Harman:You pay WIll and Vivian a visit, giving them each an Imp Corpse. They both thank you and drag the corpses downstairs to the basement to do god knows what to them in the holding cells.
Satisfied you claim a work cell of your own and get to work attempting to merge the Skull Centipede with your bow. The damned widget continues to hiss and sputter as you mess with it, and eventually it begins to project disturbing images of your own death right into your head. You take that as a cue to stop.
1d100+10 = 13 + 10 = 23Eric is found in the kitchen. He seems less than excited about having work with you, but perks up a bit when he is informed that the undead are involved. The two of you hop a cab down to the job site, find your contact, and get to work. The chore is simple, if not monotonous. You, Eric, and a few local necromancers take turns running into the graveyard, attracting a small horde of undead, leading them into a semi-trailer, and escaping through a hatch in the floor that they are too dumb to find.
Everything goes fine until you accidentally try to lead your unliving posse into a trailer that had already been filled. Zombies gush out of the door and you find yourself trapped between the group you just let out and the ones you were trying to put in. You push your way through but get bit a few times in the process. Horrified you try to hail a cab so that you may return to the mannor for medical attention before you turn, but Eric quickly calms you down, explaining that the undead are simply animated corpses, not actually infectious zombies or ghouls. With a sigh of relief you return to the graveyard and finish the job. The necromancers give you a reward of 4000 USD, half in cash and half in credit for the store the run, which they kindly give you a tour of after you help drive a truckload of corpses to the new site. You accept your payment with a twinge of regret, you violated your code of conduct just by taking this job and dealing with hostile undead in a non lethal manner. (+1930 USD [payment - cab fare], +2 $1000 Gift Cards to the Cursed Basement,
-10 penalty to casting tomorrow for conduct violation)
1d100+10 = 5 + 10 = 15 (Harman’s Roll), 1d100+5 = 82 + 5 = 87 (Eric’s Roll), (87+15)/2 = (87 + 15) / 2 = 51 (Average Roll) Job completeMagical Merchant Stock:
x2 Cursed Lemur Paw ($3000 each) (A lesser version of the infamous Monkey Paw. Grants, and usually perverts, a single relativity minor wish)
x20 Vials of Vampire Blood ($120 a vial) (A common reagent in many dark potions and spells.)
x2000 Feet of Assorted Pickled Humanoid Entrails ($15 a foot) (A random selection of human, elven, and dwarven intestines. Used to connect bodyparts and form a Chimeric Undead Beast)
x1 Necroid Flatworm ($7000) (Slowly and painfully converts a living or recently deceased creature into a bloated and highly infectious ‘puker’ undead)
x7 Flying Skulls ($800 a head) (Trainable hominid skulls with wings attached. More anoying than dangerous in combat, but hard to hit and capable of any sort of energy given to it to flavor its own attacks)
x3 Barrels of mixed undead bodily fluids ($85 a gallon) (Key ingredient in the creation of many slime and/or ooze creatures)
x10 Gore Bags ($500 a bag) (Contains a random assortment of body parts, often including some from magical or otherwise interesting creatures)
Ariel:You do the the book identification and question asking as described in an earlier post.
You catch Kestrel in the garden as you are watering your plants, but he refuses to give or even sell you advice on the Tartarus Job, explaining that his plan “too dangerous and complicated for one person, even a person as pretty as you, to pull off.”
You head out to the park again, intent on catching that Wisp. The monster however proves too clever and still refuses to show itself to you long enough for you to attempt to get rid of it. After several hours the thing becomes brazen enough to light several nearby trees on fire. You take that as you cue to get the heck out of there!
1d100+20 = 8 + 20 = 28Setting up your bed and pillow your prepare to blast yourself a soul! As you settle into bed however you mind has other plans, and you spend the entire night dreaming of Pheboe, watching her die and get sucked into Eric’s Deck over and over again! Needless to say, when you wake up, the soul you meant to work on is unchanged.
1d100+20 = 4 + 20 = 24Henry:Kathryn wakes you up to a neck massage. You don’t find it very helpful, but not wanting to insult her hard work you tell her that it felt great anyways.
Before starting for the day you plant your backpack on an end table facing the door to Tohsaka’s room, and then go check your mousetraps. You find that some bait has been stolen (which you quickly replace) but no rodents have been captured.
1d100-10 = 37 - 10 = 27 You set up some more magic circles and begin the airplane preparation process before heading to the fire room and getting to work with some clay! You spend hours putting together, firing, and glazing a fairly accurate figurine of Kathryn holding up the blue portal key! (+1 Clay Figurine of Kathryn)
1d100+17 = 59 + 17 = 76You return to the holding cell to retrieve your soon to be airplanes, only to find a mess! The imp that Harman brought home sits in the middle of your magic circles, each of which somewhat scuffed out and tainted with blood. The minor demon gives you an apologetic stare, before launching into an explanation of gibberish and pantomime. Apparently it found a mouse or mice messing with your circles, and decided to help you by hunting them down with its pitchfork for lunch.
1d100+17 = 13 + 17 = 30 You open the mental connection to your backpack mimic, which informs you that it had not been able to find out anything interesting about Tohsaka today. It is still in place and will continue trying to dig up dirt on her until informed otherwise.
1d100-10 = 18 - 10 = 8Kathryn:You grab breakfast early so that you can go up to Henry’s room and massage his neck. You work him over for a good hour, however it indeed becomes clear that you are enjoying the procedure far more than he is. When you finally tire of helping him, Henry informs you that his neck feels better already. You decide to take his words at face value and move along with your day.
