Hammer search and dungeon crawl
Valdosta makes friends with everyone while Aeron and Cherry avoid every monster

Leaving Yarles to pretend to sleep, Grindell Mistfist escorts Cherry and Aeron to the cage hanging on the wall where the prisoners can see belongings the guards consider too dangerous to allow them to keep on their person. This includes anything that could start a fire, be used for escape or used to harm self or others. The three realize they’re going to have too difficult a time cracking the lock on their own, and Grindell’s cell key won’t open the cage. He asks Lox Silverdew, a thief in another cell, if she can make use of a bent fork left from this morning’s glistening feast of aromatic scrapple, fruit, coffee and juice. She agrees on the condition that she and Other Grindell. The three agree to bring along Lox and Other Grindell. Lox struggles with the locks, saying that she’ll need five minutes with the improvised tools. (Yes I named her beforehand without a thought to the pun, and introduced her after everyone joked about how I was going to name her Lock Pickerson or something) Aeron gets a critical success at listening at the door, and is able to discern that the approaching footsteps will be here in two minutes. The would-be jailbreakers lock themselves back into their cells, and a pair of guards named Ben and Jerry walk up to the cell.

“We’ll take the salver if you’re done with breakfast”
“We’re not quite done, but thanks.”
“Well, in any case, we need the key back. There’s a guy upstairs scheduled for release.”
Grindell hands over the key.
“Hey, I still need to do the dishes. Can these guys come help?”
“You can do that, sure.”

The three are escorted to the kitchen by the easygoing beardos, who then leave them in order to take care of the prisoner release on the second floor. Grindell gets to work washing dishes. In theprison kitchen, there is running water, pouring from hole in the ceiling through a hole in the floor like a little waterfall. Aeron and Cherry ponder diving through.

“Oh my god guys, don’t do that, you’ll drown!” says Grindell, scrubbing a pan.

Aeron searches for an escape while Cherry locates an enormous tenderizing mallet she can use as a mace and a long handled ladle she can use as a greatclub. Aeron locates a portion of the stone wall of the pantry that makes a hollow sound when struck. They take the shelves out of the pantry and set them on the floor. Cherry rears back to hack at the stone with her tenderizing mallet, but before she can start, Grindell interrupts.

“Hey wait, before you start, teach me a song.”
“You’re a monk, right? You know some hymns to the ”/wikis/mowelanity" class=“wiki-page-link”> Mowels? Teach me a lively one so we can sing it together."
“Hopefully we can mask the sound of you hitting the wall.”

The sing-along begins. Somehow Aeron knows a hymn about washing dishes in the prison kitchen. It’s not a great song, really, and it only kind of helps to mask the sound. As Cherry makes a hole first big enough to peek through, then big enough to poke her face through, and finally large enough to walk through, an appraoching guard shouts “Will you cut it out with that damned racket?”

Grindell motions the two through the hole “I’ll cover for you, just go.” Aeron slips through quickly, and Cherry fits the last shelf into place and closes the door behind her just as the guard enters the kitchen.

“Oh jeez, are they escaping?”
“Whoah, is that what’s happening? Well I’m sure not going to chase them. You?”
“No way. More than my job’s worth.”

The two emerge into a dark room. Aeron can’t see, and remembers seeing a tinderbox on one of the pantry shelves. He feels his way to it and lights the candle WITH HIS MIND! Cherry searches the floor of the room, finding a decaying linen war banner, a key in the shape of a smith swinging two hammers, and notices a few relatively fresh animal droppings, about the size a large dog would leave. Meanwhile, Aeron, searching the rubble pile finds a pair of beautiful dwarven forged wings covered in finely tooled silver feathers, attached to a human-size leather harness. The wings fold up when not in use to the size of a briefcase. Aeron eagerly straps in and folds the wings down.

