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Houses of the thief’s guild:

Each house is marked by a botanical of which they have a distinct incense and
confection, the secret to which is conferred at each level. At the initial level they learn of
the herb, at the second they learn how to concoct the potion. At the third they learn of the
astrological timing of it. At the top level they learn the secret incantations that empower
the concoction. Each concoction has a specific effect:

Fo-Ti restores youth and strength. It smells rich, earthy, and bloody.
Handles thugs, pimps, slavers, and manufacturing. This is one of the key houses of
influence, as they hold the key to something like eternal life. They also handle protection.

Mandrake causes and removes love. Smells of red apples.


These are the con artists, fences, spies, and grifters.

Henbane causes or cures insanity. It smells of rot.


This house handles beggars and assassins. The beggars are in charge of managing the law
and keep a low profile in exchange for an endless supply of their drug of choice. These
beggars also monitor guild members and watch for unseemly conduct. If those offending
the guild are not killed, that is where the slavers come in.

Mugwort removes poisons and heals. It smells musty and dank.


It is the house of thievery and the symbol for the guild itself is the mugwort hand.
Handles thieves, burglars, pickpockets, and manages the court of miracles. They support
and are supported by the other houses, which were initially ancillary.

The guild motto is “many hands make quick work.”

Beginning thieves are natterjacks, lieutenants are grimalkin, captains are foxes, captains
about to be promoted are Puk, and Guildmasters are just that.

The Cloak & Stagger


Within the deepest part of the catacombs there is a tavern. Only trained guides can find
their way through the labyrinthine passageways and many have died trying to find
treasures here and becoming lost.
The tavern is warm and inviting. There is a fire, which produces no smoke, eternally
burning in an alcove once meant for the bones of the dead. The bar is crafted of old
wood. The floor is lavishly carpeted. While those within smoke hookah, it is still one of
the smelliest places around, as those within wear their scented clothes in recognition of
their respective houses. Everything is stolen and some of the wooden furniture bears the
seals of the houses it was taken from. Above the fireplace in a ornate glass globe is what
the guild claims is the true crown jewels of the corandius line. The furniture is ornate and
odd, since it has come from a range of sources. There are church pews pulled up to
ornately carved tables, there are richly stuffed duvets, bejeweled floor cushions, and even
a confessional with an older archbishop’s heraldry.
Outside the bar is an area where the guild administers the final test while patrons watch.
There is a pit, not too far from the bar where the guild stores some of its bodies as a final
threat. This pit was once a magical pool for the goblin city that was the basis of
waterdeep and which it is built upon.
At the other end of the pit is a door with a color key based on the nursery rhyme below.
Around the door in goblin is written “One very dark night”
The colors are white for the feather, pink for the heather, gold for the strand, and blue for
the bluebells. If entered correctly the goblins on the door will dance and the door will
open.

One very dark night, when the goblins' light


Was as long and as white as a feather,
A fairy spirit bade me stray
Amongst the gorse and heather.
The pixies' glee enamoured me,
They were as merry as merry could be.

They held in each hand a gold rope of sand,


To every blue-bell that grew in the dell
They tied a strand,
Then the fairies and pixies and goblins and elves
Danced to the music of the bells
By themselves, merry, merry little selves.

On the other side is an ancient temple to the god Bargrivyek, the Goblin god of
cooperation. The party must cross a stone bridge where there was once a flowing stream,
but now there are rats in swarm. The God is grander and nobler than in other depictions,
where he is often seen with Magubliet. His statue has been covered with grafiti and is
missing its hand. It is clear that this was once a great temple. Those books not stolen are
solid with moisture, but there are still some walls depicting noble aspects of goblin life.
Goblins here will have vague resonances of what once was. A onyx sphere still partially
shows itself through the stones on the ceiling after a earthquake which those in the temple
must try to withstand. The quake is frm mechanical temple parts moving to reveal more
detail. The earthquake also unearths silver panels which if the party tries to take will
unearth legions of rats. Each panel is worth 5-10 gp.

