Adventures in Brief

1136
SPRING

3 ) COVENANT the ghost of a recently deceased magus is upset that his vis account was closed as he had no heirs or will. He is making trouble in the warehouse to voice his grievances. Perhaps he can be talked down? (spring, 3 cycles (social, legal/diplomatic, investigation) challenge 9) Danaë, Anna, Honor, Fang, Mercurio
6 ) A quaesitor has heard rumor's of Anna's power, and the suspicious circumstances of Sandor's birth, and is investigating whether his very existance is interfering with mundanes. hiding evidence that can be misconstrued while ferreting out the Quaesitor's real agenda could be a bit tricky (spring, 1 cycle (criminal/spy) challenge 12) Danaë, Anna, Honor, Fang, Mercurio Ahh, this is from Sandor's Hook...well, he's off in the War.
7 ) Anna's spring Vis hunt- 2 cycles (outdoor, legal/diplomatic) challenge 6- Anna, Honor, Fang
8 ) Aegis notching the hangout- first cycle criminal/spy, Aegis, Anna, Honor, Fang
13) COVENANT, NO MAGIRogers freaking never ending war Sandor, the knights, Carmen the cook, Hiram, Petra, Ancell Huntsman, Concetta daughter of Bonaro, Roger the Archer, Pietro the Archer, Aegis a)1 cycle (combat) ch:12 b)3 cycles (combat, criminal/spy, investigation) ch:9 c)1 cycle (combat) challenge 9 d)2 cycles (combat, social) ch:6 e) 5 cycles (combat, social, legal/diplomatic, criminal/spy, outdoors) ch:9,
f)1 cycle (combat) ch:12 g)1 cycle (combat) ch:12

SUMMER
5 ) A Jerbiton magus appears to have grabbed Neelos' faerie friend to distill down to vis, but it isn't clear where they are being held (summer, 2 cycles (investigation, outdoor) challenge 12)
If Neleos speaks to Andros, Andros/SR will accompany the young apprentice
Neleos, Andros/SR, Mercurio, Lady A, Paco

FALL
2 ) COVENANT after a long seasons of losses to rebels supported by the Holy Roman Empire (spoiler!) Roger II believes there is some infernal influence causing the Germans to invest so much blood and treasure into a cause which serves them no clear benefit, and has asked the covenant to make a social call on Henry the Proud to see if he might be under any infernal influence. He would call upon the church, but in this time of division the word of a churchman might be considered suspect.
(mundane politics, infernal source, fall, 3 cycles (social, combat, criminal/spy) challenge 6) Anna, Honor, Fang, Lady A, Sandor, Gervassio, Pazzino, Sybilla

WINTER
1 ) COVENANT an autumnal shift of a river has placed the Rock Shepard (Terram vis source) onto what could be considered the lands of a noble who is friendly with a rival covenant. The noble would need to first contest the land over a shifting boundry and then bequeath gathering rights to the other covenant, and persuading the noble holder of the new lands to do nothing is the simplest solution- rival hook, natural source, winter, 3 cycles social, choice, religious/spiritual- challenge 6 Danaë, Lady A, Sandor, Paco, Sybilla
4 ) COVENANT a message reaches the covenant labeled "in the event of my death" delivered by the lawyer of a criminal recently put to death who has not looked at its contents. Inside is a map to where the man buried his treasure in life, with two notes attached, one asking that the bulk of the valuables be used to look after his family, the other noting that within the loot is a dragon's scale, which some mystic told him you would be interested in, that it belonged to a dragon which has challenged your covenant and was "fixed" by the ally he gave it to long ago (rival:ancient dragon, criminal source, choice of season, 3 cycles (outdoor, outdoor, magic) challenge 12 Aurthor, Ibis, Pazzino, Phillippe Huntsman, shield grog Paco, archer Captain Orwell and Patrice, Danaë , Sybilla
9 ) notching Gloriana's hook- 3 cycles (religious/spiritual, investigation, combat) challenge 12 Gloriana/MR, Sybilla, Mercurio, Danaë, Francesco, Phillippe Huntsman
10) Gloriana magic regio notching 3 cycles (social, criminal/spy, magic) challenge 9 Gloriana/MR, Sybilla, Mercurio, Danaë, Francesco, Phillippe Huntsman
11) Gloriana's winter vis quest 3 cycles (legal/diplomatic, outdoor, criminal/spy) challenge 6 Gloriana/MR, Sybilla, Mercurio, Danaë, Francesco, Phillippe Huntsman
12) Jinn quest 1 cycle (outdoor) challenge 9 Danaë

