Adventures in Brief

Cycle 1, Criminal/Spy challenge 12
Danae Intrigue 6 + Intelligence 2 + Assist 4 + roll 2 = 14 Success
Danae Bargain 7 + Presence 5 + Assist 1 + roll 5 = 18 Success
Danae Guile 4 + Communication 5 + assist 1 + roll 40 (1 x 1 x 10) = 50

While the noble Sandor is out doing his duties to defend the honor and claim of his liege, an inquisitive Quaesitor begins asking suspicious questions about the mysterious birth of the young lord. The quaesitor's investigations start at Anna, which brings her husband Honor in to the questioning. Luckily enough, they have been completely honest about their abilities, but the quaesitor is not happy. The questions do attract attention however, and Mercurio hears about the slander on his good friend's name. He quickly finds the best help he can - Danaë, the lovely silver-tongued Redcap.
While Anna and Honor answer the questions, and helpfully keep the Quaesitor busy, Danaë and Mercurio begin to plant rumors, and make the more damaging rumors even less believable (Intrigue success). This involves not only a good amount of plotting, but also making sure the right people are bribed to talk about things, and the wrong people are given good reason to be unavailable. There's a good amount of negotiation going on when something this important is on the table (Bargain success). Even with their great dealing, there's only so much you can hide from a skilled quaesitor, and though he was unable to find true evidence that Hermetic Magic had a part in Sandor's existence, he has noticed Danaë and Mercurio running around Siderno. The quaesitor confronts Danaë regarding her actions, demanding an explanation.
Danaë smiles and hands him his mail, like a proper Redcap. (Guile, lots of guile.)

Rewards:
6xp, 2 rewards: Danae +1 Reputation; Anna/Honor 1reward.

1136
WINTER

10) Gloriana magic regio notching 3 cycles (social, criminal/spy, magic) challenge 9 Gloriana/MR, Sybilla, Mercurio, Danaë, Francesco, Phillippe Huntsman

1st cycle social
1) Danaë Folk Ken 5 + 5 Com - 6 Blatant Gift + 5 Aid (Gloriana 2/MR 1/Sybilla 1/Mercurio 3/Francesco 4/Phillippe Huntsman 0) + _: 1D10 = [1] = 1 , _: 1D10 = [4] = 4 , = 17, success
2) Danaë Charm 6 + Commanding Presence 6 - 6 Blatant Gift + 4 Aid (Gloriana 2/MR 0/Sybilla 2/Mercurio 2/Francesco 3/Phillippe Huntsman 0) + _: 1D10 = [5] = 5 = 15, success
3) Danaë Guile 4 + 1 Per - 6 Blatant Gift + 4 Aid (Gloriana 2/MR 0/Sybilla 4/Mercurio 2/Francesco 0/Phillippe Huntsman 0) + _: 1D10 = [5] = 5 + 3 Confidence = 11, success

2nd cycle criminal/spy
1) Gloriana Posing the Silent Question [InMe 20, +33] Mastery 1 (Silent) + _: 1D10 = [2] = 2 = success
2) Sybilla Stealth 6 Sneak + 4 Dex + 10 Aid (Gloriana 1/Danaë 4 Sneak/MR 6/Mercurio 3/Francesco 4/Phillippe Huntsman 2) + _: 1D10 = [4] = 4 = 24, success
3) Danaë Bargain 7 + 0 Str + 4 Aid (Gloriana 2/MR 0/Sybilla 1/Mercurio 1/Francesco 4/Phillippe Huntsman 0) + _: 1D10 = [1] = 1 , _: 1D10 = [10] = 10 , yay! = 31, success

3rd cycle magic
1) Gloriana Magic Theory 16 + 5 Int + 12 Aid (MR 6/Sybilla 7/Mercurio 7/Francesco 4/Phillippe Huntsman 1) + _: 1D10 = [2] = 2 = 35, success
2) Danaë Warding 20 + 5 Sta Aid + _: 1D10 = [4] = 4 = 29, enough for a magnitude 5 effect, more than required.
3) Gloriana Ward Against Giants of Myth [ReCo 20, +54] + _: 1D10 = [6] = 6 = success

Adventure takes 12 days, provides 8 xp, 3 Confidence (Danaë spent 1), 6 rewards:
•Notch on Hook
•18 BPs: 4 Defixio from the Cult of Minerva (4BPs each) + 10 Vim vis (Covenant)
•Gloriana 3 Co vis Personal

Story to come:

Gloriana wishes to raid the Magic Regio, explore what has happened since the last adventure there, when draconic minions burst forth and attacked the Covenant. She also wishes to find more defixio, some have been found in different corners of the place. Because of her nasty effect on some of the giants, and her Blatant Gift, she has to plan carefully; Danaë will handle the interactions. They arrive loaded for bear, and weapons out, but the place seems serene. They seek out and eventually find some of the inhabitants, including one of the giants. It is catatonic, and its skin looks rocky and brittle; it is Surdnave. The creature says it is dying, a great emptiness has been gnawing its insides "for a few seasons". And its friend, the giantess Anairolg, has been consorting with a dark magician, to what end, it does not wish to share. Danaë performs her usual silver tongue act and extracts more information from the slow speaking and reluctant creature. The rest of the team speaks to what inhabitants of the regio they can find. By threats, lies, and promises of help, the Praesidium crew learn that the giantess and the dark wizard are obsessed with fecundity and progeny. Folk Ken, Charm, Guile success
They have to exit the regio to follow the trail. Gloriana uses her mind magics to interrogate some rogue centaurs and other minions, who seem to be gathering corpses and Corpus vis for some unnamed ritual. They sneak into the ceremony undetected, and reach the very pregnant giantess, whose body is being used as a super-charged womb, all eerily similar to the draconic attack a few seasons back! The group give few options to Anairolg, she eventually agrees to return to the regio and abandon alliance with the Fertility magus and his insane plans. Posing the Silent Question, Stealth, Bargain success
All that's left is stopping the dark magician's efforts. He has created a horrid sanctum, which points to him being Hermetic. And indeed, Gloriana notices many signs of the Fertility magics she herself has studied and Evandrus mastered, eerily enough, combined with Faerie Magics! They are confronted by Corpus creatures of Magic and Animae as well. It is only thanks to Warding circles erected by Danaë that they can keep the monsters at bay, while dest. Gloriana is beset with particular violence and urgency, but many of the monsters cannot get through her personal ward, and she manages to smudge and destroy key elements of the ceremony and the preparations. Of the magus responsible there is no sign. A disquieting thought. Magic Theory, Warding, Ward Against Giants of Myth success

