An adventure with Flore Yveuillet. At least 6 adventure actions are required and a successful adventurer will gain several skill-ups, relationship with Flore and a point of Luck.
Stage 1: Tarnishing her reputation[]
Phase 1: Daddy's little princess[]
- 1. Noteworthy Mischief
Automatic: Advance to phase 2.
Phase 2: The Bad Girl - Goody Two Shoes[]
- 1. Perception. Look around the hallway for a place to talk. (Roll v. ≤ at most 21)
Success: open option 3, choose again.
Failure: ?
- 2. Logistics. The Library. (Roll ≤ 25)
Success: ?
Failure: ?
- 3. Negotiate. Secure use of Professor Knoht's classroom! (Roll ≤ at most 24)
Success: +1 Negotiate SS, access stage 2.
Failure: ?
Stage 2: The Bad Girl - Media Coverage[]
- 1. Intimidation. Scare him into submission. (Roll v. ≤ at most 15)
Success: ?
Failure: ?
- 2. Gossip. Gather information on Plumbum. (Roll ≤ 25)
Success: open option 4, choose again.
Failure: ?
- 3. Blackmail. Lean on the unwilling reporter. (Roll ≤ 12)
Success: +1 Journalism SS, access stage 3.
Failure: ?
- 4. Study Habits. Help Ronnie with his schoolwork. (Roll ≤ at most 26)
Success: +1 Study Habits, access stage 3.
Failure: ?
Stage 3: The Bad Girl - The Plan[]
- 1. Plot. Use her idea to orchestrate an Itchleaf Vine infestastion. (Roll v. ≤ at most 29)
Success: This plan, if successfully completed (for which it is useful to have high skill in Botany), has the following rewards: + 1 Intelligence, + 1 Relationship Maximum with Flore Yveuillet
Failure: ?
- 2. Plot. Go with your idea to start a food fight of legendary proportions. (Roll ≤ at most 29)
Success: ? access Stage 4.
Failure: ?
- 3. Confidence. Weigh the benefits. (Roll ≤ at most 18)
Success: ? choose again.
Failure: ?
Stage 4: The Bad Girl - Ammunition Adventure![]
- 1. Observation. Peer through the kitchen window to see what you have to work with. (Roll v. ≤ at most 23)
Success: open option 4, choose again.
Failure: ?
- 2. Deceit. Get on a chef's good side. (Roll ≤ 17)
Success: ? access Stage 4.
Failure: ?
- 3. Raid. Steal the food. (Roll ≤ 13)
Success: ? choose again.
Failure: ?
- 4. Sabotage. Clear out the kitchen with a chilli powder mishap. (Roll ≤ 18)
Success: +2 practical jokes SS, access Stage 5. Failure: ?
Stage 5: The Bad Girl - Stirring the Pot[]
- 1. Journalism. Find out which teacher is least popular with Durand Students. (Roll v. ≤ 8)
Success: open option 4, choose again.
Failure: ?
- 2. Painting. Write slanderous graffitti in each common room. (Roll ≤ at least 10)
Success: ?
Failure: ?
- 3. Zoology. Kidnap Flore's College mascot. (Roll ≤ 21)
Success: +2 Mammals SS, access stage 6.
Failure: ?
- 4. Gossip. Start rumours about merit point sabotage. (Roll ≤ at least 25)
Success: ?
Failure: ?
Stage 6: The Bad Girl - Food Fight[]
- 1. Acting. Start the fight yourself. (Roll ≤ at least 20)
Success: ?
Failure: ?
- 2. Practical Jokes. Have Flore throw food at a Vernin student. (Roll ≤ at least 18)
Success: +1 relationship Flore Yveuillet, +1 Luck, conclude adventure.
Failure: ?
- 3. Conversation. Find a rumour about a Vernin student. (Roll ≤ 26)
Success: ? unlock option 4, choose again.
Failure: ?
- 4. Gossip. Get a Vernin student to insult Flore. (Roll ≤ at least 17)
Success: ?
Failure: ?