Episode 77
Turning Reflections
As the clock ticks closer to the launch of the Greenfall Revel, the adventurers enjoy various festival activities under disguise and make final preparations to rescue Tuck.
Recap
The Night Before
The episode opens exactly where Episode 76 left off — two unconscious Cindersworn on the floor of a rented room at the Hearthside Inn. The question of what to do with them is answered almost immediately when someone remembers the Mirror of Life Trapping sitting in the bag. After patting down Clarence and confiscating his sending stone, dagger, and a small pouch of silver, the party activates the mirror with the command word Excelsior and holds it up as he comes groggily to consciousness. He looks at his reflection, and he's gone — stretched and pulled into the glass. Dorian follows shortly after. Both are bound before they go in. The mirror now holds two souls, and the party has twelve cells to work with if needed.
With that handled, the group gets some sleep. Within one of the rooms, Willa awakes to find Gemma standing in the middle of the room, holding her jewelry box. Apparently sleep walking, the dragonborn coaxes her back to bed.
Morning comes without incident. Anton speaks out loud so the innkeeper can hear: he mentions the two patrons who apparently stumbled out in the early hours, and the party cheerfully plays along.

Festival Day
The day stretching before them, the party heads out into the Greenfall Revel's pre-festival activity. The market is already transforming — flowered vines being strung around lampposts, stalls multiplying, the air full of music and the smell of roasting meat. They're dressed in their costumes and masks, keeping low profiles ahead of the night's operation.
Their first stop is a fireworks stall tucked into a corner of the market, run by a bald halfling man with a ring of hair, a mustache, and very thin glasses perched on a pointy nose. The party is looking for something big and loud. The halfling obliges, presenting his finest offering: a large firework shaped like a curled dragon, and a collection of smaller ones he calls Whisker Do's and Whisker Don'ts. After some cheerful negotiation, the dragon firework and a handful of the smaller ones go home with the party for 30 gold — more than planned, but exactly the kind of distraction they're looking for tonight.

Anton's Lucky Day
The party wanders to a three-cup game run by a practiced, friendly woman who's clearly done this at every festival for years. Anton sits down, puts down five silver, and tracks the cup on a Sleight of Hand roll — winning it back doubled. Feeling the momentum, he lets it ride for fifty gold. The cup operator goes faster this time, clearly trying to shake him — and Anton rolls a nineteen. One hundred gold. He accepts his winnings graciously, tips the woman four gold for running an honest game, and walks away before she closes the higher bets entirely. 
Anton curiously probes the woman, who says her name is — ironically — Wynn. She speaks openly about the Flamemother, her coming rise, and what happens to those who don't swear fealty. Anton listens politely, says he certainly hopes she's wrong, and excuses himself.
At this point, a small crowd has gathered. Two festival guards step in, curious about the well-dressed stranger who just won big. Anton sells the bit — wealthy family, slumming it at a quaint festival, it's really not that much coin to him — and passes the Deception check. The guards move on.

Sister Mael and the Turning
Near the edge of the market, tucked between two stalls, a narrow tent hung with dried flowers and a vine ring symbol draws a quiet line of visitors. A hand-painted sign reads: Sister Mael — The Turning. Three party members decide to go in, one at a time.
Gemma goes first, removing her mask and robe and sitting openly across from a middle-aged human woman with a massive cloud of frazzled red hair, half-moon silver glasses, and a purple robe. Sister Mael takes Gemma's hands, swirls incense around her head, and flips her cards. What she reads unsettles them both. She senses something very dark and lingering in Gemma's past. Gemma pushes for more. Sister Mael rolls again — and seems almost alarmed by what she sees. She tells Gemma that her threads of fate are deeply intertwined with the kingdom's immediate future. That Gemma will fight. That she will confront something dark within herself. And something involving fire. As Gemma stands to leave, Sister Mael grabs her hand one last time and says, almost as if she didn't mean to: "The fire inside you — it belonged to your mother." Then she blinks, looks confused, and turns to prepare for her next customer.
Gemma walks out visibly shaken.
Willa goes in next. She keeps her mask on but offers her bare hands. Sister Mael identifies her as Amethyst Dragonborn — and seems genuinely moved. The reading is pointed: Willa's fate rests on a great decision she must make within this kingdom, but her heart is at home. She senses that Willa has not seen her parents since she was very young, and that there is something she must accomplish before that reunion can happen. She reaches out to take Willa's hands again for more gold — and suddenly winces, gripping her own head. A feigned headache as she dismisses Willa. Willa offers to bring her back some medicine. It's a kind, genuine offer.
Anton goes last, both hands extended, sword hand reluctantly free. Sister Mael reads him as a warrior with a rough past. She senses his oath, his goddess — the moonlight shines brightly on you, she tells him — and says that Sehanine is quite pleased with him. Then her reading shifts. She tells him to be careful tonight. There will be many eyes on him. Spider Lily will be watchful. And then, seemingly without meaning to: she mentions a wall. The weak spot in a wall that the party found. She tells him that must be his escape. She seems genuinely confused that she said it. Anton thanks her and walks out to tell the others.
The party compares readings outside. The fortune teller said something real to all three of them. For Gemma in particular, the fire comment — and the mention of her mother — sits like a stone. The group debates what it might mean: her wild magic, her bloodline, a connection to the Flamemother that nobody wants to think about too closely.

The Plan Comes Together
As afternoon tips into early evening, lanterns begin to light along the thoroughfare and the crowd starts drifting south toward Brook Borough for the festival's opening ceremony. Forge steps away to use the Eardrop, firing off a message to Aztlan Tuckoron in the Sump: In Iron Hold now. Breaking you out during the festival using fireworks for cover. Be ready. Avoided detection by Cindersworn so far.
The response is immediate and characteristically blunt: It's Ironhelm, you idiot! Not Iron Hold! And I'm still waiting in the Sump!
He's alive and waiting.
Turkey legs in hand — because no jailbreak starts on an empty stomach — the party makes their way toward Brook Borough. The final plan crystallizes as they walk: two of them will disguise themselves as Clarence and Dorian using the remaining Disguise Self scrolls, taking on the appearances of known Cindersworn. The other two will go in as prisoners, disguised to look non-threatening — passing them off as troublemakers who were overheard speaking ill of Spider Lily and need to be brought in for questioning. The fireworks will go off during the ceremony as a distraction. They go in while the guards' attention is divided.
The dragon firework is loaded. The costumes are on. The Sump is waiting.
The session ends with the party poised at the edge of the plan, the ceremony about to begin, and a jailbreak about to kick off.
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