1136
WINTER

11) Gloriana's winter vis quest 3 cycles (legal/diplomatic, outdoor, criminal/spy) challenge 6 Gloriana/MR, Sybilla, Mercurio, Danaë, Francesco, Phillippe Huntsman

1st cycle legal/diplomatic
1) Danaë OoH Lore 3 Personalities + 5 Com. + 1 Aid (Gloriana 0/MR 1/Sybilla 1/Mercurio 0/Francesco 0/Phillippe Huntsman 0) + _: 1D10 = [8] = 8 = 17, success
2) Danaë Folk Ken 5 + 1 Per + 5 Aid (Gloriana 2/MR 1/Sybilla 0/Mercurio 3/Francesco 4/Phillippe Huntsman 0) + _: 1D10 = [9] = 9 = 20, success
3) Danaë Intrigue 6 + 0 Quik + 4 Aid (Gloriana 1/MR 0/Sybilla 1/Mercurio 3/Francesco 4/Phillippe Huntsman 0) + _: 1D10 = [1] = 1 , _: 1D10 = [2] = 2 , ok, 14, success

2nd cycle outdoor
1) Sybilla Stealth 6 Sneaking + 4 Dex +10 Aid (Danaë 4 Sneak/Gloriana 1/MR 6/Mercurio 3/Francesco 4/Phillippe Huntsman 2) + _: 1D10 = [1] = 1 , _: 1D10 = [5] = 5 , = 30, success
2) Phillippe Huntsman Animal Ken 7 + 0 Str + 0 Aid (Danaë 0/Gloriana 0/MR 0/Sybilla 0/Mercurio 0/Francesco 0) + 3 Ways of the Wood + _: 1D10 = [10] = 10 , welp, Ways of the Wood reduces botches by 1, so = 10 , success
3) Phillippe Huntsman Hunt 11 + 2 Sta+ 0 Aid (Danaë 0/Gloriana 0/MR 0/Sybilla 0/Mercurio 0/Francesco 1) + _: 1D10 = [3] = 3 + 3 Ways of the Wood = 19, success

3rd cycle criminal/spy
1) Mother Rabbit Awareness 6 + Int 4 + 8 Aid + (Danaë 2/Gloriana 1/Sybilla 2/Mercurio 0/Francesco 7/Phillippe Huntsman 4) + _: 1D10 = [8] = 8 = 26, success
2) Danaë Guile 4 + 5 Pre + 4 Aid (Gloriana 3 Manipulation of Truths/MR 0/Sybilla 4/Mercurio 2/Francesco 0/Phillippe Huntsman 0) + _: 1D10 = [1] = 1 , could have used these in other adventures!, _: 1D10 = [7] = 7 , = 27, success
3) Danaë Bargain 7 + 6 Commanding Presence + 1 Aid (Gloriana 2/MR 0/Sybilla 0/Mercurio 1/Francesco 0/Phillippe Huntsman 0) + _: 1D10 = [6] = 6 , = 20, success

Adventure is a resounding success, lasts 9 days, provides 6 xp, 3 Confidence, 6 Rewards:
•Gloriana 2 Rego vis (personal)
•Danaë +3 Rep in the OoH
•Mercurio 1 reward
•Sybilla 1 reward

Story to come:

Gloriana is looking for some more vis to add to her small stores. So many projects to do, so little time! She speaks to Danaë, and the tricky Mercere conjures up a caper: she has gotten wind of a Guernicus quaesitor who has been behaving strangely, and sniffing around the Praesidium's business. She met this man, Qubitus Maximus, and got his measure: he is merely a thief who consults the Mercere records and uses his frequent and ongoing investigations to learn about vis sources, particularly forgotten ones, or where there is a question of ownership, and his stealthy raids sometimes create enmities between Covenants to the ruin of all. He is loathed by those who truly know him, but so far no one has dealt with his malfeasance. Danaë will simply use this vis hunt to catch him in the act. She brings together the Mercere House and some other sly members of other covenants, but says little about this to Gloriana. OoH Lore, Folk Ken, Intrigue success
The group falls on the trail of Qubitus with practiced ease. They are extremely stealthy as a whole, and the paranoid man and his two grogs are never aware of their pursuers. Phillippe's extreme expertise in the wild and his way with animal spies allows them to witness not merely the results, but the acts of theft in themselves. Stealth, Animal Ken, Hunt success
Finally, the rogue Quaesitor, wary of being followed, casts an intense battery of Intellego spells. Mother Rabbit warns the group just in time, and they manage to avoid the highly illegal maneuver (which would have scried on 2 members of the Order), staying under cover. All but Danaë, who simply walks into the open and confronts Qubitus, who for a moment seems to be contemplating murder. She lies so skillfully that the man believes that she is just on her routine trek through Italian Tribunal, that she has an item that detects scrying, and that she is going to bring up this grave matter to Tribunal. So they bargain, nobody wants the bureaucracy of Tribunal to grind its slow wheels, and she extracts a little bit of vis from the fellow. They part ways. And then Danaë speaks to the suddenly present Vulpis Argena, Quaesitor most feared; Gloriana joins them. Now they bargain, speaking briefly; it is Vulpis who will deal with Qubitus, in house, no word of this must reach others. Gloriana exits the deal with some vis, Danaë raises her reputation, she is now determined to erase her infamy, and having such a mighty magus as Vulpis Argena indebted will surely help her. Awareness, Guile, Intrigue success

1136
WINTER

12) Jinn quest 1 cycle (outdoor) challenge 9 Danaë

1) Danaë Area Lore Arabian Peninsula 3 + Int 2 + _: 1D10 = [3] = 3 + 3 Conf = 11, success
2) Danaë Survival 2 arid areas + Sta 5 + _: 1D10 = [4] = 4 = 11, success
3) Danaë Stealth 3 + Dex 3 + _: 1D10 = [6] = 6 = 12, success

Adventure is a success, 6 xp, +1 Confidence (spent 1), 2 Rewards, +6 Jinn Quest points:
•3 Ig vis Personal
•+1 rep

Story to come:

Danaë again flies to the coast of Araby, near the Red Sea; there's supposedly a mighty desert dweller in a hard to reach ravine. She has to search for a few days under the merciless sun, her vis divining rods show her the way to some pawns, crystallized fire. She has to avoid some obvious spies, but she finds what looks like the lair of a jinn It is not in the abode, perhaps serving another sahir; a tribe of desert nomads keeps watch on the place, and she has to sneak out carefully. But this is a place to be visited again. another creature to be enchanted by her charms.

