The Disappointing Hunters | ||
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Prerequisites : | Relationship with Gwendy Zuyder >4 | |
Begin Date : | Veranix 22 | |
End Date : | Kaliri 28 | |
Days : | Unknown | |
ModTools Name : | Unknown | |
Roll Levels : | Unknown | |
Automatic Benefits : | Unknown | |
Possible Benefits : | Unknown |
This is an adventure with Gwendy Zuyder in which Gwendy’s under a lot of pressure from her family to go hunt something awesome, so with your help, she goes and does. The trouble comes afterwards.
The adventure takes at least 6 sessions, a successful adventure can gain multiple skill-ups, relationship gains with Gwendy Zuyder, loot, a point of Charm and a magic feather.
Unlocked by: Relationship with Gwendy over 4
Stage 1: The Disappointing Hunters[]
Phase 1: The Disappointing Hunters[]
- 1. The Perfect Beast.
Automatic: Advance to phase 2.
Phase 2: Which Beast?[]
- 1. Library Knowledge. Search the history section. (Roll v. at most 26)
Success: ? Failure: ?
- 2. Zoology. Ask Professor Viada for suggestions and hope your knowledge of Zoology is up to snuff. (Roll v. at most 17)
Success: +1 relationship Cinzia Ammacapani, gain Creatures of Legend, access stage 2. Failure: ?
- 3. Puzzles. Search the Ancient Scolls Section. Your puzzle solving skills will come in handy deciphering some of them. (Roll v. at most 19)
Success: ? Failure: ?
- 4. Planning. Figure out a plan! (Roll v. at most 20)
Success: ? Failure: ?
- 5. Storytelling. Charm Professor Pachait for suggestions. (Roll v. at most 17)
Success: ? Failure: ?
- 6. Deceit. Try to trick one of the librarians into helping you. This will require that you be a little deceitful. (Roll v. at most 17)
Success: ? Failure: ?
Stage 2: How to trap a Thunderbird.[]
- 1. Creativity. Research helpful spells. (Roll v. at most 19)
Success: Gain Column of the Heavens spell, gain phemes: Air, Earth, Fire, Lightning, access stage 3. Failure: ?
- 2. Enchant. Create a Thunderbird Glove. (Roll v. at most 27)
Success: +1 Birds SS, gain falconers glove, access stage 3. Failure: ?
- 3. Perception. Maybe one of the teachers... (Roll v. 17)
Success: Chance of Success +33%, choose again. Failure: ?
- 4. Engineering. Create a Ghostwood Cage. (Roll v. 17)
Success: ? Failure: ?
Stage 3: A matter of opinion[]
- 1. Scouting. Oleapia Peak: it's close... but maybe too close to be of much good to you. (Roll v. 26)
Success: ? Failure: ?
- 2. Logic. Chorda Heath: this is the utmost middle ground, both in terms of location and conditions. (Roll v. 16)
Success: +2 Hunting SS, +2 Traps SS, access stage 4. Failure: ?
- 3. Navigation. Cold Watch Tower; a difficult hike. (Roll v. 21)
Success: +2 Hunting SS, access stage 4. Failure: ?
- 4. Concentration. Get focused. (Roll v. 20)
Success: Temporary increase in Chance of Success +33%, choose again. Failure: ?
- 5. Scouting. The Castle-Downs: closer than some, but still a long trek. (Roll v. 26)
Success: ? Failure: ?
Stage 4: Pre-performance jitters[]
- 1. Birds. Time to show off! Use your knowledge of avian life to guide the Thunderbird through the performance. (Roll v. 21)
Success: +1 Birds skill level (not step), advance phase 2. Failure: ?
- 2. Leadership. Time to show off! Use your leadership skills to control the Thunderbird as it performs the routine. (Roll v. 27)
Success: ? Failure: ?
- 3. Observation. Take stock of the classroom to make sure nothing will cause an interruption before you begin. (Roll v. 26)
Success: temporary +33% Chance of Success, choose again. Failure: ?
- 4. Animal Husbandry. Time to show off! Use your falconry skills to wow the class. (Roll v. 20)
Success: +1 Animal Husbandry SS, advance phase 2. Failure: ?
Phase 2: On the brink of performance disaster![]
- 1. Confidence. Get things under control. The Thunderbird will look for the one with the most confidence so make sure you can pull this off! (Roll v. 25)
Automatic: ?
- 2. Command. Get control, fast! Use the ability to command to get the Thunderbird to return to you. (Roll v. 19)
Success: +1 Command SS, access stage 5. Failure: ?
- 3. Character Study. Should you get your professor to help? (Roll v. 23)
Success: ? Failure: ?
Stage 5: Abduction[]
- 1. Incantation Spells. Blind the guards with a lightning spell! (Roll v. 14)
Success: +1 Incantation Spells skill level (not step), advance to phase 2. Failure: ?
- 2. Flawless Timing. Light the haystack on fire. You'd better hope your sneaking capabilities are up to par. (Roll v. 23)
Success: advance to phase 2. Failure: ?
- 3. Observation. There's something fishy about the guards just letting the theives by. Sneak a little closer and see what you can find. (Roll v. 26)
Success: ? choose again Failure: ?
Phase 2: Thieves Camp.[]
- 1. Move Silently. Better play it safe and do the work yourself. (Roll v. 29)
Success: +1 Finesse, access stage 6. Failure: ?
- 2. Leadership. You decide to try and convince the monkey to help. (Roll v. 27)
Success: +1 Charm, access stage 6. Failure: ?
- 3. Observation. Sneak a little closer and see if you can find anything out about the thieves. (Roll v. 26)
Success: ? choose again Failure: ?
Stage 6: A tough decision.[]
- 1. Persuasion. Use your charm to convince Gwendy to do the right thing. (Roll v. 28)
Success: +3 relationship Gwendy Zuyder, gain Thunderbird Feather, conclude adventure. Failure: +3 stress, -1 relationship Gwendy Zuyder, pause adventure.
- 2. Character Study. Try to think of what would make Gwendy want what's best for the Thunderbird. (Roll v. at least 25)
Success: ? choose again. Failure: ?
etc.