Adventures in Brief

Since character-control transfer hasn't been completed yet, I'll assume I'm still controlling Aurthor for this year. he would gladly offer to help the Mercer house.
Mercurio will ask to go on Andros's Resonant quest in winter, because he's precocious; Aurthor will attempt to stop him and fail. Mercurio will also ask Evandrus if he can go adventure with him on his Autumn Vis search. (Obviously, I expect the eight year old to not go on the adventure, but he wants to try, because he's eight.

Will update.

Re: Mercurio, Andros will speak with Aurthor to see what's what. The boy's already got MTheory in his arsenal, and this will be a hunt for such materials, might as well make himself useful, he's 8, nearly a man! :slight_smile: Andros can always use another body to dig and carry Resonant materials!

Pazzino will join these

  1. COVENANT ADVENTURE: winter
  2. Evandrus Vis search: fall
  3. Andros's resonant materials quest: winter
  4. Gloriana's Hidden Resources quest: summer

Updated.

1 ) winter's gate: 2 cycles(choice,social) challenge:12
2 ) Christmas, stolen: 3 cycles (choice, magic, combat) challenge:12
3 ) a charge of heresy (winter): 2 cycles (magic,legal/diplomatic) challenge:9
4 ) Evandrus' search for Vis (fall) 3 cycles (social,social, social) challenge:12
5 ) Andros' resonant material search (winter): 1 cycle (choice) challenge: 15
6 ) Camilla's familiar quest (summer) 2 cycles (legal/diplomatic, combat) challenge:9
7 ) Leaf's resonant materials quest (fall): 2 cycles (choice/social) challenge:6
8 ) Anna's familiar quest (fall): 2 cycles (choice, social) challenge:9
9 ) Gloriana's search for hidden resources(summer): 1 cycle (legal/diplomatic) challenge:6

updated.

When approached, Aurthor will point out that he's an 8-year old scrivener, and Andros isn't taking Hermagoras who's much better at deciphering Magical things. (Hello, straw man. Hermagoras has a stamina of -5!) However, Andros makes a good point about Mercurio, since the boy is HIS, and therefore probably pretty awesome, perhaps in a few more years. With some actual training to survive wandering combats.

If Andros decides to follow Aurthor's wishes and leave Mercurio behind, Mercurio will ask the questing magus to report how the adventure went to him for 'scribal training'.
(Also, soon I may not be in control of Aurthor, which means I can stop ruining my own fun!)

SUMMER
6) Camilla (Gloriana)'s familiar quest- summer, 2 cycles (legal/diplomatic, combat) challenge:9 - Gloriana, Francesco, request Lady A, Phillippe Huntsman, Gervassio

Once again, Gloriana [strike]coerces[/strike] invites Lady Agniezka, her dear friend, to help smooth the way amongst mundanes, as she tours the Italian Covenants and Faerie courts to find just the right creature [strike]as a status symbol[/strike] as a boon companion to aid in her magical activities. Francesco, Phillippe, and Gervassio will help guide them and protect them from troubles of the bandit variety. The first two still have nightmares of Niobella the spider maga, and are on edge and somewhat curt as a result. The group is directed to an enormous faerie ring in the forests of the hills of Calabria, and they enter the regio without too much trouble. Inside they observe a gloomy forest, interspersed with ruined buildings. In each of these a grand fete is being held, the inhabitants, pale, tall, faceless, but bedecked in debauched fineries, while the eternal gloom away. These beings carry their faces in very elaborate pieces of jewelry, silvery mirrors, ornate paintings, and even metallic masks, which they don when they wish to communicate. There are many counts, dukes, and princesses, it's difficult to keep track off them all, but Gloriana and co. are well-versed in Faerie matters, they navigate the very strange depths of these beings successfully. Intrigue success. Gloriana manages to pry information from the enigmatic beings by hiding her intentions well, and carefully phrasing everything she says. Guile success. It appears that these faerie beings have a slave underclass of deft tinkerers, artists and craftsmen, who once were men, but were lured into this place, and have become Faeries, but with a spark of creativity. They toil in high hidden places, where they have their markets. Gloriana attempts to bargain with the No-Faces to speak to these craftsmen, and she immediately starts running circles around the creatures with her deft rhetoric. She severely browbeats one particularly arrogant and unctuous fellow, but her efforts at humiliation backfire, she overreaches, and the court itself appears to react badly to her mocking arguments. Artes Liberales botch. The many dukes, counts, princelings, and assorted seem to act with a hive mind, and turn on the group. Time to leave!

