Tags: Visual edit apiedit |
Desiderastus (talk | contribs) m (→Phase 1: Hand against the stone: cleanup) Tags: Visual edit apiedit |
||
Line 17: | Line 17: | ||
==Stage 1: The Ceremony== |
==Stage 1: The Ceremony== |
||
− | ===Phase 1: Hand |
+ | ===Phase 1: Hand Against the Stone=== |
1. You're ready to wake up now. |
1. You're ready to wake up now. |
||
− | Automatic |
+ | Automatic: advance to '''Phase 2''' |
---- |
---- |
||
− | ===Phase 2: Your |
+ | ===Phase 2: Your Hand Drenched in Runes=== |
1. Try to relax |
1. Try to relax |
||
− | Automatic |
+ | Automatic: pause Adventure |
2. Theory of Enchantment. Take a good look at your hand. |
2. Theory of Enchantment. Take a good look at your hand. |
||
− | Automatic |
+ | Automatic: +1 Orthography SS, access to '''Stage 2''' |
− | 3. Hunting. Stay in bed? Relax? Oh no. You're going to have a talk with Rui da Casga |
+ | 3. Hunting. Stay in bed? Relax? Oh no. You're going to have a talk with Rui da Casga. |
− | Success: |
+ | Success: ? |
⚫ | |||
− | Fail: |
||
Line 41: | Line 41: | ||
==Stage 2: The Red Ship== |
==Stage 2: The Red Ship== |
||
− | 1.Courage. This is something that you need to do if you're going to get your hand back to normal. Just get it over with. (Roll |
+ | 1. Courage. This is something that you need to do if you're going to get your hand back to normal. Just get it over with. (Roll vs 11 at most) |
− | Success: Courage SS +1, access to |
+ | Success: Courage SS +1, access to '''Stage 3''' |
+ | Failure: ? |
||
− | Fail:x |
||
− | 2. Back out |
+ | 2. Back out. |
− | Automatic |
+ | Automatic: pause Adventure |
− | 3. Glamour methods. Magically ensure that you're calm and alert and carry on. (Roll |
+ | 3. Glamour methods. Magically ensure that you're calm and alert and carry on. (Roll vs 4 at most) |
− | Success: temporary +1 to |
+ | Success: temporary +1 to Courage SS, access to '''Stage 3''' |
+ | Failure: ? |
||
− | Fail:x |
||
4. Social skills. Ask delicately about the ship. is it likely to be dangerous in some way? |
4. Social skills. Ask delicately about the ship. is it likely to be dangerous in some way? |
||
− | Success: |
+ | Success: ?, ''choose another Option'' |
+ | Failure: ? |
||
− | Fail:x |
||
==Stage 3: Writing on the Wall== |
==Stage 3: Writing on the Wall== |
||
− | 1. You Don't Want to Know |
+ | 1. You Don't Want to Know [?] |
Success: ? |
Success: ? |
||
+ | Failure: ? |
||
− | Fail:x |
||
− | |||
2. Persuasion |
2. Persuasion |
||
Success: ? |
Success: ? |
||
+ | Failure: ? |
||
− | Fail:x |
||
− | |||
3. Negation Spells |
3. Negation Spells |
||
Success: +1 Negation Methods SS |
Success: +1 Negation Methods SS |
||
+ | Failure: ? |
||
− | Fail:x |
||
==Stage 4: The Collapse== |
==Stage 4: The Collapse== |
||
− | 1.Persuasion. Demand more help than that. (Roll vs |
+ | 1. Persuasion. Demand more help than that. (Roll vs 14 at most) |
− | Success: temporary +7 Strength, |
+ | Success: temporary +7 Strength, temporary +7 Luck, +1 Leadership SS, access to '''Stage 5''' |
Failure: ? |
Failure: ? |
||
− | |||
2. Climb. Make your way down into the pit directly, and see what you can find. (Roll vs =< at least 8) |
2. Climb. Make your way down into the pit directly, and see what you can find. (Roll vs =< at least 8) |
||
− | Success: +1 Leadership SS, access Stage 5 |
+ | Success: +1 Leadership SS, access '''Stage 5''' |
Failure: ? |
Failure: ? |
||
⚫ | |||
− | |||
⚫ | |||
⚫ | |||
⚫ | |||
Failure: ? |
Failure: ? |
||
Line 94: | Line 90: | ||
1.Fine. Yes. Gate away. |
1.Fine. Yes. Gate away. |
||
− | Success: |
+ | Success: advance to '''Phase 3''' |
+ | Failure: ? |
||
− | Fail:x |
||
− | |||
2. What about the ship? Is it still functional? |
2. What about the ship? Is it still functional? |
||
− | Automatic: +1 |
+ | Automatic: +1 Relationship Orso Orsi, advance to '''Phase 2''' |
− | ===Phase 2: To |
+ | ===Phase 2: To Pilot the Red Ship=== |
− | 1.Flawless |
+ | 1. Flawless Timing. Don't crash into anything. (Roll vs 12 at most) |
