That's in Spring, which is the season Oliverius is teaching Arduino Magic Theory. Oliverius is going to remind the young Apprentice that the master is obligated to teach him for the entire season. He's giving Arduino seven days of free time, plus any short night adventures. Likewise, any magical prizes the young apprentice finds on an adventure would be passed on to his master. This adventure looks local and short, so if Arduino still wants to go when armed with this knowledge, the kindly if grumpy master will allow it.
Eberto is a grog trainer, and so overused, but not as a grog! But yeah, I tend to see the same frogs over and again. Magi tend to acquire a few favorites.
Arduino can expect to be taught every spring, to make it easy. However, I believe the kids, errr... young adults of the covenant are planning an adventure next winter. He may be able to convince Mercurio or Sandor, who both think they are the leader, to take him along.
Plans will be made! Mercurio is going to spend time planning his (and Sandor's) great adventure. Mercurio has learned a bit about adventuring for his friend Andros.
The adventure is a complete success and last 9 days. Provides 6XP. +3 Confidence for Aurthor, Pazzino and Ibis. Rewards: 2 Aquam Vis, +3 Confidence for Ibis, +2 Confidence for Aurthor.
Story: They find the vis in a small island near the coast. When Aurthor identifies it and take the shells that contain the vis something try to penetrate his Parma. Ibis comes to the conclusion that some form of ward has been activated, probably an alarm of some kind. In fact and hoard of strange creatures that resemble giant crabs emerge from the sea and attack the group. Ibis thanks to its powers is the first to spot them, Aurthor and the others target the enemies with flames and arrows and then the grogs coordinated by Regina finish all the remaining creatures. After recovering the forces the group returns home with 2 pawns of Aquam vis.
The adventure is an almost complete success and last 12 days. Provides 7 XP. +2 Confidence for Aurthor and Ibis, +1 Confidence for Pazzino. Rewards: RM for 2 books on MT, Correspondance in MT for Aurthor.
Story: Aurthor with his big entourage visits a lone Bonisagi Magus that lives in the wilderness. This magus has come to know the remarkable ability to understand magic of Aurthor's lineage and challenge him of finding the promised objects in the surroundings. Only with the combined efforts of Ibis and Pazzino, Aurthor is able to find two small scales of a strange translucent material, useful for binding books on magic theory. Once they left the magus cottage, the group realizes that the scales seem to attract the magical forest dwellers, who do not miss the opportunity to attack them. Thanks to the powers of Ibis and the martial arts of the grogs, the group is able to make their way out of the forest and return home.
The adventure is a complete success and last 7 days. Provides 4 XP. +1 Confidence for Aurthor, Ibis and Pazzino. Rewards: 2 Mentem Vis, +1 Confidence for Ibis.
Story: The vis is easy to find, it is in a pendant that adorns the neck of a young lady, a pledge of his lover, a rich merchant of Siderno. Ibis, Pazzino and Aurthor develop an intricate plan in which they convince the girl that the wife of the merchant has discovered the adultery. So at the end the frightened lady handles the pendant to Author, that take it back to his lab.
EEP!
Anna: Charm (Men)(4)+Com(5)+Assist(3)+Stress(4)+confidence(3)=Success!
Anna: Carouse(Staying Sober)(2)+Sta(5)+Assist(1)+Stress(3)=11, Fail!
Anna: Etiquette(First Impressions)(4)+Int(3)+Assist(1)+Stress(0) Uh oh. Botch Check(Botch!)
Rewards and Consequences: One Notch, two warping points
Twilight avoidance roll: Too drunk to realize it needs to be controlled.
Comprehension of twilight: Stress(7)+Int(3) vs. Warping(1)+Stress(8)=10 vs 9, Anna Comprehends Twilight
Extra Warping=9 Total Warping=11
That's a Beneficial Twilight Scar, and some sort of benefit. I'm hoping for a new mystical virtue personally.
