Adventures in Brief

Adventure 3 outcome:
2 plot hooks
spent 3 confidence, gained 6 confidence (1 per cycle)
8 rewards:
4 vis (Faerie, corpus)
correspondence: faerie lore
notch
5 points in reputation

Other adventure stats:

  1. petition of faerie aura (spring): 3 cycles: legal-diplomatic/combat/combat- difficulty 12
  2. fall ambush mistaken identity: 1 cycle: combat difficulty 12
  3. Evandrus Cabal, checking out Augustinians: 2 cycles social/combat difficulty 9
  4. explore Siderno: 3 cycles: social, choice, combat difficulty 6
  5. search for initiation: 2 cycles both choice, difficulty 12
  1. (faerie regio) Mag of Merinita has petitioned for the right to explore the faerie regio in the covenant (spring): 3 cycles: legal-diplomatic/combat/combat- difficulty 12

Hi, Quite Possibly a Cat, how do you want to do this? Pazzino is the legal ace, Andros can contribute in Combat and Magic, Etienne is great in Combat, Julien is good in social, Aegis is well-rounded, Evandrus has the Mother of healing Magic of the Magics covered. With diff.12, we should try to put people with Confidence or very high total, and magic up the rest (magnitude 4 minimum). Since the visitor is Hermetic, our Gifts shouldn't interfere socially in the first cycle. Not sure why there's combat, though we could tie this with adventure #3 in Winter, (Ouragan supernatural nuisance) in the winter faeries from Persephone's court sally forth into the world, giving the impression they were released by Ouragan.

Gotta watch out for those 2 bad omens!

Here's [strike]a possible number of[/strike] actual rolls:
1st cycle
1)Evandrus- OoH Lore 4(House Merinita) + 3 Int + 2 (Andros 1+ Pazzino 2 (Covenant Lands) + Etienne 1)/2 + _: 1D10 = [7] = 7 = 16, success, to understand who this is, is he reliable/honorable, his request, etc...
2)Pazzino-- Code of Hermes 4 + 2 Comm + 1 (Evandrus 2(Faeries))/2 +_: 1D10 = [2] = 2 + 3 spend 1 Confidence = 12, success to be careful with this and cover our behinds.
3)Pazzino- Bargain 6 Legal Negotiation + 0 Pre + 1 (Evandrus 1+ Julien 2)/2 + _: 1D10 = [9] = 9 = 16, success, If we decide to allow it, we surely get something in exchange, and hold Mag responsible for anything that happens

A letter delivered by pretty young Redcap is delivered to the Council. Mag of Merinita inquires about being able to properly delve into the heretofore unknown secrets of the Faerie Regio nearby; he says he is willing to "make it worth the Covenant's time". "Who is this magus?" ask members of the council. Evandrus is disdainful, "a very strange fellow who is not a sound researcher, sinister, not a healer at all, a friend to dark fae. Powerful in the ways of the Merinita". "So we must be careful then, to either obtain great recompense or to dismiss him with good cheer."says Andros, who jumps at the opportunity, "I'll deal with this fellow if he behave...or misbehave.". Evandrus just stares and says "I'd better come along. i know the type." OoH Lore success Pazzino and the Etienne have heard of this fellow's reputation too.
Pazzino scours the library and prepares legal arguments for and against Mag's request, to cover known Hermetic arguments made at Tribunal. He has to burn the midnight oil and is much spent when Mag arrives, but he believes all bases are covered. Code of Hermes success. He briefs Andros and Evandrus with his findings.
Mag arrives with little pomp and ceremony. A tall and skeletal man with a delicate physique, lanky blond hair and a birdlike manner, he is immediately at odds with Evandrus, feigning great friendship, but undercutting him with quick insults and dismissiveness. He is given all appropriate honor as a guest, Julien sees to it. When after a few days talk turns to what Mag desires and what he is willing to pay, he turns out to be a good bargainer, but no match for a prepared Pazzino, a very eager-for-payback Evandrus; even Julien gets in on the discussions. A series of apparently very reasonable demands that in reality were very onerous are repeatedly and expertly fielded by Signor Musante, and amplified by Evandrus, who cannot hide his delight as Mag's frustrations rise. Eventually the Merinita simply leaves in a huff one night. "Well, he was treated with great civility, more than he deserved anyway" muses Evandrus with satisfaction. Bargain success

2nd cycle- Mag goes off to the Regio area, we don't hear anything else and go check it out
1)Etienne- Awareness 4 + Per. 1 + 6 (Andros 2+ Pazzino 3 + Julien 4 + Evandrus 3)/2 + _: 1D10 = [5] = 5 = 16, success, as we head there, Etienne notices something
2)Andros- Spell Ironhide level 35 (Mastered 1) + 44 + _: 1D10 = [10] = 10 had to happen... 3 Botch dice -1 for Mastery 1, _: 1D10 = [9] = 9
1D10 = [4] = 4
, no botch, = success, Beset on all sides by the iniquities of evil
3)Etienne- Martial 8 longsword + Dex +1 + 7 (Andros 5+ Aegis 5 + Pazzino 4)/2 + _: 1D10 = [2] = 2 = 18, success start cutting down these foes

