Morning light crept through the narrow windows of Saffron Moonflower’s inn, pale and dusty, catching motes of flour in the air and the faint steam rising from fresh-baked muffins. The bakery had not yet opened its doors to the city, and for once the common room was quiet enough for the party to feel the weight of what they had built here: a fragile enterprise, ten days of labor, and the uneasy sense that success itself had begun to draw attention.

The knock came softly, almost politely, but it cut through the calm like a blade. When the door opened, the figure that filled the threshold was unmistakable—a towering loxodon, robed and composed, his presence both solemn and faintly absurd in a room that smelled of sugar and yeast. Bartholomeow, lounging in feline form with the easy confidence of a creature who belonged everywhere and nowhere, approached first, curiosity bright in his eyes. The loxodon spoke little, only enough to identify himself as Barnaby and to present a letter sealed with Sterling’s mark. It passed, inevitably, into Hat’s hands.

Hat treated the letter with reverence bordering on parody, turning it over, sniffing the paper, admiring the seal, savoring the moment before breaking it. When the contents were finally read aloud, the meaning settled over the group like a slow tide. Sterling had sent more than a message; he had sent an opportunity. Barnaby was offered as an intern, a wizard of respectable skill and an even more respectable résumé, to be tested and, if found suitable, folded into the group’s strange little organization. More troubling—and more enticing—was the second boon: Barnaby carried with him a mission that promised leverage, profit, and danger in equal measure.

Barnaby bore their scrutiny with calm good humor. He answered questions about caves and stone for Thalmiir, endured Hat’s arcane quizzing, and demonstrated his magic with a conjured likeness of Sterling and a deft, invisible hand that plucked the letter back into his grasp. He spoke plainly of risk and death, of undead he disliked and spiders he tolerated only to a point. In the end, there was no dramatic vote, no formal ceremony—only a shared sense that he fit, at least well enough for a trial. He was offered a muffin. He accepted.

The true weight of Barnaby’s arrival revealed itself when he spoke of his errand. He had been hired by forest sprites to recover a stolen orchid, sacred to their people, taken by someone wielding powerful magic. Their divinations had led them to a name whispered in the city with growing reverence and unease: Destiny. As Barnaby spoke, connections formed almost against the party’s will. Destiny’s cosmetics empire, already a topic of gossip among the upper crust, suddenly took on a darker hue.

The door opened again before the implications could fully settle. Sheila arrived with a smile and an easy familiarity that put Bartholomeow briefly on edge, greeting him with a kiss and a scritch behind the ears as though such intimacy were the most natural thing in the world. She spoke glowingly of muffins and reputation, of Destiny’s interest in their bakery, and of an upcoming soirée that would require something elegant, something refined. Saffron emerged from the kitchen like a summoned spirit, already imagining colors and shapes, and the deal was all but struck on the spot.

Only after Sheila departed did doubt creep in. Had she heard too much? Insight and instinct warred briefly, but reason prevailed: the bakery had been noisy, the moment fleeting. Still, unease lingered. Bartholomeow’s later conversations among the city’s elite confirmed that Destiny’s products were more than mere cosmetics. They corrected flaws people barely dared to admit aloud, soothed insecurities with uncanny precision, and inspired a devotion that bordered on compulsion. Beauty, it seemed, was only the surface of a deeper magic.

Barnaby’s own investigations painted a similar picture. The building that housed Destiny’s operations bristled with wards—against scrying, against intrusion, even against the sprites themselves. The magic within felt wrong, wild and unfamiliar, not of the orderly towers or sanctified temples, but something older, more capricious. Fey, perhaps, or something that walked close enough to that edge to blur the distinction.

The answer came swiftly and dramatically. Barnaby planted the enchanted seed the sprites had given him in a neglected patch of earth behind the inn. With a rush of impossible growth and a flash of light, two sprites emerged—Ulbricht and Pandora, guardians wronged and furious. Pandora’s rage was immediate and barely contained; Ulbricht’s was colder, sharpened by caution. They confirmed what the party already feared: Destiny had the orchid, and the sprites’ magic could now triangulate its location. They vanished almost as quickly as they appeared, invisible once more, off to gather intelligence they could not share yet.

Over the next ten days, the city revealed its contours. Bhakris sought the legitimacy of law and badge, only to discover a constabulary stretched thin, evasive, and unwilling to cross Destiny. His failure spoke volumes. Thalmiir learned that the soirée would be guarded tightly, weapons barred unless cloaked in ceremony or office. Hat discovered that Destiny’s staff were ghosts, unseen beyond the walls of their employer’s domain. Waer’dara threw herself into the work of the bakery, ensuring that the business endured even as danger loomed closer.

