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m (Stage 2: The Vampire)
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Failure: [[Planning (Compete)|Planning]] -1 SS, pause Adventure.
 
Failure: [[Planning (Compete)|Planning]] -1 SS, pause Adventure.
   
==Stage 2: The Vampire==
+
==Stage 2: The Bite==
   
 
1. [[Biology (Natural Philosophy)|Biology]] vs 4 - Research the side effects of vampire bites.
 
1. [[Biology (Natural Philosophy)|Biology]] vs 4 - Research the side effects of vampire bites.

Revision as of 10:03, July 11, 2020

The Curiosity of the Vampire
Prerequisites : Bat familiar
Begin Date : First day of school year
End Date : Last day of school year
Days :  ?
ModTools Name :  ?
Excludes : None
Roll Levels :  ?
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: ?, 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: ?, choose again.
Failure: None, choose again.

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

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

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

Success: ?, access to Stage 2.
Failure: Persuasion -1 SS, pause Adventure.
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