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: ? 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: ? 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: Bluff +1, 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.