Our adventurers, Buginius, Elimita, Hugh, and Meimorn, are professionals. They work hard, and get the job done. They're always on the hunt for a new investment, a powerful foe, and a lucrative treasure hoard from which to fill their coffers.
While working in the country of Daleko, they are proposed an opportunity by a treacherous little Gnome that goes by the name Tranan. Now the party finds themselves in the backwater Demi-human city of Ornamentis, tricked into buying a worthless Timeshare property.
Now they are offered with a way out. Find the treasure Chad Thundercock has hidden away from the world, and the timeshare contract becomes null and void. But who is Chad Thundercock? What treasure does he hold? And why does Intravight want it so badly?
Despite being tricked into paying for a nearly worthless apartment above a noisy cafe. The party forged on and even took a contract from the adventurers board. They blazed the trail and entered the dungeon with gusto. Fighting their way through hoards of aberrations and traps, defeating the beholders guarding the chest, and finally reaching the treasure chests, they opened it to find that inside was a note laying claim to treasure by Intravight, the very company that sold them the bogus timeshare to begin with.
Morale defeated, they began their trek home without any treasure. Along the way they passed some unicorns, and a sylvan archway. The archway granted them a boon to their senses and with it found a hidden ruin.
Led by the ever eager Elimita, the party delved the ancient tunnels. Along the way Hugh was graced by a strange voiced that seemed to be scrying him and his friends. Maneuvering the narrow halls, they reached a statue and wishing well means of worship by the builders. Taking the coins from the offering plate of the statue, Elimita enthusiastically dropped them to the wishing well granting her a blessing to Meimorn's grumbling curses.
The next room gave them much more to deal with when five small fey creatures scrambled from the intruders. Quickly dispatched our heroes made off with some silver from the pesky oil drenched things.
Their luck shifted, though, when Buginius convinced Elimita to disturb an hourglass in a large room. The ceiling slowly began to drop upon them, but Buginius' quick thinking halted the glass by tilting it back to neutral and holding it there while the others looked for an escape out.
Fortune favored them as they not only found a secret exit out of the room, but the also found a chest with treasures and magic boots as well. They continued on to a room with an altar and a heap of dirt, but the dirt came to life as an earth elemental and surely gave the adventurers a run for their money.
But they pushed on, after giving Meimorn a moment to catch his breath and recover from the elemental beating. Finding a secret entrance the were able to delve deeper into the dungeon, finding a circlet of blasting and stairs to a lower floor where they met the dungeon's master.
The Korred was quite surprised to see the party intruding on his domain, even more intimidated when Elimita flexed her muscles. Fearing more for his life than attempting to protect his home he pleaded with the adventurers to take what they wanted and leave.
And so they did, Buginius, Elimita, Hugh, and Meimorn doubled back and found more treasure, but they also found trouble. A magic room puzzle, much in the same way as minesweeper, was easily avoided by Elimita and her flying broom, but the others carefully navigated the hidden spike traps around the room...with only minor bleeding of the ankles.
Soon after they confronted a flail snail and its dust mephit companions. The mephits blinded Buginius and Hugh, leaving Meimorn and Elimita to take care of the creatures. After a thorough skunking of Meimorn by Hugh, the battle was won.
The final encounter by our intrepid explorers was with Virberos, the undying. Using the blades of tact and grace, they convinced Virberos that he was no longer bound to the tunnels that his master had granted them free reign of the tunnels to pillage as they please and that there was nothing more to guard. Virberos took their words to heart and made plans to explore the world, gifting the tools of his past to the players.
Leaving the Tunnels of Gloomy Ages, the characters could once again make their way home. Now, though, they had some funds to keep them going for a while. The one thing that weighed over them was the Intravight apartment they only had for the rest of the season.
Returning to Ornamentia after their delve into the Tunnels of Gloomy Ages, our heroes decided they didn't really want to endure the stench of burnt coffee wafting into their timeshare from the shop underneath. Instead, they sought out some entertainment.
Like many adventurers, the party enjoys the occasional shopping trip to peruse for magical items. They found a few interesting trinkets in the bodega-like general store, Dirty Derebritrud's. Seeking a particular item other than those available, Buginius learned that you sometimes have to pay dearly to get what you want. As a result, he initially came up a bit short for rent this month.