2. Squatter’s Rights
The party will be led to a broken down pub with an upper floor. This will be one of Vras’
acquisitions and will be given to the party as a place to stay and a potential means to
launder money and trade if they fix it up. They are told to find the court of miracles and
help them keep a temple they have been squatting in until they get rights to the temple in
5 days. The court will then help them to fix the bar and their lodgings. In the meantime,
the party can pursue their own ends, as the Bregan D’aerth are unlikely to attack in the
daytime because of the exposure it would bring and due to their being drow.
This is all in a not from Xanathar who is using this mission as a means to 1.get the party a
place to stay, 2. Get the party familiar with the court, and 3. Get the party familiar with
the Bregan Daerth as an opponent.
The court of miracles has been staying in an abandoned temple to the spirit of waterdeep,
Sargauth, for almost a year and is about to gain possession of the temple through a kind
of ecclesiastical squatter’s rights. (The Sargauth was a subterranean river in
the Northdark that ran deep under the city of Waterdeep.[1])The court grows medicinal
herbs and food there. The court acts as a effective way to launder money for the guild and
so they would like for the court to have the temple. The Bregan D’aerth have discovered
this and begun harassing the members of the court there. It is evident that soon they will
use more aggressive tactics to remove the court. The party is tasked with making sure the
court remains in the temple and alive. If the party gets along well with the court,
members will pickpocket for them. If treated poorly, the court will speak to one of the
guild’s “ears” and report the behavior. The court has a druid circle of the city and this
circle will help any druid in the party.
If they party pursue the Bregan, they will discover that the drow mercenaries were hired
by the Zentarim, a human called Brint McDoogle is the Drow contact in the Angry
Coxswain, which are members of a shadowy black market organization seeking to
destroy the Thieves’ guild and undermine the status of the court of miracles.
On the Second day the children of the court will offer to intercept one of the items a court
member is trading for, which is a packet of documents about Sargauth and the origin of
the river that now flows under the city. If they find the map, they will be able to access
the city’s spirit, to which the shrine they are in is dedicated.
In the first two days the Bregan will send scouts at night. The Bregan D’aerth will attack
3 nights before the squatter’s rights take effect. They will throw in an enchanted
tanglefoot root, which will overtake the small space where the court members are
sleeping, while a couple druids with spells to control plants go inside to kill remaining
persons. Drow waiting outside will confront anyone fleeing.
Two days before the court gains possession the Bregan D’aerth will attempt to bribe or
blackmail both the party and the court members inside. On the final day before, the
Bregan D’aerth will attempt to bribe officials in the city to evict the court. The party may
find this out ahead of time and bribe the captain of the local guard, a dwarf named Brimli
Longbotom. If the party does not find this out they will have to manage two local guards,
both level 1. The guards are easy to defeat or sway, but the party will have to deal with
the repercussions of either.
If the druids in the court are displeased, they will try to take matters into their own hands,
which will provoke a gang war and be bad for all involved. Hoska, or another guild rep,
will encourage the party to stop them.
If even a single court member remains, the temple is the court’s and they will celebrate.
The next day thirty workers will appear at the tavern the party owns and fix it within a
few days. The party will also receive a small amount of gold, but no magical items, as the
drow don’t carry any.

3. Panopte’s Villa break-in


The group is told to steal the “book of vanishing” from a Wizard’s home. The apartment
is small and seemingly unused. The break in is relatively normal until they find the
staircase to the interdimensional library hidden behind a bookshelf.:

In the room is a fire imp who starts burning the library. The books themselves remain and
the library is restored if the party catches the imp.
Book:
1. chamber through the fire with elementals
2. McArthur’s Beastiary with salamanders
3. Change places!
4. A book of Binding

The second room is the crying door. A labyrinth of bookshelves leads to a room with four
books chained to a wall and a door with a crying woman’s face. The woman asks sad
riddles and cries in increasing volume to fill the room.
 I can fill a room or just one heart. Others can have me but I can’t be shared. What
am I? Loneliness
 What do the poor have, the rich want, and all creatures take to their graves?
Nothing
 What are all of us on the planet doing at the same time? Getting older
 I was carried into a dark room, I was set on fire, and then I wept until I was no
more; what am I? A candle

Books:
1. A book of scholarly articles which dries up anything around it including the
reader. A DC 10 con save or 1d4 damage from being dried. 3 successful saves
gives proficiency in one intellectual subject. “On Logic” North
2. A book about the stars opens up a portal to the sky. “Exaltiorum”
3. A book about mermaids and other aquatic cryptids “Aquatic cryptids of the
sword coast” South
D1: summons mermaids D2: starts transforming the characters into mermaids D3:
Calls up a giant toad who tries to drink everything D4: teaches the languages
aquan and primordial and gives scales
4. A book that told an emotionally compelling story with a good ending. “The tale of
Zoltar the noble traveler”
The book is psychically engrossing. DC 16 wisdom or you have to read it to the
end of the chapter 1d6 rounds before making the check again. 3 failed checks and
you have to finish the book.
After the water has drained

The third room contains a door that is fifty feet from the door. Winds fill the chamber and
increase as you come closer to the door. There is a large button on the door that has to be
pressed to stop the winds.
Books:
1. A botanical guide that causes vines to grow. “Culpeper’s Herbal”
2. A Book of biology that makes people grow and shrink. “Morphology, a Primer”
3. A book on the construction of mechanical birds (the title changes according to
who sees it). The book can alter the reader’s sense of self as they gain an
increased knowledge of mechanical systems. “the mechanist’s primer”
4. A book to speak with the wind. The wind contains many secrets and rumors
which may degrade the mind in the long term. (Primordial)

The Last room is a giant Hive where the bees have consumed the book. The bees seek
knowledge and will take any form they can hold onto for safe passage.