On the far side of the room is a door. It opens outward. Cherry cautiously opens it a few inches and peeks out. She sees that the floor is made of large tiles, almost like a sidewalk. She pushes the door a few more inches. Its hinges make a soft click. She very cautiously pushes the door open with her long spoon. A heavier click emerges from the door, and the floor in front of the door drops several feet. The door swings itself wide and a block almost the same size as the one that just dropped falls from the ceiling into the pit. So now it’s just a smooth floor again. The two cautiously emerge, Cherry probing the floor ahead of them with her long spoon. They stand at a T-junction, and can see that in each direction is another T-junction. They turn right. On the right is a seemingly impenetrable pile of rubble. On their left is a longer hallway that ends in another T-junction, with a small pile of rubble narrowing the corner.

Following the left passage, they notice giant slashes in the walls. At the end of the passage, it’s clear that to the left is a long corridor that neither of them can see the end of. To the right is a large room. They enter the large room, smelling fresh air from somewhere. Cherry thinks it’s coming from the left, but Aeron (who rolled a 3 on perception) thinks that fresh air is better for you than stale. On the sides of the walls of this room are two doors. Heavy slabs cover most of the open end of the room ahead. Cherry, still minesweeping with her spoon, discovers a tripwire, which springs a pair of heavy halberds that slice down from the walls through the space they would have been in if they had not done the spoon thing. They shove the halberds aside and make their way through the door on the left. It is full of unusual long cylinders of metal and stone that hiss with a sound like running water. There are a few small waterfalls like the one in the kitchen here, but in various sizes. In the back of the room is a shelf full of dusty and musty old supplies, including ball bearings, wrenches, wax tape, ball bearings, callipers, workboots and oilcloth coats. Aeron takes a pair of boots and a coat. I guess he doesn’t put the coat on over his wings. Cherry fiddles with the valves on the hissing metal cylinders. Some of them hiss more quietly. She sets them all back the way they were.

They make their way to the other door, behind which is a room that was clearly once a larder. There are remains of food long rotted away and dessicated bodies of long dead weevils and maggots. There is some honey, and a fistfull of rice that looks okay. There is cutlery and dishes that might be worth something. Aeron pours a quart of honey into a small jar to have on his scrapple next time he’s arrested.

The two make their way past the fallen slabs to a long narrow room that faces a single metal door. Finding noting to either side, the two enter the door and find themselves in a large circular room with a spiral staircase in the center, eight doors, and a hairy animal bigger than a horse that is clawing at the stone near one of the doors. They’re able to recognize the creature’s activity as a burrowing behavior. (It’s a lestodon.)

They try the doors in order, beginning in the direction away from the lestodon. The first door leads to a somewhat dusty hallway with two doors. They make their way back to the circular room. The next door contains a very similar dusty hallway that also has two doors; the only real difference is this hallway has a slight bend. The next door has a similar hallway, that is evidently more recently cleaned, though still dusty. The next three doors are very difficult to open and seem to be blocked up with rubble. They yield slightly when Cherry smashed at them, but it seems like more work than it’s worth with all these other doors to try, and stairs to climb.

The spiral staircase leads up and up and up. It’s at least an hour of climbing before the two of them think they can see the ceiling. They reach a landing where they stand before a really sturdy looking door. They can see a glimmer of lit torches inside through the keyhole. By peeking through, they can see a massive guard wearing extremely fine armor emblazoned with the symbols of all ten of the Mowels.

Cherry knocks on the door.

“Who goes there?”
“I am Cherry Diamond-Studd of the Diamond Studd Clan of the Midlothian mountains.”
“You need to turn around and leave now. There is nothing for you here.”
“Really? I mean, please? It was such a long climb.”
“You need to leave now.”
Aeron makes the torches in the guard room go out.
“You are practicing heretical magic and are enemies of the kingdom. Leave now or be killed.” (fun fact: Aeron isn’t practicing heretical magic at all! It’s Mowelian monastic elemental practice, which is totally holy. Except maybe if Aeron is an apostate it’s heretical again? It’s complicated, probably.) There’s a long pause. “Cherry Diamond Studd and Aeron Mandol, leave this place now.”

They’re scared by him knowing their names without being told, and run down those stairs. Near the ground, Aeron tries out the wings and manages to neatly swoop around the circular room, but bends several of the silver feathers out of shape when he lands. He plucks the silver feathers and pockets them, then folds away the wings again.