1136
WINTER

9 ) notching Gloriana's hook- 3 cycles (religious/spiritual, investigation, combat) challenge 12 Gloriana/MR, Sybilla, Mercurio, Danaë, Francesco, Phillippe Huntsman

1st cycle religious/spiritual
1) Danaë Intrigue 6 + 5 Pre + 4 Aid (Gloriana 1/MR 0/Sybilla 1/Mercurio 3/Francesco 4/Phillippe Huntsman 0) + _: 1D10 = [7] = 7 = 22, success
2) Gloriana Artes Liberales 5 + 3 Quik + 5 Aid (MR 2/Sybilla 2/Mercurio 2/Danaë 1/Francesco 2/Phillippe Huntsman 2) + _: 1D10 = [10] = 10 , oops! _: 1D10 = [9] = 9 , no botch, = 13, success
3) Danaë Infernal Lore 1 + 2 Int + 0 Aid (Gloriana 0/MR 0/Sybilla 0/Mercurio 0/Francesco 0/Phillippe Huntsman 1) + _: 1D10 = [6] = 6 + 3 Confidence = 12, success

2nd cycle investigation
1) Danaë Area Lore Mediterranean Coasts Mystic Places 6 + 5 Com + 0 Aid (Gloriana 0/MR 0/Sybilla 0/Mercurio 0/Francesco 0/Phillippe Huntsman 0) + _: 1D10 = [1] = 1 , _: 1D10 = [4] = 4 , = 19, success
2) Phillippe Huntsman Hunt 10 + 0 Str + 0 Aid (Gloriana 0/MR 0/Sybilla 0/Mercurio 0/Danaë 0/Francesco 1) + _: 1D10 = [6] = 6 = 16, success
3) Danaë Second Sight 5 + 1 Per + 3 Aid (Gloriana 0/MR 2/Sybilla 3/Mercurio 2/Francesco 0/Phillippe Huntsman 0) + _: 1D10 = [7] = 7 = 16, success

3rd cycle combat
1) Francesco Awareness 7 + 4 Sta + 7 Aid (Gloriana 1/MR 6/Sybilla 2/Mercurio 0/Danaë 2/Phillippe Huntsman 4) + _: 1D10 = [7] = 7 = 25, success
2) Mother Rabbit Brawl 6 dodging + 2 Dex + 8 Aid (Gloriana 1/Sybilla 3/Mercurio 6 Dodging/Danaë 2 Dodging/Francesco 0/Phillippe Huntsman 4) + _: 1D10 = [2] = 2 = 18, success
3) Gloriana Pilum of Fire [CrIg 20, +45] Mastery 1 (Resistance) + _: 1D10 = [9] = 9 = success

Adventure is entirely successful, lasts 15 days, provides 9 xp, 3 Confidence (Danaë spent 1), 6 rewards:
•Notch on Gloriana's Hook
•4 Animal vis for Danaë (Personal)
•+2 rep Danaë
•Gloriana Resonant material Faerie magic
•Gloriana Lab item that provides Supernatural Free Virtue Magical Heating (Superior Heating, but without space and Upkeep cost)

Story to come:

Gloriana aims to meet the dread Niobella ex Merinita in more equal terms, to make the older Maga acknowledge her power and usefulness as equals, and stop being so commanding and dismissive. Easier said than done! As always in these matters she seeks the aid of Danaë, who is a skilled politician and negotiator. The Mercere accepts as a matter of course, it's an adventure! It keeps Gloriana beholden to her in many ways, as well as provides a fascinating look into the Merinita politics; and a chance for Danaë to again strut her stuff and outshine her sodales.
First of all, Danaë and co gather intel, trying to locate Niobella, away from her horrid "sisters". The Spies of the Praesidium are fairly useful in this regard, even a Maga as reclusive as Niobella leaves a trail that can be followed by those who know who and how to ask. So it is with great surprise that the crone is sweetly greeted by Gloriana in a dusty and poor Faerie court, and having gathered wind of some trouble that Niobella is having with an unclean spirit. Gloriana casually and carefully offers help; the crone is amused but willing, and terms are set; she has a surprising number of prohibitions on her behavior. When Gloriana relates the request to help destroy Niobella's enemy, Danaë suspects this is an Infernal creature, which certainly dampens the proceedings. It is their sodales Anna who is most qualified to fight such a foe. Intrigue, Artes Liberales, Infernal Lore success
Then follows a sort of manhunt through the mystic places of Italy, as they try to locate this spirit and stop its machinations. It takes a while, even with their resources, and the thing, which takes human shape, seems to move between disguises often, and visits cultists gatherings throughout southern Regio. Hot on their trail is the team gathered by Gloriana, many have "the sight", and spot the thing even while it hovers invisibly on the edge of vision. Area Lore, Hunt, Second Sight success
The thing senses it is being pursued, and jumps from place to place, setting some minions on them, until one night it decides to press its advantage by kidnapping and murdering some of the smaller members of the entourage. But it is a mistake: the Praesidium is ready, the grogs alert, and the little bunny that the demon targets is a mighty, if peaceful magical creature. Mother Rabbit cannot be caught, the demon grows enraged and careless, and the demon's physical form, while fearsome, is no more invulnerable to harm than other foes fought previously. It is pummeled, pierced, and eventually blasted to a crisp by a very angry Gloriana. Niobella is quite pleased and gifts Gloriana with a miniature hearth carved from a red gemstone, and a few other "gewgaws of little import".Awareness, Brawl, Pilum of Fire success

looks like we just have the war to conduct...

Will post tonight!

Let me know what rewards you want, and I'll edit them into the adventures. I'm mostly passing off rewards, since mercurio is a minor player compared to Anna and Danae, and Neleos is an apprentice to his Flambeaux master.

