Adventures in Brief

I will post the "epic" adventure of Arduino in one / two days, I am currently traveling and I do not have a stable internet connection available at the moment.

Its a legal fight!
Pazzino: Civil and Cannon Law(8)+Com(3)+Stress(7)=16-3(Blatant Magical Air)=13
Pazzino: Artes Libs(5)+Int(2)+Assist(3)+Stress(9)=19-3(Blatant Magical Air)=16
Pazzino: Folk Ken (6)+Per(2)+Assist(5)+Stress(9)=22-3(Blatant Magical Air)=19
Triple Success! Two Rewards

Story: So the river changed positions and the noble was trying to expand his land. Unfortunately, Pazzino was an excellent lawyer who quickly proved that his land rights did not work that way and the covenant would get to keep its vis source. However, political power sometimes means more than the law. Thus the noble was offered a compromise: The covenant would get rights to sell more "crafted" products and retain rights to the vis source and the noble could expand his lands significantly, with a stern warning to absolutely not threaten the vis source!

Results: 13 days
Experience: 7
Rewards: Pazzino Reputation*2

1141
SPRING

6 ) Danae seeking the hidden resources of the Augustinian Brotherhood 1 cycle (outdoor) challenge:18 Danaë + Phillippe Huntsman + Al Wazif + Sandor + Aegis + Leaf

1) Danaë Area Lore: Italy 6 + 5 Sta + 3 aid (Phillippe Huntsman 6/Al Wazif 0 /Sandor 0/Aegis 0/Leaf 0) + _: 1D10 = [5] = 5 = 19, success
2) Phillippe Huntsman Hunt 11 + 3 Per + 2 aid (Danaë 0/Al Wazif 0/Sandor 4/Aegis 1/Leaf 0) + _: 1D10 = [6] = 6 = 22, success
3) Sandor Animal Ken 5 + 5 Pre + 3 aid (Danaë 0/Phillippe Huntsman 7/Al Wazif 0/Aegis 0/Leaf 0) + _: 1D10 = [8] = 8 = 21, success

Danaë seeks to track Ludovicus, and so she journeys to Naples, but he has not dared to return. Danaë finds out he was unable to find passage on a ship, he had to journey on foot. She leads the party to journey across Italy, meandering on their way to Sicily, well-protected and guided by the sword-arm of Sandor, the chilling presence of the Librarian, Phillippe's supernatural prowess on the road, and buoyed by Aegis's good humor and incredible cooking skills (Sandor eats for 3!). Oh yeah, and Al-Wazif, that guy (who pines for the Mercere sahir). These disparate people, who Sandor keeps on insisting on commanding, still follow Danaë, whose impossible optimism and stamina renews flagging spirits. They trace Ludovicus through friendly interrogations of peasants and travelers, and through finding his actual camping spots, this takes several weeks, and some serious tracking chops. They are eventually pointed to a ruined manor, where a great beast is said to terrorize and haunt the premises. When they arrive, soon enough a shadowy mastiff of enormous size and fearsome baying stalks them and seems ready to attack! Danaë creates a Warding circle that the beast cannot cross, despite its best efforts. Sandor surprises most of them by speaking with it! His powerful personality and Leadership skills seem to awe the hound, and it narrates what it may. What they piece together is that the hound's mistress was a sage and ambitious and powerful Magician who often posed as a man, as her gender often made her be overlooked. She was allied with a faction of the Augustinian Brotherhood that sought to waylay Ludovicus by pretending to aid him and then confiscating his treasures from Naples. A rival faction arrived on the scene, and bloody battle ensued and magical spells flew. By the end of the hour, most of the soldiers were dead, most of the magicians as well, or fled, and the beast's mighty mistress lay dying of a poisoned wound. Ludovicus apparently suffered a magical mishap "entreating the powers", and disappeared into the ground. This horrid event has scarred the loyal magical hound, and he has stayed here, guarding her remains, rain or shine, day or night. Sandor convinces the hound that burying her remains is the culminating event of life for mortals, and this will help her spirit find peace. The group gets busy burying the large amount of bodies found in and around the ruins, and they find a damaged tome, property of the beast's fallen mistress. The great hound bays and howls with such volume that towns miles away even years later speak of that day. It then rushes off with unmatched celerity, into the wilderness, never to be seen again.