They travel quickly through the gathering gloom, the other fetes seem somehow to also be affected by the events involving Gloriana and Co. There is an angry note thrumming all across the forest. "here we go again", says Phillippe wearily and warily. He jumps as an enormous pit appears under his feet Awareness success. "What in damnation?" Enormous beetles emerge from many pits, vomited like darkness itself. Francesco and the grogs draw their weapons and slash and pummel the creatures back. Single Weapon success, the party regroups and flees. Many times they avoid similar such traps thanks to Gervassio's uncanny Premonitions. "I must find time to study that talent" thinks Gloriana. Premonitions success They manage to reach one of the rocky hills of the secret craftsmen, where they are given shelter momentarily. Things die down in a few days, and the group hastens out of the regio.

cycle 1: legal/diplomatic
1)Gloriana Intrigue 1 + Com 1 + 3 Alluring to Faeries + 3 Aid (Lady A 3/Francesco 2/Gervassio 2) + _: 1D10 = [6] = 6 = 14, success
2)Gloriana Guile 3 Manipulation of Truths + Pre 1 + 3 Alluring to Faeries + 2 Aid (Lady A 4) + _: 1D10 = [7] = 7 = 16, success
3)Gloriana Artes Liberales 5 + 3 Int + 3 Aid (Lady A 3/Francesco 1/Gervassio 1/Phillippe 1) + _: 1D10 = [10] = 10, possible botch... _: 1D10 = [10] = 10 Botch... :unamused:

cycle 2: combat
1)Phillippe 1 Awareness +3 Per. + 4 Aid (Lady A 1/Francesco 3/Gervassio 3/Gloriana 1) + _: 1D10 = [6] = 6 = 14, success
2)Francesco Martial long sword 10 + Dex 3 + 6 Aid (Francesco 10 /Phillippe 3) + _: 1D10 = [6] = 6 = 25, success
3)Gervassio Premonitions violence 7 + Quik 3 + _: 1D10 = [3] = 3 = 13, success

Adventure takes 13 days, provides 7 xp, 2 Confidence a piece to lady A and Gloriana, 3 Rewards and 1 loss. Story to come, will involve interacting with a haughty Court and their downtrodden crafter class, as perhaps an opportunity to discover the Familiar, don't know if she has the requisite points yet.

Rewards:
•Gloriana +25% Quest points
•Gloriana 3 Co pawns
•Lady A correspondence Faerie Lore

Loss:
•Gloriana gains a negative reputation among noble Fae, Cruel 1, boo!

SUMMER
9) Gloriana's Hidden Resources quest - summer, 1 cycle (legal/diplomatic) challenge:6 -Gloriana, Francesco, request Lady A, Phillippe Huntsman, Gervassio Pazzino

The group is joined by Pazzino, what follows is an extremely dry exercise in accounting and trading of favors. The Magi of the Praesidium manage to come out well ahead thanks to the extraordinary legal acumen of Pazzino., and Lady Agniezka's vast and current knowledge of Order politics in Italy. The group visits and make their pitch to a poor covenant on the hills of Calabria, establishing trading bonds for magical legumes and peculiarly large chickens. They then turn around and trade on these bonds with a richer fortress Covenant further north, which has Animal and Herbam vis to trade that the poorer covenant craves.
Gloriana and co. then return to the Praesidium successfully with more vis and further resources. Folk Ken success, O Lore Order of Hermes success, Intrigue success

cycle 1: legal/diplomatic
1)Pazzino Folk Ken 6 + 1 Per + 4 Aid (Gervassio 2/Francesco 2/Gloriana 1/Lady A 4) + _: 1D10 = [4] = 4 = 15, success
2) Lady A Organization Lore O o H 4 Covenants + 3 Int + 1 Aid (Pazzino 2) + _: 1D10 = [9] = 9 = 17, success
3) Intrigue Lady A 4 Alliances + Com 1 + 3 Aid (Gervassio 2/Francesco 2/Gloriana 2 Alliances/Pazzino 1) + _: 1D10 = [6] = 6 = 14, success

So complete success, adventure takes 7 days, provides 4 xp, 1 confidence to Pazzino, Lady A, Gloriana, 2 Rewards, + uncovering of Hidden Resources.
Rewards:
•3 BPs: 15 Co vis
•+1 Rep to the Praesidium

Story to come.

