Morgan Darillium's Missions
| Mission Name | Date | Outcome | Summary | Actions |
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| Temportal Terror | Jul 17, 2026 | Success | Agents, Morgan the Illusionist, Phoenix the Gunslinger, Miss Evans the Librarian, Gig the Wanderer, and Talon the Freerunner arrived near a temple and a forest. Morgan, Miss Evans, and Talon went to the temple, which was in the midst of festivities. Morgan got caught up in said festivities, getting quite drunk in the process, while Talon and Miss Evans ventured further into the temple. Morgan found a strange device under construction but was ushered away, subsequently causing quite the scene with a performance that was a far cry from his best. Meanwhile, the two in the palace found artwork and blueprints referencing the gate, and discovered that its power was sourced from the spirits in the forest. Meanwhile, Gig and Phoenix ventured into the forest, encountering a strange spirit with a gong. It pleaded for their assistance, claiming a foul invention was harming the denizens of the forest. Venturing further in, they found a snake woman bound by magic. Suspicious of the happenings at the palace, they found a convenient route back to the palace and reconvened with the other agents. Cleaning up the ruckuss Morgan was causing with his show, the agents went to the device, which turned out to be some kind of magical transport gaateway that was being swarmed by a crowd of partygoers. Putting their heads together, the agents decided the best course of action was to blast the device, causing it to partially implode. Out of the device emerged a vengeful spirit that appeared as a half-deer, half-eel. Morgan flew up in the air to the stage, donning the visage of an moose (he was slightly confused) and convinced the deer to get drunk. Meanwhile, the other agents succeeded in destroying the gate fully. Badges Pinged. |
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| (Penguin)^3 | Jul 8, 2026 | Success | (by Reece) Morgan Darillium, an Illusionist, Antonio “Tony” Cavallo, a Charlatan, Penn Gwynn, a Thane, and Cordelia Maris Undine, an Oceanographer, arrive on a bleak, rainy, windswept island, containing just a handful of houses. The only other land in sight is a distant cluster of jagged outcroppings, beyond which lies nothing but an endless void. Atop a cliff on one side of the island stands a massive satellite dish—its surface encrusted with gleaming crystals—from the centre of which a cascade of tiny, rainbow‑coloured cubes pour down into the sea below. Lightning stikes the dish periodically, each bolt spawning another wave of cubes. A dense mass of them float in a broad patch of water between the island and the world’s edge. The cubes’ danger isn’t immediately obvious, so the agents split up to gather intelligence, with Tony & Morgan entering the town, while Penn heads to the docks to meet with the squad’s client, and Cordelia sets off up a path to the research station atop the cliff. Tony & Morgan encounter a pair of guards wearing masks and long, black raincoats, one of whom Tony immediately diagnoses with a serious heart condition, causing the guard to begin exhibiting such symptoms. Morgan assists with a performance in which he claims to have been a patient of Dr Tony prior to becoming his assistant, and insisting that his medical treatments are the real deal. He then pretends to suffer his own heart problems which are miraculously alleviated when Tony sprinkles a pinch of spices over him. Despite how shady this all seems, when Morgan suddenly breaks out into song, the little jingle he sings is sufficiently convincing that the ailing guard is willing to drink the spiced, glowing water that Tony offers him, before appearing to be miraculously cured of all his ails. With the guard’s enthusiastic praise—and his authorisation to go out to sea—the villagers heap praise onto Tony, with many of them competing to offer to take him out on their boats. Not wanting to show favouritism, he points to one ship at random, which turns out to belong to the only guy in town who hadn’t been offering. Tony doesn’t back down, though, and soon enough the man’s neighbours peer pressure him into volunteering his assistance. Meanwhile, Penn Gwynn meets Martha, the fisherwoman who hired the Enclave. They talk about the situation and he explains that he considers all penguins to be his people, despite having started out his life as a human before being transformed. Martha doesn’t seem sure how to react to this, but explains that some of the birds—which she never actually calls “penguins”—have eaten cubes and fallen ill as a result, but after realising that the cubes are bad, the pod has tried to avoid them… only, the cube spill has kept growing, and the birds are now pinned against the edge of the world, with no way past the mass of cubes. Deciding to test her theory that the cubes are bad in the most scientific of manners, Penn immediately dives into the water, retrieves a cube, sniffs it, then swallows it whole. Almost immediately, his heart starts racing, his muscles spasm, and his mind is flooded with alien memories and visions. He returns to the boat babbling about how the cubes are like birthday cake laced with ecstasy. Martha advises him not to admit to anyone that he’s eaten one, and not long after, a single-person, helicopter-like vehicle approaches the ship, piloted by one of the masked guards, who fires a warning shot with a laser cannon and orders Penn & Martha back to shore. However, Penn refuses, declaring himself an Enclave agent and protector of seabirds, then raises an icy barrier between himself and the helicopter. The guard opens fire, their lasers swiftly melting through the frozen wall, only for Penn to step forwards with an ice-sword drawn and start deflecting lasers like he belongs to some kinda mystical order of [space knights](https://starwars.fandom.com/wiki/Jedi_Knight). When it becomes clear that one helicopter isn’t sufficient to best him, that one backs away, though this respite is short-lived, as soon more of them appear in the distance, rising from the island to approach. In response, Penn conjures an ice-launching bazooka each for himself and Martha, and the pair of them open fire on their assailants. They’re not the only ones with magical defences, but the guards’ barriers prove insufficient to hold out for long against Penn’s icy missiles, and soon one of their vehicles plummets from the