Adventures in Brief

Adventures for 1116

  1. A faerie court has arranged a meeting whereby they would take over your rents, asking for something less financially burdensome, and brokering the deal with an offer of their fealty to the Norman court of Roger II. indebted hook, choice of season, first challenge social (may be ignored with no change in status, 2 omens)
  2. a functionary of Roger II approaches the covenant in the fall asking for assistance in investigating an unusual theft in which he believes magic may have been used. (mundane politics hook, fall, first cycle magic, 1 omen)
  3. in the winter a message arrives asking Aurthor to explain his activities in Palermo over the summer. The Tribunal was at Harco. (mistaken identity hook, choice of methods for first cycle, winter, 2 omens)
  4. in the fall a peasant brings Evandrus a stone he found while renovating his home which seems unusual, especially the markings on it, and hopes it might be of some interest to his research (aka he hopes he can make a few pennies from it). The stone does seem like it may be significant however... (Cabal Legacy hook, fall involvement, fist cycle magic, no omens)
  5. Aniko's marriage- spring, first cycle legal-diplomatic
  6. Tribunal- summer, first cycle magic
  7. Spring resonant materials quest- first cycle magic
    8 ) fall resonant materials quest, first cycle choice

Took the liberty of arranging in Seasonal order, [strike]very[/strike] preliminary assignments from characters I control, no grogs assigned yet + Tribunal (already declared in the Google sheet):
SPRING
5) Aniko's marriage- spring, first cycle legal-diplomatic- Lady A, Danae and Andros get involved, Danae can't help her Busybody nature, and Andros feels responsible for the security of the Lady of Siderno, + Lady A's own grogs (Gervassio and Colette stand-ins) + Nicola the Cook + Guillam Vintner to ensure an unforgettable feast.
7) Spring resonant materials quest- first cycle magic- Andros + Simian Rex, Danae, asks for Leaf's aid, as they are going on a hunt for book material
SUMMER
6) Tribunal- summer, first cycle magic- Aurthor, Anna, Taurus, Giovanni, Evandrus, Camilla, Danae, I'd recommend the whole older Shield section, 6 grogs for 7 magi
FALL
2) a functionary of Roger II approaches the covenant in the fall asking for assistance in investigating an unusual theft in which he believes magic may have been used. COVENANT HOOK (mundane politics hook, fall, first cycle magic, 1 omen)- Danae, Evandrus, Aegis, ask for Pazzino's aid, grog Vincenzo.
4) in the fall a peasant brings Evandrus a stone he found while renovating his home which seems unusual, especially the markings on it, and hopes it might be of some interest to his research (aka he hopes he can make a few pennies from it). The stone does seem like it may be significant however... (Cabal Legacy hook, fall involvement, fist cycle magic, no omens)- Evandrus, Aegis, Hadrian
8 ) fall resonant materials quest, first cycle choice- Andros + Simian Rex, Bonaro, Carmen the Cook
WINTER
3) in the winter a message arrives asking Aurthor to explain his activities in Palermo over the summer. The Tribunal was at Harco. (mistaken identity hook, choice of methods for first cycle, winter, 2 omens)
CHOICE- I'd recommend Summer, anyone else has other preferences?

  1. A faerie court has arranged a meeting whereby they would take over your rents, asking for something less financially burdensome, and brokering the deal with an offer of their fealty to the Norman court of Roger II. COVENANT HOOK indebted hook, choice of season, first challenge social (may be ignored with no change in status, 2 omens)
    If in Summer, Camilla can go after Tribunal, Lady A, Danae are also available. Pazzino may be going. Take 3 grogs from the older Shield section (who were at Tribunal), Paco, Francesco, Adriana

*edited as people join
**COVENANT HOOKS, other players may wish to join with

Evandrus and Aegis will join in on, #2, and #4. They'll bring Hadrain along for #4 as well.

Pazzino will join in #5.

For #1, did you need Pazzino along or is Lady A going to be able to handle this fine?

Hi darkwing, did you mean join #1 and

He's most welcome for aid in #5 (and #1 as well, but that is a Covenant adventure)!

BTW, the Intellego summae Aurthor is reading in 1115 is already Q17.

who all is going for number 3?

darkwing, this is Aurthor's Hook.