Adventure takes 19 days, gives 10 xp, 1 Confidence point, and the unlocking of Hidden Resources, 2 rewards:
•18 BPs: 10 Me vis pawns (2 BPs);
A worn book, badly damaged by the elements, in Italian with only readable 100 levels of Charms (priced at 50/BP, an extrapolation of the 5/equivalent magnitude to Hermetic Spells: Charm of the City Lord (SuFa 30) (Grants Ways of the Town, R:Personal,D:Sun,T:Ind), Gift of Venus (SuFa 25) (Grants Gift of Venus, R:T,D:Sun,T:Ind), Gift of Prometheus (SuFa 25) (Grants Good Teacher, R:T,D:Sun,T:Ind), Gift of Achilles (SuFa 20) (Grants Puissant with Single Weapon, R:T,D:Diam,T:Ind) 2 BPs ; also, a Lab Text for chartae for Astronomy Magister (SuFa 35) (Grants Puissant with Artes Liberales, R:Personal,D:Season,T:Ind) (7 BPs), a Lab Text for chartae for Student of the Arts (SuFa 35) (Grants affinity with Artes Liberales, R:Personal,D:Season,T:Ind) (7 BPs). Most of the targets are a certain Sylvia Pellegrino. (Lab Texts for Learned Magicians for chartae are priced the same as Hermetic Lab Texts)

The texts can be studied to gain Insight to integrate some aspects of Learned Magic into Hermetic Theory. A Learned Magician can of course use them for real, depending on his/her Hedge arts.

1141
SPRING

8 ) seeking hidden resources of the hedge tradition: 1 cycle (investigation) challenge:12 Danaë + Sybilla + Phillippe Huntsman + Al Wazif + Aegis + Leaf

1) Phillippe Huntsman Awareness 4 + 3 Per + 4 aid (Danaë 2/Sybilla 2/Al Wazif 2/Aegis 2/Leaf 0) + _: 1D10 = [9] = 9 = 20, success
2) Danaë Folk Ken 5 + 5 Com + 1 aid (Sybilla 0/Phillippe Huntsman 0/Al Wazif 0/Aegis 1/Leaf 2) + _: 1D10 = [8] = 8 = 19, success
3) Al Wazif Faerie Lore 5 + 2 Int + 3 aid (Danaë 2/Sybilla 1/Phillippe Huntsman 2/Aegis 1/Leaf 0) + _: 1D10 = [9] = 9 = 19, success

Alabaster Nox is missing! The witches who are his allies seek to know what happened to him, if this is some sort of attack by the Arabic wizards or the high and mighty Order of Hermes. Danaë leads the way, as they scour his frequented spots, and try to find his fate. It is Phillippe who notices they are being followed, and soon enough they confront a slippery creature, a being more akin to the trees but who still walks like a man: her name is Nevea, and she says she is a friend to Nox! It appears that Nox was preparing for some sort of Ordeal or Initiation, and this included a visit to a Faerie court of unfriendly and aggressive living trees. In the middle of his sojourn, he was afflicted in some way (Phillippe and Leaf surmiss that this might be an episode of Twilight, Danaë is sure it is), and the listless and confused magus was grabbed and buried to become mulch for a very nasty oak. Danaë and the others manage to trick their way past the guardian beeches into the Faerie regio, that al-Wazif fellow knows a thing or two. There they locate the magus's captor and convince him that Nox's magic wards include curses of leaf-yellowing, fungus-growing, and root-poisoning, and that it's just so fortunate that they arrived to warn him before these poxes can take hold. They grab Nox's listless hands, and manage to exit the regio in one piece. Once outside, he seems to recover his senses slowly. Alabaster Nox thanks the Praesidium contingent, turns around and enters the Regio again! "Please do not follow me, I must face this on my own, the ordeal is not complete!". He then disappears into the regio. Danaë and the rest report to the witches that Nox is alive and in the middle of serious business.

