Inside the Septizodium
Getting inside the Septizodium should be almost effortless for the magi. Of the six available rooms inside the building, the cardinals only use the two on the ground floor and two on the second floor. Day after day the men spend most of their time enduring the atrocious heat, complaining about their conditions, and bickering. The cardinals know that they are the only people who are supposed to be in the building, but in their captivity they abandon normal protocol and speak with intruders, especially if those intruders' hands are full of bread and wine. Each day at noon several servants bring lunch into the building, and characters could easily slip in disguised as servants.
First Impressions
Inside the scene is disastrous. The building is hot and stinks of human cohabitation. Flies buzz everywhere. The eleven men, half of them older than 60, have stripped to their underwear, their regular clothing tossed in corners. Some bicker and complain with each other, some lie listlessly about fanning themselves, other yell invectives at the guards. All wait for lunch to arrive, and when it does they hustle toward it to gather their share of the food. Scuffles have erupted as the portions diminish. After lunch, sometimes after an afternoon nap, the cardinals vote. An argument typically follows.
The four leading candidates mill about their colleagues petitioning votes, conversations which are easily overheard. Annibaldi promises wealth and fortune to those who vote for him, also suggesting that he could make life quite difficult for those who oppose him. Tommaso quotes Greek philosophers and references famous Greek myths in his persuasions. Bonaventura rails against the emperor and says that it is each cardinal's duty to vote for him. Castiglione complains about the heat — he is the frailest of the group — and meekly promises to make peace with the emperor to preserve the tranquility of the Church.
The invisible planetary divinities lounge around the perimeter of the room, enjoying every squabble. While invisible they are not incorporeal, and pinch and poke those they don't like. To see the faeries requires a successful Perception + Second Sight + stress die roll against an Ease Factor of 14 or a level 40 Intellego Imaginem spell (base 20, +4 Vision). As eager spectators the faerie instantly notice new participants in their game, especially if the magi cast obvious spells. Having already noticed the sigil displayed when Alyates casts a spell on Bonaventura, the planetary divinities assume that the player character magi are the wizards targeting the Guelph. Clandestinely, away from the cardinals if possible, they reveal themselves to the magi and say that it isn't fair that they have appeared on the scene. The other manipulators are using proxies and they should too.
The magi won't know what this means but the planetary divinities explain that they, a demon, and obviously the magi are all trying to control the election through their proxies, and by arriving inside the building the magi aren't being fair. That fact that the

planetary divinities are not always acting through their proxy is lost on the faeries. They are more interested in the play than the results. They know that Bonaventura is the cardinal targeted by the wizard, who is also controlling the heat in the room (this is incorrect), and that a demon has been seen hovering around the balcony. They don't know who the demon or his proxy is. They don't know why the heat decreases when Castiglione pulls ahead in the vote. They readily admit all these facts.
If Alyates suspects that the magi have entered the Septizodium he runs to the Temple of Mercury and casts Forcing the Undecided's Decision on Bonaventure to suggest that the cardinal stand near the magi and watch them. When this happens Bonaventura' eyes will flash with purple light, Alyates' sigil, and depending on where the magi are they may notice this. Alyates then casts Borrow the Eyes of Another to see what the magi are doing. If Bonaventura has successfully maneuvered his way near the magi, they may see this second spell's sigil. Watching won't do Alyates much good and he might decide to cease Borrow the Eyes of Another and cast Borrow the Ears of Another, giving the magi a third chance to see his sigil. Seeing the sigil is relatively easy by this point, but recognizing it is a different matter. Suggestions on recognizing sigils are in the insert: Sigils.
If Buonacorsus hears the magi enter the city then he triggers his Animation. Every cardinal inside must make a Deprivation check at mid-afternoon (see later). This magical effect has a Penetration total of 21. It is an Ignem equivalent effect for determining whether it penetrates the magi's Magic Resistance. However, magi notice the cardinals groan under the heat, and they may check for active magic using Intellego Vim spells. To determine the magnitude of Buonacorsus' rites, divide the rite's Ease Factor by 3.