The books on philosophy try to convince the players to return them. The joke book makes
them hard to take seriously.

4. Search for the stone


If the party returns the book to Vras and the guild, Nar’l will use their invisibility with the
book to get them looking for the stone of Galorr. If the Party returns the book to
Xanathar, Xanathar will let them know about the Stone of Golorr.
The party bumps into the inventor of the bird and the book falls out and he picks it up. He
has to track down his flying chair and needs help getting a gear from the goblin
civilization. Once they get that, the chair fights them saying “no” at high pitch and being
attracted by leather pieces the inventor calls “cookies.”
The Mechanical book leads them to a bar where there is a secret fighting ring. Fighting,
outside of boxing, is against the law in waterdeep, but an exception is made for fights in
taverns, so long as the owner does not make a fuss. Several bars in the area cooperate
with the thieves’ guild to run fighting rings, which also provide covert gambling. The
guard is aware of this, but it is considered superlegal. Guards often receive a part of the
pot to supplement their widows and orphans fund.
One of the fighters is a Goblin who has been inside of Xanathar’s lair and recognizes the
Book of Vanishing, which keeps appearing outside where the party keeps it. The book
will appear and even fly if it has to. The Goblin fighter will recognize the book and will
lead the party to the place in Asmagh’s alley where there is an unmarked building with a
tight alleyway and an ancient door.
Inside the door is a office space busy with Modrons. These automatons are exiles from
the great Modron march or other exiles seeking a place. These Modrons almost never
leave this building, but receive regular business. The Modrons fulfill clerical and legal
roles hired by major houses. Any other books the party stole, especially books on
mechanical invention or law, will affect the Modron. Books on Mechanics will help
evolve and devolve the Modron, upsetting their hierarchy, while books on law will give
them greater flexibility of thought and cause them to want to leave.
Within the building is a passage to Xanathar’s lair. The Modron leave both the lair and
Xanathar alone, since Xanathar is not anything special to them and his lair is a private
residence. If the Modron change their minds about the law, they may enter Xanathar’s
lair.

5. Walpurgis Nacht
The team fights the 5 face4 modron.
Vras has shown the team her plans for a diamond heist. 2000 gp diamond by size,
worth a thousand more by its cultural associations with the island city of
Gundarlun where it was stolen from extra legally, think the royal jewels..
 There are 3 academics who have access Tom Bombadil, ArHanon, and
Tuul browbeater. Each can be convinced to provide access for different
reasons.
 Victorio and Ammalia Cassalanteer get a private viewing as royalty of a
sort
 Jalester silvermane has taken over watch of the diamond with the town
watch on behalf of the Lord’s Alliance. Jalester sees the diamond as
waterdeep property, but would see peace as a good result.
If the party refuses to help Vras steal the diamond, they must break her out
later when she is captured. Vras if freed will be returned to N’arl who will
turn her to his side out of fear of severe punishjment for an unsanctioned heist.

It is St.Walpurga’s night when all the occult creatures come out in force. The players
must steal something from a great forested monolith that grows in one night and shrinks
in the same night. This they deliver to Xanathar who offers them a place to stay, but does
not trust them.
Chidren is the contact from whom they gained the stone of Golorr. He is like a child
existing out of time and seeks to retain any coming into his domain in a “better time.”
For the characters they become trapped in the Goblin golden age and their journey ends
either when they come back to themselves and ask to leave or when they are brought with
Chidren to his realm of the fey, where their experience of this other world will break
down.
They meet a warlock named Arhanon
 The night fully materializes in the market where the goblins are offered meat of
unsavory source.
 There is a comedian who has started to bomb who begs for the parties joke book.
If they refuse, he will try to fight them for it while the crowd eats him alive. He
offers to perform for them. If they agree, they will have to avoid being caught in
the trap of his humor.
 Zuggotmoy, demon goddess of fungi, sees her former ward. She speaks like the
jinn from wishmaster. She is convinced that he will return to her after his
“walkabout,” stronger than ever in her service. She holds that many of those she
controls leave and return. She will give him her seal, which lets him cast one spell
as any necromancy spell equivalent level or lower.
 The party’s “kind” they are told is in the theater where a group of humanoids sit
in iron circles bargaining with demons, fay, and the like for various boons. The
party will need to assist one of these to get the info they want.
 To get into the Warlock’s Market someone must make a bargain. They can give
the book of jokes in exchange for the Comedian’s life or Panoptes will make a
bargain with Zina: If Quelgar ever loses trust in Zina, Panoptes will be allowed to
take a page worth of skin from Zina.
 Charlie’s character has to work to get an item from a warlock who cheated his
patron out of a set of runes. If he gets the runes, he can keep them as a part of staff
which lets him convert 1 spell a day to any divination spell of equivalent or lesser
level.
 If they successfully find chidren, he leads them to the library of memories where
they find themselves in the goblin civilization of Azog.

