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Failure: ? |
Failure: ? |
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2. [[Bully]] vs 4 - Force another student to act as a distraction while you sneak past the guards. |
2. [[Bully]] vs 4 - Force another student to act as a distraction while you sneak past the guards. |
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+ | Success: [[Bully#Intimidation|Intimidation]] +1, advance to Phase 3. |
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− | Success: ? |
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− | Failure: Vitality -1, |
+ | Failure: Vitality -1, restart Adventure. |
3. [[Ambush#Move Silently|Move Silently]] vs 5-23 - Sneak past the guards and see if the airship is real. |
3. [[Ambush#Move Silently|Move Silently]] vs 5-23 - Sneak past the guards and see if the airship is real. |
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Success: [[Plot#Flawless Timing|Flawless Timing]] +1 SS, advance to Phase 3. |
Success: [[Plot#Flawless Timing|Flawless Timing]] +1 SS, advance to Phase 3. |
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− | Failure: Merit -3, |
+ | Failure: Merit -3, restart Adventure. |
===Phase 3: The Search for the Ship=== |
===Phase 3: The Search for the Ship=== |
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1. [[Blackmail#Observation|Observation]] vs 9 - Just look for it! |
1. [[Blackmail#Observation|Observation]] vs 9 - Just look for it! |
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Success: [[Patrol#Scouting|Scouting]] +1 SS, advance to Phase 4. |
Success: [[Patrol#Scouting|Scouting]] +1 SS, advance to Phase 4. |
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− | Failure: Stress +1, |
+ | Failure: Stress +1, restart Adventure. |
2. [[Bully#Interrogation|Interrogation]] vs 5-7 - Ask around for information on the airship. |
2. [[Bully#Interrogation|Interrogation]] vs 5-7 - Ask around for information on the airship. |
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Success: [[Rhetoric#Passion|Passion]] +1 SS, advance to Phase 4. |
Success: [[Rhetoric#Passion|Passion]] +1 SS, advance to Phase 4. |
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− | Failure: Stress +1, |
+ | Failure: Stress +1, restart Adventure. (Storytelling? +1 SS) |
3. [[Calligraphy#Illustration|Illustration]] vs 5-6 - Sketch a drawing of the airship and ask if anyone has seen it. |
3. [[Calligraphy#Illustration|Illustration]] vs 5-6 - Sketch a drawing of the airship and ask if anyone has seen it. |
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+ | Success: [[Bully#Interrogation|Interrogation]] +1 SS, advance to Phase 4. |
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− | Success: ? |
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− | Failure: Stress +1, |
+ | Failure: Stress +1, restart Adventure. |
===Phase 4: The Challange=== |
===Phase 4: The Challange=== |
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⚫ | |||
− | |||
+ | Success: [[Law#Debate|Debate]] +1 SS, advance to Phase 5. |
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⚫ | |||
⚫ | |||
⚫ | |||
Success: [[Sleight-of-Hand#Composure|Composure]] +1 SS, [[Beguile#Character Study|Character Study]] +1 SS, advance to Phase 5. |
Success: [[Sleight-of-Hand#Composure|Composure]] +1 SS, [[Beguile#Character Study|Character Study]] +1 SS, advance to Phase 5. |
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+ | Failure: Reprimanded by [[Oliver Storey]], pause Adventure. |
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⚫ | |||
⚫ | |||
⚫ | |||
− | Success: [[ |
+ | Success: [[Beguile#Storytelling|Storytelling]] +1 SS advance to Phase 5. |
− | Failure: ? |
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⚫ | |||
− | Success: [[Beguile#Storytelling|Storytelling]] +1 SS, [[Rhetoric#Confidence|Confidence]] +1 SS, advance to Phase 5. |
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Failure: ? |
Failure: ? |
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Success: ? |
Success: ? |
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Failure: Stress +1, pause Adventure. |
