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An adventure with Ausdauer Mollers, if successfully completed (minimum 9 actions) you gain a point of Insight and a number of skill-ups.

Stage 1: Startling Observations

Phase 1: A Girl with a Book

  • 1. More Than Just a Pretty Mane
 Automatic: Advance to phase 2


Phase 2: Flight of the Fairies.

  • 1. Running.  chase them down to find out how they're getting in. (Roll =< no more than 22)
 Success: ?
 Failure: ?


  • 2. Planning.  Search your belongings for tools (Roll vs =< no more than 13)
 Success: ?  open option 4.
 Failure: ?


  • 3. Hunting.  Split up.  (Roll vs =< 14)
 Success: ?
 Failure: ?


  • 4. Practical Jokes.  Ink based tracking device.  (Roll vs =< 5)
 Success: +1 Hunting SS, access to Stage 2.
 Failure: ?

Stage 2: An Easy Fix

  • 1. Planning.  thrash out your options with Ausdauer.  (Roll =< no more than 13)
 Success: +33% chance of success, choose again
 Failure: ?


  • 2. Carpentry.  Fix the rotten board yourself. (Roll vs =< 13)
 Success: +1 Carpentry SS
 Failure: ?


  • 3. Bureaucracy.  Complain to the adminstration about the draft. (Roll vs =< 13 or more)
 Success: ?
 Failure: ?


Stage 3: Drastic Measures

  • 1. Revision.  Finally a use for all yur mismatched socks (Roll =< no more than 23)
 Success: ?
 Failure: ?


  • 2. Research: What will keep the fairies at bay?  (Roll vs =< no more than 23)
 Success: open option4
 Failure: ?


  • 3. Chemistry: Fairy repellant  (Roll =< 10)
 Success: ?
 Failure: ?


  • 4.  Insects!   Use spiders! (Though granted they're not insects as such)  (Roll =< no more than 10)
 Success: Access to stage 4.
 Failure: ?


Stage 4: War Preparations

  • 1. Negotiate.  Convince a student to supply them. (Roll =< no more than ?)
 Success: +1 Negotiate SS, access to Stage 5.
 Failure: -1 Negotiate SS, pause adventure.


  • 2. Interrogation.  Ask around school for information.  (Roll vs =< no more than ?)
 Success: ?
 Failure: ?


Stage 5: Hedi Dormroom wants You!

  • 1. Tactics.  frighten the students to join your effort. (Roll =< 17)
 Success: access to stage 6.
 Failure: ?


  • 2. Observation.  Survey your classmates; find out what tasty treat gets their attention. (Roll vs =< 21)
 Success: add option 3, choose again.
 Failure: choose again


  • 3. Persuasion.  Bribe with popsicles (Roll vs =< 23)
 Success: add option 3, choose again.
 Failure: choose again

Stage 6: Arming yourselves

  • 1. Lie.  Pretend to be the fill-in distributor. (Roll =< 17)
 Success: ?
 Failure: ?


  • 2. Command.  Hey, you've got an army.  Take what you want by force. (Roll vs =< 15)
 Success: +1 Command SS, access to stage 7.
 Failure: -1 Command SS, pause adventure.


  • 3. Research.  Learn about the Editor-in-Chief. (Roll vs =< 26)
 Success: ? open option 4.
 Failure: ?


  • 3. Debate.  Tell the Editor-in-Chief about your cause (Roll vs =< more than 13)
 Success: ? open option 4.
 Failure: ?


Stage 7: Bombs away!

  • 1. Traps.  Mix with confetti. (Roll =< 16)
 Success: ?
 Failure: ?


  • 2. Glamour.  Glamour them to look like flower petals. (Roll vs =< 12)
 Success: +1 Glamour Spells SS, access Stage 8.
 Failure: -1 Glamour Spells SS, pause adventure.


  • 3. Coordination.  double check your plans with Ausdauer. (Roll vs =< more than 18)
 Success: ?
 Failure: ?

Stage 8: The Small Matter of Bait

  • 1. Bluff.  It's apparent, fairies like mischief.  Bait your trap with the promise of mischief. (Roll vs 18)
 Success: +1 Traps SS, access to Stage 9.
 Failure: ?


  • 2. Move Silently.  Observe the fairies: find out what they like to eat, but be sneaky about it. (Roll vs 20)
 Success: access option 3.
 Failure: ?
  • 3. Traps. (roll vs 15)

Stage 9: The Great Fairy War

  • 1. Logistics.  Send your army to let the fairies in and fight. (Roll vs 25)
 Success: +1 Insight, conclude adventure.
 Failure: ?


  • 2. War.  Let the fairies in yourself! (Roll vs 25)
 Success: +1 Insight, conclude adventure.
 Failure: ?
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