There has been a long tradition of smuggling along the rugged coast. Few ships brave the stormy waters but the smuggler families are skilled at navigation and weather watching.
The retreat of the giants has opened other routes, but instead of barrels of brandy from Critwall it is antiquities going to secret buyers in Greyhawk, Furyondy or Urnst. The more the authorities try to control the trade the wealthier the smugglers get.
With the the Smuggler Kings as your group’s patron, you gain the following perks.
Assignments. The syndicate doesn’t pay you directly, but it assigns you to particular tasks on behalf of its clients or the organization. Someone hires the syndicate to perform a task (such as smuggling a demonic book), and the syndicate passes 85 percent of the fee on to your group. If the aim is to enrich the syndicate (such as by pulling off a delivery), you have the privilege of keeping 85 percent of what you steal.
Contraband. You have access to your syndicate’s business in rare antiquities and lost lore. You don’t receive a discount on these goods, but you can always find someplace to purchase them. Can sell jewelry, art, and magic items for 60% of their purchase price.
Fences. Members or associates of your syndicate are skilled at disposing of stolen goods, and you have access to this service as well. Fences are useful for selling not just illicit goods but also expensive items such as works of art and magic items. In the case of magic items, this allows you to delegate the work of finding a buyer (a downtime activity described in the Dungeon Master’s Guide and Xanathar’s Guide to Everything) to the fence. When using the syndicate’s fences, you run no risk of a double-cross or other mishap in finding a buyer, but the syndicate takes 20 percent of the sale price as a finder’s fee.
Safe Houses. The syndicate maintains safe houses or other secret hiding spots across a wide region. Your group knows how to locate these nondescript redoubts and can maintain a poor lifestyle in one for no cost. Revealing a safe house, whether purposefully or by accident, causes you to lose favor with the syndicate and may see you banned from using them.
Syndicate-Owned Businesses The syndicate owns several businesses, primarily as fronts for laundering money. This includes the village Magic Shoppe, recently acquired by Manus the gnomish book seller. When you buy from one of these businesses, you get a 5 percent discount. Other businesses include:
The House of Melosimm: A large theatre of stone walls, within which anything might be an illusion.
Feco's Pottery: A neglected potter's workshop, built within what was once a titan's tankard.
Ennanthir's Tokens: A cluttered armorer's workshop, built within the walls of an iron-banded stone tower.
Anthol's Masonry: The workshop of a male human stonemason named Anthol, known for his secret and concealed doors.
Wena's Clocks: A neglected clockmaker's workshop, built within what was once an aristocrat's manor.
The Criminal Syndicate Member Roles suggests positions you might fill in the organization and the backgrounds frequently associated with each role.
Smuggler Role Backgrounds
Transport Criminal, Guide, Merchant, Smuggler, Sailor
Muscle Criminal, Guard, Sailor, Soldier
Negotiator Charlatan, Criminal, Entertainer, Noble
Fence Archeologist, Artisan, Noble, Runecrafter, Sage
Patrician Acolyte, Criminal, Merchant, Noble, Smuggler
Falconers are expert couriers, messengers, and smugglers. The Falconer’s are an association of rogues, criminals, and couriers. Falconers pride themselves on being able to deliver anything, anywhere. They are entrusted with messages, packages, and sometimes prisoners. Sometimes their given tasks are legal and purely mundane deliveries of notes or valuables. More often they secretly deliver illegal or dangerous goods, crossing hazards and borders with impunity. Falconers gains the ability to cast a small number of arcane spells.
Each member of the syndicate has a place in the organization. You report to the gnomish bookseller Manus who handles your contribution by giving you assignments, collecting the syndicate’s cut of your swag, or sees that you receive your fee for contract work from outside clients. The contact is your first point of communication if you need to reach out to highly ranked members of the syndicate’s hierarchy.
Manus the book dealer oversees operations ensuring there are no destabilising effects on the community and things remain secret.
Your work as a syndicate member involves more than simple transport or outwitting guards. Someone with your skills cooperates with others for greater purposes that offer both dangerous risks and splendid rewards. The law of the land is your most persistent enemy, but other criminal syndicates challenge you as well—or become your targets.
The Smuggler King Quests table explores what kind of work you do for the organization.
1. Acquisitions. You find assets for the syndicate - items to be transported covertly.
2. Dealmaking. The business relies on buyers and sellers and negotiating deals.
3. Transport. Moving items while avoiding any imperial entanglements.
4. Criminal Troubleshooting. Your operations are always a target of other outlaws, mainly the Black Arrows.
5. Political Troubleshooting. The business thrives under state ‘control’. That control often needs managing.
6. Economic Freedom. Everyone in the village would be better off without interference or taxation from Greyhawk, Urnst or Furyondy. Free trade!
The organisation often rewards successful missions with signature items and spells/scrolls.
This cloak gives its wearer the ability to carry up to 10 lbs. of equipment without adding to encumbrance. These items are hidden in magical pockets that can only be opened by the wearer, making it impossible for others to steal those items. Faint transmutation; caster level 3rd; Craft Wondrous Item, shadow purse; Price 1,500 gp; Weight 3 lbs.
Conjuration (Summoning)
Level: Gutter Mage 3, Sor/Wiz 3
Components: V, S, F
Casting Time: One minute
Range: See text
Target: One chest and up to 1 cubic foot of goods/level
Duration: Six days or until discharged
Saving Throw: None
Spell Resistance: No
You hide a chest on the Ethereal Plane for as long as six days and can retrieve it at will. The spell is otherwise identical to Leo’s secret chest. Focus: The chest and its replica.
Illusion (Shadow)
Level: Gutter Mage 0, Shadowsworn 0, Sor/Wiz 0
Components: V, S
Casting Time: Standard action
Range: Touch
Target: One container no larger than
60 cubic feet
Duration: 1 round/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You make a container appear empty to a brief inspection. The container can be no more than 60 cubic feet in volume (6 feet by 5 feet by 2 feet, for example). Creatures opening and looking into the container see only empty space, but the container’s weight remains unchanged. Rooms and doorways cannot be affected.