Adventure takes 13 days, provides 7 xp, 1 Confidence point, 2 rewards, and the unlocking of Hidden Resources (there might not be much there after the realia on Herbam!):
•12 BPs: 5 Herbam Faerie pawns, Q11 Faerie Magic tractatus "Pools of Alabaster"

In the remnants of the magical battle you also fid a cache of letters (correspondence) with a quality of 6 in organization lore - Augustinian Brotherhood. (6BP) and an initiation script giving a +14 bonus to initiate into Fortunum form (script is the one described in hedge magic p. 88) (counts as level 70 lab for 14 BP), a+14 initiation script for Entreat the Divine Powers (14 BP) and an amulet with Charm of Alacritous fortune Against Earth, with 10 charges each lasting one season. (effective 75 levels, 30 BP)
after the adventure with Nox you get a book "Witches of Lombardy" which is an organization lore (Folk Witches) Summae level:4 quality 15 (19 BP) and a 2 pawn per year source of faerie Terram vis(10 BP)

Hi all,

I'm writing Arduino's adventure, before rolling the dice I'd like a clarification.

I have two magi blatantly gifted. How should I apply the social penalty? It should be -6 or -12 :open_mouth: ?

1141
WINTER

3 ) Sybilla is plagued by faerie spirits when shifting soils unleashes them from Persephone's portal, and they have some sordid accusations about the war crimes which left them dead winter, 2 cycles (criminal/spy, criminal/spy) challenge: 9 - Sybilla + Patrice + Mercurio + Armani shield grog + Ancell Huntsman Again the Lab assistants playing hooky!

1st cycle criminal/spy
1) Ancell Huntsman Awareness 4 + 4 Per + 3 aid (Sybilla 2/Patrice 0/Mercurio 0/Armani 5) + _: 1D10 = [5] = 5 = 16, success
2) Patrice Folk ken 1 + 4 Str + 3 aid (Sybilla 0/Mercurio 4/Armani shield grog 0/Ancell Huntsman 3) + _: 1D10 = [4] = 4 = 12, success
3) Mercurio Guile 2 + 5 Com + 3 aid (Sybilla 4/Patrice 2/Armani shield grog 0/Ancell Huntsman 0) + _: 1D10 = [10] = 10 , oops, _: 1D10 = [7] = 7 , no botch, = 10, success

2nd cycle criminal/spy
1) Sybilla Stealth Sneaking 7 + 4 Dex + 6 aid (Patrice 0/Mercurio 5 moving quietly/Armani shield grog 4/Ancell Huntsman 3) + _: 1D10 = [10] = 10, bah, _: 1D10 = [7] = 7, no botch! = 17, success
2) Sybilla Craft Wood 10 -3 Quik + 0 aid (Patrice 0/Mercurio 0/Armani shield grog 0/Ancell Huntsman 0) + _: 1D10 = [4] = 4 = 11, success
3) Patrice Bargain 4 + 4 Pre + 0 aid (Sybilla 0/Mercurio 1/Armani shield grog 0/Ancell Huntsman 0) + _: 1D10 = [8] = 8 = 16, success

Adventures takes [strike]11[/strike] 10 days, provides 7 xp, 2 Confidence points, 4 rewards:
•Notch on Hook
•+1 rep Sybilla
•-1 day length to the adventure
•+1 reward Mercurio

