Adrian:You call upon Blackfang’s Bloodservice and place in an order for a months supply. You feel the aura slip from your body as payment as you confirm the deal over the phone. (-3 Aura)
Finding a nice chair to sit with your smartphone you spend several hours messing around with magical code. A few hours into your work routine one of your sprites pops up the card game hearts, inviting you to play. Figuring there is no harm in accepting you end up spending the rest of your allotted coding time trying in vain to get a single victory over what should be a very simple AI.
1d80-2 = 5 - 2 = 3 You grab a grenade and head to your work station. Much to your chargrin you discover that somebody, likely one of the teenagers or perhaps the imp, has used it for a messy art project. Your eye catches a bottle of elmers glue and inspiration suddenly strikes. You spend the rest of the day tinkering with and drawing runes on the grenade until it glows pink and carries a payload that is just as adhesive and hindering as it is explosive. (-1 Grenade, +1 Gunk Grenade)
1d80-2 = 61 - 2 = 59Just before bed you pop the cure and imeaditly fall, screaming in pain. The sheer agony of your body rapidly reverting normal keeps you up for quite awhile, but you do eventually manage to get to sleep. Dai is quite worried about you, but you inform her that you will be fine.
Kathryn:You try to spend the morning taking care of Henry, but discover that he is far too determined to not let his injuries to slow him down to be fawned over by you. Your attempts to cook him a nice breakfast fall through as Kestrel promptly upstages you with a french toast recipe using bread from another dimension.
For 50 bucks Kestrel explains that Ruffian’s branding iron is cursed, and that removing the brand would be tricky business. He speculates that he could whip something up himself for 2000 USD, but that it would take him some time. The old man also offers you the location of the local magic hospital, claiming that they can fix Henry up faster and likely cheaper, but warns that the head medic there is Mr. Travis’ wife. (-50 USD)
Palorur tracks you down and informs you that he is working on a tonic to cure Styx Fever. He says it will take him about 4 days, and that you should try not to kill yourself before then.
Hitting the town like a woman on fire, you decide to track down the snitch and get some revenge. You revisit the gun store, Howl’s sewer camp, and even the beach party. Howl and Mr. Lopez are both a big help, and although Robyn is nowhere to be found some of the party goers have useful information. By the end of the day you have narrowed the snitch down to four main suspects; understanding the motives for snitching and consequences of beating them up for each. (See Spoiler)
1d80+7 = 71 + 7 = 78Deciding that you have uncovered enough information for one day you decide to unwind by surfing with some of the students at the party. You bump into your Angel friend who casts all sorts of fun spells on the water, allowing you to catch big waves and easily perform awesome tricks. All the magical help however prevents you from getting a particularly good workout.
1d80-3 = 13 - 3 = 10Suspects:
Nameless Kobold: The Kobold you met that was suffering from Styx Fever was hanging around Ruffian’s men, some of whom speak Draconic. You don’t know how much of your discussion with Robyn the Kobold overheard and understood, but you have the sicking feeling that it would gladly get you or your friends hurt in attempt to draw you to the river. You doubt any of your alies would care if anything happened to the Kobold, but you also figure that Ruffian couldn’t give a rats ass about him either.
Mallory: An enchantress and were-lamma who works in Mark Lopez’s store. Ruffian always requests her work when shopping at Lopez’s place, and she openly admits to have slept with him before on several occasions. Jesus Lopez sheepishly explains that he gave her a recap of your meeting with his father, and describes her current relationship with Ruffian as a ‘friends with benefits’ sort of situation. Mallory is currently engaged to another were-being who lives in Dublin, and was looking forward to the payday that selling Ruffian ‘party supplies’ would bring to help her get started with her new life. Mr. Lopez treats his employees like family, and would not be thrilled if you went after her.
Lisa: The werelynx from earlier could very well be your rat. Not only does she have a major crush on the brutal werewolf, but she is also his niece (Howl is unsure as to whether or not Lisa herself knows this). She has surely heard enough to present a damning case against your group to Ruffian, but you doubt she would intentionally try to get Henry hurt... that said she doesn't care for you all that much. Howl informs you in no uncertain terms that you are not to lay so much as a finger on the girl, which sucks because from what you can gather Ruffian would be crushed if anything happened to her.
Dust: The mystic who turned Ruffian into a Werewolf and one of the monster’s few friends outside his gang. Dust is a knowledge broker working out of a seedy psychic shop. Dust has a history of calling up Ruffian and offering to sell his friend information about plots against him. Guilty or not a move against Dust would send a powerful message to Ruffian, but as a mystic he would likely know that you are coming for him.
