An adventure set in the school with Philip Hauck and Professor Alazzo of House Vernin. At least 7 adventure actions are required to conclude the adventure and a successful adventurer will gain multiple skill-ups, relationship with Philiip Hauck and +1 Charm.
Stage 1. The Endless Class and the Studious Student[]
Phase 1: The Endless Class and the Studious Student[]
- Join the Perfectionist?
Automatic: Advance to Phase 2
Phase 2: Mapping Phillip[]
- 1. Help Philip
Automatic: +1 Relationship Philip Hauck, access to Stage 2.
- 2. Put it off for a bit
Automatic:
Stage 2: Square One.[]
- 1. Persuasion. Talk to the Mapmaking Guild. (Roll vs =< no more than 16)
Success: +1 Persuasion SS, Advance to Stage 3
Failure:
- 2. Library knowledge. Visit the library. (Roll vs =< no more than 19)
Success: +?, Advance to Stage 3
Failure:
- 3. Research. Check Philip's files. (Roll vs =< no more than 21)
Success: open option 4, choose again
Failure:
- 4. Cartography. Use the Notes (Roll vs =< ?)
Success: ?
Failure: +1 Stress?, pause adventure
Stage 3: A fit subject for mapping[]
- 1. Courage. Go with the Imperial Palace. (Roll vs =< no more than 13)
Success: +1 Cartography SS, access to Stage 4.
Failure:
- 2. Competition. Take the Academagia Campus and do it better than anyone else. (Roll vs =< no more than 8)
Success: +1 Planning SS, access to Stage 4.
Failure:
- 3. Creativity. Look for somewhere really different to map. (Roll vs =< at least 6)
Success: ?
Failure:
Stage 4: Starting the exploration[]
- 1. Persuasion. Get an assistant. (Roll vs =< no more than 6?)
Success: +2 planning SS, access to Stage 5.
Failure:
- 2. Persuasion. Get a team of helpers? (Roll vs =< no more than 6?)
Success: ?
Failure:
- 3. Creativity. Think up the best way to map the city. (Roll vs =< at least 5?)
Success: ?
Failure:
Stage 5: Nitty Gritty[]
- 1. Explore. The Great Hall. (Roll vs =< 9)
Success: ?
Failure:
- 2. Explore. The Venalicium Library (Roll vs =< 9)
Success: 1 Scouting SS, access to Stage 6.
Failure:
- 3. Observation. Look outside. (Roll vs =< at least 5?)
Success: ?
Failure: Gain sports Hall Key, choose again (oddly not with the Hall as an option)
- 4. Explore. Garden Gallery (Roll vs =< 9)
Success: +1 Scouting SS, access to Stage 6.
Failure:
Stage 6: Trouble.[]
- 1. Persuasion. Question your classmates. (Roll vs =< 18)
Success: ?
Failure: +1 stress, pause adventure.
- 2. Reason. Think things through. (Roll vs =< 13)
Success: Open option 4, choose again
Failure: +0 chance of success, choose again
- 3. Enspell. Try a spell! (Roll vs =< at least 4)
Success: +1 Incantation Spells, access to Stage 7.
Failure: ?
- 4. Planning. Search your desk (Roll vs <= ?)
Success: +?, access to Stage 7.
Failure: ?
Stage 7: Complications.[]
- 1. Oratory. What would be the best way to present this? (Roll vs =< 21)
Success: ?, choose again.
Failure: ?
- 2. Rhetoric. Go with the detailed explanation. (Roll vs =< at least 9)
Success: +1 Charm, +2 Merit, +1 Relationship Maximum Philip Hauck, +1 relationship Philip Hauck
Failure: -1 Famous Speeches SS, pause adventure.
- 3. Storytelling. Get into the story of the map. (Roll vs =< at least 4)
Success: ?
Failure: -1 Relationship Philip Hauck, -1 Merit, pause adventure.
- 4. Famous Speeches. Go with a very simple speech. (Roll vs =< 7?)
Success: +1 Charm, +1 Relationship Maximum Philip Hauck, +1 relationship Philip Hauck
Failure: ?