In the circular room, the burrowing creature has left to go get a soda or something, but the groove in the floor helps them orient themselves in the room. They open the first door they tried again, and open the first of the two doors inside: they find a lot of cleaning equipment, and on a small shelf, a taxidermied mouse with diamonds for eyes. Behind the second door there are stairs leading up.

They return to the circular room and open the second door. they find another cleaning closet and another staircase. What the hell, let’s climb these stairs. At the top of a little more than two stories worth of stairs they find themselves at a landing that opens into a crawl space under a building. There’s more of those mysterious metal cylinders hissing with the sound of running water here. They locate a trap door and emerge through it behind a woman’s feet.
“Oh, can I give you a hand up? You must be the plumbers. Have you gotten Gunter to sign off on your contract so you can get paid?”
“No, not yet. We’re just going to run out for some lunch. Can you recommend anything nearby”
“Well there’s the goat dog cart. If you’re not familiar with goat dogs the first thing to say is they’re not made out of dogs, they just call them that because they’re sausages shaped a bit like those little dogs you sometimes see the nobles with. You can get them with mustard, which is this really good exotic spice from ”/wikis/anber-province" class=“wiki-page-link”> Anber Province which probably means they won’t have it for long because of the whole thing with the regent."
“What happened with the regent?”
“Someone tried to assassinate him. They think it was someone from Anber. It looks like there’s a chance of war there. That’s why they started requiring the medallions again, I think.”
“Wow that’s intense. We’ll definitely need to get some of that mustard while we can.”
They do.

Valdosta’s Session was manifold and varied, and I’m having a difficult time remembering all the things that happened.

She began the session where we left off , having a breakfast of scrapple, eggs and coffee in a tavern near the prison. She decides that she can count on her comrades to make a break for it, and dedicates her day to pursuit of the mythical hammer she believes can restore her homeland. She asks the waitress some important and interesting stuff. What was that stuff? Then she leaves without paying her check. The waitress rushes out to chase her down, but she’s hiding really well. Eventually she decides to not be awful and goes back to pay the check. It’s 12 copper pieces and how that breaks down in gold pieces is a chore, so the DM says “fuck it”.

Next she encounters a merchant who sells helper monkeys. At his feet the monkeys pursue repetitive tasks like knitting little sweaters, rolling cigars, pitting cherries, washing dishes and other stuff. He tells her that he has sold mokeys to the palace. Valdosta slips an orange from a passing cart and surreptitiously tosses a segment among the monkeys. The nearest one picks up the segment, carries it to the merchant and chitters. The merchant identifies this monkey as Li’l Pete, his starter monkey. He offers to sell Valdosta Li’l Pete for 25 gold pieces. She refuses, but is impressed. He probably told her something interesting and important too.

The name “Thundertoes McBingley” is in my notes.

Valdosta stands in a busy lunch cart line and strikes up a conversation with a man in advocate’s robes. He tells her this is the line for goat dogs. They’re really good. A lot of people like to have them with mustard but he prefers them without. I think maybe he tells her that she should visit Baron Clayridge, the noble house most associated with scholarship, information gathering and history. The Baron may have had an accident recently, but if nothing else, the boy Zeqoia should be able to help. The man gives Valdosta a sliver of ivory which he has pencilled his office address on. His name is Calina and he is an advocate focused on property law. Valdosta identifies herself as Tizwin Burdinazko, Tizzy for short. Then she sneaks invisibly out of line. Nobody would have cared.

