Once Discovered... | ||
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Prerequisites : | Explore ≥ 5 | |
Begin Date : | Unknown | |
End Date : | Unknown | |
Days : | 1 | |
ModTools Name : | Grim Occurrence | |
Roll Levels : | at most 6? | |
Automatic Benefits : | Unknown | |
Possible Benefits : | Fitness +1, gain Diavesque the Living, +5 or 10 to Vitality, several SS to various skills. |
This is an easy adventure with some upperclass students in which the player gets to talk to a book with some secrets.
The adventure takes at least 1 session, a successful adventure can gain multiple skill-ups, loot (Diavesque the Living) and +1 point to Fitness.
See Walkthrough for getting the most out of the adventure.
Stage 1: Once Discovered...[]
Phase 1: Once Discovered[]
- 1. Running. Get awat and don't look back! (Roll v. ≤ at most 6)
Success: Expand Running +1 SS, conclude adventure. Failure: ?
- 2. Diplomacy. Talk them down. (Roll v. ≤ at most 6)
Success: Expand Persuasion +1 SS, advance phase 2. Failure: ?
- 3. Intimidation. Make it clear that this is not in their best interests. (Roll v. 1-3?)
Success: Expand Acting +1 SS, advance to phase 3. Failure: ?
Phase 2: Lonely Peter[]
- 1. Patiently wait for him to acknowledge how impotent he is without his lackeys.
Automatic: Expand Intimidation +1 SS, advance to phase 3.
- 2. Give in to temptation and attack him.
Automatic: Expand Brute Strength +1 SS, expand Ethics -1 SS, advance to phase 3.
Phase 3: Diavesque the Living's offer[]
- 1. "I...can't do this." -or- "Not interested." (the former if you chose option 2.1 and the latter for 2.2)
Automatic: +1 Willpower SS, conclude adventure.
- 2. "I'll enter the pact" -or- "I agree" (the former if you chose option 2.1 and the latter for 2.2)
Automatic: Expand Fitness +1, expand Theory of Gates +1 SS, gain Diavesque the Living, +5 (or +10 if you chose option 2.2) Vitality, advance to phase 4.
Phase 4: Vengeance on the three[]
- 1. "Let them leave; they're smart enough to realize that this is the last act of mercy they can expect from me."
Automatic: Expand Command +1 SS, advance to phase 5.
- 2. "As long as you don't murder them, and they're able to drag themselves back to the academy, by all means, have fun."
Automatic: Expand Command +1 SS, expand Intimidation +1 SS, expand Ethics -1 SS, conclude adventure.
Phase 5: Has your charity faded?[]
- 1. "Yes."
Automatic: Expand Command +1 SS, expand Intimidation +1 SS, conclude adventure.
- 2. "No. when I give my word, I mean it."
Automatic: Expand Command +1 SS, expand Intimidation +1 SS, conclude adventure.
Walkthrough[]
For maximizing gains pick:
- 1.2
- 2.1 (if you don't want to lose Ethics SS)
-or-
- 2.2 (if you want more Vitality)
- 3.2
- 4.1
- Any choice in phase 5
Notes: This an evil path and it's unknown if there are any consequences for it later on.