Morning light slanted through the bakery windows in warm, flour-dusted beams when the sprites burst through the door like a pair of triumphs given wings. Parchment crackled in their small hands, their faces alight with the kind of breathless urgency that meant something important had finally been seized.

“We have it,” Pandora announced, nearly tripping over her own excitement. “The plans.”

Ulbricht and Pandora unrolled the sheaves across a hastily cleared table. For a moment the bakery smelled not of sugar and yeast but of ink and old vellum. The mansion sprawled before them in meticulous lines: lobby, shop, greenhouse vast as a cathedral nave, upper levels with laboratories and lounges, and—more interesting still—a section scratched from the record, its purpose obscured as though someone had clawed the truth away.

Before they could linger too long over it, Gorka appeared. He took one look at the spread of parchment and the conspiratorial huddle and silently gestured toward the back. He had transformed the storage room into something almost reverent: crates arranged as seats, candles flickering against blank walls, a table set as though awaiting generals rather than bakers. The message was clear—this was not idle curiosity. This was war planning.

There, under the watch of guttering candlelight, they studied the map.

The greenhouse dominated the ground floor, a riot of glass and greenery. The party would unfold there among perfumes and blossoms. The shop and lobby would teem with guests. Above, a lounge perched on the second floor, accessible by a grand elevator from the lobby. Laboratories, a quarantine chamber, a main office—rooms that hinted at the true heart of Destiny’s enterprise—were marked upstairs. And beneath it all, something more: a chamber accessible by an elevator shaft that did not open on the ground floor. A hidden descent.

The air thickened with possibility.

They spoke of the weapon ban, of invitations secured through Sheila’s connection, of the delicate art of entering unarmed into a place that did not deserve trust. The sprites, for all their fervor, had little coin to offer. Instead, they pledged something older and more dangerous: favor. A boon from the fey was not gold, but it was rarely small.

Barnaby weighed that promise with the careful gravity of a wizard accustomed to contracts both written and unwritten. Thalmiir, ever practical, insisted on clarity. Risk demanded recompense. In the end, they accepted the bargain: retrieve the orchid, and the sprites would owe them. Such debts, in story and in life, had toppled kingdoms.

Ulbricht offered more tangible aid as well—temporary wonders shaped from sacrifice. A silent ring capable of swallowing sound itself. A fan that could borrow another’s voice. A hair clip that would track its wearer wherever they fled. They chose their tools carefully, weighing what they could not accomplish alone. In a heist, information was sharper than any blade.

And so they sought it.

Bartholemeow, with all the gentle audacity of a cat who had lived long among humans, leaned upon his connection to Sheila. Under the pretense of protecting the delicate balance of the Petit Fours’ “flavor chakras,” he coaxed what he could from Destiny’s staff. The building was warded. Not merely locked and guarded, but sealed against fey intrusion. Exclusion spells laced the lower levels—magic to keep out sprites and pixies.

That revelation hung heavy. Hat and Bartholemeow exchanged glances. If the wards repelled fey, why had they themselves passed unhindered? Was the magic selective? Imperfect? Or were they, in some way, already accounted for?

Upstairs, something else lay beyond polite conversation. The staff grew evasive at mention of the upper floors. There was security—magical and mundane—and though guests might drift into the lounge, the true workings of Destiny’s empire were not meant for idle eyes.

Elsewhere, in quieter hours, Barnaby sent a small mouse to scout the mansion under cover of night. The creature slipped through hedges and under doors, whiskers twitching. It found two breeds of staff: the golden-blazered employees who worked shop and lab, and armored guards who patrolled long after the lanterns dimmed. At least three, perhaps more. The guards did not sleep. The staff break room, however, smelled of bodies at rest.

They were not ghosts. They were simply… always there.

Waer’dara, in the guise of idle curiosity, took tea at the café attached to the greenhouse. Between sips of herbal steam she observed a small but telling detail: every staff member bore a key. Each time they passed from kitchen to greenhouse, they unlocked the door personally. Access was decentralized. That meant theft of a single key might not suffice—but it also meant opportunities multiplied.

