A Reward for a Job Well Done | ||
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Prerequisites : | None | |
Begin Date : | Athonos Juvenalia | |
End Date : | Kaliri 28 | |
Days : | 10 | |
ModTools Name : | Main Plot Adventure Ilaro | |
Excludes : | In Search of Rumors of Pirates, A Note from the Headmaster, Academagia Under Attack!, A Meeting at the Tavern | |
Roll Levels : | 3-29 | |
Automatic Benefits : | Unknown | |
Possible Benefits : | Unknown |
One of the main adventure paths, in which the PC assists notorious rogue Ilaro Dati in numerous shady dealings. Conflicts with other "main" adventures but there is an opportunity to switch paths to assisting Orso Orsi partway through.
The adventure takes at least 10 sessions, a successful adventure can gain multiple skill-ups, a new spell, possible +1 Strength, possible +1 Luck, plus another point of Luck or one of Finesse or Intelligence.
Stage 1: A Reward for a Job Well Done[]
Phase 1[]
- 1. Visit the Dragon Tongue
Automatic: Advance to phase 2.
Phase 2: The Stranger at the Bar.[]
- 1. Observation. Try to catch a glimpse of what he’s reading. (Roll v. 4)
Success: Unlock option 2, choose again. Failure: Choose again.
- 2. Conversation. Comment on the article, perhaps he’ll be in the mood to swap opinions on it. (Roll v. 3)
Success: +1 Conversation SL, access to stage 2. Failure: -1 Conversation SL, pause adventure.
- 3. Befriend. ‘Accidentally’ bump into him. (Roll v. 3)
Success: +1 random Befriend SL, access to stage 2. Failure: -1 random Befriend SL, pause adventure.
- 4. Willpower. Take a seat next to him at the bar and hope he takes interest in you. (Roll v. 3)
Success: +1 Willpower SL, access to stage 2. Failure: -1 Willpower SL, pause adventure.
- 5. Courage. Walk up to him and introduce yourself. (Roll v. 3)
Success: +1 Courage SL, access to stage 2. Failure: -1 Courage SL, pause adventure.
Stage 2: A Free Room for the Night[]
- 1. Glamour Methods. Look around for something that might aid in a con. (Roll v. 6)
Success: Unlock option 2, choose again. Failure: Choose again.
- 2. Glamour Phemes. Use your Glamour skills to try to turn the peanuts into coinage. (Roll v. 4)
Success: +1 Deceit SS, access to stage 3. Failure: -1 Glamour Methods SS, pause adventure.
- 3. Beguile. Ask if there are any rooms you might be able to stay in for free. (Roll v. 5)
Success: +1 Persuasion SS, access to stage 3. Failure: -1 Character Study SS, pause adventure.
- 4. Storytelling. Give the desk clerk your best sob story. (Roll v. 5)
Success: +1 Storytelling SS, access to stage 3. Failure: -1 Storytelling SS, pause adventure.
- 5. Intimidation. Bypass the front desk and persuade one of the guests to abandon their room. (Roll v. 5)
Success: +1 Intimidation SS, access to stage 3. Failure: -1 Intimidation SS, pause adventure.
Stage 3: A Hasty Retreat[]
- 1. Spy. Size up your position. (Roll v. 9)
Success: Unlock option 2, choose again. Failure: Choose again.
- 2. Ambush. Jump the guard and take his uniform. (Roll v. 7)
Success: +1 Wrestling SS, access to stage 4. Failure: Reprimanded by random professor, access to stage 4.
- 3. Tactics. Fight your way through the guards. (Roll v. 8)
Success: +1 Tactics SS, access to stage 4. Failure: Reprimanded by random professor, access to stage 4.
- 4. Infiltration. Sneak to the Mineta jailhouse and stir things up a bit. (Roll v. 8)
Success: +1 Infiltration SS, access to stage 4. Failure: Reprimanded by random professor, access to stage 4.
- 5. Phemes. Help Ilaro with a daring and stylish escape; his favorite kind. (Roll v. 8)
Success: Inform Smokescreen (Spell), Inform Divert (Pheme), Inform Sight (Pheme), Inform Smoke (Pheme), access to stage 4. Failure: Reprimanded by random professor, access to stage 4.
Stage 4: Camping with a Rogue[]
- 1. Explore. Delve further into the forest. (Roll v. 12)
Success: Unlock option 2, choose again. Failure: -1 Vitality, choose again.
- 2. Check out the cave for any unfriendly inhabitants. ("secretly" Roll Explore v. 10)
Success: +1 Scouting SS, access to stage 5. Failure: -1 Vitality, pause adventure.
- 3. Carpentry. Build a tree house. (Roll v. 11)
Success: +1 Carpentry SS, access to stage 5. Failure: -2 Vitality, pause adventure.
- 4. Botany. Hollow out a tree. (Roll v. 10)
Success: +1 Incantation Methods, access to stage 5. Failure: -1 Agriculture, pause adventure.
- 5. Flattery. Track down the local clan of stone trolls, and coax some assistance from them. (Roll v. 11)
Success: +1 Flattery SS, access to stage 5. Failure: -1 Diplomacy SS, pause adventure.
Stage 5: The Triplets of Academagia[]
- 1. Pass. This may be the end of your relationship with Ilaro, but you're not robbing fellow students.
Automatic: +1 Character SL, End adventure.
- 2. Observation. Look around for something that could help you out. (Roll v. 15)
Success: Unlock option 3, choose again. Failure: Choose again.
- 3. Animal Husbandry. Play fetch. (Roll v. 13)
Success: +1 Animal Husbandry SS, access to stage 6. Failure: -3 Vitality, pause adventure.
