Getting Heisty (02.25.2023)

We rejoin the party in the atrium where they did battle with the Inquisitor abomination. The battle is won, the abomination in destroyed, but the scent of blood still hangs in the air. It’s quiet. Around them is evidence of their battle and the ones that came before them – the rebellion and escape of the slaves who were ritually drained of blood for reasons and rites the party cannot comprehend.

The crack in existence has closed, and all that remains of the foul creature is a pile of realm shards.

There is a sense of uneasiness still lurking in the air felt by those sensitive to magic. Alluin is the first to investigate and a glint of red catches his eye laying among the realm shards. As he approaches, he locates a staff attached to it. Using his magical senses, Alluin identifies the artifact and explains it to the group.

“This is an attuning rod – the red realm shard fixed to the top powers it. When attuned, instead of using your magical energy, you take damage in its stead\*. A sinister but potentially useful device. Hadrian –store this in the bag of holding until we can determine what to do with it. What we need now is rest.”

*\***Attuning Rod**: When attuned, the user can choose to cast a spell even once they have expended their spells slots. The user takes 1d10 temporary HP damage per spell level cast (i.e. casting Fireball at 3rd level will deal 3d10) after the spell is cast. Additionally, once per day, the user can choose to upcast a spell that they know to a level ABOVE the current level of spells they currently know (i.e. casting Fireball at 5th level when you only know 4th level spells and taking 5d10) and after the spell is cast they take d10 temporary HP damage per spell level cast. This temporary HP damage cannot be healed or removed by any means until the user completes a long rest.*

Alluin and Ryafrie conjure tiny huts in which the party can rest and recover from their wounds overnight. Music and boisterous laughter and conversation can be heard from Ryafrie’s tent as some of the party celebrates another close victory. Soon after, the noise dies down and the party finally stops for some much needed rest.

**Stranger(s) on the Town…**

As the party prepares to depart, Leaf, Xophren, Hadrian and Ryafrie each grab one of the seemingly benign realm shards. Seeing there are still two unclaimed shards, Ryafrie gathers the remainder. Leaf attempts to inscribe the date on a realm shard with his dagger, but the shard remains flawless.

The party departs via the tunnel from which they entered, eerily realizing the warped, haunted walls with ghastly images seem to have reset; they are now smooth. It occurs to the party that the ghosts they had encountered have been released from this plane after whatever it is they have done here.

They return to the main chamber and back up the spiral staircase with no peril, finding the tunnel bored by Xophren where they left it. Noticeably, the moaning and fog have also disappeared, leaving a clear and silent atrium.

They return through the tunnel and back to the entrance where they defeated the mercenaries in plate. Well-rested and ready to move on, they gather their battle-won trophies including the two fine sets of plate and a well-crafted greathammer, storing them in Hadrian’s bag of holding. Hadrian, acknowledging he is still in spectral form, hands the bag of holding to Alluin for safe keeping.

As they pass the crushed remains of the human he had desecrated earlier, Hadrian’s eyes betray a look of regret. He quietly acknowledges that he lost control, and swears to Bahamut he will never commit such horrors again.

The party traverses up the vanquished ladderstairs and back into the abandoned jewelry store. The scent of blood is replaced with the musty scent of stale air within. The find the doors locked from the inside. Talek unlocks the doors and opens them, light spilling into the dim room, briefly blinding the party.

Butterstuff adjusts to the light and investigates; she finds a small leather bound book – she opens it and reveals it is an inventory of the shop.

“There was a gilded Lilly here. I need it.”

She looks around and finds the case noted for its location, but all that could be found remaining of value was a single gold piece.

After further reviewing the ledger, Butterstuff explains her findings to the party.

“It says here the shop was owned by Armand and Colette Dubois. Their last transaction was one month and a day ago. Not a busy shop, not making enough money.”

“Hm. That’s about a week before the tournament,” Points out Alluin, “Hadrian was just marking that day he had a very good soup just this morning during our breakfast. We could do with something other than rations.”

A noise is heard from the street. With the door open, people can be seen walking by, going about their morning’s rituals.

One passerby looks in, and laments, “Wait a minute – you shouldn’t be here! The shop is closed!”

Hadrian pulls him in through the door by the collar and interrogates.

“Who are you? Who sent you?”

