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Just Another Day in Mineta
Prerequisites : Unknown
Begin Date : Unknown
End Date : Unknown
Days : 1
ModTools Name : Unknown
Roll Levels : Unknown
Automatic Benefits : Unknown
Possible Benefits : +1 Insight, skill-ups
This is an adventure with in which the hero gets to deliver honey and investigate the imperial palace. which was added in DLC 16.

The adventure can be completed in just one session, a successful adventure can gain multiple skill-ups, learn about the Sphinx and access both Sphinx abilities.

Unlocked by: DLC 16

Phase 1: A Ruckus

  • In fact...
Automatic: Advance to Phase 2.

Phase 2: Clearing the Mean Streets

  • Just walk away.
Automatic: Dispassion +1 SS, pause Adventure.
  • Minetan Swagger vs ? - Do you know anything useful about the neighborhood?  (roll v. ≤6)
Success: Unlock Incantation & Negation options, choose again.
Failure: ?
  • Glamour Spells vs ? - Use the fire escape to get some elevation, then try to induce a whole lot of nausea.  (roll v. ≤6)
Success: Courage +1 SS, advance to Phase 3.
Failure: ?
  • Incantation Spells vs ? - Use the fire escape to get some elevation then spread some ice around.  (roll v. ≤7)
Success: Courage +1 SS, advance to Phase 3.
Failure: ?
  • Negation Methods vs ? - Use the fire escape to get some elevation then try to stun the mob.  (roll v. ≤8)
Success: Courage +1 SS, advance to Phase 3.
Failure: ?

Phase 3: Getting Past the Guards

  • Sleight of Hand vs ? - See if you can use the guards' own equipment to distract them.  (roll v. 7)
Success: Infiltration +1 SS, advance to Phase 4.
Failure: ?
  • Glamour Spells vs ? - See if you can get the guards distracted. (roll v. 7)
Success: Manipulation +1 SS, advance to Phase 4.
Failure: Stress +1
  • Sabotage vs ? - See if making things worse helps you clear a path. (roll v. ≤10)
Success: Infiltration +1 SS, advance to Phase 4.
Failure: ?

Phase 4: Cleaning Up

  • Maybe another time.
Automatic: Stress +1
  • Persuasion vs ? - This would be a whole lot easier if other people did it - and you're prepared to pay 10 pims to make it happen.  (roll v. 10~13)
Success: Negotiate +1 SL, -10 Pims, advance to Phase 5.
Failure: -10 Pims, pause Adventure.
  • Endurance vs ? - Just bear down and do the work.  (roll v. ≤10)
Success: ?
Failure: ?

Phase 5: Getting Directions to the Sphinx

  • Astrology vs ? - Before you do anything, try calling on the affinities of the stars to make the lute player a bit more receptive to strange visitors.  (roll v. ~2)
Success: Chance of Success +25%, choose again.
Failure: ?
  • Mastery Spells vs ? - No games - just force the man to tell you.  Of course, if you get caught your adventure is basically over.  (roll v. ~5)
Success: Command +1 SL, advance to Phase 6.
Failure: ?
  • Conversation vs ? - Just be nice about asking.  (roll v. ≤16)
Success: Confidence SL, advance to Phase 6.
Failure: Vitality -2, advance to Phase 6.

Phase 6: The Refectory

  • You've still got the invitation and the bright yellow suit; leave knowing that you can come back another time.
Automatic: Patience +1 SS, pause Adventure. (Adventure will now be called Solve the Puzzle)
  • Puzzles vs ? - Legend suggests simple wordplay might be the answer - but be careful, lest your Palace privileges get revoked.  (roll v. ≤9)
Success: Speaking Quietly of Riddles +1 SS, advance to Phase 7.
Failure: ?
  • Sleuthing vs ? - Look for clues - but be careful, less your Palace privileges get revoked.  (roll v. ≤13)
Success: Advance to Phase 7.
Failure: ?

Phase 7: Meeting the Sphinx

  • Wit  vs ? - (roll v. ?)
Success: Tease +1 SS, advance to Phase 8.
Failure: Stress +1, pause Adventure.
Success: ?
Failure: ?
Success: ?
Failure: ?

Phase 8: The Menagerie

  • Sneak back to the school and come back when you're better prepared.
Automatic: Planning +1 SS, Stress +1, Could be bugged as choosing this option takes you to a blank page but this ends the adventure
  • Lockpick vs ? - You need a distraction and there's a caged tiger handy.  See what you can do.  (roll v. 13)
Success: Unlock 'On second thoughts ...' and Zoology options, choose again.
Failure: ?
  • On second thoughts, maybe you want the tiger locked up after all.
Success:  ?
Failure:  ?
  • Zoology vs ? - You can release the tiger...though keeping it from turning on you might be an issue.  (roll v. 11)
Success: Planning +1 SS, advance to Phase 9
Failure: ?
  • Patrol vs ? - Figure out the guards routine, and get around it.  (roll v. ~14)
Success: ?
Failure: ?

Phase 9: The Crown

  • Incantation Spells vs ? - Whip up a mist to keep yourself reasonably hard to recognise.  (roll v. ≤14)
Success: Glamour Phemes +1 SS, unlock Gates option, choose again.
Failure: ?
  • Gates vs 4? - The guards can't see your face, can't see what you're doing...
Success: Gates Phemes +1 SL, advance to Phase 10.
Failure: ?
  • Negation vs ? - Stun everybody.  (roll v. 16)
Success: ?, advance to Phase 10.
Failure: ?
  • Glamour vs ? - You need to be invisible here - or as close as you can get.  (roll v. ~17)
Success: ?
Failure: ?

Phase 10: The Legate and the Servant

  • Negation Methods vs ? - See if you can render the servant incapable of speech.  (roll v. >21)
Success: Tactics +1 SL, advance to Phase 11.
Failure: ?
  • Revision Spells vs ? - Just ruin the documents to hurry things along.  (roll v. >21)
Success: ?, advance to Phase 10? /Not 11? We are already at 10.../
Failure: ?
  • Mastery Methods vs ? - Orso would catch on if you simply seized control of the servant... (roll v. ?)
Success: ?
Failure: ?

Phase 11: The Sphinx at Bay

  • Concentration vs ? - Take a breath and clear your head in the second before everything goes bad.  (roll v. 19)
Success: Chance of Success +20%, choose again.
Failure: ?
  • Wit vs ? - Stall the guards with a riddle.  It just seems Sphinx-appropriate somehow.  (roll v. ~17)
Success: Insight +1, Recipes +1 SL, conclude Adventure.
Failure: Insight +1, Recipes +1 SL, Vitality -2, conclude Adventure.
  • Incantation Phemes vs ? - Create some kind of net to bind the guards long enough for you to free the Sphinx.  (roll v. ~17)
Success: ?
Failure: ?
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