*edited

Neleos will (with surprising politeness and subdued-ness) for Andros to rescue the faerie merchant who stole him from the Tytalus. Silveroak, just to confirm, I did have faerie friend as a flaw at one point, but during character creation I switched it out for Enemy to represent the Tytalus who lost his apprentice. That said, this plot could easily be his doing. Damned Tytalus. This adventure will probably make Neleos's hermetic flaws painfully obvious, with Harmless Magic and Unnatural magic. Since he's turning 14, I'll re-work his virtues and flaws after the adventure to get rid of his childhood traits, and manifest his Flawless Magic.

Oliverius has no drive to do these adventures; They keep ruining his time-tables.

Mercurio is glad to work more with Gloriana in winter for adventures (9), (10) and (11). Hearing about a faerie merchant in trouble will probably get his faerie blood acting up, so Mercurio will ask to join Andros and Neleos, if Gloriana doesn't object (He will ask, even though it's a free season for him). He's happy to help with Spring (3) and (6) if allowed, as well.

Anna will join all the spring quests, (except the war). She'll drag Honor and Fang along as well.

Anna, Honor, and Fang will also join quest two in the Fall.

Aurthor, Ibis, Pazzino, Phillippe Huntsman, shield grog Paco, archer Captain Orwell and Patrice will join adventure 4; preferring Winter as season.

Pazzino wiill also join adventure 2.

Will update!

Also for #4, what season would everybody prefer? Spring or Winter for Gloriana's/Andros/Danaë' is best, leo also votes for Winter.

Looks like that is already a majority of the magae...

OK, then it's updated. (Prefer to count players rather than Magi, as currently I control 3), but this moves things forward.

I would to, but when players aren't responding...

Aegis will join the war effort!

Sorry, Oliverius wasn't involved, so I didn't bother to reply. He has no input.

Winter it is then!

Updated!

1 ) vis off- Winter 3 cycles social, choice, religious/spiritual- challenge 6
2 ) the question of infernal influence- 3 cycles (social, combat, criminal/spy) challenge 6
3 ) the angry ghost 3 cycles (social, legal/diplomatic, investigation) challenge 9
4 ) the hanged man's windfall 3 cycles (outdoor, outdoor, magic) challenge 12
5 ) the abducted faerie 2 cycles (investigation, outdoor) challenge 12
6 ) The hermetic legacy of Sandor 1 cycle (criminal/spy) challenge 12
7 ) Anna's vis hunt 2 cycles (outdoor, legal/diplomatic) challenge 6
8 ) notching the hangout 3 cycles (criminal/spy, legal/diplomatic, social) challenge 6
9 ) Gloriana's hook- 3 cycles (religious/spiritual, investigation, combat) challenge 12
10) into the magic regio - 3 cycles (social, criminal/spy, magic) challenge 9
11) Gloriana's vis quest - 3 cycles (legal/diplomatic, outdoor, criminal/spy) challenge 6
12) Jinn quest 1 cycle (outdoor) challenge 9
13) WAR a)1 cycle (combat) ch:12 b)3 cycles (combat, criminal/spy, investigation) ch:9 c)1 cycle (combat) challenge 9 d)2 cycles (combat, social) ch:6 e) 5 cycles (combat, social, legal/diplomatic, criminal/spy, outdoors) ch:9,
f)1 cycle (combat) ch:12 g)1 cycle (combat) ch:12

Ahh, I had this marked as a COVENANT adventure, but it's Sandor's Dark Secret-related!

