Academagia Wiki
No edit summary
(info, formatting, links)
Tag: Visual edit
Line 4: Line 4:
 
| Begin =
 
| Begin =
 
| End =
 
| End =
| Days =
+
| Days =7
 
| ModTools = The Charlatan Mage
 
| ModTools = The Charlatan Mage
 
| Excludes =
 
| Excludes =
| RollLvls =
+
| RollLvls =up to 13
  +
| Automatic =+1 [[Fitness]] or [[Finesse]], learn about The Dancing Dragon (Location)
| Automatic =
 
| Possible =
+
| Possible =different skill ups
 
| Previous =
 
| Previous =
 
| Next =
 
| Next =
Line 16: Line 16:
 
This is an adventure for students of Morvidus college in which you get caught in a fight between two strong-willed adults and have to figure out the truth as they spin different stories.
 
This is an adventure for students of Morvidus college in which you get caught in a fight between two strong-willed adults and have to figure out the truth as they spin different stories.
   
The adventure takes at least 7 sessions, a successful adventure can gain multiple skill-ups and a point of Finesse.
+
The adventure takes at least 7 sessions, a successful adventure can gain multiple skill-ups and an attribute point.
   
 
Unlocked by: Being in college Morvidus
 
Unlocked by: Being in college Morvidus
Line 22: Line 22:
 
==Stage 1: Familiar Distress==
 
==Stage 1: Familiar Distress==
 
===Phase 1: Familiar distress===
 
===Phase 1: Familiar distress===
* 1. Diagnose the problem     (Roll vs #)
+
* 1. Diagnose the problem
 
Success: Benefits
 
Failure: Drawbacks
 
 
 
 
 
   
  +
Automatic: go to '''Phase 2'''.
 
===Phase 2: The False magician===
 
===Phase 2: The False magician===
*1. Lift the Glamours that disguise your familiar's true nature to the general pulbic.
+
*1. Lift the Glamours that disguise your familiar's true nature to the general public. (Hidden option, unknown unlock)
   
 
Automatic: ?
Success: ? open option ?, choose again
 
 
*2. [[Conversation]]. Ask the two assailants what right they have to attack the man on the ground and just what they plan on doing to your familiar. (Roll v. at most 10)
Failure: ?
 
   
 
Success: -3 [[pims]], -1 [[Stress]], access '''Stage 2'''.
 
*2. Conversation.  Ask the two assailants what right they have to attack the man on the ground and just what they plan on doing to your familiar.  (Roll v. at most 23)
 
 
Success: -3 pims, -1 stress, access stage 2.
 
 
Failure: ?
 
Failure: ?
 
*3. [[Intimidation]]. Let the assailants know that that is your familiar, that you indeed a mage, and that further belligerence would not be wise. (Roll v. at most 9)
   
 
Success: +1 [[Bond of Iron]] SS, access '''Stage 2'''.
 
*3. Intimidation.  Let the assailants know that that is your familiar, that you indeed a mage, and that further belligerence would not be wise.  (Roll v. at most 14)
 
 
Success: ?
 
 
Failure: ?
 
Failure: ?
 
*4. [[Revision Methods]]Change the road beneath the attackers' feet to quicksand. (Roll v. at most 11)
 
 
*4. Revision Methods.  change the road beneath the attackers' feet to quicksand.  (Roll v. at most 22)
 
   
 
Success: ?
 
Success: ?
 
Failure: ?
 
Failure: ?
 
 
   
 
==Stage 2: The Dancing Dragon==
 
==Stage 2: The Dancing Dragon==
*1. Concentration.  You've been paying close attention all along.  Now use the same focus on making the coin appear to disappear. (Roll v. at most 19)
+
*1. [[Concentration (Enspell)|Concentration]]. You've been paying close attention all along.  Now use the same focus on making the coin appear to disappear. (Roll v. at most 11)
   
  +
Success: +1 [[Conceal (Sleight-of-Hand)|Conceal]] SS, learn about [[The Dancing Dragon (Location)]], access '''Stage 3'''.
Success: ?
 
 
Failure: ?
 
Failure: ?
 
*2. [[Sleight-of-Hand]]. You're already pretty skilled with your hands.  Use this to your advantage in making the coin appear to disappear. (Roll v. at most 10)
   
 
Success: ?, access '''Stage 3'''.
 
