Urban Warlock Quest IV

Last time, you hung out around your new lodgings for a morning, spoke to your faerie companion about defensive spells and thought about arming yourself. You decided to try to contact a legitimate wizard, one of the Circle, to get a protective amulet, and chose to meet with one Wizard Jacovitz. A bumbling, middle-aged man by appearance, he nonetheless managed to suckerpunch Gwynn with a binding, though you managed to convince him to make you an amulet nonetheless. You learned a little of your companion, and you made some in-roads with the benignly mad wizard, but then you heard Gwynn shout a warning to you through the locked and warded door. That is where you hung off the cliff of the end of Urban Warlock Quest III, and so it concluded.

Housekeeping:
The pastebins of this quest:
Mundane Feats and Core Mechanics: pastebin.com/tuFvxg4M
Faerie Pacts and Spells: pastebin.com/Qmqr4mKk
Character Sheet: pastebin.com/sP1Xymp2

The Archive: suptg.thisisnotatrueending.com/archive.html?tags=Urban Warlock Quest

The Twitter: @DeadQM

Let's get right back into it, shall we? We should be back on to a weekly schedule for the foreseeable future.

'It is coming. We need to get out of here. Right now, Mark.'

You rush to the door, but Jacovitz grabs your hand.

'Dude, remember what I said. Home wards are unbeatable. It is tracking Gwynn if it is coming. You'll be safe in here. Please, dude, stay.'

You do not feel the tell-tale throbbing pressure that the Crimson King seems to exude with its very presence. Then again, you are now wearing an amulet meant to protect you against such things. Gwynn seems genuinely worried, but you're certain she is better at acting than you are at catching people out at their lies. Jacovitz, for his part, seems more trustworthy, but hell, you've only known the guy for a couple of hours.

>'If your wards are as good as you say, I'll stay for a few minutes to ask some questions, but then I'm gone.'
>'You're right. Gwynn can take care of herself.' Bunker down with the wizard.
>'No way am I leaving Gwynn on her own, she might be a crazy Sidhe lady, but she is MY crazy Sidhe lady.'
>Other

>'No way am I leaving Gwynn on her own, she might be a crazy Sidhe lady, but she is MY crazy Sidhe lady.'

>'No way am I leaving Gwynn on her own, she might be a crazy Sidhe lady, but she is MY crazy Sidhe lady.'
>Other so either you let her in or i'm out of here.

>>'No way am I leaving Gwynn on her own, she might be a crazy Sidhe lady, but she is MY crazy Sidhe lady.'

>Other
I can't stay What if the Crimson King comes looking for me after it finishes Gwynn off? That just means I'm on my own.

or Let's say I stay. Then what? I can't stay here for the rest of my life can I?

don't write me off yet. I'll be back with your money!

So glad I could finally catch up. I'm glad you are running again Dead

'Sorry, man, but like it or not we're a team,'
'Figured you'd say that. Don't die or go insane, alright?'
'Couldn't you let her...'
'Dude, if you knew half of the shit I've heard she might have done, you wouldn't want to be near her either.'
'Fine. Thanks anyways,'
'Hey, cool, be in touch. So long as you're still sane, I mean.'

With that, you rush towards the door, and it opens easily. Maybe there is no reason to lock a door if you can keep it closed with magic, or maybe it just didn't occur to your host to do so.

And, with a 'Thanks, Jacovitz,' you are out. 'Hey, call me Rick,' is the last you hear of the wizard before the door slams shut.

You see Gwynn right outside the door, waiting leaning against the wall. Either the slight panic in her voice really was an act, or she has calmed down.

'Did you get some protection, child?'
'Yes. Shouldn't you be safe from this kind of thing?'
'I should. But what I said is true- while I might have some natural protections, I do not truly understand the magics involved. There could be a, what's the word, loop-hole,'
'So wait,-'
'Less talking, more getting the hell out of here, my Mark,'

You can hardly argue with that.

You rush outside, down the stairs, onto the small street outside the apartment complex, and you hear the screech of rubber on road, as an European sedan- an European sedan you have seen completely destroyed- is rushing at you full speed.

Roll 1d100 under 20 to not freeze up.

>Wait for an opportune moment to react.
>Try to use magic to confuse whoever's behind the wheel.
>Run back into the building.
>Run into an alleyway, hoping to get away from roads.
>Other

Rolled 83 (1d100)

>Run into an alleyway, hoping to get away from roads.
Try to get out of sight, and lead them on a false track with a false voice

Rolled 70 (1d100)

>Run into an alleyway, hoping to get away from roads.

Rolled 76 (1d100)

>Run into an alleyway, hoping to get away from roads.