In the city of Rubyvale the heroes had just taken a side-trip to an underground casino…not an illegal one so much as an unwanted one. Blok and The Dude went on their own to their own adventures. Cher Chang Gu, D’artagnan and S. Danger (human ranger) had a very particular task in mind: breaking into the bank of House Kundarak, the most secure banking facility in the known world! After burying the coffer that they had already found, they proceeded to pull off their heist.
It was known that the individual branches of the Kundarak Bank were connected to the central branch by means of a teleportation system: anything put into a safety deposit box would find itself in a vault in Kundarak’s primary citadel in the Mror Holds. It was simplicity to purchase a chest large enough for the three of them to hide within (naturally, one coated with lead to block any scanning for life signs by pesky magical security systems.) A hireling was hired, as is the nature of hirelings, to deposit the chest at the bank on their behalf.
When they crawled out of the chest, they found themselves in a dark vault containing knickknacks, trinkets, and other items of low value. While the vault door was one of the most advanced that D’artagnan had ever seen, the fact that he was picking it from the inside helped him enough (along with some inspirational music from Cher) to get the lock open. Sneaking into the hallway, the adventurers avoided the patrolling guards (two dwarves and a warforged) and discovered an elevator.
The elevator had twelve buttons, each indicating a different floor. Where a thirteenth button might have been there was, instead, a keyhole. Coming to the realization that security would have to be engaged, the patrolling guards were attacked: the warforged and senior dwarf (who held a key and a book) were killed, while the junior dwarf (on his first week as a guard) was merely knocked out (he had a scrap of paper with a sequence of numbers upon it.)
When the purloined key was used in the key hole, the numbers on the buttons of the elevator began to flash. Thinking quickly, the adventurers pressed the buttons in the sequence that they found in the possession of the junior guard. The elevator began to descend, but before long an ethereal voice identifying itself as Kundarak Security spoke to the elevator’s occupants and demanded that they identify themselves. Unable to provide a satisfactory answer, the voice informed them that they would be stopped. The voice went silent then and the elevator continued its descent to the 13th Floor.
Upon exiting the elevator, the bank robbing heroes(?) found themselves in a massive hallway lit by torches with monstrous looking vault doors on either side that made the ones on the first floor look childish. After taking a few steps more, they were halted by a very professional imp who informed them that they were trespassers and would be put to death (but if they had any questions or complaints regarding this policy, Kundarak had customer service branches available in many versions of the afterlife.) They battled the imp, and seemed to do well until the imp declared that it “was also a client” and zipped to one of the vaults, pulling a key ring from its vest pocket that had three keys. Opening a vault that was presumably his, the imp activated an artifact that Cher identified as a “Zombie Cauldron”, which continually generated more and more zombies, dumping them onto the ground for the heroes to fight. S. Danger handily kept the zombies at bay while D’artagnan did what he could to disable the Zombie Cauldron and prevent it from dumping anymore zombies (though this left him open to the imps frequent attacks.) Cher proved to be the deciding factor when she managed to charm the imp with her bardic abilities, and convinced it to become a temporary ally. The now-friendly (though still lawful) imp handed his key ring over, explained what the rest of the hallway would contain, and made them promise to not steal anything before using the coffer to escape.
The adventurers walked down the hallway and found (just as the imp had told them about) a chasm in their way. A pedestal with a keyhole was available, and the heroes removed the proper key from the imp’s key ring, and used it to activate the pedestal which generated a magical bridge across the chasm (the key needed to be left behind to keep the bridge.) Just as the adventurers could begin to make out the far side of the chasm where the hallway appeared to resume, a cloud of smoke issued from one of the mouths of the basilisk-statues that lined the bridge, quickly coalescing into a genie. Cher entranced the genie (a janni, to be specific) before any fighting could begin, and the adventurers ran past.
As they reached the opposite end of the bridge, the heroes witnessed three massive vaults (the imp said to pick the middle one) sitting behind an adamantium statue of a dragon (which the imp claimed was a powerful golem.) Rushing as fast as they could, the heroes weren’t stopped by the chief of security who then fell from an air vent in the ceiling above, just narrowly missing them. The Ironwyrm Golem activated the moment that the heroes put the key into the lock of the second vault. Not wishing to fight the chief of security and the massive fire-breathing golem, the heroes quickly locked themselves into the vault which contained the first Coffer of Kundarak, a massive treasure chest that would comfortably accommodate three horses when closed. Inspired by a quick tune from Cher, D’artagnan picked the lock of the chest in the nick of time, for the Ironwyrm Golem had started breathing fire at the vault door, turning it into a gigantic oven. When the chest opened, a strange map (of sorts) fell from the lid of the chest into the waiting hands of the adventurers who then leaped into the glowing vortex of light within the chest, vanishing from Kundarak Bank and being sent elsewhere…