Rolls now, story to come:
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Summer Andros familiar quest: 1 cycle (magic) challenge:9 - Andros will ask Danaë , and also Phillipe Huntsman and Paco
The search is on! The group enters the hinterlands of Siderno in search of rumor of some wondrous beast worthy of Andros's efforts. They visit small villages, research dusty tomes, and review old legends. Magic Lore success. Andros examines the legends against the idiosyncrasies of Hermetic magic, and discards or keeps possible companion animals, and whether their natures would aid or hinder binding efforts.Magic Theory success. Meanwhile, Phillipe speaks with the birds and beasts of the wood and mountains, to seek aid in the search, and to confirm whether some potential familiars do exist or are just some yokel's fancy. Animal Ken success
1-Danaë Magic Lore Creatures 2 + 3 Com + 1 Aid (Andros 2) + _: 1D10 = [8] = 8 = 14, success
2-Andros Magic Theory 7 + 1 Int + _: 1D10 = [4] = 4 = 12, success
3- Phillippe Animal Ken 6 + 3 Per + _: 1D10 = [10] = 10 ugh, _: 1D10 = [8] = 8, no botch, = 9, success
Adventure takes 10 days, provides 6 xp, 2 Rewards which go to Quest points, + 1 Confidence to Andros, Danaë.
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Fall Andros familiar quest p.2-choice: 1 cycle Magic challenge:9, - Andros will ask Danaë , and also Phillipe Huntsman and Paco
In their search the name Nikos the Hunter has come up several times. Apparently this is a grizzled hunter who knows much about the supernatural world, and who is accompanied by a sinister dog of unusual size and pedigree. But attempts to contact him are unsuccessful, rebuffed curtly. So Andros decides to interview the man, personally. Finding Nikos is not easy, but thanks to his unusual dog, he stands out, and the hunt is on. It's Paco who finds the tracks first Awareness success. But the man is wily, and disappears into the wilderness after buying some ale in a farm. Andros buys the hunter's money from the local brewer, and with a map of the general area, tracks him down with a spell The Inexorable Search success. The obstinate fool still tries to elude them, but Danae guesses where he is going, and flies ahead, Warding a narrow defile Warding success. The man gets through, but his beast is Magical, as they had guessed, and whimpers piteously. Nikos stops, and Andros shouts "Ho, the Hunter! You are a hard man to find! May I have one or two moments of your time? I assure you that it will be worth your time, good sir!" And they talk about beasts...
1- Paco Awareness 5 Alertness + 1 Per + Aid 2 (Andros 2 Alertness + Danaë Alertness 3) + _: 1D10 = [2] = 2 = 10, success
2- Andros The Inexorable Search (InCo 20) +30 + _: 1D10 = [1] = 1, _: 1D10 = [5] = 5 = success
3- Danaë Warding 18+ _: 1D10 = [6] = 6, enough for a 4th magnitude effect, success
Adventure takes 10 days, provides 6 xp, 2 Rewards which go to Quest points, + 1 Confidence to Andros, Danaë.
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Fall the Mercere house has come under investigation by a Guernicus, they are seeing aid as mercer's are rarely investigated 1 cycle (legal-diplomatic), challenge 9, 5 omens (6 botch dice)- Danaë, Paco, Pazzino, Lady A., and another grog, Adriana
The Mercer House has a Guernicus investigator coming in, who suspects mundane interference. This particular outpost is in between permanent leaders, and an older Mercere asks Danae and Praesidium Orae to aid them in this unusual circumstance. There appear to be many forces aligned here, and the Praesidium Council sends its best and brightest to deal with what may be a feint on their ally but is really directed at them. Lady Agniezka researches all that is known about Vulpis Argena, a rather chatty but famously implacable Quaesitor. For her to take an interest means someone has given her a mission. Her allies in the Tribunal are well known. Order of Hermes Lore success. What follows is a whirlwind of backroom deals, rumormongering, arm-twisting, shady and risky deal that leaves the dwellers of the Mercer House quite breathless and astonished as Danae and Lady Agniezka (aided by Paco and Adriana, the only one without Intrigue is Pazzino!), fabricate more pressing concerns for Argena elsewhere, and force her to assign a very junior Quaesitor to the investigation. Amazing Intrigue success. Pazzino then schools and twists the younger Guernicus with his complete dominion of the Code. Code of Hermes Lore success. The investigation is concluded favorably, the Mercer House and House Mercere are both very grateful to the Praesidium, and the rivals that had initiated this gambit head back to the strategy room to fume and vent.