Failure: Stress +1, pause Adventure. |
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− | 2. [[Rhetoric#Famous Speeches|Famous Speeches]] vs |
+ | 2. [[Rhetoric#Famous Speeches|Famous Speeches]] vs 9 - Stop the argument by reciting a famous speech that softens their resolve. |
− | Success: [[ |
+ | Success: [[War#Leadership|Leadership]] +1 SS, [[Passion (Rhetoric)|Passion]] +1 SS, advance to Phase 6. |
− | Failure: |
+ | Failure: Stress +1, pause Adventure. |
3. [[Heraldry#Diplomacy|Diplomacy]] vs 7 - Negotiate an agreement between the crew members. |
3. [[Heraldry#Diplomacy|Diplomacy]] vs 7 - Negotiate an agreement between the crew members. |
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Success: [[War#Leadership|Leadership]] +1 SS, [[Befriend#Temperance|Temperance]] +1 SS, advance to Phase 6. |
Success: [[War#Leadership|Leadership]] +1 SS, [[Befriend#Temperance|Temperance]] +1 SS, advance to Phase 6. |
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Success: ? |
Success: ? |
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Failure: -50 Money |
Failure: -50 Money |
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− | 3. [[Economy#Negotiate|Negotiate]] vs |
+ | 3. [[Economy#Negotiate|Negotiate]] vs 11 - Barter with the shopkeeper to get a better price. |
− | Success: [[ |
+ | Success: [[Character Study]] +1 SS, [[Bluff (Gossip)|Bluff]] +1 SS, advance to Phase 7. |
− | Failure: |
+ | Failure: Stress +1, pause Adventure. |
4. [[Sleight-of-Hand]] vs 7 - Steal the part without the shopkeeper noticing. |
4. [[Sleight-of-Hand]] vs 7 - Steal the part without the shopkeeper noticing. |
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Success: [[Sleight-of-Hand#Conceal|Conceal]] +1 SS, [[Espionage#Acting|Acting]] +1 SS, advance to Phase 7. |
Success: [[Sleight-of-Hand#Conceal|Conceal]] +1 SS, [[Espionage#Acting|Acting]] +1 SS, advance to Phase 7. |
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Failure: Reprimanded by [[Orso Orsi]], relationship with [[Orso Orsi]] -1, pause Adventure. |
Failure: Reprimanded by [[Orso Orsi]], relationship with [[Orso Orsi]] -1, pause Adventure. |
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− | ===Phase 7: |
+ | ===Phase 7: Fixing The Ship=== |
1. [[Engineering#Clockwork|Clockwork]] vs 9-16 - Use your knowledge of gears to force the animal out. |
1. [[Engineering#Clockwork|Clockwork]] vs 9-16 - Use your knowledge of gears to force the animal out. |
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Success: ? |
Success: ? |
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− | Failure: |
+ | Failure: Stress +2, pause Adventure. |
− | 2. [[Explore#Animal Husbandry|Animal Husbandry]] vs |
+ | 2. [[Explore#Animal Husbandry|Animal Husbandry]] vs 10 - Use your gift with animals to coax the animal towards you. |
Success: [[Befriend#Temperance|Temperance]] +1 SS, [[Malice#Patience|Patience]] +1 SS, advance to Phase 8. |
Success: [[Befriend#Temperance|Temperance]] +1 SS, [[Malice#Patience|Patience]] +1 SS, advance to Phase 8. |
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− | Failure: |
+ | Failure: Stress +2, pause Adventure. |
− | 3. [[School Survival#Familiar Kinship|Familiar Kinship]] vs 10-19 - Use your strong relationship with your familiar to convince the animal you won't hurt it. |
+ | 3. [[School Survival#Familiar Kinship|Familiar Kinship]] vs 10-19 - Use your strong relationship with your familiar to convince the animal you won't hurt it. (Apparently that's not an option, if you have the [[Familiar - Spirit|Spirit]] familiar.) |
− | Success: ? |
+ | Success: ?, advance to Phase 8. |
Failure: ? |
Failure: ? |
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− | ===Phase 8: |
+ | ===Phase 8: Rehabilitation=== |
1. Bring the poor thing to Professor Pachait. |
1. Bring the poor thing to Professor Pachait. |
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Automatic: [[Finesse|'''Finesse''']] +1, Relationship with [[Regnault Pachait]] +1, conclude Adventure. |
