The Alexandrian

Archive for the ‘Roleplaying Games’ category

Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 31C: THE OBSTINATE PRISONER

November 9th, 2008
The 17th Day of Kadal in the 790th Year of the Seyrunian Dynasty

Orc Prisoner

“Couldn’t we take one of these corpses and use it to intimidate that orc we’ve got locked in a closet?” Elestra asked.

“Haven’t we basically already done that?” Tee pointed out, leaving unvoiced her concern about the bloodthirstiness beginning to appear in the young girl.

“I’ve even torn off her ear,” Agnarr said.

They left the bodies, but they did return to the mansion.

They found the orc woman sleeping in the closet. Tee poured water over her head and they tried to question her again… but it went no better than the last two times they had tried.

The orc woman laughed at Elestra’s efforts. “You’re wearing pink leather boots. I can barely take you seriously.”

Tor stepped forward and ineffectually tried again. “I’m imagining you wearing pink leather boots.”

They were stymied.

“It’s been two days since I had a drink,” the orc said. “Are you planning to kill me?”

“What are you talking about?” Tee said. “I just poured water over you head.”

“Maybe if we tried a nicer approach?” Ranthir said. “Tell us what we want to know and we’ll give you some food.”

“You tore off my ear and killed my friends and you think I’m going to talk for a little bit of food?”

They shut the closet door and withdrew a little.

“She’s right about one thing,” Tee said. “If we just keep her locked up in there, she’ll die.”

“So?” Elestra asked.

They eventually decided to haul her down to the Imperial Cathedral. There they turned her over to Heth Neferul, explaining that she might be a source of information regarding the group attempting to breach the Banewarrens.

“And what of the lore spell?” Heth asked. “Was it successful, Master Ranthir?”

“Yes,” Ranthir said.

“It told us that the only way through the door was through the use of a magical wish,” Tee lied blithely.

Heth pondered this for awhile. “I will see if such powerful magicks can be acquired for you. In the meantime, continue your efforts to reach the sword. If our questioning of this orc yields any fruit, I will send word to you.”

PLANNING FOR THE MORROW

Returning to the Ghostly Minstrel they spent the better part of an hour cleaning up the coagulate gore and blood that had been spattered across them in the Banewarrens (and only now pausing to reflect on Brother Heth’s blithe reaction to the same).

While the others were finishing up, Tor left the Minstrel and went next door to the Bull and Bear. There he found Iltumar tending the shop. After some small talk (in which Iltumar proved to be his usual, overeager self), Tor asked him if he might be interested in practicing some swordplay the next morning.

“I would love to! Will Mistress Tee be there?”

“No, it would just be me and you,” Tor said. “Is that okay?”

“Of course!”

“Do you own a sword?”

“No, but I can ask Hirus if I might borrow one.”

“Do so,” Tor said. “I’ll meet you here tomorrow.”

Tor returned to the Ghostly Minstrel and gathered the others. Tor explained his plans with Iltumar – if the lad wanted to be a part of something larger, he was hoping to give him a better option than the Brotherhood of Ptolus.

Tor also wanted to try to reach Sir Kabel in Pythoness House as soon as possible, but he was worried that he was still being followed – possibly by agents of the Church.

After discussing their options, Ranthir proposed using a spell of invisibility that the he had studied in Shilukar’s spellbook. Thus cloaked in magick, Tor would be able to easily slip away from the mansion on Nibeck Street and make his way to Pythoness House undetected.

Ranthir wouldn’t be able to cast the spell until morning, but since Tor wasn’t supposed to meet with Sir Kabel until then they decided that the plan was as good as any.

They also wanted to make sure that the sealed door in the Banewarrens couldn’t be opened without them knowing about it. Ranthir would be able to lay a spell which would alert him if the door was opened and Elestra’s connection with the Spirit of the City would allow her to work a similar charm. Between the two of them they should be able to keep the sealed door under constant alarm.

However, these minor magicks were strictly limited in their range: If they were placed upon the sealed door, Ranthir and Elestra would be unable to move much farther east than the edge of Oldtown.

And with that plan in hand, not wanting to leave the door unwatched any longer than necessary, they returned to the Banewarrens. Ranthir laid his spell upon the sealed door and the rest of them set their watches for the night.

Running the Campaign: Let It Ride Interrogation  Campaign Journal: Session 31D
In the Shadow of the Spire: Index

Ptolus - Monte Cook Games

Go to Table of Contents

This is a brief overview of the entirety of House Vladaam, including its members, citizens, business affairs, and criminal enterprises. You can use it to orient yourself as you explore and run the adventure.

