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The Keystone
Prerequisites : College Vernin
Begin Date : Unknown
End Date : Unknown
Days : 5
ModTools Name : The Aultrine Problem
Roll Levels : Unknown
Automatic Benefits : Unknown
Possible Benefits : Unknown

This is an adventure for Vernin students in which the side effect of a prank requires somewhat extreme actions to overcome.  At least 5 Actions are required; a successful adventurer can gain multiple skill-ups, Relationship with Orsi and Briardi, College Merit, and a point of Fitness.

Stage 1: The Ceremony

Phase 1: Hand Against the Stone

1. You're ready to wake up now.

Automatic: Advance to Phase 2.

Phase 2: Your Hand Drenched in Runes

1. Try to relax.

Automatic: Add Keystone of the Wall, access Stage 2.

2. Theory of Enchantment vs 5 at most - Take a good look at your hand.

Success: Add Keystone of the Wall, Orthography +1 SS, access Stage 2.
Failure: Add Keystone of the Wall, access Stage 2.

3. Hunting vs 3 - Stay in bed?  Relax?  Oh no.  You're going to have a talk with Rui da Casga.

Success: Add Keystone of the Wall, Intimidation +1 SS, +400 Pims, access Stage 2.
Failure: Add Keystone of the Wall, Relationship with Rui da Casga -1, access Stage 2.

Stage 2: The Red Ship

1. Back out.

Automatic: Pause Adventure.

2. Social Skills vs 5 at most - Ask delicately about the ship. Is it likely to be dangerous in some way?

Success: Courage +1 SS (only temporarily), choose again.
Failure: ?, choose again.

3. Courage vs 2 at most - This is something that you need to do if you're going to get your hand back to normal. Just get it over with.

Success: Courage +1 SS, access Stage 3.
Failure: ?, pause Adventure.

4. Glamour Methods vs 5 - Magically ensure that you're calm and alert and carry on.

Success: Courage +1 SS, access Stage 3.
Failure: Courage -1 SS, pause Adventure.

Stage 3: Writing on the Wall

1. You don't want to know.

Automatic: ?

2. Persuasion vs ? - Whatever's going on here, it's important. Tell Bori what just happened, and get him to tell you what he knows.

Success: ?, access Stage 4.
Failure: ?

3. Negation Spells vs 12 at most - This forgetfullness has to be the work of some kind of Glamour, right? See if you can wash it off of him.

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

Stage 4: The Collapse

1. Persuasion vs 1-2 - Demand more help than that.

Success: Temporary Strength +7, Luck +7, choose again.
Failure: No effect, choose again.

2. Climb vs 7-8 - Make your way down into the pit directly, and see what you can find.

Success: Leadership +1 SS, Courage +1 SS, access Stage 5.
Failure: Vitality -2, access Stage 5?

3. Scouting vs 6 at least, 10 at most - Look around through the adjacent buildings - maybe there's a less intimidating route down. (Roll vs 13 at most)

Success: Leadership +1 SS, Courage +1 SS, access Stage 5.
Failure: Vitality -2, access Stage 5.

Stage 5: The Prisoner's Choice

Phase 1:  Gate or Fly?

1. What about the ship? Is it still functional?

Automatic: Courage +1 SS, Relationship with Orso Orsi +1, advance to Phase 2.

2. Fine. Yes. Gate away.

Automatic: Courage +1 SS, advance to Phase 3.

Phase 2: To Pilot the Red Ship

1. Flawless Timing vs 5 - Don't crash into anything.

Success: Confidence +1 SS
Failure: Vitality -2, advance to Phase 3.

Phase 3: Young Eustacio

1. Persuasion vs 4 - Try to talk Eustacio down.

Success: ?
Failure: Vitality -1, advance to Phase 4.

2. Incantation Spells vs 9 at most - Professor Briardi's taking care of defense. Bring on the magical attacks!

Success: Concentration +1 SS, Relationship with Polisena Briardi +1, advance to Phase 4.
Failure: ?

3. Wrestling vs 5 at least - Get him on the ground and away from his wand before he can cause any more trouble.

Success: ?
Failure: Relationship with Polisena Briardi +1, Vitality -1, advance to Phase 4.

Phase 4: The Dragon and the Wall

1. There's a dragon coming.  A real one.  What can you do?

Automatic: Fitness +1, Relationship with Polisena Briardi +10, Merit +10, remove Keystone of the Wall, conclude Adventure.
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