REDESRCJ
(Reading roll=16%+81% from previous)
You continue trying to read The Secrets of The Mountain of Dusk. It talks about various alleged secret societies and cabals that have a presence or have met upon the mountain, such as The Order of the Knowing Suits, The Order of the Mad Path, The Society of the Hidden Rebirth, The Guild of the Boundless Lotus, The Society of the Jade Court, The Order of the Dead Rose, and The Order of the Timeless Fox.
Supposedly these secret societies are performing blood sacrifices, trying to summon demons or elder gods, or capture leylines that are present on the mountain, including the Grand Leyline of Dusk.
You don't quite make it to the end of the book, there's about three percent left, but it's been difficult trying to follow the weird conspiratorial tone it's taken on.
After this, you still have Mountains of the World, Why No One Talks About The Mountain of Dusk Anymore, Basic Geomantic Experimentation, and 18 Facts About the Mountain of Dusk Everyone Thinks are True left to read.
"This stupid crate why won't it just DIE!"
Just go berserk on this thing and hit it with item, stat, skill, and ability I have available to me until the damned thing opens.
(Small creature kicking roll 30%=17% Success!)(Zebra Strength roll 45%=15% Success!)
You get ready to throw everything you've got at this stupid crate, first kicking it, and finally managing to do some appreciable damage (5d6 Kick damage=13), about thirteen points of kick, which (13 Kick=93%-60% Unstructurability bonus=33% Still structurable) doesn't quite break it, but you're not done yet.
You throw another couple bricks at it (Brick throwing roll 20%=*3%), which don't seem to dent it.
Then you once again ask the station wagon for help (Wagon language roll 14%=96% Failure), which seems to cause it to try and fail to toss bricks at the crate.
Finally, you whip out your MP40 (firearm use roll 24%= 93% Failure), somehow managing to completely miss the crate.
(Secret Star Sign ability roll)
Even your celestial luck is not able to overcome this crate. It is, perhaps, beyond your power to open.
>Go rain turtle hunting, so I can get some golden pennies.
Also, where's the golden nickels, golden dimes, and golden quarters?
Finding your way to the beach, you easily spot some of the many rain turtles that inhabit it, and take aim (Long-range combat roll 72%=10% Success!), hit one for (6d6 bullet damage=20) 20 bullet damage. The rain turtle (20 Bullet=49%-23% Unvitality bonus=26% Still Concious) is nearly one-shot by this, but manages to still remain standing.
The rain turtle is now gathering up rain energy to perform a retaliatory strike, and beachgoers around you are giving you strange looks.
It seems that the assassin was successful enough to have magic junk. This requires additional attention.
Al will use some of the assassin's blood to create a Bloody Mary (Hold the Mary) then use it as a regent to cast Blood Memory; the primary goal of this would be to identify the magic junk and figure out why she tried to kill me.
As this is a blood magic spell and not a druid spell, it doesn't take a druid spell slot to use. (Does require blood regents, but barring a downright embarrassing amount of brewing failures that won't be a problem)
(Al Brewer skill 40%=28% Success!)
Al successfully makes a Bloody Mary, (d8=3) Reasonably Bloody, with three uses worth of blood regent.
(-1 Blood Regent)
Using your blood regent to act in place of blood because the blood is a minor, absent, or incapacitated, you cast Blood Memory and learn that the Wicked Oak Piercer Crossbow has the ability to perform a psychic attack at close quarters and can also transform into a scarf, and the blue crystal transports the user to a specific location but requires some time to activate and will also transport those around them.
And you can tell she was trying to kill you because you were getting too close to the truth.
I assume you mean "reagent", but this is funnier, so I'm going with this spelling.