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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.

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