Part 41: A Gathering of Gourmets
Aruit 8-11

Having learned the spell to explore the Tower of the Cold Forge, the Five-Handed Tree gathers back together after classes and heads back to the main chamber where you encountered the ghost. Upon seeing you arrive, the ghost waves you forward and leads you to a large chamber with many doors. Most of the doors are open and lead into darkened rooms, but a small handful are still closed and are surrounded by a red glow. At the opposite end of the room sits a tremendous door, the size of three others put together, also closed and glowing.







You approach the first door the ghost indicates, which has the image of a cat set in the frame over the center of the portal. Rallying your courage, you draw out the two phemes of the Time Push spell and chain them together. The red glow remains, but the ghosts nod indicates that you succeeded just the same. You open the door and push through the ruddy haze.
Youve hardly had a moment to orient yourself when you hear the growl of a large beast to your left. Readying your wand, you turn and catch sight of a puma, black save for streaks of white and gray along its sides and back.

Tacito looks like hes about to ask another question, but the giant cat is already moving in!

This adventure is setup a bit differently from most. Adventures usually present you with a set of investigations and exits, the investigations either unlocking alternate exits or else improving the odds on one or more existing exits. What you see here instead is an investigation which leads to the only possible exit, effectively making it a multi-stage adventure within a single stage. Mind you, this is also a multi-stage adventure in the more traditional sense, too.

All the time you spent training the Tree to act as a single unit pays off as everyone dodges to the side before they even register what you shouted. You yourself hop back out of the pumas range as the animal takes an exploratory swipe.
Too bad it didnt commit. Its your turn now.

The puma gathers itself into a tight ball as it prepares to pounce, but your hand is a blur as you trace out the phemes to a sleeping spell. The cat issues a single great yawn, then relaxes into slumber. Its legs start twitching as it dreams of a chase, and perhaps of running freely through the mountain slopes.
Having defeated the tired puma, you quietly step over the sleeping figure and collect your prize. The ghost explains exactly what you have picked up:

You walk back out into the main chamber with the phantom, noting with some interest that the red glow surrounding the doorway has now faded.

The ghost points to a second doorway, this one with a tree set over it.



As you move to the second door, you cant help but think the ghost has grown just a bit more solid, although his monotone hasnt changed a bit.
You cast the Time Push spell again and enter the second room. The first thing you notice is a thick strand of what you take to be wire cracking up through the stone floor before rising almost to the ceiling where it splits off into oddly fractal branches. The limbs are gently swaying despite the lack of a wind, and every movement causes a spark to jump between twigs. As the spirit moves to the center of the room, the tree grows violent and an electrical storm erupts, spraying most of the room with lightning. The ghost, entirely ignoring the deadly bolts, shouts over the thunder:


How exactly does one ambush a tree? I guess well find out, since Negation Methods is merely an investigation. Seems like we should be prepared, though.

Most of the clique isnt all that good with Negation spells, but the danger is fairly obvious. At least itll be better than nothing.
And now back to Ambushing.
A simple Incantation coughs fire at the tree, but though the bark crackles and darkens, it doesnt catch fire. The tree seems to have noticed the assault, at least, and a lightning bolt is fired straight at you! Fortunately, the bolt is harmlessly deflected into the ground by your shielding spell. Guess you did something right after all.

Secretly the Ambush check was an investigation too, and this adventure stage isnt over yet. Tactics seems the most final, so how about doing those other two first?

Rui da Casga runs around the edge of the room, leaving a disorienting mash of spells behind him. Some blur the light and others mask sound, while strange and disturbing odors explode at random intervals. Coughing and laughing noises come from all corners, leaving you with the impression of a carnival gone sick in the head. At least Rui hasnt been zapped yet, although youre starting to hope he will.
In the meantime, Vrenelle is using more traditional methods of dodging incoming zaps. She weaves back and forth through the furniture not yet crushed by the growing tree, sometimes somersaulting under a chair or occasionally ducking under an overturned table.

Ah, green. Much better.
With your distractions well underway, you feel (barely) confident enough to rush in upon the tree itself. Your wand sketches out the phemes even as you keep your eyes on the branches; if youre going to get out of this without getting fried, this is your only best option.
Of course, you do trip on a root on your way over and skin your knees, but the spell holds long enough for you to cast it, and the tree itself? The stone form will wear off eventually, but until then you wont have to worry about your hair exploding into flames. The ghost approaches you.

You head back out into the main chamber with the ghost, noting with satisfaction that the red glow has once again faded from the door. The ghost then leads you to the third normal-sized door, this one with a fist set above the frame.


