Emlyn:You start your day spending more time reading The Fellowship of the Ring. You keep telling yourself that you will get around to reading The History of Internal Magic on the Mortal Realm, but it just doesn't happen on this particular morning.
1d80 = 17Popping open the Simple Spells book your eyes quickly come across a powerful summoning technique. The book states that the creature it creates is often powerful enough to keep up with the beasts spawned by more advanced summoners, and the spell itself is relatively simple to cast. It has some drawbacks, but you decide that it might still be of use. You make some notes and begin to practice, adapting the spell to your technique and style. (New Spell: Release Spirit Beast)
1d80 = 76You head to the basement with the intent of weaponizing raw magic. You instead run into Kestrel who is running around like a maniac trying to wrangle his pet Ghoul, who happens to be on the loose. The old man suckers you into helping and you spend the afternoon and evening chasing the monster around. Eventualy you catch it in a thick Deluge of raw magic. Kestrel binds the beast and leads it back to his cell, saying that he might perhaps leave another book by your door tomorrow in return, if he remembers. You grab dinner and go to bed, a bit disapointed that your spell composition didn’t work out.
1d80+4 = 9 + 4 = 13Release Spirit Beast: This spell allows you to temporarily combine your internal power source with some raw magic in the environment to create a mighty and loyal spirit creature. You can cast this spell directly, drawing from raw magic in the air, but it is most effective if you use some lingering magic from one of your spells as a source. The creature created varies depending on your mood, self concept, physical health, magical skill level, and current environment. Roll against faith to summon. The creature is automatically dismissed if you attempt to cast a spell while it is active.
Henry:You have a terrible nightmare starring Mark and that Jellyfish girl he dragged back to the Cyro Chambers. You wake up screaming many times during the night, but the nightmare keeps returning each time you doze off until the sun comes up...
Kathryn wakes you at 2 in the afternoon, saying that it is time to pay Kestrel for the information about your brand and then find that Kobold. Man did you sleep in...
1d80+6 = 15 + 6 = 21 (No Airplanes)
1d80+11 = 3 + 11 = 14 (No luck with spell practice)
Ariel:Your morning is spent traveling to Tartarus where you easily locate the Yellow Lich’s Mausoleum. The lich takes the white corn and informs you that he will start extracting the stomach brain right away. He promises that you will be the first to know if he comes up with an idea as to how to put the organ to use. You decide not to tell him about your upcoming curse, you are both nervous, and would like to perhaps surprise the Lich. He bids you good day and you depart. (-2 White Corn)
Locating the ideal spot on the banks of the Styx, you plant the Gingerbread seed and return home to read.
The banlist, as it turns out, contains very few spells of use to you. Most of the spells included seem to be simple and harmless stuff, recommended for prohibition because Jagen believed that they “Help to contribute to a positive sense of community and self for the wretched subhumans.”
Glossing over many spells that lengthen fur, heal and buff werebeasts, or make life in the sewers tolerable, but nothing about transferring souls. Eventually you give up and spend the rest of the day drawing pictures of the Yellow Lich.
1d80+9 = 5 + 9 = 14Adrian:For the first time in a while, you sit down and enjoy a quiet morning coding. Inspired by your lack of magical equine entrails you create something that can anaylise recipies or blueprints, and recommend substitutions for specific components/ingredients. (New App: Brew You)
1d80+1 = 75 + 1 = 76You then work on refining your magic detector. You find this to be a complicated process, as you don’t understand enough about magic to make the dang app an expert. You do however upgrade it to link with your mind so that it can hone in on the magic signatures you want it to. (You can now roll knowledge to spot what you want through ambient magic interference)
1d80+3 = 52 + 3 = 55Brew You: An app/enchantment that calculates substitute components for magical recipes or projects. Spend an hour entering the recipe or plan in its entirety to the app and then roll against knowledge. If you pass select the components you wish you replace (You may replace up to ⅓ of the total components of a recipe/blueprint/plan). The app takes 12 hours to process 1 ingredient or 24 hours per ingredient should you use more than one. You may not use the device the app is installed on while it is processing. It would take you 8 hours to install this on an unfamiliar device.
Kathryn:You find that the pool is set up first thing in the morning so you go out to take a swim. You invest a good deal of time into practicing your backstroke and building up strength and endurance. Eventually you find yourself physically spent, so you decide to lay back and practice weaponizing water. (Good Workout)
1d80 = 76You start practicing to master your pressurized water spell, but 30 minutes into the session Eric and the other two teenage manipulators join you. They are loud and rowdy, but you try and work through through them. Molly, the young half-water elemental that you freed from prison shows up 20 minutes after that to practice her water spells and that spells the end of your training session. She is so impressive and flashy with her casting that you just give up and watch her show off for several hours.
1d80+4 = 12 + 4 = 16Daintyroot catches you on your way back inside and hands over two enchanted flutes. She intends to swim, but does not own a bathing suit. Her skinnydipping quickly drives the others out of the pool. You are far too busy laughing to ask the elf exactly what she did. (+2 enchanted flutes)
After a quick shower to remove the chlorine from your skin you dry your hair and rouse Henry...
Kathryn + Henry:You each pitch in 1000 USD to get Kestrel talking about the brand. He explains that it is indeed cursed, and will be difficult to remove. Kestrel can try to whip something up to get rid of it, but it would take him 5-8 days depending on his schedule. He would not ask for further payment. He suggests that Palorur with his mastery of alchemy, or Daintyroot with her knowledge of Tattoos and enchantments, might be able to get it fixed quickly. He suspects however that they might require a payment. Kestrel also mentions that if Ruffians branding iron were to be destroyed or stolen the curse on Henry’s ‘R’ would be removed.
The pair of you pay a visit to Dodgers Stadium and discover that the team is playing a home game tonight. You buy tickets and find your seats, spending the time before the game starts combing the stadium in search of the Kobold.
After the first pitch you both get a little bit distracted by each other. You end up sharing a drink and a frankfurter in the second inning, and by the bottom of the third your Kobold hunt has evolved into a full fledged date. The kiss cam comes on in the 6th inning, and you both watch the jumbotron intently, hoping that they’d set the two of you up for some smooching. Instead you spot the Kobold in the background of one of the shots. Sadly neither of you can quite figure out where the little beast is sitting based on the brief Jumbotron glimpse, so you both renew you efforts to comb the ballpark in search of him.
After a bit of searching Kathryn checks back at her seat to find another note in Draconic dropped on the ground. The detective picks it up and resumes her search, but sadly after everybody else leaves, and security throws you out, there is still no sign of the Koblod. (-70 USD for Tickets [split the cost as you will])
1d80+5 = 13 + 5 = 18 (Kath Search)
1d80+1 = 14 + 1 = 15 (Adrian Search)