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.
The group begins the session with a brief recap of recent downtime and franchise progress at Moonflower Creations. 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 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. Boon 2: Barnaby is on a mission that could be interesting and potentially lucrative. Sterling acknowledges receiving the party’s first payment. 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 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). Hat asks whether Barnaby is secretly another species as well (referencing prior confusion about another character’s identity). 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. Thalmiir asks whether Barnaby is willing to risk his life, noting the party does so often. 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). 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: The party immediately connects “Destiny” to local gossip and a cosmetics operation in Seacomber. 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: The party debates timing: find Destiny first or plant immediately. 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: 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. 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). The arrangement is structured as: 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. Thalmiir and Barnaby make checks (Perception/Investigation angles are discussed). The DM concludes it is unlikely Sheila overheard the earlier conversation: 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: Barnaby recognizes them as two guards from the sprite community: Ulbricht (male) and Pandora (female). The sprites demand immediate action and information. Pandora is furious and urgent: Ulbricht is more measured: 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. 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: 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: The group clarifies Barnaby’s relationship with the sprites: 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: The party learns Destiny is hosting a launch party on the night of the full moon at the end of the month. 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. The party explores the state of local law enforcement and governance in Seacomber. 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: Hat attempts to find disgruntled staff or insider contacts at Destiny’s operation. The DM describes Hat’s investigation results: 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: 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: 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: 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: The party concludes Destiny’s operation feels fey-adjacent and potentially driven by a powerful fey entity. 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: 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: The constable refuses and becomes suspicious: 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: Outcome: Waer’dara considers options for contributing to the plan. 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: 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 session ends with the party poised to begin detailed heist planning for the party infiltration, now armed with:Session Notes