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Report #31
Written by: Agents Fadia, Ges, and Taila
Mission Classified as: Formian Irregularity
Report: Agents agreed to negotiate a base on Nirvana and were encouraged by the Modron Hierarch, Noonien, they met on the Central Cog to help solve their Formian problem. These sentient ant centaurs who normally exist in a rigid hierarchy of order were acting chaotically! It was and is rather unsustainable on the plane that exemplifies Law and Order!!
Upon arriving at the last site where aberrant Formians were encountered, agents found dead humanoids and Modrons, then were surprised by Formians and were attacked. As the battle unfolded a Formian Myrmarch and her retinue intervened and ended the battle. She explained that multiple Formian colonies have been affected. The brains of the aberrant Formians they dissected had been Evolved. Near the affected colonies they also found a lantern-like device with a strange orb at its center.
The Myrmarch loaned the device (and a dead aberrant Formian) to the agents for them to study. They also provided a banner to the agents that will allow any agent carrying it safe passage up to her colony entrance and receiving chamber. She also strongly encouraged agents to bring more help if infiltration into affected colonies is the next step they take towards completing their mission.
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All lights have been replaced, thank you Maintenance bots, and Directer Scribbler for replacing them. Sorry for that inconvenience Agents.
Important update the Atrium has suffered some side effects from the lack of light.
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Report #30
Written by: Agents Folli, Suki, Laz’gar, Tilly, Rahvihm, John, and Picaro
Mission Classified as: Plane-demic Rescue
Report:
Director Jaxon tasked agents with rescuing the missing agents from the Lolth Breeding Pits. Relocating the entrance Agents, Laz’gar, Suki, Rahvihn, Folli, and Tilly investigate the pocket dimension that Lolth has created. They encounter Drow like women who attempt to charm and dominate their minds before revealing that they are the handmaidens of Lolth, the Yochol.
As a fight breaks ensues, the agents soon discover that the missing agents are trapped in cocoons and having their life force drained in order to empower a massive cocoon that dominated a large chamber of the breeding pits. As the yochol and allies attempt to subdue the agents, Laz’gar utilizes her wings of flying to rescue the various agents while the rest of the group remains fighting the Yochols and these manifestations of magic in the form of clouds. One of these magic clouds manage to capture Rahvihn and Tilly inside of it, aging them decades in seconds. Before Rahvihn could destroy the magic, Tilly had aged to the point of exhaustion.
As the missing agents are rescued, they appear to be charmed to the point where upon being released from their cocoons and awakening they attack various members of the rescue party. Agent Folli suffered a grievous injury from the unremarkable human agent known as John, who in a surprise attack stabbed Folli in the gut with a baleful talon. This provoked agent Rahvihn to rush to his friend Folli’s aid and to brutally kill agent John before he realized that John was suffering from a charm from the Yochols. After the confusion, the group continued to fight the Yochols and their newly appeared allies, a pair of vicious Drachloths.
During the fighting the Massive cocoon in the room began to open after the damage it sustained, and a Massive Spider began to crawl from it. As the spider emerged the party took this as a cue to grab their rescued allies and to make a hasty retreat. Agents return with news of the massive spider who now lairs in the pocket dimension, and how it will need to be destroyed. Next mission will be to destroy the spider and the breeding pits. Information will follow.
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Report #29
Written by: Agents John, Senji, Picaro, and Elena
Mission Classified as: Finding the Pits of Lolth
Report:
A group of agents are sent to the Plane of Acheron, specifically the layer of Thuladanin in order to locate the breeding pits mentioned by Vhaeraun. Searching through the junkyard of Thuladanin not far from Hammergrimm, the agents face off with various forms of warforged, rust monsters, and metal raggamoffyns. Nearing the entrance to the Pits, they discover a hole in the ground that captivates Agent Guardsman.The hole seemingly goes on indefinitely, as the agents on multiple instances push enemies into it. Breaking from the distraction, the agents explore further into the junkyard. Discovering an entrance to a demiplane hidden amongst the piles of scraps. Throwing caution to the wind, the party take a short rest and push into the underdark-like cavern. Stealthing further into the structure, they find a large Cavern, and Agent Picaro identifies a massive cocoon of spiderwebs suspended in the center of the room. It emanates a dark energy that fills the room. While creeping through the area, the party is discovered by 2 drow like women. The women attempt to dominate the party, and a fight starts as the agents attempt to defend themselves. Spiders join the fight, as one of the drow shifts forms into a large spider creature, and later a deformed demon. The fighting intensifies as various agents are slowly dominated, and turned to the enemy's side. The turned agents aid the handmaidens in capturing their fleeing party members. The agents lose consciousness and discover themselves entranced, and suspended in a cocoon of webs with their energy being slowly drained, they attempt to attack the agents that rescue them.