You cast the Time Push spell once again and move to open the door, but the ghost interrupts you first.

How reassuring.

You dont know what possessed you to dive the second you stepped into the room, but a flaming fist colliding with the doorframe just over your head tells you it was a good idea. You roll into a fighting stance a few steps away, and the next attack from this ugly, horned thing is already coming.


You shout, both to make sure youre concentrating on the spell and not the beasts fists and to let everyone else know what they ought to be casting, too. Fortunately, someones spell must have gone off, as the argenblats legs begin to sink into the now-boggy stones. You now have something resembling breathing room.

Rui lets out a great scream, and the argenblat pauses in its tracks. It may just be confused, but youll take what you can get.
That was Intimidation, just for the heck of it. Now for Glamour again.
Youre almost surprised at how calmly youre dealing with all this. You even smile as you wave your wand through the intricate symbols. Pheme, pheme, pheme: nap. One argenblat face down in the mud.



Startled, you turn to the rest of your friends and see that Emilia is right. Everyone is tired, muddy, and a bit scorched in areas. Taking stock of yourself, you realize that adrenaline is pretty much the only thing keeping you going yourself.

The rest nod in acceptance, probably just to get home that much faster.

Fate, however, has something else in store. While walking past the menagerie, you hear a series of loud crashes, seemingly from the opposite side of the bestiary. Rushing to investigate, you discover a band of thieves stealing animals from the pens! The staff has been knocked unconscious, theres smoke everywhere, and the animals are panicking.
Meanwhile, several students and professors are approaching in a group to confront the brazen crooks.

Composure may be certain, but wheres the fun in that?
You try to peer through the smoke to see how many robbers there are and what animals they are stealing. You also want to determine who is fighting them and what they are doing. From what you can see, the thieves appear to be stealing horses, mules, falcons, and wolves, the type of animals you could bring on a long journey through the woods.
These thieves are probably not professional bandits and escape, rather than greed, is likely their motivation.

War! Thats more like it.
Tired, dirty, and just a bit hungry, you nevertheless rally your Clique and wade into the growing melee. The noise and chaos is almost overwhelming as you fight your way over to the group of students and professors.
You are blinded by bright flashes and deafened by loud bangs as the students and professors cast whatever they can to stop the thieves from getting away. Some have even stooped to throwing rocks and sticks, whatever they can get their hands on.
Eventually, the smoke and noise attracts a group of guards, and the battle doesnt last long after that. One by one, the bandits are overwhelmed, and eventually the last group simply surrenders and lays down their wands. The guards round up the thieves and drag them off while the professors organize the students into groups to recapture the animals.
That was amazing!



You overhear a group of students watching someone. Taking a look, you see the person theyre talking about, Lambert Cobo, whiz by in a sprinting run around the Academagia grounds.

You think maybe he isnt going quite that fast, but something strange strikes you about the situation.

It would seem to be a runaway spell. Literally. Lets see if we can get more info.
All the students start talking at once when you ask whats going on, but you manage to convince them to speak one at a time.

You wonder how Lambert managed that, but theres no time to worry about that now. You now know what you can do.

What, go find a professor? Lame. Negation isnt Ilianas best magic school, but its worth a shot.
Youll need to have perfect spell control to stop a running student. You pull out your wand and, as Lambert gets closer on his next pass around the grounds, you cast the quickest Negation spell you know.
Too bad it wasnt quick enough. The spell goes wide and Lambert just runs right past you. You do notice some professors starting to take interest, though; looks like you wont need to try again.

You and Vrenelle agree to do your planning in the Aranaz common room. It may be a public place, but Aranaz students are better than most at staying out of each others business. Just to be on the safe side, Vrenelle brings over some books and opens a couple to disguise your brainstorming session as studying.
Vrenelle starts things off by listing her various problems with the kitchen.





You argue for a while about how many new dishes you should introduce to the cooking staff. Too few and the chefs wont be convinced to change their ways, while too many might keep them from trying their own ideas. You finally decide on a happy medium.



You spend a little more time brainstorming and come up with two possibilities.

Let Vrenelle pick is an option youll be seeing pop up a lot for this adventure. In all cases, its a Persuasion check that adds a significant Chance of Success boost, regardless of which option she recommends. I wont really need to use it, however.


You move into Vrenelles room to make your attempt. By the time youre finished writing the perfect letter, your fingers are stained with ink, your neck and wrist are aching, and you have to wade through a sea of crumpled rejects to reach the door, but at least its done. Vrenelle folds the letter carefully and seals it with her personal stamp before sending it off. You head to the washroom to clean up and then go to bed.

