Shiner's

Shiner's is an invitation-only club notorious for its debaucherous parties. It attracts the young wealthy elite of Endercoast.

* **Local Knowledge:** "What, you think they just hand out invitations to anyone? There's no way in the Nine Hells they'd let me in."
* **Directions:** "If you have to ask where it is, you aren't invited. But let's say you want to admire it from afar. You can find it in the North Ward by the docks near the lakeside gate."
* **Invitations:** The party members can obtain an invitation in one of the following ways:
	1. Leveraging one's Noble background.
	2. Taking a noble on a date and suitably impressing them.
	3. Stealing an invitation from a noble.
	4. Finding an invitation accidentally left behind in a room at the Endercoast Officially Sanctioned Tourist Hotel and Museum (IW 30).
	5. Bribing the mayor (IW 29).
* **When the party enters, read the following:** Rainbow lights dance across the ceiling in time with the dancers on the floor. The sweet smell of perfume is overpowering, and the murmur of mingling nobles is almost deafening. Ethereal music caresses your ears, more felt than heard.

A high elf noble woman, eyes far away in a trance, beckons a party member to dance with her.  The dance is impersonal and she moves on to someone else, but the whole party is absorbed into the crowd.

* Activities:
	1. **Carousing.** See the Carousing section (IW 38).
	2. **Work (Performance).** A character with an invitation can earn 40 gp per week as a performer at Shiner's, and completing a week's worth of work earns them one invitation they can give to anyone they like.
	3. **Work (Sidequest: Purse Your Lips).** The high elf noblewoman, who refuses to give her name, demands that the party locate her lost purse. It contains a very powerful magic item.
		1. **Situation.** A noblewoman at Shiner's lost her purse earlier in the night and is quite concerned as it contains a powerful magic item: a cape of the mountebank (DMG 157). She has reason to suspect that the thief is one of the other party-goers at Shiner's.
		2. **Task.** The party must track down the thief. The noblewoman claims she is in too much of a haze to remember any details about the theft. Spells like locate object or detect magic will be able to locate the cape of the mountebank in the crowd, and succeeding on a DC 10 Wisdom (Insight) check reveals that the noblewoman isn't revealing everything: she caves and tells the party that it was probably her husband who took it.
		3. **Complication.** The thief is a high elf noble (MM 348) who is the noblewoman's husband. If he suspects that he is being followed, he will use the cape of the mountebank to escape Shiner's and retreat to Thinkiad's Magic Atrocities (IW 36), where he intends to sell the magic item for money to fuel his secret addictions.
		4. **Outcome (Failure).** If the party can't apprehend the thief, or if he manages to sell the magic item, the noblewoman is devastated at the betrayal of her husband. She wails about how her reputation is ruined and refuses to compensate the party.
		5. **Outcome (Success).** If the party can successfully apprehend or talk down the husband, the wife expresses her gratitude by allowing the party to keep the cape of the mountebank (it was really about the purse to her, not the magic item), and she grants them an invitation to Shiner's that they can give to anyone they like.