Gods, Monsters, and Poor Life Choices // D&D

Session 1, The Lost Library

SESSION 1
Session 1, The Lost Library

Session 1, The Lost Library

Date: 2026-02-13

Summary

The party gathered at the Brampton Flaming Fist Outpost on a clear midday in Baldur's Gate, eight and a half years after the Absolute Crisis had devastated the city. The usual surly guard had been replaced by Tina, a young and overwhelmed liaison who had only been in her position for a week. She struggled with disorganized paperwork as she offered them a lucrative job paying one hundred gold each, requested by a client who specifically wanted experienced people with strong martial capabilities. The party members—Velessa, a wizard from House Vaeltharyn; Seris, a noble swordswoman; Shane, a local fixer; Séantal, a scribe from the civics office; and Vagnfríður, a cook from the Bladen Stars tavern—accepted the job despite Tina's vague warnings about needing muck boots and avoiding certain languages.

Tina directed them to the Imravel Exchange in the Steeps, where they would meet the client, Saresha Imravel. During their twenty-five minute walk through the city, the party introduced themselves more fully, with Velessa and Seris bonding over their shared appreciation for swords, and Vagnfríður offering to help anyone who lost a limb get a new one. Shane filled the air with local gossip until he spotted someone he'd done business with and quickly fell silent to avoid trouble. When they arrived at the Imravel Exchange, they found it tucked into an alleyway, a vibrant miniature market filled with exotic spices, fresh produce, and fine fabrics that assaulted their senses with the scents of cinnamon and star anise.

Saresha Imravel, the proprietor, recognized Velessa and warmly greeted the group, though Velessa clarified they were not friends but merely people assigned to a task together. Saresha led them up a winding stairway to her office on a balcony above the exchange, where she offered them wine and explained the true nature of their mission. She needed them to recover the Nathlum, a book of arcane lore detailing rare poisons and their cures, from a hidden library beneath the city that had been carved out by an orc arcanist named Lethchauntos. Her rival, Maelra, an ambitious wizard with more hunger than caution, had already discovered the library's location and intended to loot it and sell the contents to dangerous buyers in Baldur's Gate.

Saresha revealed that she and Maelra had once planned to explore the library together, but they had a "difference in vision" that ended their partnership. When the party suggested it sounded like a romance novel plot of lovers turned enemies, Saresha looked away and nodded slightly, though she never vocally confirmed the romantic nature of their past relationship. She provided them with a hand-drawn map of the sewers beneath the upper city, showing the route to the library entrance, and explained that someone within Maelra's hired employees had informed her of the location. Seris successfully convinced Saresha to provide them with sealed leather muck boots and new clothes as part of their payment, along with a fine leather case to safely transport the Nathlum back through the sewers.

The party traveled to a public sewer grate on the edge of the Wide, near Velessa's family shop, and removed it to descend into the extensive sewer system beneath Baldur's Gate. They drew odd looks from passersby in the populated market as they climbed down the ladder into the dark, wet tunnels below. Velessa conjured floating lights to illuminate their path, while Seris took the lead with a torch and Vagnfríður trailed behind. Séantal, a trained cartographer, took charge of navigating using Saresha's map as they began their forty-five minute journey through the sewers, sometimes walking on ledges and sometimes wading through muck that threatened to overflow their boots.

As they walked, the party discussed their discomfort with the sewers, with Velessa grumbling about the gross wetness and water getting into her artificial limb, Shane lamenting that he would have to burn his clothes afterward, and Vagnfríður expressing general disdain for the infrastructure despite acknowledging its civic importance. Seris caught a whiff of an acrid smell carried by a breeze through the tunnel, and moments later, a cloud of noxious gas overwhelmed them with intense nausea. Seris conjured a pleasant scent around her nose to counteract the worst of the smell, and the party pressed on despite their discomfort, reflecting on what they hated most about the sewers and what they hoped the job would fix for them.

