Lucio will assign the following grogs for 3 & 4
3:Phillipe mason, zorba, Drago
4: Zorba, Phillipe Mason, Drago
Lucio will assign the following grogs for 3 & 4
3:Phillipe mason, zorba, Drago
4: Zorba, Phillipe Mason, Drago
please proceed with the adventures now that we have assignments concluded...
Thanks, will try for 2 tonight!
Hi Ignes.Festivus in adventure 3 Aurthor and Ibis are missing as participants.
Oops, fixed! Sorry about that.
FALL
5 ) Sandor has visions of monks, priest, and nuns being driven from their homes in Rome by a Bishop and armed men. He recognizes the priests, nuns, and monks as being the members of the covenant of Rome, which is also a holy order - fall, 3 cycles (magic, social, commerce/goodwill) challenge 6 Sandor, Lady A, Noll, Hanbal, Gervassio, Danaë
1st cycle (magic)
1) Gervassio Awareness 6+ 0 Per + 9 aid (Sandor 4/Lady A 2/Noll 6/Hanbal 5/Danaë 2) + _: 1D10 = [7] = 7 = 22, success
2)Lady A Sense Holiness/U 6 + 5 Sta+ _: 1D10 = [3] = 3 = 14, success
3)Lady A Divine Lore 3 + 5 Int + 0Aid (Sandor 0/Noll 0/Hanbal 0/Gervassio 0/Danaë 0) + _: 1D10 = [4] = 4 = 12, success
2nd cycle (social)
1) Lady A OoH lore 6 covenants + 3 Com + 1aid (Sandor 0/Noll 0/Hanbal 0/Gervassio 0/Danaë 2) + _: 1D10 = [2] = 2 = 12, success
2) Lady A Etiquette 6 + 1 Dex + 6 aid (Sandor 3/Noll 2/Hanbal 2/Gervassio 2/Danaë 3) + _: 1D10 = [8] = 8 = 21, success
3) Danaë Folk Ken 5 + Pre 5 + aid 8 (Sandor 5/Lady A 5/Noll 2/Hanbal 2/Gervassio 2) + _: 1D10 = [8] = 8 = 26, success
3rd cycle (commerce/goodwill)
1)Gervassio Area Lore Rome 0 + 3 Quik (Sandor 0/Lady A 0/Noll 0/Hanbal 0/Danaë 0) + _: 1D10 = [2] = 2 + 3 confidence Danaë = 8, success
2) Sandor Charm 3 + 3 Str + aid 6 (Lady A 2/Noll 0/Hanbal 1/Gervassio 3/Danaë 6) + _: 1D10 = [8] = 8 = 20, success
3) Danaë Bargain 7 + Commanding Presence 6 + 2 aid (Sandor 0/Lady A 4/Noll 0/Hanbal 0/Gervassio 0) + _: 1D10 = [10] = 10,oops, Commanding Presence reduces botch dice by 1. No botch, = 15, success
Adventure is entirely successful, 9 days, 6 xp, 3 Confidence (Danaë spent 1), 6 rewards:
•Notch on hook
•+1 Sandor rep with Church (try to eliminate his bad rep with them)
•+1 rep Danaë
• Danaë 2 Vim vis Divine (Personal)
•Lady A +1 Rep
•Lady A Correspondence Divine Lore
Sandor is again struck by his Visions, and he consults with his very knowledgeable mother. She recognizes certain elements of the dream, particularly some members of the Holy Covenant, their politicking well-known in recent Tribunals. Lady A insists on acting upon this, but her Compassionate nature does not sway her son one bit. She consults Danaë, who has visited Rome before, and knows Italy like the palm of her hand; the Mercere scion agrees to accompany Lady A, as well as the faithful but aging Gervassio. Once Sandor gets wind that Danaë is going, his competitive nature, as well as his calculating mind, lead him to make the trip to Rome, a dangerous trek in these times, and moreso for him, as he is closely identified with Roger's cause. He brings with him his former minions Noll and Hanbal, and the party is a vision of beauty, 4 members have 5 Presence, 1 3 ; poor Gervassio at -2 is out of that league.