Bhakris sought knowledge among rougher circles, but Destiny’s guards were an unknown quantity. The armored men were not drawn from local guilds or known companies. They were an isolated force, hired or trained beyond the city’s common rumor. That mystery unsettled more than it reassured.

By midmorning, the outlines of a plan had begun to take shape.

They would attend the party as invited guests, their weapons concealed within a Bag of Holding sewn discreetly into the lining of Barnaby’s voluminous formal wear. At the height of the evening—or near its end—they would vanish into a Rope Trick concealed within the elevator, hidden from view as the revelry ebbed and the mansion quieted. From there, they would emerge into shadow, armed and prepared, and move for the upper floors. The secret elevator shaft beckoned like a dark vein beneath the house.

It was audacious. It was fragile. It was, perhaps, the only path.

Pandora returned at last, arms laden with finery.

Waer’dara’s gown shimmered with a subtle pattern like spun cobwebs, delicate and ominous at once. Thalmiir stood tall in high-collared formal wear, dour and respectable, gold buttons glinting like distant stars. Bhakris struggled with the indignity of party dress in place of armor, though the lines of his vestments could not quite conceal the warrior beneath. Bartholemeow preened, small and immaculate, the picture of fey elegance. Barnaby’s ensemble—cloak, layers, and sweeping fabric—offered both grandeur and practical concealment.

They were, improbably, magnificent.

As they gathered the final pieces of their plan—magical fan, silent ring, stalker’s clip—the weight of what lay ahead settled into each of them differently.

For some, it was anticipation.

For others, calculation.

For all of them, it was the sense of stepping onto a blade’s edge.

The Petit Fours would be delivered soon. The mayor would attend. The greenhouse would blaze with lanternlight and perfume. Music would drift beneath glass and steel.

And somewhere within that gilded labyrinth, Destiny kept her secrets.

They would walk into her house smiling.

And before the night was done, they intended to walk out with her most precious prize.


Session Notes
  • The group waits just long enough for tacos to finish, then the DM (Ben) recaps the situation leading into the day of the party.

    • Barnaby the Prodigious, Emeritus (Brian’s loxodon wizard) has arrived with word from Sterling, and is framed as potentially suitable as an “intern.”

    • The party has been in reconnaissance/planning mode and has learned multiple key facts:

      • They secured invitations to Destiny’s party via Bartholomeow’s connection to a staff member named Sheila (after briefly misremembering her name).
      • Weapons and armor are not permitted at the party, with only possibly narrow exceptions (details unclear).
      • They have a contract to deliver petit fours the afternoon of the party (or shortly before it).
      • Fey-related complications exist: sprites assisting the party could not enter the building, suggesting some kind of warding or exclusion magic.
      • Destiny’s cosmetics appear magical, surpassing normal cosmetic capabilities.
      • There are signs (possibly joking, possibly real) implying the cosmetics may be addictive or hard to stop using once started.
      • Their attempt to involve local law enforcement failed; Destiny is influential enough that the constable refused to get involved.
  • Mid-morning, the sprites Olbric (often referred to as “Ol’ Brick”) and Pandora burst into the bakery carrying two heavy sheaves of parchment.

    • Pandora announces they “got it” and that it will help the party find Destiny and “get better.”

    • They reveal they tracked down the builder and stole (or otherwise acquired) the building plans/blueprints for Destiny’s establishment, emphasizing the builder no longer has them.

    • As the parchment begins to be unrolled, Gorka enters, quickly assesses the situation, and wordlessly indicates this planning should not happen in the open.

      • He gestures to his eyes and the windows, then ushers everyone into the bakery’s back storage room.

      • The storage room has been pre-arranged by Gorka into a “heist planning HQ” despite nobody explicitly instructing him to do so:

        • Crates arranged as chairs around a big table.
        • Candles set up for light.
        • No windows, increasing privacy.
      • Bartholomeow attempts to praise Gorka’s leadership/management potential in Goblin, but Gorka’s unique dialect makes full understanding uncertain.

