1142
SUMMER
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
1st cycle commerce/goodwill
1) Lady A Etiquette 6 -4 Gift + 3 Pre + 2 aid (Andros 0/Neleos/SR/Paco 2/Matthew Mason 2) + _: 1D10 = [10] = 10, bah, _: 1D10 = [10] = 10 botch!
2) Andros Charm 2 + 5 Com -4 Gift + 4 aid (Lady A 2 /Neleos 1/SR 0/Paco 2/Matthew Mason 3) + _: 1D10 = [5] = 5 = 12, success
3) Matthew Mason Craft Mason 15 + 2 Dex -4 Gift + 0 aid (Andros 0/Neleos 0/SR 0/Lady A 0/Paco 0) + _: 1D10 = [4] = 4 = 17, success
2nd cycle choice: Combat
1) Paco Awareness 7 + 1 Per + 5 aid (Andros 2/Neleos 1/SR 6/Lady A 2/Matthew Mason 0) + _: 1D10 = [8] = 8 = 21, success
2) Andros Great Sword 6 + 3 Str + 0 aid (Neleos 0/SR 0/Lady A 0/Paco 0/Matthew Mason 0) + _: 1D10 = [10] = 10, oh boy, _: 1D10 = [4] = 4, no botch, = 9, success
3) Andros End of the Mighty Castle [PeTe 25] +39 + _: 1D10 = [8] = 8, success
3rd cycle Magic
1) Andros Parma Magica 8-3 =5 + 5 Sta + _: 1D10 = [10] = 10 , oh come on! _: 1D10 = [2] = 2 , no botch, = 10, success
2) Lady A Magic Lore 5 + 5 Int + 3 aid (Andros 2/Neleos 0/SR 1/Paco 2/Matthew Mason 2) + _: 1D10 = [3] = 3 = 16, success
3) Simian Rex Calling the Troop power auto-success
Adventure takes [strike]11[/strike] 10 days, provides 6 xp, 3 Confidence, 5 Rewards and 1 loss:
•Andros +1 Rep
•Andros 2 Vim vis personal
•Andros -1 day to length of adventure
•Lady A +1 rep
•Neleos 1 reward
Loss: Andros has a hook with these Flambeaux warriors, he is now the go-to guy for all construction that the Milites may want in Italy!
Andros receives a summons from the leading Milites in Italy. They want him to aid some young House Magi and warrior establish a safe house in the South of Italy. They are confronting some trouble, so it's best someone more senior, with appropriate tactics, nearby take a look see. Since the construction appears to be taking place in an old dilapidated manor within a magic aura, and there are nobles and peasants nearby, Andros asks Lady A to accompany, and she is gracious enough to comply. Doughty Paco, who is really getting on in years, provides protection, mainly for Lady A and Neleos. Hopefully they will take very little time or he might miss the resonances need to start enchanting his Talisman!
Lady A quickly proves too much for the locals to handle, her impeccable manners scare the local elders into thinking that some highborn noble is building a summer home; she has to spend the rest of the time in the village assuaging and dissembling carefully about the work crew in the old Bellagio manor to somewhat reassure them. Meanwhile, Andros takes command of the situation, impressing both Flambeaux "brothers", Aurux and Argentium Max. They are enthusiastic, young and apparently have Difficult Underlings both. They have no intermediary to command the workers, Argentium Max is clearly a young woman trying to pass off as a man, which seems to generate some ridicule and disrespect, and the peasant workforce are spooked by mysterious goings on.
It seems that at some point the house appeared rebuilt overnight. Strange lights are seen. People who enter tend to get lost, and describe living nightmares and mysterious beings confronting them. Matthew Mason goes to speak to the men and delineates a new plan for construction , while the Magi plan how best to deal with this supernatural infestation. During the night, Andros detects a faint Faerie Aura gain strength and suddenly overwhelm the local small magic aura. The dilapidated manor suddenly becomes a gothic, sinister looking building, strong and in good repair. Paco spies a hidden entrance, and the Magi and grogs charge recklessly into the building. Soon it becomes obvious this is a bad idea.. the grogs become disoriented, and suddenly gargoyle-like beasts descend and snap at them like hounds. Andros nearly takes Paco's head off with a deadly swing that manages to cleave the skull of one of the creatures; this cools the magus and he orders everybody out, the reigning confusion makes this a hazardous and long process, harried by unseen assailants. Once they are out, Andros simply crumples the building, which impress Aurux and Argentium Max to no end: Andros is a Terram magus! He counters that he has a wide range of areas of interest. Next night the process repeats itself; this time Andros lays wards against Faerie beings. But this only seems to keep the creatures within the manor and to enrage them further. Andros covers everyone with his potent Parma and tries one last foray into the house to see if they may speak with the lord in charge, but now the things avoid them, and they find the place itself much changed, with huge corridors and hidden drops. They exit, trying to come up with a solution. It is Lady A who inspires them: they have to wholly rebuild the house during the day, and this will probably stop the Night Manor. But how to do it? Simian Rex laughs at the foolish humans, "badly constructed apes": his monkey subjects can put stone over stone easily, better than any mason. This seems like an insane plan, and indeed, it doesn't work well, as SR also has Difficult Underlings, and directing even the most well-behaved simian is problematic. However, it seems Simian Rex's presence, as well as that of the monkey troops, beings of the Magic realm, create more disruption and strengthen the magic aura ever so slightly, so that the Faerie manor has problems coming into being. Finally one night, in which SRex claims to have directly waged battle with the lord of the manor, and in which his monkey subjects "acquitted themselves admirably", the Faerie aura fails to materialize, and the manor stays in the same state of hurried monkey repair as during the day. Aurux and Argentium Max are extraordinarily impressed. Unfortunately so is the Milites commander, who despairs of the inexpert and inept pair, and thus he asks Andros to keep an eye on the two, so that they do not drag the good name of Garus into the mud.