adventures for 1133:
1 ) a court mage has used magic to interdict some of the house Mercere ships- so far these ships have been commercial rather than on business of the Order, but if it is not resolved this could escalate into a magical war- in addition the court magicians are technically hedge witches, but this can get dangerously close to interfering with mundanes because of their court connections- winter, first round legal/diplomatic
2 ) Gloriana's plot hook - faeries have been captured by a priest, who is using them to show how satan's power is alive and active. Gloriana needs to rescue them before the priests words change their story and they become what he is claiming they already are. First cycle thief/spy, choice of seasons
3 ) Sybilla- plagued by faeries - the faeries which normally plague Sybilla have gone missing, the last one she saw carried what seemed to be an ominous warning that "they are coming". spring, first cycle investigation
4 ) initiate performance magic quest- Gloriana summer, first cycle combat
5 ) Danae vis quest, summer, first round choice of methods
6 ) Danae summer Djinn quest first cycle outdoor
7 ) Danae summer hidden resources quest, first cycle criminal/spy
8 ) WAR! again, and ongoing
For 1133,
SPRING
3 ) Sybilla- plagued by faeries - the faeries which normally plague Sybilla have gone missing, the last one she saw carried what seemed to be an ominous warning that "they are coming". spring, 2 cycles (investigation, religious/spiritual) challenge 12 - Sybilla, ask Danaë, Romy Mason, Rudolph the Huntsman, Viviane the grog, Aegis, Honor, Fang, Anna and Blossom
8 ) WAR! COVENANT, NO MAGI a) 3 cycles (combat,religious/spiritual,criminal/spy) ch:9 b) 1 cycle (combat) ch:9 c)1 cycle (combat) ch:9 d)3 cycles (combat, criminal/spy, criminal/spy) ch:6
e)3 cycles (combat, social, commerce/goodwill) ch:6 f)3 cycles (combat, outdoor, combat) ch:12 g)2 cycles (combat, commerce/goodwill) ch:12
h)3 cycles (combat, investigation, criminal/spy) ch:12 i)3 cycles (combat, investigation, magic) ch:9, Sandor, all knights, Ancell, Carmen the Cook, Concetta daughter of Bonaro, Hiram, Roger the Archer, Pietro the archer, Petra the law clerk, Pazzino, again, and ongoing, Aegis!
SUMMER
2 ) Gloriana's plot hook - faeries have been captured by a priest, who is using them to show how satan's power is alive and active. Gloriana needs to rescue them before the priests words change their story and they become what he is claiming they already are. 2 cycles (criminal/spy, religious/spiritual) challenge 9 : Summer Preliminary Gloriana/Mother Rabbit/Sybilla/Mercurio/Phillippe Huntsman/Francesco, ask Danaë, Aegis, Honor, Fang, Anna and Blossom
4 ) initiate performance magic quest- Gloriana summer, 4 cycles (combat, commerce/goodwill, social, combat) challenge 12 Gloriana/Mother Rabbit/Sybilla/Mercurio/Phillippe Huntsman/Francesco
5 ) Danae vis quest, summer, 2 cycles (choice, legal/diplomatic) challenge 24 - Danaë
6 ) Danae summer Djinn quest 2 cycles (outdoor, combat) challenge 9 - Danaë
7 ) Danae summer hidden resources quest, 2 cycles (criminal/spy, investigation) challenge 12 - Danaë, Al Wazif, Sybilla/Phillippe Huntsman/Patrice/Gervassio Shield grog/Aegis, Honor, Fang, Anna and Blossom
FALL
9 ) COVENANTlab disaster in the fall with the 6 cycles (legal/diplomatic, social, magic, outdoor, combat, legal/diplomatic) ch:6 - Preliminary Danaë, Sandor, Lady A, Julien, Gervassio, Andros/SR, Neleos, Aegis, Pazzino, Oliverius, Mercurio,
WINTER
1 ) COVENANT a court mage has used magic to interdict some of the house Mercere ships- so far these ships have been commercial rather than on business of the Order, but if it is not resolved this could escalate into a magical war- in addition the court magicians are technically hedge witches, but this can get dangerously close to interfering with mundanes because of their court connections- winter, 2 cycles (legal/diplomatic, outdoor) challenge 9 Andros/SR, Bonaro, Lady A, Sandor, Pazzino.
