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The Wasting Sickness
Prerequisites : Unknown
Begin Date : Athonos Juvenalia
End Date : Kaliri 28
Days : 5
ModTools Name : Venalicium Adventure
Roll Levels : 3 - 13
Automatic Benefits : Inform the Venalicium Library's Advanced Spell Section, Helpdesk, Map Room, Tutor's Desk, Linguistics Section, Restricted Section, & Forbidden Archives.
Possible Benefits : Expand Insight, Charm, Fitness, Finesse, or Luck. Lots of Skill Steps.

Learning more about the Venalicium Library.

Stage 1. The Sick Classmate.[]

Phase 1: The Pointing Girl[]

  • 1. When in doubt, research.
Automatic:  go to Phase 2

Phase 2: The Sick Classmate[]

Success: Expand Persuasion +1, Inform Advanced Spell Section & Helpdesk
Failure: Stress +1, Expand Scouting +1, Inform Helpdesk & Map Room, pause Adventure
Success:  expand Composure +1 S?, inform Advanced Spell Section & Helpdesk
Failure:  +2 Stress, expand Scouting +1 S?, inform Helpdesk & Map Room, pause Adventure

Phase 3. The Head Librarian[]

  • 1. Withdraw.
Automatic:  +1 Stress, pause Adventure
  • 2. Intelligence / Brew vs 4 - You notice that Heraclio has a large cut on his right hand that has not been bandaged and appears infected, so you decide to show your humanitarian side and concoct a salve that will help with the healing.
Success:  expand Concentration +1 SS, access Stage 2
Failure:  +1 Stress, pause Adventure
Success:  expand Concentration +1 SS, access Stage 2
Failure:  -1 Concentration SS, pause Adventure

Stage 2. The Tutor's Desk[]

Phase 1. The Tutor's Desk[]

Success:  expand Persuasion +1 SS, inform Tutor's Desk, go to Phase 2
Failure:  inform Tutor's Desk, go to Phase 2

Phase 2. To Heal, or not to Heal[]

  • 1. Try again later.
Automatic:  expand Passion +1 SS, +1 Stress, pause Adventure
  • 2. Charm / Persuasion vs 6 - Charm the nurses into letting you into the room.
Success:  expand Dedication +1 SS, pause at Stage 3
Failure:  +1 Stress, pause Adventure
Success:  expand Infiltration +1 SS, access Stage 3
Failure:  +1 Stress, pause Adventure

Stage 3. A Consultation[]

Phase 1. Looking for Orsi[]

Success:  Expand Observation +1 SS, inform Map Room, Restricted Section, & Forbidden Archives
Failure:  Expand Stress +1, Inform Map Room, pause Adventure

Phase 2. Great Vines[]

Success:  Expand Familiar Kinship & Theory of Enchantment +1 SS each, access to Stage 4
Failure:  +1 Familiar Kinship SS, -1 Concentration SS, +1 Stress, pause Adventure
Success:  Expand Tactics & Theory of Enchantment +1 SS each, access to Stage 4
Failure:  -1 Vitality, pause Adventure

Stage 4: How to Navigate Between Instructors[]

(success advances straight to the next encounter, otherwise you'll have to wait)

Phase 1: Professor Aventyrare, the jailer with a heart of gold[]

  • 1. Wait it out.
Gain:  expand Patience +1 S?, -1 Passion SS, pause Adventure
  • 2. Storytelling. You lucked out that Professor Aventyrare is covering detention today- she's young and fun and you're sure she'd understand if you told her the whole story. (Roll Charm/Storytelling v 9)
Gain: expand Persuasion, Relationship with Lisle Aventyrare +1
Loss: expand Character, expand Stress

Phase 2: Into the Hidden Forest[]

  • 1. Concentration. You're going to need to use a little magic to get away. (Roll Insight/Concentration v 11)
Gain: Expand Bond of Silver, Expand Tactics, access to Stage 5
Loss:  -1 Confidence SS, Expand Stress, pause Adventure
  • 2. Familiar Kinship. Get some help with misdirection, and run! (Roll Luck/Familiar Kinship v 8)
Gain: Expand Bond of Iron +1 SS, Expand Coordination, access to Stage 5
Loss: Expand Familiar Kinship, Expand Stress, pause Adventure
  • 3. Just get out of there!
Gain: Expand Planning, Expand Stress, pause Adventure

Stage 5: The Language of Luv[]

Phase 1: Talking to the Pre-caffeine Professor[]

  • 1. To the Linguistics Section!
Automatic : Expand Anthropology +1 SS, inform Linguistics Section

Phase 2: Learning the Language of Luv[]

  • 1. Endurance. Drag yourself away. (Roll Fitness/Endurance v 13)
Gain: Expand Willpower +1 SL', go to Phase 3'
Loss:  -1 Vitality, access Phase 2b, pause Adventure
  • 2. Send your Familiar off to get help.
Gain: Expand Bond of Iron, -1 Vitality, pause Adventure
  • 3. Glamour Methods. Give yourself the magic push you need to get to help. (Roll Finesse/Glamour Methods v. 11)
Gain: Expand Concentration, go to' Phase 3'
Loss:  -1 Vitality, access Phase 2b, pause Adventure

Phase 2b: The Last Barrier[]

(skipped if successful at the previous check)

  • 1. You're tired and don't feel like trying to fight your way through the force field.
Gain:  -1 Dedication SS, pause Adventure
  • 2. Incantation. Use magic to break a hole in the field. (Roll Luck/Incantation v. 14)
Gain:  expand Concentration, expand Perception, go to Phase 3
Loss:  Expand Stress, pause Adventure
  • 3. Brute Strength. Dig your way there. (Roll Charm/Brute Strength v. 13)
Gain: Expand Coordination, Expand Dedication, go to Phase 3
Loss: Expand Stress, pause Adventure

Phase 3. Vickery's Confession[]

  • 1. Persuasion. Convince Professor Vickery to talk to both Darmila and Professor Orsi, before things get any more out of hand. (Roll Charm/Persuasion v 4)
Gain:  expand Insight +1, expand Leadership, Relationship with William Vickery +2
Loss:  expand Finesse +1, Relationship with William Vickery +1
  • 2. Diplomacy. Track down Darmila and see if you can help stop all of this from happening again. (Roll Charm/Diplomacy v 4)
Gain:  expand Charm +1, expand Confidence +1 SL
Loss:  expand Luck, -1 Temperance SS
  • You've got the potion you were looking for! Let the grownups learn to act like grownups on their own.
Gain:  expand Fitness +1, expand Dedication +? S?

End Adventure.

Tips[]

Skills needed for the quickest and easiest route through this quest:

  • Etiquette or Intimidation v 3
  • Brew v 4
  • Library Knowledge v 7
  • Revision Methods v 7
  • Storytelling v 9
  • Familiar Kinship v 8
  • Glamour Methods v 11 (To Heal, or not to Heal; Learning the Language of Luv)
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