Episode 106 - Where in the World is Aira Allaro

## Synopsis

The episode starts with SWIM deciding whether to look for the missing Aira Allaro. While Artis Artesian is wearing a purple travel poncho like the last time SWIM went to the Plane of Isathil, the team of Murundeen Pure-Bone, Veldon Deeplake, Corrina Lindeman as well as their mentor Desa Truebeard are all wearing thick rubber boots, hardened red leather ponchos, as well as stiff collars, presumably in order to protect themselves in case of an emergency. They were heavily injured during their last trip to the Plane of Isathil, with Aira Allaro ending up with both a leg and an arm broken, and SWIM suspect this is the reason for both their cumbersome get-up, as well as Aira's absence.

Integrity spoke to Murundeen and Veldon to see if they had any clues. Murundeen was squatting down so his ear was level with Veldon's mouth, while looking intently around. Veldon was described as having big, dark bags under his eyes. Integrity was unable to glean any useful information, but sensed some reluctancy on the part of the other group to actually go looking for their missing teammate.

While Integrity was speaking with Veldon and Murundeen, Serinepth tried speaking to an angry Corrina, who was busy glaring at her own reflection in a trophy case. Corrina revealed that she and Aira had been doing research in the divination department when they had an argument in which Aira was "offended" before abruptly leaving. Corrina had assumed Aira would reappear the next day, but according to her roommate Lucia, she never returned to her dorm room. The voice of God told Serinepth that Corrina had been extra high-strung the last few weeks, so Serinepth offered her emotional support. Corrina was not very responsive, but suggested that since Aira was a "dirt person" SWIM might be able to find her in the greenhouses.

Artis gives SWIM twenty minutes to search for Aira before they have to go through the portal to Isathil. Mira remembered that Aira was fond of archery, and suggested they search the sport fields. Integrity remembered that she liked "lying in the mud" and agreed that the greenhouses were a good place to look. SWIM decided to split up, with Mira going to the student offices in the chapel, Integrity going to the sport fields, and Serinepth and Winsler going to the greenhouses.

Mira searched the chapel office and found the walls lined with new shelves containing books on trapping drakes and other creatures, as well as cages for this use. Aira's desk seemed relatively cleaned out, with only a book or two remaining. Mira discovered that one of the bookshelves had been partially torn out from the wall, and inside she found a small cave filled with crows and other small black birds. Upon donning her Yellow Coat, Mira was able to speak to the crows, who yelled the letters "I I", and demanded, as one, to speak to "the Warlock" (possibly Integrity), and to eat corn and grains. Mira rushed off to her desk to find corn chips, forgetting to close the door behind her. The crows followed her en masse, and were finally granted their delicious chips.

Integrity went to the elliptical field where Martial Applications of Magic is taught, but didn't find Aira. She did, however, notice a brick in a nearby wall shifting mysteriously. Upon investigating with her Mage Hand, she pulled the brick loose, revealing a reddish rust coloured eye watching her, similar to the one Winsler saw in the Necromancy department. Integrity promptly fled the scene, returning to wait for her friends.

Winsler and Serinepth went to the greenhouses to look for Aira. The lock to one of the greenhouses had evidently been forced too many times, and was now unable to close properly. While looking around, Serinepth and Winsler spotted the indentation of a backpack having been carefully placed where it wouldn't smush any plants. They also found a mud angel made by a tall, thin humanoid, which fit Aira's description. They also found a mysterious set of footprints, belonging to an unknown bipedal creature; the footprints resembled two feet connected at the heel, pointing in opposite directions indicated by Luke to the players, but not to the listeners. The steps led away from the greenhouse. While Winsler was unable to ascertain what creature made the footprints, he felt like they meant trouble. Exiting through a door, the students saw a 4 foot tall statue of a hummingbird in a birdbath atop a 4 foot tall plinth. On the back of the statue were several sockets for levers, as well as a larger cavity. The words "Caution, still in development" were engraved on the plinth. The muddy and mysterious footprints led towards the back of the statue, before disappearing. Upon noticing that the hummingbird's beak seems to be detachable, Winsler makes a futile attempt at climbing up to reach it. Serinepth finally uses Levitate to boost him up, and Winsler detaches the 1,5 foot (45 cm) beak. On the inside of the bird bath Winsler sees thousands of small winged snakes engraved in the stone. He inserts the beak into one of the sockets, noting that everything is at the right height for someone his size to operate. Turning the beak left in a horizontal slot causes the roofs of all the greenhouses to rise towards a focal point like gull-wing doors. Winsler uses magic to conjure an identical beak and inserts it in the right-hand side vertical slot. When he moves the beak up all the floors rise 15 feet, along with the soil and plants. When he pulls the beak all the way down the floors sink 15 feet below their original position. Serinepth, being worried about her dominant left hand, puts her right arm into the larger hole and presses a button. There is a "pahhhhhh" sound of air escaping. Serinepth turns the valve, hearing a satisfying click. She then presses the button again, setting a set of magical sprinklers off. The hummingbird starts flapping its wings while pulling on the birdbath bowl, pulling the 10x10 foot square the plinth was on around it up into the air. Serinepth and Winsler jump down. They see the mysterious footprints from earlier as well as a set of normal humanoid footprints leading down beneath the statue. They debate whether to follow for a second, but decide to go down. Winsler put his magical scales under the fountain as a doorstop to prop it up, and descends together with Serinepth.