Ariel:Luckily you are able to catch Palorur in the manor this morning. You give him back his Z-Cure potion and ask about purchasing Mythril. Palorur however explains that Alchemy grade Mythril isn’t exactly the same thing as the smithing quality stuff, and that in comes in powder bags instead of bars. You ask where you might be able to get Mythril by the bar, and the Alchemist pauses briefly.
Palorur knows of three people in LA with connections to the inter-planer Mythril trade. Two of them are Archmages, and thus dead. The last would be Dust, a mystic who works out of a ‘psychic’ shop in town. Palorur warns that while Dust himself is a fairly honest man, he is a close friend and ally to Ruffian.
You ponder the Archmage’s advice as you get to work preparing and planning your next lesson. This endeavor goes smoothly, and by the time you are finished you feel organized, and perhaps even better at teaching... (Successful Practice)
1d80+6 = 73 + 6 = 79Deciding to receive your curse you seek out Kestrel and start firing questions at him. As you suspected the old man doesn't have any real information as to what happened to the Archmages. He has leads, but refuses to share them, explaining that the time to worry about that has yet to come. You then turn your attention to the Archmages from Boston.
Kestrel explains that Sweeny the seafoam is currently back in Boston at his Studio, editing the footage of his prison fights for market. He will likely need 2-4 days to edit and publish his film before he can return to LA and put the next stage of his plan into action. Captain Goldberg, the second Archmage, is on her private yacht several hundred miles off the California coast. She is preparing a small force of powerful flight capable battle golems to support her allies. The third Archmage is the leader of the group; Fitzpatrick the Lucky. Fitz just poisoned his mother, so that her ailing health wouldn’t interfere with his operations in California. He is currently at the family estate just outside of Belfast, attending the funeral, but should return to Southern California by the day after tomorrow at the latest.
The old Mystic attempts to lay a powerful curse on you, but in doing so accidentally channels some of his power into a wand sticking out of his trouser pocket. The wand emits a bolt of fire that strikes Kestrel in the shoulder, causing him to fall to the ground in pain. The old man flails around on the ground, but luckily you notice a healing potion sticking out of his pocket; grabbing it, you hold Kestrel down and help him drink up.
Once Kestrel comes around he sheepishly explains that he missed his window to curse you and is now suffering the consequences. The resulting unholy headache will make laying a curse as powerful as the one you want impossible for two days, unless you want to pay 4000 USD for the information to relieve him in the meantime.
1d80+20 = 1 + 20 = 21(Kestrel’s curse attempt)
Stifling a chuckle at Kestrel’s misfortune you head over to the beach and scare the football players. They give some resistance at first, saying that they know the local cops and that calling them would do nothing. You then however threaten to go over the heads of the police with a Lawsuit and formal complaint to the proper state athletic regulators. This is enough to scare the kids straight and they scatter, promising no more water balloonings.
You receive your payment in the form of 2000 USD from Kestrel and a 2 glowing red bulbs from the Cult. The cultists explain that they will grow into Lava-Pitchers if planted and grown. Lava-Pitchers are huge plants full of a lava-like digestive fluid, commonly used by earth and fire cults to perform sacrifices. Their digestive lava is also valued by alchemists. (+2 Lava-Pitcher Bulbs, +2000 USD)
1d80+5 = 73 + 5 = 78Emlyn:On your way to the basement to practice your magic you spot the young half-water elemental Molly. She is throwing a fit about the fact that her ‘uncle’ Knox is dead. Two of the teenagers who seem to live in the manor are egging her on.
You quickly pull the girl away from her tormentors and end up having a long conversation with her. You learn that her father was an unknown but aggressive water elemental, and her mother a mage unfortunate enough to summon him. She has been in the prison since she was three and was forced to perfect her natural aquamancy to survive in the general population. Although she is rather jaded and hardened for her age you quickly discover that the girl is more or less still a child at heart.
The entire day ends up going to the girl. You spend the morning reading The Phantom Tollbooth to her from your mundane book collection. The afternoon turns into an extended game of tag, with Molly stopping every few minutes to display her truly fearsome water powers. After dinner Palorur finishes the potion required to bring Knox back to life, and Molly returns her attention to him. You find it to be too late in the day for you to practice magic however.
1d80+1 = 24 + 1 = 25Kathryn:Shelly drags you out of bed early and forces you to practice flute with her. As you suspect the girl clearly outclasses you in terms of skill on the flute, but you are able to hang with her and learn a thing or two. (Good Practice. Flute Skill Progress starts at 1/3)
1d80+5 = 76 + 5 = 81Deciding to expand your big sister role to encompass yet another young lady in the manor you seek out Molly. You find the girl playing tag with Emlyn, and not particularly interested in practicing magic at the time. Despite your best efforts to convince her, she refuses to accompany you to the pool, so you head off to practice by yourself. You are honestly pissed at being rejected, and find yourself incapable of focusing on your magic.