- 4. Revision Spells. Replace the staff with one identical to it. (Roll v. 14)
Success: +1 Revision Spells SS, access to stage 6. Failure: -1 Revision Spells SS, pause adventure.
- 5. Wrestling. Ambush the triplets and take the staff. (Roll v. 14)
Success: +1 Wrestling SS, access to stage 6. Failure: -1 Wrestling SS, pause adventure.
- 6. Sleight-of-Hand. Follow them; one moment of carelessness is all you need. (Roll v. 14)
Success: +1 Infiltration SS, access to stage 6. Failure: -1 Pure Luck SS, pause adventure.
Stage 6: Orsi vs Ilaro[]
- 1. No, no, no. Ilaro's cool, but you're not betraying Orso!
Automatic: Advance to A Note from the Headmaster (Adventure) stage 3.
- 2. Observation. Surroundings make or break a duel. Check out Ilaro’s surroundings; he’s too busy to do it for himself. (Roll v. 18)
Success: Unlock option 3, choose again. Failure: Choose again.
- 3. Command. Direct Ilaro to back Orso into the mire. (Roll v. ?)
Success: +1 Tactics SS, advance to stage 7. Failure: +2 Stress, pause adventure.
- 4. Duel Conduct. Sneak behind Orso while Ilaro keeps him busy and disarm him. (Roll v. ?)
Success: +1 Move Silently SS, advance to stage 7. Failure: -1 Duel Conduct SS, pause adventure.
- 5. Character Study. Let Ilaro use you as a hostage; Orso wouldn’t risk harming one of his own students...Would he? (Roll v. ?)
Success: +1 Character Study SS, advance to stage 7. Failure: -1 Character Study SS, pause adventure.
- 6. Concentration. Try to tap into the staff’s power while Ilaro is dueling. (Roll v. ?)
Success: +1 Concentration SS, advance to stage 7. Failure: -1 Concentration SS, pause adventure.
Stage 7: A Welcome Change in Scenery[]
- 1. Mammals. Check the Palace’s perimeter for a way in. (Roll v. 20)
Success: Unlock option 2, choose again. Failure: Choose again.
- 2. Animal Husbandry. Seek aid from the lownit. (Roll v. 19)
Success: +1 Mammals SS, access to stage 8. Failure: -1 Mammals SS, pause adventure.
- 3. Climb. Climb the Palace walls. (Roll v. 19)
Success: +1 Strength, access to stage 8. Failure: -1 Confidence SS, pause adventure.
- 4. Negotiate. Bribe one of the Palace sentries to let you in. (Roll v. 20)
Success: +1 Negotiatiate SS, +1 Conceal SS, access to stage 8. Failure: -15 Pims, pause adventure.
- 5. Athletics. Fly over the Palace wall...? (Roll v. 20)
Success: +1 Navigation SS, access to stage 8. Failure: +2 Stress, pause adventure.
Stage 8: The Hungry Rogue[]
- 1. Explore. Explore the Imperial Gardens. (Roll v. 23)
Success: Unlock option 2, choose again. Failure: Choose again.
- 2. Botany. Replant the tree of plenty inside the palace. (Roll v. 21)
Success: +1 Agriculture, access to stage 9. Failure: -1 Agriculture, pause adventure.
- 3. Observation. Check the Palace’s kitchen for anything edible. (Roll v. 22)
Success: +1 Luck, access to stage 9. Failure: +1 Stress, pause adventure.
- 4. Traps. Set out rat traps. (Roll v. 22)
Success: +1 Traps SS, access to stage 9. Failure: -1 Traps SS, pause adventure.
- 5. Archery. Go hunting in the Imperial Reserve. (Roll v. 22)
Success: +1 Archery SS, access to stage 9. Failure: +1 Stress, pause adventure.
Stage 9: Of Roses and Booby Traps[]
- 1. Search the Palace for any useful additions to a booby trap ("secretly" Roll The Early Empire v. 26)
Success: Unlock option 2, choose again. Failure: Choose again.
- 2. Deceit. Bait the hall with the High Crown. (Roll v. 24)
Success: +1 Traps SS, access to stage 10. Failure: -1 Traps SS, access to stage 10.
- 3. Animal Husbandry. Round up a herd of raptacons into the grand hall. (Roll v. 25)
Success: +1 Animal Husbandry SS, access to stage 10. Failure: +1 Stress, access to stage 10.
- 4. Enspell. Construct a mirror of fear in the Palace’s entryway. (Roll v. 25)
Success: +1 Concentration SS, access to stage 10. Failure: -1 Concentration SS, access to stage 10.
- 5. Brute Strength. Stick with the classics; utilize a large item and the rules of gravity. (Roll v. 25)
Success: +1 Flawless Timing SS, access to stage 10. Failure: -2 Vitality, access to stage 10.
Stage 10: Jailbreak![]
- 1. Infiltration. Survey the Fellowship’s camp inside the Palace. (Roll v. 29)
Success: Bugged option unlock?, choose again. Failure: Choose again.
- 2. Espionage. Steal a stick of dynamite from the Fellowship’s arsenal. (Roll v. 27)
Success: +2 Escape Artist SS, +1 Finesse, end adventure. Failure: -2 Escape Artist SS, pause adventure.
- 3. Society. Search the Palace’s armory for more gunpowder. (Roll v. 28)
Success: +2 Escape Artist SS, +1 Luck, end adventure. Failure: -2 Awareness SS, pause adventure.
- 4. War. Check the cannons atop the Palace walls for fuses. (Roll v. 29)
Success: +1 Escape Artist SS, +1 Luck, end adventure. Failure: -2 Competition SS, pause adventure.
- 5. Materials Knowledge. Make a homemade fuse. (Roll v. 28)
Success: +1 Escape Artist SS, +1 Intelligence, end adventure. Failure: -2 Deceit SS, pause adventure.