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This is an adventure in which the hero gets blackmailed by a secretive Watcher.  The adventure may continue in year two.


The adventure takes at least 4 sessions, a successful adventure can gain multiple skill-ups, and knowledge of a combat or hiding spell.  There is no ability gain.

Unlocked by:  Blackmail of 2 or more.


Stage 1: You're being watched[]

Phase 1: A worrying note[]

  • 1. So
 Automatic: Advance to Phase 2



Phase 2: Meet with the Watcher[]

  • 1. Don't do anything just yet, but plan on going back later.
 Automatic:


  • 2. Negotiate.  Bribe your way past with a special 50 pim "donation"  (Roll v. ≤ at mosst 9)
 Success: ?
 Failure: ?


  • 3. Sabotage.  Create a diversion during service to gain entrance.  (Roll v. ≤ at most 12)
 Success: ?
 Failure: ?


  • 4. Piety.  Come clean to the temple priest and ask for guidance.  (Roll v. ≤ at most 21)
 Success: ?, access to stage 2.
 Failure: ?


  • 5. Research.  Learn what you can about the temple.  (Roll v. ≤ at most 17)
 Success: Temporarily increase Sabotage, Negotiate, & Sabotage +1 SL, choose again.
 Failure: ?
  • 6.  Forgery.  Create a document giving you access to the area you seek.  (Roll v. ≤ 6)
 Success: ?
 Failure: ?


  • 7. Acting.  Disguise yourself as a temple acolyte and sneak in.  (Roll v. ≤ 10)
 Success: Infiltration +1 SS, advance to stage 2.
 Failure: ?


Stage 2: Just One More Task...[]

  • 1. Library Knowledge.  What is this library, anyway?  do some reasearch and see what you can dig up. (Roll v. ≤ at most 22)
 Success: open option 8, choose again.
 Failure: ?


  • 2. Intimidation.  Intimidate the Librarian on your own. (Roll v. ≤ 8)
 Success: ?
 Failure: ?


  • 3. Blackmail.  Implicate the shopkeeper in a fake bribe, and use that as leverage.  (Roll v. ≤ 9)
 Success: ?
 Failure: ?


  • 4. Journalism.  Create some bad press about the shopkeeper, and then offer him a way out.  (Roll v. ≤ 9)
 Success: +1 Planning SS, +1 Intimidation SS, access Stage 3.
 Failure: ?


  • 5.  Economy.  What kind of things does Jordan's Junk sell?  Ask around.  (Roll v. ≤7)
 Success: open option 9, choose again.
 Failure: ?


  • 6. Theory of Glamour.  Find out what you can about the Epistula Vocis spell, if you learn it, you can use it!  (Roll v. ≤ 15)
 Success: ?
 Failure: ?


  • 7.  Brute Strength.  Use a demonstration of physical force to help the shopkeeper see the light.  (Roll v. ≤ 6)
 Success: ?
 Failure: ?


  • 8.  Forgery.  Forge a "Right of Borrowing" for the book that won't lead back to you.  (Roll v. ≤ 6)
 Success: +1 Forgery SS, acces sstage 3.
 Failure: -1 Forgery SL, pause adventure.


  • 9. Manipulation.  Threaten the shopkeeper with keeping his daughter out of the school.  (Roll v. ≤ at most 10)
 Success: ?
 Failure: ?



Stage 3: The Secrets of the Book[]

  • 1. Give the book to the Watcher
 Automatic: +?


  • 2. Gossip.  upperclassmen have their uses - find one and use him or her!  (Roll v. ≤ 8)
 Success: +?
 Failure: ?


  • 3. Deceit.  Trick Professor Sido into doing some translation for you.  (Roll v. ≤ 14)
 Success: +?
 Failure: ?


  • 4. Research.  Just what is this book anyway?  (Roll v. ≤ 18)
 Success: +?
 Failure: choose again


  • 5. Eluminian.  Translate it with your own skills  (Roll v. ≤ 11)
 Success: +1 Observation SS, 91 Perception SS, access to Stage 4.
 Failure: ?



Stage 4: The Watcher's Last Challenge[]

  • 1. Thanks, but no thanks.  You're outta here!
 Automatic: ?


  • 2. Glamour.  Choose the black stone.  (Roll v. ≤ at most 19)


  Success: Learn Air, Blend and Light Phemes, learn Walking in Shadows (Spell), conclude adventure.
 Failure: ?


  • 3. Incantation.  Choose the red stone.  (Roll v. ≤ 11)


  Success: Learn Air, Fire and Flame Phemes, learn Fire Shards (Spell), conclude adventure.
 Failure: ?
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