  • The blueprints are laid out for the group.

    • The sprites remind the party of time pressure:

      • Someone must go deliver the petit fours in early/mid-afternoon.
      • They then need to dress and attend the party soon afterward.
      • The DM states the party must finalize “the plan” by the end of the session; next session begins at the party.
      • For this heist phase, the DM limits them to roughly one “information gathering or preparation” skill check (to compress planning under pressure).
  • Olbric offers a significant magical trade:

    • He says he has been meditating and will temporarily sacrifice his magic to manifest up to three temporary magical items for the party.

    • He presents a list of possible items he can create (the list itself is referenced but not fully read aloud in the transcript here).

    • Discussion immediately links this to the weapon/armor restriction:

      • The group notes the restriction appears social/conventional (“no weapons or armor, please” on an invitation) rather than a formally enforced contract-like prohibition.
      • They do not yet know how the ban will be enforced mechanically or magically, and consider spending an information roll to learn more.
  • Pandora interrupts to point out a practical problem: the party needs appropriate clothing for a fancy event.

    • Bartholomeow says he has a trunk full of costumes.
    • Pandora leaves to “see what she can do” about attire.
  • The party reviews motivations and compensation.

    • They clarify they are doing “odd jobs” in Waterdeep to earn money for their journey to find the Urn of Chauntea.

    • Sterling’s letter is discussed as encouraging them to “take advantage” of this opportunity without directly implicating himself in illegal activity.

    • Thalmiir (Luke’s dwarf barbarian) explicitly pushes for compensation from the sprites due to the risk of stealing an extraordinarily valuable orchid from Destiny.

    • Olbric says the sprites have nothing to give up front (he turns out his “leafy pockets”).

    • Olbric proposes payment in the form of favors:

      • If the orchid is returned safely, “every one of us owes you a favor.”

      • When asked what favors, Olbric emphasizes their strengths:

        • They can grow exceptional flowers “anywhere you want.”
        • They have “thornsmiths” and claim “the magic of enchantment,” though they do not work with metal.
    • The party presses for more concrete wealth.

      • The sprites state they do not have gems/coins (“the kinds of gems and coins” mortals want).
      • They admit they are “pretty good at stealing” and could steal coins for the party.
      • The party discusses stipulating the coins be stolen from “bad people,” and the sprites agree they can target wicked people.
  • Thalmiir makes a knowledge check to assess what sprites can do.

    • The DM calls for an Arcana or History check.

    • Thalmiir rolls “right in the middle.”

    • The DM explains folklore about sprites/boons:

      • People seek boons from sprites; outcomes vary (sometimes not what was asked for, sometimes harmful, sometimes a great boon).
      • Stories exist of heroes receiving powerful magical items (example given: a shield that can block an arrow from any direction).
      • Conclusion: sprites plausibly can provide magical boons, but not easily transferable wealth like piles of coins.
  • The party begins to reassess operational goals and what they know about the building and the orchid.

    • They confirm their primary objective is to get the orchid.
    • They do not know exactly where in the building the orchid is located, but they now have the map and can make educated guesses.
  • The DM walks them through key building layout features from the blueprints.

    • Ground floor (page one):

      • Main entrance leads into a lobby.
      • A shop is on the left (cosmetics retail area).
      • The upper half of the floor is a huge greenhouse area.
    • Second floor details:

      • A balcony exists on the second floor, but it sits over the lobby section (not over the greenhouse floor plan in the way some assumed).

      • Upstairs areas include non-public spaces such as:

        • Prep lab
        • Main lab
        • Quarantine chamber
    • A major irregularity is highlighted:

      • There is a small section in the top-left that is explicitly not part of the second floor layout as expected.
      • Any label/indication of what it is or how to access it has been scratched off the blueprint.
    • Elevator-related observations:

      • Off the lobby’s top-left corner is a vestibule leading to an elevator; this aligns with the elevator to the second-floor lounge.

      • Another elevator-like symbol appears near/above the janitor closet (near the main office area upstairs).