Sybilla is always enmeshed in Faerie plots. These creatures seem preternaturally drawn to her, and so, even at the risk of Mother's displeasure, she must seek a way to pacify them. They speak of massacres by the Praesidium forces, both mundane and of the magical kind. The coven folk are spooked, and she finds out that these spirits have also whispered their dark words to peasants and others on the outside. She resolves to gather a heroic band and cleanse the Praesidium's reputation! Dashing Mercurio, lovely Patrice, poor afflicted Armani, and the veteran Ancel all join the enthusiastic and touchy feely Sybilla for what should be an exciting time. They travel to the outskirts of Locri, and manage to locate several farmsteads that have fled the vengeful spirits. These families have abandoned their homes in fear, both of the supernatural plague, and of what the perpetrators of these massacres may do now that their secrets are exposed! It takes some days to convince them and calm them down, eloquent Mercurio concocts a tale of "adopting a spirit" as a way to send these to their final reward. For each family they fabricate a background for a soldier that fell, and a somewhat pious ceremony of remembrance, generally involving liquor and uhh, fertility rites. Thus a new celebration is accidentally created! Unfortunately, two of the families cannot move back, as ruffians intent on looting the battleground the spirits speak of have invaded their homes, and are roaming the area. A new plan is formulated: the group spies the comings and goings of the bandits, paying special attention to their leader, a nervous man with a bulbous nose. They start sneaking in and out, sabotaging small things. Patrice sings with her haunting voice in the night, a tune of disapproval at looting. Sybilla carves an enormous number of little figurines to represent each of the bandits. These are spooky, and the sneaky group manages to arrange for little accidents to befall those of the bandits whose figurines are found. Tensions are running high in the camp, when Sybilla and co. approach and warn the bandits of the spirit problem, and that their looting is aggravating it. They offer their services and advice, and the nervous men actually fall for it. They also agree to "adopt" a number of spirits and commemorate their passing; the Praesidium group manages to bargain so that the ruffians move away from the area. The entire tenor of the faerie spirits shifts, and now they take the appearance of sorrowful soldiers who are appeased by remembrance rituals and the consumption of local Siderno barley beer. The spirit invasion subsides. Sybilla and Mercurio rush back just in time to avoid Gloriana's wrath!

Hi leo!

I seem to remember this coming up before, and I believe silveroak had ruled that only the highest modifier applied. Let me see if I can find the post.

Edit: here it is,

still fairly nasty!

-9

Thanks!

1141
SUMMER
4 ) Arduino's sister, living near Verdi, has come down with a severe illness during the summer, and she has suspicions it is part of some rivalry within the Verditious 6 cycles (criminal/spy, criminal/spy, legal/diplomatic, legal/diplomatic, social, criminal/spy) challenge:12
Arduino + Raimondo + archer Pietro + Oliverius + Pazzino + Bonaro The Shield Captain + Anvy

1st cycle: criminal/spy
1 Pietro Awareness 7 + Per 1 + Help 8 + _: 1D10 = [2] = 2 = 16 > success!
2 Arduino Craft: Goldsmith (jewels) 8 + Dex 2 + Help 5 + _: 1D10 = [9] = 9 = 24 > success!
3 Anvy The Crafter’s Magical Touch power InTe25 > automatic success

2nd cycle: criminal/spy
1 Pazzino Guile 5 + Qik 1 - Blatant gifts 9 + _: 1D10 = [8] = 8 + Confidence 6 + Relic 3 = 14 > success!
2 Anvy Bargain 6 + Com 3 + Help 3 - Blatant gifts 9 + _: 1D10 = [10] = 10 > botch? _: 1D10 = [1] = 1> no botch! = 3 > failure!
3 Arduino Aura of Rightful Authority spell ReMe 20: 25 + _: 1D10 = [4] = 4 - Blatant gifts 9 = 20 > success!

3rd cycle: legal/diplomatic (I didn't apply the gift penalty because the cycle takes place in Verdi, dealing with other Magi)
1 Pazzino Organization lore: Order of Hermes (Roman tribunale) 6 + Sta 1 + _: 1D10 = [10] = 10 > botch? > _: 1D10 = [3] = 3 > no botch! + Confidence 6 = 13 > success!
2 Arduino Folk Ken (magi) 2 + Int 5 + Help 5 + _: 1D10 = [9] = 9 = 21 > success!
3 Pazzino Intrigue (plotting) 7 + Per 2 + _: 1D10 = [5] = 5 = 14 > success!