“I-I-I’m just a-a-a *local blacksmith*! Who might *you* be?”

“None of your concern. Tell me about this place. The Dubois family?”

“Calm down, calm down! I don’t know much… the owners, they retired to the mountains. I-I-I remember they auctioned all their things off at the tavern, not long ago!”

At the mention of a tavern, Fen drops the trinket he was inspecting and perks up.

“You say you’re a… blacksmith? What’s your name? What kind of smithing are you known for?”

“Name’s Jazzek. Nothing fancy, I mostly work with daggers. I could make you one, but I doubt it will compare to the fine work you’re wearing.”

Jazzek Winces as Leaf casually throws his magic dagger to stick into a far wall, calls it back to him, then smirks at the blacksmith, who looks uncomfortable but intrigued.

“Thank you for your help today, that will be all. Be on your way.” Hadrian nods toward the door, and Jazzek, who hurries out the door without another word. Hadrian turns to the rest of the party and notes, “I’m pretty sure this store was a front*.*”

After some minor deliberation and emphatic encouragement from Butterstuff and Fen alike, the party agrees they should go to the tavern to explore this lead on her sought treasure.

As they leave the disused shop, time seems to pause as the dozens of locals the locals eye the group suspiciously. Talek breaks the tension with boisterous calls of praise to Avandra – some of the locals shrug and go about their business.

**…and Strangers at the Bar**

The party Arrives at the local tavern where there appears to be plenty of space. A quiet murmur can be heard by the patrons within - a handful of locals found day-drinking.

Leaf calls to the barkeep, “Bowl of your finest breakfast soup, please!”

“I ain’t never ‘eard of no breakfast soup. What is it?”

After a short explanation, she acknowledges she might be able to whip up some raw eggs. Talek attempts to order a roast chicken, and is told he must wait until lunch time. Fen and Alluin order an ale. The party pays with the gold coin from the shop, which more than covers their meal and accommodations for later.

Alluin finds a corner table to await his drink and is joined by the rest of the party. When the Barkeep delivers the drinks, she greets Alluin, dropping her commoner accent, she speaks in an old dialect of Elvish. This dialect appears to surprise Alluin, though it seemed forced, but it reminded him of the language spoken during his childhood, before the dark times.

Talek, recognizing Elvish, orders a water in a more common dialect of Elvish and winks. She frowns and gives him his water.

Alluin, contemplating what he’s heard, readies *hold person*, and then engages her in the dialect from the old village.

*“Where have you heard this before?”*

*“You look just like him.”*

*“I’ve been searching for him for 300 years!”*

She lowers her volume and responds, “*Wait until I’m off this afternoon – then we can talk.*”

While Alluin hesitantly accepts the arrangement, Butterstuff discusses the auction with the locals, trying to learn what became of the Dubois’ gilded lily. In her investigation, she obtains auctioneer notes that reveal the buyer: Lord Perceval Winestott. He lives in the forest on a substantial estate and is known for his *wild* parties.

As she reveals her findings to the party, Allessian guards arrive and order drinks. Hadrian and Fen size them up and decide on a little sport. They approach the guards’ table as Hadrian takes the lead.

*“Nice outfit fruitcakes, you think you can drink?”*

*“You bet your ass we can.”*

*“First round’s on me!”*

*Hadrian signals the barmaid to bring a round over to the table as the guards cheer to the prospect of a free round.*

*“Doesn’t look like you fellas can drink.”*

*“Bah, we shut this place down every morning!”*

*“Let’s make it interesting, then. 50 gold in the pot, last man standing takes all.”*

*“Too rich for my blood! We’re guards, not merchants!”*

*“Ten, then.”*

*“You’re on!”*

What the guards don’t know is Hadrian is an Aasimar. As such, he *can’t get drunk.* Fen, on the other hand, is simply experienced. The competition begins and the four men drink down their first rounds and order another, then another. This is a notably friendly tone about the competition – it’s clear this is a welcome wind-down from their night on-guard. As they continue on, the guards begin to exhibit audibly slurred speech.

“…my friendz and I here, we’re newer guardss posted at the gate – we’ve been friends since we were *kidss*, though!”

“Thass RIGHT! Friends! Say, where’d you get that armor, iss nicer than ourses.”

