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The adventure involves Vincent Warrender's quest to become a real duellist and can be completed in 7 sessions and results in you potentially gaining multiple skill steps and friendship with Vincent but no ability point.


Stage 1.  The Duelist Defends His Crown?[]

Phase 1: Vincent Warrender, theoretical duellist[]

  • Fear of losing
 Automatic: Advance to phase 2


Phase 2: A Wondrous Wand![]

  • Library knowledge.  Help by perusing the library, no challenge for a true bookworm such as yourself.  (Roll vs =< no more than 19)
 Success: access to stage 2.
 Failure: ?


  • Listen.  Get to it.  It's time to lend a hand. (Roll vs =< no more than 6)
 Success: +3 Listen SS, access to stage 2.
 Failure: ?


  • Gossip.  Try to find out why Vincent is being pressed to show his stuff. (Roll vs =< 8)
 Success: ?
 Failure: ?


  • Lie.  Help by checking with a member of the Faculty.  It shouldn't be too hard to charm them into telling you what you need to know. (Roll vs =< 11)
 Success: ?
 Failure: ?


Stage 2.  Search for Wandwood[]

  • Move Silently.  Explore the campus orchard.  If you know your way around, it's not too hard to get in and out.  (Roll vs =< 10)
 Success: +1 Move Silently Ss, access to stage 2.
 Failure: +2 stress, pause adventure.


  • Explore.  hunt around the woods.  (Roll vs =< 8)
 Success: ?
 Failure: ?


  • Interrogation.  Ask around to see if there's any wandwood on campus. (Roll vs =< 6)
 Success: ?
 Failure: ?


Stage 3.  Wandmaking[]

  • Sleuthing.  Track down the best woodworker in your class.  (Roll vs =< at most 14)
 Success: ?
 Failure: ?


  • Weaponsmith.  go it alone.  It's much harder, but the work will be its own reward.  (Roll vs =< 5)
 Success: +1 Carpenty SS, access to stage 4.
 Failure: ?


  • Strategy.  Farm it out to another helper.  Sure it'll cost you, but you're much more likely to get a good wand out of the deal. (Roll vs =< at least 13)
 Success: ?
 Failure: ?


Stage 4.  Two Ideas, One Way[]

  • 1. Mammals.  Let Vincent best a tame, but nonetheless dangerous, beast.  (Roll vs =< at most 9)
 Success: +1 Mammals SS, access to Stage 5a.
 Failure: ?


  • 2. Theatre.  Set up a fake duel with yourself.  (Roll vs =< at least 9)
 Success: +2 Theatre SS, access stage 5b.
 Failure: ?


  • 3. Interrogation.  Determine the most popular duelling exhibitions over time.? (Roll vs =< at least 8)
 Success: Temporary +20 chance of success, choose again.
 Failure: ?


Stage 5a. Bettering the Wand[]

  • Sleuthing.  Determine the going rate for entry.  (Roll vs =< at most 14)
 Success: ?
 Failure: ?


  • Roots.  Fuse with Thunderroot, a tricky piece of botanical work  (Roll vs =< 9)
 Success: +1 ? SS, access to stage 6.
 Failure: ?


  • Intimidation.  Keep the wand as is? (Roll vs =< at least 7)
 Success: ?
 Failure: ?


  • Brew.  Boil with Dragon Scale. (Roll vs =< at least 6)
 Success: ?
 Failure: ?



Stage 6a. Magical Advertisements[]

  • 1. Art.  It's time to pepper campus with parchment.  You've wandered the halls enough to know where to place your paper for maximum impact.  (Roll vs =< 9)
 Success: ?
 Failure: ?


  • 2. Interrogation.  Is there anyone who could help you with this?  (Roll vs =< 9)
 Success: open option 4, choose agin.
 Failure: ?


  • 3. Painting.  Set a false footprint.  with enough knowledge of the wild, it's not too hard to fool the casual observer. (Roll vs =< at least 10)
 Success: ?
 Failure: ?


  • 4. Conversation.  Ask a friend who works with school pamphlets for help. (Roll vs =< at least 8)
 Success: +1 conversation SS, access to stage 7.
 Failure: ?



Stage 5b. Flash and Flare[]

  • 1. Chemistry.  Apply Holy Salve.  It's uncommon and mysterious, but that's just what this duel needs.  (Roll vs =< at most 20)
 Success: ? access stage 6b.
 Failure: ?


  • 2. Intimidation.  Extra's?  You don't need 'em!  Just dazzle the crowd with the wand!  (Roll vs =< at most 23)
 Success: +2 Intimidation SS, access stage 6a.
 Failure: ?


  • 3. Sleuthing.  Determine the going rate for entry. (Roll vs =< at least 25)
 Success: ? choose again.
 Failure: ?


  • 4. Concentration.  Bring on the fireworks.  Pre-made and simple to use. (Roll vs =< at least 22)
 Success: ?
 Failure: ?


Stage 6b. Publicity Hunt[]

  • 1. Character Study.  See if you know anyone who could lend a hand wuth the rumour spreading.  (Roll vs =< at most 23)
 Success: unlock option 4, choose again.
 Failure: ?


  • 2. Gossip.  Utilise the Grapevine.  It can be tough to read inquiring minds, but you think you understand how to achieve the required spin.  (Roll vs =< 14)
 Success: ?
 Failure: ?


  • 3. Acting.  Create a public display of aggression.  It can't be too hard to fake a fight. (Roll vs =< 16)
 Success: +2 Acting SS, access stage 7.
 Failure: ?


  • 4. Conversation.  Ask your friend to help spread the news. (Roll vs =< at most 22)
 Success: ?
 Failure: ?


Stage 7. Time to Duel[]

  • 1. Planning  (Roll vs =< at most 7)
 Success: +20 chance of success, choose again.
 Failure: ?


  • 2. {Only if chose option 4.1?] Mammals.  Let loose the beast!  (Roll vs =< 8)
 Success: +2 Mammals, +2 maximum relationship Vincent Warrender, +2 relationship Vincent Warrender, conclude adventure.
 Failure: -2 Mammals, -2 relationship Vincent Warrender, conclude adventure.


  • 3.   [Only if chose option 6b] Duel.  It's Showtine!  Time for your epic, and totally fabricated, duel.  Are you actor enough to handle it?  (Roll vs =< 19)
 Success:  +2 maximum relationship Vincent Warrender, +2 relationship Vincent Warrender, conclude adventure.
 Failure: ?


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