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In Professor Storey's Sights
Prerequisites : Morvidus College, Practical Jokes >= 2
Begin Date : Unknown
End Date : Unknown
Days : 2
ModTools Name : Lizard Taming
Roll Levels : 0-6
Automatic Benefits : Unknown
Possible Benefits : Unknown

To be added

This is an adventure for students of Morvidus college in which Professor Storey wants you to train a lizard. A not-very-nice one. I’m sure it’ll go splendidly! (It actually does.)

The adventure takes at least ? sessions, a successful adventure can gain [multiple skill-ups, relationship gains, loot, ability points, a world of pain]

Unlocked by: Practical Jokes 2 or more AND being in college Morvidus

Stage 1: In Professor Storey's Sights[]

  • 1. Accept the challenge.  You'd rather stick your head in a muck swamp than spend more time in detention.
Automatic: +1 Curiosity SS, access to Stage 2


  • 2. Running errands for Professor Storey versus a lifetime of detention?  You'll take detention.
Automatic: +1 Character SS, -5 Merit, Reprimand, end adventure

Stage 2: An Appointment with the Hunter[]

  • 1. Come back another time.
Automatic: +1 Temperance SS, -1 Relationship with Oliver Storey, pause adventure.


  • 2. Social Skills.  Try to pin him down to a specific time and place.  (Roll v. 4)
Success: +1 Etiquette SS, advance to Phase 2.
Failure: -1 Persuasion SS, pause adventure.


Success: +1 Confidence SS, advance to Phase 2.
Failure: -1 Persuasion SS, pause adventure.


Phase 2: Meeting the Lizard[]

  • 1. Courage.  Stand tall! (Roll v. 4)
Success: +1 Curiosity SS, +1 Endurance SS, advance to Phase 3.
Failure: +2 Stress, pause adventure.


Phase 3: Lines of Study[]

  • 1. Scouting.  Look around for an easy way in. (Roll v. 6)
Success: +1 Pure Luck SS, advance to Phase 4.
Failure: -1 Vitality, advance to Phase 4.


Phase 4: At the Stacks[]

  • 1. Try the Magic section.
Automatic: +1 Theory of Enchantment SL, advance to Phase 5.


  • 2. Try the History section.
Automatic: +1 The History of Magic SL, advance to Phase 5.


  • 3. Try the Anatomy Section. 
Automatic: +1 Theory of Enchantment SS, choose again


Phase 5: Wolftouch[]

  • 1. Running.  You have to get to Chorda Heath the old-fashioned way.  (Roll v. 8)
Success: +1 Endurance SL, advance phase 6.
Failure: +1 Willpower SS, -1 Vitality, advance to Phase 6.


  • 3. Being seen using Gates magic could get you expelled or killed, but it's your best chance.  Teleport. (prerequisite: Gates > 0)
Automatic: +1 Courage SL, +1 Gates Method SL, +1 Stress, advance to Phase 6.


Phase 6: Lockbreaking and the Lizard[]

Success: +1 Lockpick SL, advance to Phase 7.
Failure: +1 Stress, advance to Phase 7.


  • 2. Concentration.  Take a deep breath and calm your nerves.  (Roll v. 6)
Success: +25 temporary Chance of Success, choose again.
Failure: choose again.
  • 3. Lockpick.  The focal point of the enchantment is likely to be on the actual lock.  Opening that lock mechanically could disarm the magic.  (Roll v. 9)
Success: +1 Confidence SL, advance to Phase 7.
Failure: +1 Stress, advance to Phase 7.



Phase 7: Whispering[]

  • 1. Thank him as you go. 
Automatic: +1 Character SS, advance to Phase 8.


  • 2. Diplomacy.  Ask Wrynt for a scale.  (Roll v. 6)
Success: add & inform Wrynt's Scale, advance to Phase 8.
Failure: +1 Stress, advance to Phase 8.



Phase 8: Wolf and Snow[]

  • 1. Revision.  Just shift the ground under the werewolf, and send it rolling down the mountain.  (Roll v. 6)
Success: +1 Intelligence, +1 Confidence SL, +2 Relationship with Vettor Conta, advance to Phase 9.
Failure: +1 Luck, +2 Relationship with Vettor Conta, -1 Composure SS, advance to Phase 9.


  • 2. Withdraw.  You just won the fight. (unlocked by option 4)
Automatic: +1 Intelligence, +1 Relationship with Vettor Conta, advance to Phase 9.


  • 3. Incantation.  You imagine that werewolves, like most creatures, are afraid of being burned - especially because they are so hairy and flammable.  (Roll v. 6)
Success: +1 Finesse, +1 Phemes SL, +2 Relationship with Vettor Conta, advance to Phase 9.
Failure: +1 Luck, +2 Relationship with Vettor Conta, advance to Phase 9.
  • 4. Gates Methods.  You have Vettor in clear line of sight; bring him directly to you. (Roll v. 6)
Success: +1 Concentration SL, unlocks option 2, locks 1 & 3, choose again
Failure: choose again


Phase 9: The Return[]

  • 1. Ask Wrynt about his favour.
Automatic: +5 Merit, (add MemoryThe Lizard has been tamed. probably unlocks something), conclude adventure.
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