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An adventure with Caspar Pfeuffer.  The adventure takes only 4 sessions and results in you potentially gaining a point of Charm.


Stage 1:  The Library's Astonishing Picture

Phase 1: The Pointing Girl

  • 1. The Pointing Girl
Automatic: Advance to phase 2.


Phase 2: The Artist's village mob

  • 1. This is not worth risking your life over.  Tell Caspar that you can't help him and run for it!
Automatic: Pause adventure


  • 2. Observation.  Try to get a closer look at these villagers
 Success: ? choose again
 Failure: ?


  • 3. Intimidation.  Agree to help Caspar...and see if you can scare the villagers enough to make them stop threatening you.  (Roll =< no more than 13)
 Success: +1 Intimidation SS, advance to phase 3.
 Failure: ?


  • 4. Beguile.  Agree to help Caspar...and see if you can bluff your way out of this.  (Roll vs =< 11)
 Success: temporary +2 to Intimidation SS, advance to phase 3.
 Failure: ?


Phase 3. Checking out the village

  • 1. Observation.  Get a better look at the crowd as they are distracted by Caspar.   (Roll =< no more than 21)
 Success: ? open option 5
 Failure: ?


  • 2. Manipulation.  Try to distract the girl and get a look at the village.   (Roll =< 10)
 Success: +1 Infiltration SS, advance to phase 4
 Failure: ?


  • 3. Sleight-of-hand.  Perform a few "magic" tricks to win some trust, and then question the little girl.  (Roll =< 7)
 Success: ?
 Failure: Pause adventure.


  • 4. Beguile.  Agree to help Caspar...and see if you can bluff your way out of this.  (Roll vs =< 11)
 Success: ?
 Failure: ?


  • 5. Conversation.  Question the boy.   (Roll =< 16)
 Success: +1 Conversation SS, advance to phase 4.
 Failure: -1 Conversation SS, pause adventure.


Phase 4. Fleshing out the characters

  • 1. Botany.  Collect some plant samples.   (Roll =< 16)
 Success: +1 Roots SS, +1 Relationship Caspar Pfeuffer, access to stage 2.
 Failure: -1 Roots SS, pause adventure.


  • 2. Animal Husbandry.  Gather some samples from animals.  (Roll =< 8)
 Success: ? access to stage 2.
 Failure: ?


  • 3. Pure Luck.  See if there are any students willing to help  (Roll =< 11)
 Success: ?  open option 4, choose again
 Failure: ?  choose again


  • 4  Persuasion.  Convince Asmita to lend you some ingredients  (Roll =< no more than 23)
 Success: access Stage 2.
 Failure: ?  choose again


Stage 2:  Building the Perfect Scene

Phase 1: Painting the buildings

  • 1. Etiquette.  Try to convince an architect to help you.  (Roll vs =< 17)
 Success: +3 Etiquette SS, advance to Phase 2.
 Failure: -2 Etiquette, pause adventure.


  • 2. Conversation.  Ask around town about the Architects' guild. (Roll vs =< 17)
 Success: open option 3, choose again
 Failure: ?


  • 3. Blackmail.  Blackmail the unethical architect. (Roll vs =< more than 14)
 Success: ?
 Failure: ?


Phase 2: The other paintings

  • 1. Examine the picture of the roaring lion
 Automatic: +1 Danger Sense SS, access stage 3.


  • 2. Observation.  Take a closer look at the paintings (Roll =< no more than 23)
 Success: +33% chance of success, choose again.
 Failure: ?


  • 3. Art Appreciation.  Examine the painting of the farmer.  (Roll =< no more than 16)
 Success: +1 Art Appreciation SS, access to Stage 3.
 Failure: ?


  • 4. Art Appreciation.  Examine the still-life painting  (Roll vs =< 16)
 Success: ?
 Failure: ?


Stage 3:  Seeking the Creator

  • 1. Observation.  Use the paintings to figure out when the Artist worked (Roll vs =< no more than 24)
 Success: +33% chance of success, choose again.
 Failure: ?


  • 2. Conversation.  Ask a painted figure for additional information (Roll vs =< 16)
 Success: +1 Conversation SS, access to Stage 4.
 Failure: ?  choose again


  • 3. Library knowledge.  Scan the stacks for information (Roll vs =< 25)
 Success: ?
 Failure: ?


  • 4. Conversation.  Ask librarian for help.  (Roll vs =< 16)
 Success: ?
 Failure: ?  choose again


Stage 4: Connecting the two worlds

  • 1. It's time to celebrate Casper's accomplishments and bid farewell to the villagers.
 Automatic: ?


  • 2. Tactics.  Look for an opening from within the painting. (Roll vs =< no more than 16)
 Success: open options 3 and 4, choose again.
 Failure: ?  choose again


  • 3. Befriend.  Ask Molly if she wants to visit (Roll vs =< 18)
 Success: +1 Charm, conclude adventure.
 Failure: ?


  • 4. Dedication.  Tell the villagers about the tree portal.Conversation.  Ask librarian for help.  (Roll vs =< 22)
 Success: +1 Insight, conclude adventure.
 Failure: ?  choose again
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