Story: Hadrian spots the enemy forces trying to invade their lands, crossing fallow fields, and approaching a small village. Calling it a village is probably being generous, but a handful of shacks have been set up and some covenfolk families live in them. They've heard reports that the army has been "living off the land" which means stealing. Anna had no intention of letting that continue. Anna starts the fight with a magical assault being to cast far out of the range of any mortal weapon.
The enemy forces, quickly take a guess at what is happening. Fransceco seeing Anna casting directly people to hide, both setting up an ambush and delaying the enemy figuring out what's going on. Even so the enemy forces soon realize the singing women is to blame for the magical wind. The wind doesn't bring down any enemy forces, but some are wounded and unable to keep up with the front. As they close Hadrian pops up and fires. One of the leaders is dead before he even realized anything was the matter. The enemy soldiers begin to charge in earnest now, and are on guard for the arrows, but it matters little. They continue to fall to lethal arrows. Three knights demonstrate particular skill, charging while simultaneously weaving to and fro to avoid arrows and protected from the winds by armor. Its impressive until Fang puts a stop to it. Their fatal mistake was separating from the group, and Fang's gaze holds them still. Hadrian, puts an arrow through each of their visors.
By the time the soldiers begin to close with the heroes only a couple dozen are continuing the charge. However their ranks are shattered. They arrive in small packets and are killed as they arrive. Some are cut down by Francesco's blade, unable to harm the shield grog. Some are brought down by tooth or Hadrian's dagger. A few get finished by Anna's magic. The ones hat actually get close enough to attack the less armored individuals are too injured and harried to really swing their weapons and are unable to land a blow. All in all, most of the enemy forces escape, injured, but alive but Anna doesn't think they'll return to battle. They numbered over a hundred and lost to a swordsman, an archer and a wolf. That's the sort of demoralizing loss you don't come back from and don't talk about. The covenfolk who were protected on the other hand have wonderful things to say about the results!
Anna makes it back in time to continue her lab work with little issue! Blossom says she got the official documents saying the covenant's taxes where now for the Fieldsman family, and she released the covenant from them forever. Honor is proud of winning "his" first battle.
Results:
Time: 9 days
Experience: 6
Rewards: Final Notch on Indebted Hook, Covenfolk loyalty +5
1132
SPRING
12) War NO MAGI: Roger II is in the thick of it again
[/quote] Sandor, all knights, Ancell, Carmen the Cook, Concetta daughter of Bonaro, Hiram, Roger the Archer, Pietro the archer, Petra the law clerk (to get out of Church entanglements)Aegis
spring a) 1 cycle (combat) ch:9 b) 1 cycle (combat) ch:6 c) 2 cycles (combat, investigation) ch:6 d) 2 cycles (combat, religious/spiritual) ch:12
e)3 cycles (combat, commerce/goodwill, magic) ch:9 f) 2 cycles (combat, social) ch:6 g)2 cycles (combat, magic) ch:9 h)2 cycles (combat, magic) ch:12
i)3 cycles (combat, commerce/goodwill, combat) ch:12 j) 1 cycle (combat) ch:9
a) 1 cycle (combat) ch:9
1)Ancell Hunt 11 + 4 Per + 8 Aid (Sandor 3/Petra 0/Aegis 0/Concetta daughter of Bonaro 1/Carmen the Cook 2/Hiram 0/Roger the Archer 0/Pietro 1/Regina 1/Jina 1/Sigourney 1/Zulima 1/ Lakia 1/Boyce 1/Noll 1/Hanbal 1/Celeste 1) + _: 1D10 = [6] = 6 = 29, success 2)Pietro Stealth 4 + 3 Dex + 5 Aid (Sandor 3/Petra 0/Aegis 0/Ancell 1/Concetta daughter of Bonaro 2/Carmen the Cook 2/Hiram 0/Roger the Archer 2/Regina 0/Jina 0/Sigourney 0/Zulima 0/ Lakia 0/Boyce 0/Noll 0/Hanbal 0/Celeste 0) + _: 1D10 = [10] = 10 , _: 1D10 = [1] = 1 , no botch, 12, success 3)Zulima Single Weapon 10 + 4 Quik - 1 Devoted child + 41 Aid (Sandor 6/Petra 0/Aegis 5/Ancell 0/Concetta daughter of Bonaro 0/Carmen the Cook 0/Hiram 0/Roger the Archer 0/Pietro 2/Regina 8/Jina 11 longsword/Sigourney 9/ Lakia 10 longsword/Boyce 7/Noll 8 longsword/Hanbal 8 longsword/Celeste 8 longsword) + _: 1D10 = [8] = 8 = 62, success
Grimoald Alferanites, prince of Bari, has rebelled against Roger's rule in Apulia. Once again, Roger sends for his pledged knights, and once again Sandor, Knight of Siderno and "his" warriors answer the call. Locking horns with Regina (or hooves, in her case! ) is most entertaining to the young man, why she is looking visibly older. tsk, tsk! Still, a fellow warrior, determined to die in her saddle. Good for her, one of these days it is bound to happen... Unfortunately, Roger's main army is not moving, waiting for omens and signs, so the contingent waits on the outskirts of Brindisi, harrying scouting parties and small patrols. A group of scouts is observed, tracked through the countryside for several days, ambushed, and captured. Some valuable intelligence about Tancred of Conversano and his forces is obtained.