1136
SPRING
13) COVENANT, NO MAGI
Rogers 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

The Imperial army is come! Robert and Ranulf have not capitulated!

a)1 cycle (combat) ch:12

1) Roger the Archer 8 Awareness + 0 Per + 3 Keen Vision + 34 Aid (Sandor 4/Petra 0/Aegis 1/ Ancell 2/Concetta daughter of Bonaro 0/Carmen the Cook 0/Hiram 4/Pietro the archer 6/Regina 4 /Jina 6/Sigourney 6/Zulima 5/ Lakia 5/Boyce 5/Noll 5/Hanbal 5/Celeste 5/Concetta 5) + _: 1D10 = [9] = 9 = 54, success
2) Sandor Leadership 8 + Pre 5 + 14 Aid (Petra 1/Aegis 2/Ancell 0/Concetta daughter of Bonaro 1/Carmen the Cook 0/Hiram 1/Roger the Archer 2/Pietro the archer 0/Regina 10 Leadership/Jina 1/Sigourney 2/Zulima 2/ Lakia 1/Boyce 1/Noll 3/Hanbal 4/Celeste 0/Concetta 0) + _: 1D10 = [10] = 10, bah, _: 1D10 = [2] = 2 , no botch, 27, success
3) Pietro the archer 15 long Bow + 3 Dex + 55 Aid (Sandor 7/Aegis 1/Petra 0/Ancell 3/Concetta daughter of Bonaro 0/Carmen the Cook 0/Hiram 0/Roger the Archer 13 longbow/ Regina 10 longbow/Jina 10/Sigourney 11/Zulima 10/ Lakia 10 longbow/Boyce 8/Noll 7/Hanbal 6/Celeste 7/Concetta 7) + _: 1D10 = [1] = 1 , _: 1D10 = [5] = 5 = 83, success

Adventure takes 13 days, provides 7 xp, 1 Confidence, 2 Rewards, 0 Losses.
•Coven folk Loyalty
•Sandor + 1 Rep

The Knights embark on ships to help shore up the defenses at Salerno. The captain gives pursuit to a scout ship Roger the Archer spies in the distance. The mariner's skill lets them catch up two days later, when the scout vessel unluckily hits hidden rocks. The enemy crew rows ashore, but under Sandor's and Regina's Leadership, the knights manage to riddle their foe with arrows, until they surrender. They are interrogated, the secret's out: Lothair's army heads to Salerno!

b)3 cycles (combat, criminal/spy, investigation) ch:9

1st cycle
1) Hiram Siege Weapons 10 + Int 3 + 5 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 1/Sigourney 2/Zulima 1/ Lakia 1/Boyce 1/Noll 0/Hanbal 0/Celeste 0/Concetta 0) + _: 1D10 = [10] = 10, oops, _: 1D10 = [10] = 10 , botch
2) Pietro Brawl 9 + 3 Str + 23 Aid (Sandor 7/Petra 0/Ancell 1/Aegis 4/Concetta daughter of Bonaro 2/Carmen the Cook 2/Hiram 0/Roger the Archer 9/Regina 5/Jina 0/Sigourney 2/Zulima 3/ Lakia 0/Boyce 0/Noll 2/Hanbal 2/Celeste 2/Concetta 6) + _: 1D10 = [10] = 10, what! _: 1D10 = [1] = 1, no botch, = 35, success
3) Sandor Athletics 4 + 1 Sta + 9 Aid(Petra 0/Aegis 1/Ancell 0/Concetta daughter of Bonaro 2/Carmen the Cook 0/Hiram 0/Roger the Archer 2/Pietro 3/Regina 2/Jina 1/Sigourney 2/Zulima 3/ Lakia 1/Boyce 1/Noll 0/Hanbal 0/Celeste 0/Concetta 0) +
_: 1D10 = [10] = 10, no way!, _: 1D10 = [3] = 3 , no botch, 14, success

2nd cycle
1) Pietro Stealth 4 + 3 Dex + 6 Aid (Sandor 4/Petra 0/Aegis 0/Ancell 2/Concetta daughter of Bonaro 2/Carmen the Cook 2/Hiram 0/Roger the Archer 3//Regina 0/Jina 0/Sigourney 0/Zulima 0/ Lakia 0/Boyce 0/Noll 0/Hanbal 0/Celeste 0/Concetta 0) + _: 1D10 = [7] = 7 = 20, success
2) Sandor Folk Ken 5 + 5 Pre + 12 Aid (Petra 2/Aegis 1/Concetta daughter of Bonaro 2/Carmen the Cook 3/Ancell 3/Hiram 0/Roger the Archer 1/Pietro 0/Regina 3/Jina 2/Sigourney 3/Zulima 0/ Lakia 1/Boyce 0/Noll 1/Hanbal 2/Celeste 1/Concetta 0) + _: 1D10 = [1] = 1 , _: 1D10 = [9] = 9 = 40, success
3) Petra Bargain 2 + 5 Com + 0 Aid (Sandor 0/Aegis 0/Ancell 0/Concetta daughter of Bonaro 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/Concetta 0) + _: 1D10 = [4] = 4 = 11, success

3rd cycle
1) Ancell Hunt 11 + 4 Per + 13 Aid (Sandor 3/Petra 0/Aegis 1/Concetta daughter of Bonaro 3/Carmen the Cook 3/Hiram1/Roger the Archer 1/Pietro 3 Tracking/Regina 3/Jina 2/Sigourney 3/Zulima 1/ Lakia 2/Boyce 2/Noll 2/Hanbal 2/Celeste 1/Concetta 0) + _: 1D10 = [6] = 6 = 34, success
2) Zulima Area Lore Calabria 1 + 4 Quik + 7 Aid (Sandor 2/Petra 0/Aegis 0/Ancell 1/Concetta daughter of Bonaro 0/Carmen the Cook 0/Hiram 1/Roger the Archer 0/Pietro 0/Regina 1/Jina 3/Sigourney 2/ Lakia 1/Boyce 2/Noll 1/Hanbal 1/Celeste 0/Concetta 0) + _: 1D10 = [9] = 9 = 21, success
3) Roger the Archer 8 Awareness + 0 Per + 3 Keen Vision + 34 Aid (Sandor 4/Petra 0/Aegis 1/ Ancell 2/Concetta daughter of Bonaro 0/Carmen the Cook 0/Hiram 4/Pietro the archer 6/Regina 4 /Jina 6/Sigourney 6/Zulima 5/ Lakia 5/Boyce 5/Noll 5/Hanbal 5/Celeste 5/Concetta 5) + _: 1D10 = [5] = 5 = 50, success

Adventure takes 14 days, provides 8 xp, 3 Confidence, 5 Rewards, 1 Loss.
•2 Rewards Aegis
•Sandor + 1 Rep
•9 BPs: 450 Mythic Pounds, to replenish equipment, and as loot
•Loss 4 BPs: 200 Mythic Pounds: a few horses and provisions

The Praesidium make they way to Salerno, but the city is in chaos, and about to capitulate, they decide to leave, and perhaps harass the enemy scouts as they retreat until they meet up with Roger's reinforcements. But it's too late, Lothair's army, commanded by Ranulf and Robert is arrived. Some city guardsmen and ordinary citizens panic when the Praesidium forces attempt to commandeer several siege weapons to prepare a defense and they have to fight for their lives hand to hand. Before more troops arrive, the Praesidium forces actually climb down the walls using ropes, before the astonished eyes of the locals. They flee, having left some of their horses and provisions inside, with some pickets of the enemy vanguard hot in pursuit.