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Report #28
Written by: Agents Gorath, Qallir, Orrick, Hestra, and Cashmere
Mission Classified as: Wind Advisory: Madness Expected
Report:
Agents ventured back into the tunnels of Pandemonium to continue a previous mission to explore a Vecna cultist lair, gather any information they could find, and foil whatever plots the cultists were forming. Searching around they explored a few rooms, including a small armory. Then they found a small kitchen and dining area where a group of cultists were meeting. Quickly they dispatched the cultists. Then the agents took a moment to drink some of the ale and make themselves a snack. Then flipping through a cookbook Gorath found a hidden riddle. Working together the riddle was solved and a map to a teleportation portal was revealed. Continuing on through the tunnels, Gorath found a few other locked rooms but the other agents advised it may be best to follow the map and accomplish their mission assignment before they all went mad. So through the tunnels they went, going a little mad in the process as the winds swirled around them, the tunnels splitting in all different directions. Qallir found chalk rather delicious, Orrick began screaming into the void, Gorath was hallucinating that there were eyeballs watching him, and Hestra grew rather attached to her bow. Eventually, they found their way to the portal and encountered a mage cultist protecting it. A fight ensued resulting in two agents dead, another unconscious, and one relentlessly enduring with orcish strength. Gorath called out through the badge for a leonin to rescue them and a leonin appeared. A sometimes leonin, sometimes rat, and sometimes an eagle agent named Cashmere.
The mage was slain and agents were revivified and they all returned safely to the Bureau. Any lingering madness effects were removed. And to the cafeteria they went to drink and celebrate their victory. In the end, the mission was a success. The portal was destroyed. Agents were able to disrupt one of Vecna’s major means of teleporting his minions through the multiverse.
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Report #27
Written by: Agents Jacques, Senji, John, and Aragorn
Mission Classified as: Shadows in the Spire
Report:
The session began with the agents being called to the Temporal Room by Officer Jhon. During the briefing, Jhon explained that a gang known as the Rusted Nails might be connected to a series of mysterious disappearances near their base of operations, the tavern known as The Rusted Dagger. He emphasized that clearing the tavern was critical not only to resolve the disappearances but also to establish it as a secure base of operations in Sigil for future missions. After a quick meal of pizza and Coca-Cola, the agents prepared for teleportation.
Upon arrival in Sigil, the agents found themselves outside The Rusted Dagger. Two thugs from the Rusted Nails greeted them and invited them inside. Within the tavern, the agents observed a mix of gang members and common patrons, creating an air of tension but no immediate hostility. Rust, the gang's leader, personally offered the group a drink on the house, which they accepted. When one of the agents requested tea, they received only warm water—a subtle reminder of the gang’s lack of hospitality.
In their conversation with Rust, the agents questioned him about the disappearances. Rust denied any involvement, asserting that the Rusted Nails only target rival gang members, not common citizens. The agents probed further, expressing interest in rival gangs like the Iron Shadows, but as they tried to leave the tavern, Rust revealed an unexpected “mug fee.” When the agents attempted to clean the mugs to avoid the charge, Rust added a rental fee to the demand.
Without any money on hand, Rust proposed an alternative payment: a drop of their blood. Initially hesitant, the agents eventually agreed when one of them, possessing golden blood, stepped forward. Rust used a dagger to take the blood, which caused the agent's necklace to corrode and rust away on contact. The tension escalated, and a fight broke out.
During the battle, Sparks, one of Rust’s allies, activated numerous traps resembling bear traps throughout the tavern. The fight was intense, with one agent falling unconscious before the Rusted Nails were ultimately defeated. Sparks attempted to flee but was cornered and threatened by an agent wielding a knife, forcing her to deactivate the traps. In exchange for her life, Sparks revealed critical information: Vecna had agents embedded in Sigil, the tavern had a hidden basement, and Rust’s notes contained references to a powerful mirror.
After securing the tavern, the agents attempted to take a short rest. However, one agent was compelled by an unknown force to attack a teammate, rendering them unconscious. Stepping outside, the party discovered a powerful dark magic seal surrounding the inn. When the agents activated their badges, a trapdoor within the tavern opened, leading to an undisclosed location.
