DM unavailable again. Back-up campaign again.
Go to investigate old run-down assassin's guild. Spoopy. But before that we run into a bum wearing fancy bone jewelry/Holy Symbol of an ancient evil Demon Lord. He was singing incoherently.
Formulate plan to mug him. I want to punch him, grab the necklace and run. The Swashbuckler walks up and tries to be friends, singing along with him. It fails, as the bum reveals he was a shape-shifting cannibal monstrosity the whole time. Curb stomp the monster until its flesh is paste. Or more mushy than is usual for an aberration, anyways.
Enter building. Fight more aberrations and some cultists. After killing a few cultists, the remaining cultists nope the fuck out of the room. Find more symbolism of the Demon Lord. Run into a Devil bound to protect the place. The Swashbuckler tries to be friends. He doesn't want to be friends. The cultists pay him in souls, which is rather lucrative for him. So we try to tempt him out of his contract by offering the corpses of the cultists we kill, claiming the corpses were their souls. He's not dumb, and sees through us. We ask to meet his master, and he walks into another room before emerging again and claiming that his master was just sacrificed, so we don't need to stay in the old guild any longer, and that he will leave when we leave. We see through his ruse, so we have to fight him. He runs away as well. Not a terrible idea to try and fool us, since they had a long-ass time to form a plan. We aren't stealthy.
Enter the next room. Five cultists, the devil and some chained prisoners for sacrifice. We clear a few of them before discovering our one weakness; Will saves. They had Wands of Hold Person. The fight slows significantly. My big dumb bird Fighter and the overly Charismatic Swashbuckler are frozen, but luckily my Familiar and the Cleric win out in the end, and free the captives. Except one of the captives was the real master all along. Cue the Arcanist screaming at us for freeing prisoners before interrogating them. So we stomp the master because there were four of us, plus a bird, versus them.
Retreading back, we come across a pit in the hall. I am bird-man, and hover over. Swashbuckler goes to jump, and falls in. I fly down and dig him out. Then the Cleric healed him. Then we looked at the map and noticed we navigated through a hidden passage that goes around this trap already. Moving on, we find a room full of Yellow Mould. Throw in oil and torches and run, because fuck Oozes.
Enter new room. Weird earth-type outsider. Not aggressive, only wants to block on door. Also wants to eat gems, but no-one has fed him in a while, so he's been rationing what he has. We have no gems, so the Arcanist grabs some of the outsider's gems and offers them in return for passage. The outsider gets pissed, and we don't let the Arcanist handle Charisma-dependent interactions anymore.
Then we called the session after we kill the thing.