Kathryn:First thing in the morning you hop in your car and ride down to the beach. However with the party gone, so is the Kobold. You comb the beach up and down but the only trace of the little rodent you can find is a message in a language you cannot understand carved into the bottom of the picnic table where you talked with him the other day.
1d80-8 = 35 - 8 = 27Back home you throw on your Gorgon slaying gear and start messing around with the creature’s head. Sadly after hours of experimentation it would seem that contrary to the legends it retains no petrification powers... or perhaps you are just doing it wrong.
1d80 = 9Deciding that some magical practice is in order you bring the birdcage to the bathroom and fill the tub with water. You attempt to pressurize water for some time, but don’t make much progress. You can increase the pressure, but not much more than you could by putting your finger over a garden hose. Annoying perhaps, but lacking any combat utility.
1d80+7 = 3 + 7 = 10You talk to Kestrel, and quickly find that by ‘clubs’ he meant less ‘group of like minded people’ and more ‘place to party after dark’. Still he knows a place where you can find both, and for 50 USD he gives you directions and the entrance password to a place called ‘The Big W’.
15 minutes later you find yourself standing on the hills next to the Big Letter ‘W’ in the world famous Hollywood sign. You place your hand at the base of of the sign, and verbally proclaim the awesomeness and skill of Charlie Chapman. Suddenly the letter sucks you in and you find yourself standing in LA’s biggest performance mage meeting place. Inside the magical compound are 3 large film studios, a magical film equipment and prop shop, several rooms where classes are offered, and of course a bar/nightclub.
Class information is posted a day in advance. Tomorrow a 4 hour course on the basics of magical swordplay is offered for 2000 USD. There is also a 6 hour 1200 USD class titled ‘Tricks and Illusions; magic that passes for mundane’. Finally you check out the shop inventory. (-50 USD for Kestrel’s help)
1d80+5 = 60 + 5 = 65Shop Inventory:
Ultimage Megashot Camera (4300 USD): An enchanted device that uses a built in Mech Sprite to edit and perfect your pictures and video as you shoot em. There are similar but more powerful products in stock going up to over a million USD in cost.
Set in a Can [Egypt] (7000 USD): A magical soup can sized device that when opened will re-design a room to resemble an authentic egyptian tomb. All non living items that are not on the person of a sentient being will be destroyed or transmuted.
Set in a Can [Saloon] (7000 USD): A magical soup can sized device that when opened will re-design a room to resemble an authentic old west saloon. All non living items that are not on the person of a sentient being will be destroyed or transmuted.
B-Grade Z Plague (1500 USD): A strain of zombie flu that only lasts 24 hours. Great for shooting authentic zombie movies without killing anybody for real. Package contains 20 infected hard candies.
Skill Injections (800 USD): Powerful shots that can make an actor comfortable with a phyiscal mundane skill. An injection leaves the patient bedridden and useless for 8 hours. There are injections available for almost any imaginable weapon or martial arts skill.
Emlyn:You find a few books by your door first thing in the morning, presumably left by Kestrel. You start reading and quickly learn a thing or two about Internalized Magic. It is mostly used by powerful magic beings such as deities, dragons, demons, angels, ect. Several mortal races, mostly elf and naga subspecies, can use it, but usualy humans are not on the list.
Humans modified with curses or conditions, most commonly Vampirism, may be able to cast internaly, and other humans can cast in a functionally identical way by drawing off the power of a willing artifact or powerful being. But there is no recorded instance of a pure blooded and unmodified human being casting internal magic. This information leaves you a bit distressed, but at least you get a few free books out of the deal. (+The History of Internal Magic on the Mortal Realm. +The Human Halfbreed’s Guide to Exploring Internal Magic. +Simple Spells for those with an Internal Magic Supply)
1d80-3 = 64 - 3 = 61You decide to start practicing some martial arts, but are too preoccupied by recent revelations to make any real progress today.
1d80 = 39 (Martial Arts fail)
Ariel:Fitting a large naga thrall on a Jetski is a rather difficult task, and you are not in the best physical shape. Eventually you just have to tie the blasted beast down in an awkward position before setting off down the river, through the portal, and into Tartarus.
The yellow lich is shocked by your delivery and gives it a good looking over. He decides that he can probably extract and preserve the stomach-brain while mummifying the rest of the beast. He will however need some white corn to produce the fluid with which to preserve the valuable organ. You help the Lich’s mummies tie the thrall up in the basement with some heavy iron chains before taking your leave to go fishing.
You sit on the bank of the river, channeling energy into the rod. The rod enhances your luck and phyiscal strength making fishing a snap. You catch 2 strange crimson fish the size of your hand and what appears to be a neon orange baby crocodile. You also land a lobster the size of a labrador retriever, but having no way to restrain the beast you end up cutting the line and running from it. (-2 Brimstone Slugs. +1 Orange Crocodilian [live]. +2 Strange Crimson Fish [dead])
1d80+7 = 35 + 7 = 42Adrian:Kestrel gives you a lead on a poorly guarded vault on the banks of the river styx that you could go after. The information isn’t cheap, but you thank the old man, warn him to leave your wife alone, and set off for some adventure.
Sadly, 15 minutes into your adventure your Jetski stalls out. You manage to get the dead craft to shore and start fixing it. It takes all day, but with the supplies on hand you are able to fix your craft and fend off attacks from several swarms of hell mosquitos. You return home around bedtime, just thankful to be alive and unharmed. (-750 USD for Kestrel’s fee.)
1d80+2 = 17 + 2 = 19Henry:You prepare the spell to contact Terraphidite quickly and without incident. Soon one of your rats is speaking in her voice and you listen. Following your patron’s instructions you draw an arcane circle on the ground and drop the portal key in the middle. A gate rises from the ground and you walk through.
You find yourself standing in a throne room before your mistress. You hand her the Core of Mercury which she places up on a shelf next to similar spheres made of various kinds of metal and gems. She explains that your reward will be a two part gift.
First she will keep the portal open for four more days, during which time you may enter at any time you wish and Terraphidite will help you train and experiment with magic (Giving you a +8 bonus to your rolls!).
After that she will reroute the gate to lead to your own private lair of chaos in the sphere of earth. She says you can choose to have your lair in the lawful neutral Basalt Vaults (Easily Defendable), the true neutral eternal desert (Lots of dangerous and exotic plants and animals to exploit nearby, or the chaotic evil Tar Pits (Lots of undead and/or extinct animals). Rare and powerful minerals are easy to come by in any part of the earth sphere. The quicker you pick where you want your Lair, the better Terraphidite can make it for you.
Once you have your lair you will be inducted as a full fledged member of the Chaos Circle, capable of taking followers as soon as you feel ready to nurture and teach them. Terraphidite will also likely have another job for you at that time. (-1 Portal Key. +1 Gate to Terraphidite’s palace)
1d80+6 = 44 + 6 = 50You spend the rest of the day chatting up your mistress, completely forgetting that you had planned to mess with the anchor ooze.
1d80+2 = 9 + 2 = 11