They travel to the Holy City without incident, and they recognize many of the signs in Sandor's vision. Lady A is tormented by many pockets of Infernal influence even there, but her great ability to tell the evil from the pure helps the party avoid several unseen dangers. With some divine providence they locate the edifice that houses the Covenant, and Lady A manages to again navigate some hidden Divine guardians with relative ease. (Awareness, Sense h/U, Divine Lore success)
Lady A's knowledge of the current membership of the Covenant astounds even Danaë, and they finagle a quick audience with a severe looking nun, apparently a magus herself. They relate Sandor's vision; the magus has actually heard of the Knight of Siderno, although she is unimpressed by the tales. But Danaë and Lady A are another matter; they are grave, but respectful. They call Sandor's visions a blessing from the one above, and have proven true, always. This disquiets the magus, who recognizes some of the armed men, and the Bishop mentioned has long been a thorn on their side, himself rumored to be allied with a group of Court Magicians. In fact, checking in with their guards and allies, the magi of the Holy Order find many disquieting things. But where will they go! OoH lore, Etiquette, Folk Ken success
Danaë offers to lead to flee temporarily to the Covenant of Vardian's Tomb. It's a very small place, but there are catacombs aplenty to hide in. It's a scandalous offer, the Holy Order are not in any speaking terms with the necromancers. But. One of the members of the covenant, an aged and rotund wall of a man, who has Divinatory powers urges them to do this and soon; his Premonitions and Second Sight are also showing impending signs of doom. A controlled panic takes over the place; allies signal a large throng of guards is on the move, led by Bishop ______. It's happening! So begins a strange flight of monks, nuns and armed men through the streets of Rome. Danaë is trying hard to recall where one of the entrances to the catacombs that leads to the Tomb is, and they almost pass it by! Inside they are eventually confronted by hidden thugs, but Sandor and the other armed men convince these desperate criminals that peace and quiet reflection is the answer to this strange procession of religious men and women. Once near Vardian's Tomb, Danaë manages to bargain for temporary asylum for the displaced covenant, and things are left at that point for the time being. (Area Lore, Charm, Bargain success)
1138 - SUMMER
6 ) Hyperborean magic quest- summer 2 cycles (social, outdoors) challenge 21
Aurthor, Ibis, Pazzino, Phillippe Huntsman, shield grog Paco, archer Captain Orwell and Patrice
1st cycle: social
1 Aurthor’s spell Defy the Hound of Cerberus ReMe40: 38 + _: 1D10 = [3] = 3 = 41 -> success
2 Pazzino’s Folk ken 6 + Com 2 + _: 1D10 = [3] = 3 = 11 -> failure
3 Pazzino’s Guile (looking honest) 5 + Pre 2 + _: 1D10 = [9] = 9 + Relic 3 + Confidence 3 = 22 -> success
2st cycle: outdoor
1 Pazzino’s Area Lore: Locri 4 + Int 2 + _: 1D10 = [7] = 7 = 13 -> failure
2 Phillipe’s wilderness sense 6 + Per 3 + _: 1D10 = [1] = 1 -> _: 1D10 = [8] = 8 => 16 = 25 -> success
3 Statue Tell of the Mind that Touches InTe 35: 31 + _: 1D10 = [3] = 3 + Confidence 3 = 37 -> success
Time: 23 days
XP: 12
Confidence: 2 (Pazzino and Aurthor -1)
Rewards (2): Minor virtues: Puissant Mentem for Aurthor, Self-Confident for Pazzino.
Story
The Hyperborean texts found in the monastery the year before reveal that in that place there was once a small sanctuary dedicated to Apollo. Thanks to his magic, Aurthor manages to summon the ancient ghost of the priest who was taking care of the sanctuary. The priest was killed by hermetic magi in the first days of the Order. Despite this, the sensitivity and sagacity of Pazzino allow the group to gain the trust of the ghost and obtain information on the location of the main Hyperborean temple in Italy. After the failure of Pazzino, Phillipe locates the temple in the wilderness not far the covenant. Aurthor can thus interrogate the ruins in search of insights into the magic of its ancient habitants.