Upon entering Bloody Hill, the posh neighborhood of noble mansions, a pensive person in humble clothes approaches Valdosta meekly.
“What is your opinion of slavery?”
“I’m against it.”
“I am running away. I was sold to the Glotmee noble house after being captured as a spoil of Rochenna’s war of expansion on Andique Apel, a quiet island on ”/wikis/lake-sherarda" class=“wiki-page-link”> Lake Sherarda. My name is Burmy.Will you help?"
Valdosta drags Burmy to an alley of light industry where tinkerers tinker, cobblers cobble, and coopers coop. There she makes use of her disguise kit to cover Burmy’s nose with putty and maybe some glasses or something I don’t remember.
“From now on, use the name Harper. Never answer to Burmy again, understand?”
Burmy nods. “I like the name Harper. In my village, before the soldiers came, the harp players were how we made devotional music to our god.”
“You’re really uptight. You’ll never pass if you look like you’re trying to hide something. Let’s get some liquor into you.”
“My god doesn’t permit drinking, but I suppose my god is the the god of Andique Apel, and shouldn’t be concerned with what happens here.”
“That’s probably perfectly sound theology.”
The two of them duck into a tavern named The Angry Crochet Needle and tie on a couple of drinks. Following the road south, they make their way to The Giant Duck where Valdosta introduces Harper to Dalgure. Dalgure asks if Valdosta has heard about the baby Saloua disappearing from Brynn Quickwhisper and Adra Battlebeard‘s cottage after the arsonist crashed through their roof. Valdosta says that she did hear about it. Dalgure mentions that the baby had been in the care of Alexandra and Noah Levingley until she Dalgure agreed to take the baby to Adra and Brynn in exchange for Alexandra discharging some of her fees. The baby’s mother could not be sold with a baby, and so the child was left in the care of the Levingleys. Noah is known for showing care and kindness to the new slaves when he performs the traditional blessings. The two speculate that the kidnapper may be someone with some loyalty to the birth mother.
Valdosta helps Harper get settled in her hotel room, and promises to be back for her soon.

Returning to Bloody Hill, Valdosta encounters a man in a ceremonial version of a baker’s apron. This is Terry Baker, head of the Fonhenge Baker’s Guild. Valdosta pretends to have a brother in Swinghammer Alley who is a member of the guild, and Terry asks if he works for Delilah’s Donuts and whether he will be at the induction ceremony tonight. He invites Valdosta as well. I think she asks him about the hammer and he seems to think he once heard something about it from one of the priests in the cathedral in Battson’s Vineyard. He can’t remember the priest’s name, but he’s got kind of an unusual appearance – he’s not as tall as an average human, but taller than most dwarves, just really unusual, oh and he’s covered in soft white fur, I guess I buried the lede there. Terry tells Valdosta how to get to the Clayridge mansion.

It’s smaller than most of the ones around it, and it faces the tarpaper shack neighborhood the party passed through when they first arrived. Valdosta knocks and is greeted by a young man of no more than fourteen. He stands with a crooked posture.
“Oh, hi! What can I do for the Levingleys today?”
“Er, I’m here to see, the, baron.”
“Well, I guess that’s me. Want to come in?”
The house is flooded with delicious baking smells.
“I’ve just taken some cakes out of the oven. I’ll be frosting them shortly and if you like you can try them. In the meantime, I have a pot of tea.
They sit in the little mansion’s front room sipping tea. Valdosta describes tha hammer she’s interested in.
“That sounds a bit familiar. I’m sorry I can’t help more, I’ve really only got a mind for recipes, most other things I forget about quickly. These scrolls and books here, more than any other person has in their home anywhere, I’m told. To me, if I can’t find a recipe in its pages, it doesn’t mean anything. Since my parents passed away I’ve been all on my own here, and I hope you’ll forgive the clutter, I’m not much of a housekeeper I’m afraid. I don’t want to own a slave and managing a servant sounds like as much work as doing the cleaning myself.”
“I met a merchant who was selling some very talented monkeys. I think that might be a way you could have some help around here. The starter monkey Li’l Pete was 25 gold pieces.”
“I need to stay here in the mansion. My constituents need to be able to call on me. There’s at least thirty barons in Bloody Hill, but only two of us actually hold baronies here. Most of them control lands in the country or in the other cities. But if you would be willing to buy me a monkey I’d be most grateful.”
He unlocks a drawer and hands Valdosta a silver Clayridge house medallion and a purse full of gold coins.
“There are a hundred gold pieces here. Get me the most talented monkey the merchant sells.”
“I might get you two for a hundred gold pieces.”
“I suppose that would be good, but I think I’d rather have one really good monkey. I leave it to your discretion. Now about that hammer. It sounds a bit familiar. I feel like there’s something about that in one of these books. Maybe father read something to me about the gods forging a precious weapon of justice when the need arises. I don’t know when there hasn’t been a need for justice to be honest.”
The cakes are very good.

