(S095) The Blue Alley
Ambushed in their sleep aboard The Audacity, the party is dragged into the treacherous labyrinth of Blue Alley to retrieve stolen relics for the Thieves' Guild.
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Chapter: =this.session-chapter
DM: =this.dm-session
Session Day: 148
Time Passed: Morning Rest & Naval Skirmish
Rewards: Ivory Key,Dagger-like Sword,Hooded Lantern,Silver Bolt,Glittering Gemstone,Spinning Sword,Bad Berries
👥 PCs
👥 NPCs
🗺️ Locations
🗡️ Creatures
🏴 Factions
📦 Items of Note
| ◀️ Previous Session | ▶️ Next Session |
|---|---|
| 106 | 108 |
📝 Session Summary
The Wild Cards were called The Menagerie by some until they came up with the name The Wild Cards.
- Barlo: A grizzled tabaxi barbarian who has been doing some work for a network that one should be wary of.
- Bastion: An orphan human who spent his life studying magic and blades, even though his elder pushed him away from the sword. He replaced Reginald.
- Calliope: This bardic faun joined the party late when she needed to find help to save her homeland.
- Reginald: A leonin cleric who was off to show his family's royal background and would later find out there were secrets leading to him becoming a king.
- Sas: A tortle hermit was given an item of power and a quest.
- Shadow in the Snow: This tabaxi got a coin, and her curiosity set her on a path.
🎬 Scenes
- Scene 1: Barlo's Backstory — From The Bronze Canyon in Kampos. Gave up Tabaxi name, "Smiles". Help move people. On way to Eushia to help Black Road with a client. Currently on ship near Carrune.
- Scene 2: Bastion's Backstory — When Bastion Bladesinger was very young he lost both of his parents to a plague. He took care of himself as he taught himself how to use the rapier his father once wore. He lived in Dyrt and watched all of the great knights. He also had an interest in the ways of magic and he wished he could do both – use swords and excel in magic – like many elves he had heard about.
- Scene 3: Calliope's Backstory — Calliope was born into the nestled highlands of the Oraniad Mountains. The Skola Vale, wild and free, blessed by the gods and inhabited by whimsical Satyr and Faun. Deep within it among the lush valley, reside the Dawngreets, a long generational line of storytellers and lore keepers.
- Scene 4: Reginald's Backstory — He was born at home, a modest-sized mansion where his family lived a modest means – even though his father could never stop talking about how they were royalty and yet this was the only lands they currently possess. His childhood was generally a happy one full of several friends. He was an only child.
- Scene 5: Sas' Backstory — Sas was born on the continent of Oth'Mar – a content mostly inhabited by Tortles and is far to the south of the Carrune Isles.
- Scene 6: Shadow's Backstory — Deep in the snowy mountains high in the north, there lived a large group of Tabaxi, The Blinding Wild Clan.
📜 Missions & Quests
- Completed:
- Established individual party origins and initial connections to the world of Dierde.
- Active / Discovered Threads:
- Barlo's ties to the smuggling rings and the Black Road.
- Bastion's mysterious past and fallout with Grognard.
- Calliope's quest to save the Skola Vale.
- Reginald's pursuit of his family's royal mint commission and claim in Neyer.
- Sas's vision of the Cat Goddess Bast and journey to find her lost lands.
- Shadow's golden coin and mystical calling from her clan shaman.
NPCs
👥 NPCs with the party
None⚔️ NPCs Fought
None💬 NPCs Other Interactions
None🗣️ NPCs Discussed
NoneS095: The Blue Alley
Date: 2025-11-22
Short
The night began peacefully aboard the party's flying ship, The Audacity, but Barlo, Shadow, and Bastion were ambushed by rogues wielding poison darts and eventually succumbed to the sleeping toxins. They awakened hooded in the city sewers, where a thief named Garret explained his desperate situation: his guild needed the party to infiltrate Blue Alley, a forbidden obstacle course, to retrieve something valuable his friend Pradam had discovered inside. Garret equipped them with magical black cowls for telepathic communication, healing crystals, and a revival gemstone before sending them through a portal with their guide Needle. Upon entering Blue Alley through an illusionary wall, they signed the book of adventurers and chose the gold path westward, where a gate slammed shut behind them with finality.
The party navigated a deadly gauntlet of challenges, battling a massive ceiling mimic that dropped an ivory key, then facing a magically summoned minotaur that nearly killed Shadow before Barlo delivered the killing blow. They cleverly bypassed dancing zombies and a sticky rug trap to reach a magnificent domed chamber, where grabbing a hovering sword and gemstone triggered the blade to animate and attack with necrotic energy until Shadow pinned it to the wall with an arrow. Further exploration revealed a study with corrupted goodberries and a lightning-charged creature, a sound-amplifying room with green slime, a wine cellar with explosive bottles and healing potions, and a special lantern that could reveal invisible objects. The party's journey culminated in a fierce battle against swarming boggles that secreted oily puddles across the floor, which they defeated through coordinated effort and relentless assault, leaving them battered but ready to face whatever greater challenges awaited deeper within Blue Alley.