LORD VLADAAM

IRISTUL VLADAAM: Leader of the Vladaams. Currently searching the world for hungerswords. (Ptolus, p. 100)

HEIRS

ALIASTER: Eldest brother. Specializes in arcane magic and alchemy.

GATTARA: Eldest sibling. Given to fits of irrational rage. She abandoned arcane studies to become a priestess of the Galchutt.

GODFRED: Younger brother. A lumbering oaf who enjoys violence.

NAVANNA: Younger sister. The de facto leader of the family in Ptolus. Mostly keeps out of the public eye.

The heirs are described in more detail in Part 2: The Vladaam Family.

HOUSE ESTATE

Vladaam is one of the smaller houses, claiming a total deot of 636 citizens. (However, it’s suspected that their actual total may be higher due to shadow members of the deot who participate in criminal activities.)

NOTABLE PROPERTIES:

The Vladaams own dozens of properties throughout Ptolus and many more through their various guilds (see below). Notable properties include:

  • Vladaam Family Estate (Part 5)
  • Abandoned Temple of the Great Mother (Part 6)
  • Alchemical Labs (Part 7)
  • Oldtown Apartments (Part 15)

PROPERTY LEASES:

If a search of a property’s deed is made at the Administration Building — DC 25 Charisma (Investigation), -1 per 5 gp of bribe, minimum DC 15 —the following ownership can be discovered:

  • The ownership of any guild’s properties is generally in the name of the guild (and these guilds are recognized as being part of House Vladaam’s deot).
  • The deed for the Abandoned Temple of the Great Mother is held by the Red Company of Goldsmiths.
  • The Alchemical Labs are all directly owned by House Vladaam, except for the Storefront on Guilder Street (which is officially the Red Company of Alchemists).
  • The Curse Dens are all owned by Marcus Corellius (Curse Den Master).
  • The Oldtown Apartments are all directly owned by House Vladaam.
  • The Slave Trade Warehouse is owned by Marcus Corellius (Curse Den Master).
  • The Undead Shipping Warehouse is officially owned by the Guild of Silver Seamstresses (an organization that doesn’t actually exist, but pays its taxes regularly).

NOTABLE HOUSE GUILDS

Red Companies - House Vladaam
The house guilds of the Vladaams are also known as the Red Companies. (The Red Company of Glaziers, for example.) The house controls a couple dozen guilds of various sizes and importance. Notable red companies are listed below.

RED COMPANY OF ALCHEMISTS

Red Company of Alchemists. Officially operating out of a building on Guilder Street, the Red Company of Alchemists maintains a network of secret alchemy labs around the city for making illicit substances. (Part 7: Alchemical Labs)

RED COMPANY OF FLETCHERS

Well-known for the distinctive black shafts of their arrows. These arrows have become particularly favored by assassins in Ptolus, although the Vladaams deny any direct connection. After all, anyone is free to purchase their guildcraft; they have no control over what they do with it after that.

The Red Company of Fletchers also maintains a black market in dreadwood arrows. They harvest the wood from an underground grove maintained by the guild. (Part 10: Guild – Dreadwood Grove)

RED COMPANY OF FOUNDERS

Publicly a guild of brass and bronze workers. In practice, however, this guild has become the focal point for Vladaam research into chaositech.

Word on the street is that the Shuul believe the Red Company of Founders is responsible for a recent theft from the Foundry. They have been unwilling to make an official complaint due to the prestige of House Vladaam, but they are currently looking to hire some mercenaries to steal their goods back. (Part 11: Guild – Founders’ Workshop)

RED COMPANY OF GLAZIERS

Essentially the only guild in Ptolus specializing in paned glass. They achieve this distinction – and the monopolistically high prices that come with it – by virtue of violently shutting down competitors. (The term “glass-shatterer” has become common slang in Ptolus for guild-on-guild violence.)

The company also supplies alchemical glassware.

RED COMPANY OF GOLDSMITHS

A small metal-working guild. The Vladaams use it to launder stolen funds and goods from their other enterprises. (Part 12: Guild – Goldsmiths)

RED COMPANY OF MAGI

This is a wizard’s guild directly under the control of Aliaster Vladaam. Although relatively small by some standards, in the shadow of the Inverted Pyramid, the Red Company of Magi is one of the largest groups of organized spellcrafting in Ptolus. (Part 13: Guild – Red Company of Magi)

The group is ostensibly dedicated to research, but the junior members of the company are deeply enmeshed into the illegal activities of the Vladaam family (providing arcane might where and when it’s necessary). The company’s dedication to research is not entirely a sham, however: The senior members of the company – referred to as “Archmages” – are often pursuing arcane research.