Oliverius is staying out of these if he can.
Mercurio would love to help Gloriana and Sybilla with their important faerie quests.
Updated!
Gloriana will forbid her two Lab helpers to go on adventures in Spring, when she is inventing the Communication spell and requires their aid in the Lab. Sybilla will disobey, counting on her mother's forgiveness (and if the adventure is short, no biggie).
Mercurio is most welcome to accompany the Maga on her Summer adventures, she relies on his people skills more and more each day.
need to add an adventure 9 ) lab disaster in the fall with the first cycle being legal/diplomatic?
Updated!
Aegis, Honor, Fang, Anna and Blossom volunteer for any summer adventures they are made aware of.
Aegis will volunteer for the war effort.
Aegis will assist with the fall adventure threatening the covenant.
Hi, Pazzino will join adventures 1, 8 and 9. Aurthor, his familiar and Arduino will stay at home this year.
Anna, Honor, Fang and Blossom will also volunteer to join to help Sybilla with the Faeries. Adventure 3 in spring!
Updated and welcome!
For Summer, the gang is welcome in 2) and 7), the others are: an Initiation adventure, so it's as small and private as possible (and still 5 people!), and Danaë's jinn quest/vis quest which will all take place in Araby.
Updated!
Oliverius is going to be in on 9, even if it makes social more difficult with the gift. He'll not insist Arduino comes along. Lab disaster, he wants this fixed.
Hopefully he won't lose too many points off his lab work.
Mercurio will help as well.
Updated!
despite the blanks it looks like everyone has weighed in on adventures, so:
1 ) trade war: winter 2 cycles (legal/diplomatic, outdoor) challenge 9
2 ) captured fairies: summer, 2 cycles (criminal/spy, religious/spiritual) challenge 9
3 ) missing faeries: spring 2 cycles (investigation, religious/spiritual) challenge 12
4 ) initiation, 4 cycles (combat, commerce/goodwill, social, combat) challenge 12
5 ) Danae's summer vis quest 2 cycles (choice, legal/diplomatic) challenge 24
6 ) Danae's summer Djinn quest 2 cycles (outdoor, combat) challenge 9
7 ) hidden resources quest summer 2 cycles (criminal/spy, investigation) challenge 12
8 ) WAR: spring a) 3 cycles (combat,religious/spiritual,criminal/spy) ch:9 b) 1 cycle (combat) ch:9 c)1 cycle (combat) ch:9 d)3 cycles (combat, criminal/spy, criminal/spy) ch:6
e)3 cycles (combat, social, commerce/goodwill) ch:6 f)3 cycles (combat, outdoor, combat) ch:12 g)2 cycles (combat, commerce/goodwill) ch:12
h)3 cycles (combat, investigation, criminal/spy) ch:12 i)3 cycles (combat, investigation, magic) ch:9
9 ) lab disaster fall 6 cycles (legal/diplomatic, social, magic, outdoor, combat, legal/diplomatic) ch:6
(emphasis mine)
Well, dang! Let's see if we can wring at least 1 success!
Should have brought sacrificial grogs to take wounds for you! Also, good luck.

despite the blanks it looks like everyone has weighed in on adventures, so:
9 ) lab disaster fall 6 cycles (legal/diplomatic, social, magic, outdoor, combat, legal/diplomatic) ch:6
I'll finish this since its Evandrus's fault.
Cycle One: Legal Diplomatic
Lady A: Artes Lib(3)+Int(5)+=http://www.coyotecode.net/roll/lookup.php?rollid=200083Stress(7)=13 Success!
Pazzino: Code of Hermes(4)+Com(2)+Stress(0) Botch Checkurl=http://www.coyotecode.net/roll/lookup.php?rollid=200085[/url]
Aegis: Pre(3)+Charm(4)+Stress(1)+Explodeurl=http://www.coyotecode.net/roll/lookup.php?rollid=200087[/url]=25 Success!
Social:
Danae: Carouse(1)+Sta(5)+Stress(0)+Botch Check(5)=Success!