Through it all, the bakery prospered modestly, free of complications, as though fate itself were holding its breath. The sprites returned with grim certainty: the orchid lay within Destiny’s headquarters, beyond their reach. The launch party would coincide with the full moon, the culmination of whatever scheme Destiny had set in motion.

By the time invitations arrived, elegant and unmistakable, the shape of what lay ahead was clear. This would not be a simple confrontation. It would be a dance—of disguises and half-truths, of whispered bargains and hidden blades. Somewhere within a palace of beauty and illusion, a stolen flower waited, and with it the promise that the party’s next steps would bind them more tightly than ever—to each other, to the sprites, and to the dangerous currents of the city they had begun to call home.


Session Notes
  • The group begins the session with a brief recap of recent downtime and franchise progress at Moonflower Creations.

    • Saffron Moonflower is pleased to be getting flour and other ingredients.
    • Pebblesong returns to the farm to oversee operations there, including developing more exciting ingredients to bring back to the bakery.
    • Over roughly 10 days of effort, the party has been operating the franchise and also “schmoozing” among the upper crust in the Upper City to raise Moonflower Creations’ status.
    • The prior session ended with a knock at the door and a mysterious figure asking whether the party are associates of Mr. Sterling of Waterdeep.
  • Early morning at Moonflower Creations, before the bakery opens for business, the party is gathered in the common room downstairs when the visitor arrives.

    • The visitor is a loxodon (elephant-person), later identified as Barnaby.

    • Bartholomeow approaches first, cautiously and with humor, asking whether the loxodon is “bringing presents.”

    • Barnaby replies that he has a letter for them.

    • Thalmiir tries to intercept the letter out of concern it won’t “survive the reading,” while Hat (the group’s “documenter”) asserts that documents should be handled properly.

    • Barnaby hands the folded, heavy-paper letter to Hat.

      • The letter is sealed with wax bearing what Hat assumes is Sterling’s seal.
      • Hat theatrically inspects the paper and seal for authenticity and quality.
    • The group debates whether Hat might be exaggerating or simply mistaken; Hat does an Insight check (framed as checking his own assessment) and continues presenting it as an authentic, high-quality document.

  • The letter from Sterling is read aloud to the full group.

    • The letter announces two “boons” Sterling is granting to the franchise:

      • Boon 1: Sterling has identified the bearer of the letter—Barnaby, a loxodon wizard—as an excellent candidate for an internship with the party.

        • Sterling describes Barnaby’s CV as impressive and says Barnaby seems eager to help.
        • Sterling advises the party to put Barnaby “through his paces” for a trial period of their choosing.
        • After the trial, the party may offer Barnaby entry as a full or subordinate member.
        • Sterling notes that the party’s documenter should be able to draft an appropriate contract.
      • Boon 2: Barnaby is on a mission that could be interesting and potentially lucrative.

        • Sterling emphasizes the party are independent contractors and Sterling has no influence on or responsibility for what they do with the information.
        • Sterling encourages them (non-bindingly) to consider the possibilities the mission presents.
        • Sterling explicitly says he would never suggest anything underhanded or anything that would expose the organization to legal jeopardy.
        • Sterling adds that where valuable secrets fly, so too fly opportunities for leverage—again framed as fully legal and above-board.
    • Sterling acknowledges receiving the party’s first payment.

      • He states he has opted not to apply the costs of developing the two boons to the party’s principal.
      • He expects this investment to pay off in the party’s future success, which he reiterates is his foremost concern.
    • Sterling closes by saying he is working on a more reliable communication method and warns them to “be on the lookout.”

  • Barnaby presents additional personal documents to support the internship arrangement.

    • Barnaby hands over a CV and cover letter (shared to the group via Discord in-fiction/at-table, but treated as materials the character provides to the party).

    • The party discusses taking Barnaby on a trial basis.

    • Hat proposes quizzing Barnaby on magic.

      • The table resolves this as opposed Arcana checks.
      • Hat’s Arcana check is strong (reported as 17); Barnaby’s is lower.
      • Hat concludes Barnaby appears to know magic “at an internship level” and would be a valuable magical companion.
  • The party interviews Barnaby informally to assess fit and competence.

    • Bartholomeow welcomes Barnaby in and offers him baked goods (cupcake or muffin).

