Session 69

One's Mind and Decision Shopkeeper

  • The party heads to the safe house in Trynard and sleeps for the night.
  • Muta writes down the useful information about the thieves' guild.
Warlord Grom - The Muscle Race: Bugbear Location: The Pig & Pit Tavern.
Squeak - The Slicers Race: Goblin. Location: Squeak’s Lucky Charms & Baubles.
Vexia 'The Quick' - The Eye Race: Kenku. Location: The Tarp Talk.
'Cogs' Skittershank - The Rat Catcher Race: Goblin Location: The Cobbler's Tight Fix
Mother Gristle - The Alchemist's Race: Hag (Disguised as Human). Location: The Tallow & Suds Laundry/Soap-Maker.
Griznak - The Cleaners Race: Half-Orc. Location: Talkin' Trash
Silas 'The Silver-Tongue' - The Fence Race: Tiefling Location: Silas's Antiquarian & Claims.
Snivels - The Master's Pets Race: Goblin. Location: (None) The Master’s "Valued Apprentice/Errand Runner."

Here are the 8 main figures you got from your research into the book. These people seem to be large influences within the Guild, but there isn't much detail on what exactly they do.
— DM's Note
  • Izen wakes up with a voice in his head, telling him to do evil things, but he ignores it for now.
  • As the party discusses and argues the next step in their quest, with the influence of Ulsa the thief helping them, they decide to head to the city of "Izy", where the world's thieves' guild is located.
  • As they discuss and argue about what to do and where to go, Izen suddenly rips a page out of the Celestial Book muta was given to aid her. Muta tackles him, and Izen explains that he has been hearing an evil voice in his head.it's
  • Izen thinks it's the tadpole in his head gaining sentience and growing. The party, now hesitant about Izanagiupper, continues forward.
  • Lazarus and Izen head to the upper levels of Trynard to do some potion shopping. With Wizard Council Guards more active, they both disguise themselves. Upon entering the shop, Izen all of a sudden throws a potion at the shopkeeper, Lazarus proffusly appoligizes, and Izen eventually waits outside.
  • When waiting, Izen sees a frog caught in a web, with some hesitation and the tadpole in his mind screaming at him to kill it, he releases the frog from the web, upon doing something good for the first time in a long time, Izen passes out (LOL)
  • Lazarus, getting done with shopping, sees two Guardscouncil, one with a wizard council insignia, rushing to Izen. Lazarus fabricates a lie, and the two guards walk away.
  • The rest of the party sits back and discovers a letter in the safehouse windows, telling the party to be careful in the city of "Izy," then it explains the instructions to meet in the city once they arrive.
  • The two get back to the safe house, and the rest of the party is packed and ready to go to the city of Izieyver.

Travels

  • The party heads west to the city of Izieyver, others keeping their heads down and away from others looking for them. Their travels are not as smooth without their party member, Secondcouncil Wild.
  • On the second night of travel, Myrion spots a trailing light band of a wizard council member. Flickering almost like a dying star. The band heads straight toward the group, and with a large thump, something impacts the ground in front of the party. The force sends the party flying in different directions.
  • Myrion notices that the band was a Wizard Council member traveling, and with Alkinn inspecting the fallen member, they notice that they have silver lashes on their body.
  • Myrion finds a letter in the coat pocket of the member. It reads.
Tuptup, where have you been!? The current situation at Clocktoren is precarious; the leadership here seems to be out of whack. We need your leadership here; you are looked up to by many of the younger members in the council. If you could please stop obsessing over the mysterious cure of the made-up creatures under the city of Ardgan. Please come home and out of the city of thieves.
  • With the new information, the party continues forward to "Izy"

