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Failure: -1 [[Debate (Law)|Debate]] SS
 
Failure: -1 [[Debate (Law)|Debate]] SS
 
[[Category:Adventure]]
 
[[Category:Adventure]]
[[Category:Adventure - Continuous]]
 
 
[[Category:Adventure - Luck]]
 
[[Category:Adventure - Luck]]
 
[[Category:Adventure - Intelligence]]
 
[[Category:Adventure - Intelligence]]

Revision as of 22:12, 9 September 2013

The Door; In which Carmine is a bit of a jerk, but you get to make friends with ghosts, so it’s all good.

The adventure takes at least 5 sessions, a successful adventure can gain multiple skill-ups a relationship gain and an attribute point or glory point.

Unlocked by:  Must use action "Visit The Spirits" at The Cold Room and must be from Aranaz.

Stage 1: The Door

Phase 1: The Door

  • 1. Endurance. Everyone else went in with a mission. Your mission is simply to last. (Roll vs 4)
 Success: +1 Courage SS, advance Phase 2.
 Failure: -1 Relationship with Carmine.
  • 2. Intimidation. You've been working on your war cry. Now seems a pretty apt time to try it out. (Roll vs 3)
 Success: +1 Willpower SS, advance Phase 2.
 Failure: -1 Relationship with Carmine.
  • 3. Negation Spells. Who knows what will be coming at you when you go in there. Just walk in with Negation spells blazing. You're bound to stop something.  (Roll vs 4)
 Success: +1 Negation Methods SS, advance to Phase 2.
 Failure: -1 Relationship with Carmine.


Phase 2: The Matter of the Greatest Duelist of His Age.  And the Other Guy.

  • 1. History of Magic. Surely something in all your studies has given you some hint regarding who the ghostly duelists might be.  (Roll vs 7)
 Success: +1 Library Knowledge SS, advance to Phase 3.
 Failure: +1 Stress
  • 2. Persuasion. Finding this information on your own could take forever. But if you could recruit some assistance...  (Roll vs 6)
 Success: +1 Oratory SS, advance to Phase 3.
 Failure: +1 Stress
  • 3. Library Knowledge. You spend countless hours in the library. Whatever you need to know, it can tell you. (Roll vs 7)
 Success: +1 Filing SS, advance to Phase 3.
 Failure: +1 Stress


Phase 3: Two Ghosts, Two Books, and the Art of Persuasion

  • 1. Beguile. The two are determined to fight one another, but maybe you can get them to like you - that would be good for your health around now. (Roll vs 10)
 Success: +1 Storytelling SS, advance to Phase 4a.
 Failure: +1 Stress
  • 2. Blackmail. Two men (ghosts or no) so obsessed with their own ego? Oh, you can certainly twist this to your own advantage. (Roll vs 11)
 Success: +1 Willpower SS, advance to Phase 4b.
 Failure: -1 Intimidation SS
  • 3. Diplomacy. Clearly, this fight has gone on long enough. You need to help resolve things so these spirits can move on.  (Roll vs 12)
 Success: +1 Awareness SS, advance to Phase 4c.
 Failure: -1 Confidence SS

Phase 4a: Recruiting for the Duelists

  • 1. Famous Speeches. You've read your share of stirring speeches. It's time to deliver one of your own. (Roll vs 13)
 Success: +1 Passion SS, advance to Phase 5a.
 Failure: -1 Composure SS
  • 2. Theatre. If you can spice up what might come across as just another class, you can sell this crowd. (Roll vs 11)
 Success: +1 Persuasion SS, advance to Phase 5a.
 Failure: -1 Confidence SS
  • 3. Glamour Spells. It doesn't matter whether or not they want to listen to you. You'll just manage to be very hard to ignore. (Roll vs 14)
 Success: +1 Concentration SS, advance to Phase 5a.
 Failure: -1 Glamour Methods SS