Over the next few days they manage to flee south, giving most of the pursuing forces the slip. They reach a small village where they strike a bargain with the elders to compensate them financially, and they rest, provision and obtain some horses and pack mules.

They flee ahead of the coming amy just in time, and manage to steal the horses of one of the patrols! Now the hunt is on in earnest for the thieving knights, but their familiarity with the terrain means they are one step ahead of the pursuers, and they are too alert to fall into any ambush. They manage to reach Regio to rest and confer with other forces loyal to Roger.

c)1 cycle (combat) challenge 9

1) Lakia Single Weapon 11 longsword + 1 Str + 48 Aid (Sandor 8/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 10/Boyce 8/Zulima 10/Noll 9 longsword/Hanbal 9 longsword/Celeste 9 longsword/Concetta 7 longsword) + _: 1D10 = [9] = 9 = 60, success
2) Sandor Leadership 8 + Pre 5 + 15 Aid (Petra 1/Aegis 2/Ancell 0/Concetta daughter of Bonaro 1/Carmen the Cook 0/Hiram 1/Roger the Archer 2/Pietro the archer 0/Regina 10 Leadership/Jina 1/Sigourney 2/Zulima 2/ Lakia 1/Boyce 1/Noll 3/Hanbal 4/Celeste 0/Concetta 0) + _: 1D10 = [3] = 3 = 31, success
3) Sandor's MAJOR AMULET OF DEFENSE auto-success

Adventure takes 10 days, provides 6 xp, 1 Confidence, 2 Rewards, 0 Losses.

•Sandor +1 Rep
•Aegis 1 reward

Now reorganized and with other nobles allied, the Knights go on the offensive, and penetrate enemy lines. In some of the most savage battles to date of the conflict, they defeat a unit of crossbowmen mercenaries as they crash into their unprepared lines and butcher them almost to a man. Sandor leads the way, laughing as the enemy bolts cannot find their mark, or glance off of his armor.

d)2 cycles (combat, social) ch:6

1st cycle
1) Boyce Ride 6 + 5 Dex + 37 Aid (Sandor 5/Ancell 3/Petra 0/Aegis 0/Concetta daughter of Bonaro 4/Carmen the Cook 1/Hiram 1/Roger the Archer 4/Pietro 3/Regina 6/Jina 6/Sigourney 6/Zulima 6/ Lakia 5/Boyce 5/Noll 7 horses/Hanbal 6 horses/Celeste 4/Concetta 3) + _: 1D10 = [2] = 2 = 50, success
2) Sandor Leadership 8 + Pre 5 + 15 Aid (Petra 1/Aegis 2/Ancell 0/Concetta daughter of Bonaro 1/Carmen the Cook 0/Hiram 1/Roger the Archer 2/Pietro the archer 0/Regina 10 Leadership/Jina 1/Sigourney 2/Zulima 2/ Lakia 1/Boyce 1/Noll 3/Hanbal 4/Celeste 0/Concetta 0) + _: 1D10 = [8] = 8 = 36, success
3) Sandor Stealth 3 + 3 Int + 6 Aid (Petra 0/Aegis 0/Ancell 2/Concetta daughter of Bonaro 2/Carmen the Cook 2/Hiram 0/Roger the Archer 3/Pietro 4/Regina 0/Jina 0/Sigourney 0/Zulima 0/ Lakia 0/Boyce 0/Noll 0/Hanbal 0/Celeste 0/Concetta 0) + _: 1D10 = [3] = 3 = 15, success

2nd cycle
1) Sandor Folk Ken 5 + 1 Per + 12 Aid (Petra 2/Aegis 1/Concetta daughter of Bonaro 2/Carmen the Cook 3/Ancell 3/Hiram 0/Roger the Archer 1/Pietro 0/Regina 3/Jina 2/Sigourney 3/Zulima 0/ Lakia 1/Boyce 0/Noll 1/Hanbal 2/Celeste 1/Concetta 0) + _: 1D10 = [5] = 5 = 23, success
2) Aegis Carouse 3 + 2 Sta + 4 Aid (Sandor 2/ Petra 0/Concetta daughter of Bonaro 0/Ancell 0/Carmen the Cook 1/Hiram 0/Roger the Archer 1/Pietro 2/Regina 0/ Jina 1/Sigourney 0/Zulima 0/ Lakia 0/Boyce 1/Noll 0/Hanbal 0/Celeste 0/Concetta 0) + _: 1D10 = [5] = 5 = 14, success
3) Petra 4 Intrigue + 5 Com + 16 Aid (Sandor 4/ Carmen 3 /Aegis 1/Concetta daughter of Bonaro 0/Ancell 1/Hiram 0/Roger the Archer 2/Pietro 0/Regina 3/ Jina 2/Sigourney 2/Zulima 2/ Lakia 2/Boyce 3/Noll 2/Hanbal 2/Celeste 2/Concetta 1) + _: 1D10 = [4] = 4 = 29, success

Adventure takes 8 days, provides 5 xp, 2 Confidence, 4 Rewards, 0 Losses.
•Aegis 2 rewards
•Sandor + 2 Rep

The knights are successful in countering several sorties by the enemy. They have had to move to the mountains, towards Bari in the other coast. The more difficult terrain is fairly easily handled by the expert riders, and in fact gives them an advantage still. Their good discipline and tactics often means they raid when least expected, and they practice nighttime sorties to destroy their enemies supplies and steal their mounts. This makes them extremely unpopular with the enemy.
But the other partisans of Roger are wavering in their support. They do not see their lord's reinforcements, there's no word if he is alive or dead, and there's desire to sue for terms with the invading Imperials. Sandor gathers them in a feast to try to convince them to hold out for the year. The knights carouse the night away, but manage to hold their liquor, no matter the excesses. Thus they are alert to a plot to grab Sandor and deliver him to Lothair in chains, and manage to avert the plot, and pummel some scoundrels mightily. The Knight of Siderno insults the cowards publicly and challenges one of them to a duel. The man refuses the outrageous request, and Sandor and the others manage to convince the rest not to associate with the coward. Morale is not improved, but the nobles agree to stay in the fight for one or two seasons.