WINTER 1121
5) Andros's resonant materials quest, winter, 1 cycle (choice) challenge: 15 - Andros, S Rex, Paco, Pazzino. possible Mercurio

Andros is Reckless, Overconfident, and loves teachable moments. He will take the kid on the difficulty 15 adventure, why not? :laughing: uh-oh

Andros obtains some good leads, he's been informed that a cave high in the slopes of Mount Etna, where a dragon lived in antiquity and "has been abandoned for the last two hundred years, that thing's empty", might have artifacts from wizards of yore, perfect for Resonance with his new Magic Theory opus. The journey is short, but there are plenty of delays, the Gift makes so many interactions more difficult. The boy, Mercurio, seems to enjoy the travel, Pazzino's erudite conversations, the ports, and the haggling of merchants, to an almost disturbing degree. "Good", thinks Andros, "these life experiences are what make a man, Aurthor... is not a good model to emulate, a Lecherous shut-in, for our Good Lord's sake!" Andros customarily extends his Parma to the grogs, to protect them from the baleful influence of the Gift, and to assure himself that they are not influenced by casual demons or faeries. This proves fateful later on. Simian Rex just carouses the days away, stealing fruits from merchants, creating Monkey legions in other ships or buildings. However, the great influence of the Divine make these costly expenditures, and it grudgingly controls itself, content with regaling Mercurio with all sort of bawdy tall tales. The journey to the hidden cave is treacherous, as the roads are few, and mostly broken up or non-existent. But they eventually reach the place, and there are indeed artifacts: some trinkets really, perhaps ceremonial remains. So intent are they on their search that no one spies when a leathery slithering thing from...somewhere beyond.. screeches and showers Andros with a bright yellow flame. Andros is untouched, and so surprised that the creature manages to snag him in its coils, and hurls him with enormous violence to the other wall in the room. The wyrm again vomits fire, and Mercurio screams as Simian Rex tries to push him away from the deadly gout, but it splashes harmlessly around. Parma Magica success Andros somehow is back on his feet yelling for the other to get out. Paco seems undecided between obeying the magus or simply fleeing "a heaven's cursed dragon, why me?!", Pazzino is already hurrying to the exit, quietly urging the others to heed Andros.

What follows is an intensely difficult number of days as they run and hide from the angry beast through some very difficult terrain. Andros engages it frequently, and forces it to retreat from the hunt many times. Time and again, the beast grips Andros and tries to rip him apart, but can't, as he hacks away at it with his smoking Great sword. It hurls Andros more than once off the face of a cliff, only to have Andros desperately Stride right back before striking the ground. Eventually the beast is so battered by Andros's rain of ballistas that it retreats, never to bedevil them again. Bombastic Ballista of Vilano success The group takes stock of what they have, and it seems that all they have obtained is enough for one book. Magic Theory success Andros is happy with the haul, and with the scales and parts of the wyrm, he has Ignem vis! The others are still extremely tense and fearful. It seems Andros is the only one that doesn't get that his information source might be instead trying to kill him. Flambeau Magi, what do you expect? Simian Rex resolves to Guide Andros more frequently, however his promise is somewhat empty, as he soon forgets, and embellishes the adventure in a new tale spun for the boy, Mercurio.
Mercurio himself is a bit more quiet and wide-eyed, particularly when Andros wrongheadedly tries to pick up the mood by joking about the wyrm's "quick" capitulation. Everybody rolls their eyes at this, nobody laughs, but Mercurio stares at the Magus worshipfully.