In which the party nearly reunites, then doesn't.

Valdosta investigated the mysterious old lady’s track. She was able to follow the old half-elf’s steps to where her footsteps ended, about five feet from the tower at the ceneter of town. She circled the tower but could find no obvious means of ingress. As she looked, she heard an unusual racket of startled creatures and became lost attempting to locate its source. She encountered a penniless political fanatic who identified himself as Bali Starford. He waved colorful banners in protest of Lord Camberling’s regency and extolled the right of Linota Roche to rule. He invites Valdosta to buy him a drink and discuss politics with him. She agreed for some reason and found herself outside the Angry Angry and noticed the source of the din is her pal Cherry, and her recent acquaintances Boardshorts, FlipFlop and Brutur, and the paralyzed monk Aeron.

Cherry and Boardshorts, seeking a cockatrice antivenom from the apothecary next door to the Angry Angry are interrupted by Flipflop who comes running up, and informs them that the baby Saloua disappeared after Aeron crashed through the roof of her mothers Adra Battlebeard and Brynn Quickwhisper. Because Aeron seems like the most likely person to know the baby’s whereabouts, Flipflop suggests buying cockatrice antivenom from the apothecary and using it to waken and interrogate Aeron. As Cherry pushes the door to the apothecary open, there is a riot of animal noises and a loud thud. She carefully opens the door and sees that inside are a scorpion monkey, a cockatrice, a swarm of cone-spiders, and a giant boar which appears to be safely locked up. Cherry finds the door to be made of sturdy wood but hung from flimsy hinges. (Coincidentally, the apothecarist’s name is Flimsy Hinges, but the party never learns this because he has been struck unconscious apparently by the cockatrice). Barging the door off its hinges, Cherry pins the monkey and cockatrice against the wall, also managing to squash several of the cone spiders.

The ruckus draws the attention of Brutur who emerges from the Angry Angry with Aeron under his arm. Dropping Aeron harmlessly to the ground Brutur manages to expose himself to the venom of a cone spider and, not succumbing to its full effect, begins to hallucinate.

While Cherry holds the animals pinned to the wall, Valdosta arrives and joins the affray against the cone spiders. Although the scorpion-monkey snatched up one of the two packets of cockatrice antivenom, one remains under the feet of a cone-spider. Once all the cone spiders have been defeated, Boardshorts collects the packet.

The group clear the paralyzed apothecarist and monk from the building, and with everyone evacuated, Cherry swiftly yanks the door into place, but not before the cockatrice escapes and paralyzes Brutur. The group slay the scary chicken, Cherry squashes the scorpion monkey by throwing her weight into pivoting the door down on top of it, and Boardshorts revives his beloved supervisor with the one packet of antivenom.

The group find a set of handbells in the Angry Angry and summon two guards, Jex and Kali.
Flipflop tells the story of Aeron crashing through the roof of Adra, Brynn and baby Soloua’s house, and the subsequent disappearance of the baby. He mentions that the baby had come with a slave whose purchaser had no use for a baby, and was brought to the Stallion either by Alexandra Levingley orGodhorn Godeyl – he can’t remember which for some reason. Godhorn is Vinric’s godmother, and has been staying at the Stallion.

Seeing that the group continues to squabble, the guard separates the Silver Stallion employees from the PCs, and, learning of the disappearance of Saloua decide to take the PCs in for questioning, since they have no permanent address in town. They are taken to the same prison cell as Grindell Mistfist and Yarles Yankins, with the exception of Valdosta who slipped away from the guards during questioning.

Using a series of hilarious accents and aliases, Valdosta antagonizes the rank and file at the jail until it’s clear they won’t be sufficiently helpful.

