A lil bit of Chaos (Evil)

Criminal Activity

22083AC
16/6
22083AC
16/6

In a world where gold, relics, knowledge, and power can be collected, time is often the only true requirement. For an immortal being like The Collector, time is abundant, allowing the amassing of a great many things. Recognizing patterns and understanding the precursors of destruction, The Collector has acted throughout the centuries to spread a culture that thrives on darker impulses. This culture ensures that people are driven to achieve great heights by facing threats and challenges.


The Collector's Plan
The Collector decided to act once again, hiring a group of adventurers to rob an Arcani Vault. These adventurers were tasked with stealing a secret blueprint, which would be passed along to interested entities to further cause trouble down the line. The adventurers were unaware of the larger scheme, only knowing that they needed to break into the vault, steal the blueprints, and leave.   The Sacrificial Door
Using a secret key, the adventurers entered the vault and encountered various obstacles, including a flexi door with many faces but no handle. This door required a keyword to open, but each face was tied to the life of a civilian within Arcani. The adventurers chose to kill the door itself using a magic song, sending each life entwined with it to an eternal rest. Numerous lives were abruptly terminated, and the truth was concealed with a deception, blaming the deaths on disease or sickness.   Hidden Treasures
As they explored the vault, the adventurers discovered various hidden items that the Ministry of Magic had kept secret due to their unique or corruptive natures.
The Purple Looking Glass: Taken from the Eternal City of Lhamia, this glass contained a spirit of wisdom from ages long past. Although challenging to communicate with and considered an annoyance, the spirit adapted to its new form, preferring use over disuse.
The Fluxctuating Shrine: Behind a pathway manipulable only through understanding its astrological nature, the adventurers found a shrine containing an overwhelming amount of flux energy. This shrine connected to the gods and the homeworld from which all other worlds had come. An otherworlder interacting with the shrine consumed its energy, resulting in her arm changing from flesh to black venom.
The Chess Board: This board, once a pair of phylacteries for two liches, was a puzzle that ultimately shattered when solved, releasing necromantic energies. The adventurers who solved it received the shards, charged with these energies.
  The Sphinx and the Heart of the Vault
At the heart of the vault, the adventurers encountered a sphinx guarding the way. The sphinx attempted to bait them into a fight with specific wording, but it did not truly desire to attack. Through negotiation, the adventurers discovered a way to destroy the demiplane they were on, which would free the sphinx. They also claimed the blueprints and several unique items stored within the vault.   The Escape
Following their success, the adventurers escaped the vault, hurrying out the way they came. The guards, deceived by an illusion, believed they witnessed the escape of a group of four criminals, leading to a substantial bounty being placed upon them. In reality, this deception allowed the true perpetrators to escape unnoticed.   Conclusion
The blueprints were delivered to a pirate captain, whose desire to see the world in chaos was met with the tools to cause it. The Collector's plan to create hard times, and thus strong people, was furthered by these actions, perpetuating the cycle of development through challenge and adversity.

Related timelines & articles
The Fourth Age