Ohh, well, he's off in the war, and these fellow nobles are helping out so it's all good!

1136
WINTER
1 ) COVENANT
an autumnal shift of a river has placed the Rock Shepard (Terram vis source) onto what could be considered the lands of a noble who is friendly with a rival covenant. The noble would need to first contest the land over a shifting boundry and then bequeath gathering rights to the other covenant, and persuading the noble holder of the new lands to do nothing is the simplest solution- rival hook, natural source, winter, 3 cycles social, choice, religious/spiritual- challenge 6 Danaë, Lady A, Sandor, Paco, Sybilla

1st cycle social

  1. Danaë Intrigue 6 + 5 Com + 6 Aid (Lady A 4/Sandor 4/Paco 4/Sybilla 1) + _: 1D10 = [5] = 5 = 22, success
  2. Lady A Etiquette 7 Nobility+ Pres 3 + 4 Aid (Danaë 3 Nobility/Sandor 3/Paco 2/Sybilla 0) + _: 1D10 = [10] = 10 , huh, _: 1D10 = [2] = 2 , no botch = 14, success
  3. Danaë Charm 7 First impressions + Per 1 + 4 Aid (Lady A 3 First Impressions/Sandor 3/Paco 1/Sybilla 2) + _: 1D10 = [10] = 10 , argh, _: 1D10 = [5] = 5, no botch, 12, success

2nd cycle outdoor

  1. Sandor Hunt 4 + Dex 1 + 0 Aid (Danaë 0/Lady A 0/Paco 0/Sybilla 0) + _: 1D10 = [5] = 5 = 10, success
  2. Sandor Athletics 4 + St 3 + 1 Aid (Danaë 1/Lady A 0/Paco 2/Sybilla 0) + _: 1D10 = [6] = 6 = 14, success
  3. Paco Swim 3 + Sta 5 + 2 Aid (Danaë 1/Lady A 0/Sandor 3/Sybilla 0) + _: 1D10 = [5] = 5 = 15, success

3rd cycle religious/spiritual

  1. Lady A Church org Lore 4 Movers and Shakers + 5 Int + 1 Aid (Danaë 0/ Sandor 3/Paco 0/Sybilla 0) + _: 1D10 = [8] = 8 = 18, success
  2. Danaë Canon Law 1 + Quik 0 + 0 Aid (Lady A 0/Sandor 0/Paco 0/Sybilla 0) + _: 1D10 = [4] = 4 + 3 Confidence = 8, success
  3. Sandor Theology 1 + 5 Pre + 0 Aid (Danaë 0/Lady A 0/Paco 0/Sybilla 0) + _: 1D10 = [1] = 1 , _: 1D10 = [6] = 6 , = 18, success

Adventure is entirely successful, lasts 9 days, provides 3 Confidence (Danaë spent 1) and 6 xp, 6 Rewards:
•Notch on Hook
•Sandor 2 Rewards: +2 positive Rep
•Lady A 1 Reward: + 1 positive rep
•Danaë 2 Rewards: +2 positive rep

The Praesidium moves swiftly to deal with this threat to their vis source. The knight Dominic Santangelo owns the land where the Rock Sheperd now stands. He is pious, not too wealthy, and has wavered in his support to Roger, trying to navigate the treacherous waters of Italian politics in the last few years. Sylvanian Covenant has cultivated his friendship, but it is not a strong bond. Danaë and the others are very successful in gathering detailed information on the nobleman and are pretty sure Sylvanian has not yet discovered the shift in the terrain boundaries. Letters are written, invitations are wrangled, and the very surprised ser Santangelo is suddenly the host for a number of prominent local lords and ladies and a strange but charming woman. Lady A's manners and greeting feel Lord Santangelo feeling very much the country hick, surely these are great potentates of the realm! But they soon set him at ease, and he feels he can gather his wits and be a good host. The welcoming feast is an unforgettable experience for the household. Intrigue, Etiquette, Charm success.