cycle 1: Magic
1)Andros Parma Magica 8 Ignem -3 sharing + 5 Sta + _: 1D10 = [7] = 7 = 17, success
2)Andros Bombastic Ballista of Vilano (ReTe25) +40; Mastery 1 + _: 1D10 = [9] = 9 = success
3)Andros MT 7 + Int 1 + 3 Aid (S Rex 5/Mercurio 2) + _: 1D10 = [4] = 4 = 15, success

So Andros acts like this was nothing, adventure will involve venturing into an "abandoned" dragon's lair that is not so abandoned after all! Adventure takes 16 days, provides 9 xp, 1 Confidence to Mercurio, the monkey, and Pazzino, 2 rewards. Everybody else is not so cool with it; well maybe Mercurio loved it!

Rewards:
•Andros- Resonant material for MT book
•Andros - 5 Ignem vis

WINTER 1121

  1. COVENANT ADVENTURE an exceptionally cold and bitter winter has some suggesting that Perephone might be able to bring relief (faerie region, natural, winter, 2 cycles(choice,social) challenge:12 - Anna, Hadrian and Aegis , Andros/S Rex, Gloriana, Lady A, grogs Bonaro, Francesco shield grog , Pazzino

The Winter of 1121 is harsh and seemingly without end. Many peasant families lose their elderly loved ones, and prayers so far haven't abated it. Fearful and despondent, talk turns to the "Old Powers". Why, the fortress sits atop a Temple to Persephone! Perhaps she can wrangle the sun back from this confounded weather!. A delegation made up from the nearby villages, led by the elders of Siderno, journey to the forbidding fortress to ask of those within wether they can intercede. The Magi in general eschew this petition. "Talk to Persephone? Absurd! Why just last year they came out and tried to slaughter us. Do you remember poor Ouragan, or that Gabriele fellow? Sad business that." But Andros, who walks invisibly among the folk, softens his heart witnessing their plight. And there's Lady Agniezka trying to console the peasantry, she wears her heart on her sleeve, and . Andros and Lady A convince Gloriana to lend her expertise to this endeavor, appealing to her obvious ambition to speak to such a potent being; Anna and her retinue are already among the people, and she is not hard to convince to come to the adventure. These matters always rouse Pazzino's interest, and after some grogs are rousted, plans are formed.
Entering the regio is extremely difficult. The powers within have altered the paths, and the way is forlorn and desolate. It takes them what feel like days and many missteps to eventually reach the Hidden Grove, it's guardian nowhere to be seen. Piercing the Faerie Veil success, Faerie Lore success. But there's a great sense of menace, and the group notices a shadowy horde of ...souls? silently gathering nearby. Their retreat cut off, they are surrounded by the wispy beings Awareness success

It is Anna who curtsies and asks to parley with the Mistress of the Grove, the Avatar of Spring, She Who Renews the World. Her courteous and clear words have an effect, the horde of shadows maintains their distance. The others also begin praising Persephone, some even calling her by the ancient names, Kore.Etiquette success And she comes! A demure young woman, the Daughter of Demeter, a Greek/Roman vision of loveliness. Where she walks, the dead cease to be shadows, and acquire physical, though gruesome forms. The party, led by Gloriana, introduce themselves and pledge friendship and peace. The Winter has exceeded its grasp! It's time for Spring! They make a positive impression. Charm success The comes the time for brass tacks, and here Lady Agniezka takes the lead, bargaining for specific action, speaking for the pain of the people, their petition that led to this venture...and their willingness to do some ceremony to honor the Queen of the Underworld and Bringer of Spring. Artwork honoring the Goddess will be produced by the artisans of the covenant. More specifics are laid out, and Persephone is pleased. Intrigue success She leads them to the regio entrance, and provides a sheaf of grain that when taken out warms the air. It spreads, and soon the weather clears. Spring is here!