Aurthor will take Pazzino and Paco and hope for the best.

adventure

  1. chose summer, faerie offer to take over debt- 2 cycles (social/social), challenge:9
  2. fall- criminal spells, mundane politics hook, 4 cycles (magic/social/magic/magic), challenge:12
  3. winter- double at Palermo- mistaken identity hook, 2 cycles (choice/combat): challenge:6
  4. Fall- the mysterious stone: 1 cycle (magic) challenge:15 foreshadowing- the stone itself has a specific signifigance, this adventure generates quest points
  5. spring wedding- 3 cycles (legal-diplomatic/social/legal-diplomatic) challenge: 6
  6. summer Tribunal- 2 cycles (magic/choice) challenge:6
  7. spring resonant materials search 1 cycle(magic) challenge:9
    8 ) Fall resonant materials search 1 cycle (choice) challenge 6

SPRING
5) Aniko's marriage- spring, 3 cycles (legal-diplomatic/social/legal-diplomatic) challenge: 6- Lady A, Danae and Andros get involved, Danae can't help her Busybody nature, and Andros feels responsible for the security of the Lady of Siderno, + Lady A's own grogs (Gervassio and Colette stand-ins) + Nicola the Cook + Guillam Vintner to ensure an unforgettable feast. Pazzino declared he would come, though I think darkwing meant for #1.

The entourage travels to the cathedral in Apulia, were all sorts of personages of varying degrees of importance are expected to attend the wedding. It is the event of the Spring. All sorts of ne'erdowells, sycophants and aggressive people seem attracted to the wealth and pomp on display, and weeding out of the chaff is a full-time job Folk Ken success Pazzino's amazing legal acumen is brought to bear, and he obtains even more favorable terms than were expected with representatives of the different courts and the bargains with the estate of the groom, Sir Giuseppe Dellammare. Canon Law success The document is well-written, and other lawyers comment on its sagacity. There is ample agreement that the bride has made a much better deal than the husband. Artes Liberales success. Lady A. is well-pleased.

The ceremony is a success, and the feast afterward even more so. Despite the strange and disquieting military fellow disturbing the peace of the guests, the young woman with the red dress (Danae) quickly and confidently defuses possible fights, charms the hell out of drunken nobles, and overall makes the populace remember the event for a long time. Charm success.
Meanwhile, lady Agniezka is greeting and meeting a bevy of noble sons and daughters; she is positively indefatigable, and her helpers never desert nor fail her. Etiquette success. Never losing a stride, she convinces several hopeful fathers that each of their sons are first in line to be considered to marry her other daughter. She even poses as Severinus several times; the knight has made the trek, but he's often too weak to be seen unaided, and as well has no desire to palaver with other nobles. Guile success

The Church itself is the organization that imposes the most obstacles and pitfalls. From priests wondering if they should go to the fortress or establish a church in Siderno, Lady A navigates the pitfalls of the august body.Organization Lore: Church success Danae's advice helps the Lady cement alliances with the priests to play one off against the other. Nobody in Orae HQ wishes for the interference of the Vatican! Intrigue success One particularly canny priest who seems to know about the Order of Hermes and seems determined to become a nuisance is rather uncooperative until Andros produces some rather lurid love letters the priest had hidden in his quarters, declaring his lust for a lady married to another rather hotheaded gentleman attending the nuptials (after Striding into his room) Seven League Stride success

cycle 1:legal-diplomatic
Pazzino Folk Ken 6 + 1 Per + 7 Aid (Danae Nobility 3/Andros 2/Gervassio 2/Colette 2/Lady A 5 Nobles) +0 = 14 success
Pazzino Canon Law 7 + 1 Quik + 0 Aid (Danae 1) + 7 = 15 success
Pazzino Artes Liberales 5 + 1 Dex + 3 Aid (Andros 1/Danae 1/Guilliam 1/Gervassio 1/Colette 1/Lady A 1)) + 5 = 14 success

cycle 2: social
Danae Charm 5 + 4 Commanding Pre + 2 Aid (Lady A 2/Andros 2) -3 The Gift + 4 = 12 success
Lady A Etiquette Nobility 3 + Sta 5 + 3 Aid (Pazzino 2/Danae Nobility 2/Colette 1/Gervassio 2) + 18 = 29 success
Lady A Guile 4 + 1 Com + 1 Aid (Pazzino 1/Danae 2) + 7 = 13 success

cycle 3:legal-diplomatic
Lady A Organization Lore: The Church 2 + 3 Int + 1 Aid (Pazzino 2) + 0 = 6 success
Danae Intrigue Alliances 5 + Str 0 + Aid (Pazzino 1/Lady A 4 Alliances/Gervassio 2/Colette 4) + 9 = success
Andros Seven League Stride (ReCo 30) +43; Mastery 1 + 7 = success, I'm assuming a 3 Dominion Aura

