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This is an adventure with Aveline Cincebeaux in which Aveline does, apparently, want something clean. Like the school.

The adventure takes at least 8 sessions, a successful adventure can gain multiple skill-ups, relationship gains, and a point of Glory.

Unlocked by: Relationship with Aveline over 5

Stage 1: Aveline the Neat Freak

Phase 1: Aveline the Neat Freak

  • 1. Get Academagia Organized!
Automatic:  Advance to phase 2.

Phase 2: Assist the Queen of Clean

  • 1. Agree to help.  
Automatic Success: Relationship +1 with Aveline Cincebeaux, access stage 2.
  • 2. Diplomacy.  Refuse to help.  (Roll v.1)
Success: Stress -1, Pause Adventure
Failure: Relationship -1 with Aveline Cincebeaux, Pause Adventure
  • 3. Character Study.  How exactly should you handle her invitation?  (Roll v. 5)
Success: +33% chance of success, choose again.
Failure: choose again

Stage 2: A Letter to the Legate

  • 1. Diplomacy.  Try to write the letter as best you can.  (Roll v. 4)
Success: +1 Diplomacy, access stage 3.
Failure: Diplomacy -1
  • 2. Confidence.  Look through the notes you took in rhetoric. (Roll v. 4)
Success: Confidence +1, access stage 3.
Failure: Confidence -1, Pause Adventure
  • 3. Blackmail.  Pay a student to write a letter. (Roll v. 4, must have 5 pims)
Success: Lose 5 pims, Negotiate +1, access stage 3.
Failure: Negotiate -1, Pause adventure
  • 4. Beguile.  Ask some of your peers if they've ever contacted the Legate. (Roll v. 6)
Success: Temporary +33 chance of success, choose again.
Failure: choose again

Stage 3: Try, Try Again

  • 1. Flattery.  Send another letter and use a different salutation.  (Roll v. 5)
Success: +1 Flattery SS, access stage 4.
Failure: Stress +1, Pause adventure.
  • 2. Pure Luck.  Wander the halls a bit and ponder your next move.  (Roll v. 8)
Success: Unlock option 4, choose again.
Failure: choose again.
  • 3. Forgery.  Forge the Legate's signature - though it's obviously a risky proposition.  (Roll v. 5)
Success: +1 Forgery SS, access stage 4.
Failure: Stress +1, Pause adventure
  • 4. Persuasion.  Convince Orso Orsi that the school needs a good cleaning.  (Roll v. 3)
Success: Persuasion+1, access stage 4.
Failure: Persuasion -1, Pause adventure.


Stage 4: Cleaning the Classroom

  • 1. Persuasion.  Make a new rule that students have to clean up after themselves. (Roll v.8)
Success: Persuasion +1, access stage 5.
Failure: Persuasion -1, Pause adventure.
  • 2. Palettes.  Put a spell on the rooms so they clean themselves after each class.  (Roll v. 9)
Success: +1 Palettes SS, access stage 5.
Failure: Palettes -1, Pause adventure.
  • 3. Leadership.  Recruit other students.  (Roll v. 10)
Success: Increase Chance of Success by 35%, choose again.
Failure: choose again.
  • 4. Negotiate.  Hire a Visoren.  (Roll v. 7, must have 50 pims)
Success: Lose 50 pims, Negotitate +1, Access stage 5.
Failure: Relationship -2 with Aveline Cincebeaux, Pause advneture.

Stage 5: Organising Chaos

  • 1. Aesthetics.  Start cleaning.  A little elbow grease can get this job done. (Roll v. 10)
Success: +1 Dedication SS, access stage 6.
Failure: +2 stress, pause adventure.
  • 2. Study Habits.  Yell at the teachers for how messy they are.  (Roll v. 10)
Success: +1 Confidence SS, access stage 6.
Failure: Stress +2, Pause adventure.
  • 3. Negotitate. Hire a Visoren.  (Roll v. 10, at least 100 pims)
Success: Lose 50 pims, Negotitate +1, Access stage 6.
Failure: Relationship -2 with Aveline Cincebeaux, Pause advneture.
  • 4. Sleuthing.  Look around the offices for something to help you with your task.  (Roll v. 13)
Success: temporary +33 chance of success, choose again
Failure: choose again.

Stage 6: The Horrors Within

  • 1. Negation Spells.  Put a spell on the restroom to block the creatures.  (Roll v. 8)
Success: +2  Negation Spells SS, access stage 7.
Failure: Stress +2, Pause adventure.
  • 2. Oratory.  See if you can gather an army.  (Roll v. 15)
Success: Open option 4, choose again.
Failure: choose again.
  • 3. Carpentry.  Create animal filters in the pipes.  (Roll v. at least 13)
Success: +1 Carpentry SS, access stage 7.
Failure: Stress +2, Pause adventure.
  • 4. Leadership.  Equip all students with clubs to beat the toilet creatures.  (Roll v. 9)
Success: Leadership +1, Access stage 7.
Failure: Merit -2, Stress -1, Pause adventure. 

Stage 7: Book Worms

  • 1. Revision Spells.  Create a better sorting system via magic.  (Roll v. 15)
Success: +2 revision spells SS, access to stage 8
Failure: Stress +2, pause adventure.
  • 2. Intimidation.  Threaten the books with flames.  It's risky, but intimidating for sure.  (Roll v. 16)
Success: Intimidation +2, access to stage 8.
Failure: Vitality -2, Pause adventure.
  • 3. Library Knowledge.  Interview the librarians baout how they sort the books.  (Roll v. 18)
Success: Temporary +40 chance of success, choose again
Failure: choose again
  • 4. Carpentry.  Construct cages.  (Roll v. 15)
Success: Carpentry +1, access to stage 8
Failure: Stress +2, Pause adventure.



Stage 8: Garden Warriors

  • 1. Oratory.  Use your oratory skills to persuade the more brainy of Academagia's students to help,.  (Roll v. 21)
Success: +5 Merit, +1 Glory, Gain School Service Medal.
Failure: +3 stress, pause adventure.
  • 2. Passion.  Ask the athletes by appealing to their pride.  (Roll v. 21)
Success: +5 Merit, +1 Glory, Gain School Service Medal.
Failure: +3 stress, pause adventure.
  • 3. Pure Luck.  Explore the school looking for helpers.  (Roll v. 24)
Success: Unlock option 4, choose again
Failure: choose again.
  • 4. Flattery.  Ask the new school guards, after all, it's going to be their job one day anyway.  (Roll v. 18)
Success: +5 Merit, +1 Glory, Gain School Service Medal.
Failure: +3 stress, pause adventure.
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