Academagia Wiki
Register
m (updated some rolls)
Tags: Visual edit apiedit
(12 intermediate revisions by 5 users not shown)
Line 1: Line 1:
 
{{Adventure|Name = Just Another Day in Mineta|Days = 1|Possible = +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.
 
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.
 
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
 
Unlocked by: DLC 16
===Phase 1: A ruckus===
+
===Phase 1: A Ruckus===
* 1. In fact...
+
* In fact...
 
Automatic: Advance to phase 2.
 
 
   
 
Automatic: Advance to Phase 2.
===Phase 2: Clearing the mean streets===
+
===Phase 2: Clearing the Mean Streets===
*1. Just walk away.  (Roll v. #)
+
*Just walk away.
   
Automatic: +1 [[Dispassion (Malice)|Dispassion]] SS, pause adventure
+
Automatic: [[Malice#Dispassion|Dispassion]] +1 SS, pause Adventure.
*2. Minetan Swagger Do you know anything useful about the neighbourhood?  (Roll v. at most 6)
+
*[[Society#Minetan Swagger|Minetan Swagger]] vs ? - Do you know anything useful about the neighborhood?  (roll v. ≤6)
   
Success: add options 4 and 5, choose again.
+
Success: Unlock Incantation & Negation options, choose again.
 
Failure: ?
 
Failure: ?
*3. Glamour Spells. Use the fire escape to get some elevation, then try to induce a whole lot of nausea.  (Roll v. at most 6)
+
*[[Glamour#Glamour Spells|Glamour Spells]] vs ? - Use the fire escape to get some elevation, then try to induce a whole lot of nausea.  (roll v. ≤6)
   
Success: +1 [[Courage (Forge)|Courage]] SS, advance to phase 3
+
Success: [[Forge#Courage|Courage]] +1 SS, advance to Phase 3.
 
Failure: ?
 
Failure: ?
*4. Incantation spells.  Use the fire escape to get some elevation then spread some ice around.  (Roll v. at most 7)
+
*[[Incantation#Incantation Spells|Incantation Spells]] vs ? - Use the fire escape to get some elevation then spread some ice around.  (roll v. ≤7)
   
Success: +1 [[Courage (Forge)|Courage]] SS, advance to phase 3
+
Success: [[Forge#Courage|Courage]] +1 SS, advance to Phase 3.
 
Failure: ?
 
Failure: ?
*5. Negation Methods use the fire escape to get some elevation then try to stun the mob.  (Roll v. at most 8)
+
*[[Negation#Negation Methods|Negation Methods]] vs ? - Use the fire escape to get some elevation then try to stun the mob.  (roll v. ≤8)
   
Success: +1 [[Courage (Forge)|Courage]] SS, advance to phase 3
+
Success: [[Forge#Courage|Courage]] +1 SS, advance to Phase 3.
 
Failure: ?
 
Failure: ?
 
===Phase 3: Getting Past the Guards===
 
*[[Sleight-of-Hand|Sleight of Hand]] vs ? - See if you can use the guards' own equipment to distract them.  (roll v. 7)
   
 
Success: [[Espionage#Infiltration|Infiltration]] +1 SS, advance to Phase 4.
 
===Phase 3: Getting past the guards===
 
*1. Sleight of Hand See if you can use the guards' own equipment to distract them.  (Roll v. 7)
 
 
Success: +1 [[Infiltration (Espionage)|Infiltration]] SS, advance to phase 4
 
 
Failure: ?
 
Failure: ?
*2. Glamour Spells See if you can get the guards distracted. (Roll v. 7)
+
*[[Glamour#Glamour Spells|Glamour Spells]] vs ? - See if you can get the guards distracted. (roll v. 7)
   
Success: +1 [[Manipulation (Compete)|Manipulation]] SS, advance to phase 4
+
Success: [[Compete#Manipulation|Manipulation]] +1 SS, advance to Phase 4.
Failure: +1 stress
+
Failure: Stress +1
*3. Sabotage.  See if making things worse helps you clear a path. (Roll v. at least 10)
+
*[[Sabotage]] vs ? - See if making things worse helps you clear a path. (roll v. ≤10)
   
Success: +1 [[Infiltration (Espionage)|Infiltration]] SS, advance to phase 4
+
Success: [[Espionage#Infiltration|Infiltration]] +1 SS, advance to Phase 4.
 
Failure: ?
 
Failure: ?
===Phase 4: Cleaning up===
+
===Phase 4: Cleaning Up===
*1. Maybe another time.
+
*Maybe another time.
   