Over the following days, Sandor flexes his fame and invites/intimidates Lord Santangelo to participate in that most typical of noble pursuits, hunting, exploring the latter's lands, and even visiting the Rock Sheperd in question. Sandor's competitive nature leads to Santangelo being humiliated in multiple contests and having to recognize the superiority of the guest in various areas. Although the host is mollified when the elderly grog Paco defeats them all in an impromptu Swimming contest, which leaves Sandor fuming. Still, Lord Santangelo has to acknowledge that the Knight of Siderno is as large in life as his reputation, and that having him as an ally and not as an enemy is preferable. Sandor subtly probes Domenic's intentions regarding the unhappy accident that has "slightly" moved the boundaries, the host does not appear to be in the mood to pursue such matters. Hunt, Athletics, Swim success

When Santangelo and party return to the manor, they find some Churchmen have arrived, and are in deep conversations with Lady A and Danaë. That these current enemies (Lady A and Sandor are aligned with Roger) can speak on several subjects (Lady A and Danaë had written letters to invite the most impressive and friendliest Church officials they could) impresses and cows Lord Domenic Santangelo; he is honored and at the same time sees that he has been roped into being involved in the Italian politics he has been avoiding for so long. The Praesidium representatives of course see his discomfort; they have carefully manipulated the situation and offer to keep him out and help him navigate between these powerful forces, as long as things remain friendly between them. No contesting such minor things like slightly temporarily altered river beds, or the like. Lord Santangelo agrees, overwhelmed by the events in the past week. Church org Lore, Canon Law, Theology success

Since this is Neleos plot, I'll take the rolls on this, even if its mostly not his work.

Cycle 1 Investigation:
Faerie Lore Lady A: Int 5 Faerie Lore 5 + Assist 4 + roll 3 = 17
Awareness SR: Per 1 + Awareness 6 + Assist 2 + Roll 5 = 14
Piercing the Faerie Veil Andros: 44+ 7 = 51 Success!

Cycle 2 Outdoors
Swim Paco Sta 5 + Swim 3 + Assist 3 + Roll 2 = 13
Stealth SR: Dex 2 + Stealth 5 + Assist 3 + Roll 5 = 15
Athletics SR Qik 3 + Athletics 4 + Assist 2 + Roll 5 = 14

Adventure and rewards to come.
While sitting around in the dark hours of the night, Neleos overhears the covenfolk maids discussing a story they'd heard involving a wizard tricking and trapping a faerie. The story of the faerie is familiar, and the young apprentice goes to speak with his master suspecting this involves the friendly merchant faerie who sold him to Andros. Despite his personal experience, Neleos isn't entirely certain he's correct. With Andros's aid, they ask some of the other covenfolk about the story, gathering the threads of the faerie story and how it went wrong. Lady Agniezka provides a surprising wealth of information, and can easily pick up the facts from the fiction that was added as the story was retold(Faerie Lore success), and she joins the two wizards (and a shield grog for safety!) as they track down the source. They have some trouble finding the location, but are able to notice repeating themes between the story and the locale, and are able to track down the corresponding locations; A broken bridge over an empty stream; A crossroads inn that was no longer there; The lonely tree far from the woods; Heading into the wilderness, the skillful and alert Simian Rex was able to start easily picking up the sights that his true friend was looking for.(Awareness Success!) This lead them to a hidden Regio where the wizard had trapped the faerie, and it was a simple task for a magus of Andros's caliber to pierce the borders of the regio and descend within. (Piercing the Faerie Veil success)
It turns out, tricking the faerie into the regio was how the faerie merchant got trapped. The wizard had used magic and a silver tongue to bait the Faerie Merchant's boat into a network of raging faerie rivers it wasn't able escape, due to the influence of the local faerie lord. The group, unexpectedly on series of river-islands guarded by angry water-faeries, manage to work their way through the river network to find the faerie trapped, and Paco's skill in the water proves very useful (Swim success). Getting to the trapped Fae is tricky, with not only angry local drowner-faeries trying to deal with interlopers, but also a few faerie-addled mundanes on guard. They manage to get past the guards and locals (Stealth success!) and find the trapped merchant. When confronted, the Jerbiton magus who trapped the faerie is keen to avoid conflict with the heroic Flambeau and his companions - there's a fact about the Code of Hermes preventing magi fighting like that - but before a reasonable conclusion can be reached, the regio's native faeries finally intervene. Rather than fight against the faerie regio and its defenders, the Jerbiton gives polite farewells and departs. The adventuring party decides to take their merchant friend and do the same, fleeing past the raging rivers before the waters overtake the small islands completely, and escape the regio with the faerie merchant. (Athletics success)
Akakios, the faerie merchant, is well out of his element in these stories, and thanks Andros and Lady Agniezka for the rescue, giving them each a gift. The merchant seems to know Neleos is Andros's 'property', and doesn't offer the boy he knows anything. After apologizing for the weak quality of his wares - many were lost when he was trapped - he promises to have a better selection the next time they meet. Neleos seems trouble by the entire encounter - his growing magic reacts strangely to the experience as well.
Adventure Results:
8 xp, 4 rewards; Andros +Resonant Intellego, correspondence Intellego; Lady A 4 pawns creo; Neleos (Notch on flaw).

