Adventures in Brief

Updated! Aegis is welcome in all adventures the characters I handle initiate. Leaf not so much, his Blatant Magical Air has Sandor and Andros decline his help in 8,9,10,12. Sybilla feels bad for Leaf, so she'll welcome him for
11

Any preferences for 4 and 5 Seasons? Danaë votes for both in Winter, Gloriana could help deal with 5 in the Fall, Andros may help in Winter but prefers not to if he doesn't have to.

silveroak, what is #2's first cycle?

Hi Ignes.Festivus!

6 Aurthor will go in summer with Ibis, Pazzino, Phillippe Huntsman, shield grog Paco, archer Captain Orwell and Patrice.

4 and 5 Aurthor offers his help if they are held in spring.

2 Pazzino will participate.

Arduino remains in his lab.

#2 first cycle is outdoors

Hi leo, updated.

That's 1 vote for Spring (Aurthor), 1 vote for Fall (Gloriana), (assuming QPaC has no preference, as the adventuring characters Aegis and Leaf are volunteering for all Spring and Fall adventures, is this correct?). Waiting on raccoonmask's vote.

Oliverius will offer the assistance of himself and his sword to #5, with a preference towards Spring or Summer. Being Blatantly Gifted, and generally focused on his own work, he won't offer other aid unless asked.
Neleos follows Andros as ordered, doesn't try to do anything additional.
Mercurio will offer to assist #4, preferring NOT winter. He will offer his aid to #3 and #8, #11, and #6.

Spring it is for 4 and 5! Will update! Will Aurthor or Oliverius take more people along? I merely put +1 shield grog/magus.

Aurthor will bring Ibis, Phillippe Huntsman, shield grog Paco, archer Captain Orwell in both.

If Oliverius has no preference for his shield grog for 5, Lucio will assign Drago to the duty

Also does "ettiene Grog" refer to Ettienne the shield Grog or Ettienne the grog seargant?

And the mason is Aftonio, not Antonio...

Ettienne the lowly Shield Grog.

Antonio will be edited to become Aftonio!

Oliverius has a small favoritism towards Viviane the Shield Grog. He wants to interact with the same grogs as long as possible, to give them a chance to acclimate to his Blatant Gift. Drago is also good, though.

Vivian it is

1142 adventures:
1 ) Rivals in the forest: spring, 5 cycles (legal/diplomatic, investigation, investigation, criminal/spy, legal/diplomatic) challenge:12
2 ) the set up: fall 5 cycles (outdoors, commerce/goodwill, commerce/goodwill, legal/diplomatic, choice) challenge:18
3 ) the boor head inn: spring, 3 cycles (social, commerce/goodwill, commerce/goodwill) challenge:9
4 ) The dog in the regio: spring 2 cycles (magic, investigation) challenge:9
5 ) The faerie challenge: spring 3 cycles (combat, outdoors, legal/diplomatic) challenge: 9
6 ) seen double: summer 1 cycle (religious/spiritual) challenge:6
7 ) the outpost: summer 3 cycles (commerce/goodwill, choice, magic) challenge:6
8 ) washed up: spring 3 cycles (commerce/goodwill, magic, outdoors) challenge:12
9 ) The ominous stranger:winter 2 cycles (outdoor, legal/diplomatic) challenge:9 *the stranger in question is an agent of the infernal
10) Andros spring vis quest 2 cycles (social, commerce/goodwill) challenge:9
11) Syblia and the faeries: spring, 3 cycles (investigation, outdoor, commerce) challenge:6
12) Sandor's secret: spring 1 cycle (combat) challenge:9
13) Anna's winter vis quest 2 cycles (religious/spiritual, magic) challenge:9
14) Winter Jinn quest 2 cycles (outdoor, combat) challenge:9
15) Augustinian Brotherhood resource quest: winter 2 cycles (commerce/goodwill, outdoor) challenge:9

Will edit to add # of cycles and difficulty.

Anna vis quest, winter, religious/spiritual, Magic, diff 9 Anna, Fang, Aegis, Blossom, Honor and Hadrian, Leaf, Danaë

Anna: Church Lore(4)+Com(5)+Assist(3)-Leaf(3)+Stress(0)+No botch(9)=9 Success!
Anna: Artes Lib(4)+Int(5)+Assist(5)-Leaf(3)+Stressurl=http://www.coyotecode.net/roll/lookup.php?rollid=223041[/url]=13! Success!
Danae: Intrigue(6)+Pre(5)+Assist(5)-Leaf(3)+Stress(5)=18! Success!