Meanwhile, the prisoners rest up, enjoy a lovely breakfast of coffee, fruit, scrapple and escape courtesy of Grindell’s expertise in cooking, schmoozing with prison guards and getting arrested every time he breaks out of jail. They slip past fellow prisoners and guards and lift a heavy stone out of the wall in order to make their way down a dark tunnel. Yarles’ participation in the escape is not overt until his cover is blown by the high wall he needs to ascend in order to emerge into a more official, if unused tunnel from which the group can see daylight. The portal is in the side of a sheer wall at least 60’ above the rushing waters of the Fong. A narrow wooden drawbridge connecting to a grand stone bridge high overhead is retracted about about 300’ from the party. Grindell tells the party that the bridge had always been lowered when he made his escape previously.

And they said we couldn't get arrested in this town.
Loggin' it good.

Valdosta and Cherry:
-Valdosta and Cherry search Vinric‘s room only to find receipts, invoices and business administration documents. These are written mostly on parchment, though some are wax tablets and one or two are on paper, which is uncommon. The most recent looking one indicates that, due to a shortage of mutton, the supplier had provided 50 lbs of goat.
-Valdosta finds a door in the back of Vinric’s room. It leads to a hallway with a pair of spiral staircases visible leading down.
-Valdosta and Cherry go to the room on the other end of the hallway because Cherry said she saw an old half-elf woman sleeping there – maybe they could ask her some questions? The woman is not there. The teapot and cup on the table that were in front of her are completely empty and dry.
-Valdosta finds another door in the back of the room – like a mirror image of Vinric’s room. After some consideration both go to the basement.
-They find a young boy (Kellen Heller) who is in charge of calming the cockatrices. He tells the dwarves to go see Dalgure in the kitchen. Wait, did he say Dalgure?
-Dalgure says she is just paying off a 40gp debt by working in the kitchen and she should be done in a few hours, Cherry & Val learn that Dalgure owns the Giant Duck not her mother, after winning it in a poker match here.
-Val & Cherry learn that “The Fox” who gave the party entrance into the city looks an awful lot like Alexandra Levingley, Dalgure’s advocateLevingley medallion and all. Dalgure thinks Alexandra is cosplaying as a character from children’s stories named El Zorro.
-The dwarves want to find Vinric to clear things up.
-As Valdosta and Cherry get back up to the main hall they see a paralyzed Aeron being brought in. They learn from Vinric that Aeron Tried to burn the mansion down and he will be put in the recovery room.
-They confirm with Vinric that Dalgure’s story is true and that she is free to leave if she wants.
-They collect Dalgure and Cherry makes up a story that she left her bag in the recovery room where Aeron is being kept.
-Valdosta escorts Dalgure back home to her mother, noticing as she does that the old half elf Cherry described to her is heading west along the road, clutching something to her chest.

-Back at the Giant Duck (no longer “angry” since Alan Blackaxe removed the enchanted cigar from its mouth) Gradelswain – Dalgure’s mother – is relieved to have her daughter back safe and sound.
-The mother and daughter piece together that The Fox (Alexandra Levingley(?)) gave Gradelswain and the party inaccurate information about the danger Dalgure was in.
-The heated discussion wakes Sorye Serelath.
-Valdosta leaves the confused mother and daughter to sleep it off and tries to reunite with Cherry
-At the Sliver Stallion Valdosta is told that Cherry just left with Brutur, and Boardshorts to escort the arsonist to jail.
-Valdosta tries to track them with no luck.
-She locates the city dungeon and speaks to the guards. They haven’t seen anyone like Cherry, Aeron, Brutur or Boardshorts. There is another city dungeon to the west, but there’s no obvious reason someone coming from Bloodfield would be taken there rather than here.
-Unable to find her colleagues, she notices the tracks of the old half elf woman whose shuffling gait leaves a very obvious trail.
-Valdosta follows the trail to the tallest tower in the city (end scene)