Infernal!
Social cycle
Anna: Charm(4)+Pre(2)+Stress(explode!) +2*Stress(5)=16
Lady A: Etiquette(6)+Com(3)+Stress(Explode)+2*Stress(Explode)+4*Stress(10)
Anna: Carouse(3)+Sta(5)+Stress(3)=11 Success!

Sandor: Single Weapon(8)+Str(3)+Stress(4)=15 Success!
Fang: Brawl(5)+Qik(2)+Stress(3)=10! Success
Anna: Maga's Blade-Cr(Re)Te-30 Casting Roll=33+Stress(7)=40 Cast Success!

Criminal
Fang: Stealth(2)+Dex(2)+Assist(1)+Stress(explode)+Stress(2*8)=21 Success
Lady A: Guile(5)+Int(5)+Stress(2)=12! Success!
LAdy A: Folk Ken(5)+Per(1)+Stress(6)=12! Success!

Story: The team is able to secure a meeting with Henry the Proud easily enough. Officially its just a social call, but Henry is a man with ambitions and the Anna and Honor represent reasonably powerful potential allies, even if the stuff about Anna being a witch is just lies. Lady Agniezka being there as well is another bonus. Sandor is a knight rapidly rising in status. Henry is eager to get a chance to meet with them. This also means that they don't need to worry too much about making a good impression, but they do anyway. Anna was charming and Henry was soon complimenting Honor on his wife's beauty and apparent youth. Lady A is truly legendary though. Henry has a bit of a party for them too. Soon they noticed a new, creepy looking accountant seeming just a little to important.

The accountant is quick to try and lure the group away, and the group does go, but wary for danger. As it turns out they didn't need to be all that concerned. The Infernalist Accountant takes out an amulet and whispers to it and tells Honor to take his wife and leave. When nothing happens he somewhat more loudly invokes the name of the demon inside the amulet. At this an imp flies out of the amulet swearing at the accountant's stupidity and tells the accountant to kill the party. At which point the imp is sliced in two before the imp can flee. The accountant draws a dagger and lunges at Fang! Fang avoids it, and Anna uses her Maga's Blade spell to kill the accountant. Probably an over reaction, but he lunged at her familiar!

The next step is the cover up. Fang helps them hide the body without being seen. Lady A is the one who crafts the cover story though, since the accountant is missing. Through a combination of guile, reading Henry and a quick mind she crafts a story for the disappearance. Essentially the accountant had embezzled and was offering to pay the group for protection. This works particularly well when Henry's men turn up a large amount of embezzled gold and silver in the accoutant's chambers.

Anna would go to confession for several of the acts committed in particular the killing, largely motivated by the desire to keep her Divine blessings. The priest assured her that there was no significant sin in protecting family, but there was a small sin in deceiving Henry, but an even larger one in the sheer ungratefulness she was showing God. He gave her several prayers to say throughout the next month as a penance.

