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The Mysterious Scholar (Adventure)
Prerequisites : Vuillaume Eparvier ≥ 3, no rivalry
Begin Date : Unknown
End Date : Unknown
Days : Unknown
ModTools Name : Vuillaume Student Adventure
Roll Levels : Unknown
Automatic Benefits : Unknown
Possible Benefits : Unknown

This adventure involves aiding the mysterious scholar in the creation of a magical device - and chickens.  A successful adventurer can gain magic items, multiple skill-ups, relationship with Vuillaume Eparvier, and a point of Charm or Intelligence.

Stage 1.  The Mysterious Scholar

Phase 1: The Mysterious Scholar

  • A Smart, dangerous beauty. Leads to "Who is that lady... seriously, who is she?"
 Automatic: Advance to Phase 2


Phase 2: Who is that lady... seriously, who is she?

  • 1. Dance. This sounds a bit foreboding - maybe unusual protective measures could help.  (Roll vs. Finesse/dance vs. 4)
 Success: 33% chance of success
 Failure: ? choose again


  • 2. Pure Luck. Forget about Vuillaume. Girls like her are trouble. (Exit. Luck/Pure Luck vs. 3)
 Success: +1 Pure Luck SS, Leads to Blast Off.
 Failure: Pause Adventure


  • 3.Pure Luck. Find Vuillaume and introduce yourself. (Exit. Luck/Pure Luck vs. 5)
 Success: +1 Scouting. Leads to Warning: Scientist at Work
 Failure: Pause Adventure


  • 4. Move Silently. Before introducing yourself, spy on her first. (Intelligence/Move Silently vs 4)
 Success: +1 Hide. Leads to "Spy vs. Bomb"
 Failure: Pause Adventure


Phase 3a: Blast Off!

  • 1. Materials Knowledge. Can you use any spells? (Investigate. Insight/Material Knowledge vs. 8)
 Success: 33% chance of success, choose again.
 Failure: ? choose again.
  • 2. Running. Run for cover. (Exit. Fitness/Running vs. 6)
 Success: +1 Running SS, Leads to New Fangled Contraption
 Failure: Pause Adventure
  • 3. Brute Strength. Kick the explosive away. (Exit. Strength/Brute Strength vs. 5)
 Success: +1 Brute Strength SS, Leads to New Fangled Contraption
 Failure: Pause Adventure

Phase 3b: Warning.  Scientist at Work.

  • 1. Materials Knowledge. Can you use a spell? (Investigate. Insight/Material Knowledge vs. 8)
 Success: 33% chance of success, choose again.
 Failure: ? choose again.


  • 2. Running. Run for cover. (Exit. Fitness/Running vs. 5 - gives +1 Running.
 Success: +1 Running SS, Leads to New Fangled Contraption
 Failure: Pause Adventure


  • 3. Brute Strength. Kick the explosive away. (Exit. Strength/Brute Strength vs. 5)
 Success: +1 Brute Strength. Leads to New Fangled Contraption
 Failure: Pause Adventure


Phase 3c. "Spy vs. Bomb"

  • 1. Materials Knowledge. Can you use any spells? (Investigate. Insight/Material Knowledge vs. 8)
 Success: 33% chance of success, choose again.
 Failure: ? choose again.
  • 2. Running. Run for cover. (Exit. Fitness/Running vs. 6)
 Success: +1 Running SS, Leads to New Fangled Contraption
 Failure: Pause Adventure
  • 3. Brute Strength. Kick the explosive away. (Exit. Strength/Brute Strength vs. 5)
 Success: +1 Brute Strength SS, Leads to New Fangled Contraption
 Failure: Pause Adventure


Phase 4: New Fangled Contraption

  • 1. Character Study. Before discussing options, size up Vuillaume one more time. (Roll vs Intelligence/Character Study vs. 9)
 Success: memory gain, unlocks Exit3.
 Failure: ?


  • 2. Flawless Timing. “Put it on,” orders Vuillaume. (Exit. Luck/Flawless Timing vs. 6)
 Success: +1 Flawless Timing SS. Leads to Five's A Crowd
 Failure: ?


  • 3. Incantation Spells. “That’s a good idea and I agree that we should first test the shield on an inanimate object,” replies Vuillaume. (Exit. Intelligence/Incantation Spells vs. 7)
 Success: +1 Incantation Spells SS. Leads to Five's A Crowd
 Failure: ?