RED COMPANY OF SURVEYORS

This company of mapmakers rose to prominence nearly three centuries ago when they began producing incredibly detailed maps of the Teeth of Light based on the exploration ships that were sent into the southern reaches of the island chain by Yrkyth Vladaam. These charts greatly expanded trade throughout the Whitewind Sea during the decades leading up to the Great Sea War.

The Red Company of Surveyors still uses as its mark the great seal Yrkyth used when he was head of the household. It’s also said that the company was intimately involved in the creation of Yrkyth’s “Enigma Engine”. The company’s influence considerably declined following Yrkyth’s disappearance in 651 IA, but continues to be known for their accurate navigation charts.

The company’s chart-making workshop is located in Oldtown. Their apprentices work as boy messengers on the Docks, purchasing interesting chart data from docking ship captains. (Some of these apprentices are part of Part 18: Vladaam Drug Running.)

The guild uses a diamond-feather badge (representing the quills of the cartographers, but also having deeper meanings for the Brotherhood of Yrkyth).

See the Brotherhood of Yrkyth, below, and Part 14: Guild – Surveyors’ Headquarters.

RED COMPANY OF PAINTERS

Colloquially known on the streets as the “Forgers’ Guild”. They provide portraiture and murals of all kinds, but fifteen years ago they were involved in a minor scandal involving their forgeries. The company was able to successfully weasel their way out of it by claiming that the works were merely imitations and were never meant to actually deceive anyone.

RED COMPANY OF PAVIORS

Responsible for laying much of the original roadwork for Rivergate, the company still holds license for maintaining most of those paving stones and also the maintenance of the Rivergate Bridge.

A century ago, the Red Company of Paviors was involved in a scandal involving repeated sabotage of the Wings Fall Bridge. Their tolling rights for the Rivergate Bridge were stripped from them, but the Vladaams responded by getting all bridge tolls banned within the city.

OTHER ACTIVITIES

Red Figures - fergregory

BROTHERHOOD OF YYRKYTH

The Brotherhood of Yyrkyth is a secret society founded by Yrkyth Vladaam in 600 IA. Its membership is primarily made up of the senior members of the Red Company of Surveyors and the captains of the Fleet of Iron Sails.

In the early decades of the 7th century, the Brotherhood coordinated the gathering of arcane knowledge from the arcane isles of the Whitewind Sea using the Fleet of Iron Sails and the Red Company of Surveyors. They were also involved in the creation of Yrkyth’s “Enigma Engine” (the plans for which are still held in their secret headquarters beneath the Red Company of Surveyors). Following Yrkyth’s disappearance in 651 IA, the Brotherhood withdrew itself into a greater cloak of secrecy.

The Brotherhood is deeply tied to a variety of Vladaam activities, but is notable because none of the current Vladaam family are members. It’s a secret within a secret. However, the Brotherhood does arrange for certain arcane information gathered by the Brotherhood to be transmitted to the family for its benefit. (For example, the Brotherhood was responsible for forging the family’s connection with the dark dwarves in Catar, which resulted in the family gaining the services of the dark dwarf alchemy masters. See Part 7: Alchemical Labs.)

The sign of the brotherhood are four quills laid over each other to form the pattern of a diamond.

See Part 14: Guild – Surveyor’s Headquarters.

CURSE DENS

These dens of iniquity feature a rich drug culture mixed with strange curse magicks and gambling. (Part 8: Curse Dens)

DRUG RUNNING

The Vladaams deal primarily in three drugs. The Fleet of Iron Sails (see Part 9) is used to smuggle in Snakeweed and Abyss Dust from Freeport, while the slave trade (Part 16) is used to create Liquid Pain. (See Vladaam Drug Running.)

ITHILDIN COURIERS

The Vladaams also run one of the many companies of couriers in Ptolus. The Ithildin Couriers carry small badges of ithildin (a decorative silver that glows at night but is dull and almost invisible during the day) and are notable for three reasons: First, they operate primarily at night, a time when most other courier services are either shut down or operating at a reduced capacity. (This has also earned them the nickname of “the night couriers”.)

Second, the ithildin badges they carry provide a rudimentary form of message authentication. The message sender takes the badge and speaks a password to it. The receiver can then speak the same password and the ithildin will flash brightly.

Finally, they carry the full and brutal protection of House Vladaam. No one dares to interfere with an Ithildin Courier, and that includes the Watch.

As a result, the Ithildin Couriers are one of the most secure methods for sending a message in the city.

