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In Search of Rumors of Pirates
Prerequisites : None
Begin Date : Athonos Juvenalia
End Date : Kaliri 28
Days : 8
ModTools Name : Main Adventure Pirates
Excludes : A Reward for a Job Well Done, A Note from the Headmaster, Academagia Under Attack!, A Meeting at the Tavern
Roll Levels : 3-20
Automatic Benefits : Unknown
Possible Benefits : Unknown

One of the Main Story adventures, the pirate route.

A successful adventure can get you into the good books of many a pirate, maybe put you on the hit list of a few other pirates, multiple skill ups, and between 1 to 4 attribute points. The most possible is +1 Strength, +1 Strength/Fitness, another +1 Strength, and +1 Charm/Insight/Intelligence.

Stage 1: In Search of Rumors of Pirates

Phase 1: In Search of Rumors of Pirates

  • 1. The Mistreated Pirate.
Automatic: Advance to phase 2.

Phase 2: The Menacing Female Pirate

  • 1. Get out of there quick!
Automatic: Pause adventure.
  • 2. Conversation.  Ask her politely if there’s anything you can do for her. (Roll v. 3)
Success: +1 Conversation SS, advance to stage 2.
Failure: +1 Stress, pause adventure.
  • 3. Courage.  Go over there and demand to know what she’s doing! (Roll v. 3)
Success: +1 Courage SS, advance to stage 2.
Failure: +1 Stress, pause adventure.
  • 4. Observation.  Maybe you can figure out what’s got her so upset by taking a look around. (Roll v. 5)
Success: Unlock option 5, choose again.
Failure: Choose again.
  • 5. Courage.  Confront the woman about the crates of clothing. (Roll v. 2)
Success: +1 Courage SS, advance to stage 2.
Failure: +1 Stress, pause adventure.
  • 6. Observation.  Take a good look around and see if she’s alone. (Roll v. 5)
Success: Unlock option 7, choose again.
Failure: Choose again.
  • 7. Intrigue.  Approach the woman and tell her that her men are going to be discovered soon if they’re not careful. (Roll v. 5)
Success: +1 Intrigue SS, advance to stage 2.
Failure: +1 Stress, pause adventure.
  • 8. Bluff.  Confront the woman about the pirate they just dragged away. Surely he was with her and she must know more about him. (Roll v. 5)
Success: +1 Bluff SS, advance to stage 2.
Failure: +1 Stress, pause adventure.

Stage 2: Pirate Parle

  • 1. This is a little too much for you. It may cost you some respect with the pirates, but you need a break.
Automatic: -1 Confidence SS, Pause adventure.
  • 2. Creativity.  Study the pirates and see if you can figure out any easy way of disguising them. (Roll v. 7)
Success: Unlock option 3, choose again.
Failure: Choose again.
  • 3. Manipulation.  Clothing that would cover most of their features. (Roll v. 5)
Success: +1 Creativity SS, access to stage 3.
Failure: +1 Stress, pause adventure.
  • 4. Persuasion.  Explain the importance of having the majority of them remain silent and help figure out a way to make them not talk. (Roll v. 5)
Success: +1 Persuasion SS, access to stage 3.
Failure: +1 Stress, pause adventure.
  • 5. Acting.  Offer to help sneak out school uniforms for the pirates. (Roll v. 6)
Success: +1 Acting SS, access to stage 3.
Failure: +1 Stress, pause adventure.
  • 6. Coordination.  Ask if they had some plan already underway that you can help with. (Roll v. 6)
Success: +1 Coordination SS, access to stage 2.
Failure: +1 Stress, pause adventure.
  • 7. Plot.  Try something completely crazy... (Roll v. 7)
Success: +1 Reason, access to stage 3.
Failure: +1 Stress, pause adventure.
  • 8. Observation.  Think quick. Is there anything that would hinder the pirates’ hiding among the student body of the Academagia? (Roll v. 7)
Success: Unlock option? (bugged?), choose again.
Failure: Choose again.

Stage 3: Protect the Cove!

  • 1. Flee for safety.
Automatic: -1 Confidence SS, access to stage 4.
  • 2. Carpentry.  Rig some traps in the trees to deter the Swashbucklers from proceeding any further. (Roll v. 8)
Success: +2 Carpentry SS, access to stage 4.
Failure: +2 Stress, access to stage 4.
  • 3. Traps.  No one expects a good pit fall. So build some! (Roll v. 8)
Success: +2 Traps SS, access to stage 4.
Failure: +2 Stress, access to stage 4.
  • 4. Carpentry.  Fortify the encampment with a good old fashioned spike fence. (Roll v. 8)
Success: +2 Carpentry SS, access to stage 4.
Failure: +2 Stress, access to stage 4.
  • 5. Observation.  There must be something you can find that’s useful in the piles of refuse stockpiled along the forest edge. (Roll v. 9)
Success: Unlock option 6, choose again.
Failure: Choose again.
  • 6. Engineering.  Repair the old catapult! (Roll v. 7)
Success: +2 Clockwork SS, access to stage 4.
Failure: +2 Stress, access to stage 4.

