Hard adventure. Can be unlocked by A Not So Quiet Day or will be automaticaly unlocked on Nivelos 1. Can gain 1 atribute point, around 10 skill levels and Gauntlets of the Raven Gate.

Finding the Crows
Prerequisites : Date or through A Not So Quiet Day
Begin Date : Nivelos 1
End Date : Kaliri 28
Days : 5 or 6
ModTools Name : Chimney Crows Second Adventure
Roll Levels : 13-24
Automatic Benefits : Unknown
Possible Benefits : Unknown

Stage 1:  Finding the Crows

  • 1.This really isn't your problem
 Automatic: end adventure


  • 2. Astrology.  Consult the Stars for guidance (and cast a location spell while you're at it.)  (Roll v.12)
Success: +1 Comets SS, +1 Applications of Arithmetic SS, access Stage 2.
Failure: +1 Stress, +1 Pure Luck SS, access Stage 2.


  • 3. Logic.  Seek them out by starting at first principles; you know some of their haunts afterall. (Roll v. 13)(locked by A Not So Quiet Day Stage 6 option 1)
Success: +1 Observation SS, +1 Sleuthing SS, access Stage 2.
Failure: +2 Stress, +1 Sleuthing SS, access Stage 2.
  • 4. Logic.  Seek them out by starting at first principles; you know some of their haunts afterall. (Roll v. 13)(unlocked by A Not So Quiet Day Stage 6 option 1)
Success: +1 Planning SS, +1 Scouting SS, access Stage 2.
Failure: +2 Stress, +1 Endurance SS, access Stage 2.

Stage 2:  The Crows explanation

  • 1. Sleuthing.  Hunt down Sweep's contact  (Roll v. 14)
Success: +1 Interrogation SL, +1 Intrigue SL, access to Stage 3.
Failure: +1 Stress, +1 Creativity SS, access to Stage 3.


  • 2. Magical Appraisal.  Borrow one of the pims and examine it to see if you can learn more. (Roll v.15)
Success: +1 Sleuthing SL, +1 Theory of Astrology, access to Stage 4.
Failure: -1 Vitality, access to Stage 4.

Stage 3:  Visiting Mr Daw

  • 1. Running.  Make a break for it! (Roll v. 16)
Success: +1 Tactics SL, +1 Flawless Timing SL, access to Stage 4.
Failure: +1 Tactics SS, +1 Stress, access to Stage 4.


  • 2. Hide.  Stay hidden using your natural skill (Roll v. 16)
Success: +1 Patience SL, +1 Willpower SL, access to Stage 4.
Failure: +1 Running SS, +2 Stress, access to Stage 4.


Success: +1 Phemes SL, +1 Hide SL, access to Stage 4.
Failure: +1 Running SS, +2 Stress, access to Stage 4.

Stage 4:  The Flight over the rooftops

  • 1. Concentration.  use magic to get to the edge (Roll v. 16)
Success: +1 Tactics SL, +1 Negation Spells SL, Access to Stage 5.
Failure: +1 Negation Spells SL, +2 Stress, access Stage 5.


  • 2. Running.  Run as fast as you can! (Roll v. 16)
Success: +1 Acrobatics SL, +1 Schoolyard Education SL, access to Stage 5.
Failure: +1 Acrobatics SL, -3 Vitality, access to Stage 5.


  • 3. Manipulation.  Trick them into leaving you alone (Roll =< more than 10)
Success: +1 Conceal SL, +1 Confidence SL, Access to Stage 5.
Failure: +1 Conceal SL, +2 Stress, access Stage 5.

Stage 5:  Tracking villains

Success: +1 The Everard Equation SL, +1 Hunting SL, access to Stage 6.
Failure: +1 The Everard Equation SL, +1 Stress, access to Stage 6.


  • 2. Sleuthing.  Track down the pins' creator using mundane means (Roll v. 22)
Success: +1 Jeweler SL, +1 Library Knowledge SL, +1 Reason SL, access to Stage 6.
Failure: +1 Jeweler SL, +3 stress, access to Stage 6.

Stage 6:  A Man Made of Crows

  • 1. Courage.  Confront the ritualists (Roll v. 24)
 Success: +1 Finesse, +1 Coordination SL, add & inform Gauntlets of the Raven Gate, conclude adventure.
 Failure: +1 Strength, -2 Vitality, conclude adventure.


  • 2. Incantation.  Use offensive magic to disrupt the ritual! (Roll v. 21)
Success: +1 Insight, +1 Willpower SL, add & inform Gauntlets of the Raven Gate, conclude adventure.
Failure: +1 Luck, +4 stress, conclude adventure.
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