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This is an adventure with Aymeri Couer and Lambert Cobo in which the hero gets to enjoy the Durant vs Aranaz rivalry.


The adventure takes at least 6 (8 if the longer path is taken) sessions, a successful adventure can gain multiple skill-ups, relationship gains (and losses), and a point of Insight.

Unlocked by:  Relationship with Aymeri over 4



Stage 1: Caught in the middle of a rivalry

Phase 1: Boo!

  • 1. Aymeri and Lambert...At it again
 Automatic: Advance to Phase 2


  • 2. (Roll v. ≤ ?)


Phase 2: Invitation to a Rivalry

  • 1. No thanks.  You remember last time Couer and cobo were trying to catch each other up to no good and are pretty sure you don't want to be involved in another round.  (Roll v. ≤ ?)
 Automatic: ?


  • 2. Sure, it sounds like fun"?  (Roll v. ≤ at least ?)
 Success: Access stage 2.
 Failure: ?


  • 3. Character Study.  Try to determine Aymeri's level of curiosity about Cobo's activities. (Roll v. ≤ at most 23)
 Success: +1 Danger Sense SS?, choose again
 Failure: ?



Stage 2: The Mysterious Shackle and Key

  • 1. Gossip.  Try your best to get the gossip you need.  Ask around school and see if anyone has seen the mysterious crate.  (Roll v. ≤ at most 15)
 Automatic: ?


  • 2. Coordination.  Go to the slums and find out where Cobo got that crate and what was inside it. (Roll v. ≤ at most 21)
 Success: +1 Cartography SS, access Stage 3a
 Failure: ?


  • 3. Sleuthing.  What are the most likely approaches for getting the information you want? (Roll v. ≤ at most 22)
 Success: +15 chance of success, choose again.
 Failure: ?


  • 4. ?  (Roll v. ≤?)
 Success: ?
 Failure: ?



Stage 3a: Meeting the Supplier

  • 1. Interrogation.  Lie to the man and tell him Cobo is causing trouble with his new purchase.  (Roll v. ≤ at most 9)
 Success: +2 Interrogation SS, access stage 4.
 Failure: ?


  • 2. Conversation.  Directly ask the man about the box he sold to Cobo.  If you're charming enough he might tell you the truth!  (Roll v. ≤ at most 22)
 Success: +?
 Failure: ?


  • 3. Character Study.  Determine whether or not you know the old man.?  (Roll v. ≤ at most 23)
 Success: +20 chance of success, choose again.
 Failure: ?


Stage 4: Spy School

  • 1. Sleuthing.  figure out the best way to track Cobo.  (Roll v. ≤ at most 22)
 Automatic: ?


  • 2. Infiltration.  Sneak into Cobo's room and look around.  (Roll v. ≤ 22)
 Success: +2 Infiltration SS, access stage 5.
 Failure: ?


  • 3. Spy.  Follow Cobo and wait to see if he reveals what he has.  (Roll v. ≤ 24)
 Success: ?
 Failure: ?



Stage 5: The Tracker Gets Tailed

  • 1. Revision.  Determine what kind of spell to use on your pursuer. (Roll v. ≤ at most 27)
 Success: unlock option 3, choose again.
 Failure: ?


  • 2. Persuasion.  start a rumour that your trickster knows what Cobo is hiding.  It's true, so it should be pretty easy to get someone from the paper on the story.  (Roll v. ≤ 34)
 Success: ?
 Failure: ?


  • 3. Revision Spells.  you'd better wait for the person and hit them with a rnasty spell.  that should keep them down for a while.  It'll be tricky but worth it.  (Roll v. ≤ 24)
 Success: +2 Revision Spells SS, access Stage 6.
 Failure: -1 Revision Spells skill level, pause adventure.


Stage 6: How to Tame a Pixie

  • 1. Planning.  Propose the next step in the anti-Cobo campaign.  (Roll v. ≤ at most 21)
 Success: +2 Coordination SS, access stage 6.
 Failure: ?


  • 2. Art Appreciation.  Figure out what a pixie's armour looks like.  (Roll v. ≤ 25)
 Success: open option 3, choose again
 Failure: ?


  • 3. Sleuthing. Get the armour and free the pixie.  (Roll v. ≤ at most 23)
 Success: +1 Insight, -1 relationship Aymeri Couer.
 Failure: ?


Stage 7: The Big Reveal

  • 1. Incantation Spells.  Summon the box.  It will take some time, but hopefully no one will notice you. (Roll v. ≤ 24)
 Success: ? access Stage 8
 Failure: ?


  • 2. Observation.  Check the ground around the lake.  (Roll v. ≤ 24)
 Success: unlock option 4, find needle (see stage 8) choose again.
 Failure: ?


  • 3. Swimming.  Swim to the box.  It's going to test your strength, but if you're fast you should have no problem reaching it.  (Roll v. ≤ at least 9)
 Success: ?
 Failure: ?


  • 4. Lockpick. you have a sewing needle of sorts, which should help you open the box once you locate it. (Roll v. ≤ at least 26)
 Success: ?
 Failure: ?



Stage 8: A Final Challenge

  • 1. Leave the armour for the pixie to find. (Roll v. ≤ ?)
 Success: ? access Stage 8
 Failure: ?


  • 2. Step back and think about this for a while.  (Roll v. ≤ ?)
 Success: pause adventure
 Failure: ?


  • 3. Character Study.  Determine whether the pixie has any positive feelings for Cobo.  (Roll v. ≤ at least ?)
 Success: +33 chance of success, choose again
 Failure: ?
  • 4. Intrigue.  Maybe this would be a good time to find out what Cobo was doing with the pixie in the first place. (Roll v. ≤ 17)
 Success: +1 Insight, -2 relationship Aymeri, +1 Insight Cobo.
 Failure: ?
  • 5. Negotiate.  Convince the pixie to help you. (Roll v. ≤ at least 19)
 Success: ?
 Failure: ?
  • 6. Manipulation.  Present the pixie with the armour and the needle. (Roll v. ≤ at least 23)  [only if got the needle?]
 Success: ?
 Failure: ?
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