Stage 4: A raging storm is bad for floating ships

  • 1. Knots.  Secure the lines! (Roll v. 9)
Success: +2 Concentration SS, access to stage 5.
Failure: +2 Stress, access to stage 5.
  • 2. Climb.  Secure the sails! (Roll v. 9)
Success: +2 Climb SS, access to stage 5.
Failure: +2 Stress, access to stage 5.
  • 3. Brute Strength.  Heavy items can lead to damaged ships. Get as much off as possible and tie down the rest! (Roll v. 9)
Success: +1 Strength, access to stage 5.
Failure: -1 Vitality, access to stage 5.
  • 4. Observation.  Check and see what the most likely source of damage might be. (Roll v. 10)
Success: Unlock option 5, choose again.
Failure: Choose again.
  • 5. Athletics.  Tie down the cannons while you can. (Roll v. 8)
Success: +1 Courage SS, +1 Endurance SS, +1 Knots SS, access to stage 5.
Failure: -1 Vitality, access to stage 5.

Stage 5: A mysterious floating island appears

  • 1. Move Silently.  Acquire some blasting powder from the alchemy lab without anyone seeing you. (Roll v. 11)
Success: +2 Move Silently SS, access to stage 6.
Failure: +2 Stress, pause adventure.
  • 2. Persuasion.  Craft an exploding latch hook with some help from someone at the forge. (Roll v. ?)
Success: +2 Persuasion SS, access to stage 6.
Failure: +2 Stress, pause adventure.
  • 3. Engineering.  Craft an exploding latch hook on your own. (Roll v. 10)
Success: +2 Clockwork SS, access to stage 6.
Failure: +2 Stress, pause adventure.
  • 4. Observation.  Examine the cannon for any potential shortcomings. (Roll v. 12)
Success: Unlock option 5, choose again.
Failure: Choose again.
  • 5. Carpentry.  Craft some wheels! (Roll v. 10)
Success: +2 Carpentry SS, access to stage 6.
Failure: +2 Stress, pause adventure.
  • 6. Engineering.  Examine the plans for the cannon and see if you can find any improvements. (Roll v. 12)
Success: Unlock option 7, choose again.
Failure: Choose again.
  • 7. Beguile.  Get a chain for the cannon. (Roll v. 10)
Success: +2 Bluff SS, access to stage 6.
Failure: +2 Stress, pause adventure.

Stage 6: Into the wild blue yonder

  • 1. Analyze.  Blow up two of the three spots. (Roll v. 14)
Success: +2 Dedication SS, access to stage 7.
Failure: +2 Stress, pause adventure.
  • 2. Coordination.  Barricade two of the three entrances. (Roll v. 14)
Success: +2 Coordination SS, access to stage 7.
Failure: +2 Stress, pause adventure.
  • 3. Glamour Phemes.  Cast an illusion spell to make the landings appear unreachable. (Roll v. 15)
Success: +2 Glamour Phemes, access to stage 7.
Failure: +2 Stress, pause adventure.
  • 4. Observation.  Make sure the pirates didn’t miss any potential access spots. (Roll v. 16)
Success: Unlock option 5, choose again.
Failure: Choose again.
  • 5. Materials Knowledge.  Blow up the piece of rock. (Roll v. 13)
Success: +2 Materials Knowledge SS, access to stage 7.
Failure: Pause adventure.

Stage 7: It's a jungle up here

  • 1. Brute Strength.  Muscle through the undergrowth. (Roll v. 17)
Success: +2 Brute Strength SS, access to stage 8.
Failure: +2 Stress, pause adventure.
  • 2. Explore.  Use your awesome survival skills to get through the forest. (Roll v. 17)
Success: +2 Navigation SS, access to stage 8.
Failure: +2 Stress, pause adventure.
  • 3. Planning.  You don’t know that much about trekking through the woods so make sure you mark your path as you go! (Roll v. 17)
Success: +2 Planning SS, access to stage 8.
Failure: +2 Stress, pause adventure.
  • 4. Observation.  See if there’s an easy way to get to the temple. (Roll v. 18)
Success: Unlock option 5, choose again.
Failure: Choose again.
  • 5. Scouting.  Take the small trail that is barely visible between the vines and trees. (Roll v. 15)
Success: +2 Scouting SS, access to stage 8.
Failure: +2 Stress, pause adventure.

