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Rumors of Witches & Evil Intentions
Prerequisites : College Morvidus, Relationship with Hector Per Vittoria ≥ 1
Begin Date : Unknown
End Date : Unknown
Days : Unknown
ModTools Name : Enchanted Organ
Roll Levels : Unknown
Automatic Benefits : Unknown
Possible Benefits : Unknown

This is an adventure in which the hero gets to investigate Norse Mythology... In Elumia!


Stage 1: Rumors of Witches and Evil Intentions

Phase 1: Rumors of Witches and Evil Intentions

  • 1.Actually. This just doesn't seem like your problem
Automatic: +1 Library Knowledge SS, +1 Theory of Enchantment SS, End Adventure
  • 2.Do some digging. Do the ruins have a reputation worth taking seriously?
Automatic: +1 Library Knowledge SS, Unlocks 3,4
  • 3. Keep Researching!
Automatic: +1 Dedication SS, Advance to Phase 2
  • 4. There might be something to this, but you're not going to spend any more time on it now.
Automatic: +1 Patience SS, Pause Adventure

Phase 2: The Tree of Life, Continued

  • 1. Keep Reading!
Automatic: +1 The History of Magic SS, +1 Theory of Enchantment SS, Advance to Phase 3

Phase 3: The Elder Tree

  • 1. Follow up with Professor Pachait.
Automatic: +1 Storytelling SS, Access to Stage 2

Stage 2: Evil Pheasants and Horned Owls

  • 1. Scouting.  Find Vettor. Follow the sound of splashing. (no roll)
Automatic: +1 Leadership SS, +1 Sleuthing SS, Advance to Phase 2

Phase 2: Organs Explained

  • 1. Pure Luck.  Say goodbye to the Morvidus crew for a bit and head to his office. (no roll)
Automatic: +1 Notation SS, +1 Relationship with Rieulle Chastellain, Access to Stage 3

Stage 3: The Overtus Factor

  • 1. Pass
Automatic: -1 Courage SS, +1 Planning SS, Pause Adventure
  • 2. Explore.  Head up into the upperclassmen's floors of the Morvidus dorm after dark and see if you can find the right room. (Roll v. 4)
Success: +1 Scouting SS, Advance to Phase 2
Failure: +1 Stress, Pause Adventure
  • 3. Social Skills.  Try to discover a better time to move. (Roll v. ≤ 4)
Success: +1 Manipulation SS, Advance to Phase 2
Failure: -1 Confidence SS, Pause Adventure

Phase 2: Dragomanoff's Room

  • 1. Revision Methods.  Magic the lock; if by some chance Dragomanoff is inside after all, he won't hear you fumbling with picks.(Roll v. 4)
Success: +1 Infiltration SS, Access to Stage 4
Failure: +1 Stress, Pause Adventure
  • 2. Lockpick.  A hairpin and three seconds are all you need to get through that door.(Roll v. 4)
Success: +1 Composure SS, Access to Stage 4
Failure: -1 Composure SS, Pause Adventure
  • 3. Infiltration.  You know tricks for forcing a door - no need to be subtle.(Roll v. 4)
Success: +1 Hide SS, +1 Patience SS, Pause Adventure(bug?)
Failure: +1 Stress, Reprimand, Pause Adventure

Stage 4: Gathering the Expedition

Phase 1: Where to?

1. Persuasion. The Imperial Reserve route. (Roll v. 6)

Success: +1 Confidence SS, Advance to Phase 2a
Failure: -1 Debate SS, Advance to Phase 2b

2. Cartography.  The catacombs - you do have blueprints from the library to guide you, after all. (Roll v. 6)

Success: +1 Confidence SS, Advance to Phase 2b
Failure: -1 Debate SS, Advance to Phase 2a

Phase 2a: Venture through the Imperial Reserve

1. Pure Luck.  Wait and hope that Upright Tom does his job well. (Roll v. 3)

Success: +1 Birds SS, +1 Relationship with Beatrix von Wetgen, Advance to Phase 3a
Failure: +1 Relationship with Beatrix von Wetgen, Advance to Phase 3a

Phase 2b: Venture through the Catacombs

1. Leadership.  You're looking at a well? This is exactly why you brought Vettor. (no Roll)

Automatic: +1 Fish SS, +1 Relationship with Vettor Conta, Advance to Phase 3b

Phase 3a: Witches in the Trees

1. Schoolyard Education.  Be ready for the worst. (Roll v. 4)

Success: +1 Coordination SS, +1 Relationship with Hector Per Vittoria, Advance to Phase 4a
Failure: +1 Relationship with Hector Per Vittoria, End Adventure (Bug?)

Phase 3b: The Witches and the Catacombs

1. Running.  When the right moment comes, just blast by the witches' fire as quickly as you can! (no Roll)

Automatic: +1 Luck, +1 Coordination SS, Advance to Phase 4b

2. Tactics.  When the opportunity presents itself, move forward, and try to ensure the witches won't follow. (Roll v. 6)

Success: +1 Intelligence SS, +1 Leadership SS, +1 Revision Methods SS, Advance to Phase 4b
Failure: Advance to Phase 2a(Bug?)

Phase 4a: At the Well

1. Diplomacy.  This has some magical significance. Approach with respect. (no Roll)

Automatic: +1 Fitness, Advance to Phase 4b

2. Courage.  You're doing what needs to be done. Stride boldly forward. (no Roll)

Automatic: +1 Fitness, Advance to Phase 4b

Phase 4b: Face-off with Dragomanoff

1. Schoolyard Education.  Stunning spell! (Roll v. 4)

Success: +1 Concentration SS, +10 temporary Chance of Success, unlocks 2, choose again.
Failure: +1 Stress, choose again.

2. Incantation Methods.  Counter the ice spell with fire! (Roll v. 5)

Success: +1 Confidence SS, +10 temporary Chance of Success, unlocks 3, choose again.
Failure: -1 Vitality, choose again.

3. Concentration.  Whatever's coming, reflect it!  He's too fast for you to go on offense any other way! (Roll v. 9)

Success: +1 Duelling Forms SL, +1 Negation Methods SL, +10 temporary Chance of Success, unlocks 4, choose again.
Failure: +1 Pure Luck SS,-1 Vitality, choose again.

4. So, you've won.  What now?

Automatic: +1 Planning SS, inform The Enchanted Music Hall of Askelf Massonic, conclude adventure.
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