4th cycle: legal/diplomatic (1st roll has no social implications, Pazzino tries to identify the church personalities that can be involved in the adventure)
1 Pazzino Organisation lore: Church 4 + Sta 1 + _: 1D10 = [9] = 9 = 14 > success!
2 Pazzino Law 8 + Com 3 - Blatant gifts 9 + _: 1D10 = [8] = 8 + Confidence 3 = 13 > success!
3 Pazzino Latin (legal terms) 6 + Pre 2 + Help 11 - Blatant gifts 9 + _: 1D10 = [9] = 9 = 19 > success!

5th cycle: social
1 Pazzino Charm (first impression) 6 + Com 3 - Blatant gifts 9 + _: 1D10 = [1] = 1 > explosion! > _: 1D10 = [2] = 2 > 4 + Confidence 6 + Relic 3 = 13 > success!
2 Pazzino Etiquette (first impression) 5 + Pre 2 + Help 1 - Blatant gifts 9 + _: 1D10 = [7] = 7 + Confidence 6 = 12 > success!
3 Pietro Carouse 2 + Sta -1 - Blatant gifts 9 + _: 1D10 = [9] = 9 = 1 > failure!

6th cycle: criminal/spy
1 Pietro Stealth (shadowing) 6 + Dex 3 + Help 3 + _: 1D10 = [4] = 4 = 16 > success!
2 Oliverius Miner’s Keen Eyes spell InTe 20: 25 + _: 1D10 = [1] = 1 > explosion! > _: 1D10 = [10] = 10 > 20 = 45 > success!
3 Arduino Craft: Blacksmith 6 + Str 0 + Help 5 + _: 1D10 = [1] = 1 > explosion > _: 1D10 = [2] = 2 > 4 = 15 > success!

Thanks to Pazzino there are only two failures! I applied the penalty due to blatant gift only for rolls with social implications also for legal/diplomatic cycles though (3rd and 4rd cycles).

Time: 20 days
XP: 12
Confidence: 6 (Pazzino -9)
Rewards (10): Pazzino 4 rewards (Excellent Lawyer reputation +4), Arduino 5 rewards (Notch to Close family ties flaw, 4 Corpus vis, Correspondence in Craft: Goldsmith, Supernatural lab upgrade with free upkeep: Flawless Equipment), Oliverius 1 reward.

Story to come (I really can't write down it at the moment).

Will post tonight Danaë's adventure #2.

Oliverius will take a reputation boost as a skilled parens/teacher, since Arduino showed off how skilled he was as a caster and as a crafter, and since all of it happened near Verdi.

1141
SUMMER

2 ) Danae finds one of her waypoints in bad repair after a poltergeist has apparently done some damage to it. summer- three cycles (commerce/goodwill, legal/diplomatic, investigation) challenge:9 - Danaë + possible Jinn

1st cycle commerce/goodwill
1) Danaë Charm 6 + 3 Dex - 3 jinn Magical Air + _: 1D10 = [9] = 9 = 15, success
2) Danaë Bargain 7 + 6 Commanding Presence - 3 jinn Magical Air + _: 1D10 = [3] = 3 = 13, success
3) Earth jinn power auto-success Master of Earth ReTe 30 Spontaneous

2nd cycle legal/diplomatic
1) Danaë Order of Hermes Lore 3 Personalities + 2 Int + _: 1D10 = [10] = 10, oops, _: 1D10 = [9] = 9 no botch, + 6 Confidence = 11, success
2) Danaë Folk Ken 5 + 1 Per + _: 1D10 = [8] = 8 = 14, success
3) Danaë Code of Hermes 1 + 5 Com + _: 1D10 = [4] = 4 = 10, success

3rd cycle investigation
1) Danaë Intrigue 6 + 5 Sta + _: 1D10 = [8] = 8 = 19, success
2) Danaë Second Sight 5 + 0 Quik + 2 aid (jinn 4) + _: 1D10 = [3] = 3 = 10, success
3) Earth jinn power Lord of Earth auto-success