    • Thalmiir probes Barnaby’s relationship with “caves and rocks,” noting the party is down a critical resource: “a dwarf” (referring to a recently missing former party member).

      • Barnaby says he has spent a long time in caves on various adventuring missions.
      • He comments that some rocks are interesting and some are dull.
      • Thalmiir approves of Barnaby’s bluntness and begins enthusiastic “stone talk.”
    • Hat asks whether Barnaby is secretly another species as well (referencing prior confusion about another character’s identity).

      • Barnaby denies it and states he is definitely a loxodon.
    • Thalmiir asks Barnaby to demonstrate magic.

      • Barnaby produces an illusion—described as a bust of Sterling spinning in his hand.

      • Barnaby then uses Mage Hand (invisible) to snatch the letter back out of Thalmiir’s hand.

        • The letter appears to lift and float back to Barnaby on its own.
        • Thalmiir notes it seems like thievery, but admits it is impressive.
    • Thalmiir asks whether Barnaby is willing to risk his life, noting the party does so often.

      • Barnaby agrees, with “two reasonable expectations,” acknowledging the job is generally deadly.
    • The party asks about specific threats and preferences:

      • Bartholomeow asks Barnaby’s view on the undead; Barnaby says he is not a fan and wishes they would stop moving.

      • Bartholomeow asks how Barnaby is with spiders; Waer’dara audibly reacts with interest (cackling).

        • Barnaby says giant spiders can be problematic, but regular spiders are fine.
        • He mentions having seen giant spiders eat a halfling.
      • Hat jokingly asks how Barnaby feels about eating halflings; Barnaby says it is grisly.

    • The group settles on a trial period, noting their “decisionist” (Bhakris) is currently absent (implied to be upstairs and unavailable).

  • Barnaby explains his current mission once it becomes clear he is not only seeking employment.

    • The DM clarifies Barnaby’s assignment:

      • Barnaby was hired by a group of forest sprites to track down an orchid stolen from them.
      • The orchid is very important to the sprites’ society (the full reason is not fully explained at this time).
      • The thief used powerful magic.
      • The sprites tracked the orchid via magic to this town but lack precise details.
      • They gleaned a name from flower petals that fell around the theft site: “Destiny.”
      • The sprites believe they cannot overcome Destiny alone.
      • Barnaby was contracted to retrieve the orchid and sought help after learning the thief is powerful.
      • Barnaby brought the case to Sterling; Sterling advised Barnaby to seek the party in Seacomber.
    • The party immediately connects “Destiny” to local gossip and a cosmetics operation in Seacomber.

      • Bartholomeow notes he has a contact, Sheila, who works for Destiny (established from earlier schmoozing).
  • Barnaby describes an additional instruction from the sprites: planting a special seed/flower to enable further help.

    • Barnaby explains he has been asked to plant a special plant once he is in roughly the same place as Destiny.

    • The DM clarifies it does not need to be planted near Destiny specifically; it needs to be planted once Barnaby is confident he is in the correct area.

    • The party discusses whether Moonflower Creations has a garden or place to plant it.

      • The inn’s layout is described:

        • Upstairs contains a floor of modest rooms around a semi-private common room.
        • Above is an attic where Dabshabah has taken hold.
        • Saffron seemingly sleeps in the kitchen (no separate room discovered).
        • There is a back door used for bringing in goods and a dirt lot behind the building (overgrown with weeds).
        • South-facing windows could support flower boxes or pots for sunlight.
  • The party debates timing: find Destiny first or plant immediately.

    • Barnaby initially agrees they should find Destiny to ensure they are in the right place.
    • The group decides they can start by speaking with Sheila, who is connected to Destiny.
  • Sheila arrives at the bakery at an opportune moment, immediately after her name is mentioned.

    • A familiar voice is heard from the doorway: Sheila.

    • There is a brief clarification of names: Sheila initially calls out “Bartholomeow the Baker,” after an accidental misnaming.

    • Sheila is described as a young, conventionally very pretty human woman.

    • Sheila greets Bartholomeow warmly:

      • She gives him a small side hug and a peck on the cheek.
      • She also scritches behind his ears, surprising Bartholomeow given they have known each other less than 10 days.
    • Sheila confirms she works for Destiny but is not forthcoming about details beyond “cosmetics.”

  • Sheila evaluates Moonflower Creations’ baked goods and introduces a new business opportunity.

    • Sheila admits she has not tried the muffins yet; Bartholomeow encourages her to taste before judging presentation.