        • On the second floor, it appears as an elevator.
        • On the ground floor, the corresponding space has no visible door, suggesting a sealed/hidden access.
      • A similar-sized “box” exists in the secret/unnamed area (described as vault-like below), suggesting a possible vertical connection.

  • They clarify what party areas will be open to guests.

    • Bartholomeow learned from Sheila that parties usually happen in:

      • The lobby
      • The shop
      • The greenhouse (with most activity and hors d’oeuvres occurring primarily in the greenhouse)
  • The party debates possible targets beyond the orchid and possible routes.

    • They identify interest in:

      • The main office (possible valuables/records)
      • R&D/prototypes in the labs
      • The seed closet
      • The “unnamed room and corridor vault-looking thing” in the basement/secret area (as described from the map)
    • They theorize the hidden elevator may go down to the secret basement area.

      • They note three similarly sized “boxes” on the map:

        • One on the second floor with a door (lounge elevator).
        • One on the first floor that is walled off with no door.
        • One in the secret area that does have a door.
      • They propose this could indicate an elevator that bypasses the ground floor.

  • They discuss external access, windows, and greenhouse structure.

    • The balcony is identified as interior (overlooking the greenhouse) rather than street-facing.
    • The greenhouse appears to be about two stories tall (glass rising to the height of the building), based on having seen the exterior.
    • They conclude breaking greenhouse glass during the party is likely too noticeable (even with silence), due to falling debris and people looking up.
  • They consider smuggling/placing gear in advance and entry logistics.

    • The kitchen window appears more tucked away than the shop/front windows, with bushes underneath, making it a plausible stash location.
    • The group notes they have a legitimate delivery (petit fours) that will likely be routed through the loading dock into the kitchens rather than the front door.
    • They discuss placing an extra crate at the loading dock during the delivery, potentially marked as belonging to their bakery to avoid disposal.
  • Discussion turns to staff identity, disguises, and whether “staff are ghosts.”

    • A note is referenced claiming staff are “ghosts,” but the DM clarifies this is flowery language and not literal; the earlier issue was that staff did not appear to go home.

    • The building map does not show obvious living quarters/dormitories, but it does include:

      • A staff break room
      • A locker room
    • The group speculates staff may remain on-site overnight.

  • They debate getting to the second floor during the party.

    • One route is through the staff break room (via stairs), which seems like the only mapped stair access from the public areas.
    • Another route is the lobby elevator leading directly to the second-floor lounge.
    • They consider whether guests can access the lounge as part of the party.
  • The party asks about staff dress code.

    • The DM states staff wear clothing reflecting personal style but all share a common uniform element:

      • A golden-colored blazer/jacket worn by staff.
    • Staff are of various species.

    • The party discusses using reversible outfits or otherwise acquiring similar golden blazers for disguise.

  • The DM clarifies that social interaction can be used as an information-gathering method (a “role”).

    • They discuss whether Bartholomeow’s relationship with Sheila is strong enough to ask for direct access (e.g., balcony/lounge).
    • The DM notes Sheila has been evasive when Bartholomeow asks too directly about work.
  • The group considers using Rope Trick (Barnaby’s spell) as part of the plan.

    • Barnaby states Rope Trick lasts one hour and can hold up to eight people.
    • They discuss using Rope Trick to hide near the end of the party until things quiet down, then resume sneaking.
    • They also discuss casting Rope Trick in the elevator as a way to disappear one person at a time without drawing attention, potentially rotating people so the elevator doors opening with nobody inside is minimized.
  • Pandora returns with party outfits for everyone.

    • The DM specifically asks what outfit appears for Waer’dara (Merideth’s drow warlock).
    • Waer’dara receives a cobweb-print evening gown; Pandora is thrilled by it.
    • Pandora struggles with Bhakris’s outfitting but says she’ll be back (implying she continues working on everyone’s attire).
  • The party debates magical defenses and invisibility detection.

    • They identify the need to understand warding/detection magic, especially since:

      • Bartholomeow is fey.
      • Hat is from the Feywild.
      • The sprites themselves cannot enter the building.
    • They discuss gathering information about:

      • General magical defenses
      • Whether the premises can detect invisibility
  • Bartholomeow uses the “one information roll” to learn about magical security under a pretense tied to the delivery.