After forty-five minutes of travel, the sewer tunnel widened into a circular junction where the old brick gave way to smooth, elegant stonework that didn't belong to any civic project. A sealed stone door was set into the wall, its surface etched with faded runes and half-choked with mineral crust. The grime had been scraped away in places, and fresh footprints led up to the door, indicating that Maelra's group had already passed through. Seris inspected the door and identified the elegant writing as Orcish, while Velessa suggested using magic to read it, though the party decided it would take too long. When Seris simply pushed the door, it opened easily, revealing a room where several goblins were milling about.

A taller goblin boss wearing ornate garbage in his hair looked up and demanded they shut the door, threatening to kill them if they didn't leave. A beaten human prisoner in a cage called out for help, and when Séantal deadpan asked if they were the "bleeding zoning commission," the goblin boss grew even more aggressive. Seris ushered the others inside and closed the door behind them, noting she hadn't specified which side of the door they had to be on. The goblin boss and his warriors drew their weapons and attacked, but their strikes were clumsy and ineffective against the party's defenses.

Velessa conjured a blade of shadowy, wriggling energy from the air itself, while Séantal called down flames on one of the goblins. A goblin managed to shoot Seris in the shoulder with an arrow, causing a painful wound, but Vagnfríður entered a rage and struck another goblin in the face with her massive axe, nearly cleaving it in two. Shane used stealth to approach and fired an arrow that hit a goblin squarely between the eyes, killing it instantly. Seris slashed another goblin with her sword and enhanced her defenses with divine protection, while the goblin boss's attacks continued to miss despite his fancy footwork. When Séantal blasted another goblin with eldritch energy, it threw up its hands and surrendered, dropping its weapon in fear.

The party freed the human prisoner, who introduced himself as Boers, an archaeologist who had been part of Maelra's expedition. He explained that he had been ambushed by goblins while searching a room deeper inside and left behind by Maelra, who had continued north with about eleven to eighteen other people. Seris tried to get a read on Boers but found him a mix of shady and genuinely scared, making it difficult to determine if he was trustworthy. After healing his wounds, the party allowed him to leave, and he quickly departed heading south, clearly eager to escape the sewers.

Vagnfríður bound the surrendering goblin with a chain and Velessa summoned her familiar, a large black rooster, to intimidate it into revealing information. The goblin confirmed that Maelra's group had gone north and that a portcullis blocked the main path, though there was a small hole in the wall that led to another area but "stinks really bad." When the goblin mentioned that humans taste delicious and they had planned to roast Boers over a fire, Velessa threatened to feed it to her chickens if it misbehaved, and Séantal tied a pillow around its head to silence it. The party decided to leave the bound goblin behind in the old barracks, guarded by Velessa's familiar rooster, which would alert her if it tried to escape.

The party explored the old barracks, finding four humble beds and old storage lockers that had been recently disturbed by goblins. They discovered a portcullis blocking the corridor to the north, with a winch mounted on the wall on the far side that was too far for any of them to reach. Velessa's familiar rooster proved strong enough to operate the winch, opening the portcullis with a smug look on its face. The party decided to take a short rest in the barracks to recover from their injuries and the effects of the sewer gas. Shane used bandages to tend to Seris's shoulder wound, ensuring it was clean and stopped bleeding, while Velessa repeatedly used her magic to clean the sewage and grime from everyone's clothes and boots. As they rested in the nicely hewn stone room that had once housed library guards, they prepared themselves for whatever dangers lay deeper within Lethchauntos's hidden library.

Short

Eight and a half years after the Absolute Crisis, the party gathered at the Brampton Flaming Fist Outpost in Baldur's Gate and accepted a lucrative job from Saresha Imravel, proprietor of the Imravel Exchange. Saresha hired them to recover the Nathlum, a book of arcane lore detailing rare poisons and their cures, from a hidden library beneath the city that had been carved out by an orc arcanist named Lethchauntos. Her former partner and implied romantic interest, Maelra, had already discovered the library's location and intended to loot it with a group of hired mercenaries. The party—consisting of Velessa the wizard, Seris the noble swordswoman, Shane the local fixer, Séantal the scribe, and Vagnfríður the cook—descended into the sewers beneath the upper city, navigating through forty-five minutes of noxious tunnels and gas clouds until they reached an ancient stone door marked with Orcish runes.

