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The Painting
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.
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