Adventure is a success, lasts for 12 days, provides 3 Confidence (Danaë spent 2), 8 xp, 6 Rewards:
•Danaë + 3 Rep with House Mercere, + 1 Rep with jinn
•Correspondence Code of Hermes
•3 Vim vis personal

Danaë travels across Italy, quickly covering the familiar ground. Hovering by her side, incorporeal and unseen, but making everybody uneasy due to his Magical air, the jinn Sankar (somewhat incomplete writeup in Danaë's wiki page) laments his time away from his beloved deep caves. Neither the bright sun, nor Danaë's cheery demeanor can brighten the slow complaints and the jinn's foul mood, though she reminds him for the umpteenth time that they bargained in good faith and thus he has little to complain about. The view is good, don't you agree? Easy on the eyes? she poses in profile, aside the gorgeous sight of a waterfall birthing rainbows above the froth of its fall, laughing at the jinn's agitation. You...are...so... hasty..mock..me...not. Late in the afternoon, as they approach the very bare ruins of a concealed temple to the old gods that is nearby an inn they will stay at, Danaë notices the place has been hit by what can only be described as a giant's fist: everything's flattened. And also blackened as if by fire. Only thing that seems somewhat untouched is the remains of an old prayer to Mercury. Curious, but why all this destruction? And the earth nearby looks churned as well... as if by a spell? She finds a curious piece of ceramic embedded in a tree nearby; the jinn identifies it as part of a burial urn. On high alert, the Mercere scion approaches the inn. More patches of destruction are apparent, and the wooden building looks in precarious shape; its owner and his family are outside trying to repair what they may, they seem very much on edge. And there are no guests, apparently they fled when whatever took place that caused this destruction. The innkeeper is wary, and tries to turn Danaë away: "you people! I take you in and help you no questions asked, but now you've done destroyed my livelihood. Go away, I don't care for your devilish ways!" The inn is friendly to the Order. Or was. Danaë questions them in her cheery manner: it seems a sinister fellow with all the trappings of a Magus and his retinue of grogs stayed in the inn for a few days. There were many comings and goings at ungodly hours, and the men accompanying him had an ill-natured appearance, veterans, murderers, gravediggers, the lot of them! It was like they were searching for something. And apparently they found it. Late the previous night they again left to never return (and without paying for a great deal of drink!), a great shrieking was heard in the distance, the magus's deep voice as well, threatening, commanding. Then great cracking and crackling approaching as if of trees being broken as well as on flames, and then a great wind and a massive blow that nearly took the house down. and the magus's deep voice threatening, commanding, binding. Danaë gives them the money she has on her, bargains so that these people are mollified. Her jinn companion rebuilds the house under cover of darkness, with a more solid stone construction, to the wonder of all when they awake the next day,
Now Danaë is trying to catch up with the offending magus. She arrives at an eremite Maga's dwelling to check on her, deliver mail, and speak of what happened. They compare notes on who this sinister magus could be. The lone Maga has some books on local area lore and knows some legends that she shares. Interestingly, she has a legend that seems very relevant: a Mercere magus, a pagan, long ago, an expert in the element of Ignem and Auram, and of a very heroic nature, fell defeating some unnamed evil. He was buried nearby, some say where the temple ruins were located. And not by a Church burial! They said his spirit often kept vigil, and it was his influence beyond death that kept the aura and the temple within from disappearing. Now Danaë is outraged, that an ancestor, a proud member of House Mercere should be a ghostly slave, and perhaps an unhinged one at that, besmirching the House's reputation as well. She determines to catch up with this magus and steal/convince the spirit to return to its burial place and wreak havoc no more.
Danaë tracks the man down, speaking to peasants, merchants, and other travelers, who fearfully recount tales of shrieking spirits. He is apparently visiting and collecting something from other burial sites. She manages to send messages to other members of her House, and riles them up so much with these news, that at least 1 Mercere magus well-versed in quick transportation joins her, as well as some armed men and even a junior Quaesitor. They confront the smaller party of the would-be Necromancer, who are all exhausted from the frequent battles of will between the magus and the ghost. The Magus alleges deprivation of Magical power if they try to wrest the control of the ghost from him; they counter with bringing ruin to his sodales on a massive scale. The necromancer's control slips, and the ghost manifests in great fury, ready to do harm. Only Danaë and her jinn fully see the tortured spirit that has arrived. She speaks to him, about his legend, and about their kinship. The spirit seems momentarily appeased, and she does not waste the opportunity: Sankar the jinn slowly crafts an urn based on what he gleaned from the small piece they found, and the spirit allows himself to be bound inside. The Mercere contingent leaves with their price, to bury in some other distant place, both sides threatening to call Wizard's War on the other. Time will tell.