Initial rolls _: 1D10 = [10] = 10
1D10 = [2] = 2
1D10 = [7] = 7
1D10 = [5] = 5
1D10 = [1] = 1
1D10 = [2] = 2
1D10 = [1] = 1
1D10 = [9] = 9
1D10 = [7] = 7
Possible botch is "2", no botch, first "1" explodes into a 2 ( :unamused: ), other "1" explodes into a "9" (yay!), need 3 more rolls because of zeroes and ones
Next 3 rolls:
_: 1D10 = [10] = 10
1D10 = [4] = 4
1D10 = [9] = 9
, possible botch is "4", no botch
Need 1 more roll because of "0"
_: 1D10 = [7] = 7

Complete success, the feast is the talk of the town! Adventure takes 9 days, provides 6 xp to those that want it, 3 Confidence to Andros/Danae/Lady A/ Pazzino. 6 Rewards, Lady A takes 3: notch on "Favors" Hook, 1 to reputation as canny negotiator, correspondence in Intrigue. 1 Reward to Danae (to positive rep), 1 to Andros (increase positive rep), 1 to Pazzino.

Story to come.
*edited for story

SPRING
7) Spring resonant materials quest- 1 cycle(magic) challenge:9- Andros + Simian Rex, Danae, asks for Leaf's aid, as they are going on a hunt for book material. *I'm assuming Leaf did not come, Quite Possibly a Cat did not give express approval.

Danae quickly regrets coming in this quest, the monkey has a very hard time keeping his damn dirty hands off her (Alluring to Magic beings). She has to greatly exert herself and concentrate to ask around for possible leads to a legendary magical regio associated with change called the Grave of the Butterflies while Simian Rex does his best to distract her. Magic Lore success, barely! The monkey and Danae know how to reach the hidden copse, he leads them through a forest regio straight to a flowering field filled with an explosion of color with overwhelming aromas (flowers), dizzying rainbows (butterfly wings), and plants that literally seem to grow before their eyes. It is Andros who this time leads them to the path into the regio. Piercing the Magical Veil success. Inside, the very air, ground and sky seem to melt into one another, a confusing mess; indeed soon Danae starts to become affected, she falls asleep and a million winged butterfly-ey...things start weaving a cocoon around her. While Andros grabs her and tries to move in the confusing mess, Simian Rex manages to grab lightning-fast what they came for, discarded cocoons, things that change color and shape, molting flowers and vines, etc...Which become somewhat less fluid and more substantial in his hands, Awareness success. They quickly exit the dangerous place, Andros hefting both Danae and the monkey, who offers his unsolicited kingly and sage advice on the best ways to carry his royal self and the pretty, for a human, Danae. Andros grunts, checks the monkey hasn't dropped the precious Muto materials, and soldiers on. Danae soon recovers, and not ungently pries the protesting simian sovereign from his perch.
cycle 1: Magic

  1. Danae Magic Lore 3 Creatures + 3 Com + 1 Aid (Andros 2) + _: 1D10 = [10] = 10, possible botch! _: 1D10 = [1] = 1 no botch, + 3 Confidence = 10, success
  2. Andros Piercing the Magical Veil (InVi 20) +22 + 4 = success
  3. Simian Rex Awareness 4 + Quik 3 + 1 Aid (Andros 1/Danae 2) + 8 = 16, success
    Other rolls: _: 1D10 = [4] = 4
    1D10 = [8] = 8

Adventure takes 10 days, provides 6 xp to those that want it (Andros and Simian Rex), 1 Confidence apiece (Danae spent 1), 2 rewards, 2 Muto Resonant materials.

Story to come.

WInter = #3 - Aurthor explains the actions of his double (choice/combat)
Aurthor asks Pazzino to swear that he has seen Aurthor at the covenant and provide an alibi, and Pazzino will ask people what they saw this double do, and point out the differences between them (Using legal/diplomatic).
Aurthor is then faced with an angry man, convinced that Aurthor is lieing - Paco will step in to deflect any attacks, and then race after the miscreant on foot.

