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{{Adventure
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| Name =
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| Prereqs = [[:Category:Vernin|College Vernin]]
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| Begin =
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| End =
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| Days = 5
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| ModTools = The Aultrine Problem
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| Excludes =
  +
| RollLvls =
 
| Automatic =
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| Possible =
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| Previous =
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| Next =
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}}
 
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==
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, relationshipi with Orso Orsi and Briardi, Merit, and a point of Fitness.
 
   
 
===Phase 1: Hand Against the Stone===
Unlocked by: Being in Vernin.
 
 
 
==Stage 1: The Ceremony==
 
===Phase 1: Hand against the stone===
 
   
 
1. You're ready to wake up now.
 
1. You're ready to wake up now.
Automatic : advance to phase 2
+
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:
 
Fail:
 
   
 
===Phase 2: Your Hand Drenched in Runes===
   
 
1. Try to relax.
  +
Automatic: Add [https://academagia.wikia.com/wiki/Keystone_of_the_Wall Keystone of the Wall], access Stage 2.
 
2. [[Enchant#Theory of Enchantment|Theory of Enchantment]] vs 5 at most - Take a good look at your hand.
  +
Success: Add [https://academagia.wikia.com/wiki/Keystone_of_the_Wall Keystone of the Wall], [[Orthography (Calligraphy)|Orthography]] +1 SS, access Stage 2.
  +
Failure: Add [https://academagia.wikia.com/wiki/Keystone_of_the_Wall Keystone of the Wall], access Stage 2.
 
3. [[Patrol#Hunting|Hunting]] vs 3 - Stay in bed?  Relax?  Oh no.  You're going to have a talk with Rui da Casga.
  +
Success: Add [https://academagia.wikia.com/wiki/Keystone_of_the_Wall Keystone of the Wall], [[Intimidation]] +1 SS, +400 [[Money|Pims]], access Stage 2.
  +
Failure: Add [https://academagia.wikia.com/wiki/Keystone_of_the_Wall Keystone of the Wall], Relationship with [[Rui da Casga]] -1, access Stage 2.
   
 
==Stage 2: The Red Ship==
 
==Stage 2: The Red Ship==
   
 
1. Back out.
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 =< at most 11)
 
 
Automatic: Pause Adventure.
Success: x
 
 
2. [[School Survival#Social Skills|Social Skills]] vs 5 at most - Ask delicately about the ship. Is it likely to be dangerous in some way?
Fail:x
 
  +
Success: [[Forge#Courage|Courage]] +1 SS (only temporarily), choose again.
 
 
Failure: ?, choose again.
2. Back out
 
 
3. [[Forge#Courage|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.
Automatic : Pause adventure
 
 
Success: [[Forge#Courage|Courage]] +1 SS, access Stage 3.
 
  +
Failure: ?, pause Adventure.
3. Glamour methods.  Magically ensure that you're calm and alert and carry on.  (Roll =< at most 4).
+
4. [[Glamour#Glamour Methods|Glamour Methods]] vs 5 - Magically ensure that you're calm and alert and carry on.
Success: temporary +1 to courage SS, access to stage 3.
 
  +
Success: [[Forge#Courage|Courage]] +1 SS, access Stage 3.
Fail:x
 
  +
Failure: [[Forge#Courage|Courage]] -1 SS, pause Adventure.
 
4. Social skills.  Ask delicately about the ship.  is it likely to be dangerous in some way?
 
Success: x choose again.
 
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: ?
+
Automatic: ?
  +
2. [[Society#Persuasion|Persuasion]] vs ? - Whatever's going on here, it's important. Tell Bori what just happened, and get him to tell you what he knows.
Fail:x
 
 
Success: ?, access Stage 4.
 
 
2. Persuasion
 
Success: ?
 
Fail:x
 
 
 
3. Negation Spells
 
Success: +1 Negation Methods
 
Fail:x
 
 
==Stage 4: The Collapse==
 
 
1.Persuasion Demand more help than that. (Roll vs =< at most 14)
 
Success: temporary +7 Strength, temprary +7 Luck, +1 Leaddership SS, acccess to Stage 5.
 
 
Failure: ?
 
Failure: ?
  +
3. [[Negation#Negation Spells|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.
 
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: ?
 
Failure: ?
   
 
==Stage 4: The Collapse==
   
 
1. [[Persuasion (Society)|Persuasion]] vs 1-2 - Demand more help than that.
3. Scouting.  Look around through the adjacent buildings - maybe there's a less intimidating route down. (Roll vs =< 13)
 
Success: x access to stage 4: The Collapse.
+
Success: Temporary [[Strength]] +7, [[Luck]] +7, choose again.
Failure: ?
+
Failure: No effect, choose again.
 