b) 1 cycle (combat) ch:6
1)Hiram Siege Weapons 8 + Int 3 + 3 Aid (Sandor 0/Ancell 0/Petra 0/Aegis 0/Concetta daughter of Bonaro 0/Carmen the Cook 0/Roger the Archer 0/Pietro 2/Regina 2/Jina 0/Sigourney 2/Zulima 0/ Lakia 0/Boyce 0/Noll 0/Hanbal 0/Celeste 0) + _: 1D10 = [2] = 2 = 16, success
2)Pietro the archer 14 long Bow + 3 Dex + 45 Aid (Sandor 7/ Ancell 1/Petra 0/Aegis 0/Concetta daughter of Bonaro 0/Carmen the Cook 0/Hiram 0/Roger the Archer 12 longbow/ Regina 9 longbow/Jina 9/Sigourney 10/Zulima 9/ Lakia 10 longbow/Boyce 7/Noll 6/Hanbal 5/Celeste 6) + _: 1D10 = [6] = 6 = 68, success 3)Jina Ride 5 + 3 Sta + 25 Aid (Sandor 5/Ancell 2/Petra 0/Aegis 0/Concetta daughter of Bonaro 3/Carmen the Cook 1/Hiram 0/Roger the Archer 1/Pietro 0/Regina 6 horses/Sigourney 5/Zulima 5/ Lakia 4/Boyce 4/Noll 6 horses/Hanbal 5 horses/Celeste 3) + _: 1D10 = [4] = 4 = 37, success
The group hunts down a group of engineers who come to strengthen the Brindisi walls with some siege weapons. They even manage to turn one of their smaller devices against a patrol that appears unexpectedly, Hiram and a few of the Knights are quite expert in their use by now. Together with the overwhelming amount of arrows rained on the enemy forces, these break, flee, and are pursued and captured easily over the course of the week.
c) 2 cycles (combat, investigation) ch:6
First cycle 1) Pietro the archer Awareness 7 alertness+ 1 Per + 29 Aid (Sandor 3/Petra 0/Aegis 1/ Ancell 1/Concetta daughter of Bonaro 0/Carmen the Cook 0/Hiram 4 Alertness/Roger the Archer 7/Regina 4 Alertness/Jina 6 Alertness/Sigourney 6 Alertness/Zulima 3/ Lakia 3/Boyce 5 Alertness/Noll 5 Alertness/Hanbal 5 Alertness/Celeste 5 Alertness) + _: 1D10 = [5] = 5 = 42 success 2) Ancell Hunt 11 -5 Quik + 8 Aid (Sandor 3/Petra 0/Aegis 0/Concetta daughter of Bonaro 1/Carmen the Cook 2/Hiram 0/Roger the Archer 0/Pietro 1/Regina 1/Jina 1/Sigourney 1/Zulima 1/ Lakia 1/Boyce 1/Noll 1/Hanbal 1/Celeste 1) + _: 1D10 = [10] = 10, oops, _: 1D10 = [10] = 10, Hunt botch! 3) Regina Leadership 10 + 2 Str + 10 Aid (Sandor 8/Petra 0/Aegis 1/Ancell 0/Concetta daughter of Bonaro 0/Carmen the Cook 0/Hiram 0/Roger the Archer 1/Pietro the archer 0//Jina 1/Sigourney 1/Zulima 1/ Lakia 1/Boyce 1/Noll 2/Hanbal 3/Celeste 0) + _: 1D10 = [9] = 9 = 31, success
Second cycle 1)Sandor Folk Ken 5 + 1 Com + 8 Aid (Petra 0/Aegis 1/Concetta daughter of Bonaro 2/Carmen the Cook 2/Ancell 2/Hiram 0/Roger the Archer 0/Pietro 0/Regina 3/Jina 2/Sigourney 3/Zulima 0/ Lakia 0/Boyce 0/Noll 0/Hanbal 1/Celeste 0) + _: 1D10 = [10] = 10, oh boy, _: 1D10 = [10] = 10, Folk Ken botch!! 2)Pietro Magic Lore 5 +Int 0 + 3 Aid (Sandor 1/Petra 0/Aegis 3/Concetta daughter of Bonaro 2/Carmen the Cook 0/Ancell 0/Hiram 1/Roger the Archer 0/Pietro 0/Regina 0/Jina 0/Sigourney 0/Zulima 0/ Lakia 0/Boyce 0/Noll 0/Hanbal 0/Celeste 0) + _: 1D10 = [4] = 4 = 12, success 3)Aegis Second Sight 5 + Sta 2 + 2 Aid (Roger the Archer 4) + _: 1D10 = [1] = 1 , _: 1D10 = [5] = 5 = 19, success
Losses:
•3 BP= 150 Mythic pounds of silver
•1 Bad rep Sandor, amongst the peasantry, Bloodthirsty
Tancred decides enough is enough, and contacts a coven of hedge magicians to rid himself of these meddlesome warriors, specially the Knight of Siderno. The alert knights notice flocks of birds circling and watching their every move. Men who transform into beasts and then fade into the forested hillside, like phantoms. Attempts to track them down backfire, as the group is led into a trap, and only escape through iron-clad discipline enforced mainly by Regina and Sandor. They lose many supplies.