Pazzino: Com 2 + Civil/canon law 7 = 9
Int 1 + Folk Ken 6 = 7
Pre 1 + Artes Liberales (rhetoric) 6 = 7
Paco: Per 1 + Awareness 4+ 1 assistance (Pazzino) = 6
Dex 1 + single weapon 8 + 1 assistance (Pazzino) = 10
Sta 5 + athletics 2 = 7

Rolls:_: 1D10 = [5] = 5
1D10 = [1] = 1
1D10 = [4] = 4
1D10 = [8] = 8
1D10 = [10] = 10
1D10 = [1] = 1

5, 1 then 4=8, 8, 0 - then rolls a 1 so no botch. 2 more rolls
_: 1D10 = [7] = 7
1D10 = [9] = 9

7 and 9 - all a massive success, except the awareness that barely succeeded a difficulty 6, so luckily Pazzino shouted in time or it might not have gone so well.

Rewards: 5xp, one notch on Aurthor's hook, 1 reputation for aurthor, and 2 days reduced time to take time down to 6 days, so no-one suffers any interruptions to their work schedule!

FALL
8 ) fall resonant materials quest, 1 cycle (choice) challenge 6- Andros + Simian Rex, Bonaro, Carmen the Cook

Andros has heard of a place where poisonous noisome things dwell. Time to put on the heavy gloves and boots to search for Perdo materials! Bonaro guides them flawlessly through a dismal and miserable swamp; there are plenty, in fact way too many asps, stinging nettles, noxious gases and other natural dangers, but Bonaro, almost preternaturally (point in fact, very supernaturally) guides them to the heart of the place, a demesne of miasma, deadly mushrooms, clinging vines. Wilderness Sense success They dare not linger in this place for long (although Carmen wonders if some of these things might not be enjoyed by "rich folk with more money than sense") Simian Rex summons his monkey court, and though they are greatly disorganized and quickly poisoned or trapped by the surrounding terrain, they manage to grab a lot of material which is handled by Andros with special containers. calling the troop power, automatic success, It is when they are leaving that a hermit witch disturbed by Andros's raiding, and recognizing Simian Rex as the treasure stolen by some reckless wizard a few years back from some of her associates, levels deadly curse after curse on Andros, which are readily repelled by his strong Parma. She summons a cloud of biting horseflies to cover her escape before Andros can decide whether to cleave her in twain or not. Parma Magica success The group leaves the dreary place with their deadly load.

cycle 1- Choice: Magic
1)Bonaro Wilderness Sense 5 (resources) + 1 Per + 5roll = 11, success
2)Simian Rex calling the troop power, success (no roll for powers)
3)Andros Parma Magica 6 + Sta 5 + 9roll = 20, success
Rolls: _: 1D10 = [5] = 5
1D10 = [9] = 9

4 xp, 1 week, 1 Confidence to Simian Rex and Andros, 2 Rewards, Perdo resonant materials.

story to come

*edited for story

FALL
2) a functionary of Roger II approaches the covenant in the fall asking for assistance in investigating an unusual theft in which he believes magic may have been used. COVENANT HOOK 4 cycles (magic/social/magic/magic), challenge:12, [size=150]1 omen[/size])- Danae, Evandrus, Aegis, [strike]ask for Pazzino's aid[/strike], grog Vincenzo.