Summary
The night began peacefully aboard the party's flying ship, The Audacity, where Barlo, Shadow, and their companions had settled in for rest. As they slept, Barlo's dreams were filled with visions of his growing barbarian prowess and the mysterious new voice that had taken residence in his mind. His peaceful slumber was shattered when rogues crept aboard, armed with blow darts filled with sleeping poison. Despite his formidable constitution, Barlo eventually succumbed to the toxins after multiple darts found their mark. Shadow and Bastion fell quickly as well, their attempts to resist the chemical assault proving futile against the coordinated attack.
When Barlo finally stirred awake, he found himself hooded and being led through the reeking sewers beneath the city. His companions were confined in strange cylindrical tubes, sleeping peacefully despite their imprisonment. A rogue broke a vial of smelling salts beneath Shadow's nose, rousing her to consciousness. The leader of these thieves, a man named Garret, explained their desperate situation. His guild needed the party's help to infiltrate Blue Alley, a notorious obstacle course that his organization was forbidden from entering. Their friend Pradam, who worked at the Nexus, had discovered something valuable inside that needed retrieving.
Garret equipped Barlo and Shadow with special black cowls that would allow them to communicate telepathically and offered some magical protection. He also provided them with black crystal cylinders that could heal wounds and a gemstone capable of reviving the fallen. After being transported through a magical portal, the party found themselves in a tavern where they attuned to their new equipment. Their guide for this mission would be Needle, a skilled rogue who led them to the entrance of Blue Alley, demonstrating how to pass through the illusionary wall that concealed its entrance.
Inside Blue Alley, the party discovered a table with a book containing the names of previous adventurers who had attempted the challenge. Shadow signed with an X while Barlo added his name beside hers, noting the names of fallen heroes and recognizing Gomorrah, a dwarf archer whose moon-touched sword he now carried. A disturbing mural greeted them further in, depicting adventurers being torn apart by various deadly traps. The artwork showed two paths: one marked with silver pointing east, and another marked with gold pointing west. Behind them, a gate slammed shut with finality.
Choosing the gold path westward, they came upon an ivory-coated door carved with images of predatory beasts feasting on their prey. Needle checked for traps and unlocked the entrance, revealing a room with walls painted to resemble treasure chests. Inside an actual chest, they found gold, silver, and a peculiarly sharp dagger-like sword. Their discovery was interrupted when the ceiling itself began to descend, revealing that it was actually a massive mimic in disguise. Barlo quickly pulled Needle to safety while Shadow stood her ground, unleashing her swarm of magical fleas upon the creature. The battle was fierce but brief, with Barlo's claws tearing through the mimic's disguised form until it collapsed, dropping an ivory key that unlocked a previously sealed door.
The party proceeded to a chamber that defied the dungeon's stone construction, appearing as a lush pasture complete with grass, a water trough, and an impossibly clear sky despite the low ceiling. Two silos stood at the north and east ends of the room, their ivory surfaces covered in repeating patterns that, upon closer inspection, were actually tiny keys. Atop pedestals sat silver-plated skulls that seemed to pulse with magical energy. When Barlo picked up one skull and Shadow grabbed the other, an enormous minotaur materialized in the center of the room, bellowing with rage at its sudden summoning. The party quickly discovered that the creature would vanish when the skulls were set down but would reappear when they were picked up again.
Unable to negotiate with the furious beast, they were forced into combat. The minotaur charged at Shadow with devastating force, its horns goring into her and nearly bringing her down. Barlo entered his rage and tore into the creature with his claws, landing blow after blow while Shadow peppered it with arrows from a distance. Needle contributed what he could, his dagger finding weak points in the minotaur's hide. After a brutal exchange, Barlo delivered a final, crushing strike that caused the minotaur to phase out of existence, leaving behind another ivory key. Shadow quickly channeled healing magic to restore her companions before they continued onward.
They discovered a passageway leading north where six zombies dressed in elaborate gowns danced together in a grotesque waltz. Choosing to avoid this macabre scene, the party investigated a side door that opened onto a hallway with geometric patterns and a rising ramp. The floor was covered by a large, ornate rug that proved to be incredibly sticky when tested. After some creative problem-solving involving Shadow's cloak and Barlo's climbing claws, they managed to traverse the adhesive obstacle and reach a doorway at the top.