− | Success: |
+ | Success: ? |
− | + | Failure: -2 Vitality, advance to '''Phase 3''' |
|
===Phase 3: Young Eustacio=== |
===Phase 3: Young Eustacio=== |
||
− | 1.Persuasion. |
+ | 1.Persuasion. Try to talk Eustacio down. (Roll ~14) |
Success: ? |
Success: ? |
||
− | Failure: |
+ | Failure: ? |
⚫ | |||
⚫ | |||
+ | Failure: ? |
||
⚫ | |||
⚫ | |||
⚫ | |||
⚫ | |||
− | |||
− | |||
⚫ | |||
Success: ? |
Success: ? |
||
− | Failure: |
+ | Failure: ? |
− | ===Phase 4: |
+ | ===Phase 4: The Dragon and the Wall=== |
1. There's a dragon coming. A real one. What can you do? |
1. There's a dragon coming. A real one. What can you do? |
||
Success: ? |
Success: ? |
||
− | Failure: |
+ | Failure: ? |
⚫ | |||
⚫ | |||
+ | Failure: ? |
||
⚫ | |||
⚫ | |||
⚫ | |||
− | Fail:x |
||
− | |||
− | |||
⚫ | |||
Success: ? |
Success: ? |
||
− | Failure: |
+ | Failure: ? |
[[Category:Adventure]] |
[[Category:Adventure]] |
||
[[Category:Adventure - Fitness]] |
[[Category:Adventure - Fitness]] |
Revision as of 06:26, 12 September 2017
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 adventure actions are required, a successful adventurer can gain multiple skill-ups, relationship with Orso Orsi and Briardi, 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: pause Adventure
2. Theory of Enchantment. Take a good look at your hand.
Automatic: +1 Orthography SS, access to Stage 2
3. Hunting. Stay in bed? Relax? Oh no. You're going to have a talk with Rui da Casga.
Success: ? Failure: ?
Stage 2: The Red Ship
1. Courage. This is something that you need to do if you're going to get your hand back to normal. Just get it over with. (Roll vs 11 at most)
Success: Courage SS +1, access to Stage 3 Failure: ?
2. Back out.
Automatic: pause Adventure
3. Glamour methods. Magically ensure that you're calm and alert and carry on. (Roll vs 4 at most)
Success: temporary +1 to Courage SS, access to Stage 3 Failure: ?
4. Social skills. Ask delicately about the ship. is it likely to be dangerous in some way?
Success: ?, choose another Option Failure: ?
Stage 3: Writing on the Wall
1. You Don't Want to Know [?]
Success: ? Failure: ?
2. Persuasion
Success: ? Failure: ?
3. Negation Spells
Success: +1 Negation Methods SS Failure: ?
Stage 4: The Collapse
1. Persuasion. Demand more help than that. (Roll vs 14 at most)
Success: temporary +7 Strength, temporary +7 Luck, +1 Leadership SS, access to Stage 5 Failure: ?
2. Climb. Make your way down into the pit directly, and see what you can find. (Roll vs =< at least 8)
Success: +1 Leadership SS, access Stage 5 Failure: ?
3. Scouting. Look around through the adjacent buildings - maybe there's a less intimidating route down. (Roll vs 13 at most)
Success: Courage SS +1, access to Stage 5 Failure: ?
Stage 5: The Prisoner's Choice
Phase 1: Gate or Fly?
1.Fine. Yes. Gate away.
Success: advance to Phase 3 Failure: ?
2. What about the ship? Is it still functional?
Automatic: +1 Relationship Orso Orsi, advance to Phase 2
Phase 2: To Pilot the Red Ship
1. Flawless Timing. Don't crash into anything. (Roll vs 12 at most)
Success: ? Failure: -2 Vitality, advance to Phase 3
Phase 3: Young Eustacio
1.Persuasion. Try to talk Eustacio down. (Roll ~14)
Success: ? Failure: ?
2.Incantation Spells. Professor Briardi's taking care of defence. Bring on the magical attacks! (Roll vs 12 at most)
Success: +1 Concentration SS, +1 Relationship Polisena Briardi, advance to Phase 4 Failure: ?
3. Wrestling. Get him on the ground and away from his wand before he can cause any more trouble. (Roll vs ?)
Success: ? Failure: ?
Phase 4: The Dragon and the Wall
1. There's a dragon coming. A real one. What can you do?
Success: ? Failure: ?
2.Incantation Spells. Professor Briardi's taking care of defence. Bring on the magical attacks! (Roll vs 12 at most)
Success: +1 Fitness, +10 Merit, conclude Adventure Failure: ?
3. Wrestling. Get him on the ground and away from his wand before he can cause any more trouble. (Roll vs ?)
Success: ? Failure: ?