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: ?