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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.
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