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This is an adventure in which the hero gets to visit a strange hermit.

To the Entrance
Prerequisites : Unknown
Begin Date : Unknown
End Date : Unknown
Days : 5-6
ModTools Name : Unknown
Roll Levels : Unknown
Automatic Benefits : +1 to Charm, Insight or Fitness
Possible Benefits : Academagia: Durand Memorial; +10 to relationship Polisena Briardi or +900 pims

The adventure takes at least 5 sessions (6 if you take the longer route), a successful adventure can gain multiple skill-ups (not just skill steps), Relationship gains or Money, and a point of Charm, Insight or Fitness, as well as discover a new location.

Unlocked by: DLC 16

Stage 1: To the Entrance[]

Phase 1: To the Entrance[]

  • 1. Until now.
Automatic: advance phase 2

Phase 2: The Entrance[]

  • 1. Grab one of the torches you brought and light it up (Roll Planning v. ?)
Success: ?, advance phase 3
Failure: ?
  • 2. Incantation Methods. Is there really something in place to douse Incantations? (Roll v. less than 20)
Success: ?, Unlock option 3
Failure: ?
  • 3. Negation Methods. Negate whatever spell is messing with your Incantation. (Roll v. less than 20)
Success: Theory of Negation +1 SS, advance phase 3.
Failure: ?
  • 4. Scouting. Look for something that you can use as a make-shift torch. (Roll v. less than 20)
Success: Perception +1 SS, Courage +1 SS, advance phase 3.
Failure: ?

Phase 3: The test of Fear[]

  • 1. Run away!
Automatic: Pause adventure?
  • 2. Courage. Get closer. (Roll v. at most 18)
Success: Sleuthing +1 SS, Advance phase 4
Failure: ?

Phase 4: The Dragon in the Cave[]

  • 1. Reason. Think things through. Can this be an actual dragon? (Roll v. at most 12)
Success: advance to phase 5?
Failure: ?
  • 2. Confidence. Confront the not-dragon and pass. (Roll v. at most 16)
Success: Puzzles +1 SS, advance to phase 5.
Failure: ?
  • 3. Observation. Any evidence that this creature is, say, just a Glamour? (Roll v. at most 15)
Success: choose again - from option 2 only (should also unlock option 2, but the gate is bugged)
Failure: ?
  • 4. Move Silently. Anything snoring this loudly cant be very alert; just sneak by. (Roll v. 14)
Success: ?, advance to phase 5.
Failure: ?

Phase 5: The Test of Weakness[]

  • 1. Elumian. Do the carvings hold a clue after all? (Roll v. at most 13)
Success: temporary +15 chance of success, choose again.
Failure: choose again.
  • 2. Puzzles. Enough clues - solve the puzzle! (Roll v. at most 20)
Success: +1 Reason SS, advance phase 6.
Failure: ?
  • 3. Observation. Are there hints in the room. (Roll v. ?)
Success: temporary +15 chance of success, choose again.
Failure: choose again.
  • 4. Traps. Does anything look off about this picture? (Roll v. 14)
Success: temporary +10 chance of success, choose again.
Failure: choose again.

Phase 6: The test of Ignorance[]

  • 1. Wit. "Beware Courtsey". Or, in this case, the lonely statue. (Roll v. ?)
Success: Confidence, advance to phase 7.
Failure: ?
  • 2. Patience. Examine all the carvings and see if they have anything useful to say. (Roll v. at most 21)
Success: Unlocks option 1 (the gate is bugged - it worked for me when I chose this as the first option), choose again
Failure: ?
  • 3. Reason. Anything you can think of to solve this puzzle? (Roll v. 14)
Success: Temporary +3 to Puzzles, choose again.
Failure: ?
  • 4. Solve the puzzle on the Master's terms. (Roll v. at most 20)
Success: Logic +1 skill level, advance to phase 7.
Failure: ?

