Emlyn:
Deciding to split the Hit List with Adrian, you take 2 out of the 5 targets and set off in spite of the pain.
Your first target is Matron Vistra, a brown Naga who, through her many children, is at least partially involved with most magical organized crime in Southern California. You arrive at her penthouse suite and knock on the door. The smell of incense billows out the room as two large and muscular Naga greet you. You talk them into a meeting with the Matron, who is rather miffed that her morning newspaper reading session has been interrupted. After the Naga calms down however the meeting becomes a bit more productive. Vistra freely admits to conspiring to seize the city, but would be willing to scrap those plans if two of her children were given the title of Archmage. You doubt the others would go for the offer, but you are glad that she is at least willing to deal, and unwilling to fight Vistra and her two guards at once. You promise to consider her offer before leaving.
The next mark is Purgoth, an abomination of flesh and organs assembled years ago by a foolish necormancer. Purgoth has been building an army of undead, and may be planning on turning it loose upon the mortal population of LA. You search several graveyards and manholes where the beast is reputed to lurk, but after hours of effort you let the pain get the better of you and return home. (-47 USD cab fees) 1d80+3 = 37 + 3 = 40
You lay down in bed, and start focusing on your internal magic supply, willing it to be stronger. After hours of this meditation you discover that most of your magic is stored in the wrists and ankles, but fail in figuring out a way to expand or improve this supply. 1d80-8 = 37 - 8 = 29
Kathryn:
Sunrise finds you in your car and headed to the airport. You decide to buy a two way first class ticket to New York so that you may deliver your package to the Dragon. The ticket you purchase is good for seven days, starting tomorrow. (-1299 USD. +1 Roundtrip Ticket to New York)
Upon returning home you go check on Alana, who is still in Stasis. Deciding not to wake her you go to Kestrel and ask what her deal is. Kestrel explains that Palorur should have the stabilizer ready by dinner time, although he has no clue when the brewer will make a trip to Los Angeles to drop it off. Kestrel intends to find the girl a boarding school or master in a more clone friendly location, as the LA society has some pretty strict anti-clone laws and none of the other current Archmages would likely vote to repel them. The old man mentions that if the group wishes to get rid of any of the other children or teenagers in the manor, now would be a good time as he might be able to get a group rate on boarding school enrollment.
You decide to peek into the package for An'dargoth. You are a bit disappointed as all you find inside are several documents written in Draconic and a single massive dragon tooth.
You then track down Henry and Shelly to go hunt down real estate...
Henry:
Your day starts in typical fashion; setting up a circle to generate throwable earthquakes.
A second circle is then fashioned to get in touch with your patron, however as you try to perform the ritual the mouse gets free. You spend several hours chasing the rodent down before eventualy cornering in the wine cellar with the help of Molly, the young kid that you sprang from prison.
You decide to give the ritual another try, but before you get started you are dragged away by Kathryn who wants to go hunting for real estate...
1d80+8 = 15 + 8 = 23
...After you disasterous afternoon out you collect and finish up your paper airplanes. (+2 10 hour throwable earthquakes) 1d80+6 = 50 + 6 = 56
Adrian:
Seeing as you will be spending more time out hunting down targets on the hit list, you take three of them leaving Emlyn two.
Your first target is John Piazzo, a rich merchant and enchanter who owns the magically hidden docks where all magical maritime trade in LA takes place. Piazzo has taken to calling himself “The new seat of magical government in LA” and has been charging an exuberant tax on those seeking to buy or sell at his dock. When you arrive at the docks two of John Piazzo’s men order you to disarm and check your weapons in for the duration of your stay. Deciding that if you were to start a fight all the way back at the gate you would be unlikely to reach Piazzo alive, so you decide to just case the docks. You discover that Piazzo keeps about 16-17 heavily armed guards, and that he rarely leaves his personal suite at the top of the nearby lighthouse.
The next listed target Carly Summers, a performance mage and botanist who might have links to Naturia, a hyper aggressive dimension of sentient plants and bugs. You seek her out, finding her on stage with an improv group, and decide to attack her without delay. Without dropping character Carly ducks your bullets, absorbs your lightning unharmed, and uses a mirror to redirect your lightning and cut the words ‘Ta-da’ into the curtain. The audience thinks this is all part of the show, and Carly seems reluctant to fire into the audience where you sit or break character by charging over to attack you. You decide to call it a draw and hightail it from the theater.
As you begin to read up on your third target, a rogue vampire by the name of Moonbeam, you get an unexpected phone call. It would seem that Daintyroot had won a few thousand dollars in an arm wrestling contest with Knox. She had left the house to shop for magical supplies and had gotten lost. Knowing that phones were comunication devices, but not knowing how to use them correctly, Daintyroot has enchanted a payphone to seek out her husband and place the call for her. You rush back home, pay Kestrel for your wife’s exact location, and head out to pick her up. You didn’t complete the job as planned, but you feel like a hero none the less when you find the frightened elf and console her with a hug. (-100 USD for Kestrel. -66 USD for Cab Fees) 1d80-6 = 19 - 6 = 13
Ariel:
Planting is much easier than you thought it would be. The oppressive humidity and stench of Tartarus is actually attractive and invigorating to undead beings such as yourself, and each time the work wears you out you are able to quickly catch a second wind. With the Harpy’s help you finish planting with some time left to spare. (Planting Complete) Failing Roll Fudged by GM Mercy
You then drain most of Rufus’ soul into a Pixie seed and plant it. The Harpy sits this job out as it is not intelligent enough to help with the magic, nor is burying a seed in a pot difficult enough for you to call upon it’s muscles. (-3 Power Levels on Rufus’ soul. +1 Planted Pixie) 1d80+3 = 48 + 3 = 51
Kathryn + Henry:
The pair of you hop into Kathryn’s crapbucket of a car with Shelly and set out searching for magical real estate. This proves difficult. You visit each magical location you know about in town, but none of them have anybody knowledgeable about the real estate market, nor any lots advertised on their bulletin boards.
Eventually you both begin to grasp for straws. Kathryn lets Henry drive as she uses her well honed detective's eyes to try and spot a reality altering barrier which magical lots tend to have. After several hours of this Shelly suddenly points up and yells “What’s that?”
A winged beast, made of metal and about the size of a pickup truck lands in front of you, blocking the road. Henry brings the car to a skidding stop and the three of you stare the creature down. The beast suddenly open’s its mouth and fires a huge energy beam right into the car, destroying it and seriously injuring the three of you. The creature reaches down and grabs Kathryn, attempting to crush her in its hands. Several of her bones break before Shelly manages to pull out her flute and hit the brown note, causing the beast to drop the detective and flee!
Shelly then produces her cellphone and calls Kestrel, explaining the situation. The old man deployies Puck to scramble the police lines and keep them from showing on the scene before picking you all up in a WWII era military jeep. You all get healed by some of Kestrel’s potions, but the old man explains that you will be sore and frail tomorrow. Kathryn, the most injured of the group, simply collapses on Henry’s bed and goes to sleep early, skipping her bath and planned move in. (-Kathryn’s Car, Henry’s Max HP is 80% of what it usually is for tomorrow's job, Kathryn’s Max HP is 65% of what it usually is for tomorrow’s job, If Shelly tags along tomorrow her max HP will be 80% of what it usually is.)
1d80+2 = 4 + 2 = 6 Henry’s Roll
1d80+2 = 2 + 2 = 4 Kathryn’s Roll (Crit Fail)
1d80+2 = 6 + 2 = 8 Shelly’s roll