The knights become proactive and spend a few days visiting nearby villages and cruelly interrogating the common folk, as Sandor surmises the sorcerers are probably hiding nearby. But his paranoia leads to some unsanctioned and unwarranted executions, everybody's on edge, and arrows are wasted on any unfortunate crow or owl that is seen within bowshot. Phantoms assail them in the night, scattering some of the Praesidium forces, nerves are fraying! The powers arrayed against them however, are very similar to the hedge tradition of the Gruagach, allied to the Covenant, and this helps somewhat to predict what to look for. Aegis and Roger's uncanny vision allows them to sort out the illusions from what's real, and they regroup, fall back, and plan again.
d) 2 cycles (combat, religious/spiritual) ch:12
First cycle
1)Pietro the archer Awareness 7 alertness+ 1 Per + 29 Aid (Sandor 3/Petra 0/Aegis 1/ Ancell 1/Concetta daughter of Bonaro 0/Carmen the Cook 0/Hiram 4 Alertness/Roger the Archer 7/Regina 4 Alertness/Jina 6 Alertness/Sigourney 6 Alertness/Zulima 3/ Lakia 3/Boyce 5 Alertness/Noll 5 Alertness/Hanbal 5 Alertness/Celeste 5 Alertness) + _: 1D10 = [4] = 4 = 41, success
2)Sandor Leadership 8 + 2 Pre + 11 Aid (Petra 0/Aegis 1/Ancell 0/Concetta daughter of Bonaro 0/Carmen the Cook 0/Hiram 0/Roger the Archer 1/Pietro the archer 0/Regina 10/Jina 1/Sigourney 1/Zulima 1/ Lakia 1/Boyce 1/Noll 2/Hanbal 3/Celeste 0) + _: 1D10 = [10] = 10 not again!, _: 1D10 = [10] = 10, botch, wth!
3)Sandor Ride 5 + 3 Str + 25 Aid (Ancell 2/Petra 0/Aegis 0/Concetta daughter of Bonaro 3/Carmen the Cook 1/Hiram 0/Roger the Archer 1/Pietro 0/Regina 6 horses/Jina 5/Sigourney 5/Zulima 5/ Lakia 4/Boyce 4/Noll 6 horses/Hanbal 5 horses/Celeste 3) + _: 1D10 = [1] = 1 , _: 1D10 = [1] = 1, _: 1D10 = [2] = 2, woohoo, 41, success
Second cycle
1)Sandor church organization lore 2 + 3 Int + 0 Aid (Petra 0/Aegis 0/Concetta daughter of Bonaro 0/Carmen the Cook 0/Ancell 0/Hiram 1/Roger the Archer 0/Pietro 0/Regina 0/Jina 0/Sigourney 0/Zulima 0/ Lakia 0/Boyce 0/Noll 0/Hanbal 0/Celeste 0) + _: 1D10 = [5] = 5 +3 Confidence = 13, success
2) Petra 4 Intrigue + 3 Pre + 8 Aid (Sandor 2/Aegis 1/Concetta daughter of Bonaro 0/Ancell 0/Carmen the Cook 2/Hiram 0/Roger the Archer 2/Pietro 0/Regina 2/ Jina 1/Sigourney 1/Zulima 1/ Lakia 1/Boyce 1/Noll 1/Hanbal 1/Celeste 0) + _: 1D10 = [6] = 6 = 21, success
3) Petra Canon Law 6+ 5 Com + 0 Aid (Sandor 0/Aegis 0/Concetta daughter of Bonaro 0/Ancell 0/Carmen the Cook 0/Hiram 0/Roger the Archer 0/Pietro 0/Regina 0/ Jina 0/ Sigourney 0/Zulima 0/ Lakia 0/Boyce 0/Noll 0/Hanbal 0/Celeste 0) + _: 1D10 = [2] = 2 = 13, success
Adventure takes 16 days, provides 8 xp, provides 2 Confidence (Sandor spent 1), 3 Rewards and 1 Loss.