Beyond the door, they encountered a group of goblins who had captured Boers, an archaeologist from Maelra's expedition who had been abandoned after being ambushed. The party quickly defeated the goblins in combat, with Vagnfríður's rage-fueled axe strikes and Shane's precise archery proving particularly effective. After freeing Boers and learning that Maelra's group of eleven to eighteen people had continued north through a portcullis, they bound the one surrendering goblin and left it guarded by Velessa's familiar rooster. The party then took a short rest in the old barracks to recover from their injuries and the effects of the sewer journey, with Shane tending to Seris's arrow wound and Velessa using magic to clean everyone's filthy clothes before they ventured deeper into the hidden library.

Classic

Last we left off, our party of unlikely allies—Velessa, a wizard of House Vaeltharyn; Seris, a noble swordswoman; Shane, a local fixer; Séantal, a scribe with a deadpan wit; and Vagnfríður, a cook with a fearsome axe—accepted a lucrative contract from the Brampton Flaming Fist Outpost. Their employer, Saresha Imravel, tasked them with recovering the Nathlum, a precious tome of arcane poisons and cures, from a hidden library beneath Baldur's Gate. The library, carved out by an orc arcanist named Lethchauntos, had been discovered by Saresha's former partner and rival, Maelra—a wizard driven by ambition and hunger for power. With a hand-drawn map of the sewers and warnings of muck and danger, the party descended into the filth beneath the city, enduring forty-five minutes of noxious gas, rising sewage, and general misery as they navigated the tunnels toward their destination.

Upon reaching the library entrance, they found the sealed stone door already disturbed by fresh footprints. Inside, they encountered a gang of goblins who had captured Boers, an archaeologist from Maelra's expedition who had been left behind after a goblin ambush. After a brief but decisive battle—featuring Velessa's shadowy blade, Vagnfríður's devastating axe strikes, and Shane's deadly precision—the party defeated the goblins and freed their prisoner. Boers revealed that Maelra's group, numbering between eleven and eighteen people, had continued north deeper into the library. The party interrogated a surrendering goblin, learned of a portcullis blocking the main path and a foul-smelling alternate route, then cleverly used Velessa's familiar—a large, smug black rooster—to operate the winch and open the way forward.

Now, having taken a short rest in the old barracks to tend their wounds and clean the sewage from their clothes, the party stands ready to venture deeper into Lethchauntos's hidden library. Somewhere ahead, Maelra and her hired expedition press onward toward the Nathlum, and time is running short. With dangers unknown lurking in the ancient halls and the weight of their mission pressing upon them, we pick up as our heroes prepare to continue their pursuit through the forgotten depths beneath Baldur's Gate...

Memorable Moments

"I am part of that committee, yes"
— Séantal

Deadpan response when the goblin boss angrily asks if they're the 'bleeding fucking zoning commission'

"I didn't specify what side of the door we had to be on"
— Seris

After the goblin boss threatens to kill them if they don't shut the door, Seris ushers everyone in and closes it behind them

"Friends is a strong word"
— Velessa

When Saresha refers to the party as Velessa's friends, leading to ongoing jokes about their relationship status

Velessa summons a large black rooster familiar and threatens to have it pluck out the bound goblin's eyes if it misbehaves

Intimidating the captured goblin into compliance with creative threats involving Velessa's familiar

Saresha reveals her past romantic relationship with her rival Maelra through subtle hints and body language, though she never vocally confirms it

When explaining why she and Maelra are no longer working together, Saresha looks away and nods when the party suggests 'lovers to enemies'

Scenes

Briefing at the Brampton Flaming Fist Outpost

The party gathers at the Brampton Flaming Fist Outpost, where they meet an overwhelmed junior liaison named Tina who offers them a lucrative job from a client named Saresha Imravel.