Results;
Time: 9 days
Experience: 6 days
Rewards: Six, Two for Lady A, Two for Sandor, +2 Rep (demon slayer) Anna

WINTER
4 ) COVENANT a message reaches the covenant labeled "in the event of my death" ...
3 cycles (outdoor, outdoor, magic) challenge 12
Aurthor, Ibis, Pazzino, Phillippe Huntsman, shield grog Paco, archer Captain Orwell and Patrice, Danaë , Sybilla

1st cycle: outdoor
1 Danaë’s Area Lore: Italy 5 + Com 5 + _: 1D10 = [1] = 1 explosion! _: 1D10 = [6] = 6 12 = 22 -> success
2 Phillipe’s Wilderness sense 6 + Sta 2 + _: 1D10 = [1] = 1 2st explosion _: 1D10 = [4] = 4 8 = 16 -> success
3 Phillipe’s Hunt 11 + Qik -1 + _: 1D10 = [10] = 10 botch? _: 1D10 = [9] = 9 0 + 3 Pazzino’s Confidence Point = 13 -> success

2st cycle: outdoor
1 Danaë’s Shoe of Swift Flight magic item (25th level effect) -> automatic success
2 Orwell’s Swim 4 + Dex 2 + Help 3 + _: 1D10 = [10] = 10 botch? _: 1D10 = [6] = 6 0 + 3 Pazzino’s Confidence Point = 12 -> success
3 Pazzino's Athletics 2 + Str 1 + Help 6 + _: 1D10 = [8] = 8 = 16 -> success

3st cycle: magic
1 Aurthor’s Comprehend Magic 4 + Per 3 + _: 1D10 = [1] = 1 _: 1D10 = [10] = 10 20 = 27 -> success
2 Aurthor's Magic Lore 4 + Int 5 + Help 7 + _: 1D10 = [3] = 3 = 19 -> success
3 Aurthor’s Chirurgical Cut of the Mundane spell (PeVi 35): 32 + _: 1D10 = [10] = 10 botch? _: 1D10 = [2] = 2 0 + 3 Confidence = 35 -> success

Time: 15 days
XP: 9
Confidence: 3 (Pazzino -2, Aurthor -1)
Rewards (6): Notch for Rival ancient dragon Hook, The Grave of Bones - 5 An vis per year (25 BP), 10 Animal vis and 5 Herbam vis (3 BP), A Fixed arcane connection to the ancient dragon (2 BP). Wiki updated (except for An and He pawns of vis).

Story
Interviewing various hunters and pastors, Danaë manages to interpret the map and locate the treasure. It is hidden in a cave in the heart of the Aspromonte, a Calabrian region mostly occupied by brigands and outcasts that exploit the steep valleys and the numerous gorges to escape the law. The group must rely on Phillipe's skills to reach the destination, finding among other things a source of Animal vis along the way. The cave itself is difficult to reach, the group must cross a ravine with the help of a magic item of Danaë, swim in an underground river and climb to finally find what appears to be an empty cave. It is Aurthor who realizes that part of the wall is actually of magical origin, probably the work of the same mystic who fixed the arcane connection. After carefully studying the situation, Aurthor cancels the spell with his magic revealing a secret room containing the treasure. Once back, Pazzino makes sure that the family of the deceased criminal receives what has been found, keeping only the scale of the dragon, a powerful weapon against the ancient enemy of the covenant.

Team: Danaë, Anna, Honor, Fang, Mercurio

Social Cycle
Anna: Etiquette(First Impressions)(5)+Pre(2)+Assists(2)+Stress(7)=16 Success!
Anna: Charm(4)+Com(5)+Assist(2)+Stress(2)=13 Success
Danae: Folk Ken(5)+Per(1)+Assist(4)+Stress(explode)+2*Stressurl=http://www.coyotecode.net/roll/lookup.php?rollid=207029[/url]=30 Success!

