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, Access Stage 3.
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: Unlock option 4.
Failure: ?
- 3. Chemistry: Fairy repellant (Roll =< 10)
Success: +1 Chemistry SS, Access Stage 4.
Failure: ?
- 4. Insects! Use spiders! (Though granted they're not insects as such) (Roll =< no more than 10)
Success: Access 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: ?
- 4. 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: ?