  • The party arrives at the Flaming Fist outpost in Brampton around midday on the first day of Alterock 1501, noticing the usual surly guard has been replaced by a stressed, younger liaison named Tina.
  • Tina struggles with paperwork and asks if the party is looking for work or planning to rob her.
  • Velessa identifies herself and mentions previous work for the Flaming Fist, which Tina confirms by checking her records.
  • The party members introduce themselves to Tina: Velessa, Seris, Shane, Vagnfríður, and Séantal.
  • Tina offers the party a group job paying 100 gold each, requested by a client who specifically wanted experienced people.
  • The party accepts the job, with Shane joking they'll fight over the payment after they get paid.
  • Tina mentions the job might require muck boots and that the client requested people with strong martial capabilities.
  • Tina notes the client provided a list of disqualifying languages, but none of the party members speak them.
  • Velessa explains she can read any language using the Comprehend Language spell, which Tina notes wasn't specifically disallowed.
  • Séantal criticizes Tina's manager for poor training, leading to a humorous exchange where Tina reveals she's only been in the position for a week.
  • Tina reveals the client is Saresha Imravel at the Imravel Exchange in the Steeps and provides a letter of acceptance.
  • Tina mentions that Duke Ulder Ravengard, commander of the Flaming Fist and former Grand Duke, is her ultimate superior.

Journey to the Imravel Exchange

The party travels through Brampton and the Steeps to reach the Imravel Exchange, using the time to introduce themselves and discuss their backgrounds.

  • The party decides to head directly to the Imravel Exchange, postponing any shopping for gear until they understand the job better.
  • During the 25-30 minute walk, the party members introduce themselves more fully.
  • Velessa introduces herself as a wizard from House Vaeltharyn, whose family owns a shop in the Wide, and mentions her appreciation for swords.
  • Shane Mortan introduces himself as a local troubleshooter and fixer.
  • Séantal Grace-Given introduces themselves as working in the civics office as a scribe and clerk.
  • Seris al-Qamariel introduces herself as a sword fighter and fellow appreciator of swordplay.
  • Vagnfríður introduces herself as a cook from the Bladen Stars tavern, noting it's on the same block as Velessa's old shop.
  • Valessa offers to help anyone who loses a limb get a new one.
  • Shane fills the dead air with local gossip, though he recognizes someone he's done business with and quickly goes quiet to avoid trouble.
  • Vagnfríður muses aloud about supplies, snacks, and food during the journey.

Meeting Saresha Imravel

The party arrives at the vibrant Imravel Exchange and meets with Saresha Imravel in her office, where she reveals the true nature of their mission.

  • The party arrives at the Imravel Exchange, a vibrant miniature market tucked into an alleyway, filled with exotic spices, fresh produce, and fine fabrics.
  • Velessa notes this is the place she frequently shops at.
  • Saresha Imravel, the proprietor, recognizes Velessa and hurries over to greet the group.
  • Velessa introduces the others as 'the other people assigned to a task,' clarifying they are not friends, which leads to some humorous banter.
  • Saresha leads the party up a winding stairway to her office on a balcony above the exchange.
  • In her office, Saresha offers the party wine and apologizes for not offering drinks immediately.
  • Saresha explains the job: to recover the Nathlum, a book of arcane lore detailing rare poisons and their cures, from a hidden library beneath the city.
  • She reveals the library was carved out by an orc arcanist named Lethchauntos and was recently discovered.
  • Saresha's rival, Maelra, an ambitious Red Wizard, has already found the library and intends to loot it and sell the contents to dangerous buyers.
  • Saresha provides a hand-drawn map of the sewers beneath the upper city, showing the route to the library.
  • She explains that someone within Maelra's hired employees informed her of the library's location.
  • Saresha reveals she and Maelra once planned to explore the library together but had a 'difference in vision,' hinting at a past romantic relationship.
  • Seris successfully intimidates Saresha into providing sealed leather muck boots and new clothes as part of their payment.
  • Saresha provides a fine leather bookcase to safely transport the Nathlum back through the sewers.
  • The party receives torches and prepares to depart for the sewers.