An intense young man, a lowly barrister with some strangely high connections, writes, then visits the covenant, a thick Sicilian accent impeding somewhat his rather passable Latin. Danae can communicate easily with him, however. It seems a famous clockwork device of another age, perhaps the work of Virgil himself, has lately become missing. It often graced the Queen Regent's innermost chambers, a place not easily stolen into. The theft had not been discovered as the Regent had her nuptials to Baldwin just last year, then annulled this year, many other things on her plate! The servants have been questioned, some rather forcefully, and the official believes they are not guilty of this purloining. People are starting to claim the place is haunted, as for some time the eerie singing of the clockwork beast could still be heard, allegedly. Roger II wants this uncanny matter resolved, quietly. Danae agrees to look into it, and reports to the Council. Before she can even search for grogs to accompany her, Evandrus proclaims himself an expert at finding hidden magical things, announces he will solve this matter quickly and profitably for the Praesidium, and asks if Danae wants to tag along. The nerve! thinks Danae, the most unpleasant of the lot, the gods must love me! (sorry, Evandrus and his Blatant Gift, and Danae isn't immune to its influence). So they set off to Sicily, with the rookie shield grog Vincenzo and the silent but cheery Aegis for company. Upon arriving, they are immediately shown into the room that held the mechanism; it's full of paintings, ancient texts, statuary, and other works of art, many apparently wedding gifts. Evandrus's Gift is making even his companions edgy and short-fused, except for Aegis, who seems inure to it. It takes great concentration to examine the room from top to bottom. Danae and the others notice spaces where perhaps other things are missing: books, a statue perhaps? Awareness success The lawyer who first approached them is with them on this day, he reluctantly admits that yes some scrolls in ancient language were missing, as well as a statue of a rotund goddess Nike in shield maiden form. Once the items' disappearance was noticed, the rest were transferred to another room, a high tower once used to keep a recalcitrant princess, with a small balcony overlooking a pond far below. That is when the statue disappeared. Evandrus quickly starts to theorize what effects could have done this Magic Theory success , the others heed him not, his Gift makes everything he says unpleasant and suspect. However, asking around, Danae finds that there are a number of non-hermetic alleged magicians in this court, including the lawyer fellow! So perhaps the theft can be attributed to one of them. They start evaluating the possibilities with what they know of such hedgies. Magic Lore success
Danae immediately sets out to charm and interrogate these suspects, getting great mileage from her Alluring to beings of magic. Strangely enough, the lawyer does not seem particularly impressed Charm success, which sets off some alarms. Her investigation focuses on him, and suddenly the lawyer is seen no more, but he's evidently using his influence to now spread rumors about the investigators. It takes all of Danae's Intrigue skill to gracefully avoid some particularly vicious accusations leveled against Evandrus, easy to believe due to his Blatant gift. Intrigue success This lawyer is apparently a member of the Augustan Brotherhood, and eventually Danae learns that they are known for animated constructs. Some good lies and half-truths and threats convince the lawyer's replacement to confess that the statue of Nike was apparently a gift from the Augustan hedgie himself Guile success . Apparently he was after some relics/books in the Queen Regent's possessions, and he had previously been denied access. He had managed to get the animated statue into the queen's quarters, the statue had stolen the items (perhaps hidden in its ample belly/buxom?), and then leapt/climbed down the sheer tower into the pond below after being moved there -on the lawyer's own counsel- which exited to a moat, and thence to a river. The group is given access to the fellow's quarter, which are mostly empty. But they are in luck, there's still hair and a favorite quill lying on the floor. Evandrus casts later on, in the privacy of their rooms Inexorable Search success, and the pursuit is on!
They follow the map lead to an abandoned and run down villa in Palermo, which they start to explore when out of nowhere unclean spirits come to attack them! Evandrus manages to make a couple flee with Mentem spells Penetration success. Danae protects them with a circle, and manages to trap a number of spirits in other circles. Warding success As dawn arrives, the nasty spirits disappear. The quarry is down in the basement! Again they are assailed, this time by dread words of power, this Augustan Brother is skilled at Infernal magic! Parma success. After some tense moments in which he seems to manage to penetrate Evandrus's spell resistance and steal the large man's breath, and the sudden onset of a statue on Nike with sword in hand and some underwater plants still clinging, Danae, Vincenzo, and Aegis manage to distract the Infernal lawyer well enough that Evandrus gets a chance and fries the wizardly foe and then the troublesome statue. The Incantation of Lightning success The relics and scrolls are either burnt or water-logged, but they are returned just the same to Roger's possession; the court is awash with rumors of wizard battle. Danae returns to the scene with Aegis, and they notice a hidden regio. Second Sight success Inside are a trove of artifacts and writings in Ancient Greek, other things the now electrified lawyer had collected, they take all they can. With a somewhat muted and short speech, Danae, Evandrus and co, are thanked, and swiftly kicked out.
Quite Possibly a Cat, how do you want to do this? I am thinking of involving the Augustan Brotherhood in this theft. Preliminary Investigation (Magic1) is Awareness/Magic Theory/Magic Lore investigating the crime scene, finding clues
Social2 is Charm/Intrigue/Guile- finding the background of our perps
Magic3 is Inexorable Search/Penetration/Warding -Finding the necromancer behind all this, being attacked by some spirits
Magic4 is Parma Magica/The Incantation of Lightning [CrAu 35]/Second Sight- Fighting off the second wave of spirits, blasting the culprit, finding the item in a hidden regio

Gonna do it! The rolls at least, story can be tweaked. diff. 12 + 1 omen, hope we survive.
cycle 1 Magic