The next day is cold and windy, Anna the apprentice and others with gifts of foresight shiver. "I thought winter was done".
Evandrus asks, "which way did Mag go" to the sentries. They point straight to the area of the faerie regio! "Mag will be Mag", mutters Evandrus, "we have been too clever for our own good, by far", as he rushes in his lumbering way, Andros quickly gets Etienne and Aegis, who are nearby, to follow. Pazzino and Julien also rush to see what's going on. Snow begins to fall. "That's strange" As they get near one of the entrances to the regio, they see ice. The cold intensifies, Etienne grabs Evandrus roughly and cries "look out!" as a great icicle falls where the magus stood before. Awareness success In the ice are creatures, of the ice. They quickly surround the group, Andros shouts "Back to back, men! Protect Evandrus until he can cast something! You too, Julien, didn't you want to see some magic!"(Evandrus is slow and clumsy to an extreme degree, but he has power to spare, as long as he aims right :smiling_imp: ) Andros goes for his signature Ironhide spell, but he gets mouthfuls of snow and numbers pressing on him that almost make him lose the spell. Almost. Spell Ironhide level 35 (Mastered 1) success. Finally Etienne, Andros, Aegis, and even Pazzino clear a circle in their vicinity. Martial success Their foes are fragile, but numerous (enemies of spring, they get their vitality from scaring peasants into lighting fires and making appeals to the old gods of Spring). There's room for a breather! Evandrus steadies himself "Mag must have gone into the Regio and made alliance with these creature's leader". "Then we must force this leader to reconsider his position!" Andros shouts. They plod on, not daring to split up to look for reinforcements.

3rd cycle- The battle continues against faeries of the cold
1)Andros- Parma Magica 7 (Ignem) + 1 Quik + 1 (Evandrus 3)/2 + _: 1D10 = [1] = 1 + _: 1D10 = [3] = 3 = 15, success, To protect against their rising powers over cold weather
2)Etienne- Brawl 4 (grapple) + Str 3 + 4(Andros 2 + Evandrus 1 + Aegis 3 + Pazzino 2) + _: 1D10 = [8] = 8 = 19, success, To desperately grab one of the leaders and threaten him to surrender or else
3)Evandrus- spell Seven-League Stride [ReCo 35, +44] + _: 1D10 = [10] = 10 kidding, what! Didn't see any Botch dice reduction/Mastery for that spell, here goes nuthin'! _: 1D10 = [6] = 6
1D10 = [2] = 2
1D10 = [2] = 2
, no botch! Yeah! the leader screams for the head of Evandrus, the creatures in a final push try to overwhelm Evandrus, but he simply teleports away.

The cold becomes a wall, it becomes difficult to even hold weapons. Pazzino nearly collapses trying to help the stumbling Julien. Andros calls them over for a "strengthening prayer". He recasts his Pama Magica ritual, it is specialized in ignem, so everybody (except for Evandrus, who did not need it) is suddenly protected from the bitter unnatural cold. Parma Magica success. They go on, until the find the nearby gates. in front of them a tall maiden of ice, with a comically badly made crown of frozen flowers, surrounded by many of the smaller icy fey. "That'd be Mag's handiwork, he is infamous for pouring great effort into badly made things." says Evan. The icy maiden whispers to her subjects "The bargain is sealed. Deliver the fat man to me." She points at Evandrus, but a great confusion falls on her followers, as there are two very fat men (Julien and Evandrus are both Obese!). Like maddened rats they clamber and jump, but divide their efforts between getting to the screaming Julien (at least he got to see a lot of magic!) and the stumbling Evandrus. "time to do some headhunting, Etienne! We'll have some harsh words with that lady!"exclaims Andros. A frenzied Brawl ensues as Etienne shoves, stomps, slams and punches his way to the icy lady's side, while the rest are desperately grabbing and peeling off the little fey off of Evandrus and Julien Brawl success. Etienne roughly slams her against a tree, at this distance her touch burns him despite his mystical protection. "Tell them to lay off, or you are a goner, lady". The little fey pause when they see their queen threatened, which gives opportunity to Evandrus and Julien to regain their feet. "There's no breaking the bargain. Did I tell you to stop?!" She shouts at her minions, who redouble their efforts in overwhelming the two big men. Etienne looks at Andros, who nods; he hews the ice queen's head from her shoulders. At the same time, Evandrus gets an opportunity to cast Seven-League Stride success although for a moment it seemed he would materialize inside a wall. Bereft of their queen and her chosen target, the creatures start to melt, the cold is less intense. Spring again returns.

*edited for rolls and story

Great success! 9xp, 15 days, 4 Confidence a piece (Pazzino had to spend 1) to Andros, Evandrus, Pazzino, 6 Rewards. I'd say 1 Notch on Faerie regio, 1 on Covenant BPs (6)- Vis, 30 pawns of various types, 1 reward each Andros, Evandrus, Pazzino, Aegis. Andros will choose 4 pawns of Ignem vis as his reward. I will update him and Camilla, as they have no more adventures.