Hi silveroak, has Aurthor got his insight?
yes, he will find one insight: airy companion- creates a permeant might 25 air elemental at touch range- a level 40 spell.
Thanks!
Commerce, Challenge 18
Investigation, Challenge 18
Oliverius could easily get the assistance of the covenant's crafters and artists to win - but Oliverius wants the victory to be his, rather than just causing his rival to lose. So Oliverius takes the lead on crafting an artistic piece in metalwork. He does enlist the aid of Jafari, both for his artistic vision and his phenomenal skill with metal, but the hubristic magus ensures the work is decidedly HIS. The piece that comes out of it is quite a wonder, the thin vanes of metal on a small iron and bronze bird making it look beautiful, a feat only possible with the assistance of magic in the crafting process - even if the work was mostly done with mundane crafting.
The travel to the appointed meeting-site was rather uneventful, Oliverius having thought to bring some well-equipped grogs, and possibly the company of Fang. The small town chosen as a neutral location to host the contest was surprisingly bustling, but a bit of money and charm can get even the most rude and blatant of magi a place to sleep. The judges were met, and Oliverius discovered his rival had delivered his art piece via grogs - he hadn't even shown up in person! This meant the judges were going to be affected by Olvierius's baltant gift when they made their decision. Luckily, Aegis despite her silence was quite a charming lady, and a mystery to at least some of the curious secular judges. Pazzino was able to figure out what the judges were interested in, and talk up the skill of the work. The rival's representatives weren't able to compare to his eloquence.
Despite Oliverius winning, something terrible occurred overnight: The primary representative for the rival was found dead, and the grogs were blaming Oliverius's party. They even claimed Oliverius wasn't due any prize, since he had already taken the prize from their ally's corpse. The alert Vivianne found traces of blood to follow, leading to another room in the local hostelry. Searching revealed ciphered messages from an unknown source, and the Jafari recognized some of the phrases from his studies. Working with others, they managed to decphipher the code in time to determine who the assassin was - before he could flee the city. Anna brought the pieces of the conspiracy together, bringing it to the secular judges from the previous contest, and they confirmed her suspicions with their own investigation. By the time this was done, Oliverius was eager to lay claim to his victory from his rival's grogs, but they had already left the city.
Oliverius and his party returned to the covenant, with the magus content in his superiority, even without the prize from the contest.
Full seccesses (Thanks Pazzino and Aegis!). Time: 20 days, 11 experience. 4 rewards, assigned
1138
FALL
7 ) Jinn quest fall, 2 cycles (legal/diplomatic, religious.spiritual) challenge 12 Danaë
1st cycle legal/diplomatic
1) Danaë Organization Lore OoSuleiman 4 + 2 Int + _: 1D10 = [6] = 6 = 12, success
2) Danaë Charm 6 + 5 Pre + _: 1D10 = [10] = 10 , oops! _: 1D10 = [2] = 2 no botch, +3Confidence = 14, success
3) Danaë Folk Ken 5 + 1 Per + _: 1D10 = [8] = 8 = 14, success
2nd cycle religious.spiritual
1) Danaë Intrigue 7 Alliances + 5 Com + _: 1D10 = [8] = 8 = 20, success
2) Danaë Artes Liberales 1 + 5 Sta + _: 1D10 = [7] = 7 = 13, success
3) Danaë Item Shoe of Swift Flight (ReCo(An, He) 25 auto-success
Adventure lasts 14 days, provides 8 xp, 2 Confidence (she used 1), 8 jinn points,
4 rewards:
•+1 rep with OoS
•+1 rep with jinn
•4 Auram vis
•+25% quest points (2)
