Language Skills | ||
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Prerequisites : | Bassan ≥ 3 | |
Begin Date : | Unknown | |
End Date : | Unknown | |
Days : | 3 | |
ModTools Name : | Bassan Adventure | |
Roll Levels : | Unknown | |
Automatic Benefits : | Unknown | |
Possible Benefits : | Unknown |
An adventure initiated by Finus Piaxenza, head of Hedi, each stage requires an action, at least 3 actions will be needed to conclude the adventure, the reward is +1 Intelligence, +1 Finesse, or +3 relationship with Legate Orso Orsi and 5 merit points depending on the method of conclusion.
Stage 1. The mysterious note
Phase 1: Do you know some Bassan?
- 1. Pass. your Bassan isn't good really. You're sure you can't be of any help.
Automatic: ?
- 2. Ask what's going on.
Automatic: +1 curiosity SS, +1 relationship Finus Piaxenda, Advance to Phase 2
Phase 2: The self-destructing note for Bellisima
- 1. Tell him what it said
Automatic: Finish stage. Gain access to When Professors Care Too Much
Stage 2. When Professors Care Too Much
Phase 1: Finding information
- 1. This really isn't the best time
Automatic: Pause Adventure?
- 2. Infiltration. Try to sneak into the library after dark and find some information (Roll v. ≤?)
Success: +1 Pure Luck SS, Advance to Phase 2
Failure: Pause Adventure
- 3. Persuasion. See if you can get Professor Sido to give you a clue (Roll v. x≤4)
Success: + ?, Access to Stage 3: Lady Deniz.
Failure: Pause Adventure
- 4. Gossip. Go into town, find some person from the south, and see if they can tell you anything about "pools" and mysterious books. (Roll v. x≤?)
Success: + 1 Sleuthing SS?, Access to Stage 3: Lady Deniz.
Failure: Pause Adventure
Phase 2: The Library Guardian Monster
- 1. Negation Methods. Stun it long enough to make your escape. (Roll v. ≤ no more than 24)
Success: ?
Failure: Pause Adventure
- 2. Running. Run away! (Roll v. x≤?)
Success: + ?
Failure: Pause Adventure
- 3. Magical Appraisal. how was it contained in the first place. (Roll v. x≤ no more than 24)
Success: +1 Magical Appraisal, open option 4, choose again
Failure: Pause Adventure
- 4. Theory of Enchantment. Tighten the leash. (Roll v. x≤ no more than 24)
Success: Access Stage 4.
Failure: Pause Adventure
Stage 3. Lady Deniz
Phase 1: Greeting the lady
- You have no idea what to say. Excuse yourself and come back another time. (Roll v. x≤?)
Automatic: Pause Adventure
- Confidence. Tell her about the letter and ask for her help (Roll v. x≤?)
Success: , access to the stage 4: Lord of Hawks?
Failure: Pause Adventure
- Conversation. Talk about coffee. (Roll v. x≤?)
Success: + ?, access to the stage 4: Lord of Hawks?
Failure: Pause Adventure
Stage 4. The Long Fall
Phase 1: Jump!
- Maybe some other time (Roll v. x≤?)
Automatic: Pause Adventure
- Courage. Just do it (Roll v. x≤?)
Success: +1 Passion, advance to phase 2 Failure: Pause Adventure
- Gates. Try to bring the Lord of Hawks directly to you and skip this whole jumping thing. (Roll v. x≤?)
Success: + 1 Theory of Gates, advance to phase 2 Failure: +2 Stress, pause Adventure
Phase 2: Search the glamoured ground
- Actually you're not ready for this. Jump over the side, call the bird, and head back home for now. (Roll v. x≤?)
Automatic: Pause Adventure
- Scouting. Crawl around the area you think is under Glamour and force yourself to feel whatever is there. (Roll v. x≤?)
Success: +1?, advance to phase 3 Failure: Pause Adventure
- Negation methods. If there's an illusion near you, break it.(Roll v. x≤?)
Success: +? advance to phase 3 Failure: pause Adventure
Phase 3: Read the note
- Keep reading
Automatic: Advance to phase 4
Phase 4: Read yet another note
- Follow the noises.
Automatic: Advance to phase 5
- Get on the seat, go back to the Academy, and tell Professor Briardi, or Legate Orso Orsi what's going on.
Automatic: +3 relationship Orso Orsi, +1 Pure Luck , +5 Merit, conclude the adventure.
Phase 5: The Book
- Gates Methods. The Lord of Hawks has some connection to this place. Summon it and see what happens.
Success: +1 Voice, +1 Intelligence, Book of Deep Shadows, conclude the adventure. Failure: pause Adventure
- Incantation Spells. Fire, fire everywhere. (Roll v. x≤?)
Success: +1 Courage, +1 Finesse, conclude the adventure. Failure: pause Adventure
- Running. This was really not a good idea. Get out and get help! (Roll v. x≤?)
Success: ? Failure: ?
- Glamour methods. Make yourself invisible and see if you can grab the book. (Roll v. x≤?)
Success: +1 Courage, +1 Finesse, gain Book of Deep Shadows, conclude the adventure. Failure: +1 Luck, +5 Merit, conclude adventure.