Ariel:After breakfast is served you track down Kestrel who is working with Kath. Once he finishes with her he takes you to his office for an examination. Your medical examination is free, for as Kestrel puts it, the view covers the cost. Kestrel informs you that you have a unique condition where Naturia assimilation and a Necro-animation infection mostly cancel each other out. He warns that you may suffer vulnerability to some things that exclusively affect plants or the undead, and that there may be some psychological symptoms or other side effects, but he does inform you that you are in no immediate danger.
You hop a Jekski and head down the Styx and make it too the shop. The shopkeeper today is a big beefy devil dude, but seems to know you and claims to be the same shopkeep from last time. He takes one look at the soul and makes you an offer that you can’t turn down. You get a blueprint, and plenty of leftover Doubloons as well. (-Power 8 Neutral Good Soul, +67 ID, +1 Blueprint: Oven of the Gods [Requires: 2 bars of Mythril, 1 Muffler from a 1990’s Ford Taurus, 3 holy objects blessed by different gods, 1 Elk Femur, 30 lbs of scrap iron, 1 magic item capable of producing fire based magic effects])
1d80-2 = 54 - 2 = 52Returning home you set out to rent a truck. You find a good one for 100 bucks a day and return to the manor to track down piddles. You find the bear napping on a dining room table. It seems to be in a good mood, so you lure it into the truck without much difficulty. You put the other two on your lap and take off. Driving a truck is nothing like driving a motorcycle; you nearly crash twice and take a handful of turns very wide - all within a few miles of the manor. A cop spots the last of these botched turns and throws the siren on to give chase.
Deciding that the police does not need to see a floral polar bear or three you pull a U turn and make your escape back to the manor. The cop keeps up with you right up until you pass the manor gate, where to him you vanish into an empty field. Kestrel is waiting for you, having foresaw your little screw up and scrambled Puck to muck up the police records deleting the rental license plate from the system. Piddles sounds angry so you decide to leave him in the truck overnight.
1d80+5 = 3 + 5 = 8 (That would have been a crit fail last turn...)
Emlyn:You spend the morning poking and prodding yourself with various forms of raw magic, but fail to come across any major breakthrough.
1d80+1 = 11 + 1 = 12Giving up on self discovery for the day you head to the basement and practice with the sealed sword. You slowly pump magic into the seal, and you feel it weaken under your will. When you feel sure that the seal is weaker than your muscles you try to dramiticaly draw the weapon. Instead you send the whole package, blade and sheath, flying across the room and into a class display case with a loud crash!
Tohsaka storms into the room and starts chewing you out. It would seem that the display case, and the fragile crystals within, were family heirlooms for her. She makes you stand in the corner like a misbehaving child for a few hours.
1d80+2 = 15 + 2 = 17You head to your room and pull out The Fellowship of the Ring again and start to read for speed and comprehension. You find the book to be awesome, and drift off into daydreams about being the hero of middle earth. You enjoy these daydreams, but they do not help you improve your reading ability one bit.
1d80 = 36Henry:You grab breakfast and wave off Kathryn’s attempts to baby you before heading back to your room and lying down. You pull out the Carharn wheel and begin to read, skipping the complicated page and starting on an as of yet untouched chapter. Inside you discover the most terrifying ritual spell you have seen to date. You can’t quite pull your eyes away and wind up committing every detail of the spell to memory. (New Spell: Ritual Sacrifice)
1d80 = 72You start the process of trapping the Anchor Ooze by deciding, with the power vested in you as the beasts creator, that the Ooze’s true name is Bruce. Taking that into account you prepare the magic circle outside the holding cell door, making sure everything is perfect before letting the creature out. The Ooze sees you and charges through the circle... only to find itself trapped. You let out a relieved chuckle, having had no clue whether or not your ‘naming of the ooze’ trick would work. (The Anchor Ooze is trapped. Progress towards becoming comfortable with Entrapment Spell: 1/4)
1d80+3 = 66 + 3 = 69With the Ooze out of the way you re-enter your favorite workroom and start cranking out loyal mud oozes. By the end of the day you have 4 fresh mud oozes under your control. (+4 Mud Oozes. Progress towards becoming comfortable with Summon Mud Ooze: ¼)
1d80+3 = 70 + 3 = 73Ritual Sacrifice: A terrible ritual used by cultists to power their other magic by sacrificing a living creature. Place the victim in a magic circle of goats blood and recite dark oaths over him/her for four hours. Eventually the circle will begin to glow and the victim will be consumed body and soul by the vast pool of energy tapped by all members of the Chaos Circle. This spell cannot fail on a magical level, but you may need to make checks to stop your victim from escaping before the four hours are up. Sacrificing a small animal grants +2 to all ritual spells for the next 24 hours. A large animal grants +4. An unwilling sentient being grants +6. A willing sentient victim grants +10. Any sentient victim heavily involved in organized religion grants +16. Bonuses gained from this spell are halved when dealing with experimentation rolls.