Oriens is also watching the magi, either in his undetectable spiritual form or the form of a crow. Perdo Vim magic chills his spine, even though the magi have no way of harming Oriens at this stage of the game. Like every demon, Oriens must first be detected before he can be destroyed (see Realms of Power: Infernal, page 33). Oriens doesn't explicitly know this, but being the accomplished deceiver that he is, he is accustomed to hiding behind the curtain and acting through agents, in this case his diabolical cardinal servant.
The four Ghibellines and the three Guelphs readily admit that they change their votes often, although none of them understand why. Some remember dreams, while others may reluctantly admit to slight bribes and threats. Let players make Perception + Folk Ken rolls after watching each of the cardinals. Success against an Ease Factor of 9 lets the characters know the cardinals dominant Personality Trait, which might shed light on their activities. The four main candidates do not change their votes and continually vote for themselves.
As the magi spend the day observing and interacting with the cardinals, let the players make Reputation rolls for each man they meet.
The Animation
Sitting on the northeast corner of the third floor balcony is a stone statue of a nude naiad. Sculpted to appear similar to the other statues, this is a recent addition, commissioned and enchanted by Buonacorsus. Awakened through a process of Virgilian magic, the Animation has the single power to make the interior of the Septizodium hot and humid. The Animation cannot move and is positioned so that its gaze runs up the slope of the Palatine Hill toward the Colosseum. To trigger the item, Buonacorsus leaves his secret hideout in the Colosseum, climbs to the top of the arcade, and waves a white cloth. If the animation sees the white cloth it activates its single power; the animation successfully sees the cloth on a Perception + Awareness + stress die roll against an Ease Factor of 12. The Animation's sight is limited by natural conditions and cannot see the Colosseum in the dark.
Intellego magic will certainly pick out this statue, as it is the only enchanted statue on the balconies. It is easier to find the statue when its magical effect is activated, but even if searched for before Buonacorsus triggers the Animation, it shouldn't be hard for an experienced magus. Careful observation may also work. On an Awareness + Perception + stress die roll against an Ease Factor of 12 the observer notices that the only statue not facing the Via Appia is the Animation. Finally, if the timing is right, succeeding with an Awareness + Perception roll against an Ease Factor of 15 allows the observing character to see a figure waving a white cloth in the statue's direction. Looking back, Buonacorsus can examine the balcony with a successful Perception + Awareness + stress die roll against an Ease Factor of 9. If he fails this roll he assumes that the coast is clear and will trigger the effect about an hour after sunrise, after he has performed a divination to see how the vote is going.
The Animation's effect can be lethal, over time and against a frail or elderly occupant, but will probably only inconvenience the player characters. A Perdo Vim spell removes the effect, which should be considered an eighth magnitude spell for purposes of determining what level the Perdo Vim spell needs to be. Destroying the statue would also do the job. The statue can be physically removed from the balcony, and the easiest method is to push it over the railing. If it is pushed, determine damage by rolling a stress die + 18 (approximately a 36 foot fall) against the animation's Soak (+10) + a stress die. The animation continues to function if "wounded" but not if it is destroyed. If the statue is removed, Buonacorsus can no longer affect the

cardinals. His magic is too time-consuming to create additional rites and he has exhausted his arsenal with those he has already cast. If the player characters cease at this point, having dealt with the Animation and perceiving no new threats, the cardinals are still in danger. Buonacorsus' rite to bring down the building, Suffer the Judgment of Jericho, is still waiting to be triggered.