Anyway, 5)Fall: explore Siderno: 3 cycles: social, choice, combat difficulty 6,

Andros, Gabriele, Julien, Paco, Phillipe, Guglielmo Vintner.

Story [strike]later,[/strike] and rolls now:

1st cycle: social
•Guglielmo Vintner- Carouse 4(drinking) + Pre 1 + 2(Paco 3 + Gabriele 2(staying sober)/2 + _: 1D10 = [10] = 10, _: 1D10 = [4] = 4, no botch, whew!, = 7, success
•Andros Teaching 7 + Comm 2 - 3 Gift + 1(Julien 1+ Paco 2)/2 + _: 1D10 = [6] = 6 = 13, success
•Gabriele Music 7 + Quik 0 + _: 1D10 = [7] = 7, = 14, success

The group heads to Siderno in what has already become a tradition, they carry messages from the kinfolk who now live and work in the covenant. They are well-received, it's a barley beer festival, not something big, but the townsfolk hope it gets better attended each year. Guglielmo Vintner, Paco and Gabriele head to sample the wares, Guglielmo with an eye for business, Paco just wants to drink, he knows Andros will put him to digging in the ruins, and Gabriele will try some tune, there always a pretty girl to impress. Andros and Julien head to speak to the elders. Over the next few days vast amounts of beer are swilled, but it's all for a purpose Carouse success, business opportunities! Andros as always causes discomfort with his Gift, but his enthusiasm for the Teaching facilities at Locri, his frequent displays of swordplay to try to increase enthusiasm for the turb at Praesidium Orae, "Uncle Andros wants you!", and the aid of Julien and Paco are well-received. Teaching success. Gabriele tries some new tunes, the people flock to his performances, all remember the very emotional moment when his Enchanting Music got everybody in a very talky, emotional and confessional mood in 1107. They seem the happier for it! Gabriele doesn't disappoint; perhaps next year there'll be more musicians in the festival? Music success.
Phillipe just mopes in the outskirts of town, the stars are very bright tonight.

2nd cycle: Magic
•Julien- Awareness 3 + Int 1 + 2(Andros 1 + Gabriele 2 + Paco 3)/2 + _: 1D10 = [1] = 1 + _: 1D10 = [10] = 10 = 26, success
•Phillippe- Animal Ken 5 + Per. 3 + _: 1D10 = [2] = 2 = 10, success
•Andros Magic Theory 6 + Sta 1 + 2 straight "Safari can't open page" _: 1D10 = [7] = 7 = 14, success

Andros hypothesizes there may be caves among the ruins, where perhaps more artifacts may be found, so he drags everybody 5 days later into Siderno's hinterlands, now the property of Praesidium Orae. Another vis source would be another feather in his cap. Harrumph, Evandrus and Taurus may be his elders, but by golly, he can very well pull his weight for the good of the covenant. It's Julien who after several hours of searching finds an opening to a cave. Awareness success. A nasty old badger jumps out, ready to grind some bones, but Phillipe manages to speak to it and calm it before anything regrettable occurs Animal Ken success The badger appears to be a creature of some minor magic, and it points them to other nearby caves where other "two legs with metal claws" have lately started dwelling. Andros feels that this creature proves there's a magical aura nearby, indeed it may be the aura's tether. In a place where many magic rituals took place over the centuries, residual areas may be found. Perhaps he can convince Taurus to use his Terram Mastery to create a shelter, a fall back position for bad times? Magic Theory success

3rd cycle: Combat
•Paco Martial 7 (longsword) + Dex 1 + 4(Andros 4 + Gabriele 2 + Phillipe 3)/2 + _: 1D10 = [1] = 1 + "safari can't open page + _: 1D10 = [10] = 10 = 32, success
•Andros spell Doublet of Impenetrable Silk (MuAn15) +20 + _: 1D10 = [2] = 2 = success
•Gabriele Athletics 3 Acrobatics + Str 1 + 2(Andros 2 + Paco 2)/2 + _: 1D10 = [8] = 8 = 14, success

Inevitably, Andros and company "visit" the interlopers in the nearby caves...and catch a number of hooded figures in the middle of an unholy rite! A goat is being slaughtered in front of an obsidian statue with a ram's head. These men turn in desperation to their weapons, cruel black knives and twisted knobby cudgels, cursing their bad luck. Andros urges them to lay down their weapons and face justice, but their leader sends a fell bolt of flame and poison at him, which fails to penetrate. Paco has seen enough, his magus is being attacked, and he wades into the fray, Andros style, the others follow him this time! Martial success.
His great sword less useful in such close quarters, Andros protects the frenzied men spell Doublet of Impenetrable Silk success as he makes his way inside. The fiendish warlock casts a curse that takes a hold of Paco and Phillipe's minds, but Gabriele manages to get behind him, and swinging from the obsidian statue, unbalances it so that it falls smack down on Evil cultist #1. Athletics successThey are defeated!

So 9 days, 6 xp to participants, 6 Rewards, 4 confidence to Gabriele and Andros each, uncovered more Hidden Resources. Andros is getting proprietary about the little town: [strike]2[/strike] reward to notch on Contested resources, 3 rewards Andros, 2 to Gabriele (Archimedes). Andros will take 2 Co Vis, more mummified toes, +2 reputation.