Phase 7: Where Death Reigns[]

  • 1. By coming back later with an actual plan.
Automatic: ?
  • 2. Persuasion. By persuading him. (Roll v. at most 23)
Success: +1 Debate skill level, +1 Negotiate skill level, access stage 2, pause adventure.
Failure: ?
  • 3. Observation. Anything in sight that might inspire some innocent ice-breaking conversation? (Roll v. at most 15)
Success: unlock option 5, choose again.
Failure: ?
  • 4. Etiquette. By showing that you mean well. (Roll v. at least 11)
Success: +1 Social Skills skill level, +1 Diplomacy skill level, access stage 2
Failure: ?
  • 5. The Middle Empire. See if you can get him talking about the good old days. (Roll v. at most 18)
Success: +1 Confidence skill level, +1 Courtly Fashion Skill Level, +1 Diplomacy skill level, +1 History of Magic skill level, access stage 2, pause adventure.
Failure: ?

Stage 2: Gated History[]

Phase 1: The accident[]

  • 1. By returning when you're better prepared.
Automatic: ?
  • 2. Persuasion. Convince him that it's in his best interest, but promise nothing. (Roll v. 24)
Success: +1 Composure skill level, advance to phase 2.
Failure: ?
  • 3. Character. Promise that you intend to help him - it's the truth after all. (Roll v. 16)
Success: ?, advance to phase 2.
Failure: ?
Success: Unlock option 6 (for me - non-Durand student - it unlocked 5), choose again.
Failure: ?
  • 5. Passion . Convince him you're neither a coward nor prone to giving up. (Roll v. 15)
Success: Persuasion +1 skill level, Oratory +1 skill level, advance to phase 2.
Failure: ?
  • 6. Deceit. Speech time: College Durand. Ethics. Yay. (Roll v. ?)
Success: +1 Passion  skill level, advance to phase 2.
Failure: +1 Stress, pause adventure.

Phase 2: Deep Thoughts[]

  • 1. Head Home.
Automatic: Advance to phase 3.

Phase 3: The History Lesson[]

  • 1. Think about it some more - maybe a good night's sleep will help.
Automatic: Pause adventure?
  • 2. Explore. The old legate said in his speech... (Roll v. 24)
Success: Discover Academagia: Durand Memorial (Location), choose again.
Failure: ?
  • 3. Conversation. The professors are bound to ask unfortunate questions, so ask around town... (Roll v. 16)
Success: +1 Pure Luck SS, +1 Interrogation SS, access Stage 3b.
Failure: ?
  • 4. Research. Do some research on Mathew yourself. (Roll v. 14)
Success: +1 Politics skill level, +1 The Middle Empire SS, access to stage 3a.
Failure: ?
  • 5. Diplomacy . Ask Professor Viada about an incident during the Middle Empire... (Roll v. 14, must be enrolled in History class)
Success: +1 Persuasion skill level, access to stage 3a.
Failure: ?

Stage 3a: History in Pieces[]

Phase 1: History in Pieces[]

  • 1. Excuse yourself and think of a better idea.
Automatic: ???
  • 2. Oratory. Appeal to his old College's principles. (Roll v. ?)
Success: +1 Conversation skill level, +1 Passion  skill level, unlock stage 4a.
Failure: ?
Success: Unlock option 5, choose again.
Failure: ?
  • 4. Duel Conduct. Maybe a friendly duel will your honorable side - and prove you're worthy of a bit of respect. (Roll v. ?)
Success: ?
Failure: ?
  • 5. Famous Speeches. Recite one of the legendary monologues from the play "Durand at the Mountain." (Roll v. ?)
Success: +1 Oratory skill level, +1 Theatre skill level, unlock stage 4a.
Failure: ?

Stage 4a: Head of the House[]

Phase 1: Head of the House[]

  • 1. You have no idea.
Automatic: ???
  • 2. Persuasion. Just go to the Grounders and say what you have to say. (Roll v. ~17-20)
Success: +1 Debate skill level, +1 Composure skill level, unlock stage 5a.
Failure: ?
  • 3. Theory of Astrology. Would it be Astrologically possible to prove Matthew still...exists with a personal item? (Roll v. ?)
Success: Unlock option 5, choose again.
Failure: ?
  • 4. Memorization. Matthew told you a bit about his family; identify details you could only have learned from him. (Roll v. ?)
Success: Temporarily increase Persuasion skill level by 4,choose again.
Failure: ?
  • 5. Etiquette. Undeniable evidence in hand, go to House Grounders. (Roll v. ?)
Success: +1 Patience skill level, +1 Diplomacy  skill level, unlock stage 5a.
Failure: ?

