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The Disappointing Hunters
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?[]

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: ?


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[]

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.

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