Mysterious Mysteries & Legendary Legends

The Gang Explores the Irespan

Having defeated Jaster, and fended off whatever evil force was possessing his body, our heroes found themselves under the employ of Magnimar City once again. This time, they were requested to extract a VIP who had gone missing while exploring the ruins in the Irespan (aka Giant’s Bridge). For some reason, disappearing into the ruins has become much more popular lately, and having high-profile explorers and such die in your city is pretty bad for its public image.

The mayor demanded that whatever entrance these hooligans are using to dungeon-crawl themselves to death be sealed up, though this may be a tall order considering the nature of the bridge. Guard-captain Acacia suggested that dealing with whatever is inside directly may be a more effective, if more deadly approach.

After the party spent some time asking around the docks, Trig found a shady character who was willing to tell her the whereabouts of a ferryman who was willing to take adventurers out to the seaward entrances to the Irespan. The ferryman in question was a somewhat young sailor, who didn’t give his name and was very persistent in keeping up the charade of being a mere tour guide to the city’s coastal sights. Eventually he brought them to the most notorious entrance, located high up on a pillar sticking out of the sea, disguised as one of the many large stone gecko heads used to decorate the structure. He even furnished a ladder to aid the party in reaching the entrance, though he continued to pretend that he had no idea what was going on. Through either wits or sheer dumb luck, Herah managed to successfully unlock the secret entrance by twisting one of the eyes as though it were a combination lock. They were in!

After climbing down a great distance, the party eventually found themselves in the main entryway of the dungeon. On the floor was the carving of a seven-pointed star known as the Sihedron Rune, a symbol both of the ancient empire which once ruled this region and on of their primary goddesses. On the far wall, there was a glowing rune with entrances to hallways on either side, and a small note scrawled underneath. Once the rune was touched, a female voice called out with instructions to surrender their armaments in the hallway. A hallway which had many white arms sticking out of its walls. After giving up their weapons to the hall arms, they managed to walk through the following rooms without incident. Quin detected some switches, and some hidden runes in the floor, which Dave managed to identify as warding runes of some kind. Herah activated her magic boots, and everyone floated across on her back.

Next up was some sort of control room, filled with switches in four small sets and decorated with different murals above them. Trig wanted to pull all of the switches and see what happened. This idea was quickly decided to be a bad one. Upon closer observation, they found more notes scrawled on the floor, similar to the one in the first room. These marked the different sets of switches as “spin,” “up down,” “rotation,” and " X ".

Herah pulled one of the “up down” switches, and a doorway on the other side of the switch platform opened, as a series of lights went up. On the other side of this door was a room which appeared to have moving part. The reason it appeared this way is because it did have moving parts. After everyone went in, the door shut behind them and the whole place started shifting about. DRAXILLIAN

It was difficult to tell how far they had traveled, but eventually the door opened again, this time leading into a large room filled with statues of smiling figures, holding items related to games of chance and striking dramatic poses. SLOT ROOM, END

The Assassination Takes Way Longer Than Everyone Thought

Afformentioned Mob Boss Transforms into a Hideous Freak and Attempts to Transport the Gang to some Terrible Realm, Where Cosmic Truths not Meant to be Known by Mere Mortals Lie in Wait, Consuming all Who Discover them With Madness and Despair, but They Kill it Instead.

The Gang Assassinates a Mob Boss
The Gang Makes a Deal
The Gang Pulls a Daring Heist or Ocean's Six
The Gang Picks a Fight With the Mob
The Party's Fall Break

While Diavolo was temporarily subdued via a command undead spell for 6 days, the gang took some much-needed time off.

Dave hung out at the Archives, soaking up information and awkwardly trying to find other Cubicles & Coworkers enthusiasts.

Fauntleroy hung out at Diavolo’s house- reading, picking up fashion tips, and learning the art of costuming. He also drank some mimosas on Diavolo’s front porch.