Beyond lay a magnificent domed chamber, its forty-foot ceiling adorned with brilliant murals of wizards and warriors. At the center stood a raised platform holding a glittering gemstone, above which hovered a sword that slowly rotated in the air. Shadow felt an unusual energy emanating from the walls as they explored, discovering several secret doors hidden within the chamber. When Barlo grabbed the sword while Shadow took the gemstone, the blade suddenly animated and attacked with vicious strikes that carried necrotic energy. The party fought back fiercely, with Barlo's claws scarring the magical weapon while Shadow's arrows found their mark. She ended the battle by pinning the sword to the wall with a perfectly placed shot through its crossguard.
Their exploration led them to a comfortable study featuring a blazing fireplace, a plush couch, and a table with mysterious runes carved into its perimeter. Shadow discovered a mirrored copper coin in the couch cushions while Barlo investigated a box on the table. Inside was a small, fuzzy creature that seemed harmless until Barlo picked up the box, at which point it crackled with lightning and struck him with painful electrical energy. He responded with overwhelming force, his claws making quick work of the tiny guardian. Shadow found a bowl of berries on the table and tasted one, immediately feeling ill and realizing they were corrupted versions of magical goodberries. She collected the remaining berries and nuts for potential future use.
Further exploration revealed a small room containing a broken crossbow with a snapped string and a single silver bolt that radiated magic. They also discovered a chamber made of perfectly smooth, featureless stone with green slime on the walls. This room had the unsettling property of amplifying all sounds to painful levels, making even whispers echo like shouts. The door mysteriously sealed behind them, and they struggled against the oppressive acoustics before finally forcing their way out. In a wine cellar, they found several bottles of dark wine that could serve as makeshift explosives, along with two healing potions hidden among the broken bottles. Behind a secret gold-plated door, they discovered a special hooded lantern capable of revealing invisible creatures and objects.
Through a barred window, they glimpsed a larger chamber containing thick iron bars and a chained sword similar to the one they had already encountered. They found a relief sculpture of a screaming skeleton with a hidden button inside its skull, which opened a door to a stairway when pressed. This led them to a reception room with a worn carpet and multiple exits. As they explored, small blue creatures called boggles appeared, initially seeming to tidy the room before turning hostile.
The boggles attacked with surprising ferocity, secreting sticky, oily puddles across the floor as they fought. Barlo entered his rage once more, his claws tearing through the small creatures as they swarmed around him. Shadow turned invisible to gain an advantage, emerging from the shadows to strike down her foes with deadly precision. Needle fought alongside them, his blade finding vulnerable spots despite the creatures' resilience. The battle was chaotic and intense, with the party having to navigate the slippery terrain while fending off multiple attackers. Eventually, through coordinated effort and relentless assault, they defeated the last of the boggles. As the creatures fell, the party caught their breath and prepared to continue deeper into Blue Alley, knowing that greater challenges likely awaited them in the chambers ahead.
Scenes
Night Attack on the Ship
While sleeping on their ship, Barlo, Shadow, and Bastion are ambushed by rogues using blow darts filled with sleeping poison.
- Barlo, while dreaming and leveling up, is struck by a blow dart but resists the first attempt.
- A second rogue enters and successfully hits Barlo with another blow dart, causing him to fall unconscious.
- Shadow is struck by a blow dart and falls unconscious despite attempting to hold her breath.
- Bastion is hit by a blow dart and falls unconscious.
- Barlo awakens from the poison, enraged, and shoves an attacker off of him.
- Barlo stabs one of the rogues in the stomach with his claws and demands to know why they couldn't approach normally.
Sewer Journey and Thieves' Guild Proposition
The captured party members are hooded and led through the sewers to a Thieves' Guild hideout, where they learn of a mission to infiltrate Blue Alley.
- The party is hooded with bags and led through the sewers, noting the distinct smells of the underground passage.
- They arrive at a Thieves' Guild hideout where Bastion, Sas, and Artie are held in confinement tubes.
- Shadow is revived with smelling salts by a rogue.
- A rogue named Garret explains that his guild needs the party to enter Blue Alley, a place the guild is forbidden from entering, to retrieve items for their friend Pradam who works at the Nexus.
- Garret provides Barlo and Shadow with black cowls that allow communication between wearers and require attunement.
- Garret gives them black crystal cylinders that function as healing potions and a gemstone that functions as a stored spell of revival.
- The party is transported through a portal to a tavern near Blue Alley to attune to their cowls.
Entering Blue Alley
After attuning to their cowls in a nearby tavern, Barlo and Shadow approach Blue Alley, a notorious obstacle course, and are guided by Needle through an illusionary wall.
- Barlo and Shadow attune to their black cowls in a tavern near Blue Alley.