Lady A: Folk Ken(4)+Per(1)+Stressurl=http://www.coyotecode.net/roll/lookup.php?rollid=200090[/url]
Danae: Order of Hermes Lore(2)+Com(3)+Assist(1)+Stress(3)=9, Success!
Magical:
Andros: Magic Theory(10)+Int(3)+Stress(5)=18, Success!
Aegis: Magic Lore(3)+Per(2)+Stress(2)=7, Success!
Aegis: Awareness(Ambushes)(2)+Qik(3)+Stress(1)+Explode(7)=19, success!
Combat:
Lady A: Leadership(3)+Pre(1)+Assist(2)+Stress(9)
Aegis: Strength(2)+Single Weapon(5)+Stress(7)=14 Success!
Andros: Athletics(2)+Sta(5)+[ur=CoyoteCode Dice Roller]Stress(7)[/url],
Outdoors:
Oliverius: Survival(2)+Dex(1)+Stress(4)=7! Success
Oliverius: Spont Creo Ig-10 Casting Total=(22+Stress(3))/2=12 Success!
Danae: Area Lore(Italy)(5)+Int(2)+Stressurl=http://www.coyotecode.net/roll/lookup.php?rollid=200101[/url]=11 Success!
Legal/Diplomatic
LAdy A: Church Lore(3)+Pre(1)+Stress(8)=12 Success
Lady A: Latin(4)+Com(1)+Stress(0)+Botch Checkurl=http://www.coyotecode.net/roll/lookup.php?rollid=200104[/url]+Confidence (3)=8 Success!
Danae: Guile(3)+Per(3)+Stress(4)=7 Success!
Story: The lab explodes in chunks of horrifying, undying flesh! Chunks of flesh rain down upon the covenant. Its disgusting. Evandrus is dead. Anna and her family take a short vacation. Clean up begins. Soon, the larger Order sends someone to investigate what happened. Lady A's knowledge of geometry is used to clearly demonstrate the chunks of flesh clearly originated from Evandrus's lab. Pazzino explain the relevant rulings that show how its not anyone's fault except Evandrus's. Aegis does a good job of bringing refreshments and smiling at the right time. The report goes back to the Order, and the covenant is cleared.
The grim work of clean up and burying the chunks of flesh is done. The flesh is dumped into a pit far from the covenant. A party is thrown to raise everyone's spirits. Lady A's empathy and keen social awareness lets her comfort the people mourning Evandrus's death. Pazzino and Danae write letters to the appropriate people. No one gets too drunk. In the end the social aspects of coming together after tragedy go well, and the covenant is stronger for it.
It isn't until the day after the funeral Andros realizes the horrifying truth: those chunks of flesh aren't really dead! The horrifying twisted and out of control magic is keeping them alive! They need to exhume and burn them to ash! If they don't they'll eventually grow into a horrible forms. Horrifying poison. Claws that go through metal. Absorbing and feeding on all Hermetic magic. Stuff like that. All driven by a consume everything that was in the magic aura that birthed them. Well, that's the worst case, they'll probably mutate wrongly some other way and collapse into chunks of rot at some point. The group rushes to the mass grave, but it is too late. The chunks of flesh have escaped. Surprisingly it is Aegis who figures out how to track the monsters. The group is moving through some fallow fields when Aegis's quick eye and keen mind lead her to realize something: ITS A TRAP!
Lady A quickly organizes the group to fight off the small blobs of flesh. Now they are looking more like small, horribly misshapen humans. Aegis takes point. It turns out the monsters have developed and slices through the monsters. They aren't a threat to her, but they aren't easy to cut through either. Its a touch creepy. Most of them simply gnaw on Aegis without doing any damage, but a small handful chase after Andros. Andros runs in circles and avoids being caught. Aegis finishes the group on her before cutting the ones away from Andros and the monsters are reduced to chunks of flesh. The fight takes 15 minutes overall and Andros is exhausted, but everyone lives!
Now the group needs to get wood and burn the beasts to ash. It starts to rain. The group needs to start a fire. A hot one. A natural one too, since Hermetic Magic can't be used directly for risk of the monsters absorbing it. Oliverius gathers the wood and starts it on fire with magic. The chunks of flesh are heaped on the fire. The monsters are finally dead. They actually burn quite well when they get started. The rain picks up and Danae leads them to a cave they can shelter from the storm.