  • Incantation Spells. “That’s a good idea! I'll be the test subject,” proclaims Vuillaume. (Exit. Intelligence/Incantation Spells vs. 4)
 Success: +1 Incantation Spells SS. Leads to Five's A Crowd
 Failure: ?

Phase 5: Five's A Crowd

  1. Negotiate. Hey, these are your classmates, right? (Investigate. Charm/Negotiate vs. 11 - gives CoS 33%)
  2. Glamour Spells. Cast Treachery of the Senses. (Exit Intelligence/Glamour Spells vs. 8 - gains +1 Glamour Spells. Leads to 'Something Fowl in the State of Academagia')
  3. Bribe the students to keep knowledge of the black chicken a secret. (Exit. Requires 3 Pim. Charm/Character Study vs. 8 - gains +1 Character Study -3 Pims. Leads to 'Something Fowl in the State of Academagia')
  4. Befriend. Ask the students what they are going to do now that they have seen a black chicken. (Exit. Charm/Befriend vs. 8 - gives +1 Persuasion. Leads to Map Quest)

Stage 2.

Phase 1: 'Something Fowl in the State of Academagia'

  1. Gossip. What's the school doing? (Investigate. Charm/Gossip vs. 13. Gives memory (Seems vague, but MIGHT unlock exit3, otherwise empty memory) .)
  2. Patience. Stake out a location on campus with plenty of fabric and wait for the black chicken to arrive. (Exit. Strength/Patience vs. 10 - gives +1 Patience. Leads to Hen Hunt)
  3. Traps. Set a trap for the black chicken. (Exit. Intelligence/Traps vs. 10 - gives +1 Traps. Leads to Hen Hunt)
  4. Ambush. Subdue it in the stablery. (Exit. Fitness/Ambush vs. 7 - gives +1 Traps. Leads to Hen Hunt)


Phase 2: Map Quest

  1. Logic. Where is the quickest place to look for a map? (Investigate. Insight/Logic vs. 13 - gives memory, unlocks exit 3)
  2. Library Knowledge. Search the library for a map. (Exit. Intelligence/Library Knowledge vs. 11 - gives +1 Library Knowledge. Leads to "Bully Run")
  3. Conversation. Seek assistance from an expert on the campus of Academagia. (Exit. Charm/Conversation vs. 11 - gives +1 Pure Luck. Leads to "Bully Run")
  4. Danger Sense. Raid the staff office. (Exit. Finesse/Danger Sense vs. 9 - gives +1 Cartography. Leads to "Bully Run")


Stage 3a: Hen Hunt

  1. Observation. Examine the secret passageway. (Investigate. Intelligence/Observation vs. 14 - gives "You have found a swatch of ramie." whatever that is.
  2. Running. Chase the black chicken. (Exit. Fitness/running vs. 12 - gives +1 Running. Leads to Stage 4)
  3. Planning. Wait for the chicken to return. (Exit. Luck/Planning vs. 12 - gives Patience. Leads to Stage 4)
  4. Theory of Astrology. Cast Lesser Charm of Fixing. (Exit. Intelligence/Theory of Astrology vs. 12 - gives you +1 Theory of Astrology. Leads to Stage 4)


Stage 3b: "Bully Run"

  1. Negotiate. Get Vuillaume to cool down. (Investigate. charm/Negotiate vs. 14 - gives memory, unlocks exit 3)
  2. Brute Strength. Go after Philippe. (Exit. Strength/Brute Strength vs. 12 - gives +1 Brute Strength. Leads to stage 4)
  3. Flawless Timing. Run after Joana. (Exit. Finesse/Flawless Timing vs. 12 - gives Flawless Timing. Leads to stage 4)
  4. Let Vuillaume handle the both of them. (Exit. Auto Success. - gives Hugging Snake. Leads to stage 4.)

Stage 4: "Sweet Gabardine"

  1. Interrogation. What does gabardine look like? (Investigate. Charm/Interrogation vs. 15 - gives memory. Unlocks exit 3)
  2. Sleuthing. Buy the fabric. (Exit. Luck/Sleuthing vs. 13 - gives +1 Sleuthing. Leads to Flying the Coop?)
  3. Conceal. Scour the campus for scraps of gabardine. (Exit. Finesse/Conceal vs. 12 - gives +1 Conceal. Leads to Flying the Coop?)
  4. Materials Knowledge. Cut up Vuillaume’s gabardine coat. (Exit. Insight/Materials Knowledge vs. 9 - gives +1 Materials Knowledge. Leads to Flying the Coop?)