Story: Anna's noble rivals are planning an assassination! At a party thrown by a rich merchant! For reasons! Anna must stop it! She charms her way into the party and spends the evening watching the assassin while trying to remain inconspicuous. She isn't sure if the information is good or not so she doesn't simply kill the guy, and it takes a long time before he does anything nefarious. Unfortunately, by this point Anna has drunk way to much, and when informing the hosts of what she's witnessed makes a fool of herself. It does stop the assassin, but Anna is still really embarrassed. She tries to spontaneously cast a spell to make herself disappear, but due to her chaotic magic she just gives herself two warping points and has her first twilight episode! The Twilight is brief, and in the outside world Anna collapses.
What Anna perceives is different, her perception expands and the material world falls away, and she sees demons. Demons all over the world, demons in regios, and demons in hell. She also sees an angel, the same angel that appeared to Anna when she got Second Sight and Unaging. The Angel speaks "YOU SWORE AN OATH!" a booming voice that blasts the vision to dust. Anna crashes back to reality.
Results:
Time: 22 days
Experience: 10
Rewards: Notch on Hook
Consequences: 2 warping points, Twilight, 11 warping total+successful comprehension.
Silveroak what's the twilight result? Should I come up with the twilight scar?
twilight scar- Anna and her clothes are constantly clean. If something dirties them (for example being splashed with mud) the majority always misses her and will wear away within a diameter or two, leaving no stains on her or her clothing.
22 points into imagonem
all characters will get 7 xp, not 7xp to be divided...
1124
SPRING
7) Camilla's (faerie) initiation quest - spring 2 challenges (social, combat) challenge 9 note: no other magi may accompany her on this quest, Gloriana, Mother Rabbit, Francesco, Phillippe Huntsman
1st cycle social
1)Gloriana Etiquette 1 + Comm 1 + 3 Alluring to Faeries + Aid 1 (Francesco 2) + _: 1D10 = [7] = 7 = 13 success
2)Gloriana Faerie Lore 5 Folk Ken + 1 Pre + 3 Alluring to Faeries + Aid 3 (Francesco 6) + _: 1D10 = [5] = 5 = 17, success
3)Gloriana House Merinita Lore 4 + Int 3 + _: 1D10 = [4] = 4 = 11, success
[strike]Mother Rabbit Grant Lecherousness, auto success[/strike] Gloriana Lifting the Dangling Puppet [ReCo 15, +42] + _: 1D10 = [3] = 3 = success
So success in the Quest! As an Initiation Quest, this would probably take all season, which is why she didn't choose to participate in other adventures. Technically lasts 11 days, provides 4 rewards, 2 Confidence points to Gloriana and Mother R., 7 xp to those who want it (she does, and the rabbit as well).
•Gloriana 3 Me faerie vis
•Resonant material for Faerie Magic book
•+1 reputation among faeries
•Correspondence on Mentem
Story: The group journeys to Mont Blanc, where a known Faerie regio with temples dedicated to Hecate and Athena still exist as ruins, with wild spirits of the mind and senses inside. There they make a good impression with the keepers and minders, and are embroiled into a secondary quest as part of a story, to bring a gift to one of the Goddesses. However, their knowledge of Faerie ways, and Merinita House lore allow them to subvert the story such that they manage to obtain a gift and hand it back in a way that leaves the choice to one of the keepers. (it seems wise to avoid angering either Goddess). Some of the faerie priests are livid at this and try to keep the group trapped in the regio, but Gloriana's mind powers help them coordinate their escape without a sign, she makes several flee in terror, and [strike]the Rabbit curses their head foe with extreme lust, so that he becomes distracted and gives in to abandon.[/strike] grabs the leader and threatens to dash him on the ruins below, and as he is outside his story, he gives in.
So complete success in the Resonant materials hunt, takes 8 days, provides 5 xp, +2 Confidence (Simian Rex spent 1), 4 Rewards:
•+1 Rep Danaë amongst nobles
•2 Aquam vis Danaë
•Resonant materials for 2 Aquam books
Story will involve traveling to a place Danaë has heard of in the Rhine, using Simian Rex's Forest regio network, to gather Aquam material in a sunken forest. However, a noble who seems very aware of the Order calls them to task, and tense negotiations follow, the noble insists these take place in a church. Danae handles these impressively, despite his precautions, Andros manages to lay bare his thoughts, spying on him invisibly. Blackmail material found!
