Quest: Vault of the Firbolg's Desire

Milto asked the party to retrieve something from a vault.

Quest Summary
Quest-giver - Milto

Task - Deactivate the three magical wards on Milto's lockbox inside the Mage's Guild's Vault

Location - Paripas

Reward -


 * Cloak of the Manta Ray
 * Cloak of Protection

Background
Once upon a time, Milto was an upstanding member of the Mage's Guild of Paripas. He lived in Paripas and did magical research: freely walking the College grounds, collaborating with other magic users, and safeguarding his valuable possessions in the Guild's magical Vault. That was, until he had a sordid affair with the Magister's daughter and got caught. Suddenly, his dabbling in the discouraged study of Geomancy wasn't worth overlooking and the Mage's Guild declared him persona non grata. Forbidden to access the College grounds, and the Vault therein, Milto lost access to aforementioned valued possessions. Not wishing to risk further ire from the guild he left Paripas and ultimately ended up at Janwald where the party met him several years later.

The Wards
Milto's "lockbox" (the region of solid stone where Milto's posessions are located in the vault) is protected by three magical wards. As is the policy of the Guild, the workings of each ward is known to only one each of three parties: the owner of the box, the operators of the vault, and a trusted 3rd party.

Milto's Ward
Simple enough: Milto's Ward is dispelled by touching it with his signet ring, which he gave to the party.

Guild's Ward
All Milto knows of this Ward is that their practices are updated on a yearly basis and the ward was placed 13 years ago. Someone familiar with Guild Vault's bureaucracy might know more. There is probably a record of how the Guild Warding process works, even going back 13 years. After all, it would look bad on them if they forgot how to open their own vaults. An official representative of the guild is sure to be able to open it, but how to get them to do it?

Felegum favors a direct, legal approach:
The party has a Writ of Authority from Milto that shows they are acting as his agents. Given this, and assuming Milto was truthful when claimed to have broken no laws, it's possible the Guild might be cooperative if the the party just asks to access the vault; they are safeguarding his legal property after all. Perhaps they would like to free up a space in their vault. They have no known reason to oppose the party other than retaliation against Milto, so it would be best to avoid involving the Magister. If they refuse to cooperate, it's possible the mundane legal apparatus in Paripas might be made to work in the party's favor.

Letitia's Ward
Milto's trusted third party was his fellow mage, and friend, Letitia. They had a falling out shortly before Milto's banishment but Milto believes she will cooperate with the party. The falling out was due to Letitia pulling out of a planned expedition to the Icy North at the last second. They had harsh words but Milto expressed regret and wishes to make amends. Letitia can contact him magically, if necessary.

The Vault
Once the party has secured methods of deactivating the wards they must make their way to the correct part of the Vault and simply deactivate them. Once all Wards are inactive then Milto can directly teleport what he wants to himself. The party's job is done when the Wards are all down. They will get their promised reward the next time they meet with Milto.

The Story so Far...
The party's quest has been complicated by magically twisted space which prevent entrance to the peninsula containing the Mage's Guild. Unable to directly contact the guild or Letitia directly they have however found a few leads:


 * The city has a magical postal system which sends letters based on intent (complete knowledge of address is unneeded).
 * Felegum sent a letter to Letitia on their second day in the city
 * There is a periodic competition for hopefuls to get the attention of the mages.
 * Felegum applied to the next scheduled trial (counting from their first full day in the city it will be on Day 6, I think.)
 * Set, Helli, Harry, and Zeno have all been marked as persons of interest by a drow mage using a standard mage guild spell. Perhaps these marks will allow movement past the "loop point"