Danaë returns to the bustling streets of Baghdad, flying for some time to get there. She has heard of how in the Order of Suleiman there are families that cultivate one magical talent, and how jinni and skilled sahir can together open people to these talents. It is costly in terms of vis and there are irreversible magical changes involved, but this is what she desires. She already is known to the Order, and while she is welcomed outwardly, there are many suspicious of her motives, allegiances, and others who wish to snare her, whether politically or magically. Under the guise of her usual inquiries as to the location of mighty jinns, she subtly probes to see which sahir might be open to the idea. It takes all her wiles and considerable risk, but she is given the name of a religious sahir, Sheikh Ahmed al-Seyyed. Organization Lore OoSuleiman, Charm, Folk Ken success
She has to pull many strings, do much bargaining, and even intimidate some, but she arranges to meet this fellow. He is charming, confident, and dismissive of her competence. But she speaks beautifully, and defeats his rhetorical arguments handily, until he becomes flustered. Three times she rebuts his pointed barbs and dismissals with florid and appropriate tales from the folklore that have the others present nodding in enthusiasm. The fellow finally gives her the location of a scroll that might speak of these matters... deep in the Holiest mosque of the city! As soon as she leaves the audience, she treks to the place, changing her appearance to look like an average worshipper, and brazenly walks inside, and locates the scroll. However, religious guards have been alerted, no doubt by Sheikh Ahmed al-Seyyed, the cad! Perhaps they think her powers useless in this holy site, but before she can be apprehended, Danaë uses her magical shoe and exits the mosque in dramatic fashion. Intrigue, Artes Liberales, Shoe of Swift Flight, success
1138
WINTER
1 ) COVENANT a local peasant was attacked during the winter by a man in a black cloak near teh covenant- near enough to send a response (hopefully) before the man gets away (from hook:spies, 1 cycle (combat) challenge 9) Andros/SR, drag Neleos, Paco, Phillippe huntsman, Anna, Honor, Fang, and Aegis
1st cycle combat
1) Phillippe huntsman Hunt 12 Tracking + 3 Per + 5 aid (Andros 0/SR 5/Neleos 0/Paco 0/Anna 0/Honor 0/Fang 5 Tracking/Aegis 1) + _: 1D10 = [9] = 9 = 29, success
2) Andros Wizard's Reach (Corpus), (MuVi 40) +44, Mastery 1 Imperturbable Casting + _: 1D10 = [7] = 7 = success
3) Simian Rex Brawl 5 + Dex 2 + 11 aid (Andros 2/Neleos 3/Paco 0/Phillippe huntsman 4/Anna 2/Honor 2/Fang 5/Aegis 4) + _: 1D10 = [1] = 1 , _: 1D10 = [5] = 5 , = 28, success
Adventure lasts 10 days, provides 1 confidence, 6 xp, 2 rewards:
•Notch on Hook
•+1 Praesidium rep
A rumor of a farmer hurt by a black-cloaked stranger spreads quickly, the Informants of the Praesidium are working overtime, and getting paid! Andros emerges from his lab in a tear and drags two grogs who would rather do something else, his Apprentice who is certain he should be left to "guard against interlopers in the lab", and Simian Rex, who comes along to see what fun there is had when "leading the men". In their great haste, they run into the party of Anna and her noble husband Honor, fierce and loyal Fang, and cheerful Aegis. They are apprised of the situation and together hie to the peasant's hut. There they interrogate the badly battered fellow, although something in his story does not fit. Phillippe and the familiars find their quarry quickly, despite his obvious knowledge of woodcraft. Andros as ever recklessly charges ahead of the grogs, using his striding spells to great advantage. When he catches sight of the miscreant, he simply drags him continuously with an augmented-to-Sight Flee or Fly, you Fool! The man is beset on all sides by the Praesidium forces, and despite being burly and an expert killer, is vexed terribly by Simian Rex clinging to his back and cloak, and Fang mangling first his boot, then his ankle. He is captured and brought back to the Covenant, stripped of all possessions, and checked for enchantments. The magi probe his mind. Hunt, Wizard's Reach (Corpus), Brawl success
You find he is reporting to a priest loyal to innocent II, one Sandor has run into before while on campaign, and he is apparently coming arround to pick up information from a dead drop, and has no idea who the embedded spy in the covenant is.
