Magsa Nembo's New Friend | ||
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Prerequisites : | College Durand, Relationship with Magsa Nembo ≥ 5 | |
Begin Date : | Unknown | |
End Date : | Unknown | |
Days : | Unknown | |
ModTools Name : | Dwarf in the Bathroom | |
Roll Levels : | Unknown | |
Automatic Benefits : | Unknown | |
Possible Benefits : | Unknown |
This is an adventure for students of Durand college in which the hero gets to buy a hammer, have it stolen, get it back, and give it away.
The adventure takes at least 6 sessions, a successful adventure can gain multiple skill-ups, a point of Luck and access to a new location.
Unlocked by: Being in Durand college.
Contents
Stage 1: Magsa's New Friend
- 1. Negative. (Roll vs #)
automatic:
- 2. Affirmative. (Roll v. #)
Automatic: Access stage 2.
Stage 2: The Dwarf's Riddle
- 1. "We're the eariest people you'll ever meet!"
Automatic: ?
- 2. Excuse yourself and come back another time. (Roll v. #)
Success: ? Failure: ?
- 3. Intimidation. "Why don't you get to the point?" (Roll v. at most 19)
Success: ? Failure: ?
- 4. Storytelling. He just can't see you ears because you keep them at the back of your head. (Roll v. at most 17)
Success: ? access stage 3. Failure: ?
Stage 3: One of Four
- 1. Pass
Success: ? Failure: ?
- 2. Diction. The little man's accent was fairly thick. See, if you can recreate it and work backwards.? (Roll v. 22)
Success: ? Failure: ?
- 3. Language. Try to make sense of the words he was using (Roll v. at most 19)
Success: ? Failure: ?
- 4. Creativity. Play with the sounds of the words a bit. (Roll v. 15)
Success: +1 relationship Magsa Nembo, advance to phase 2 Failure: ?
Phase 2: To the Blacksmith for a Ghamper!
- 1. Tell him to trust that the good people of Mineta will no doubt return the one you've lost. (Roll v. #)
Success: ? Failure: ?
- 2. Persuasion. Get him to buy a new one. (Roll v. at most 25)
Success: ? Failure: ?
- 3. Offer to shell out 7 pims for a new one. (Roll v. #)
Success: ? Failure: ?+1 stress
Stage 4: The Spy's Demand
- 1. Refuse to jump through this particular hoop.
Automatic: ?
- 2. Arrange to go to the janitor's room at the appointed time. (Roll v. #)
Success: advance phase 2. Failure: ?
Phase 2: The Spy's Proposal
- 1. Go along with the request. (Roll v. #)
Success: +1 Negotiate SS, access stage 6. Failure: ?
- 2. No, you're done with this. Magsa can risk Briardi's wrath on his own if he likes. (Roll v. #)
Success: ? Failure: ?
Stage 5: Into the Lioness' Den
- 1. Just come clean with her. (Roll v. ?)
Success: -1 stress, access stage 6. Failure: ?
- 2. Hold off on making the delivery. (Roll v. #)
Success: ? Failure: ?
- 3. Magical Appraisal. Check this package out before you deliver it. (Roll v. at least 23)
Success: temporary +33 chance of success, choose again. Failure: ?
- 4. Infiltration. Place the package on Professor Briardi's desk without being observed. (Roll v. at most 18)
Success: ? Failure: ?
Stage 6: The Lowdown
- 1. You can go looking some other day. (Roll v. ?)
Success: ? Failure: ?
- 2. Scouting. Head out into the city. The Covered Wells area shouldn't be too hard to find. (Roll v. at most 25)
Success: ? Failure: ?
- 3. Social Skills. Ask for directions to the Covered Wells. (Roll v. at most 21)
Success: advance to phase 2. Failure: ?
Phase 2: The Covered Wells
- 1. Run away! (Roll v. ?)
Success: ? Failure: ?
- 2. Negation. Levitate your man over the fire. (Roll v. at most 26)
Success: ? Failure: ?
- 3. Wrestling. Force the one that talking to the ground. (Roll v. 17)
Success: learn about The Covered Wells, advance to phase 3. Failure: ?
Phase 3: The dwarfs
- 1. Keep it.
Automatic:
- 2. Hand him Magsa's ghamper.
Automatic: +1 Luck, conclude adventure.
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