The session ended with the agents poised to explore the newly revealed trapdoor, ready to clear the tavern fully and secure it as their operational base in Sigil.
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Attention, castle occupants. The system has been repaired, but due to the power surges, all the lights need to be replaced. It may take some time.
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Report #26
Written by: Agents Mike, Fadia, Casimir, and Treant
Mission Classified as: Nature vs. Nurture
Report:
Agents investigated strange plant attacks in Stylus. After questioning some villagers and learning of a mysterious Druid and an Ancient Grove they went into the forest. They found a battle scene with many dead. Among the living was an innovative farmer that brought a homemade pump and some weed killer and a lumberjack that had dual saws with triggers. Among the "dead" were strangely mutated plant and animal creatures. The agents joined the remaining hunters to delve deeper into the forest and investigate a blood trail. They found a wounded nymph-harpy who told them she had been commanded to Evolve. This voice then reached into the agent's minds and said they were upsetting his plans for his new Evolution spell. This disembodied voice then commands the forest to Evolve and several bushes and an avocado tree, which throws its fruit to distract agents with the savory guacamole that results from the impact. As battle continued on, the hunters were also commanded to evolve by the mysterious voice, the lumberjack becoming an enraged beast of a man with saw blades for arms and the weed-killing farmer becoming a flying, acid-spraying robot. These creatures were all defeated, then the voice teleported them to the grove. They saw the Druid who had a staff with a glowing hand, a powerful magical item that gave them the power to mutate the land. Seeing this item, they had suspicions that the Druid made a deal with Vecna. Then a large construct emerged from a portal, disintegrated the druid and most of the staff with only the desiccated, glowing hand remaining. Agents discerned that the portal leads to Nirvana.
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Attention castle occupants. We are experiencing random power outages. We are working in resolving it. Rest assured all vital systems are unaffected.
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Report #25
Written by: Agents Qallir, Eravyre, Evee, Hestra, and Clarissa
Mission Classified as: Eye of the Storm
Report:
Agents were sent into Pandemonium to investigate a known lair of Vecna cultists. Searching around, briefly confused by the winds and the incessant need to shout to be heard over the winds, agents first found a small music room built into one of the alcoves. After pondering over a confusing set of bardic songs, agents solved the riddle unlocking a hidden compartment in one of the instruments laying around. Tucked inside was a song, a bard's lament, about how Vecna has created a home in Pandemonium. Continuing on, agents next found a series of storage rooms, one holding a large pile of bones of all manner of creatures and humanoids and the other holding gold and wine. Finally, they found an alchemical lab containing a variety of mysterious potions and strange books. Some of the books included “Wish Spell and Why it Sucks”, “Tome of Potent Spellcasting”, and “Warlock Patrons, Big and Small”. A clue that Vecna might have powerful spell casters within his army. Hidden under a desk they also found a locked scroll case. Working together, they solved the puzzle and opened it up to find a scroll of teleportation and plane shift, as well as notes regarding how to travel between planes and where key teleportation sites are located within Pandemonium.
Taking a moment to talk, considering their next steps, the winds of the plane shifted again, the dissonant whispers agents had been hearing all along began twisting into their minds. All except Qallir were able to withstand the effects and it was at the moment they realized they should return to the Bureau before anything else happened. Once back to the Bureau, their minds were restored back, any madness effect gone.
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Report #24
Written by: Agents Phyre, Fadia, Tavan, Callie and Lucas
Mission Classified as: Fluffy the Cat Comes in to Save the Party
Report:
A group of agents venture into the Demonweb Pits searching for the Drow city of the Ellaniath. They fight many spider monstrosities along the way as they search the pits for the city. Finding the city of Ellaniath, they hear a voice reach out to them, the voice is sweet and honeyed, and draws the party towards it. Luckily Fluffy, Callie’s familiar, was resistant to the charm, and was able to stop the party from heading to the voice. Shrugging off the voice, the party heads into the city of Ellaniath. They search the city and look for the god Vhaeraun, who after some struggles with the local drow, appears before the party. The party learn from Vhaeraun that Lolth has breeding pits located on the plane of Acheron. He doesn't know where specifically, but assumes the group can find it. He offers to destroy Lolth’s portal in the demonweb pits if they can find and destroy her breeding pits. He gives the group a black coin to use once they destroy the pits.
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I would to apologize to all agents in the cafeteria for the water works an agent did a preforms that involved fire.
