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This is an adventure in which the hero gets to investigate some nasty goo.

The adventure takes at least 4 sessions, a successful adventure can gain multiple skill-ups, loot, and a point of Finesse or Insight or Luck.

Unlocked by: DLC 16, ?

Stage 1: Early Morning Chill[]

Phase 1: Early Morning Chill[]

  • 1. Negation.  Undermine the magic in the frost until it breaks.   (roll v. 9 at most)
Success:  Expand Endurance +1 SS, go to Phase 2
Failure:  ?
  • 2. Creativity.  Are there any other tools a clever wizard could use?  (roll v. 5)
Success:  unlock Option 4, choose again
Failure:  choose again
  • 3. Prayer.  Pray for good fortune to save you.   (roll v. 8)
Success:  Expand Endurance +1 SS, go to Phase 2
Failure:  ?
  • 4. Revision Spells.  Ruin a dormmate's tune to create chaotic vibrations.   (roll v. 9 at most)
Success:  Expand Endurance +1 SS, go to Phase 2
Failure:  -2 Vitality, go to Phase 2

Phase 2: Ecto-WHAT[]

  • 1. Palettes.  Set an enchantment on the surface of the slime.   (roll v. 16 at most)
Success:  Expand Theory of Enchantment +1 SS, go to Phase 3
Failure:  +2 Stress, pause Adventure
  • 2. Mimicry.  Employ myriad voices and sounds, and see if the slime responds.  (roll v. #)
Success: Expand Creativity +1 SS, unlock Option 4, choose again
Failure: choose again
  • 3. Natural Philosophy.  Shake-shake-shake a smaple of the gas to create a bigger slime sample for study.  (Roll v. 7)
Success:  Expand Pure Luck +1 SS, go to Phase 3
Failure:  +2 Stress, pause Adventure
  • 4. Glamour Methods.  Since the thing responds to voices, see if magic meant to facilitate communication will make any difference.  (Roll v. #)
Success:  Expand Conversation +1 SS, +1 Relationship with [Random], go to Phase 3
Failure:  +2 Stress, pause Adventure

Phase 3: Medium Trail[]

  • 1. Hunting.  Survey the campus for more signs of magic that used the slimes as a medium.  (roll v. 10)
Success:  Expand Pure Luck +1 SS, access Stage 2
Failure:  +1 Stress, pause Adventure
  • 2. Glamour.  Use a bit of glamour and a bit of Astrology and gaze into the slime's history. (roll v. 6)
Success:  Expand Archeology +1 SS, access Stage 2
Failure:  +2 Stress, pause Adventure
  • 3. Astrology.  Use a bit of astrology and a bit of glamour, and gaze into the slime's history.  (roll v. 14)
Success:  Expand Archeology +1 SS, access Stage 2
Failure:  +2 Stress, pause Adventure

Stage 3: Every Man Has His Emblem[]

  • 1. Maybe another time. (automatic)
Success:  +1 Stress, Expand Patience +1 SS, pause Adventure
Failure:  
  • 2. Theory of Astrology.  If these idiots won't let you go to the book, maybe you can bring the thing forth.  Locating it is the first step.  (roll v. 19 at most)
Success:  unlock Option 4, choose again
Failure:  choose again
  • 3. Negation Spells.  Just try to stun everyone within eight inches of you so you'll have room to move.  (roll v. 15)
Success:  temporarily increase chance of success by 33%, unlock Option 5, choose again
Failure:  choose again
  • 4. Library Knowledge.  The Venalicium enchants most of its books so that they come when a librarian calls.  Maybe you can take advantage of that...  (roll v. 21 at most)
Success:  Expand Theory of Enchantment +1 SL, access Stage 4
Failure:  ?
  • 5. Spy.  Disguise yourself in the split second everyone's distracted.  (roll v. 13)
Success:  Expand Glamour Methods +1 SL, -1 Vitality, access Stage 4
Failure:  -3 Vitality