And I used Phillipe's Animal Ken!

*edited by my count that's 3 notches on Contested Resources hook
*edited for story, and only 1 reward for notch of hook, just read that limitation on the Fast advancement rules

That looks pretty good. Battle against Faerie minions is always decent. For story I think we overcome the House Mer Mag in legal trickery and the Mer mag doesn't get what (s)he wants, and then Faeries come for us.

So Aegis, Hadrian and Evan.

Social Cycle
Aegis: Carouse(3)+Com(2)+Stress(8)=13 Note: I screwed up the name section. Also I entered Com into the notes section even though I was planning on Pre originally. The numbers don't change thankfully. So if you think that Pre would have made more sense, I do too
Aegis: Charm(3)+Pre(2)+Stress(4)=9
Evan: Neo-Merc Lore(3)+Int(3)+Stress(8)=14
+
Combat Cycle
Aegis: Single Weapon(short sword)5+Str(2)+stress(explosion)+stress(2*10)=27
Hadrian: bow (longbow):6+2+Dex(2)+stress(6)=16
Aegis: Brawl(Dodge)4+Qik(0)+Assist(2)+stress(5)=11

Results
Experience: 6
Time: 11d Spring
Rewards: 4, 3 Corpus Vis for Evan, +2 Reputation points for Evan in Renowned Archeologist, and New character(?)

So Evan and co. manage to get an invite to a party that the Augustinians are also going to as well. By passing notes, Aegis gets them invited to an interview were they impress the group with Evan's knowledge of ancient sites. In fact, its enough to convince them to go on another mission to a site they previously passed over. A more careful examination finds a secret passage to a hidden library, that's filled with UNDEAD! The various wizards are barely capable leaving weapon wielding folk to strike down the rotting monsters. They are actually quite slow. The Library has an erratically flickering aura, and it appears they have suffered serious acclimation. They also acquire a Ghostly Librarian. Anyway, the idea for the new character was a ghost that had been trapped in the library. Its a ghost obsessed with making a good library. It should be made as a magical companion right?

I will incorporate that, guess we'll keep on keeping with our bad reputation!

First Cycle: Supernatural
Evan: Magic Theory 11+Int(3)+Assistance(5)+Stress(3)=22
Aegis: Second Sight (4)+Per(0)+Stress(explode)+Explode Stress Die(2*7)=18
Aegis: Faerie Lore(1)+Pre(2)+Assistance(2)+Stress(6)=11

Second Cycle: Combat
Aegis: Short Sword(5)+Str(2)+Stress(4)=11
Hadrian: Longbow(9)+Dex(2)+Stress(9)=18
Evan: Incantation of Lightning, 35, 38+stress(5)=43, success!

The team hears of a Faerie Regio were they might find some treasure, including possibly a book with the initiation they need. Except the Regio opens erratically. Luckily, Evan and Camilla predict the next place it will open and Aegis manages to lead them in. Unfortunately, they don't manage to placate the local Faeries with the proper offerings when they enter. They try, and almost get it right, but not quite. And just after entering they find Faeries barring their way. Luckily, the Fae barring the way really just want some vitality from a fight, and the party makes a sufficient showing that the Faeries are "slain" and they can explore the Regio looking for treasure. At the very least Aegis finds several golden apples.

Results:
Experience: 8
Time: 15d Fall
Rewards: Three, +50% boost to quest points, 4 Te Vis for Aegis

a 2 omen story has 3 botch dice, not 2.
Also the creatures of cold would have been brought with Mags, they are not from the regio (though Evandrus may have assumed wrongly), the magical entities from this regio appear to be undead, plus a three headed dog which guards a garden of life in the middle of all of the death in the regio.

The librarian can be made as a magic companion or grog at your discretion.

In addition to the apples, you find a note indicating the scroll of initiation has been moved, though not where too. The only hint is the signature on the note...

Siderno- after defeating the cultists, the group discovers what appears 5 pawns of creo vis, apparently unrelated to the group, which is embedded in small figurines of women, some pregnant others over-sexualized, some it is uncertain which is being attempted. The cave also contains drawings of animals mating, and what appears to have been at least partial inspiration for the cultists ritual, involving a group of people involved in copulating, though on closer inspection not all of them are actually participating.

You also find a set of untranslated lab texts from a Mario of Bonisagus, whose body suggests he was killed by these cultists some years ago.
(Build points = 1 for vis, 21 points in lab texts- at a glance apparently researching fertility magic)

The town also provides you with an ancient tapestry (AQ:22- effectively tractatus Q:11)

?
Is this about #1? There were two possible botches in the rolls, both involving spells, Andros:

underline to acknowledge 3 botch dice -1 for having the spell mastered, and you'll note, 2 botch rolls

and Evandrus

You'll also note 3 rolls for the possible botch, as I found no Mastery/Careful Sorcerer in his sheet...though I plain forgot Clawball, sorry Quite Possibly a Cat, you don't seem to take him anywhere, and the bond scores aren't in E.'s sheet, so I totally discounted his Gold Cord score. Actually, just clicked on Clawball's sheet, and the Bond scores are not listed there, and in fact, the cat has't been advanced in some time, I certainly remember a season or 3 devoted to teaching him (her?) Magic Theory.

