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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:  ?
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