1138
SPRING
2 ) COVENANT a noble whose family has cooperated with the covenant for generations, nearing his death has been speaking with a priest who is telling him he must shut down access to your vis source: the Howling of the winds, for the safety of his soul (spring, 2 cycles (religious/spiritual, magic) challenge 12) Danaë, Pazzino + Phillipe mason, zorba, Drago, Mercurio, Anna, Honor, Fang, and Aegis
1st cycle religious/spiritual
1) Anna Church Organizations Lore 4 + 5 Int + 3 aid (Danaë 1/Pazzino 3/Phillipe mason 0/zorba 0/Drago 0/Mercurio 0/Honor 1/Fang 1/Aegis 0) + _: 1D10 = [7] = 7 = 19, success
2) Pazzino Canon Law 8 + 1 Sta + 1 aid (Danaë 1/Phillipe mason 0/zorba 0/Drago 0/Mercurio 1/Anna 1/Honor 0/Fang 0/Aegis 0) + _: 1D10 = [2] = 2 = 12, success
3) Danaë Intrigue 6 + 5 Pre + 9 aid (Pazzino 5/Phillipe mason 0/zorba 2/Drago 3/Mercurio 3/Anna 3/Honor 1/Fang 2/Aegis 1) + _: 1D10 = [5] = 5 = 25, success
2nd cycle magic
1) Drago Awareness 6 + 3 Quik + 6 aid (Danaë 2/Pazzino 3/Phillipe mason 0/zorba 0/Mercurio 0/Anna 3/Honor 0/Fang 3/Aegis 1) + _: 1D10 = [1] = 1 , _: 1D10 = [8] = 8 = 31, success
2) Pazzino Premonitions 4 + 2 Per + 1 aid (Danaë 0/Phillipe mason 0/zorba 0/Drago 0/Mercurio 0/Anna 3/Honor 0/Fang 0/Aegis 0) + _: 1D10 = [9] = 9 = 16, success
3) Danaë Magic Lore 4 + 5 Com + 8 aid (Pazzino 5/Phillipe mason 1/zorba 0/Drago 0/Mercurio 0/Anna 1/Honor 5/Fang 1/Aegis 3) + _: 1D10 = [9] = 9 = 26, success
Complete success, adventure takes 14 days, provides 2 Confidence, 8 xp, 4 rewards:
•Notch on Hook
•6 BPs: 30 Divine vim pawns (Covenant)
•Reward Anna
•Reward Pazzino
The team heads over to the dying man's mansion, where they have to run circles around the pesky Church officials with Intrigue and with Pazzino's iron-clad lawyering. These churchmen forbid the Praesidium party from talking to the noble, and Danaë and the rest have to resort to stealthy shenanigans. They locate where the man lies on his deathbed and appeal to his sense of honor, solidarity with fellow nobles Anna and Honor, and continued alliance with the force of good that is the Praesidium (also will be good for his family). Danaë fills his mind with the vistas and the wonders and works of the Covenant, just in time, as Anna and Pazzino have presaged he will not last beyond the night. The Covenant has invited a priest from a different parish, and a higher standing in the Church, to perform the Final rites, and the noble makes it very clear that the relationship with the fortress will remain unchanged, to the weal of all. The other church officials are vexed and shoot deadly looks and veiled threats at Danaë, who just smiles and dazzlingly compliments them on their officiousness.
Goodwill Cycle, Challenge 12 : Danaë, Pazzino + Phillipe mason, zorba, Drago, Mercurio, Anna, Honor, Fang, and Aegis
Danae: charm(6)+Com(5)+Stress(4)=15
Aegis: Craft: Cook(10)+Sta(2)+Stressurl=http://www.coyotecode.net/roll/lookup.php?rollid=213785[/url]=18
Anna: Etiquette(4)+Pre(2)+Assist(3)+Stress(2)+Confidence(3)=14
The team can't really do anything for the village except offer small feasts and temporary shelter. Its not much, but it does allow people to focus on mourning for a couple weeks. They make a good impression
Time Spent: 13 days
Experience: 7
Rewards: +2 Covenant Rep
you did have a phenomenally skilled mason with you...
Yeah, but you build one person a great house, then everyone wants a great house, then you're mason spends the next five years doing disaster recovery and half the people are made at you because you took so long to get them a house.
looks like we just need the war...
Already have the format for that set up, just need to check all the grogs for updates to their skills, hopefully tonight I can have it rolled.