1- Lady A OoH Lore 2 + 3 Int + Aid 1 (Pazzino 1, Danaë 2 Personalities) + _: 1D10 = [8] = 8 = 14, success
2- Danaë Intrigue 3 Alliances + 4 Commanding Presence + Aid 4 (Lady A 4 Alliances, Paco 2, Adriana 2) + _: 1D10 = [1] = 1, _: 1D10 = [9] = 9 = 29, success
3- Pazzino Code of Hermes Lore 5 Loopholes + 2 Com + Aid 0 (Danaë 1) + _: 1D10 = [5] = 5 = 12, success
Well, escaped the very bad omens unscathed! Adventure takes 10 days, provides 6 xp to those that want them, 2 Rewards which go to Notch on Hook, 3 BP which is 15 Co vis from the grateful Mercer House, + 1 Confidence to Pazzino, Danaë, Lady A.
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Winter, Andros searching for Resonant materials: 3 cycles (magic/choice: Magic/legal-diplomatic) challenge:6: Andros, Phillipe Huntsman, Roger from the First Archery Section, Nicola the Cook.
Andros sets out with some unusual suspects, he read a passage about a regio guarded by unquiet spirits of dazzling hues, where colors, smells, tastes are greatly enhanced. Magic Lore success. He hopes to find crystals or gems that will serve to enhance Intellego works. The weather is mostly awful and wet when they set out, and if not for Phillipe's uncanny knowledge, they would have had to head back, empty-handed and miserable. As it is, he easily guides the group to a secluded ravine, where a few caves dot the hillside. Wilderness Sense success Roger's keen eyesight into the near worlds proves invaluable, as he guides them from regio entrance to regio entrance, avoiding some hostile-looking shades. Second Sight success
Within the regio, they find the unexpected, all their senses are indeed sharpened, but a heavy darkness muffles their sight. Soon they find out that light is not welcome! Crystalline entities in the shape of butterflies and malformed birds flock to any such source and seem to turn all light into excessive heat, straight at the source! Roger and Andros are almost roasted before they catch on. Good thing Parma protects them, for now Parma Magica success. It then becomes a harrowing game of catch as Andros creates little lights to navigate by, hurling them away before the deadly flocking can overwhelm him. Lamp Without Flame (CrIg10) success. Andros thanks his lucky stars he's so adept at quickly casting spells, it serves him well Finesse success They collect many interesting pieces, but lose their way for a few days, so they feel great relief when Roger spots a way back to mundane Italy.
The way leads them to a meadow, and when they cross over, Andros sees with astonishment that they are within a rival covenant's grounds! And an alarm is sounded. Andros identifies himself OoH Lore success. It appears they have come through a one-way road, and caught the covenant by surprise. Quick words and the nasty reputation of the Praesidium keep two Magi who appear from obliterating Andros's grogs. Andros explains, he is most apologetic for the nuisance Folk Ken successsurprise visit, he sees they are reluctant to engage. Andros sweetens the pot by offering some of the vis and resonant materials they have harvested, and easily slips into professorial mode, pointing to them that his actions are in no way an attack, illegal, etc. Just unfortunate, but the Code doesn't provide for that does it? So he convinces/intimidates the unfriendly but non hostile Wizards to let him and the others go without further ado; he invites them to the Praesidium, to reciprocate their kindness. Code of Hermes success
cycle 1: Magic
1- Andros Magic Lore 2 + 1 Int + _: 1D10 = [9] = 9 = 12, success
2- Phillipe Wilderness Sense 5 + Per 3 + _: 1D10 = [10] = 10, hmmph, _: 1D10 = [5] = 5 = 8, success
3- Roger Second Sight 3 + Dex 2 + Keen Sight 3 + _: 1D10 = [4] = 4 = 12, success
cycle 2: Magic
1- Andros Parma Magica 6-3 + 5 Sta + _: 1D10 = [8] = 8 = 16, success
2- Andros Lamp Without Flame (CrIg10) +23 + _: 1D10 = [2] = 2 = success
3- Andros Finesse 4 (Spells) + 1 Quik + _: 1D10 = [1] = 1, _: 1D10 = [10] = 10 = 25, success
cycle 3: Legal/Diplomatic
1- Andros OoH Lore 2 + Com 2 + _: 1D10 = [8] = 8 = 12, success
2- Andros Folk Ken 3 Magi + 0 Pre + _: 1D10 = [2] = 2 + 3 Confidence = 8, success
3- Andros Co H 1 + Str 2 + _: 1D10 = [8] = 8 = 11, success
Adventure takes 9 days, provides 6 xp to those that want them (Andros does), 6 Rewards: 4 Resonant materials (3 Intellego, 1 Imaginem), 2 Imaginem vis for Andros, +1 Correspondence Magic Lore, + 3 Confidence to Andros, he spent 1.