Mysterious Mysteries & Legendary Legends

In Which the Gang Continues Exploring the Vault

Having reached the second level of Aethild’s Vault, the gang was contacted by a man introducing himself as Draxillian, claiming to be master of the vault and requesting that the gang take care of something for him. Deciding that he was their best lead so far, our heroes followed his instructions, which lead them to a pitch black room with large unlit stone braziers at the entrance, filled with monstrous intelligent spider-like creatures known as Shriezyx. The creatures saw the adventurers from their massive web, and battle ensued.

Herah tried to strike one down, but remembered that she had given up her weapons at the entrance, so she just punched it in the face. Dave hurled a fireball into the back of the room, setting the web on fire and sending the shriezyx nest into a frenzy. Everyone ran for the exit, and Trig barely made it in time with the help of Quinn, who performed daring acrobatics to carry her out before the doors shut behind them. A shriezyx lost its leg trying to grab them. It was at this point that our heroes figured that Draxillian probably didn’t have their best interests at heart. Before they left, Dave took a moment to stare into the destructive flames which his hands had called into the world. It was a little off-putting.

Upon returning to the first level, the gang found that the hallway leading to the entry chambers was blocked. Quite literally, as a large stone block stood in the center of the doorway. The gang noticed that little constructs, known to Dave as Clockwork Spies, had been scuttling about the walls and ceiling, presumably for spying purposes. Trig tried to capture one but it escaped. Trig also saw little entrances to ventilation shafts were dispersed throughout the area, just large enough for a small creature to fit through. So, Herah carried her up to one of these openings and she tried to make her way back to the weapon confiscation area.

Trig got lucky, and found her way there quickly. The stone arms readily returned her sickle to her, and then she tried to bluff her way into reclaiming the rest of the party’s gear. That didn’t fly. So she melted off the arm that was holding Quinn’s bow and quiver. That set off an alarm, and living statues began melding out of the walls to attack her. After taking a few hits, Trig managed to escape and bring back at least some weaponry back for the group to use. And so they returned for a rematch with the shriezyx.

The gang found a badly scorched room, with one Shrizyx dead and several others suffering from various levels of burn wounds. There were various pieces of gear on the floor, near the burnt remains of other less fortunate explorers. Though most of the items were damaged or destroyed in Dave’s latest exploration into arson, there was one slightly blackened sword, which Trig managed to pull out Mission Impossible style by flying into the room invisible. Now Herah had a weapon! Our heroes made quick work of the monsters, claiming what little loot could be salvaged and moving on.

As they left to continue their exploration, Draxillian greeted the party once again. He invited them to join him on the third level, congratulating them on their success and warning them to steer clear of the rest of level two.

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.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.