The church shows up to complain/investigate. Apparently they were a bit disturbed by the chunks of flesh raining down. Using what she knows about the church, her ability to speak latin and some clever, tailored lies the Church folk are placated.
Evandrus will go down in history. Both for his archeological work, and for his brilliance in turning Creo Corpus into a weapon. He certainly showed everyone who thought he was just a mere healer! He certainly won't be relegated to "healer" in the Lore of the Order of Hermes.
Rersults:
Time: 12 days
Experience: 9
Rewards: Lady A gets her confience back, 15 BP
Vis Source: 3 corpus/year - Blood Roses
Three "roses" grow in the spot where Evandrus's lab once occupied each Fall. Their stems are bone and their white leaves are soaked in blood. Each is a pawn of corpus vis.
1133
SPRING
3 ) Sybilla- plagued by faeries - the faeries which normally plague Sybilla have gone missing, the last one she saw carried what seemed to be an ominous warning that "they are coming". spring, 2 cycles (investigation, religious/spiritual) challenge 12 - Sybilla, ask Danaë, Romy Mason, Rudolph the Huntsman, Viviane the grog, Aegis, Honor, Fang, Anna and Blossom
1st cycle investigation
- Aegis Second Sight 6 + 3 Per + 5 Aid (Sybilla 3/Danaë 4/Romy Mason 0/Rudolph the Huntsman 0/ Viviane the grog 0/Honor 0/Fang 0/Anna 4/Blossom 0) + _: 1D10 = [3] = 3 = 17, success
- Anna Faerie Lore 1 + 5 Com + 5 Aid (Sybilla 1/Danaë 2/Romy Mason 5/Rudolph the Huntsman 0/ Viviane the grog 0/Aegis 1/Honor 0/Fang 1/Blossom 1) + _: 1D10 = [8] = 8 = 19, success
- Danaë Area Lore Italy 5+ 2 Int + 0 Aid (Sybilla 0/Romy Mason 0/Rudolph the Huntsman 1/ Viviane the grog 0/Aegis/Honor 0/Fang 0/Anna 0/Blossom 0) + _: 1D10 = [1] = 1 , _: 1D10 = [10] = 10 , = 27, success
2nd cycle religious/spiritual
- Danaë Infernal Lore 1 + 3 Pre + 0 Aid (Sybilla 0/Romy Mason 0/Rudolph the Huntsman 0/ Viviane the grog 0/Aegis 0/Honor/Anna 1 /Fang 0/Blossom) + _: 1D10 = [7] = 7 +3 Confidence = 14, success
- Anna Artes Liberales 4 + 5 Sta + 5 Aid (Sybilla 2/Danaë 1/Romy Mason 1/Rudolph the Huntsman 1/ Viviane the grog 1/Aegis 1/Honor 2/Fang 0/Blossom 1) + _: 1D10 = [2] = 2 = 16, success
- Anna Maga's blade Cr(Re)Te 30 +33 (Mastery 1) + _: 1D10 = [2] = 2 = success
Adventure is successful, lasts 14 days, provides 2 Confidence (Anna and Danaë spent 1 each), 8 xp to those that want them, 4 Rewards:
•Notch on Hook
•Sybilla Mentor opportunity
•Danaë reward: +1 rep
•Anna reward ______________
Sybilla tries to assemble a "B" (or "C") team of coven folk with varying degrees of success, and in spite of her mother's objections; luckily her beloved Danaë and the Maga Anna and her family get wind of her concerns and offer to investigate together, so off they go, on the trail of the vanished faerie tormentors. The creatures cannot easily hide, as several members of the party can see well beyond the mundane world. Second Sight success They follow them to several Faerie Court sites, which are all closed off and tightly guarded, and the most they get is a sense of fear, and talk of "the Man at the Crossroads". From these interactions, they can glean the likely place