Celebration and New Friend

Group entered Challenge of Swords (had hellish qualifiers)

Made it through to the finals (fought the Duty of the revenant - relifed fighting force); mutual respect; clutch roles happened; back and forth happened

Team VICTOROUS!

   Rewards:

* Pile o' money
* Special equipment
* One date with Zard (?)

**Night on the Town (Victory Celebration)**

Stop 1: bath House - gotta get the blood and grime out

       \*Many strange and exotic features (Floating Chicken on water)

Stop 2: dance Hall (The Blossom)-

    \*Sera suggestion

    \*tried to keep low profile (maybe a single round of drink)

    \*Sera had to give bardic duties on stage (added to romantic feelings)

        - Brexx and Bilmer

       - Bart and Fable

    \*The LARK (Sera) tried to make a Beatles type exit (Dimension door)

**OPENING SCENE------------**

A city in celebration. The Blossom swarmed by citizenry filled with speculation of the Green Branch's future endeavors. Brexx seemed befuddled by the Bart / Fable kiss.

Zemo, a tad tipsy, ambles up the stairs drink in hand. He is immediately tasked by Bart to get the Green Branch members out of the Blossom. Zemo decides to give unto the group a distraction (but not like setting the place on fire). Fable loans Zemo the "Screaming Horn" - maybe he should cover his ears when he uses it...

Bart sets the Rally point as "the Inn".

Zemo begins his distraction with words and gentle pushing of the crowds. Brexx and Bilma cloak up and disappear. Fable transforms into a Granny and begins her escape.

Zemo begins his distraction - the Horn... It is exactly as bad as you think. He goes to blow again.

Brexx and Bilma get waylaid.

Fable gets a leg on and bails.

Bart makes his escape during the second blast of the horn.

**AT THE INN**

Bart bets Fable 10 gold per hour that she can keep a secret from Sera. Fable counters with a request to get Bart to convince Sera to let Fable keep her pocket chicken (Mike assumes kissy faces).

MORE KISSY FACES!

Fable geos to stay in Yanna room (a Drow wizard). She asks the Drow to work for her at her castle. A trial run is agreed. OMG, the castle might be haunted. Drow. not. surprised.

**SERA'S SCENE** (post dimension door with Flynn)

First casting of the spell. Flynn not exactly sure that was a good idea. They both pat themselves down.

Flynn and Sera wander off for a quiet talk OR a little "job" / "fun". A "prick" merchant has a mage light that might be fun to nick. To celebrate the victory (of course). Flynn doesn't want to pressure her, she might be rusty.

'What's in it for me," asks Sera. Flynn's benefits: Me, relaxation, fun. Sera agrees.

He has a sac. He makes noises into the dark and a person comes out from the shadows. A kid (8 to 10), a street rat, approaches with darting eyes. The kid has been on watch and is given the sac. There was food in the sac.

They go for a roof entrance. A few roof top jumps are necessary. Sera "inspires" herself and makes a glorious bound to the next roof. She opens the window LIKE A THIEF (she picks the latch). Flynn makes with the smolder. They begin their search.

Sera not very adept at searching. Flynn offers help.

They retire to Flynn's safe house. And start talking...

They set off the Mage Light a technological and magical device. A giant and a dragon have a battle in the air (expanded Mage Image).

They have an awkward conversation where they discuss they are awkward and the rest of realize that they are actually pathologically awkward.

OH MY! Sera says "It's not awkward" but trust me, the viewing audience knows its awkward.

**MISSION TIME**

Sera receives a magic message that the Magista are in danger and need aid.

She goes to wake up her team. They are in various stages of hangover. Sear maybe the worst.

They set off.

There is a Barn and sounds of fighting. The door of the small house bursts open and a man is thrown from the door on the ends of Akibeko's horns.

**MISSION INFORMAITON NEEDED**

4 Beholder kin - spectators

1 Air Elemental thingy

Brexx is felled, but gets back up.

Akibeko takes a lot of damage and deals little.

the rest of the group is quite adept.

Find an alter to the Ascendant One

bury the dead

**AFTER MISSION**

Akibeko asked to leave the room while Magista beck talks to the Green Branch.

The Magista are under attack. They have sustained substantial losses. Magista Beck has taken to hiring those who are outsiders and "not corrupted" by politics. Beck provides his endorsement of Akibeko.

Beck offers his congratulations about winning the tournament. The Green Brach waves off the praise.

The group says they are willing to help the Magista regardless of the danger. they offer their castle as a possible Magista stronghold/safe room.

Beck asks the Grenn Branch to take Akibeko on. Double edged deal - if he is trustworthy, keep him alive; if he isn't trustworthy, good to know.

The Green Brach allow for Akibeko on a "probationary" status.

There is a gang of goblins that are being "good" - the Firebreathers.

The Ascendant One has many safe houses. the Magista have been raiding them on information from a SOURCE. The last few raids have gone poorly. The safe houses have become guarded.

Akibeko agrees to help the Green Branch. We all now have access to secret routes because of the fame that the Green Branch has accumulated.

**Bart + Beck Conversation**

Bart provides a description with minor illusion to show strangeness that has happened. Beck asks about the new magical abilities, it seems closely tied to the emerald blade. There was a Magista wielding an Emerald Blade many generations ago. Possibly of the Court of Smiles. There might have been some Giant Incursions that were part of the defense effort. More research is possible from this information.

**Sera + Beck Conversation**

SECRET CONVERSATION!

**At the INN**

The Green Branch sneaks back to their rooms.

Akibeko commandeers a table from the Arcanum Patrons (who give stink eye). He intimidates them all into leaving. I'm sure that won't be a problem.

Akibeko offers his chair to all the nearby tables. no one agrees except one young girl (Linny). She takes the chair much to her mother's terror.

After dinner, Akibeko asks for help picking out one of his armor chimes for Linny. She chooses Llama (fun, happiness, and joy). Akibeko presents it to Linny as a gift for her honesty and bravery.

Brexx confronts Fable and Bart about their snogging.

Bart and Akibeko head off to sketch the land around the haunted castle. We survey the land and see an older woman who may live there. We both make mediocre sketches of the landscape.

Sera and Fable go to work on the decoding of the message. The wake up Brexx to get a little boost to help with the decoding. Notes about the tenants and the possible locations: One in the maze of secrets over in the court of smiles, one in the court of wands in the city of bronze held by an archmage, one in the court of coins held by a twelvefold merchant lord, one thought to be held by the Consort-the scion should be searching for that at the Choten within the next few week, at the temple of the magista-unknown where now.