•18 BPs: Church Art worth 15 BPS in AQ, 150 Mythic Pounds
Loss:
•Coven folk Loyalty
The Knights are impossible to surprise, another round of nightly harassment commences. A trap is laid out, and it looks like the knights have encircled a couple of their tormentors. However, in the eagerness to lay hands on them, the Praesidium forces lose cohesion, and Sandor and Regina start bickering and giving contrary orders, the supernatural quarry escapes them! Only dogged riding throughout the night avoids another heavily armed group of scouts tasked with their annihilation.They stumble into another group of armed men, but before blood is drawn, Sandor recognizes them as a church embassy. They recognize Sandor from his poor reputation, but still stick together for safety in numbers for a couple of nights. Petra and the rest are pretty slick when it comes to forestall accusations of the bad treatment of the peasants and all that trouble last year with the demons and what not, and over the next few days quell any talk of accusing the Knight of Siderno of any crimes while the campaign is ongoing. Sandor does not appear worried in the least. The groups part amicably, more or less.
First cycle 1)Ancell Hunt 11 + 1 Sta + 8 Aid (Sandor 3/Concetta daughter of Bonaro 1/Carmen the Cook 2/Hiram 0/Roger the Archer 0/Pietro 1/Regina 1/Jina 1/Sigourney 1/Zulima 1/ Lakia 1/Boyce 1/Noll 1/Hanbal 1/Celeste 1) + _: 1D10 = [1] = 1 , _: 1D10 = [5] = 5 , 30, success 2)Pietro Stealth 3 + 3 Dex + 5 Aid (Sandor 3/Petra 0/Aegis 0/Ancell 1/Concetta daughter of Bonaro 2/Carmen the Cook 2/Hiram 0/Roger the Archer 2/Regina 0/Jina 0/Sigourney 0/Zulima 0/ Lakia 0/Boyce 0/Noll 0/Hanbal 0/Celeste 0) + _: 1D10 = [1] = 1 , _: 1D10 = [1] = 1, guy, _: 1D10 = [1] = 1, nahh, _: 1D10 = [6] = 6 = 59, success 3)Zulima Single Weapon 10 + 3 Str - 1 Devoted child + 38 Aid (Sandor 6/Petra 0/Aegis 0/Ancell 0/Concetta daughter of Bonaro 0/Carmen the Cook 0/Hiram 0/Roger the Archer 0/Pietro 2/Regina 8/Jina 11 longsword/Sigourney 9/ Lakia 10 longsword/Boyce 7/Noll 8 longsword/Hanbal 8 longsword/Celeste 8 longsword) + _: 1D10 = [10] = 10, ugh, _: 1D10 = [10] = 10, botch...
Second cycle
1)Carmen the Cook Charm 6 + 5 Pre + 4 Aid (Sandor 1/ Petra 0/Aegis 4/Ancell 2/Concetta daughter of Bonaro 0/Hiram 0/Roger the Archer 2/Pietro the archer 0/Regina 0/Jina 0/Sigourney 0/Zulima 0/ Lakia 0/Boyce 0/Noll 0/Hanbal 0/Celeste 0) + _: 1D10 = [7] = 7 = 22, success
2) Aegis Craft: Cooking 9 + 2 Quik + 5 Aid (Carmen the Cook 11) + _: 1D10 = [6] = 6 = 22, success
3) Sandor Folk Ken 5 + 1 Com + 8 Aid (Petra 0/Aegis 1/Concetta daughter of Bonaro 2/Carmen the Cook 2/Ancell 2/Hiram 0/Roger the Archer 0/Pietro 0/Regina 3/Jina 2/Sigourney 3/Zulima 0/ Lakia 0/Boyce 0/Noll 0/Hanbal 1/Celeste 0) + _: 1D10 = [1] = 1 , _: 1D10 = [5] = 5 = 24, success
Third cycle 1)Pietro the archer Awareness 7 alertness+ 1 Per + 29 Aid (Sandor 3/Petra 0/Aegis 1/ Ancell 1/Concetta daughter of Bonaro 0/Carmen the Cook 0/Hiram 4 Alertness/Roger the Archer 7/Regina 4 Alertness/Jina 6 Alertness/Sigourney 6 Alertness/Zulima 3/ Lakia 3/Boyce 5 Alertness/Noll 5 Alertness/Hanbal 5 Alertness/Celeste 5 Alertness) + _: 1D10 = [5] = 5 = 42, success 2)Pietro Magic Lore 5 +Int 0 + 3 Aid (Sandor 1/Petra 0/Aegis 3/Concetta daughter of Bonaro 2/Carmen the Cook 0/Ancell 0/Hiram 1/Roger the Archer 0/Pietro 0/Regina 0/Jina 0/Sigourney 0/Zulima 0/ Lakia 0/Boyce 0/Noll 0/Hanbal 0/Celeste 0) + _: 1D10 = [4] = 4 = 12, success 3)Sandor Animal Ken 3+ 2 Pre + 2 Aid (Concetta daughter of Bonaro 4) + _: 1D10 = [6] = 6 = 13, success
Adventure takes 14 days, provides 8 xp, provides 3 Confidence, 5 Rewards and 1 Loss.