Magic Cycle
Aegis: Second Sight(6)+Per(3)+Assist(2)+Stress(9)=20 Success!
Danae: Magic Lore(5)+Dex(3)+Asssit(2)+Stressurl=http://www.coyotecode.net/roll/lookup.php?rollid=223044[/url]=15 Success!
Anna: Cast Holy Arrow 15PeVi=24+Stress(5)=29! Success!

The party is hunting rumors of a shimmering magic spraying rabbit that is randomly warping things! But first they need to negotiate with the church to hunt on its lands. Danae creates the bait, while Aegis finds the location. While the animal comes (its a rabbit) the rumors had been spread by a demon! Which gets blasted as soon as it materializes.

Results
Experience: 6xp
Time: 11 days
Rewards: Anna demonslayer rep+3; 3 vim vis.

Edit: This is quest 13

1142
SPRING

10) Andros Vis quest, spring, 2 cycle social, commerce/goodwill diff 9 Andros, Neleos, SR , Ettienne shield grog, ask Danaë, Aegis

1st cycle social
1) Andros Organization Lore O o Hermes 2 + 3 Int -4 Gift + 1 aid (Neleos 0/SR 0/Ettienne shield grog 0/Danaë 3 Personalities/Aegis 0) + _: 1D10 = [4] = 4 + 3 Confidence = 9, success
2) Danaë Charm 5 + 0 Quik -4 Gift + 4 aid (Andros 2/Neleos 1/SR 0 /Ettienne shield grog 0/Aegis 5) + _: 1D10 = [7] = 7 = 12, success
3) Simian Rex Carouse Life of the party 7 + Sta -4 Gift + 2 aid (Andros 0/Neleos 0/Ettienne shield grog 0/Danaë 1/Aegis 3) + _: 1D10 = [8] = 8 = 13, success

2nd cycle commerce/goodwill
1) Danaë Folk Ken 5 + 1 Per + 3 aid (Andros 3 Magi/Neleos 2 Magi/SR 0/Ettienne shield grog 0/Aegis 2) + _: 1D10 = [9] = 9 = 18, success
2) Danaë Area Lore Mediterranean Coast Mystic Places 6 + 5 Com + 0 aid (Andros 0/Neleos 0/SR 0 /Ettienne shield grog 0/Aegis 0) + _: 1D10 = [4] = 4 = 15, success
3) Danaë Bargain 7 + 5 Pre + 0 aid (Andros 0/Neleos 0/SR 0/Ettienne shield grog 0/Aegis 0) + _: 1D10 = [6] = 6 = 18, success

Adventure takes 11 days, provides 7 xp, 2 Confidence (Andros spent 1), 4 Rewards:
•3 Vim Personal Andros
•+1 Rep Andros
•+2 Rep Danaë

Andros knows of a meeting of several representatives from different Covenants in a nearby fortress, apparently a neutral place belonging to a Covenant on the surface neutral to the Praesidium. He has a mind to crash the meetings, no invitation has arrived at Locri, and someone has to keep an eye on developments. Danaë agrees to go to mitigate the damage Andros's heavy-handedness may cause; the man is making all this fuss just to find some vis! The contingent arrives, unannounced, to the great annoyance of the participants. They are initially refused admittance, and are stuck in a crowded inn with the well-armed and unfriendly grogs that have accompanied the other magi, being watched closely. Unfortunately, the Praesidium group has a ridiculous charisma and people skills, and by the second day not only are the other guards chatting and drinking amicably, but a feast has been organized. It is epic, the talking monkey outdrinks and outlasts and outtoasts everybody. The unfriendly Magi are forced to take action to prevent defection to the Praesidium ranks! Danaë and Andros are welcomed to the meeting, while surly Neleos stays in close proximity to the Rex of the party and the other grogs.
Danaë and Andros trade her enormous knowledge about the local areas and help navigate the hazardous politics post Roger II's and Innocent's war. This is appreciated by at least some of their sodales, and more bargains are struck. Andros manages to eke out some much needed Vim vis, and Danaë gets closer to her goal or erasing her bad reputation.

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.