Within the civilization of Azog they must find the stone of Golorr, which was entrusted
to the Runix family of Goblin royalty and has been lost to time.
 Kobold ninjas stole broken teleportation wand which changes the character’s
places throughout the battle
 The goblin priests of Magubliet keep the royal family hostage by staying outside
the castle. Any dissenters in effective hostage with the culture that they create.
 The city of waterdeep is 700 years older, but still somehow recognizable. Not
only is there the fresh ocean air wafting over the city, but there are still
automatons in the street, small magics from every shop, and beautiful
architecture. There are some notable differences though. For one the city is
cleaner and greener. Greener in the sense of goblins yes, but there are more trees
on the streetsides and even some rooftop gardens. Those of you with a
technological bent note that the tech to make these possible is available in your
time, but is not this abundant or common. The Goblins are also a little taller and
their skin is unmarred by pox or injury. Most Goblins here are literate and bags
carry books rather than food or weapons.
There are also less heartening elements. Goblin society has always been
religious, but had become more secular in its government until about 20
years ago when a small group of Goblins and Hobgoblins from an eastern
outpost had brought the teachings of Magubliet. This brought a mass
conversion and war. The small and large shrines which once were made
to the other goblin gods have been altered to shrines of Magubliet, even to
the point of recarving the face of Kikanuti, which results in a few shrines
of “Maguliet Viekekis” literally Magubliet with breasts. You also see
Nilbog, shell-shocked goblins empowered by the trickster god with a sort
of invulnerability and a joyful madness. You remember a pantheon of
gods forgotten, but cannot remember the name of the trickster gods after
the Nilbog spell took root.
 The party knows that the high priestess of Kikanuti and the Nilbog both seems to
be able to get into the castle via the princess.The Kikanuti worshippers have gone
underground. Kik-kik guards the statue of the cat beneath the Standing stone pub
along with a range of worshippers. There are the ghosts of the excommunicated
dead who want to enter the shrine.
The nilbolg live in parts of the sewers, which is how they get into the
castle. Nilbog mainly speak in sign language, gestures, and drawings.
 Once inside, the Queen Ur and chief advisor Dem both know the location of the
stone of golorr. The princesses 1-3 are all in the castle. The 1rst princess Kal will
not help Cataleya unless Cataleya tells her their plan, at which point the 1rst
princess will play along to try and stop them, as she is a Magublite. The 2nd
princess Marn is primarily interested in good wine and fine things and can be
bribed into getting the advisor. The 3rd princess Blek will work with Cataleya, but
will have trouble getting an official audience with the Queen, so the party will
have to help her come up with a plan to trick the queen or advisor into an
audience.
 When they find the stone is in the clocktower they will have to climb gears to get
to the stone in the heart of the tower. The first princess will try to stop them. Once
they get the stone the feedback will send them back to the library with Cataleya.

 Queela the tom hardy bane Kobold. Macron and Beerus, Queeblo

 Two mottos of the Goblin Houses puzzle
House Fraye: “Touch not the cat, without a glove”
House Briggn’t “I shine, not burn.”

They find the stone, but Jarlaxe has already attuned to it. Whoever attunes to it knows
that he is aware of the location of the three keys and have a subtle connection to Jarlaxe’s
mind. The three keys are: An amulet of Asmodeus (Mercury), a manacle worn for a
century (salt), the finger of a wizard’s clone (Sulphur).

6.Cassalanteer infiltration
Zina has been recommended for promotions by Noska and Mel after Zina stood
up to Noska and after their telling Mel about the infiltrator. Quelgar has been
recommended for promotion after the bells incident and after reaching out to Mel
to reach xanathar, but is too inexperienced. As a test, the party is approached by
someone who wants revenge on one of Mel’s subordinates for an assassination.
After they have succeeded or failed, they have a mission where Zina must lead to either
prove herself or to justify herself. Zina suceeeded in getting Lyona’s ring back.
The Cassalanteer’s children have both left the premises with a group of adventurers and
are presumed dead. As a part of the character’s test for lieutenant status, they have an
infiltration job acting as the Cassalanteer’s children! Here is the first of the three keys.

7.Breaking into Waterdeep Prison

8. The Fall of Manshoon


Manshoon has the stone of Golor and has been orchestrating difficulties from the
beginning, from the Bregan attacking the temple, to the stone of Golor, to Jarlaxe’s
position, and so on.

