The Well of Obsession is an adventure with Herbet Downes of Hedi in the grounds of the Academagic. Unlocked by: ?
The adventure requires at least 6 stages and a successful adventurer can gain a point of fitness or charm.
Stage 1. Are you interested in a little adventure?[]
- 1 .Acting. Go along with it for laughs.
Success: +1? Access to phase 2
Failure: Pause Adventure
- 2. Conversation. Say yes seriously - you really do want an adventure!
Success: +1? Access to phase 2
Failure: Pause Adventure
- 3. Observation. Isn't anyone else seeing this? What's their reaction?
Success: +33% chance of success, choose again.
Failure: Pause Adventure
Upon if unsuccessfully completing the task, a new adventure will open called "Well Done Proposition" which is the same as "The Well of Obsession".
Stage 2. Listening[]
- 1 .Diplomacy. It might be a prank someone's playing on Herbert. Ask some students to see what's really going on.
Success: +1? Access to stage 3 2
Failure: Pause Adventure
- 2. Listen. Listen closely at the well for the "voices". (Gains: Increased Listen Skill Step by 1).
Success: +1 Listen SS, access stage 3: How to descend
Failure: Pause Adventure
Stage 3. How to Descend[]
Unlocked by: Listening
So, which one do you want to use?[]
- 1 .The tunnel route.. Access to Tunnelling
Automatic: Access to Stage 4b
- 2. The well bucket route. Access to A Buckety Trip
Automatic: Access to Stage 4a
- 3. Sleuthing. Search for another way into the well. (Roll vs < 21)
Success: open option 4, choose again
Failure: ?
- 4. Take the river route.
Automatic: Access to Stage 4c
Stage 4a. A Buckety Trip[]
- 1 .Negation Spells. Cast a stun spell on the bucket.
Success: +1? Access to stage 5.
Failure: Pause Adventure
- 2. Wit. Have Herbert talk to the bucket and persuade it to stay.
Success: +1? Access to stage 5.
Failure: Pause Adventure
- 3. Society. Ask the bucket why it wants to leave so often.
Success: ?
Failure: Pause Adventure
Stage 4b. Tunnelling[]
- 1 .Persuasion. Ask some professors and faculty members
Success: +1? Access to stage 5.
Failure: Pause Adventure
- 2. Why not ask the people who look like they've been at this school forever? That means, asking the oldest faculty and the oldest professors. Somebody must know about a tunnel to the bottom of the well.
Success: +1? Access to stage 5.
Failure: Pause Adventure
- 3. Observation. Search for the tunnel with Herbet. Two heads are always better than one.
Success: ?
Failure: Pause Adventure
- 4. Gossip. Ask some staff if they've ever heard of or seen a tunnel entrance.
Success: ?
Failure: Pause Adventure
Stage 4c: The River Route[]
- 1. Pure Luck. Take a guess. (Roll vs < at most 24)
Success: ? access Stage 5.
Failure: ?
- 2. Listen. Ask Herbet which way he thinks you guys should go. (Roll vs < 22)
Success: unlock option 3, choose again.
Failure: choose again
- 3. Navigation. Follow the declining algae. (Roll vs < at most 14)
Success: ? access stage 5.
Failure: Pause Adventure
Stage 5. Well Maze[]
Phase 1.[]
- Incantation. Cast the Wizard's Quiet spell and shut out all the echoes except for the source. blue
Success: +1? Access to phase 2
Failure: Pause Adventure
- Creativity. Take an unorthodox step or two to improve your hearing. blue
Success: +33% chance of success, choose again
Failure: ? choose again
- Pure Luck. Try and navigate on your intuition. red
Success: +1? Access to ?
Failure: Pause Adventure
Phase 2. At the Siren's beck and call[]
- Awareness. Buy yourself some time!
Success: +33% chance of success, choose again
Failure: Pause Adventure
- Planning. Plug Herbert's ears and shake him out of the stupor.
Success: access to stage 3.
Failure: ? choose again
- Incantation Spells. Cast a Hrud's Boots of Mud spell and cover those evil sirens with a ton of it!
Success: +1? Access to ?
Failure: Pause Adventure
- Athletics. Shake Herbert to get him out of the stupor. (Gains: Nothing, decreased stress by 2)
Success: +1? Access to ?
Failure: Pause Adventure
Stage 6. Run or Retaliation[]
- 1. Try and sing a counter-curse at the sirens' song. (Gains: )
Automatic: +1 Charm, gain harmonica, +2 relationship Herbet Downes, conclude adventure.
- 2. Running. Grab Herbert and keep running!
Success: +1 Fitness, gain harmonica, +2 relationship Herbet Downes,conclude adventure.
Failure: ? choose again
- 3. Help! Help! Anything to help?
Automatic: open option 4, choose again
- 4. Hide in the cavern
Automatic: +2 Hide SS, +1 Fitness, gain harmonica, +2 relationship Herbet Downes, conclude adventure.