•Sandor + 1 rep
•18 BPs: Vis source: Hive of honey, 3 pawns of Animal vis/year (15 BPs), 15 honeycombs (pawns of Animal vis
•+1 Covenfolk Loyaty
•Loss: wound to one of the warriors, Jina is unlucky, so we don't even have to roll for who. _: 1D10 = [7] = 7 + 9 diff + 5 - 9 Soak - 1 Superior armor = 11, Size 0, that's a Heavy Wound on poor Jina! She won't be able to participate in the next adventure.
After a few more weeks of roaming the countryside, waiting for Roger's forces to commit to the siege of Brindisi, the Praesidium gets its first real break in tracking the troublesome shape changing wizards. They have both been tracking them through plain finding their camps in the wilderness and from intelligence reports and interrogating peasants. Looks like they are closing in! They manage to surprise a trio of rough-looking fellows; they also seem to be having a rough time, and appear exhausted. But! As the Knights fall on them quickly, one of them manages to transform into a titanic giant, 50 feet tall. That's a surprise! Even so, the Praesidium forces manage to wound all three, before they have to fall back to rethink their options. Jina is badly hurt by a great log hurled in Sandor's direction, but which he dodges; it snaps in two against two trunks, and ricochets, unhorsing the poor rider.
Now more than ever, the Praesidium forces need to organize, plan, and look for opportunity to slay these sorcerers in their sleep. They ride into a nearby friendly town and organize an enormous feast over the course of several weeks, with much silver spent to invite people from all nearby farms and villages. This is an enormous success, and allows them to gather excellent intel on their sneaky foes.
Then, with much stealth, they again proceed to seek signs of their sorcerous nemesis, armed with whatever lore and scraps of legend they have put together. They find their camp, whereupon Sandor and Concetta lull and interrogate the beasts guarding the place. They sneak into the rough campsite, and under the glow of the fire's embers slit the throats of the men sleeping there. Their quarry is no more. The soldiers bring back a peculiar thing, a honeycomb that glows slightly in the dark. This is surely a thing for the scholars at the Praesidium to ken.
f) 2 cycles (combat, social) ch:6
First cycle 1)Noll Ride 6 horses + 2 Sta + 22 Aid (Sandor 5/Ancell 2/Petra 0/Aegis 0/Concetta daughter of Bonaro 3/Carmen the Cook 1/Hiram 0/Roger the Archer 1/Pietro 0/Regina 6 horses/Sigourney 5/Zulima 5/ Lakia 4/Boyce 4/Hanbal 5 horses/Celeste 3) + _: 1D10 = [1] = 1 , _: 1D10 = [3] = 3 = 36, success 2)Pietro the archer 13 long Bow + 3 Dex + 38 Aid (Sandor 7/ Ancell 1/Concetta daughter of Bonaro 0/Carmen the Cook 0/Hiram 0/Roger the Archer 12 longbow/ Regina 8/Sigourney 9/Zulima 9/ Lakia 8/Boyce 7/Noll 5/Hanbal 5/Celeste 5) + _: 1D10 = [5] = 5 = 59, success 3)Lakia longsword 10 + 1 Dex + 38 Aid (Sandor 6/Petra 0/Aegis 0/Ancell 0/Concetta daughter of Bonaro 0/Carmen the Cook 0/Hiram 0/Roger the Archer 0/Pietro 2/Regina 8/Sigourney 9/ Lakia 10 longsword/Boyce 7/Noll 8 longsword/Hanbal 8 longsword/Celeste 8 longsword) + _: 1D10 = [9] = 9 = 58, success
Second cycle
Sandor Etiquette 2 + 3 Str + 2 Aid (Petra 1/Aegis 1/Concetta daughter of Bonaro 0/Carmen the Cook 2/Ancell 0/Hiram 0/Roger the Archer 0/Pietro 0/Regina 0/Sigourney 0/Zulima 0/ Lakia 0/Boyce 0/Noll 0/Hanbal 0/Celeste 0) + _: 1D10 = [8] = 8 = 15, success
Aegis Carouse 3 + 3 Pre + 0 Aid (Sandor 1/ Petra 0/Concetta daughter of Bonaro 0/Carmen the Cook 0/Ancell 0/Hiram 0/Roger the Archer 0/Pietro 0/Regina 0/Sigourney 0/Zulima 0/ Lakia 0/Boyce 0/Noll 0/Hanbal 0/Celeste 0) + _: 1D10 = [4] = 4 = 10, success
Petra 4 Intrigue + 5 Com + 7 Aid (Sandor 2/Aegis 1/Concetta daughter of Bonaro 0/Ancell 0/Carmen the Cook 2/Hiram 0/Roger the Archer 2/Pietro 0/Regina 2/Sigourney 1/Zulima 1/ Lakia 1/Boyce 1/Noll 1/Hanbal 1/Celeste 0) + _: 1D10 = [1] = 1 , _: 1D10 = [6] = 6 = 22, success
Finally rid of their supernatural foes, the Praesidium starts once again to harass food deliveries and scouts to Brindisi. Tancredo curses their maneuvers mightily, but there's little he can do now; neither by hook nor by crook has he managed to defeat them, and now there's rumor of Roger's navy in the vicinity!