    • Bartholomeow claims the petit fours are sensitive to magical interference and might be disrupted by stray spells “misaligning the flavor chakras.”

    • The DM calls for a Deception check at DC 15; Bartholomeow succeeds.

    • A staff contact (not Sheila) managing the delivery becomes concerned and reveals limited information:

      • There is magical security in the building, but the staff member cannot say much.
      • They stop themselves multiple times, as if constrained or wary about speaking.
      • They explicitly mention “warding magic to keep out undesirable elements.”
      • They strongly imply that upstairs has “interesting stuff,” but claim nothing interesting is near the lounge specifically.
      • They state the warding includes exclusion magic meant to keep out pixies, sprites, and fey folk from the party and/or building.
      • They indicate guests might go upstairs (to the lounge), and staff can instruct servers not to bring petit fours upstairs, but guests taking food upstairs would be “too bad.”
    • Bartholomeow confirms they entered the building without difficulty during this conversation and chooses not to reveal their own fey nature.

  • The group consolidates what this implies about access.

    • They infer the lounge is likely part of the party and guest-accessible.
    • They note the elevator from the lobby goes directly to the lounge.
    • They discuss using Rope Trick in a smaller area like the lounge or elevator and the risk of noticeable disappearances.
  • Barnaby proposes additional smuggling/storage tactics.

    • They discuss using a delivery crate (big enough to deliver petit fours) as a container for gear.
    • They consider casting Rope Trick inside a crate to create a hidden stash.
    • They recognize the limitation: when Rope Trick ends (after one hour), contents would drop out, so it cannot be a long-term storage solution unless timed carefully.
  • They clarify the elevator vestibule oddity and doors.

    • Someone asks why the elevator is enclosed by a vestibule; no definitive answer is provided.
    • They briefly debate whether the elevator has doors on both sides, then conclude the map does not support a north-side exit from the elevator.
  • The DM prompts for remaining information-gathering actions and identifies possible categories:

    • Food service plan (how many people running trays, kitchen staffing, door staffing).
    • Who will be at the party (socializing).
    • Getting a glimpse at staff/guards, their equipment, and how they look.
    • Selecting which three temporary magical items to take.
  • Barnaby performs a flashback scouting attempt using a familiar (a mouse named Tim).

    • Barnaby’s goal: send the mouse in at night to learn what staff do after hours and/or test warding.

    • The DM allows a flashback and calls for a Stealth-style roll for the mouse, DC 12.

    • Bartholomeow adds Invisibility to the mouse (duration noted as one hour), granting advantage.

    • The mouse’s stealth modifier is debated; the DM settles on an effective bonus (the transcript indicates the DM suggests a higher stealth, around +4, reflecting Dexterity and proficiency).

    • Result: the roll meets the DC (“on the nose”).

    • What the mouse learns:

      • The mouse spends most of the night inside with a few close calls; if a mouse is seen, staff are expected to act.

      • There are two categories of personnel:

        • Regular staff (some in lab coats; some in golden blazers working the shop).
        • Guards (at least three, possibly more).
      • The guards wear armor.

      • At night, things quiet down but guards continue patrolling.

      • The mouse cannot fully enter the staff break room area, but by smell it believes several people are in the break room at night (suggesting overnight presence or sleeping there).

  • Bhakris attempts to gather social intel about the party’s guest list.

    • Bhakris tries to intimidate a butler into revealing party plans and who will attend.

    • The intimidation is not very effective; the butler is “made of sterner stuff.”

    • Still, Bhakris learns:

      • The party is a “hot ticket.”
      • The “who’s who” will be present.
      • No specific high-leverage individual is identified.
      • The butler mentions the mayor will be there (a new detail the party had not heard previously).
  • The group begins selecting the three temporary magical items Olbric will manifest.

    • They discuss a Bag of Holding as a way to transport all gear discreetly.

      • They mention Bag of Holding capacity (noted later as 64 cubic feet or 500 pounds).