and time to find this boogeyman. Faerie Lore, Area Lore success They gird themselves and reach this lonely place, which during the day has a Faerie Aura, but at night, the Aura is darker. A few faerie spirits cling to the place, either powerfully attracted, or simply unable to leave. A great dread falls upon them all, even on Danaë with her bravery and irrepressible spirit, even on Anna with her Parma. A man-sized shape approaches, a fellow whose features cannot be clearly observed, whistling softly. With inhuman grace he reaches and grabs the invisible spirits, seemingly tearing them apart and stuffing them in a leather satchel slung over his shoulder; they cry and whimper, and twist a bit while within the sack. Sybilla confronts the man, and he laughs; his chortling paralyzes them all, and he speaks "A gaggle of hens, is it? For my pot! Speak now and say why I should not drag you all off to my little hole in the ground, to sate my hungers." Only Anna can speak initially, but her impassioned words inspire the others, and they speak without cease throughout the night, battling exhaustion and mind-numbing fear. The dark man seems enthralled by their defense, and becomes less and less terrifying as dawn approaches. As the sun shows a sliver, Anna has a vision of a featureless radiant being; she manages to gather her strength and casts a mighty spell at their captor. It does not hurt him, but his dark enchantment is broken. He diminishes visibly, until all that's left is a shadow on the ground, an unwholesome stain that does not go away. Some of the remaining faeries gape at the group in amazement, and then flee once again. Infernal Lore, Artes Liberales, spell Maga's blade success
1133
SUMMER
5 ) Danae vis quest, summer, 2 cycles (choice, legal/diplomatic) challenge 24 - Danaë
Well, let's get to it, highest difficulty of any adventure rolled to date, Danaë ain't backing down!
1st cycle choice: magic
- Danaë Sihr 23 + 4 Commanding Presence +3 alluring to Magical beings + _: 1D10 = [2] = 2, arghhh, failure, needed to get a 40 Might jinn for an 8th magnitude effect.
- Danaë Penetration 7 jinn + 5 Sta + _: 1D10 = [7] = 7 +6 Confidence = 25, success!
- Danaë Magic Lore creatures 5 + 5 Com + 3 Alluring to Magical beings + _: 1D10 = [1] = 1 , _: 1D10 = [9] = 9, yeah! 31, success!
2nd cycle legal/diplomatic
- Danaë Folk Ken Nobles 6 + 2 Int + _: 1D10 = [5] = 5 = failure
- Danaë Charm 6 first Impressions + 3 Dex + _: 1D10 = [10] = 10, ay-ay-ay, _: 1D10 = [8] = 8, failure
- Danaë Intrigue 7 Alliances + 1 Per. + _: 1D10 = [2] = 2 = failure
Oh well, next time she'll try even harder. Too bad she couldn't get 1 success in each cycle, or that Sihr! Adventure lasts 30 days (26 + 4 Failures), provides 14 xp, 2 Confidence (spent 2), 1 Reward, 2 Losses:
•Self-Confident minor virtue (21+ difficulty adventure reward)
Losses:
•New Minor Hook, she has a minor favors equivalent to the Sultan's court of the City of Brass.
•Loss of 8 vis pawns, no! Hunting for vis, had to pay through the nose to escape.
Story to come, she is tricked into a gate to the City of Brass, and has to use all her charms, wits, and bribe and trick her way to escape.