- Garret's associate, Needle, leads them to Blue Alley, which is described as an obstacle course known to adventuring parties.
- Needle demonstrates how to enter Blue Alley by walking through an illusionary wall.
- Inside, they observe scorch marks and holes in the ground, suggesting traps.
- The party discovers a simple table with a book and quill, which they sign.
- Shadow signs the book with an 'X', and Barlo signs his name next to it.
- Shadow notices other names in the book, including 'Gomorrah', which Barlo recognizes as the dwarf archer who owned a moon-touched sword.
- A mural is revealed, depicting various deadly traps and the party being mutilated by them.
- The mural has the word 'silver' painted above an arrow pointing east and 'gold' painted above an arrow pointing west.
- A loud slam is heard behind the party, sealing their path.
Ivory Door and Mimic Encounter
The party chooses the 'gold' path, leading to an ivory-coated door which conceals a room with a mimic disguised as the ceiling.
- The party chooses the 'gold' path, leading them west to an ivory-coated iron door carved with carnivorous animals.
- Needle checks the door for traps, finds none, and unlocks it.
- Inside, a room with whitewashed walls painted with treasure chests is discovered.
- Needle identifies a chest as potentially trapped, and upon opening it, they find gold, silver, and a small, sharp dagger-like sword.
- The ceiling of the room begins to descend, revealing itself to be a mimic.
- Barlo pulls Needle out of the room to safety.
- Barlo attempts to pull Shadow out, but she resists, choosing to fight.
- Shadow attacks the mimic with her swarm, dealing significant damage.
- The mimic bites Needle, dealing acid damage.
- Needle attacks the mimic with his dagger, landing a critical hit.
- Barlo attacks the mimic with reckless claw attacks, dealing massive damage and ultimately defeating it.
- The mimic falls to the ground, and an ivory key drops, unlatching a door.
Pasture Room and Minotaur
The party proceeds to a room with an illusion of a lush pasture, containing two silos and pedestals with silver skulls, which summon a minotaur when touched.
- The party enters a room with an illusion of a lush pasture, a clear sky, and two silos covered in ivory paint with geometric key patterns.
- Pedestals in the room hold silver-plated skulls.
- Barlo picks up the skull from the north silo, and Shadow picks up the other from the east silo.
- Upon Shadow picking up the second skull, an angry minotaur appears in the room.
- Shadow drops the skull, and the minotaur disappears.
- The party realizes that touching the skull summons the minotaur, and keeping it touched keeps it present.
- Shadow picks up the skull again, and the minotaur reappears.
- The party attempts to communicate with the minotaur, but it remains hostile.
- Shadow stuffs the skull into her shirt to keep the minotaur present.
- The minotaur charges at Shadow, goring her with its horns and dealing significant damage.
- Barlo rages and attacks the minotaur with his claws, dealing critical damage.
- Shadow attacks the minotaur with arrows, further injuring it.
- Barlo continues his assault, dealing a final blow that causes the minotaur to disappear, leaving behind an ivory key.
- Shadow casts a healing spell, distributing healing among herself, Barlo, and Needle.
Dancing Zombies and Sticky Rug
The party discovers a passageway leading to dancing zombies and investigates a side door, revealing a hallway with a sticky rug.
- The party discovers a passageway leading north, where they see six grotesquely dressed zombies dancing.
- They decide to investigate a door to the left to avoid the zombies.
- Upon opening the door, they find a hallway with geometric patterns and a rising ramp, featuring a large, sticky rug.
- Shadow throws a ball bearing onto the rug, which sticks, confirming its adhesive nature.
- Barlo uses a corroded javelin to attempt to lift the rug, but it remains stuck.
- The party discusses strategies for crossing the sticky rug, including using a cloak as a makeshift bridge.
- Shadow throws a cloak onto the rug to create a non-sticky path.
- Barlo uses his climbing claws to scale the stone walls, bypassing the sticky rug.
- Shadow and Needle successfully jump across the rug using the cloak.
- The party reaches a doorway at the top of a ramp.
Gem and Spinning Sword Room
The party enters a domed room with brilliant murals, a glittering gem, and a sword slowly rotating above a dais, which attacks when the gem is touched.
- The party enters a domed room with murals of wizards and warriors, a glittering gem, and a sword rotating above a dais.
- Shadow feels a strange energy from the walls.
- Needle discovers and unlocks a secret door in the chamber.
- Barlo and Shadow decide to simultaneously grab the sword and the gem.
- As Shadow grabs the gem, the sword animates and attacks Barlo, dealing necrotic damage.
- Barlo attacks the sword, parrying its blows and dealing damage.
- Shadow attacks the sword with arrows, further damaging it.
- Barlo delivers additional blows to the sword.