“Conquest, friends.” Hadrian replies with immaculate speech, “I actually got it from a *dragon.* He gave it to me.”

“A stormin’ z*dragon?!* Ridiculouss.”

“Yet, still true. Another round for me and my friends,” he calls to the barmaid, “Let us toast – to *conquest!”*

At that moment, the guard with slurring slightly more than his friend’s *gulps* down his mug of ale and collapses to the floor in a catatonic state under the table. Fen is visibly inebriated, yet sound of mind. The remaining guard teeters, struggling to stay awake.

Leaf, excited about the toast to conquest, calls a toast of his own from the other table.

“To Silverton!”

They drink.

“To… where I’m from.” Calls Hadrian.

They each empty their mugs and the remaining guard’s head hits the table – out cold. Hadrian and Fen gather the pot – a 20 gold profit – and return to the table where the rest of the party was sitting.

As they rejoin the party, a roasted chicken is served to Talek while serving ale to the rest of the party. Soon after, a new bartender takes over, and the mysterious barmaid from earlier signals Alluin to join her in the alley.

After a brief period of quiet, Alluin returns from the alley and waves Fen, Talek and Hadrian to a separate table to discuss what happened: Eldrin was here a week ago seeking Alluin, and he left something for him with the barmaid; a puzzle box. He has yet to open it, but is sure there is an important clue inside.

Butterstuff approaches the new bartender.

“What’s this forest party I keep hearing about at the Winestott Estate?”

“Winestott? That guy’s always making the biggest stink about this and that. This time it’s about his new acquisitions to his collection of junk.”

“When does it take place?”

“Tomorrow night, you haven’t heard? It’s all the merchants and aristos around town keep talking about. The half of town that isn’t invited is working it. Not me, though. Someone’s gotta hold down the fort at the old tavern.”

Butterstuff gathers more intelligence on the Winestott event and rejoins the party to propose a mission. She needs that gilded lily and this is the closest she’ll likely get to one. After what seemed like little convincing, the party agrees to help. They hatch a plan:

They will attend the party as invitees. Ryafrie will pose as Lady Scalebottom – new money in town and proud recent purchaser of the disused jewelry shop. The armor clad party members will pose as her body guards, Xophren her pet owl, fen as advisor/driver, and Butterstuff a fairy friend and guest of Ryafrie’s. Alluin will be invisible and flying above them so he can continue working on Eldrin’s puzzle box.

They rent a black walnut carriage with windows and curtains for transport and room up at the tavern for the night.

**Reservoir Dopes**

In the morning, they fill up on breakfast soup and begin the long trek to the Winestott forest estate. After a few hours, carriages begin to pass the party’s carriage and turn right up the road – they follow. Dusk is upon them, and the windy road is lit by fairy lights seemingly floating in mid-air along the road to light the way. They pull up to line of carriages leading to a gate with a large stone wall surrounding the property – they have arrived! Loud music can be heard from within.

The party waits in queue in the carriage. As they move closer to the gate, they notice the carriage ahead stops for inspection by soldiers guarding the gate. They are wearing expensive armor with a maroon silver sigil of a wine bottle pouring into a wine glass. The guards inspect what appears to be an invitation before letting the next carriage through.

Alluin continues working on the puzzle box, floating invisibly above as the carriage ahead passes through the gate. Fen steers the party’s carriage into position by the checkpoint. A soldier who appears in charge peeks his head inside.

“Good evening. Welcome to the Winestott estate. Please show your invitation and you may enter.”

“Oh, I was invited,” Lady Scalebottom began, “…but I seem to have misplaced my invitation! Surely you have my name, Lady Scalebottom?”

“I’m sorry, milady, but I must insist upon seeing your invitation before letting you through.”

Xophren, in the form of an owl, flies out the opposite window. All but one of the guards at the checkpoint, compelled by chivalry, pursue the owl for their assumed guest.

Xophren shakes his pursuers and flies inside a carriage a few spaces back in queue. The man inside grabs a piece of paper and swats at the owl with it. After a few missed attempts, Xophren snatches the paper in the man’s hand. He hangs on for a moment, but loses his grip as well as his balance and topples to the floor of his carriage. Xophren returns to the carriage gripping a parchment scroll tied with a ribbon.

