Ariel:You call up the plant shop and place an order. You ask for delevery, and you also inquire about traveling to the shop via river. Sadly you learn that because the River Styx takes some strange twists and turns between realms the trip is even longer via jetski; 3 hours each way. Your goods arrive by the end of the day. (-7424 USD, +1 Devil Bee Nest [in stasis], +1 Aresol of Awakening [for the Devil Bees], +5 Soulshroom Seeds, +10 Black Corn, +12 White Corn). You also learn that the shops stock has changed a bit.
Helping yourself to a slab of raw steak from the kitchen you spend 20 minutes at the stove cooking is slightly before injecting it with the Zombieism Cure. You quickly throw the meat into the back of Piddle’s truck, and pray that your gambit will work...
You call Dr. Macaw only to learn from his secretary that he dosn’t have time to do ‘Lame vampire wannabe fangirls’. Not since twilight came out and he’s been getting 40 requests from such people a day...
The Affriena Cult is found in their headquarters, and between their explanations and those of the nearby inanimate objects that the water baloon bandits are mostly members of a nearby high school football team. You decide to check out the school and talk to some of the football players cars, where you learn that the team throws raging drunken parties on the beach almost every night, before hitting the town with toilet paper and water balloons. The cars confirm that the Affriena Cult headquarters is a regular target.
1d80+4 = 60 + 4 = 64Arriving at Howl’s sewer you take roll and start teaching. You have 7 students total and you quickly set about teaching them the ABCs and how to write their name. They progress nicely, but halfway through the lesson you get the surprise of you life as Mr. Travis enters the sewer. The two of you exchange a nice long glare before the ‘teacher’ sits down next to Howl and starts discussing the Moonbane Weapons.
You evesdrop as much as you can without disrupting your own lesson and learn a bit. A large stash of moonbane weapons is being kept in the Castle Glory on the Plains of Valor. Ruffian has somehow already acquired a portal and is amassing his forces outside the castle walls. Travis is currently working on re-wireing the portal key he got from Jagen’s place so that he can get his own army there to match them. He promises that it should be complete very soon.
Both you and Travis conclude your business with Howl at around the same time. The old werebeing to introduce the two of you, describing Travis as a mercenary hired to help ‘you new order folks’ deal with Ruffian. You decide that explain your group’s dislike of Travis to his and Howl’s face might be a bad idea, so you shake the mercenaries hand and send him off on his merry way. Howl insists on paying you for your time, and not having much cash decides to give you a magic item today instead. He takes a tarnished copper ring off his finger and hands it to you, explaining it was something he used to detect spies during the 40s and 50s. (+Ring of Counter Intelligence [When you shake hands with somebody while wearing this ring a number will appear on it. The number represents the percentage of German, Japanese, or Russian blood in the person whoes hand you shook])
1d80+8 = 53 + 8 = 61New Shop Inventory:
x5 Pixie seeds ($300 a seed) (You know what these do)
x8 Jungle imp seeds ($300 a seed) (Jungle Imps are Chaotic Evil counterparts to the pixie)
x4 Magic Beans ($6000 a bean) (Grows overnight into a tall beanstalk with a portal to a random realm at the top. The Beanstalk will live for about a week)
x4 Fruit of Life ($15000 a fruit) (Can revive anybody, even a corpse or undead to full life and health, but the lucky target will lose their memories of a spell or mundane skill)
x3 Fruit of Knowledge ($11500 a fruit) (Teaches the consumer two to three random spells and/or mundane skills, but leaves the consumer with a nasty curse or ailment)
x490 Pieces of Black Corn ($50 a piece) (Common ingredient in magical toxins)
x488 Pieces of White Corn ($77 a piece) (Common ingredient in healing potions)
x5 Emerald Mantids ($850 a head) (Garden bugs the size of your hand. Emerald Mantids have nearly indestructible crystalline bodies and are smart enough to train)
Emlyn:You sit down with the History of Internal Magic on the Mortal Realm and do some reading. While studying the exploits of Alexander the Great (Who was actually a quarter Angel) you stumble upon a recipe for a potion similar to one that he was speculated to have used to better cast internal magic. The potion calls for a pound of horseradish petals, 2 cups of goat milk, a pinch of beach sand, and a mature soulshroom. The recipe makes 4 doses of a substance capable of removing exhaustion, and/or other psychological or magical side effects of the drinkers own internal spells. The potion also grants a small bonus to casting internal magic for the next couple minutes.
1d80 = 70The spell book is a difficult read and you find each page to be a struggle. It makes what you assume to be powerful and impressive spells sound boring, and eventually you can’t take anymore of it in one sitting. You put the book down and spend a few more hours reading the Fellowship of the Ring.
1d80 = 39You retreat to the basement and attempt to launch streams of magical steam. As it turns out, raw magic doesn't really like to boil, and you find this to be near impossible. You do however launch a few slow arching globs of raw magic, but you can’t even figure out how to do that consistently. Eventually you just give up and head upstairs for dinner. Kestrel serves a mean manticore steak pizza.