      • They discuss the interaction between Bag of Holding and Rope Trick:

        • They recall the general danger text about placing extradimensional spaces inside each other (portable holes, handy haversacks, etc.) and debate whether Rope Trick counts as an item (they conclude Rope Trick is not an item).
    • They consider which magical tools provide unique capabilities beyond their existing spells/items:

      • Silent ring (three uses; provides silence for actions like breaking doors/glass or knocking someone out quietly).
      • Voice-changing fan (potentially useful for voice-command locks or impersonation; they discuss learning Destiny’s voice).
      • Stalker hair clip (tracking tool; potentially placing it on Destiny).
      • Lip-reading monocle (seen as potentially useful but also potentially a “hail mary”).
      • Messaging bracelets (communication).
      • Sleep dust compact / stun perfume (debated utility given their spell arsenal; stun is only one round).
    • Bartholomeow notes they already have a Whisper Jar that can record and replay a voice, but they still see value in voice-changing/impersonation flexibility.

    • Final selection, confirmed by the DM:

      • Voice-changing fan
      • Stalker hair clip
      • Silent ring
    • Olbric agrees he can make those three items before the party (noting time is short).

  • Additional last-minute information roll: Thalmiir asks around about Destiny’s security.

    • Thalmiir uses his pit-fighting / rough crowd connections to try to learn how tough Destiny’s guards are.

    • The DM calls for an Investigation check; Thalmiir uses inspiration to reroll, improving the result.

    • Outcome:

      • People recognize Destiny’s security as “those gold-masked punks,” but no one has concrete details.
      • The main result is bravado (someone insists they could take the guards), not actionable intel.
      • No one the party reaches has specific information about Destiny’s security personnel.
  • Waer’dara conducts a perception-based observation at the greenhouse cafe.

    • The DM suggests she go have tea at the cafe and make a Perception check.

    • Waer’dara uses inspiration to reroll but still does not roll well.

    • Outcome:

      • She observes staff bringing beverages from the kitchen consistently use a key to unlock the kitchen door each time they come out.
      • She notices each staff member appears to have a key (not a single shared key held by one person).
      • Beyond the keying procedure, she learns no additional information.
  • The party consolidates the core plan for the heist based on gathered intel.

    • They summarize the intended approach:

      • Deliver the petit fours as required.

      • Attend the party in the newly acquired formal outfits.

      • Keep gear concealed, likely using a Bag of Holding to store everyone’s equipment.

        • They consider hiding the bag on Barnaby’s person by sewing it into a cloak lining or otherwise concealing it under voluminous formalwear.
      • During the party, gather opportunistic information and watch for security patterns and access methods (especially around the elevator, lounge, and staff areas).

      • Near the end of the party (when it is winding down), use Rope Trick to hide for an hour at a time until the building is quieter and fewer people are around.

      • After emerging from Rope Trick when it is quiet, sneak deeper into restricted areas (upstairs labs/office and/or down to the secret area) using what they learned and the temporary magical items.

    • They acknowledge constraints and risks:

      • Party guests may access the lounge upstairs via the main elevator.
      • The building uses exclusion warding on the ground floor to keep out sprites/pixies/fey folk.
      • Guards patrol at night and wear armor.
      • The kitchen door is kept locked and staff routinely use keys to pass through it.
  • The DM confirms end-of-session state and records key commitments.

    • The DM notes the group will start next session as the party begins.

    • The DM restates the three temporary items created for the heist:

      • Stalker hair clip
      • Silent ring
      • Voice-changing fan
    • The DM confirms the party outfits were acquired somehow (Pandora’s source unknown), but they look sharp.

    • The DM reiterates the consolidated plan elements:

      • Use Bag of Holding to conceal gear (discussed as being hidden on Barnaby, possibly inside clothing like a cloak).
      • Use Rope Trick to disappear late in the party and return when it is quiet to proceed with the heist.
  • The session ends with the party preparing to deliver the petit fours, then dress for the party immediately afterward, with the heist plan locked in for next time.