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An Adventure with Tulia Faspalla and her quest to become the first official student Hall Monitor.  The adventure requires at least 6 actions and leads to skill-ups and a point of Fitness.


Stage 1: Looking for a Lofty Position

Phase 1:  Tulia's ambitions

  •  1. Following the rules
Automatic: ?


Phase 2:  Tulia's deal

  • 1.  Accept
Automatic: ?


  • 2.  Decline to offer.
Automatic: ?


  • 3.  Awareness.  Help Tulia to pack up.  (Roll vs  at most 21)
 Success:  open option 4, choose again.
 Failure:  


  • 4. Negotiate.  Do some bargaining.  (Roll vs at most 19)
 Success:  +1 Negotiate SS, asccess to Stage 2.
 Failure:  



Stage 2: The Key to Success.

Phase 1:  Tulia's ambitions

  •  1. You really shouldn't do this.
Automatic: ?


  • 2. Flawless Timing.  Cast a summoning spell on the keys.  (Roll vs at most 26)
Automatic: ?


  • 3.  Observation.  Look around the room.  (Roll vs  15)
 Success:  open option 4, choose again.
 Failure:  


  • 3.  Move Silently.  Creep on in and get those keys yourself!  (Roll vs  21)
 Success: +1 Tactics SS?, access Stage 3.
 Failure:  


Stage 3: In search of gunpowder

  •  1. Walk away.
Automatic: ?


  • 2. Negation Spells.  Stun the shopkeeper with a spell. (Roll vs  at most ?)
 Success: ? access Stage 4.
 Failure:  


  • 3.  Pure Luck.  Look around the shop. (Roll vs  15)
 Success:  gain 5 pims, choose again.
 Failure:  


  • 4.  Negotiate.  Bribe the shopkeeper. (Roll vs  21)
 Success: -5 pims, +1 Flattery SS, access Stage 4.
 Failure:  


Stage 4: A stitch in time

  •  1. Sewing.  Go to the tailor in town. (Roll vs  10)
 Success: ?
 Failure: - 1 Sewing


  • 2. Library Knowledge.  Anything in the recorded wisdom of the ages that can help you out here? (Roll vs  at most 29)
 Success: open option 4, choose again.
 Failure:  


  • 3.  Theatre. Check out the theatre department. (Roll vs  27)
 Success: +1 Theatre SS, access stage 5.
 Failure:  


  • 4.  Glamour Phemes.  Use a spell to make the robe.  (Roll vs  19)
 Success: +1 Courtly Fashion SS, access to Stage 5.
 Failure:  

Stage 5: Gathering replies

  •  1. Intrigue.  The Menagerie gets more traffic than most people think - start there. (Roll vs  10)
 Success: +1 Social Skills SS, access to Stage 6.
 Failure: ?


  • 2. Persuasion.  Stake out the gardens and talk to the passers-by. (Roll vs  at most 29)
 Success: ?
 Failure:  


  • 3.  Art Appreciation.  Look at the invite. (Roll vs  ≤ 27)
 Success: ?
 Failure:  


  • 4.  Patience.  Stick around the Great Library.  (Roll vs  19)
 Success: ?
 Failure: -1 Character Study SS, ?


  • 5.  Revision Spells.  Make a drop box.  (Roll vs  19)
 Success: ?
 Failure:  

Stage 6: The Party Problem

  •  1. Enspell.  Use a glamour of distraction? (Roll vs  8?)
 Success: +1 Fitness, conclude adventure.
 Failure: ?


  • 2. Observation.  Is there any way out of here? (Roll vs  20)
 Success: open option 4, choose again.
 Failure: choose again


  • 3.  Persuasion.  Tell the crowd. (Roll vs  36)
 Success: +1 Fitness, conclude adventure.
 Failure: +2 Stress, conclude adventure.


  • 4. Pure Luck.  Sneak out of the Observatory. (Roll vs  24)
 Success: ?
 Failure: +2 Stress, conclude adventure.
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