Ariel:
You call up Matron Vistra and ask if any of her children would be intrested in tagging along and killing some spies. As it turns out neither Vulgar nor Vinegar have had much luck finding permanent employment since you shut down the human trafficing facility where they last worked, and are both available to tag along.
They meet you at the pier in the basement, and the three of you set off to San Diego. Once you arrive Parlour explains that he knows of five spies in the city. The Archmage reckons that if even two of them were to be killed off, it would send a strong message to the society south of the border.
The first spy goes by Juan Francisco, and works in a tourist trap type establishment in Old Town. The three of you come up with a simple plan. You will burst into the shop and warn that Sapphire’s men are unloading at the docks to come and get him, hopefully causing him to head outside, at which point your Naga friends will get him with their Sniper Rifles.
This plan goes off without a hitch at first. You enter screaming and raving that Sapphire’s troops are coming, and Juan bolts through the door. Before you can turn around and follow him you hear two loud bangs. Outside you find your mark with holes through his heart and head. The mundane civilians flee, but sadly two cops show up while you are loading the body into the rental van Palorur provided. Caught red handed you have little choice but to fight back. You light one ablaze and quickly go incorporeal to avoid the fire of the second one. As the remaining cop reloads his weapon, one of the Naga’s put a bullet of their own through his brainpan.
After loading all three corpses into the van, the group sets off to deal with the second spy, a half dwarf by the name of Urist McSanchez. Urist is found in his favorite tavern, and the three of you decide to try the same approach of luring him out for a clean sniper kill. Sadly the spy recognizes you as one of Sapphire’s footsoldiers, and draws his axe as you approach. You think fast, and flick a doom seed at him as he charges, which successfully sinks into his skin. He roughs you up for a few seconds before the seed takes control and he starts attacking random barflies.
Deciding that Urist is as good as dead, you flee the bar and retreat to Vulgar and Vinegar’s hiding place, where you watch the police arrive to deal with the crazy axe wielding maniac. After about 45 minutes 6 corpses, including Urist’s are dragged out and loaded into ambulances.
The three of you confer and decide that two close calls are enough for a day, and that the mundane police are likely on high alert by now. You return to Palorur and collect your payment for handling the bare minimum number of spies. Since you were the one who found the job for them, the Nagas let you have the biggest cut of the cash, and 2/3rds of the corpses. (+1 Human Cop Corpses. +1 Human Mage Corpse. +15000 USD) 1d80+11 = 51 + 11 = 62
Henry:
The Apple guy arrives first thing in the morning, and gets your lair hooked up with electricity, wifi, and phone service at no charge. He also gives you a complimentary apple store gift card for spreading the influence of earth to other realms. (+2000 USD good for the purchase of any mundane or magical apple product)
You spend hours setting many throwable petrifactions before seeking out Kestrel. You pay him 150 USD for a few shopping tips. Kestrel explains that there are no businesses in the area that specialize in selling livestock to mages. He does however suggest that since many ritual spells require living components, most circle members know somebody who can hook them up. He suggests asking your master. He also mentions that the Gargoyle Core can take meat that is already dead and suggests frozen turkeys for that. While on the topic he half jokingly suggests trolling Craigslist or the local classified ads for free puppies or kittens.
Kestrel keeps an industrial sized walk in fridge for spell components in his shed, and says that you are free to use it for blood storage so long as you don’t touch any of his stuff. (-150 USD, +Key to Kestrel’s shed)
Upon your return to your lair, you notice that the Gargoyle Core has started to belch up smokey fumes, some of which has settled in your ritual room, ruining most of the petrification spells you had set up. You are only able to salvage four of them. (+4 Throwable Petrifaction)
« 1d80+10 = 61 + 10 = 71 »
« 1d80+10 = 5 + 10 = 15 »
Kathryn:
Sadly Knox is busy with his mercenary work today, so you round up Shelly and Molly, and set off to the old Archmage’s chambers without him.
At first the task is easy, none of the squatters put up much of a fight and you herd them out into the street without incident. Then however you bump into Rico. Rico explains that most of the squatters are friends and family of the Pharaohs Motorcycle Club, and that he and his mercenaries had been hired by the gang to prevent their eviction.
Knowing that your chances against Knox, the Angel, and whoever else Rico might have recruited are poor at best (especially considering the possibility that Molly might defect) you act quickly and interrupt Rico’s monologue by throwing him into a full Nelson.
The rest of his group arrives shortly; Knox and the Angel as expected, two boys who don’t look any older than 12 or 13, the surviving dwarf guard from Rico’s vineyard, and what appears to be a weremoose. You threaten to snap their leader in half if they don’t leave without a fight, and after a bit of debate they comply. Knox is the last out the door, and he compliments your methods and invites you to lunch at McDonalds after you finish.
You keep Rico from escaping or grabbing one of his potions while Molly and Shelly finish chasing down and evicting the remaining squatters.
After the job is complete you put your gun to Rico’s head and make him promise to not take any more jobs that put him up against the new order. As soon as he agrees you give him a firm kick in the shins and turn him loose.
The three of you meet up with Knox at a nearby McDonalds and enjoy a good old fashioned lunch fast food lunch. Knox pays, ordering an extra happy meal for you to bring back to Oliver.
Back at the manor Kestrel gives you 25k as a reward, telling you to give Molly and Shelly whatever cut of the cash you wish. You spend the rest of the day relaxing with friends and family. (+25k USD) 1d80+6 = 64 + 6 = 70
Adrian:
After breakfast you head upstairs to study only to find that your books are missing. After hours of frantically searching Dai tells you that Oliver told her that Molly hid them from you. You then spend several more hours fuming while you wait for Kathryn, Shelly, and Molly to return. At which point you wait for an opening where neither Knox nor Kathryn are looking and grab the girl. You pin her against the wall and eventually force her to tell you where your books are at.
You reclaim your books from the storage compartment under the seat of Kathryn’s Jetski, but are too pissed off to study. 1d80+6 = 9 + 6 = 15
Heading to your room, you grab your weapon and let your anger motivate your attempt to upgrade it. By adding a few runes you are able to enchant it to be much more powerful when used in the the name of revenge... (When you target a foe who has KOed or Killed an ally on his/her last turn with this gun, your total positive mod becomes +40) 1d80+2 = 42 + 2 = 44