1d80+7 = 20 + 7 = 27Kestrel gives the note a quick look over and gives you a rough translation.
“Human Girl. I have cased the joint. I can make the steal of a lifetime at this stadium before finding my way to a watery grave. Thanks for caring enough to come after me.”
The mystic quickly explains, in vague terms so as to keep his cost down, that a powerful artifact was buried under right field in Dodgers Stadium. Up until recently half of the stadium security team were wages paid to keep thieves away. Without the Archmages around to supplement their paychecks, they all recently quit, leaving whatever prize is buried down there unguarded. (-700 USD total Kestrel Payment)
You hop in your car and race to the ballpark, where you spot the tiny Kobold struggling to pull a large cart with a black box out of the parking lot. The Kobold flees when he spots you, but your long human legs easily outpace him. You tackle the creature, wrestle him to the ground, and force the potion down his throat. You put the Kobold in the back seat and his big black box in the trunk before returning to the manor. (+1 Captive Kobold Thief. +1 Large Sealed Black Box)
1d80+5 = 37 + 5 = 42Adrian:You go down to the river and try to power up the Jet-Ski. It would seem however that your makeshift repairs from a few days ago have given out, and the machine won't start. You spend most of the morning convincing Kestrel to get it fixed on Sapphire’s dime. You then help drag it up to the water and into Kestrels Shed. The Mystic promises to have a guy over and get it fixed before morning.
1d80+2 = 38 + 2 = 40You spend the rest of the day in the pool relaxing with Daintyroot, who owns neither swimsuit nor a cultural taboo against public nudity.
Henry:You show up for your last day of training and get right to work with Terraphidite. Deciding to make yourself more useful for your team, you ask to learn some defence rituals. Your mistress agrees and teaches you a ritual to provide some shielding and defence for you and your allies who partake of it. The ritual itself is a bit disturbing, but you learn it very without issue. With lots of time left Terraphiditie teaches you another spell, one that you can use in combat to defend against missile attacks. (New Spell: Ritual of Shielding, New Spell: Gemdust)
1d80+11 = 75 + 11 = 86Deciding that stone to flesh is a key component in any Earth Mage’s bag of tricks, you ask to learn the spell. Your mistress agrees, and teaches you something similar to what you wanted to learn. Again you pick up the spell without difficulty. (New Spell: Fleshify Statue)
1d80+11 = 43 + 11 = 54Terraphidite explains that there are no particularly interesting wild earth Planars in the lawful Basalt Vaults. She does however teach you a spell to attract plannars native to whatever elemental plane you might happen to find yourself in. Yet again your luck and focus hold up, and you manage to learn the spell without a hitch. Your patron is even nice enough to give you some powdered unicorn horn to use in the spell. (New Spell: Bait Planar. +1 20lb Sack of Powdered Unicorn Horn)
1d80+11 = 72 + 11 = 83Ritual of Shielding: A ritual spell cast before battle to protect yourself and your allies from physical damage. Create a magic circle out flour. In the center of the circle slit the neck of a goat or sheep and collect its blood in a bucket. Wash the hair or bald scalp of anybody you want protected by this spell in the blood, rolling against knowledge for each. Should you pass the knowledge roll, the person whose hair was washed gains damage reduction against phyiscal attacks equal to the amount by which you passed (Capped at 25). This protection lasts for 48 hours.
Gemdust: Spend at least 2 hours drawing a complex magic circle design on a piece of paper (Make a knowledge Check). Tear the paper up into tiny bits and store the bits in a small cloth bag. You may throw a bag of shredded paper prepared with this spell at your feet in battle and roll against connection, this connection roll cannot fail. The bag will explode into a haze of sparkling yet short lived Gem Shrapnel, centered on yourself with a radius of 2. The haze lasts until the end of the round, and all missle attacks passing through it are rolled at -1/4th of your connection roll. You may throw a bag of Gemdust out of turn once per battle if you pass an Intuition Check.
Fleshify Statue: A ritual spell cast on a work of art made of stone or clay. Draw a magic circle of mud around the target. Carve Terraphidetie’s secret symbol on the target piece of artwork and lay your hands upon it, rolling against connection. If you pass, the artwork turns to flesh. If it was once an organic life form it returns to its true state. If it was never alive it becomes an assorted pile of flesh, blood, and organs that can be used as spell components or food.
Bait Planar: A ritual spell used to attract elemental planars. Make a magic circle out of powdered unicorn horn and soil or plant life from the realm you are in. Leave the circle alone for some time and return rolling against luck at +2 for each hour you were gone (Time bonus capped at +20). If you succeed a Planar should be somewhere nearby your circle.