- Shadow pins the sword to the wall with an arrow through its hilt, ending the combat.
- Shadow examines the gemstone, discovering it contains a gate within it.
Study Room and Fuzzy Guardian
The party explores a comfortable study-like room with a fireplace, couch, and a box, where they encounter a small, fuzzy creature that attacks them with lightning.
- The party enters a room resembling a comfortable study or library, complete with a blazing fireplace, a couch, and a table.
- They notice faint runes carved into the perimeter of the table.
- Shadow finds a copper coin in the couch cushions.
- Barlo examines a box on the table, opening it to reveal a small, fuzzy creature.
- Shadow finds a bowl of berries and nuts on the table.
- Shadow tastes a berry, which causes her to feel unwell, and she collects the remaining berries and nuts.
- Upon being picked up, the fuzzy creature crackles with energy and strikes Barlo with lightning.
- Barlo, in a reckless fury, attacks the fuzzy creature with his claws, delivering powerful blows.
- The fuzzy creature is quickly defeated by Barlo's relentless assault.
Crossbow Room and Featureless Stone Chamber
The party discovers a small room containing a broken crossbow with a single silver bolt, then enters a chamber with green slime where sounds are unnaturally amplified.
- Needle opens a secret door revealing a small room.
- Inside, a crossbow with a snapped string is mounted on a tripod, holding a single silver bolt.
- Shadow picks up the silver bolt, noting its magical properties.
- The party enters a room with green slime on the walls, made of perfectly smooth, featureless stone.
- The door to the room mysteriously closes behind them, and the room's acoustics amplify all sounds, making even whispers seem like shouts.
- The party struggles to open the door, eventually pushing it open with great effort, knocking Needle back on the other side.
- Upon exiting the room, the abnormal acoustics immediately cease, and sounds return to normal.
Wine Cellar and Hidden Lantern
The party explores a wine cellar with broken bottles, finding a few intact bottles of dark wine and two healing potions, and then discovers a hidden gold-plated door leading to a special lantern.
- The party enters a wine cellar with mostly broken bottles, but finds five bottles of dark wine that can be used as flasks of alchemist's fire.
- They discover two healing potions among the discarded bottles.
- A two-foot-high gold-plated door is found hidden behind a wine rack, which is locked.
- Needle attempts to unlock the gold-plated door, struggling with its high difficulty.
- Shadow successfully picks the lock on the gold-plated door.
- Inside the hidden compartment, they find a hooded lantern that can reveal invisible creatures and objects.
Barred Window and Screaming Skeleton
The party discovers a barred window looking into a large room with circular bars and a chain, and then finds a relief sculpture of a screaming skeleton with a hidden button.
- Shadow looks through a barred window into a large room with red clay brick walls and seven thick circular solid bars.
- A sword, similar to one the party already possesses, is visible through the bars, chained within the room.
- The party finds a relief sculpture of a humanoid skeleton with outstretched arms and a screaming mouth.
- Barlo investigates the sculpture and finds a small iron button inside the skull.
- Pushing the button causes a door to open, revealing stairs.
Reception Room and Boggle Encounter
The party enters a reception room with a sticky red carpet and encounters boggles, small blue goblin-like creatures that clean up the room and attack when provoked.
- The party enters a reception room with a sticky red carpet and doors to the east and north.
- They test the carpet with a ball bearing, which rolls on the carpet but sticks when it rolls off.
- A voice is heard from behind the eastern door, which Needle unlocks and opens.
- Inside the newly opened room, a statue with eyes that appear to watch the party is present.
- An invisible force field is detected around the statue.
- A phrase is scrawled on the wall in Common.
- The party discusses a riddle they've been piecing together from inscriptions found throughout the dungeon.
- They conclude the answer to the riddle is 'a key'.
- Small, blue, goblin-like creatures called boggles appear, initially tidying the room.
- Barlo attempts to communicate with the boggles in Goblin, but they do not understand.
- The boggles attack the party, creating puddles of sticky, oily substance on the floor.
- Barlo rages and attacks the boggles with his claws, dealing significant damage and defeating several.
- Shadow uses her swarm to attack a boggle, dealing substantial damage.
- Shadow turns invisible to gain an advantage in combat.
- Barlo continues his assault, moving through the sticky terrain and defeating more boggles with powerful strikes.
- Shadow emerges from invisibility to attack the remaining boggles with her arrows.
- The party defeats the boggles after a fierce struggle.