FLEET OF IRON SAILS

The Vladaams maintain a fleet of trade ships which are active throughout the Whitewind Sea. They are notable for their dull grey sails. The current Fleet of the Iron Sails contains 18 ships. See Part 9: Fleet of Iron Sails and Part 16: Slave Trade Ships.

Note that all ship captains of the Fleet of Iron Sails are members of the Brotherhood of Yrkyth.

SLAVE TRADE

The Vladaams are involved in the slave trade in two ways.

  • The Fleet of Iron Sails – specifically the Pride of Morrain, Eye of the East, and Sarathyn’s Sail – are regularly used to transport slaves for the Ennin. These ships collect slaves from the Teeth of Light and deliver them to the Ennin Headquarters (Ptolus, p. 168).
  • The Vladaams maintain a warehouse as a place where the Ennin can temporarily store slaves who are going to be sold at the Ennin Slave Market (Ptolus, p. 399). It’s used as either an overflow storage facility or as a place to move the current stock of the Slave Market if  it’s threatened by law enforcement. The Vladaams offer this service gratis in exchange for being allowed to use the slaves to process Liquid Pain (see Drug Running, above).

See Part 16: Slave Trade.

UNDEAD SHIPPING

The Vladaams maintain a black market for undead in Ptolus based out of a warehouse in the South Market. See Part 17: Undead Shipping Warehouse.

Go to Part 2: The Vladaam Family

The Vladaam Affair

SPOILERS FOR PTOLUS: BANEWARRENS

In Monte Cook’s Ptolus, the Vladaams are one of the noble families who rule the city. They feature prominently in the Banewarrens campaign, where they hold the Banewarrens Key in their vault (see Chapter 4 of the campaign book).

In my own Ptolus: In the Shadow of the Spire campaign, the PCs became increasingly interested in the Vladaams. In response, I developed The Vladaam Affair, a node-based mini-campaign of massively interlinked scenarios that fully describe the arcano-criminal network of the family.

You can easily incorporate The Vladaam Affair into your own run of the Banewarrens by keeping Navanna Vladaam’s involvement in those events at a high pitch. Because the Vladaams are a major faction in the city, it would, in fact, be relatively easy to incorporate this material into almost any mid-tier campaign set in Ptolus. (There are also, for example, connections to the Night of Dissolution campaign to be found here.)

These notes were developed for use in my Ptolus: In the Shadow of the Spire campaign. They’ve been adapted to 5E for use with the newly adapted release of the Ptolus sourcebook and campaigns.

My own version of Ptolus was integrated into my campaign world, where it was excised from the Empire of Tarsis and instead incorporated into a merchant empire. References to my campaign world have been stripped out to make this material easier to use for a standard Ptolus campaign (or more easily cross-converted to your own variant of the city).

The one exception is the use of the term deot, which is used to describe the total holdings and the vassal “citizens” of a noble house. The Vladaam Affair is more or less the description of the Vladaam deot, and so I found it convenient to leave references to the deot intact. The concept of the deot can be pretty easily added to a standard Ptolus campaign, or it’s easy enough to just ignore the term while running the adventure.

Even if you’re not running a Ptolus campaign, you may find The Vladaam Affair useful for any arcano-criminal conspiracy in your setting.

GETTING STARTED: INFINITE SCENARIO HOOKS

The Vladaam Affair doesn’t have an initial node (i.e., a specific scenario hook from which the rest of the scenario flows). It doesn’t even really have specific entry nodes. The deot’s design is much more organic than that, with the Vladaams affairs all being intermeshed with each other. No matter where the PCs get involved with the Vladaams, they’ll find a path of clues and leads that will lead them through the family’s entire criminal network.

Generally speaking, there are a couple ways to get the ball rolling.

Gather Information: The Vladaam Affair was originally designed for PCs who were already interested in House Vladaam and were looking to investigate their affairs. There are obviously many ways this could happen, including the Vladaam’s involvement in the Banewarrens. Once it does, you can use the information tables in Part 4 to feed the PCs information about one or more of the Vladaam’s ventures.

Scenario Hook: Alternatively, or in addition to the method above, simply pick any one of the Vladaam’s ventures and create a scenario hook pointing the PCs in that direction. At this point, the PCs may not even realize that Vladaams are involved until they start digging deeper.

  • While dealing with cultists, the PCs encounter an evil mage. Investigation reveals that she was a member of the Red Company of Magi (Part 13).
  • A slave escapes from a Vladaam warehouse (Part 16) and begs the PCs to help her.
  • The PCs are investigating gang activity, and one of the members leads them to a curse den (Part 8).