Ok, we can go for that, charge Mag with more crimes at the next Tribunal. I will put this little bit of info about the regio and post it right next to the Hook, as I certainly didn't know what the regio was about. (besides being "..of Persephone")

This is all excellent, we now have stuff from 3 different groups in Ancient Magic! The Creo figurines are part of the Fertility Rituals, right? So they are needed for inspiration/research.

Adventure #2: Aurthor and Paco get ambushed by thugs looking for Aurthor's mysterious double - difficulty 12

Aurthor tries to create a Pilum of Fire - Cr 14 + Ig 6 + Sta 1 + stress die _: 1D10 = [2] = 2 result 23-aura - the spell goes off
Paco attacks Dex + single weapon: dex 1 + single weapon(longsword) 7 + stress die _: 1D10 = [6] = 6 result 14 - success!
Paco tries to look for a way out Pe + awareness - Per +1 awareness +3 +1 assistance from Aurthor+ stress die _: 1D10 = [2] = 2 result 7 - they have to fight their way out slowly.

The angry mob moved in aggressively. Paco, as a good shield grog, tried to protect his magus. Aurthor decided now was the time to try out his combat spells in anger for the first time, and threw fire into the attackers. Paco, using his favoured weapon, started cutting people down. They looked for an escape route, but Paco couldn't see any and Aurthor is too oblivious to notice, so had to fight slowly. Afterwards, Aurthor asks the thugs for details of the person they were looking for, in order to trace his double.

2 successes - reward is a notch on Mistaken identity.
7xp each for Aurthor (I'll handle) and Paco (silveroak?)

By the way, doesn't Comprehend Magic (Praxologist's special ability) go with perception? Aurthor will have an uphill battle getting good at his Ex Misc special. Seeing as creative block makes inventing spells harder, it looks like writing or teaching are going to have to be his way to glory.

Also teaching is not generally a social ability usable for adventures

I'm close to being ready to start 1109 adventures, if everyone can post their plans

... and apparently they have

1109: no random adventures

  1. Siderno, summer, first cycle legal-diplomatic
  2. search for initiation: fall, first cycle magi
  3. Tribunal - first challenge social

What season's the Tribunal in? Summer? Answered elsewhere:

For 1) Andros goes, he'll invite Pazzino, who's working, surely he'd like a break and non-exposure xp? :slight_smile: Also, Danaë, for her first adventure, Julien is well known here, Paco is the go to grog, and Phillipe, who anyway will wander Italy afterwards.

  1. Camilla will accompany Evandrus if permitted

3)Danaë wiil go to Tribunal. Does the covenant want to invest vis to see if "interesting things" may be bought or traded?

Aurthor should take a grog (may I suggest Gaston, the Turb Trainer, darkwing? He was meant to be teaching Danaë the Bow skill in the Summer, this is as good an excuse as any to drag him to adventures, he has several high skills), and we might make a list of other useful things we produce that might be sold at Tribunal. One thing we should be wary is cases against us at Tribunal. We might also raise one against Mag of Merinita.

Andros will also go to Tribunal (3), he had scheduled a "quest" for resonant Corpus material for books, might as well go to Tribunal, can tie this adventure with that one, if that's ok, silveroak, grog will be Paco.

*edited several times to update

Pazzino will quite happily help with adventure #1

For tribunal, Aurthor will go as it is an important way of maintaining respect for Ex Misc traditions if they are seen at Tribunal.

Pazzino is going to age soon - he needs to grab more vis on adventure if he wants to try and buy a longevity ritual, or if he scorns such wizardry he'll need to start looking for a protégé to train up. He does get a small aging bonus from his Magic Blood which may help.

Evan will skip the Tribunal this time around. Evan, Aegis and Hadrian plus Camilla will hunt for the initiation script.

missed the resonant material adventure (need to add that as a potential reward as well)
I come up with free choice for the first challenge

On this adventure, will take Phillipe, Danaë, and Paco; this can take place right before or right after the Siderno adventure, which I imagine takes place right after Tribunal. First choice is Magic. Will also go to Tribunal, studies for this season for Andros and Danaë will probably be put on hold to deal with 3 adventures

  1. Exploring Siderno summer Andros, Pazzino, Danae, Julien, Paco, Phillipe: 2 cycles: legal-diplomatic/choice intensity 12
  2. search for becoming initiation: Fall Camilla, Evandrus: 1 cycle magic, intensity 12
  3. tribunal: summer Aurthor, Danae, Gaston, Andros, Paco: 3 cycles social/magic/social intensity 15
  4. resonant material quest: Phillipe, danae, Paco: 3 cycles:choice/magic/social intensity 6

