Episode 30: Heist Planning

== Synopsis ==
The trio have a hard time settling on a plan to capture and kill the creatures. Miguel has a talk with Sammie about embracing her magic. Sammie goes home only to come face to face with the person stalking her. 
== Episode Description ==
The heroes begin planning their Whiskey Heist! They debate techniques for capturing trickster fairies, and later, Sammie's magical chickens begin to come home to roost.
== Key Events ==
* Bjorn convinces Holland to shut down the brewery for them to carry out their plan to capture and/or kill the creatures. 
* Miguel encourages Sammie to use her magic in order to survive. 
* Something with serrated teeth pulls Sammie out of her apartment window. 
== Summary ==
In a flashback, Sammie gets a call from Blue. Blue tells her that she needs to kill all of the chaos-inducing creatures. 
In the present, the group continues to discuss how to 'take care' of the drinking creatures. They come to two conclusions: 1) they can kill all of them or 2) they can trap them and open a Rift to send them back home. Henry and Bjorn are on team 'kill all of them' while Sammie is more conflicted. Bjorn says that he is generally on team 'kill all monsters.' He says he doesn't normally send them back and then trails off. Sammie presses him on it, but Bjorn doesn't elaborate. 
Bjorn asks Miguel what kind of gear they might have to try and help them capture the creatures. Miguel says they have a wide variety of nets, specially made to kill monsters. Bjorn says that no matter which way they go, he's going to talk to Holland to see how much official access they can get to the building. Bjorn talks to Holland and tells her that they can handle the situation with all of the drunk people if she can give them access to the brewery. Begrudgingly, Holland agrees to shut down the brewery for a day so they can have access to it. 
Bjorn suggests that they hide inside the brewery, leave the doors open so that the creatures will come in, then Sammie will give a signal whenever all the creatures are in the vat so they can throw the nets. Another proposed plan is to let the creatures drink the whiskey and let them get drunk, then kill them once they fall asleep. Henry suggests that they leave a trail of beer outside into the brewery to draw them in.
Henry asks Miguel if he a concealed carry holster for his gun so that he can keep it hidden from Captain Holland whenever they're around her. Miguel is more than happy to oblige, giving him one that will work for him. Before splitting up for the night, they arrange a place to meet in the morning. 
As Sammie is about to leave, Miguel asks if he can talk to her. He pats a chair beside him, wanting Sammie to sit across from him. Miguel talks to her about being a magical creature but emphasizes that she's basically a magical beacon that says "come eat me" to any nearby witches. He proposes that instead of her not using magic, that he'll train her on how to use it so that she can survive. Sammie isn't sure. Miguel uses the Wendigo as an example, saying they almost lost her and he doesn't want that to happen again. 
Sammie asks him why she's a beacon and the Dragon Knights aren't. Miguel explains that her magic is different. Dragon Knights are able to conceal their magic, whereas witch children can't. Sammie was created directly by a someone who used Rift magic, whereas Dragon Knights are separated by thousands of years from the person that created them. This time difference makes Sammie's magic newer and 'tastier' to monsters. 
Miguel tells Sammie to think about it and Sammie finally heads home for the night. Henry passes out in his bed after a long day. Once Bjorn is back home, he researches Sammie's tattoo some more. 
In the middle of the night, Sammie is woken up by a noise outside her window. She opens up her blinds, but doesn't see anything. After being encouraged to use her magic by Miguel, she uses her third eye sense and can see a faint green aura outside. Sammie opens her window to look outside. Suddenly, something grabs Sammie's hand and pulls her through the window. Her shoulder is pulled out of socket at the force of it and she breaks her wrist as she lands. She has just enough time to roll onto her back and see something land on top of her that has serrated teeth. 
==List of Appearances==
*Sammie Overbrook
*Anthony Overbrook (Blue)
*Bjorn Olafson
*Henry Marlowe
*Masa
*Stanley Marlowe
*Miguel Rodriguez
*Captain Jolene Holland
==Roll Tracker==
Player/Character	Move 	Roll	Result
Hannah/Sammie 	Beginning of Mystery 	6 	Failure
Andrew/Bjorn 	Manipulate Someone 	7 	Mixed Success
Hannah/Sammie 	Read a Bad Situation - Third Eye	11 	Full Success
Hannah/Sammie 	Act Under Pressure 	5 	Failure
==Harm Taken==
Player/Character	Harm	Armor	Total	Reason for Harm
Hannah/Sammie 	4 	2 	2 	Hitting the ground