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Morgan Darillium's Missions

Mission Name Date Outcome Summary Actions
I Met Myself Just Yesterday Jun 14, 2026 Success

Agents arrived outside the abandoned estate and encountered Ava, the client, clearly distressed. She told the agents that her friends had recently gone missing, and gave them her phone, which had the suspicious "Two Roads" app installed. As the agents approached the building, they found they all had phones appear in their pockets, with the mysterious app installed, of course. It prompted them to choose between two doors, the "Easy Way" and the "True Way." Agents dawdled for a bit before the app decided to choose for them while playing an unskippable ad.

Morgan and Skjaldmaer were assigned to the left path, where they noticed they were being followed by a shadowy figure. They went into a room that had a buzzing noise, and were greeted with illusions, the battle where her mother gave birth for Skjaldmaer and a casino with debt collectors for Morgan. Meanwhile, Zahak and Magpie went in the other door and were also followed. They took a more head-on approach, attacking and defeating the shady spirit. Upon doing so, Morgan and Skjaldmaer's illusions faded, and the agents coalesced in the room beyond.

There they encountered facsimiles of themselves who claimed to be the "real" agents, calling the PCs "NPCs." They moved in to attack but were dealt with handily, with all slain save for the false Magpie who the agents allowed to escape further into the compound.

Beyond that, the agents found two mysterious beings, one a child and the other slightly larger, both offering their hands. The agents split in a similar fashion to before and went into their respective illusions. Zahak encountered a false storm god and Magpie a scarecrow that she'd had trouble with previously. Morgan and Skjaldmaer were together in the casino and Morgan distracted the debt collectors while Skjaldmaer engaged in combat with the warriors from her battlefield. In the end, all agents made it through. (At some time around this point, Zahak located one of the hostages, mostly unconscious.)

In the final room, the agents stepped out into a grand arena, with more mysterious shadowy beings in the audience. Magpie put on a big distraction while Morgan attempted unsuccessfully to blend into the crowd, instead slamming into an invisible barrier. Skjaldmaer found some computers and employed her "computer hacking" skills, specifically the variety involving a very large axe. She then uncovered a core behind them including tech and a massive heart. Spurred on by fellow agents, she threw her spear and destroyed the foul construction.

Immediately the reality around the agents came crashing down. Zahak had the hostage in tow, Morgan tried a slapdash plan to make phones that would protect them, and Magpie used her map to find the way out. They only barely made it before the whole thing went kablooie and all that was left was a perfectly normal abandoned compound. The hostage awoke and reunited with Ava, along with two other mysterious figures that emerged from the building. Morgan, suspicious, investigated these new beings and found them to be inhuman and operating on some sort of code. It was too late however, and Ava drove off with her friend and her two "friends"

Mission Success?

10 Levels Under the Sea Jun 1, 2026 Success

The agents arrived on the submarine sphere which was slowly descending into a web of seemingly endless kelp. As the agents went further down, they encountered gigantic spider-crab esque creatures that formed air pockets and attempted to ensnare the submarine. Only with the cunning of the four illusionists were the creatures able to be kept at bay. After a spectacular illusory Titanic to distract a leviathan-sized creature at the bottom, the submarine managed to break through into the skies below. This mission was an especially notable achievement for Dr. Thadeus Kane, who upon its completion received his certification as a level 10 Enclave agent.

10 Levels Under The Sea Jun 1, 2026 Pending -
Dragon of the Shadow Invalid date Success

Agents arrived at a castle gate where they were met by guards, refusing their entry. Tensions were immediately brought to a boil as the agents got into an aggressive altercation with the guards, leaving one dead. Amidst the chaos, they were able to forge documentation and were allowed entry.

In the courtyard, it was clear that some strange magic was afoot. Some people's shadows were behaving quite strangely, and gigantic shadowy rats were roaming about the courtyard, and were compelled to dance as Magpie and Morgan played a lively jig. A squire came to greet the agents, and they followed, leading the dancing rats in a procession towards the Earl's keep, but were forced to disband them for the sake of decorum. The rats disappeared into the shadows.

Meeting with Earl Guzman, in a room marked with a strange sigil, the agents were tasked with investigating the castle's library, where a suspicious wizard dwelled. The squire returned with beverages, which were poisoned, as the Earl and Ivor found out too late. Upon leaving, at least a dozen guards were strewn dead upon the stone floor.

The agents shared a toast of unpoisoned libations as they ventured towards the library. Upon arriving, they found a model replica of the castle, also emblazoned with the same sigil from earlier. Upon messing with this, the sigil broke and the room was filled with rats, who attacked agents' shadows. The agents fended off the rats, and in the confusion discovered that the wizard had been killed and the squire was behind the foul magic. Together, the agents enthralled the rats in song and killed the suspicious squire.