15 difficulty +3 Cycles is pretty steep! Rolls now, story later

The magi and hangers on reach the forbidding fortress of Magvillus, Domus Magna of House Guernicus. A festive atmosphere is somewhat suppressed by the grim surroundings and unsmiling guards. Magi of every stripe and rank jostle one another for their accommodations. Strange booths and bizarre displays beckon. Andros, Danaë and Aurthor mingle with their fellows in the Order.
Aurthor sees no other Pralician, but then he didn't expect to. A number of Miscellanea Magi recognize him, and being always in the bottom of the pecking order, they quickly engage in an animated dialogue, hoping to raise their visibility by meeting a follower of such a noble lineage. The little fellow may not look like much (Pre -2), but he is a brilliant conversationalist. He meets Lucius, a portly and jolly Holy Magus, Jacenda, a standoffish Seirene, Cabot Rusticani, and even Khaleed, a Saracen astrologer (who rumor and the Flambeau has it that he is a loathed sahir).
Andros sees old buddies Raoul ("Ignem always on his mind") and Diana the Huntress of the Po (to distinguish her from two other Dianas in the Tribunal), and he quickly makes other new friends. Eventually it seems that a very snooty Magus is in charge of accommodations, ignoring both the "hedge magicians" and the Magi from Praesidium Orae, and points them to find lodging in the town far below when prompted. Others are not so obviously impeded. Danaë learns that the man is Rafius, a Guernicus of little magical noteworthiness but a notorious micro-manager and all around well-despised creature who has found the perfect role in which to browbeat his betters. Danaë forestalls Certamen/Wizard's War declarations by befriending the staff and arranging it so that by the time the sun sets, nobody is around to substitute the obstinate fellow, and without his Parma (relying on Magvillus's potent Aegis) and clinging to his self-appointed post, the fellow cannot withstand her repeated smiles, offers to bring refreshments and much praise for his strong convictions (Charm success with Alluring to Magical beings). Accommodations for all are successfully negotiated.

In the following days, the retinue, led by Andros's keen sense where other Magi are concerned, successfully identify which groups of Magi seem to be wishing them harm, which are neutral, and which are amenable to negotiation or even simple bullying. Folk Ken success Their basic knowledge of the Order and Tribunal politics pooled together behind the silver-tongued Aurthor sees the Praesidium Orae Magi successfully bounce from one potentially explosive situation to another without giving offense; in fact they do so well that most rumors and gossip Danaë and the grogs can overhear concerns others. Several incidents between rival factions force the attendants to forget Orae's (and Danaë"s) problematic reputation, if only but for the nonce and focus on more recent, juicier targets. Order of Hermes Lore success

Andros spends a lot of time with his Flambeau acquaintances; as is traditional, certamen bouts for love are abundant. Andros does very well here, as he has 4 decent Arts. His crowning moment was withstanding Raoul's Ignem firestorm attacks in their match. Andros had managed to trick him in rejecting Andros's Muto choice (as he was known to be strong there long ago) in favor of Rego (which he has been training intensively in the last 10 years). Raoul, a decade older, can't get through Andros's defenses, while a lucky attack pierced Raoul's. Parma Magica success. In more than one conference with other Magi, including Bonisagi accomplished researchers, and later over alcoholic libations, the Praesidium Orae Magi show themselves to not be backwater ignorant hedge magi, but to be on top of current advances of Magic Theory.Magic Theory success Many days and nights are spent like this, in the company of their fellow Practitioners of the Art, discussing and bragging about projects. There are even some quaint magic challenges for beginners, in one particular case, commanding a spirit or elemental to retrieve a philter inside a room with razors on the floor, and archers shooting through murder holes. Andros is manipulated into accepting the challenge, (no flight, no warding oneself, no levitating the philter from outside, definitely no teleportation, no Invisibility, "your spirit, naked") even if he had no applicable spells; he recklessly accepted (his Weak Magic Flaw makes it a challenge to penetrate, and with Weak Spontaneous Magic, even worse). However, his solution is novel and in keeping within the letter of the stated rules: he petitions for the lead sheets used by others to make representations of the spirits used by some Tremere. He strips naked, fashions "shoes" and "shields (with a pocket)" from these thin lead sheets, casts Hardness of Adamantine on each one, and then rushes inside the room. He is shot several times (blunted arrows), but reaches and retrieves the glass prize, and returns with multiple bruises, triumphant. The rules are soon amended, the Andros clause Hardness of Adamantine success

Meanwhile, Danaë is meeting and socializing with other Redcaps, when she learns that Mag of Merinita is somewhere around, and apparently still plotting with others against Praesidium Orae. She spends several stressful days ascertaining which factions are with him, and which other factions are against him. The magi have apparently not thought to bring charges against Mag in this, the proper forum. Danaë moves to at least make useful alliances against those who wish them ill. Intrigue success She meets an elderly and lecherous Jerbiton who takes a shine to her immediately, and who puts her to work in the crowded booth he has installed, where he sells food and drink with magical effects, served in ceramic plates that are each one a work of art in themselves. Her grace under pressure and ability to bargain with multiple factions while serving them food (and not a plate dropped!) convince the Jerbiton to loosely organize a number of magi to keep tabs on Mag and his current allies and inform Presidium Orae through Danaë of any "interesting news". Bargain success Andros is later instrumental in transporting himself covertly from clandestine meeting to clandestine meeting to seal the deal. Seven League Stride success. Mag had better watch out!

