmaster

1. An Appointment from Orsi?!

Automatic - advance to phase 2

Phase 2: Student Leader

1. Prayer vs 6 - Meditate.

Success - Temporarily increase your Chance of Success by 33%, select another option.
Failure - No effect, select another option.

2. Pure Luck vs 3 - Wander around. You have amazing luck.

Success - Pure Luck +1 SS
Failure - Stress +1

3. Strategy vs 3 - Carefully canvass the area.

Success - Strategy +1 SS
Failure - Stress +1

4. Walk away. Why did you get involved with this in the first place?!

Automatic - Relationship with Orso Orsi -1, can continue adventure from this phase another day.

Stage 2: Bait

1. Observation vs 9 - Look before you leap.

Success - Temporarily increase your Chance of Success by 33%, select another option.
Failure - Failure - No effect, select another option.

2. Running vs 7 - Find and take the staff as fast as you can.

Success - Running +2 SS, advance to phase 2
Failure - Stress +1

3. Acting vs 7 - Act as though you're an innocent student lost in the woods.

Success - Acting +2 SS, advance to phase 2
Failure - Stress +1

4. Turn back!

Automatic - Relationship with Orso Orsi -1, can continue adventure from this phase another day.

Phase 2: Duel

1. Observation vs 14 - Surroundings make or break a duel. Check out Ilaro’s surroundings; he’s too busy to do it for himself.

Success - Unlock option 2, select another option.
Failure - No effect, select another option.

2. Manipulation vs 10 - Direct Orso to back Ilaro into the mire.

Success - Manipulation +1 Skill Level
Failure - Stress +2

3. Coordination vs 10 - Sneak behind Ilaro while Orso keeps him busy and disarm him.

Success - Coordination +1 Skill Level
Failure - Vitality -2

4. Just stay out of the way!

Automatic - Stress +1, can continue from this phase another day.

Stage 3: Making the Mask

1. Sleuthing vs 14 - You could cast a spell, sure, but given its complexity, you'll need more than just the cloak. What else can you use?

Success - Unlock option 2, select another option.
Failure - No effect, select another option.

2. Glamour Spells vs 9 - Cast glamour enchantments on the cloak and pin

Success - Glamour Methods +1 Skill Level, Glamour Spells +1 Skill Level
Failure - Stress +2

3. Chemistry vs 12 - Brew a potion to make it invisible.

Success - Chemistry +1 Skill Level
Failure - Stress +2

4. Refuse to help.

Automatic - Stress +1, can continue from this phase another day.

Stage 4: Guard Duty

1. Chemistry vs 15 - Wrong; but you think you'll need some kind of evidence to convince them.

Success - Unlock option 2, select another option.
Failure - No effect, select another option.

2. Traps vs 9 - Point out the escape plot Ilaro is clearly hatching.

Success - Chemistry +1 Skill Level, Traps +1 Skill Level
Failure - Collegiate Merit -3

3. Persuasion vs 13 - Wrong; talk them out of it.

Success - Persuasion +1 Skill Level
Failure - Collegiate Merit -3

4. Right on!

Automatic - Stress +1, can continue from this phase another day.

Stage 5: Escape!

1. Sleuthing vs 19 - Look for clues.

Success - Unlock option 2, select another option.
Failure - No effect, select another option.

2. Mammals vs 13 - Those footprints...you must be able to think of some way that they can help!

Success - Insight +1
Failure - Stress +2

3. Running vs 17 - Run! Chase after Ilaro!

Success - Fitness +1
Failure - Stress +2

Stage 6: Prison Break

1. Confidence vs 25 - Ask Orsi for help.

Success - Temporarily increase your Chance of Success by 50%, select another option.
Failure - No effect, select another option.

2. Geometric Laws vs 20 - Study the map using your mathematical prowess.

Success - Glory +1
Failure - Vitality -2

3. Negation Spells vs 20 - Study the map using negation.

Success - Glory +1, relationship with Orso Orsi +3
Failure - Vitality -2

4. Spit out the gum.

Automatic - Courage -1 SS, can continue from this phase another day.
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