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Unwell
Prerequisites : None
Begin Date : Gelamenus 1
End Date : Kaliri 28
Days : 2
ModTools Name : Faith Healer
Roll Levels : 4 to 15
Automatic Benefits : Expand Insight, Anatomy, Curiosity, Agriculture, Awareness. Add & Inform Amulet of St. Peregrine.
Possible Benefits : Expand Character Study, Scouting, Deceit, Social Skills, Sleuthing, Composure, Jeweler, Hunting, Voice, Ethics.


The adventure can be completed in only 2 adventure actions and results in you potentially gaining multiple skill steps, a magical amulet, and a point of Insight.


Stage 1: The Faith Healer

Phase 1: A Bad Cough

  • No, You can't help being sick, but you can be sick with dignity.
Automatic: End Adventure


  • Go look for him
Automatic : Expand Curiosity (School Survival) +1


Phase 2: Finding the Faith Healer

Success: Expand Observation +1
Failure: Stress +1, Pause Adventure


Success: Expand Scouting (Patrol) +1
Failure: Vitality -1, Pause Adventure


  • Luck / Gossip vs 4 - Listen in on the gossip of the town in order to find the faith healer.
Success: Expand Manipulation +1
Failure: Vitality -1, Pause Adventure


Phase 3: The Saint of the Common Man

Success: Expand Manipulation +1
Failure: Stress +1, Pause Adventure


  • Insight / Insult vs 6 - Be so annoying that the crowd will let you go to the front of the line to get rid of you.
Success: Expand Bluff (Gossip) +1
Failure: Vitality -1, Pause Adventure


  • Charm / Lie (Spy) vs 6 - Get to the front of the crowd by earning a few sympathy votes.
Success: Expand Deceit (Espionage) +1
Failure: Vitality -1, Pause Adventure


Phase 4: Looking for Kava Root

Note: click the lone option "What?" and continue

Success: Expand Agriculture +1, Expand Social Skills +1
Failure: Stress +2, Pause Adventure


  • Luck / Botany vs 6 - Use your extensive knowledge of magical plants to find the location of the herb.
Success: Expand Agriculture +1, Expand Scouting +1
Failure: Stress +1, Pause Adventure


  • Luck / Explore vs 9 - Search around the surrounding areas for the plant.
Success: Expand Agriculture +1, Expand Scouting +1
Failure: Stress +1, Pause Adventure


Phase 5: The Mysterious Talisman

Note: Select either "Wrong" or "Right. Probably." and continue

  • Some other time.
Automatic: Pause Adventure


  • Just give the man 100 pims out of your own pocket.
Automatic: Expand Dedication +1, -100 Pims


Success: Expand Observation +1, Expand Composure +1
Failure: -20 Pims, Pause Adventure


  • Finesse / Forge vs 10 - Offer to make something for a local vendor in exchange for a small payment.
Success: Expand Jeweler (Forge) +1, Expand Negotiate (Economy) +1
Failure: Stress +2, Pause Adventure


Success: Expand Character Study +1, Expand Negotiate +1
Failure: Stress +2, Pause Adventure


Phase 6: The Risks of the Amulet

  • Avoid her and run the other way.
Automatic: Expand Running (Athletics) +1, Add & Inform Amulet of St. Peregrine (Item)


  • You can't beat up an old lady!  Hand over the amulet.
Automatic: Expand Ethics (Religion) +1, Add & Inform Amulet of St. Peregrine (Item)


  • Call for help!
Automatic: Expand Voice (Music) +1, Add & Inform Amulet of St. Peregrine (Item)


Phase 7: Spying on the Healer

Success: Expand Awareness (Society) +1, Expand Hunting (Patrol) +1
Failure: Stress +1, Pause Adventure


Success: Expand Awareness +1, Expand Conversation +1
Failure: Stress +1, Pause Adventure


  • Luck / Espionage vs 12 - Find the faith healer and do a little recon.
Success: Expand Awareness +1, Expand Hunting (Patrol) +1
Failure: Stress +1, Pause Adventure


Stage 2:  The Hidden

Phase 1: Seeking out the faith healer

Success: Expand Reason (Plot) +1, Expand Sleuthing (Dialectic) +1
Failure: Stress +1, Pause Adventure


  • Luck / Listen vs 15 - Eavesdrop on local conversations to see if you can get any information from them.
Success: Expand Scouting +1, Expand Sleuthing +1
Failure: Stress +1, Pause Adventure


  • Luck / Flattery vs 15 - Butter up the local bartender and see if he knows anything.
Success: Expand Interrogation +1, Expand Social Skills +1
Failure: Expand Persuasion (Society) -1, Pause Adventure


Phase 2: The Truth in the Lies

Note: All success or failure in this phase results in:

Expand Insight +1, Expand Anatomy (Natural Philosophy) +1, End Adventure


Success: Expand Character Study +1
Failure: Stress +1, Expand Dedication +1


Success: Expand Deceit +1
Failure: Stress +1, Expand Dedication +1
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