Forgot to respond: awesome!

1142 adventures:
1 ) A magical creature of virtue Is concerned that it has seen members of your rival covenant stalking its forests, where the harvest of vis should be your right. You have left him in peace for these many decades and he is not certain your rival will do the same, and apparently they are applying for the rights to harvest the vis of this land. spring adventure, first cycle legal/diplomatic
2 ) In the fall the same magical creature returns, this time with news that someone appears to have been planting evidence in their woods suggesting the covenant has been committing crimes against the order. first cycle outdoors
3 ) One of Sandor's rival compatriots in serving Roger II stops by the covenant hangout and offers several statements that are offensive to the point that they could be considered enticement to violence- spring, first cycle social
4 ) A peasant's dog has wandered into the magic regio and he is unable to follow it in to retrieve it. (choice of season, first cycle magic)
5 ) A faerie ally of the ancient dragon which plagues the covenant from time to time has issued a challenge of combat- choice of season
6 ) A peasant having seen Aurthos soon after his current doppleganger reports him to the church as a demon capable of appearing in two places at once. (choice of season, religious/spiritual)
7 ) Andros is requested to aid in the building of a Milites outpost (summer, commerce/goodwill)
8 ) In the spring rising streams uncover items related to Sandor's birth that could reveal his origins- perhaps it would be a good idea for him to help repair docks and other infrastructure in the area of this stream... (spring, commerce/goodwill)
9 ) Come winter a dark visitor leaves a message for Sandor indicating he knows the truth of his parentage, and threatening exposure if Sandor does not follow this mans suggestions in terms of advising Roger II. (winter, outdoor is first cycle)
10) Andros Vis quest, spring, first cycle social
11) Syblia dealing with supernatural entity, spring, investigation
12) Sandor quest to notch dark secret- spring, combat
13) Anna vis quest, winter, religious/spiritual
14) Jinn quest, winter, outdoors
15) Augustinian Brotherhood hidden resources- winter, commerce/goodwill

That's a boatload of adventures! Question, is 3 a Sandor or a Hangout Hook adventure? Sandor really got the Dark Secret blues in 1142!

