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A New Country
Prerequisites : Relationship with Montague Ruffo => 6
Begin Date : Athonos Juvenalia
End Date : Kaliri 28
Days : 8
ModTools Name : Student Adventure Montague
Roll Levels : 3-19
Automatic Benefits : Unknown
Possible Benefits : +1 to either Strength or Finesse or Charm or Luck; Many SS; Relationship Montague Ruffo +1-2, Relationship Rikildis von Kiep + 1, Stress -2-+1

This is an adventure with Montague Ruffo in which the hero gets to help Montague Ruffo make up his own country.

Stage 1: A New Country[]

  • 1. The Imaginative Origins of Montagania
Automatic: Advance to Stage 1.

Stage 2: The Discovery of Montagania[]

  • 1. Cartography You’ve got a basic knowledge of cartography. Use it to create a map for Montague. (Roll v. 3)
Success: Expand Cartography, access to Stage 2.
Failure: Expand Relationship Montague Ruffo -1, pause Adventure.
  • 2. Painting. You’re an artistic sort, and maps are just pictures. Paint him a map. (Roll v. 3)
Success: Expand Painting +1 SS, access to Stage 2.
Failure: Expand Relationship Montague Ruffo -1, pause Adventure.
  • 3. Forgery. Sneak into the student paper stacks for cast-off maps, and redraw Montagania into the map there. (Roll v.3)
Success: Expand Infiltration +1 SS, access to Stage 2.
Failure: Expand Relationship Montague Ruffo -1, pause Adventure.

Stage 3: Recreating history[]

  • 1. Revision. Rewrite history. It shouldn’t take much to whip up a basic Revision spell that will make a few key changes and additions to some of the history books in the library. (Roll v. 5)
Success: Expand Revision Spells +1 SS, access to Stage 4.
Failure: Expand Relationship Montague Ruffo -1, pause Adventure.
  • 2. Sleight-of-Hand. Get Montague’s text into the printing press. It should be a simple matter of sleight of hand. (Roll v. 5)
Success: Expand Composure +1 SS, access to Stage 4.
Failure: Expand Relationship Montague Ruffo -1, pause Adventure.
  • 3. Ink Compounds. Make a convincing forgery that your professor will put in his new book. If you know a little about ink, it should be fairly easy. (Roll v. 5)
Success: Expand Ink Compounds +1 SS, access to Stage 4.
Failure: Expand Relationship Montague Ruffo -1, pause Adventure.

Stage 4: Sword shopping[]

  • 1. Weaponsmith. Forge him a sword using your knowledge of weaponsmithing.  (Roll v. 7)
Success: Expand Weaponsmith +1 access to Stage 5.
Failure: Expand Relationship Montague Ruffo -1, pause Adventure.
  • 2. Incantation. Conjure Montague a sword out of thin air. Sure, it won’t be easy, but what could be better than a magical sword?  (Roll v. 7)
Success: Expand Incantation Spells +1 SS, access to Stage 5.
Failure: Expand Relationship Montague Ruffo -1, pause Adventure.

Stage 5: National History[]

  • 1. Cooking. Cook up a convincing Harvest Day meal. You’ll need to be creative with your recipes, but a special meal will go a long way toward convincing your professors it’s a real holiday. (Roll v.9)
Success: Expand Creativity +2 SS, access to Stage 6.
Failure: Expand Relationship Montague Ruffo -1, pause Adventure.
  • 2. Music. Everybody likes music! Write and sing some special Harvest Day songs that reflect the unique culture of Montagania. (Roll v. 9)
Success: Expand Manipulation +2 SS, access to Stage 6.
Failure: Expand Stress +2, pause Adventure.

Stage 6: King Linus Day[]

  • 1. Reason. How do you prove that a holiday exists?  (Roll v.7)
Success: +33% chance of success, choose again.
Failure: choose an other option.
  • 2. Famous Prose. Create an epic tale for King Linus that will make the professors stand up and cheer or at least let Montague have the day off.  You'll need to know your epic tales inside and out to make it work, though. (Roll v. 12)
Success: Expand Creativity +2 SS, access to Stage 7.
Failure: Expand Merit Montague -1, Expand Stress +2, pause adventure.
  • 3. Bureaucracy . Use your knowledge of court procedures and etiquette to write a royal proclamation declaring your new holiday. If they see it in writing, your professors will have to believe it's real. You'll have to be good to pull it off, though.  (Roll v. 12)
Success: Expand Etiquette +1 SS,  access to Stage 7.
Failure: Expand Merit Montague -1, Expand Stress +2, pause adventure.