  1. Danae Awareness 3 Alertness + 1 Per + 3 Aid (Ev 3 alertness/Vincenzo 3) + _: 1D10 = [4] = 4 + 3 Confidence = 14, success
  2. Evandrus Magic Theory 13 - 3 Quik + 0 Aid + _: 1D10 = [5] = 5 = 15, success
  3. Danae Magic Lore 2 + 3 Com. + 2 Aid (Ev 2/Aegis 3) + _: 1D10 = [3] = 3 + 3 Confidence = 13, success

cycle 2 Social

  1. Danae Charm 5 + 4 Commanding presence + 1 Aid (Aegis 3) + _: 1D10 = [8] = 8 = 18, success
  2. Danae Intrigue 5 + Dex 3 + 1 Aid (Vincenzo 2/Ev 1) + _: 1D10 = [5] = 5 = 14, success
  3. Danae Guile 3 Lying to Authority + 5 Sta + 2 Aid (Vincenzo 3/Ev 1/Aegis 1) + _: 1D10 = [3] = 3 = 13, success

cycle 3 magic

  1. Evandrus Inexorable Search InCo 20 +36 + _: 1D10 = [8] = 8 = success
  2. Evandrus Penetration 3 + 2 Str + 1 Aid ( Danae 3) + _: 1D10 = [1] = 1, _: 1D10 = [1] = 1, uhmm, _: 1D10 = [3] = 3 = 18, success
  3. Danae Warding 13+ 0 Int + _: 1D10 = [6] = 6 + 3 Confidence = 22, sufficient for a 4th magnitude effect, success

cycle 4 magic

  1. Evandrus Parma Vim 4 + Int 3 + _: 1D10 = [7] = 7 =14, success
  2. Evandrus The Incantation of Lightning +38 + _: 1D10 = [1] = 1 oh boy, _: 1D10 = [10] = 10, yay, got rid of the 10 in the best way!, success
  3. Danae Second Sight 2 + 5 Sta + 2 Aid (Aegis 4) + _: 1D10 = [8] = 8 = 17, success

Well, complete success!!! Omens blown aside, Danae also had to spend 3 Confidence points. Adventure provides 10 xp, lasts 16 days, 4 Confidence to Evandrus and Danae, 8 rewards, will think on those, something juicy, 12 difficulty/4 cycles can be 48 BPs! Gotta ponder. Rewards are: Automaton Theatre Mechanica of Heron Tractatus Quality 9, in Ancient Greek (9 BPs) ; Metrica, Artes Liberales Tractatus Level 7, Mechanica of Heron Tractatus Quality 10 in Ancient Greek (17 BPs), the damaged automaton (0), and an Aeolipile (14 BPs), and an Infernal lore Tractatus Q8.

SUMMER

  1. A faerie court has arranged a meeting whereby they would take over your rents, asking for something less financially burdensome, and brokering the deal with an offer of their fealty to the Norman court of Roger II. COVENANT HOOK indebted hook, 2 cycles (social/social), challenge:9 (may be ignored with no change in status, [size=150]2 omens[/size]) Camilla Lady A, Danae Pazzino Take 3 grogs from the older Shield section (who were at Tribunal), Paco, Francesco, Adriana

Fresh and flush from her Tribunal success, Gloriana aka Camilla is eager to embark on her own path. She immediately signs up to meet this Faerie Court, her training will serve her well. Danae, who finds her company as painful as Evandrus, goes as well, eager for adventure, and to outshine this novice, confident in her great skills. Lady Agniezka and Pazzino, plus a few grogs, come, eager to witness and hone their knowledge of such beings. Neither Pazzino, nor Francesco are bothered by Gloriana's dread presence (Francesco in fact is smitten! He's faerie blooded); Paco and Adriana just do what they are told.

This particular court is centered around an enormous faerie mound near the coast. The guardian at the gate is an armored Questing Knight, with his squire and talking horse. Danae and the others are led through into a place of bright sunlight, light rainfall, and lush greenery. Everywhere they go they leave a fantastic impression, mostly due to Danae's sunny, cheery disposition, and Gloriana's and Pazzino's expert knowledge of faerie customs and motivations. Charm success, Faerie Lore success. They arrive at the court of the Noon Sun, and what follows is a series of meetings with nobles of every stripe with absurd-sounding names, making a series of sometimes incomprehensible promises. Even the rulers of this place give assurances of better deals, "if only you tithe us once a year the innocence of two maidens, the breast milk of 7 women and the shadow of a master artisan". The group disentangles themselves from these bizarre commitments, and in fact, are approached by retainers of the Midnight Moon, a rival Faerie Court within the same regio. Intrigue success. They steal away quietly to meet these foes of the sun, and manage to greatly impress them. Etiquette success The two rulers, allegedly brother and sister, the Prince Rainomondo and the Princess Anamaya offer better, more comprehensible deals. If only the Noon Sun court could be weakened! Lady Agniezka then begins a campaign of rumors, lies and half-truths, ably assisted by Pazzino, Gloriana and Danae that helps foment rebellion in the land. Guile success Eventually the Midnight Moon court takes the field of battle in a grand procession of inky knights, strange spirits and enormous baying hounds, faced by the Sun's Giant silvery knights, heavy cavalry lions, and even one enormous sinewy worm. The armies clash, and many glorious deeds are witnessed by the covenant's representatives, safe behind a series of powerful wards erected by Danae. Warding success. Their campaign of misinformation has sapped the strength of the Noon Sun, who gallantly yield the field to the minions of the Moon. The covenant emerges with new, advantageous deals!

