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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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