Magsa Nembo's New Friend
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.

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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