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Vincent's Latest Endeavor
Prerequisites : Relationship with Vincent Eins >= 3
Begin Date : Athonos Juvenalia
End Date : Kaliri 28
Days : 2
ModTools Name : Student Adventure Vincent Eins
Roll Levels : 4-21
Automatic Benefits : Unknown
Possible Benefits : multiple SS, and relationship Malacresta Vercesi +2, multiple items

An adventure with Vincent Eins.  The adventure requires just 2 actions and leads to multiple skill-ups, relationship gains with Vincent, and several items - but no ability point.


Stage 1.  Vincent's Latest Endeavour[]

Phase 1.  The Latest Pursuit[]

  • 1. And the latest pursuit is...?
Automatic: Advance to Phase 2.


Phase 2.  Vincent and the Scavenger Hunt[]

  • 1. Courage.  Take hum up on his generous - and generously wacky - offer!  (Roll v. 3)
 Success: Expand Relationship Vincent Eins +1, access to Stage 2.
 Failure: Expand Relationship Vincent Eins -1, pause adventure.


  • 2. Persuasion.  Leave the Mad Scavenger to his own devices.   (Roll v. 5)
 Success: Pause adventure
 Failure: Access to Stage 2.


  • 3. Strategy.  The School-wide Scavenger Hunt!  (Roll v. 6)
 Success: +20% chance of success, choose another option.
 Failure: Choose another option.


  • 4. Manipulation.  Use your quick tongue to direct Vincent's attention to someone else!  (Roll vs =<  at least 6)
 Success: Expand Manipulation SS +1, access to Stage 2.
 Failure: Expand Relationship Vincent Eins -1, Manipulation SS -1, pause adventure.


Stage 2.  The Hunt[]

Phase 1.  The List[]

  • 1. Concentration.  Split up, but make a copy of the list for yourself  (Roll v. 3)
 Success: Expand Concentration SS +1, advance to Phase 2.
 Failure: Expand Concentration SS -1, pause adventure.


  • 2. Logistics.  Review the list!   (Roll v. 5)
 Success: Expand Planning SS +1, choose again.
 Failure: Expand Stress +1, choose again.


  • 3. Explore.  Take half the list and go your own way.  (Roll v. 3)
 Success: Temporarily increase chance of success by 15%, advance to Phase 2.
 Failure: Temporarily increase chance of success by 20%, choose again.


  • 4. Persuasion.  Argue that you go it together. (Roll vs =<  at most 17)
 Success: Expand Planning SS +1, advance to Phase 2.
 Failure: Expand Persuasion SS -1, pause adventure.


Phase 2.  The Snuffbox[]

  • 1. Enchant.  Use magic to open the lock. (Roll vs =< at most 13)
 Success: Expand Palettes SS +1, gain Professor Storey's Snuffbox, advance to phase 3.
 Failure:


  • 2. Observation.  Is anyone around who might be able to open the door?  (Roll vs =<  at most 9)
 Success: choose again - may be broken as the text indicates that a new option should open.
 Failure: choose again


  • 3. Lockpick.  Try picking the lock. (Roll vs =< 8)
 Success: +1 Lockpick SL, gain Professor Storey's Snuffbox, advance to Phase 3.
 Failure:


Phase 3.  Wood Shavings[]

  • 1. Pure Luck.  Examine the art studio. (Roll vs =< at most 13)
 Success: +2 Pure luck SS, gain Woodshavings, advance to phase 4.
 Failure:


  • 2. Sleuthing.  Try the woodworking room?  (Roll vs =<  at most 9)
 Success: +?, gain Woodshavings, advance to phase 4.
 Failure: choose again


  • 3. Eavesdrop on other scavenger hunt students.
 Automatic: Unlock option 4, choose again.


Phase 4.  The Poker[]

  • 1. Reason.  Where's the last place you remember seeing a poker. (Roll vs =< at most 12)
 Success: open option 4, choose again.
 Failure:


  • 2. Astrology.  Use your astrology spells to find the closest poker.  (Roll vs =<  10
 Success: +2 Theory of Astrology SS, gain Poker, advance to phase 5.
 Failure: choose again


  • 3. Prayer.  Appeal to the gods, then look in the first study that you find. (Roll vs =< 8)
 Success: ?, gain Poker, advance to phase 5.
 Failure:


  • 4. Acting.  Hurry to that common room - quickly! (Roll vs =< 9)
 Success: ?, gain Poker, advance to phase 5.
 Failure:


Phase 5.  The Girl's Hanky[]

