The Prep for Protection

Gathering / Conference

1
8/

The party, excluding Alfie, embarks on a quest to find a library in Crulahn. Meanwhile, Alfie explores the town and stumbles upon a jewelry stand. Using his magical abilities, he disguises himself and engages in charming conversation with the vendor. With a swift sleight of hand, he snatches a valuable-looking ring and makes his way to an alley, dropping his disguise. Eager to capitalize on his stolen prize, he visits the blacksmith where Arnie had previously forged his armor. There, Alfie sells the ring for a considerable sum of gold before encountering a peculiar figure named Mr. Wisp. This colorful character seems to follow the party, conveniently appearing at opportune moments. Intrigued, Alfie purchases two cartons of Wisp sticks, enchanted cigarettes that evoke different sensations depending on the variant smoked. With his newfound wealth, Alfie indulges in a smoke and heads to a tattoo parlor, revisiting Clairvoyance, the skilled tattoo artist who had inked him, Aero, and Day the day before. Alfie expresses his desire to imbue his existing tattoo of a woman and a wolf with magical properties. Clairvoyance agrees to his request and begins the intricate process of infusing the tattoo with a special ink.   Meanwhile, the rest of the party successfully locates the grand Crulahnian library and begins delving into research on the fearsome Bloodfiend. Arneus strikes up a conversation with a peculiar young woman who serves as the librarian, boasting of her sleeplessness and extensive knowledge of the library's books. Together, they uncover disturbing details about the Bloodfiend's agility and its gruesome method of tearing apart cattle for sustenance. Intrigued by the topic, they delve further into the research, focusing on Day's patron—a Genie. These powerful beings were once enslaved and exploited for their potent magical abilities. Genies offer mortals power in exchange for carrying out specific tasks, with the ultimate goal of seeking revenge on the bloodlines of their oppressors in the realm of Athis. Although Day, having experienced enslavement herself, understands the Genie's perspective, she recognizes the potential danger in unleashing an angry Genie upon the world. In a surprising turn of events, Day's patron pulls her into his magical realm within her locket, offering her direct access to information about him.   After Alfie completes his tattoo session, the group reunites at the Golden Tankard. However, a sense of unease fills the air, and they find Alfie standing outside, peering in. Inside the tavern, chaos reigns as everything is in disarray, clearly indicating a violent disturbance. Bartleby, the tavern's owner, lies unconscious with shallow breaths. Day examines Bartleby's body while the rest of the party searches for clues both inside and outside the establishment. Day discovers a brass necklace featuring a menacing green reptilian eye that appears to follow her every movement. Suddenly, a sweeping gust of green spectral energy rushes through the area, coinciding with Day holding the eye to Bartleby's forehead, which jolts him awake. In a panicked state, Bartleby reveals himself as a powerful wizard and explains that a group of bandits infiltrated the tavern and stole a crucial item. Determined to retrieve it, Bartleby departs with an assortment of magical artifacts, entrusting the party to safeguard the tavern in his absence.   The following morning, Bartleby returns to the Golden Tankard, relieved to have retrieved the immensely important item. He reveals a small leather pouch and, in his other hand, proudly presents the ancient and legendary Staff of the Magi. Arneus realizes the true extent of Bartleby's power and understands that the wizard has been leading a quiet life since his glory days.


Related timelines & articles
Party Plots