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The Pedestal and the Book
Prerequisites : College Vernin
Begin Date : Unknown
End Date : Unknown
Days : Unknown
ModTools Name : Vernin Adventure
Roll Levels : Unknown
Automatic Benefits : Unknown
Possible Benefits : Unknown

The Pedestal and the Book is an adventure which requires at least 3 Actions to complete and occurs within the school.

The Dream[]

Phase 1: The Dream[]

1. The Bear Guide

Automatic: advance to Phase 2



Phase 2: Waking Up[]

1. Relaxation. Go back to sleep.  After all, it was only a dream. (roll v. ~2)

Automatic: pause Adventure

2. Insight/Patience.  Go back to sleep.  Take a moment to reflect on the images of your dream. (roll v. 2)

Success: Expand Courage +1, advance to Phase 3
Failure: choose another option


Phase 3: To the Common Room[]

1. Relaxation.  Go back to sleep.  After all, it was only a dream. (roll v. ?)

Automatic: Pause Adventure

2. Move Silently.  Sneak out of your dorm. (roll v. ?)

Automatic: ?, advance to Phase 4
Failure: +1 Stress, pause Adventure


Phase 4: A Strange Stone[]

1. Persuasion.  Ask the Regent of Vernin, Professor Di Lucca Alazzo, about the chest. (roll vs ?)

Success: ?, advance to Phase 5[??]
Failure: +1 Stress, pause Adventure


2. Etiquette.  Ask Professor Leith about the chest. (roll v. ~8)

Success: ?, advance to Stage 2
Failure: +1 Stress, pause Adventure


3. Research.  Research the Vernin chest in the library. (roll v. 6 at most)

Success: ?, advance to Stage 2
Failure: +1 Stress, pause Adventure


4. Memorization.  Study the brick. (roll vs ?)

Success: +33% Chance of Success, choose again
Failure: +1 Stress, pause Adventure

Stage 2: Mystery Lock[]

Phase 1[]

1. Negation Methods.  Cast Dispel Magic. (roll v. ?)

Success: ?, advance to Phase 2
Failure: +1 Stress, pause Adventure


2. Take a closer look at the chest.

Automatic: ?, open Option 4


3. Brute Strength.  Smash the lid open. (roll v. ?)

Success: ?, advance to Stage 3
Failure: +1 Stress, pause Adventure

4. Incantation Phemes.  Trace the symbol with your finger.  (roll v. ?)

Success: ?, advance to Phase 2
Failure: +1 Stress, pause Adventure


Phase 2: A Disassembled Clock?[]

1. Leave the pieces alone.

Automatic: pause Adventure?

2. Concentration.  Attempt to assemble the clock pieces using the schematic in the Book of Vernin. (roll v. 12 at most)

Success: +2 Clockwork SS, advance to Stage 2
Failure: ?


3. Puzzles.  Try to picture the completed clock in your mind.  (roll vs ?)

Success: +55% Chance of Success, choose again
Failure: +?


4. Clockwork.  Attempt to assemble the clock pieces.  (roll vs ?)

Success: ?, advance to Stage 2
Failure: +?

Stage 3: Vernin Dreams[]

Phase 1: Finding the Door[]

1. Scouting.  Find the door in Vernin Tower.  (roll v. 16 at most)

Success: advance to Phase 2
Failure: +1 Stress, pause Adventure


2. Perception.  Inspect the clock for any missed details. (Roll v. ?)

Success: ? open Option 3
Failure: ?


3. Sleuthing.  Find the door in Vernin Tower at the appointed time. (roll v. 11 at most)

Success: ? advance to Phase 2
Failure: ?


Phase 2: The Broken Sword[]

1. Fix the sword at a later time.

Automatic: pause Adventure


2. Observation.  Inspect the broken sword.   (roll v. 17 at most)

Success: +65% chance of success
Failure: ?

3. Social Skills.  Ask a fellow Vernin student for help reforging the sword. (roll v. 11 at most)

Success: +2 Weaponsmith SS, advance to Phase 3
Failure: ?


4. Weaponsmith.  Take the blade to the Grand Forge and reforge it.  (roll v. ~7)

Success: +3 Weaponsmith SS, advance to Phase 3
Failure: ?


Phase 3: The Blade in Hand[]

1. Keep the sword and forget about the visions.

Automatic: pause Adventure


2. Observation.  Inspect the etchings further.   (roll v. 16 at most)

Success: +45% chance of success, open Option 4
Failure: ?


3. Navigation.  Follow the vision the sword gave you. (roll v. 12 at most)

Success: ?
Failure: ?


4. Navigation.  Attempt to follow the route imprinted on the sword.  (roll v. 11 at most)

Success: gain Merchants Seal, +1 Navigation SS, +1 Longsword[?].
Failure: ?