The casual lunch began well enough before ending on a terse note. Mia admitted that the journey to find her friends would take them into the unsavory Urchin Bay, to which Kethan and Ketharie made stink faces. The party now moves on to follow the trail set before them, down into the sewers, where the mystery builds.
After Barash located a martial arts studio with some sort of connection to his monastery, he dropped his arcane disguise. Now he and a disgruntled Kethan must find their way to the rest of the party, who are enjoying a fun and absolutely stress-free lunch. No stress here. Not at all, no way.
Following Lin's conversation with the mysterious Novus, the party moved onto the Temple of Kelemvor to locate Kaylark's contact, known as Locke, so that she could fail to convince him of her unlikely history too. Will she finally convince someone in this episode? At the very least, the party will learn more about the amulet they've found, and Barash faces a choice of his own.
The party located a clue at the tavern, and then Kaylark recognized the face in the tapestry as somebody she used to know, probably? The face was no queen back in her time, after all. Then, following Mia visiting one-half of her uncles, the party moved on to Lin's contact, and she will come across a lead of her own.
The investigation of the scene of the crime resulted in some...odd finds? The party ends their tavern quest with an amulet and part of an antique map, but they're about to get something else to take with them to their next stops.
There's something hidden at the tavern, and the party has one chance to find it. They revisit the scene of the murder for the first time since their arrest, and with only ten hours to burn, their chance to find answers is up against some unlikely odds - and some new drinking habits?
Guard Captain Arizima has tasked them with investigating the scene of the crime, as well as to seek whatever clues they might find through the city. All they have to do is sneak through the sewers, navigate the expansive city of Ankhapur under cover, and be back before dusk. No problem, right? First stop: the tavern where it all started.
After stumbling into second place during the first round of the Cullings (AKA, the Race), the newly minted Crystal Crusaders now face a familiar challenge: uh, who framed them for murder? The answer, of course, will only be found through a day-trip into the grand city of Ankhapur.
"Let's just take an hour to ask and answer some questions," the DM said, unwittingly, before the crew took almost three hours anyway. Following the Act 1, Bait & Switch, finale, the cast comes together to discuss the mishaps and misfortunes from the game, both for players and for NPCs, as well as the potential alternative events and endings the players could have triggered.
They've come to the end of the race, but the race isn't done with them. To make it through the gate, the crew will have to survive it in this double episode conclusion of the Bait & Switch arc.