And so forth. A few surprising scenario hooks never hurt anybody. For more on this technique, check out Juggling Scenario Hooks.

TABLE OF CONTENTS

Part 1: House Vladaam
Part 2: The Vladaam Family
Part 3: Clue List
Part 4: Gathering Information

THE DEOT OF HOUSE VLADAAM
Part 5: The Vladaam Estate
Part 6: Abandoned Temple of the Great Mother
Part 7: Alchemical Labs
Part 8:Curse Dens
Part 9: Fleet of Iron Sails
Part 10: Guild – Dreadwood Grove
Part 11: Guild – Founders’ Workshop
Part 12: Guild – Goldsmiths
Part 13: Guild – Red Company of Magi
Part 14: Guild – Surveyor’s Headquarters
Part 15: Oldtown Apartments
Part 16: Slave Trade
Part 17: Undead Shipping Warehouse
Part 18: Vladaam Drug Running

ADDENDUMS
Alchemical Lorebooks
Dragonscales
5E Drugs

Numenera, the Cypher System, No Thank You, Evil!, Invisible Sun, and their respective logos are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC. Content derived from Monte Cook Games publications is © 2013-2022 Monte Cook Games, LLC.

Three Urchins - Dragon Heist

Go to Part 1

In my Dragon Heist campaign, the PCs ended up adopting the orphans. (Something which I have rather good reason to suspect is far from uncommon.) They also decided that they would, of course, have to make arrangements for their proper education, and so they began arranging apprenticeships and tutors for them.

JENKS wanted to become a cook. (He’d already been hanging out with the cooks the PCs had hired for Trollskull Manor and had been helping out in the kitchen.) His apprenticeship in my campaign was rather bespoke, as the PCs had acquired Frewn’s Brews (after driving Emmet Frewn out of town), converted it into a bakery, and made arrangements with the Baker’s Guild to sponsor an apprentice cook who was ready to become her own master. Thus was born Amara’s Bakery, and it was quite natural for Jenks to be apprenticed there.

NAT wanted to learn magic. Eltorchul Academy was an arcane academy founded by the Eltorchul family. (Detailed in the 3rd Edition City of Splendors sourcebook.) The current headmaster is Ambrulavage and Nat was placed under the immediate attention of Miss Ferolie.

SQUIDDLY, inspired by the party’s ranger, wanted to become an archer. He was apprenticed to the Fellowship of Bowyers and Fletchers. The guildmaster is Javan Riautar and Squiddly was apprenticed to Master Kennadr.

TUTORS

In addition to their apprenticeships, the PCs also arranged for additional tutors. I had four tutors respond to their advertisement, and the PCs ended up hiring several of them.

Nalolir - Podrikey

NALOLIR is a podrikey — a dwarven mining construct with the brain and spinal column of a kobold inside it. Nalolir escaped from Undermountain a hundred years go and now focuses on teaching history. He speaks with a somewhat robotic voice, but moves with a gentleness and precision somewhat belied by the sheer mass of metal being propelled.

Firedrop - Pixie Philosopher

FIREDROP is a pixie philosopher. She teaches the three philosophers — natural (the properties of the physical universe), moral (the study of sentient thought and ideology), and metaphysical (lore of the arcane and extraplanar). Physically, she is effervescent, always in flight and flitting here and there. Her speech is erudite, while also reflecting the endless, bubbling font of curiosity which is constantly driving her.

Starai - Kenku Philosopher

STARAI is a kenku scholar. His teaching method is extremely Socratic, almost ceaselessly echoing speech as a reflected question.

Ethlando - Elven Tutor

ETHLANDO is an elven scholar who was once a magi. Tragically, he suffered a curse which stripped his magic from him. (He does not hide his history as an arcanist or the curse which afflicts him, but he does not speak of why or how he came to be cursed.) His owl familiar, Bulbuena, remains loyal and is rarely far from his side.

I’m not sure how much general use these tutors might see, but I had mentioned them in a live chat and a number of patrons reached out to ask if I would share my notes on them. As you can see, they were not given an abundance of detail: The PCs’ arrangements for their adopted kids’ education were happening towards the end of the campaign, and even the ones they ended up hiring did not have much time for development.

You might consider calling upon them for any occasion where you might have need of a scholar.

You are SURE you want to do that?

No!

Bad GM!

No cookie!

Are you SURE you want to ask your players if they’re sure you want to do that? ENnie Award-winning RPG designer Justin Alexander gives you the answer every Game Master is looking for.


Subscribe Now!

Archives

Recent Posts


Recent Comments

Copyright © The Alexandrian. All rights reserved.