Memorable Moments
The party is ambushed in their sleep by rogues armed with sleeping poison darts
Waking up hooded in the sewers after being kidnapped from their ship
The ceiling descends, revealing itself to be a massive mimic in disguise
While investigating a room painted to resemble treasure chests in Blue Alley
Shadow pins an animated, necrotic-energy-wielding sword to the wall with a perfectly placed arrow
After Barlo grabbed the sword and it suddenly attacked them in the domed chamber
Barlo picks up a small, fuzzy creature in a box, only for it to crackle with lightning and shock him
Investigating a comfortable study with mysterious runes
NPCs
Garret
A rogue from a Thieves' Guild who orchestrates the party's capture to enlist their help. He is direct and explains the guild's need for the party to infiltrate Blue Alley to retrieve items for Pradam, as his guild is forbidden from entering. He provides the party with special cowls and mission-critical items.
Needle
An associate of Garret and the Thieves Guild, who guides Barlo and Shadow into Blue Alley. He is skilled at checking for traps, unlocking doors, and participates in combat. He is observant and seems to have his own motivations, occasionally showing shiftiness or focusing on personal gain, particularly when examining valuable items.
Pradam Estorich
A friend of the Thieves Guild and the party, working at the Nexus. He requested the retrieval of a planar hood and a crystal unicorn statue from Blue Alley.
Minotaur
A large, angry, powerful creature that appears in the Pasture Room when silver-plated skulls are picked up. It is hostile, charges at the party, and fights fiercely before being defeated and phasing out of existence, leaving behind an ivory key.
Boggles
Small, three-foot-tall, blue goblin-like creatures encountered in the Reception Room. They initially appear to be tidying up but become aggressive when disturbed, attacking with bludgeoning damage and creating sticky, oily puddles on the floor.
Cellymas
A former adventurer mentioned in the book at the Blue Alley entrance, listed as one of the 'Unfortunate Mead Heroes' and now deceased.
Talbron Tewn
A former adventurer mentioned in the book at the Blue Alley entrance, listed as one of the 'Unfortunate Mead Heroes' and now deceased.
Gomorrah
A dwarf archer mentioned in the book at the Blue Alley entrance, who Barlo remembers as the previous owner of a moon-touched sword.
Locations
The Audacity
The flying ship where the party was sleeping when they were ambushed and captured by rogues using blow darts filled with sleeping poison.
Sewers
A foul-smelling underground network through which the captured party was transported to the Thieves' Guild hideout.
Thieves' Guild Hideout
A clandestine location in the sewers where the party was brought after their capture, featuring confinement tubes for holding prisoners and serving as the base for Garret and his rogues.
Tavern near Blue Alley
A bar where the party is taken by Garret to attune to their cowls before entering Blue Alley.
Blue Alley Entrance
The entry point to Blue Alley, concealed by an illusionary wall, leading into a corridor with scorch marks and holes in the ground. Contains a table with a book and quill for signing, and a mural depicting various deadly traps with paths marked 'silver' to the east and 'gold' to the west.
Ivory Door Room
A small room with whitewashed walls painted with treasure chests, accessed through an ivory-coated door carved with carnivorous animals. The ceiling was a mimic that attacked the party.
Pasture Room
A room with an illusion of a lush pasture, a clear sky, two silos covered in ivory paint with geometric key patterns, and pedestals holding silver-plated skulls that summon a minotaur when touched.
Hallway with Sticky Rug
A hallway with geometric patterns and a rising ramp, featuring a large, adhesive rug that impedes movement and requires careful navigation.
Gem and Spinning Sword Room
A grand, domed room with brilliant murals of wizards and warriors, a central dais holding a glittering gem, and a sword hovering and rotating above it that animates and attacks when the gem is touched.
Study/Library
A comfortable room with a blazing fireplace, a couch, a table with faint runes carved into its perimeter, a bowl of berries and nuts, and a box containing a small, fuzzy creature that attacks with lightning.
Crossbow Room
A small, ten-foot by ten-foot room containing a tripod-mounted crossbow with a snapped string and a single silver bolt.
Featureless Stone Chamber
A chamber made of perfectly smooth, featureless stone with green slime on the walls that amplifies all sounds, making even whispers abnormally loud.
Wine Cellar
A room with racks of wine bottles, many broken or empty, containing a few remaining bottles of dark wine that can be used as alchemist's fire, hidden healing potions, and a secret gold-plated door.
Barred Window Room
A room with a barred window looking into a larger chamber with red clay brick walls, seven thick circular iron bars, and a chained sword visible within.
Reception Room
A room that appears to have once been well-cared for, featuring a worn, sticky red carpet, doors to the east and north, a relief sculpture of a screaming skeleton with a hidden button, and inhabited by boggles.
Statue Room
A room accessed from the reception area, containing a statue with eyes that seem to follow observers, an invisible force field around it, vials on the floor, and a cryptic phrase scrawled on the wall.
Items
Blow Dart
A small dart used by the rogues to incapacitate the sleeping party members, filled with a poison that causes unconsciousness.