9. Facing Jarlaxe
The characters have discovered Jarlaxe, one of the thieves’ guild masters, is a spy from
the Bregan D’aerth and the Zentarim. They must work on his assassination with Mel
Poke or otherwise to undermine him. He has also gained 3 keys while

How the guild operates:


There are still grifters, thieves, and pimps operating outside of the guild’s purview, but
they are small time. There are rumors of the guild, but this is limited by the guild itself.
The house of Wormwood watches and eliminates those who would speak out against the
guild or give too much info about it. Guild members are very cautious of beggars for this
reason.
There are fountains in remote areas with mugwort designs on them. Those who believe in
the legends of the guild will dump a portion of their take in the fountains believing this
ensures them protection. This is half true, for those who do this and start to approach the
big time they may be called to enter the guild rather than killed and subsumed.
The guild supports the court of miracles who hold the guild as their protectors. The court
helps with laundering money, helping maintain the illusion of the guild, minor funds, a
safe haven, and a range of other benefits.
The guild will support any member that is still profitable. Killing is fine as long as the
cover-up is cheap or they make more money through it. If a member of the guild costs too
much in fees due to their body count or bribery costs, compared to the amount the
member brings into the guild, the guild will retire them, kill them, or drive them mad.
Madness is a punishment left only for those who betray the guild and is accomplished
through the Henbane potion. In the same way, those guild members who bring in
significant amounts of money, magic, or information are magically rewarded.

Guild lords:
Xanathar is a paranoid, megalomaniacal beholder crime lord whose goal is to wipe out
anyone it perceives as a Zhentarim operative or sympathizer, retrieve the Stone of Golorr,
and secure the cache of dragons.
Its base is a dungeon under Skullport, a subterranean settlement beneath Waterdeep. This
lair is described in chapter 5.
Xanathar has a healthy fear of Laeral Silverhand and is inclined to spare those in her
employ, to avoid provoking a conflict with Waterdeep’s Open Lord. Adventurers who
incur the wrath of the beholder can use its fear of Laeral to escape certain death.

Henbane: Mel Poke, Kenku. Lvl 15 Rogue with lustrous feathers, a black cape with
yellow accents. He carries a rapier that looks ancient with modern finishes. He mimics in
clever ways, but can compose speech just fine thanks to a charm.

Mandrake: Lyona Undine human Lvl 17 Bard (Lyona Decima Veronica Esyth
Undine). Lyona is short and thin with gold and red noble’s robes. Her hair is always
richly composed. She is charming and deceptive. She has high tastes and a completely
manufactured lineage.

FoTi- Noskos Ur’Gray Orc, female monk. This Orc has a very strong feeling of self
responsilbility and condones a lot in the name of it

Mugwort- Nar’l Xibrindas drow. Quelgar knows Nar’l is a betrayer


The court of miracles

Within the most south lying district of waterdeep a group of derelicts known as the court
of miracles exists. The guild supports the court for a range of reasons. The court acts as a
place of safe retirement for guild members where they can live fairly well. The court is a
safehaven for criminals and ne’er-do-wells. The court is a place where those who know
of the guild can live. The court gets info for the guild and can launder money for them.
The court also supplies most of the guild members as their natterjacks are put out of
commission.
A druid society exists within the court and helps them in making guerilla gardens
throughout the city which allow the court to eat, grow medicine, and make some money.
Djanil Haran is the pointman for the guild and will work with the party.
Kuson Lilanter is an alchemist with a “tame” gelatinous cube named buddy
Djanil is wary of buddy

Initiation:
Initiations are made to test three of the four aspects of being a thief: Will, insight, and
skill. The last skill is silence, which is a continual test for the thieves’ guild. For this party
will was robbing an apothecary shop to test their taste for risk, being abandoned in a
catacomb just before their destination to test their insight, and robbing a suit of bells
silently to test their skill.

If the characters pass the three tests, they get a night in the cloak and stagger. This means
free drinks and safety for a night, and boy the drinks are good, but it also means that the
party has access to the heads of the thieves’ guild. They will take selective interest in
each member of the party depending on the skills of each and their interests. Those doing
exceptionally well in the last trial will receive a reward:

5 bells: 100gp
10bells: 20 marbles of the cleaner, each of which arranges a 5x5 space to order
20 bells: rod of holding.

Nying Village
So the village has split off from another goblin village in the Greypeak Mountains named
Guthash "Bloated" after it was taken over by a small group of Hobgoblins who enslaved
the tribe. Elders Iac and Bleex led a small band of Goblins, mostly the old, unskilled, and
others the Hobgoblins did not need for Hruggek's hoard. The Goblins fought their way to
neverwinter and tried to gain pantronage. Iac eventually earned some wealth after selling
some magical items that he and Bleex stole or won. Bleex sold this for a village in the
south. The sale was a scam and when the troop arrived at their village, it was a barren
patch of field.
[9:12 AM]
The Goblins settled there and used their fake deed and the battle prowess of Iac and
Bleex to defend the land. Bleex's sister Plilyk had lost a foot and was seen as weak in the
previous village. Plilyk had good knowledge of agriculture, basketmaking, and farming
of animals. They discovered a family of possums and plenty of rats that they began to
farm. Plilyk had creative ideas for alternative income streams. Plilyk was shy and
Grimurt, the runt now grown, fought her on this seeing it as against the way of Hrugyek,
but Bleex defended Plilyk and set Hrugyek as against the tribe's interests. Using Plilyk's
ideas and the new creative atmosphere, the tribe established a trade with some of the local
villages at competitive prices.
[9:16 AM]
In a note of irony the village was named Nying (gift) village

Guild members:
The Party:

Lower Members:
Vras-

Hoska Tarleaf- human- Henbane lieutenant- the beggar the party initially met. He has a
gruff voice and grubby skin. When in public or non-guild persons he will scratch himself
and act manic. When working with the guild he is abrasively straightforward and
interested in developing members of the guild.