Danaë flies to the Eastern Coast of the Red Sea, she joins a caravanserai to the bustling town of ___________. Here in the busy market she knows that some little vis may be collected. She talks to the merchants, nonchalantly, and finally detects some with her newly acquired items. A thin-bearded man in resplendent clothes, accompanied by two bodyguards seems to have a certain amount on his person! She stealthily follows him; he's apparently well-known by all the merchants, and many a time disappears inside their tents, only to reemerge with lighter purse and yet more vis. A sorcerer, or a sorcerer's minion? She cannot detect any jinn nearby, so she continues shadowing this acquirer of vis. He is staying at a small palace, with some more guards, but Danaë is fairly certain she can sneak in and out. Just to see what's what. At the stroke of midnight, quiet as a mouse, she alights on the mansion's roof and softly glides through what appears is a servant's entrance. She hastily makes her way through the snoring servant's quarters and into the antechamber to the man, Al-Sayyid they call him, when she loses her way. The place is larger inside than seems possible, endless walls covered in the finest rugs and jewel-encrusted weapon flow by, and she knows that magic is afoot! A clap is heard, a metallic clang echoes in the distance, and then Danaë is falling. She tries to catch herself, it is dizzying, she lands in soft, cold sand, and can barely lift her head as Al-Sayyid is speaking to two towering beings of soot and flame. "Our bargain is concluded, oh sleepless and most loyal of guards, may the Prophet bless your every step."He turns to Danaë "Ahh, my Western flower, welcome to your new home, where you will toil until the stars dim. Should not have played games with your betters! Tut-tut! But now you have eons to ponder wisdom, and I have removed a little thorn and earned myself taqa and influence as well. Farewell, we shall not see each other again. Come, Hulud!" He motions to a very dark giant with claws of ebony and beard of copper. "Let us away." Thus Danaë is roughly handled and brought into a desert regio that leads her to the fabled City of Brass. She is sold to the Vizier, who craves her beauty and knowledge, and fancies himself a sahir for a servant. She nearly outsmarts him and binds him, but her Sihr magics do not work predictably in this place. Still, she Wards and holds him and his guards prisoner for a while, to their great surprise. She can divine their intentions, they are creatures about whom she has read many legends, and she knows how to interrogate them well. She escapes into the City, and this becomes a frustrating endeavor, as she tries to penetrate the Court to find favor and leave. For every introduction she wrangles, someone puts in a bad word; for every ally she makes, two enemies speak against her; for every audience she attends with the Sultan, a new crisis or a more exotic beauty turn his head. But she is fearless and cannot be defeated! It is only with the greatest of difficulties and by the slimmest of margins that she promises enough favors and spreads enough vis (they call it taqa!) she eventually manages to stow away with an embassy to the City of Clouds, and jumps to what the ambassadors believe will be her death. But she glides down and reaches a great, unfamiliar rocky plain, and lies on the ground for a day or two, just savoring her freedom. I'll have to return here, thank you Al-Sayyid, for showing me wonders!
1133
SUMMER
6 ) Danae summer Djinn quest 2 cycles (outdoor, combat) challenge 9 - Danaë
1133 6 #1 Danaë Stealth
1st cycle outdoor
- Danaë Survival 2 arid places + 5 Stamina + _: 1D10 = [2] = 2 = 9, success
- Danaë Area Lore Araby 3 + 5 Com +_: 1D10 = [9] = 9 = 17, success
- Danaë Stealth 4 Sneak + 3 Dex + _: 1D10 = [2] = 2 = 9 success
2nd cycle combat
- Danaë Awareness 3 Alertness + 1 Per + _: 1D10 = [8] = 8 = 12, success
- Danaë Shortbow 5 + Int 2 + _: 1D10 = [4] = 4 = 11, success
- Danaë Brawl 1 + Str 0 + _: 1D10 = [10] = 10, bah, _: 1D10 = [6] = 6, no botch, +9 Confidence (Heroic Personality + Self-Confident) = 10, success
Adventure lasts 11 days, provides 7 xp, 7 jinn Quest points, 2 Confidence (she spent 3), and 4 Rewards:
•3 pawns Ignem (personal)
•+1 Rep with the OoS
•+1 Rep with jinn
•Resonant materials for Sihr
She will cash in her jinn Quest points to attempt a Might 30 jinn! 15 used to gain a 30 Might fire jinn, Sihr 23 + 4 Commanding Presence + 3 Alluring to Magical Beings + _: 1D10 = [3] = 3 + 9 Confidence = 42, 12 over for Bargaining and Penetration. Penetration is 7 Jinn x3 has jinn's name from master and arcane connection, 33 of the 30 needed.
Bargaining: will spend only 3 Ig pawns, 12 Bargaining Strength + 7 Bargain jinn + 5 Com + 3 Alluring to Magical Beings + _: 1D10 = [4] = 4 +6 Confidence vs 18 +9 Year long service + 3 General terms + 6 (3 pawns less than usual), done! She spends 5 Confidence and 3 pawns of Ig to bind the fiery jinn.
Story to come, Danaë is again successful in her jinn hunt, she basically goes after those she deems trapped her in the City of Brass, kills one of the sahirs involved, and proceeds to bind his jinn to her.