With the threat of having to pay out a sizable chunk of their hard-earned treasure to Intravight to cover expenses for their timeshare, the heroes tried to relax for a bit at the Thick Sheep Bar and Strip Club. The cloud of evaporated sweat and smoke that billowed out the front door as it opened combined with the deafening noise from inside hinted that, if nothing else, the headache from their debt would be replaced with another kind of headache when they were done here. Following a bit of light gambling, heavy drinking and an aerial pole-dance from Elimita, the party decided they should go pay their respects to the city's most popular deity; Tempus, the god of war.
"Worship service", as the locals called it, was like nothing they'd seen in a temple dedicated to any other deity. Instead of pews, followers packed into bleachers around a bloody arena emblazoned with a flaming sword over a steel shield; the symbol of Tempus. Instead being led in prayer by a studious ascetic reading from holy scripture, the crowd cheered on as their Bishop cracked skulls in the arena in celebration of the sanctity of battle. The heroes won their way into the finals of the service and received a sermon from Bishop Horncarver herself; an 8-foot tall goliath gladiator.
The final round was mostly fought in an illusory ring of fire provided by Buginius as Elimita dove headlong into the middle of four worshippers of Tempus. Had it not been for her freakish resilience, she probably would have been overtaken. At the end of the day however, she and her team prevailed, bringing the Bishop down to eye-level with her. The Bishop rewarded the party for their dedication to a proper Sunday service with several powerful items and a much-needed supplement to their income.
After settling their dues for the month at the local Intravight branch, the group decided they needed to find a way out of their timeshare; it was really cutting into their bottom line. They found out that the dastardly Trannan was currently working out of the regional Intravight office in Stupigrad, and elected to make travel plans to speak with the boss him/herself...
Having decided to head out in search of the villainous and dastardly holder of their debts, our intrepid investors are on their way northward to Stupigrad when they are beset upon by giant planarly-ambiguous spiders! Quickly dispatching half of the creatures and terrifying the rest into fleeing, the (unfortunately) covenant-bound party continues on their journey until they see the, for lack of a better term, 'source' of the previously encountered phasey-bois.
That source being the technically probably travelling city of Delmar, an arcane-topia of some sort. Within Delmar the share-holders manage to enjoy some of the local culture, the bazaars, the baths, and soon most importantly the dungeon.
The guild and Tavern Row always are right by the dungeon entrance. The bazaar, research district, housing district, and standard markets vary from move to move.
The town is about fifty percent strange wizards and adventurers, with no nobility or real upper management to speak of (as far as most anyone in town is aware).
It was now time to enter the dungeon. It was fairly complex and felt like a maze of doors as they traversed its halls, but soon they were accosted by the devils within its depths. First their were hell hounds, and magic would randomly affect the players. Then they found bearded devils. With their imps, the devils harried the players.
Resting before carrying on, the adventurers found the lair of the main devil controlling the others in the probable dungeon. A prismatic devil of strange arcane energies was awaiting ahead. The source of the strange magical phenomena, the prismatic devil struck out at its enemies. The players' characters overcame and made out with a marginal loot cache. They paid their small tax to the guild and enjoyed the rest of the evening.
Buginius, Elimita, Hugh, and Meimorn made use of a few more days in Delmar, purchasing gear and prepping for the journey ahead. Taking off from the probable city, the crew continued their way to Stupigrad.
Along the way, they camped down for the night. It was then that their cart was attacked by hungry giant centipedes. They were able to fend off the over sized anthropoids, but not until after one of the horses fell prey to the centipedes' poisons. The attacks and the death of a horse were far from the worse event that night as a giant soil-soul toad came to feast upon the beast bodies that littered the camp site.
Leaving behind the cart, they rode the last horse and flying brooms the rest of the way to Stupigrad. Once there, Meimorn was at home in the drab city, of stone grays and muted browns were imposingly dull. Meimorn assured them that the city lit up at night, but the Needy Lamp Bar did not grant much hope with its lack of windows, heavy smoke and strange lamps. They did, however, pick up on a lucrative job assisting the cops following the trail of missing demi-humans.
The crew approached the guards, and though the guards tried to blame them for missing people, they were able to clear it up with a different guard and were on the hunt.
They chase the trail to a general store run by a human and his elven wife. Suspicions grow and the party discovers they have a secret basement. Opening the basement doors they discover the general store couple's meat locker.
Discovered in the butcher's meat locker, demi-human bodies hang from meat hooks in various forms of mutilation.