    • Sheila takes a sniff, then a bite, and visibly enjoys it (eyes rolling back), confirming it is as delicious as described.

    • Sheila asks whether the baker can do patisserie.

      • Saffron reacts immediately from the kitchen, attentive to the request.
    • Sheila explains Destiny is holding an evening soiree with passed hors d’oeuvres and appetizers, and wants an elegant sweet bite suitable for a refined gathering.

    • Saffron proposes making petit fours (explicitly named and confirmed).

      • Sheila approves Saffron’s understanding of the desired aesthetic (colors and style implied as “greens and blues”).
    • The arrangement is structured as:

      • Sheila will return the next day to pick up a sample to bring to Destiny.
      • If Destiny approves, Sheila will sign the contract (on Destiny’s behalf).
    • Bartholomeow directs Sheila toward Hat to handle the contract drafting logistics.

    • Sheila leaves the bakery after the conversation unless stopped for more questions.

  • After Sheila leaves, the party checks whether she overheard any sensitive discussion about Destiny stealing the orchid.

    • The group discusses the bakery’s noise level and Sheila’s timing.

    • Bartholomeow attempts an Insight check based on Sheila’s behavior.

      • Bartholomeow rolls a natural 1.
      • Based on that poor read, Bartholomeow becomes convinced Sheila is not trustworthy going forward.
    • Thalmiir and Barnaby make checks (Perception/Investigation angles are discussed).

      • The DM concludes it is unlikely Sheila overheard the earlier conversation:

        • The bakery was noisy with people coming and going.
        • Sheila did not seem aware of the conversation until her name was said, which occurred near the end.
      • Thalmiir and Barnaby accept the situation seems safe; Bartholomeow remains wary due to the failed Insight.

  • Barnaby proceeds with planting the special seed/flower to summon sprite allies.

    • The party secures a pot/soil/water/sunlight arrangement near the bakery (using the available space described).

    • When Barnaby sprinkles water onto the soil:

      • A plant sprouts and grows unnaturally fast.
      • Two flowers unfold.
      • Energy pulses in the flowers’ centers, intensifies to a near-blinding flash, and resolves into two sprites sitting atop the flowers.
    • Barnaby recognizes them as two guards from the sprite community: Ulbricht (male) and Pandora (female).

      • They were previously overcome during the orchid theft.
  • The sprites demand immediate action and information.

    • Pandora is furious and urgent:

      • She demands to know where Destiny is and whether Destiny has the orchid.
      • She uses vivid imagery suggesting she wants revenge (“in her gigantic throat myself,” implying violent intent).
    • Ulbricht is more measured:

      • He asks whether this is the place their seer indicated and whether the orchid has been located.
    • Barnaby admits he planted the flower quickly and they do not yet have Destiny “in hand,” but believes Destiny is nearby in town.

    • Ulbricht advises gathering allies and information first, acknowledging Destiny showed extraordinary power.

    • Pandora begrudgingly accepts the need for planning but remains angry and eager.

  • The sprites explain their next step: magical triangulation and reconnaissance.

    • Ulbricht states that now that they are closer, their magic should allow them to triangulate the orchid’s location if it is in the city.

    • They plan to report back with what they find.

    • Both sprites cast Invisibility on themselves and disappear.

    • A brief physical mishap occurs: the party hears “bonk, bonk, bonk” on the window, implying invisible sprites bumping into glass.

      • Hat uses Mage Hand to open the window; the sprites appear to have already left.
      • The window is then closed (also via Mage Hand).
  • The party discusses rules of engagement regarding Destiny.

    • Thalmiir proposes avoiding immediate murder and prioritizing recovering stolen property.

    • Hat argues they should at least consider the sprites’ violent plan given their personal stake and expertise.

    • The party questions Barnaby’s contract terms:

      • They confirm Barnaby is contracted to recover the orchid; the violent “throat ripping” is framed as personal to the sprites rather than contractual.
    • The group agrees a cautious approach is preferable if possible (talking/negotiation if feasible).

  • Bhakris arrives late, and the group catches him up on developments.

    • The party explains:

      • Barnaby has arrived as a potential intern with a mission involving a stolen orchid taken from sprites.
      • The thief’s name is “Destiny,” associated with a cosmetics empire in Seacomber.
      • Ulbricht and Pandora have been summoned and left to investigate.
    • The group clarifies Barnaby’s relationship with the sprites:

      • Barnaby describes an arcane “awakening” moment near the sprites’ home; they enjoyed the display and became familiar before telling him about the theft.
    • The party reiterates their primary lead is Destiny and that they plan to use their developing business relationship with Destiny’s organization as an access vector.