*2. Sleight-of-hand You're already pretty skilled with your hands.  Use this to your advantage in making the coin appear to disappear. (Roll v. at most 15)
 
 
Success: ? Access stage 3.
 
 
Failure: ?
 
Failure: ?
 
 
 
 
 
 
==Stage 3: A Response for Rexus==
 
==Stage 3: A Response for Rexus==
*1. Observation.  Discern where Rexus went before the mages do.
+
*1. [[Observation]]. Discern where Rexus went before the mages do. (Roll v. at most 12)
   
Success: +1 Puzzles ss, access stage 4.
+
Success: +1 [[Puzzles (Malice)|Puzzles]] SS, access '''Stage 4'''.
 
Failure: ?
 
Failure: ?
 
*2. [[Glamour]]. Make the mages a bit more irritable, and a bit less interested in sticking around here to search. (Roll v. at most 10)
   
 
Success: ?, access '''Stage 4'''.
 
*2. Glamour.  Make the mages a bit more irritable, and a bit less interested in sticking around here to search.  (Roll v. #)
 
 
Success: ?
 
 
Failure: ?
 
Failure: ?
 
*3. [[Incantation]]. Create a breeze and move the door just enough to suggest that Rex darted past. (Roll v. at most 10)
   
  +
Success: ?, access '''Stage 4'''.
 
*3. Incantation.  Create a breeze and move the door just enough to suggest that Rex darted past.  (Roll v. #)
 
 
Success: Access stage 4.
 
 
Failure: ?
 
Failure: ?
 
 
 
 
 
 
==Stage 4: Unfriendly Presences==
 
==Stage 4: Unfriendly Presences==
*1. Cast Private Chariot.  While you can't outrun something that can fly, perhaps you can escape it on a chariot.  (Roll v. #)
+
*1. Cast Private Chariot. While you can't outrun something that can fly, perhaps you can escape it on a chariot. (Unlocked by knowing the [[Private Chariot (Spell)|Private Chariot]] spell)
   
Success: ?
+
Automatic: ?
 
*2. [[Zoology]]. Use your knowledge of animals to try deal with the situation. You just hope it is an animal and not some sort of spirit. (Roll v. at most 10)
Failure: ?
 
   
  +
Success: +1 [[Animal Husbandry (Explore)|Animal Husbandry]] SS, access '''Stage 5'''.
 
*2. Zoology.  Use your knowledge of animals to try deal with the situation.  You just hope it is an animal and not some sort of spirit.  (Roll v. #)
 
 
Success: +1 Animal Husbandry SS, access stage 5.
 
 
Failure: ?
 
Failure: ?
 
*3. [[Concentration (Enspell)|Concentration]]. Magically amplify your Negation skills as best you can before proceeding. (Roll v. at most 11)
   
 
Success: temporarily increase [[Negation]] +3, ''choose again.''
 
*3. Concentration.  Magically amplify you Negation skills as best you can before proceeding.  (Roll v. #)
 
 
Success: ?
 
 
Failure: ?
 
Failure: ?
 
*4. [[Negation]]. If magic is keeping it from your sight, perhaps you can make the thing following you visible by negating that magic. (Roll v. at most 12)
   
  +
Success: +1 [[Danger Sense (Ambush)|Danger Sense]] SS, access '''Stage 5'''.
 
*4. Negation. If magic is keeping it from your sight, perhaps you can make the thing following you visible by negating that magic.  (Roll v. at most 25)
 
 
Success: ?
 
 
Failure: ?
 
Failure: ?
 
 
 
==Stage 5: A Dangerous Request==
 
==Stage 5: A Dangerous Request==
*1. Traps.  There is a canopy just ahead of you sheltering a merchant's stall.  It's large enough that you could use it as a quick trap for (at least) your human pursuers.   (Roll v. at most 26)
+
*1. [[Traps (Ambush)|Traps]]. There is a canopy just ahead of you sheltering a merchant's stall.  It's large enough that you could use it as a quick trap for (at least) your human pursuers. (Roll v. 4-22?)
   
Success: +1 hunting SS, +1 Escape Artist skil level (not step), access stage 6.
+
Success: +1 [[Hunting (Patrol)|Hunting]] SS, +1 [[Escape Artist (Espionage)|Escape Artist]] skill level (not step), access '''Stage 6'''.
 
Failure: ?
 
Failure: ?
 