ONE TO GO! Maybe! :laughing:
e) 5 cycles (combat, social, legal/diplomatic, criminal/spy, outdoors) ch:9

1st cycle
1) Pietro the archer 15 long Bow + 3 Dex + 55 Aid (Sandor 7/Aegis 1/Petra 0/Ancell 3/Concetta daughter of Bonaro 0/Carmen the Cook 0/Hiram 0/Roger the Archer 13 longbow/ Regina 10 longbow/Jina 10/Sigourney 11/Zulima 10/ Lakia 10 longbow/Boyce 8/Noll 7/Hanbal 6/Celeste 7/Concetta 7) + _: 1D10 = [8] = 8 = 81, success
2) Zulima Ride 6 + 4 Quik + 35 Aid (Sandor 5/Ancell 3/Petra 0/Aegis 0/Concetta daughter of Bonaro 4/Carmen the Cook 1/Hiram 1/Roger the Archer 4/Pietro 3/Regina 6/Jina 6/Sigourney 6// Lakia 5/Boyce 6/Noll 7 horses/Hanbal 6 horses/Celeste 4/Concetta 3) + _: 1D10 = [5] = 5 = 40, success
3) Regina Leadership 10 + Str 2 + 3 Natural Leader + 14 Aid (Sandor 8/Petra 1/Aegis 2/Ancell 0/Concetta daughter of Bonaro 1/Carmen the Cook 0/Hiram 1/Roger the Archer 2/Pietro the archer 0//Jina 1/Sigourney 2/Zulima 2/ Lakia 1/Boyce 1/Noll 3/Hanbal 4/Celeste 0/Concetta 0) + _: 1D10 = [4] = 4 = 33, success

2nd cycle
1) Carmen the Cook Charm 7 + Pre 5 + 8 Aid (Sandor 3/Petra 1/Ancell 3/Aegis 5/Concetta daughter of Bonaro 2/Hiram 0/Roger the Archer 2/Pietro 0/Regina 0/Jina 0/Sigourney 0/Zulima 0/ Lakia 0/Boyce 0/Noll 0/Hanbal 1/Celeste 0/Concetta 0) + _: 1D10 = [9] = 9 = 29, success
2) Petra Etiquette 3 + Com 5 + 9 Aid (Sandor 3/Ancell 0/Aegis 1/Concetta daughter of Bonaro 0/Carmen the Cook 4/Hiram 0/Roger the Archer 2/Pietro 0/Regina 0/Jina 2/Sigourney 2/Zulima 1/ Lakia 0/Boyce 2/Noll 1/Hanbal 0/Celeste 1/Concetta 0) + _: 1D10 = [1] = 1 , _: 1D10 = [3] = 3 , = 23, success
3) Aegis Carouse 3 + 2 Sta + 4 Aid (Sandor 2/ Petra 0/Concetta daughter of Bonaro 0/Ancell 0/Carmen the Cook 1/Hiram 0/Roger the Archer 1/Pietro 2/Regina 0/ Jina 1/Sigourney 0/Zulima 0/ Lakia 0/Boyce 1/Noll 0/Hanbal 0/Celeste 0/Concetta 0) + _: 1D10 = [1] = 1 , _: 1D10 = [2] = 2 , oh well, = 13, success

3rd cycle
1) Sandor Folk Ken 5 + 1 Per + 12 Aid (Petra 2/Aegis 1/Concetta daughter of Bonaro 2/Carmen the Cook 3/Ancell 3/Hiram 0/Roger the Archer 1/Pietro 0/Regina 3/Jina 2/Sigourney 3/Zulima 0/ Lakia 1/Boyce 0/Noll 1/Hanbal 2/Celeste 1/Concetta 0) + _: 1D10 = [4] = 4 = 22, success
3) Sandor Intrigue 4 + 3 Int + 16 Aid (Petra 5/ Carmen 3 /Aegis 1/Concetta daughter of Bonaro 0/Ancell 1/Hiram 0/Roger the Archer 2/Pietro 0/Regina 3/ Jina 2/Sigourney 2/Zulima 2/ Lakia 2/Boyce 3/Noll 2/Hanbal 2/Celeste 2/Concetta 1) + _: 1D10 = [5] = 5 = 28, success
3) Petra Artes Liberales 3 + 5 Com + 10 Aid (Sandor 2/ Carmen 1 /Aegis 2/Concetta daughter of Bonaro 1/Ancell 1/Hiram 2/Roger the Archer 1/Pietro 1/Regina 1/ Jina 1/Sigourney 1/Zulima 1/ Lakia 1/Boyce 1/Noll 1/Hanbal 1/Celeste 1/Concetta 1) + _: 1D10 = [5] = 5 = 23, success

4th cycle
1) Roger the Archer 8 Awareness + 0 Per + 3 Keen Vision + 34 Aid (Sandor 4/Petra 0/Aegis 1/ Ancell 2/Concetta daughter of Bonaro 0/Carmen the Cook 0/Hiram 4/Pietro the archer 6/Regina 4 /Jina 6/Sigourney 6/Zulima 5/ Lakia 5/Boyce 5/Noll 5/Hanbal 5/Celeste 5/Concetta 5) + _: 1D10 = [7] = 7 = 52, success
2) Aegis Guile 1 + 2 Quik + 0 Aid (Petra 1) + _: 1D10 = [6] = 6 = 9, success
3) Petra Bargain 2 + 2 Int + 0 Aid (Sandor 0/Aegis 0/Ancell 0/Concetta daughter of Bonaro 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/Concetta 0) + _: 1D10 = [1] = 1 , _: 1D10 = [4] = 4 , = 12, success

5th cycle
1) Sandor Animal Ken 5 + Pre 5 + 2 Aid (Concetta daughter of Bonaro 5) + _: 1D10 = [8] = 8 = 20, success
2) Pietro Stealth 4 + 3 Dex + 6 Aid (Sandor 4/Petra 0/Aegis 0/Ancell 2/Concetta daughter of Bonaro 2/Carmen the Cook 2/Hiram 0/Roger the Archer 3//Regina 0/Jina 0/Sigourney 0/Zulima 0/ Lakia 0/Boyce 0/Noll 0/Hanbal 0/Celeste 0/Concetta 0) + _: 1D10 = [1] = 1 , _: 1D10 = [5] = 5 , = 23, success
3) Sandor Swim 3 + 3 Str + 4 Aid (Aegis 0 / Petra 0/Noll 0/Hanbal 0/ Concetta 0/ Roger the Archer 3/ Pietro 1/Ancell the Huntsman 0/ Carmen the Cook 1/Regina 3/ Jina 0/ Sigourney 0/ Zulima 0/ Boyce 0/Lakia 0/Celeste/ Concetta/Hiram 0) + _: 1D10 = [2] = 2 = 12, success

Adventure takes 14 days, provides 10 xp, 5 Confidence, 10 Rewards, 0 Losses.

