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This is an adventure with Alan Driscoll in which the hero gets to help Alan gain aid from his hero.

The adventure takes at least 7 sessions. A successful adventure can gain multiple skill-ups and a magic item, but no ability point.

Unlocked by:  relationship with Alan over x

Stage 1: The Hunt For Treasure[]

Phase 1: The Request[]

  • 1. Will You Share in the Bounty?
 Automatic: Advance to Phase 2

Phase 2: The Wandering Message[]

  • 1. Rely on the pegasus express   (Roll v. ≤ ?)
 Success: ?
 Failure: ?
  • 2. Library Knowledge.  Search the library for mailing techniques that omit the use of addresses.  (Roll v. ≤ at most 11)
 Success: unlock option 3, choose again.
 Failure: ?
  • 3. Send via Origami  (Roll v. ≤ at most ?)


  Success: Creativity +1 SS, access Stage 2.
 Failure: Creativity -1 SS, pause adventure.

Stage 2: The Blood Let[]

  • 1. Theatre.  Check out the theatre's costuming room.  (Roll v. ≤ at most 5)
 Success: unlock option 4
 Failure: ?
  • 2. Practical Jokes.  Barrier prank. (Roll v. ≤ 17)
 Success: ?
 Failure: ?
  • 3. Insects.  Mosquito's. (Roll v. ≤ at most 13)
 Success: +1 Insects SS, access stage 3.
 Failure: ?
  • 4. Acting  (Roll v. ≤?)
 Success: ?
 Failure: ?

Stage 3: The Silk Potion[]

  • 1. Character Study.  Figure out who should do the job of managing the potion.  (Roll v. ≤ at most 24)
 Success: unlock option 3, choose again.
 Failure: ?
  • 2. Patience.  Be the designated stirrer.  (Roll v. ≤ 23)


  Success: +1 Chemistry SS, access Stage 4.
 Failure: -1 Patience SS
  • 3. Brew.  Be in charge of ingredient management.  (Roll v. ≤ 14)


  Success: +1 Chemistry SS, access Stage 4.
 Failure: ?

Stage 4: The Treasure Hunt and the Fake Guide[]

  • 1. Journalism.  Write a fake article about a lost underground civilisation.  (Roll v. ≤ 17)


  Success: +1 Deceit SS, access stage 5.
 Failure: ?
  • 2. Cartography.  Make him a Treasure Map.  (Roll v. ≤ 17)


  Success: +1 Deceit SS, access Stage 5.
 Failure: ?
  • 3. Study Habits.  Research real treasure maps and stories.  (Roll v. ≤ 19)
 Success: +65 chance of success, choose again.
 Failure: ?

Stage 5: Back to school[]

  • 1. Character Study. Send Silk to Glamour Class  (Roll v. ≤ at most 10)


  Success: +1 Temperance SS, access to stage 6.
 Failure: ?
  • 2. Pure Luck.  Send Silk to Revision class.  (Roll v. ≤ at most 23)
 Success: ? access to stage 6.
 Failure: ?
  • 3. Conversation.  Which courses aren't the boring ones?  (Roll v. ≤ at most 23)
 Success: +33 chance of success, choose again
 Failure: ?
  • 4. Temperance.  Send Silk to Enchantment class.   (Roll v. ≤ at most 25)
 Success: +? access to stage 6.
 Failure: ?

Stage 6: Testing, Testing[]

  • 1. Creativity.  Determine if the potion is accessible to all creatures.  (Roll v. ≤ at most 18)
 Success: unlock option 4, choose again.
 Failure: ?
  • 2. Schoolyard Education.  Volunteer to be the tester.  (Roll v. ≤ 9)


  Success: +1 SS Danger Sense
 Failure: +1 Stress
  • 3. Pure Luck.  Have Alan test it.  (Roll v. ≤ 24)
 Success: ?
 Failure: ?
  • 4. Danger Sense.  Have your familiar test it.  (Roll v. ≤ at most 36)
 Success: +1 Danger Sense SS, access  Stage 7.
 Failure: ?

Stage 7: The Breaking Point[]

  • 1. Escape Artist.  Break Silk out of the joint  (Roll v. ≤ at least 22)


  Success: +1 Move Silently skill level (not step), gain Essence of Unluck, conclude adventure.
 Failure: ?
  • 2. Chemistry.  Concoct some sort of potion to eat through the bars.  (Roll v. ≤ at least 18)
 Success: unlock option 3, choose again
 Failure: ?
  • 3. Pure Luck.  Use the potion on the bars.  (Roll v. ≤ 24)


  Success: +2 Escape Artist Skill Level (not step), gain Essence of Unluck, conclude adventure.
 Failure: ?
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