Stage 7: The distinguished ambassador[]

  • 1. Choose Marvin, a down-and-out actor 
Success: Expand Art Appreciation +2 SS, access to Stage 8a.
Failure: choose again.
  • 2. Reason. What skills does a diplomat need?  (Roll v. 6)
Success: +33 chance of success, choose again.
Failure: choose again.
Success: +1 Art Appreciation SS, access to Stage 8b.
Failure: Expand Stress +1, pause adventure

Stage 8a: Making a Deal with Marvin[]

  • 1. Scouting. Nigel is Marvn’s toughest competition for the lead. If you follow him, you might find something you can use.  (Roll v. 15)
Success: Add Memory "Nigel's a Gambler", choose again.
Failure: Choose again.
  • 2. Theatre. Use your knowledge of acting and theater to convince the theater owner that Marvin’s his man. The theater owner is experienced, so you’ll need to be extremely knowledgeable too. (Roll v. 15)
Success: Expand Acting +2 SS, access stage 9.
Failure: Expand Stress +2, pause adventure.
  • 3. Glamour. Make Marvin irresistible. He’s pretty ordinary, so your Glamour is going to have to be in top form, but you think you can do it. (Roll v. 15)
Success: Expand Concentration +2 SS, access stage 9.
Failure: Expand Stress +2, pause adventure.
  • 4. Gambling. Take out the competition. Nigel likes to gamble. So do you. You think you can win Marvin his part. It’s risky you know, but that’s the way you like it. (Roll v. 12)
Success: Expand Composure +2 SS, access stage 9.
Failure: Expand -50 Pims, pause adventure.

Stage 8b: Taming Rodrigo[]

  • 1. Sleuthing. Do some digging to find out more about Rodrigo  (Roll v. 15)\
Success: Add memory "Rodrigo's Ring", Unlock option 3, choose again.
Failure: choose again
  • 2. Brew. Brew a powerful potion to get Rodrigo sober  (Roll v. 15)
Success: Expand Alchemical Tools +2 SS, Expand First Aid SS, access stage 9.
Failure: Expand Stress +2, pause adventure.
  • 3. Lockpick. Get Rodrigo's ring back so he can propose to his sweetheart. It's going to take a mastermind to pull off this heist, but you think you can do it.  (Roll v. 15)
Success: Expand Infiltration +2 SS, access stage 9.
Failure: Expand Merit -3, pause adventure.

Stage 9: Keep a lid on it[]

  • 1. (Relationship Rikildis von Kiep =>5) You and Rikildis are friends. This kind of bust is basically what she lives for, but you may still be able to talk her down.
Automatic: Expand Relationship Montague Ruffo +2, Expand Relationship Rikildis von Kiep +1, Expand Stress +1, conclude Adventure
  • 2. Persuasion. Go to the troublemaker and use all your natural charm to persuade her not to spill the beans. She's got the goods on you, though, so it won't be easy.  (Roll v. 18)
Success: Expand Stress -2, Expand Charm +1, Expand Relationship Montague Ruffo +1, conclude Adventure.
Failure: Expand Luck +1, Expand Relationship Montague Ruffo +1, Reprimand +1, conclude Adventure.
  • 3. Observation. Look around for something that might help you resolve the problem in your favor  (Roll v. )
Success: Add Memory "Fruit Cart", Unlock option 4, choose again.
Failure: Choose again.
  • 4. Intimidation. Go to the troublemaker and scare them into keeping quiet. You don't think they'll scare easily though, so you'll have to be at your most intimidating.  (Roll v. 17)
Success: Expand Minetan Swagger SS +3, Strength +2, relationship Montague Ruffo +1, conclude Adventure.
Failure: Expand Charm +1, Expand Relationship Montague Ruffo +1, conclude Adventure.
  • 5. Sabotage! Send the produce cart's contents rolling into the group accompanying your diplomat and grab the evidence in the commotion. It's a risky move, but you have to try. (Roll v. 18)
Success: Expand Finesse +1, Expand Flawless Timing SS +3, Expand relationship Montague Ruffo +2, conclude Adventure.
Failure: Expand Charm +1, Expand Relationship Montague Ruffo +1, conclude Adventure.
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