-Cherry finds Linttrap guarding the door to the recovery area just off the cockatrice fighting room.
-Cherry says she could escort Aeron to Jail since she was going that way anyway.
-Linttrap thinks its a good idea and tells her to ask Brutur upstairs first to confirm
-Cherry finds Brutur in a concussed drunken state
-Brutur agrees to let Cherry escort Aeron to the dungeons in The Division with the accompaniment of himself and Boardshorts.
-Cherry (hoping to escort Aeron alone) tries to think of evasive maneuvers.
-Cherry implies to Boardshorts that she is trying to lay the smooth (I have never heard this before, don’t quite know what it means, but love it. -N.) on Brutur and would like him to leave.
-Brutur suggests they all go into a nearby tavern – The Angry Angry – for a drink.
-Cherry lays Aeron’s stiff body on a chair and sits alone with Brutur. Boardshorts is on the other side of the room waiting tentatively
- Cherry tries to get Brutur even more drunk with no avail.
-The waiter is concerned with the state of Aeron and asks if he needs a doctor.
-Jumping at the opportunity Cherry says yes and tries to carry him out to the herbalist apothecary two doors down.
-Boardshorts stops her and suggests he come along to the herbalist. (end scene)

-Aeron begins the scene with Brutur still falling for his ruse that he is helping find the assailant.
-He gives away his cover when he Vinric spies him
-He tries to shake off pursuers by climbing a set of construction scaffolding. As they draw closer he cleverly karate chops the wood, but it’s tougher than those boards he was always breaking in the dojo.
-Jumping from the scaffolding onto the roof of a house he crashes into in a home with two women and baby
-Aeron lies and says Dawhead’s goons are after him
-The women believe him and try not to blow his cover while the guards knock down the door
-Aeron eventually decides to give himself up
-As the Stallion’s security guards hold him down, Vinric calls for Whitney the Finger Biter. Someone brings a cage near, uncovers it, and carefully opens the door, letting the cockatrice -Whitney presumably – bite Aeron, paralyzing him.
-Aeron is paralyzed but conscious for the rest of the story. It’s pretty terrifying really.
-Silver Stallion security guards and staff pour into the backyard
-Yarles tries to continue to hide while casting Minor Illusion to distract those around him
-An inquisitor answering complaints of magical vandalism and a city guard answering the tolling handbells approach.
-The inquisitor uses Detect Magic to find Yarles’s location
-They find Yarles and inform him it is illegal to cast magic in this city, Only inquisitors can do that
-Yarles lies and says he was doing it to impress a lady he was trying to seduce
-The group believe him but still need to arrest him. He will spend the night in jail and have to spend 5 hours the next day in the pillory.
-Yarles while being carted downtown discusses his situation with the inquisitor Alan Blackaxe.
-Alan is moved by Yarles’s backstory and jots his contact information on a handkerchief with a grease pencil for him. Alan encourages Yarles to contact him after he is pilloried for to discuss working as an inquisitor.
-Yarles takes a long rest in his cell, dreaming of bunnies, presumably.

-Talks with Vinric suggesting adding bars to the windows to improve security around here. Vinric agrees.
-Tumus says maybe he can still make some money tonight and starts up the fights again
-Tumus organizes a fight with two warrior ladies. They do some pretty aggressive promo against one another then the half elf beats the human in three rounds.
-After the fights he oils up and struts on the Stallion’s performance stage (end scene)

A Whole Log of Adventure!
It's adventure rememberin' time!

This is the one where the party went to The Silver Stallion to find Dalgure Grumblebrow.

After a brief check-in between characters and divvying up of rooms, Gradelswain Grumblebrow gave them words of encouragement and gratitude in a voice Nic was trying to copy from Cyndi Lauper but apparently sounded “Long Island”.

It was revealed via story point that the vandalism of signs in the area was not only widespread but magical, perhaps pointing to a nogoodnik novice of necromancy noodling nefariously.

At the door to the Stallion, a booze befuddled builder bashed into Cherry. The party helped her first to the wall of the Stallion, but Boardshorts the bouncer shooed them away.
The party split along gender lines or along racial lines depending on how you prioritize such things.
Aeron and Yarles crept around back, dragging the half-elf dunkard and plopping her on the least ruinous stone bench on the remains of the mansion’s grounds, robbing her of one gold piece and six silver, but leaving her her masonry tools.

Meanwhile, Cherry and Valdosta went through the front door,, where Boardshorts and Flipflop, much enamored of the Levingley medallions, Cherry’s shiny armor and her eagerness to share its diamonds began a chain of inquiries to see if the owner of the establishment could be convinced to give them a tour of the premises.