Stage 8: A Temple looms before you

Phase 1: A Temple looms before you

  • 1. Creativity.  Examine the fountain and put your creativity to good use! (Roll v. 18)
Success: +2 Creativity SS, advance to phase 2.
Failure: +2 Stress, pause adventure.
  • 2. Engineering.  The sand and water must be there for a reason. Combine the two and see what happens! (Roll v. 18)
Success: +2 Clockwork SS, advance to phase 2.
Failure: +2 Stress, pause adventure.
  • 3. Pure Luck.  Those figures on the table must mean something. Maybe you’ll get lucky and figure something out. (Roll v. 18)
Success: +2 Reason SS, advance to phase 2.
Failure: +2 Stress, pause adventure.
  • 4. Concentration.  The water must be the key. Use it wisely. (Roll v. 16)
Success: +2 Concentration SS, advance to phase 2.
Failure: +2 Stress, pause adventure.
  • 5. Puzzles.  Take another look around the room. Maybe you can shed some light on a way to open the portcullis. (Roll v. 19)
Success: Unlock option 6, choose again.
Failure: Choose again.
  • 6. Incantation Spells.  Light up the fires! (Roll v. 16)
Success: +2 Incantation Spells SS, advance to phase 2.
Failure: +2 Stress, pause adventure.
  • 7. Observation.  There must be a bigger picture that you’re missing here. (Roll v. 19)
Success: Unlock option? (bugged?), choose again.
Failure: Choose again.

Phase 2: Trouble behind Door Number One

  • 1. Athletics.  Knock over those dishes of flaming oil but your reflexes better be amazing to avoid getting any splashed on you. (Roll v. 19)
Success: +1 Fitness, advance to phase 3.
Failure: -1 Vitality, +2 Stress, advance to phase 3.
  • 2. Brute Strength.  Those huge statues out front would surely block the doorway. Use that strength of yours to help topple them with the pirates! (Roll v. 19)
Success: +1 Strength, advance to phase 3.
Failure: +3 Stress, advance to phase 3.
  • 3. Incantation Spells.  Flood the tunnel! Use your magic to blast the fountain and direct the water into the tunnel. (Roll v. 19)
Success: +2 Incantation Spells, advance to phase 3.
Failure: +2 Stress, advance to phase 3.
  • 4. Observation.  There must be some way to close the portcullis. Can you find it? (Roll v. 21)
Success: Unlock options 5 and 6, choose again.
Failure: Choose again.
  • 5. Revision Spells.  Cast a spell to jam the mechanism. (Roll v. 17)
Success: +2 Revision Spells SS, advance to phase 3.
Failure: +2 Stress, advance to phase 3.
  • 6. Acrobatics.  Time to do the daring deed. Test your speed and agility and pull that lever... by hand!! (Roll v. 18)
Success: +2 Acrobatics SS, advance to phase 3.
Failure: +2 Stress, advance to phase 3.

Phase 3: A run in with the Captain

  • 1. Brute Strength.  Bash him over the head! (Roll v. 19)
Success: +1 Strength, access to stage 9.
Failure: Reprimanded by a random professor, access to stage 9.
  • 2. Bluff.  Pretend the pirates had kidnapped you and appeal to the Captain to help you while they sneak up on him. (Roll v. 19)
Success: +2 Bluff SS, access to stage 9.
Failure: Reprimanded by a random professor, access to stage 9.
  • 3. Glamour Spells.  Use a spell to knock the Captain out. (Roll v. 19)
Success: +2 Glamour Spells SS, access to stage 9.
Failure: Reprimanded by a random professor, access to stage 9.
  • 4. Botany.  Look around for anything that might help you bring the Captain down. (Roll v. 18)
Success: Unlock option 5, choose again.
Failure: Choose again.
  • 5. Move Silently.  Use the plant to knock out the Captain. (Roll v. 16)
Success: +2 Move Silently SS, access to stage 9.
Failure: Reprimanded by a random professor, access to stage 9.

Stage 9: Time to write a happy ending for the Pirates

  • 1. Step back from this.  You're not ready for it yet.
Automatic: Pause adventure.
  • 2. Persuasion.  Use your skills of persuasion to make the treaty more appealing and acceptable. (Roll v. 20)
Success: +1 Charm, +3 Politics SS, end adventure.
Failure: -2 Confidence SS, +2 Politics SS, end adventure.
  • 3. Diplomacy.  The treaty has to be diplomatic. If you’re confident in your skills try to put your influence on paper. (Roll v. 20)
Success: +2 Diplomacy SS, +1 Insight, end adventure.
Failure: +2 Stress, +2 Politics SS, end adventure.
  • 4. Law.  Use your knowledge of the Law to make a fool proof treaty that benefits everyone. (Roll v. 20)
Success: +2 Civil Law SS, +1 Intelligence, end adventure.
Failure: +2 Stress, +2 Politics SS, end adventure.
  • 5. Negotiate.  Use your negotiation skills to create a treaty that is acceptable to everyone. (Roll v. 20)
Success: +2 Negotiate SS, +1 Insight, end adventure.
Failure: -2 Confidence SS, +1 Negotiate SS, +1 Politics SS, end adventure.
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