our group was facing the Dullahand, sort of the Fae version of the Grim Reaper, the inspiration for the Headless Horseman stories
As the group caster, I decided to cast a spell to set up the Fae in the center of an intense magnetic field as a definition for a weapon 8 Earth attack.
I ended up having to take a few consequences and spending some fate points to make to go off right, but the result was several cars, rebar, a hummer full of WWII era grenades and other assorted area debris slamming into him...
only to discover that he wasn't that easily killed
so, immediately afterward they decide we want to seal him away at least temporarily so we can book, so now I'm helping craft an iron ring and rushing through a binding ritual as the guy is coming back together, with help from the rest of the party (they volunteered to take some consequences for the ritual...adding their blood to the binding)
then I had to use earth magic to bury it deep enough that someone simply walking through the area wasn't going to break the circle.
finally, we learn that one of our number had been infected with balefire in the fight and thus the binding was going to last about half the time we thought it would since while binding him, it was also supercharging his healing
meanwhile, we had to cleanse the party member of balefire before it killed him
at the end of that, I had 8 consequences (I have a lot of mental resilience) and lots of dots filled up and the GM gave us all fate points for how many consequences we had, so I ended with 11 fate points, healing from the NPCs in the area get rid of some of the mild consequences...
and then we decided to contact the Archive about our Denarian related apocalypse situation and someone got the bright idea to open a portal directly to her, for which we needed a heavy load of power....
but first they want me to look at something in a museum with my sight and I find that a Winter veil has covered a Denarian curse around a display case that's supposed to hold the Papal ring coming soon, that cost some fate points to escape more consequences
queue the Dullahand I had sealed earlier and who was getting ready to escape...so we return to where he was bound and wait for just the moment that he escapes before he's free, but after his power is accessible....and drain him dry of power (at least temporarily) to open rifts in space through which the Archive and Kinkaid come
also at this time, I had to have the Sight up to time the spell correctly, so when the extra unintended rifts open up I get a nice eyeview right into some Nevernever underworld....on top of what was going on staring at the Dullahand
more rifts than we wanted open up and a horde of little gremlin thingies come swarming out and we cover for the archive as she cleans up our(my) sloppy spellcasting (at this point I'm operating with "gaping wounds" and "bleeding eyes and ears" physical consequences as well as a small handful of not yet recovered mental milds) I do a couple of simple spells including a "cloud of iron dust" to test to see if the enemy were fae (they weren't...I should probably apologize to the team half-orc at this point) and then the gremlin things smell the blood from my wounds and tons of them come swarming toward me...
At this point, I take a concession to electrocute everything within 10ft of me.
And I'm taken out...
I wake up later when my injuries are mostly gone somehow...something about the supernatural recovering Pharoah Reborn and a blood transfusion....which is how my character's idiot brother became said PCs vassal, so hoping the Pharoah character doesn't think about that....
And then I learn that my character's yakuza assassin family has decided to send a group inbound to "rescue" me from the Wardens....
who are vaguely suspicious (probably convinced) that I'm a warlock and only the greater issue of Denarians, Loki and Maeve plotting some sort of Doomsday thing is keeping them from running a full trial on me....