1142
SUMMER
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.
Aurthor, Ibis, Pazzino, Phillippe Huntsman, shield grog Paco, archer Captain Orwell and Patrice + Mercurio
summer 1 cycle (religious/spiritual) challenge:6

1 cycle: religious/spiritual
Pazzino Civil & Canon Law 8 + Pre 2 + _: 1D10 = [2] = 2 = 12 > success
Pazzino Infernal lore (demons) 6 + Com 3 + _: 1D10 = [1] = 1 > _: 1D10 = [6] = 6 12 = 21 > success
Pazzino Theology 5 + Int 2 + _: 1D10 = [10] = 10 > _: 1D10 = [7] = 7 no botch = 7 > success

Time: 7 days
XP: 4
Confidence: 1
Rewards (2): Pazzino 1 reward (Excellent Lawyer reputation +1), Aurthor 1 reward (notch to doppleganger flaw).

It is trivial for Pazzino to prove the groundlessness of the peasant’s accusations. Before the ecclesiastical authorities the lawyer dismantles the accusatory system by recalling his vast knowledge about demons, with appropriate theological references to reinforce his allegation.

Paco: Single Weapon(12)+Str(0)+Stressurl=http://www.coyotecode.net/roll/lookup.php?rollid=223187[/url]=17! Success
Aegis: Brawl(4)+Qik(2)+Assist(3)+Stress(2)=11 Success!
Orwell: Bow(11)+Dex(2)+Stressurl=http://www.coyotecode.net/roll/lookup.php?rollid=223189[/url]+2*stressurl=http://www.coyotecode.net/roll/lookup.php?rollid=223190[/url]=33! Success!

Outdoors
Phillipe: Wilderness Sense+Per(3)+Stress(2)
Phillipe: Hunt(11)+Int(0)+Stress(4)
Dan: Survival(1)+Sta(5)+Stress(4)

Legal/Diplomatic
Danae: Guile(5)+Com(5)+Stressurl=http://www.coyotecode.net/roll/lookup.php?rollid=223194[/url]=12 Success!
Danae: Charm(6)+Pre(5)+Stressurl=http://www.coyotecode.net/roll/lookup.php?rollid=223194[/url]=15 Success!
Aurthor: Artes Lib(2)+Int(5)+Assist(3)+Stressurl=http://www.coyotecode.net/roll/lookup.php?rollid=223194[/url]=10+ Success!

Story: The party arrives at the chosen combat ground deep inside a Regio, and the Faeries attack from ambush. Unfortunately, the Faeries don't even have close to the strength to beat the party in combat and are quickly slaughtered. However, the "judge" informs the party that they have three undefeated combatants. Somewhere in the arena which is apparently the entirety of the Regio. The party then spends several days tracking down and killing three Faerie deer, all while the weather was storming at them. Then the judge declares the party lost the battle, which then requires the party get involved in an absurd legal battle with the Fae. Eventually the Faerie bribe the party with a vis source and a bunch of vis to accept defeat. The party leaves with their loot while the Fae celebrate their "victory".

Results:
Experience: 7xp
Confidence: 3
Time: 12 days
Rewards: Build Points*6=27BP
The party wins the Faerie Chalice of Woe and Defeat and 10 pawns of Perdo Vis (Faerie)

Faerie Chalice of Woe and Defeat 5 pawns Perdo Vis/Year
This large Fae chalice is made of a dull copper made to commemorate the crushing defeat the covenant suffered in 1142 at the hands of Faerie forces. Slowly it fills with a salty water. It can hold well over a three gallons of water. It produces five pawns of Perdo Faerie Vis each year, which only totals about a half a pint of fluid.

1142
SPRING
12) Sandor quest to notch dark secret- spring, 1 cycle combat diff 9 Sandor + Sybilla + Patrice, Noll, Hanbal, Carmen the Cook, Aegis

1st cycle
1) Sandor Hunt 4 + 0 Per + 5 aid (Sybilla 0/Patrice 0/Noll 3/Hanbal 3/Carmen the Cook 3/Aegis 1) + _: 1D10 = [2] = 2 = 11, success
2) Sybilla Stealth 6 + 4 Dex + 4 aid (Sandor 5/Patrice 0/Noll 0/Hanbal 0/Carmen the Cook 3/Aegis 0) + _: 1D10 = [5] = 5 = 19, success
3) Sandor Athletics 5 + 3 Str + 2 aid (Sybilla 0/Patrice 0/Noll 1/Hanbal 2/Carmen the Cook 0/Aegis 1) + _: 1D10 = [10] = 10, oops, _: 1D10 = [9] = 9, no botch, = 10, success