Smelling Salts
A small cylinder containing a potent substance, used by the rogues to revive Shadow after her capture.
Black Cowl
A cowl given to Barlo and Shadow by the Thieves Guild. It allows communication between wearers and requires attunement. It is a 'friend' version, not as powerful as an initiate's cowl, providing some protections but weaker than the full guild version.
Black Crystal Cylinder
A small, black, two-inch-long cylinder made of crystal or gemstone, containing a gas. It functions as a healing potion when broken in front of someone's nose, requiring an action to use.
Gemstone (Revivify)
A gemstone provided by Garret that functions as a stored spell of revival when broken on someone.
Crystal Unicorn Statue
An item that Pradam Estorich specifically requested to be retrieved from Blue Alley.
Planar Hood
An item described as a hood with a more 'planar' quality, similar to those worn by rogues. It is the target item Pradam wants retrieved from Blue Alley.
Dagger-like Sword
A two-inch-long, very sharp, dagger-like sword found in the mimic's chest, capable of cutting paper and velvet cloth with ease.
Ivory Key
A key made of ivory, dropped by the defeated minotaur, which unlatches a door and is believed to unlock the ivory door previously encountered.
Dark Wine Bottles
Five bottles of dark wine found in the wine cellar, which can also be used as flasks of alchemist's fire.
Healing Potions
Two potions found in the wine cellar, providing healing when consumed. Each potion restores health when used.
Hooded Lantern
A fine lantern found behind a hidden gold-plated door. It burns for six hours on one pint of oil, lights in a five-foot radius, and helps find invisible creatures and objects.
Silver Bolt
A single, magical silver crossbow bolt found in a room with a broken crossbow.
Glittering Gemstone
A sparkling gem found atop a dais in a grand chamber. When touched, it causes a nearby hovering sword to attack. Upon examination, it contains a miniature gate within its depths.
Spinning Sword
A sword that slowly rotates in the air above a dais in a domed room. It animates and attacks with necrotic energy when the gemstone on the dais is touched, proving to be a formidable opponent before being pinned to a wall.
Book
A simple book found on a table in the Blue Alley entrance. It contains names of past adventurers, categorized as 'Fortunate Weed Heroes' and 'Unfortunate Mead Heroes'. The party signs their names in it.
Quill
A writing implement found on the table next to the book, used by the party to sign their names.
Gold Pieces
Twenty-four gold pieces found in a treasure chest in the Ivory Door Room.
Silver Pieces
Two hundred sixty silver pieces found in a treasure chest in the Ivory Door Room.
Silver-plated Skull
A skull, larger than a human skull, plated with silver and resting on pedestals in the Pasture Room. Picking it up summons a minotaur, and keeping it in possession maintains the minotaur's presence.
Copper Coin
A copper coin found in the crack of a couch in the study room.
Silver Mirrored Coin
A silver coin with a mirrored surface found in the couch cushions of the study, reminiscent of previous magical mirrored coins encountered by the party.
Bad Berries
Berries found in a bowl on a table in the study. When consumed, they cause a feeling of unwellness, suggesting they are corrupted versions of goodberries. Eight berries were collected.
Nuts
A bowl of nuts found on a table in the study room, collected by the party.
Box
A small, cigar-box sized container found on a table in the study, which held a fuzzy creature.
Fuzzy Creature
A small, fuzzy entity found inside a box in the study room. It attacks with lightning energy when disturbed or picked up.
Polished Copper Shield
A shield hanging above the fireplace in the study room. Moving it does not trigger any immediate effects.
Javelin
Barlo's corroded javelin, used to poke and investigate potentially dangerous objects like the sticky carpet and the screaming skeleton sculpture.
Cloak
A piece of clothing used by Shadow to create a non-sticky surface for jumping across the sticky carpet.
Ball Bearing
A small, spherical object used to test the stickiness of carpets and other surfaces in various rooms.
Spells
Healing Spirit
A spell cast by Shadow to heal herself, Barlo, and Needle after the minotaur encounter. When cast at third level, it provides multiple instances of healing, distributing restorative energy among the party members.
Mage Hand
A magical, disembodied hand used to interact with objects from a distance. Shadow attempted to use it to move the hovering sword in the Gem and Spinning Sword Room, but it had no effect on the magical weapon.
Classic
Last we left off, Barlo, Shadow, and their companions found themselves victims of a daring kidnapping. Rogues crept aboard their flying ship, The Audacity, in the dead of night, overwhelming the party with sleeping poison despite their valiant resistance. When they awoke, hooded and disoriented in the city's fetid sewers, they were confronted by Garret, leader of a thieves' guild in desperate need. His organization was forbidden from entering Blue Alley, a notorious and deadly obstacle course, but his friend Pradam had discovered something valuable within that needed retrieving. Left with little choice, the party accepted magical equipment—telepathic cowls, healing crystals, and a gemstone of revival—before being transported through a portal to begin their forced mission.