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Report #23
Written by: Agents Hunie, Trouble, Menodora, and Bartleby
Mission Classified as: Divine Labyrinth
Report:
The agents were sent to defend the Bureau as it found it was under attack and as they entered through the temportal and were faced with corrupted land where Vecna appeared and killed Desna using the help of Shar to hide his presence to influence a powerful divine general to kill Desna with anointed divine weapon and the agents fought a hard battle and at the end Vecna conjured an adult black dragon out of the necro vines and put the blame on the Bureau for killing Desna in that timeline as they returned home they found no sign of battle and found a note from Vecna that is being investigated by the Bureau.
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Report #22
Written by: Agents Cashmere, Atreus, Thyestes, Naric, Kayden
Mission Classified as: Special Assignment
Report:
Agents were sent on a special assignment by Dr. Grey to travel to the demiplane where the Isle of Dread is located to unravel one of Vecna's secrets. The secret of how he is able to travel across the multiverse.
Journeying across the isle, agents learned why the isle was given its name, but were protected from the worst of its effects because of careful planning and preparation for such a mission. They found some not so friend or pet shaped dinosaurs who tried eating them. Four of the agents found themselves in the belly of a dinosaur but Kayden was able to slash through its belly freeing the agents. Though he splashed himself with stomach acid and partially digested food in the process. His armor is now quite dirty.
Continuing on, agents found their way to an ancient circle of stone monoliths. Through rather interesting but effective methods, including an agent flexing their flexing pecs of power and another talking to the plants, agents solved the mystery of the ruins and were able to open a secret tunnel underground.
Journeying down into the ground agents found an ancient tunnel system weaving its way through the underbelly of the isle. It took some time wandering through the tunnels but eventually they found their way deep underground near an active volcano. After facing the most challenging of all puzzles, doors, agents investigated around. Cashmere found rocks and gained valuable information about each by licking them. She learned that rocks from the Elysium are rather tasty. They taste like rock candy..
Combining each of their own unique specialities and expertises, including Narics expertise at smithing, Atreus’ knowledge of arcane magic, and Thyestes expertise in music, agents were able to craft something to aid in their travels across the multiverse.
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Non-Emergency Notice
We have confirmed that The Broom Closet is putting agents in ridiculous outfits. Stay away, or don't. Your choice.
Lady Vexia DeWinter
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Report #21
Written by: Agents Cashmere, Iris, Oikari, Barbaro, Aragorn
Mission Classified as: Underdarkness
Report: Vecna brought beasts from another world to help Lolth spy on the dwarves. It seems that Lolth wants to remove the Saqwana from Mythran. Lolth is gathering intel via her spiders.Also, the Mythran Saqwana was shunted to the Bureau long enough to see her Gelarion self before being shunted back to Mythran.
Secrets Uncovered: Vecna has spies everywhere. Vecna and Lolth have worked together to create a twisted form of the flock of familiar spells that creates massive, evil spiders. Lolth can see through the eyes of these spiders and that is one of the ways she has gained information about agents.
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Report #20
Written by: Agents Lazarus, Cashmere, and Everett
Mission Classified as: Tasty Dirt, Evil Books
Agents were sent to survey a new, strange island by Dr. Grey. Through the use of detect magic and the tasting of dirt, agents discovered magic was used to create this island and it was the site where members of Vecna’s cult had conducted rituals. Continuing to search around, agents found a mage tower that was hidden by an illusion. The tree was not really a tree.
Going inside, agents found quite a number of books on various subjects, including books on geography, astrology, nature, anatomy, and magic. Though some objects were not as they appeared to be. Agents were careful in investigating around, though they did awaken some mimics. The mimics were quickly dispatched. Continuing on through the tower, agents found a mages study with books describing how to use necromantic magic to create mimics, to test what is the meaning of life, to test how sentience is formed and how it can be transferred to another being.
Upon entering the third floor, agents soon realized that nothing around them was real. They had stepped into the belly of a massive mimic that was disguising itself as another floor of the tower. Agents were barely able to escape. Once they were a safe distance away they were able to destroy the mimic with a powerful moonbeam. Cashmere and Everett were curious about what other secrets this island held and decided to dig up two graves. They retrieved two skulls for study later, as well as a cursed book.
Returning to the Bureau, agents met with Dr. Grey and reported their findings. The magic enveloping the book was dispelled, and though the writing will take more time to decipher, there were a few words that could be read. The words “Sigil” and “Outlands” were written next to several drawings of teleportation circles.
Secrets Uncovered: Vecna is a master of mimics and knows the secret to creating them. The mimics have some sort of sentience and intelligence and seem to have a way to be connected to Vecna.
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