I propose a Magic first cycle, as getting into the regio will be more difficult than normal,
1st cycle:
1)Andros Piercing the Faerie Veil (InVi 20) Piercing the Faerie Veil (InVi 20) +34; Mastery 1 + _: 1D10 = [9] = 9 = success
2)Gloriana Faerie Lore 4 + Sta 5 + 7 Aid (Aegis 1/Hadrian 1/Lady A 3/Pazzino 3/Francesco 5/Bonaro2) + _: 1D10 = [3] = 3 = 19, success
3)Simian Rex 5 Awareness + 0 Per. + 9 Aid (Andros 1/Anna 3/Hadrian 4/Lady A 1/Pazzino 3/Francesco 3/Bonaro3) + _: 1D10 = [5] = 5 = 19, success

and then a negotiation with the mighty Persephone and her angry husband
2nd cycle:

  1. Anna Etiquette 3 First Impressions+ Com 5 + 4 Aid (Gloriana 2 Faeries/Lady A 3/Pazzino 2/Francesco 2) + _: 1D10 = [1] = 1 , _: 1D10 = [6] = 6 = 24, success
  2. Gloriana Charm 3 Faeries + 1 Pre + 3 Alluring to Faeries + 8 Aid (Andros 2/Anna 2/Aegis 3/Hadrian 1/Lady A 2/Pazzino 3/Francesco 2/Bonaro 1) + _: 1D10 = [6] = 6 = 21, success
  3. Lady A Intrigue 3 + Int 3 + 3 Aid (Anna 1/Hadrian 1/Pazzino 1/Francesco 2/Gloriana 1) + _: 1D10 = [10] = 10 , ugh, _: 1D10 = [7] = 7, no botch, + 3 Confidence = 12, success

[strike]What do the other players think? Open to suggestions. Both Andros an Lady A are Compassionate, so they would embark on this venture whether they disapprove of seeking a Faerie deity's boon or not[/strike]. *Doing it

So adventure is a success, takes 14 days, provides 8 xp to those that want it, +2 Confidence to Anna, Pazzino, Andros/SRex, Lady A (who spent 1), Gloriana.
4 Rewards:
•Notch on Hook
•7 BPs: 17 Rego, 18 Co, all Faerie vis
•Tractatus on Faerie Magic Q11

Story to come.

Andros is Mercurio's hero.

Cycle One: Social
Pazzino: Folk Ken(6)+Per(1)+Assists(5)+Stress(3)=15 Success!
Anna: Etiquette(2)+Pre(2)+Assists(1)+Stress(2)=Fail!
Anna: Charm(2)+Com(5)+Assists(2)+Stress(6)=15=Success!

Cycle Two: Social
Anna: Intrigue(mundane plots)(2)+Int(2)+Assists(1)+Stress(9)=14=Success!
Anna: Carouse(1)+Sta(5)+Assists(3)+Stress(1), explosionurl=http://www.coyotecode.net/roll/lookup.php?rollid=178098[/url]=27
Anna: Guile(1)+Com(5)+Assists(2)+Stress(4)=12 Success!

Cycle Three: Social
Anna: Church Lore(1)+Pre(2)+Stress(2)=Fail!
Pazzino: Folk Ken(6)+Per(1)+Assists(5)+Stress(5)=17 Success!
Anna: Etiquette(2)+Int(2)+Assists(1)+Stress(2)=7

They quickly find some vis they want, but the vis itself is in a nobles forest, and they need to convince said noble to let them pick the magic mushrooms, much bargaining ensues. First they need to figure out what the man wants, then they need to make a good impression, then there is a party, he has a son he wants to introduce to Anna, and on and on. Its really tedious. Eventually, Evandrus got fed up and simply stole the magical mushrooms, hoping that no one would notice. They did. In fact, someone had been shadowing Evandrus this whole time due to his already foul reputation. :open_mouth:

Results:
Time: 18 days
Experience: 9
Rewards: 4 = 4 He Vis, Corresponance in Church Lore (Anna), +1 Rep Anna, +1 Rep Pazzino
Loss: +1 Bad Rep Evandrus

Alright, I should start getting ready for class.

to be clear- these vis are covenant or Gloriana's?

Covenant's.

Evandrus: Magic Theory(15)+Int(3)+Stress(4)=22
Aegis: Second Sight(5)+Per(3)+Stress(9)=17
Evandrus: Inexorable Search InCo 20 Casting=36+Stress(1)=36+2*Stress(9)=Success!