The Knights manage to contact some of George of Antioch's navy, which is patrolling the waters off of Brindisi, trying to interdict sea deliveries. They are invited aboard, where strategy is being devise. Sandor greatly impresses the future Admiral of Admirals, as he had just been told he was a beastly fellow; Aegis and Petra do an admirable job impressing the crew and the political hangers-on respectively. The Archon of Archons sends the exhausted contingent back to Siderno after serving admirably with honor.
To recap:
Adventures last 67 days, provide 36(31 for Jina) xp, 11 Confidence
Rewards:
•+4 Rep Sandor
•+5 coven folk loyalty COVENANT
•Aegis 2 rewards
•Church Art worth 15 BPS in AQ, need silveroak's guidance here COVENANT
•18 BPs: Vis source: Hive of honey, 3 pawns of Animal vis/year (15 BPs), COVENANT
•15 honeycombs (pawns of Animal vis) COVENANT
•300 Mythic Pounds COVENANT
Losses:
•Loss of Loyalty COVENANT
•3 BP= 150 Mythic pounds of silver COVENANT
•1 Bad rep Sandor, amongst the peasantry, Bloodthirsty
•wound to one of the warriors, Jina is unlucky, so we don't even have to roll for who. _: 1D10 = [7] = 7 + 9 diff + 5 - 9 Soak - 1 Superior armor = 11, Size 0, that's a Heavy Wound on poor Jina! She won't be able to participate in the last adventure
This is why I ask that adventures be marked with "Quest" so I can find them with a search.
It also helps get people assigned before I start the next step of the cycle such as determining complexity of the adventure.
At this point Gloriana will have to undertake these adventures alone:
13) find hidden resources 3 cycles (magic, social, outdoor) challenge:6
14) notch favors 3 cycles (magic, commerce/goodwill, social) challenge: 12
15) notch hermetic politics 3 cycles (religious/spiritual, investigation, commerce/goodwill) challenge:9
Thanks! I will mark it Quest from now on to make it easier for your search, though I will point out I asked you about these numerous times, including when I first ordered the adventures by Season, just 1 hour after you initially posted them.
She will take her Familiar, as it normally goes with her everywhere, and Sybilla, who had listed in the Praesidium page "Adventures with Mother". Let the dice fall where they may.
valid point, I was a bit fixated on adventure 1 being misplaced and we posted really close in time which I think contributed to me missing your initial post- she can "recruit" anyone who is already going on another adventure (in any season, since I have already put aside advancing those characters until adventures are complete)
1132
FALL
4 ) pursuing the imposter: fall, 3 cycles (combat, combat, combat) challenge:12
Aurthor's mistaken identity: his criminal counterpart has struck again, but this time there is word of where the man is heading towards- can Aurthor take care of this doppleganger rival?
Aurthor, Ibis, Pazzino, shield grogs Francesco and Paco, archers Captain Orwell and Silvio , Phillippe Huntsman. Sandor and Mercurio.
Time: 15 days
XP: 9
Confidence: 3
Rewards (6): 1 notch to Mistaken Identity flaw, resonant materials for 5 books on MT, [strike]4 vim vis[/strike]. Ibis wants to reward Sandor and Mercurio using one of his Grant powers on them. They can choose one of these minor virtues: Improved Characteristics, Puissant on Magic Theory, Affinity on Magic Theory. If Sandor desires so he can learn to fly too...
Story
As soon as news arrives of the new venture of the doppleganger, Aurthor quickly forms a group in an attempt to reach him before his disappearance. Thanks to the riding skills of Sandor and the efforts of Phillipe and Ibis, they locate the Aurthor’s double in company of the criminals that sacked a village nearby. Mercurio quietly brings the group close to the brigands and Sandor leads a well-concerted ambush that annihilates the enemies, capturing the infamous doppleganger at the same time. There is no time to question him though, suddenly numerous demons appear all around! Thanks to the timely Ibis’ alert, Aurthor can draw a circle not traversable by infernal beings. Behind the protection of this arcane circle Orwell hits the demons with a rain of arrows knocking them down. When calm returns, with his great frustration, Aurthor realizes that his enemy has managed to escape again. Before returning to the covenant, the group returns the stolen goods to the village, retaining only a few items of value only for experts in occult things.
Cool! Just the usual suspects: Phillipe Huntsman and Francesco (both are going in other adventures during the year), and of course will ask Danaë, who has never seen an adventure she'd turn down.
