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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:  go to Phase 2


Phase 2: Your Hand Drenched in Runes

1. Try to relax.

Automatic:  add Keystone of the Wall, pause Adventure

2. Theory of Enchantment.  Take a good look at your hand.

Automatic?: add Keystone of the Wall, +1 Orthography SS, pause Adventure

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

Success: Expand Intimidation +1 SS, +400 pims, add Keystone of the Wall, pause Adventure
Failure: add Keystone of the Wall, -1 Relationship with Rui da Casga, pause Adventure


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 v. 11 at most)

Success:  Expand Courage +1 SS, pause Adventure
Failure:  ?

2. Back out.

Automatic:  pause Adventure

3. Glamour Methods.  Magically ensure that you're calm and alert and carry on.  (roll v. ~4)

Success: increase[?] Courage +1 SS, pause Adventure
Failure: ?

4. Social Skills.  Ask delicately about the ship.  Is it likely to be dangerous in some way? (roll v. ?)

Success: ?, choose again
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 v. 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 v. 12 at most)

Success: ?
Failure: -2 Vitality, advance to Phase 3


Phase 3: Young Eustacio

1. Persuasion.  Try to talk Eustacio down.   (roll v. ~14)

Success: ?
Failure: ?

2. Incantation Spells.  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. Wrestling.  Get him on the ground and away from his wand before he can cause any more trouble.  (roll v. ?)

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 v. 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 v. ?)

Success: ?
Failure: ?
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