Descent into the Sewers

The party removes a sewer grate in the Wide and descends into the extensive sewer system beneath Baldur's Gate, beginning their journey to the hidden library.

  • The party travels to a public sewer grate on the edge of the Wide, near Velessa's old shop.
  • They remove the sewer grate and climb down a ladder into the sewers, drawing odd looks from passersby in the populated market.
  • Velessa casts Dancing Lights, creating four floating motes to illuminate the dark tunnels.
  • Seris takes the lead with a torch, while Vagnfríður trails behind.
  • Séantal, a trained cartographer, takes charge of navigating using Saresha's map.
  • The party begins walking through the sewers, sometimes on walkways and sometimes wading through unpleasant muck.
  • The party discusses their discomfort with the sewers, with Velessa grumbling about the 'gross wet' and water getting into her artificial limb.
  • Séantal hopes the job money will allow them to eat better food instead of bland fare.
  • Shane focuses on the pervasive smell, anticipating having to burn his clothes afterward.
  • Vagnfríður expresses general disdain for the sewers, though acknowledging they are important civic infrastructure.
  • Seris expresses skepticism that the 100 gold payment will fix anything, suggesting it might make things worse.

Noxious Gas Encounter

While traversing the sewers, the party encounters a cloud of acrid, noxious gas that overwhelms them with nausea.

  • After walking for some time, Seris catches a whiff of an acrid smell carried by a breeze through the tunnel.
  • The party is hit by a cloud of noxious gas, and everyone must make a constitution saving throw.
  • Most of the party fails the save and becomes poisoned, suffering from overwhelming nausea.
  • Seris casts Elementalism to create a pleasant scent around her nose, counteracting the worst of the smell.
  • The party continues walking, affected by the poison, with their ability checks and attacks at disadvantage.
  • The party reflects on what they hate most about the sewers and what they hope the job will fix for them.

Discovery of the Sealed Door

After 45 minutes of travel, the party arrives at a circular junction where the sewer tunnel widens, revealing a sealed stone door etched with Orcish runes.

  • The sewer tunnel widens into a circular junction where old brick gives way to smooth, elegant stonework.
  • A sealed stone door is set into the wall, its surface etched with faded runes and half-choked with mineral crust.
  • The party notices the grime has been scraped away in places, and fresh footprints lead up to the door, indicating others have been there recently.
  • Seris inspects the door, noting scrapes from metal tools and identifying the elegant writing as Orcish.
  • Velessa suggests casting Comprehend Language to read the runes, but the party decides it would take too long.
  • Seris attempts to open the door by pushing it, and it opens easily.

Goblin Confrontation

Upon opening the door, the party discovers a room with several goblins and a caged human, leading to a tense verbal exchange that quickly escalates into combat.

  • Seris opens the stone door, revealing a room where several goblins are milling about.
  • A taller goblin boss wearing ornate garbage in his hair looks up and demands the party shut the door.
  • A human prisoner in a cage calls out for help.
  • The party engages in a humorous exchange with the goblin boss, with Séantal asking if they are the 'zoning commission.'
  • The goblin boss threatens to kill the party if they don't leave, leading Seris to step forward.
  • Combat begins as Seris moves to attack the goblins.

Battle with the Goblins

The party engages in a brief but intense skirmish with the goblins guarding the entrance to the hidden library.

  • Seris swings her rapier at the goblin boss but misses as he ducks underneath.
  • A goblin rushes Seris and attempts to strike her kneecaps with a scimitar but misses.
  • The goblin boss attempts to gut Seris with his scimitar, but it snags on her robes and misses.
  • Another goblin rushes Seris and swings a scimitar but misses.
  • A goblin fires a shortbow at Seris but misses, the arrow getting stuck in the wall.
  • Velessa casts Shadow Blade as a bonus action, conjuring a blade of shadowy, wriggling energy.
  • Séantal moves into the room and casts Sacred Flame on a Goblin Warrior, but the goblin resists the effect.
  • A goblin fires a shortbow at Seris, hitting her shoulder for nine damage.
  • Vagnfríður enters a rage and strikes a goblin in the face with her axe, severely wounding it.
  • Shane uses stealth to approach and fires a shortbow, hitting a goblin squarely between the eyes and killing it.
  • Seris slashes another goblin with her scimitar, killing it, then casts Shield of Faith on herself.
  • A goblin attempts to flee, and Seris hesitates to take an attack of opportunity.
  • The goblin commander curses the fleeing goblin in Goblin and continues attacking Seris, but both swings miss.
  • Another goblin fires a shortbow at Seris but misses.
  • Séantal casts Eldritch Blast, hitting a goblin and causing it to surrender with raised hands.
  • Vagnfríður uses Athletics to bind the surrendering goblin with a chain, ending the combat.