The Afternoon Vote and Evening
After lunch the cardinals debate a little bit more. If Buonacorsus knows the magi are in Rome then he has activated his Animation, which quiets most of the debate. Annibaldi uses his Corruption Supernatural Ability to influence those he speaks with, and by spending a Confidence Point he can instill a Personality Trait. He uses the environment's discomfort to his advantage, making it psychologically more bearable to those who agree to vote for him. This same power allows him to make his enemies even more uncomfortable. Personality Traits that might psychologically ease a sufferer's heat exhaustion grant the character a +1 to the Deprivation check forced by Buonacorsus' statue. The reverse is also true, and characters under an imposed negative Personality Trait receive a –1 penalty to the check.
After Deprivation checks have been made, the characters hear the crowd chanting for the cardinals to vote. Slowly they rouse themselves and vote, writing their choice on slips of cheap parchment. The four main candidates vote for themselves and the other seven votes are divided. Three of main contenders rail against their colleges, Castiglione being the only one who returns quietly to his cot.
After the vote one cardinal drops to the floor, drooling and raving like a madman. A character who can see the planetary divinities will see one of them approach the cardinal and touch him, inflicting him with the faerie's Affliction of Heavenly Insanity power. The cardinal had promised to vote for Tommaso and then didn't, and the faerie is punishing the man's disloyalty. When the effect ends, at sunset, the man will confess to inquiring characters that he had promised the sun faerie to vote for Tommaso but then changed his mind.
After sunset the cardinals retire for the night. Annibaldi sneaks away to the balcony. At midnight Annibaldi must prove his devotion to Oriens by sacrificing a few drops of his own blood. If he fails to perform this rite he gains five pounds at dawn. Both the cuts and the weight gain can reveal Annibaldi as the diabolist. Annibaldi knows that he will gain weight if he doesn't perform the blood sacrifice, but also knows that letting someone see him cut himself will reveal his infernal allegiance. Let a player make a Perception + Awareness + stress die roll each day after the diabolist misses a night of cutting himself. If the roll meets or exceeds an Ease Factor of 15 the character notices the additional weight.
Annibaldi heads upstairs to the balcony. If he is not followed he cuts his thigh and whispers his devotion to Oriens while the blood runs down his leg. If he thinks someone is following him he will not go. If Annibaldi makes his sacrifice Oriens appears, in the shape of a huge crow, and lands on the balcony's edge. Tired of waiting, the demon tells his disciple to poison one of the cardinals. Somercotes has regularly resisted Annibaldi's petitions and Oriens tells Annibaldi to poison the English cardinal's food. Annibaldi agrees.
During the night the faeries enter the cardinals' dreams. To those who can see the planetary divinities, it appears as if one of the faeries leaps into the air and shrinks as it falls and disappears inside the sleeping cardinal's head. In the cardinal's dreams the faerie promises the cardinal benefits if he will vote for Tommaso, typically offering to permanently increase a Characteristic, up to +5. This power works on a Characteristic reduced by Aging Points. If this doesn't work, a faerie can threaten the dreamer by making them insane for a day, or more permanently reduce a Characteristic. In the morning, each man must decide if he will or will not vote for Tommaso. Those who do will receive a Characteristic increase, those who promise to and don't suffer an evening of insanity.
At night, the player characters must decide what to do, either sleep somewhere in the Septizodium or somewhere else. Oriens does not like Hermetic involvement. If the player characters leave the building at night, perhaps returning to Malgarita's shop to sleep, the demon sends a team of his minion demons after them to ambush them on the street. He won't become involved personally at this point and remains at the Septizodium watching his underling. Use this possibly dangerous interlude to break up the overall social nature of the adventure.
Continued Deliberations
Each day progresses as those before it. The leading candidates petitioning their fellows, shuffle to lunch, toss through an afternoon nap, vote indecisively, argue, and then go to bed. By now the magi should understand the situation and act to remove the interfering party that they were initially requested to stop. They should at this point realize that other parties are controlling the cardinals too. They might want to stop all supernatural manipulations. The faeries are difficult to remove, the demon dangerous, and the storyguide wizards absent, although the player characters can at least end Buonacorsus' heat wave by destroying the Animation.