Guided by the rogue Needle, they entered Blue Alley through an illusionary wall, signing their names in the book of challengers alongside those who had fallen before them. Choosing the gold-marked western path past a disturbing mural of death and dismemberment, they faced a gauntlet of deadly challenges. A ceiling mimic nearly crushed them in a false treasure room. A summoned minotaur gored Shadow viciously before falling to Barlo's relentless claws. They navigated adhesive rugs, battled an animated necrotic sword guarding a hovering blade and gemstone, and survived a lightning-charged fuzzy creature and corrupted magical berries. The acoustically oppressive slime room tested their resolve, while the wine cellar and secret chambers yielded useful supplies—explosive bottles, healing potions, and a lantern that reveals the invisible.
Now, having just defeated a swarm of oil-secreting boggles in a chaotic battle that left the reception room slick with their strange puddles, the party stands battered but unbroken. With multiple unexplored exits before them and the knowledge that greater dangers surely lurk deeper within Blue Alley, Barlo, Shadow, and Needle prepare to press forward into whatever nightmarish challenges await them in the chambers ahead.
Snarky
When last we left our party, they were enjoying a nice, peaceful night's sleep aboard their flying ship, The Audacity—which, naturally, meant they were about to get absolutely wrecked. Because nothing says "good morning" like waking up hooded in a sewer after being darted into unconsciousness by a bunch of rogues with questionable hospitality skills. Barlo and Shadow found themselves voluntold into helping Garret's thieves' guild infiltrate Blue Alley, a deadly obstacle course that apparently needed the touch of people who weren't explicitly banned from entering. Armed with telepathic cowls, magical healing crystals, and the kind of optimism that only comes from not knowing what you're getting into, our heroes signed their names in the book of "people who thought this was a good idea" and dove right in.
What followed was a greatest-hits compilation of dungeon death traps: a ceiling mimic that really committed to the bit, a very angry minotaur who did NOT appreciate being summoned via skull-grabbing, zombies doing the world's creepiest ballroom dance, a sword that took "being defensive" way too literally, and boggles that redecorated the floor with oil slicks while trying to murder everyone. Through it all, Barlo clawed his way through problems with barbarian efficiency while Shadow alternated between shooting things with arrows and making questionable dietary choices involving corrupted berries. Now, battered but alive and loaded up with ivory keys, mysterious gemstones, and at least one lightning-spewing fuzzy creature's worth of regret, the party stands ready to face whatever fresh nightmare Blue Alley has waiting in the chambers ahead.
Middle English
Harken well, ye gentlefolk brave,
Of Barlo strong and Shadow's ways;
Aboard Audacity they slumbered deep,
Till rogues did come with poison'd sleep.
Through reeking sewers dark they woke,
In hooded chains and Garret spoke;
"Blue Alley's course ye must now face,
To fetch what lies in that fell place."
With cowls of black and crystals bright,
They ventured forth through portal's light.
Past mimic'd ceilings, beasts of horn,
Through chambers where the dead have worn
Their dancing gowns in ghastly waltz;
They claimed the sword from magic's vault.
With lightning'd fuzz and berries foul,
They pressed ahead with steadfast scowl.
Through slime-wall'd rooms where sound did scream,
And wine-cellars with bottles' gleam;
A lantern found to show what's hid,
And boggles came as shadows slid.
With claw and arrow, blade and rage,
They fought upon that slipp'ry stage.
Now deeper still they venture on,
Through Blue Alley till break of dawn;
What perils wait in chambers deep,
What treasures there for them to reap?
Thus Barlo bold and Shadow sly,
Press forward 'neath the dungeon's eye!
Limerick
They were kidnapped while fast asleep,
By rogues through the sewers so deep.
To Blue Alley they'd go,
Where dangers would flow,
With mimics and traps in a heap!
A minotaur summoned with rage,
Attacked them inside its strange cage.
With claws and with arrows,
Through perilous narrows,
They fought through each deadly new stage!
A sword came alive with dark spite,
And zombies waltzed into the night.
Through sticky rug snares,
And electrical scares,
They pressed on through each harrowing fight!
The boggles secreted their slime,
As Barlo tore through them in time.
Shadow turned unseen,
While Needle stayed keen,
They conquered each trap and each climb!
With lanterns and potions in hand,
Through chambers both eerie and grand.
More secrets await,
Behind each new gate,
As deeper in Blue Alley they stand!
Exported from GMAssistant on 2026-08-16