The City of Thieves and an exciting chase

  • After around 4 nights of travel, the party finally arrives at the city of Izieyver or "Izy", upon getting close. Everyone disguises themselves to avoid attention from the guards.
  • Ahead was a gate being guarded, but suddenly Muta heard a bird's call, which in thief cant says "Come here, come here!"
  • Hopeful Muta veers off from the party and investigates the call. She turns a corner, trying to be nonchalant, but is immediately seen by a goblin, accompanied by 5 armor-clad wizards, IT'S A TRAP!!
  • Muta uses Misty Step to the city wall above and is attacked by Guards. Muta falls off the side of the wall into the city and runs down a street. The alarm bell rings, and the armor-clad wizards start to run after her.
  • Muta stops for a moment and shifts herself into a small child. She then finds a group of kids standing around. The kids seem smarter than they look. They start to question Muta, and she realizes that this is part of the thieves' guild. She then tries to call a guard over to her, shoving the child. She speaks to the guard and realizes that she was actually robbed of some coins.
  • The guard starts to question Muta, grabs her arm, and she retaliates and punches the guard.
  • Suddenly, she is alerted to the armor-clad wizards, and they start to chase her. They rush through the city of Thieves, dodging under carts, through crowds of people, and past shops, at one point muta make an armor-clad wizard crash into the window of a shop. She is finally able to lose them by hiding in a crowded shopping street in a cloth basket.
  • After some time, the wizards are alerted that they might be chasing after a member of the Fey Stalkers, so they stop searching and regroup.
  • Muta gets in contact and tells Myrion to have him and the party meet at the Scouling Thief tavern.

Ulsa The Informant

  • The rest of the party makes their way into the city, now searching for Muta. Ulsa, the Thief, catches up to the group, and he tells the group of the safe house he has made for the party.
  • Myrion tells Ulsa to meet with Muta at the tavern, and the party will head back to the safe house.
  • Ulsa heads to the Scouling Thief and finds Muta thoroughly enjoying herself at the cary thief-themed tavern. Ulsa is amazed and sits next to Muta at the tavern and talks.
  • He explains that Muta has already been spotted by the thieves guild, and they don't know who she is, but they have a good idea. The guild refers to the Fey Stalkers as the "green team," a reference to the team color of Migin the Plague.
  • He tells Muta about the safe house, and he also sets up a time and location for the Meeting of the thieves guild and the party that they were told to have.

A meeting and a message

  • Muta meets the party at the safe house and lets them know about the meeting that night. The party then prepares and gets there 2 hours early.
  • They notice a bugbear and goblins walk into the warehouse, then they wait some more and see a small goblin with a large glowing green flask on their back also walk into the warehouse.
  • Muta goes to investigate, and with the help of Shrike, they can discover that it definitely is an ambush for the party. Myrion gets on the roof of the warehouse, ready to act as soon as they need to. Muta breaks the latch to the back door and walks in. The light flares on in the warehouse, and the goblins and bugbears attack.
  • Alkinn runs toward Muta and Myrion, attempting to help. Myrion swoops down into the warehouse, destroying lots of the goblins inside, including the one with a device rigged to the glowing flask. With the release of the button, the flask explodes into a massive green explosion.
  • Izen and Lazarus rush to help the other, and they can gather their friends off the ground and are able to escape the scene without being seen. This explosion sent a message to the party; the guild was a threat that they could not just face head-on.

A New Day and New Investigations.

  • The first thing that Muta does in the morning is investigate a place called the Tarp Talk, a mail carrier located next to the city guards' headquarters. She questions the clerk about the location and even sets up a mail box there.
  • Suspecting there is something more going on in the location, Muta writes a revealing letter about what she is doing and her identity. She drops the letter off and then leaves for another location.
  • Muta heads to The Alchemist's Race, in front of the shop, is multiple people are making soaps and other chemicals. Muta asks for the main proprietor of the shop, and a woman comes to the front desk. She introduces herself as Mother Gristle. Muta starts to ask questions about the shop, knowing that Mother Gristle is a hag. At one point, Mother Gristle asks Muta for a favor, which completely shifts the conversation to become tense.
  • Mother Gristle invites muta to the back of the shop, where they could have a "More informative" conversation. When they get back there, Mother Gristle releases her cherade, revealing the hag.
  • Muta continues the conversation about the thieves' guild. Mother Gristle says she is part of it, but if Muta can do something for her, she might reward her.

The fools in this guild... they only see coin. They don't see true power. I am working on a new concoction, and I require a Grave-bloom root. It only grows from the caskets of those buried alive. There is one such grave in the old city cemetery, marked with a raven. Go. Exhume the body, retrieve the root without damaging it, and return.
— Mother Gristle
  • Muta shakes the hag's hand and leaves to meet with the rest of the group.


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