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Something Overheard
Prerequisites : Luck < 2
Begin Date : Athonos, Juvenalia
End Date : Kaliri 28
Days : 3
ModTools Name : Thirteen Days
Excludes :  ?
Roll Levels : 11 at most
Automatic Benefits : Inform Libri dalla Fossa.
Possible Benefits : Fitness or Intelligence.
Previous Adventure : None
Next Adventure :  ?


This is an adventure for the students of bad fortune.

The adventure takes at least 3 sessions, a successful adventure can gain some skill-ups, and a point of Intelligence.

Unlocked by: Having less than 2 luck.

Stage 1: Something Overheard

  • 1. You're not going to get sucked in by this insane prattle.
Automatic: ?
  • 2. Give in to curiosity.
Automatic: Curiosity +1 SS, inform Libri dalla Fossa, access Stage 2.

Stage 2: An Unwelcome Visitor

Success: ?, select another option.
Failure: No effect, select another option.
  • 2. Dispassion vs 3 - Getting worked up isn't going to help you.
Success: Reason +1 SS, gain The Curse of Thirteen Days (Concentration -1; Chance of Failure at everything Increased by 3%, unless a successful Fitness/Willpower roll vs 4), access Stage 3.
Failure: Stress +1, gain The Curse of Thirteen Days (Concentration -1; Chance of Failure at everything Increased by 3%, unless a successful Fitness/Willpower roll vs 4), access Stage 3.
Success: ?
Failure: ?

Stage 3: A Sound Night's Sleep

Phase 1: Thirteen Days

  • 1. I'm going back to bed.
Automatic: Composure +1 SS, Stress +1, pause Adventure.
  • 2. Sleuthing vs 5 - You said thirteen days before. Why aren't you saying less days today?
Success: Stress +1, Memorization +1 SS, advance to Phase 2.
Failure: Stress +2, inform Sleuthing, pause Adventure.

Phase 2: Back to that Bookstore

  • 1. Ten pims? I got better things to do with my money!
Automatic: Passion +1 SS, advance to Phase 3.
  • 2. Spend 10 pims on a copy of 13 Days.
Automatic: Money -10, Courage +1 SS, remove The Curse of Thirteen Days, advance to Phase 4.
  • 3. Conceal vs 5 at least - Steal a copy of the book.
Success: ?
Failure: Vitality -2, advance to Phase 3.

Phase 3: An All Too Familiar Disruption

  • 1. Go away!
Automatic: Stress +1, Willpower +1 SS, pause Adventure (at this Phase).
  • 2. (LIE) Fine I'll buy the stupid book.
Automatic: Stress +1, Deceit +1 SS, pause Adventure (at this Phase).
  • 3. (TRUTH) Fine I'll buy the stupid book.
Automatic: Stress +1, pause Adventure (back to Phase 2).

Phase 4: A familiar plot

  • 1. Toss the book into Arica Lake where at least this copy shall be unable to hurt anyone anymore.
Automatic: Stress +1, advance to Phase 5a.
  • 2. March to the nearby firepit, and light this accoursed book on fire.
Automatic: Stress +1, advance to Phase 5b.

Phase 5a: Super-aggressive marketing enchantment glamour

  • 1. Respond with good grace.
Automatic: Intelligence +1, conclude Adventure.

Phase 5b: Let it burn

  • 1. Incantation vs 5 at least - Light this accursed book on fire!
Success: ?
Failure: Stress +1, advance to Phase 5a.
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