  • 1. Move Silently.  Use a spell to make yourself invisible. (Roll vs =< at most 11)
 Success: +2 Move Silently SS, gain Handkerchief, advance to phase 6.
 Failure:


  • 2. Observation.  Is there anyone in there who might help you?  (Roll vs =<  at most 9)
 Success: open option 4, choose again
 Failure: choose again


  • 3. Diplomacy.  Ask for a handkerchief. (Roll vs =< 7?)
 Success: ?, gain Handkerchief, advance to phase 6.
 Failure:


  • 4. Storytelling.  distract the girls with a clever story. (Roll vs =< 7?)
 Success: +2 Storytelling SS, gain Handkerchief, advance to phase 6
 Failure:


Phase 6. The Singed Coat[]

  • 1. Deceit.  Grab a coat and scorch it. (Roll vs =< at most 11)
 Success: ?, gain Black Coat, advance to phase 7
 Failure:


  • 2. Scouting.  Trust to blind luck and start searching rooms?  (Roll vs =<  at most 15)
 Success: +2 Pure Luck SS, gain Black Coat, advance to phase 7.
 Failure: ?


  • 3. Sleuthing.  Is there anyone around who might know someone who tends to stand too close to fires? (Roll vs =< at most 17)
 Success: open option 4, choose again
 Failure:


  • 4. Infiltration.  Go get the coat! Hurry!
 Success: +?, gain Black Coat, advance to phase 7.
 Failure: ?


Phase 7. Looking for Professor Badcrumble[]

  • 1. Scouting.  Professor Badcrumble's study, her classroom, the library, the ballroom, and out by Arcadia Lake. (Roll vs =< at most 15)
 Success: +?, +2 relationship maximum Vincent Eins, advance to phase 8
 Failure:


  • 2. Observation.  Figure out where to look.  (Roll vs =<  at most 9)
 Success: +20 chance of success, choose again
 Failure: ?


  • 3. Perception.  Professor Badcrumble's study, her classroom, the theatre, the kitchens, and the Avila common room. (Roll vs =< 9)
 Success: +3 Scouting SS, +2 relationship maximum Vincent Eins, advance to phase 8
 Failure:


  • 4. Explore.  Professor Badcrumble's study, the seamstress's room, the forge, the kitchen. (Roll vs =< 9)
 Success: +2 Pure Luck SS, +2 relationship maximum Vincent Eins, advance to phase 8
 Failure:


Phase 8. Professor Sido's conundrum.[]

  • 1. Persuasion.  Get help.  the librarian might be available. (Roll vs =< at most 17)
 Success: ? 
 Failure:


  • 2. Puzzles.  You're a clever sort.  Puzzle it out.  (Roll vs =<  at most 8)
 Success: +2 Puzzles SS, choose again
 Failure: ?


  • 3. Astrology.  Use some magic to make the meaning clearer. (Roll vs =< 10)
 Success: +2 Theory of Astrology SS, advance to phase 8
 Failure:


  • 4. Puzzles.  What do you know about riddles? (Roll vs =< at most 8)
 Success: +25 chance of success, choose again
 Failure:


Phase 8. Crossing the dining room chasm to get the prize[]

  • 1. Willpower.  Use your magic to levitate yourself over the chasm and get that amulet. (Roll vs =< at most 13)
 Success: +2 Willpower SS, gain Amulet of Completion, advance to Phase 9.
 Failure:


  • 2. Courage.  Take a leap of faith.  the chasm probably isn't really there.  (Roll vs =<  at most 13)
 Success: ?  gain Amulet of Completion, advance to Phase 9.
 Failure: ?


  • 3. Observation.  Might one of your familiars help? (Roll vs =< at most 9)
 Success: open option 4, choose again
 Failure:


  • 4. Competition.  Help the familiar dodge the evil Bats of Dom and get to the amulet safely!
 Success: Expand Planning SL +2, gain Amulet of Completion, advance to Phase 9.
 Failure: ?

Phase 9. Race to the finish![]

 Success: Expand relationship Vincent Eins +3, gain Silver Cup, conclude Adventure.
 Failure:


  • 2. Running.  Race for it!  (Roll vs =<  at most 14)
 Success: ? 
 Failure: ?


  • 3. Observation.  Find another way! (Roll vs =< at most 9)
 Success: open option 4, choose again.
 Failure:


  • 4. Creativity.  Take a shortcut! (Roll vs =< at most 9)
 Success: +3 relationship Vincent Eins, gain Silver Cup, conclude Adventure.
 Failure:
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