social 1:
•Danaë Charm (first impressions) 3 + Pre 3 + 3 Alluring to magical beings (story will accommodate) + 2 aid (Aurthor 1, Andros 3 (first impressions)) + _: 1D10 = [7] = 7 = 18, success, so far so good!
•Andros Folk Ken 3(Magi) + Str 2 + 2 aid (Danaë 2, Paco 2) + _: 1D10 = [7] = 7 + 3 Confidence = 17, success they haven't run us out yet
•Aurthor Order of Hermes Lore 1 + Comm 5 + 1 aid (Andros 1, Danaë 1) + _: 1D10 = [6] = 6 + 3 Confidence = 16, Aurthor knows who's who, we avoid problems, and in fact dispel some unfriendly rumors.

Magic 1:
•Andros Parma Magica 6 + Sta 1 + 2 aid (Aurthor 4) + _: 1D10 = [7] = 7 = 16, success. Maybe some friendly Certamen?
•Andros Magic Theory 7 (if we can relate it to Creo) + Quik 1 + 2 aid (Aurthor 5) + _: 1D10 = [2] = 2 + 3 Confidence = 15, success Some sort of competition in questions and answers, some magical challenge, maybe?
•Andros Spell Seven League Stride? Need at minimum a 5th Magnitude spell here. Also have Ironhide/Hardness of Adamantine/Hauberk of Sublime Lightness, trying to see how to fit them there. _: 1D10 = [8] = 8 = success with any of them, still trying to figure this one out.

social 2:
•Danaë Intrigue (alliances) 3 +1 Per + _: 1D10 = [7] = 7 + 6 Confidence = 17, success, whew, Tribunal is difficult!
•Danaë Bargain 4 + Dex 3 + _: 1D10 = [2] = 2 + 6 Confidence = 15, success, again Heroic Personality saves the day!
•Andros spell, maybe Seven League Stride, to fix/find something needs immediately, to coordinate alliances? has to be a different one than we used in Magic cycle, and at least 5th magnitude + _: 1D10 = [6] = 6 = success, definitely will use Seven League Stride here, makes more sense

Wow, that was utterly unexpected, grand success in Tribunal by a bunch of Tribunal first-timers! Really expected to return with one or two limbs missing, no vis, and enemies on our tail. Everybody had to spend Confidence, but yeah, 6 rewards, no botches or failures! silveroak, are there special rules for Tribunal rewards, are they like Covenant-related adventures?

Anyway, 18 days of adventure, 11 xp to those who wish to claim them (Aurthor, Danae, Gaston, Andros, Paco), 4 much needed Confidence for Aurthor, Danae, Andros (Danaë spent 4, Andros spent 2, Aurthor spent 1), 6 Rewards: 2 Aurthor (darkwing), 2 Danaë, 2 Andros.

Andros will choose Resonant material for a Rego Tractati he will write, and 5 pawns of Rego vis.

Danaë will choose for her two rewards a notch on the Infamous Hook, and correspondence in Charm
*edited for rolls, results, and some cleanup, story, rewards.

This will be right after Tribunal, Andros, Danaë, Paco, hook up with Phillipe, who is on the wandering path. It will be tied to things learned at Tribunal.

Rough outline first, rolls second, story 3rd

In the middle of one of his many discussions with fellow Magi at Tribunal, perhaps over some drinks, one tale stood above others in in his mind, the Island of Clouds. It seemed plausible, at least thought Andros. Convinced by a book-making ("No, no , what I do is Book...Crafting.") Verditius that it should be a Low crime to not Illuminate a work, and to not bind it with Resonance ("It just isn't the same! How can you call yourself a responsible magus and ignore Resonance is beyond me!"), the Flambeau had bought cheaply (with wine and good conversation, mainly just politely listening to the fellow's unending tirade and nodding at the right places) the location which the Book...Crafter... had spoken of. In the slopes of Mount Grigna, deep inside a prince's private hunting grounds, the group climbed and stumbled, ever guided by the laughing girl (did she never get tired ?) and the sullen, unfriendly, beastly really, Phillipe. But he has his uses, and he's not so sullen now ogling Danaë, is he? (Alluring to Magic beings/aligned with magic + 3 presence!). It was Paco, who had been fidgeting ever since Tribunal (Devoted Parent away from his offspring) who noticed the guard post first, hidden in a copse. Awareness, success According to Benito ex Verditius, the prince was very protective of his virgin tract of land, and had taken measures that deterred all intruders "...except for such as we, hehehe, know what I mean." But Phillipe had convinced the sentries' guard dogs that a great number of hares were hiding in the lower slopes, and Andros himself had walked to the main sentry position and listened in on their routes and signals. Veil of Invisibility, success. So now it was up to the girl, who could be as stealthy as a shadow, to guide them past this final checkpoint, into a ravine, and then up to the fabled Island in the Clouds. Slowly but surely, they followed her, sometimes crawling, other times flattening for interminable moments until she gave the signal. Stealth, success. They had arrived!