By breakfast the next day, you have your reply. Vrenelle slides over to you with a letter in her hand, still sealed.

Vrenelle carefully sets the letter on the table and slides a knife through the wax seal. Opening it with exaggerated precision, she reads aloud:





After spending more time thinking up possibilities, you hit upon two that seem sure things.

The previous adventure includes the phrase the next day and the current adventure has a one-paragraph setup, so I blended them together. Chemistry and cooking have a surprising amount of overlap, but it still seems a bit exotic to use it in this case. Plus wait till you see how Vrenelle obtains an off-campus recipe.


You and Vrenelle quickly acquire a stack of recent newspapers and start hunting through them for food reviews. Eventually you narrow your choices down to one: The Spicy Wand.



Youre not quite sure how she accomplishes it, but by lunch Vrenelle comes to you with a permission slip for her and one guest to leave campus for the night.

You were planning on skipping out on classes to visit the Contu school and then staying out late, but you quickly rearrange things with Vrenelle: you decide to spend a nice lunch out, then head off to the Contu school. Vrenelle leads you past the guards, waving the permission slip boldly in her hand. The guards must have been expecting her; they dont even bother asking her to stop.
You arrive at The Spicy Wand in the middle of the lunch rush, and the greeter is nowhere to be seen, so you wind up nicking a pair of menus and seating yourself at a decent-looking table. Glancing through the rather poorly designed menu, you note how the ink smudges every time you touch it. By the look of things, your menu has been touched an awful lot.


You have to whistle past your fingers to get the waiter to stop chatting with her friend by the window, but you eventually mange to get your food ordered, and by great fortune it gets to your table before cooling. Your meal turns out to be delicious in its own right, and the two of you have trouble deciding which one is better. Just to play it safe, Vrenelle decides to go with the stew.



Pulling a jar from under her robes, Vrenelle dumps in the last bit of stew and seals it tightly before hiding it away.

By the time you get back from Incantation lectures, you find that Vrenelle has commandeered an empty potions lab and set out an entire kitchens worth of cookery and spices. The stew itself is resting in a bowl in the center, looking rather picked over.


Feeling grateful that the Sphinx taught you the basics of cooking, you spend an hour smelling and tasting the liberated broth and jotting down your impressions, making several revisions in the process. Finally, you feel satisfied by your list and add it to Vrenelles.
You and Vrenelle reconstruct the broth using your list, then follow some generic stew instructions to chop up ingredients and add them to the pot. At last, there is nothing more you can do, so you set it to simmer overnight.


Vrenelle shakes you awake the next morning. Through the blurry early-morning haze, you see that she is sporting a wide, lopsided grin.

While tempting, youd really rather get a few more hours of sleep right now. Still, you know Vrenelle will come back if you dont drag yourself out of bed.
At least the stew really was worth it.

Much later, you and Vrenelle are conspiring again in the Aranaz common room.


Nice to see the two primary exits are both green, but Persuasion is certainly more in Ilianas mode. But why not Sleuth things out a little first?


It doesnt take long for you to find the cook whose life you saved a few months back, and she is entirely willing to gossip about her coworker. It would seem the new hire is more interested in students than the kitchen; the Academagia student body hosts the most finicky eaters since the emperors died off. If she can make something they love, imagine how much people would pay to eat at her restaurant five years down the line!
Now its just a matter of figuring out which form of Persuasion is best. Vrenelle will happily provide the funds for a bribe, but why not manage this one without any money at all?
Vrenelle nods when she hears your decision.

That person being, of course, the new chef. It takes some doing, but you manage to get her a note to meet the two of you. Something about it must have intrigued the cook, because she comes fairly quickly to the meeting spot just outside the back of the kitchen.

Vrenelle guides the chef to a quiet location.


Vrenelle gives you a pleading look as she exits the room. Not that she really needed to; you know exactly what youre doing.

You give the chef a reassuring smile and start in with a little small talk to calm things down. After a few minutes of friendly conversation, you mention Vrenelle, and her wealthy family. The chef gives a nervous glance around.




By the time youre finished, the chef is practically begging you to take a recipe. She dashes back into the kitchen and emerges within the minute, clutching a folded piece of paper.


You accept the recipe and head off to find Vrenelle. While you wouldnt have minded lying to get the chefs help, you figure actually helping her out will be easy enough for the Bonvins to manage, so they should know what theyre expected to do.