cycle 1:social
1)Danae Charm first impressions 6 + 1 Per + 3 Aid (Adriana 1/Lady A 3 first impressions/Camilla 3 Faeries) + roll 6 = 16, success
2)Camilla Faerie Lore 4 (Folk Ken) + 1 Com. + 3 Alluring to Faeries + 3 Aid (Francesco 3/Pazzino 3) + roll 9 = 20, success
3)Danae Intrigue Alliances 6 + 4 Commanding Presence + 5 Aid (Paco 3/Francesco 2/Adriana 2/Pazzino 1/Camilla 2 Alliances) + roll 4 = 19, success

cycle 2:social
1)Danae Etiquette 2 Nobility + 3 Dex + 6 Aid (Paco 2/Francesco 2/Adriana2 /Pazzino 2/Lady A 3 nobility/Camilla 1) + roll 3 = 14, success
2)Lady A Guile 4 + 3 Int + 3 aid (Pazzino 1/Danae 3 Lying to Authority/Camilla 3 Manipulation of Truths) + roll 2 = 12, success
3)Danae Warding + Sta +17 + 5 = 22, sufficient for a 3rd magnitude effect required by difficulty 9 adventure, success
Rolls: _: 1D10 = [1] = 1
1D10 = [3] = 3
1D10 = [9] = 9
1D10 = [4] = 4
1D10 = [3] = 3
1D10 = [2] = 2

The 1 uses the 3 as explosion, need one more roll, _: 1D10 = [5] = 5

Complete success! The Praesidium has a finely honed Intrigue machine. Adventure took 11 days, provides 7 xp, 2 Confidence for Danae, Camilla/Gloriana, Lady A, Pazzino, no bad omens, 4 Rewards: 1 Notch on Hook, +1 covenant Loyalty, +1 Covenant positive reputation, +5 Build points: 15 pawns of Mentem vis, 100 pounds of silver.

[strike]Story to come,[/strike]
[strike]The idea is to sabotage the faerie court's efforts by fomenting rebellion within, and thus show them to be a less than apt substitute to rock-steady and reliable Praesidium Orae in front of the real world representatives.[/strike]

This adventure had 2 omens, so a roll of 0 requires 3 botch dice...

Trying to understand the rolls here- why the 4 went to the botch roll instead of the 10 going to it, and why one more roll because of a 0... a 0 and 0 is a botch, a 1 and a 0 is 20...

the faerie court offer would actually contribute to the notch, just need to be more fully developed, it would not need to be undermined...

SUMMER
6) Tribunal- summer, 2 cycles (magic/choice) challenge:6- Aurthor, Anna, Taurus, Giovanni, Evandrus, Camilla, Danae, I'd recommend the whole older Shield section, 6 grogs for 7 magi

Don't know how the other players want to treat this, my suggestions: 2nd cycle Social
*Going for it

