(With apologies for the delay...)
Meanwhile...
Vispilius goes into town as a high-blooded priest, and, being more than confident in his abilities and plan, he'll check in first at the church, and try to gain the local priest's aid. As The Gift may be a problem, he'll first attempt to Enchant the priest, but also explain it away as a burden that the good lord has placed upon him to try his faith, "as with so many these days." If the enchanting fails, he may resort to spells, or just beat a retreat with much thanks, depending on how things go.
(If the latter, he'll wait outside invisibly and try the spells again, expecting an angry or worried priest to proceed into the town - rewriting the priest's memory, and going from there, either trying again or, if he feels that unlikely to work, simply proceeding alone.)
If possible, he'll ask if the priest has noticed anything sinister about the bridge beyond the fae, or in the town in general, anything that V thinks might tie in. Also about what appears to be someone buried there - if there's any record of such, or of someone disappearing, either when the bridge was torn down or about the time that Vispilius knows the knight showed up. Lastly, he'll ask the priest who might live locally to the ruined bridge, and also if he wouldn't mind accompanying him to meet these people, to introduce him and help him in his questions... please, brother...
If there is someone in the latter category, he'll question any who might have noticed changes or events that the townsfolk had missed.
He'll try to track down someone who knows one or both of the nobles, Lord Hans or his rival (and ID that person if it seems significant), and/or question any who was part of the crew that destroyed the bridge, or witnessed it, to see if anything odd was observed or remembered, about the incident or events leading up to it.
He'll track down the fisherman, and use the spell to pry the Latin out of his memory - tho' he may not understand it, it should be there still.
If he sees any crows, and he's not in public, he'll just blast them, unless there are too many.
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OOC:
While he has spells at his disposal, he'll mainly rely on simply entrancing folk, with a "Talk to me, my child" sort of approach.
Entrancement 3(+2) (cooperation), Pre +3, = +9 vs their Stam +3 (& see p 65)
Spells he might use if/as needed, with base casting totals:
Against crows:
Swarm of Shafts (Cr(Re)He 15/+12) (Mastery 1: Penetration)
For the villagers that Enchantment does not sway, to gain their cooperation and/or maintain/augment his cover:
New Memories for Old* (Voice, Sun) (MuMe 15/+14)
Loss of but a Moment's Memory (PeMe 15/+14)
Memory of Distant Dream (Voice) (CrMe 25/+14)
Pose the Silent Questions (Diam) (InMe 25/+14)
(* Major change to series of events)
To see and hear what's going on after he leaves, to make sure he's not getting into trouble:
Prying Eyes & Ears (Voice range) (InIm 15/+13)
If he needs to ditch the crows, or a nosy villager, he might jump from one location to another:
Wizard's Leap (ReCo 15/+8) (Mastery 1: Fast)
Or just disappear, tho' he doubts that will fool demonic crows:
Brief Veil of Invisibility (Touch, Diameter) (PeIm 15/+13)
Int +3
Per +1
Com +0
Pre +3
Second Sight 3 (illusory disguises)
Awareness 3 (guards/security)
Guile 2 (fast lies)
Stealth 3 (urban)
Craft: Acting 1
Craft: Disguise 1 (clergy)
Charm 1 (first impressions)
Folk Ken 2 (townsfolk)
Intrigue 1 (rumors)
Leadership 2 (intimidation)
Latin 4
C&C Law 1