Hera was super busy. She researched Elvish at the archives, patrolled town looking for small-time criminals, got chummy with the City Watch, and attempted to make a copy of the Demon Encyclopedia from Diavolo’s library with the help of her guard friends. They tried, but it ended up being a really shitty copy.

Quin explored the surrounding hinterlands- camping, hiking, and climbing to her heart’s content. She had some brief, strange conversations with travelers passing through the area.

Saren spent time near the abandoned Church of Sarenrae, attempting to bring back the sun goddess’s light to the area by providing aid and healing to the locals.

Trig spent her days pulling pranks and bugging everyone else on the team, and nights with Diavolo. She interviewed him, flirted, and learned a lot about life as a vampire as well as various things relating to the undead.

Halloween Spooktacular Part II
Halloween Spooktacular

We go to a bar to celebrate the Autumnal Festival taking place. Some kids sing a spooky scarecrow song in the street before we go in. Inside, a bard tries to strike up some seasonal entertainment by singing a song about a local urban legend. Another man in the bar tells about a haunted house which we decide to check out. While walking there we are passed by a carriage which disappears ahead of us at the gates to the house. We climb up Herah to get over the gates (including a stunning display of dexterity by Fauntleroy) and are followed by Trig and Herah who fly over. Trig does a lap around the house and senses hella undead before being attacked by a swarm of bats. They are followed by a giant bat and together they attack the party.

Fauntleroy takes a little damage (-3=45) and casts Burst of Radiance, discovering that they aren’t evil creatures. The group defeats the large bat and the smaller ones disperse. They head to the house, Dave and Saren cling together as the door opens by itself. A servant appears and asks if we want to meet his master Vasco Diavolo, Trig assents. Fauntleroy thinks it’s someone else and looks forward to style advice. After the servant leaves, Saren hears pipeorgan music coming from further in the house. We bust down a wall in pursuit of it and are ambushed by ghouls and zombie dogs. We defeat them, Trig takes one of the dogs as a pet and names it Wishbone. Dave also accidentally set the house on fire with a panicked casting of Flaming Sphere.


Saren heals us (+16) and we begin interrogating the captured enemy. Dave and Fauntleroy play good wizard, bad wizard. Fauntleroy shakes him! He shakes him again! He successfully intimidates (20!) the guy and he spills his guts. He was researching bringing back the dead and the altar in front of us has the boosted magic to do this. He believed they wanted to bring back intelligent zombies. The Seugathi was the one who brought them here and seemed to know all about the area. The worm offered to take them out of Drow society so they followed it. Trig loots the bodies and brings it back for scrutiny. Nothing matches his outfit so Fauntleroy isn’t interested in having anything.

Items looted:
• Bracers of Armor +2, provide protection bonus — Trig
• Headband of Wisdom, +2 wisdom bonus to score — Quinn
• Ring of Protection, +1 deflection bonus — Dave
• 2 potions of enlarge person – Fauntleroy and Herah
• Scroll of burning hands (sell for 24 gold)
• Masterworks: Dart, light hammer (Herah), longbow (Quinn), scythe (100 for selling weapons)
• 426 pp, 1586 gp, 621 sp, 3144 cp (1.037) and 14 unidentified gems (250 gold each after selling)

Herah tells us that while the looting was going on the invisible guy turned into water. Dave checks it out and notices the water actually smears off to the side so he more likely just tried to escape. Quinn tracks to see where he went and Fauntleroy throws a fireball at the altar to see if he can damage the altar, with little success. Saren imbues her sword and attacks the altar, hacking at it till it’s destroyed. We relocate the invisible water guy and drag him out with the rest of them after a few well-aimed kicks.

We grab the prisoners and head for the exit. On the way out, the old man from the beginning congratulates us and hands us a coin with a many pointed star and symbols on it. They are symbols of his god and if we show it to other people of his religion they’ll treat us with kindness. Quinn’s raven familiar waits outside and they’re reunited.

We return to town and drop off our prisoners, Fauntleroy gets to talk shop with the wizard lawyers. The captain, Captain Acacia, arrives and we relay everything to her. She gives us each a pouch of 100 gold.


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