Interrogating Boers and the Goblin

After the fight, the party frees a human prisoner named Boers and interrogates both him and the captured goblin to learn more about Maelra's expedition.

  • Vagnfríður rips the door off a nearby cage, freeing a beaten human named Boers.
  • Boers reveals he is an archaeologist who was ambushed by goblins while searching a room deeper inside.
  • He states that Maelra, the wizard he was with, went deeper into the library with about 11 to 18 other people.
  • Seris attempts to use insight on Boers but finds him a mix of shady and genuinely scared, unable to get a clear read.
  • Boers admits the goblins took his sickle, which he used as a weapon.
  • Seris uses Lay on Hands to heal Boers' wound.
  • The party allows Boers to leave, and he quickly departs heading south.
  • Velessa summons her familiar, a large black rooster, to intimidate the bound goblin.
  • Seris interrogates the bound goblin, who confirms they were going to roast Boers and that 'humans taste delicious.'
  • The goblin reveals that Maelra's group went north and that a portcullis blocks the main path.
  • The goblin mentions a small hole in the wall that leads to another area, but it 'stinks really bad.'
  • The goblin claims its leader had a 'pretty sharp sword' but nothing else of value.
  • Séantal ties a pillow around the goblin's head to silence it.
  • The party decides to leave the bound goblin behind, guarded by Velessa's familiar rooster.

Exploring the Barracks and Short Rest

The party explores the old barracks, finds a way to open a portcullis, and takes a short rest to recover from their injuries and the effects of the sewer gas.

  • The party enters the old barracks, finding four humble beds and old, shabby storage lockers.
  • They discover the lockers have been recently disturbed by goblins, who found some gold and clothes inside.
  • A portcullis blocks the corridor to the north, with a winch mounted on the wall on the far side.
  • Velessa uses her familiar rooster to operate the winch, opening the portcullis.
  • The party decides to take a short rest in the barracks to recover from the poisoned condition and their injuries.
  • Shane uses bandages to tend to Seris's shoulder wound, ensuring it's clean and stopped bleeding.
  • Velessa repeatedly casts Prestidigitation to clean the sewage and grime from everyone's clothes and boots.
  • The party notes the walls and floor are made of nicely hewn stone, distinct from typical sewer construction.
  • The party prepares to continue deeper into the library after their rest.

NPCs

Tina

A young, stressed, and overwhelmed junior liaison for the Flaming Fist at the Brampton outpost. She has been in her position for only a week and struggles with the volume of paperwork and the changing nature of the work. Despite being undertrained and overwhelmed, she has a good heart and tries her best to assign work to adventurers. She is concerned about her performance and asks the party for a five-star review after the job.

Duke Ulder Ravengard

The former Grand Duke of Baldur's Gate and current commander of the Flaming Fist. He is one of the Dukes of Baldur's Gate and occasionally passes through the High Hall where Séantal works. He stepped back from his position as Grand Duke to let his son Wyll take over.

Wyll Ravengard

Duke Ulder Ravengard's son and the current Grand Duke of Baldur's Gate, guiding the city's direction after the Absolute Crisis eight and a half years ago.