sky, splashing down into the sea. Despite this, the helicopter pilots show no sign of giving up. At least, not before something monstrous emerges from beneath the waves to change their minds… After being stopped from visiting the research station by another masked guard, Cordelia summoned her crab-like mecha and rode it up the isle’s vertical cliffs, before having the machine leap off, plunging into the sea far below, her magic expanding the waters even as she sank through them, until eventually she reached the ocean’s new floor, whereupon she began gathering some magical cubes which had sunk that far down, swiftly incorporating them into her submecha until the machine resembled a cube-coated, crystalline crab. She also briefly occupied herself with testing the cubes’ properties on a captive krill, finding them to be catalysts of metamorphosis when the unfortunate critter transformed into a shape-shifting, colour-changing centipede. Then she surfaced amidst the densest concentration of cubes on the water’s surface. Quickly taking in the events unfolding around her, Cordelia employs an on-board loudspeaker and voice synthesiser to imitate some sort of eldritch god, declaring herself the owner of all the cubes before unleashing her mutant krill, which swiftly multiplies into a swarm that begins devouring the arcane devices. She expects this to attract the ire of the helicopter pilots, hoping to save the ship they’re assailing, but the deception proves so successful that the guards don’t even test her defences with their laser cannons, simply retreating back to the island instead. This leaves the agents free to focus on the penguins, though as they lay eyes upon them, it becomes clear that these birds look nothing like the penguins more common in many other parts of Manifold, with their silhouettes more closely resembling [giant squid](https://i.ibb.co/vxDXyrJQ/Penguinsquid.jpg); their heads and bodies fused into a single mass; huge, bulging eyes on their sides; and enormous, jagged beaks taking up at least half their volume. Despite this, the agents don’t hesitate to assist the horrifying creatures, with Morgan & Tony using their boat to corral the disoriented birds, while Penn conjures a bridge of ice in the water, with the intent that the penguins can slide across it rather than swim through cube-infested waters. Cordelia’s mecha swims closer, intentionally making waves which buoy the penguins along, helping the ungainly beasts onto Penn’s bridge. Morgan then casts a powerful, physical illusion on the cubic crab, seemingly transforming it into some sort of crystalline squid-penguin god. Unfortunately, with her mind and body being steadily warped by the cubes infused into her submecha, Cordelia herself is just as fooled by his illusion as the penguins are. On the bright side, the birds are far more comfortable around her mecha in this form, so don’t panic when she rams into the bridge, shoving it forwards to get them closer to shore. Tony spots another bird which has somehow managed to clamber up onto a small cliffside at the world’s edge and looks like it could topple into the void at any moment, so sails over there and quickly climbs up to join it, administering an antidote to the cubic contamination via nasal spray, then using ropes affixed to the ship to haul the penguin back into the water and lead it to shore, following in the floating bridge’s wake to avoid any drifting cubes. One final obstacle appears to block their path, though: a ship crewed by more masked guards, who presumably feel that with this sturdier vessel, they can safely face down the monster that has risen up from the depths to claim their treasure. Turns out they’re wrong about that. Cordelia rams them, snapping her penguin-beak closed on their ship and dragging it down with her into the deep ocean. The others reach the shore moments later, and Morgan starts building a penguin sculpture from sand—having fallen into delirium himself due to the astronomical essence expenditure that was required of him to conjure an artificial god. The agents’ badges ping, but seeing that Morgan is too far gone to notice this, Tony pings out his partner-in-crime before departing himself, while Penn runs around hugging the squid-penguins in celebration, before accidentally hitting his badge and vanishing. Lastly, Cordelia (who still thinks she’s a penguin) coughs up a mouthful of blood before mumbling a barely comprehensible speech about returning to seek vengeance if the humans harm her kin again, before she too pings out, trusting that the surviving guards aboard the magical ship will have some way to get back to shore and spread word of her threat. |
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| Desperate Dancing | Jul 2, 2026 | Failure | The Agents, Morgan the Illusionist, Gertrude the Witchfinder, and Pyros the Pyroclast arrived in the town square to find a large gathering of townsfolk dancing. They all seemed contained within a large circle of powder. Townsfolk told agents that anyone who had entered the circle had been dancing for hours in a courtship dance, including those already in committed relationships. After some initial scouting, they found the circle to be centered around a pretty woman named Maera. Morgan decided that he wanted to make a circle of his own! He created one with an illusion but it did not seem nearly as effective as the existing one, even with Pyros's assistance. Gertrude did some sleuthing and discovered that the circle generated by Maera had potent binding magic. Even more potent was the binding magic within the drinks that were being served. Eventually Pyros went in after Maera but was caught up in the dancing spirit. Morgan eventually ended his circle and followed after Pyros, who was brawling with some of the possesed people in the inner circle. Gertrude let out a suspicious cloud that pissed everybody off, especially Morgan who got into such a deranged state that he turned into a firefly. Gertrude tried her best, firing upon Maera, but she managed to escape into a tunnel below, and amidst all the chaos, Gertrude lost her eye. Badges Pinged, Mission Failiure. |
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| Desperate Dancing | Jul 1, 2026 | Failure | - | |
| 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? |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |
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| 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. |