Automatic: +1 Stress.
+
Automatic: Stress +1
*2. Persuasion 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)
+
*[[Society#Persuasion|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: +1 [[Negotiate (Economy)|Negotiate]] SL, -10 pims, advance to phase 5.
+
Success: [[Economy#Negotiate|Negotiate]] +1 SL, -10 [[Money|Pims]], advance to Phase 5.
Failure: -10 pims, pause adventure
+
Failure: -10 [[Money|Pims]], pause Adventure.
*3. Endurance.  Just bear down and do the work.  (Roll v. at least 10)
+
*[[Rimbal#Endurance|Endurance]] vs ? - Just bear down and do the work.  (roll v. ≤10)
   
 
Success: ?
 
Success: ?
 
Failure: ?
 
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.
 
===Phase 5: Getting directions to the sphinx===
 
*1. Astrology.  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. at most 2)
 
 
Success: tempoaryy +25 chance of success, choose again
 
 
Failure: ?
 
Failure: ?
*2. Mastery Spells No games - just force the man to tell you.  Of course, if you get caught your adventure is basically over.  (Roll v. at least 5)
+
*[[Mastery#Mastery Spells|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 (War)|Command]] +1 SL, advance to Phase 6.
Success: ?
 
 
Failure: ?
 
Failure: ?
*3. Conversation Just be nice about asking.  (Roll v. at least 16)
+
*[[Befriend#Conversation|Conversation]] vs ? - Just be nice about asking.  (roll v. ≤16)
   
Success: +1 [[Confidence (Rhetoric)|Confidence]] SL, advance to phase 6.
+
Success: [[Rhetoric#Confidence|Confidence]] SL, advance to Phase 6.
Failure: -2 vitality, 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: [[Malice#Patience|Patience]] +1 SS, pause Adventure. (Adventure will now be called Solve the Puzzle)
 
*[[Malice#Puzzles|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 (Society)|Speaking Quietly of Riddles]] +1 SS, advance to Phase 7.
 
 
===Phase 6: The Refrectory===
 
*1. You've still got the invitation and the bright yellow suit; leave knowing that you can come back another time.
 
 
Automatic: +1 [[Patience (Malice)|Patience]] SS, pause adventure
 
*2. Puzzles Legend suggests simple wordplay might be the answer - but be careful, lest your Palace privileges get revoked.  (Roll v. at least 9)
 
 
Success: ?
 
 
Failure: ?
 
Failure: ?
*3. Sleuthing.  Look for clues - but be careful, less your Palace privileges get revoked.  (Roll v. at least 13)
+
*[[Dialectic#Sleuthing|Sleuthing]] vs ? - Look for clues - but be careful, less your Palace privileges get revoked.  (roll v. ≤13)
   
Success: ?
+
Success: Advance to Phase 7.
 
Failure: ?
 
Failure: ?
 
   
 
===Phase 7: Meeting the Sphinx===
 
===Phase 7: Meeting the Sphinx===
*1. Wit  (Roll v. ?)
+
*[[Compete#Wit|Wit]]  vs ? - (roll v. ?)
   
Success: ? advance to phase 8
+
Success: [[Tease]] +1 SS, advance to Phase 8.
  +
Failure: [[Stress]] +1, pause Adventure.
  +
*[[Glamour#Glamour Spells|Glamour Spells]]  vs ? - (roll v. ~17)
 
Success: ?
 
Failure: ?
 
Failure: ?
  +
*[[Calligraphy]] vs ? - (roll v. ?)
*2. Glamour Spells  (Roll v. at least 17)
 
 
 
Success: ?
 
Success: ?
 
Failure: ?
 
Failure: ?
*3. ?  (Roll v. #)
 
 
Automatic: ?
 
   
 
===Phase 8: The Menagerie===
 
===Phase 8: The Menagerie===
 
*Sneak back to the school and come back when you're better prepared.
*1. Lockpick You need a distraction and there's a caged tiger handy.  See what you can do.  (Roll v. 13)
 
   
  +
Automatic: [[Planning (Compete)|Planning]] +1 SS, [[Stress]] +1, ''Could be bugged as choosing this option takes you to a blank page but this ends the adventure''
Success: unlock options 4 and 5, choose again
 
 
* [[Lockpick (Spy)|Lockpick]] vs ? - You need a distraction and there's a caged tiger handy.  See what you can do.  (roll v. 13)
Failure: ?
 
*2. Patrol Figure out the guards routine, and get around it.  (Roll v. at least 14)
 
   
  +
Success: Unlock 'On second thoughts ...' and Zoology options, choose again.
Success: ?
 