Extras:
Ezekiel Hawkins- a mercenary who was chasing a guild member by the name of Arsene
into the catacombs and got lost. The party picked him up and helped him.

Celelgilg and Thro, the two drow that the party incorporated

Bregan D’aerth
Belgos Dyrr- if the party goes too hard at the Bregan and almost die, they will meet
Belgos by being captured, if they are more masterful, Belgos will appear at their
residence. Belgos wants to integrate Drow into larger society for a range of personal
reasons from the Drow’s image in society to wanting male Drow to have more prestige.
Belgos has a regal bearing and a utilitarian speech. Belgos is attended by two drow
guards: Rua and Tebrin. Tebrin is actually a high elf with a hat of disguise self, but onlt
Belgos and Rua know this.

Jarla killed their child and took 20 points of damage.

Party notes:
Quelgar showed interest in his rat fighting and the creatures of the street should be part of
what he does as a druid, as should be healing. I like the idea of a druidic gypsy band
living in the court of miracles and using the flora and fauna of the city. At some point the
party may have to recover their goblin dogs.
Zina should find gradually that the maker of the bird is a craftsman known as Marchell,
whose flying chair flew off at this year’s day of wonders. She should also learn of the
church of Gond. At some point the party may have to recover their goblin dogs.

Haaz should continue to learn about herbs and poisons. He is the most foolhardy and
should perhaps have a mentor or a grand heist to direct his energy. The court of miracles
will have a druid society which will protect members of the court.

Session 1 was marpenoth 3 “the day of wonder”


The party set out from their lonely village and began their search for the thieves’ guild in
the bustling metropolis of waterdeep. After a tip from Vras, the party gave some
accidental charity to a group of beggars until finding their guild contact. Haaz attempted
to sneakily palm the wares, leaving the apothecary Abe Diloontier unawares, while Xakx
and Quelgar distracted the shoppers by harassing them. Haaz however fumbled just as the
commotion brought out Abe’s granddaughter Robin. Meanwhile the two shoppers went
to alert the town guard.
Zina, who had waited outside to stand watch, delayed the town guard by forcing him to
check his large humanoid privilege. This gave the three Gbolins inside enough time to
distract Robin, and for Haaz to arrange a herbalism internship. The guard did arrive and
questioned the situation, especially after the unconvincing attempts of Quelgar and Xakx,
but the guard was convinced by Abe, who had become the ally of these strange green
Halflings.
The party, without Haaz, sought their remaining herb, but stumbled onto the “day of
wonders” celebration where automata walked through the street en masse. There, Zina
found a broken mechanical bird of superior craftsmanship with a unknown craftsman’s
seal. Quelgar also proved that country rats beat city rats any day.
With the final herb the whole party met their beggar contact who led them through a
catacomb, where they found and picked up a lost mercenary who had been chasing an
escaped prisoner. When the party’s guide disappeared down a hole Haaz jumped right
after him and almost was lost, but Zina’s insight paired with Quelgar’s senses led them
out of the dark catacomb.
The party now sees a crow person covered with bells with their guide to give them” the
third and final trial.

Session 2 Marpenoth 4 “trials and revelations”


The Party stood before a Kenku blindfolded and covered in bells with 6 bells on the
catacomb floor and a large bell in his left hand. Their mission was to get as many bells as
possible. Xakx and Haaz dashed in with foolhardy confidence and the Kenku knocked
them both out with poisoned needles leaving only Haaz with a bell.
Quelgar charges in and manages a solid blow on the prickly Kenku, but is quickly taken
out of commission. Zina craftily dodged and weaved, thus securing a few bells for
herself. Meanwhile something within the catacombs spoke to Quelgar and showed him a
golden age of goblins. Zina carefully revived Quelgar and Quelgar awoke to find he had
tapped into the powers of his god. Both Quelgar and Zina released their animals to
distract the Kenku, meanwhile a crowd had gathered to cheer on the remaining Goblins.
Quelgar and Zina supported eachother with their magics and made courageous efforts to
secure the bells. Both came close enough to grab the large bell, but didn’t quite secure it.
After a admirable effort with her grappling hook, Zina came too close and was beaten.
Quelgar went in for one last attempt at the large bell, but was hit and falling. Just as the
light was fading, Quelgar deftly switched out the large bell for his Rat Dirt.
The three goblins who had received bells woke up in the Cloak and Stagger restored to
health. They had succeeded and won an immovable rod for their efforts (and 300 gold).
Quelgar and Zina asked questions of the guild masters, while Haaz enjoyed the free
drinks. Zina discovered that her mechanical bird had been made by a craftsmen named
Marchell, who had apprentices in the church of Gond. Quelgar found little satisfying
information, until he found from Vras, their goblin compatriot, that there was a door with
Goblin writing.