Danaë has heard of a water jinn in a grotto on the Arabian coast. She flies down there, gets sight of him, identifies his probable strength (and strengths) correctly, draws a circle trapping the suddenly enraged spirit, and proceeds to bargain with it. She will cash in the 8 earned here and 2 from her reserve, and bind a 20 Might Water Jinn (to come).
Sihr 16 + 4 Commanding Presence + 3 Alluring to magic beings + _: 1D10 = [3] = 3 + 6 Confidence = 32, success, but must penetrate, + 5 Penetration jinn x2 Arcane Connection, 42, success. 12 bargain strength, bah.
Bargain roll: + 3 Com. + 6 Bargain Jinn + 3 Alluring to Magic beings + 12 Bargain strength + _: 1D10 = [9] = 9 vs 18 + 9 Year of service + 3 General terms, done!
She spends 4 Aquam vis, 2 Confidence, and the deed is done.
Well, the rabbit does not just Grant Lecherousness (Major), she Grants Compulsion (sex) and Curse of Venus! Someone with all 3 Flaws, newly affecting him, might conceivably have great difficulty concentrating on anything. I just chose that as the one thing to put in the cycle, but it represents a slew of temporary curses.
I have no problem with changing it, at all, if you prefer; since this was Gloriana's Quest, she was going to use Lift the Dangling Puppet, but the rabbit's also a symbol of her power, and thought why not, a bloodless victory.
Social Cycle:
Anna: Charm(Men)(4)+Com(5)+Stress(7)=16
Anna: Etiquette(3)+Pre(2)+Assist(2)+Stress(8)=15
Anna: Carouse(1)+Sta(5)+Stress(7)=13
Triple Success!
Diplomatic cycle one:
Pazz: Folk Ken(6)+per(1)+Stress(9)=16 Success!
Pazz: A.L.(5)+Int(1)+Stress(6)=12 Success!
Pazz: Civil and Cannon Law(7)+Pre(1)+Stress(5)=13 Success!
Flawless Success!
Diplomatic Cycle Two:
Lady A: Church Lore(2)+Per(1)+Assist(2)+Stress(0)+Botch potential! No botch?
Anna: Intrigue(2)+Int(3)+Assists(2)+Confidence(3)+Stress(0)= 10 Botch Check: No botch?
Anna: Guile(Men)(2)+Com(5)+Stress(5)=12 Success!
The group starts letting Anna befriend the man or at least trying too. Anna shows good manners, takes him out to the tavern, tries and charm him. It works maybe? The man is insistent on the Regio though. In fact he makes spurious legal arguments claiming that he has the right to the Regio. Pazzino however, quickly picks up on his crap and shuts him down. The man returns a few days later with some armed men, claiming to have the authority of the Church and gives plenty of detail. The group can't tell if he's lying or making up details, but Anna talking to his men-at-arms gets a few hints he's not legitimate. Anna calls the mans bluff and he ends up leaving shortly after. Apparently he was lying.
That isn't his last try though! Although this attempt is the least successful of all. A few of the men he hired tip the group off actually. He tried to hire them to sneak into the Regio and raid a tomb for him. Specifically steal a skull that should be within a casket. The men would have been allowed to keep anything else they found. The men, having heard stories about the magi wisely decided this is a poor decision and hope for some sort of reward for the tip. The group investigates and finds the the tomb and the skull within. Also a heck of a lot of treasure. And the rest of a body decayed into dust. The skull and dust are filled with vis. Anna decides that the men who tipped them off should be allowed to have the treasure, but the Magi are keeping the skull and dust.
Results:
Time: 12 days
Experience: 7xp
Rewards: Notch, 18 B.P.
Vis Source: Black Skull: 3 pawns, Pe/Year
This is a human skull that looks decayed and blackened, yet it is somehow still strong durable, whole and undamaged. Each winter three pawns of Perdo Vis gather within
Vis Stock: 15 pawns of Perdo.
Edit: I hit the submit button too soon, but its all done now.