The Chipmunk Problem | ||
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Prerequisites : | Enrolled in Zoology | |
Begin Date : | Athonos 3 | |
End Date : | Athonos 13 (Stage 1) | |
Days : | 2 | |
ModTools Name : | Imperial Reserve Adventure | |
Roll Levels : | Unknown | |
Automatic Benefits : | Unknown | |
Possible Benefits : | Unknown |
This is an adventure for students of Zoology in which your character decides to explore the Imperial Reserve because, well, it's there. What other reasons do you need?
The adventure takes at least 2 sessions, a successful adventure can gain extra credit, multiple skill-ups and a point of fitness.
Unlocked by: Zoology
Stage 1: The Chipmunk Problem[]
Phase 1: The Chipmunk Problem[]
- 1. Because it's there?
Automatic: advance to phase 2
Phase 2: The Question at the Wall[]
- 1. Scouting. Search for a low part in the wall to climb over. (no roll, bug?)
Automatic: +1 Climb SS, +2 extra credit Zoology, access Stage 2
- 2. Learn to live with the mystery - and give up on ever seeing the paper again.
Automatic: -1 Curiosity SS, +1 Dispassion SS, conclude adventure
- 3. Perception. Look for other possible ways in. (Roll v. 4)
Success: Unlock option 6, choose again Failure: choose again.
- 4. Incantation Methods. Cast a light spell and use a focused beam to help your searches. (Roll v. 4)
Success: +1 Perception SL, choose again Failure: choose again
- 5. Negotiate. That guard sounded a bit fishy...see if you can bribe your way through. (Roll v. 3)
Success: +1 Confidence SS, +2 extra credit Zoology, access Stage 2 Failure: -3 Merit, choose again
- 6. Take the tunnel.
Automatic: +2 extra credit Zoology, access Stage 2
Stage 2: The Secret[]
- 1. Learn to live with the mystery and forget about the Imperial Reserve.
Automatic: -1 Curiosity SS, +1 Dispassion SS, pause adventure
- 2. Library Knowledge. Dig through the musty Imperial History section in the main library for information. (Roll v. ≤ 6)
Success: +1 Filing SS, advance to phase 2 Failure: ?
- 3. War. Befriend one of the guards and see what he knows. (Roll v. 6)
Success: temporary +1 Library Knowledge, choose again Failure: choose again
- 4. Conversation. Pump the well-traveled Professor Sido for more information. (Roll v. 6)
Success: ? Failure: ?
Phase 2: Getting past the guards[]
- 1. Learn to live with the mystery and forget about the Imperial Reserve.
Automatic: pause adventure
- 2. Research. Research Glamour spells that might work as a disguise. (Roll v. ≤ 7)
Success: temporary +2 Glamour, choose again Failure: choose again
- 3. Glamour. Though it'll be terribly difficult, try a glamour spell to get past the guards. (Roll v. at least 9)
Success: +1 Move Silently SS, +1 Filing SS, inform Map Room of the Bureau of Records, advance to phase 3 Failure: +2 stress, inform Map Room of the Bureau of Records, pause adventure
- 4. Bureaucracy. Stir up some bureaucratic nonsense that will get you in the room. (Roll v. 9)
Success: ? advance phase 3 Failure: +1 stress, inform Map Room of the Bureau of Records, pause adventure
- 5. Forgery. Forge a permission slip from the Regent of your College. (Roll v. at least 7)
Success: ? Failure: +1 Tactics SS, +3 stress, inform Map Room of the Bureau of Records, pause adventure
Phase 3: Finding The Way[]
- 1. Learn to live with the mystery and forget about the Imperial Reserve for the time being
Automatic: pause adventure
- 2. Filing. Some parts of the reserve are tended; find caretaker's maps and use them to plan your route. (Roll v. at most 13)
Success: +1 Cartography SS, +1 Creativity SS, advance to phase 4 Failure: +2 stress, pause adventure
- 3. Planning. Using the maps you have, plan your route. (Roll v. 13)
Success: ? Failure: +2 stress, pause adventure
- 4. Hunting. Animal trails are usually safe; go tail some animals in the Reserve and plan on the go. (Roll v. 7)
Success: +1 Move Silently ss or Navigation ss, advance phase 4. Failure: +3 stress, pause adventure
Phase 4: Orstov[]
- 1. You came all this way, but...attacking something ancient and vulnerable just because you want to see what's past it? No.
Automatic: +1 Ethics SL, +1 The History of Magic SS, +3 Zoology extra credit, inform The Field of the Ortsov, conclude adventure
- 2. Leave and live...for now.
Automatic: +1 Planning SS, -1 Courage SS, inform The Field of the Ortsov, pause adventure
- 3. Duel. You're as prepared as you're going to be. (Roll v. 22)
Success: -2 vitality, inform The Field of the Ortsov, advance phase 5 Failure: -4 vitality, inform The Field of the Ortsov, conclude adventure
Phase 5: The Ghost of Emperor Verus[]
- 1. Grant me better health (Roll v. #)
Automatic: +1 Fitness, conclude adventure.
- 2. Make me mentally sharper (Roll v. #)
Automatic:
- 3. Make my life less stressful (Roll v. #)
Automatic: Increase stress maximum 3, conclude adventure.
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