Truly it was an island: a high forested place that jutted out of the mountain and was often surrounded on all sides by a sea of clouds. According to the Verditius magus, this was a place with multiple hidden regiones, and one in particular concerned them. Hunting it took several hours of the following day. Rain and cold were their constant companions in the haunted wilderness, but damn it if Phillipe didn't know when and where to take shelter. (the group is hunting for a particular regio and a particular place to enter it, this is an abstraction of different rolls) Magic Lore, success, Wilderness Sense, success It takes two miserable days but they locate the face in the rock and the dry but still-living pine tree, and they pass... elsewhere. Here the forest is wilder, taller, the island much bigger, the surrounding cloud cover, more solid, unending. All is well, this is a place where the fabled Cloud Kingdoms may be reached, thinks Andros, the book crafter has spoken the truth!. Now to prepare for the hunt. Now they relied on the girl. She carried two large packs uncomplaining, and now their contents revealed: a dozen honeycombs in one and a sack and a half of string. Following Phillipe's suggestions, they prepared their trap and waited hidden. A great breathing sound, a blacksmith's bellows, a giant debarks from a nearby cloud, seemingly appearing from nowhere, an enormous mass of matted brownish hair like an aura. A small tree as a cudgel at his side. The bellows is his breathing but it seems he also is sniffing the air? As the tale suggested, this fellow has a sweet tooth, this Honey Giant. Slowly, suspiciously, the being lumbers to the rock where the honeycombs are piled up, never noticing the little sticks and string that mark two circles, he reaches out to grab them, but something prevents him! The outrage! First part, down. Now the girl springs up from hiding and circles the still distracted fellow quickly, marking the larger outer circle and finishing her hedge magic. The giant screams in anger, but he is trapped! Warding success

Now for the negotiations. Danaë sits down and remarks that those honeycombs sure smell good! The giant angrily retorts that her shattered arms and legs dipped in honey would taste even better. Well, you can have one but not the other...and your freedom, if you might be interested? I might be, but what's the catch? he hisses. Well the manliest lowlander is like a dainty little girl compared to you. Your muscles, your height, your hair, they make a girl like me swoon. Can't carry the first two, but the last would remind me of these sweet moments. What, a filthy sorcerer like you would use my hair to enslave me, you are all untrustworthy. But he smiles for the first time. Eventually he's won over. Remarkable, thinks Andros . (This is a combination of rolls, Charm and Folk Ken that finally endear Danaë to the giant beyond all reason, and make her understand his simple desires, the better to manipulate, also did not count her Alluring virtue, as I had planned a different twist to the story) Charm success Folk Ken success They leave with two full sacks of smelly thick hairs, after promising to never dare bother Uldraug the Shadow of the Morning (as the Giant calls himself) with their puny sorceries again, and to reveal to no one, specially his own family up there in the clouds, his addiction to sweet, sweet honey. Danaë solemnly swears this to unequivocally be the case! Guile success. They part ways more or less amicably, and the group exits the regio and makes their way to the south once more. (obviously all the hair will not necessarily be viable for binding, some will rot away, some will be lost)

Choice is combat, some outlaws of some sort, maybe soldiers, who it wouldn't do to fight:
cycle 1: 1) Awareness 3 Paco -1 Devoted parent + Sta 3 + aid 2 (Andros 2, Danaë 3 (alertness)) + _: 1D10 = [8] = 8 = 15, success perceives something in the night and wakes the rest
2) Andros's spell (Veil of Invisibility) + _: 1D10 = [2] = 2 = success he sneaks to see what is going on
3) Danaë Stealth 2(sneak) +3 Dex + _: 1D10 = [8] = 8 = 13, success helps the group move away and avoid problematic altercations

cycle 2 magic: 1)(Andros 3 Magic Lore (Regiones) + 1 Int + aid 0 (Danaë 1) + _: 1D10 = [2] = 2 = 6, success
2) Phillipe Wilderness Sense 5 + Per 3 + _: 1D10 = [10] = 10 , check for botch, _: 1D10 = [5] = 5, no botch, = 8, success
3) Danae Warding 12 (+15 roll), need to create a magnitude 2 effect + _: 1D10 = [9] = 9 = 24, success

cycle 3: social
1)Danaë Charm. 3 (first impressions) + Quik 0 + no aid from Andros, Gift would negate bonus + _: 1D10 = [5] = 5 = 8, success
2)Danaë Folk Ken 2 + Pre 3 + Aid 2 (Andros 2, Paco 2) + _: 1D10 = [3] = 3= 10, success
3)Danaë Guile 2 + Comm 3 + _: 1D10 = [2] = 2c = 7, success

*Edited for rolls, story
**edited for Andros has 3 Magic Lore for regiones, did not need to spend Confidence, this will be part of the story
Those who participated (Andros, Danae, Paco, Phillipe) may earn 6 xp, The adventure takes 9 days. There are 6 rewards: 1 for Danaë, 5 for Andros. Danaë picks 1, 2 Co vis of knotty hair, and Andros picks resonant materials for 5 books. They earn 4 Confidence each.