An adventure with Lambert Cobo, unlocked by having a relationship value of at least 5 with him, to build a tunnel out of Academagia. The adventure requires at least 6 actions. A successful adventurer can win multiple skill-ups and relatinship with Lambert Cobo.
Stage 1: Map Mischief[]
Phase 1: A request for help[]
- 1. A Secret Project
Automatic: Advance to phase 2
Phase 2: A Secret Project[]
- 1. Not today. In fact, tell a teacher that you think Lambert is up to no good.
Success: ?
Failure: ?
- 2. Planning. Take a little time to determine your next move (Roll vs =< no more than 12)
Success: +33% chance of success, choose again.
Failure: ?
- 3. Dedication. You have enough time before your morning class to at least go see what he is planning. Offer to help him. (Roll vs =< no more than 20)
Success: +1 Drafting SS, access to Stage 2.
Failure: ?
Stage 2: Tools of the trade.[]
- 1. Carpentry. Create the tools that you need (Roll =< no more than 13)
Success: +1 Carpentry SS, access to stage 3.
Failure: ?
- 2. Magical Appraisal. Find what you need in the tool shed. (Roll vs =< no more than 21)
Success: ?
Failure: ?
- 3. Sleuthing. What kind of tools do you need? (Roll vs =< no more than 21)
Success: ?
Failure: ?
Stage 3: The Trouble with Dirt[]
- 1. Climb. there should be a place where you can dump the dirt in the forest (Roll =< no more than 8)
Success: ?
Failure: ?
- 2. Carpentry. there is an old rowboat by the lake. If you can repair it, you can dump the dirt in the lake - a nice safe distance from shore. (Roll vs =< no more than 16)
Success: +2 Carpentry SS, access to Stage 4.
Failure: ?
- Scouting. find a really clever place to get rid of dirt. (Roll =< 21)
Success: ?
Failure: ?
- 4. ? (Roll =< no more than 10)
Success: Access to stage 4.
Failure: ?
Stage 4: Ambushed![]
- 1. Intimidation. Threaten to spread a rumour about them if they tell anyone they saw you. (Roll =< no more than 11)
Success: ?
Failure: ?
- 2. See if you can get them to help you. (Roll vs =< no more than ?)
Automatic: ? open option 3.
- 3. Persuasion. Bargain with them to not tell anyone they saw you. (Roll vs =< no more than 22)
Success: access to stage 5.
Failure: ?
Stage 5: Complications[]
- 1. Scouting. Follow where it leads inside the school and see if there are any clues. (Roll =< no more than 20)
Success: ?
Failure: ?
- 2. Observation. Figure out which way to go. (Roll vs =< no more than 23)
Success: ? open option 4.
Failure: ?
- 3. Move Silently. Sneak down the tunnel to the outside of the school and see if anyone is around. (Roll vs =< 19)
Success: +1 Move Silently ss, access to Stage 6.
Failure: ?
- 4. Temperance. Don't go either way. (Roll vs =< no more than 19)
Success: ? open option 4.
Failure: ?
Stage 6: Save the tunnel[]
- 1. Magical Appraisal. Collapse the thieves tunnel. (Roll =< 24)
Success: +3 relationship Lambert Cobo, conclusion.
Failure: ?
- 2. Patience. Think of possible ways to save the tunnel (Roll vs =< 17)
Success: +33% chance of success, open option 4.
Failure: ?
- 3. Lie. Hide your tunnel and tell a professor (Roll vs =< 16)
Success: +2 story-telling SS, +3 relationship Lambert Cobo, conclude adventure.
Failure: ?
- 4. Roots. Plant thornroot to grow in the thieves tunnel (Roll vs =< 16)
Success: +2 Roots SS, +2 relationship Lambert Cobe, conclude adventure.
Failure: ?
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