The guards attempt to coax the Xophren back into the carriage, who obeys, dropping the scroll in Ryafrie’s lap upon re-entry. She proffers the unrolled parchment to the guards, who accept it as a valid invitation. In exchange, the guard gives Ryafrie a small silk bag of party favors and three small glass vials filled with green sparkly liquids.

Hadrian gives threatening look to the guards as they pass. Fen guides the carriage on to the estate entrance, and attendees approach to assist the party as they disembark. Fen begins to to get down from his driver’s seat to join Lady Scalebottom, but the guards address this with her.

*“…is your staff meant to join you?”*

*“Uh, no of course not! Driver, be a dear and attend to the carriage.”*

Fen reluctantly returns to the driver’s seat. A guard directs him to the staffer’s tent. Fen asks if there’s a bar, to which the guard replies that would be inappropriate, but adds a quick smirk and a wink.

The Lady Scalebottom party, consisting of her three guards, fairy friend and pet owl, enter the main door to the Winestott Estate. The event is filled with knights, landowners and dignitaries from all around the immediate realm.

Meanwhile, Fen parks carriage and enters the staffer’s tent, which is filled with people passing around an array of drinks. He picks a small group sitting around a fire spit, passing around a flask and joins them. As he approaches, one of the men hands him the flask and asks, “First time?” Fen is made welcome and shares more than a few drinks with his fellow drivers.

In the party, Talek observes a servant carrying a tray with bite sized hens. He grabs more than a handful, and the attendee sarcastically asks if he’d like the tray, to which he enthusiastically agrees and unburdens her. Shocked, she returns to the kitchen to obtain more as he offers to share his bounty with his fellow guards.

After a while, it becomes obvious the party is drawing attention due to a higher than normal headcount. Gossip can be overheard, and it appears a great many of the partygoers are impressed by Lady Scalebottom managing to include a Fairy among her staff.

In an effort to blend in, Hadrian orders Leaf and Talek, to form a perimeter and stake out the party for “threats.” Leaf and Talek explore the outer confines of the party and find a long hallway with a many doors along the right-side wall. One door at the end of the hall stands out, as it is blocked by a velvet rope. Talek and Leaf agree to “look for the bathroom” and inconspicuously wander down the hall toward the roped off room where they mean to investigate. They find two guards on either side of the entrance.

As they approach, Leaf and Talek attempt to fool the guards into letting them pass.

“Care for some tiny chickens?” Talek inquires as he holds the tray out before the guards, “They’re delicious.”

The guards accept the treat and talk shop, explaining they don’t know what they’re guarding but they can’t let anyone through. Leaf tries to convince them that they need to pass to use the bathroom, but is rebuffed when they direct him back down the hall from where they came; no bathrooms beyond this rope.

In the main room, an old knight names Sir Reginald boisterously follows Lady Scalebottom and her guard, who are trying to lose their tail. He is wearing visibly aged armor which has become tight and ill fitting – he is clearly past his prime. It is obvious he has gained a considerable amount of weight since the plate was last fitted. He drones on about how bad things have gotten since “his day” while assuming the role of influence in the positive changes felt throughout the realm. Despite efforts to evade the old knight, he continues to follow them like lost puppy. After a while, Hadrian loses his patience. His eyes glow as he says one curt and final “*Good evening, SIR*.” Sir Reginald takes the hint and bids them good night as Hadrian and Ryafrie have already moved a few paces in the opposite direction, backs turned to him. Suddenly, a crash rings out from upstairs.

While the guards are distracted with food and conversation, Talek and Leaf notice their Fairy friend Butterstuff approaching quietly from behind. Leaf offers to watch the room for them so they can take a break, but they decline. Talek and Leaf, unsure of the next play, begin walking back down the hallway to “find the bathroom” as directed, hoping that perhaps Butterstuff will fare better. As they walk, they overhear her talking with the guards.

“Ugh, you see those guys? They’ve been a nuisance all night – nothing but trouble. Hope they weren’t bothering you.”

“Those guys? Can’t be them, they’re stand up fellas! Even offered to watch while we take a break and gave us these little chickens! I was *starving.*”

Talek, in a moment of inspiration, decides to reinforce her statement. He looks around and finds a large glass case suspended from the wall – within are what appear to be expensive crystal animals, each representing a trophy from Lord Winestott’s exotic hunts. Talek tears it from the wall and smashes it to the floor with a loud crash, breaking it and the trophies within into tiny pieces. The noise is heard throughout the party.