Saresha Imravel

The proprietor of the Imravel Exchange, a disarmingly kind woman with tidy brown hair and hazel eyes. She is familiar with Velessa and greets the party warmly. She hires the party to retrieve the Nathlum from a hidden library beneath the city before her rival Maelra can claim it. She has a past relationship with Maelra that seems to have been romantic, though she doesn't vocally confirm it. She is particular about the book's safety and provides the party with a map, gear, and a special case for transporting the Nathlum.

Maelra

Saresha's rival, described as a very ambitious human wizard with more hunger than caution. She has already discovered the location of Lethchauntos's library and intends to loot it and sell the contents to dangerous buyers in Baldur's Gate. She and Saresha once planned to explore the library together but had a 'difference in vision.' She has a group of 11 to 18 people with her in the library.

Lethchauntos

An orc arcanist who carved out the hidden library beneath the city. He was more focused on theory than practice and was not particularly devout. He created multiple libraries, one of which contains the Nathlum.

Goblin Boss

A slightly taller goblin wearing ornate garbage in his hair, acting as the leader of the goblin group encountered in the sewers. He is aggressive, foul-mouthed, and quick to threaten the party upon their intrusion. He wields a scimitar and attempts to attack Seris multiple times during combat but misses.

Boers

A human archaeologist found beaten and caged by goblins in the old barracks. He was part of Maelra's expedition into the library but was ambushed while searching a room deeper inside and left behind. He seems both shady and genuinely scared, making it difficult to get a clear read on his trustworthiness. He claims to have had a sickle with him that the goblins took. After being freed and healed by the party, he is allowed to leave and quickly departs heading south.

Goblin Warrior

One of several goblins encountered in the old barracks. They wield scimitars and shortbows, attacking the party with varying degrees of success. One goblin is severely wounded by Vagnfríður's axe, another is killed by Shane's shortbow, and another is killed by Seris's scimitar. One goblin surrenders after being hit by Séantal's Eldritch Blast and is bound with a chain by Vagnfríður. The bound goblin reveals information about Maelra's group and the layout of the area under interrogation.

Locations

Brampton Flaming Fist Outpost

A converted warehouse in Brampton serving as a strained logistical hub for reconstruction work. Currently understaffed and overwhelmed, with only one junior liaison, Tina, working the counter instead of the usual five or six people. The work available has shifted from reconstruction tasks to less noble jobs like debt collection and escort missions.

The Steeps

A middle district of the low city where the Imravel Exchange is located. The party travels through this area to reach Saresha's shop.

Imravel Exchange

A vibrant miniature market tucked into an alleyway in the Steeps, filled with exotic spices, fresh produce, and fine fabrics. The market features stalls around the walls selling the freshest fruits, vegetables, and spices with an almost Indian-inspired vibe, including cinnamons and star anise. It also sells bolts of fine fabrics and is known for high-quality goods. Several shopkeepers work the various booths. Saresha Imravel's office is located on a balcony above the main exchange, accessed by a winding stairway.

The Wide

A pretty populated market district in Baldur's Gate where Velessa's family shop, Moon and Measure, is located. The party uses a public sewer grate on the edge of the Wide to descend into the sewers.

Sewers beneath the Upper City

An extensive network of dark, wet, and foul-smelling tunnels and waterways beneath Baldur's Gate. The sewers feature varying conditions, from walkways to deep muck that sometimes threatens to overflow the party's boots. The tunnels contain noxious gas clouds and are known to be vast enough that people could spend lifetimes exploring without fully mapping them. The Guild has a safe house somewhere in the sewers below the lower city.

Sewer Junction

A circular junction where the sewer tunnel widens and old brick gives way to smooth, elegant stonework that doesn't belong to any civic project. A sealed stone door is set into the wall, etched with faded Orcish runes and half-choked with mineral crust. The grime has been scraped away in places, and fresh footprints lead up to the door.

Old Barracks

An old barrack within the hidden library containing four humble beds and old, shabby storage lockers at the foot of each bed. The walls and floor are made of nicely hewn stone, distinct from typical sewer construction. A corridor to the north is blocked by an iron portcullis, with a winch mounted on the wall on the far side. The room appears to have once housed library guards but has been abandoned and recently occupied by goblins. There is a fireplace with a collapsed chimney.

