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
Contents
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.