Social
Anna: Etiquette(2)+Pre(2)+Stress(2)=6
Anna: Charm(2)+Com(5)+Stress(4)=11
Anna: Church Lore(1)+Int(2)+Stress(4)=7

Story: Leaf has a lead for resonant materials: A monk who creates small engravings that are so beautiful they'll serve as resonant materials for Im, if designed the monk could stop including Saints in them and wrecking them for Hermetic Purposes. Evandrus confirms Leaf's theory, and the party heads off. Using the Inexorable Search cast by Evandrus they quickly find the location of the monk. Except our nameless monk isn't there despite the spells results! Turns out he found his way into a Divine Regio.

Anna convinces him to make several small paintings that would fit in books. She argues its part of the Church's goal to preserve knowledge giving examples of many church scholars. It works! The monk makes them 4 of the paintings Leaf wanted in the end.

Results:
Time: 8 days
Experience: 5
Rewards: 4 Im Resonant Materials

Evandrus: Magic Theory(15)+Int(3)+Stress(7)=25 Success!
Aegis: Magic Lore(3)+Per(3)+Assists(2)+Stress(3)=11 Success!
Anna: Second Sight(Divine, Demons)(4)+Qik(0)+Stress(6)=10 Success!

Anna: Charm(2)+Com(5)+Stress(7)=14
Anna: Carouse(1)+Sta(5)+Assists(1)+Stress(2)=9
Anna: Etiquette(2)+Pre(2)+Stress(1),Explosion+2*Stress(1),Explosion+4*Stress(5)=24

It starts with dreams. Anna having dreams. When Evandrus overhears the descriptions of the dreams he concludes they are visions of Anna's future familiar! Or symbolic of them. So they divert from returning to the Covenant to explore a nearby forest. Aegis is the one who spots the wolves's territory, matching symbolism in the dreams to concrete things in the real world. When they finally encounter one of the wolves Anna notices something. An IMP! It was harassing the wolf. Particularly, vexing was the imps tendency to hide despite already being invisible, but as soon as Anna catches the first glimpse of it she's on the watch for it. When it pops out again she nails it with her 1st magnitude Demon's Eternal Oblivion, and the imp is annihilated by that alone. With that introduction it is up to Anna to charm her potential future familiar.

She makes a decent first impression which causes the wolf to invite her to a party. Apparently the wolves have never had one before, but they had just robbed a wagon full of alcohol so they were going to try. They have fun at the party. Its all very strange, but they behave themselves at the party and the wolf they encountered asks to join Anna. Success!!!
Results:
Time: 11 days
Experience: 6
Rewards: New Character, Wolf Familiar Companion,
Anna Reputation+3 (Demon Killer) Note: This reputation is among infernal forces and sets Anna's Hierarchy Score :open_mouth:

Anna: Second Sight(Divine, Demons)(4)+Per(0)+stress(9)=Success!
Anna: Parma(Ig)(1)+Sta(5)+Stress(8)=13 Success!
Anna: Premonitions(Fire)(4)+Qik(0)+Stress(5)

Anna: Artes Lib(4)+Int(2)+Assists(2)+Stress(8)=16 Success!
Anna: Church Lore(1)+Com(5)+Assists(1)+Stress(4)=10 Success!
Lady A: Intrigue(3)+pre(1)+Stress(5)=9 Success!

Story: It turns out these heresy accusations either attracted or were inspired by a demon! This one had a good bit more power than an Imp. Anna was able to hit it once with a demons eternal oblivion before the demon launched hellfire at Anna. Even though the demon couldn't penetrate Anna's Parma, it still started fires near Anna. Luckily with Anna's stamina and her premonitions she was able to escape without any serious burns. One person was brave enough to accuse her of starting the fire, after which Anna spent about 5 minutes ranting about how much she hates fire. She came across as quite convincing.

The arguments of heresy were awfully poor, and Anna made the hanger-ons look awfully stupid. She even wrote a letter to a bishop, to get the bishop to write the same thing. Honestly, some more intelligent people could probably make a better argument There were some intrigues that Lady Agniezka dealt with, but that went deeper than Anna understood. The heresy accusations were defeated, but the forces of Hell were definitely aware of Anna now.

Results:
Time: 11 days
Experience: 6
Rewards: Notch on Anna's story "hook". +3 Rep Anna (Demon Killer)

I'm gonna finish this off right now since its been pending since... Wednesday?