Hehehe, flying is awesome, but he will choose Improved Characteristics, to get his Pre to +3, the better to become the great leader he is meant to be! (or so he believes himself to be)
1132
FALL
8 ) chasing the dragon: fall, 1 cycle (religious/spiritual) challenge 12
Aurthor, Ibis, Pazzino, shield grogs Francesco and Paco, archers Captain Orwell and Silvio, Patrice with the fairy harp. Mercurio.
Time: 13
XP: 7
Confidence: 1 (Pazzino spent 2)
Rewards (2): 1 notch to rival ancient dragon Hook, “The First Popes of Rome” Q6 tractatus on Organization Lore: The Church. Both already added to the wiki.
Story
The clues lead to an unusual place for the activities of a dragon, the bishop's court. At their arrive Pazzino goes into action and immediately understands that someone has tried to discredit the covenant in the eyes of the high priest. Pazzino then proceeds systematically dismantling what was preached by the mysterious traveling friar, now untraceable of course, from the theological point of view and with more profane and juridical arguments. When the group goes away the bishop is fully convinced of the goodness of the inhabitants of the covenant. This ancient dragon proves to be elusive and insidious, able to impersonate with easy men of any semblance and social class. Aurthor begins to hate shape changers, dopplegangers and the like...
Complete success, adventure takes 12 days, provides 8 xp, 3 Confidence (spent 4), 6 Rewards:
•3 Ig pawns (personal)
•+2 Rep in OoS
•Resonant material Sihr
•+50% Quest points, so a grand total of 12 jinn points to bank
Danaë flies to the Arabian lands on the wings of Mercury, she often contemplates the gift that Sybilla gave her, torn by annoyance at the young woman's fixation, but also self-satisfied that she can cause such powerful emotions in people. Ahh, it will all work out in the end. She is careful, as last years incursions by Islamic wizards have proven (in her mind at least) that her forays and attempts to befriend sahirs and gain acceptance amongst them have attracted attention. Still, the best defense is a good offense, so there is no way that she will stop her attempts at summoning the mighty jinn. Let those who object be crushed by her jinn, or find themselves abandoned by their political allies stymied by her tremendous capacity for underhanded maneuvering. She reaches the same town she came to last year, disguises herself simply, and gathers information. Her description apparently has not been circulated, so she proceeds to the bazaar and greets the blind merchant from last year. They exchange pleasantries, tales, and she forcefully bargains for information and vis. Stealth, Folk Ken, Bargain success
The tales told, she bids farewell, and flies to the larger town of ____________, trying to get into a local library/madrassa to find a particular scroll. This becomes extremely difficult, and she spends a few days just scouting the place, getting to know local contacts, and avoiding the presence of some very militant priests. As she is wont to do, she manufactures a distraction, and seeds rumors that lead to a some confrontations near the market, while she enters the madrassa, very alert for guardian spirits. She does locate the scroll after some searching, later she examines it for clues. And very nearly misses some details that would have sent her straight to a reputedly Infernal and intractable jinn's lair! But she recognizes the hints dropped here and there. She doesn't need such creatures to work for her! They'd of course have to bargain (she'd win, of course), and this could lead to some later complications, like those annoying Quaesitors, what an undignified house! Not an heroic impulse in the lot of them! Intrigue, Artes Liberales, Infernal Lore success
Danaë then flies to the nearby mountains, into a deserted valley high up, following the scrolls' hints, but she is too late! She has to hide, a party of armed men have come. And what appears to be a sahir and his apprentice. They enter an unremarkable hole in the mountain, and later exit, two of the men appear to be injured, the wizard rebukes them with harsh words almost continually. But Danaë can see a presence around them, of great solidity, a powerful earth jinn, apparently! She memorizes the place as well as she may, will have to revisit in a year, perhaps. Area Lore Arabian Peninsula, Magic Lore, Second Sight success
Complete success, adventure takes 9 days, provides 6 xp, 3 Confidence (Danaë spent 1), 6 Rewards:
•2 Me vis Danaë Personal
•+2 rep Danaë O o Hermes
•+1 Confidence Danaë
•Sybilla correspondence Second Sight
•Sybilla +1 rep
After her jinn adventure, Danaë returns to the Praesidium, she will accompany her sodales Gloriana to nearby covenants. Of course, that means...Sybilla, again. The lanky, pale young woman immediately approaches her, gives her a too hard too long bear hug, gets all too handsy, and the coven folk stare and titter. They retire to Danaë's sanctum, where in between fending Sybilla's clumsy advances, she narrates part of her recent adventure. She still has to obtain more vis to pay Gloriana for the spell she will create and cast, and Mentem isn't that available in her stores. But she remembers a regio with ghosts Andros and she visited, and she sets out, chased by the lusty Sybilla. They arrive there a few days later; it takes a while to locate the entrance, things appear to be out of place from what she remembered. Inside angry ghosts immediately assail them, it's all Danaë can do to protect them with a hastily made circle. The inside of the regio appears disturbed, many of the tombs have been excavated, the remains of the forlorn ghosts taken elsewhere. Awareness, Magic Lore, Warding success