Vras led them all to this door and gave the group a warning about the thieves’ guild as
they looked at the corpse pit before the door.

Session 3 Marpenoth 4

The party investigated their new digs.

Session 4
The two fight some drow and spiders. Their allies run away or die. Quelgar makes a pact
to remain alive. Two goblins in a trench coat walk into a bar. Half a Jarla and a threat.

Session5 Marpenoth 5/6

Session 6 Marpenoth 7
Met Bizbabs Brizz. Saw Abe at the apothecary and helped him make potions. Met
Kwalish the fence. Stole his letter back from the orc couple (Zina, do you Eat Rats?).
Broke into the wizards house the same way after a rather gullible gnome. Zina finds a
book on artificing that she takes. The book of CHANGE PLACES!
Session 7 Marpenoth7
The party finishes the library and decides to take the book back to Xanathar after hearing
the rumor that his MajorDomo means to dethrone him.

Angel: Magic Items (so far): - Headband of Intellect - Brooch of Shielding - Cloak of the
Manta Ray - Decanter of Endless Water - (Ring) of comprehend languages - Keoghtom's
Ointment - Necklace of Fireballs - Paper Bird - Periapt of Health - Periapt of Wound
Closure - Ring of Evasion - Ring of Mind Shielding - Ring of Regeneration - Ring of
Protection - Ring of the Ram - Rope of Entanglement.

Se

Bizbabs Brizz
Panoptis- the name of the wizard

Kwalish

Groz half ogre

Raelyn

Mermaid friend off the sword coast meridiana

The box from Duagar

Xina has been noticed by the Modron

Books:
A Mechanist’s Primer
Culpeper’s Herbal
2 artificer’s books
philosophy
Sociology
Joke Book
The box from Duagar- A history of Magubliet’s overthrow of the gods

Gold bet: 40 silver now 160 silver

Fun magic and mundane items:


Just the right length yarn ball, any string you pull off will be just the right length you
need for, whatever
Portable ram
Xanathar’s signet- worth one favor from Xanathar

20 gold a day for tavern

Ray Ben Jammen- rogue


Peter- Skitter Skatter- rogue alchemist
Ben- Rey=Jey-rogue w/ rat little mister
Jason- Gruzzo Anklechomper Cleric

A guide to the library of xanate


/roll 1d20+9

/roll 1d8+6d6

High Witch Purslane

Zina has agreed to become a librarian


Two books necromancy
The mechanist’s Primer
There are 5 pickpocket’s union members:
1. Jennika (tiefling girl) who is an established pickpocket, in the market
2. Mikey (halforc boy) who stole the poison ring, taken by the bloodravens
3. Raphael (humanboy) who acts as a tough (with Don)
4. Don (kenku girl) who is an active Fence
5. Leonetta (human girl) Jennika’s fake sister (waiting for Jennika)

Bloodravens:
Vedis- head of this local branch and trying to make headway
Carnatta- his second in command

Goblin Gods:
Magubliet-
Khurgorbaeyaeg-
Bargrivyek-
Kikanuti
Meriadar-
Hruggek-
The trickster god
Stalker-
Booyahg-
Lorach-
The four hero gods:
Venklevore-
Hagredash-
Zarongel-
Zogmugot-

Klek-klek- Kobold cook

Steve at a Shield bar owes Quelgar, Zina and the gang a favor. Steve is more sensitive
than his demeanor would let on and makes his own home brews. The gang stopped him
from being beat up by the Bloodraven Goliath Vedis.

A trial game:
Mikey, a half orc boy, along with Jennika, Raph, Don (kenku girl), and Leonetta have
been picking pockets in the Goblin Bar. Mikey steals Lyona Undine’s poison ring.
Mikey gets kidnapped by Vedis of the Bloodravens.

Downtime:
 what about the chair to be fixed up for Marchell
 There is
 There is a Goblin bar called the underdark
 There is a mysterious statue of a goblin god (booyahg)
 A member of the court of miracles swears he was a noble, but the guild erased it
 Bar games for the yarn ball of just the right length
 Bloodravens are extorting local businesses
 The wizard manshoon has multiple clones of himself with different schedules if
they encounter eachother there will be a wizard fight

The Underdark. Behind Carle’s Butcher there is a wooden archway made of scraps and
old signs about 4’ high. Painted on the wall over-and-over in different scripts is “the
underdark bar.” The ceiling is a line of white birch branches and cob with some
supporting root structures along the walls. Their are clusters of taxidermy legs of various
animals mounted on plaques among art that looks like it was thrown out. On the darts
table a young goblin
In the front
Ducard- A doppleganger thespian enacting all the roles in a play.

