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: ?