You decide to try something new, and expand not just the strength of your divine power but its scope as well. Your people's lives are constrained by their surroundings, and so you take up a power which would allow you to control it somewhat. You could have gained dominion over caves, but the thought is...distasteful, you doubt you will do it unless you have some pressing need. The caves form paths, and so it is paths you will gain power over.
Gained Paths 2. Can modify, control, or create paths of good quality and stability, but not too esoteric levels.
You also invest some strength in gaining power over artifacts as well.
Gained Artifacts 2. Better skill with artifacts.
Transform Artifact – 2 successes out of 10. Quality Roll: 18
The first thing you try to do, using a bundle of divine power you are not really familiar with is transforming the helm into something more useful. You are not quite sure how to make it more useful, at least not how to do so in a genuinely useful manner that will immediately help your people. So you start by basically throwing a big old ball of divine power at it and seeing what happens. You can immediately see the shape of what will result: a suit of nigh-unbreakable armor that will cover the wearer at their command, although never for more than an hour and will require a period of rest equal to its use. You approve greatly, although regrettably, it will take much more work. At least future efforts will bring in your skill at Protection.
Control Monsters, 1 success, Thresholds at 1,3,7.
You face the same problem you did last season: there are just too many monsters and not enough time for you to control every single one. Though many are turned away from your people to attack other threats by your will, and many too badly injured by the resulting fights, some still get through, and even if none of the attacks succeeded it still tires and distracts your people.
Find Artifacts: 3 successes. Thresholds at 2, 3, 5, 10.
You also take care to bless your people's efforts at finding new artifacts for their use and for you to alter, and this time your blessing proves potent indeed, as you find the Path to hidden caches of such things. Unfortunately, hidden does not mean intact, but your people find at least one useful item thanks to your blessings.
Random Event Roll: 11+5 = 16.
Your blessings this season have not been as potent as they could have been, but they took what could have been a fatal attack and turned it into merely a severely wounding one, and fortune truly smiled upon your people, for not two days before they found a strange machine of metal and wire that seemed to inject something into people which helped heal their wounds. It seems damaged, and sparks constantly come from it, but for the time being it is an amazing aid.