Adventure lasts 10 days, provides 6 xp, 1 Confidence, 2 Rewards:
•Notch on Hook
•+1 rep Sandor

A seedy wretch, a miserable survivor of the war, has been sighted near Siderno. These rumors arrive to the ears of Sandor, who knows this person was formerly an educated soldier serving a rival, and who had apparently researched Sandor's origins, fueling some salacious but entirely inaccurate rumors. Because the man is now a homeless wretch, Sandor fears he is now desperately trying to find out more information and plant even worse rumors, perhaps even on a mission from some other noble. Sandor girds himself secretly, and invites a few people to his manor in Siderno; his flunkies Noll and Hanbal have their part to play. First few days are spent in sybaritic splendor. Then Sandor himself expresses his concern about a person marauding about, and how some people have been robbed and harmed. He takes this responsibility onto himself, he just wants to "apprehend and question this potentially dangerous ravisher". The lads do the work, they let themselves be seen, the man flees their obvious bad intentions, and Sandor exaggerates the consequences of his flight to engage in a bit of sport to show off, tracking him, circling him and hedging him to a perilous cliff face "to trap him". Sandor knows the man is both desperate and very competitive. As he predicts, he scrambles down the cliff face, and out of sight quickly, Sandor in reckless hot pursuit. Out of the sight of the others, Sandor seeks to wrest him from the cliff to be dashed on the rocks below, and he succeeds, very nearly falling himself! All the while calling for his surrender and to "cease this reckless pursuit!", so that when he returns he is cast mostly blameless. Sandor pays for the man's funeral, and everybody oohs and aahhs. More secretly, he pays to have the body exhumed and burned elsewhere, no need for prying necromancers to summon this fool's shade to dance and prattle!

Cycle 1: Investigation challenge 6:

  1. Mercurio Faerie Lore 5 + Int 3 + Assist 3(Al Wazif 5, Sybilla 1, Aegis 1) + die 2= 13
  2. Ancel Awareness 4 + Per 4 + assist 5(Armani 5, Al Wazi 2, Sybilla 2, Aegis 2) + die 5 = 18
  3. Mercurio Intrigue 3 + Pre 3 + assist 4(Sybilla 3, Patrice 2, Ancel 2, Al Wazi 1) + die 8 = 18

Cycle 2: Outdoor challenge 6:

  1. Mercurio Area Lore(Locri) 3 + Int 3 + assist 3(Ancell 2, Patrice 2, Armani 2) + die 9 = 18
  2. Ancel Hunt 13 + Sta 1 + assist 0 (Aegis 1) + die 1 * 5 = 24
  3. Sybilla Stealth 6 + Dex 4 + assist 9(Al Wazi 6, Armani 5, Mercuri 4, Ancel 3) + die 9 = 28

Cycle 3: Commerce challenge 6:

  1. Sybilla Craft(Weaving) 12 + Quik -3 + assist 0 + die 3 = 12
  2. Mercurio Folk Ken 4 + Per 2 + assist 4(Ancel 3, Leaf 2, Patrice 2, Al Wazi 1) + die 2 = 12
  3. Patrice Bargain 4 + Com 5 + assist 0 (Mercurio 1) + die 3 = 12

Our Story:
Sybilla knows what she wants, she just needs to find out where to get it. There was a lot of discussion and brainstorming, but Mercurio remembers a childhood adventure with a faerie bazaar. The first thing they need to do is find it again, looking over the area, seeking out the evidence of it's existence and seeking it once again. They found a few people who may have visited the bazaar, but they weren't willing to speak about it. The group had to pull out all the charm, and quite a bit more deceit, to get the information they needed.
To find the faerie market, they had to scour the local area for the right signs, and used Ancel's skill and experience to track down and scour the forest, and then the group had to sneak into the market - Sybilla and Mercurio were not supposed to be able to return a second time, but they snuck in behind the others. Unfortunately, they didn't have anything good to trade, and the faerie merchants were not behaving with lesser trades - so Mercurio found a Faerie Spider who was shopping around, and Patrice promised that Sybilla could craft for her an even more impressive web than she had with her - but the spider drove a rough bargain, and her new web had to be made by dawn. Sybilla wasn't particularly fast at her work, but by making every single knot and thread count, she was able to hand the faerie spider her beautiful new web before the sun rose.

results:9 days, 6 xp 6 rewards, 3 confidence