The demon, diabolists, and Alyates react to the magi's involvement. Annibaldi suggests that some of the cardinals

walk to the upper balcony to escape the heat and stench of the building. He kindly assists them. On the balcony, Oriens waits to talk to the cardinal. The demon is an expert shape-changer and can assume the form of anyone he chooses. There is no Hermetic way to see though this disguise, which perfectly imitates a person's look, sound, and smell. Divine Virtues and Supernatural Abilities may stand a chance based on the specific Virtue or Ability. Physical mannerisms may give Oriens away, and a player can make a Perception + Awareness + stress die against an Ease Factor of 18 to notice subtle imperfections in the impersonated person's manner, stance, and gestures. In the guise of a fellow dignitary, Oriens targets the cardinal with his Trust of the Innocent power, forcing the cardinal to believe Annibaldi.
As Oriens talks with cardinals upstairs, Annibaldi readies the second part of his plan. When lunch is delivered Annibaldi offers to bring one of the elder cardinals his lunch. As he puts the food on a plate he will discretely poison it. The poison is fatal, equivalent to an asp's bite (ArM5, page 180). Pick one of the elder Ghibelline cardinals besides Castiglione, starting with Somercotes. If Annibaldi succeeds he poisons another the next day, hoping to remove the Ghibellines one after another, ending with Castiglione. After two days of this ploy, Annibaldi and Oriens convince all of the cardinals other than the leaders to vote for Annibaldi.
Alyates gets frantic once other magi become involved. He is convinced that the magi know that he was manipulating the old pope to fight against the emperor. While collecting Arcane Connections from cardinals might not be breaking the Code of Hermes, manipulating Bonaventura while he is electing a pope definitely is. Alyates is no longer content to collect one Arcane Connection a day, and instructs Bonaventura to collect as many as he can. Each time this suggestion is implanted in Bonaventura's consciousness, Alyates' sigil flashes. Bonaventura then takes articles of clothing from the cardinals and toss them from the balcony. In his Malgarita persona Alyates scrambles around the plaza snatching up falling Arcane Connections. He knows when the vote will be cast and retreats to his sanctum prior to that to cast spells on those to whom he has an Arcane Connection. Player characters watching the voting would then see each cardinal's eyes flash purple, as Alyates implants the suggestion in each to vote for Bonaventura.
There isn't much Buonacorsus can do except activate his Animation, fret, and hope for a Ghibelline pope, preferable Castiglione. He activates his Animation in the morning. The Animation's effect makes the building smells like lavender, Buonacorsus' sigil.
Forcing the Election
Tired of waiting, Orsini halves the cardinals' food and water rations a few days after the player characters enter the Septizodium. He threatens to stop sending food by the week's end. Everything should intensify and the added pressure should cause some cardinals to break and vote for anyone just to get out of the Septizodium. At the end of the week, if a decision still hasn't been made, Orsini agrees to the pleas for additional cardinals. Orsini carries the cardinals' petitions to the emperor, who releases the three cardinals from captivity and adds them to those already in the Septizodium. If the magi have successfully dealt with Oriens, Alyates, and the planetary divinities, the new cardinals tip the scales to the Gregorian's side. Within a few days Bonaventura is elected pope. If the player characters have not stopped Buonacorsus, Bonaventura and the assembled cardinals leaving the Septizodium triggers the rite Suffer the Judgment of Jericho and the building comes tumbling down.
The player characters have seconds to react to save the new pope. Have the group roll for initiative. The storyguide rolls a stress die to determine the rite's initiative. Magi can use the fast cast defense rules to react before the building topples. Unfamiliar with Virgilian magic, the players are not allowed a roll to determine the magic's Form, however the toppling stone building should be enough of an indication as to what Hermetic Forms might help the cardinals. Suffer the Judgment of Jericho is a seventh magnitude effect, requiring a fourth magnitude spell (level 20) to save the cardinals. The question isn't power but speed; can the magi react in time to save the cardinals?