1d80-2 = 20 - 2 = 18Adrian:You set off for hell again on your newly repaired Jetski. You are almost at the target when you spot a shape bobbing in the river... a humanoid shape. You ride on over and pull a large half orc out of the water. He claims to have been a gladiator slave in one of the hells, and escaped by jumping into the river. He pleads with you to help him get somewhere safe, and being able to relate to the half breeds plight you agree.
You roam the Styx for a few hours until you find a steamboat heading for the Red Marshes. Your new friend reckons that he could take refuge with one of the Orc Tribes there and you pull up alongside the boat so he can jump aboard and stow away.
You find yourself lost and alone on a strange part of the River Styx. You float for hours, until eventually, by some miracle, you find the familiar Styx Crossing from which you easily make your way back home having failed to rob hell for yet another day.
1d80+2 = 29 + 2 = 31Henry:You wolf down breakfast and head to the locked cell in the basement where you keep the gate to Terraphidite’s palace. You step through the gate and find your patron waiting for you. When you ask that she teach you how to transmute flesh to stone, she explains that particular spell might be a bit much for a human body to cast. She does however sit you down and help you rework your Throwable Earthquake spell to instead turn somebody to stone. (New Spell: Throwable Petrification)
1d80+8 = 62 + 8 = 70Terraphidite explains that a true universal binding spell is also likely beyond your current ability, so she teaches you an easier to master but more focused version instead. You pick up this new spell quickly under the guideance of your mistress. (New Spell: Bind Earth Planer)
1d80+8 = 39 + 8 = 47Finally your patron teaches you a trick to help prolong the lifespan of your golems. It isn’t particularly cheap, but it is easy and effective. By imbedding a ruby into the clay you intend to animate, you can drastically increase the lifespan based on the quality of the cut of the gem. Terraphidite explains that even an uncut ruby should give a golem a 24-48 hour existence. She even gives you a few rubies to help get you started. (+4 Rough Rubies. You can now use rubies to increase the lifespan of your clay golems)
1d80+8 = 45 + 8 = 53You inform Terraphidite that you intend to set up shop in the Basalt Vaults, and she summons several large creatures from her spherical gem collection (Including the core of mercury). She orders the creatures to set out and start constructing you a lair.
Throwable Petrification: This spell is prepared and cast in a functionally identical manner to your Throwable Earthquake spell. Throw the airplane at a single target. If the spell succeeds and isn’t resisted the target turns into an inanimate statue of stone.
Bind Earth Planer: Make a mixture of equal parts ground chalk and ground reptile bone, and use it to make a magic circle on the ground. If an non-sentient creature native to a realm of the earth plane enters the circle while you are inside it, it becomes bound to you. A bound creature will follow orders and never willingly harm you or your goals. A bound creature gains your understanding of the world and can communicate with you telepathically. When the creature enters the circle roll faith to cast and resist.
Kathryn:You take your carving of the message to Kestrel and pay him 150 USD to translate the darn thing. The old man reads to you a cryptic and rather depressing message.
“Human Girl, I wasted the money on blow and a phony cure. I have to pull off one last job to support my family, assuming I don’t get distracted by my search for completion in the river first. If anything weird happens at Dodger Stadium, that would be me.”
You let the message sink in before getting on with you day. (-150 USD for Kestrel’s services)
Your rent a truck and purchase an above ground pool, which you drive back to the manor. Kestrel promises to put installing it on his to-do list. (-1500 USD. +1 Above Ground Pool)
Without a pool to fall back on you head back to the bathtub to practice pressurising water. This time you are eventually able to leave a nasty dent in the wall with a well placed water blast. You doubt this method of attack is as practical or powerful as a bullet, but you get the feeling it could be useful against foes susceptible to to corrosion or with an elemental weakness to water. (New Spell: Pressurized Water)
1d80+7 = 46 + 7 = 53Back at the Big W you show up on time for class. The instructor is a polite older gentleman with a slight Australian accent. He teaches you how to conceal your actions using thick colored smoke. The spell is easy, and every student in the class has it down by the time the instructor finishes. (-1200 USD, New Spell: Smoke Effects)
1d80+10 = 73 + 10 = 83On your way out the door you spot the listings for tomorrow's classes. There is a four hour class offered for 800 USD titled ‘Prepare yourself for the Upcoming Werepocalypse’. That class is immediately followed by by a free two hour lecture on the legendary Moonbane Weapons. Both classes seem to have the same instructor, who goes by the name Marcuitio.
Pressurized Water: Roll connection to shoot a blast of high pressure water at your foe. You must be channeling water with water effects to cast this spell. This spell inflicts only 80% damage, but can inflict much more damage on, or even instant kill some susceptible foes.
Smoke Effects: Roll connection to use some nearby water to generate thick colored smoke. If you are just using ambient air moisture you create enough smoke to simply obscure your actions, giving a bonus to slight of hand and evasion. If you are channeling a source of liquid water when you cast this spell you create a thick colored cloud that nobody can see into or through.