*2. [[Running (Athletics)|Running]]. Use sheer speed to get away from them. You might not be able to outrun the watcher in the sky, but you could use the cover of buildings to escape its vision.  (Roll v. at most 11)
 
 
*2. Running.  Use sheer speed to get away from them.  You might not be able to outrun the watcher in the sky, but you could use the cover of buildings to escape its vision.  (Roll v. at most 23)
 
   
 
Success: ?
 
Success: ?
 
Failure: ?
 
Failure: ?
 
*3. [[Cartography (Explore)|Cartography]]. You know the city of Mineta well enough from studying maps to elude your pursuers by weaving in and out of side streets. (Roll v. 12)
 
 
*3. Cartography.  You know the city of Mineta well enough from studying maps to elude your pursuers by weaving in and out of side streets.  (Roll v. 12)
 
   
 
Success: ?
 
Success: ?
 
Failure: ?
 
Failure: ?
 
*4. [[Drive Carriage (Raid)|Drive Carriage]].  There is a carriage about to ride by you.  You could commandeer it (as peaceably as possible) and use it to elude your pursuers.  (Roll v. 9)
   
  +
Success: +1 [[Escape Artist (Espionage)|Escape Artist]] skill level, access '''Stage 6'''.
 
*4.  Drive carriage.  There is a carriage about to ride by you.  You could commandeer it (as peaceably as possible) and use it to elude your pursuers.  (Roll v. 9)
 
 
Success: ?
 
 
Failure: ?
 
Failure: ?
 
 
   
 
==Stage 6: Curio Jacaruso==
 
==Stage 6: Curio Jacaruso==
*1. Tell Curio that Rexus is staying at the tavern called Hero's Welcome.  What Curio is saying is making more and more sense to you.  (Roll v. ?)
+
*1. Tell Curio that Rexus is staying at the tavern called Hero's Welcome. What Curio is saying is making more and more sense to you.
 
Success: ?
 
Failure: ?
 
 
 
*2. Refuse to tell Curio where Rexus is.  Your goal is to be captured.  (Roll v. #)
 
 
Success: access stage 6.
 
Failure: ?
 
   
  +
Automatic: ?
 
*2. Refuse to tell Curio where Rexus is. Your goal is to be captured.
   
  +
Automatic: +1 [[Planning (Compete)|Planning]] SS, access '''Stage 7'''.
 
==Stage 7: Unwelcome Guests and the Art of Escape==
 
==Stage 7: Unwelcome Guests and the Art of Escape==
*1. Acrobatics.  Just swing your body right side up as you fall.   (Roll v. 15)
+
*1. [[Acrobatics (Sleight-of-Hand)|Acrobatics]]. Just swing your body right side up as you fall. (Roll v. at most 10)
   
 
Success: +1 [[Fitness|'''Fitness''']], '''''conclude adventure'''''.
Success:
 
 
Failure: ?
 
Failure: ?
 
*2. [[Escape Artist (Espionage)|Escape Artist]]. Use what Rexus has taught you to escape from your bindings before the rope snags.  Then pull yourself right side up before you fall. (Roll v. 13)
   
  +
Success: +1 '''[[Finesse]]''', '''''conclude adventure'''''.
 
 
Failure: ?[[Category:Adventure]]
*2. Escape Artist.  Use what Rexus has taught you to escape from your bindings before the rope snags.  Then pull yourself right side up before you fall.  (Roll v. 13)
 
 
Success: +1 Finesse, conclude adventure.
 
Failure: ?
 
 
 
 
 
 
.
 
[[Category:Adventure]]
 
 
[[Category:Adventure - College]]
 
[[Category:Adventure - College]]
 
[[Category:Adventure - Morvidus]]
 
[[Category:Adventure - Morvidus]]

Revision as of 19:48, 6 April 2020

Familiar Distress
Prerequisites : College Morvidus
Begin Date : Unknown
End Date : Unknown
Days : 7
ModTools Name : The Charlatan Mage
Roll Levels : up to 13
Automatic Benefits : +1 Fitness or Finesse, learn about The Dancing Dragon (Location)
Possible Benefits : different skill ups

This is an adventure for students of Morvidus college in which you get caught in a fight between two strong-willed adults and have to figure out the truth as they spin different stories.

The adventure takes at least 7 sessions, a successful adventure can gain multiple skill-ups and an attribute point.

Unlocked by: Being in college Morvidus

Stage 1: Familiar Distress

Phase 1: Familiar distress

  • 1. Diagnose the problem
Automatic: go to Phase 2.

