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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

  • 1. In fact...
Automatic: Advance to phase 2.


Phase 2: Clearing the mean streets

  • 1. Just walk away.  (Roll v. #)
Success: ? open option ?, choose again
Failure: ?
  • 2. Minetan Swagger.  Do you know anything useful about the neighbourhood?  (Roll v. at most 6)
Success: add options 4 and 5, choose again.
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)
Success: ? advance to phase 3
Failure: ?
  • 4. Incantation spells.  Use the fire escape to get some elevation then spread some ice around.  (Roll v. at most 7)
Success: advance to phase 3
Failure: ?
  • 5. Negation Methods.  use the fire escape to get some elevation then try to stun the mob.  (Roll v. at most 8)
Success: +1 Courage SS, advance to phase 3
Failure: ?


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: ?
Failure: ?
  • 2. Glamour Spells.  See if you can get the guards distracted. (Roll v. 7)
Success: +1 Manipulation, advance to phase 4
Failure: +1 stress
  • 3. Sabotage.  See if making things worse helps you clear a path. (Roll v. at least 10)
Success: ?
Failure: ?
  • 4. ?  (Roll v. #)
Success: ?
Failure: ?


Phase 4: Cleaning up

  • 1. Maybe another time.
Success: ?
Failure: ?
  • 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. at most 18)
Success: +1 Negotiate skill level, -10 pims, advance to phase 5.
Failure: -10 pims, pause adventure
  • 3. Endurance.  Just bear down and do the work.  (Roll v. at least 10)
Success: ?
Failure: ?


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 11)
Success: tempoaryy +25 chance of success, choose again
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)
Success: ?
Failure: ?
  • 3. Conversation.  Just be nice about asking.  (Roll v. at least 10)
Success: ?
Failure: -2 vitality, advance to phase 6.



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: ?
  • 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: ?
  • 3. Sleuthing.  Look for clues - but be careful, less your Palace privileges get revoked.  (Roll v. at least 13)
Success: ?
Failure: ?


Phase 7: Meeting the Sphinx

  • 1. Wit  (Roll v. ?)
Success: ? advance to phase 8
Failure: ?
  • 2. Glamour Spells  (Roll v. at least 17)
Success: ?
Failure: ?
  • 3. ?  (Roll v. #)
Automatic: ?

Phase 8: The Menagerie

  • 1. Lockpick.  You need a distraction and there's a caged tiger handy.  See what you can do.  (Roll v. 13)
Success: unlock options 4 and 5, choose again
Failure: ?
  • 2. Patrol.  Figure out the guards routine, and get around it.  (Roll v. at least 14)
Success: ?
Failure: ?
  • 3. Sneak back to the school and come back when you're better prepared.  (Roll v. #)
Automatic: ?
  • 4. On second thoughts, maybe you want the tiger locked up after all.
Success: ?
Failure: ?
  • 2. Zoology.  You can release the tiger...though keeping it from turning on you might be an issue.  (Roll v. 11)
Success: ? advance to phase 9.
Failure: ?



Phase 9: The Crown

  • 1. Incantation Spells.  Whip up a mist to keep yourself reasonably hard to recognise.  (Roll v. at most 14)
Success: ? choose gain
Failure: ?
  • 2. Negation.  Stun everybody.  (Roll v. 16)
Success: ? advance to phase 10.
Failure: ?
  • 3. Glamour.  You need to be invisible here - or as close as you can get.  (Roll v. at least 17)
Success: ?
Failure: ?



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)
Success: ? choose gain
Failure: ?
  • 2. Revision Spells.  Just ruin the documents to hurry things along.  (Roll v. at last 17)
Success: ? advance to phase 10.
Failure: ?


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: ?
  • 2. Wit.  Stall the guards with a riddle.  It just seems Sphinx-appropriate somehow.  (Roll v. at least 17)
Success: ? conclude adventure.
Failure: +1 Insight, +1 recipes skill level, -2 vitality, 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)
Success: ?
Failure: ?
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