  • A montage of the next 10 days occurs, advancing time toward Destiny’s upcoming event.

    • Ulbricht and Pandora report findings:

      • They locate Destiny’s headquarters and become convinced the orchid is there.
      • The building is warded specifically against intrusion by sprites.
      • The sprites cannot enter the building due to these wards.
    • The party learns Destiny is hosting a launch party on the night of the full moon at the end of the month.

      • Destiny is launching a new line of products; the exact nature is not publicly announced yet.
      • The group speculates the orchid may be involved in the product line (as perfume or magical ingredient).
  • The party discusses urgency and the risk that Destiny might destroy or exploit the orchid.

    • Thalmiir asks whether they have time for a “heist” or whether it must become a direct “robbery.”

    • The party raises the possibility that Destiny might destroy or process the orchid for profit.

      • Ulbricht reacts with visible distress; Pandora becomes visibly angry and has to sit down.
      • They insist the orchid “mustn’t” be destroyed and initially deny that Destiny would do that.
      • Ulbricht explains the orchid has important properties central to sprite culture and rituals.
      • He emphasizes the sprites would never use the orchid for alternative purposes, but admits Destiny might.
  • The party explores the state of local law enforcement and governance in Seacomber.

    • The DM reiterates the city government and services are overwhelmed by a surge in population and are largely ineffective.
    • Bhakris proposes seeking official deputization to conduct a government-sanctioned investigation.
    • The DM frames this as a downtime investigation goal rather than an automatic outcome, but allows Bhakris to pursue it.
  • The party formalizes how they’ll spend downtime and what they hope to accomplish.

    • Thalmiir focuses on infiltration planning tied to the party’s business relationship:

      • Initially considers getting onto staff via catering logistics.

      • The DM clarifies staffing for the party is already handled; the party will not be working as servers.

      • However, due to their successful relationship-building with Sheila, the party receives invitations to attend Destiny’s party as guests (a cleaner access path than staffing).

      • In the process of asking questions about delivery logistics and access, Thalmiir learns security details:

        • Weapons and visible armor will not be permitted for guests entering the party.
        • There may be limited exceptions for ceremonial or mark-of-office items (e.g., a priestess’s ceremonial implement), but ordinary adventuring arms are not acceptable.
  • Hat attempts to find disgruntled staff or insider contacts at Destiny’s operation.

    • The DM describes Hat’s investigation results:

      • It is difficult to find Destiny’s people other than Sheila.
      • The storefront is accessible, with a couple of guards at the door, but staff are not seen coming and going.
      • Stakeouts do not reveal employees leaving at night; it appears staff may not leave the building.
      • Hat fails to locate other workers to approach, reinforcing the sense that the operation is unusually closed.
  • Bartholomeow focuses on social intelligence gathering (“hot gossip”) among the upper crust about Destiny.

    • Bartholomeow rolls a very high Persuasion check (27).

    • From schmoozing, Bartholomeow learns:

      • Destiny’s cosmetics are widely used among the upper crust, but people are hesitant or embarrassed to admit they use them.

      • The products appear to have magical properties that remove or “fix” whatever the user is most self-conscious about:

        • Examples include removing an unwanted mole or correcting mismatched ear sizes.
      • Beyond physical changes, the products seem to magically heighten satisfaction with one’s appearance beyond what would normally follow from the correction.

      • Users speak (awkwardly, jokingly) as if the products are hard to quit:

        • Some imply they tried to stop using them but “couldn’t stay away.”
      • The products are expensive.

    • Bartholomeow shares this intelligence with Hat and Barnaby, seeking arcane insight into what kind of magic might be involved.

  • Barnaby investigates Destiny’s headquarters magically to assess wards and protections.

    • Barnaby performs an Arcana check (25).

    • Findings:

      • The premises are warded against sprite intrusion.

      • The site is also warded against scrying and related magical intrusions.

      • Barnaby believes teleportation into the building would not work.

      • Due to the wards, Barnaby cannot glean detailed information about internal magical activity.

      • Even so, Barnaby senses powerful magic within the building:

        • There is a constant baseline of magic.
        • At times, there are spikes—moments that feel like “somebody just tried something big” inside.
      • Barnaby compares the protections to known warding magics (referencing effects like a sanctum-style area ward).