1133
SUMMER
2 ) Gloriana's plot hook - faeries have been captured by a priest, who is using them to show how satan's power is alive and active. Gloriana needs to rescue them before the priests words change their story and they become what he is claiming they already are. 2 cycles (criminal/spy, religious/spiritual) challenge 9 : Gloriana/Mother Rabbit/Sybilla/Mercurio/Phillippe Huntsman/Francesco, ask Danaë, Aegis, Honor, Fang, Anna and Blossom
1st cycle: criminal/spy
- Danaë Folk Ken 5 + Per 1 + 8 Aid (Gloriana 2/Mother Rabbit 0/Sybilla 0 / Mercurio 3/Phillippe Huntsman 0/Francesco 4/ Aegis 1/Honor 0/Fang 0/Anna 3/Blossom 3) + _: 1D10 = [2] = 2 = 16, success
- Danaë Bargain 6 + 2 Int + 1 Aid (Gloriana 2/Mother Rabbit 0/Sybilla 0/Mercurio 1/Phillippe Huntsman 0/Francesco 0/Aegis 0/Honor 0/Fang 0/Anna 0/Blossom 0) + _: 1D10 = [3] = 3 = 12, success
- Gloriana Spontaneous Creo Corpus to create corpses : (CrCo 64 + 5 Sta + 9 AL + _: 1D10 = [5] = 5 )/2 Base 5 R: Touch +1 Dur: Moon +3 T: Ind, +2 Intricacy = success
2nd cycle: religious/spiritual
1)Gloriana Posing the Silent Question [InMe 20, +33] Mastery 1 (Silent), -5 silent, -5 subtle, -9 in a 3 Dominion Aura _: 1D10 = [1] = 1 , _: 1D10 = [1] = 1, _: 1D10 = [2] = 2, whoa, hold the presses! = success
2)Danaë Intrigue 6 + 3 Pre + 9 Aid (Gloriana 1/Mother Rabbit 0/Sybilla 1/Mercurio 3/Phillippe Huntsman 0/Francesco 4/ Aegis 1/Honor 1/Fang 2/Anna 3/Blossom 3) + _: 1D10 = [7] = 7 = 25, success
3) Anna Artes Liberales 4 + Com 5 +9 Aid (Gloriana 5/Mother Rabbit 0/Sybilla 2 /Mercurio 2 /Phillippe Huntsman 2/Francesco 2/ Danaë 1/ Aegis 2/Honor 2/Fang 0/Blossom 1) + _: 1D10 = [9] = 9 = 27, success
Adventure is a complete success, lasts 11 days, provides 7 xp, 2 Confidence to everybody, 4 Rewards:
•Notch on Hook
•Gloriana +1 Rep with Faeries
•Danaë reward: +1Rep in the seedy places of Italy
•Anna 1 reward
Their approach to this adventure is twofold: they will attempt to spirit away the Faeries and substitute corpses that look very abused, snatching them from under the priests's very nose, and also attempt to convince the priest, through discourse, innuendos, and outright intimidation, and try to get the priest to recant or change his tune. Danaë contacts some of the seedier elements in Apulia, men who for the right coin will attempt nearly anything and keep their mouth shut. She makes contact with such a gang, and strikes a very advantageous deal with them, both sides feel they have done well indeed. Meanwhile, Gloriana spontaneously creates corpses from accurate descriptions of these faeries, they will last for a while, and look to have been tortured and abused in unspeakable ways. Folk Ken, Bargain, Spontaneous Creo Corpus success
They also pay a visit to the priest, Gloriana manages to look deep into his darkest desires and impulses; they devise a strategy to use against him. While the very intrigue savvy group organizes and manages to enrage the populace against the priest, Anna engages him in letters and debates in which the fierce, fanatic priest is made to look like a cruel fool. Danaë manages to lure a concerned priest from a different area who witnesses the state of the corpses, (once the criminal gang has kidnapped the faeries), and who is most outraged at this behavior, denouncing it in the strongest terms. Needless to say, the Satan-is-everywhere priest has to recant and defend himself vigorously, he is recalled by Rome for interrogation. The group releases the faeries, who were almost at the point of transforming themselves into succubi, but who are convinced to move elsewhere and turn into forest nymphs. Posing the Silent Question, Intrigue, Artes Liberales success