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The Vladaam maintain four alchemical labs in Ptolus, all located in the Guildsman District.

DARK DWARF MASTERS

The alchemical labs are run by four dark dwarf alchemical masters:

  • Grui (Bodyworks)
  • Thornai (Poisoner’s Guild)
  • Kilana (Shadowworks)
  • Kaldri (Common Labs)

ALCHEMICAL LOREBOOKS

These are two types of alchemical lorebooks that are maintained in each laboratory (see Addendum: Alchemical Lorebooks).

Common Lorebooks: These are written in Common or Old Prustan and require an Intelligence (Alchemist’s Supplies) check to decode the appropriate recipes. (DC 12 to identify a recipe; DC equal to the crafting check to actually know what the recipe entails.)

Secret Lorebooks: These are maintained by the dark dwarves. They are written in Undercommon and also encrypted. It requires a DC 18 Intelligence (Alchemist’s Supplies) check and a DC 18 Intelligence (Deception) check to decode a secret lorebook.

OPERATING PRINCIPLES

The Bodyworks and Poisoner’s Guild are maintained as low profile guild workshops that are generally not open to the public.

The Shadowworks maintains a small public shop for selling alchemical bolts and arrow.

Goods are shipped from these three labs to the Storefront/Common Labs on Guilder Street. This storefront is officially the Red Company of Alchemists in city records.

VLADAAM ALCHEMISTS & OTHER DENIZENS

Apprentice Alchemist: Use commoner stats, MM p. 345.

  • Intelligence 12
  • Proficiency (+2): Arcana, Alchemist’s Supplies
  • Acid Flask: ranged attack, 2d6 acid damage
  • Equipment: acid, dagger, alchemist’s supplies, Vladaam deot ring
  • CR

Journeyman Alchemist: Use artisan stats, Ptolus, p. 606.

  • Intelligence 16
  • Proficiency (+2): Arcana, Alchemist’s Supplies
  • Equipment: caltrips x5, oil of mending x2, potion of climbing, potion of healing, Vladaam deot ring

Many of the journeymen alchemists are half-orcs:

  • darkvision 60 ft.
  • Proficiency: Intimidation
  • Relentless Endurance: Once per long rest, when reduced to 0 hp, instead drop to 1 hp.
  • Languages: Orc

Dark Dwarf Masters: Use mage stats, MM p. 347.

  • Characterize spellcasting as deploying alchemical admixtures.
  • Proficiency (+3): Alchemist’s Supplies
  • Alchemical Master: Double proficiency bonus on checks related to alchemy.
  • Equipment: alchemist’s fire x2, oil of mending x5, potion of healing x2

Dark dwarf traits:

  • darkvision 60 ft.
  • speed 25 ft.
  • Dark Dwarf Resilience: Advantage on saving throws vs. spells.
  • Tool Proficiency: Smith’s Tools
  • Stonecunning: Proficient in Intelligence (History) checks related to the origin of stonework and add double proficiency bonus.
  • Languages: Dwarvish

Vladaam Gladiators: Use gladiator stats, MM p. 344 with orc traits (darkvision 60 ft., as bonus action can move up to its speed towards a hostile creature).

Vladaam Guards: Use guard stats, MM p. 347, with AC 17. (Equipment: breastplate, shield, longsword, longbow, arrows x20, potion of healing, Vladaam deot ring.)

Advanced Vladaam Guards: Use knight stats, MM p. 347.

Go to Part 7A: Alchemical Lab 1 – Bodyworks

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