Cycle One: Social
Anna: Carousing(1)+Sta(5)+Assist(4)+Stress(7)=13 Success!
Anna: Charm(2)+Pre(2)+Assists(2)+Stress(3)+Confidence(3)=12 Success!
Anna: Guile(1)+Com(5)+Assists(2)+Stress(7)=15 Success!

Cycle Two: Magic
Anna: Awareness(3)+Int(2)+Assist(5)+Stress(8)=18 Success!
Aegis: Second Sight(5)+Per(3)+Assist(1)+stress(6)=15 Success!
Anna: Parma(3)+Qik(0)+Stress(1): Explode 2*Stress(1) Explode: 4*Stress(4)=17! Success!

Cycle Three: Combat!
Francesco: Single Weapon(9)+Str(2)+Assist(2)+Stress(1), explode, 2*Stress(3)=19 Success!
Hadrian: Bow(11)+Dex(1)+stress(9)
Aegis: Brawl(Dodge)(4)+Qik(2)+Assist(6)+Stress(6)= 18 Success!

Story: Carousing in the local Inn Anna manages to run down a rumor with a combination of being generally fun, charming and just a little bit of guile. Apparently there is a man who gets things for cheap. Too cheap. Some of his goods match descriptions of stuff that went missing. Its suspicious. They follow the man. It turns out he went home after partying at the Inn. (I think this Inn might be a little anachronistic... I blame exposure to the Order.) It takes several days of shadowing the man before he does anything suspicious. It actually takes careful planning to be able to watch him without being spotted themselves. A real team effort. After meeting with some shady people he leaves town, heads a good ways and disappears. A regio is suspected.

The group finds the Regio thanks to Aegis, enters it and Anna promptly triggers a magical trap which sprays her down with conjured needles. Luckily, the trap didn't have any penetration behind it. Or at least not enough to hurt Anna. Once inside they see the man and a bunch of stolen goods. The man throws several daggers at the group. The group is able to dodge the daggers while the grogs make quick work of the man. He was dead before Anna could bring up how this could all end in forgiveness and other Divine Approved outcomes.

The Regio is quite small as things go. Its basically a cave with some glowing rocks in the ceiling. The Regio is easily accessed by walking briskly into the entrance which is otherwise a large boulder.

Results:
Time: 15 days
Experience: 9
Rewards: Notch on Hook, 30 Build points

Vis Source: Cave of Crystals - 2 Te Pawns/Year 10 B.P.
This small, easily accessed Regio occasionally drops Terram vis from the ceiling. 2 pawns per year fall in the form of a glowing crystal that looks a bit like quartz. The entrance to this Regio is one face of a boulder. To enter simply walk briskly into the entrance.

Vis Stock: 100 Terram Vis 20 B.P.
100 pawns of Terram Vis had been gathered up in the Cave of Crystals when the covenant discovered it. There were also a lot of visless fragments of crystal littering the floor, probably destroyed by the previous occupant.

1122 quests and adventures:
1 ) the faerie regio - a local man is distraught over his dead wife and wishes to enter the region to search for her. He is very determined and does not seem to care if he makes it out again, though his children feel quite differently (spring, choice of approach for first cycle)
2 ) castle- another legal challenge to interference with mundanes on the basis of the castle being an overt influence over mundane politics (winter, legal/diplomatic for first cycle)
3 ) The mercer house is attacked by a band of faerie bandits in the fall (first cycle combat)
4 ) In the hangout some residents of the covenant come across a jinn who was brought back from the crusades by a knight whom he had sworn to serve for 25 years. He has 2 years left of his service, but the knight has died, and he is uncertain which of his heirs to present himself to for the remaining 2 years of service (fall, first cycle legal/dilomatic)
5 ) Evandrus' faerie friend has been abducted at midsummer (first cycle magic)
6 ) Danae's spring Jinn quest - first cycle social
7 ) Gloriana's fall neo-mercurian quest - first cycle choice
8 ) Gloriana's fall familiar quest - first cycle social

*spoiler- unless Gloriana completely botches the quest, she will get her familiar this time.