Stage 5a: The Promise from House Grounders[]

Phase 1: The Promise From House Grounders[]

  • 1. "You'll be all right. Don't worry about it."
Automatic: ???
  • 2. Conversation. "What will you do, once you're back to normal?". (Roll v. #)
Success: Planning skill level +1, Temperance skill level +1, unlock stage 5b.
Failure: Stress +1, unlock stage 5b.
Success: Confidence skill level +1, Social Skills skill level +1, unlock stage 5b.
Failure: ?
  • 4. Rallying. "Remember what King Durand said. Never give up hope!". (Roll v. #)
Success: Passion skill level +1, Social Skills skill level +1, unlock stage 5b.
Failure: Stress +1, unlock stage 5b.
  • 5.  Etiquette. Undeniable evidence in hand, go to House Grounders.  (Roll v. #)
Success: +1 Patience skill level, +1 Diplomacy  skill level, unlock stage 5b.
Failure: ?

Stage 3b: Unexpected Outcome[]

Phase 1: Unexpected Outcome[]

  • 1. Just take the letters.
Automatic: ?, advance to phase 2.
  • 2. Birds. Can you identify what kind of bird this is? (Roll v. at most 10)
Success: +1 Birds SS, choose again
Failure: ?
  • 3. Observation. Aside from the letters, does the bird have anything on it? (Roll v. 19)
Success: +1 Perception SS, +1 Observation SS, unlock option 5, choose again.
Failure: ?
  • 4. Heraldry. Can you recognise the seal? (Roll v. 9)
Success: +1 Debate SS, choose again.
Failure: ?
  • 5. Read the name on the ring while grabbing the letters. (Roll v. ?)
Success: +1 Perception, unlock phase 2's option 2, advance to phase 2.
Failure: ?

Phase 2: Message and Messenger[]

  • 1. You have no idea. Best to think about it for a while.
Automatic: ?
  • 2. Observation. Is Mathew's familiar hanging around the school, by any chance? (Roll v. 20)
Success: unlock option 4, choose again
Failure: ?
  • 3. Etiquette. Convincing Mathew won't do you any good - convince House Grounders to come to him. (Roll v. at least 11)
Success: +1 Diplomacy SS, access stage 5a.
Failure: ?
  • 4. The bird is a familiar, or was one; either way he should understand human speech. (Roll Persuasion? v. ?)
Success: +1 Birds SS, access stage 4b.
Failure: ?

Stage 4b: Setting Said, Coming Home.[]

  • 1. Better not.
Automatic: ?
  • 2. Famous Speeches. Try to cheer him up with a speech of his favourite historical figure. (Roll v. 16)
Success: +1 Oratory skill level, +1 Character Study SS, access stage 5b.
Failure: +1 Stress
  • 3. Temperance. Try to judge when to speak and when to stay quiet. (Roll v. 16)
Success: +1 Listen SS, +1 Worldliness SS, access stage 5b
Failure: ?
  • 4.  Birds. Find some way to connect with him. (Roll v. 13)
Success: +1 Conversation SS, +1 Familiar Kinship SS, access stage 5b.
Failure: ?

Stage 5b: Where death reigned.[]

  • 1. This is more for Mathew than for you, but...ask sir Huvrest to erect a statue in honour of (King) Durand's principles. (PC not in College Durand)
Automatic: +1 Charm, +10 relationship Polisena Briardi, conclude adventure.
  • 2. Ask sir Huvrest to erect a statue in honour of (King) Durand's principles. (PC in College Durand)
Automatic: +1 Insight, +10 relationship Polisena Briardi, +3 relationship with Tulia Faspalla, conclude adventure.
  • 3. Actually, the money will do you just fine.
Automatic: +1 Fitness, +900 pims, conclude adventure.
Automatic: Choose again.
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