Legal/Diplomatic Cycle
Anna: Artes Lib(4)+Int(5)+Assist(3)+Stress(4)=16! Success!
Anna: Latin(5)+Per(1)+Assist(4)+Stress(3)=12 Success!
Danae: Guile(4)+Com(5)+Stress(8)=17! Success!

Investigation
Danae: Magic Lore(4)+Int(2)+Assist(2)+Stress(5)
Danae: Intrigue(6)+Pre(5)+Stress(Explode)+2*Stress(10)=31! Success!
Danae: Second Sight(5)+Per(1)+Assist(2)+Stress(7)=15! Success!

Story: The Redcaps don't want the ghost blasted. The ghost is not particularly reasonable. He did not leave one of those full-fledged, sane reasonable ghosts. Talking through everything with the ghost it becomes slowly more clear the ghosts isn't really concerned about his vis account at all, but believes he was murdered by one of his enemies and was demanding justice and he wanted the group to find the guilty party. He thinks that House Mercere was in on the plot somehow and that they are splitting his account with the real killers. The ghost wouldn't actually give a name of a specific enemy.

The next step the group needed to pull off was figuring out who they could bring to "justice" to get the magi to move on. This requires both getting access to his letters, some of the letters of other people and then reading through them all. Legally getting access took both logic and lies, but eventually the group did. Then finally they had to work out who the ghost magus really suspected, and then give the ghost a convincing story explaining that the cabal of evil magi had been caught!

Results
Experience: 7xp
Time: 12 days
Rewards: Six rewards Danae

Anna, Honor, Fang
Outdoor Cycle
Fang: Survival(3)+Sta(5)+Stress(explode)+2*Stress(5)=18! Success
Fang: Hunt(4)+Per(1)+Stress(4)=9 Success1
Fang: Athletics(5)+Qik(2)+Stress(8)=15! Success!

Diplo Cycle
Anna: Artes Liberales(4)+Int(5)+Stress(5)=14! Success
Anna: Latin(5)+Per(1)+Stress(4)=10! Success!
Anna: Charm(4)+Com(5)+Stress(8)=17! Success!

Story: Anna's vis hunt is nothing more than a hunting trip to a forest she has the right to hunt in where there are rumors of a Deer of Virtue. Fang is the one who leads the group to the Deer, catches it and kills it. The problem is when a nearby noble claims they hunted on his land. Not true of course, but they need to talk him down anyway. It turns out he can't read well and with a little charm and explaining Latin to him and he gives up.

Results
Experience: 5
Time: 8 days
Rewards: 2 Animal Vis, +3 Rep Honor

Anna, Honor, Fang, Aegis

Criminal Cycle
Fang: Stealth(2)+Dex(2)+Assist(1)+Stress(2)=7 Success!
Anna: Intrigue(3)+Com(5)+Stress(Explode)+2*Stress(10)=28! Success!
Anna: Guile(1)+Pre(2)+Stress(Explode)+2*Stress(9)=21! Success

Legal Cycle
Anna: Artes Liberales(4)+Int(5)+Stress(8)=17 Success
Anna: Latin(5)+Per(1)+Stress(4)=10 Success
Anna: Charm(4)+Com(5)+Stress(4)= 13 Success

Social
Anna: Carouse(3)+Sta(5)+Stress(4)
Anna: Music(1)+Pre(2)+Stress(4)
Anna: Etiquette(4)+Int(5)+Stress(7)

Story: Aegis returns after her service in the war, and drags Anna, Fang and Honor into her schemes. In the end they hear about a plot to break into a merchant houses strong room and steal a silver statuette that cries rubies through out the year. Anna negotiates buying it and promptly donates it to the covenant. They spend the rest of the time making friends at the Inn.

Results
Time: 9 days
Experience: 6xp
Rewards: 6 rewards, Notch on Hangout, 15 build points
Vis Source-Strange Statuette - 3 Ig vis/year
Produces three rubies a year. Each is one Ig vis. This is a small silver statuette of some unknown creature.