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==Stage 1: The Ceremony==
 
==Stage 1: The Ceremony==
  +
 
===Phase 1: Hand Against the Stone===
 
===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===
 
===Phase 2: Your Hand Drenched in Runes===
   
 
1. Try to relax.
 
1. Try to relax.
Automatic: Add [[Keystone of the Wall]], pause Adventure.
+
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.
 
2. [[Enchant#Theory of Enchantment|Theory of Enchantment]] vs 5 at most - Take a good look at your hand.
Automatic?: Add [[Keystone of the Wall]], +1 Orthography SS, pause Adventure?
+
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.
 
3. [[Patrol#Hunting|Hunting]] vs 3 - Stay in bed?  Relax?  Oh no.  You're going to have a talk with Rui da Casga.
Success: [[Intimidation]] +1 SS, +400 pims, add Keystone of the Wall, access Stage 2.
+
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 [[Keystone of the Wall]], -1 Relationship with Rui da Casga, pause Adventure?
+
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==
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1. Back out.
 
1. Back out.
 
Automatic: Pause Adventure.
 
Automatic: Pause Adventure.
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?
+
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?
 
Success: [[Forge#Courage|Courage]] +1 SS (only temporarily), choose again.
 
Success: [[Forge#Courage|Courage]] +1 SS (only temporarily), choose again.
 
Failure: ?, choose again.
 
Failure: ?, choose again.
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. (roll v. 11 at most)
+
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.
 
Success: [[Forge#Courage|Courage]] +1 SS, access Stage 3.
 
Success: [[Forge#Courage|Courage]] +1 SS, access Stage 3.
 
Failure: ?, pause Adventure.
 
Failure: ?, pause Adventure.
 
 
4. [[Glamour#Glamour Methods|Glamour Methods]] vs 5 - Magically ensure that you're calm and alert and carry on.
 
4. [[Glamour#Glamour Methods|Glamour Methods]] vs 5 - Magically ensure that you're calm and alert and carry on.
 
Success: [[Forge#Courage|Courage]] +1 SS, access Stage 3.
 
Success: [[Forge#Courage|Courage]] +1 SS, access Stage 3.
 
Failure: [[Forge#Courage|Courage]] -1 SS, pause Adventure.
 
Failure: [[Forge#Courage|Courage]] -1 SS, pause Adventure.
  +
 
==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.
 
Automatic: ?
 
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.
 
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.
 
Success: ?, access Stage 4.
 
Success: ?, access Stage 4.
 
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.
 
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.
 
Success: [[Negation Methods]] +1 SS, access Stage 4.
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==Stage 4: The Collapse==
 
==Stage 4: The Collapse==
   
1. [[Persuasion (Society)|Persuasion]] vs 1-2 - Demand more help than that. (roll v. 14 at most)
+
1. [[Persuasion (Society)|Persuasion]] vs 1-2 - Demand more help than that.
Success: Temporary [[Strength]] +7, [[Luck]] +7, select another option.
+
Success: Temporary [[Strength]] +7, [[Luck]] +7, choose again.
Failure: No effect, select another option.
+
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.
 
2. [[Explore#Climb|Climb]] vs 7-8 - Make your way down into the pit directly, and see what you can find. (Roll vs =< at least 8)
 
 
Success: [[Leadership (War)|Leadership]] +1 SS, [[Courage (Forge)|Courage]] +1 SS, access Stage 5.
 
Success: [[Leadership (War)|Leadership]] +1 SS, [[Courage (Forge)|Courage]] +1 SS, access Stage 5.
Failure: [[Vitality]] -2, 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)
 
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.
 
Success: [[Leadership (War)|Leadership]] +1 SS, [[Courage (Forge)|Courage]] +1 SS, access Stage 5.
Failure: [[Vitality]] -2, 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?
 
Automatic: +1 Relationship Orso Orsi, advance to Phase 2.
 
   
 
1. What about the ship? Is it still functional?
2. Fine.  Yes.  Gate away.
 
Success: advance to Phase 3.
+
Automatic: [[Courage (Forge)|Courage]] +1 SS, Relationship with [[Orso Orsi]] +1, advance to Phase 2.
 
2. Fine. Yes. Gate away.
Failure: ?
 
 
Automatic: [[Courage (Forge)|Courage]] +1 SS, advance to Phase 3.
   
 
===Phase 2: To Pilot the Red Ship===
 
===Phase 2: To Pilot the Red Ship===
   
1. [[Plot#Flawless Timing|Flawless Timing]] vs ? - Don't crash into anything.   (roll v. 12 at most)
+
1. [[Plot#Flawless Timing|Flawless Timing]] vs 5 - Don't crash into anything.
  +
Success: [[Confidence (Rhetoric)|Confidence]] +1 SS
Success: ?
 
Failure: -2 Vitality, advance to Phase 3.
+
Failure: Vitality -2, advance to Phase 3.
  +
 
===Phase 3: Young Eustacio===
 
===Phase 3: Young Eustacio===
   
1. [[Society#Persuasion|Persuasion]] vs ? - Try to talk Eustacio down. (roll v. ~14)
+
1. [[Society#Persuasion|Persuasion]] vs 4 - Try to talk Eustacio down.
 
Success: ?
 
Success: ?
  +
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: ?
 
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#Incantation Spells|Incantation Spells]] vs ? - Professor Briardi's taking care of defence Bring on the magical attacks! (roll v. 12 at most)
 
Success: +1 Concentration SS, +1 Relationship Polisena Briardi, advance to Phase 4.
 
Failure: ?
 
 
3. [[Athletics#Wrestling|Wrestling]] vs ? - Get him on the ground and away from his wand before he can cause any more trouble.  (roll v. ?)
 
 
Success: ?
 
Success: ?
  +
Failure: Relationship with [[Polisena Briardi]] +1, Vitality -1, advance to Phase 4.
Failure: ?
 
   
 
===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: ?
 
 
2. [[Incantation#Incantation Spells|Incantation Spells]] vs ? - Professor Briardi's taking care of defence.  Bring on the magical attacks!    (roll v. 12 at most)
 
Success: +1 Fitness, +10 Merit, ''conclude Adventure.''
 
Failure: ?
 
 
3. [[Athletics#Wrestling|Wrestling]] vs ? - Get him on the ground and away from his wand before he can cause any more trouble.  (roll v. ?)
 
Success: ?
 
Failure: ?
 
[[Category:Adventure]]
 
 
[[Category:Adventure - Fitness]]
 
[[Category:Adventure - Fitness]]
 
[[Category:Adventure - College]]
 
[[Category:Adventure - College]]

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.