1d100+10 = 26 + 10 = 36You catch Kestrel in the laundry room and pay him 50 bucks to tell you about your egg. Kestrel quickly identifies it as a Shawk Egg. He suggests it is both mature and still viable, and that if you wish to hatch it a warm bath should do the trick. The baby creature will be about the size of a kitten but fully capable of flying, swimming, and hunting from birth. Shawks grow quickly, reaching full size in about 2 weeks if well fed, but are exceedingly dangerous if not properly trained and socialized. (-50 USD)
Heading outside you decide to pratice water effects with the Garden Hose. You spend some time working with the water without incident before you round up Shelly and fire up the car to go shopping. (Progress towards Water Effects Master ⅛. If you want to improve or discover spells use the keyword ‘experiment’. ‘Practice’ will push you towards the next level of comfort/mastery, but will only yield new stuff if you get a crit success)
1d100+10 = 57 + 10 = 67Out on the town you let Shelly spend 200 dollars on posters, blankets, hand puppets, a new skirt, and a rainstick. (-200 USD)
You find a gunshow and purchase two pistols and 10 clips of ammunition to split between yourself and Henry. This doesn't come cheap. (-618 USD. +2 pistols. +10 Clips of ammo)
Returning home you settle into a long workout routine. You spend four hours jogging up and down one flight of manor stairs. It occurs to you that each time you reach the top or bottom you find yourself in a completely different location in the manor, but by this point in your stay that does not bother you. Eventually you collapse exhausted and well exercised. (Progress towards +1 Body Stat Gain: ⅖)
1d100+10 = 77 + 10 = 87Adrian:Your day starts with a simple search through the house, rounding up the gizmos and household goods required to give your shotgun laser some more kick. While you are digging through the laundry room you spot a box on a shelf above the dryer. You peek inside hoping to find some springs and/or sprockets for your project; instead you find 5 WWII era grenades. To the best of your knowledge they appear fully functional. You stash your loot in one the the holding cells, (you do not feel comfortable with grenades in your bedroom), and get to work upgrading your shotgun sight; you manage to do so without a hitch. (+5 WWII MKII Pineapple Grenade, Laser App applied to your shotgun!)
1d100+20 = 99 + 20 = 119Kestrel is found in the garden, milking some coral snakes for venom. You ask him “What have you discovered about our ‘friend’ Mr. Travis?” and toss him the fools gold. He spends several seconds in awe of the tiny gem before giving you a decent chunk of information.
“Mr. Travis isn’t actually a human to start. He is a Clockwork Devil, a being from a hell known simply as the Toy Box. His true form is mechanical in nature and incredibly powerful. Kestrel suspects that Travis wasn’t particulary popular back home, as Devils are lawful evil beings by default, and our man is either Chaotic Neutral or Chaotic Evil, depending on how you look at him.
He has twin half breed kids with that wife of his. 11 years old. Both are apprentice mages, enchanters like yourself actually. Ruben is in Tokyo training with one of those ancient gemstone enchantment family cartels: They have an heir in need of a playmate, so Ruben gets the privilege of being one of only a handful of westerners currently studying the art. Philly is his daughter and she is studying under a master scroll smith in Tartarus.
Travis himself is a mercenary by trade, running favors for beings of profane power in exchange for cash and magical goods. He takes jobs with children to keep busy between major missions, training the ones he likes at the expense of anybody else unfortunate enough to get caught up in his games. He is likely doing this to make up for that fact that neither of his own children turned out to be manipulators. When you released that sprite and ruined Travis’ reputation among the mundane people of this realm you likely cut him off from being able to take side jobs. Kestrel figures that means he will have less children to teach, but will be more involved in petty acts of magical crime.
Kestrel suspects that Mr. Travis has been working on a slow to develop ‘big’ job for a few years now. Kestrel hasn’t narrowed it down yet, but is sure that it cannot be a good thing. Once I have worked out exactly what is going on, a proper job will be posted to break the damn scheme up.”Satisfied with the information from Kestrel you set to work trying to improve your shotgun. As you work you are struck by inspiration from several differnt sources; each time this happens you scrap your progress and start again. After 5 hours your find yourself back at square one and decide to relax with some code experimentation.
1d100+5 = 9 + 5 = 14You work quickly, churning up the basic concept for a new type of Mech Sprite. This design is intended to subtly crawl the web in search of magical items to purchase for you. You figure such a creature could find all sorts of interesting things for you to play with! (New Spell: Shopping Crawler Sprite)
1d100+5 = 61 + 5 = 66Deciding to cough up money for a cab ride, you hit the town in search of supplies. The cabbie helps you find a location with an electronics store located next to a tourist-trappy location where one could purchase cheap rocks and crystals. (-37 USD for cab fare. -230 USD. +5 AM/FM headsets. -95 USD. +5lbs of tumbled rose quartz)
Shopping Crawler Sprite: A mod/enchantment applied to a regular Mech Sprite during or after creation. A Sprite designated as Shopping Crawler can be ordered to spend the day searching the internet for hidden deals on magical goods. Since it mostly operates on sites frequented by mages, it rarely draws much attention. When deployed you can designate a minimum and/or maximum purchase price, but other than that the sprite’s shopping habits are reliably unpredictable. The sprite will make the sale for you, teleporting money directly from it’s owners wallet to the buyers wallet, bank, or paypal account. Shipping magical goods can be a hastle, but the Sprite will do it’s best to arrange shipping within it’s given budget.