The guards, shocked by what they saw, pursue Talek who insists he didn’t do it. As they catch up, Leaf knocks the guards to the floor and tussles with them. Talek abstains from the fight, never intending harm to the guards on duty. After all, they were friendly!

Butterstuff takes the opportunity and investigates the now unguarded room. Among the trophies and displays she finds the gilded lily – the centerpiece of the room, encased in protective heavy glass dome. She approaches it and finds it’s protected with a magical rune. Nothing is ever *that* easy.

She attempts to lift the dome but the runic circle begins to glow red; she stops and considers her next move.

Elsewhere, floating above the entrance, Alluin’s puzzle box whirs, clicks and swings open. Having solved the puzzle box, he finds a letter from Eldrin within.

*Dearest Alluin,*

*I have been waiting for you. There is a small village to the north with a tree that reminds me of home. I will be waiting there for us to meet.*

*-Eldrin*

Alluin, his task complete, finds Fen by dropping down in the middle of the group, then reappears. However, the carriage drivers don’t notice anything amiss; they drank themselves into a stupor and assume he was always there. Alluin sits with Fen and enjoys a drink.

Xophren, still taking the form of an owl, joins Butterstuff in the trophy room. Seeing her debacle, he attempts a solution; Xophren casts *Pass Without a Trace* and casually lifts the dome off the gilded lily. Butterstuff grabs the lily and turns for the exit when, suddenly, the room turns a dark red and an alarm begins to sound throughout the building.

In the hallway, Talek Casts *Darkness* at the center of the fight and pulls Leaf to safety. While they flee, the guards can be heard continuing the fight in the confusion despite the absence of adversaries.

Sir Reginald cried out “miscreants!!” And attempts to lead the charge to the trophy room, but Alluin arrives at the main door in time to casts darkness in the atrium, which causes pandemonium.

Xophren becomes swarm of wasps.

All attendees attempt to flee the chaos through the main doors, but Alluin, standings in the doorway casts *Fear*. The patrons now turn back and flee upstairs toward the alarms. More guards arrive on scene and can be seen making their way to trophy room, breaking more than just Talek’s trophy box in the process.

As a swarm of wasps, Xophren swarms the guards as they enter the trophy room, who panic and break ranks. One of the guards succumbs to these wasp stings, collapsing to the ground and later dying (he was allergic).

The party is now filled with darkness, screams of terror, wasps and a cacophony of breaking glass.

Alluin casts Minor Illusion in the form of the Inquisitor abomination from the cavern. This scares the actual shit out of the guests and guards alike.

As the crowd weighs the terror of *Fear*, the monster, darkness and a swarm of wasps, the crowd chooses a swift exit and stampedes back toward the main doors. Alluin casts *Fog* in the main room, further reducing visibility. Butterstuff, making her way down the stairs toward the main entrance, casts *Fire*, engulfing the estate in flames. The party blends in with the crowd and exits without any resistance.

Outside the main doors, the group finds Fen, who is found waiting in the driver’s seat of a carriage which does not resemble the one they arrived in. He is noticeably intoxicated and entertained by the current status of their mission. The group boards the carriage as Alluin turns and casts *Wall of Flame*, creating a barrier between the party and the rest of the attendees fleeing the burning building. One man is seen running through the Wall of Fire. Engulfed in flames, he dives into the fountain for relief. Screams can be heard from behind the flaming barrier.

Fen drives, departing down the road on which they arrived. Xophren, now back in human form, casts *Speak with Animals*, and screams a command for all horses to run, which they oblige. This starts a horse riot.

As the party flees the mayhem, the party finally notices Kizzik. They’re unsure as to when or how he arrived but find him sitting comfortably in the carriage, wearing a well fitted tux and drinking a fancy drink. He appears completely unfazed by the chaos his companions have caused. Kizzik gazes out the window, where the mansion can be seen in flames, guards are running back and forth trying to put out the fires and quell the riots within and without.

“They really weren’t kidding about those wild parties, were they?” Remarks Kizzik, as they ride casually down the road and on to their next adventure.