That was not the end of the trouble, however. The shadow magic seemed to persist and find new hosts when its current one was slain-- it was revealed to agents in a vision that the origin of this shadow may be related to a Lion-headed enclave associate. The shadow of a dragon came upon the castle, and Golden Cloak used an ability to render a physical dragon that could be slain in its stead. The agents with courage, steady aim, and a bit of help from the dancing rats, managed to slay the dragon.

The earl, haggard from the poison, thanked the agents for their help in solving the problem at hand, but lamented that there was still magic afoot that was not yet understood. A shadowy figure popped up and taunted the agents, and even as they shot him, the shadow dissipated to haunt another day.

Dragon of the Shadow Invalid date Pending -
Seeing Stars May 28, 2026 Success

Agents arrived at a temple at the monastery and met the shrine maiden who told them of a foul miasma that had recently surfaced. The agents cast some wards around the shrine then did some preliminary scouting with their avian companions. Upon seeing a disturbance in some buildings towards the Golden pavillion, they ventured in that direction.

Agents encountered six initiates at an encampment. They attempted to quell the fight by using a magic candle, which calmed them slightly, but ended up opting for retreat onwards towards the pavillion. Both avian companions were injured by laser beams shot by the initiates.

Upon arriving at the pavillion, the initiate guards were distracted and the agents slipped in. They discovered that the magic seemed stronger here, and was making all the occupants act out of a single-minded desire to achieve their goals, to an alarming extent. Climbing the tower, the agents warded off an enchanted origami, forging their way to the top of the pavillion.

Atop, they faced with walls imbued with 50 golden throwing stars, which seemed to have magical properties. One in particular stood out, taking aggressive action against the agents. With effort, they shattered the star and released the monastery from its curse! Leadership of the monastery was transferred to a certain initiate with a head trained for high-impact tasks.

Julius Sieze-ers the Ferris Wheel May 11, 2026 Success

The game functioned like a point-control video game map with four objectives: The Library, the school, the stadium, and the ferris wheel, the last two being worth double the points. As the game began, all players on Cexl's team boarded the Kei van and made for the stadium, driven by Rene's trusty Handycat, a mini-chimera. Upon arriving, they encountered the enemy team and combat ensued. Morgan cast a veneer upon the bus, making it appear as the "Catmobile," a giant fearsome facsimile of the Handycat. In the Catmobile.

Rene and Morgan drove off with a couple teammates towards the ferris wheel while Mr. X fought and held control of the stadium, notably facing a fearsome cyborg foe who moved with astonishing speed. Upon reaching the Ferris wheel, the catmobile crashed into two enemies and Rene set to work doing construction things that eventually resulted in the ferris wheel rolling down the hill and crashing into the stadium, even as it was hit by opposing artillery fire.

The team now had a "double objective" to defend that, if held, would secure more than enough points for a victory. The ferris wheel was filled in with concrete, creating a solid fortification, which also provided a cushion that dampened incoming artillery fire. Rene commandeered an artillery cannon and rained fire with reckless abandon upon the enemy team, causing much chaos.

As the cyborg arrived, Morgan made a final stand, casting a delayed spell before being cut down. Upon death, he disconnected from the game and made for the control room. Mr. X and the cyborg engaged in an intense battle as Morgan made it to the sound console and blasted an artillery sound into everyone's headphones. As this happened, Mr. X triggered the spell, causing the sun to turn into a Giant version of the catmobile and begin raining down artillery fire (all illusions). Amongst this, Mr. X was able to gain a decisive advantage over the cyborg and cut him down. At that point, our team had amassed enough points that a win was guaranteed, as glitter rained from the heavens.

It's a Hard Sell After All Apr 19, 2026 Success

Agents arrived and were informed of a mysterious signal that was clearly causing great distress and incapacitation to local adults and animals. They traced it to below a condemned building. Venturing deep below, they encountered a large cryptid, a mysterious generator and an army of posessed children. Posing as "The Mushroom Man," Morgan led the children out into the sunlight, Violet and Crane wrangled and slew the fearsome cryptid, and Christina disabled the generator that was producing the pesky signal.

It's Pizza Time! Apr 18, 2026 Success

Agents arrived and investigated the pizzeria. They found some mysterious coins with temporal properties, and upon interviewing the patrons discovered that they had prolonged their lives with some shady time magic. Eventually, the Chronites showed up, and after a variety of antics and schemes, the contract was eventually resolved, and the curse upon the pizzeria was lifted.

Two Times, Four Coins Apr 11, 2026 Success

We traveled to the tavern and met a drunk captain and stole his coin. Then we went to a lighthouse and found another coin, those together had us travel backwards in time. We met the captain again and learned of his scheme to sink his own ship for his own profit. We successfully got his coin from him and found the fourth under a floorboard. Placing them back in the lighthouse, the anomalies were addressed.