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An adventure with Cirillo Laziosi, the adventure requires at least 7 actions, a successful adventurer can gain multiple skill-ups (particularly on stage 7), relationship with Cirillo and also Professor Leo Massioti, and a point of either Charm or insight.


Stage 1: Cirillo Laziosi's Gamble[]

Phase 1:  Cirillo the Gambler[]

  •  Looking for a partner.
Automatic: Advance to phase 2.


Phase 2: Rolling the dice[]

  • 1. Close Cirillo's fingers over the dice and decline...for now.
Automatic: ?


  • 2. Befriend.  Pick up the dice and agree to work with Cirillo. (Roll v. x≤ at most 7)
 Success: +1 relationship Cirillo Laziosi, access stage 2.
 Failure: ?


  • 3. Reason.  What should you do?  (Roll v. x≤ 7)
 Success: +33 chance of success, open option 4, choose again.
 Failure: ?


  • 4. Lie.  Anonymously rat out Cirillo. (Roll v. x≤ 7)
 Success: ?
 Failure: ?


Stage 2: Friends in the Right Places[]

  • 1. Character Study.  Try to find a guard to bribe, but make sure you get the right one.   (Roll v. x ≤ at most 7)
 Success: -20 pims, access to Stage 3
 Failure: ?


  • 2. Passion.  Scout around in case the underworld contacts are scouting YOU.  (Roll v. x≤ at most ?)
 Success: open option 5, choose again.
 Failure: ?


  • 3. Innuendo.  Post an advertisement in the newspaper to look for a contact, but don't be too obvious about it.  (Roll v. x≤ 5)
 Success: ?
 Failure: ?


  • 4. Listen.  Skulk around the markets and look for a contact there.  (Roll v. x≤ 7)
 Success: +1 Acting SS, access to Stage 3.
 Failure: ?


  • 5. Negotiate.  Strike a deal with your new source.  (Roll v. x≤ 19)
 Success: ?
 Failure: ?


Stage 3: Lady Luck's Wink[]

  • 1. Applications of Arithematic.  Rig the Bingo table by cranking up the odds with math.   (Roll v. at least 6 ≤ x ≤ at most 11)
 Success: +1 First Principles SS, access to Stage 4.
 Failure: ?


  • 2. Revision.  Rig the roulette wheel by magnetising some of the balls and slots.  (Roll v. x≤ 10)
 Success: +1 Revision methods SS, access to stage 4.
 Failure: ?


  • 3. Revision.  Rig the bones table by revising the dice.  (Roll v. x≤ 10)
 Success: ?
 Failure: ?


  • 4.  Geometry.  Rig the Bones table by creating a sweet spot on the tables with geometry.  (Roll v. x≤ more than 6)
 Success: ?
 Failure: ?


  • 5.  Sleight of hand.  Ask Cirillo to show you a trick.  (Roll v. x≤ at most ?)
 Success: ?
 Failure: ?


  • 6.  Jeweler.  Rig the Roulette wheel by weighting the ball and some of the slots just right.  (Roll v. x≤ 9 or 10)
 Success: ?
 Failure: ?


  • 7. Engineering.  Rig the Bones table by engineering a rigging throwing cup.  (Roll v. at least 6 ≤ x ≤ at most 20)
 Success: +1 conceal SS, access stage 4.
 Failure: ?



Stage 4: Thick as Thieves[]

  • 1. Bluff.  Summon security and have them escort the thieves out.   (Roll v. x≤ 24)
 Success: ?
 Failure: ?


  • 2. Beguile.  Ask the chief security guard what he knows about the thieves guild and be prepared to pay for the knowledge.  (Roll v. x≤ 12)
 Success: open option 5, choose again.
 Failure: ?


  • 3. Sleight of Hand.  Out-thief the thieves and change their chips.  (Roll v. x≤ at least 9)
 Success: +2 Conceal SS, access stage 5.
 Failure: ?


  • 4. Lie.  Shut down the table the thieves are 'working' on and direct them to a rigged one.  (Roll v. x≤ at least 22)
 Success: ?
 Failure: ?


  • 5. Persuasion.  Approach the 'Head Thief' and offer him their cut of the action.  (Roll v. x≤ at most 29)
 Success: +1 Conceal SS, access Stage 5.
 Failure: ?


Stage 4b: A Bout of Yo Ho Matey's[]

  • 1. Bluff.  Ask them to oh-so-politely leave  (Roll v. x≤ 13)
 Success: +1 Bluff SS, advance to stage 5.
 Failure: +1 stress, ?


  • 2. Intimidation.  Ask around...  What are pirates afraid of?.  (Roll v. x≤ at least 10)
 Success: open option 5, choose again.
 Failure: ?


  • 3. Lie. Invite the pirates to enter your "high players" game room..  (Roll v. x≤ at least 10)
 Success: +2 Conceal SS, access stage 5.
 Failure: ?


  • 4. Compete.  Challenge the pirate leader to a one on one dart duele.  (Roll v. x≤ at least 9)
 Success: ?
 Failure: -1 bluff, ?

Stage 5: The Getaway[]

  • 1. Navigation.  Use your map of the back tunnels and try to lose the followers there?   (Roll v. x≤ 16)
 Success: ? + intimidation SS?  access stage 6.
 Failure: ?


  • 2. Glamour.  Glamour a corner of the room to look normal and try to hide there.  (Roll v. x≤  ?)
 Success: ?
 Failure: ?


  • 3. Observation.  Go out and get a closer look at the mysterious group.  (Roll v. x≤ 18)
 Success: open option 5, choose again.
 Failure: ?


  • 4. Running.  Go with the guards and rush your way out.  (Roll v. x ≤ 21)
 Success: ?
 Failure: ?


  • 5. Revision.  Revise a pair of dealer's glasses, then incant bright light as you run for it.  (Roll v. x≤ at most 31)
 Success: access Stage 6.
 Failure: ?


Stage 6: Scratching the Backer's Back[]

  • 1. Forget this..you've got things to do, and being this guy's delivery person isn't on your list.
 Automatic: ?


  • 2. Logic.  Sure, you'll make the delivery...but it'll cost him; explain it to him using small words if necessary.  (Roll v. x≤  26)
 Success: ?
 Failure: ?


  • 3. Negotiate.  You'll make his delivery, but only if he teaches you more about what he does.  (Roll v. x≤ 21)
 Success: -2 Vitality, +1 Patience SS, +2 Hide SS, access Stage 6.
 Failure: ?


  • 4. Persuasion.  You'll make his delivery, but first he needs to tell you more about the Thieves Guild, since you're pretty sure he works for them anyway.  (Roll v. x≤ 30)
 Success: ?  choose again
 Failure: ?

Stage 7: Making a choice[]

  • 1. Tell them to keep you and send Cirillo back to school.
 Automatic: +5 relationship Cirillo Laziosi, +6 lie skill level (not step), +3 Storytelling SS, +2 Gambling SS, +5 relationship Leo Massioti, +1 Charm, conclude adventure.


  • 2. Tell them to keep Cirillo and let you go back to school.  (Roll v. x≤  ?)
 Success: +3 Character SS, +1 Insight, -2 Vitality, conclude adventure.
 Failure: ?
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