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The Curiosity of the Vampire
Prerequisites : Bat familiar
Begin Date : First day of school year
End Date : Last day of school year
Days : 5+
ModTools Name :  ?
Excludes : None
Roll Levels : 0-7?
Automatic Benefits :  ?
Possible Benefits :  ?
Previous Adventure : None
Next Adventure : None
Bat

This is an adventure that you do with your Bat familiar.

Stage 1: The Vampire

1. Character Study vs 3 - Consider the vampire.

Success: Chance of Success +10, choose again.
Failure: No effect, choose again.

2. Voice vs 0 - Scream.

Success: Voice +1 SS, access to Stage 2.
Failure: ?, pause Adventure.

3. Move Silently vs 0 - Cast Lantern of Many Hues and shine some light at the vampire while he's reasonably oblivious.

Success: Move Silently +1 SS, access to Stage 2.
Failure: ?, pause Adventure.

4. Planning vs 4 - Hatch a plan to chase the vampire away.

Success: Planning +1 SS, access to Stage 2.
Failure: Planning -1 SS, pause Adventure.

Stage 2: The Bite

1. Biology vs 4 - Research the side effects of vampire bites.

Success: Unlock option 4, choose again.
Failure: No effect, choose again.

2. Conversation vs 7 at most - Ask around for advice.

Success: Conversation +1 SS, access to Stage 3.
Failure: ?, pause Adventure.

3. Persuasion vs 5 - Tell the nurse about the vampire.

Success: ?, access to Stage 3.
Failure: Persuasion -1 SS, pause Adventure.

4. Library Knowledge vs 9 at most - Find out more abaout vampires.

Success: Library Knowledge +1 SS, Familiar Kinship +1 SS, access to Stage 3.
Failure: ?, pause Adventure.

Stage 3: Finding the Lair

1. Character Study vs 7 - Think like a vampire.

Success: Chance of Success +10, choose again.
Failure: No effect, choose again.

2. Reason vs 6 - Examine the window the vampire used as his entrance.

Success: Reason +1 SS, Familiar Kinship +1 SS, access to Stage 4.
Failure: Reason -1 SS, pause Adventure.

3. Gossip vs 4 - Ask townspeople.

Success: ?, access to Stage 4.
Failure: Character Study -1 SS, pause Adventure.

4. Animal Husbandry vs 6 - Send your familiar to find the lair.

Success: Mammals +1 SS, Familiar Kinship +1 SS, access to Stage 4.
Failure: Mammals +1 SS, pause Adventure.

Stage 4: Storming the Tower

1. Flawless Timing vs 5 at least - Wait for the vampire to come and ask to be his pupil.

Success: ?, access to Stage 5.
Failure: ?, pause Adventure.

2. Dedication vs 6 at least - Study the lair to see if you can understand the vampire's motives.

Success: ?, access to Stage 5.
Failure: Stress +2, pause Adventure.

3. Infiltration vs 5 at least - Go inside and search. Make sure the vampire isn't planning to hurt other students.

Success: ?, access to Stage 5.
Failure: Infiltration -1 SS, pause Adventure.

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