Diplomacy
Recruiting Renault
DC: 15 + 10 [Beast Hunt] = 25. Roll: 20 + 2 + 2 + 0.4 = 24.4
The pitch was simple, and could be handled by anybody. It should only be a task for an afternoon, if that.
"Hm. What do you plan to do about the Beasts of Autumn?"
"Burn them out, of course."
"I see. Well, then, I'm afraid I'll have to be observant just a little bit longer," she replied.
Between instants, she slipped out of sight, and all you can do is gnash your teeth. You can't be wasting your time tracking her down when you have so much else to do.
Intrigue
Reconnecting Networks
DC: 20. Roll: 22 + 2 + 2 + 1.4 = 27.4
Showing back up in the province and stringing along the old contacts mostly gets you your network of low-ranking servants and merchants chatting casually about you about the weather and the "weather" again. Of note, not that you could possibly miss their presence, is that the nobles have simply chosen to stay home. If there was ever a nascent movement for Antigua to cleave away of Oskaria, the promise of Transylvanian riches and fear of the mighty Oskarian army seems to have made secession a much less desirable goal - especially with the Star and the Divine Gathering coming down as hard as possible in favor of Oskarian unity.
Of course, now the double agents are undoubtedly telling their masters that you're here, but you also have an army on your side - you doubt that they'll be trying anything too overt, and this time you have an army to help watch for the covert things.
Learning
Containers
DC: 20. Roll: 23 + 2 + 6.1 = 31.1
It is done. Through incredible expense, you have your soul jars, remade for spirits should you manage to convince the spirits to get in to testify.
You're honestly dreading that more than you are hurting at the sheer expense of creating the jar.
Stewardship
Registration of Letter Evidence
DC: 10. Roll: 24 + 2 + 2 + 0.8 = 28.8
The registration, on the other hand, is actually as simple as sending a bright young person with money enough for the trip, and telling them to present the packages in order. The person does manage to come back in time to report that it has been successfully handed off to the registrar and summarily entered into the docket as trivial evidence about a minor dispute in the countryside - perfect to avoid notice from the higherups.
Martial
Beast Hunt
DC: 30. Roll: 22 + 3 + 4.3 = 29.3
Stewardship
The Migrant Paths
DC: 25. Roll: 24 + 2 + 2 + 5.8 = 33.8
Piety
Shifting the Blast Zone
DC: 25 + 25 [Beast Hunt Discovers Greenskins] = 50. Roll: 24 + 2 + 6.3 = 32.3
Piety
Appeasing the Country Spirits of Antigua
DC: 25. Roll: 24 + 2 + 7.1 = 33.1
Random Event Roll: 35
The discussion about what to do about the Beasts of Autumn was simplified through the overawing might of Oskaria's Star overhead. You knew where the Beasts of Autumn are located, and you can strike there first to dispel them before things truly get going in earnest. That was simple enough. The difficult part was in coordinating the motion of the army - Oskaria did not care very much whether or not they were in the way. After all, these people weren't of Oskaria - but you cared. Ophelia cared. And so Ophelia-Oskaria made the concession in favor of her embodied half.
It would be a difficult campaign, all the moreso because of the twin restrictions of the haphazardness of the army and attempting to avoid the forced labor campaigns. It would be one that would need all of you to cooperate heavily and then luck atop that.
And for the better part of the month, in between scouting the paths that must have been traced through the countryside as these forced laborers were brought into the country while off the main roads, regularly praying to the spirits and erecting sacred shrines where you went, while shouting to the uncaring wilderness that the true culprits will be brought to justice, so please stay your hand oh great spirits, you miraculously succeed. Time and again you realize that if only one person in your group had turned their head or the greenskins had decided to wonder what the great trampling and howls of the beasts of Autumn were, everything would have gone wrong.
One day, you are not lucky. The path is too developed, and the men softly with the underlying anger of long frustration of the endless marching, of the endless refusals to follow paths, demand to follow the path to the town that must be there. You cannot keep them under control - they simply march off without care.
They find one of the labor camps, erected in a hurry.
They do not find shrines.
They arrive at a conclusion.
The first labor camp becomes a pyre of innocents, offered up by an army furious in their just righteousness to the equally furious spirits of the forests. You can feel more than you see the rumor spread, and from there smoke plume after smoke plume fills the horizons. Not even Ophelia in all her brilliant glory can stop her army from lunging ahead to join in the bloodbath. Systematically stripped of weapons, all the greenskins can do is die. Begging, cursing, what difference does it make in the end.
It is the sight of a child cursing Ophelia with their last breath that dims her light for the first time in months.
Cost of Goods Sold: 50 Budget.
Spiritual Expense: 20 Budget.