Youre browsing the library on a particularly slow day; the only student present besides the librarians is Piccolet Gleyre. You wanted to double check some information, so you grab a book and start flipping through the pages. However, all the words are jumbled up for some reason; the whole book is gibberish. Weird. You grab the book next to the first, but it makes no sense either. Ten books later, everything is still unreadable!
Looks like someone or something has scrambled all the words in all the books in the entire library.

What an odd situation. Lets check for a second opinion first.
You see Piccolet sitting down and studying at a nearby table. You walk over to talk to him, but when you ask if hes noticed if anythings wrong, a perplexed look crosses his face. When he replies, Piccolets answer is nothing but a garbled mess. Someone must be messing with everybody in the library, too! Youre getting very nervous. You cant live like this!
Sadly, that was the failure text, and it added one Stress point. At least Concentration is a sure thing.
You run up to a librarian and begin to excitedly explain the problem. The librarian shushes you, so you very quietly and excitedly explain your problem. When she still doesnt quite get it, you point at your mouth and head and make wondering expressions.

Realizing you arent calming down, the librarian reaches over and brushes something off your shoulders.

Oh, thank goodness! That was pretty scary.
Luckily, that exit reduced Stess by 1, making this random event a net waste of time instead of a loss.







Youre ready to go this time. You climb up through the window and plop down into the rodents sanctuary. You take a moment to collect yourself and get your bearings when there it is! Your victim is frozen right in front of you. You have to catch the furry little mouse before it gets away again!

And this is what Strategy was for: chasing a mouse.
You pounce before the mouse can regain its senses, but it quickly turns and flees before you land. As it moves to scamper off, you run around and cut it off. It turns for a different route, but you leap over and block it again. After a while of dancing around, you manage to back the rodent into a corner without its knowing. Its as good as caught!
Before the vermin can run away, you box it in with your paws. Theres no way for it to escape now. In fact, you could totally come back later and finish it off! Yes!
For the record, I did not alter in any way the last two sentences of the adventure.
Gains of the Week
First Principles increased by 1.
--Knowledge pheme learned.
Successful adventure!
--Courage increased by 1 step.
--Danger Sense increased by 1 step.
----Insight pheme learned (fourth time and counting).
--Gained the Sword of Kush.
--Learned about the above.
--Danger Sense increased by 1 (not one step, one level).
--Tactics increased by 1.
----Covert pheme learned.
--Pure Luck increased by 1.
----Fortunes Choice spell learned.
--Heck of an adventure, isnt it?
--Lightning pheme learned.
--Concentration cannot be increased.
--Courage increased by 1.
----Bravery pheme learned.
--Glamour Spells cannot be increased.
--Confidence cannot be increased.
Successful event!
--Courage increased by 1 step.
--Increased merit by 5; Aranaz merit now at 304.
Handled Familiar.
--Cpt. Felixs Strategy increased by 4 separate steps.
Successful adventure!
--Semantics increased by 1 step.
----Grammar increased by 1.
Unsuccessful event.
--Stress increased by 1.
Ink Compounds increased by 1 step.
Studied at Esteban Contus.
--Incantation Methods increased by 1 step.
----Wind pheme learned.
--Incantation Phemes increased by 1 step.
----Earth pheme learned.
--Incantation Spells increased by 1 step.
----Private Chariot spell learned.
--Theory of Incantation increased by 1 step.
----Incantation increased by 1.
------Paint a Fog action learned.
--Net 0 Stress gained.
Successful adventure!
--Recipes increased by 2 steps.
----Seduce pheme learned.
Revision Spells increased by 1.
Successful adventure!
--Persuasion cannot be increased.
Successful adventure!
--Bond of Silver increased by 1 step.
--Cpt. Felixs Manipulation increased by 1 step.
--Cpt. Felixs Strategy increased by 1 step.
Successful event!
--Net 0 Stress gained.
--Social Skills cannot be increased.
Aveline used Compete; Aranaz merit now at 307.
New Abilities
Fortunes Choice (Spell): Luck/Astrology v9; -1 Luck to target and +1 Luck and +3% Chance of Success to self for 1 day.
Private Chariot (Spell): Luck/Incantation Spells v5; +6 Explore for 3 days.
Paint a Fog: Luck/Incantation v9; -5 to targets Perception and Observation and 5% Chance of Failure, but +1 Listen for 1 day.
The Sword of Kush grants +1 Strength and deals 3 damage if used in a duel. The Strength boost isn't quite enough to outweigh either of Iliana's wands, but I'll keep the weapon around in case she needs to boost a Strength skill at some point.