•45 BPs: Olympian Teacher, as Siderno teacher, but: 4 Com, 8 Teaching, Brawl 4, Athletics 6, Swim 6, Ride 6, Carouse 6, Dead language: Classical Greek 5

The Knights journey into the mountains, their plan is to gather allies and fire up the mountain lords and communes back to Roger's side; the rumor is that Roger will land at Bari with an army, so they head that way. The way is not at all clear, and they have to fight some skirmishes along the way.
They meet several poor counts, princes and commune leaders, and dazzle them with their charm, manners, and victuals. They even impress a bombastic larger than life Greek fellow who claims Heracles as his ancestor, and who tags along. These meetings, although highly successful in raising morale, do not gain them more troops; the mountain lords are somewhat poor, and very much afraid of being on the wrong side of the conflict. Roger is viewed as something of an interloper as well. Speeches are made, people are intimidated and charmed, but it doesn't have a lasting effect.
The Knights even agree and hunt down a very aggressive bandit who has gathered much strength in recent days. However, instead of crushing him, they manage to cow him into a shaky alliance and to acknowledge Roger's suzerainty. The Knights descend in to Bari, however, they have to maneuver around several obstacles, not the least a washed out bridge: some of the men, including Sandor, swim to the other shore and steal a ferry to help the horsewomen cross. They arrive in Bari the next day..only to see Lothair's and Henry's army arrive for siege!

f)1 cycle (combat) ch:12

1) Pietro Stealth 4 + 3 Dex + 6 Aid (Sandor 4/Petra 0/Aegis 0/Ancell 2/Concetta daughter of Bonaro 2/Carmen the Cook 2/Hiram 0/Roger the Archer 3//Regina 0/Jina 0/Sigourney 0/Zulima 0/ Lakia 0/Boyce 0/Noll 0/Hanbal 0/Celeste 0/Concetta 0) + _: 1D10 = [9] = 9 = 22, success
2) Ancell Hunt 11 + 4 Per + 13 Aid (Sandor 3/Petra 0/Aegis 1/Concetta daughter of Bonaro 3/Carmen the Cook 3/Hiram1/Roger the Archer 1/Pietro 3 Tracking/Regina 3/Jina 2/Sigourney 3/Zulima 1/ Lakia 2/Boyce 2/Noll 2/Hanbal 2/Celeste 1/Concetta 0) + _: 1D10 = [6] = 6 = 34, success
3) Zulima Ride 6 + 4 Quik + 35 Aid (Sandor 5/Ancell 3/Petra 0/Aegis 0/Concetta daughter of Bonaro 4/Carmen the Cook 1/Hiram 1/Roger the Archer 4/Pietro 3/Regina 6/Jina 6/Sigourney 6// Lakia 5/Boyce 6/Noll 7 horses/Hanbal 6 horses/Celeste 4/Concetta 3) + _: 1D10 = [9] = 9 = 54, success

Adventure takes 13 days, provides 7 xp, 1 Confidence, 2 Rewards, 0 Losses.
•Aegis 1 reward
•Sandor + 1 rep

The Knights are now in full flight, trying to avoid the rampaging army of Henry of Bavaria. They were almost caught at Bari, and flee up the mountains desperately. The Imperial Army sends troops after them, the Knight of Siderno is now a famous and wanted foe. In more familiar terrain, they manage to slip the scouts once and again, but are always an arrow flight away from disaster. The group is very savvy and hides their tracks well. They also are more competent at surviving from the land. Eventually it just comes down to the speed of their horses and the skill of their riders, and the pursuing troops give it up, as their lines are simply too scattered. The Knights arrive exhausted back to their homeland, and reach Siderno and the Praesidium safely.

To recap: Days: 72
Confidence: 13
xp: 43
Rewards:
•Coven folk Loyalty +1
•Sandor +6 rep
•Aegis 6 rewards
•BPs 450 Mythic Pounds
•45 BPs: Olympian Teacher, as Siderno teacher, but: 4 Com, 8 Teaching, Brawl 4, Athletics 6, Swim 6, Ride 6, Carouse 6, Dead language: Classical Greek 5
Losses
•200 Mythic Pounds

Almost done with the War, adventure e) left, with just 1 failure goes to 60 days; if no, f) ends it. Will post tomorrow.

For The missing Faerie Friend
•Andros will take +Resonant materials Intellego, + Correspondence in Intellego
Lady A will take 4 Faerie Creo pawns (personal)

For The hermetic legacy of Sandor:
•Danaë will take +1 rep

Lady A will take +2 rep, Sandor will take 2 Correspondences.

That's a lot:
•3 Me vis from the Mercere (Personal)
•Correspondence on Penetration
•+4 Rep

the war gains Sandor another 19 gratitude

Excellent, he's accumulating a lot again, let's see if he can rise far before the War ends.

trying to understand why points were spent on abilities for the Olympian teacher that others are teaching at a higher level of SQ and the same or higher max ability: ride, brawl, dead language:classical greek… well, nearly as high on the dead language...

The skills fit the theme, I could eliminate Brawl for 5 Com 11 Teaching, just keeping it in the same ballpark as the other non-character teacher. Erberto is super old (78!), so we might soon lack a Brawl teacher, Gaston is old as well. More teachers...are good!