Salaries and Wages Expense: 4 Budget.
Army Expense: 3 Budget.
Other Expense: 3 Budget.
Net Loss: 80 Budget.
Remaining Budget: 114
Rumor spreads faster than the wind. With the rumor beats the angry march of peasants convinced that the reason for their misfortunes has been identified - the damned greenskins, the damned horned ones, the damned Colonists in general. The Oskarian land is watered with blood, the spirits give a great gust of satisfaction, and you get the distinct feeling that only your proximity to the flickering Maiden of Light is keeping you and yours alive - especially since the army is now in a downright mutiny, breaking off from your command to go find more Colonists.
What they'll do, well.
You may spend as much money as you have available.
You have three [Free] Action that may be spent in any category.
You can cooperate with your teammates to add +3 Base Stat to an action you are cooperating on.
You have five more months to register evidence before you have to start tangling with the new Registrar of Evidence.
Ophelia-Oskaria is wavering. Ophelia and Oskaria are coming to a clash, as Oskaria sees nothing wrong with the bloodshed. Ophelia does.
Martial (Choose 1) {Ophelia-Oskaria? Action}
[] [Martial] Company Hires
You don't feel safe right now - perhaps hiring a band of professional mercenaries is in your best interests right now. DC: 20. Costs: 4 Budget.
[] [Martial] Drumming Up Support
You know who else isn't feeling very safe right now - the community leaders watching all these bands of outside peasants roaming through their country looking for something to burn. It will be tricky, but Ophelia might be able to coordinate them. Of course, they've all heard the rumors too...DC: 22. Cost: 0 Budget.
Diplomacy (Choose 1) {Tekla Action}
[] [Diplomacy] Requesting Barony Meetings
Well, you've gone and removed the threat of the Beasts of Autumn, and you have no armies to control. With those two factors gone, even the Barons might only deign to give you the time of day - after you've sufficiently feted their egos, of course. DC: 20. Cost: 4 Budget. Will require second Action.
[] [Diplomacy] The Merchant Elite
On the other hand, the merchant guild may be more amenable to listening to you - well, more strictly, how much you're willing to pay for them to talk with you. DC: 25. Cost: 10 Budget.
[] [Diplomacy] The Cooperatives
You can go find the cooperatives to see if you cannot rouse an ally - but you suspect the call of purging the Beasts of Autumn is too great a clarion call. DC: 20. Costs: 0 Budget.
Intrigue (Choose 1) {Kerrie/Agueda Action}
[] [Intrigue] Direct Action
Screw it, you'll obtain the evidence through direct investigation. Even if you have no real clues besides general location. Surely if you raid enough baronies someone is going to know something. DC: 20. Cost: 0 Budget.
[] [Intrigue] Whispers
The fact that your network is so compromised actually makes it perfect for the purpose of discreetly notifying the nobility about why they're about to see their tax revenues collapse - which should make them very willing to hear you out, provided they trust you. DC: 10. Cost: 0 Budget.
Learning (Choose 1) {Tekla Action}
[] [Learning] Special Tooling
Tekla says he's noticed something, and might be able to scrounge a tool to figure it out with the assorted scraps, some money, and time. DC: 25. Cost: 4 Budget.
[] [Learning] Illusive Gear
You need something to better hide your party members, now that anti-Colonist sentiment is so riled up. DC: 15. Cost: 2 Budget.
Stewardship (Choose 1) {Ophelia-Oskaria? Action}
[] [Stewardship] Calculating Net Losses
While this whole disaster is partly your fault, you will actually be able to use this in court presentation - specifically, by comparing volume of industry supplied before...well, before and after. DC: 25. Cost: 0 Budget.
[] [Stewardship] Documenting Conditions
Well, you'll probably have to do some jumping through hoops, but you can record the state of the settlements - admittedly after they've been burned down - and point out how illegal the settlements are. DC: 15. Cost: 0 Budget.
Piety (Choose 1) {Ophelia-Oskaria? Action}
[] [Piety] Requesting Spiritual Testimony
Well, honestly, you could ask this of anyone by this point, but you would hate to waste having all the expense of the soul container go to waste. Perhaps getting one of these spirits to testify would be worth it. DC: 35. Cost: 10 Budget.
[] [Piety] Reaffirming Oskarian Blessings
Tensions between Ophelia and Oskaria - frankly, between Oskaria and your party in general - have risked the blessings of Oskaria you currently wield. Maybe you can fix that. DC: 20. Cost: 4 Budget.
[] [Piety] At the Edges
Requires Special Tooling. Will use Tekla Piety of 16. Tekla's saying that he's picking up on something - and wants permission to spend time investigating. DC:???. Cost: 2 Budget.