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Voices at the Temple
Prerequisites : College Avila, Piety >= 3
Begin Date : Athonos 1
End Date : Kaliri 28
Days : 7
ModTools Name : Gods and Stars
Roll Levels : 4-15?
Automatic Benefits : Curiosity
Possible Benefits : Luck, Intelligence

This is an adventure for pious students of College Avila in which the hero meets a madman and a pilgrim, and gets involved in their search for where it all went wrong for the former.


The adventure takes at least 7 sessions, a successful adventure can gain multiple skill-ups, a point of Luck/Intelligence, and (optionally) the favor of either Iudocia or something (at minimum) Dragon-y in the form of a Spell.

Stage 1:

Phase 1: Voices at the Temple

  • 1. Well, that rope hook really could use some attention. It's not your fault if that keeps you in listening range.
Automatic: +1 Curiosity SS, proceed to phase 2.


  • 2. Leave and let those two be - it's none of your business.
Automatic: Pause adventure.


Phase 2: Cassiel's Stars

  • 1. Refuse. Cassiel is beyond help.
Automatic: Pause adventure.


  • 2. Astrology. You'll help, but Sera's going to have to tell you how. (Roll v. <7)
Success: +1 Pure Luck SS, proceed to stage 2.
Failure: ?


  • 3. Reason. Find out Cassiel's weakness - even he must have one. (Roll v. >1)
Success: ?
Failure: ?


  • 4. Planning. You'll need more than just dumb luck, you'll need a plan. (Roll v. >4)
Success: ?
Failure: ?


  • 5. Ethics. Does Cassiel really deserve (or want) help? (Roll v. >2)
Success: +20% Chance of Success, choose again.
Failure: Choose again.


Stage 2: My Dinner with Cassiel

  • 1. Rhetoric. "There's more information out there about you than you're aware of, and it's exerting influence over you." (Roll v. >1)
Success: ?
Failure: ?


  • 2. Persuasion. "It's in your best interest to join us." (Roll v. >4)
Success: +2 Debate SS, proceed to stage 3.
Failure: ?


  • 3. Character Study. What can you learn about Cassiel at a glance? (Roll v. >5)
Success: +20% Chance of Success, choose again.
Failure: Choose again.


  • 4. Dialectic. "Your understanding of what 'truth' means is faulty - it's too limited. AND too broad, too!" (Roll v. 5-8)
Success: ?
Failure: ?


Stage 3: At the Guild Which Shall Not Here Be Named

  • 1. Astrology. Magic the Truth out of him. (Roll v. <=7)
Success: +2 Concentration SS, proceed to stage 4
Failure: ?


  • 2. Logic. Is it really just a stray compliment? (Roll v. ?)
Success: ?
Failure: Choose again.


  • 3. Espionage. Search through the master's records. (Roll v. ?)
Success: ?
Failure: ?


  • 4. Etiquette. Ask politely. (Roll v. ?)
Success: ?
Failure: ?


Stage 4: The Road Leads Home

  • 1. Beguile. Question the employees. (Roll v. >6)
Success: +1 Bluff SS, +1 Conversation SS, proceed to stage 5.
Failure: ?


  • 2. Astrology. Question repeat customers. (Roll v. >7)
Success: ?
Failure: ?


  • 3. Social Skills. You could just ask Cassiel's father directly. (Roll v. >3)
Success: ?
Failure: ?


Stage 5: Hecter's Clinic

  • 1. Persuasion. Convince Cassiel to go along with it. (Roll v. >4)
Success: +2 Character Study SS, proceed to stage 6.
Failure: ?


Stage 6: Healer's Work

  • 1. Piety. Go to Sera's old mentor. (Roll v. >10)
Success: +2 Character Study SS, +2 Theory of Glamour SS, proceed to stage 7.
Failure: +1 Stress, pause adventure.


  • 2. Natural Philosophy. You have a wand and you've learned a few things, can you do anything? (Roll v. 11-21)
Success: ?
Failure: Choose again.


  • 3. Bureaucracy. Go for the guild physician. (Roll v. 11-21)
Success: ?
Failure: ?


  • 4. Storytelling. You might know a place, but you don't know if they charge a reasonable rate. (must be informed of Gressel's Medications) (Roll v. ?)
Success: ?
Failure: ?


Stage 7:

Phase 1: Cassiel's Reckoning

  • 1. You've done whatever Iudocia wanted you to do. Although you should probably say goodbye to Cassiel before going back to your business.
Automatic: +1 Luck, Comfort (Pheme), Epiphany (Pheme) and Inspiration (Pheme) Phemes, Shelter to the Afflicted (Spell), end adventure.


  • 2. Eh, you didn't mind helping Sera out. And Cassiel, of course.
Automatic: +1 Luck, +1 Temperance SL, +1 Romance SS, end adventure.


  • 3. You had fun; the only downside is the dull ending. Gods in judgement and a representative of the Herald, and that'd be interesting. (must have the Herald's Whisker item from The Disaster Looks for a Cure (Adventure) in your inventory)
Automatic: Proceed with stage 2.


Phase 2: Bad Questions, All

  • 1. "No, not at all."
Automatic: +1 Intelligence, +1 Pure Luck SL, end adventure.


  • 2. "I... I am."
Automatic: +1 Intelligence, Bring Forth (Pheme), Chaos (Pheme), Serendipity (Pheme) Phemes, Disorder the Heavens (Spell), end adventure.
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