In any case, I am always mindful of what the other players opine, so I welcome their input, and I am hardly attached to this non-character! :slight_smile: . To recap, one of the WAR adventures yielded 5 cycles, so 10 rewards, at 9 diff, this was 45 BPs, with which I built The Olympian teacher thus:
•45 BPs: Olympian Teacher, as Siderno teacher, but: 4 Com, 8 Teaching, Brawl 4, Athletics 6, Swim 6, Ride 6, Carouse 6, Dead language: Classical Greek 5

adventures for 1137:
1 ) (castle) An eldritch knight arrives at the covenant during teh spring, demanding his right to be hosted by the covenant, his reasons for believing it is due to him unclear. (first cycle legal/diplomatic) (8 botch dice)
2 ) in the spring a peasant approaches Lucio, informing him of strangers lurking about who seem to have some form of designs on the covenant, whom he believes are working for the rebels fighting Roger II
3 ) A faerie prince asks for you to arrange the rescue of his true love from another covenant which owes a political favor to Praesidium (choice of season and approach, hermetic politics)
4 ) Gloriana plot hook- a church has destroyed a faerie town which Gloriana has been asked to help rebuild - winter, first cycle commercial/goodwill
5 ) A Merinita magus has approached Sybilla to help build a town in a certain layout which she believes will cause Sybilla's faeries to take up residence there and leave her free. ( winter, commerce/goodwill)
6 ) A faerie appearing as an old woman offer Oliverius and his rival a chance to win a map, which is claimed to be to the location of The Temple of Mercury- choice of season, first cycle magic
7 ) the same peasant as in number 2 lets the covenant know of a priest, whom he suspects of being a supporter of Innocent II, rummaging around through church records of births and baptisms, and he recalls Sandor has had a question or two raised in that area...
8 ) Tribunal, summer, first cycle combat traveling through war-torn Italy...
9 ) summer Jinn quest first cycle criminal/spy
10) mentor quest (Sybilla) winter, first cycle choice of methods
11) WAR spring
12) punishment- Edith is being sent out to locate items of virtue to replace the one she used without permission- first cycle criminal/spy

1137
SPRING

1 ) COVENANT (castle) An eldritch knight arrives at the covenant during teh spring, demanding his right to be hosted by the covenant, his reasons for believing it is due to him unclear. (first cycle legal/diplomatic challenge:12) (8 botch dice) Danaë , [b]Lady Agnieska, Gervassio Shield Grog
2 ) COVENANT in the spring a peasant approaches Lucio, informing him of strangers lurking about who seem to have some form of designs on the covenant, whom he believes are working for the rebels fighting Roger II. 1 cycle, investigation challenge:9 Danaë, Julien the ex-Autocrat, Pazzino, Phillippe the huntsman
6 ) A faerie appearing as an old woman offer Oliverius and his rival a chance to win a map, which is claimed to be to the location of The Temple of Mercury- choice of season, 3 cycles (magic, combat, combat) challenge:12 Oliverius , Gloriana/MR and Sybilla, Francesco, Ubon the archer, Viviane grog, Andros/SRex
11) COVENANT, NO MAGI WAR spring Sandor and all of 1136's mob. [strike]Is Aegis coming[/strike]? a) 1 cycle (combat) ch:9, b) 3 cycles (combat, criminal/spy, outdoors) challenge 12, c) 2 cycles (combat, criminal/spy), d)1 cycle (combat) ch:21, e)1 cycle (combat) ch:6
12) punishment- Edith is being sent out to locate items of virtue to replace the one she used without permission. is a personal adventure for Edith, unless someone wishes to volunteer to aid her. Anyone may volunteer grogs.- spring , 6 cycles (criminal/spy, legal/diplomatic, combat, commerce/goodwill, social, investigation) challenge:6 Edith. Sybilla will help, will beg Danaë and Lady A for help, Al-Azhim, Roberto the Archer
13) Aurthor's Vis quest 2 cycles (choice,choice) challenge 12 Aurthor, Ibis, Pazzino, Phillippe Huntsman, shield grog Paco, archer Captain Orwell and Patrice, Danaë
14) Aurthor's Search for Hyperborean inspiration: 3 cycles (religious/spiritual, social, legal/diplomatic) challenge 18 Aurthor, Ibis, Pazzino, Phillippe Huntsman, shield grog Paco, archer Captain Orwell and Patrice, Danaë

SUMMER
3 ) COVENANT A faerie prince asks for you to arrange the rescue of his true love from another covenant which owes a political favor to Praesidium choice of season and approach, 2 cycles (choice, social) challenge 12 hermetic politics) Danaë , Gloriana, drag Mercurio and MR, Sybilla, and Francesco
8 ) Tribunal, summer, 1 cycle (combat) challenge 6 traveling through war-torn Italy... Danaë, Andros/SR, Oliverius, Arduino, Paco, Adriana grog, Viviane shield grog
9 ) summer Jinn quest 1 cycle (criminal/spy) challenge 9 Danaë

FALL
7 ) Sandor Hook, the same peasant as in number 2 lets the covenant know of a priest, whom he suspects of being a supporter of Innocent II, rummaging around through church records of births and baptisms, and he recalls Sandor has had a question or two raised in that area... choice of season, 3 cycles (religious/spiritual, investigation, social) challenge:12, Sandor, Noll, Hanbal, Lady A

WINTER
4 ) Gloriana plot hook- a church has destroyed a faerie town which Gloriana has been asked to help rebuild - winter, 2 cycles (commerce/goodwill, choice) challenge 12 Gloriana/MR, Sybilla, Francesco, Mercurio, Phillippe Huntsman
5 ) A Merinita magus has approached Sybilla to help build a town in a certain layout which she believes will cause Sybilla's faeries to take up residence there and leave her free. ( winter, 3 cycles(commerce/goodwill, religious/spiritual, commerce/goodwill) challenge 6) Gloriana/MR, Sybilla, Francesco, Mercurio, Phillippe Huntsman, Patrice
10) mentor quest (Sybilla) winter, 2 cycles (choice, legal/diplomatic) challenge 6, Sybilla, ask Mercurio, Patrice, Yasmine Huntswoman

[strike]TBD:[/strike]

For 3, prefer Spring/Summer.

For 6, Gloriana/MR/Sybilla will ask Oliverius to accompany him, depending on season.

HI, silveroak,

•is #2 i in the spring a peasant approaches Lucio, informing him of strangers lurking about who seem to have some form of designs on the covenant, whom he believes are working for the rebels fighting Roger II)[/i] a Covenant Hook adventure? What is the method for the first cycle?

•is #7 7 ) the same peasant as in number 2 lets the covenant know of a priest, whom he suspects of being a supporter of Innocent II, rummaging around through church records of births and baptisms, and he recalls Sandor has had a question or two raised in that area... a Covenant Hook adventure or Sandor Hook adventure? What season is this, and what is the method for the first cycle?

•is #12 a COVENANT Adventure, rather than an Edith solo adventure? 12) punishment- Edith is being sent out to locate items of virtue to replace the one she used without permission- first cycle criminal/spy What season is this?