The Magi journey to Harco, led by Danae of Mercere, who knows the way very well indeed. Evandrus, deep in thought as to how best present both his great accomplishments and his Gauntleted apprentice Camilla; she, always with deep deference and a confident smile, plans how to show off. Aurthor is positively rambunctious, in unending conversation with the mostly somber Taurus. Anna grins at the latter's apprentice, just a mere boy, Giovanni, and tries to engage him in conversation. The turb surrounds and guards the Magi with an expertise derived from long practice.
And Harco doesn't disappoint: sumptuous quarters, wondrous exhibits, vast spaces with nooks and crannies for private conversations or public demonstrations. The days rush by in a blur: Anna dumbfounds some Hermetic doubters with her grasp of Magic theory, her eloquent explanations, and her offer to send them copies of her 2 (!) Magic Theory tractati. It turns out she has published more books than the Doubting Thomases put together! Magic Theory success
Camilla, now Maga Gloriana Sentis, manages to just barely overcome several challenges to her competence, some friendly certamen, and casting rituals while enduring painful distractions with bright lights, booming and squealing Imaginem noises. With some grumbling, she is accepted. Concentration success Evandrus beams.
Taurus does not endure well some mockery directed at his young apprentice's know-it-all ways, by both Bjornaer housemates and some other Magi. He is Wrathful, and pursues certamen successfully twice, browbeats his Bjornaer fellows with his knowledge of the lore of the House, and generally intimidates the hecklers with "do you wish to take our discussion... outside?" House Bjornaer Lore success
Meanwhile Danae and the others are navigating this maze of politics more carefully, *including the vote concerning the Holy Magi Folk ken success. Rumor has it that some unworldly Bonisagus is being manipulated by the enemies of the Praesidium into doing the Boni-snatch to Giovanni, as Taurus has recklessly brought him into the lion's den, as it were. Danae pulls strings, browbeats and organizes allies, and generally commands the Mercere staff, and manages to keep the Bonisagus Magi distracted, and the kidnapping does not materialize.
Intrigue success
On the final night, Anna essentially takes over a feast they are attending, making memorable toast after memorable toast, and subtly skewering some of the Praesidium's rivals, to most of the revelers' delight. The Magi and the turb roll over into more feasts and gatherings, and they do not reach their quarters until the crow of the cock. Carouse success

1)Anna 6 MT + 2 Int + no Aid, this is Gauntlet time! + _: 1D10 = [3] = 3 = 11, success Anna does something remarkable with Magic Theory +Int after being presented by Aurthor
2)Camilla 4 Conc + 5 Sta + no aid, Gauntlet time! +_: 1D10 = [10] = 10 come on! _: 1D10 = [9] = 9 no botch, whew!, = 9 success Camilla demonstrates incredible Concentration while spell casting Stamina + Concentration, after being presented by Evandrus
3)Taurus 6 House Bjornaer Lore + 0 Str + no aid, this is House Bjornaer stuff! + _: 1D10 = [9] = 9 = 15, success Taurus locates other Bjornaer and impresses them by presenting Giovanni and demonstrating his own aggressiveness and knowledge of the House lore

1)Danae Folk ken 2 + Per 1+ 5 Aid (10 between all) + _: 1D10 = [4] = 4 = 12, success The whole gang has to navigate successfully the many foes present
2)Danae Intrigue 6 Alliances + 4 commanding Presence + 8 Aid (turb has 12! Magi 5 among the lot) + _: 1D10 = [4] = 4 = 22, success Danae does Intrigue + Pre stuff
3)Anna 1 carouse + 5 Com + 6 Aid (3 magi/9 turb) + _: 1D10 = [1] = 1 _: 1D10 = [10] = 10 = 32, yeah, Anna showing them how it's done!

*edited for rolls, story to come, if you wanted something in particular in the story, please say so
I await the other players' input (including silveroak, who's handling Taurus)
*edited to mention the vote, don't know how that went

Tribunal takes 8 days, provides 5 xp, 4 rewards (I'd suggest 1 to Anna, 1 to Camilla, 1 to Taurus, and 1 either Evandrus or Aurthor ), 2 Confidence to all magi involved. Camilla/Gloriana Sentis will choose 2 Co vis pawns (she didn't have to use them in her trial, and just kept them)

Hi silveroak, there were 9 rolls to make, so 9 were made. However, as possible explosions and botches appeared, I merely took the next roll on the series to be used to resolve this botch or explosion. So first roll was a "10" possible botch. I then used the 2nd roll result to resolve that possible botch, and so on.
Thus Pazzino Folk Ken 6 + 1 Per + 7 Aid (Danae Nobility 3/Andros 2/Gervassio 2/Colette 2/Lady A 5 Nobles) +0 roll = 14 success
Here the 10 is a "0" but not a botch, next roll was a "2".
Next roll is now "7".
Thus Pazzino Canon Law 7 + 1 Quik + 0 Aid (Danae 1) + 7 = 15 success.
On Danae's roll, a "1" appears, so we use the next roll (a "2") to resolve that, Danae Charm 5 + 4 Commanding Pre + 2 Aid (Lady A 2/Andros 2) -3 The Gift + 4 = 12 success

In this first series 2 "1" and 1 "0" appeared, thus I had to do 3 extra rolls because I had to use 3 of the 9 rolls to resolve those. Then, when a "0" appeared in these next 3 rolls, I had to use the next one to resolve, "4", no botch. But now I had to look for a final roll for Andros Seven League Stride (ReCo 30) +43; Mastery 1 + 7

Thought it might be simpler to roll everything at once, but got too many "1" and "0", is all.