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Curious Instruments of the Mind
Prerequisites : Enrolled in Music, Violin ≥ 5
Begin Date : Unknown
End Date : Unknown
Days : Unknown
ModTools Name : The Maestringer
Roll Levels : Unknown
Automatic Benefits : Unknown
Possible Benefits : Unknown

This is an adventure for Music students in which the hero gets to settle an argument between professors.

The adventure takes at least 5 sessions, a successful adventure can gain multiple skill-ups, a magical item and a point of Finesse.

Unlocked by: Music class, violin 5 or more.

Stage 1: Curious Instruments of the Mind[]

Phase 1: Curious Instruments of the Mind[]

  • 1. Refuse.
Automatic:


  • 2. Take on the professor's project.
Automatic: Advance to Phase 2.



Phase 2: Your answer[]

  • 1. Magic
Automatic:


  • 2. You choose both
Automatic: +1 Diplomacy, +1 Relationship Rieulle Chastellain, access stage 2.


  • 3. Music
Automatic: +?, +1 Relationship Rieulle Chastellain, access stage 2.



Stage 2: Meeting Aello[]

  • 1. Come back later
Automatic: ?


  • 2. Scouting.  Wander around and see if you can find him. (Roll v. <= 6)
Success: ?, advance to phase 2
Failure: ?


  • 3. Gossip.  Ask around the crowds to see if anyone has noticed a fiddler practicing. (Roll v. 13)
Success: +?, advance to phase 2
Failure: ?




Phase 2: Learning from a Master[]

  • 1. Not just yet.  You have other things to do.
Automatic: ?


  • 2. You'd love to learn a few things!  (Roll v. #)
Automatic: Advance to Phase 3



Phase 3: Aello's secret[]

  • 1. Violin.  Play!  (Roll v. <= 11, greater then 5)
Success: +1 Theory of Enchantment SS, gain Maelstringer
Failure: +1 Stress, access stage 3



Stage 3: Experimental Violinist[]

  • 1. Composure.  Play the Maestringer for a crowd.  (Roll v. <= 6)
Success: +50 Pims, lose Maestringer, advance phase 2.
Failure: ?



Phase 2: The Chase[]

  • 1. Interrogation.  See what information you can get from the crowd before they disperse.  (Roll v. At most 15)
Success: advance to phase 3.
Failure: ?



Phase 3: The Chase Continues![]

  • 1. Astrology.  Try a quick divination and hope for the best.  (Roll v. at most 20)
Success: advance to phase 4
Failure: ?


  • 2. Sleuthing.  Keep your eyes open and question people who seem attentive and sympathetic?  (Roll v. at most 21)
Success: ? advance to phase 4
Failure: ?



Phase 4: Along the Via Porta[]

  • 1. Scouting.  Find the man  (Roll v. <= 7)
Success: Gain Maestringer.
Failure: ?


  • 2. Character Study.  Look around for someone who might be willing and able to help.  (Roll v. at most 20)
Success: Temporary +6 Scouting skill level, choose again
Failure: ?


  • 3. ?  (Roll v. #)
Success: ?
Failure: ?


Stage 4: Time to Perform[]

  • 1. Pure Luck.  Practice with the Maestringer in the halls near the Glamour classroom and hope the professor comes to investigate the sound.  (Roll v. at most 23)
Success: +1 Traps SS, advance phase 2.
Failure: ?


  • 2. Persuasion.  Track her down and convince to listen.  (Roll v. <= 11)
Success: ?
Failure: ?


Phase 2: Playing for the Professor[]

  • 1. Let the magic take hold.  (Roll v. #)
Success: +1 composure, +2 relationship Contzel Ringraeyer
Failure: ?



Stage 5: Make It to Music[]

  • 1. See if the professor has heard word of the Maestringer yet.  (Roll v. at most )
Success: +1 Finesse, +3 relationship Riuelle Chastellain, gain Petrified Pinewood Piccolo, conclude adventure.
Failure: ?


  • 2. ?  (Roll v. at most ?)
Success: ?
Failure: ?




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