Stage 4: The Venture and Ventured[]

Phase 1: The Venture...[]

  • 1. Incantation.  Head outside and create winds to keep the gas at bay.  (roll v. ?)
Success:  Expand Scouting +1 SS, Coordination +1 SS go to Phase 2
Failure:  +3 Stress, pause Adventure
  • 2. Botany.  See if you can find the right mix of herbs to keep the magical fog at a reasonable distance.  (roll v. 19)
Success:  Expand Scouting +1 SS, Leadership +1 SL, go to Phase 2
Failure:  +3 Stress, pause Adventure
  • 3. Enchant.  It wont be fun, but you should be able to breathe in the mist - the real worry is walking blindly into danger.  Maybe you can enchant an object to serve as some kind of scout.  (roll v. 18)
Success:  Expand Planning +1 SS, go to Phase 2
Failure:  +3 Stress, pause Adventure

Phase 2: The Belly of the Beast[]

  • 1. Revision.  Transform the serpent's flesh into water.  (roll v. 18 at most)
Success:  Expand Striving Against the Foe +1 SS, go to Phase 3
Failure:  ?
  • 2. Glamour.  You're still in the snake's mouth; see if you can use some magic to make it gag.  (roll v. 16)
Success:  Expand Courage +1 SL, go to Phase 3
Failure:  ?
Success:  +33% CoS, choose again
Failure:  ?
  • 3. Mastery.  Compel this thing to let you loose.  (roll v. 7)
Success:  ?
Failure:  ?


Phase 3: The loud voice[]

  • 1. Incantation Spells.  Produce a little smoke to find and track air currents.  (roll v. 14 at most)
Success:  Expand Acrobatics +1 SL, go to Phase 4
Failure:  ?, go to Phase 4
  • 2. Perception.  Search the room for a hidden exit.  (roll v. 22 at most)
Success:  Expand Striving Against the Foe +1 SL, Perception +1 SL, go to Phase 4
Failure:  ?
  • 3. Engineering.  Uncover hidden traps in the dull stone room.  (roll v. 10)
Success:  Temporarily increase Perception +2, choose again
Failure:  ?

Phase 4: You Will Be First[]

  • 1. ?  (roll v. ?)
Success:  ?
Failure:  ?
  • Pure Luck.  Pray for goodwill from enemy; failing that, flail around like a maniac and hope for the best. (roll v. 21)
Success:  Expand Danger Sense +1 SL, go to Phase 5
Failure:  -1 Vitality, Confidence -1 SS, go to Phase 5
  • Etiquette.  Try to appease your foe with the ancient customs for greeting Minetan nobility.  (roll v. 10)
Success:  Expand Acrobatics +1 SL, + 25% CoS, choose again
Failure:  penalties?, choose again

Phase 5: The Last Student to Fall[]

  • 1. Sabotage.  Deface the ancient markings placed around each alcove.  (roll v. 16)
Success:  Expand Ink Compounds +1 SL, go to Phase 6
Failure:  ?
  • 2. Traps.  Find the magic switch of whatever, that will release your friends. (roll v. 14)
Success:  Expand Artisan +1 SL, go to phase 6
Failure:  ?
  • 3. Language.  Check to see if those marks on the wall can be read.  (roll v. 13)
Success:  Temporarily increase Sabotage +3, choose again
Failure:  ?

Phase 6: To Battle Old Iron[]

Success:  Expand Perception +1 SL, +25% CoS, unlock option 3, choose again
Failure:  Expand Dedication +1 SL, choose again
Success:  Expand Finesse +1, Expand Minetan Swagger +1 SL, add The Tattered Reminder
Failure:  Expand Stress +3, Expand Luck +1
  • 3. Manipulation.  Trash talk for all you're worth while keeping yourself alive. (roll v. 16)
Success:  Expand Insight +1, Expand Minetan Swagger +1 S?, add The Tattered Reminder
Failure:  Expand Stress +3, Expand Luck +1 [... no item?]
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