Aeron and Yarles at the back of the building found that all of the first floor windows and the back door had been boarded up, the wood painted black and bits of colored glass attached, creating an illusion of stained glass. Through the second floor windows the two saw that the center room seemed to be somewhat busy, through the leftmost window a young half-orc seemed to be conversing with someone shorter, and in the rightmost window no one appeared to be moving. The two began to ascend the wall, Yarles on the left and Aeron on the right. Aeron looked through the window into a bedroom in which a high backed leather armchair sat facing away from the window. Yarles looked into a bedroom with a desk where the half orc was talking with a halfling while examining some documents. He cast Minor Illusion (suffering an unknown side effect) causing the two of them to hear someone cry “Get out, there’s a fire!” from behind them. The two left the room. While attempting to pry open the window with his crowbar, Yarles took a tumble and fell down to the ground, a little over 20 feet below. Aeron scooted across to the window Yarles had been at.

Valdosta and Cherry found themselves in a rather handsome entry hall with a pair of arcing staircases to a second floor mezzanine which overlooked a chandelier that, notwithstanding a few obviously missing branches was still quite striking. The hall was full of excited winners, dejected losers and people just happy to be out enjoying drinks with their friends. A pair of people shuffled through the crowd anxiously carrying large cages covered in leather blankets. Flapping noises were audible beneath the blankets. They headed first to their left. The first room they found themselves in contained four craps tables and two bartending stands. Valdosta asked a bartender about the amusements in the Stallion. He told her that there was craps here, prizefighting in the room just behind, Dragon Poker in the room across the hall, cockatrice fighting behind that, and a lounge with music and dance performances at the back of the hall.

Aeron tied a rope to the window shutter to let Yarles up, and attempted to break the glass with a dart. The blow was not hard enough to break the pane however, and only served to draw the halfling’s attention. The halfling called for assistance and walked to the window. Throwing it open, he took an arrow from Yarles’ bow and ducked to the side of the window. Aeron climbed in and, taking an attack of opportunity from the halfling’s deadly rapier took the oil lamp from the desk and threw it onto the bed. While the halfling was distracted with extinguishing the flames, and his cohort, including several thuggish bouncers and a huge guy in a cravat approached the door, Aeron slipped back out the window, clinging to the building’s wall between this room and the center room.

Cherry and Valdosta made their way to the fighting pit – a literal pit in the ground in a squarish shape with rounded corners. Cherry excitedly chatted with the staff person as bouncers and toughs in the Stallion’s employ made their way upstairs to investigate the commotion. He told her that they would love to have her compete, and that the game was bare-knuckle boxing. She’d have to wait for Tumus to return, though, since he – a former gladiator from the days when such contests were permitted in Fonhenge had left the room with the rest of the toughies. He also mentioned that he admired Cherry’s armor, and had assumed she must be in town for Grapplemania.

The halfling clambered out the window after Aeron, stepping over him to the windowsill, where he took another swipe with his rapier. Forgetting that halflings get to re-roll critical failures, he slashed himself badly with an overly showy twirl of his blade, and was helped in through the window by his cronies. Yarles made to beat a hasty retreat, running around the side of the building the way the two had come. The huge cravat wearing guy leapt right out the window, unconcerned for the ten points of damage he took in doing so. After righting himself, he gave chase to the fading footsteps rounding the corner.

Interested in investigating the commotion, and fairly sure it had something to do with either their companions or their objective, Valdosta and Cherry made for the stairs where all the thugs were running. They were caught up short by Tissues, who told them that only staff were allowed upstairs. Cherry convinced Tissues that she was brawny enough to be of use, and Valdosta convinced him that Cherry would require the guidance of someone more level headed. The two made their way to the top of the steps behind the crowd of bouncers. Valdosta investigated the room at the back left, where she found an ancient half elf sleeping in a high back leather armchair with a teapot on a little table in front of her.

Yarles hid at the corner of the building, the big guy still in pursuit. Aeron followed along, and when he encountered the big guy, convinced him that he was here to help. The two scouted about 15 feet apart. Yarles cast Minor Illusion, and created the sight and sound of a bush rustling behind the big guy.



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