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An adventure set in the school with Katja Quinnecht, at least 7 adventure actions are required to conclude this adventure.  This adventure does not lead to an ability increase.

Stage 1. An Unhappy Note

Phase 1: Listening to the music

  • A Lack of Magical Talent.
 Automatic: Advance to Phase 2.

Phase 2: A friend in need

  • 1. Not right now
 Automatic:
  • 2. Rhetoric vs 6 at most - Question her a little.
 Success: Relationship with Katja +1, advance to Phase 2.
 Failure: ?, pause Adventure.
  • 3. Listen vs 6 at most - Assist her of course
 Success: Listen +1 SS, advance to Phase 2.
 Failure: ?, pause Adventure
 Success: ?, advance to Phase 2.
 Failure: Pause Adventure.

Stage 2: Ways to a Well

  • 1. ? - Search the library for a map!
 Success: Advance to Stage 3A.
 Failure: ?
  • 2. Sleuthing vs 4 - Figure out who can help you.
 Success: Logic +1 SS, select another option.
 Failure: No effect, select another option.
  • 3. Logic vs 6 - Go fishing for a guide... 
 Success: Logic +1 SS, advance to Stage 3B.
 Failure: ?, pause Adventure.

Stage 3A: Library Whoes

  • 1. Try to find it yourself.
Automatic: Observation +1 SS, pause Adventure.
  • 2. Diplomacy vs 5 at least - Excuse me, miss... Ask the librarian for help. That's what she's there for!
 Success: ? , select another option. (?)
 Failure: No effect, select another option.
  • 3. Enchant vs 7 at least - They seek it here, they seek it there... Use a magic spell and find the map!
 Success: ? , access to Stage 4.
 Failure: Merit -2, pause Adventure.

Stage 3B: Gone fishing

  • 1. Sleuthing vs 22 at most (6 at least) - Just what do water nymphs like anyway?  Find out!
 Success: Unlock option 3, select another option.
 Failure: No effect, select another option.
  • 2. Society vs 8 - You need help!  Get one of the fish in the college pond to give you a hand!
 Success: Persuasion +2 SS, access to Stage 4.
 Failure: Stress +1, pause Adventure.
  • 3. Tactics vs 14 at most - Lure the nymph with some honey.
 Success: Infiltration +2 SS, access to Stage 4.
 Failure: ?, pause adventure.

Stage 4. Hunting for Shoes

  • 1. Diplomacy vs 17 at most - Hmmm...now what would induce the blacksmith to make you some of those?
 Success: Unlock option 4, select another option.
 Failure: No effect, select another option.
  • 2. Composure vs 18 at most - Why trade for something when you can just take it? Everyone knows that the goblins have iron shoes. Steal some!


  Success: Composure +2 SS, access to Stage 5.
 Failure: Pause Adventure.
  • 3. Negotiate vs 17 at most - Go goblin-trading!  See if they'll swap you something for the shoes.
 Success: Negotiate +2 SS, gain Iron Shoes - rusty, acces stage 5.
 Failure: ?, pause Adventure.
  • 4. Diplomacy 20 at most (17 at least?) - Get that hammer back!
 Success: ?, gain Iron Shoes - rusty, access Stage 5.
 Failure: ?, pause Adventure.

Stage 5. Have a Holly Day

  • 1. Flawless Timing vs 18 at most - Beg some holly off the gardener. He's bound to have some!
 Success: ?, access Stage 6.
 Failure: Pause Adventure.
  • 2. Courage vs 21 at most - Midnight hunt! Holly only appears after midnight at this time of year. Make a nighttime search.
 Success: Perception +1 SS?, gain Holly Bough, access to Stage 6.
 Failure: No effect, select another option / Pause Adventure ???? 
  • 3. Sleuthing vs 22 at most - Holly?  Holly?  Anyone got some holly?
 Success: ?
 Failure: ?, pause Adventure.

Stage 6. Giftgiving for Wells

 Success: Unlock option 3, select another option.
 Failure: No effect, select another option / Pause Adventure ???? 
  • 2. Curiosity vs 13 at most - It's magic isn't it?  Then get it something magical.
 Success: Etiquette +1 Skill Level (not SS), gain 1 Water Lethe, access to Stage 6.
 Failure: No effect, select another option / Pause Adventure ????
  • 3. Climb vs 10 at most - Do some mountain climbing and get that plant!
 Success: Climb +1 SS, gain 3 Water-Lethe, access stage 7.
 Failure: Pause Adventure.

Stage 7. An Ogre of a Problem

Phase 1. The Ogre

  • 1. Incantation vs 16 at most - Call up a lot of mud and blind him!
 Success: Unlock option 3, select another option.
 Failure: No effect, select another option / Pause Adventure ????
  • 2. Persuasion vs 24 at most - Ask the nymph for help!


  Success: Unlock option 3, select another option.
 Failure: ?
 Success: ?
 Failure: ?

Phase 2. The Reluctant Well

  • 1. Observation vs 27 at most - Figure out if the well wants to talk or not.
 Success: +25% chance of success, select another option.
 Failure: No effect, select another option.
  • 2. Creativity vs 14 at most - Let the well speak first.
  Success: Creativity +4 SS, maximum relationship with Katja +1, relationship with Katja +1, conclude adventure.
 Failure: Pause Adventure.
  • 3. Rhetoric vs 19 at most - She's so worthy!  She loves animals, and birds, and water sprites...
  Success: Famous Speeches +1 SS, maximum relationship with Katja +1, relationship with Katja +1, conclude adventure.
 Failure: ?, pause adventure.
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