Phase 5a: A Patron for Duel School

  • 1. Glamour Methods. You've already got a pretty solid case. Applying a bit of a sheen to yourself can only help. (Roll vs 16)
 Success: +1 Manipulation SS, +1 relationship with Tarvixio Sido, advance to Phase 6a.
 Failure: -1 Patience SS
  • 2. Dedication. You just need to convince Professor Sido you mean business. Most students lose attention quickly. You need to prove you won't. (Roll vs 16)
 Success: +1 Persuasion SS, +1 Willpower SS, advance to Phase 6a.
 Failure: -1 Patience SS
  • 3. Research. A little work ahead of the game will be a big help in the long run. If you show you've already gotten started on your own, you may force his hand. (Roll vs 14)
 Success: +1 Persuasion SS,, +1 relationship with Tarvixio Sido, advance to Phase 6a.
 Failure: -1 Storytelling SS

Phase 6a: The Dueling Class

  • 1. Awareness. A room full of students and a pair of dueling ghosts? You'll need to be on your toes. (Roll vs 21)
 Success: +1 Leadership SS, +1 Luck
 Failure: -1 Pure Luck SS
  • 2. Administration. Things will go smoothly as long as your prep work ahead of time is structured and easy to parse. (Roll vs 19)
 Success: +1 Planning SS, +1 Intelligence
 Failure: -1 Leadership SS
  • 3. Coordination. There will be a lot of pieces in play at once when things get rolling. It will need your guiding hand to go smoothly. (Roll vs 19
 Success: +1 Command SS, +1 Charm
 Failure: -1 Leadership SS

Phase 4b: Burying the Dead

  • 1.  Bookbinding. You're in a school. Books are practically law. If you can bind this into a small book, no one will ever doubt its veracity. (Roll vs 13)
 Success: +1 Dedication SS, advance to Phase 5b.
 Failure: +1 Stress
  • 2. Forgery. You only need a couple of scraps of parchment if you can match up the look of the aged paper and the style of the penmanship of the day. (Roll vs 12)
 Success: +1 Creativity SS, advance to Phase 5b.
 Failure: -1 Bookbinding SS
  • 3. Revision Methods. You can just write yourself a plain old piece of parchment and let your control over Revision handle the fancy work. (Roll vs 14)
 Success: +1 Forgery SS, advance to Phase 5b.
 Failure:-1 Deceit SS

Phase 5b: The Ghost Trap Closes

  • 1. Ambush. It's time to scare the living daylights out of your peers. Everyone will know to fear you. (Roll vs 18)
 Success: +1 Intimidation SS, +1 Glory
 Failure: -1 Planning SS
  • 2. Strategy. You have a couple of soldiers at your disposal. It's time to strike a blow at those smug Durand punks. (Roll vs 18)
 Success: +1 Planning SS, +1 Intelligence
 Failure: -1 Leadership SS
  • 3. Practical Jokes. It's time to pull off a truly epic professor prank. You have total deniability! (Roll vs 19)
 Success: +1 Planning SS, +1 Luck
 Failure: -1 Strategy SS

Phase 4c: Two Old Ghosts and a Bit of Common Ground

  • 1. Diplomacy. This isn't a case of warring nations. This is two men fighting. You can settle this.  (Roll vs 14)
 Success: +1 Character Study SS, advance to Phase 5c.
 Failure: +1 Stress
  • 2. Conversation. The low pressure approach is key. If you can keep both ghosts talking politely you might be able to uncover some useful information. (Roll vs 12)
 Success: +1 Awareness SS, advance to Phase 5c.
 Failure: +1 Stress
  • 3. Famous Dilemmas. You've studied for this. Surely a dilemma like this isn't unique in history. You're sure you can think of a precedent that can help you. (Roll vs 14)
 Success: +1 Diplomacy SS, advance to Phase 5c.
 Failure: +1 Stress

Phase 5c: Ghosts and Reconciliation

  • 1. Character Study. With just a bit of focused interviewing, you're sure you can tell what makes these two tick. (Roll vs 19)
 Success: +1 Temperance SS, +1 Insight
 Failure: -1 Diplomacy SS
  • 2. Innuendo. It's not just for off-color jokes. You're positive you can plan the notion of friendship firmly in their minds. (Roll vs 19)
 Success: +1 Persuasion SS, +1 Charm
 Failure: -1 Manipulation SS
  • 3. Negotiate. Look, it's simple. They both want something. Why can't they get what they want? Broker a deal. (Roll vs 19)
 Success: +1 Debate SS, +1 Intelligence
 Failure: -1 Debate SS