2. [[Explore#Climb|Climb]] vs 7-8 - Make your way down into the pit directly, and see what you can find.
  +
Success: [[Leadership (War)|Leadership]] +1 SS, [[Courage (Forge)|Courage]] +1 SS, access Stage 5.
  +
Failure: Vitality -2, access Stage 5?
 
3. [[Patrol#Scouting|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 (War)|Leadership]] +1 SS, [[Courage (Forge)|Courage]] +1 SS, access Stage 5.
  +
Failure: Vitality -2, access Stage 5.
   
 
==Stage 5: The Prisoner's Choice==
   
==Stage 5: The Prisoner's Choice==
 
 
===Phase 1:  Gate or Fly?===
 
===Phase 1:  Gate or Fly?===
   
 
1. What about the ship? Is it still functional?
1.Fine.  Yes.  Gate away.
 
  +
Automatic: [[Courage (Forge)|Courage]] +1 SS, Relationship with [[Orso Orsi]] +1, advance to Phase 2.
Success: Move to Phase 3
 
 
2. Fine. Yes. Gate away.
Fail:x
 
  +
Automatic: [[Courage (Forge)|Courage]] +1 SS, advance to Phase 3.
   
 
===Phase 2: To Pilot the Red Ship===
   
  +
1. [[Plot#Flawless Timing|Flawless Timing]] vs 5 - Don't crash into anything.
2. What about the ship?  Is it still functional?
 
  +
Success: [[Confidence (Rhetoric)|Confidence]] +1 SS
Automatic: +1 relationship Orso Orsi advance to phase 2.
 
 
Failure: Vitality -2, advance to Phase 3.
 
===Phase 2: To pilot the Red Ship===
 
 
1.Flawless timing.   Don't crash into anything.   (Roll vs =< 12)
 
Success:
 
Fail: -2 Vitality, advance to phase 3.
 
 
   
 
===Phase 3: Young Eustacio===
 
===Phase 3: Young Eustacio===
   
1.Persuasion.  try to talk Eustacio down.   (Roll =< less than 14)
+
1. [[Society#Persuasion|Persuasion]] vs 4 - Try to talk Eustacio down.
 
Success: ?
 
Success: ?
Failure:x
+
Failure: Vitality -1, advance to Phase 4.
 
2. [[Incantation#Incantation Spells|Incantation Spells]] vs 9 at most - Professor Briardi's taking care of defense. Bring on the magical attacks!
  +
Success: [[Concentration (Enspell)|Concentration]] +1 SS, Relationship with [[Polisena Briardi]] +1, advance to Phase 4.
 
Failure: ?
   
 
3. [[Athletics#Wrestling|Wrestling]] vs 5 at least - Get him on the ground and away from his wand before he can cause any more trouble.
 
2.Incantation Spells.  Professor Briardi's taking care of defence Bring on the magical attacks!    (Roll =< less than 12)
 
Success: +1 Concentration SS, +1 relationship Polisena Briardi,advance to phase 4.
 
Failure:x
 
 
 
3. Wrestling.  Get him on the ground and away from his wand before he can cause any more trouble.  red
 
 
Success: ?
 
Success: ?
  +
Failure: Relationship with [[Polisena Briardi]] +1, Vitality -1, advance to Phase 4.
Failure:x
 
   
 
===Phase 4: The Dragon and the Wall===
 
 
===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?
  +
Automatic: [[Fitness|'''Fitness''']] +1, Relationship with [[Polisena Briardi]] +10, [[Collegiate Merit|Merit]] +10, remove [https://academagia.wikia.com/wiki/Keystone_of_the_Wall Keystone of the Wall], conclude Adventure.[[Category:Adventure]]
Success: ?
 
Failure:x
 
 
 
2.Incantation Spells.  Professor Briardi's taking care of defence.  Bring on the magical attacks!    (Roll =< less than 12)
 
Success: +1 Fitness, +10 Merit, conclude adventure.
 
Fail:x
 
 
 
3. Wrestling.  Get him on the ground and away from his wand before he can cause any more trouble.  red
 
Success: ?
 
Failure:x
 
[[Category:Adventure]]
 
 
[[Category:Adventure - Fitness]]
 
[[Category:Adventure - Fitness]]
  +
[[Category:Adventure - College]]
  +
[[Category:Adventure - Vernin]]

Revision as of 14:06, 5 April 2020

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.