Automatic: [[Finesse|'''Finesse''']] +1, Relationship with [[Regnault Pachait]] +1, conclude Adventure. |
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− | 2. [[Explore]] vs |
+ | 2. [[Explore]] vs 11 - Find a good place for the animal to live. |
Success: '''[[Luck]]''' +1, [[Patrol#Scouting|Scouting]] +1 Skill Level, [[Explore#Animal Husbandry|Animal Husbandry]] +1 Skill Level (levels, not steps in both cases), conclude Adventure. |
Success: '''[[Luck]]''' +1, [[Patrol#Scouting|Scouting]] +1 Skill Level, [[Explore#Animal Husbandry|Animal Husbandry]] +1 Skill Level (levels, not steps in both cases), conclude Adventure. |
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Failure: Stress +2, pause Adventure. |
Failure: Stress +2, pause Adventure. |
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3. [[Botany]] vs 10-19 - Gather branches, grass, and whatever else you need to build a nest for the animal. |
3. [[Botany]] vs 10-19 - Gather branches, grass, and whatever else you need to build a nest for the animal. |
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Success: '''[[Intelligence]]''' +1, [[Patrol#Scouting|Scouting]] +1 Skill Level, [[Explore#Animal Husbandry|Animal Husbandry]] +1 Skill Level (levels, not steps in both cases), conclude Adventure. |
Success: '''[[Intelligence]]''' +1, [[Patrol#Scouting|Scouting]] +1 Skill Level, [[Explore#Animal Husbandry|Animal Husbandry]] +1 Skill Level (levels, not steps in both cases), conclude Adventure. |
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− | Failure: |
+ | Failure: Stress +2, pause Adventure. |
4. [[Zoology#Mammals|Mammals]] vs 11-17 - Use your knowledge of animals to find an appropriate habitat for the animal. |
4. [[Zoology#Mammals|Mammals]] vs 11-17 - Use your knowledge of animals to find an appropriate habitat for the animal. |
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Success: '''[[Intelligence]]''' +1, [[Patrol#Scouting|Scouting]] +1 Skill Level, [[Explore#Animal Husbandry|Animal Husbandry]] +1 Skill Level (levels, not steps in both cases), conclude Adventure. |
Success: '''[[Intelligence]]''' +1, [[Patrol#Scouting|Scouting]] +1 Skill Level, [[Explore#Animal Husbandry|Animal Husbandry]] +1 Skill Level (levels, not steps in both cases), conclude Adventure. |
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− | Failure: |
+ | Failure: Stress +2, pause Adventure. |
[[Category:Adventure]] |
[[Category:Adventure]] |
Latest revision as of 04:32, 27 May 2020
The Painting | ||
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Prerequisites : | Enrolled in Glamour | |
Begin Date : | Gelamenus 1 | |
End Date : | Kaliri 28 | |
Days : | 1 | |
ModTools Name : | The Towed Island | |
Roll Levels : | 3-23? | |
Automatic Benefits : | None | |
Possible Benefits : | Intelligence, Finesse or Luck +1 | |
Previous Adventure : | None | |
Next Adventure : | None |
An adventure with Professor Ringraeyer. The adventure takes only one session and results in you potentially gaining a point of Intelligence, Finesse or Luck.
Phase 1: The Towed Island[]
1. Lie vs 2-3 - Convince the professor to let you go even if you have to bend the truth a little.
Success: Deceit +1 SS, advance to Phase 2. Failure: Reprimanded by Contzel Ringraeyer, advance to Phase 2.
2. Hide vs 4 - Don't let the professor catch you in the first place.
Success: Pure Luck +1 SS, advance to Phase 2. Failure: Reprimanded by Contzel Ringraeyer, advance to Phase 2.
3. Acting vs 4 - Pretend that you're here to talk about your grades.
Success: Deceit +1 SS, advance to Phase 2. Failure: Reprimanded by Contzel Ringraeyer, advance to Phase 2.
Phase 2: The Rumor[]
1. Glamour vs 6 at most - Disguise yourself and walk right past the guards.
Success: Composure +1 SS, advance to Phase 3. Failure: ?
2. Bully vs 4 - Force another student to act as a distraction while you sneak past the guards.
Success: Intimidation +1, advance to Phase 3. Failure: Vitality -1, restart Adventure.
3. Move Silently vs 5-23 - Sneak past the guards and see if the airship is real.
Success: Flawless Timing +1 SS, advance to Phase 3. Failure: Merit -3, restart Adventure.
