An adventure with Professor Ringraeyer. The adventure takes only x sessions and results in you potentially gaining a point of y.
Stage 1. The Painting
Phase 1: The Pointing Girl
- 1. Hide. Don't let the professor catch you in the first place. (Roll vs =< 6)
Success: +1 Pure Luck SS, advance to phase 2.
Failure: ?
- 2. Acting. Pretend that you're here to talk about your grades (Roll vs =< at least 7)
Success: ?
Failure: ?
- 3. Lie. Convince the professor to let you go even if you have to bend the truth a little. (Roll vs =< 5)
Success: ? choose again
Failure: ?
Phase 2: Breaking curfew
- 1. Glamour. Disguise yourself and walk right past the guards. (Roll vs =< 5)
Success: +1 composure SS, advance to phase 3.
Failure: ?
- 2. Bully. Force another student to act as a distraction while you sneak past the guards. (Roll vs =< 3)
Success: ?
Failure: ?
- 3. Move Silently. Sneak past the guards and see if the airship is real. (Roll vs =< at least 4)
Success: +1 Flawless Timing SS, advance to phase 3.
Failure: ?
Phase 3: Looking for the crash-site
- 1. Observation. Just look for it! (Roll vs =< 5)
Success: +1 Scouting SS, advance to phase 4.
Failure: -1 Stress, pause adventure.
- 2. Interrogation. Ask around for information on the airship. (Roll vs =< at least 5)
Success: ?
Failure: ?
- 3. Illustration. Sketch a drawing of the airship and ask if anyone has seen it. (Roll vs =< at least 5)
Success: ? choose again
Failure: ?
Phase 4. The rumoured airship.
- 1. Duel. Earn some respect by showing your magical prowess (Roll vs =< 5)
Success: 1 Composure SS, advance to phase 5.
Failure: ?
- 2. Logic. Reason with them and make the case that they shouldn't report you. (Roll vs =< 8)
Success: ?
Failure: ?
- 3. History. Get on their good side by relating what you know about the history of airships. (Roll vs =< at most 10)
Success: ? choose again
Failure: ?
Phase 5. Old arguments afresh
- 1. Leadership. Take charge and end their childish argument. (Roll vs =< at least 16)
Success: ?
Failure: -1 Stress, pause adventure.
- 2. Famous Speeches. Stop the argument by reciting a famous speech that softens their resolve. (Roll vs =< more than 5)
Success: ?
Failure: ?
- 3. Diplomacy. Negotiate an agreement between the crew members (Roll vs =< at least 7)
Success: ? choose again
Failure: ?
Phase 6. ?
- 1. ? (Roll vs =< at least ?)
Success: ?
Failure: ?
- 2. ? (Roll vs =< more than ?)
Success: ?
Failure: ?
- 3. ? (Roll vs =< at least ?)
Success: ? choose again
Failure: ?
tbc