They manage to escape the spirits and the regio. With their Second Sight they spot a trail of weeping phantoms, and they track them to a nearby monastery Danaë has heard of, that is clearly in need of repairs. There are objets that Sybilla identifies as a type of Hermetic ghost traps. Curioser and curioser! Danaë thinks she knows what is going on, a Holy Magic hermit is rumored to have moved into the area. Area Lore Italy, Second Sight, Magic Theory success
They avoid the few monks, who seem extremely overworked, and complain to each other in a less than pious manner. They sneak into a wondrous inner garden, a place of great peace, and there meet a rotund fellow of jocular disposition. He gives his name as Jacopo, and greets Danaë with Hermetic courtesy. They cannot perceive his Gift, but his great confidence and familiar if grandfatherly mien point to an inner power. He seems to run the monastery itself. Danaë sets out to bargain with him, trying to get a good deal for the Praesidium and undisturbed access to the regio. They spar on points of Church law, and debate Hermetic Law. Finally they arrive at a seeming compromise in which the monks will not expand their lands, and there might be vis trading between the parties. They part in good terms. However, on the way back, Danaë, unhappy about the vicinity of a Dominion aura, uses the Mercer house contacts to artfully and discreetly point the dreaded Quaesitors in Jacopo's direction. Just to keep him on his toes. Canon Law, Artes Liberales, Intrigue success
Loss: •2 BPs in vis, Covenant, 10 Vim pawns, to solidify the ties with the witches in the story.
and Hidden Resources uncovered!
Story to come, it's late.
Gloriana and the gang set out to visit some hedge magicians, wise folk who live on the forested slopes of a peak that can be seen in the distance from the Praesidium; it seems extremely unwise due to her Gift, but she has surrounded herself with very competent mouthpieces, including her sodales Danaë, her irrepressible daughter, and that sly young Mercurio. Perhaps some of them will be faerie-blooded? One can only hope! Gloriana believes that good relationships with these folk will turn the riches of the Praesidium into a bargaining chip for services, although she knows little about their areas of competence; traditionally tales say they aid in childbirth, so her Fertility Lore might prove of interest. Mother Rabbit and Danaë seem to think so. Alabaster Nox has served as the go between, and they are expected; however, they apparently get disoriented in the woods, and end up trampling some strange flowers, Mother Rabbit even starts gnawing on one! A couple of armed men yell at them, an older woman with murder in her eyes howls in absolute rage, and it seems that violence will break out! Gloriana ascertains with her magic that this is indeed the people they came to see, and pleads for temperance, assuring them of repayment. Her Gift just makes things worse. Magic Lore, Posing the Silent Question success Awareness botch
However, if Gloriana is the fuse, Danaë is the soothing, calming presence. She quickly repeats Gloriana's reassurances of repayment, and things start to settle down. Over the next two days doubts are settled, cautious alliances are set, and even some Locri vintages decanted improve the mood considerably. Charm, Folk Ken, Carouse success
Still, the Wise women (and man) who speak with them wish immediate repayment, by sending the Praesidium contingent to bring back the seeds of the flowers they damaged, it's on the other side of the peak, in thick and gnarled forests, and guarded by a fierce boar of uncommon size. No problem! Phillippe guides them unfailingly, chagrined by their original misstep, Danaë is as familiar with the trails as he is, and when they reach the area, Gloriana flies and distracts the bellowing beast by always flying a little bit beyond its reach; it's not amused by her antics! The others manage to locate the flowers and retrieve viable seed pods, and they return with these to the amazement and palpable relief of the witches. Allies gained! Wilderness Sense, Area Lore Italy, Mercury's Winged Sandals success
1132
WINTER
9 ) Aurthor's winter quest for resonant materials: one cycle (religious/spiritual) challenge 6
Aurthor, Ibis, Pazzino, shield grogs Francesco and Paco, archers Captain Orwell and Silvio, Patrice with the fairy harp. Mercurio.
Time: 7 days
XP: 4
Confidence: 1
Rewards (2): Resonant materials for 1 book on Vis Mastery magical quality and 1 book on Creo.
Story
Pazzino learns of a monk, a great scholar of Philosophiae. Aurthor decides to visit him in the small monastery where he lives. Once arrived it’s not trivial to arrange a meeting with the reclusive monk, only the cunning intervention of Mercurio can finally get him to talk to Aurthor. Between the two scholars an exciting discussion arises about the properties of certain materials to resonate with specific fields of the human knowledge. The monk, from the magus’ words, manages to understand what he needs and gives him a pair of objects from his private collection. Aurthor and Ibis can then returns home with more resonant materials for their books.