Mysterious Mysteries & Legendary Legends

The Gang Investigates, Interrogates, and Infiltrates (maybe)

The gang chased down the roguish individual that had appeared in the dockside street, eventually capturing her. They took her to the City Watch’s headquarters, to interrogate her and hand her over to the fantasy cops. Under the supervision of the watch, Herah, Trig, and Saren played Good Cop/Bad Cop/Supportive Cop, and eventually made the alleged assassin spill her guts.

She turned out to be a member of the Night Scales, a powerful and secretive criminal organization that encompassed the Thieve’s Guild, Assassin’s Guild, and held covert ties to many other organizations and businesses in the city. Under duress, she continued to claim that her involvement went no further than this one job, simply to follow the group and keep tabs on them, and that she was given no other information other than the bare minimum required to complete her task. She went on to account for an earlier slip up where she mentioned a cult by explaining, rather erratically, how there were tons of cults around and every once in awhile someone pops up who claims they can kick-start the end times, but they were usually full of shit. The Night Scales take any job that “doesn’t stink” from anyone who can pay the price. She told them the neighborhood where the Night Scales held meetings, among other supposed secrets.

Dave’s previous trip to the library yielded a possible lead: a book contained in the archives’ famed “forbidden collection”, which supposedly contained a wealth of information on obscure cults and old gods and the like, though he didn’t have a title to go off of at the moment.

The gang went to Rag’s End, where the Night Scales allegedly met up for secret crime meetings, to investigate their new lead. After a few dead ends, including a pit trap/failed robbery, they noticed a small group of ragged individuals who were not only a little too well equipped to be common beggars, but were also speaking in some sort of code. A possible scheme was hatched to have Trig join the Night Scales as a double agent, in order to get as much info as possible before ditching them.

Meanwhile, Dave and Quinn returned to The Founder’s Archives (library) to search for a way to access the forbidden collection.

Trig received another letter from a mysterious benefactor, offering to safely rid the party of Jaster’s fucked up stone. They outlined a meeting at dawn a few days later, with an agent who was authorized to negotiate on the sender’s behalf.

The Gang Hunts for Clues & Assassins
  • Trig Responds to Mysterious Letter, Agrees to Future Meetings
  • The Gang has a Meeting in the Bakery Regarding Spooky Symbol Graffiti on Their Wall
  • Mob Boss Donal Carent is Interviewed, Says the Symbol is Tied to Letters the Old Boss Received When He was Going Crazy
  • Also Says That Some of The Boss’s Creep-Ass Recruits had Prison Records
  • Everyone Learns a Bit About Magnimar’s Prison System
  • Captain Acacia is Approached, Everyone Terrible at Convincing Her to Investigate
  • The Gang Splits Up; Dave Goes to the Library, Everyone Else Looks for Tattoo Parlors
  • All But Dave Attacked by Shriezyx, Assassin Revealed
  • Quinn Makes Chase as Assassin Escaped
  • Dave Completely Unaware, Makes C&C Jokes With Library Staff
The Gang Escapes a Terrible Fate
The Gang Loses Draxillian's Game, Then Beats Him at His Own Game
The Gang Solves a Puzzle by Being Obtuse
Nothing Happens

Our heroes found a subterranean waterway beyond the riddles three, and after some deliberation (and much debate on the finer points of controlling mindless undead), Herah swam through the passageway to take a look. She found a large cavern, which was being carved and worked into a proper room by some more automatons. These ones were a bit more industrial in construction, sporting heavier frames and construction/mining tools on their arms.
Then the internet went out at Dani and Angie’s place, so the rest of us talked about Ru Paul’s Drag Race for a while, Meagan talked about her new job, we made a few jokes about trashing the campaign and turning into a buddy cop show, and we called it a night.

The Gang Solves Some Riddles and Dave Learns All About Mushrooms

Upon receiving Draxillian’s invitation, our heroes were immediately suspicious, considering the results of his previous contact with them. They decided to attempt exploring the 2nd level of the vaults, but when they tried to do that, they triggered a trap in the elevator room and engaged in combat with two Shriezyx. After this, they decided to just go down and meet the bastard.

The third level of the vault stood in stark contrast to the rest of the structure, as everything in this area appeared to be well-maintained, adorned with nouveau riche decor featuring a large statue of Draxillian in the center of a mushroom garden in the middle of the room. The area was attended by a small group of automatons. The statue animated, exhibiting Draxillian’s usual flair as it explained that the riches of the vault were beyond three riddle doors, which would lead to one final test and Draxillian himself.

The heroes solved these riddles handily, and Dave spent an inordinate amount of time learning about the finer points of mushroom gardening.

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.


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