      • The DM describes the magic as having a “flavor” that is different from typical wizard-tower or temple magic:

        • Wilder and more intense.
        • Not the same as the earthy magic of the sprite forest, but still suggestive of something fey or extraplanar.
  • The party concludes Destiny’s operation feels fey-adjacent and potentially driven by a powerful fey entity.

    • Hat expresses that this “sounds like my vibe.”
    • Bartholomeow recounts that fey bargains and exchange-of-benefit patterns fit the situation, especially if cosmetics are providing ego-satisfying transformations with hidden costs.
  • Bhakris attempts to become deputized by the local constabulary to gain official authority and possibly justify carrying weapons as marks of office.

    • Bhakris first seeks civic law enforcement near the bakery and discovers enforcement is fragmented:

      • Hired guards protect specific businesses and factions.
      • It takes time to find actual constabulary presence.
      • The local station is frequently unattended due to short-staffing (a posted note indicates “short-staffed, back later”).
    • Bhakris eventually finds a supervisory constable in the Upper City.

      • Bhakris brings pastries from Moonflower Creations as goodwill (the constable acknowledges they smell good and takes one).

      • Bhakris pitches his request:

        • He was hired to investigate stolen property.
        • The city is overwhelmed, and he wants to help.
        • He asks for deputization specifically for the purpose of investigating this one case.
      • The constable refuses and becomes suspicious:

        • He frames Bhakris’s request as wanting the badge’s authority for a personal vendetta.
        • He states they are not hiring “loose cannon gumshoes” to pursue whatever they want; they have priorities and need help with those priorities instead.
        • He asks directly who Bhakris is going after.
      • Bhakris tries to frame it as fighting injustice and references the tenets engraved on his shield, including “Show the wicked no mercy,” and invokes Tempus, Lord of Battles, as moral authority.

      • When Bhakris names Destiny as the lead, the constable reacts sharply:

        • He hands back the box of pastries.
        • He tells Bhakris to leave and implies the pastries were never accepted (“I never touched these. I’m pretty sure you were never here.”).
        • Bhakris is dismissed without deputization.
    • Outcome:

      • Bhakris fails to obtain constabulary authority.
      • The party learns the constabulary is afraid of Destiny or otherwise inclined to protect Destiny’s interests.
  • Waer’dara considers options for contributing to the plan.

    • She does not present a specific successful investigative action during this segment.
    • The group briefly discusses whether she can use spiders for reconnaissance, but notes her spider capabilities are not established as “tiny spying spider” forms.
  • The party continues operating Moonflower Creations during the downtime while preparing for the party.

    • Saffron produces a plate of elegant petit fours appropriate for Destiny’s tastes.

    • Destiny approves the sample; Sheila signs the contract on Destiny’s behalf.

    • The party is scheduled to deliver the petit fours the afternoon of the party.

    • The DM resolves business operations mechanically:

      • The party adds 20 to the franchise roll for 20 person-days of effort spent on the business.
      • The roll result is 50 + 20 = 70.
      • Net profit after expenses is 40 gold for the month (covering ingredients, staff, and other business costs).
      • A complication roll indicates no complications arise from the business this month.
  • As the full-moon party approaches, Ulbricht and Pandora set expectations and schedule a final planning meeting.

    • They announce they will hold a final planning meeting the night before the party.

    • They urge the party to be ready, think fast, and move faster, emphasizing urgency in recovering the orchid.

    • The party reiterates the chain of suspicion:

      • The sprites used powerful forest magic to glean a name (“Destiny”) and a general location and tracked the orchid to Seacomber.
      • The party acknowledges they are relying on Sterling’s letter, Barnaby’s account, and the sprites’ information, but the evidence gathered (wards, secrecy, magical cosmetics, constabulary fear) supports the likelihood Destiny is involved.
  • The session ends with the party poised to begin detailed heist planning for the party infiltration, now armed with:

    • Invitations to Destiny’s event as guests.
    • Knowledge of guest security restrictions (no visible armor; no ordinary weapons, with limited ceremonial exceptions).
    • A confirmed business contract and delivery timing for the petit fours.
    • Strong indications of powerful, possibly fey-tainted magic at Destiny’s headquarters.
    • Confirmation that the building is warded against sprite intrusion and magical surveillance.
    • Social intelligence that Destiny’s cosmetics magically “fix” insecurities and create an addictive attachment among the upper crust.
    • The added complication that local law enforcement appears unwilling to oppose Destiny.