 
Failure: ?
 
Failure: ?
 
*On second thoughts, maybe you want the tiger locked up after all.
*3. Sneak back to the school and come back when you're better prepared.  (Roll v. #)
 
   
Automatic: ?
+
Success: ?
  +
Failure: ?
   
 
*[[Zoology]] vs ? - You can release the tiger...though keeping it from turning on you might be an issue.  (roll v. 11)
*4. On second thoughts, maybe you want the tiger locked up after all.
 
   
  +
Success: [[Planning (Compete)|Planning]] +1 SS, advance to Phase 9
Success: ?
 
 
Failure: ?
 
Failure: ?
 
* [[Patrol]] vs ? - Figure out the guards routine, and get around it.  (roll v. ~14)
   
 
Success: ?
*2. Zoology.  You can release the tiger...though keeping it from turning on you might be an issue.  (Roll v. 11)
 
  +
Failure: ?
 
Success: ? advance to phase 9.
 
Failure: ?
 
 
 
 
   
 
===Phase 9: The Crown===
 
===Phase 9: The Crown===
*1. Incantation Spells Whip up a mist to keep yourself reasonably hard to recognise.  (Roll v. at most 14)
+
*[[Incantation Spells]] vs ? - Whip up a mist to keep yourself reasonably hard to recognise.  (roll v. ≤14)
   
Success: ? choose gain
+
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 (Gates)|Gates Phemes]] +1 SL, advance to Phase 10.
 
Failure: ?
 
Failure: ?
*2. Negation.  Stun everybody.  (Roll v. 16)
+
*[[Negation]] vs ? - Stun everybody.  (roll v. 16)
   
Success: ? advance to phase 10.
+
Success: ?, advance to Phase 10.
 
Failure: ?
 
Failure: ?
*3. Glamour You need to be invisible here - or as close as you can get.  (Roll v. at least 17)
+
*[[Glamour]] vs ? - You need to be invisible here - or as close as you can get.  (roll v. ~17)
   
 
Success: ?
 
Success: ?
 
Failure: ?
 
Failure: ?
 
 
 
 
 
===Phase 10: The Legate and the Servant===
 
===Phase 10: The Legate and the Servant===
*1. Negation Methods See if you can render the servant incapable of speech.  (Roll v. at least 17)
+
*[[Negation#Negation Methods|Negation Methods]] vs ? - See if you can render the servant incapable of speech.  (roll v. >21)
   
  +
Success: [[Tactics (Raid)|Tactics]] +1 SL, advance to Phase 11.
Success: ? choose gain
 
 
Failure: ?
 
Failure: ?
*2. Revision Spells Just ruin the documents to hurry things along.  (Roll v. at last 17)
+
*[[Revision#Revision Spells|Revision Spells]] vs ? - Just ruin the documents to hurry things along.  (roll v. >21)
   
Success: ? advance to phase 10.
+
Success: ?, advance to Phase 10? '''/Not 11? We are already at 10.../'''
 
Failure: ?
 
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===
 
*[[Enspell#Concentration|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.
===Phase 11: The Sphinx at bay===
 
*1. Concentration Take a breath and clear your head in the second before everything goes bad.  (Roll v. 19)
 
 
Success: +20 chance of success, choose gain
 
 
Failure: ?
 
Failure: ?
*2. Wit.  Stall the guards with a riddle.  It just seems Sphinx-appropriate somehow.  (Roll v. at least 17)
+
*[[Compete#Wit|Wit]] vs ? - Stall the guards with a riddle.  It just seems Sphinx-appropriate somehow.  (roll v. ~17)
   
Success: ? conclude adventure.
+
Success: [[Insight|'''Insight''']] +1, [[Cooking#Recipes|Recipes]] +1 SL, conclude Adventure.
Failure: +1 Insight, +1 recipes skill level, -2 vitality, conclude adventure.
+
Failure: [[Insight|'''Insight''']] +1, [[Cooking#Recipes|Recipes]] +1 SL, [[Vitality]] -2, conclude Adventure.
*3. Incantation Phemes Create some kind of net to bind the guards long enough for you to free the Sphinx.  (Roll v. at least 17)
+
*[[Incantation#Incantation Phemes|Incantation Phemes]] vs ? - Create some kind of net to bind the guards long enough for you to free the Sphinx.  (roll v. ~17)
   
 
Success: ?
 
Success: ?

Revision as of 00:25, 27 May 2020

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: ?