For 1142

SPRING
1 ) COVENANT A magical creature of virtue Is concerned that it has seen members of your rival covenant stalking its forests, where the harvest of vis should be your right. You have left him in peace for these many decades and he is not certain your rival will do the same, and apparently they are applying for the rights to harvest the vis of this land. spring adventure, 5 cycles legal/diplomatic, investigation, investigation, criminal/spy, legal/diplomatic challenge 12 Danaë, Leaf and Aegis + Phillippe Huntsman + Roger The Archer
3 ) COVENANT One of Sandor's rival compatriots in serving Roger II stops by the covenant hangout and offers several statements that are offensive to the point that they could be considered enticement to violence- spring, 3 cycle social, commerce/goodwill, commerce/goodwill challenge 9 Sandor + Noll + Hanbal + Lady A + Gervassio +Leaf and Aegis + Mercurio, Danaë
4 ) COVENANT A peasant's dog has wandered into the magic regio and he is unable to follow it in to retrieve it. (choice of season, 2 cycle magic, investigation challenge 9 Mercurio, Aurthor, +Leaf and Aegis, Danaë + Ibis, Phillippe Huntsman, shield grog Paco, archer Captain Orwell
5 ) COVENANT A faerie ally of the ancient dragon which plagues the covenant from time to time has issued a challenge of combat- choice of season, 3 cycles combat, outdoors, legal/diplomatic 9 Oliverius + sword, Aurthor, +Leaf and Aegis, Danaë, Ibis, Phillippe Huntsman, shield grog Paco, archer Captain Orwell and + shield grog for Oliverius, Gloriana/Mother Rabbit, Francesco
8 ) In the spring rising streams uncover items related to Sandor's birth that could reveal his origins- perhaps it would be a good idea for him to help repair docks and other infrastructure in the area of this stream... (spring, 3 cycles commerce/goodwill, choice, Magic challenge 12 Sandor + Sybilla + Patrice + Noll, Hanbal, Carmen the Cook, Aftonio Mason, Aegis, Mercurio
10) Andros Vis quest, spring, 2 cycle social, commerce/goodwill diff 9 Andros, Neleos, SR , Ettienne shield grog, ask Danaë, Aegis
11) Sybilla dealing with supernatural entity, spring, 3 cycles investigation, outdoors, commerce diff 9 Sybilla + Patrice + Armani shield grog + Ancell Huntsman + Al Wazif, Mercurio, Leaf and Aegis
12) Sandor quest to notch dark secret- spring, 1 cycle combat diff 9 Sandor + Sybilla + Patrice Noll, Hanbal, Carmen the Cook, Aegis

SUMMER
6 ) A peasant having seen Aurthor soon after his current doppleganger reports him to the church as a demon capable of appearing in two places at once. (choice of season, religious/spiritual) 1 cycle diff 6 Aurthor, Ibis, Pazzino, Phillippe Huntsman, shield grog Paco, archer Captain Orwell and Patrice + Mercurio
7 ) Andros is requested to aid in the building of a Milites outpost (summer, 3 cycles commerce/goodwill, choice, Magic diff 6) Andros, Neleos, SR + ask Lady A, Paco, Matthew Mason

FALL
2 ) COVENANT In the fall the same magical creature returns, this time with news that someone appears to have been planting evidence in their woods suggesting the covenant has been committing crimes against the order. Fall- 5 cycles outdoors, commerce/goodwill, commerce/goodwill, legal/diplomatic, choice, diff 18 Pazzino, Aegis, Leaf, Sybilla, Sandor

WINTER
9 ) Come winter a dark visitor leaves a message for Sandor indicating he knows the truth of his parentage, and threatening exposure if Sandor does not follow this mans suggestions in terms of advising Roger II. (winter, 2 cycles outdoor, legal/diplomatic diff 9 Sandor + Ancell Huntsman + Lady A + Gervassio
13) Anna vis quest, winter, religious/spiritual, Magic, diff 9 Anna, Fang, Aegis, Blossom, Honor and Hadrian, Leaf, Danaë
14) Jinn quest, winter, 2 cycles outdoors, combat diff 9 Danaë
15) COVENANT Augustinian Brotherhood hidden resources- winter, 2 cycles commerce/goodwill, outdoors diff 9 Danaë + possible jinn + Leaf + Patrice + Adriana Shield Grog

[strike]Gloriana can risk an adventure in Summer and Fall; she would aid in 5, she votes for Summer.
Danaë can help in both 4 and 5 in Spring and Winter, she votes for both in Winter.
Andros will not go on further adventures unless no one else takes care of it, he could risk Spring or Winter.[/strike]

3 is a hangout hook. It could be handled without letting Sandor know, if he didn't happen to be hanging out there at the time.

Thanks! Sandor will be very busy squelching rumors, sometimes violently, it seems. Will update.

Anna, Fang, Aegis, Blossom, Honor and Hadrian will go on Anna's winter vis quest together. Anyone else is welcome to join and Leaf accepts the offer!

Leaf will volunteer for the other winter quests as well. Leaf and Aegis volunteer for all spring and fall quests.