Items

Letter of Acceptance

A writ provided by Tina from the Flaming Fist, confirming the party's acceptance of the job and referring them to Saresha Imravel for additional details.

Hand-drawn map of the sewers

A scroll provided by Saresha Imravel, detailing the layout of the sewers beneath the upper city and leading to Lethchauntos's hidden library. The map shows the route starting from a sewer grate on the edge of the Wide, near Velessa's old shop, and indicates about a 45-minute walk to the library entrance. Séantal uses it for navigation.

Fine leather bookcase

A hard leather, waterproof case similar to a scroll case but designed for a book, provided by Saresha to the party for safely transporting the Nathlum back through the sewers.

Sealed leather muck boots

Waxed leather boots provided by Saresha's employees at the Imravel Exchange to help the party traverse the mucky sewers. They weigh about two pounds each and are designed to keep feet dry, though sometimes the muck threatens to overflow them.

Torches

Light sources provided by Saresha for the party's journey into the dark sewers. Seris carries one at the front of the group.

The Nathlum

A book of arcane lore detailing the making of rare poisons and their cures, located in Lethchauntos's hidden library beneath the city. The party's primary objective is to retrieve it for Saresha before Maelra can sell it to dangerous buyers. It is described as fairly normal size, not particularly large.

Scimitar

Curved blades used by the goblins in combat. The goblin boss and other goblins wield them, often poorly, with the weapons snagging on their belts. The bound goblin mentions its leader had a 'pretty sharp sword.'

Shortbow

Ranged weapons used by some of the goblins. One goblin shoots Seris in the shoulder with a shortbow, causing nine damage. Shane also uses a shortbow to kill a goblin.

Sickle

A farming tool that Boers had with him but was taken by the goblins. He describes it as a handy weapon.

Chain

Used by Vagnfríður to bind the surrendering goblin's hands after combat.

Pillow

Found in the old barracks, Séantal picks one up and ties it around the bound goblin's head to silence it during interrogation.

Footlockers

Old, shabby, and rotten storage lockers found at the foot of each bed in the barracks. They have been recently disturbed by goblins, who found some gold and clothes inside.

Bandages

Used by Shane to tend to Seris's shoulder wound during the short rest, ensuring it was clean and stopped bleeding.

Spells

Comprehend Language

A spell mentioned by Velessa that allows her to read any language except ciphers. She explains it to Tina when discussing the client's language requirements, though she agrees not to cast it during the job.

Dancing Lights

Cast by Velessa upon entering the sewers, creating four floating motes of light that each cast five feet of dim light to illuminate the dark tunnels.

Elementalism

Cast by Seris after encountering the noxious gas in the sewers, creating a pleasant scent around her nose to counteract the acrid smell and make the environment more bearable.

Shadow Blade

Cast by Velessa as a bonus action during combat, conjuring a blade made of shadowy smoke and wriggling energy from the air itself. The core part of the blade is wriggly, waving like loose threads fluttering in the breeze, and it deals psychic damage.

Sacred Flame

Cast by Séantal targeting a Goblin Warrior, causing flames to broil on the goblin's cobbled-together leather armor, though the goblin resists the full effect and is not phased by it.

Shield of Faith

Cast by Seris on herself as a bonus action during combat, enhancing her defenses and increasing her AC by 2 to a total of 21.

Eldritch Blast

Cast by Séantal during combat, hitting a goblin and causing it to surrender with raised hands.

Lay on Hands

Used by Seris to heal Boers' wound after freeing him from the cage, closing the wound and preventing infection. She also uses it on herself to heal one damage and close her shoulder wound from the goblin's arrow.

Prestidigitation

Cast repeatedly by Velessa during the short rest to clean the sewage and grime from everyone's clothes and boots, providing comfort and hygiene in the unpleasant environment.

Summon Familiar

Cast by Velessa to summon her familiar, a large black rooster, which she uses to intimidate the bound goblin and later to operate the winch that opens the portcullis.

Exported from GMAssistant on 2026-07-18