Phase 3: The Search for the Ship[]
1. Observation vs 9 - Just look for it!
Success: Scouting +1 SS, advance to Phase 4. Failure: Stress +1, restart Adventure.
2. Interrogation vs 5-7 - Ask around for information on the airship.
Success: Passion +1 SS, advance to Phase 4. Failure: Stress +1, restart Adventure. (Storytelling? +1 SS)
3. Illustration vs 5-6 - Sketch a drawing of the airship and ask if anyone has seen it.
Success: Interrogation +1 SS, advance to Phase 4. Failure: Stress +1, restart Adventure.
Phase 4: The Challange[]
1. Logic vs 0 - Reason with them and make the case that they shouldn't report you.
Success: Debate +1 SS, advance to Phase 5. Failure: ?
2. Duel vs 4 - Earn some respect by showing your magical prowess
Success: Composure +1 SS, Character Study +1 SS, advance to Phase 5. Failure: Reprimanded by Oliver Storey, pause Adventure.
3. History vs 1 - Get on their good side by relating what you know about the history of airships.
Success: Storytelling +1 SS advance to Phase 5. Failure: ?
Phase 5: Dissension among the Ranks[]
1. Leadership vs 8 - Take charge and end their childish argument.
Success: ? Failure: Stress +1, pause Adventure.
2. Famous Speeches vs 9 - Stop the argument by reciting a famous speech that softens their resolve.
Success: Leadership +1 SS, Passion +1 SS, advance to Phase 6. Failure: Stress +1, pause Adventure.
3. Diplomacy vs 7 - Negotiate an agreement between the crew members.
Success: Leadership +1 SS, Temperance +1 SS, advance to Phase 6. Failure: Stress +1, pause Adventure.
Phase 6: Shopping[]
1. Just pay the money out of your own pocket.
Automatic: -200 Money, advance to Phase 7.
2. Gambling vs 13-18 - Play one of the street games to earn enough money to buy the part.
Success: ? Failure: -50 Money
3. Negotiate vs 11 - Barter with the shopkeeper to get a better price.
Success: Character Study +1 SS, Bluff +1 SS, advance to Phase 7. Failure: Stress +1, pause Adventure.
4. Sleight-of-Hand vs 7 - Steal the part without the shopkeeper noticing.
Success: Conceal +1 SS, Acting +1 SS, advance to Phase 7. Failure: Reprimanded by Orso Orsi, relationship with Orso Orsi -1, pause Adventure.
Phase 7: Fixing The Ship[]
1. Clockwork vs 9-16 - Use your knowledge of gears to force the animal out.
Success: ? Failure: Stress +2, pause Adventure.
2. Animal Husbandry vs 10 - Use your gift with animals to coax the animal towards you.
Success: Temperance +1 SS, Patience +1 SS, advance to Phase 8. Failure: Stress +2, pause Adventure.
3. Familiar Kinship vs 10-19 - Use your strong relationship with your familiar to convince the animal you won't hurt it. (Apparently that's not an option, if you have the Spirit familiar.)
Success: ?, advance to Phase 8. Failure: ?
Phase 8: Rehabilitation[]
1. Bring the poor thing to Professor Pachait.
Automatic: Finesse +1, Relationship with Regnault Pachait +1, conclude Adventure.
2. Explore vs 11 - Find a good place for the animal to live.
Success: Luck +1, Scouting +1 Skill Level, Animal Husbandry +1 Skill Level (levels, not steps in both cases), conclude Adventure. Failure: Stress +2, pause Adventure.
3. Botany vs 10-19 - Gather branches, grass, and whatever else you need to build a nest for the animal.
Success: Intelligence +1, Scouting +1 Skill Level, Animal Husbandry +1 Skill Level (levels, not steps in both cases), conclude Adventure. Failure: Stress +2, pause Adventure.
4. Mammals vs 11-17 - Use your knowledge of animals to find an appropriate habitat for the animal.
Success: Intelligence +1, Scouting +1 Skill Level, Animal Husbandry +1 Skill Level (levels, not steps in both cases), conclude Adventure. Failure: Stress +2, pause Adventure.