Phase 2: The False magician

  • 1. Lift the Glamours that disguise your familiar's true nature to the general public. (Hidden option, unknown unlock)
Automatic: ?
  • 2. Conversation. Ask the two assailants what right they have to attack the man on the ground and just what they plan on doing to your familiar. (Roll v. at most 10)
Success: -3 pims, -1 Stress, access Stage 2.
Failure: ?
  • 3. Intimidation. Let the assailants know that that is your familiar, that you indeed a mage, and that further belligerence would not be wise. (Roll v. at most 9)
Success: +1 Bond of Iron SS, access Stage 2.
Failure: ?
  • 4. Revision Methods. Change the road beneath the attackers' feet to quicksand. (Roll v. at most 11)
Success: ?
Failure: ?

Stage 2: The Dancing Dragon

  • 1. Concentration. You've been paying close attention all along.  Now use the same focus on making the coin appear to disappear. (Roll v. at most 11)
Success: +1 Conceal SS, learn about The Dancing Dragon (Location), access Stage 3.
Failure: ?
  • 2. Sleight-of-Hand. You're already pretty skilled with your hands.  Use this to your advantage in making the coin appear to disappear. (Roll v. at most 10)
Success: ?, access Stage 3.
Failure: ?

Stage 3: A Response for Rexus

  • 1. Observation. Discern where Rexus went before the mages do. (Roll v. at most 12)
Success: +1 Puzzles SS, access Stage 4.
Failure: ?
  • 2. Glamour. Make the mages a bit more irritable, and a bit less interested in sticking around here to search. (Roll v. at most 10)
Success: ?, access Stage 4.
Failure: ?
  • 3. Incantation. Create a breeze and move the door just enough to suggest that Rex darted past. (Roll v. at most 10)
Success: ?, access Stage 4.
Failure: ?

Stage 4: Unfriendly Presences

  • 1. Cast Private Chariot. While you can't outrun something that can fly, perhaps you can escape it on a chariot. (Unlocked by knowing the Private Chariot spell)
Automatic: ?
  • 2. Zoology. Use your knowledge of animals to try deal with the situation. You just hope it is an animal and not some sort of spirit. (Roll v. at most 10)
Success: +1 Animal Husbandry SS, access Stage 5.
Failure: ?
  • 3. Concentration. Magically amplify your Negation skills as best you can before proceeding. (Roll v. at most 11)
Success: temporarily increase Negation +3, choose again.
Failure: ?
  • 4. Negation. If magic is keeping it from your sight, perhaps you can make the thing following you visible by negating that magic. (Roll v. at most 12)
Success: +1 Danger Sense SS, access Stage 5.
Failure: ?

Stage 5: A Dangerous Request

  • 1. Traps. There is a canopy just ahead of you sheltering a merchant's stall.  It's large enough that you could use it as a quick trap for (at least) your human pursuers. (Roll v. 4-22?)
Success: +1 Hunting SS, +1 Escape Artist skill level (not step), access Stage 6.
Failure: ?
  • 2. Running. Use sheer speed to get away from them. You might not be able to outrun the watcher in the sky, but you could use the cover of buildings to escape its vision.  (Roll v. at most 11)
Success: ?
Failure: ?
  • 3. Cartography. You know the city of Mineta well enough from studying maps to elude your pursuers by weaving in and out of side streets. (Roll v. 12)
Success: ?
Failure: ?
  • 4. Drive Carriage.  There is a carriage about to ride by you.  You could commandeer it (as peaceably as possible) and use it to elude your pursuers.  (Roll v. 9)
Success: +1 Escape Artist skill level, access Stage 6.
Failure: ?

Stage 6: Curio Jacaruso

  • 1. Tell Curio that Rexus is staying at the tavern called Hero's Welcome. What Curio is saying is making more and more sense to you.
Automatic: ?
  • 2. Refuse to tell Curio where Rexus is. Your goal is to be captured.
Automatic: +1 Planning SS, access Stage 7.

Stage 7: Unwelcome Guests and the Art of Escape

  • 1. Acrobatics. Just swing your body right side up as you fall. (Roll v. at most 10)
Success: +1 Fitness, conclude adventure.
Failure: ?
  • 2. Escape Artist. Use what Rexus has taught you to escape from your bindings before the rope snags.  Then pull yourself right side up before you fall. (Roll v. 13)
Success: +1 Finesse, conclude adventure.
Failure: ?