A1: Grand Adoption Hall

Read or paraphrase the following when the characters first enter the shop:   When you enter the shop, the smell of fur, feathers, and scales assails you. The colorful room has the glint of magic upon it, from its ethereal, dancing lights to its mural-like walls of many-colored marble. The room is shaped like a C, with a circular counter at its center, behind which stands an ebullient, crimson-skinned tiefling in colorful travelers’ clothes surrounded by a throng of guests from the street outside. The room is elegantly decorated with a dozen statues of arcane creatures, five scrying pools showing other worlds, and a large ornate doorway behind the shopkeeper’s desk. On one side of the room is a glass panel, behind which lies a small playroom filled with various creatures.   There are several items of interest in the Adoption Hall that the characters may examine.   Pet Displays. The glass displays in this room are filled with dozens of creatures up for adoption. A “mugshot” portrait of each creature hangs in a frame by each display, featuring the creature holding a sign with their alleged crime written on it. Each of these pets can be adopted for a fee of 5 gp.   Statues. The marble statues in this room depict various planar criminals once held in the store. In truth, these statues depict the current inmates in the back.   Scrying Pools. Aset boldly displays crying pools that watch their next targets. Of the five pools, three are blank, but two display:
  • Belph, Devil of Golden Ink, a master forger. He appears to be a frilled lizard holding a golden quill, surrounded by fire and brimstone.
  • Amelie, a cute white dog with a pink bow in her hair. She is cavorting through the woods.

  • Doorway to the Back. The magnificent doorway behind the desk leads to the other areas of this shop. Inset into the door is a rotatable stone disk bearing six colored stones, each activating a portal to another room within the store. The gems are:
  • Red jasper (Rockyard Block; area A2)
  • Citrine (Aviary Block; area A3)
  • Lapis lazuli (Abyssal Tanks; area A4)
  • Agate (Inmates’ Park; area A5)
  • Onyx (Time Out; area A6)
  • White quartz (no area; locked)
  • Rotating the disk allows the door to open to that room, and that room’s corresponding door to open to the Adoption Hall. If a door isn’t linked to the Adoption Hall, it can’t be opened.  

    Meeting the Seeker

    If the characters approach the desk, the tiefling turns their attention to the party with a clap of their hands and says:   "Welcome, come on in! Don't be shy. I'm Aset, the Seeker, collector of rare creatures, and caretaker of this place." The tiefling examines you closely. "You've got an air of adventurousness to you, don't you? Would you care for a tour?".   Aset can tell the characters are not the usual sightseers off the street. They let the party in on the secret that the critteres here in the front are mere animals with embellished tales of villainy. Aset offers to show the adventurers the real "inmates" in the private back rooms. This tour is an opportunity for either MIS-001-EAE-001: Breakout Quandary or MIS-001-EAE-002: Civil Dispute.   Inmate Manifest. Aset (or Big Top, the front-of-house simulacrum, if Aset isn't present) posses a record of all visitors and inmates. This book has an arcane lock that can only be opened by Aset's touch or the knock spell.