Bang: You light your lantern and start looking around. This room looks old. Very old. Its been down here a long time, sunk and lost in the soil. That throne your friend saw actually looks more like a torture device now that you look at it; he's very clearly strapped in it, among other things. You search the room and find a few extremely old coins. Probably the sort that belong to no longer existant empires. Other than that, what little is in this room is mostly badly decayed furtniture and carpet so old and rotten it resembles black dust. It all smells overwhelmingly like huffing an old book.
Prism: (Skeletons on thrones with weapons are pretty common in fantasy)
The spider says it wasn't imprisoned, rather it was in a pact with this man, who was killed down here, trapping the spirit. It seems a reasonable explaination, so you make a pact with it and then smash the skeletal ribcage. The spider unfurls itself, its football sized body balanced on legs that, if it stood straight, would probably make it 12 feet tall. It grants you 3 mana.
Aurum: you don't find any bugs this turn. Damn. Its a good question how that beetle got here....almost like there's some sort of random element at play.
Zambia: You...think its real. Almost all illusions have some sort of...failing. Like a shadow that falls the wrong way or hair not interacting with the wind. You've been watching this one very very carefully, and nothing about it seems off. So its either real or it is the product of an illusionist of impressive skill. It looks to be maybe 20 feet away from the opposite bank, but the river is quite wide so maybe 100 feet total from the men on the river's edge on this side.
You are suddenly struck by the idea that, perhaps, you seeing it isn't an illusion; the other people NOT seeing it is the illusion!
Zruril: you find something that might fit all those qualifications: a fetish shop. No, not like that, a fetish as in a magical object. Or at least objects the locals deem magical. The Magic of Alkahest and its controlled nations was always blunt and straight forward but this native magic is hard to understand. Its not obvious what is real and what is superstition and the effects are often difficult to percieve. But they offer a wide variety of objects for everything from protection from harm to sexual potency. Sexual potency is mixed in with a lot of these, actually.
Zrell: You manage to escape from the city and then make it back home without encountering a single thing, against all odds. Seriously, these dice are nuts.
They tell you that joining the club is quite easy; all you have to do is sign a contract promising to give a small precentage of whatever you find while caving to the club. They'll even provide basic caving equipment if you accept this condition. Plus full access to their records!
The pass is faster since you've already passed through Moffette, however it is still a long walk, and a tough one. Mount Phlogiston is a huge volcano and Alkahest sits within the culdera. The entire thing is still smoldering. The pass is a switch back road leading up the side, straight to the main gates, and is part of the reason the city is considered so impenetrable; its only entrances are heavily guarded, hard to pass, and easily severed. You walk the section of the ring road over to the start of the pass. There's a checkpoint right at the base of the mountain: mage breakers are out in force, controlling the only way through to the pass. They carefully observe anyone wishing to pass, searching their goods and questioning anyone they deem suspitious.
NINA: According to the refugees, the wastes out east are becoming increasingly dangerous. The Sands are spreading and there are raider remnants of the Clockwork empires, mad artifacters, hunting down anyone they can.
The cart comes some hours later: its quite a big thing, a red metal container the size of a house, filled with rows of seats. You pay your silver for the ride and fine a seat. The rest of the people filter on, finding seats around you and after a while the cart shutters and begins to move. Its a slow descent, meandering down in a deliberate, smooth fashion, like an ice cube sliding down a slight incline. At about the halfway point you see something down below; it looks like a congregation, or a mob, walking across the surface of the water toward the town. There are hundreds of individuals and they seem to be walking in an awkward lock step, like wind up robots.