Kathryn:You show up at the camp infirmary hoping to help out, and looking to see if you can mooch supplies or knowledge. Sadly all the doctors and patients are Clockwork Devils, who have inorganic bodies vastly different from any patient you are likely to treat.
1d80-4 = 7 - 4 = 3Travis’s wife shows up to remove the curse from Henry’s brand, and while she is around you ask her if water magic has any real healing potential. Ms. Travis explains that while water magic isn’t particulary useful in a hospital enviorment, water is a major component in most organic beings. Water magic is often considered a gateway to learning healing and body control spells.
You then travel with Henry to the Dragon’s Lair, which is a simple but well lit cave full to the brim with gold and treasure. Wraxind himself is huge even for a dragon, standing in at three times the size of Andre Steelman or Daintyroot that one time at the zoo. His scales and skin are transparent and studded with gems. You can see a huge tornado inside the Dragon stretching from the base of the base of the beast's neck to the end of it’s tail, like an incorporeal circulatory and nervous system.
At first the beast ingores you, content to try and train Henry in some sort of new ritual. You note that Henry however seems intent to argue and converse with the Devil inside his head. Eventually the dragon picks up on this as well and gives up trying to teach Henry. Sometime after that it surrenders to some small talk with yourself.
You learn that the Chaos Circle is a leaderless organization that defies time, space, and to an extent logic. Every member has a master, and most have multiple followers. It is said that if you follow the chain of command long enough, you may end up back where you started. The Circle has only one unified goal: Opposition to organized religion. Wraxind points out that this goal may prove to be a conflict of interest to an Archmage trying to promote peace in her region.
Circle members have access to a functionally bottomless pool of magic that can be tapped by elaborate and complex rituals, which are generally too impractical and lengthy to be used directly in combat. You feel that with this information you understand Henry much better.
Wraxind offers to induct you as his own follower tomorrow if you are still interested. When you mention that you might like a more water-flavored patron. The dragon says he can help you as well if that is what you desire. He can re-wire your portal key so that in hones in on Kwal, a powerful being crafted by the circle from the remains of the many sea-gods they have slain. The dragon warns that Kwal’s presence may be overwhelming to all but the most headstrong mortals.
Satisfied with this response you return to Travis’ camp with Henry. (You get home too late to have a full night’s sleep. You can choose to either sleep in 2 hours, or take a -3 on all actions tomorrow)
Henry:First thing in the morning Mr. Travis’ wife applies a salve to your forehead to kill the surveillance curse on your brand. It burns like hell, but you get over it quickly.
You ask a Clockwork Devil if you may set up a magic circle in his tent. He refuses. You inquire again, this time ordering the poor devil as Mercutio. With a deep bow it allows you to set up your circle, promising to guard it against disruption.
Dragging Kathryn along you decide to visit Wraxind. The dragon is quite intimidating, but he mentions that he is on good terms with you master, and would prefer to keep it that way. He agrees to try and teach you a new ritual or two, and you sit down and try to learn. Sadly the devil in your head is far more interested in planning the assault on the castle than he is in learning new rituals. He uses you as a soundboard, constantly bouncing ideas off you. You find him to be brilliant but also distracting.
Eventually Wraxind gives up on trying to teach you, as you are clearly far too occupied with the voice in your head. The beast turns his attention to Kathryn, explaining the Chaos Circle to her... You resign yourself to listening to Mercutio’s tactical ideas for the rest of the afternoon.
1d80+7 = 26 + 7 = 33You make it back to camp way past your bedtime, and quickly pull and finish four petrification airplanes from the center of your magic circle. You then head to Mercutio’s tent and go to sleep. You find the loud wistling, screaming, hissing, and laughing objects your mindmate keeps around to be oddly soothing... You wake up the next morning feeling refreshed and powerful, despite have several hours less sleep than normal. (+4 Airplanes of Petrification)
1d80+6 = 68 + 6 = 74Emlyn:You walk to the forest and give it a good looking over. You find many weird and intresting looking plants, but have no clue which if any are of use to you, so you decide not to collect anything. After a few hours of exploration you are jumped by a bear. You dodge it’s swipe at you and lay a hand on it, blasting it with a dose of Turn Aura. The spell damage, although not major, is enough to make the bear retreat.
1d80-5 = 17 - 5 = 12Heading next to the monastery you decide to do some studying enroute. You quickly find a spell that can send magical knowledge directly to your brain and internal power source, skipping the lengthy spell learning process. Sadly it only works under extreme circumstances, but deciding that it would be a neat trick to have you commit yourself to learning it anyway. (New Spell: Primal Adaptation)
1d80 = 67The monks at the monastery turn out to be quite helpful. The lead you too their grand master, a black naga like the one you fought in the zoo. The grand master offers to impart onto you some magical knowledge if you agree to spend the afternoon in his thrall doing some chores around the monastery. You are not sure if you can trust the snake, but eventually he convinces you that he has taken an oath to never harm a fellow mage. You relent and the creature wraps the tip of his tail around your head, and all fear and emotion vanishes from your system.
