Our Land of Azurth 5e game continued last night, with the party plotting to free the Duke of Dhoona from the curse after having killed the evil, plant priest Slekht Zaad. Luckily, Zaad was at least truthful about bringing the antidote, they just have to find a means to deliver it.
Bell and Waylon (the only two not wanted but the city guard) go into the city in disguise to buy a wagon and oxen to sneak the others back in. They return, and everyone else hides in the wagon in any illusory pill of dung.
Once back in the city, they again seek sanctuary in the Temple of Azulina. They send Shade and Waylon to invisibly scout the ducal palace. They find it strangely unguarded, but they are wary.
The group decides to create a diversion with Kully the Bard rabble-rousing against the Duke's crazy policies (most specifically his beer tax) and the rest of the part readying for an invisible infiltration of the palace at the proper time. Kully's tactics work, and a small, but dedicated mob advances to cavort rudely in the Duke's beer fountain. Predictably, guards pour out of the palace to subdue them, and the rest of the part gets inside.
Searching quickly (i.e., not stopping to take treasure), they make their way to the upstairs. The palace is mostly empty, but they first discover were Zaad's ally the Guard Captain Draco Battles and his lieutenants are staying. After a tense moment, they manage to avoid them while invisible. Finally, they discover the Duke's room. Dagmar's Remove Curse has no effect on the mad Duke, but Waylon blows the antidote powder into his eyes, and the Duke comes to himself.
The Duke is only out of the party's sight for a moment, when Draco's men try to nab him. The party rescues the Duke and slays the two.
The restored Duke makes the other guards stand down. He rewards the party for their heroism, and allows Waylon to start up a party on the palace grounds with the liberated beer.
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