1. Sholp - a goblin cursed to forever hear his families torment in the nine hells. Sholp
became a light cleric to avoid their fate.
Sugler - a goblin with ears larger than his head. Sugler enjoys men’s fashion and
watching things die. Rumors say that Sugler can fly with his ears.
Raat - a 4 foot goblin that is very kind if a little strange that goes into an unstoppable
bloodlust when he sees or thinks too much of squirrels. Raat claims squirrels had killed
his family but in reality Raat killed his family by accident.
Ratspit - small for a goblin, but uncharacteristically tough. Ratspit will eat anything and
her compatriots use her as a taste tester to see if various substances are safe due to his
high constitution. Ratspit has a magic yarn ball of just the right length

By the bar/ nook


Bar
Bartender: Thyme - The tribe gossip, always flirting and thirsting for secrets. Looking for
a lost relic? Has anyone seen where Smoot went? What sort of lost knowledge could we
trade to a hag in exchange for a favour? Only Thyme will tell!
Scaleless – she is a goblin raised by lizardfolk. Scaleless makes the finest none weaponry
and loves eating raw meat.
Heckel - a blind surgeon that had lost his license after it was found out that it was stolen.
Heckel will perform any operation for the right cost. The results of his procedures are to
be desired. Heckle has a -6 to medicine and all medicine checks are at disadvantage.
A Bear- is he transformed...I don’t know, but he plays gin rummy
Playing on a bench- Lyn- Goblyn. Loves music and raised around satyrs... horror ensues
in polite society. Customise to represent a particular court / theme and away you go
Nook
Cilarga - a goblin that has proven herself true of heart to a unicorn and now rides from
place to place searching for her brother that brings havoc and chaos throughout the land.
Sizor - a tooth collector. he's one of his tribe's looters, and while they require valuables be
brought back and distributed amongst them, teeth are free game. He has a hoard of teeth
from various humanoids, including goblins, as well as one rather large tooth s=he claims
is from a dragon. In a fight he will always go for the mouth
In the Back
Gug (cook) - Gug spends all day counting gold and giggling. Gug doesn’t speak any
languages but can scream “no touching” and “die” in 9 different languages.
Puddle (sous-chef) - a cowardly rust colored goblin with his fangs protruding like buck
teeth. He gets his name from frequently wetting himself when in danger.

1.Genassi brandy contest. Your characters learn their heat tolerance, with Mild, Hot,
Fiery, Inferno, and Thoqqua's Blood level drinks. Roll d20, 8+ passes to the next level,
1s and 2s are critical failures. Players draw drinks on their char sheet to signify their
tolerance.
2. You find a drunken priest who collects toads. After you both buy a few rounds for
the riffraff, you spend the night in the swamp catching toads with the locals. You wake
up with a nasty hangover, memories of a howling good time, and a captured rare toad
that you gift to your new friend. The group goes its separate way.
3.The owner is testing his/her new menu. S/He'll give your party half off for trying out
new dishes. His/her tastes are... very eclectic.
4.Goliath Pie Challenge. It's you versus an 8 pound savory pie. You have to finish in
under 2 hours and you can't leave the table. Win and you get your entry fee back plus a
small reward and your name engraved on the hall of fame. Only open to medium or
smaller sized humanoids and no tricks.
5. The owner is an exotic liqueur collector! If you are willing to pay, you can try a
flight of alcohols (wiki article for inspiration) made from fruits you have never heard
of, odd herbals, and even one made from chocolate. (some with odd short-term side
effects.)
6. Meat Raffle, enter for 1 GP, what kind of meat? Enter and find out! Everyone who
enters is assigned a number, and the meat is raffled every 30 minutes (roll a 'D#of
entries' to determine the winner). Meats (roll 1d10): 1)Dragon Steaks, 2)One whole
defeathered cockatrice, 3)Gibbering Mouther Tongues, 4)Displacer Beast Tentacles,
5)Chimera Tenders, 6)Owlbear Ribs, 7)Direboar Ribs, 8)Griffon Tenders, 9)Bullette
Loin 10)Unicorn Blood.
7.Serious night. First patron to laugh has to pay for everyone's drinks. Low CHA
characters have to make a DC check.
8.A drunk is trying to write a love poem. They want your party's help. [Alt.] They ask
for an animal, verb, feeling, etc. When finished: "My love for you is like a [animal]
[verb-ing]. When I feel [feeling], you make me want to [verb]..."
9. Sugler is crying into his beer. He has feelings for Cilarga
10. bard battle between Lyn and Ducard

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