You spend the next four hours mindless sweeping and washing clothes around the monastery. The last task you perform for you master involve massaging some sort of seasoning into the skin of an enthralled orc girl. She seems genuinely excited to be eaten alive and converted into spell knowledge by the grand master, and you feel genuinely excited for her. Eventually the grand master enters the kitchen and you watch as the orc, laughing her head off, slowly vanishes down the naga’s throat. Your master then removes your headband and you snap back to reality. You feel disgusted, but true to the snakes word knowledge of a healing spell dances around in your head. (New Spell: Rejuvenate Body)
1d80+6 = 60 + 6 = 66Primal Adaptation: A spell you can activate ingoreing turn order any time you are reduced to 20 or less HP by a hostile spell. Roll against intuition, if you pass, you instantly learn the spell that harmed you (or a nerfed version if your body cannot handle the original spell). Spells learned this way do not count towards your max HP total. If the offending spell knocks you out you may attempt to cast this spell as soon as you are woken up.
Rejuvenate Body: A healing spell to be used only on oneself. Roll against body. If you pass the check your HP is completely restored and all non-magical afflictions are removed. After casting this spell, successfully or otherwise, you may not use any magic for the next 1d6+1 hours.
Adrian:You spend all day working with your laser. You learn the hard way that the plains of valour actively resist all attempts at scientfic advancement beyond the dark ages, but you struggle through and after a hard days work your little laser app is a bit more deadly. (Your laser now inflicts an extra +8 damage per hit. Remember to remind the GMs of this when you use it!)
1d80+1 = 65 + 1 = 66Ariel:The morning is spent traveling to Veilton and the Orc camp. The former has some farming supplies, but nothing else of interest to you. The latter has cool spell books and weapons. You sell some of your stuff to get gold, silver, and copper coins useable in both locations. (-All your wild chaotic evil souls, -Phoenix Tears, +12479 Copper)
You make your way to the Monastery, where you a greeted by the monks. You show them your journal and ask if they would assist you in learning from it. They agree and one of their number, some sort of pinked skinned elf, escorts you to a quiet room for reading and meditation and sits down with you to go over it. Eventually the two of you decipher enough of the journal to put together a spell which although less powerful and flexible than the wand, can still order plants around in a way. (New Spell: Floral Attack Order)
1d80+12 = 65 + 12 = 77Orc Camp Shop Inventory:
The Humanoid Corpse and Spell to Work with it (9000 Copper): Spellbook
The Thrall Keepers Handbook (5000 Copper): Spellbook
Loot, Pillage, and Enjoy: Spells Every Orcish Raider Should Know (6000 Copper): Spellbook
The Realm of Secrets: Getting Started as a Mystic (10000 Copper): Spellbook
Poison Darts for All Occasions (2000 Copper): Recipe Book
How to Make an Elf Actually Useful (4500 Copper): Recipe Book
Human Skull Helmet of Fear (5500 Copper): Humans are at -5 to all rolls to harm the wearer
Gauntlet of Organ Removal (6700 Copper): Unarmed attacks while wearing this glove crit on a natural 94+. The Gauntlet insta-kills organic lifeforms on a critical hit.
Greatsword of Consumption (11000 Copper): When it kills a victim it swallows it’s soul, occasionally spitting out Power Level 1 true neutral condensed souls as a waste product.
Whip of Pain (7000 Copper): On an attack roll of 80 or above, the victim flinches and skips their next action. Only works on beings capable of feeling pain
Blowgun (500 Copper): Mundane Weapon
Poison Darts (7 Copper a Piece): Mundane Poisoned Ammo
Veilton Shop Inventory:
Shovel (150 Copper): Mundane Weapon/Tool
Small Plow (500 Copper): Mundane Tool
Large Plow (1500 Copper): Mundane Tool. Too big to be driven by an unaltered human
Donkey (3000 Copper): Mundane Animal
Ox (6000 Copper): Mundane Animal
Quickapple Seed (1500 Copper): Grows into a fruit bearing tree in 2 weeks. Bears new fruit once a week
Quickbarrel (7000 Copper): A magicbarrel that when filled with fruit juice, turns it into wine over night.
Floral Attack Order: A spell that is cast on any animate object. Roll against faith. If you pass, a nearby plant will attack the target. If there is no plant around, the spell will kick in the next time the target is close to a plant within the next 24 hours.