This is an adventure with Reitz von Lutersee. It requires at least 5 adventure actions, a successful adventurer can gain relationship with Reitz and multiple skill-ups (particularly in phase 5).
There is no apparent ability point gain, but the adventure conclusion states that you are now a "Maze-Breaker" and are more creative - maybe in year two something will come of it...
Unlocked by Relationship with Reitz Von Luttersee = 2
Stage 1: The Bad Boy's Bluster[]
Phase 1: The Bad Boy's Sorrow[]
- 1. Making a Name for Himself
Automatic: go to Phase 2
Phase 2: More than mastering the Maze[]
- 1. Ummm...no thanks, the rest of the story can't be worth the price.
Automatic: pause Adventure
- 2. Swear to help, but this had better be good.
Automatic: Relationship with Reitz von Lutersee +1, access Stage 2
- 3. Perception. Attempt to figure out what's up Reitz's sleeve. (roll v. 21 at most)
Success: +20% Chance of Success [to what?? no rolls in this Phase], choose again Failure: ?
Stage 2: The Mystery of the Maze[]
- 1. Conversation. Swallow your pride and flat out beg a librarian for help; it'll be demeaning, but it might get you what you need to know. (roll v. 16 at most)
Success: access Stage 3 Failure: ?
- 2. Research. Research the Maze in the History section of the main library. (roll v. 24 at most)
Success: ? Failure: ?
- 3. ?
Success: ? Failure: ?
Stage 3: Message Signed, Sealed, Delivered.[]
- 1. Negotiate. Try to convince one of her friends to set up a meeting. (roll v. 27 at most)
Success: Access stage 3. Failure: ?
- 2. Blackmail. Check out Heather's past...what doesn't she want coming out? (roll v. ~9)
Success: ? Failure: ?
- 3. Innuendo. Set up a meeting by writing her a letter explaining what you know...and what you want to know. (roll v. ~22)
Success: ? Failure: ?
Stage 4: Meeting Heather with Reitz[]
- 1. Persuasion. Persuade Heather to give up some info...but just a little. (roll v. 24 at most)
Success: ? Failure: ?
- 2. Practical Jokes. Do Heather a favour by messing with one of her rivals. (roll v. ~19)
Success: ? Failure: ?
Stage 5: Breaking and Entering (Maze Specific)[]
Phase 1. The Pit[]
- 1. Incantation. Incant a bridge of air over the pit. (roll v. 17 at most)
Success: ? Failure: ?
- 2. Perception. Look around for any other way over the entrance pit. (roll v. ~22)
Success: unlock Option 4, choose again Failure: ?
- 3. Acrobatics. Jump over the pit...if you can make it. (roll v. ~6?)
Success: Expand Acrobatics +2 SS, go to Phase 2 Failure: ?
- 4. Climb. Climb the wall with the minuscule hand and foot holds. (roll v. ~20)
Success: Expand Climb +2 SS, go to Phase 2 Failure: ?
Phase 2. Natural Troubles[]
- 1. Negation. Try to Negate the growth and slip around it. (roll v. 27 at most)
Success: ? Failure: ?
- 2. Enchant. Endow a sharp-looking rock with a magically sharp edge, and try to hack your way through the hedge. (roll v. ~34)
Success: ? Failure: ?
- 3. Botany. Check out the thorns in the hedge very closely for clues. (roll v. ~28)
Success: unlock Option 5, choose again Failure: ?
- 4. Running. Try to outrun the growth, which will take some serious speed. (roll v. ~21)
Success: ? Failure: ?
- 5. Storytelling. Think very happy thoughts to open a path through the hedge. (roll v. ~17)
Success: Expand Storytelling +2 SS, -2 Stress, go to Phase 3 Failure: ?
Phase 3: The Murky Moat[]
- 1. Revision. Revise the grappling hook and rope, catch the bar above and swing across the moat. (roll v. 26 at most)
Success: ? Failure: ?
- 2. Strategy. Use the magic planks to cross, keeping the necessary strategy in mind. (roll v. 29 at most)
Success: Expand Strategy +2 SS, go to Phase 4 Failure: ?
- 3. Athletics. Cross the rickety bridge while keeping your balance. (roll v. ~14)
Success: Expand Brute Strength +2 SS, go to Phase 4 Failure: ?
- 4. Logic. Take a long walk around the perimeter and see what you can see. (roll v. 30 at most)
Success: unlock Option 5, choose again Failure: ?
- 5. Puzzles. Out the boat together - but you better be right. (roll v. ?)
Success: ? Failure: ?
Phase 4: A Dangerous Bouquet[]
- 1. Athletics. Hold your breath and go through the path. (roll v. ?22)
Success: Expand Brute Strength +2 SS, go to Phase 5 Failure: Expand Brute Strength -2 SS
- 2. Running. Run through the field and see if you can get lucky. (roll v. ~26)
Success: ? Failure: ?
- 3. Dance. Delicately, oh so delicately, tiptoe down the path around the flowerbeds. (roll v. 34 at most)
Success: Expand Dance SS, go to Phase 5 Failure: ?
- 4. Lockpick. Search for the beehives and see what you can find. (roll v. ~26)
Success: unlock Option 5, gain a Jar of Forget-Me Honey, choose again Failure: ?
- 5. Dance[??]. Put on the beekeeper's mask and tiptoe through the flowerbeds. (roll v. ~34)
Success: ? Failure: ?
Phase 5: Betrayal.[]
- 1. Tactics. Try to think of another way to stop Reitz. (roll v. 17 at most)
Success: unlock Option 4, choose again Failure: ?
- 2. Running. Run and hide behind the Forget-me flowers. (roll v. ~24)
Success: Expand Gates Methods +2 SS?, conclude Adventure Failure: ?
- 3. Bluff. Fake a stumble and duck behind the podium when he casts his spell. (roll v. ~31)
Success: conclude Adventure Failure: ?
- 4. Persuasion. Appeal to his conscience and persuade him you'll keep your word. (roll v. 36??)
Success: conclude Adventure Failure: ?
- 5. Creativity. Throw Forget-Me honey at him. (roll v. ~29?)
Success: ?, conclude Adventure Failure: ?