Stage 5: Flying the Coop?

  • 1. Conversation. Can you trick the chicken? (Investigate. Charm/Conversation vs. 15)
 Success: Opens option 4, choose again.
 Failure: ?


  • 2. Diplomacy. Agree to the black chicken’s terms. (Exit. Finesse/Diplomacy vs. 9)
 Success: Gives +1 Diplomacy. Leads to The Black Rooster stage 6a.
 Failure: ?


  • 3. Negotiate. Agree to the black chicken’s terms, but demand three times the original payment. (Exit. Intelligence/Negotiate vs. 12)
 Success: Gives +1 Persuasion. Leads to The Black Rooster stage 6a.
 Failure: ?


  • 4. Brute Strength. Take her to the chopping block. (Exit. Strength/Brute Strength vs. 13)
 Success: Gives +1 Bluff. Leads to The New Deal stage 6b.
 Failure: ?

Stage 6a. The Black Rooster

  1. Famous Dilemmas. Erm...what's the proper fowl greeting? (Investigate. Intelligence/Famous Dilemmas vs. 15 - gives CoS 50%.)
  2. Flattery. Greet the rooster with politeness and formality. (Exit. Charm/Flattery vs. 13 gives+1 Flattery skill level (not step) and "Your Flattery Knows no Match". Leads to Deception
  3. Intimidation. Refuse to greet the rooster. (Exit. Strength/Intimidation vs. 13 - gives "Your Intimidation is Astounding". Leads to Deception
  4. Diplomacy. Peck the big black rooster. Charm/Diplomacy vs. 13 - gives "Your Diplomacy Knows No Bounds". Leads to Deception.

Stage 7a: Deception

  1. Strategy. Think before you attack. (Investigate. Insight/Strategy vs. 19 - gives CoS 50%.)
  2. Tactics. Use Vuillaume’s magic shield device. (Exit. Intelligence/Tactics vs. 17 - gives +1 Intelligence. Leads to Fowl Play)
  3. Revision. Cast Lesser Alteration of Color. (Exit. Intelligence/Revision vs. 17 - gives +1 Intelligence. Leads to Fowl Play)


Stage 8a: Fowl Play

  1. Observation. Take a closer look at the black chicken. (Investigate. Intelligence/Observation vs. 25 - gives memory, unlocks exit3.)
  2. Courage. Defend yourself. (Exit. Strength/Courage vs. 20 - gives +1000 pims, + "You now have a Magical Gabardine Coat.")
  3. Running. Run away. (Exit. Fitness/Running vs. 20 - gives +1000 pims, + "You now have a Magical Gabardine Coat.")
  4. Composure. Stand calmly and do nothing. (Exit. Finesse/Composure vs. 17 -gives +1000 pims, + "You now have a Magical Gabardine Coat.")


Stage 6b: The New Deal

  1. Creativity. There's a whim waiting to be followed... (Investigate. Insight/Creativity. vs. 15 - gives CoS 50%.)
  2. Endurance. “Can I make you a black feather headdress?” (Exit. Strength/Endurance vs. 13 - gives "You now have a black feather headdress." Leads to Fabrics Anonymous
  3. Awareness. “Or would you prefer I sew you some magical socks?” (Exit. Intelligence/Awareness vs. 13 - gives "You now have magical tube socks." Gain magic knit socks. Leads to Fabrics Anonymous


Stage 7b: Fabrics Anonymous

  1. Logic. Erm. What should you do? (Investigate. Insight/Logic vs. 19 - gives CoS 50%.)
  2. Willpower. Have the black chicken quit cold turkey. (Exit. Strength/Willpower vs. 17 - gives +1 Charm. Leads to 11b)
  3. Strategy. Slowly wean the black chicken off fabric. (Exit. Intelligence/Strategy vs. 17 - gives +1 Intelligence. Leads to 11b)


Stage 8b: Intervention Gone Wrong

  1. Planning. Think before you leap! (Investigate. Insight/Plannning vs. 25 - gives CoS 50%)
  2. Pure Luck. Use Vuillaume’s magic shield. (Exit. Insight/Pure Luck vs. 20 - gives Magic Shield Device)
  3. Running. Run away. (Exit. Fitness/running vs. 20 - gives Magic Shield Device)


Note.  The Magic Shield Device may only be "gained" when you identify the Magical Gabardine Coat either by Taking it to the Artificers or by selling it to a shop and then buying it back.

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